Freedom Reborn

Freedom Force Forums => Hero File Discussion => Topic started by: BentonGrey on May 20, 2018, 03:18:22 AM

Title: DCUG Tuneup
Post by: BentonGrey on May 20, 2018, 03:18:22 AM
Howdy folks!  I'm working on reconditioning and re-releasing the DCUG, and as part of that, I'm revisiting and updating some HFs.  I'll be posting the things I'm working on here.

At the moment, I'm working on:

Hourman.  He's only got two powers, other than his custom Miraclo attribute.  He's got a solid punch with KB and a 3 hit combo.  This really illustrates how much my character design has changed over the years!  Anyway, I'm looking to expand his HF a bit.  Any suggestions?
Title: Re: DCUG Tuneup
Post by: detourne_me on May 20, 2018, 03:56:57 AM
I'd give him a tumble or sprint as well.
When i think about melee attacks i ask myself a few questions...
If its a 1 hit - will it cause a lot of damage? Stun them to set up for another attack? Or knock them away to create some distance?
If its a multiple hit combo - will it be a 'killing blow' causing lots of damage? Will it be to hit multiple enemies, like if he is surrounded?
By asking those questions I think you can justify a lot of different melee attacks...
Otherwise I prefer to keep it simple like your previous HF for Hourman
Title: Re: DCUG Tuneup
Post by: daglob on May 20, 2018, 04:11:18 AM
Perhaps Heavy Lifter, so he can throw things?
Title: Re: DCUG Tuneup
Post by: oktokels on May 20, 2018, 10:10:40 AM
since its a time related character, i put him some speed buff and debuff moves... and a special 300 percenter move called "miraclo pill",  in the attributes he have precognitive and danger sense, to emulate his "time vision".

(https://preview.ibb.co/fGTSqo/dc_hourman.jpg)
Title: Re: DCUG Tuneup
Post by: BentonGrey on May 20, 2018, 05:17:26 PM
Thanks for the feedback and suggestions guys; they were helpful!

My current build has a custom attribute called Miraclo, which gives him super strength and speed when he uses a custom command, but it only lasts 30 minutes (I figured an hour of game time would effectively be the same as it being permanent.

DM, that's pretty much my approach, but you're pointing it out helped solidify ideas for me.

OK, this is Hourman I, but you still helped me, so thanks man!  :)

DG, if I had a different build, that would work.

So, I've added a few new powers, but I'm toying with some other ideas, and I'd like y'all's take on them.

I've given him a quick, two-contact melee attack that does low damage but high stun (a favorite of my new design philosophy), and a high damage, extreme KB attack for tough foes and to get some breathing room.

The ones I'm toying with are a Sprint (thanks to OK) and an area, ground-slam attack with some knockback and low damage.

Here's the hitch: These would both be powers predicated on miraclo, but the player would have access to them all the time, even before they used the miraclo command, which would somewhat break the concept.  What do y'all think?  Is it better to have the purity or the playability? 
Title: Re: DCUG Tuneup
Post by: spydermann93 on May 20, 2018, 08:22:03 PM
One way that I handled Hourman a couple years back is that I gave him Shapeshifter where the Temporary Form was his "Miraclo" form, but it would only last one minute. It would drain his energy, but it boosted his stats substantially. In his normal form, he had weak melee attacks, but ok stun so that he could keep foes off of him (but not overly so). His powered form had stronger punches, but not at much crowd-control. He was meant for laying the hurt as fast as he can. Very bursty.
Title: Re: DCUG Tuneup
Post by: oktokels on May 20, 2018, 10:39:08 PM
Is it better to have the purity or the playability?

In my opinion, first i choose purity, to establish a base of the character that is canon to the comics or movies. Then if some of those attributes or powers doesnt work well with the game, then i tweak or delete them (or give new powers) to make the character more eficient in game.  In the case of hourman, i prefer to give him a 300 percenter special move to translate his miraclo pill move, because i think this move emulates better the low durability of the pill effect... but its really a matter of wheter you like it or not how a character is performing in game... this is what i really like about this game, the freedom to make this choises... freedom force !! lol  :P

Title: Re: DCUG Tuneup
Post by: detourne_me on May 20, 2018, 11:20:05 PM
Another option is to give him the Battery Powered, Metabolic Strength and Slow Starter attributes, so he starts with zero energy, but if you use a hero point he powers up. All of his high damage moves could cost energy, while the low damage moves are zero energy.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 01, 2018, 10:06:57 PM
Howdy guys, thanks for some great ideas!  I hadn't responded because I've been pondering my options, but I wanted to thank y'all for your thoughtful responses!  Stay tuned for some more tune-up posts!  I'm almost done writing missions, which means it will be time to work on HFs.
Title: Re: DCUG Tuneup
Post by: BentonGrey on November 05, 2018, 04:38:10 AM
Okay, I'm crossposting this in the my request thread.  I need to tweak my Superman/Lex Luthor setup.  My original build was Supes with Vulnerability and Accidental Change, triggered by Alien Mineral and Lex Luthor's Toxic attribute.  The Change would spawn a weakened, K-Poisoned version of Supes, who would revert back after a while.  I had that because Supes' invulnerability wasn't affected by Vulnerability, ironically.  This is a little clunky and poses some major problems for using him in EZScripted missions, as, if he gets called on by the script by name while poisoned, it could crash the mission or at least break it.  I'd like to streamline the build.  Anyone have any ideas?  Anyone know enough about attributes to tweak Vulnerability to remove INvulnerability?
Title: Re: DCUG Tuneup
Post by: spydermann93 on November 05, 2018, 05:21:23 AM
Okay, I'm crossposting this in the my request thread.  I need to tweak my Superman/Lex Luthor setup.  My original build was Supes with Vulnerability and Accidental Change, triggered by Alien Mineral and Lex Luthor's Toxic attribute.  The Change would spawn a weakened, K-Poisoned version of Supes, who would revert back after a while.  I had that because Supes' invulnerability wasn't affected by Vulnerability, ironically.  This is a little clunky and poses some major problems for using him in EZScripted missions, as, if he gets called on by the script by name while poisoned, it could crash the mission or at least break it.  I'd like to streamline the build.  Anyone have any ideas?  Anyone know enough about attributes to tweak Vulnerability to remove INvulnerability?

Vulnerability should remove Invulnerability no problem. The issue is Physical Resistance which doesn't get removed. I believe I sent you a "fix" a long time ago where Vulnerability did remove it (might've been for Marvel Adventures), but it wasn't perfect. It sometimes didn't re-add Physical Resistance which could be problematic.

What you could do is keep Superman's Invulnerable (05), but remove Physical Resistance and chance his typing to Concrete in FFEdit. Here are the benefits to it:

1) There won't be a permanent Physical Resistance on him preventing the 1 damage per second that Vulnerability causes.

2) It would make him resistant to all attacks except Energy, which seems to be what you use for Kryptonite weapons, if I remember correctly. He would still reduce the damage a bit with his invulnerability, but it won't be cut in half. Plus, he'll be highly resistant to Piercing. He is the Man of Steel, after all :P

3) He'll have a natural resistance to stuns which is always nice.

4) He'll still be vulnerable to Mystic attacks. He isn't weak to them like he would be with Stone, so it fits nicely with his actual powerset, i.e. not being weak to magic, just didn't have a resistance to it.

5) When he takes a knockout blow, he won't take unreduced damage. With Physical Resistance, say he had 20 health left and takes a 20 damage hit. Physical Resistance wouldn't work since he would be KO'd before the script proc'd, but with Concrete, he'll not only automatically reduce it by half, but the invulnerability will proc, too. So that 20 would become 5 damage.

6) If you're worried about Earth Control affecting him, I don't believe it actually will. I don't think Earth Control affects Concrete characters, but if it does, you can change his subtype to Flesh in his m25ai section.

I'll have to look at Lex again, but that's what I got for Superman's Vulnerability issue.
Title: Re: DCUG Tuneup
Post by: BentonGrey on November 05, 2018, 04:17:31 PM
Spyder my friend, haha, you know my work better than I do!  I had forgotten your fix, but now that you mention it, you're absolutely right.  Could you take a look at the code to make sure I've actually got it in place?  What file is that in?

Great suggestions man, and you make a good argument!  I'm hesitant to move away from my Physical Resistance model because the whole mod is balanced with that concept.  I'll consider that, but the balancing issues are probably prohibitive.  PR scales with all damage, while material type is static, so upper leveling scaling (and that's where Supes lives) would be an issue.
Title: Re: DCUG Tuneup
Post by: spydermann93 on November 06, 2018, 02:10:14 AM
Should be in ffx.py under "theworks", but I seem to have removed it in my code :doh:

I'm going to poke around and see if I still have the "fix" or not.

As for physical resistance balance, it is true that it blocks all damage types (aside from mental damage), but unless paired with grim resolve, it offers no stun resistance and there still is that issue of lethal damage not being blocked, which I've tried to fix, but I couldn't find a way to do it. With the fix, it is better, though. I tend to waffle on balancing decisions, so I tend to think either is fine, haha
Title: Re: DCUG Tuneup
Post by: BentonGrey on November 06, 2018, 06:04:43 AM
Haha, yeah, well my design philosophy changed between DCUG and MA, which is why there are a LOT more guys with materials instead of just PR in MA.  BUT, I don't have the time or energy to rebuild the DCUG's balance from the ground up, so I'm sticking with its original design philosophy. 

You're certainly not wrong, my friend.  The PR system has significant disadvantages, not least of which is that you can't get around it with powers like Genetic Damage.  That's a major reason I changed things in MA.  Nonetheless, the advantages, especially at higher power levels, which are more prevalent in DC anyway, are enough to keep me mostly happy.

Unfortunately, it looks like I don't have your fix either in my ffx.py.  I'm searched the forums and looked where I thought it might be as well, but no luck.
Title: Re: DCUG Tuneup
Post by: BentonGrey on December 02, 2018, 04:17:10 AM
:EDIT: I've added the Mist's HF.

Howdy folks!  So, I'm starting a new round of character building.  In addition to others, I'm working on some JSA villains and Golden Age characters.  To start with, does anyone have any HFs they like for Killer Frost, Liberty Belle, the Mist, or Icicle I?

I'm trying to find an interesting and fun way to capture Liberty Belle's powers.  Basically, she had a friend who would ring the Liberty Bell, and she would get increased strength, speed, and stamina thanks to a fragment of it she carried with her.  These are relatively minor enhancements.  She wasn't throwing cars or anything.  What would be a fun way to capture that?  I thought about Metabolic, but that isn't quite right.  A 300 Percenter power would be too limited.  Ideas?

I've already started my process, and I have HFs for the Gambler and the Fiddler with which I'm relatively happy.  Check them out.  I'd love some feedback!

The Gambler
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Info:
     File Type:    FFv3R
     Mesh:         library\characters\gambler_t\character.nif
     Skin:         standard
     Material:     Flesh
     Weight (lbs): 168
     AI:           CZeroCost
     Voice:       

 Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       4    Powerful

 Attributes:
     Disguise                     
     Disciplined                   
     Acrobatic (amateur)           
     Danger Sense                 
     Crack Shot                   

 Powers:
     duces and dukes (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Low
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    default_punch                 

     derringer shot (Ranged - Projectile):
             DamageType:          Piercing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Radius:              No Arc
             Range:               Medium
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_gun_2                 
             Attached FX Name:    blackjack_pistolshots         

     triple shot (Ranged - Projectile):
             DamageType:          Piercing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           Low
             Velocity:            Fast
             Radius:              No Arc
             Range:               Medium
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_gun_4                 
             Attached FX Name:    blackjack_pistolshots         

     ammonia pellets (Ranged - Explosive Projectile):
             DamageType:          Acid Burn
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Very High
             Knockback:           None
             Velocity:            Normal
             Radius:              90 Degrees
             Range:               Medium
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_gun_2                 
             Attached FX Name:    gas_pellet_yellow             

     throwing knife (Ranged - Projectile):
             DamageType:          Piercing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                High
             Knockback:           None
             Velocity:            Normal
             Radius:              No Arc
             Range:               Medium
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_11                     
             Attached FX Name:    SpudKnife                     

     explosive rounds (Ranged - Explosive Projectile):
             DamageType:          Heat
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Medium
             Velocity:            Fast
             Radius:              90 Degrees
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_gun_2                 
             Attached FX Name:    gas_spray_explosive           

     smoke pellets (Ranged - Explosive Projectile):
             DamageType:          Blind
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Velocity:            Fast
             Radius:              90 Degrees
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_gun_4                 
             Attached FX Name:    gas_pellet_purple             

     straight flush (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_5                       
             Attached FX Name:    bullet_chainedpunches         

     full house (Ranged - Projectile):
             DamageType:          Acid
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           None
             Velocity:            Normal
             Radius:              No Arc
             Range:               Medium
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    blackjack_acidcard           



He's got a number of tricky attacks, regular shots with his gun, but also gas and smoke attacks and some acid-dipped cards.  Plus, he can handle himself in a brawl, as he's got a 3 contact melee attack as well.

The Fiddler
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Info:
     File Type:    FFv3R
     Mesh:         library\characters\fiddler_t\character.nif
     Skin:         standard
     Material:     Flesh
     Weight (lbs): 168
     AI:           CZeroCost
     Voice:       

 Stats:
     Strength:     2    Weak
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       7    Extraordinarily Powerful

 Attributes:
     Disciplined                   
     FF Active Defense (20 HP)     
     Unheroic
     Puppet Master             
     
     

 Powers:
     maestro melee (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           Low
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    default_punch                 

     song of sorrow (Ranged - Beam):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           Medium
             Velocity:            Fast
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    fortissimo_song_of_pain       

     musical disruption (Ranged - Beam):
             DamageType:          Disrupt Object
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Normal
             Range:               Long
             Accuracy:           
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    seaurchin_sonicray           

     seductive song (Direct):
             DamageType:          Hypnosis
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Range:               Medium
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    thebard_lullaby               

     song of rage (Direct):
             DamageType:          Rage
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Range:               Medium
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    thebard_lullaby               

     song of confusion (Direct):
             DamageType:          Mental Blank
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Range:               Medium
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    thebard_lullaby               

     sonic wave (Ranged - Cone):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           High
             Velocity:            Normal
             Angle:               High
             Range:               Long
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    fortissimo_deadly_chorus     

     musical mayhem (Area):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           High
             Radius:              360 Degrees
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    centurion_horn_of_apollo 

     song of despair (Direct):
             DamageType:          Panic
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Range:               Medium
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    thebard_lullaby               
   



The Fiddler is all about mind control, but he also has some damaging attacks.  I really ran out of space on him, as he could use a few more powers.  He's got a nice area attack to throw back any speedsters that get in his face, and he can manipulate the environment with his fiddle, using disruption beams, and I've given him Puppet Master so he can create his own minions.  I'm torn on whether to use energy or crushing for his musical attacks.  Normally, I use crushing for sonic attacks, but his are MAGICAL sonic attacks.  Ideas?  I'm also debating increasing his direct power range.

The Mist:
Spoiler: ShowHide
Quote
Info:
     File Type:    FFv3R
     Mesh:         library\characters\mist\character.nif
     Skin:         mist i
     Material:     Flesh
     Weight (lbs): 168
     AI:           CZeroCost
     Voice:       

 Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      5    Very Agile
     Endurance:    3    Normal
     Energy:       3    Minor Energy

 Attributes:
     Dispersed                     
     Escapologist                 
     Gaseous Form                 
     Flier                         
     

 Powers:
     ephemeral fist (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Low
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    blackjack_hitspang           

     chimeric combo (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    blackjack_hitspang           

     intangible uppercut (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           High
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    blackjack_hitspang           

     hypnotic vapors (Area):
             DamageType:          Hypnosis
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Radius:              180 Degrees
             Level:               4
             Animation Name:      area_4                       
             Attached FX Name:    generic_ice_explosion         

     ephemeral attack (Ranged - Projectile):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           Low
             Velocity:            Fast
             Radius:              No Arc
             Range:               Short
             Accuracy:            Medium
             Level:               4
             Animation Name:      flying_melee                 
             Attached FX Name:    ffq_heightcheck               

     invisibility serum (Special):
             Special Type:        Cloak of Shadows   
             Energy Point Cost:   Medium
             Level:               2
             Animation Name:      area_4                       
             Attached FX Name:    bluedarkmen_cloak             

     intangibility (Passive Defense):
             Block Type:          Reflect
             Success Rating:      Frequent
             Level:               4
             Animation Name:                                   
             Attached FX Name:                                 
             Damage Blocked:      Acid
                                  Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Area
                                  Direct


I spent, no kidding, an hour editing keys for this guy, only to realize that the perfect keys already existed...male_swimming.  D'oh!  Now he floats around all mist-like and seems pretty fitting.  I've got him a range of melee attacks, and a medium area mind control power.  He can also become invisible, and I will add a phasing power.  What else should he be able to do?  Anything?  I've given him a very high PD that will let most attacks pass through him, but I like to leave some type of weakness in such a power.  Any ideas for what would be fitting?
Title: Re: DCUG Tuneup
Post by: BentonGrey on January 17, 2019, 04:35:11 AM
Howdy guys, I'm still working on new characters and still looking for help!  I've mostly closed the books on the previous guys I've listed, as I've added them to the DCUG, but I am still messing around with Liberty Belle, lacking a really clear idea of how to portray her powers in an interesting way.  I you've got any insight into any of these guys, feel free to chip in!

On new notes, I'm looking for inspiration for the Freedom Fighters, but ESPECIALLY Uncle Sam.  I've got some half-baked notions about giving him Team Player or something, trying to find some way to emulate his interesting power set, but I don't have anything good yet.

