I have ideas for basic MM primaries that would mostly use existing assets; whether existing enemies and pets or stuff easily rigged in the costume creator; and have simple but clear themes.
Fire Elementals: Through various means you are able to call forth living embodiments of flame to serve you. Fire Elementals do substantial damage at any range but are weak to cold and are somewhat lacking in resilience. Special ability: Incineration; if a target is already taking damage over time from fire attacks, they will take additional damage from other fire attacks.
T1: Flares (as per fire blast)
T2: Summon Fire Imp (modification of the fire control pet: starts with scorch and flares. First enhancement adds cremate, second adds fireball)
T3: Fire Blast (as per fire blast's version of the power)
T4: Feed flames (Basic enhancement)
T5: Fireball
T6: Summon Fire Elemental (Bigger flaming imp: starts with firesword and blazing aura. Equip adds warmth and incinerate. Enhance adds consume and burn)
T7: Accelerant (like a reskinned oil slick that keeps the ignition but trades the control for decreased fire resistance; sets up enemies for hurty damage)
T8: Summon Pyro Archomental (really big flaming imp. Starts with fire sword circle and fireball. Equip adds fiery cage, fire sword, and melt armor. Enhance adds rise of the phoenix and greater fire sword.)
T9: Prime Heat (higher level enhancement)
Ice Elementals: Through various means you can call forth the powers of winter to serve you and destroy your foes. Ice elementals are exceedingly resilient and slow down their foes substantially but are vulnerable to fire damage and somewhat slow. Special ability: Brittle cold, struck by multiple elementals (including the mastermind) gain a "brittle" proc that can allow 1.5x critical hits to be dealt to them with each proc of "brittle" increasing the chance of this by 5%.
T1: Ice Bolt (as per Ice Blast)
T2: Frostlings (Basically the winter horde enemy. Equip adds Ice Armor. Enhance adds Block of Ice.)
T3: Ice Blast (as per well...Ice Blast)
T4: Empower Cold (Equip power)
T5: Freeze Ray
T6: Summon Jack Frosts (Starts with Freezing Touch and Ice Sword. Equip adds Glacial Shield and Breath of Frost. Enhance adds Wet Ice and Ice Patch
T7: Stay Frosty (Targeted AoE with hold and minor DoT over time; every held enemy defeated while held has a chance to spawn a frostling)
T8: Summon Hellfrost: (Starts with Ice Sword and Greater Ice Sword. Equip adds Energy Absorbtion, Wet Ice, and frostwork. Enhance adds Freezing Aura and Hibernate.)
T9: Permafrosting (Enhance power)
Electric Summoning: Creatures of the rawest electric power are yours to command, wreaking havoc with their energy attacks and endurance draining. Electric Summoning's pets are fast and have strong resistances, but lack defence and struggle with energy resistant enemies and are lacking in range attacks. Special: Energy leech, a portion of endurance drained by pet and mastermind attacks is redistributed back to the mastermind and all their pets.
T1: Charged Bolts (as per electric blast)
T2: Summon Gremlins (Start with charged brawl and electric armor. Equip adds conductive shield. Enhance adds Jacob's ladder)
T3: Lightning Bolt (As per electric blast)
T4: Volt transformation (Equip power)
T5: Ball Lightning
T6: Voltaic fiend (Bigger gremlins with energy wing SFXes. Start with Havoc Punch, Charged Brawl and electric armor. Equip adds conductive shield and lightning field. Enhance adds thunder strike and chain induction.)
T7: Kremzeek! (PBAoE, drains a lot of end from enemies; has a chance to spawn a Voltaic Sentinel with every certain amount of End Drain.)
T8: Surge Destructor (Really big gremlin with energy wing SFXes. Starts with Charged Brawl, Havoc Punch, and electric armor. Equip adds conductive shield, lightning field, and jacob's ladder. Enhance adds thunder strike, power surge, and lightning rod.)
T9: Up the Amp (Enhance power)
Radioactive Command: Through one mean or another, those creatures mutated or with special connections to the power of the atom are yours to command to destroy your foes with intense, lethal radiation. Your mutants are resilient if slow, and their ability to weaken enemies afflicted by their radiation is not to be underestimated. Special ability: Radiation sickness, as enemies take more and more damage from the radioactive shivans and their mastermind, they gain stacks of radiation sickness which lowers their damage.
T1: Neutrino Bolt (As per radiation blast)
T2: Summon Mutate (Starts with Contaminated Strike and Neutrino Bolt. Equip adds radiation infection. Enhance adds enervating field.)
