Howdy guys, what do your herofiles look like for the great pulp heroes like the Avenger, Doc Savage, Green Hornet, Kato, the Shadow, and the Rocketeer? I've got something already worked up for Doc Savage for his appearance in Patriot City: Tales, but I'd like to expand it, so I'd like to hear other ideas.
Well, when I made my Shadow hero, I gave him some basic melee attacks to reflect his training in the far east. He isnt as powerful as Captain America or Batman in that regard, but he is certainly quite skilled. He of course has a single shot gun blast, as well as a crazy full out twin 45. barrage. I also give him a hypnotism attack and a "cloud the minds of men..." style invisibility power at a moderate cost and finally a area fear attack of his crazy laughter. Its not that powerful, so it wont scare off the powerful foes, but it sends the mooks running.
I need to browse the forums more often.
Ive long since uninstalled FF and haven't a clue where my hero files are. Give me a few days to get it going again and I'll be sure to have some hero files for you.
RTT! I would LOVE to see your pulp hero files. I can't imagine a better expert to appeal to. ;)
Bump! Any thoughts guys? I'm especially interested in what RTT's builds look like.
Howdy guys, I'm adding more characters here, and I could use some more advice.
I'm working on the following:
Dick Tracy = I'm thinking I'm going to differentiate him by making him a full firepower character. That tommygun on the PV mesh should be a nice feature. I'm trying to think of some clever ways to represent his gadgetry, but I'm coming up blank.
Miss Fury = She's just a woman in a catsuit, but I'm going to tweak her some to make her interesting. I want to give her some more mystical powers in light of the whole 'Furies' theme. At the least she'll get some fear inducing powers. I'm justifying this because the suit was always rumored to have power, just never displayed any. Thoughts?
Mandrake the Magician = I'm going with the illusionist, comic-strip character rather than the big league Zatarra-style magician. I'm going to give him illusionist and some hypnotic powers. Suggestions?
Green Lama = I'm going with something like the Project Superpowers version, with the plant control and mental powers, to help make him easier to balance and to make him more fun to play. There really isn't room in this story for a straight up Superman type character (hence no Black Terror, who is one of my favorites).
So, anyone have any ideas?
Tracy: Will it be just him, or will there be any of his other agents in the level? If there's any of his other allies on the level, even in a scripted undercover capacity, you could simulate the two-way wrist radios by giving him one of this Enhanced Senses attributes.
Mandrake: without looking up specific examples of his spell use (and what's included in Illusionist), were his illusions ever used to induce fear (Panic) or anger (Rage) in those that viewed them? Confusion (Mental Blank)? Invisibility for himself, maybe others?
Good suggestions PG. Tracy will be available as a recruit and in the RR, so he'll not have a specific part in a mission. I thought about giving him Summoner and the ability to call in cops, but that might be weird when the story takes the players out of the city and into the middle of Africa...
Yeah, Mandrake is a consummate illusionist and hypnotist. He could make people see almost anything, as I understand it. Unfortunately, there aren't many episodes of his radio show around. I see what you mean. He could have a whole range of mental attacks.
Reading some of the Miss Fury stuff it kind of looks like the suit "enhances" her abilities, and makes her either crazy or fearless or both. She is stronger, faster, more agile, more perceptive, more everything, but she isn't "super". I think that may have been the original idea, but it was forgotten in just a few months. I'm pretty sure Tarpe Mills drew her with claws, but I can't remember her using them.
Anything you want Mandrake to do, he should be able to do it, or, at least, make his opponents think he can.
You could always include Hugo Danner... ;)
Thanks DG! Okay, that's good information about Miss Fury. That helps me with attributes for sure.