Also, does anyone have an HF for Trigon, Raven's bad dad?
Title: Re: DCUG Tuneup
Post by: oktokels on February 02, 2019, 07:47:39 PM
Also, does anyone have an HF for Trigon, Raven's bad dad?
This is what i got
------------------------------------------
                  TRIGON
------------------------------------------
weight: 520 lbs + density control
------------------------------------------
str: 10
spd: 5
agl: 6
end: 10
enr: 10
-------------------------------------------
Attributes:
1) Level Headed+Unbeliever+Disciplined
2) Growth (combo)
3) Environment control (full)
4) Fire control
5) Presence
6) Super TK
7) Summoner 4 (demons)
8) Coordinator
9) Field Commander
-------------------------------------------
Powers:
1) Melee: Very High dmg, Extreme knock back, Single Target, very fast speed.
2) Melee 2: Very High dmg, low energy, extreme kb, 180 radius, very fast
3) Direct: Hypnosis, extreme dmg, low energy, long range
4) Special, Self Heal, Extreme, low energy
5) Beam, Mental Damage, Extreme dmg, medium energy, long range, very fast speed, medium accuracy
6) Direct, alteration, extreme dmg, low energy, long range
7) Direct, Hex, extreme dmg, long range,
8) Special, Teleport, extreme, no energy
9) Direct, energize others, extreme, low energy, long range.
10) Projectile, Heat, extreme dmg, low energy, small area, med accuracy, fast speed.
-----------------------------------------------------------------------------------

You could swap the direct hex for an area attack; crushing, mental or heat goes well
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 02, 2019, 04:53:36 AM
Thanks Ok!  I missed that response, but I really appreciate your giving me your take!  That will definitely be helpful.

So, I'm still looking for ideas for the Freedom Fighters, but I'm also starting on the Legion of Superheroes.  I'll be adding HFs here and looking for feedback and suggestions.

Blok:
Spoiler: ShowHide

     Material:     Stone

 Stats:
     Strength:     7    Extraordinarily Strong
     Speed:        3    Normal
     Agility:      2    Sluggish
     Endurance:    8    Incredibly Hardy
     Energy:       5    Very Powerful

 Attributes:
     Grim Resolve                 
     Flier                         
     Tough Guy                     
     Invulnerable (02 HP)         
     

 Powers:
     blocky bash (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           High
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    supercollider_massivepunch   

     stony slam (Melee):
             DamageType:          Crushing
             Magnitude:           Extreme
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           Extreme
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    supercollider_massivepunch   

     rock and roll (Area):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   High
             Stun:                Low
             Knockback:           High
             Radius:              180 Degrees
             Level:               4
             Animation Name:      area_5                       
             Attached FX Name:    order_quake                   
             Power Flags:         Ground Targets Only

     stony sweep (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Swiftness:           Normal
             Arc:                 180 Degrees
             Level:               4
             Animation Name:      melee_4                       
             Attached FX Name:    default_punch                 

     rocky rap (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Very High
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_20                     
             Attached FX Name:    supercollider_headbutt       

     block knocking (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_6                       
             Attached FX Name:    mechanical_smash             

     silicate skin (Passive Defense):
             Block Type:         
             Success Rating:      Occasional
             Level:               4
             Animation Name:                                   
             Attached FX Name:    sky_king_bulletproof         
             Damage Blocked:      Acid
                                  Radiation
                                  Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Area

     granite grapple (Melee):
             DamageType:          Energize
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Swiftness:           Very Slow
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_23                     
             Attached FX Name:    default_punch                 

As I understand it, Blok is a big bruiser and I gave him a variety of melee attacks and a grapple.  Not too much to him.

Bouncing Boy:
Spoiler: ShowHide
Stats:
     Strength:     4    Strong
     Speed:        6    Extremely Fast
     Agility:      5    Very Agile
     Endurance:    5    Very Hardy
     Energy:       4    Powerful

 Attributes:
     Flier                         
     Solid Skeleton               
     Strange Visitor               
     Armored   
     Superleaper           
     
 Powers:
     bouncing blow (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Medium
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    bullet_pummel                 

     bouncing ball (Special):
             Special Type:        Speeding Bullet     
             Energy Point Cost:   
             Level:               2
             Animation Name:      run                           
             Attached FX Name:    bullet_speeding_bullet       

     elasticity (Passive Defense):
             Block Type:         
             Success Rating:      Occasional
             Level:               4
             Animation Name:                                   
             Attached FX Name:    minuteman_vigilanceblock     
             Damage Blocked:      Crushing
                                  Piercing
                                  Energy
                                  Cold
                                  Fire
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged

     ballistic bowling (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           High
             Swiftness:           Normal
             Arc:                 180 Degrees
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    thebard_prancing_punch       

     bouncing barrage (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           Low
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    bullet_pummel                 

     ballistic battery (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   High
             Stun:                Medium
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_4                       
             Attached FX Name:    bullet_pummel                 

     ballistic missile (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    minuteman_patriotswing       

BB is all about agility and keeping foes off balance, so he does a lot of KB, as you might imagine.  I've given him str 4 mostly so he can do better KB.  I wish there was an attribute that would do that.  He's rubber material type, of course, and has some extra resistances to cover his resiliency.  Maybe he should have Heroic or some type of rally ability?

Brainiac 5:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       8    Incredibly Powerful

 Attributes:
     Disciplined                   
     Flier                         
     Energy Shield (passive)       
     Cybernetic Brain
     12th Level Intellect (Combo: Guardian Physical, FF1 Active Defense, Utility Belt)

 Powers:
     nucleonic taser (Melee):
             DamageType:          Electrical
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                Very High
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    manowar_electric_arc         

     <empty>

     stasis field (Direct):
             DamageType:          Stasis
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    elec_cage                     

     quantum jump (Special):
             Special Type:        Teleport Self       
             Energy Point Cost:   Low
             Level:               2
             Animation Name:      special_teleport             
             Attached FX Name:    microwave_teleportself       

     brainy blow (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           Low
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    default_punch                 

     12th level intellect (Direct):
             DamageType:          Power Null
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Range:               Medium
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    Glitch_Reprogram             

     calculated attack (Melee):
             DamageType:          Crushing
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Swiftness:           Very Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    libertylad_onetwo             

     coluan combo (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_5                       
             Attached FX Name:    bullet_chainedpunches         

     genius gadgetry (Direct):
             DamageType:          Alteration
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged_13                     
             Attached FX Name:    Glitch_Reprogram             

     mad inventions (Direct):
             DamageType:          Energy Surge
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Range:               Medium
             Level:               4
             Animation Name:      ranged_11                     
             Attached FX Name:    BMagneto_Magnetic_Shove       

Brainy I see as a utility player, but with the chops to stand up in melee thanks to his shield.  He's got a number of status effect powers and can buff his allies, though they might not appreciate it if his inventions backfire!  I feel like I've got him okay, but I'd welcome any suggestions!
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 02, 2019, 04:53:56 AM
Too big for one post-

Chemical King:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       6    Extremely Powerful

 Attributes:
     Flier                         
     Neutralize                   
     Metabolic                     
     
     

 Powers:
     ab biff (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Low
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    theant_punch                 

     chemistry (Passive Defense):
             Block Type:          Deflect
             Success Rating:      Frequent
             Level:               4
             Animation Name:      dodge_left                   
             Attached FX Name:    manbot_energyabsorb           
             Damage Blocked:      Mental
                                  Acid
                                  Cold
                                  Fire
             Attacks Blocked:     Melee
                                  Ranged
                                  Area
                                  Direct

     ck use oxygen (Area):
             DamageType:          Weaken
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Radius:              90 Degrees
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    wraith_manta_radioactive     
             Power Flags:         Enemies Only

     accelerate reactions (Ranged - Beam):
             DamageType:          Ignition
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:           
             Level:               4
             Animation Name:      ranged_10                     
             Attached FX Name:    green_flame                   

     glorious love child of Fabio and Madonna reactions (Ranged - Beam):
             DamageType:          Power Null
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    green_flame_stasis           

     accelerate metabolism (Special):
             Special Type:        300 Percenter       
             Energy Point Cost:   
             Level:               2
             Animation Name:      area_4                       
             Attached FX Name:    eve_empathy                   

     accelerate decay (Ranged - Beam):
             DamageType:          Acid Burn
             Magnitude:           High
             Energy Point Cost:   
             Stun:                Medium
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    aff_flame_green               

     slow metabolism (Ranged - Beam):
             DamageType:          Energy Leech
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                Very High
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    green_flame_stasis           

     increase oxidation (Ranged - Beam):
             DamageType:          Heat
             Magnitude:           Medium
             Energy Point Cost:   High
             Stun:                Low
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    aff_flame_green             

I had a lot of trouble with him, but I think I'm actually pretty pleased with the result.  I got creative with his powers and gave him a lot of options that make sense.  Accelerate Reactions, Ignition / glorious love child of Fabio and Madonna Reactions: Power Null / Accelerate Cellular Decay: Acid Burn / Increase Oxidation: simple medium fire beam / Slow Metabolism: Power Null with high stun, and he can Increase Metabolism on himself for a 300 percenter, since he can apparently supercharge his own system.  I've also given him metabolic, though I'm not sure about that.  Might be a bit much.  What do y'all think?

Dawnstar:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      7    Extraordinarily Agile
     Endurance:    4    Hardy
     Energy:       4    Powerful

 Attributes:
     Flier                         
     Level Headed                 
     Enhanced Senses               
     Tracking                     
     Fast Flier                   

 Powers:
     star smack (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    thebard_prancing_punch       

     wingstorm (Area):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           Extreme
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area                         
             Attached FX Name:    wind_storm                   

     flying slam (Melee):
             DamageType:          Crushing
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Extreme
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_4                       
             Attached FX Name:    manbot_jetcharge             

     flying_melee (Ranged - Projectile):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           Medium
             Velocity:            Fast
             Radius:              No Arc
             Range:               Short
             Accuracy:            Medium
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    flying_punch_p               

     stellar strikes (Melee):
             DamageType:          Crushing
             Magnitude:           Very Low
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Swiftness:           Very Fast
             Arc:                 90 Degrees
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    default_punch                 

     winged fury (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Low
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    bullet_pummel                 

     agility (Passive Defense):
             Block Type:          Normal
             Success Rating:      Occasional
             Level:               4
             Animation Name:                                   
             Attached FX Name:                                 
             Damage Blocked:      Crushing
                                  Piercing
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Direct

     sky sprint (Special):
             Special Type:        Afterburner         
             Energy Point Cost:   
             Level:               2
             Animation Name:      fly                           
             Attached FX Name:    flying_man_bot               

     wing storm (Ranged - Cone):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   
             Stun:                High
             Knockback:           High
             Velocity:            Fast
             Angle:               Extreme
             Range:               Long
             Level:               4
             Animation Name:      area                         
             Attached FX Name:    wind cone                     

She seems pretty straightforward, a flyer who can track.  I gave her the basic set of melee and flying attacks, plus some wing storm stuff.

That's the bunch that I've mostly got settled, still working on a ton of others.  I'm trying to find some more attributes for Cosmic Boy, who currently has Flier, Magnetic, and Field Commander.  Any ideas? 

So, give me some feedback, guys!
Title: Re: DCUG Tuneup
Post by: Panther_Gunn on June 02, 2019, 04:14:16 PM
I'll see if I can fire up my FF computer a little later to look through what I've got.  One thing I do know is that my Chemical King hero file is rather ...... sparse.  Ideas for him & ME Lad always eluded me, and for CK I always meant to look into what kind of chemical reaction effects I could come up with.  Looks like you may have solved my problem for me.  ;)

I can send you all of the hf's for the Legion I have, if you want.  All FF1, though.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 02, 2019, 09:11:13 PM
Yeah man, send me what you've got!  I can use all the inspiration I can get.

Defintiely.  CK was a challenge.  Even his power descriptions don't have much information or many examples.  Glad I could help!  :)  I'm not looking forward to getting to Matter Eater Lad.
Title: Re: DCUG Tuneup
Post by: Panther_Gunn on June 02, 2019, 10:41:20 PM
Ok, here's my input on what you've posted -

Blok:  Our stats are pretty close.  I've got his strength at 9 & End at 8.  Instead of Grim Resolve, Tough Guy, and Invuln, I went with Solid Skeleton & Strange Visitor, along with a PD for energy (50%).  Just different ways to do the same thing.  Other than that, you just have a wider variety of attacks.

Bouncing Boy:  I'm not sure I ever got Chuck to work the way I wanted.  I kept his Speed at 2, and his Agl & End 1 lower than yours.  Rubber is already highly resistant to Crushing, so I felt Solid Skeleton was overkill (though I think it does still increase the % of resistance).  Armored ups piercing resistance, but I felt he should know that it's coming to adjust to it, and not be passive.  Not sure if his power has him being resistant to Energy.  I gave him Density Control for the KB resistance, and Living Laser, hoping to simulate a bouncing attack on multiple targets - didn't work.  I think I'll definitely want to see how yours works.

Brainy:  Again, our stats are close.  I made him 1 click weaker (he's not the best at hand-to-hand), and I'm sure you bumped up his energy (5<8) to fuel all of the extra powers you gave him.  Again, I prefer his force field to not be a passive ability.  I wouldn't expect him to have quite so many melee attacks (not counting the taser).  What's the justification for the teleport?  One thing I've got that you don't is a force field repel beam (low crushing, high KB).

CK:  Not sure I'd use Metabolic, again as it implies an all the time, passive 300%-er.  I'll go with Neutralize, though, and possibly Invertebrate, or swap them both for Iron Guts.  For Melee, I think I gave any of them a slightly better punch (if they didn't have enhanced/super strength or something) if they had graduated from the Legion Academy, and named it Legion Punch.  PD - on the passive use of powers, I might accept this one if it's down to occasional, maybe add radiation (unless this PD is being used to augment the Attributes, then nix Rad & Acid); remind me, does PD Deflect give the possibility to hit someone nearby?  Does Absorb increase the defender's Energy?  For the 300%-er, was there a classic story with him doing this?  I didn't have all of his appearances back in the day, and haven't been able to read them digitally yet.

Cosmic Boy:  I gave Rokk Heat Sensitive, as it was shown more than once that high heat can weaken magnetism.  I also gave him Strange Visitor, but I can't tell you why at the moment.  Maybe something like Level Headed?  He's always been pretty cool under fire.

Edit:  the problem with coming up with powers for CK is overlapping things with Element Lad.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 03, 2019, 04:36:36 AM
PG, thanks a ton for the feedback!  This is both helpful and encouraging!

First, responses and commentary, then more HFs.

Blok: I've never read a single story with him.  Is he really that strong, like Superman level?  Sounds like, otherwise, we're pretty close.  I'll probably switch to Tough Guy.

Bouncing Boy: He's a very tough one, isn't he?  Some interesting ideas.  I'm sorry that you didn't find a brilliant way to handle him that I could steal, ha, because I don't think I'm going to crack this one.  I'll need to do some experimenting with him before I decide whether your more conservative numbers might be a better fit than mine.

Brainy: Yeah, the energy might be overkill, but IF I give him a passive energy shield, he'll need that for fuel.  He'll also need some experimentation.  I'm torn on how to handle his shield, but I do like to give characters like him passive shields to aid their survivability.  If I give him the FF1 AD, that may change things.  In the few stories I've read, he seems to always have that shield active in combat...hmm...Anyway, I do probably have too much melee power for him, but it makes sense to me that a genius would take some darn karate lessons.  ;)  The teleport, ha!  It was in one of the HFs I looked at (Tommy's?) and I added it because it seemed like something he might have.  Not a good fit?  I like the idea of the FF beam.  I'll use that.  Thanks!

CK: Yeah, I felt pretty sketchy about Metabolic.  I think you're probably right there.  I think I forgot to tweak the PD.  I'll need to rethink that one.  Absorb does increase energy.  The 300% came from Comic Vine's article about him:
https://comicvine.gamespot.com/chemical-king/4005-21509/
Re-reading it, I see I need to raise the energy cost.

Cosmic Boy: Good ideas!

Okay, here are some new ones:

Dream Girl
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      8    Incredibly Agile
     Endurance:    4    Hardy
     Energy:       6    Extremely Powerful

 Attributes:
     Danger Sense                 
     Flier                         
     Precognitive                 
     Coordinator                   
     

 Powers:
     precog punch (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           Low
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    thebard_prancing_punch       

     precognition (Passive Defense):
             Block Type:          Reflect
             Success Rating:      Frequent
             Level:               4
             Animation Name:      dodge_left                   
             Attached FX Name:                                 
             Damage Blocked:      Mental
                                  Mystical
                                  Acid
                                  Radiation
                                  Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Attacks Blocked:     Melee
                                  Ranged

     kicks (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           Medium
             Swiftness:           Fast
             Arc:                 360 Degrees
             Level:               4
             Animation Name:      melee_kickcombo               
             Attached FX Name:    theant_punch                 

     visionary vanquishing (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           Low
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    libertylad_onetwo             

     stunning strike (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Extreme
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    nazi_soldiers_melee           

     brilliant tactics (Direct):
             DamageType:          Mental Blank
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Range:               Short
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    white_cerebralnormalise       

     dream domination (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_4                       
             Attached FX Name:    bullet_pummel                 

I guess I'm reasonably happy with her.  Basically, she's all about avoiding damage.  She's hard to hit and can surprise foes with some melee skill.

