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Omni Archive
Official Move Approval III - Printable Version

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Re: Official Move Approval III - Sarah Kerrigan - 12-06-2015

Zul'gurand's wrath (900) (requires Ranged proficiency) (Requires Remote control Proficiency) (Requires Telekinesis)
An Axe Raal acquired after going through many different trials and tribulations to earn the respect of the trolls, "Zul'gurand's Wrath" is a Steel-bladed throwing axe. The axe itself is decorated with pieces of his slain foes - A giant's canine serves as a back spike to the weapon, A dwarf skull is loosely tied by hair to the bottom of the weapon, and the handle is reinforced by white dragonscale. Raal has also carved several red runes, along with the symbol of the horde, on both sides of the blade.

The axe itself is 2 feet in height including the full handle, and the blade curves out to one foot of total breadth. The blade extends out 4 inches, and the giant's back canine, with it's wicked tip, extends outwards for 2 inches.

Raal is capable of throwing this weapon up to thirty meters, the initial motion provided by his arm, and then enhanced with Raal's telekinetic force.

The Runes carved on the weapon allow Raal to do two different things with the axe:
The first is that Raal is capable of curving the weapon's trajectory, allowing it to cut a crescent arc through the air, rather than a straight line, in order to hit the opponent. this takes slightly more energy from Raal than using the weapon on a straight trajectory.

The second is that Raal, should he prepare it beforehand, can use the weapon to deflect physical or magical attacks coming at him by magically shielding the weapon and then throwing it at the offending attack. this takes a couple seconds to prepare and is too slow to use after an attack's already been fired, but will allow the blade to "cut" through even energy or magically-based attacks, defying the laws of common logic, and thus destroying the offending attack.

Despite being made from relatively delicate materials, Raal has managed to fortify the weapon to the same level most primes have managed for their own weapons. Raal has stated this to be purely due to the runes he's enchanted the weapon with, but some say that when the tomahawk sings through the air, it's with the voice of a tortured and screaming troll...


Re: Official Move Approval III - Proto Man - 12-06-2015

So the axe can...

Be thrown in a straight line
Be thrown and then curved/arced if need be
Be used to intercept projectiles

Can this be used in melee?


Re: Official Move Approval III - Sarah Kerrigan - 12-06-2015

Proto Mouse Wrote:So the axe can...

Be thrown in a straight line
Be thrown and then curved/arced if need be
Be used to intercept projectiles

Can this be used in melee?

It's a throwing axe, so...
Short answer is no, because Raal has no physical proficiency.
The long answer is that Raal lacks the physique to use it in melee, relying on telekinetic force amping the axe in order to throw it hard enough to cause serious damage. he'd have issues cutting grass with it in melee, making it useless for that purpose.


Re: Official Move Approval III - Proto Man - 12-06-2015

Ahh, you don't have Physical Strength, I didn't realize that.

It's approved at that price.


Re: Official Move Approval III - Proto Man - 12-06-2015

Sokol Wrote:Move: Grinder (Requires Ranged Proficiency - Cost=???)
For every 2 damage you do with a gun,you heal 1 HP

idk if this is balanced/allowed or not so just tell me if I completely screwed up with this one

Check out the Moves rule page, especially the parts on pricing and writing.


Re: Official Move Approval III - Proto Man - 12-06-2015

Connor Hound Wrote:Gauntlet Computer: 0 OM, updated explaination of mobile Datverse device, Communicator and Connor's invisibility (stealth),

It is a keyboard inset into a black glove that covers the entire arm, at the left long side of the rectangular keyboard is a holo-screen generator. It is worn on the left arm and dispenses small ear pieces connected to a closed frequency that is ran by the glove. Additionally, by a simple button press it renders the wearer invisible.

Good.


Re: Official Move Approval III - Gilgamesh - 12-06-2015

Ruby Rose Wrote:@Gilgamesh: Alright, I edited in the reload and transformation time on my move.