Haha, Hugo would definitely break my balance. :lol:
Update:
Here's what I've come up with for Dick Tracy and Miss Fury:
Dick TracySpoiler
Stats:
Strength: 3 Normal
Speed: 4 Fast
Agility: 4 Agile
Endurance: 4 Hardy
Energy: 4 Powerful
Attributes:
Disciplined
Tough Guy
Danger Sense
Crack Shot
Level Headed
Powers:
detective deck (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: None
Stun: None
Knockback: Medium
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: minuteman_patriotswing
hand cannon (Ranged - Projectile):
DamageType: Piercing
Magnitude: Low
Energy Point Cost: None
Stun: None
Knockback: Medium
Velocity: Fast
Radius: No Arc
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_gun_2
Attached FX Name: thug_gun
revolver rally (Ranged - Projectile):
DamageType: Piercing
Magnitude: Low
Energy Point Cost: Low
Stun: None
Knockback: Low
Velocity: Fast
Radius: No Arc
Range: Long
Accuracy: Medium
Level: 4
Animation Name: ranged_gun
Attached FX Name: thug_gun
flatfoot kick (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Low
Stun: None
Knockback: High
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_2
Attached FX Name: shadow_kick
tommygun torrent (Ranged - Projectile):
DamageType: Piercing
Magnitude: Medium
Energy Point Cost: Medium
Stun: None
Knockback: Low
Velocity: Fast
Radius: No Arc
Range: Long
Accuracy: Medium
Level: 4
Animation Name: ranged_gun_5
Attached FX Name: killarilla_chaingun
plainclothes (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Low
Stun: Low
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_4
Attached FX Name: thebard_prancing_punch
hard boiled (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: Low
Stun: Medium
Knockback: Medium
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: thebard_prancing_punch
radio watch (Direct):
DamageType: Cerebral Balance
Magnitude: None
Energy Point Cost: Low
Stun: None
Knockback: None
Range: Long
Level: 2
Animation Name: ranged_8
Attached FX Name: mentor_instinctdominance
honed reflexes (Passive Defense):
Block Type: Reflect
Success Rating: Rare
Level: 4
Animation Name: dodge_right_a
Attached FX Name:
Damage Blocked: Crushing
Piercing
Fire
Attacks Blocked: Melee
Ranged
He's got a single shot pistol attack with low damage and medium KB, a 5 shot attack that has light KB, a light punch with some KB, a big kick with high KB, a 6 shot Tommygun burst that does medium damage and some KB, and a three hit combo for light damage. I've portrayed his radio watch as a Cerebral Balance power, which I'm only moderately happy with.
Miss FurySpoiler
Stats:
Strength: 3 Normal
Speed: 5 Very Fast
Agility: 5 Very Agile
Endurance: 4 Hardy
Energy: 3 Minor Energy
Attributes:
Jinx
Wall Climbing
Claws
Fearless
Danger Sense
Powers:
leopard paw (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: evilfemale_scratch
fury torch (Area):
DamageType: Panic
Magnitude: Very High
Energy Point Cost: Medium
Stun: None
Knockback: None
Radius: 180 Degrees
Level: 4
Animation Name: area
Attached FX Name: red_oktober_reanimation
claw swipe (Melee):
DamageType: Piercing
Magnitude: Low
Energy Point Cost: Medium
Stun: High
Knockback: Low
Swiftness: Fast
Arc: 180 Degrees
Level: 4
Animation Name: melee_5
Attached FX Name: evilfemale_scratch
headbutt (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Medium
Stun: Extreme
Knockback: None
Swiftness: Very Fast
Arc: No Arc
Level: 4
Animation Name: melee_4
Attached FX Name: trex_chomp
blinding slash (Melee):
DamageType: Blind
Magnitude: High
Energy Point Cost: Medium
Stun: Medium
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_8
Attached FX Name: evilfemale_scratch
leopard dash (Special):
Special Type: Speeding Bullet
Energy Point Cost:
Level: 2
Animation Name: run
Attached FX Name: bullet_speeding_bullet
fury curse (Direct):
DamageType: Hex
Magnitude: Medium
Energy Point Cost: High
Stun: High
Knockback: None
Range: Medium
Level: 4
Animation Name: direct_2
Attached FX Name: alchemiss_hex
furious (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: High
Stun: Low
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_9
Attached FX Name: libertylad_onetwo
dire vengeance (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost:
Stun: Low
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_10
Attached FX Name: nazi_soldiers_melee
cursed costume (Passive Defense):
Block Type: Normal
Success Rating: Rare
Level: 4
Animation Name:
Attached FX Name: minuteman_vigilanceblock
Damage Blocked: Acid
Crushing
Piercing
Energy
Cold
Fire
Defense Flags: Always Active
Attacks Blocked: Melee
Ranged
Area
Miss Fury is a vicious scrapper with a range of melee attacks, including blinding swipes, but she also has a 'Fury's Torch' ability, drawing on her mythical name, which causes panic, and a weak hex power to draw on the idea of the suit being cursed.
