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Official Move Approval IV - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Administration Forums (https://omni.zulenka.com/forumdisplay.php?fid=5) +--- Forum: Help Desk (https://omni.zulenka.com/forumdisplay.php?fid=8) +--- Thread: Official Move Approval IV (/showthread.php?tid=4198) |
RE: Official Move Approval IV - Jim Raynor - 06-09-2017 For Illidan: Fel Shock (300) (Ranged, Debuff): Illidan charges green electricity that arcs around his hand and forearm for three seconds, which can be done while moving but not attacking. Once time is reached, Illidan thrusts his hand out and discharges a bolt of emerald lightning that travels at the speed of a bullet. It does no damage upon contact but creates a concussive force, launching anything hit by the bolt backwards with great inertia, determined by the users' DEF stat in comparison to Illidan's ATK stat. On equal stat footing, the target will be knocked back ten feet. Shadow Binds (300) (Ranged, Debuff): Stormrage summons dark tendrils that snake around his hands for three seconds, preventing him from attacking or moving. On completion, he fires them in a long winding helix that travels at the speed of an arrow. When connecting with the target, the binds encircle and restrict movement, tying up limbs and immobilising the prey. These binds stay in place for ten seconds. For Raynor: Seismic Fist (300) (Area Attack, Debuff): Only performable in the CMC-400 armour. Jim's arm locks into position, bending at the elbow, pointing down. Five seconds goes by while the armour charges the requisite energy, preventing Jim from moving or attacking. Once charged, the locked fist punches the ground, sending a massive earthquake through the ground. Any person or object at close range (~2 metres or less) anywhere around Jim gets knocked from their feet and thrown five metres away. Anyone further away (>2 metres) will lose their footing though will not be launched. RE: Official Move Approval IV - Dane Regan - 06-09-2017 This is more rp fodder than actual moves (but if I need to spend OM to get them then I'll do so, or just spam nerf them as needed). Being knowledgeable in magic comes with many small tricks, known as cantrips. Often solely used as practice spells for young students, some do have small practical uses - or are just merely fun to use. All of these cantrips have the following key distinguishable features:
Minor Illusion [spoiler]Makes a small stationary object the size of a fist appear within 10ft/3m of the caster. Such as a mouse, or a pouch of coins. This object can be manually moved by the caster with physical contact. Anyone else that touches it will find that their hands go through it and realise it's fake. Anyone that inspects it carefully or critically for more than a few seconds will also realise it's fake. Once someone knows the object is an illusion, they can see through it.[/spoiler] Sparks [spoiler]You have the power of a small special effects team in the palm of your hands. The caster can make small sparks or flames of any colour appear within 10ft/3m of themselves. The do not produce any heat or damage anything. The sparks disappear in the air shortly after crackling. The flames disappear within 5 seconds, or when patted out. The duration can't be extended, but the spell can be recast.[/spoiler] Lights [spoiler]A small (when looked directly at, appears as a minuscule speck; when not focused on, it appears to have a diameter of about an inch or a few cm) glowing orb appears stuck to an object within 10ft/3m gestured at and provides a dim layer of light in a 20ft/6m sphere centred around itself. When covered by an opaque object it disappears (including hands, even if there are small gaps). The light cannot blind anyone, even if cast on their face. Why? Magic. [/spoiler] Ping [spoiler]The caster focuses on a point on a wall or solid surface and makes a sound (e.g. by clapping, clicking fingers, stomping, or jingling a bell). The sound then bounces off that point in a straight line until it hits another solid object, before doing the same. Each time it bounces, the sound is emitted again, but slightly quieter than the time before. This continues for five bounces, and each bounce must be within 32ft/10m of each other (otherwise the spell ends). Essentially, the caster can click their fingers, and the sound will appear to echo from point to point across a room or corridor. The spell does echo off people and armour, but if the surface is not reasonably flat and hard, the spell ends (so would bounce off plate armour, but probably not chain mail, arms, or a normal t-shirt).[/spoiler] Spice [spoiler]Are you bored of tasteless meals? If so, this spell is for you. Can be cast on a food or drink within 10ft/3m to give it the taste of having a small amount of flavouring added, such as a pinch of sugar, salt, spice, or even a fruity taste added. The additives aren't actually real and have no appearance, so added salt won't be spottable by physically inspecting the meal. Also, past taste, the spell has no effect on the body. So a diabetic could use it to sweeten food without risking high sugar levels.