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Good to go

Note to Self: there is still one move left above


AW YEAH, THIS IS HAPPENING - Naruto Uzumaki - 12-07-2015

Cowboy Disguise: Six-Shooter Revolvers - 300 OM

Naruto makes use of summoning scrolls to reveal two fully loaded six-shooter revolvers. Both take the appearance as so:

[spoiler]
[Image: SEA462-G-F1-H.jpg]
[/spoiler]
Once out of ammo, Naruto must take 6 seconds to summon a new pair of guns. This can only be used while Naruto is in his cowboy disguise.


Re: AW YEAH, THIS IS HAPPENING - Roger Smith - 12-08-2015

Naruto Uzumaki Wrote:Cowboy Disguise: Six-Shooter Revolvers - 300 OM

Naruto makes use of summoning scrolls to reveal two fully loaded six-shooter revolvers. Both take the appearance as so:

[spoiler]
[Image: SEA462-G-F1-H.jpg]
[/spoiler]
Once out of ammo, Naruto must take 6 seconds to summon a new pair of guns. This can only be used while Naruto is in his cowboy disguise.

More information needed, friend. How long does it take to summon them in the first place? Assuming six seconds like the re-summoning time, but need to know. What's the fire rate, the range, and the relative punch each shot packs?


Re: Official Move Approval III - Jack Frost - 12-08-2015

(500 OM)
Ice is nice- By drawing the energy for the move from savior, jack forms a ball of ice shards around a foot in diameter (maximum) in the crook of his staff and is able to throw this orb as a lacrosse player would. This orb can be formed on the move and takes roughly 5 seconds to form but can be charged longer to create a more deadly effect. This so called effect occurs on contact with the ball and any surface and results in the scattering of ice shards in all directions (when they come in contact with jack they merely melt and do him no harm unless he chooses to touch them.) and leaves the contacted surface meddled with shards of ice and chilled to the touch. These shards of ice resemble dry ice and possess the same qualities (smoking, burning sensation to the touch). The ball and shards alike travel at a maximum of 65Mph with jack pushing himself and begin to melt the further the distance between them and jack, following a range of a regular 9mm pistol. This will serve as Savior's main ranged attack.


Re: Official Move Approval III - Tearen Wover - 12-08-2015

Exponential Sequence Contraction [Tier 1 Utility Super Move] (Requires Time Manipulation)

Nealaphh reaches into the Time Stream and slows down the ambient flow of events, allowing it to process and summon the energy for moves it uses much faster. It takes Nealaphh three seconds of concentration to prepare to do this, during which time its three eyes bulge and flare with a white radiance.

After preparing and selecting a sequence of events to accelrate, Nealaphh is able to execute any three of its normal moves in rapid succession, all within the span of five seconds. All the moves used must obey their usual rules, aside from usage or time constraints. If Nealaphh chooses to perform this super move, it may not perform any other moves, super or otherwise, in its round as condensing and contracting time in the manner is very fatiguing.


Re: Official Move Approval III - Albert Wesker - 12-08-2015

Jack Frost Wrote:(500 OM)
Ice is nice- By drawing the energy for the move from savior, jack forms a ball of ice shards around a foot in diameter (maximum) in the crook of his staff and is able to throw this orb as a lacrosse player would. This orb can be formed on the move and takes roughly 5 seconds to form but can be charged longer to create a more deadly effect. This so called effect occurs on contact with the ball and any surface and results in the scattering of ice shards in all directions (when they come in contact with jack they merely melt and do him no harm unless he chooses to touch them.) and leaves the contacted surface meddled with shards of ice and chilled to the touch. These shards of ice resemble dry ice and possess the same qualities (smoking, burning sensation to the touch). The ball and shards alike travel at a maximum of 65Mph with jack pushing himself and begin to melt the further the distance between them and jack, following a range of a regular 9mm pistol. This will serve as Savior's main ranged attack.

This looks mostly fine, but how long does it take to be charged for the additional effect, and can the effect be strengthened by further charging after that point? And what is the range on the shards when they hit something and burst away?

Also, all moves are priced in increments of 300 OM, so this would be 600 minimum, depending on how it can be charged.


Nealaphh Wrote:Exponential Sequence Contraction [Tier 1 Utility Super Move] (Requires Time Manipulation)

Nealaphh reaches into the Time Stream and slows down the ambient flow of events, allowing it to process and summon the energy for moves it uses much faster. It takes Nealaphh three seconds of concentration to prepare to do this, during which time its three eyes bulge and flare with a white radiance.