Element Lad:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       8    Incredibly Powerful

 Attributes:
     Flier                         
     Neutralize                   
     Transmutator                 
     Disciplined                   
     Anti War Zone                 

 Powers:
     el punch (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Low
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    default_punch                 

     chain reaction (Ranged - Beam):
             DamageType:          Disrupt Object
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    firestorm_fusion             

     neutronium trap (Ranged - Beam):
             DamageType:          Hypnosis
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    pink_stasis                   

     acid cloud (Area):
             DamageType:          Acid Burn
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Radius:              180 Degrees
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    aff_boom_green               

     neutronium trans (Ranged - Beam):
             DamageType:          Density Max
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    aff_radpistol_pink           

     weapon trans (Ranged - Beam):
             DamageType:          Power Null
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    pink_cage

EL, on the other hand, definitely needs some work.  I like his attributes reasonably well, and I think Anti-War Zone is a fitting addition for him.  He's got a Disrupt attack, of course, an area acid burn, a cage-creating or crystal creating swap, a Density Max (like he transmuted someone's clothes to lead or something), and a power-null (like he transmuted guns to smoke).  Maybe I can add a freezing power?  Any other suggestions?
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 03, 2019, 04:42:55 AM
Emerald Empress:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        3    Normal
     Agility:      3    Normal
     Endurance:    5    Very Hardy
     Energy:       8    Incredibly Powerful

 Attributes:
     Beautiful                     
     Flier                         
     Unheroic                     
     Energy Shield (passive)       
     Super TK                     

 Powers:
     hypno-glare (Ranged - Beam):
             DamageType:          Hypnosis
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Normal
             Range:               Short
             Accuracy:           
             Level:               4
             Animation Name:      ranged_7                     
             Attached FX Name:    ffx_greenbeam                 

     Emerald prison (Ranged - Beam):
             DamageType:          Stasis
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    ffx_greenbeam                 

     melee (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    aff_flamefist_green           

     green beam (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Low
             Velocity:            Fast
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    ffx_greenbeam                 

     emerald wave (Area):
             DamageType:          Energy
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           High
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area                         
             Attached FX Name:    emerald_wave                 

     <empty>

     Curse of Ekron (Direct):
             DamageType:          Energy Leech
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Range:               Medium
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    mentor_instinctdominance     

     emerald blast (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           Extreme
             Energy Point Cost:   High
             Stun:                Low
             Knockback:           Extreme
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_3                     
             Attached FX Name:    aff_xbeam_green               

     emerald bolts (Ranged - Projectile):
             DamageType:          Energy
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           Low
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    aff_radbolts_green           

     emerald wave (Area):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                Low
             Knockback:           High
             Radius:              180 Degrees
             Level:               4
             Animation Name:      area_5                       
             Attached FX Name:    aff_boom_green

I'm reasonably happy with EE.  She's got some beam attacks and a hypno beam, as well as an energy shield which isn't printing out for some reason (crashing EZHero).  I'll probably turn that into either an FF1 AD or an attribute Energy Shield.  One of the HFs I referenced had her with TK and a direct drain power.  I'm not sure if those fit or not.  Thoughts?

Ferro Lad:
Spoiler: ShowHide
 Stats:
     Strength:     7    Extraordinarily Strong
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    7    Extraordinarily Hardy
     Energy:       5    Very Powerful

 Attributes:
     Flier                         
     Tough Guy                     
     Invulnerable (02 HP)         
     Strange Visitor               
     Neutralize                   

 Powers:
     ferro fist (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                None
             Knockback:           Medium
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    manbot_punch                 

     iron headbutt (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Very High
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_10                     
             Attached FX Name:    supercollider_headbutt       

     iron slam (Melee):
             DamageType:          Crushing
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           Extreme
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_4                       
             Attached FX Name:    manbot_punch                 

     shrug off  (Passive Defense):
             Block Type:         
             Success Rating:      Rare
             Level:               4
             Animation Name:                                   
             Attached FX Name:    minuteman_vigilanceblock     
             Damage Blocked:      Acid
                                  Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Area

     iron ram (Special):
             Special Type:        Speeding Bullet     
             Energy Point Cost:   
             Level:               2
             Animation Name:      run                           
             Attached FX Name:    bullet_speeding_bullet       

     metallic mauling (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    manbot_punch                 

     iron attack (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Swiftness:           Normal
             Arc:                 90 Degrees
             Level:               4
             Animation Name:      melee_8                       
             Attached FX Name:    manbot_punch

I'd like more for Ferro, but I'm limited by keys and the character himself.  Is he normally slower and less agile in his metal form?  As is, he's got the standard BG slate of melee powers, more or less, a stunning one, a power one, an area one, and a combo one.

Karate Kid:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      5    Very Agile
     Endurance:    5    Very Hardy
     Energy:       4    Powerful

 Attributes:
     Danger Sense                 
     Flier                         
     Acrobatic                     
     
     Disciplined                   

 Powers:
     karate blow (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           Low
             Swiftness:           Very Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    thebard_prancing_punch       

     exploit weakness (Melee):
             DamageType:          Piercing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Extreme
             Knockback:           None
             Swiftness:           Very Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    blackjack_hitspang           

     fists of fury (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           None
             Swiftness:           Very Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_10                     
             Attached FX Name:    bullet_chainedpunches         

     combat reflexes (Passive Defense):
             Block Type:          Normal
             Success Rating:      Frequent
             Level:               4
             Animation Name:      dodge_left                   
             Attached FX Name:                                 
             Damage Blocked:      Crushing
                                  Piercing
             Attacks Blocked:     Melee
                                  Ranged

     inner power (Special):
             Special Type:        300 Percenter       
             Energy Point Cost:   
             Level:               2
             Animation Name:      active_defense               
             Attached FX Name:    eve_empathy                   

     dragon punch (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           Extreme
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_8                       
             Attached FX Name:    bullet_pummel                 
             Power Flags:         Up Knockback

     whirling devil (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   High
             Stun:                Low
             Knockback:           Low
             Swiftness:           Fast
             Arc:                 360 Degrees
             Level:               4
             Animation Name:      melee_9                       
             Attached FX Name:    shadow_kick                   

     spinning kicks (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Low
             Swiftness:           Very Fast
             Arc:                 180 Degrees
             Level:               4
             Animation Name:      melee_6                       
             Attached FX Name:    shadow_kick

I'm pretty happy with KK.  He's got my more or less standard martial artist build, though I'm limited by keys.  All of his strikes are very fast, and he's got a combo, an upward KB punch, a 360 attack, and a 180 attack.  My idea for him is that he might serve as crowd control, and his 300% gives him the ability to hurt heavies.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 03, 2019, 04:55:43 AM
Last but not least, here's Lightning Lad:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       8    Incredibly Powerful

 Attributes:
     Charged                       
     Flier                         
     Crack Shot                   
     Hot Tempered                 
     Current Sapper               

 Powers:
     lightning bolt (Ranged - Beam):
             DamageType:          Electrical
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           Low
             Velocity:            Fast
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_10                     
             Attached FX Name:    Electro_Beam_M_Bolt           

     eletric punch (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                High
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    manowar_electric_arc         

     lightning blast (Ranged - Beam):
             DamageType:          Electrical
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           High
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    aff_xbeam_yellow             

     Eletrical absorbation (Passive Defense):
             Block Type:          Deflect
             Success Rating:      Almost Always
             Level:               4
             Animation Name:                                   
             Attached FX Name:                                 
             Damage Blocked:      Electrical
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Area
                                  Direct

     lightning wave (Area):
             DamageType:          Electrical
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           Medium
             Radius:              180 Degrees
             Level:               4
             Animation Name:      area_2                       
             Attached FX Name:    Electro_Area_P_Explosion     

     lightning storm (Ranged - Projectile):
             DamageType:          Electrical
             Magnitude:           Low
             Energy Point Cost:   
             Stun:                Medium
             Knockback:           Low
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Medium
             Level:               4
             Animation Name:      ranged_13                     
             Attached FX Name:    electro_bolt                 

     charged fist (Melee):
             DamageType:          Electrical
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           High
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    Electro_Melee_Fist           

     chain lightning (Ranged - Projectile):
             DamageType:          Electrical
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           Low
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_12                     
             Attached FX Name:    Electro_Projectile_Chain     
             Power Flags:         Chained

I like his build okay, but I feel like he could go with one more power.  He's got a medium, no cost beam, a very high, medium cost beam with high KB, and some chain lightning.  I've also got a 7 contact projectile that is a function of the mesh.  I'd prefer like, 3-5.  I tried to make the best of it, though.  He's also got a 'space clearing' melee attack and a more space clearing area attack.  Does his brother, Lightning Lord, essentially have the same powers?  I'm probably just going to copy his HF in that case.

Now, there are a couple more that I worked on that still need yet more work.  I welcome any ideas on how to make Invisible Kid interesting or useful.

Also, about Mano, I've seen HFs that give him ranged attacks, and some sources online say he can fire energy beams, but I've never seen that.  What do y'all think, and how do you make his HF interesting instead of just one crazy power?
Title: Re: DCUG Tuneup
Post by: daglob on June 03, 2019, 05:03:32 AM
I've always believed that Lightning Lord was at least Lighting Lad's equal, with Lighting Lad being a better combatant and Lightning Lord willing to overpower his attacks and "go for the jugular". This would make him heck in a fight, but he wouldn't be able to keep it up for long at a time. He would also go off "half cocked", and probably have Berserk as a disadvantage.
Title: Re: DCUG Tuneup
Post by: Panther_Gunn on June 03, 2019, 07:00:18 AM
Some quick input, as I'll not be able to dig deep into these for a couple days.

CK:  His Who's Who write-up is very brief, pretty much the first paragraph in the CV Silver Age write up section.  I don't know how much of a retcon the first part of his origin is on the CV page, so I also don't know when he was shown upping his speed & strength, but I would agree it would be pretty draining on him.

Blok's strength, I might have taken that from a write-up of the old DC Heroes RPG, and I'm pretty sure it was from an official product, not something someone extropolated (e.g.: Ben Reilly).  My hf strength scale has Superman at the top @ 10, and I base most of my stuff on Pre-Crisis stats.  I don't think it will unbalance anything if you don't have him quite so high, but I'm pretty sure he is pretty darn strong.  (and I always felt he was a better, more natural addition to the Legion than Tellus or Quislet)

Brainy:  I don't recall him using anything that would simulate a teleport power, definitely not on a regular basis.

Dreamy:  I think she's another Academy graduate, and she is definitely skilled in hand-to-hand combat if it comes to it, she just doesn't like getting to that point (more time getting rid of calluses).  She's also the only one who's had the concentration, and spent the time, to get a little more out of the element the flight rings are made of.  In extremis (coincidentally the same story she had to roundhouse someone), she was able to use the ring to cause some metal decking in front of her to lift up as an impromptu shield.  Since her precog powers mostly (only?) work when she's sleeping, giving her any kind of active precog powers is a bit of a stretch, but I think needed to really make even passably playable.

Element Lad:  I really liked him, so take a close look at his hf I sent.  I think he'd more likely drop an intertron dome over someone rather than do something that equates to a Density Max attack (and that's Star Boy's gig).

Empress:  Up her strength.  She's been shown to have vastly higher strength than normal folks (probably augmented by TK, like Conner Kent), including (but not limited to) breaking Sun Boy's jaw with just her gripping strength without any real exertion.  I doubt there's a way to work it in, even with scripting, but if the Eye can be separated from her (or tricked into believing she's not there), it *will* go berserk & just start lashing out.

Ferro:  I don't think he slows down at all when he's changed, he's just really strong & nearly invulnerable (might be able to survive the vacuum of space).  If you could figure out a way to have him switch between his normal skin & his iron one, that would be a nice touch.

Karate Kid:  Remember, Val has mastered *every* form of martial arts in the known galaxy, enabling him to chop his way through a spaceship bulkhead door and physically fight Superboy to a standstill (at least for a limited time).  Think about throws, pressure points, using an opponents strength against them, as well as just karate chops.

Lightning Lad:  He's got some leadership skills (but not as much as Rokk), and can be a bit of a hot-head (but not as bad as Sun Boy), but he will knuckle down & get the job done.  His brother Mekt, on the other hand, tries very hard to be in control, but he can (and will) lash out extremely violently if pushed too hard.  Mekt might have more raw power than Garth, but he's more likely to blow his wad in a tantrum or showing off, as daglob pointed out.  People from their planet are normally born twins, but Mekt wasn't, so he lacked a sense of connection that everyone else had, which has probably left him a bit unstable.

One bonus to using the Time Trapper is being able to include old versions of the characters, in their old costumes, or even using the old flight belts, before Mon-El "introduced" the new element for the flight rings.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 05, 2019, 03:19:52 AM
PG, once again, this is tons of great stuff!  I've already made some adjustments (dropped Brainy's teleport for example), and will continue to consider others.  Thanks man, you're a huge help!  I'll give a more detailed response later, but a quick question:

So, your HF for EL has a flamethrower attack, with him presumably transmuting oxygen to something highly reactive or something.  That makes sense, but would you, as an EL fan, prefer/feel it would be appropriate if A) this was a stronger attack (High) that cost energy, or B) was his base attack power, (Medium) and free?  Essentially, I try to give everyone a free power.  Do you think it should be this one or another?

A throw for KK seems like an excellent idea!

Also, I wasn't going to bother giving Ferro Lad two forms, but you've made me change my mind.  That kind of detail is really exactly what the DCUG is all about.  :D

Another one: Is there any way for Matter Eater Lad to 'consume' objects for energy?  I can't think of a way to do that, even with FFX.
:EDIT: Okay, I've partially cracked this.  Metal Eater will passively leach HP from metal in the neighborhood, and I can set the benefit to be energy, which will in turn fun his Metabolic Strength, but can anyone think of any way to do this ACTIVELY?
Title: Re: DCUG Tuneup
Post by: Cyber Burn on June 05, 2019, 03:14:16 PM
Another one: Is there any way for Matter Eater Lad to 'consume' objects for energy?  I can't think of a way to do that, even with FFX.
:EDIT: Okay, I've partially cracked this.  Metal Eater will passively leach HP from metal in the neighborhood, and I can set the benefit to be energy, which will in turn fun his Metabolic Strength, but can anyone think of any way to do this ACTIVELY?

What about a Direct Attack using Energy Leach? Is there any kind of combo that could be done using that?
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 06, 2019, 04:15:44 AM
Well, that could be part of something, but what we really need is some way to do the same to objects instead of characters.  I was just looking through FFX and came across Assimilator, which lets you do that...but you get new powers instead of energy or health.  Hmm...

I've gotten to Nemesis Kid, and sheesh!  The Legion is just FULL of power problems, isn't it?  How in the world can I properly represent the guy who has the power of plot?  The HF I have gives him Mutator, which would sort-of-kind-of work, except that it is random as opposed to responsive.  I suppose the only way to do this properly is to come up with a couple of different power packages that provide counters to your standard powersets and then set his AI to switch to them based on what enemies he's facing.  Anyone have any better ideas (which might prevent me from having to do all that work :P )?

Anyway, I've come up with what I think are solid versions of ME and Mano.  See what y'all think.

Mano:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      5    Very Agile
     Endurance:    5    Very Hardy
     Energy:       5    Very Powerful

 Attributes:
     Atomic Touch                 
     Neutralize                   
     Body Armor (10 points)       
     Combat Skill: Master
     Temperature Control           

 Powers:
     burning strike (Melee):
             DamageType:          Heat
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Low
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    eldiablo_flamingfist         

     Hand of Doom (Melee):
             DamageType:          Radiation
             Magnitude:           Extreme
             Energy Point Cost:   Low
             Stun:                Extreme
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    Electro_Melee_Spear           

     heat blast (Ranged - Beam):
             DamageType:          Heat
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Medium
             Velocity:            Fast
             Range:               Medium
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    mechanical_flamecannon       

     fiery fury (Melee):
             DamageType:          Heat
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Medium
             Swiftness:           Normal
             Arc:                 90 Degrees
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    eldiablo_flamingfist         

     shockwave (Ranged - Projectile):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           High
             Velocity:            Normal
             Radius:              No Arc
             Range:               Medium
             Accuracy:            Extreme
             Level:               4
             Animation Name:      area                         
             Attached FX Name:    avalanche_tremors             
             Power Flags:         Ground Targets Only
                                  Proximity

     burning blows (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_6                       
             Attached FX Name:    eldiablo_flamingfist         

     wave of doom (Area):
             DamageType:          Heat
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                Medium
             Knockback:           High
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area                         
             Attached FX Name:    sky_king_blastoff             
             Power Flags:         Ground Targets Only

     doom shield (Passive Defense):
             Block Type:          Normal
             Success Rating:      Occasional
             Level:               4
             Animation Name:      melee_a                       
             Attached FX Name:    block_glow                   
             Damage Blocked:      Acid
                                  Crushing
                                  Piercing
                                  Energy
                                  Electrical
             Attacks Blocked:     Ranged

So, I'm actually pretty pleased with him.  I dug up some of his appearances and saw some different uses of his powers that made him more interesting and adaptable.  So, apparently he can control how much damage his hand does, so I figured he might do that to accomplish different effects.  He's got a solid, heat damaging free attack, as well as a low cost extreme attack for his main power, but he can also create shockwaves that hit ground targets, 'heat' the air to create a flamethrower effect, and disintegrate the ground in an area attack.  I'm particularly pleased with his PD, which uses a really quick melee anim and a small FX to have him 'disintegrate' incoming projectiles.  This gives him some different options in combat and should make him more interesting, while also being accurate.  With the exception of the heat beam, everything he's got comes from the comics I read.  In terms of attributes, I gave him Combat Skill to reflect the disconnect between his damage potential and his strength.  I'm not 100% on the Body Armor.  I might go with something else to reflect his toughness.  It will take some testing.