What do y'all think?
Any feedback or other ideas? I'd be particularly interested in any clever uses for Dick Tracy's radio watch. I'm preparing to build these in, so I'd love to get some feedback. :)
I give most pulp heroes "Fancy Footwork", and make it work verses all attacks. These guys didn't get hit nearly as often as they should. Except for The Spider, then he was likely as not to just ignore it until the plot called for him to spend a chapter or two out of combat so that things could go to Hades in a hand basket. I give Doc and The Shadow a fairly high chance of avoiding attacks, others just average (25-50%). I know that may seem high, but the main villains (Shiwan Khan, The Green Bell, John Sunlight, Voodoo Master, and so on) are also tough to hit with ranged weapons. Let's face it, anyone who goes up against The Shadow would have to be.
You might remove the "claws" attribute from Miss Fury. She can have an attack with piercing damage, but she might should have some kind of acrobatic skills.
I would make Radio Watch either a summon with high energy cost or a weaken swap.
Quote from: yell0w_lantern on July 29, 2016, 02:04:41 PM
I would make Radio Watch either a summon with high energy cost or a weaken swap.
Call for backup... simple, elegant... useful.
Good suggestions guys, thanks!
YL, how do you see that working? What do you mean by 'weaken swap'?
DG, everyone (except Captain Midnight oddly enough) does indeed have a PD similar to that. I don't have them quite so high for the most part, but they're all customized. Yeah, the villains do have healthy PDs.
I've decided I like the extra 'omph' claws give Miss F. I might give her a combo attribute to give her acrobatic too, though.
I think the summon is easier to justify.
My thinking on a weaken swap was was also along the lines of calling for help but rather than reinforcements, he would get special instructions on the foe's weakness or you do 300 percenter and make it like he got encouragement or something.
Why don't you give Miss Fury combat skill or blitzkrieg instead?
Hmm, good ideas, YL. My first instinct for Tracy would be to give him Summoner, but the characters leave the States in the second act, so I'm worried that it might just be weird to have him summoning a band of cops in the middle of Berlin or the jungle. Do y'all think I'm overthinking that?
A weaken swap is an interesting idea...or perhaps a genetic damage power?
Miss Fury doesn't seem to necessarily have great skill from what I'm reading (though, I've got zero experience with the character outside of Masks 2), so I'm not sure about Combat Skill. I'm always hesitant to use Blitzkreig, as it just seems too powerful. Perhaps I'm being silly about that.
Here's some new ones.
I've already mentioned Mandrake, but I just got a dynamite skin from Daglob and have been working on his build. At the moment I'm building him like the total support character, tons of direct attacks that inflict various secondary states to reflect his illusion and hypnosis abilities. He's got Illusionist and a good Passive Defense. I'm trying to decide what to do for damage powers. He's got a solid punch, but I'm debating if I should give him a ranged damage power (electrical?), considering that he isn't REALLY a wizard, just a hypnotist. You could justify it, but I'm torn. What do y'all think?
Daglob also sent me materials for some of Doc Savage's aides. There are some givens for these guys, but what I'm looking for is ways to make them stand apart from each other, though I'm sure they'll share a lot of similarities. I'd love to hear suggestions for powers and attributes that would help them be unique. Obviously, they'll all have some attacks with Doc's 'super-firer pistols,' and maybe some gas grenades and the like.