[/spoiler] Copy [spoiler]Can copy the contents of one book into a blank book of the same size or larger, or just a selection of pages as long as the equivalent amount of blank paper is available. This takes 1 minute per 20k words, so about 1 A5 page can be done in about a second. A simple diagram the size of an A5 page takes about a second to replicate. A more detailed photo or painting of the same size can take about half a minute. As a rule of thumb, most books can be completely copied within 5 to 10 minutes. This requires constant focus. Both the original book and empty book need to be open in front of the caster (within 3ft/1m) when the spell is cast. Each book will automatically flip pages as required. To an outsider, it looks like the letters are being drawn on the page quickly by an invisible pen or pencil.[/spoiler] RE: Official Move Approval IV - Mark - 06-09-2017 (06-09-2017, 04:15 AM)Jim Raynor Wrote: For Illidan: Fel Shock and Shadow Binds: What’s the effective range on these? Could he take a beating while channeling either of these or would that break his concentration? How draining is each on his stamina? For Shadow Binds, add in an “up to” for the duration, since that’ll depend on stats. Seismic Fist: Can Jim take a hit and maintain the charge here or does he need to focus on what he’s doing? How taxing is this on him/the suit? (06-09-2017, 08:48 AM)Dane Regan Wrote: This is more rp fodder than actual moves (but if I need to spend OM to get them then I'll do so, or just spam nerf them as needed). That’s fine. RE: Official Move Approval IV - Clownpiece - 06-09-2017 T1 Super Utility: Driven Mad (Debuff, Ranged, Area Attack) (600): Clownpiece pours her power into her torch for five seconds, before sweeping it out in front of her, strengthening its madness-inducing light and sparking extreme impulsion and aggression in any enemies within 20 meters who see it. For the thirty seconds their lunacy lasts for, those affected no longer care about their own safety, or that of their allies, instead overcome with a single-minded determination to attack. They become very likely to accidentally harm themselves with their own attacks, as well as trip over or otherwise get in the way of their allies. Can be blocked by super defenses. RE: Official Move Approval IV - Mark - 06-09-2017 (06-09-2017, 11:37 AM)Clownpiece Wrote: T1 Super Utility: Driven Mad (Debuff, Ranged, Area Attack) (600): Clownpiece pours her power into her torch for five seconds, before sweeping it out in front of her, strengthening its madness-inducing light and sparking extreme impulsion and aggression in any enemies within 20 meters who see it. For the thirty seconds their lunacy lasts for, those affected no longer care about their own safety, or that of their allies, instead overcome with a single-minded determination to attack. They become very likely to accidentally harm themselves with their own attacks, as well as trip over or otherwise get in the way of their allies. Can be blocked by super defenses. Approved! RE: Official Move Approval IV - Illidan Stormrage - 06-09-2017 (06-09-2017, 10:28 AM)Mark Wrote: Fel Shock and Shadow Binds: What’s the effective range on these? Could he take a beating while channeling either of these or would that break his concentration? How draining is each on his stamina? For Shadow Binds, add in an “up to” for the duration, since that’ll depend on stats. Dammit, always forget about those when writing a move. Fel Shock has an effective range of twenty metres and becomes tiring to cast after the third if a decent break is not allowed (~1 minute). Focus can be lost if damaged during charging. Shadow Binds has an effective range of twenty metres and can only be cast twice in a five minute period, though Illidan isn't overly worn out by using it. Focus can be lost if damaged during charging. I'll make sure the description reads "up to" 10 seconds. Seismic Fist can be cast while being attacked. The energy required means the attack has a cooldown of five minutes. RE: Official Move Approval IV - Mark - 06-09-2017 (06-09-2017, 08:54 PM)Illidan Stormrage Wrote:(06-09-2017, 10:28 AM)Mark Wrote: Fel Shock and Shadow Binds: What’s the effective range on these? Could he take a beating while channeling either of these or would that break his concentration? How draining is each on his stamina? For Shadow Binds, add in an “up to” for the duration, since that’ll depend on stats. Sounds good, my friend. Approved. RE: Official Move Approval IV - Strazio Rockwell - 06-10-2017 Demetri's Rifle - Requires Ranged Proficiency [spoiler] ![]() The VSS Vintorez, also known as a "thread cutter" serves as a silenced rifle used in delicate operations that require both stopping power and finesse. A weapon that was used to great effect by its former owner, an ex-Russian special operative known as Demetri. Unfortunantly its current wielder comes from a universe that has yet to even discover gunpowder. Strazio is incapable of firing the weapon normally and instead opts to charge it using his own energy. He can spend up to ten second pouring