07-02-2018, 09:21 AM
Sunken Strike - Requires Ranged proficiency, area attack proficiency, Remote control proficiency
Kerrigan concentrates her psychic abilities, coordinating with a nearby zerg hive cluster she'd set up before the battle started. Activating one of the oldest, most reliable of Zerg defence systems, she utilizes one of her nearby sunken colonies to summon a giant, man-sized spike of Crystallized organic matter underneath her opponent's feet. The attack takes roughly six seconds of concentration from Kerrigan to initiate, during which she needs to focus her psychic abilities entirely on directing the subterranean tentacle's target. She may dodge attacks and move during this time, but not attack with either physical prowess or special techniques until she finishes concentration.
The attack takes an additional couple seconds to make it's way from an off-site location to it's target, generating a loud rumble on it's way and creating a visible trail of disturbed earth leading to it's target destination before bursting out underneath it's intended target, skewering them with a high-powered tendril of force. The Tendril itself is incredibly fast to burst from the ground, moving at the speed of sound, and hits incredibly hard, but Kerrigan cannot correct it's target destination once the tentacle begins movement. While easy to see coming, it hits very hard on a direct hit. This technique moderately drains Kerrigan to use, and requires a rest time of 10 seconds between uses of the ability.
Disdain - 600 OM - Requires ranged proficiency, area shield proficiency
Kerrigan holds a hand up, charging psionic energy for a variable amount of time between an instant and a single second. Yellow energy wreaths her palm, glowing brightly, as an invisible pane of telekinetic energy, a 3 foot wide, 8 feet tall, 2 inch thick rectangle of psychic energy appears in front of her. The field, depending on the level of charge behind the move, can rapidly slow small to mid-power projectiles to a standstill.
Kerrigan can opt to simply leave the projectiles to fall to the ground, releasing them from her psychic grip, or expend additional stamina to turn the projectiles 180 degrees before sending them back where they came. Stopping the projectiles takes a variable amount of stamina depending on the charge time and the power of the projectiles in comparison, and regardless of the original projectiles speed, the attack is sent back at the speed of an arrow. Reflecting the projectiles back doubles the stamina cost. This has no effect on larger objects or people.
Scorn - 600 OM
Kerrigan puts both her hands out to her sides, and charges energy within both hands. After charging energy into both hands for one to ten seconds, she claps her hands together, the tips of her fingers pointed at a target within thirty meters. during this charge time, Kerrigan cannot move beyond small adjustments to adjust her aim, and is incapable of using any active moves or powers, or moving in any way. This skill takes all of Kerrigan's focus.
Utilizing the concentrated psychic energy, a series of invisible Kinetic impacts strike the opponent in question, travelling at roughly the speed of sound. The number of impacts depends on the amount of charge time - five with the minimum charge, fifty with the full charge. Each shot hits that would feel similar to being struck by a pellet rifle. While invisible to the naked eye, the shots do not "automatically hit" their target and can easily be perceived by anyone with enhanced senses.
A single impact is not very damaging, but getting hit by a full barrage can stack up to moderate damage. this move is moderately draining for Kerrigan to use.
Kerrigan concentrates her psychic abilities, coordinating with a nearby zerg hive cluster she'd set up before the battle started. Activating one of the oldest, most reliable of Zerg defence systems, she utilizes one of her nearby sunken colonies to summon a giant, man-sized spike of Crystallized organic matter underneath her opponent's feet. The attack takes roughly six seconds of concentration from Kerrigan to initiate, during which she needs to focus her psychic abilities entirely on directing the subterranean tentacle's target. She may dodge attacks and move during this time, but not attack with either physical prowess or special techniques until she finishes concentration.
The attack takes an additional couple seconds to make it's way from an off-site location to it's target, generating a loud rumble on it's way and creating a visible trail of disturbed earth leading to it's target destination before bursting out underneath it's intended target, skewering them with a high-powered tendril of force. The Tendril itself is incredibly fast to burst from the ground, moving at the speed of sound, and hits incredibly hard, but Kerrigan cannot correct it's target destination once the tentacle begins movement. While easy to see coming, it hits very hard on a direct hit. This technique moderately drains Kerrigan to use, and requires a rest time of 10 seconds between uses of the ability.
Disdain - 600 OM - Requires ranged proficiency, area shield proficiency
Kerrigan holds a hand up, charging psionic energy for a variable amount of time between an instant and a single second. Yellow energy wreaths her palm, glowing brightly, as an invisible pane of telekinetic energy, a 3 foot wide, 8 feet tall, 2 inch thick rectangle of psychic energy appears in front of her. The field, depending on the level of charge behind the move, can rapidly slow small to mid-power projectiles to a standstill.
Kerrigan can opt to simply leave the projectiles to fall to the ground, releasing them from her psychic grip, or expend additional stamina to turn the projectiles 180 degrees before sending them back where they came. Stopping the projectiles takes a variable amount of stamina depending on the charge time and the power of the projectiles in comparison, and regardless of the original projectiles speed, the attack is sent back at the speed of an arrow. Reflecting the projectiles back doubles the stamina cost. This has no effect on larger objects or people.
Scorn - 600 OM
Kerrigan puts both her hands out to her sides, and charges energy within both hands. After charging energy into both hands for one to ten seconds, she claps her hands together, the tips of her fingers pointed at a target within thirty meters. during this charge time, Kerrigan cannot move beyond small adjustments to adjust her aim, and is incapable of using any active moves or powers, or moving in any way. This skill takes all of Kerrigan's focus.
Utilizing the concentrated psychic energy, a series of invisible Kinetic impacts strike the opponent in question, travelling at roughly the speed of sound. The number of impacts depends on the amount of charge time - five with the minimum charge, fifty with the full charge. Each shot hits that would feel similar to being struck by a pellet rifle. While invisible to the naked eye, the shots do not "automatically hit" their target and can easily be perceived by anyone with enhanced senses.
A single impact is not very damaging, but getting hit by a full barrage can stack up to moderate damage. this move is moderately draining for Kerrigan to use.