After preparing and selecting a sequence of events to accelrate, Nealaphh is able to execute any three of its normal moves in rapid succession, all within the span of five seconds. All the moves used must obey their usual rules, aside from usage or time constraints. If Nealaphh chooses to perform this super move, it may not perform any other moves, super or otherwise, in its round as condensing and contracting time in the manner is very fatiguing.

I feel the need to clarify and point out that other super moves would not be viable under the effects of this technique, but aside from that it looks good. Approved-erino, with that one caveat in mind.


Re: Official Move Approval III - Tearen Wover - 12-08-2015

Yeah, I know. That's why I specified that it could only be normal moves, and also why it's only a T1.


Re: Official Move Approval III - Retane - 12-08-2015

Solar Blast(3oo)- DBZ had Solar Flast. Retane has Solar Blast! Created by Retane on his first trip to Dantes Abyss when he was in his former universe. Retane summons a orange of bright was ball of energy in his hand. After a few mere seconds, it is ready. The namekian usually launches the ball skyward, and after a few more seconds the orb detonates in a bright flash, temporary blinding anyone unlucky enough to look at it. The duration of the blindness lasts say between 15-30 seconds?

(May require Debuff?)

Afterimage(300)-The classic manuver all DBZ characters should know. Using his Burst Speed, Retane can create an after image of himself, making it look as if he is in one spot, when he has already jumped behind of to the side of his foe.


Re: Official Move Approval III - Albert Wesker - 12-09-2015

Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side — that is, within five feet of his location — roughly three seconds later, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong or competent opponent would do the trick. Up to three Colonel Army soldiers can be in action at a time, but must all be summoned individually.

Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 900 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly three seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately three meters on all sides, and is durable enough to use as cover in the short term, being roughly the durability of very dense stone. After approximately thirty seconds it will crack and after another ten will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot. Up to two of these blockade cubes may be summoned at the same time, though they must be summoned individually. At any point in their duration, Colonel can dismiss them at will, causing them to immediately crumble as if they expired, or reinforce them, restoring them to their condition after being freshly-summoned, though this requires a second of focus to accomplish.

Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch will appear on the top of the cube. Three seconds later, this hatch opens and the soldier emerges, opening fire on the nearest enemy target. This soldier is included in the limit for the regular version of Colonel Army. If the cube expires or is destroyed and the Colonel Army soldier remains intact, it will be destroyed along with it, though if the soldier is destroyed it will not cause the blockade cube to vanish.


Re: Official Move Approval III - Jade Harley - 12-09-2015

Little Sn0w (requires Ranged Proficiency, Debuff Proficiency) – 600 OM

A cobalt snowball blaster gun that glows with some icy bluish magicky-magicness on the inside that creates four tightly-packed snowball rounds, each snowball the size of a baseball and weighing about 5 ounces. Regeneration time for all four of the snowballs once the cache is empty is eight seconds. A snowball can be fired at a rate of one per every 3 seconds. They fly about as fast as a tossed snowball, 25.0 m/s ideally. Upon contact with an adversary, the snowball breaks into bits of icy cold snow which can cause momentary sluggishness paired with intense chills for about six seconds; the range of the snowball’s remnants upon crumbling is about a foot of spray in all directions. Upon contact with the ground if Jade happens to miss her target, they create an environmental hazard of slippery ice, a patch roughly 14” x 18” in size, which lasts for about a minute before gradually melting away. Jade does not have to remain stationary to fire this blaster and can run at normal speed.


Re: Official Move Approval III - Roger Smith - 12-09-2015

Retane Wrote:Solar Blast(3oo)- DBZ had Solar Flast. Retane has Solar Blast! Created by Retane on his first trip to Dantes Abyss when he was in his former universe. Retane summons a orange of bright was ball of energy in his hand. After a few mere seconds, it is ready. The namekian usually launches the ball skyward, and after a few more seconds the orb detonates in a bright flash, temporary blinding anyone unlucky enough to look at it. The duration of the blindness lasts say between 15-30 seconds?

