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Move Creation Workshop
#9
Dropping these off in here just to get a touch of feedback for any immediate issues before moving on to the approval thread:

Screen Divide: Rain (Requires: Ranged Proficiency, Area Attack Proficiency) -- 300 OM
Colonel charges his saber to critical levels over a period of six seconds, causing it to crackle and spark with electricity and glow a much brighter, deeper shade of green. When fully charged, he will thrust the blade toward the sky, releasing a powerful bolt of sizzling energy skyward. At approximately fifteen meters in height, it explodes into a shower of smaller bolts, raining down across an area fifteen meters in diameter. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- upward of several dozen -- makes dodging them all difficult.


Colonel Cape (Requires: Physical Strength, Ranged Proficiency, Debuff Proficiency) -- 600 OM
Grabbing hold of his cape, Colonel rips it from his shoulders and hurls it at a foe. It flies straight as an arrow, as if it had some weight to it, and should it hit, wraps about his target's head, effectively blinding them and rendering them much less able to fight effectively. The effect lasts for up to five seconds before the cape slackens and may be ripped away with relative ease, at which point it vanishes to reappear on Colonel's shoulders. In melee range, Colonel may instead simply wrap his opponent in the cape, effectively binding them and preventing them from moving effectively. This form of binding lasts up to five seconds, though physically stronger targets may break free sooner, and when that time is up, the cape loses its hold and returns shortly to Colonel's shoulders.


Blockade (Requires: Ranged Proficiency, Ranged Materialize Proficiency) -- 300 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly two 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 two meters on all sides, and is durable enough to use as cover in the short term, but not indestructible. After approximately thirty seconds it will crack and after another 10 will crumble away as if it was never there.


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, 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 opponent would do the trick. Only one Colonel Army soldier may be summoned at a time.


Colonel Army: Surprise Tactics (Requires: Ranged Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 300 OM
Colonel summons a cube from the ground as in Blockade, but at any point in its lifespan he may choose to activate and summon a Colonel Army soldier armed with a rifle from within the cube, at which point a hatch on the top of the cube opens and the soldier emerges, opening fire on the nearest enemy target. When the cube expires or the soldier is defeated, both will crumble and vanish.


Crackout (Requires: Physical Strength, Debuff Proficiency) -- 600 OM
Raising his left hand, Colonel focuses power into it for two seconds, causing it to emit a glow similar to his saber. After fully charging it, he rushes his target and slams his open palm down at them, as if trying to flatten them to the ground with a powerful strike. If he succeeds in landing the blow, his foe is smashed brutally back, the energy contained within the blow inflicting a stunning blow designed to leave them unsteady and winded for several seconds afterward. If the initial strike misses, Colonel instead carries through, smashing his hand into the ground, producing a quaking blow that ruptures and fractures the ground, producing a deep pit three meters wide and five meters deep.


Induct Missile (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency, Homing Proficiency) -- 900 OM
Holding out his hand, over a period of three seconds Colonel summons forth a weapon reminiscent of his Colonel Cannon, but with multiple, smaller barrels. Raising it toward the sky, he fires a volley of three missiles. After sailing fifty meters upward, the projectiles begin their descent back toward the earth, actively tracking the nearest enemy target. Upon impact, whether with their target or an obstacle, one of three payloads is activated:
Incendiary missiles explode in a six meter wide blast of liquid fire, causing damage over a wide area but sacrificing direct damage for splash potential, and leaving intense flames in their wake.
High-explosive missiles release a three-meter wide blast of devastating explosive force, capable of blowing huge holes in the ground or walls, or inflicting great damage on the target they strike.
Concussive missiles release a devastating sonic blast upon impact across a ten meter area, inflicting little direct damage but capable of hurling targets through the air and virtually deafening anything caught in the blast zone for up to ten seconds.
After firing a volley of missiles, the weapon is dismissed, and must 'reload' for a period of thirty seconds before it may be recalled for another use. In addition to this, Colonel must remain stationary for the duration of summoning and firing the weapon, leaving him terribly open to interruption in such time.
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."


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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