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?
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
Perhaps Heavy Lifter, so he can throw things?
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)
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?
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.
Quote from: BentonGrey on May 20, 2018, 05:17:26 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
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.
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.
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?
Quote from: 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?
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.
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.
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
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.
: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
Spoiler
Quote
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
Spoiler
Quote
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
QuoteInfo:
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?
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?
Quote from: BentonGrey on January 17, 2019, 04:35:11 AM
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
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
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
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
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!
Too big for one post-
Chemical King:
Spoiler
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
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!
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.
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.
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.
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
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
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?
Emerald Empress:
Spoiler
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
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
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.
Last but not least, here's Lightning Lad:
Spoiler
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?
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.
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.
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?
Quote from: BentonGrey on June 05, 2019, 03:19:52 AM
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?
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
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
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!
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
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
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.
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.
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.
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.
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?
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.
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
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
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
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.
Pulsar Stargrave:
Spoiler
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
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
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.
Shadow Lass:
Spoiler
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!
Quote from: spydermann93 on June 08, 2019, 07:17:04 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?
It half-healths an enemy character or something similar. I can't recall exactly, though. I don't use it very often.
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?
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.
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.
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.
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?
Quote from: Panther_Gunn on June 22, 2019, 04:13:54 AM
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.
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
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
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
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.
Timber Wolf:
Spoiler
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
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
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.
Tyroc:
Spoiler
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
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
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?
Wildfire:
Spoiler
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?
Quote from: BentonGrey on June 23, 2019, 04:56:09 AM
So, what do y'all think?
I think I am very excited to see this one get released!!! :D
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?
Still hope someone will weigh in on those previous questions, but here's another one. What attributes should the Pied Piper have?
Quote from: 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?
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.
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?
Basically, an older computer that needs more memory. That, and a graphics driver that will barely run Photoshop have been giving me fits.
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.
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...
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?
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.
Ahh, perfect Spyder. Thanks man!
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:
- Galius Zed (https://comicvine.gamespot.com/galius-zed/4005-46824/.tld): The giant head guy that looks like a ball.
- Katma Tui (https://comicvine.gamespot.com/katma-tui/4005-10445/.tld): Red skinned, heroic successor to Sinestro.
- Larvox (https://comicvine.gamespot.com/larvox/4005-47876/.tld): Plant-like member of the Corps.
- Naut Ke Loi (https://comicvine.gamespot.com/nautkeloi/4005-53675/.tld): Aquatic member of the Corps.
- Salaak (https://comicvine.gamespot.com/salaak/4005-11304/.tld): Multi-armed coordinator of the Corps.
- Stel (https://comicvine.gamespot.com/stel/4005-47279/.tld): Multi-armed coordinator of the Corps.
I'll probably also need some simple green skins for stuff for character-specific constructs eventually too.
So, what do y'all think?
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.
Thanks, 'Mato! I'm talking about herofiles, rather than art assets. I've actually got all of these from SA already. :)
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?
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-
- Larvox: He's apparently an insectoid creature, part of a hive-mind. I was thinking about giving him green ants to summon and as one of his attacks, but I'm not sure what else to do with him.
- Green Man: I've got no good ideas for him.
- Katma Tui: Same here. She's an old pro, but I'm not sure how to make her unique.
- Salaak: I have a good idea of what I want him to be like, actually; I just haven't figured out the specifics. I'm thinking that he's more of a tactical officer and logistical guy, so he should be a team player and enhance allies. I'm not entirely sure what that should look like, though. Ideas?
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?
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?
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.
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?
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.
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.
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?
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.
Quote from: BentonGrey on March 10, 2020, 09:42:32 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.
Quote from: BentonGrey on March 10, 2020, 09:42:32 PMWhat 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.
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!
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.
Thanks guys! Yeah, I think I've about got everyone sorted. I'll post the builds tomorrow, probably.
I like that you're going for a different build for each lantern. Looking forward to see them.
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:
- Emerald Punch: a medium damage melee attack with some KB.
- Emerald Bolt: A zero cost, medium damage, medium accuracy energy projectile with low stun and KB; their standard energy bolt attack
- Emerald Fusillade: A low cost, medium damage trio of bolts, more rapid-fire and volume of fire, still medium accuracy.
- Emerald Beam: High damage energy beam (magnified by Light Speed)
- Emerald Cell: A state swap from rage to crystalize, summoning a green energy cage and trapping foes.
- Emerald Aura: Passive defense that blocks most damage with a small chance.
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
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
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
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
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
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
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
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
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
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
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!
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.
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)
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.
Maybe Beautiful for extra hypnotism?
Hmm, interesting idea, Spyder!
Quote from: BentonGrey on January 08, 2021, 06:04:11 AMOne 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 DatabaseGenius Level Intellect: A genius of sonic theories and sound-based sonic technology.