Matter Eater Lad:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       4    Powerful

 Attributes:
     Flier                         
     Metal Eater                   
     Iron Guts                     
     Metabolic Strength           
     Wrestler                     

 Powers:
     lsh_me melee (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    theant_punch                 

     devour object (Melee):
             DamageType:          Disrupt Object
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_13                     
             Attached FX Name:    trex_chomp                   

     lsh_me super speed (Special):
             Special Type:        Sprint             
             Energy Point Cost:   
             Level:               2
             Animation Name:      run                           
             Attached FX Name:    bullet_sprint                 

     lsh_me matter eating (Passive Defense):
             Block Type:          Deflect
             Success Rating:      Frequent
             Level:               4
             Animation Name:      melee_13                     
             Attached FX Name:    manbot_energyabsorb           
             Damage Blocked:      Acid
                                  Radiation
                                  Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Attacks Blocked:     Ranged

     appetizing attack (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_6                       
             Attached FX Name:    blackjack_hitspang           

     mighty mouth (Melee):
             DamageType:          Crushing
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                Very High
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_13                     
             Attached FX Name:    trex_chomp                   

     iron jaw (Melee):
             DamageType:          Energize
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                None
             Knockback:           None
             Swiftness:           Very Slow
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_13                     
             Attached FX Name:    trex_chomp                   

     eat weapon (Melee):
             DamageType:          Power Null
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_13                     
             Attached FX Name:    trex_chomp

I'm less satisfied with ME, but I think I've still created a pretty decent interpretation of him.  His Metal Eater will feed his Metabolic Strength, which won't amount to much unless he has objects feeding him.  I am considering giving him Energy Tanks to increase the importance of that.  He's got a powerful melee ability to reflect his ability to bite through anything, and he's got a hold, plus the Wrestler attribute, so he can bite on and hold an enemy, which I thought was fun.  I've also given him a Power Null under the auspice of 'Eating Weapons.'  I think this build makes him a surprisingly effective character.

So, what do y'all think?

I'm currently working on Mordru, trying to figure out just how powerful he should be.  Any suggestions are welcome!
Title: Re: DCUG Tuneup
Post by: oktokels on June 06, 2019, 02:22:58 PM
From the legion, all i have is brainiac 5, saturn girl and wildfire.... Brainiac being the only one who is partially finished. I do not know much about this character, but from what i read, he is a support science-type character, an inventor and technopath like evil-brainiac. His main power is a force field, and the legion flight ring (wich he invented). According to DC RPG stats, he has engineering, medicine, electronic counter measures and electronics talents, so i took note from this and gave him a lot of science type powers, machine manipulation, robotics, healing, etc... He did make a time machine once, so i gave him the teleport power, assuming he has the intellect and science stuff to manipulate time-space. Its good for him to have a wide variety of powers, because of his low physical stats.
Spoiler: ShowHide

BRAINIAC 5
----------------------------
STR:  2
SPD:  3
AGL:  3
END:  3
ENR:  8
-----------------
POWERS
- Melee: Low crushing, 1 contact, no ep, normal.
- Kinetic blast: [This power comes from his force field expansive field.] Very high crushing beam, med ep, high KB, fast, short range, medium acc.
- Medical kit: High healing direct beam, low ep, fast, short range, high acc.
- Group flight: [This power comes from the legion flight ring wich he invented]  High buoyancy direct, low ep, fast, medium ranged, medium acc.
- Kinetic field: Medium area crushing, low ep, high KB, short range.
-  Legion call: A rally power for all legion members. High rally area, low ep, long range.
- Time bubble: Teleport, low ep.
- Self heal: Self heal, [empathy], low ep.
- Force field A: [I gave him a passive shield, instead of an active, because active shields tends to make the character nearly indestructible] Normal block, very frequent, blocks all damage except for mental and mystical, not always active, blocks melee, ranged and area attacks.
- Force field B: [this is the remote active shield, for team support] Normal block, low ep, long duration.
-----------------
ATTRIBUTES
- Disciplined: Mental defenses
- Immortal: Life support from force field
- Enhanced senses: Telepathic senses.
- Puppet master [urban]: Technopath, robotics.
- Coordinator: Support.
- Flier
- Cybernetic brain: 12th-level intellect
- Assimilator: science, Technopath, robotics
- Transmutator: science, Technopath, robotics
-----------------
- Material: flesh
- Weight: 170


Title: Re: DCUG Tuneup
Post by: BentonGrey on June 06, 2019, 03:37:06 PM
Howdy Ok, and thanks for the response!  That is a cool take on Brainy!  I think there are several things there I will probably adapt, like Coordinator and an area force field attack.
Title: Re: DCUG Tuneup
Post by: spydermann93 on June 06, 2019, 10:18:58 PM
Oooo, from what I know about Mordru is that he is essentially an Odin/Dormammu level being. He is incredibly powerful, especially in the time of the Legion of Superheroes. He's faced off against (and won) the Lords of Order (and I think Chaos) in the present-day'ish time and destroyed the Rock of Eternity itself.

I don't know if you remember the episode, but there was an episode in Justice League Unlimited where the League had to fight Mordru. It was put in the background while Booster Gold was on clean-up duty, but they essentially had to call every member of the League to fight him. And that was his weaker form.

He's insanely powerful.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 08, 2019, 03:55:19 AM
Thanks Spyder!  Yeah, I remember that episode.  At the time, I was like 'who the heck IS that guy?'

So, my immediate question is, how should I simulate his being such a threat?  I could give him high invulnerability, superhealing, shields, or combinations.  I read a story with him in 60s Legion comics, but it was not particularly helpful on this front.  I've read his appearance in the Legion/JLA crossover from the 70s, but same.
Title: Re: DCUG Tuneup
Post by: Panther_Gunn on June 08, 2019, 04:36:07 PM
Just some real quick thoughts.  I'm hoping to have more time to be more detailed later, but I've flipped through a good 30-40 issues, from when they got their own title back.

Dream Girl:  I've seen at least one instance when she got some precog visions or feelings during a mission, so the Danger Sense attribute is not a workaround like I thought.  Also, found another story when she used the flight ring to rip the stake out of the ground that she was tied to, so more validation for including a flight ring trick in the hf.  It also talked about it's power was tied to the wearer's willpower, so if she doesn't already have it, I'd give her one of the attributes that ups resistance to mental and/or magic attacks.

Blok:  it was mentioned more than once that 1 flight ring isn't enough to lift him, that it takes 3.  I haven't seen any artwork reflecting it, but that could be an adjustment made to the skin, potentially.  It was also pointed out that the rings repel mass, and Blok absorbs mass, if you can make any useful tweaks out of that.

Karate Kid:  he does have the ability to find weak points in structures (and armor, I'm assuming), but he may not find it in the first attempt.  Not quite Inhumans Karnak level, but way better than anyone else.

Element Lad:  I think anti-war zone is good, and it could be even better if you could find a way to change the graphic for it.  I think it's default is flowers, but if you could make it look like wisps of smoke or gas, that would perfectly reflect his penchant for transmuting things into inert gas, which seems to be his go-to use of his power.  Trapping people, weighing them down, barriers, etc.  Also, I misspelled the name for his powers - the material that he uses a lot is spelled inertron, not intertron.

Mordru:  Dormammu is a really good analogy for his power level.  To put it into perspective, after the Crisis, when Superboy was no longer in continuity, The Time Trapper saw that without a young Clark to help out, Mordru would successfully completely take over the 30th Century, which was the main impetus for him to create the pocket dimension with Superboy in Smallville.  Also, when Darkseid was draining power from creatures during the Servants of Darkness storyline to regain his power levels, he drained the a couple of artifacts first (a wand and Excalibur) first, then the Time Trapper, then went after Mordru, which would indicate a level of power between them.

Wizards & sorcerers are always hard to make hf's for, since they tend to be so versatile.  Mordru summons nasty things, and could have reality-warping spells at his disposal.  And don't forget his weakness.

Pulsar:  It's been alluded to that he is the 20th Century Brainiac that got bored & came to the 30th Century.  It seems that his power level got upped, and his logic went out the window in favor of being overly emotional & meglomaniacal.  I'll let you know when I find more.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 08, 2019, 06:57:42 PM
Great stuff PG!  I've been reading classic Legion comics too, but I think your expertise is far ahead of my slowly growing familiarity!  :)

I know I've read some of the earlier books where Dream Girl gets precog flashes, waking visions, and more.  The flight ring thing is interesting...maybe an Aloft type power?  Good idea on a mental attribute.  She's got the space, so I'll give her Level Headed.

Blok:  Hmm...that's interesting, but I can't think of how to use that.  If you think of something clever, let me know!

KK: Maybe a Remove Defense power?

EL: You can change the FX, so I'll do that for sure!  Inertron, got it.  I actually just read a story that used that, ha.

Mordru: What's his weakness?  So, what do y'all think?  What attributes should he have to represent his toughness?  Given all of this, I'm thinking Physical Resistance 50% damage), Invul. 10 (which will be effectively 20), and Grim Resolve.  Should he also have Energy Shield (Active)?  I'm very open to suggestions.  He'll obviously have another set of attributes to represent his spells.

Pulsar: I just skimmed his first appearance, and I think I've got an okay-ish handle on him, maybe?  Ha.  I'll post his HF soon.

I've made a lot of progress and will post new HFs for several characters soon.

First off though, I'm working on Shadow Lass, and I have some questions.  She just has shadow powers, right?  Nothing else?  So, a verity of blinding attacks, and maybe a medium panic, to represent the morale effect of the blinding?

Title: Re: DCUG Tuneup
Post by: spydermann93 on June 08, 2019, 07:17:04 PM
Mordru's weakness was that he became "powerless" when he was contained or held captive, lol. Think of how Storm got with her claustrophobia.

A mix of Physical Resistance, Invuln, and an Energy Shield would probably work best. He could take hits from Pre-Crisis Superman and only be phased a bit (probably a few seconds) so that should say something about his durability.

If you could give him Vulnerability and "IsStasis" or something as a trigger, that could help with representing his susceptibility to captivity. I think if you put the range as 0 then it will only trigger when he's stasis'd. Not entirely sure about that.

As for the others I'm not too sure, but a Remove Active Defense on Karate Kid sounds fun, lol. Or maybe a Weakspot Attack Swap? Not sure if that only works on characters with a weakpoint, though.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 08, 2019, 07:42:29 PM
Thanks Spyder, that's helpful! 

I'll have to check to see if you can set IsStasis or something for Vulnerability.  It would make sense...

So, here are the new ones I've worked up:

Persuader:
Spoiler: ShowHide
 Stats:
     Strength:     6    Extremely Strong
     Speed:        5    Very Fast
     Agility:      4    Agile
     Endurance:    7    Extraordinarily Hardy
     Energy:       5    Very Powerful

 Attributes:
     Armored                       
     Body Armor (10 points)       
     
     Claws                         
     Unheroic                     

 Powers:
     atomic attack (Melee):
             DamageType:          Piercing
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           Low
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    legionnaire_melee             

     wide slash (Melee):
             DamageType:          Piercing
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           Medium
             Swiftness:           Fast
             Arc:                 180 Degrees
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    red_sun_katana_of_fury       

     atomic axe (Melee):
             DamageType:          Irradiate
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_9                       
             Attached FX Name:    microwave_materialise         

     <empty>

     scram absorb (Passive Defense):
             Block Type:          Deflect
             Success Rating:      Very Frequent
             Level:               4
             Animation Name:      active_defence               
             Attached FX Name:    microwave_absorbradiation     
             Damage Blocked:      Energy
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Area
                                  Direct

     persuassion (Melee):
             DamageType:          Piercing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    red_sun_katana_of_fury       

     fatal fury (Melee):
             DamageType:          Piercing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_8                       
             Attached FX Name:    red_sun_katana_of_fury       

     atomic annihilation (Melee):
             DamageType:          Piercing
             Magnitude:           Extreme
             Energy Point Cost:   Low
             Stun:                High
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_6                       
             Attached FX Name:    microwave_materialise         

     double slash (Melee):
             DamageType:          Piercing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Very High
             Knockback:           None
             Swiftness:           Very Fast
             Arc:                 180 Degrees
             Level:               4
             Animation Name:      melee_10                     
             Attached FX Name:    red_sun_katana_of_fury

I'm uncertain as to exactly how tough this guy is, and I'm still not sure if I want to use Body Armor or something like Invulnerability.  Either way, he's got a wide range of deadly melee attacks, including charged up ones and area ones.

Phantom Girl:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      7    Extraordinarily Agile
     Endurance:    3    Normal
     Energy:       3    Minor Energy

 Attributes:
     Flier                         
     Phasing                       
     Escapologist                 
     Four-Dimensional             
     

 Powers:
     punch (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    tombstone_phantom_punch       

     phantom attack (Melee):
             DamageType:          Energy
             Magnitude:           Extreme
             Energy Point Cost:   Medium
             Stun:                Very High
             Knockback:           None
             Swiftness:           Very Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_phase                   
             Attached FX Name:    tombstone_phantom_punch       

     combat phasing (Passive Defense):
             Block Type:          Reflect
             Success Rating:      Frequent
             Level:               4
             Animation Name:                                   
             Attached FX Name:                                 
             Damage Blocked:      Acid
                                  Radiation
                                  Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Attacks Blocked:     Melee
                                  Ranged
                                  Area
                                  Direct

     <empty>

     phase enemy (Melee):
             DamageType:          Purgatory
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    nuclearwinter_freezingpunch   

     sink foe (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_phase                   
             Attached FX Name:    nuclearwinter_freezingpunch   

     phantom pounding (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_6                       
             Attached FX Name:    tombstone_phantom_punch       

     phase (Special):
             Special Type:        Displace Image     
             Energy Point Cost:   
             Level:               2
             Animation Name:      ranged_4                     
             Attached FX Name:    flying_man_bot               

     flying phase (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Velocity:            Fast
             Range:               Short
             Accuracy:            Medium
             Level:               4
             Animation Name:      flying_melee                 
             Attached FX Name:    flying_punch                 
             Power Flags:         Penetrating

     phasing touch (Melee):
             DamageType:          Energy
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Very High
             Knockback:           None
             Swiftness:           Very Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_7                       
             Attached FX Name:    tombstone_phantom_punch

I feel pretty good about Phantom Girl.  She's got phasing, of course, but she also has Escapologist and 4D, which make her very hard to pin down.  She has some regular melee attacks, as well as a couple of phasing ones that do lots of energy damage and stun.  She also has a flying attack (I'm going to go back and give most Legionnaires a flying attack to represent their flight rings and training), but hers is special because it is a beam that has penetrate to represent her flying through multiple foes!

Princess Projectra:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       6    Extremely Powerful

 Attributes:
     Flier                         
     Illusionist                   
     Level Headed                 
     
     

 Powers:
     fear wave (Area):
             DamageType:          Panic
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                None
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_5                       
             Attached FX Name:    black_boom                   

     melee (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    default_punch                 

     fury wave (Area):
             DamageType:          Rage
             Magnitude:           High
             Energy Point Cost:   
             Stun:                None
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_6                       
             Attached FX Name:    green_genie_sow_the_wind     

     hypnotic illusion (Direct):
             DamageType:          Hypnosis
             Magnitude:           High
             Energy Point Cost:   
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged_16                     
             Attached FX Name:    law_lifegift                 

     confusing illusion (Direct):
             DamageType:          Mental Blank
             Magnitude:           High
             Energy Point Cost:   
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged_14                     
             Attached FX Name:    reality_shift                 

     blinding illusion (Direct):
             DamageType:          Blind
             Magnitude:           High
             Energy Point Cost:   
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    red_oktober_blinding_insight 

     fear illusion (Direct):
             DamageType:          Panic
             Magnitude:           High
             Energy Point Cost:   
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged_9                     
             Attached FX Name:    tombstone_draining touch     

     friends to enemies (Area):
             DamageType:          Hypnosis
             Magnitude:           High
             Energy Point Cost:   
             Stun:                None
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_5                       
             Attached FX Name:    mentor_corticalsuppression   

     defensive illusion (Passive Defense):
             Block Type:          Reflect
             Success Rating:      Occasional
             Level:               4
             Animation Name:                                   
             Attached FX Name:                                 
             Damage Blocked:      Acid
                                  Radiation
                                  Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Attacks Blocked:     Melee
                                  Ranged

PP is pretty much what you'd expect.  Her magical experience gives her Level Headed, and then she has a bunch of direct attacks to represent different illusions, doing the usual mental attacks, rage, hypnosis, fear, etc.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 08, 2019, 07:50:47 PM
Pulsar Stargrave:
Spoiler: ShowHide
 Stats:
     Strength:     7    Extraordinarily Strong
     Speed:        7    Extraordinarily Fast
     Agility:      5    Very Agile
     Endurance:    10  Invulnerable
     Energy:       10  Energized

 Attributes:
     Disciplined                   
     Light Speed                   
     Star Born (Combo)
     Tough Guy                     
     Cybernetic Brain             

 Powers:
     star slam (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                None
             Knockback:           High
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    supercollider_massivepunch   

     stellar beam (Ranged - Beam):
             DamageType:          Heat
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Medium
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_10                     
             Attached FX Name:    eye_of_reich_radiation       

     Solar burst (Area):
             DamageType:          Heat
             Magnitude:           Extreme
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           High
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_2                       
             Attached FX Name:    aff_boom_yellow               

     Mental attack (Direct):
             DamageType:          Mental Blank
             Magnitude:           Very High
             Energy Point Cost:   High
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    telepathic_attack             

     energy leech  (Area):
             DamageType:          Energy Leech
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_4                       
             Attached FX Name:    manbot_energydraw             

     star skin (Passive Defense):
             Block Type:         
             Success Rating:      Occasional
             Level:               4
             Animation Name:                                   
             Attached FX Name:    minuteman_vigilanceblock     
             Damage Blocked:      Acid
                                  Radiation
                                  Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Area

     power growth (Special):
             Special Type:        300 Percenter       
             Energy Point Cost:   
             Level:               2
             Animation Name:      area_2                       
             Attached FX Name:    teleport_bamf                 

     stellar blast (Ranged - Beam):
             DamageType:          Heat
             Magnitude:           Extreme
             Energy Point Cost:   
             Stun:                Low
             Knockback:           Extreme
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_8                     
             Attached FX Name:    aff_xbeam_yellow             

     stellar cone (Ranged - Cone):
             DamageType:          Heat
             Magnitude:           High
             Energy Point Cost:   
             Stun:                Very High
             Knockback:           High
             Velocity:            Fast
             Angle:               High
             Range:               Long
             Level:               4
             Animation Name:      ranged_8                     
             Attached FX Name:    sin_blast                     

     star shots (Ranged - Projectile):
             DamageType:          Radiation
             Magnitude:           High
             Energy Point Cost:   
             Stun:                High
             Knockback:           Low
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Medium
             Level:               4
             Animation Name:      ranged_7                     
             Attached FX Name:    aff_radbolts_yellow

Okay, his is very much open to debate.  I've got his powers represented as heat, but should they be radiation?  He's got a bunch of attacks, but I think he maybe needs some state altering ones as well.  Not sure what I should swtich out.  He's tough and hard to hurt, and he's got a custom combo attribute:
(combines grim resolve, invulnerable 5, physical resistance, enhanced senses, flier, and regeneration.)