energy into the weapon, during which time he is unable to attack and must remain touching the rifle. The weapon remains charged for roughly five minutes before the energy dissipates. For every second he spends charging the rifle he can fire a single shot. Each shot fires a single needlepoint lance of white energy up to 150 feet. Due to the destructive nature of Strazio's magick he can only fire ten shots per battle before the rifle becomes too damaged to be used and must be repaired outside of combat. [/spoiler] RE: Official Move Approval IV - Little Ghost - 06-10-2017 Hallownest Charms: Longnail's Mark of Pride Freely given by the Mantis Tribe to those they respect, this charm commemorates the very special task of besting their lances at their best Cost: 300 OM Requirements: Physical Strength Proficiency, The Pure Nail A charm that Little Ghost found attached to his cloak, the Longnail's Mark of Pride is, like many other charms from Hallownest and its surroundings, a given gift. When held against your carapace, or other skin equivalent, it attaches and activates; increasing the range of your melee weapons up to a total reach of twelve feet. This is accomplished by the energy this charm provides your weapons. While in use, the charm causes the engravings of the Pure Nail to glow with a soothing pale white light. Using this charm causes each swing of the Nail to exert a bit more effort, it would be the equivalent of actually swinging a one-handed sword instead of the previous stamina drain, equivalent to simply swinging your own arm. RE: Official Move Approval IV - Daniel - 06-10-2017 (06-10-2017, 12:30 AM)Strazio Rockwell Wrote: Demetri's Rifle - Requires Ranged Proficiency How fast does the beam of energy travel? RE: Official Move Approval IV - Jack Darby - 06-10-2017 So Daniel can I buy the move version that I posted most recently of the one we have been discussing? RE: Official Move Approval IV - Harry Potter - 06-10-2017 I would like to update the following move, so Harry uses his hand instead of a wand. I also took out the secondary application of the move, which allowed Harry to use the move on an ally. Change is in bold. Shield Charm (300) Requirements- Ranged Proficiency, Ranged Materialize Harry's primary means of active defense. Harry knows this spell so well that he uses it non-verbally, without a wand, and almost instinctual; it takes him less than a second to activate it. Harry creates an invisible shield of magical force about two feet in diameter directly in front of one of his hands. This shield is roughly the shape of a half sphere. This invisible shield stops or slows any force from its front side. He can maintain this shield for 1 second at a time, and can use it an unlimited number of times per day. This spell is not very draining, but becomes more draining if Harry casts it many times in a short period, or if protecting against strong attacks. This shield might not be strong enough to deflect all attacks. Harry's DEF is 3; this spell negates up to 3 points of attack. So, a character with 4 attack who shoots a gun at the shield would do damage to Harry as though they had 1 ATK. *** I would also like to submit the following Super Move for approval. I want to mention, the Physical Strength Proficiency is a representation of Harry channeling his spells into his strikes; that is his 'fighting style' and as such is not represented by moves. This is a specific move that is based on that concept. Incendio Punch (600) OFFENSIVE SUPERMOVE Requirements- Physical Strength Harry vocalizes the incantation 'Incendio', igniting his right hand with magical fire as he channels the spell into his fist. He then delivers an overhand right to a single opponent. If he connects with the punch, he releases the magical energy of the spell into whatever he hit, delivering a blast of magical concussive force and searing magical fire. This is a Supermove, and as such passes through non-supermove defenses like sheilds. This move is discharged on contact; Harry must channel the move each turn or loose it's effect; he may only channel this move up to three turns. The exception to this would be an evasive-type defensive supermove; if a character uses an evasive supermove against Incendio Punch, Harry would preumably discharge the spell early into nothingness as his attack misses. EDIT: This move is heavilly draining, and that drain is represented by the cost of 1 SP. RE: Official Move Approval IV - Malon - 06-10-2017 Battleaxe (600, requires Physical Strength) It used to be the signature weapon of Snake, vice-leader of the Silverhand bandits of Camelot before Malon took it from her. A fine steel weapon, it has great brute force behind it. Image Malon prefers to wield this battleaxe when shapeshifted to Snake, but can use it in any form. As a large weapon of ~1,40m from hilt to spiketip with a lengthy handle it can be carried with one hand, but must be wielded with both to have any amount of force behind it. Its most obvious threat is the wide axeblade that is used when attacking with swings and chops, but the axe can also be used as a spear, using the spike at