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Move Creation Workshop
I hadn't had a chance to make moves in months. This will be fun™

Flash Bang (Requires Ranged, Area Attack, and Debuff Proficiency) 300 OM
Another grenade shaped object, differentiated by its blue coloring , when primed and thrown after roughly five seconds the Flash Bang will explode in a 10 foot radius. But rather damage through shrapnel or concussive blase, the explosive lets out a bright light and a loud bang that's designed to criple the senses of those nearby. Blinding, defining, and nasiating those caught in the blast (as well as blinding those who stared at it when went off), but the only way you could be hurt by it is if you were sitting on it. The blast is indiscriminate, and DG has blinded himself using one before...

Grapple Gun (Requires Ranged and Debuff Proficiency) 300? OM
Designed by the UNSMC to get their soldiers to and from where they need to be, it naturally didn't take long for the more sadistic marine to realize the other potential combat use of a grapple gun. Firing a spike tipped rope at a max range of fifty yards horizontally, it sticks into anything and then a motor attached to the bundle pulls in the slack and pulls the marine towards where it stuck. Alternatively, it can fire a second shot attached to the same rope to create an instant zipline at a max of 100 yards. The rope itself is a steel cable, designed to be able to with stand the weight of a space marine in full gear, and the motor can similarly carry them to their destination and snap itight near instantly

In combat, rather than a wall the hook is fired into a person. The first fire mode is too unwieldy to use as it would prevent a marine from firing his weapon and anyone with two brain cells to rub together will just pull it out of their hands. Instead they fire the first shot into the target and if it hits will fire the second into something else, and if the target does not dig the hook out or cut the cable in time physics naturally ensue.

Heavy or strong foes can keep themselves on the spot, but the grapple's motor is strong enough to prevent them from moving away from it. Otherwise, the target is comically pulled off their feet and dragged towards the second anchor. Any additional effect, such as as the target getting tethered to another person, explosive barrel, or moving vehicle or dragged off a cliff is determined the other player. Thankfully(unfortunately?) the projectile is fairly slow and reloading is tedious.

Heavy Assault Rifle (Requires Ranged Proficiency) 900 OM
The more standard weapon of the USSMC, while it lacks the raw DPS of the chaingun or the burst of the shotgun, it provides a stable and accurate platform to fire at long range. Normally fired automaticly, it can go into scoped mode that lets the firer make pin point hits at the cost of being fired at semi auto. But it's not a Marine weapon if it didn't have a punch to it, attached to the sides are two missile pods that, after a few seconds charging, unleashes a storm of mini rockets. Although individually weak and lacks any blast, multiple hits can wreck whatever finds itself on the other side of DG's aim.

High Impact boots (Fluff move?)
Designed to give marines a bit of security when making aerial assaults or to get down where the harshness of battle won't allow the time to use a ladder, these boots a packed with a kinetic energy canceling gel that makes Doomguy effectively immune to fall damage...as long as he falls on his feet

Brutal Execution (Require Physical Strength and Debuff proficency) 300 OM
Doomguy is not above making attacks that are designed to cause pain rather to simply kill someone . Once he's cornered someone or they're just dumb enough to get into melee with he, he grabs onto them and proceeds to RIP AND TEAR them part. Or break their face in, or rip off their head and throw it at the next guy. Such a demonstration tend to cause fear in the heart of secondaries, and discourages intelligent summoned allies from attacking the marine. Primes are largely uneffected, though if they're immune is up to the other writer.

Mega Armor (Tier 1 Powered Up Form) 1000 OM
Bulkier than the more iconic security armor and in a brilliant peacock blue, Doomguy summons this armor in place of his green one and becomes able to weather almost any attack. Made of advanced metal alloys and incorporates a force field, it's twice as tough as the normal armor at the cost of degrading rapidly as it takes the force to save the soldier wearing it

STR: 3
DEF: 7
SPD: 2
TEC: 3

Light Amplification Goggles (Fluff move?)

A set of goggles designed by the UAC to snap to the helmet of a marine to let them see in low light environments. Although it gives a very ugly green light that the wearer has to see through, it does do its job of seeing in the dark and past shadows. Kinda. Much like other UAC equipment, corners were cut, and the battery life of the Light Amps is painfully short and tends to go out when you don't them to. It's also questionable how useful they are against attacks that cause darkness.


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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