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Everything posted by AspieAnarchy
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Nothing Says 'Brute' Like: The CHAINSAW set
AspieAnarchy replied to AspieAnarchy's topic in Suggestions & Feedback
Might I ask for details? I could guess, but I wouldn't want to 'lead' you. :) -
This is an older idea, and one I'm particularly proud of - 'out there' in more ways than one, definitely channeling H. P. Lovecraft and other "space-mystics": ASTRONOMY (Buff) Available to: Defenders, Corrupters, Controllers, Masterminds Set Color: Hot White-on-Dark Indigo You can conduct the Music of the Spheres to empower your allies and scour your enemies. Though their power is vast, the heavens are distant and indifferent allies, and most of the powers they grant do not come easily, costing a great deal of either time or endurance. 1) Swiftness of Mercury – agitates the molecules in you and your allies' bodies, granting you a modest bonus to movement speed, recharge rate, and Fire and Smashing resistance. Recharge: Long 2) Clouds of Venus (Defenders, Corrupters) – you surround your targets with a thick cloud of carbon dioxide and sulfuric acid, blinding them and corroding their damage resistance. Living targets who remain in the cloud for too long face an increasing chance to be overcome by oxygen deprivation, putting them to sleep. Recharge: Long OR Guidance of Venus (Controllers, Masterminds) – you invoke the power of Venus, the Morning Star, to guide you and your allies. While this power is active, you and your allies benefit from increased perception, a slightly increased chance to hit, and increased defense against Toxic damage and resistance to sleep effects. While this power has a significant endurance cost to initiate, the cost to maintain it is quite modest. Recharge: Moderate 3) Tilt of Uranus – the eccentric force of Uranus tilts spacetime around an enemy at an odd angle, to its detriment and your benefit. The target and enemies near it will experience a severe reduction of their defense and resistance against Energy, Negative Energy, and Psionics, as well as a much smaller penalty to their resistance against all other damage types. If the attack succeeds, your personal defenses and resistances are increased by a fraction of the amount your enemies’ are reduced, cumulative per enemy so affected. Recharge: Slow 4) Dust of Mars – While this power is active, you surround yourself and those near you with a Martian duststorm. Enemies will have a hard time picking you out of the cloud, and thus your defense against ranged attacks is increased. At the same time, the dust hones and cleans weapons and scours flesh, greatly increasing the damage done by you and your allies' Lethal attacks, as well as slightly increasing the damage of all your other attacks. Recharge: Moderate 5) Winds of Neptune – you direct a mere wisp of the strongest wind the solar system has to offer at a hapless foe. So long as you keep this power active, the target and other enemies near it are slowed, have their damage resistance severely reduced, and are frequently knocked back. Recharge: Slow 6) Rings of Saturn – coalesces rings of sharp rock and ice around a target ally that damage nearby enemies. Damage: Moderate Cold/Lethal (DoT) Recharge: Very Long 7) Force of Jupiter – You can invoke Jupiter's mighty magnetosphere to shield your comrades from harm. While this power is active, you generate a powerful magnetic field that provides nearby allies with incredible defense against all damage types except Psionic, and against hold, immobilize, knockback, and pulling effects. Maintaining this power is very strenuous. Recharge: Slow 8) Radiance of Sol – While this power is active, all nearby allies benefit from increased damage and endurance recovery, while nearby enemies are burned over time. Damage: Minor Fire (DoT) Recharge: Slow 9) Kingdom of Pluto – summons a swarm of small Kuiper Belt Objects to harry your enemies. The objects' attacks do minor Smashing/Cold damage and one random additional effect: accuracy debuff, defense debuff, slow, knockdown, weak confusion, or critical hit. The objects are very difficult to destroy by any means, but cannot be healed or buffed. The objects mill around you wherever you go, but you have no control over them beyond that. They will only serve you for a short time before they tire of the heat and return to their distant home. Recharge: Very Long Example Character Concept: The Evil Astro-Nut! (Villainous Radiation Blast/Astronomy Science Corrupter)
