08-13-2016, 01:48 PM
(This post was last modified: 08-13-2016, 02:05 PM by Albert Wesker.)
Tossing a couple things up here for readiness when DA comes to a close.
Body Burn -- 300 OM (Requires: Area Attack Proficiency)
Colonel briefly gathers a charge of energy across his entire body, marked by a slowly building aura of shimmering heat rolling off of himself. After a six second buildup, during which time Colonel can move but not execute any other techniques or moves aside from the use of his basic sword or buster, the charge is ready to be released, and can be held for up to thirty seconds without being discharged, at which point it will dissipate to prevent gross overheating and internal damage. The charge cannot be interrupted or broken, but sufficient damage can stall it momentarily while he recovers his bearings. When the charge is released, it takes roughly half a second to do so, and produces a burst of flame in all directions, reaching out to approximately three meters in a quick, explosive wave. A wave of oppressive, suffocating heat reaches outward for another two meters, making the air shimmer and waver and distorting vision within the effected area. The burst of flame lingers for three seconds before fading, and the shimmering heat haze remains for another ten seconds, offering an effective partial obscuring tactic.
Elemental Sword -- 1500 OM -- (Requires: Physical Strength, Ranged Proficiency, Debuff Proficiency)
Colonel's saber briefly switches off, igniting into a blade of different properties. Switching to any other form of blade, including back to the default Colonel Saber, takes slightly less than one second, and doesn't require great focus so can be effectively done on the fly, even in the midst of a combination attack with his sword.
-- Fire Sword: Colonel's blade ignites into a pillar of intense flame. The actual blows from this sword are somewhat less powerful, not biting as deeply as a standard blade, but tend to leave viciously burning, debilitating wounds, causing things it strikes to catch fire and blaze fiercely for several seconds, based on the difference between the target's DEF and Colonel's ATK.
-- Elec Sword: Colonel's blade erupts into a sparking, crackling mass of electricity. The strikes of this weapon leave targets struck by it numb and sluggish, and sparks from it will jump a short distance to leave glancing blows on targets even if they manage to avoid or deflect the actual blade. It is not a very powerful weapon on its own, but is very useful for hampering and keeping foes on edge.
-- Aqua Sword: Colonel's blade streams forth into an oscillating blade of liquid. This weapon bends and twists, acting almost like a whip instead of a sword, and can lash and curl around attempts to deflect it, making it hard to avoid entirely. Its primary purpose is that it can stretch and extend like the liquid mass it is, extending Colonel's range of attack with it to nearly four meters.
-- Air Sword: Colonel's sword blasts out into an almost transparent mass of wind. This form of the sword is incredibly light and quick to strike, having virtually no weight to it. It thus has almost no physical impact, inflicting only superficial wounds, but every strike produces a short, fierce blast of intense wind and air, threatening to force targets off balance or knock them stumbling back.
-- Bamboo Sword: Colonel's sword shambles to life as a mass of dense, gold-green energy. It is nearly twice the size of his standard blade, and extremely heavy and slow, but hits all the harder as a result. It has great range and power, offering the potential to smash through attempts to block or deflect it, but it is slow and unwieldy.
10mm Pistol -- 300 OM (Requires: Ranged Proficiency)
![[Image: 320?cb=20110208190147]](http://vignette2.wikia.nocookie.net/fallout/images/a/a9/10mm_pistol_%28Gamebryo%29.png/revision/latest/scale-to-width-down/320?cb=20110208190147)
Recovered from the corpse of the radio DJ, Three-Dog, and subsequently given to Trent in Dante's Abyss, Colonel recovered the weapon after the secondary's unfortunate death, and now wields it as a serviceable sidearm. It holds 12 rounds in a clip, and has an effective range of about 80 meters. It can fire at a rate of roughly three rounds every two seconds, and packs a moderate punch, roughly equitable to the somewhat slower-firing buster Colonel primarily uses for ranged options. Reloading takes about two seconds, if Colonel has a spare magazine on hand, or roughly five times that if he has to manually summon the ammunition. He usually keeps at least one spare magazine in case of emergency.
Beast Out Tier 2 Power Up -- 1500 OM
Colonel lets loose a burst of aura much like the initial stages of Colonel β, but much more intense and larger in stature, completely drowning out his body until only a silhouette is visible. After a few seconds the aura erupts and explodes, leaving Colonel behind sporting a much more bestial appearance, sporting a fiery, lion-like mane of hair, numerous added spikes on his shoulders and knees, and even claws on his free hand and boots. In this state, Colonel channels the lingering power of the Cybeast Gregar, and as a result grows more aggressive and powerful, and his Colonel Saber and Colonel Buster automatically transition to their Gregar counterparts, and cannot be used in their regular forms during this transformation.