Radiation Roy:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        3    Normal
     Agility:      3    Normal
     Endurance:    4    Hardy
     Energy:       7    Extraordinarily Powerful

 Attributes:
     Biohazard                     
     Energy Shield (passive)       
     Nuclear Stockpile             
     Radioactive                   
     Flier                         

 Powers:
     punch (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    wraith_disrupting_touch       

     irradiate (Ranged - Beam):
             DamageType:          Irradiate
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    microwave_irradiate           
             Power Flags:         Penetrating

     nuclear burst (Area):
             DamageType:          Radiation
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_5                       
             Attached FX Name:    frozengiant_radioactive_burst

     radiation beam (Ranged - Beam):
             DamageType:          Radiation
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Velocity:            Normal
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    eye_of_reich_radiation       

     rad blast (Ranged - Beam):
             DamageType:          Radiation
             Magnitude:           Very High
             Energy Point Cost:   High
             Stun:                Medium
             Knockback:           Medium
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_16                     
             Attached FX Name:    aff_xbeam_yellow             

     rad bolts (Ranged - Projectile):
             DamageType:          Radiation
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_12                     
             Attached FX Name:    microwave_radbolts           

     rad cone (Ranged - Cone):
             DamageType:          Radiation
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                Medium
             Knockback:           None
             Velocity:            Fast
             Angle:               High
             Range:               Long
             Level:               4
             Animation Name:      ranged_16                     
             Attached FX Name:    generic_cone_radiation       

     shielding (Passive Defense):
             Block Type:          Normal
             Success Rating:      Rare
             Level:               4
             Animation Name:                                   
             Attached FX Name:    minuteman_vigilanceblock     
             Damage Blocked:      Acid
                                  Radiation
                                  Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Area

     rad attack (Melee):
             DamageType:          Radiation
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           Low
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    microwave_materialise

He's pretty straightforward, a variety of radiation and irradiate attacks.

Saturn Girl:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      5    Very Agile
     Endurance:    3    Normal
     Energy:       6    Extremely Powerful

 Attributes:
     Beautiful                     
     Danger Sense                 
     Flier                         
     10th Level Telepath (Combo)
     Level Headed                 

 Powers:
     punch (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    dejavu_slap                   

     mental soothing (Direct):
             DamageType:          Cerebral Balance
             Magnitude:           None
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               2
             Animation Name:      ranged_6                     
             Attached FX Name:    mentor_cerebralnormalisation 

     telepathic wave (Area):
             DamageType:          Mental Blank
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Radius:              180 Degrees
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    mentor_corticalsuppression   
             Power Flags:         Enemies Only

     dodge (Passive Defense):
             Block Type:         
             Success Rating:      Frequent
             Level:               4
             Animation Name:      dodge_left                   
             Attached FX Name:    minuteman_vigilanceblock     
             Damage Blocked:      Crushing
                                  Piercing
             Attacks Blocked:     Melee
                                  Ranged

     tele control (Direct):
             DamageType:          Hypnosis
             Magnitude:           High
             Energy Point Cost:   
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged_5                     
             Attached FX Name:    telepathic_attack             

     tele rage (Direct):
             DamageType:          Rage
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged_5                     
             Attached FX Name:    jeangrey_tk_move             

     tele blank (Direct):
             DamageType:          Mental Blank
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    jeangrey_tp_scan2             

     mental bolt (Ranged - Beam):
             DamageType:          Panic
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                High
             Knockback:           None
             Velocity:            Very Fast
             Range:               Long
             Accuracy:           
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    blitzkrieg_reckless_rage     

     fear vision (Direct):
             DamageType:          Panic
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    telepathic_blast             

     mental blast (Ranged - Beam):
             DamageType:          Mental Blank
             Magnitude:           High
             Energy Point Cost:   
             Stun:                High
             Knockback:           None
             Velocity:            Very Fast
             Range:               Long
             Accuracy:           
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    blitzkrieg_reckless_rage

I think I've got her okay.  She's got your standard slate of mental attacks, plus some swapped beams that do different levels of mental damage.  She's also got a combo attribute: (combines coordinator, enhanced senses, illusionist, disciplined, guardian (mental), and astral form.)  The last comes from Wikipedia, so I don't know how accurate it is.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 08, 2019, 07:51:37 PM
Shadow Lass:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      6    Extremely Agile
     Endurance:    4    Hardy
     Energy:       4    Powerful

 Attributes:
     Flier                         
     Light Control                 
     Nocturnal                     
     Danger Sense                 
     

 Powers:
     shadowy strike (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           Low
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    tombstone_phantom_punch       

     shadow beam (Ranged - Beam):
             DamageType:          Blind
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           None
             Velocity:            Normal
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    dark_beam                     

     panic shadow (Ranged - Beam):
             DamageType:          Panic
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           None
             Velocity:            Normal
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    dark_beam                     

     shadow cone (Ranged - Cone):
             DamageType:          Blind
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Velocity:            Normal
             Angle:               High
             Range:               Long
             Level:               4
             Animation Name:      ranged_9                     
             Attached FX Name:    black_cone                   

     shadow wave (Area):
             DamageType:          Blind
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_5                       
             Attached FX Name:    black_boom                   

     swift strikes (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Very High
             Knockback:           None
             Swiftness:           Fast
             Arc:                 90 Degrees
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    tombstone_phantom_punch       

     talok trouncing (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    tombstone_phantom_punch       

     shadowy defense (Passive Defense):
             Block Type:          Reflect
             Success Rating:      Occasional
             Level:               4
             Animation Name:      dodge_right                   
             Attached FX Name:    smoke_screen_defense         
             Damage Blocked:      Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Attacks Blocked:     Melee
                                  Ranged

I've got her as far as I know, but I'm probably missing something.  She's got Nocturnal, which will give her an energy bonus in the dark, which is fun, and Danger Senses, which will keep being blind from having an effect on defenses (I'd like to counter Blind entirely, but I don't think you can).  And then she's got blinding beams, cones, and melee attacks.

Alright, that's as far as I've gotten at the moment.  Feedback, as always, is very welcome!

Also, you'll notice that some of these powers have fairly generic, placeholder names.  If you think of anything clever for a particular power, feel free to share it!
Title: Re: DCUG Tuneup
Post by: oktokels on June 08, 2019, 10:19:32 PM
As for the others I'm not too sure, but a Remove Active Defense on Karate Kid sounds fun, lol. Or maybe a Weakspot Attack Swap? Not sure if that only works on characters with a weakpoint, though.

I saw this state swap the other day, but no explanation of it in the FFX manual. Does anybody know what effect has weakspot?
Title: Re: DCUG Tuneup
Post by: spydermann93 on June 09, 2019, 01:37:56 AM
It half-healths an enemy character or something similar. I can't recall exactly, though. I don't use it very often.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 09, 2019, 01:52:55 AM
I know there's an attribute you can give a character that will randomly do that to them....

So, Star Boy.  He looks so cool, but his power seems...underwhelming.  Anyone have cool ways to make him as awesome as he looks?

:EDIT: Okay, I'm not finding what I'm looking for in FFX docs, but is there some way to make a projectile that will pull everything around it towards it?  I'm thinking I could give him a power where he makes something super dense and it draws everything towards it.

:EDIT2: More edits, as I'm thinking about how to handle Triplicate Girl.  The easiest thing would be just to give her a clone power, but that's obviously not right.  I was thinking I could give her summoner and make her other two forms the two things she can summon, but then there isn't a way to keep her from summoning multiples of them, I think.  Maybe I could do Free Spirit, and give the first two forms each that attribute?  Any brilliant suggestions?

:EDIT3: And more.  So, should Timber Wolf have any type of damage reduction?  I've got him with great reflexes and Danger Sense, as well as Fast Healing, but should have have Stone type or some invulnerability?

:EDIT4: What all can Tyr's gun arm do?  I've got some energy and electrical beams and projectiles, a mind control ray....anything else?
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 20, 2019, 02:31:03 AM
Howdy guys!  So, anyone have any feedback on these characters?  Any thoughts on these questions? 

Here's one more.  I think I've finally got a handle on how to make Star Boy interesting.  The Legion cartoon helped (and don't worry, I know he can't make things lighter too), but there's something I'm not sure about.  Should he have the power to create some type of shield through gravity manipulation?  It seems a stretch, but it also seems like something that MIGHT be do-able.  What do y'all think?

I'll have another (almost the last) round of characters for feedback soon.

Ohh!  And I think I've finally got an OKAY work-around for Nemesis Kid.  I'm thinking I'll give him a short ranged high effect power null.  Then, I'll give him a Rogue-style Mimic attribute, where he can copy powers from an opponent.  It's not a perfect fit, but it sort of works, and I think it more or less captures the idea.  What do y'all think?  Nevermind, this would take an insane amount of work.
Title: Re: DCUG Tuneup
Post by: daglob on June 20, 2019, 05:05:07 AM
In Champions, there are gravity based force fields. The idea is that the increased gravity bends the energy from a blast away from a target, and just drops solid object to the ground.
Title: Re: DCUG Tuneup
Post by: Panther_Gunn on June 22, 2019, 04:13:54 AM
Been a little busy lately, and having a little trouble with getting access to my comics at the moment, but here's a little input:

If they don't already have it, I would suggest Blitzkrieg for both Karate Kid and T-Wolf.  Val's agility and reflexes should be on par with Captain America due to all of his training.  Timber Wolf is also super agile and super acrobatic, something that doesn't get much mention (I'd forgotten until I flipped through a story they specifically mentioned it - he was carrying a rather large piece of equipment for Brainy (similar to Ben & Reed), and it slipped out of his grip.  He jumped down in front of Brainy in a handstand and caught it with his feet (barely), and then kicked it up perfectly into place).  And don't forget he used to be called Lone Wolf, so he's not always the best at working with a team.  Maybe give him Loner, if the drawback when he's in a group won't break gameplay.

The Persuader's atomic axe is capable of cutting through things that wouldn't be obvious - aside from cutting Kryptonians & Daxamites, he can use it to cut through Shady's darkness, and has been shown at least once to use it cut through the fabric of space for a dimension door-type warp getaway (or to get into someplace).  I don't know how tough/resilient he is, but he looked to be a bit unnerved at the idea of going a few rounds with Timber Wolf without his axe.

Mordruu - I forgot that he's usually normal sized (but still tall) and only grew to giant size when he drained the magic from the teachers on Sorcerer's World.  Maybe give him some sort of energy drain/leech ability, maybe work it that if he fills up to a certain amount he changes to his giant form with more power & heavier hitting spells.  His weakness was originally being buried in the earth, and they pretty much stuck to that all the way until they started their new higher-quality format title in the late 80's.  Being in this situation would cause him to fall into a comatose state, which was later revealed to be a psychosomatic response to being trapped in a cave-in during his early training (or something similar....can't access the story at the moment).  His Who's Who entry says he falls into this state when he's in an airless or completely contained situation, which seems to be a little at odds with how it was always portrayed in the stories.

Triplicate Girl/Duo Damsel - I gave her a clone ability with a high cost (scaled to either one or two uses depending on who it was).  You could give her Energy Tanks so that she can only do it once per mission, then all of her melee be low or no cost, or give her the ability that regains energy slower.  I think I would lean more towards slow energy build than none, as her clones aren't being killed, just ko'd, so there's a possibility they could make a reappearance.  I forget, can you set the clone ability to a certain amount of health or is it all linked to the magnitude?  Can you assign the clones to a specific AI?

Star Boy - along with making people and their objects heavy, he can make things heavy to fall onto people, but I don't know if there's a way to simulate that in a hf.  As far as making something heavy enough to draw people towards it, I would think that anything that is heavy enough to start to exert it's own gravity on something is not going to be able to remain on the surface of a planet for very long.  And that would take a lot of effort on his part - in a story where Mon-El was out of control, to keep him from flying away Star Boy had to make him heavy enough to simulate the effects of being subject to Daxam's gravity, but he seemed to be having a hard time holding it.  If you still want to go with that idea, something I had intended to look into for The Top was to give him Summoner, and have different tops be a summoned creature that would stay in one spot and emit powers & attacks.  TPB was working on some simple meshes for them, but I don't think he ever released them (to my disappointment).  For the gravity shield, I could see it for physical projectiles & weapons, even shrapnel, I wouldn't have it effect beams, as bending light is on the extreme end of the scale.  Same goes for radiation, but acid and gas are fair game.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 22, 2019, 06:58:59 PM
Thanks DG!  That's kind of what I was thinking.  Cool.

PG, once again, you're a tremendous help!  Thanks so much, man!

KK: I've given him Combat Skill: Master, instead of Blitz.  I think that will actually be more beneficial, allowing him to punch above his weight class.  I've also given him a Medium cost, extreme damage attack to pair with his 300% for when you want to knock Superman on his backside!

TW: Hmm...I think I'll need a custom attribute for him, as I think you're right and Acrobatic and Lone Wolf would fit well.

Persuader: Cool, I've given him a teleport, Medium cost, since that isn't something he does often.  It makes sense in a comic-sort of way.

Mordru: Great stuff!  Hmm...maybe I'll give him a Vulnerability to stasis that power nulls and stuns him?

Trip: Great suggestions, PG, but I missed something and all my hand-wringing was unnecessary!  Ohh my gosh, I'm just a moron.  The perfect answer was right in front of me!  Inner Being lets you have up to 3 inner beings.  Perfect!  Now, I can give her two custom forms she can summon, but it will be limited to that.

Star Boy: Great stuff here as well.  Thanks for the feedback on the shield and the 'gravity point.'  I've made the gravity point attack energy costly (Med), and the shield follows your advice.

Alright, I'm going to make a few more tweaks, and then I'll post the nearly complete last batch of HFs.

Hey PG, would you be interested in doing some testing for balance/feel once I get these guys all built in and set up?

Title: Re: DCUG Tuneup
Post by: Cyber Burn on June 22, 2019, 10:07:57 PM
Star Boy - along with making people and their objects heavy, he can make things heavy to fall onto people, but I don't know if there's a way to simulate that in a hf.  As far as making something heavy enough to draw people towards it, I would think that anything that is heavy enough to start to exert it's own gravity on something is not going to be able to remain on the surface of a planet for very long.  And that would take a lot of effort on his part - in a story where Mon-El was out of control, to keep him from flying away Star Boy had to make him heavy enough to simulate the effects of being subject to Daxam's gravity, but he seemed to be having a hard time holding it.  If you still want to go with that idea, something I had intended to look into for The Top was to give him Summoner, and have different tops be a summoned creature that would stay in one spot and emit powers & attacks.  TPB was working on some simple meshes for them, but I don't think he ever released them (to my disappointment).  For the gravity shield, I could see it for physical projectiles & weapons, even shrapnel, I wouldn't have it effect beams, as bending light is on the extreme end of the scale.  Same goes for radiation, but acid and gas are fair game.

There is an anvil drop, which can be Skoped to create other items falling as well. Just not sure how well they would show up in-game.

Title: Re: DCUG Tuneup
Post by: BentonGrey on June 23, 2019, 04:51:38 AM
There actually is maybe something there, with like, an asteroid drawn out of orbit or something, but that's probably a bit extreme.  Neat idea, CB!

