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Posted (edited)

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)

Edited by AspieAnarchy
Swapped when Penitents gain Dull Pain/Pulverize; color-coded attack damage-types
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Quote

...If you're not willing to risk your life or what you hold dear to accomplish your goal, then maybe you should re-think what you really want. Power, control, security; all of those are just fancy ways of saying that you're afraid, and you want to not be afraid anymore. People will do a lot to avoid fear, even become the monsters they're afraid of. - Crimson

 

Quote

The game lags because you touch yourself at night - @Zem

 

Posted (edited)

I was hoping Shriek and mind controls could be saved for the Congressperson set. I guess those count as cultists.

Edited by arcane

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