the tip. Using it this way extends its reach somewhat but limits the area of effectiveness as the weapon must be used to stab. The axe's butt can also be used to push opponents away, but is more of an incidental weapon that lacks the efficiency of the axe's other end. Overall, the battleaxe gives Malon higher reach than her sickles at the price of taking up both her hands, thus leaving her unable to use other moves that require at least one hand as long as she wields it, and being relatively tiring and difficult to use: doing more than one or two swings at a time will rapidly tire her out, and due to the axe's weight the momentum may carry her further than she likes if she does not control it properly. The battleaxe can be pulled out of Malon's Bag of Holding if she does not wield it already, taking about 3 seconds. It is stored in the same way. Can I get approval for this please? Thanks
RE: Official Move Approval IV - Sam - 06-10-2017 (06-07-2017, 03:57 PM)Bump X2 Gildarts Wrote: @Jade I'll also be submitting the mini chibi as a T2 below^^ Also i updated these and I gotta do a little bump #bordering 5movelim #banhammer [spoiler]I answered your questions in bold, (I tried and I’ll add them into the description as well. (The bold format is teasing me so it may not work that way) Thank you for your patience with me. Wall 300, (requires ranged and area attack prof) (or 600 because of the charge?) An enemy is coming at Gildarts with everything he has, sword or energy blast, Gildarts is going to be hit, unless he deploys a significant blast of gravity magic straight at his foe. Gravity magic is clear, and hardly detectable just by sight unless there are objects around to get obliterated or moved but it can be sensed or seen as a slightly warped film, almost like saran wrap. Gildarts deploys this move from his hands, nothing particularly special about the cast, just an aloof spin of magic at the flick of his wrist. The longer the charge, the larger the perimeter and longer the shield/barrier will go. For three seconds Gildarts plants his feet down and conjures the energy, next, he launches it, as his foe is nearly on top of him. His foe, and the trees, branches, and rock are launched back with the vehement force of gravity. The “wall” pushing them takes them about ten feet away, and rips apart the trees that had surrounded him. The trees cascade into other trees when the barrier loses momentum and energy, his foe may have taken some damage from the powerful ‘shove’ as well as the domino fall of the trees and/or/ rocks on top of him. Splinters are still suspended in the air, and Gildarts is breathing in the scent of his destruction. Charge time starts at 3 seconds and is variable, the more charge, the larger the “wall” and how far back it moves the objects in front of it away from him. Originally I wasn’t going to have it hurt /destroy plant life but gravity doesn’t discriminate and I believe that it would be cheating on some level if I let the trees live (poor trees). Anyway it is a more powerful attack so I will have a use limit of only two times per battle. jade Wrote:If the charge is variable, it is 600 OM. Quote: The charge is variable!! And it is not a guaranteed hit. He must remain stationary. The max range is fifty yards. The move must only be aimed in the general direction of the enemy, as it is wider than most narrow humanoid targets. Black Lightning 300 (ranged proficiency, homing proficiency which I will buy) Gravity is a realm of laws that should not be broken, however, when they are broken, by mage or otherwise, there is an after effect or consequence. Something that must come to equalize and normalize the equation that did not have the regular “cause and effect” such as what goes up must come down. So it doesn’t come down, not in this realm or universe anyway. Something must be there in its place, an energy, and object, a mass. Gildarts has learned this the hard way, his magic is devastating and reaps it more than he’d like to consciously admit. As an effect, Gildarts can pull negative magic from the existence of positive, charge it, and fire it as a weapon. This particular move is very powerful and takes a good amount of energy, it can be used once per battle. Gildarts ‘charges’ as a means of collecting the highly dangerous energy, it creates a spiderweb of dark static in his hand and an immense trail commences after his opponent, similar to a heat seeking bullet, but it will not rest until it collides with the enemy’s energy. For example, it will go through trees and obstacles, but must land on a part of the enemy that has life, or has been given life by them (a loophole to get around this move would be for Gil’s enemy to fire an energy blast of some sort.) jade Wrote:Must Gildarts remain stationary when casting this move? How long is the charge time? Does it require a lot of concentration or cause Gildarts fatigue(it should, this seriously needs a drawback)? Does it ever diminish, if the target manages to evade it for long enough? If not, does it diminish if Gildarts' focus is broken? Yes he must remain stationary while casting the move, and