That's true. I had forgotten about the fact that it could only read your surface memories. That there is a solid limitation on it, along with the five shot limit. The not being able to overwrite memories thing, though, isn't a big limitation to me. Not when you consider its non-battle use - I simply think, even as a non-weapon ability, it should have greater limitation, due to its great effectiveness. Nor, I feel, is the having to touch them a strong condition, though you are right in pointing out that it is, at least, a condition. Still though, thank God she's dead - she would be too much of a problem with that ability of hers. Shalnark himself said she was irreplaceable with it.
I chose a cassette specifically for the limitation being built into it, with the side A and side B. I had thought of an iPod or mp3 player, but it would be less natural for such a thing to only be able to carry a relative few "memories". Not that I specifically wanted it to only have two memories, but I didn't want the amount it could carry to go over the single digits.
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Name: Planet Gallery
Type: Conjuration
Explanation:
Three objects are conjured in this ability. The user starts by conjuring a "Personal Sun". The user can place this at any point in 3-dimensional space not already occupied by another object. The Personal Sun then remains fixed in that position. It is indestructible (much like Knuckle's Potclean), and nothing, not the strongest attack, can move it. The Personal Sun is small and unobtrusive - it appears as a white sphere, 10 cm in diameter.
The user then conjures his two "planets" - they are: "Charity Planet" and "Private Planet". He again places these two objects - which are five meters in diameter, and appear as large black spheres - at any point in 3-dimensional space not already occupied by another object. However, these two objects are not fixed in space. When conjuring and placing the two planets, the user also defines the orbits of each planet - their orbits must be elliptical around the Personal Sun and must be free of debris or obstruction (if something enters upon the orbit after its been established - well it better be prepared to get destroyed). Each planet has its own orbit. The orbits can not intersect one another. The two planets are able to move, but only along these predefined orbits, and their movement is controlled by the user. While they do naturally move along their orbits, like the Personal Sun, they cannot be moved by any outside force.
The two planets are highly durable, and potentially indestructible - their durability is directly proportional to the amount of aura the user gives the ability. The planets can become indestructible on the condition that the user gives 100% of his or her aura to the ability. This is not the same as saying that the ability costs this much of their aura - if the ability is naturally deactivated, the aura that the user put into the ability will be returned to him or her, minus the amount of aura it took to activate the ability in the first place. So, say the user has 100k AP, and it costs 20k AP to cast the ability. If he or she gives the remaining 80K AP to the hatsu (leaving them at 0 AP) the planets will be indestructible. Once the ability has been deactivated, the 80K AP given to the ability will be returned to the user - the other 20K AP was spent activating the hatsu.
With the ability to vary the speed of the orbits of the two planets, the first and most obvious, but least effective, method of using the two planets is through attack and defense. Being powerful enough to withstand most attacks, with the potential of being indestructible, and able to move along their orbits at incredible speed, they work very efficiently as a shield, if the user is in the right position in relation to their established orbits, or as powerful physical weapons, if the opponent crosses the path of their orbit. However, this use of the planets is not very efficient, for obvious reasons - being that the movement of each planet is limited along an elliptical path, both the user and his opponents must be in specific positions in order for the planets to function as shields or weapons, respectively.
Effects:
Their true effectiveness lies in the special abilities of each of the conjured planets - gravitational manipulation. The user can increase or decrease the gravitational pull of the planets, using them to pull his or herself, and his or her environment and opponents, towards the planets.
The gravitational effects of Private Planet only work upon the user (and anything on his or her person). The gravitational pull of Charity Planet effects everything else. There is no limit on how high the user can make the gravity. He can increase it just enough to break Earth's gravity, and send his opponent (along with anything else not bolted down) flying towards Charity Planet. He can increase it to the point that his opponent is rendered immobile upon the face of their planet. Or he can increase it to the point that his opponent is crushed to death by the gravitational force of Charity Planet.