T3: X-Ray beam (as per radiation blast)
T4: Radioactive Mutation (Equip power)
T5: Electron haze (as per radiation blast)
T6: Summon Mutate Crusher (Starts with Contaminated Strike and Radioactive Smash. Equip adds radiation therapy and beta decay. Enhance adds Proton Sweep and Radiation Siphon.)
T7: Mutate Fallen (cast on a defeated enemy to gain another mutant pet depending on their rank as the mutagenic energies turns them into one of your own)
T8: Summon Mutate Obliterator (Starts with Electron Haze and Neutron Bomb. Equip adds Accelerate metabolism, cosmic burst, and fallout. Enhance adds Atom Smasher and EM Pulse.)
T9: Radioactive Augmentation (Enhance power)
Circle of Knights: You are a master of an order of knightly warriors whose resilience is virtually unmatched and whose great power in melee is held back only by most of their damage being smashing or lethal. Knights are also able to use taunt and confront powers to control the flow of battle. Special Ability: On my Honour: Knights will protect their liege with their lives; giving stacking defensive bonuses to the mastermind when in supremacy radius.
T1: Crossbow bolt (basic crossbow attack)
T2: Call man at arms (Calls a shield defense scrapper. The first uses broadsword, the second battle axe, and the third war mace. They start with Hack/Beheader/Bash deflection/battle agility, and confront. Equip adds phalanx fighting and Slash/Chop/Pulverize. Enhance adds grants cover and Slice/Gash/Jawbreaker.)
T3: Empowered Quarrel (stronger crossbow attack, takes longer to fire)
T4: Raiments of battle (equip power)
T5: Repeating crossbow (Cone AoE).
T6: Call Knight. (Calls a Staff Fighting/WP Brute using the polearm skin. Starts with Mercurial Blow, Precise Strike, and the first two WP powers. Equip adds taunt, guarded spin, and indomitable will. Enhance adds Eye of the storm, rise to the challenge, and quick recovery.)
T7: Clarion Call. (Heals all knights somewhat and gives them a general and modest buff to all stats for the duration as you press them to fight with all their strength.)
T8: Call Paladin. (Calls an Invuln/Titan Weapons Tanker. Starts with the basic invuln resists, defensive sweep, titan sweep, crushing blow, and taunt. Equip adds temp invulnerability, unyielding, and follow through. Enhance adds invincibility, tough hide, rend armor, and whirlwind smash.)
T9: Knight's Vow (Enhance power)
Steampunk Automatons: You make use of clanking hissing machines that while perhaps more outdated looking than more "conventional" technology, are impressively resilient with strong defense and resists but are rather slow. Special ability: Recycling. Any time a Steam automaton is defeated, the others will heal for a portion of their fallen comrade's total hitpoints and gain a small buff to damage, to hit, and defense as they make use of their parts.
T1: Steam Rifle (Like the Nemesis Rifle)
T2: Automatons (Calls up Nemesis Jaegers with some recolouration for ease of identification's sake. Starts with Jaeger Gun and Jaeger Mace. Equip adds Jaeger Saw. Upgrade adds Jaeger Cannon. Third Jaeger uses gas grenades instead of Jaeger Gun.)
T3: Storm rifle (Like the Nemesis weapon.)
T4: Tinkering (Equip power)
T5: Gatling Gun (Dakkadakkadakka!)
T6: Mechanical Man (Calls up a somewhat reskinned/touched up Clockwork Prince, perhaps reusing the pre-GR clockwork models? Starts with Lance Rifle, Storm Rifle, and Bayonet. Equip adds Gatling Gun and Flamethrower. Enhance adds Vengeance and Acid Mortar)
T7: Implacable Brass (Temporary buff to pets that makes them immune to most status effects and seriously amps their regeneration rate for about thirty seconds.)
T8: Brass Hulk (Calls up recoloured/skinned Nemesis Warhulk. Starts with flamethrower, storm cannon, and shred. Equip adds Gas Grenade, Nemesis Gas, and Gatling gun. Enhance adds footstomp, staff bolt, and invincibility.)
T9: Reclocking (Enhance power)
Earth Elemental Summoning: You call upon the powers of the Earth itself to do battle for you in the form of mighty elementals who are slow but almost indestructible and can shrug off most attacks thrown their way. Special ability: Rubble, for each enemy defeated by the mastermind or their pets, they gain a stack of "rubble" which temporarily adds 5% resistance to most forms of damage and may stack up to five times.
T1: Stone Spears (As per Earth assault)
T2: Summon Rock-Men. (Summons rock monsters with some high resists and defense with stone mallet and stone fist as their attacks. Equip adds stone spears. Enhance adds stone prison.)
