(08-02-2017, 11:06 PM)Jade Harley Wrote: [spoiler]
(08-02-2017, 10:46 PM)Doomguy Wrote:Quote:Siphon Grenade (Prof: Ranged, AOE, Debuff) - 300 om[/spoiler]
Another grenade shaped object, except it looks like an red orb of pulsing argent energy wrapped around with thorny vines made of metal. Once the weapon has been primed and thrown away from, a two second a red and evil looking dome of light radiates with a radius of 4 feet from it's spot, which bends around cover (but does not go through it). The area lasts for 2 seconds, those caught in it briefly have a small amount of their vital drained from them and feel physically slow and weak for a second. Those who are stuck in the attack for the full duration, however, are severely weakened, feeling encumbered even in their own equipment for 3 seconds.
What's the drawback for Doomguy when this move is used?
So, I decided I wanted this move to be more like it worked in Doom 4, which both drained health from whoever was hit, then gave it doomguy. So I'm going to move this to the Move workshop
Quote:Quote:[spoiler]Hologram (Prof: Remote Control, Debuff) - 300 om
Technology used by the USSMC, UNSMC and UAC for various reasons, this particular equipment is used by spec ops and other advanced units to distract, confuse, misdirect, and bait enemy troops (along with more mundane uses). A grenade-sized box, the item creates a life sized and mostly realistic sight and sound recreation of a UAC trooper with a plasma gun. It's unrealistic in that the weapon's plasma rounds does nothing, and when attacked the hologram is merely phased through. If the box is itself destroyed, the hologram disappears.
The hologram has a small set of programmed commands that can be used with manipulation, which it will perform within 5 feet of the object: Stand guard, Shoot, walk, and take cover. Other actions require direct manipulation,. There may only be one hologram at a time.[/spoiler]
What is the maximum distance this hologram may be from the user at any given time?
Added operation distance, as well as a set up time.
Technology used by the USSMC, UNSMC and UAC for various reasons, this particular equipment is used by spec ops and other advanced units to distract, confuse, misdirect, and bait enemy troops (along with more mundane uses). A grenade-sized box, once thrown the item creates a life sized and mostly realistic sight and sound recreation of a UAC trooper with a plasma gun in a second, briefly glitching and phasing before becoming a proper replica (making it obvious what it is if thrown in front of someone). It's unrealistic in that the weapon's plasma rounds does nothing, and when attacked the hologram is merely phased through. If the box is itself destroyed, the hologram disappears.
The hologram has a small set of programmed commands that can be used with manipulation, which it will perform within 5 feet of the object: Stand guard, Shoot, walk, and take cover. Other actions require direct manipulation,. There may only be one hologram at a time, and shoot the user move than the 20 feet away from the object it shuts down.
Edit: Okay, here's the updated move
Tier 1 Super Move Siphon Grenade (Prof: Ranged, AOE, Debuff, Buff, Regeneration) - 600 om
Another grenade shaped object, except it looks like an red orb of pulsing argent energy wrapped around with thorny vines made of metal. Once the weapon has been primed and thrown away from, a two second a red and evil looking dome of light radiates with a indiscriminate radius of 4 feet from it's spot, which bends around cover (but does not go through it). Like other grenades, it's only goes as fast and as far as DG throws it while loosing accuracy if he has to Hail Mary it. It can be shot out of the air and detonates prematurely if struck (usually by another super move), or removed by a defensive move.
The area lasts for 2 seconds, meanwhile DG can still do his own thing, those caught in it briefly have a small amount of their health drained from them and feel physically slow and weak for a second, while left in horror as their omnilium is pulled from their body and they see the Doom Marine get stronger as he regains his own health (1 hp per person caught under the blast). Those who are stuck in the attack for the full duration, however, are severely weakened, feeling encumbered even in their own equipment for 3 seconds, along with the aforementioned regeneration for the marine.


![[Image: oGzCtPC.png]](http://i.imgur.com/oGzCtPC.png)