Boomerang Damage
Swordstorm
Posts: 16
I got this idea thinking of Blade and his edged constant weapon. It'd be cool if attacks that return, for example, Captain America's shield, did damage to the target opponent, next turn, next opponent, finally the last, until the weapon returns.
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ooh, then I got something for you guys!
Boomerang (Frederick Myers)
Aim to Kill - 12 AP: Boomerang throws sharp "Razorrangs" and "Bladarangs" with intentions to cut down anybody in his way. Create 2 Countdown Tiles of 1 Red and 1 Yellow. Deal 470 damage to one enemy, and move to the next enemy behind as the timer progresses. The timer lasts 3 turns.
Max Level: Create 6 Countdown Tiles of 3 Red and 3 Yellow. Deal 3000 damage on one enemy, and deal damage the next enemy behind with only half of the original damage, and so on as the timer progresses. (eg. 3000 damage to front enemy -> 1500 damage to enemy in middle -> 750 Damage to enemy behind). The timer lasts 3 turns. When the timer is up, the Countdown Tiles destroy the surrounding tiles in a boomerang shape.
Aim to Stun - 12 AP: Boomerang throws "Gasarangs" and "Screamerangs" that hinders the enemy team with a combination of knocking gas and sonic screeches. Stun the enemy team for 1 turn, and create 2 Countdown Tiles of 1 Green and 1 Purple. The timer lasts 4 turns.
Max Level: Stun the enemy team for 3 turns. Create 4 Countdown Tiles of 2 Green and 2 Purple. If there are more than 9 friendly Countdown Tiles on the board, enemies will have bleeding on their health. The timer lasts 2 turns. When the timer is up, the Countdown Tiles destroy the surrounding tiles in a boomerang shape.
What Goes Around Comes Around (Passive): No matter what weapons Myers throws, it will always come back to him. Whenever the timer of a friendly Countdown Tile expires, return half of the original AP cost to the team.
Max Level: Whenever the timer of a friendly Countdown Tile expires, return 100% of the original AP cost to the team.0
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