(May require Debuff?)

Afterimage(300)-The classic manuver all DBZ characters should know. Using his Burst Speed, Retane can create an after image of himself, making it look as if he is in one spot, when he has already jumped behind of to the side of his foe.

Solar Blast -- Lower the duration to about 15 seconds max with a charge of about three seconds to give it a specific number and that part should be good. And yes, it would require Debuff.

Afterimage -- I would recommend Stealth or Suppression to make the most of the effect, but it's fine as-is. Just be aware that against opponents with higher SPD and/or TEC or Enhanced Senses that it probably won't work so well.

Both approved at suggested prices and with noted caveats, though.


Jade Harley Wrote:Little Sn0w (requires Ranged Proficiency, Debuff Proficiency) – 600 OM

A cobalt snowball blaster gun that glows with some icy bluish magicky-magicness on the inside that creates four tightly-packed snowball rounds, each snowball the size of a baseball and weighing about 5 ounces. Regeneration time for all four of the snowballs once the cache is empty is eight seconds. A snowball can be fired at a rate of one per every 3 seconds. They fly about as fast as a tossed snowball, 25.0 m/s ideally. Upon contact with an adversary, the snowball breaks into bits of icy cold snow which can cause momentary sluggishness paired with intense chills for about six seconds; the range of the snowball’s remnants upon crumbling is about a foot of spray in all directions. Upon contact with the ground if Jade happens to miss her target, they create an environmental hazard of slippery ice, a patch roughly 14” x 18” in size, which lasts for about a minute before gradually melting away. Jade does not have to remain stationary to fire this blaster and can run at normal speed.

Just clarification here, but assuming the same target is hit more than once while still under the effects of an initial shot, will the effects grow more severe, or just last longer? Or both? And on that note, does it actually do any damage, or is it just the freezing effect?


Re: Official Move Approval III - Jade Harley - 12-09-2015

Adam Gaite Wrote:
Jade Harley Wrote:Little Sn0w (requires Ranged Proficiency, Debuff Proficiency) – 600 OM

A cobalt snowball blaster gun that glows with some icy bluish magicky-magicness on the inside that creates four tightly-packed snowball rounds, each snowball the size of a baseball and weighing about 5 ounces. Regeneration time for all four of the snowballs once the cache is empty is eight seconds. A snowball can be fired at a rate of one per every 3 seconds. They fly about as fast as a tossed snowball, 25.0 m/s ideally. Upon contact with an adversary, the snowball breaks into bits of icy cold snow which can cause momentary sluggishness paired with intense chills for about six seconds; the range of the snowball’s remnants upon crumbling is about a foot of spray in all directions. If a target is hit by multiple rounds, the chilling effect will grow more severe and the amount of time the effect lasts will be the usual six seconds multiplied by [# of rounds divided by 2]. Upon contact with the ground if Jade happens to miss her target, they create an environmental hazard of slippery ice, a patch roughly 14” x 18” in size, which lasts for about a minute before gradually melting away. Jade does not have to remain stationary to fire this blaster and can run at normal speed.

Side Note: The snowball rounds do not deal any actual damage and are meant as a nonlethal projectile that will only stall Jade's opponents with their chilly magicks.

Just clarification here, but assuming the same target is hit more than once while still under the effects of an initial shot, will the effects grow more severe, or just last longer? Or both? And on that note, does it actually do any damage, or is it just the freezing effect?

Edited in the bold part for the first question. It does not deal any damage, I've added that in as a note.


Re: Official Move Approval III - Roger Smith - 12-09-2015

Jade Harley Wrote:
Adam Gaite Wrote:
Jade Harley Wrote:Little Sn0w (requires Ranged Proficiency, Debuff Proficiency) – 600 OM

A cobalt snowball blaster gun that glows with some icy bluish magicky-magicness on the inside that creates four tightly-packed snowball rounds, each snowball the size of a baseball and weighing about 5 ounces. Regeneration time for all four of the snowballs once the cache is empty is eight seconds. A snowball can be fired at a rate of one per every 3 seconds. They fly about as fast as a tossed snowball, 25.0 m/s ideally. Upon contact with an adversary, the snowball breaks into bits of icy cold snow which can cause momentary sluggishness paired with intense chills for about six seconds; the range of the snowball’s remnants upon crumbling is about a foot of spray in all directions. If a target is hit by multiple rounds, the chilling effect will grow more severe and the amount of time the effect lasts will be the usual six seconds multiplied by [# of rounds divided by 2]. Upon contact with the ground if Jade happens to miss her target, they create an environmental hazard of slippery ice, a patch roughly 14” x 18” in size, which lasts for about a minute before gradually melting away. Jade does not have to remain stationary to fire this blaster and can run at normal speed.