Monk Mayfair: He's going to be a melee machine, lots of melee attacks, a big brawler. I'm thinking of giving him Tough Guy, Hot Tempered, Wall Climbing (apelike as he is), Wrestler (seems fitting), and I think I'll give him and Ham Symbiote.
Renny Renwick: The man with the hands, Renny is also going to have some powerful melee attacks, but he's going to be all about knockback. I'm thinking of giving him Grim Resolve, as he tends to be hard to put down, but that's all I've got for him.
Ham: Obviously Ham will have his swordcane and a bunch of fast melee attacks with plenty of stun, including a knockout gas swap. I'm not sure what to do with attributes for him, other than Nimble, perhaps.
I haven't even begun to consider Long Tom and Johnny yet.
If you could have him summon Pat Patton (I think Sam Ketchem didn't come along 'til a lot later), that might do.
On the wrist-radio, would you be able to make slightly different builds of the DT hero, location specific, with the only change being what sort of help he Summons? In the States, it would be the usual suspects; in Berlin, it would be local law enforcement; and the jungle could be British troops or Colonial troops led by a British officer. Ideally, there would be a longer delay in the summoned forces showing up when outside of the states, to simulate the time it takes to coordinate through multiple networks.
For Mandrake, I would hesitate to give him any actual damaging powers, if you want him to stay just a hypnotist/illusionist. That being said, there's nothing saying that you can't come up with a way to simulate a victim completely believing the illusion, so much that he believes the damage he's taking is real. Is there a way to have a Summoned creature attack just one target, and not be able to be hit? I know that such a powerful defense makes for a an expensive, and short-lived, minion. Is there anything that can be gleaned from the way the Poltergeist force is created? I know that it seems to be an invisible force, and can't be targeted, but it attacks random characters, friend & foe alike.
You might look at how the Astral Form SFX (Professor X and Phoenix, I believe, maybe White Queen?) work. The attack appears and strikes, but isn't "real". The SFX isn't animated, I don't think. There are quite a few Direct Attack SFX that could be used as illusions; the one with snakes, for instance. And passing out in fright would basically put a combatant out of the action. Too bad you can't put them into GM's Option (AKA: "The bad guys don't recover after 10 pm").
Dick Tracy could always call in the marines no matter where he was.
Dick Tracy: Hmm...you know...I think y'all may have hit on something. What if I give Tracy Summoner, but give him multiple minion types with clear labels, and leave it to the player to keep things setting consistent? He could have cops, military, and maybe something else? Maybe some British troops too, if I could find something like that. Did Random Days ever get to the WWII era troops in his importing? Great ideas guys; I think you may have cracked this one for me!
Mandrake: Yeah, you could definitely justify giving him a damaging attack, saying that the target is tricking themselves into believing they are taking damage, and that has the same end results. Y'all's ideas about FX are good, but here is the central question that I'd like your thoughts on. In terms of gameplay and accuracy, knowing that Mandrake is an illusionist AND knowing that you want him to be fun to play with, would y'all rather he be all illusion or have a damaging power?
:EDIT: Okay, I gave Tracy Summoner 2, set it up where he can summon a cop or a soldier, made it cost him medium energy, and did the Ant's area attack as the FX. I like it. It works pretty well, it isn't super overpowered, and it fits Tracy. Great ideas guys! I also added a strings entry, so the player will get a note about when they should summon which minion type.
On another note, after Daglob sent me his awesome skins/skope for Renny and Monk, Doc's aides, I worked on their HFs, and I'm pretty happy with them, though not 100%. I'd love any feedback y'all had to give me.