he also must remain in place while he focuses on it weaving around. The charge time is five seconds, it does require a lot of concentration and it also causes him fatigue. It would diminish if the target evaded it for two minutes straight. If Gildarts focus was broken it would remain active, but it will cut the time it ‘lasts’ in half. Vortex as it has a debuff, (debuff, ranged prof, area attack)* T-2 Super move, would the Debuff claus make it double in price, at 1600? Vortex, as you know, curving space and time takes massive amounts of energy, honestly, it shouldn’t be possible and yet, magic and willpower make it possible. Every effect of Gildarts’ magic has to do with warping space and matter, the effects are usually a brunt of energy, cast or sucked from Gildarts and his immense magical power. He creates this move by releasing leasing all of that burdenous weight he has stored, with gravity there is a pull and push effect that has to do with balance and weighing, in this case, the vortex uses both to suck an enemy towards this debilitating active vacuum for thirty seconds in battle, they’re more or less grappling with whether or not the vortex’s pull will win, and if they do not focus on escaping the vortex, it could swallow them whole, which merely grinds them into the middle and through the reconstruction of gravity. They suffer mostly surface damage when they go through, which would apply pressure to them on all sides, likely with force enough to crush human bone and harm other objects that go in, such as electronics that need a basic construction for mechanics to function. When the enemy resists the gravity’s pull (or has an equal or Higher TEC), he is freed and does not get sucked up. jade Wrote:This sounds pretty powerful! I'd try to make it a super. I think I’ll make it a super, lol, you’ve convinced me, should I add anything to make it function better? Atlas 300, (debuff, ranged, homing?) Gildarts targets an enemy who is within fifty yards and casts a spell, unleashing an immense weight of gravity magic on the foe. If the spell hits, the enemy may fall to their knees or completely flat on the ground as they find themselves resisting the dense amount of invisible force. Those who are strong enough to resist this attack must put all their focus on standing up again, are able release the spell from on them. A downside is while this is deployed, Gildarts is unable to cast another spell. The charge time for this move is three seconds. Let me know if it needs anything more! jade Wrote:How long do the effects last on an opponent? Must Gildarts remain stationary while it is deployed, as well? Can the move be avoided, or is a "guaranteed hit"? The effect lasts up to forty-five seconds, if they have a higher TEC than Gildarts their ‘down time’ will be cut in half. Gildarts must remain stationary while casting the move, once it is has landed or missed he can remain moving without risking compromising the spell. The move can be avoided, (dodged, or completely blocked by a prime with equal or higher TEC as he does) it is not a guaranteed hit. [/spoiler] [/quote] RE: Official Move Approval IV - Jade Harley - 06-10-2017 ![]() @ Gildarts: [spoiler] (06-07-2017, 03:57 PM)Gildarts Wrote: @Jade I'll also be submitting the mini chibi as a T2 below^^ T2 Approved! Quote:Wall 300, (requires ranged and area attack prof) (or 600 because of the charge?) All of these are approved! I don't think Vortex should have any extra cost.[/spoiler] @'Arry Potter: [spoiler] (06-10-2017, 05:33 PM)Harry Potter Wrote: Shield Charm (300) Requirements- Ranged Proficiency, Ranged Materialize Approved. Quote:Incendio Punch (600) OFFENSIVE SUPERMOVE Approved.[/spoiler] @Malon: [spoiler] (06-10-2017, 06:31 PM)Malon Wrote: Battleaxe (600, requires Physical Strength) Approved. [/spoiler] RE: Official Move Approval IV - Daniel - 06-10-2017 (06-10-2017, 06:12 AM)Little Ghost Wrote: Hallownest Charms: Longnail's Mark of Pride I'm going to deny this move because it looks like a blanket move that is just getting rid of the necessity for a variable option for your melee moves. If you want to extend the range of a melee move like this, then make it variable with a charge time and some downsides. RE: Official Move Approval IV - Strazio Rockwell - 06-11-2017 Changed a few things and added the speed of the projectile. Changes are in bold. Demetri's Rifle - Requires Ranged Proficiency [spoiler] ![]() The VSS Vintorez, also known as a "thread cutter" serves as a silenced rifle used in delicate operations that require both stopping power and finesse. A weapon that was used to great effect by its former owner, an Russian ex-special operative known as Demetri. Unfortunately its current wielder comes from a universe that has yet to even discover gunpowder. Strazio is incapable of firing the weapon normally and instead opts to charge it using his own energy. He can spend up to ten second pouring energy into the weapon, during which time he is unable to attack and must remain touching the rifle. The weapon remains charged for roughly five minutes before the energy dissipates. For every second he spends