So, here are almost all of the remaining characters:

Star Boy:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      4    Agile
     Endurance:    5    Very Hardy
     Energy:       7    Extraordinarily Powerful

 Attributes:
     Flier                         
     Density Control               
     Mass Control                 
     FF Active Defense (35 HP)     
     

 Powers:
     punch (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    libertylad_onetwo             

     gravity field (Area):
             DamageType:          Density Max
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_2                       
             Attached FX Name:    alchemiss_lift               

     grav control (Passive Defense):
             Block Type:          Normal
             Success Rating:      Occasional
             Level:               4
             Animation Name:      ranged_7                     
             Attached FX Name:    mental_pink_block             
             Damage Blocked:      Acid
                                  Crushing
                                  Piercing
                                  Cold
                                  Fire
             Attacks Blocked:     Melee
                                  Ranged

     gravity crush (Ranged - Beam):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           Medium
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_7                     
             Attached FX Name:    pinstripe_denistymaximization

     gravitic destruction (Ranged - Beam):
             DamageType:          Crushing
             Magnitude:           Very High
             Energy Point Cost:   High
             Stun:                Medium
             Knockback:           Medium
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    pinstripe_denistymaximization

     mass blast (Ranged - Beam):
             DamageType:          Stasis
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    manbot_energyfocus           

     gravity cone (Ranged - Cone):
             DamageType:          Density Max
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                Very High
             Knockback:           None
             Velocity:            Fast
             Angle:               High
             Range:               Long
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    BMagneto_Magnetic_Wave       

     black teleport (Special):
             Special Type:        Teleport Self       
             Energy Point Cost:   Medium
             Level:               2
             Animation Name:      area_2                       
             Attached FX Name:    apocalypse_teleport           

     gravity beam (Ranged - Beam):
             DamageType:          Density Max
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                High
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_10                     
             Attached FX Name:    pinstripe_denistymaximization

     gravity bomb (Ranged - Explosive Projectile):
             DamageType:          Power Null
             Magnitude:           Extreme
             Energy Point Cost:   Medum
             Stun:                Medium
             Knockback:           None
             Velocity:            Normal
             Radius:              360 Degrees
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    aff_plasma_rocket_purple

I'm reasonably happy with what I've ended up with.  He's going to have an FF AD for his gravity shield.  He's got a range of beam attacks that do various fun things.  He's of course got a straight-up density-max, but he's also got an FFX Gravity Increase swap, which effectively lowers an enemy's strength each hit until they are helpless on the ground.  Plus, his other powers will have that swapped out for their stun, so there will be a chance that could happen at any time.  He's also got a light and heavy 'crushing' beam that will give him an option to do damage, as well as that 'gravity bomb' I talked about.  I read that he could teleport thanks to his  star suit, so he's got a teleport power too.  I'm thinking he probably shouldn't have Mass Control, but I was trying to think of another attribute to give him.  Any ideas?

Sun Boy:
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       7    Extraordinarily Powerful

 Attributes:
     Cold Blooded                 
     Flier                         
     Volcanic                     
     Flame Control                 
     FF Active Defense (20 HP)     

 Powers:
     punch (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    default_punch                 

     solar beam (Ranged - Beam):
             DamageType:          Heat
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_7                     
             Attached FX Name:    eldiablo_flameproject         

     fireball (Ranged - Explosive Projectile):
             DamageType:          Heat
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Medium
             Velocity:            Normal
             Radius:              360 Degrees
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_12                     
             Attached FX Name:    eldiablo_inferno             

     living sun (Area):
             DamageType:          Heat
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Medium
             Radius:              360 Degrees
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    nova_blast                   

     sb fire sheath (Passive Defense):
             Block Type:          Normal
             Success Rating:      Occasional
             Level:               4
             Animation Name:                                   
             Attached FX Name:    microwave_absorbradiation     
             Damage Blocked:      Radiation
                                  Crushing
                                  Piercing
                                  Energy
                                  Cold
                                  Fire
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Area

     flame cage (Ranged - Beam):
             DamageType:          Stasis
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Velocity:            Normal
             Range:               Medium
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    fire_rings                   

     solar blast (Ranged - Beam):
             DamageType:          Heat
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    mechanical_flamecannon       
             Power Flags:         Penetrating

     solar flare (Area):
             DamageType:          Blind
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           Low
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_2                       
             Attached FX Name:    dazzler_flash_bulb           

     absorb heat (Passive Defense):
             Block Type:          Deflect
             Success Rating:      Almost Always
             Level:               4
             Animation Name:                                   
             Attached FX Name:    manbot_energyabsorb           
             Damage Blocked:      Fire
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Area
                                  Direct

     nova bomb (Ranged - Explosive Projectile):
             DamageType:          Heat
             Magnitude:           High
             Energy Point Cost:   
             Stun:                Low
             Knockback:           Medium
             Velocity:            Normal
             Radius:              90 Degrees
             Range:               Long
             Accuracy:            High
             Max Instances:       3
             Level:               4
             Animation Name:      ranged_12                     
             Attached FX Name:    eldiablo_inferno             
             Power Flags:         Impact Spawn

I'm pretty happy with Sun Boy, who is built as a pretty standard fire-type blaster, with a range of fire beams, some explosive projectiles, and some area attacks, including a blinding one to represent his ability to produce light as well as heat.  He'll have a limited fire FF AD.

Tharok:
Spoiler: ShowHide
 Stats:
     Strength:     5    Very Strong
     Speed:        6    Extremely Fast
     Agility:      5    Very Agile
     Endurance:    5    Very Hardy
     Energy:       10  Energized

 Attributes:
     Flier                         
     Charged                       
     Cybernetic Brain             
     Coordinator                   
     Grim Resolve                 

 Powers:
     energy blast (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           Extreme
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           Extreme
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_11                     
             Attached FX Name:    aff_xbeam_purple             

     panic beam (Ranged - Beam):
             DamageType:          Panic
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    eye_of_reich_panic           

     radiation beam (Ranged - Beam):
             DamageType:          Irradiate
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    microwave_penetratingbeam     
             Power Flags:         Penetrating

     freeze cannon (Ranged - Beam):
             DamageType:          Freeze
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    coldwarrior_freezeray         

     tharok punch (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Medium
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    manowar_gaff                 

     fancy footwork  (Passive Defense):
             Block Type:         
             Success Rating:      Occasional
             Level:               4
             Animation Name:      active_defence               
             Attached FX Name:    minuteman_vigilanceblock     
             Damage Blocked:      Crushing
                                  Piercing
             Attacks Blocked:     Melee
                                  Ranged

     tharok finger laser (Ranged - Beam):
             DamageType:          Heat
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    Sniper Laser                 

     <empty>

     stun bolts (Ranged - Projectile):
             DamageType:          Electrical
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Very High
             Knockback:           None
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_10                     
             Attached FX Name:    electro_ball                 

     cybernetic combo (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_6                       
             Attached FX Name:    manowar_gaff

I'm pretty pleased with Tharok.  I read some of his appearances and drew most of his powers from thigns I saw him do.  I didn't realize that he was the leader of the Fatal Five, so that helped me define his role.  He's a blaster with a number of different types of beams, and he buffs his allies with Coordiantor.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 23, 2019, 04:54:48 AM
Timber Wolf:
Spoiler: ShowHide
 Stats:
     Strength:     6    Extremely Strong
     Speed:        5    Very Fast
     Agility:      7    Extraordinarily Agile
     Endurance:    7    Extraordinarily Hardy
     Energy:       4    Powerful

 Attributes:
     Claws                         
     Danger Sense                 
     Hot Tempered                 
     Flier
     Zuunium Treatments                 
     
 Powers:
     savage slash (Melee):
             DamageType:          Piercing
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    evilfemale_scratch           

     blinding slash (Melee):
             DamageType:          Blind
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                High
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_5                       
             Attached FX Name:    icequeen_slash               

     lupine charge (Melee):
             DamageType:          Crushing
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           Extreme
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_7                       
             Attached FX Name:    icequeen_slash               

     wild reflexes (Passive Defense):
             Block Type:          Reflect
             Success Rating:      Occasional
             Level:               4
             Animation Name:      dodge_left                   
             Attached FX Name:                                 
             Damage Blocked:      Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Attacks Blocked:     Melee
                                  Ranged

     savage rage (Special):
             Special Type:        Blind Justice       
             Energy Point Cost:   Low
             Level:               2
             Animation Name:      special_transform             
             Attached FX Name:    wraith_manta_teleportation   

     beastial bashing (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_9                       
             Attached FX Name:    icequeen_slash               

     primeval pummeling (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   High
             Stun:                High
             Knockback:           None
             Swiftness:           Very Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_10                     
             Attached FX Name:    icequeen_slash               

     hunting wolf (Special):
             Special Type:        Speeding Bullet     
             Energy Point Cost:   
             Level:               2
             Animation Name:      run                           
             Attached FX Name:    bullet_speeding_bullet

I THINK I've got TW pretty good.  He's fast and strong, and he has claws for extra damage.  He's got nice, bestial-type keys, and he's got a range of melee attacks, combos, and stuns.  He has a custom attribute that gives him Loner, Acrobatic, and Grim Resolve.

Triplicate Girl:
Spoiler: ShowHide
Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      5    Very Agile
     Endurance:    4    Hardy
     Energy:       4    Powerful

 Attributes:
     Danger Sense                 
     Flier                         
     Inner Being                   
     
     

 Powers:
     punch (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    default_punch                 

     triple kick (Melee):
             DamageType:          Crushing
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           High
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    shadow_kick                   

     triple attack (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    thebard_prancing_punch       

     triple threat (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           High
             Swiftness:           Fast
             Arc:                 360 Degrees
             Level:               4
             Animation Name:      melee_kickcombo               
             Attached FX Name:    shadow_kick                   

     triple terror (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_4                       
             Attached FX Name:    thebard_prancing_punch       

     fancy footwork  (Passive Defense):
             Block Type:          Reflect
             Success Rating:      Occasional
             Level:               4
             Animation Name:      dodge_left                   
             Attached FX Name:                                 
             Damage Blocked:      Crushing
                                  Piercing
                                  Energy
                                  Electrical
                                  Cold
                                  Fire
             Attacks Blocked:     Melee
                                  Ranged

I've finally found the way to do TG, as I said in the previous post.  I've given her Inner Being, and I'll make her two other forms the two beings she can summon, which I'm excited about.  She's got a standard suite of melee attacks, and her other forms will just have the same powers, though this allows me to give them different colored skins, which is great.  If you've got any suggestions for attributes or powers, I'd love to hear them.  Also, power titles, as I've not had much luck with good names for her powers.

Tyr:
Spoiler: ShowHide
Stats:
     Strength:     7    Extraordinarily Strong
     Speed:        5    Very Fast
     Agility:      4    Agile
     Endurance:    7    Extraordinarily Hardy
     Energy:       6    Extremely Powerful

 Attributes:
     Combat Skill (Expert)
     Crack Shot                   
     Invulnerable (05 HP)         
     Tough Guy                     
     Grim Resolve                 

 Powers:
     tyrannical blow (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Medium
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    order_punishment             

     tyraz torment (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    purpledarkmen_rend           

     warlord strikes (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Very High
             Knockback:           None
             Swiftness:           Fast
             Arc:                 90 Degrees
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    manowar_gaff                 

     fancy footwork (Passive Defense):
             Block Type:         
             Success Rating:      Occasional
             Level:               4
             Animation Name:      active_defence               
             Attached FX Name:    minuteman_vigilanceblock     
             Damage Blocked:      Crushing
                                  Piercing
                                  Energy
             Attacks Blocked:     Melee
                                  Ranged

     bionic beam (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                None
             Knockback:           Medium
             Velocity:            Normal
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    microwave_penetratingbeam     

     bionic gun (Ranged - Projectile):
             DamageType:          Electrical
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           None
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    Electro_Projectile_Pistol     

     bionic blast (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           Extreme
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           Extreme
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_16                     
             Attached FX Name:    aff_xbeam_yellow             

     mind control ray (Ranged - Beam):
             DamageType:          Hypnosis
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_16                     
             Attached FX Name:    eye_of_reich_panic           

     electro rounds (Ranged - Projectile):
             DamageType:          Electrical
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_14                     
             Attached FX Name:    Electro_Projectile_Pistol     

     energy rocket (Ranged - Explosive Projectile):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Velocity:            Normal
             Radius:              180 Degrees
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    aff_plasma_rocket_yellow

I also feel like I have Tyr pretty well down.  He's a dangerous opponent with a mix of deadly projectiles, beams, and melee attacks.  I'm not a 100% sure how tough or strong he should be, though.
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 23, 2019, 04:55:35 AM
Tyroc:
Spoiler: ShowHide
Stats:
     Strength:     3    Normal
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       7    Extraordinarily Powerful

 Attributes:
     Crack Shot                   
     Flier                         
     Energy Shield (active)       
     Telekinetic                   
     

 Powers:
     melee (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Low
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    default_punch                 

     eeyyaaahh (Ranged - Beam):
             DamageType:          Heat
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Medium
             Knockback:           Low
             Velocity:            Normal
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    seaurchin_sonicray           

     rryyy (Ranged - Cone):
             DamageType:          Energy
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           Extreme
             Velocity:            Normal
             Angle:               High
             Range:               Long
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    fortissimo_deadly_chorus     

     uiuueeee (Ranged - Beam):
             DamageType:          Panic
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Velocity:            Normal
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    legionnaire_war_cry           

     arrrrhhhh (Area):
             DamageType:          Heat
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_2                       
             Attached FX Name:    SpudHavokAreaBig             

     oyyuuuuuu (Special):
             Special Type:        Teleport Self       
             Energy Point Cost:   
             Level:               2
             Animation Name:      area                         
             Attached FX Name:    boom_tube                     

     ahhrrrrrr (Passive Defense):
             Block Type:          Normal
             Success Rating:      Occasional
             Level:               4
             Animation Name:      area_2                       
             Attached FX Name:    sin_passive_shield           
             Damage Blocked:      Crushing
                                  Piercing
                                  Energy
                                  Cold
                                  Fire
             Attacks Blocked:     Melee
                                  Ranged
                                  Area

     zzzrrruugghh (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           Very High
             Energy Point Cost:   
             Stun:                Medium
             Knockback:           Extreme
             Velocity:            Normal
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    sonic_scream_large           

     irrrrwwww (Direct):
             DamageType:          Stasis
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                None
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    greenbachitte_entangle       
             Power Flags:         Ground Targets Only

     ccciiirrr (Ranged - Beam):
             DamageType:          Power Null
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                Medium
             Knockback:           None
             Velocity:            Normal
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    seaurchin_sonicray

Ohh Tyroc...you are such an embarrassment.  So, I learned that Tyroc was an attempt to add some diversty to the Legion, a worthy goal, but apparently because of editorial interference, he was made as ridiculous as possible to undercut that effect...and that sort of is obvious.  But, I just decided to steer into the crazy.  His "reality warping cry" can do a bunch of different things.  Someone even mapped out the different sounds he made on Wikipedia, so I used those for his powers, which makes me laugh whenever I think about it.  Take a look at them and enjoy the absurdity.  He's got a fire beam (pyrokinesis), a high KB 'wind' attack, a fire explosion, a teleport, a shield, a powerful energy beam, a plant control stasis power, and a power null beam.  Crazy, right?

Ultra Boy:
I'll post all of his if anyone wants me to, but he's pretty straight forward, really.  He's got shapeshifter and 3 different forms.  He starts with strength, but he also has 1) Speed (with flash's powerset), 2) Invulnerability, and he's a little tougher than Superman, since that's all he's got in that mode, 3) Vision powers, with a range of beams and a cone attack.

Universo:
Spoiler: ShowHide
Stats:
     Strength:     3    Normal
     Speed:        3    Normal
     Agility:      4    Agile
     Endurance:    4    Hardy
     Energy:       7    Extraordinarily Powerful

 Attributes:
     Level Headed                 
     Disciplined                   
     Disguise                     
     
     

 Powers:
     punch (Melee):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    default_punch                 

     hypnotize (Ranged - Beam):
             DamageType:          Hypnosis
             Magnitude:           Extreme
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    Shocker_Beam_Sensor           

     blank (Ranged - Beam):
             DamageType:          Mental Blank
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    Shocker_Beam_Sensor           

     mass hypnosis (Area):
             DamageType:          Hypnosis
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      ranged_3                     
             Attached FX Name:    Shocker_Electrical_Release   

     mass blank (Area):
             DamageType:          Mental Blank
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    aff_boom_green

Universo is pretty simple.  He's got mind control and mental blank attacks, beam and area.  He's also got Disguise and is very hardened against mental attacks.  I should actually add a PD against them...

