Blackfeather Posted July 8, 2022 Posted July 8, 2022 (edited) Hi again, everyone! I got some time to think about other potential homebrew powers recently, and since my writeup on Light Control actually started off as a support set, I figured that creating a proper one was long overdue. In this case, I decided to go for a counterpart to Time Manipulation – a power set revolving around manipulating space in different ways. Design Rationale A lot of Space Manipulation’s abilities revolve around the concept of “support through repositioning”, shifting space in a more advantageous way for your allies. This comes in a variety of forms, from moving dangerous enemies away from more vulnerable targets, to phasing allies taking too much heat, enhancing the distance that allies can attack from, and even causing attacks to strike another, more durable ally instead of their intended target. As such, one intentional weakness of the set is a lack of any healing options. Space Manipulation excels in the field of damage prevention, kind of like Force Field, albeit mitigating damage through more indirect means. With proper use of its abilities, health recovery should hopefully be unnecessary in the first place! I also purposefully tried to avoid the more ’creative’ aspects of manipulating space (portal slicing, turning enemies into spaghetti, and so on); many of Space Manipulation’s powers are much more subtle and indirect in nature, save for a single ability that reduces foes’ resistances. I wanted Space Manipulation to feel a bit like playing a game of chess, repositioning allies and foes alike to provide tactical advantages for the team. Questions to the Forums (Other Questions/Comments Welcome!) Is this proposed set something you’d be interested in playing? What kinds of use cases can you see for it? Does it fill a niche that other power sets already provide, or is even strictly better than them? If so, what adjustments would you make to resolve this overlap? Space Manipulation was meant to perform about in line with existing support sets – how do you think it ranks performance wise compared to them? Are there any discrepancies that need clearing up about the powers on display/elaboration on why some powers were made as written? What powers could you see yourself taking or skipping? Would your answers change depending on the content you’re running? (E.g. simple PUG, hard mode ASF?) As always, I’d love to hear everyone’s feedback on this! Space Manipulation Quote “Space Manipulation gives you the ability to twist, warp, and rearrange space in a variety of ways, letting you move allies, enemies, and even attacks across the battlefield to tip the scales of any fight.” Power Table Power Level (Primary|Secondary) Effect Displace 1 1 Ranged, Minor DMG(Smash), Teleport Teammate or Foe, Foe Knockdown Focal Point 1 2 Toggle: Ranged Ally (Targeted AoE), Ally +Res(All DMG, Knockback), Foe Attract Expand Distance 2 4 Location (Ranged AoE), Foe -ToHit, -DMG, -SPD Warp Shield 6 10 Toggle: Ranged Ally, Ally +DEF(All), +RES(DEF Debuff), Special Dimension Veil 8 16 Toggle: Ranged Ally or Foe, Ally Intangible, Foe Intangible, -Regen, +Prot(Repel, Teleport) Repulsion Zone 12 20 Location (PBAoE), Team +Res(Status), Ally -Intangible, Foe -Intangible, Repel Dispersal 18 28 PBAoE, Minor DMG(Smash), Foe Teleport, Knockback, Chance to Disorient Twist Matter 26 35 Ranged (Targeted AoE), Foe -Res(All), -Special Compress Space 32 38 PBAoE, Team +Range, +SPD, +Res(Slow), +ToHit Powers T1: Displace You teleport a single foe or ally to another location of your choice. A successful hit must be made in order to Displace a foe, and if so, may knock them down and deal some smashing damage from the sudden change in location. Damage Minor (Smashing) Recharge Slow (15s) Minimum Level 1 (Controller) 1 (Corruptor) 1 (Defender) 1 (Mastermind) Effects Ranged (Foe Only) Teleport Teammate or Foe Foe Knockdown Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Set Categories Ranged Damage Knockback Teleport Universal Damage Universal Travel T2: Focal Point You cause additional space to gather around an ally, pulling in nearby foes and providing your target with some resistance to damage and knockback effects. Focal Point will not pull in nearby foes if Warp Shield is also active on the selected ally. Endurance 0.26/s Recharge Slow (10s) Duration 2.25s Radius 30 ft Minimum Level 2 (Controller) 2 (Corruptor) 1 (Defender) 2 (Mastermind) Effects Toggle: Ranged Ally (Targeted Area of Effect) Ally +Resistance(All Damage, Knockback) Foe Attract Enhancements Reduce Endurance Cost Enhance Range Increase Attack Rate Enhance Damage Resistance Set Categories Resist Damage T3: Expand Distance You create a localised space distortion where things are much further away than they appear, causing