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Colonel vs. Demetri: Round 2
#1
Colonel and Demetri fought once. The thief had allies of convenience. I won, barely.

Now we're both stronger, and less stupid. LOGICALLY WE MUST FIGHT AGAIN.

And so we shall.


Proposed rules:

Word Limit: 1,000
Posts Per Player: 3
Time Limit: no, time limit is bad
Random Elements: On
Damage Meter: On

Agreed? :frogpipe:
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."
#2
*stares at damage meter being on*

Imma regret this

AGREED. *sobs quietly*
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
#3
I'd like to judge!
#4
(09-25-2016, 11:48 PM)Ezrihel Wrote: I'd like to judge!

That is a-ok with me, yo.

Aaaaaand IC thread is up, will be starting the fight soon. It's over here: http://omniverse-rpg.com/showthread.php?tid=6858
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."
#5
Colonel and I discussed each of us receiving a bonus 5k om for shenanigans, so long as we approve each others stuff here.

I wish to have my T2 Supermove : Void satchel(800 OM) LINKED BELOW

http://omniverse-rpg.com/showthread.php?...5#pid62105

One T2 power up of +0/+0/+5/+5 (1500 OM)

One alt form of  3/2/3/3 (2000 OM)


and one move

Chainbow(600, ranged)
A compound bow that uses demetris chain in order to fire, it has two modes, one that works as a powerful grapple, and another that simply fires a metal bolt. For the grapple, it can reach up to 60 feet on any surface and pull Demetri towards it, but it can also be fired at opponents. For the tug of war, DEF is pull resistance and ATK is pull strength. Having higher ATK than your opponents DEF makes it easier topull them, and vice versa, while the inverse does the opposite. DEF double of the ATK of the pulling party cannot be pulled. As for the simple metal bolt, It can travel up to 75 feet when fully drawn and aimed, taking a full two seconds to do so. Both can be fired prematurely but with less strength and distance than a fully drawn shot.

TOTAL EXTRA OM: 4900
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]
#6
Ah, yes, in regards to the above, the following is what I will be making use of with my extra OM:

Debuff Proficiency (1000 OM)

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. The energy drain from using this move isn't greatly exhausting on its own, but repeated usage of it is a quick way to rapidly wear down energy reserves.


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 for a few seconds, pending difference between their DEF and Colonel's ATK, 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)
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.

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, for up to twenty meters, 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. Once he has bound a foe in this way, he does not need to keep hold of his cape. 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.

Beast Divide (Requires: Physical Strength, Ranged Proficiency, Area Attack Proficiency) -- 600 OM
Raising his sword overhead, Colonel gathers a charge of energy for a minimum of three seconds, and up to thirty seconds, causing a crackling aura of green, purple and pink to oscillate and swirl about the blade that grows more intense and will radiate electricity as the charge increases. At its minimum charge, it releases a one meter wide, one meter tall shockwave of energy, green at its core but fading to white, pink and then purple as it nears the edges, that travels along the ground ten meters forward. At its maximum charge, it produces a five meter wide, five meter tall shockwave that shreds through the ground for fifty meters forward. Charge levels in between will have varying sizes. At its minimum charge it is fairly draining to use but can be safely used several times at need, while at maximum charge it is best used no more than once or twice during a battle.


TOTAL EXTRA OM: 4600
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."
#7
AS A SIDE NOTE, demetri weapons become aesthetically different in his alt form, all of them, however the effects are still the same, they will appear akin to energy weaponry
All warfare is based on deception.
[Image: YhlX1uk.gif]  [Image: biuvYus.gif]  [Image: 291ztlc.png]  [Image: NGVMDdY.gif] [Image: VKKZgMO.gif]


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