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7
Hatsu: "bad connection" (conjuration or specialisation not sure which)
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The user conjures two objects: a server and a router. The router sends out waves of aura to communicate with the server, and the waves work the same way as network connections in real life. The user may place these two things wherever they choose. The harder it is for the two to communicate, the more powerful the ability is, but if the two lose connection completely, the ability terminates. While the ability is active, the user operates like they are in an online videogame. The worse the connection, the more likely glitches will happen. This can be effects like attacks not hitting the user when they should, and the user hitting the target when they shouldn't. If the user touches a target, the target will operate in a similar way for the next minute, taking on effects like "input delay" which is when the user's action is delayed once they attempt to take it. (So for example if they try to punch, they won't actually do it until like a few seconds after they try to or something). There are conditions to the touching thing though: 1: the user must touch the target with the express intent of putting the effect on them. 2: it must not be a touch that could be considered an attack by the server. 3: the user can extend the time by touching the target again, but it only increases the time by 45 seconds. The user does not control when glitches happen on either side. The idea of this ability is to set down the router and server in advance and then enter a battle. Let me know what you think! Also say if there are any other possibilities you see with this ability! Also do correct me if there are any mistakes I made in terms of how networks/ hit detection works in games.

Ps. I did think of doing things with server-side/client-side stuff, but I don't know enough about that stuff

Edit: just thought of a thing to add on and I'm just adding this so I don't remember While the target is in the game, the user may declare a game that they are playing. The effects on the battle vary depending on the game. Evil number 12: before attacking the other player, each participant must count up to 3 values up from the current value, until 12 is reached. If either player doesn't count up, the game will not consider their action an attack, and therefore no damage will be done. If a player attempts to count beyond the 3 values, they will be forced to stay in the game for 2 extra minutes for each value they went up. If the user says the number 12, the target exits the game immediately and their next attack won't be registered as such. If the target says the number 12, their actions will be slowed, and their time in the game will be extended by a minute.

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1 year ago