foes inside to move slower and miss their attacks more often. Attacks that do hit will have their damage reduced due to their longer travel time. Recharge Long (90s) Duration 45s Radius 25 ft Minimum Level 4 (Controller) 4 (Corruptor) 2 (Defender) 4 (Mastermind) Effects Ranged (Location Area of Effect) Foe -Damage, -Speed, -ToHit Enhancements Reduce Endurance Cost Enhance Range Increase Attack Rate Enhance Slow Enhance ToHit Debuff Set Categories Slow Movement ToHit Debuff T4: Warp Shield You surround an ally in a protective spatial anomaly, making any attacks directed against them less likely to hit as well as increasing their resistance to Defense Debuffs. Any damage that would still affect them will instead be inflicted on the target of your Focal Point if it is currently active. Endurance 0.26/s Recharge Slow (10s) Duration 2.25s Minimum Level 10 (Controller) 10 (Corruptor) 6 (Defender) 10 (Mastermind) Effects Toggle: Ranged Ally Ally +Defense(All), +Resistance(Defense Debuffs), Special (Redirect) Enhancements Enhance Defense Buffs Reduce Endurance Cost Enhance Range Increase Attack Rate Set Categories Defense T5: Dimension Veil You cause a target of your choice to phase into a sympathetic dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies are able to move freely, but foes will find the dimension hostile, severely reducing their regeneration rate and anchoring them in place, immobilizing most foes and preventing them from teleporting or being forcefully moved. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds. Endurance 0.52/s Recharge Slow (60s) Duration 30s Minimum Level 16 (Controller) 16 (Corruptor) 8 (Defender) 16 (Mastermind) Effects Toggle: Ranged Ally or Foe Ally Intangible Foe Immobilize (Mag 10), Intangible, -Regen, +Protect(Repel, Teleport) Enhancements Reduce Endurance Cost Enhance Immobilization Duration Enhance Range Increase Attack Rate Set Categories Immobilize T6: Repulsion Zone You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this area. Casting this power again will move this space to your location. Targets affected by Dimension Veil will phase back into reality while inside your Repulsion Zone. Recharge Slow (10s) Duration 240s Radius 25 ft Minimum Level 20 (Controller) 20 (Corruptor) 12 (Defender) 20 (Mastermind) Effects Location (Point Blank Area of Effect) Team +Resistance(Status) Ally -Intangible Foe -Intangible, Repel Enhancements Reduce Endurance Cost Increase Attack Rate Set Categories None T7: Dispersal You cause the space around you to rupture outwards, violently teleporting nearby foes away to random locations before dealing a minor amount of damage and throwing them off their feet. The process can even cause them to become disoriented. If you have Focal Point active, Dispersed enemies will teleport to your targeted ally instead. Damage Minor (Smashing) Recharge Slow (45s) Radius 9 ft Minimum Level 28 (Controller) 28 (Corruptor) 18 (Defender) 28 (Mastermind) Effects Point Blank Area of Effect Foe Teleport, Knockback, Chance of Disorient (Mag 2, 40%) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Enhance Disorient Duration Set Categories Melee AoE Damage Knockback Stuns Teleport Universal Damage Universal Travel T8: Twist Matter You violently twist the space your foes inhabit for a short period of time, debilitating their damage resistances and weakening their secondary power effects. The targets power effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all weakened. Recharge Long (150s) Duration 40s Radius 15 ft Minimum Level 35 (Controller) 35 (Corruptor) 26 (Defender) 35 (Mastermind) Effects Ranged (Targeted Area of Effect) Foe -Resistance(All), -Special Enhancements Enhance Accuracy Reduce Endurance Cost Enhance Range Increase Attack Rate Set Categories None T9: Compress Space You cause things to become much closer than they appear for nearby allies, increasing the range of their attacks and their chance to hit. These compressed distances also provide a boost to movement speed and some resistance to slow effects. Recharge Very Long (360s) Duration 90s Radius 25 ft Minimum Level 38 (Controller) 38 (Corruptor) 32 (Defender) 38 (Mastermind) Effects Point Blank Area of Effect Team Range Increase, +Speed, +ToHit, +Resistance(Slow) Enhancements Reduce Endurance Cost Increase Attack Rate Enhance Running Speed Enhance ToHit Buff Set Categories To Hit Buff Running & Sprints Universal Travel Edited July 26, 2022 by Blackfeather Edited power table details. 4 6