Side Note: The snowball rounds do not deal any actual damage and are meant as a nonlethal projectile that will only stall Jade's opponents with their chilly magicks.

Just clarification here, but assuming the same target is hit more than once while still under the effects of an initial shot, will the effects grow more severe, or just last longer? Or both? And on that note, does it actually do any damage, or is it just the freezing effect?

Edited in the bold part for the first question. It does not deal any damage, I've added that in as a note.

Excellent. Approved-erino!


Re: Official Move Approval III - Gilgamesh - 12-10-2015

Ururu Kyuuei Wrote:
Original Wrote:Twin Sacrificial Rebirth
Cost: 600 Om
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting
The base technique to which Ururu made her life and lies with. Through a series of hand seals and channeling of chakra Ururu can bring life to lifelessness, and generate a single durable replica of herself within a moment. Through time and effort of the creation process the user can generate significant appearance and clothing alterations as part of the clone's base that otherwise do not affect the clone's moves, nor equipment load-out.

Combat effectiveness matches the user’s own in terms of skills and physical ability provided they assume direct control (read the user is committed to continuous concentration and limited movement), through Soul Transference or similar. Autonomous use though personas (artificial personalities) is ineffective in combat without Tiered Assist to power their bodily functions beyond existing, a target, as a meat shield, or an authentic corpse. Said corpse will remain upon death to decay or until dismissed by the user. Range does not extend beyond the verse’s borders in which the user currently occupies.

The cost of this technique is a single decent payment of chakra that can be staggering if used several times in a short period consecutively.
Note Wrote:Adjusted for Omni's request. Includes a range. Eliminated any chance of confusion that Personas can possibly function autonomously as an assist without SP. They can't. Never could. They are glorified secondaries. Included the 30 second minimum of time and then some. There is no way of getting around it without it weakening the technique and the clones consequently. Unlike the example of clones given in the system these require a higher level of TEC to handle much fewer bodies. This is by design.
Twin Sacrificial Rebirth
Cost: 2800 (900 for Attack, Defend and Movement)(300 for Possession)(300 Variable Appearance)(300 for multiple clones)(1000 for Assist)
Requires: Remote Control Proficiency, Hive Mind, Shape Shifting, Assist Tier I
With a set of hand seals and building up a charge of chakra, the user conjures a number of clones ranging from one to five. The less time spent the weaker they are in comparison to the original. For a single user-equivalent clone thirty seconds are required, afterward requiring only two additional seconds for consecutive reproductions but at an exponential chakra/physical cost after the first starting at a moderate level. Additional alterations to appearance will add to the increase in time of each clone’s creation, items and apparel being the easiest, physiological changes being the most.

The user may start with a number of fully formed clones at Cost equal to their TEC.

When being directly commanded, clones share a TEC pool equal to the original that is divided evenly and rounded up between them. They can be commanded to move, attack, or defend through their Persona. This is affected directly by their distance from the user as they have a maximum range of 200 meter radius, which falls off gradually in functionality at half that distance. Even when not inherently empowered, all clones are able to communicate and observe using their hive mind like nature. Also they do not require commands to act as any secondary would, but also are limited in the same fashion in regards to combat.

Furthermore, provided the user has a clone within range, they may possess it as if it were their own by leaving their primary body prone. The process requires the difference in time equal to the initial effort of creating said clone to a maximum of 30 seconds and a minimum of 3 seconds, and an additional 2 seconds if its body does not match the original. If this effort is not undertaken the body in question will not function in a manner that is equal to their ability.