charging the rifle he can fire a single shot. Each shot fires a single needlepoint lance of white energy up to 150 feet. The lance travels relatively fast out of the barrel, but its speed quickly diminishes over distance. Someone a few feet away would be hard-pressed to dodge it without precognition while someone at max range would be hard-pressed to not dodge it. Due to the destructive nature of Strazio's magick he can only fire ten shots per battle before the rifle becomes too damaged to be used and must be repaired outside of combat. While Strazio usually carries the rifle slung over his shoulder he can break it down into raw omnilium and store it inside his body, if it is stored he can summon it after a few seconds of concentration. [/spoiler] RE: Official Move Approval IV - Dust - 06-11-2017 Hoping to get some feedback and approval before DA's event. *sweats* Over-Powering Kiss - 600 OM Requires: Physical Strength, Burst Movement - And the permission of the writer, but not necessarily the character's. Dust cannot complete his payment without some force, using his strength and sometimes his speed to trap his target by tackling and/or pinning them down, to initiate a kiss lasting between 3 and 30 seconds with the person. This leaves him vulnerable for the duration of the kiss to any outside force - including any ability the targeted creature can use while pinned and under someone - but effectively binds the person under his body. The person under him gains full cover from attacks made by anyone else in the area, as Dust purposely makes himself a shield to the target he is kissing. After the duration of the kiss, if he survives, he can use any combination of his other moves as long as it equals out in seconds. (For example: Pup's Bite and Pup's Claw both use a 3 second kiss, and require at least a 6 second kiss to use both once; 9 seconds will let him use one 3 times, or a combination of the two moves three times.) Added bonus: He's not that bad of a looker. RE: Official Move Approval IV - Larfleeze - 06-11-2017 (05-21-2017, 07:37 PM)Chakravartin Wu Kong Wrote: Palace Taihou Just bumping this. Edit: Ah, I can't believe I didn't write this earlier, it's a Tier 1 Supermove. RE: Official Move Approval IV - Jack Darby - 06-11-2017 Bumping This. Multi-Weapon Construct Apparatus MK I: (1500 OM, Physical Strength, Ranged Proficiency.) This device was one that didn't exist, back in Warren's world. Created using data on Hard Light Technology, this is capable of making a few preset constructs that have been programmed into it. The constructs it makes are limited to hand held things, and currently, only a few defaults have been installed as capabilities of the device. This also has his communicator and mobile data verse device integrated into it. Unlike his devices, this is one that Warren has built for himself. These moves can be used while he is moving, and if he has a hand free they can be used with other moves so long as the move doesn't conflict. The first construct is an elegant purple and black Calvary sword that has golden trim. This sword can be used for melee combat and is a simple construct with no special properties, and is an ordinary sword. This takes two seconds to summon. This is a foot and a half long. The second construct granted by the Multi-Weapon Construct Apparatus is a set of hooked swords. These can be used defensively to parry attacks that are directed by crossing them together. They can also be used to travel along zip lines, but their primary use is to cut an enemy down to size. Despite being constructs they are ordinary blades with no special properties. This takes five seconds to summon both. These are about two and a half feet long. The third form of the Multi-Weapon Construct Apparatus's construct is an assault rifle with 30 shots. Each shot is the size of a tennis ball. The rifle takes him seven seconds to summon and appears to be your standard purple/black/silver assault rifle, albeit transparent. This is the standard weight, length and height of an assault rifle as well as weight. This takes him seven seconds to summon. It has a clip of about 30 shots. Two shots can be fired per second. Takes three seconds to reload ten shots. Alternately by dismissing this and thus being unable to use it for about eight seconds it can be completely reloaded. The fourth of the constructs is a circular shield, but with wicked blades on the edges of the shield. This can be used offensively by being hurled at an enemy to cut them up or by being used as a 'chainsaw' when a button inside it is pushed to cut down multiple enemies with the blades on the shield. The downside is that the shield is like a boomerang, and so the move could come back to bite him once he pushes the button, and throws it. The shield has the dimensions of a circular disc shield, like that used by Captain America, with 6 inch 'blades' sticking out of the outer part of the disc shield. The shield is about 2.5 feet in diameter. There is another tactic that could be employed with the shield, pushing the button without throwing it when one is surrounded by multiple opponents. |