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As you might be able to tell, I had this idea before any alignment could become any Archetype and Masterminds were Villains-only; I'm not sure how well this would work now (a problem that could be said for many powerset ideas - might it be that opening some doors can close others?), but I think I did a pretty good job with it, considering. Submitted for your approval, then.... CULT (Summon) Available to: Masterminds Set Color: Yellow-on-Very Light Blue Cultists are weaker offensively than other minions (with the exception of Penitents), but their faith makes them exceptionally tough. 1) Mesmerise 2) Acolytes – Acolytes are simple souls seeking order in a chaotic world...which you've provided in exchange for their eternal fealty. They are “ordinary people” in the most profound and pathetic sense of the word, and have only basic skills with prosaic weapons, but are tough to bring down. The third acolyte will be a missionary. Acolytes: -Single Shot – basic ranged Lethal attack with rifle -Pummel – melee Smashing attack with butt of rifle -Super Leap Missionary: -Single Shot -Pummel -Mass Hypnosis -Super Leap 3) Dominate 4) Indoctrination – You reveal to your disciples their own inner strength – but it's really just yours through them, of course. Grants Acolytes: -Slug – strong ranged Lethal attack with rifle -Strength in Numbers – passive, cumulative bonus to accuracy, damage, and damage resistance for you and every nearby Cultist Grants Missionary: -Slug -Strength in Numbers -Soothe Grants Penitents: -Pulverize -Crowd Control -Temporary Invulnerability -Strength in Numbers Grants Apostle: -Scream -Hymn of Praise – heals you over time for an amount and duration that increases with every Cultist presently active -Strength in Numbers 5) Terrify 6) Penitents – “Strong but powerless” is an apt description of what penitents were before you found them. You gave them a purpose. They are fearsome melee combatants. Penitents: -Bash -Clobber -Dull Pain -Super Leap 7) Rapture – You inspire an ecstatic frenzy in your cultists. For a solid period of time, they enjoy reduced endurance costs and massively increased endurance recovery, regeneration, attack rates, and resistance to Psionic damage (normally their greatest vulnerability). Recharge: Very Long 😎 Apostle – The apostle has risen through the ranks to become your most favored disciple. He has devoured your words, and is eager to share them with others as forcefully as he can. As a Corrupter, he deals progressively greater damage to foes the more damage they’ve already taken. Apostle: -Boxing -Shriek -Shout -Super Leap -Scourge 9) Providence – You work your greatest miracles through your disciples. Grants Acolytes: -Cover Fire – ranged Lethal cone attack with rifle that briefly provides nearby allies with increased defense Grants Missionary: -Initiate – summons up to 2 additional, weaker acolytes Grants Penitents: Shatter Rage Grants Apostle: Howl Tough Anguishing Cry World of Pain Example Character Concept: The Tyrannical Tupperware Party! (Villainous Cult/Force Field Mutant Mastermind)
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If you saw the Whip set I just posted, you may have noticed I said it was available to every currently-extant Melee AT save one - why? Because there's nothing "Brutish" about Whips; they're a finesse weapon. So what do Brutes, and Brutes alone, get instead? Let me tell you: CHAINSAW (Melee) Available to: Brutes Set Color: Black-on-Dark Yellow The Chainsaw is a slow and unwieldy weapon with a penalty to accuracy, but the damage it deals is second to none. It leaves hideous wounds that heal poorly (inflicting cumulative Gore counters that both retard regeneration and reduce received healing), and sometimes bleed for additional damage. 