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Move Creation Workshop
So I'm mulling over a few, and I think the flamer is going to be more pertinent to my current situation.

Underslung Flamer (300), Ranged Proficiency, Area Attack Proficiency
Evangeline's Lasgun has a flamer mounted under the barrel. The device projects a .25 second burst of ignited promethium in a 15 degree cone from the projector. The fuel is sticky and will continue to burn for an additional 5 seconds, during which time it will ignite any other flammable material and heat up anything it's in contact with. Due to its nature, the flamer has a maximum effective range of 10 meters. The promethium reservoir fits behind the projector and stores enough for 4 bursts, which would take Evangeline 4 seconds to completely deplete. She carries with her an additional 2 reservoirs for which she can replenish by decomposing organic compounds with energy from a lasgun's power-cell. The weapon incredibly effective against soft targets, though fully armored ones my find themselves impervious.

Supermove - Underslung Melta (600), Ranged Proficiency
The flamer can be adjusted to dump all of it's promethium into one blast through a much tighter nozzle. The fuel is super heated to the point it becomes plasma and is focused into a beam. The beam lasts for .5 seconds and has a maximum effective range of 50 meters. The entire promethium reservoir is consumed in the attack. Apertures and feed rates need to be adjusted on the device, all of which takes about 5 seconds before it's able to fire. The heat generated by the beam is incredibly hot to the point where only specialy designed materials can hope to stand up to it. (Might save this one for a T2, but it came to me while working on the flamer)

Satrophine Patch - (300), Buff Proficiency (Stimpack)
Evangeline applies a patch with a powerful stimulant upon an allies body. The drug courses through the individuals body, giving them a reduction in fatigue. The drug takes about 20 minutes to take effect, lasts 2 hours and is only meant to be used in the most dire circumstances and as such comes with some pretty nasty side effects. Once the drug has worn off the user will crash hard, gaining any fatigue they had lost along with double what they'd normally suffer from their activities. This effect can be mitigated with additional doses, but users become increasingly irritable and aggressive with each successive dose, and their bodies may develop a tremor reducing combat effectiveness. Evangeline keeps a box of 20 on her person which she must replenish.

Kalma Tablets - (300), Buff Proficiency (Anti-anxiety)
Evangeline gives an ally 2 tablets of an anti-anxiety medication. The drug slows the heart rate and breathing, allowing them to remain steady for more accurate targeting. The drug takes about 20 minutes to take effect and lasts about 2 hours. Side effects include tunnel vision, a lethargic flight or fight response and reduced movement (-1 to speed). Evangeline carries a bottle with 20 doses.

(For those two I'm not too attached to the long duration, I just figure with those downsides and the long time it takes for it to start it's not something I can drop in the middle of a fire fight. They seem like good RP fodder to me though.)

Neurozine Injection - (300), Buff Proficiency ( Painkiller)
Evangeline injects an ally with a full dose of Neurozine, a neurological pain inhibitor. Dosing someone in this way allows them to ignore any damage they suffer for 1 minute, though they still accumulate damage normally. If they suffer a fatal wound during this time they will die once the drug has left their body. The drug is normally supposed to be drip fed intravenously over the course of an hour which reduces any pain from wounds, however, used in this manner it also weakens the patient and they become sluggish to the point where combat is practically impossible for them.


Messages In This Thread
Move Creation Workshop - by Omni - 07-25-2015, 03:25 AM
RE: Quick Questions II - by Clownpiece - 11-13-2016, 11:10 PM

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