T3: Hurl boulder (another basic ranged attack)
T4: Fossilize Earth (equip power)
T5: Fissure (As per Earth assault)
T6: Summon Earth Elementals (Starts with Hurl boulder and heavy mallet. Equip adds mud pots and seismic smash. Enhance adds stalagmites and fault)
T7: Rock your world (Causes an earthquake that also periodically summons Rubble Underlings for every enemy in range in pulses.)
T8: Summon Terran Archomental (Starts with Taunt, earth's embrace, earthquake and seismic smash. Equip adds tremor, fissure, and volcanic gasses. Enhance adds footstomp, knock out blow.)
T9: Lords of Stone (Enhance power)
Psionic Acolytes: You are the master of a cabal of psions who have cultivated their powers carefully to destroy their foes by turning their strengths against them. Few foes can resist your power even if you are somewhat on the fragile side. If a target is hit while still afflicted by a status effect from either the MM or the pets, that attack will do additional psionic damage over time and potentially proc confusion or add another magnitude to the status effect (if it is a nondamaging CC ability.)
T1: Levitate (As per mind control)
T2: Psionic Initiates (Start with Levitate and Subdue. Equip adds dominate. Enhance adds confuse. Initiate costumes are made to resemble the Initiates in Red Alert 2: Yuri's revenge)
T3: Dominate (As per mind control)
T4: Knowledge is Power (Equip power)
T5: Psychic Scream (as per psionic assault)
T6: Psionic Adepts (Start with Psi-Blade, Hide, and Psi-Blade Sweep. Equip adds boggle and world of confusion. Enhance adds greater psi-blade and psychic scream)
T7: Mind Control (Can "reverse betray" non-objective vital enemies into becoming pets if they are already held and not AV rank or higher.)
T8: Psionic Master (Starts with Deceive, Flash, Phantom Army. Equip adds spectral terror, terrify, total domination. Enhance adds Phase shift, synaptic overload.)
T9: Enlightenment (Enhance power)
Mystic Circle: You are the master of a circle of mages who possess a large variety of capabilities that will make them useful in most situations to make you a jack of all trades. However you may fall behind more specialised masterminds and mages are quite fragile as a rule. The more mystics (including the master mind) are attacking the same target; the higher of a damage boost they gain as their spells' energies are pooled together.
T1: Staff Bolt (Basically Arcane Bolt.)
T2: Mystic Apprentices (First mage uses energy attacks and starts with light bolt and power bolt. Equip adds power push and enhance adds power burst. Second mage uses stone prison and fossilise. Equip adds stone cages and enhance adds quicksand. Third mage uses arcane bolt and time crawl. Equip adds temporal mending and enhance adds temporal selection.)
T3: Staff Lightning (Mu lightning basically)
T4: Arcane Lore (equip power)
T5: Staff Orb (targeted AoE.)
T6: Wizards (First mage uses Gloom and Twilight Grasp. Equip adds Tar Patch and Dark Pit. Enhance adds Tenebrous Tentacles and Darkest Night. Second mage uses O2 boost and Water burst. Equip adds Whirlpool and Snowstorm. Enhance adds Freezing Rain and Dehydrate)
T7: Spell of Warding (PBAoE buff that heals allies within and gives them damage absorbtion to help with the squishiness of your wizards)
T8: Archmage (Uses Flashfire, Impale, and Resurrect. Equip adds Bonfire, Thorntrops and Clear Mind. Enhance adds Fire Imps and Fortitude)
T9: Mystic Mastery
Experimental Horrors: Your creations are the stuff of nightmares and are shambling masses of nightmarish flesh and other substances given obscene life. Experimental horrors heal quickly and are largely self sufficient and carry potent debuffs and fear, but as most of their damage is toxic they may struggle against mechanical foes and their range is generally limited. Special ability: Experimental Horrors are hideous and disturbing creatures and have a chance to proc fear with each successful hit.
T1: Venom Bolt (As per Tarantulas)
T2: Monstrosity (Starts with hardened carapace, skewer, and envenom. Equip adds environmental modification and thorny darts. Enhance adds evolving armor and spine burst.)
T3: Venom burst (as per tarantulas)
T4: Mutagenic empowerment (Equip power)
T5: Impale (As per thorny assault)
T6: Grotesque (Starts with Neurotoxic Breath, hardened carapace, hide, and Assassin's Lunge. Equip adds assassin's impaler, environmental modification, and elixir of life. Enhance adds evolving armour, weaken, and impale.)
T7: Mass adaptation (gives all your pets adaptation and lets you decide which one to use)
T8: Abomination (Classified as a brute. Starts with Hardened carapace, environmental modification, impale, quills. Equip adds evolving armour, ripper, ablative carapace, and DNA siphon. Enhance adds throw spines, genetic contamination).