1) Thrust – a simple, relatively quick attack with your chainsaw that bestows 1 Gore counter. Damage: Moderate Lethal Recharge: Fast 2) Carve – a slower and stronger attack than Thrust that leaves the target with a horrible wound and 1 Gore counter. Damage: Superior Lethal Recharge: Moderate 3) Mangle – a gruesome attack that wreaks havoc on the victim's healing processes, bestowing 2 Gore counters and causing it to bleed for additional damage over time. Damage: Superior Lethal Recharge: Slow 4) Build Up 5) Whirl – you spin your chainsaw around you, assaulting all nearby enemies and leaving them with nasty wounds and 1 Gore Counter each. Damage: High Lethal Recharge: Moderate 6) Taunt 7) Brandish – you rev your chainsaw loudly and wave it around menacingly, causing enemies around you to cower in fear. Recharge: Slow 😎 Butcher – a monstrous attack so horrible to watch that other nearby enemies may momentarily enter a state of shock, snapping out of it sooner if they themselves are attacked. If the target survives, it is left with 2 Gore counters, as well as a gruesome wound that deals additional damage over time. Damage: Extreme Lethal Recharge: Slow 9) Massacre – You swing your chainsaw in an arc, attacking all enemies in front of you, and leaving them with 3 Gore counters each. Damage: Extreme Lethal Recharge: Slow Example Character Concept: The Menacing Cutting Edge! (Villainous Chainsaw/Energy Aura Technology Brute)
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My take on that which every player wants for Statesmas, but all of Santa-Statesman's techno-elves dread: WHIP (Melee) Available to: Stalkers, Scrappers, Tankers Set Color: Brown-on-Beige Whips do inferior damage compared to other Melee sets, but make up for it in speed, low endurance cost, and limited range – the whip has the greatest reach of any Melee powerset, but note that it does not benefit from range Enhancements. 1) Snap – a quick, basic attack with your whip. The stinging pain will temporarily reduce the target's damage resistance. Damage: Minor Lethal Recharge: Very Fast 2) Lash – a stronger but slower attack than Snap that reduces the target's damage resistance. Damage: Moderate Lethal Recharge: Fast 3) Flog (Scrapper, Tanker) – a harder, slower strike with your whip that leaves a deep, bleeding wound, dealing additional damage over time. Damage: Moderate Lethal Recharge: Moderate OR Trip (Stalker) – trips your foe, knocking it down and causing it to take damage from the fall. Damage: Minor Smashing Recharge: Fast 4) Trip (Scrapper) OR Assassin's Lash (Stalker) – signature Stalker attack. Damage: Special Lethal Recharge: Slow OR Taunt (Tanker) 5) Build Up 6) Confront (Scrapper) OR Placate (Stalker) OR Trip (Tanker) 7) Loop – you swing your whip in a circle around you, damaging all nearby enemies and lowering their damage resistance. Damage: Moderate Lethal Recharge: Moderate 8) Crack of Doom – you put all your focus and artistry into this powerful and agonizing attack that reduces the target's damage resistance a great deal. Damage: Superior Lethal Recharge: Moderate 9) Death Spiral – You spin your whip in a wide arc around your head, causing a sonic boom so powerful that it deals heavy Energy damage to and disorients all enemies near you. Damage: High Energy Recharge: Slow Example Character Concept: The Exciting Oregon Andersen! (Heroic Whip/Willpower Natural Scrapper)
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First of all, this is my first post on here, so I hope I'm doing this right/posting it in the right place, etc. Without further ado...I've been sitting on this idea since before I was aware of Homecoming, and it's not just a joke anymore!!! CLOWNS (Summon) Available to: Masterminds Set Color: Neon Orange-on-Dark Fuchsia The King of Fools. The Psycho Circus. The Greatest Show on Earth. That's you. Whether they're escaped lunatics, deviant thugs, or honest-to-goodness professional performance artists who have turned to the dark side, you lead a coterie of clowns with a 'killer' sense of humor. The warped minds and unnatural nature of clowns protect them from Energy, Negative Energy, Psionic and Toxic damage, and from immobilize, hold, and fear effects. Your personal attacks are very flashy and exceptionally deadly, but also take extra time to execute. 