Monk:Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\monk_mayfair\character.nif
Skin: standard
Material: Flesh
Weight (lbs): 168
AI: CZeroCost
Voice:
Stats:
Strength: 3 Normal
Speed: 4 Fast
Agility: 5 Very Agile
Endurance: 5 Very Hardy
Energy: 3 Minor Energy
Attributes:
Tough Guy
Wall Climbing
Hot Tempered
Symbiote
Wrestler
Powers:
homely hook (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: None
Stun: None
Knockback: Medium
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: theant_punch
apeish attack (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Low
Stun: High
Knockback: Low
Swiftness: Fast
Arc: 180 Degrees
Level: 4
Animation Name: melee_4
Attached FX Name: bullet_chainedpunches
grisly grapple (Melee):
DamageType: Decrease
Magnitude: Very High
Energy Point Cost: Low
Stun: High
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_4
Attached FX Name: thebard_prancing_punch
super firer (Ranged - Projectile):
DamageType: Piercing
Magnitude: Very Low
Energy Point Cost: Low
Stun: High
Knockback: None
Velocity: Fast
Radius: No Arc
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged_gun_4
Attached FX Name: killarilla_chaingun
hairy tornado (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Low
Stun: Low
Knockback: None
Swiftness: Fast
Arc: 360 Degrees
Level: 4
Animation Name: melee
Attached FX Name: bullet_chainedpunches
bullet headbutt (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Low
Stun: Very High
Knockback: Low
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_10
Attached FX Name: supercollider_headbutt
knockout grenade (Ranged - Explosive Projectile):
DamageType: Acid
Magnitude: None
Energy Point Cost: Low
Stun: Very High
Knockback: None
Velocity: Normal
Radius: 180 Degrees
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_2
Attached FX Name: shadow_flash_bomb
Power Flags: Grenade
chemist's special (Ranged - Explosive Projectile):
DamageType: Acid Burn
Magnitude: High
Energy Point Cost: Medium
Stun: Medium
Knockback: None
Velocity: Normal
Radius: 180 Degrees
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_2
Attached FX Name: theant_acidbomb
Power Flags: Grenade
monkeyshines (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Low
Stun: Low
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_5
Attached FX Name: default_punch
animalistic reflexes (Passive Defense):
Block Type: Reflect
Success Rating: Occasional
Level: 4
Animation Name: dodge_right
Attached FX Name:
Damage Blocked: Crushing
Piercing
Energy
Cold
Fire
Attacks Blocked: Melee
Ranged
Monk is a melee machine. He's got a two different melee attacks that do area damage, one 360 and one 180, both multi-contact, making him a dynamo in tight spaces, which seems to fit. I've also given him a powerful grapple and the Wrestler attribute, which I quite like for him. He also has a few ranged attacks, focusing on grenades. He has an 'anesthetic gas' grenade, a knockout bomb, that does very low acid damage and great stun. He's also got an acid burn grenade to reflect his chemist's skills. Ideally, I'd like to give him a few grenade types, but I don't have room. I'm toying with the idea of giving him a customized Trickshot attribute. He's got his superfirer pistol, though he's only got three shots with it. It's very low damage, but does great stun. Of course he has a PD that lets him dodge some physical attacks. In terms of attributes, I decided to give both him and Ham 'Symbiote,' and the rest are as I suggested earlier. One of the things I'm not sure about is that all of his melee attacks are 'Fast,' and I'm not sure they should be. Thoughts?
