10-13-2015, 12:01 AM
Bringin' some things back up. Made a couple more minor changes to things. Spoiler'd for reasons of page scrolling or something.
[spoiler]
I cannot remember if I ever mentioned it at the time, but I do appreciate the feedback you offered on this one. With the advice you gave in mind, and to keep from clogging the approval thread, here we go with another rendition of things. Minor changes on my end in addition to the feedback Ed offered.
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 eighteen meters in height, it explodes into a shower of smaller bolts of energy, similar in appearance to the blade of Colonel's saber, raining down across an area fifteen meters in diameter, with a localized two-meter wide area centered on Colonel's position where none will fall. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- approximately 80 bolts of energy in all -- makes dodging them all difficult.
Colonel Cape (Requires: Physical Strength, Ranged Proficiency, Remote Control 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, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 600 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly three 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, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot.
Additionally, at any point in the lifespan of any summoned cube, 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) -- Tier One Offensive Super Move -- 600 OM
Raising his left hand, Colonel clenches it into a fist and focuses power into it for five 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 into the earth with tremendous force and an explosion of the charged energy, producing a three meter deep by five meter wide crater.
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 rocketing fifty meters upward over the course of ten seconds, the projectiles begin their descent back toward the earth, actively tracking a specifically-designated 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. Upon contact with anything, the flames will burn intensely and persistently for several minutes before burning out, unless smothered beforehand.
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.
And here's one more idea for a move I was toying with in my head.
Colonel Pressure (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency) -- Tier One Utility Super Move -- 600 OM
Colonel adopts a ready stance and begins focusing energy over a period of six seconds, his entire frame emitting a blue glow that slowly grows in intensity. When the required energy is gathered, Colonel throws his saber out to one side in a confident gesture of challenge, as if mocking or taunting his foe(s), releasing a wave of energy across a 20-meter radius around him. Every enemy target within this range will feel weighed down and oppressed by an unseen force, inhibiting their ease of movement, reducing SPD by 1 for one minute, and making movement generally more energy intensive during this effect.[/quote][/spoiler]
[spoiler]
Colonel Wrote: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.
Edward Elric Wrote:For Colonel
I haven't done all of them, but I did the ones I had Ideas about/ input to give.
Screen Divide: Rain - I see nothing I would change. However, I assume that there is a small radius around Colonel that no lightning will fall in? If so, you may want to put that in there for clarification.
Colonel Cape - With this move, I wonder if Colonel is controlling the cape when it wraps around his opponent's face. Because I feel as though this specific part of the move would require remote control to work as intended. (of course, this is just how I'd play it and I don't really know your character or his source material, so you can wait for an admin/ mod to take a look at this one)
Colonel Army: Surprise Tactics - I would combine this with Blockade. I say this because it incorporates the move itself and because you're simply adding an extra aspect to the move. so just tack this on as part of blockade. That makes sense, right?
Crackout - This move seems good (to me). However, have you considered raising the charge time to five seconds, maybe more? because I feel like a 2 second charge time is somewhat... low for what this move actually does. I also think this could work efficiently as a nice T1 super move.
Indirect Missile - IT would be a good Idea how long it takes the missiles to travel the fifty meters that they do. Also, just for a little flavor, does the liquid fire stick around if it doesn't hit someone? or does it instantly dissipate if it doesn't come into contact with some sort of animal/ humanoid? if so, for how long does it burn? I feel like this would be good information to make role playing this move a lot more interesting, as you'd not only Role play it happening, but you'd also be moving around the residual flames (this goes for anyone you're role playing with as well).
I cannot remember if I ever mentioned it at the time, but I do appreciate the feedback you offered on this one. With the advice you gave in mind, and to keep from clogging the approval thread, here we go with another rendition of things. Minor changes on my end in addition to the feedback Ed offered.
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 eighteen meters in height, it explodes into a shower of smaller bolts of energy, similar in appearance to the blade of Colonel's saber, raining down across an area fifteen meters in diameter, with a localized two-meter wide area centered on Colonel's position where none will fall. Each of these individual bolts that rain down does only moderate damage on its own, but their sheer number -- approximately 80 bolts of energy in all -- makes dodging them all difficult.
Colonel Cape (Requires: Physical Strength, Ranged Proficiency, Remote Control 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, Area Shield Proficiency, Ranged Materialize Proficiency, Homing Proficiency) -- 600 OM
Colonel points with his left arm, indicating a location within fifteen meters of his current position. Roughly three 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, though any damage it sustains in its duration will hasten its destruction. This move cannot be used in areas without solid ground underfoot.
Additionally, at any point in the lifespan of any summoned cube, 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) -- Tier One Offensive Super Move -- 600 OM
Raising his left hand, Colonel clenches it into a fist and focuses power into it for five 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 into the earth with tremendous force and an explosion of the charged energy, producing a three meter deep by five meter wide crater.
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 rocketing fifty meters upward over the course of ten seconds, the projectiles begin their descent back toward the earth, actively tracking a specifically-designated 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. Upon contact with anything, the flames will burn intensely and persistently for several minutes before burning out, unless smothered beforehand.
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.
And here's one more idea for a move I was toying with in my head.
Colonel Pressure (Requires: Ranged Proficiency, Area Attack Proficiency, Debuff Proficiency) -- Tier One Utility Super Move -- 600 OM
Colonel adopts a ready stance and begins focusing energy over a period of six seconds, his entire frame emitting a blue glow that slowly grows in intensity. When the required energy is gathered, Colonel throws his saber out to one side in a confident gesture of challenge, as if mocking or taunting his foe(s), releasing a wave of energy across a 20-meter radius around him. Every enemy target within this range will feel weighed down and oppressed by an unseen force, inhibiting their ease of movement, reducing SPD by 1 for one minute, and making movement generally more energy intensive during this effect.[/quote][/spoiler]
![[Image: kUpgBYg.gif]](https://i.imgur.com/kUpgBYg.gif)