Completist Posted July 8, 2022 Posted July 8, 2022 Nice work. Toggle buffs on allies are pretty neat. There are some parts I am skeptical of. The focal-point interactions are cool, but complex. You need two teammates to get full use out of Focal Point and Warp Shield; not every AT needs to be great at soloing but this is a stretch. There's a worrying amount of grief built-in. I don't think giving damage from one person to another is a good idea. Ideally, you'd be putting your tank at the focal point and blaster/aggro magnet at the warp, but people make mistakes (or sometimes you don't have a tank). If I'm the blaster, I'm gonna complain when I start taking extra damage (shield whatever) and dudes keep getting teleported right next to me. (I love how Dispersal works though.) And you also included an Ally Intangible which is even more dubious than an Enemy Intangible. Maybe the caster should be the focal point for Warp Shield, giving the AT a little more solo prowess. You could give it some weird thing where if Focal Point is active, allies between the Warp and the Focus get the defense buff. That would be a neat spatial feature in a set about space manipulation. Displace (foe) is a little lackluster; add a damage component. Overall, really nice first draft. 1 1
Blackfeather Posted July 8, 2022 Author Posted July 8, 2022 (edited) 5 hours ago, Completist said: Nice work. Toggle buffs on allies are pretty neat. There are some parts I am skeptical of. The focal-point interactions are cool, but complex. You need two teammates to get full use out of Focal Point and Warp Shield; not every AT needs to be great at soloing but this is a stretch. There's a worrying amount of grief built-in. I don't think giving damage from one person to another is a good idea. Ideally, you'd be putting your tank at the focal point and blaster/aggro magnet at the warp, but people make mistakes (or sometimes you don't have a tank). If I'm the blaster, I'm gonna complain when I start taking extra damage (shield whatever) and dudes keep getting teleported right next to me. (I love how Dispersal works though.) And you also included an Ally Intangible which is even more dubious than an Enemy Intangible. Maybe the caster should be the focal point for Warp Shield, giving the AT a little more solo prowess. You could give it some weird thing where if Focal Point is active, allies between the Warp and the Focus get the defense buff. That would be a neat spatial feature in a set about space manipulation. Displace (foe) is a little lackluster; add a damage component. Overall, really nice first draft. Hi, and thanks for your in-depth thoughts! I definitely tried to keep Space Manipulation deliberately modest power wise - I'm aware of power creep and the like, so that's something I wanted to curtail from the get go, even while making it cool and unique. I figured that it'd be easier to add in additional effects than to take things away and keep the feel of the set. I may have succeeded a little too much! 😅 Focal Point and Warp Shield Indeed, these two powers (glad you liked the toggle buff aspect!) were designed together with two other team members in mind. The interaction works kind of like a single target Bodyguard mode, except instead of a fraction of damage being transferred, all of it is. I figured that the additional resistances granted from T2: Focal Point would help to mitigate this damage transfer somewhat. Something to keep in mind is that there's nothing stopping both T2: Focal Point and T4: Warp Shield from being applied to the same character: they'd benefit from both an increase to their chance to dodge things as well as higher resistances. With both toggles applied to them, damage is calculated as normal, since it's not being transferred anywhere else. I did want to try avoiding flat out AoE buffs, mostly to avoid stepping on the toes of the other support sets, especially given that to my knowledge, there isn't yet one that gives both defence and resistances to all types of damage. I do like your suggestion of granting additional defence to players in between these two toggles though, and it'd certainly make things more conditional! Perhaps T2: Focal Point could even have an added clause saying that its pull effect is cancelled out if Warp Shield is also applied to the same character? This'd be primarily be for smaller teams that lack a tank, so it'd make sense to cancel out any pulling effect, and would render both abilities just flat out buffs. Given that Warp Shield is purely defensive, I don't think it'd be a problem just not to have it up when, say, partnering up with a tank, and just keeping Focal Point active. The Soloing Experience of a Space Manipulator Oddly enough, I actually imagined this power set as being fairly effective alone! At the very least, on par with the likes of Thermal Manipulation, Force Field, or Sonic Resonance. While it is true that two if its buffs are single target ally toggles, it has an excellent way to debuff enemies in the form of T3: Expand Distance, which is basically a patch version of Time's Juncture, lowering foes' chance to