Renny:Spoiler
Info:
File Type: FFv3R
Mesh: library\characters\renny_renwick\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: 3 Minor Energy
Attributes:
Grim Resolve
Shake It Off
Level Headed
Powers:
massive fist (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: None
Stun: None
Knockback: High
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: theant_punch
uppercut (Melee):
DamageType: Crushing
Magnitude: High
Energy Point Cost: Low
Stun: None
Knockback: Extreme
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_4
Attached FX Name: bullet_pummel
Power Flags: Up Knockback
double knuckles (Melee):
DamageType: Crushing
Magnitude: Very High
Energy Point Cost: Medium
Stun: Medium
Knockback: Extreme
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_7
Attached FX Name: supercollider_massivepunch
bum rush (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Medium
Stun: None
Knockback: Medium
Swiftness: Normal
Arc: 90 Degrees
Level: 4
Animation Name: melee_combo_3
Attached FX Name: nazi_soldiers_melee
knockout grenade (Ranged - Explosive Projectile):
DamageType: Acid
Magnitude: Very Low
Energy Point Cost: Medium
Stun: Very High
Knockback: None
Velocity: Slow
Radius: 180 Degrees
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_7
Attached FX Name: shadow_flash_bomb
Power Flags: Grenade
rapid firer (Ranged - Projectile):
DamageType: Piercing
Magnitude: Very Low
Energy Point Cost: Medium
Stun: Very High
Knockback: None
Velocity: Fast
Radius: No Arc
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged_gun_3
Attached FX Name: killarilla_chaingun
knuckle dusting (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Medium
Stun: Low
Knockback: Low
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: libertylad_onetwo
puritan pounding (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: High
Stun: Medium
Knockback: Low
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_combo
Attached FX Name: bullet_chainedpunches
short burst (Ranged - Projectile):
DamageType: Piercing
Magnitude: Very Low
Energy Point Cost: None
Stun: Very High
Knockback: None
Velocity: Fast
Radius: No Arc
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged_gun_2
Attached FX Name: killarilla_chaingun
fighting experience (Passive Defense):
Block Type: Reflect
Success Rating: Rare
Level: 4
Animation Name: dodge_left
Attached FX Name:
Damage Blocked: Crushing
Piercing
Energy
Electrical
Attacks Blocked: Melee
Ranged
I'm pretty happy with Renny, except for his Attributes. I've only got three, Grim Resolve, Shake It Off, and Level Headed. I would sort of like to give him at least one more, but I'm not sure what it would be, other than, perhaps, Team Player. In terms of powers, Renny is also a melee specialist, but he's all about knockback, using those giant mitts of his. He has a range of melee attacks, all of which have at least medium knockback, except for his combo. He also has a knockout grenade, and two different super firer attacks, one free one, and one medium cost with six shots.
At one time (and in "Defenders of the Earth") Mandrake had REAL magic powers. You could make the case for that.
Now, he was trained in Tibet, and we know about those strange Tibetan monasteries that teach you all sorts of stuff, like the ability to cloud men's minds so they cannot see him... make you Sorcerer Supreme... build you awe-inspiring armor... teach you unknown and extra-powerful martial arts...
There is no rule that says he can't turn invisible or punch the bad guys in the nose...
Now Lothar was able to pick up an elephant...
About the only thing I might change on Renny is give him a doorbusting punch, maybe piercing or heavy damage. Monk might be a little stronger than normal; he could, after all, fold silver dollars between his thumb and forefinger.
Got problems, Ham's not finished.
Haha, yeah, those Tibetans knew all kinds of stuff in the old stories. There's a fun line in Project Superpowers about Shangri-la, the stand-in for Tibet, and vice/versa, which says something like 'over half of us got our powers here.' Ha, that's probably true.
Ohh, good ideas on Ham Renny and Monk! I've edited them appropriately. I've given Monk level 4 strength. I really wish there was an attribute that could give someone, like a .5 strength bonus or something. I suppose what I really need to do is just edit the weight of stuff so we have more of a spectrum for these guys.
Here are my builds for Mandrake and Ham.