T9: Evolution (enhance power)
Hard Light: You are able to call forth energy beings made out of "solid energy" that have strong defenses and can knock aside and disorient their foes with their attacks. They also provide strong defensive boost to allies. Special Ability: Power Amp. Every time an enemy is hit by the mastermind or their pets there is a chance that they will be marked for power amp. If defeated while power amp is up, the mastermind and their pets may gain a small amount of endurance (2 points) and increased damage (5%) and defense (1.5% all but psi typed) per stack of power amp that was on the enemy before they were defeated.
T1: Power Bolt (as per energy blast)
T2: Energy Being (Starts with Energy Bolt and Bone Smasher. Equip gives kinetic/power field. Enhance gives deflection shield.)
T3: Power blast (as per energy blast)
T4: Intensify illumination (Equip)
T5: Power Burst (As per energy blast)
T6: Luminous Ally (Starts with power burst, sniper blast. Equip gives build up and boost range. Enhance gives explosive blast, and insulation field)
T7: Force Surge (PBAoE defense and damage buff)
T8: Greater Energy Form (Starts with Bone smasher, Whirling Hands, and Power Torrent. Equip gives kinetic/power field, total focus, and repulsion bomb. Enhance gives energy drain and nova.)
T9: Energy Augment (Enhance power)
Angel Summoning: You summon celestial beings to the material plane to do battle with your foes; their golden and pleasing forms descending from the heavens to smite your foes. .
T1: Radiant Beam (Minor energy, minor psionic DoT. -Def)
T2: Summon Guardian Angels (1st is a Radiant angel, using a glowing sword and shield: first attack is hack that also does energy damage, second is slice that has half of its damage turned into energy. Equip adds slash with energy damage. Enhance adds parry with energy damage. 2nd is a Frigid angel, starting with frozen fists and ice sword. Equip adds hoarfrost. Enhance adds frost. 3rd is a Diviner Angel, starting with mental strike and psi-blade. Equip adds boggle. Enhance adds Psi-blade sweep.)
T3: Lance Beam (High energy damage, Psionic DoT, -Def, Knock Up)
T4: Vestments of the Host. (Equip)
T5: Lance Strike (Cone, Energy Damage, Psionic DoT, -Def, Knockup)
T6: Summon Angels (1st is a Frost Angel, Starting with Ice Sword and Ice Shield. Equip adds Greater Ice Sword and Glacial Shield. Enhance adds Freezing Touch and Arctic Fog. 2nd is a Flame Angel starting with Fire Cages and Incinerate, Equip adds Hot Feet and Combustion, Enhance adds Cinders and Blaze.)
T7: Redemption (takes a defeated enemy and resurrects them as an ally).
T8: Summon Archangel. (Summons a Radiant Archangel with dual blades that do Energy/Psionic damage. Starts with Nimble Slash, Ablating Strike, and Blinding Feint. Equip adds Typhoon's Edge, vengeful slice, and sweeping strike. Equip adds one thousand cuts, regeneration aura, and recovery aura.)
T9: Armaments of Heaven (Enhance)
Alien Warriors: Through unknown means, you have come to count a number of extraterrestrials with advanced technologies as your allies. Alien Warriors are resilient and deal superior energy and psionic damage but are quite endurance hungry and may have trouble in long fights. Special: Xeno-control, your alien warriors are able to subvert the systems of enemies and sabotage their functions, giving a chance for a proc of "malfunction" that will cause enemies to inflict self damage upon themselves when attacking after being hit with attacks by the mastermind of pets.
T1: Alien Plasma blast (Basically the rikti rifle power)
T2: Alien Troopers (Starts with Alien Plasma Blast and alien sword. Equip adds radiation emission. Enhance adds protection fields for +def to all.)
T3: Rapid Pulse Blast (rapid rikti plasma pistol shots from the alien rifle, does more damage over time)
T4: Xenological Arsenal (Equip)
T5: Bio-Force Cannon (It's basically the BFG 9000's blast, targeted AoE.)
T6: Alien Shock Troops (Starts with rapid pulse blast and greater alien sword. Equip adds psychic scream and Dominate. Enhance adds Mind Link and Accelerate Metabolism.)
T7: Telefragging (Teleports in a Turret that uses beam rifle attacks on everything in sight until it expires.)
T8: Alien Overlord (Starts with Bio-Force Cannon, Greater Alien Sword and Confuse. Equip adds Fusion Pulse, Fusion Explosion, and Psionic Tornado. Enhance adds Alien sword sweep, and protection field.)
T9: Alien devices (Enhance)