hit, movement speed, and damage. I figured that the potential to overlap these patches alongside it not costing endurance besides the initial cast were fine upsides to have, given that Space Manipulation doesn't have anything in the way of boosting personal defences. I also imagine T5: Dimension Veil to be a useful ability even alone - I've had good experiences using Force Field's similar power Detention Field on tougher foes when not worrying too much about clear time on some of my more support oriented characters, mitigating a large source of potential damage. T6: Repulsion Zone also basically grabs the status protection and general shape/behaviour of Electrical Affinity's Faraday Cage (though without the resistance boost) with a side of repel from Storm Summoning's Hurricane. Having a source of early mez protection's been quite useful for support oriented in my experience, especially solo, and I do notice its absence. At the higher levels, Space Manipulation also gets access to a nice range increase, that should allow them to attack a little more from a distance via T9: Compress Space, alongside a crippling resistance debuff in the form of T8: Twist Matter. The Question of Griefing Hmm...I suppose transferring damage does potentially have some downsides to it if not used correctly. As surmised, the most effective use of this is to transfer damage away from a fragile character to a more durable one, but it's true that most durable characters do generally have ways of encouraging foes to attack them in the first place by way of taunting and the like (that also being said, this isn't always a guarantee). How much help do you think the previous tweak to T2: Focal Point would help alleviate these concerns? If push comes to shove, it basically turns the two toggles into a potent single target buff. I kind of saw T5: Dimension Veil as a way of rescuing allies in danger - making them untargetable while under fire and giving them time to retreat/recover, or temporarily phase out a strong foe that's focusing down a squishier character. But I could definitely see how that could potentially be misused, either intentionally or by accident. I generally like to think that the latter is more common than the former, and hoped that by making it a toggle, cancelling out the ability would be easier to do than, say, Sonic Cage or Detention Field. In situations where allies end up being phased, a team message asking to take it down would hopefully be enough. That being said, it wouldn't be too difficult to take out that team-targeting aspect...or maybe even alter it somewhat. Perhaps Dimension Veil could cause a continuous placate to occur on an ally when it targets them? It'd have much the same effect, redirecting aggro away from the team member in question (so long as they don't continue attacking of course) - I could even flavour it similarly, since the character would seem out of phase, making it more difficult for foes to target them. Buffing Displace Oh, that's an easy one! I definitely undertuned T1: Displace a little, figuring that it was already better than the pool power Teleport Target (which I figured to be fine, given that pool powers are generally gap fillers and tend to be less potent), especially since it can choose where an enemy or ally ends up as opposed to just bringing it to the user. Adding some damage similar to maybe Force Bolt would be a fair enough addition, I think, especially since it isn't as spammable given its higher recharge time. Though I also figured that the potential to drop enemies from one place to another also constituted as a roundabout way of damaging them (e.g. grouping foes up together for better AoE). Thanks again for your thoughts, you've definitely given me a lot to mull over! Edited July 8, 2022 by Blackfeather
Blackfeather Posted July 11, 2022 Author Posted July 11, 2022 Thinking about this further, I also decided that T4: Warp Shield could use some defense debuff resistance alongside that additional defense. It's a single target ally toggle, so I think it's fine for it to be a little more potent than other buffs.
Blackfeather Posted July 13, 2022 Author Posted July 13, 2022 One thing I'm also a little unsure about is how much overlap there is between Space Manipulation and Gravity Control, namely how much battlefield repositioning each set has. Given how T7: Dispersal can teleport nearby foes to a specific location, so long as T2: Focal Point is active on another ally, it might be something to consider. For the most part I think it's okay? If only because it has a much smaller radius compared to Wormhole, and doesn't do much in the way of locking down foes (its Stun isn't guaranteed and is weaker). But would definitely want to hear some thoughts from others who've played Gravity Control as well.