Ham:Spoiler
Stats:
Strength: 3 Normal
Speed: 5 Very Fast
Agility: 5 Very Agile
Endurance: 3 Normal
Energy: 3 Minor Energy
Attributes:
Disciplined
Symbiote
Danger Sense
Powers:
ad hominem (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
sword cane (Melee):
DamageType: Piercing
Magnitude: Medium
Energy Point Cost: Low
Stun: Medium
Knockback: None
Swiftness: Fast
Arc: 180 Degrees
Level: 4
Animation Name: melee_weapon_2
Attached FX Name: legionnaire_melee
drugged sword (Melee):
DamageType: Hex
Magnitude: High
Energy Point Cost: Low
Stun: Very High
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_weapon_2
Attached FX Name: quetz_serpent_strike
super firer (Ranged - Projectile):
DamageType: Piercing
Magnitude: Very Low
Energy Point Cost: Medium
Stun: Very High
Knockback: None
Velocity: Fast
Radius: No Arc
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged_gun
Attached FX Name: killarilla_chaingun
due process (Melee):
DamageType: Piercing
Magnitude: Medium
Energy Point Cost: Medium
Stun: High
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_weapon_3
Attached FX Name: legionnaire_melee
objection (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: Low
Stun: None
Knockback: High
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_2
Attached FX Name: pan_kick
phosphorus rounds (Ranged - Explosive Projectile):
DamageType: Blind
Magnitude: High
Energy Point Cost: Low
Stun: Low
Knockback: None
Velocity: Normal
Radius: 90 Degrees
Range: Long
Accuracy: Medium
Level: 4
Animation Name: ranged_gun_6
Attached FX Name: bulletswarm_flare
short burst (Ranged - Projectile):
DamageType: Piercing
Magnitude: Very Low
Energy Point Cost: None
Stun: High
Knockback: None
Velocity: Fast
Radius: No Arc
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged_gun_6
Attached FX Name: killarilla_chaingun
arraignment (Melee):
DamageType: Crushing
Magnitude: Medium
Energy Point Cost: High
Stun: High
Knockback: None
Swiftness: Very Fast
Arc: No Arc
Level: 4
Animation Name: melee_weapon
Attached FX Name: legionnaire_melee
combat injunction (Passive Defense):
Block Type: Reflect
Success Rating: Occasional
Level: 4
Animation Name: dodge_right_a
Attached FX Name:
Damage Blocked: Crushing
Piercing
Energy
Fire
Attacks Blocked: Melee
Ranged
I'm rather inordinately pleased with myself for the legal puns that make up his power names. He's got a number of fast sword attacks, and a 'knockout gas' swap for his sleeping potion on his sword point. He's also got some different rapid-firer attacks, including one that uses phosphorous rounds that create blinding flares. I'm debating making him tougher and giving him more energy. Once again, I've only got 3 attributes for him.
Mandrake:Spoiler
Stats:
Strength: 3 Normal
Speed: 4 Fast
Agility: 4 Agile
Endurance: 4 Hardy
Energy: 8 Incredibly Powerful
Attributes:
Illusionist
Danger Sense
Levitate
Unbeliever
Level Headed
Powers:
slight of hand (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: None
Stun: Medium
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: nazi_soldiers_melee
rage illusion (Direct):
DamageType: Rage
Magnitude: High
Energy Point Cost: Medium
Stun: None
Knockback: None
Range: Long
Level: 4
Animation Name: ranged_2
Attached FX Name: red_oktober_blinding_insight
nightmare visions (Direct):
DamageType: Panic
Magnitude: High
Energy Point Cost: Low
Stun: Low
Knockback: None
Range: Long
Level: 4
Animation Name: ranged_9
Attached FX Name: tombstone_draining touch
confusing illusion (Direct):
DamageType: Alteration
Magnitude: Very High
Energy Point Cost: Low
Stun: None
Knockback: None
Range: Long
Level: 4
Animation Name: ranged_6
Attached FX Name: alchemiss_alteration
reveal weakness (Direct):
DamageType: Genetic Damage
Magnitude: High
Energy Point Cost: Low
Stun: None
Knockback: None
Range: Long
Level: 4
Animation Name: ranged_6
Attached FX Name: alchemiss_dimensionshift
shutdown powers (Direct):
DamageType: Power Null
Magnitude: High
Energy Point Cost: Low
Stun: None
Knockback: None
Range: Long
Level: 4
Animation Name: ranged_12
Attached FX Name: purpledarkmen_darkpower
illusory curse (Direct):