ATK: +4
DEF: +2
SPD: +4
TEC: +0
Body Burn -- 300 OM (Requires: Area Attack Proficiency)
Colonel briefly gathers a charge of energy across his entire body, marked by a slowly building aura of shimmering heat rolling off of himself. After a six second buildup, during which time Colonel can move but not execute any other techniques or moves aside from the use of his basic sword or buster, the charge is ready to be released, and can be held for up to thirty seconds without being discharged, at which point it will dissipate to prevent gross overheating and internal damage. The charge cannot be interrupted or broken, but sufficient damage can stall it momentarily while he recovers his bearings. When the charge is released, it takes roughly half a second to do so, and produces a burst of flame in all directions, reaching out to approximately three meters in a quick, explosive wave. A wave of oppressive, suffocating heat reaches outward for another two meters, making the air shimmer and waver and distorting vision within the effected area. The burst of flame lingers for three seconds before fading, and the shimmering heat haze remains for another ten seconds, offering an effective partial obscuring tactic.
Elemental Sword -- 1500 OM -- (Requires: Physical Strength, Ranged Proficiency, Debuff Proficiency)
Colonel's saber briefly switches off, igniting into a blade of different properties. Switching to any other form of blade, including back to the default Colonel Saber, takes slightly less than one second, and doesn't require great focus so can be effectively done on the fly, even in the midst of a combination attack with his sword.
-- Fire Sword: Colonel's blade ignites into a pillar of intense flame. The actual blows from this sword are somewhat less powerful, not biting as deeply as a standard blade, but tend to leave viciously burning, debilitating wounds, causing things it strikes to catch fire and blaze fiercely for several seconds, based on the difference between the target's DEF and Colonel's ATK.
-- Elec Sword: Colonel's blade erupts into a sparking, crackling mass of electricity. The strikes of this weapon leave targets struck by it numb and sluggish, and sparks from it will jump a short distance to leave glancing blows on targets even if they manage to avoid or deflect the actual blade. It is not a very powerful weapon on its own, but is very useful for hampering and keeping foes on edge.
-- Aqua Sword: Colonel's blade streams forth into an oscillating blade of liquid. This weapon bends and twists, acting almost like a whip instead of a sword, and can lash and curl around attempts to deflect it, making it hard to avoid entirely. Its primary purpose is that it can stretch and extend like the liquid mass it is, extending Colonel's range of attack with it to nearly four meters.
-- Air Sword: Colonel's sword blasts out into an almost transparent mass of wind. This form of the sword is incredibly light and quick to strike, having virtually no weight to it. It thus has almost no physical impact, inflicting only superficial wounds, but every strike produces a short, fierce blast of intense wind and air, threatening to force targets off balance or knock them stumbling back.
-- Bamboo Sword: Colonel's sword shambles to life as a mass of dense, gold-green energy. It is nearly twice the size of his standard blade, and extremely heavy and slow, but hits all the harder as a result. It has great range and power, offering the potential to smash through attempts to block or deflect it, but it is slow and unwieldy.
10mm Pistol -- 300 OM (Requires: Ranged Proficiency)
![[Image: 320?cb=20110208190147]](http://vignette2.wikia.nocookie.net/fallout/images/a/a9/10mm_pistol_%28Gamebryo%29.png/revision/latest/scale-to-width-down/320?cb=20110208190147)
Recovered from the corpse of the radio DJ, Three-Dog, and subsequently given to Trent in Dante's Abyss, Colonel recovered the weapon after the secondary's unfortunate death, and now wields it as a serviceable sidearm. It holds 12 rounds in a clip, and has an effective range of about 80 meters. It can fire at a rate of roughly three rounds every two seconds, and packs a moderate punch, roughly equitable to the somewhat slower-firing buster Colonel primarily uses for ranged options. Reloading takes about two seconds, if Colonel has a spare magazine on hand, or roughly five times that if he has to manually summon the ammunition. He usually keeps at least one spare magazine in case of emergency.
Beast Out Tier 2 Power Up -- 1500 OM
Colonel lets loose a burst of aura much like the initial stages of Colonel β, but much more intense and larger in stature, completely drowning out his body until only a silhouette is visible. After a few seconds the aura erupts and explodes, leaving Colonel behind sporting a much more bestial appearance, sporting a fiery, lion-like mane of hair, numerous added spikes on his shoulders and knees, and even claws on his free hand and boots. In this state, Colonel channels the lingering power of the Cybeast Gregar, and as a result grows more aggressive and powerful, and his Colonel Saber and Colonel Buster automatically transition to their Gregar counterparts, and cannot be used in their regular forms during this transformation.
ATK: +4
DEF: +2
SPD: +4
TEC: +0
"Hold on a second, I have a call..."
![[Image: blog-Wesker.jpg]](https://cdn.dcdouglas.com/wp-content/uploads/2010/12/blog-Wesker.jpg)
"Yes, this is Wesker. Go ahead."
![[Image: blog-Wesker.jpg]](https://cdn.dcdouglas.com/wp-content/uploads/2010/12/blog-Wesker.jpg)
"Yes, this is Wesker. Go ahead."