Validus:
Spoiler: ShowHide
Stats:
     Strength:     10  Mighty
     Speed:        4    Fast
     Agility:      2    Sluggish
     Endurance:    10  Invulnerable
     Energy:       8    Incredibly Powerful

 Attributes:
     Berserker                     
     Weak Minded                   
     Flier                         
     Ponderous                     
     Future Mutant (Combo)

 Powers:
     vicious blow (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           High
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    supercollider_massivepunch   

     Mind Blast (Ranged - Beam):
             DamageType:          Mental Blank
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    Electro_Beam_Blast           

     savage kick (Melee):
             DamageType:          Crushing
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           Extreme
             Swiftness:           Normal
             Arc:                 90 Degrees
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    shadow_kick                   

     ground smash (Area):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_4                       
             Attached FX Name:    order_quake                   
             Power Flags:         Ground Targets Only

     energy absorption (Passive Defense):
             Block Type:          Deflect
             Success Rating:      Frequent
             Level:               4
             Animation Name:                                   
             Attached FX Name:    microwave_absorbradiation     
             Damage Blocked:      Radiation
                                  Energy
                                  Electrical
                                  Fire
             Defense Flags:       Always Active
             Attacks Blocked:     Ranged
                                  Direct

     Mind Lightning (Ranged - Beam):
             DamageType:          Electrical
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           High
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    manowar_bolt                 

     mutant mash (Melee):
             DamageType:          Crushing
             Magnitude:           Extreme
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_8                       
             Attached FX Name:    supercollider_massivepunch   

     mind bolt (Ranged - Projectile):
             DamageType:          Electrical
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           Medium
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_4                     
             Attached FX Name:    silverbachitte_chainlightning

     mutant mauling (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_4                       
             Attached FX Name:    purpledarkmen_rend

He was a bit of a tough one, as I didn't realize how powerful he really was at first.  He's extremely tough, and he's got more invulnerability than Superman.  He's got a combo attribute that gives him Inv. 12, PR, and Combat Skill (Expert).  He hits like a ton of bricks, but his melee attacks aren't very fast.  He's got a range of powerful melee attacks, as well as mental 'lightning', both electrical and actually mental.  Tommy's HF had an energy absorption PD, and I'm not sure about that.  What do y'all think?
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 23, 2019, 04:56:09 AM
Wildfire:
Spoiler: ShowHide
Stats:
     Strength:     7    Extraordinarily Strong
     Speed:        5    Very Fast
     Agility:      4    Agile
     Endurance:    7    Extraordinarily Hardy
     Energy:       9    Fantastically Powerful

 Attributes:
     Flier                         
     Dispersed                     
     Unstable Energy               
     Explosive                     
     Hot Tempered                 

 Powers:
     wild blow (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   None
             Stun:                None
             Knockback:           Medium
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    order_punishment             

     anti focus (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           High
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    makankosappo                 

     release  (Area):
             DamageType:          Energy
             Magnitude:           Extreme
             Energy Point Cost:   High
             Stun:                None
             Knockback:           High
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area                         
             Attached FX Name:    manbot_energyrelease         

     energy absorption (Passive Defense):
             Block Type:          Deflect
             Success Rating:      Very Frequent
             Level:               4
             Animation Name:                                   
             Attached FX Name:    manbot_energyabsorb           
             Damage Blocked:      Radiation
                                  Energy
                                  Electrical
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Area
                                  Direct

     wild blast (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           Extreme
             Energy Point Cost:   
             Stun:                High
             Knockback:           Extreme
             Velocity:            Very Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    timemaster_energyxbeam       

     firey fists (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_4                       
             Attached FX Name:    order_punishment             

     energy leech (Area):
             DamageType:          Energy Leech
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area                         
             Attached FX Name:    manbot_energydraw             

     energy transfusion (Ranged - Beam):
             DamageType:          Transfer
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:           
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    manbot_energytransfer         

     anti beam (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           Medium
             Velocity:            Normal
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_7                     
             Attached FX Name:    wraith_manta_neon_bolt       

     wild haymaker (Melee):
             DamageType:          Crushing
             Magnitude:           Very High
             Energy Point Cost:   High
             Stun:                Low
             Knockback:           High
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_3                       
             Attached FX Name:    order_punishment

WF has a range of energy beams and an energy leech area, as well as an energy explosion area.  He's strong and tough, with TONS of power, and he's got Dispersed Structure, which seems like a must.  I'm ignoring all the mass control and other odds and ends from his first appearance.  Thoughts?

I've also finished Colossal Boy, who has three forms, small, medium, and large.  His small form has a bit of strength and toughness, his medium one caps at 6 or 7, and has stone material type, while his big one is 10 strength, plus PR and 02 Inv.  Also at the top level, he's got no dodge, but all of his melee attacks are area attacks.



So, what do y'all think?
Title: Re: DCUG Tuneup
Post by: Cyber Burn on June 23, 2019, 07:53:40 PM

So, what do y'all think?

I think I am very excited to see this one get released!!!   :D
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 24, 2019, 12:31:32 AM
Haha, thanks man!  I MAY have to do at least a short Legion campaign too.... :D

Also, should Mon-El's stats be the same as SuperMAN's?  Should I do him one tier lower, since he's younger?
Title: Re: DCUG Tuneup
Post by: BentonGrey on July 24, 2019, 05:04:44 AM
Still hope someone will weigh in on those previous questions, but here's another one.  What attributes should the Pied Piper have?
Title: Re: DCUG Tuneup
Post by: daglob on July 24, 2019, 03:19:33 PM
Haha, thanks man!  I MAY have to do at least a short Legion campaign too.... :D

Also, should Mon-El's stats be the same as SuperMAN's?  Should I do him one tier lower, since he's younger?

Man, I haven't been able to play the game in so long...

What I remember I did was used a Superman hero file for a start, and made Mon-El as strong and as tough, but made Superman a little more combat effective. I did that with most Kryptonians. Supes has been operating as a superhero for decades, and the Phantom Zone escapees have, what, 20 minutes experience? Superman, for instance, won't overshoot his mark with a punch and fling himself out of position.
Title: Re: DCUG Tuneup
Post by: BentonGrey on July 25, 2019, 02:56:25 AM
Thanks DG, interesting take!  Can't play the game?  I knew you were having problems with it, but I didn't realize you can't run it at all.  What's the deal?
Title: Re: DCUG Tuneup
Post by: daglob on July 25, 2019, 04:03:05 AM
Basically, an older computer that needs more memory. That, and a graphics driver that will barely run Photoshop have been giving me fits.
Title: Re: DCUG Tuneup
Post by: BentonGrey on July 26, 2019, 08:39:49 PM
Okay, odds and ends:

Pied Piper: Should he really be limited more to mind effects or should he also have a physical attack?  If so, should he have a heavy damage version too?  What attributes should he have?

Dr. Sivana: I've actually come up with a file I like pretty well for him.  I'll post it later, but at the moment, what do y'all think is better?  An intangibility power or a teleport power?

I'm moving through my list of leftover characters that I've had sitting around waiting to be finished.
Title: Re: DCUG Tuneup
Post by: daglob on July 27, 2019, 12:16:25 AM
Seems like I remember Pied Piper having a sonic attack at one point. Stun only, perhaps.

Sivana is a mad scientist: anything he comes up with makes sense. He once built a robot that was as strong as Marv... somehow...

Title: Re: DCUG Tuneup
Post by: BentonGrey on August 01, 2019, 09:31:01 PM
Thanks DG, that was helpful!

So, new question.  Anyone know how to make a character lose energy or have other bad effects from being stasised? 
Title: Re: DCUG Tuneup
Post by: spydermann93 on August 01, 2019, 10:34:33 PM
It should be possible with "Vunlerability". Set the trigger to isStasis and set the range to 0.

Alternatively, you could add an "Accidental Change" where he swaps to a weaker form for a bit and give him the "Mad" (or is it "Insane"?) attribute where he'll get random status afflictions every now and then.
Title: Re: DCUG Tuneup
Post by: BentonGrey on August 01, 2019, 11:08:47 PM
Ahh, perfect Spyder.  Thanks man!
Title: Re: DCUG Tuneup
Post by: BentonGrey on February 23, 2020, 07:37:28 PM
Howdy guys, I'm back at it, and, among other things, I'm working on a range of alien Green Lanterns to round out the Lantern Corps. for the DCUG.  I'm wondering what suggestions folks have to make the following characters a bit unique:


I'll probably also need some simple green skins for stuff for character-specific constructs eventually too.

So, what do y'all think?
Title: Re: DCUG Tuneup
Post by: Tomato on February 23, 2020, 09:27:54 PM
I'm on my phone so it's hard to do an itemized check, but

http://catman.freedomforceforever.com/pages/green.html

Has at least Salaak and Katma Tui, and Zulius Zox is just a red lantern Galius Zed.

Edit:yeah, from what I can see, everyone you listed is there but Galius and Stel.
Title: Re: DCUG Tuneup
Post by: BentonGrey on February 24, 2020, 03:22:44 AM
Thanks, 'Mato!  I'm talking about herofiles, rather than art assets.  I've actually got all of these from SA already. :)
Title: Re: DCUG Tuneup
Post by: Jimaras8 on February 24, 2020, 09:18:22 AM
I wish i would be more of help in that area but i'm wondering how you are gonna diversify their powersets Benton. There are only so many green FX in the game  :P. If there is one person who can pull it off it is you. Btw, did you finish the expansion packing?
Title: Re: DCUG Tuneup
Post by: BentonGrey on March 02, 2020, 05:42:56 AM
Well, what I've decided is to give them the proper stats as determined by research, but then try to give them one unique attribute and one or two unique powers.  I'm also trying to give at least one or two of the standard GL 'suite' of powers a custom look, even if it does the same thing.  That way, there doesn't have to bee too much diversification, but each of these guys will feel a little unique and bring different things to the battlefield.  I've got a pretty good handle on most of them, but I could really use some suggestions for some of the others.  Here's what I've got-

Galius: He's from a high gravity planet, so he's strong and tough, and as we've seen in some of his appearances, he likes to sort of 'cannonball special' himself at bad guys.  So, his special power is a charge attack.  If I can find some good keys that won't distort him terribly, I'd love to have a bouncing around multi-contact melee attack for him as well.  I've made the standard ranged explosive attack for him an asteroid, and he also has the power to density max an enemy, simulating his experience with heavy gravity.  His attribute is Hot Tempered, because he definitely has a fiery attitude. 

Medphyll: This plant-based lifeform has wood material type, and I figure he'd have plant-themed constructs.  So, he's got a direct attack with a tree golem that can put a foe into stasis as well as do damage, and his knockback projectile will be tree-themed if I can figure it out.  I've thought about giving him Puppet Master: Nature, but I think that might be overkill for a GL.  He's also Solar Powered, to reflect his plant nature.

Naut: As a marine being, he's strong and hardy, and he's got Aquaman-style wood material type, making him tough but vulnerable to heat.  He's got an area attack that is an 'emerald whirlpool,' and his explosive projectile is a 'sea serpent'.  He's also apparently got poison scales, so I've given him an acid burn melee attack as well.

Stel: This robotic Lantern is obviously metal and has a Cybernetic Brain.  He's got a 3 contact melee combo and a stunning emerald electrical attack.  His explosive projectile is a robot rocket fist.  Any other cool ideas for him?

I'm still trying to figure out what to do for-

Also, I'm going back and tweaking my other Lanterns.  What does your John Stewart look like?  Mine is rather boring at the moment.  I'm using the JLU style 'marine' background for him, as well as the architect.  I haven't found a good way to incorporate the latter, but he summons emerald marines as one of his constructs.

How about Arkiss Chummuck?

Tomar-Re?
Title: Re: DCUG Tuneup
Post by: Panther_Gunn on March 02, 2020, 06:58:16 AM
Without digging into it, here's a couple of thoughts:

Tomar-Re:  he's old-school, an experienced Lantern when Hal was still wet behind the ears.  Maybe have him be the standard everyone else is a deviation off of?  Hal may have introduced a more individualistic trait into the Corps.

Green Man:  which one are you using, the first one, or the second?  The first one quit the Corps and joined the Omega Men, and was eventually killed by Durlans during the Invasion! mini.  Their race frowns upon individuality, and the first one rebelled against that, so I would suggest that he have *all* different effects from everyone else.

Salaak:  isn't there some kind of tactical or team leader attribute?  something similar to symbiote or something, where his presence on the team improves everyone else?
Title: Re: DCUG Tuneup
Post by: SickAlice on March 02, 2020, 09:36:15 AM
When I was doing those nifs the things I felt that were missing in some cases were certain animations for certain characters that in turn color the essence of their character. Salaak would have benefited from a computer like one or the other of the Batman meshes out there has. He's often seen in the comic clacking away on an LED screen, moreso than all else even. Naturally his arm animations need work, I cheated on mine. The other of the ones you mentioned was Stel. I gave him the typical lantern stuff but he's supposed to have some sort of transforming components as well guns that pop out. Anyways for attributes then I think you have it but I would add computer interfacing type stuff to Salaak, possibly an actual point in a mission where he's required to hack into something to open a door or shut down a defense system or something.
Title: Re: DCUG Tuneup
Post by: BentonGrey on March 03, 2020, 12:00:04 AM
Great stuff, PG!  Those are helpful. 

Tomar: Yeah, that makes sense.

Green Man: I'm using the former, and I had similar thoughts, but I'm not quite sure what those custom ones should be.

Salaak: Coordinator!  Good call!

SA: Yeah, there are things it would be cool for them to have, but you've done an amazing job with all of these guys!  I'm really thankful for the breadth of your GL work!  :D  Yeah, Salaak having some computer skills makes sense.  I'm thinking of maybe giving him 'Genetic Damage,' which is one of my usual 'smart guy' powers, or a Power Null, something to show him outwitting or working around a foe.  You know, funnily enoguh, I could have sworn that I saw a Salaak skope that had that Batman computer thing.  Weird.

Any more ideas, guys?  SA, you are clearly a GL fan; any ideas for some of those others?
Title: Re: DCUG Tuneup
Post by: SickAlice on March 03, 2020, 07:13:45 AM
I guess for Stel in general he should model after War Machine. Tough as nails and difficult to damage and doles out heavy artillery. That pretty much captures his on panel character in a nutshell.

Actually I suppose I should mention if anyone wants and is planning on doing anything I still have every template file I used for the Lantern stuff I did be it base nifs, Blender rigs and PS files with complete stencils. If anyone needs em just ask. I also can walk anyone through the process of making a conformed to shape aura which tends to be the part that takes a bit of work otherwise.
Title: Re: DCUG Tuneup
Post by: BentonGrey on March 04, 2020, 01:31:19 AM
Cool, thanks man!  Maybe someone will take you up on that.

Stel: Okay, that's helpful.  I have some cool ideas now that will make him sorta' like Warmachine. 
Title: Re: DCUG Tuneup
Post by: BentonGrey on March 05, 2020, 05:54:40 PM
Just thinking out loud here, but I have been going back and forth about how to handle the Lanterns.  My first plan was to give them all FF Active Defenses because I hate  :ffvstr: active defenses so much.  This takes more work, and I am still having problems with getting the AI to use them, so I had been toying with just giving them Energy Shield (Active) as well as the Energy Shield (Passive) they already have.  However, I did some testing today, and unfortunately, that combination just doesn't give them the survivability they should have.  Their energy gets battered down and then, of course, the passive shield can't do squat.  So, now I'm back to the FF AD plan.  Hopefully, I can convince one of our remaining AI whizzes to fiddle with this once I get everyone built-in.

On a more pertinent note, I think I've got pretty good grasps on everyone but Larvox and Katma Tui.  I'm not full of ideas for Green Man, but I think I can figure something out.  Any ideas for the former two?
Title: Re: DCUG Tuneup
Post by: BentonGrey on March 10, 2020, 09:42:32 PM
Howdy guys!  So, I've made some more progress and have fleshed each of these guys out pretty well, I think.  I'll be posting a range of HFs soon for feedback.  First, though, my imagination could use a little reinforcement.  I've been reading GL stories and rewatching the old cartoon for inspiration, and that's done some good.  Still, I find myself straining for a little more variety.  I've created several new FX to give myself more options, but what I'm running into is a lack of ideas for different types of things for the ring-slingers to do.  I'm using a more grounded, rational version of the power ring that is more construct based, like the Timmverse version (as with most things in the DCUG), so not everything imaginable is possible for such a build. 

My standard build has a medium damage energy projectile, a high damage energy beam, a high damage energy explosive projectile, and a crystalize swap for ring-created cages.  I've also usually got a knockback-heavy crushing projectile.  What other kinds of things could the various Lanterns do that would fit the framework described above?  Any ideas?  Do any of your Lanterns do something interesting?  My guys all get Summoner and Plasma Sculptor in attributes, so it's powers I'm thinking about.
Title: Re: DCUG Tuneup
Post by: oktokels on March 11, 2020, 03:52:30 PM
My standard build has a medium damage energy projectile, a high damage energy beam, a high damage energy explosive projectile, and a crystalize swap for ring-created cages.
That's pretty much what i've been using for my lanterns, except for the cristalize swap. I used a ranged grapple swap, because i imagine the lantern really focusing on trapping the enemy, by that means that he cannot move freely while grappling an enemy. For my game, only high level lanterns, like the guardians, parallax, etc can mantain various constructs at the same time.

What other kinds of things could the various Lanterns do that would fit the framework described above?  Any ideas?  Do any of your Lanterns do something interesting?  My guys all get Summoner and Plasma Sculptor in attributes, so it's powers I'm thinking about.
I didnt give all my lanterns the summoner attribute, given the above reasons, only high level lanterns can mantain various constructs simultaneously.
Some of my lanterns have powers that incline them to the support role:
- a high area rally power for leader type characters.
- a high area energize power:  Some lanterns have a cool area animation where they take out their lanterns and charge the ring, so i expanded that to give allies a boost on energy.
- 300 percenter: some lanterns can augment their power.
- cloak of shadows: some lanterns can make themselves and others invisible.

Also there are some direct power FXs that resemble a lantern construct, you could use that, but some of them have a delay between the end of animation and the applied damage.
Title: Re: DCUG Tuneup
Post by: BentonGrey on March 12, 2020, 03:58:12 AM
Ok, excellent!  I was hoping you'd have some cool ideas to share; thanks! 

Swap: That's probably fair, and I've been thinking that my build may be a bit too powerful.  Nonetheless, I do enjoy all of them having the ability to create multiple constructs.  It feels more 'Green Lanter-ish' to me.

I had been doing some supporting powers, but those are good ideas, and I think I can see some places where I can find uses for them.  Great stuff, man!
Title: Re: DCUG Tuneup
Post by: SickAlice on March 12, 2020, 03:28:25 PM
Honestly it sounds like you have this, you just need to run with it. For variety just make their FX and attributes flesh out their character itself. Kyle would summon artist themed stuff. John military like a legion of soldiers and tanks. Then attributes to match. So Soranik for example could have heal type stuff as she's a field medic. You get where I'm going with it. Basically it's not as if you need to constrain yourself to exactly match the comic, just let it flow and do whatever rounds out the game your putting together and keeps the fun pace of it.
Title: Re: DCUG Tuneup
Post by: BentonGrey on March 17, 2020, 04:50:58 AM
Thanks guys!  Yeah, I think I've about got everyone sorted.  I'll post the builds tomorrow, probably.
Title: Re: DCUG Tuneup
Post by: windblown on March 17, 2020, 10:59:47 PM
I like that you're going for a different build for each lantern. Looking forward to see them.
Title: Re: DCUG Tuneup
Post by: BentonGrey on March 18, 2020, 06:01:34 AM
Okay guys, here's what I've come up with!  More details and some pictures of everyone in action to be posted tomorrow.