The catch is that Charity Planet and Private Planet always possess the same gravitational pull, so if he or she were to send his or her opponent to Charity Planet, he or she too would "fall" towards the surface of Private Planet. If the user were to make his or her opponent immobile, he or she would also become immobile. And if the user were to try to crush his or her opponent through gravitational force, he or she too would be crushed to death.
The practicality of this ability comes, first, in its ability to create distance between the opponent and the user. One can send oneself flying, at whatever speed one finds comfortable, away from the direct skirmish, towards his or her Private Planet - while also, potentially, sending his or her opponent in the complete opposite direction (depends on the positions of the planets).
It is also good for disabling physical weapons - a thrown weapon could be simply pulled towards Charity Planet. The user need not even compromise his or her position by pulling his or herself towards Private Planet - simply increasing gravity slightly enough to shift the weapon's direction off its original course. An object of smaller mass has less a gravitational connection with the Earth, and thus less force is needed to pull it away from Earth's force.
If the user were to near immobilize both fighters on the two planets, he or she could still attack with projectile weapons - a knife in the back pocket is considered to be on his or her person, and thus will stay with the user as they fly to Private Planet. However, once taken out and released from his or her hand - say, by throwing it - it will be just another object in the environment, and will thus be pulled towards Charity Planet.
The positions of the two planets must also be taken into account. Imagine if Private Planet floats only a few meters above the battlefield, while Charity Planet is much farther away (say 100 m), and the user were to increase the gravity of the two planets to the point of breaking, and then matching that of Earth's gravity, the user would "fall" only a couple meters before he hits the ground - child's play - while the opponent would fall for much farther and longer, reaching higher speeds and thus impacting the surface of his planet with greater force.
And that is all without even taking into account the fact that Charity Planet will be pulling everything else in the immediate environment towards its surface as well - creating a potentially lethal projectile weapon out of everything.
Aside from the user deactivating the ability his or herself, it can only be deactivated by destroying either one of the two planets. If the user had sacrificed all of his or her aura to endow the planets with indestructibility, then, it can only be deactivated by the user. If the planets are NOT indestructible, and they are destroyed during the battle, then any additional aura that the user put into the ability is lost. So, say, again, that the user has 100K AP, and the ability costs 20K AP to activate. And then, say, the user, rather than sacrificing all of his or her aura to make the planets indestructible, gives only an additional 40K AP to raise the planet's durability. In this case, if the ability is deactivated by the opponent, through the destruction of the planets, that additional 40K AP, rather than returning to the user, is lost.
Additional information:
The increase in durability of the planets is directly proportional to the amount of aura put into the ability up until that amount reaches 100% of the user's aura. Thus - putting an additional 20K AP will increase the planet's durability by a specific amount each time, and an additional 20K AP (thus, 40K AP total) will increase it that same amount - thus 40K AP will increase the planet's durability by twice the amount that 20K AP will. However, as soon as the amount of additional AP given to the ability reaches 100% of the user's AP - thus, as soon as they've sacrificed every drop of AP they have - the planet's durability will increase to indestructible. This is regardless of how much that additional AP is. Thus a person with 100K AP giving all of their aura will result in a conjured planet just as strong (indestructible) as someone with 200K AP giving all of their aura. And even if a person only has 21K AP (20K AP for the cost of activation + 1K additional), sacrificing that 1K will make their planets indestructible. Thus, as a person's AP increases, the cost to make the planets indestructible increases, always equaling whatever the user's remaining AP is after activation. A person who has only 20K AP would not be capable of making their planets indestructible, as, after activation, they have no more AP to sacrifice to fulfill the condition.
Though this might seem to be decrease the efficiency of the attack as the user's AP increases, this is not so if one considers the long run. Say a person has 1 Million AP (after spending the 20K for activation) And say, by sacrificing 500K AP, one can increase the durability of the planets to the point that they are nigh indestructible. In such a case, it becomes unnecessary to sacrifice that additional 500K AP to make the ability indestructible, as with just that first 500K deposit, the ability already is, for all intents and purposes, indestructible.