I’ve been playing with concepts for Indigo’s abilities recently, more information below the cut:
The spikes are Indigo’s most common attack. Each of Team Gemstone has a shape (N has cubes, and Gold has spheres), and these attacks are considered “variable” attacks. They can be used for transportation, protection, and attacking- Indigo uses these a lot, since they don’t require as much power as some of her other attacks. Some of her common uses include facing the pointy sides towards an enemy and firing them as projectiles, which she can add extra power to in order to make them target-seeking or even explosive on contact, as well as turning the spikes upside down to use as platforms, which she utilizes to counteract her small size for faster movement. A less common use for her, but still very useful, is summoning the spikes straight out of the ground, which can be used to form protective barriers or stop an enemy in their tracks.
The eye runes are a more powerful ability, but also consume more of Indigo’s energy- She tends to save these for more serious battles that need to be ended quickly, due to Indigo’s low HP/Defense levels. The runes can be best compared to San’s Gaster Blasters- an attack that charges quickly before firing, usually with multiple firing at a time in order to raise the chances of hitting the target. They charge for a few seconds, and once the “pupil” solidifies, they blast whatever’s in front of them with a beam of energy. They’re pretty big compared to Indigo (About half her size in height, so a foot and a half-ish tall), and can be summoned anywhere there’s enough room for them to fit in.
Not pictured here, but she can also “teleport” by freezing time before moving to a different location. It looks very similar to a teleport ability- the flash of blue-purple smoke that appears when she uses this ability strengthens the correlation- but she can’t do a few of the fundamental teleportation rules, like moving through walls or out of an enclosed space. She’ll call it teleportation if you ask her about it, though.
Indigo’s eyes and gem actually hold a lot of correlation between her power levels, and it’s easy to predict when and how powerfully she’ll attack if you know what to look for. Her eyes always have the purple pupils; it’s a telltale mark of the Clockwork Sapphire, and doesn’t change unless Indigo’s in high power mode.
If indigo’s not using the Clockwork Sapphire, her eyes are her normal gold color, with no glow to speak of. If her irises turn purple, and possibly start glowing (glow intensity depends on power level), she’s using low/moderate power- this is when she starts bringing out the spikes and sometimes the eye runes. Full power can be seen through the development of white pupils and light purple sclera; Indigo’s pulling out all the stops in this form, and starts getting into dangerous levels of power, resulting in the smoky side effects as her form starts to dissipate from trying to contain so much power.
She rarely stays in the higher power levels for very long: her stamina gets better with time, but it’s still not great, so her primary goals are to finish or leave a battle as soon as possible. Drawing out a battle could easily become a death sentence for her- the longer she uses her powers, the closer she gets to dissipating completely. Her siblings are much better suited to longer, drawn-out battles, but Indigo’s practically a glass cannon; one hit, and she’s toast.
Anyway, lore dump, hope you enjoyed. Here’s a blep:
“Do you really think you can kill me? I am the passing of the seasons, the ticking countdown of every clock. A slow, silent killer that brings every being to their doom, yet both ignored and inescapable. I am the inevitable force, Time itself.”