Below, I'll include the EZHero print out of each Lantern, including their unique powers, as well as their assigned Plasma Sculptor weapon summon.  Each of them has a standard suite of powers, including:


They each also have a unique explosive projectile, with each of them having a custom 'construct' FX for the missile.  There's some variety in exactly what those do, too, as some are homing, some are higher damage, etc.  Most of them also have some type of custom projectile(s), and I tried to give every one of them a unique 'thing,' a particular power or attribute that makes them stand out.

Chaselon: This unique fellow has a crystalline body that is tough and can refract and redirect energy attacks.  He can even (in my build) direct his ring through his body to magnify or scatter its beams.  His weapon is a hammer.
Spoiler: ShowHide
 Stats:
     Strength:     4    Strong
     Speed:        5    Very Fast
     Agility:      4    Agile
     Endurance:    6    Extremely Hardy
     Energy:       8    Incredibly Powerful

 Attributes:
     Light Speed                   
     Power Ring (Combo: Plasma Sculptor, Summoner 4, Flier, Disciplined, Energy Shield Passive, FF Active Defense 35, Guardian Physical)
     heavy hitter                 
     Strange Visitor               
     Enhanced Senses               

 Powers:
     emerald missile (Ranged - Explosive Projectile):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           Medium
             Velocity:            Fast
             Radius:              180 Degrees
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_10                     
             Attached FX Name:    green_plasma_rocket           

     prismatic body (Passive Defense):
             Block Type:          Normal
             Success Rating:      Frequent
             Level:               4
             Animation Name:                                   
             Attached FX Name:    microwave_absorbradiation     
             Damage Blocked:      Energy
             Defense Flags:       Always Active
             Attacks Blocked:     Melee
                                  Ranged
                                  Direct

     emerald energy (Ranged - Beam):
             DamageType:          Energy
             Magnitude:           Extreme
             Energy Point Cost:   High
             Stun:                Medium
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_3                     
             Attached FX Name:    aff_xbeam_green               

     emerald refraction (Area):
             DamageType:          Energy
             Magnitude:           Very High
             Energy Point Cost:   High
             Stun:                Very High
             Knockback:           Low
             Radius:              180 Degrees
             Level:               4
             Animation Name:      area                         
             Attached FX Name:    GL_area         


Green Man: The original individual of his world, Green Man wants to be different, his own (green) man...but he's still figuring out how to do that, so his solutions aren't necessarily the most creative.  He does have a nice, spooky green ghost for his explosive, though.  He's got poisonous blood, so I gave him Acid Blood, and I found a reference saying he could teleport.  I've got no clue if that's actually correct, ha!  I'm toying with the idea of having him summon versions of himself.  His weapon is a sword.
Spoiler: ShowHide

 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      5    Very Agile
     Endurance:    5    Very Hardy
     Energy:       8    Incredibly Powerful

 Attributes:
     Light Speed                   
     Power Ring (Combo: Plasma Sculptor, Summoner 4, Flier, Disciplined, Energy Shield Passive, FF Active Defense 35, Guardian Physical)
     heavy hitter                 
     Heavy Lifter                 
     Acid Blood                   

 Powers:
     emerald mace (Ranged - Projectile):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           High
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_10                     
             Attached FX Name:    green_mace_large             

     dimensional teleport (Special):
             Special Type:        Teleport Self       
             Energy Point Cost:   
             Level:               2
             Animation Name:      direct                       
             Attached FX Name:    apocalypse_teleport           

     emerald ghost (Ranged - Explosive Projectile):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                Low
             Knockback:           High
             Velocity:            Fast
             Radius:              360 Degrees
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    gl_wraith                     


Galius Zed: This round little fellow is from a heavy gravity world, so I sort of made that his theme.  If I had more keys to work with, I would have liked to make him more melee focused, with some bouncing attacks, but I was limited by what was available.  (In my build) He hurls a big, slower asteroid as his explosive, and he can manipulate gravity with his ring, drawing on his experience in higher gravity zones.  He'll summon green subterrestrials, playing the role of other heavy gravity aliens.  His weapon is a spiked club.
Spoiler: ShowHide
 Stats:
     Strength:     5    Very Strong
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    5    Very Hardy
     Energy:       7    Extraordinarily Powerful

 Attributes:
     Light Speed                   
     Power Ring
     Hot Tempered                 
     heavy hitter                 
     Heavy Lifter                 

 Powers:
     emerald asteroid (Ranged - Explosive Projectile):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Velocity:            Fast
             Radius:              360 Degrees
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    green_fireball               
 
     gravity syphon (Ranged - Beam):
             DamageType:          Density Max
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    green_flame_stasis           

     emerald vortex (Area):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                Medium
             Knockback:           High
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area                         
             Attached FX Name:    Shocker_Electrical_Release   


Katma Tui: Katma is a veteran and helped train John Stewart, so she shares some traits with him.  She's also a true believer in the Corps and can boost fellow Lanterns with an energize area power.  She knows some tricks, so I gave her a chained construct projectile with good stun to show that skill off.  Her explosive is an angel, a winged woman, which seemed sort of fitting to me.  Her weapon is a naginata.
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      5    Very Agile
     Endurance:    5    Very Hardy
     Energy:       8    Incredibly Powerful

 Attributes:
     Light Speed                   
     Power Ring
     heavy hitter                 
     Heavy Lifter                 
     Shake It Off                 

 Powers:
     emerald mace (Ranged - Projectile):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           High
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    green_mace_large             
             Power Flags:         Chained

     emerald angel (Ranged - Explosive Projectile):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Medium
             Velocity:            Normal
             Radius:              180 Degrees
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    green_angel                   
             Power Flags:         Homing

     brightest day (Area):
             DamageType:          Energize
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Radius:              360 Degrees
             Level:               4
             Animation Name:      ranged_9                     
             Attached FX Name:    GL_battery_area               
             Power Flags:         Enemies Only

     emerald fist (Ranged - Beam):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           High
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_6                     
             Attached FX Name:    GL_fistbeam                   


Larvox: The insectoid and silent Larvox draws on the dominant lifeforms of his own world, insects, as inspiration for his constructs.  He has modified, green, versions of The Ant's insect swarm and his explosive is a green ant.  He even shots out swarms of emerald ants that will have swamp from stun to blindness, so they can do damage and blind a foe.  He'll be summoning some green ant minions too.  His weapon is a staff.
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      5    Very Agile
     Endurance:    5    Very Hardy
     Energy:       8    Incredibly Powerful

 Attributes:
     Disciplined                   
     Flier                         
     Light Speed                   
     Power Ring
     Neutralize                   

 Powers:
     emerald swarm (Ranged - Projectile):
             DamageType:          Energy
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Very High
             Knockback:           Low
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_5                     
             Attached FX Name:    green_ant_swarm               

     emerald claw (Ranged - Projectile):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                High
             Knockback:           High
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_2                     
             Attached FX Name:    green_claw                   

     emerald arthropod (Ranged - Explosive Projectile):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Medium
             Velocity:            Fast
             Radius:              180 Degrees
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    gl_ant                       
             Power Flags:         Homing

     emerald insects (Ranged - Projectile):
             DamageType:          Blind
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                Very High
             Knockback:           None
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    green_ant_swarm               
             Power Flags:         Homing


Medphyll: The plant-based GL is stronger in sunlight and weak to cold.  He's got some plant-themed constructs, including a projectile made from the hand-shaped trees from the Red Oktober missions in FF2.  They do damage and will have a swap from stun to stasis, as they grab onto enemies.  I'm thinking of giving him an 'ent' summon too.  His weapon is the Dark Shaman's staff.
Spoiler: ShowHide
 Stats:
     Strength:     5    Very Strong
     Speed:        5    Very Fast
     Agility:      5    Very Agile
     Endurance:    5    Very Hardy
     Energy:       8    Incredibly Powerful

 Attributes:
     Light Speed                   
     Solar Powered                 
     Power Ring
     Solid Skeleton               
     Cold Blooded                 

 Powers:
     emerald fusillade (Ranged - Projectile):
             DamageType:          Energy
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           Low
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_8                     
             Attached FX Name:    GL_bolt                       

     emerald flora (Ranged - Projectile):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Low
             Knockback:           Medium
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_10                     
             Attached FX Name:    green_tree                   
             Power Flags:         Homing

     emerald entangle (Ranged - Beam):
             DamageType:          Rage
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    green_plant                   

     emerald ent (Direct):
             DamageType:          Piercing
             Magnitude:           Extreme
             Energy Point Cost:   Medium
             Stun:                Very High
             Knockback:           None
             Range:               Long
             Level:               4
             Animation Name:      direct                       
             Attached FX Name:    green_golem_tree             

     wildgrowth (Ranged - Projectile):
             DamageType:          Energy
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Very High
             Knockback:           None
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_7                     
             Attached FX Name:    green_tree   
Title: Re: DCUG Tuneup
Post by: BentonGrey on March 18, 2020, 06:15:50 AM
More!

Naut Ke Loi: This Aquatic Lantern is one of my favorite designs.  I think I found some neat options for him.  He's got sea-themed constructs, of course, conjuring a sea serpent explosive and a sea serpent beam, complete with customized Quetz snake-hex grapple FX at the end for his Emerald Cage.  He also has a 'wave' area attack.  His weapon is, of course, a trident.
Spoiler: ShowHide
 Stats:
     Strength:     5    Very Strong
     Speed:        5    Very Fast
     Agility:      4    Agile
     Endurance:    6    Extremely Hardy
     Energy:       7    Extraordinarily Powerful

 Attributes:                                       
     Light Speed                   
     Power Ring
     Solid Skeleton
     Heavy Lifter
     Heavy Hitter     

 Powers:
     emerald aquatic (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   None
             Stun:                Low
             Knockback:           Medium
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_4                       
             Attached FX Name:    emrald_punch                 

     emerald trident (Ranged - Projectile):
             DamageType:          Piercing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                High
             Knockback:           High
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_10                     
             Attached FX Name:    green_trident                 

     emerald sea (Ranged - Explosive Projectile):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Velocity:            Fast
             Radius:              180 Degrees
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      ranged_11                     
             Attached FX Name:    DragheadGreen                 

     emerald prison (Ranged - Beam):
             DamageType:          Rage
             Magnitude:           Very High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Velocity:            Fast
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged                       
             Attached FX Name:    green_quetz_hex               

     emerald whirlpool (Area):
             DamageType:          Crushing
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Radius:              360 Degrees
             Level:               4
             Animation Name:      area_3                       
             Attached FX Name:    aff_whirlpool_green           

     poison scales (Melee):
             DamageType:          Acid Burn
             Magnitude:           Very High
             Energy Point Cost:   Medium
             Stun:                High
             Knockback:           Low
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee                         
             Attached FX Name:    quetz_serpent_strike         

     powered pummel (Melee):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   High
             Stun:                High
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_5                       
             Attached FX Name:    green_punch   


Salaak: This four-armed Lantern is a logistical and tactical expert, so I gave him several support powers, like a genetic damage and a single target rally.  He also has four arms, so he tends to do multiple projectiles at once.  His weapon is a sword.
Spoiler: ShowHide
 Stats:
     Strength:     3    Normal
     Speed:        5    Very Fast
     Agility:      5    Very Agile
     Endurance:    5    Very Hardy
     Energy:       8    Incredibly Powerful

 Attributes:
     heavy hitter                 
     Heavy Lifter                 
     Light Speed                   
     Power Ring
     Coordinator                   

 Powers:
     emerald storm (Ranged - Projectile):
             DamageType:          Energy
             Magnitude:           Low
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           Low
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_8                     
             Attached FX Name:    GL_bolt                       

     emerald rocket (Ranged - Explosive Projectile):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Velocity:            Normal
             Radius:              180 Degrees
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_11                     
             Attached FX Name:    aff_plasma_rocket_green       
             Power Flags:         Homing

     emerald blade (Ranged - Projectile):
             DamageType:          Crushing
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           Medium
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      ranged_10                     
             Attached FX Name:    green_sword                   
             Power Flags:         Homing

     advanced calculations (Direct):
             DamageType:          Genetic Damage
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                None
             Knockback:           None
             Range:               Medium
             Level:               4
             Animation Name:      direct                       
             Attached FX Name:    Glitch_Reprogram             

     four fist fury (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Medium
             Stun:                Medium
             Knockback:           None
             Swiftness:           Fast
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_5                       
             Attached FX Name:    green_punch                   

     tactical insight (Direct):
             DamageType:          Rally The Troops
             Magnitude:           High
             Energy Point Cost:   Low
             Stun:                None
             Knockback:           None
             Range:               Medium
             Level:               4
             Animation Name:      direct                       
             Attached FX Name:    Glitch_Reprogram             


Stel: This robotic GL has always sort of fascinated me.  I love the idea of a sentient robot being a GL.  Anyway, he's something of a flying weapons platform.  He's tough and strong, but he's not too fast, and he focuses on multiple attacks rather than damage.  His weapon is a halberd. 
Spoiler: ShowHide
 Stats:
     Strength:     6    Extremely Strong
     Speed:        4    Fast
     Agility:      4    Agile
     Endurance:    7    Extraordinarily Hardy
     Energy:       7    Extraordinarily Powerful

 Attributes:
     heavy hitter                 
     Heavy Lifter                 
     
     Strange Visitor               
     Cybernetic Brain             

 Powers:
emerald blasters (Ranged - Projectile):
             DamageType:          Energy
             Magnitude:           Low
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           Low
             Velocity:            Fast
             Radius:              No Arc
             Range:               Long
             Accuracy:            Medium
             Max Instances:       2
             Level:               4
             Animation Name:      ranged_7                     
             Attached FX Name:    gldp_shot                     
             Power Flags:         Flight Spawn

     emerald rocketfist (Ranged - Explosive Projectile):
             DamageType:          Energy
             Magnitude:           High
             Energy Point Cost:   Medium
             Stun:                Low
             Knockback:           High
             Velocity:            Fast
             Radius:              180 Degrees
             Range:               Long
             Accuracy:            High
             Level:               4
             Animation Name:      melee_7                       
             Attached FX Name:    green_rocketfist             
             Power Flags:         Homing

     metal fists (Melee):
             DamageType:          Crushing
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Medium
             Knockback:           None
             Swiftness:           Normal
             Arc:                 No Arc
             Level:               4
             Animation Name:      melee_2                       
             Attached FX Name:    green_punch                   

     emerald lightning (Ranged - Projectile):
             DamageType:          Electrical
             Magnitude:           Medium
             Energy Point Cost:   Low
             Stun:                Extreme
             Knockback:           High
             Velocity:            Normal
             Radius:              No Arc
             Range:               Long
             Accuracy:            Extreme
             Level:               4
             Animation Name:      melee_7                       
             Attached FX Name:    green_lighting_bolt           

     rocket flurry (Ranged - Explosive Projectile):
             DamageType:          Energy
             Magnitude:           Medium
             Energy Point Cost:   High
             Stun:                Low
             Knockback:           Medium
             Velocity:            Fast
             Radius:              180 Degrees
             Range:               Long
             Accuracy:            Medium
             Max Instances:       3
             Level:               4
             Animation Name:      ranged_8                     
             Attached FX Name:    green_rocket                 
             Power Flags:         Flight Spawn


Alright guys, that's everything for tonight!  I'll finish my tweaking of the GLs I've already got built-in tomorrow and try to take some screenies and maybe post a developer's diary.  Your feedback is very welcome!
Title: Re: DCUG Tuneup
Post by: BentonGrey on June 06, 2020, 11:48:04 PM
Howdy guys, I'm finishing up some last tweaks on my GLs, and I could use some inspiration.  My version of Hal is my standard in several ways.  He's got the usual suite of powers: a no cost, very low damage knockback beam (green hand), a triple projectile attack with medium damage (green jets), a very high damage beam attack, a state swap crystalize attack that locks an enemy in a green cage, a high KB projectile with medium damage (green fist), and a high damage explosive projectile attack.  He's also got an extreme damage direct attack summoning a green fire golem, but it doesn't work very well, and I think I'll switch it out.  I'm trying to decide what else to give him.  Any ideas? 

I'll have room for two powers, since I'm moving his shield to the FF AD attribute.
Title: Re: DCUG Tuneup
Post by: abenavides on June 07, 2020, 01:04:28 AM
I usually give Hal an area attack with high knockback (Emerald Nuke)

Also - I've taken to giving GLs a remote defense to have them shield others as well (Emerald Protect or Emerald Guardian)
Title: Re: DCUG Tuneup
Post by: BentonGrey on January 08, 2021, 06:04:11 AM
Thanks Alex!

So guys, I'm getting back into the mod, and I am looking at some of the new characters I left unfinished.  One of them is the Flash Rogue the Pied Piper.  Anyone have any attribute suggestions for this guy?  I think my HF looks okay, but I'm wondering if I should have other attributes.  I've currently got Enhanced Senses and Energy Shield (Active) for him.
Title: Re: DCUG Tuneup
Post by: spydermann93 on January 08, 2021, 05:05:05 PM
Maybe Beautiful for extra hypnotism?
Title: Re: DCUG Tuneup
Post by: BentonGrey on January 08, 2021, 11:10:11 PM
Hmm, interesting idea, Spyder!
Title: Re: DCUG Tuneup
Post by: oktokels on February 09, 2021, 02:52:22 AM
One of them is the Flash Rogue the Pied Piper.  Anyone have any attribute suggestions for this guy?  I think my HF looks okay, but I'm wondering if I should have other attributes.  I've currently got Enhanced Senses and Energy Shield (Active) for him.

I would probably give him Cybernetic Brain, given that he has a genius level intellect.

Quote from: DC Database
Genius Level Intellect: A genius of sonic theories and sound-based sonic technology.