Blackfeather Posted July 14, 2022 Author Posted July 14, 2022 I might have another potential idea for making T5: Dimension Veil a little easier to negotiate with when targeting its intangible effect on players as well. Perhaps it could grant a temporary power to the veiled player, which they could activate to immediately de-toggle it? It could even appear in the server tray to better improve its visibility. It's not a perfect solution: filled out power trays + people who have server trays disabled would still find this a bit difficult to deactivate themselves. But it might greatly help!
oedipus_tex Posted July 14, 2022 Posted July 14, 2022 As usual this is a well designed proposal. Dimension Veil is probably the most controversial power here, due to the intangibility. Might work better to have the power provide a temporary power that must be clicked to activate the spacial ability. Alternatively, you could make this a mobile version of Dimension Shift. 1
Blackfeather Posted July 14, 2022 Author Posted July 14, 2022 (edited) 1 hour ago, oedipus_tex said: As usual this is a well designed proposal. Dimension Veil is probably the most controversial power here, due to the intangibility. Might work better to have the power provide a temporary power that must be clicked to activate the spacial ability. Alternatively, you could make this a mobile version of Dimension Shift. Thanks! I got a lot of help from @Completist - I wouldn't have thought to have T2: Focal Point disable its pull effect when used on a target with T4: Warp Shield on it, under the rationale that said targeted character wouldn't want to draw more aggro than necessary, maximising their survivability. I definitely had Dimension Shift in mind as a point of comparison: I was aware of Gravity Control while designing this power set, and didn't want Space Manipulation to overshadow it, hence why T5: Dimension Veil is single target as opposed to location AoE; it has different use cases. I could even see a Gravity/Space Controller potentially being rolled for people who want to really lean into the whole chessboard-style gameplay (at the cost of being less supportive in other ways). One concern about providing a temporary power for another character to activate is that it basically becomes a power that grants Phase Shift (though given that T1: Displace is basically Teleport Target but better, this might not be so bad). It does put some onus on the other character to activate it in a pinch as well, which might reduce the more 'chessboard' nature of this set (also granted, the same can be said to a lesser extent with providing a power to deactivate the Veil). It could definitely work though, I think! I'll have to mull it over. Edited July 14, 2022 by Blackfeather Removed repeated words.
Blackfeather Posted July 14, 2022 Author Posted July 14, 2022 (edited) Oooooh. I might have another potential 'fix' that could work, @oedipus_tex - what if T6: Repulsion Zone suppressed the intangible effect of T5: Dimension Veil for players? Effectively it'd make it almost like an "inverse Dimension Shift" that lets a character remove the effect so long as they move to the right spot. No messing about with server tray powers, and I can't see any Space Manipulation character skipping Repulsion Zone due to it providing status effect protection. Edited July 14, 2022 by Blackfeather
Blackfeather Posted July 14, 2022 Author Posted July 14, 2022 (edited) I could even make T6: Repulsion Zone the T5 power instead, to ensure that a character would take it first before T5: Dimension Veil. That shouldn't be unprecedented, I think: Electrical Affinity's Faraday Cage comes in at the same level. Edited July 14, 2022 by Blackfeather
Blackfeather Posted July 15, 2022 Author Posted July 15, 2022 Alright! Made the change - T6: Repulsion Zone should now cancel out the effect of T5: Dimension Veil on allies. Still mulling over switching the two powers around, though.
Blackfeather Posted July 16, 2022 Author Posted July 16, 2022 One potential concern that I've thought of: I'm not entirely sure if Masterminds' Bodyguard mode can be easily adapted to T4: Warp Shield for redirecting damage to another ally. Is that something possible/relatively easy to do with current tech? It'd definitely be neat for it to be a thing...but there's probably alternatives if not.
Blackfeather Posted July 17, 2022 Author Posted July 17, 2022 Concerns aside, I'm definitely happy with the change made T6: Repulsion Zone to suppress the effects of T5: Dimension Veil on allies while inside it. I think it does give a nice level of agency to both the Space Manipulator and the now-intangible ally. Even if an ally is veiled inside Repulsion Zone, you can always just teleport them out to immediately trigger the intangibility - and if that's not something they want, they can just head back inside. Definitely more intuitive than a temporary pop up power, since all characters move around by default.