Finally, by charging an active clone within range with a special supply of chakra, 1sp for a post or 2sp for a round, the user is able to fortify the clone to be fully autonomous in combat with the following stats and matching moves.
Tier I
ATK: 2
DEF: 0
SPD: 2
TEC: 1

Original Wrote:Immortality - Soul Transference
Cost: 300 Om
Requires: Teleportation
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.

Unfortunately due to the nature of Omnilium and its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.

This transference is permanent unless it or similar is performed again.
Note Wrote:Just to be sure this is understood, this technique does not allow Ururu to take on any appearance other than her own, merely control the age of her own body and it remains identifiably her.
Immortality: Soul Transference
Cost: 600 Om
Requires: Teleportation, Shape Shifting
With this technique the user unlocks their Network Interface Seal and targets a clone within range of their control that is a replica of themselves. Furthermore the replica in question is no longer restricted in age, provided it is of the same identifiable stock. Upon doing so the user leaves behind their body and enters that of targeted vessel, such as the Twin Sacrificial Rebirth or similar.

Unfortunately due to the nature of Omnilium, its interaction with chakra and this technique any current injuries the user has are reproduced upon entering into the new body. Furthermore while this technique is instantaneous, it leaves the user physically weakened for a few seconds as any chakra they carry with them is redistributed into the new body. Also the greater the age difference between the body and the previous, the longer it takes for the user to recover. The previous body is subsequently considered a clone and can be loaded with a persona as desired or left without.

This transference is permanent unless it or similar is performed again.


You say maximum number of clones up to 5 and then your TEC? Which is it?

Also that's a hard no for a clone that is equal to your strength. Too overpowered.

Quote:Also they do not require commands to act as any secondary would, but also are limited in the same fashion in regards to combat.

Yeah no. Clones cannot be autonomous at all. From the FAQ the must be "single-minded assists" or underneath your control as if it was remotely controlled. If it could act as a secondary, you're basically summoned secondaries instantly.

For the possession, that seems like basically remote control? Do you take damage when your possessing someone, can it be interrupted,

For the soul rebirth thing- Yeah that's going to need more caveats.

Last comment- I would appreciate if this were separated into separate moves and the assists cause it was make a lot easier to read, approve, and use if someone were to fight you.



Colonel Wrote:Colonel Army (Requires: Physical Strength, Ranged Proficiency, Homing Proficiency) -- 600 OM
Colonel throws out one hand, as if giving the order to charge, and at his side — that is, within five feet of his location — roughly three seconds later, a single soldier appears. It looks relatively unremarkable, clad in armor similar to Colonel's but of a much smaller stature. A soldier wielding a simple energy blade may be summoned, or one wielding something akin to an assault rifle. Regardless of which weapon they wield, they will actively seek out and assault the nearest enemy target until they are destroyed -- which is not difficult, and a few solid blows from a reasonably strong or competent opponent would do the trick. Up to three Colonel Army soldiers can be in action at a time, but must all be summoned individually.

Blockade (Requires: Ranged Proficiency, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 900 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly three seconds later, a large cube bursts from the ground, composed of whatever substance the ground in the area is composed of. The cube is approximately three meters on all sides, and is durable enough to use as cover in the short term, being roughly the durability of very dense stone. After approximately thirty seconds it will crack and after another ten will crumble away as if it was never there, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot. Up to two of these blockade cubes may be summoned at the same time, though they must be summoned individually. At any point in their duration, Colonel can dismiss them at will, causing them to immediately crumble as if they expired, or reinforce them, restoring them to their condition after being freshly-summoned, though this requires a second of focus to accomplish.

Additionally, at any point in the lifespan of any summoned cube, he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch will appear on the top of the cube. Three seconds later, this hatch opens and the soldier emerges, opening fire on the nearest enemy target. This soldier is included in the limit for the regular version of Colonel Army. If the cube expires or is destroyed and the Colonel Army soldier remains intact, it will be destroyed along with it, though if the soldier is destroyed it will not cause the blockade cube to vanish.

Colonel Army- Just add a little more caveats like a longer time or fatigue or anything you can think of

Blockade- Remember you cannot block super moves. Also same thing about a little more caveats and then you're good