1) Juggling Act – You juggle a few miniature grenades and toss them your opponent's way, knocking it back a bit from the explosions. Damage: Moderate Lethal/Fire (DoT) Recharge: Fast 2) Augustes – you summon up to 3 rank-and-file clowns armed with various props, pranks, and gimmicks. Happy Clown: -Joy Buzzer – electrical Energy melee attack -Squirting Flower – ranged Toxic attack -Super Leap Sad Clown: -Cane Bash – limited-range melee Smashing attack -Squirting Flower – ranged Toxic attack -Super Leap Weird Clown: -Joy Buzzer – electrical Energy melee attack -Miniature Bomb – Fire/Lethal ranged attack with knockdown -Super Leap 3) Knife-Throwing Act – You artfully toss a few knives at your opponent, dealing serious damage and causing wounds that bleed for additional damage over time. Damage: Superior Lethal (DoT) Recharge: Moderate 4) Clown College – you educate your minions to unlock new skills and tricks. Grants Happy Clown: -Floppy Shoe Stomp – melee Smashing attack may knock down nearby enemies -Horn Honk – Energy/Smashing short-ranged attack may disorient Grants Sad Clown: -Cane Yank – slightly stronger-but-slower than Cane Bash, pulls target closer -Seltzer – ranged attack deals Smashing/Cold damage, greatly decreases accuracy Grants Weird Clown: -Pie – slow Toxic/Smashing ranged attack may knock down and/or disorient -Chattering Teeth – ranged attack deals Lethal/Smashing damage over time, immobilizes Grants Blade Harlequin: -Typhoon's Edge -Vengeful Slice -Combat Jumping -Rise to the Challenge -Harlequin Duo – passive aura grants Plasma Harlequin defense and attack rate bonus Grants Plasma Harlequin: -Jacob's Ladder -Combustion -Combat Jumping -Beta Decay -Harlequin Duo – passive aura grants Blade Harlequin defense and attack rate bonus Grants Pierrot: -Parry -Jinx – lowers a target's defense, accuracy, and resistance to control effects; very fast -Rapier Swipe – as Rapier Thrust, but less accurate and more damage 5) Glass-Eating Act – You ingest some delicious glass and then spew it back in a cone at your enemies – being a trained professional, you don't get hurt, but the glass shards dig into your enemies' flesh and cause agonizing wounds that lower their defense and damage resistance. Damage: Superior Lethal Recharge: Moderate 6) Harlequins – summons up to two Harlequins. Harlequins are fierce and flamboyant fighters. Blade Harlequin: -Nimble Slash -Ablating Strike -Acrobatics -Super Leap Plasma Harlequin: -Scorch -Havoc Punch -Lightning Reflexes -Super Leap 7) Saving Face – Don't get caught with egg on your face – get caught with face on your egg!!! You have painted your likeness on an eggshell, thereby storing your power in a safe place for when you need it. If you are defeated, you can unleash the power you have stored in the eggshell, granting you and all your henchclowns a new lease on life and protecting you from experience debt for 90 seconds. Recharge: Very Long 8) Pierrot – summons a solitary, subtle, and sinister Pierrot. Pierrot: -Rapier Thrust – accurate Lethal melee attack deals additional bleeding damage -Evil Eye – ranged Negative Energy attack with to-hit debuff and remote chance of terror -Stasis – freezes target in time, holding and dealing Negative Energy damage -Teleportation 9) Ringmaster – you and your minions have mastered the clowning art, and with this power you unlock their greatest abilities. Grants Happy Clown: -Aoogah – severe Energy/Smashing damage in cone may disorient; slow recharge Grants Sad Clown: -Cane Rebuff – damage/speed as Cane Yank, knocks target back a great deal Grants Weird Clown: -Balloon – summons a kamikaze balloon that explodes for Energy damage; long recharge Grants Blade Harlequin: -Blinding Feint -Sweeping Strike Grants Plasma Harlequin: -Breath of Fire -Lightning Rod Grants Pierrot: -Combat Teleport -Coup De Grace – strong rapier attack deals more damage to more injured enemies; slow cooldown -Death Shroud -Gaze of Unspeakable Horror – passive ability that randomly terrifies, holds, or confuses a nearby enemy for a few seconds Example Character Concept: The Incorrigible Yorick! (Roguish Clowns/Dark Miasma Magic Mastermind) ____ As they say on the old Satellite of Love: What do you think, sirs??? EDIT: Thanks for the update on "pulling" mechanics!