Blackfeather Posted July 17, 2022 Author Posted July 17, 2022 On 7/16/2022 at 8:07 AM, Blackfeather said: Alright! Made the change - T6: Repulsion Zone should now cancel out the effect of T5: Dimension Veil on allies. Still mulling over switching the two powers around, though. I'm leaning on keeping it as it is; it follows the same pattern as Force Field's Detention Field for one thing. And doing it like this kind of 'unlocks' an additional feature of T5: Dimension Veil via the whole suppression mechanic while inside T6: Repulsion Zone. So it's like extending on what it's able to do.
Rudra Posted July 17, 2022 Posted July 17, 2022 There are two posters other than yourself. Two whole comments on this thread that are not you. Out of 13 replies. 14 comments counting the OP. Seems like you are talking to yourself. If you are still trying to figure the set out, maybe finish figuring out what you want and then re-post?
Blackfeather Posted July 17, 2022 Author Posted July 17, 2022 9 minutes ago, Rudra said: There are two posters other than yourself. Two whole comments on this thread that are not you. Out of 13 replies. 14 comments counting the OP. Seems like you are talking to yourself. If you are still trying to figure the set out, maybe finish figuring out what you want and then re-post? Hi, thanks for helping out with that! I'd definitely love to hear some more thoughts on the set; I definitely like to mull over things a lot, and it really helps to have some second opinions. I'm fairly happy with how the set is currently, but there's always room for improvement. Was there anything that caught your eye or critiques that you'd like to share? 😄 Here's a quick list of questions to get you started if you're happy to: Quote Questions to the Forums (Other Questions/Comments Welcome!) Is this proposed set something you’d be interested in playing? What kinds of use cases can you see for it? Does it fill a niche that other power sets already provide, or is even strictly better than them? If so, what adjustments would you make to resolve this overlap? Space Manipulation was meant to perform about in line with existing support sets – how do you think it ranks performance wise compared to them? Are there any discrepancies that need clearing up about the powers on display/elaboration on why some powers were made as written? What powers could you see yourself taking or skipping? Would your answers change depending on the content you’re running? (E.g. simple PUG, hard mode ASF?) Hope to hear from you soon!
Rudra Posted July 17, 2022 Posted July 17, 2022 I don't actually care either way. Is why I had not posted until now. It is the constant posts from the author and no others that has me confused.
Blackfeather Posted July 19, 2022 Author Posted July 19, 2022 On 7/18/2022 at 9:01 AM, Rudra said: I don't actually care either way. Is why I had not posted until now. It is the constant posts from the author and no others that has me confused. Oh, that's a shame! I'm sorry to hear this isn't to your interest - what powersets do you usually prefer to play? I might take a look at writing another up in the future.
Rudra Posted July 19, 2022 Posted July 19, 2022 I typically do not play control types. So I try to avoid commenting on these threads.
Player2 Posted July 19, 2022 Posted July 19, 2022 14 hours ago, Rudra said: I typically do not play control types. So I try to avoid commenting on these threads. And yet, here you are commenting... 1
Rudra Posted July 19, 2022 Posted July 19, 2022 (edited) I was asked a question by the author. Was I supposed to ignore him/her? Edit: Also, note that I am not commenting on and have not commented on the OP. I had asked a question. The author asked me a question back. Are you against people having a civil discourse? Edited July 19, 2022 by Rudra
battlewraith Posted July 19, 2022 Posted July 19, 2022 2 hours ago, Player2 said: And yet, here you are commenting... Like clockwork.
Blackfeather Posted July 19, 2022 Author Posted July 19, 2022 17 hours ago, Rudra said: I typically do not play control types. So I try to avoid commenting on these threads. Ah, got it! Space Manipulation is more a support powerset though - I take it you're more a fan of other sets then?
Blackfeather Posted July 21, 2022 Author Posted July 21, 2022 On 7/20/2022 at 7:32 AM, Rudra said: Yes. All good! I'll need to take a crack at some other kind in future. I've mostly written up Control power sets in the past - Space Manipulation was me branching out to support. I'm sure I'll branch out further, eventually! Maybe a Mastermind set would be an interesting challenge...
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