DamageType: Hex
Magnitude: Extreme
Energy Point Cost: Medium
Stun: Low
Knockback: None
Range: Long
Level: 4
Animation Name: ranged_2
Attached FX Name: alchemiss_hex
mass illusion (Area):
DamageType: Mental Blank
Magnitude: Very High
Energy Point Cost: Medium
Stun: None
Knockback: None
Radius: 360 Degrees
Level: 4
Animation Name: area_2
Attached FX Name: green_genie_sow_the_wind
illusory armor (Passive Defense):
Block Type: Reflect
Success Rating: Frequent
Level: 4
Animation Name:
Attached FX Name:
Damage Blocked: Mystical
Crushing
Piercing
Energy
Cold
Fire
Attacks Blocked: Melee
Ranged
magic blast (Ranged - Beam):
DamageType: Energy
Magnitude: Low
Energy Point Cost: Low
Stun: High
Knockback: None
Velocity: Normal
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_2
Attached FX Name: entropy_potential_transfer
For Mandrake, I'm MOSTLY happy with the build. I feel like there are one or two powers I might need to change up. He's tough because, as DG said, he can pretty much do anything. I'm debating taking something out and giving him a cloaking power. If y'all see anything missing that y'all think he should have, let me know! He's almost all direct state change powers, running the gamut. I'm torn about several things, but I've resisted giving him Spellcaster or the like for fear of breaking balance. I decided to give him a damaging attack, a beam with a cool, mystical looking FX. I figure that he'll be more fun this way, but he'll still depend on other characters to do real damage dealing.
What do y'all think?
Okay, I've got two more ready for review!
First, updates. I've given Renny and Monk strength 4, and I've revised the weights of streetlights and the like so they can't be picked up at 4 any longer. That will give me a bit more depth of design. I've also given Renny Crack Shot after DG reminded me that he and Doc were the best shots of the team. I've bumped Ham's health up to 4 to give him a bit more staying power, and I've given everyone a minimum of 4 energy. It's just too annoying waiting for energy to replenish in :ffvstr:.
So, my new characters. Well, DG is still hard at work on Doc's aides, and he gave me an excellent Long Tom Roberts, as well as a good start on ideas for designing him. Here's the finished product. I'm pretty happy, and I especially like DG's ideas of playing into LT's electrical wizardry to differentiate him.
Note: I put apostrophes in with the strings, so those aren't typos.
Long Tom:Spoiler
Stats:
Strength: 3 Normal
Speed: 4 Fast
Agility: 6 Extremely Agile
Endurance: 4 Hardy
Energy: 4 Powerful
Attributes:
Grim Resolve
Blitzkrieg
Tracking
Hot Tempered
Resilient
Powers:
long punch (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: None
Stun: Medium
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: default_punch
railgun (Ranged - Projectile):
DamageType: Piercing
Magnitude: High
Energy Point Cost: Low
Stun: Medium
Knockback: High
Velocity: Very Fast
Radius: No Arc
Range: Long
Accuracy: Medium
Level: 4
Animation Name: ranged_gun_6
Attached FX Name: tombstone_phantom_pistol
volt projector (Ranged - Beam):
DamageType: Electrical
Magnitude: Low
Energy Point Cost: Low
Stun: Very High
Knockback: Medium
Velocity: Fast
Range: Short
Accuracy: Extreme
Level: 4
Animation Name: ranged_wand_2
Attached FX Name: manowar_bolt
scrawny scrapping (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Low
Stun: Medium
Knockback: None
Swiftness: Normal
Arc: No Arc
Level: 4
Animation Name: melee_4
Attached FX Name: bullet_chainedpunches
long arm (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Low
Stun: High
Knockback: Medium
Swiftness: Normal
Arc: 90 Degrees
Level: 4
Animation Name: melee_3
Attached FX Name: nazi_soldiers_melee
rail flurry (Ranged - Projectile):
DamageType: Piercing
Magnitude: High
Energy Point Cost: Medium
Stun: Medium
Knockback: High
Velocity: Very Fast
Radius: No Arc
Range: Long
Accuracy: Medium
Level: 4
Animation Name: ranged_gun
Attached FX Name: tombstone_phantom_pistol
electric burst (Area):
DamageType: Electrical
Magnitude: Medium
Energy Point Cost: Medium
Stun: Extreme
Knockback: None
Radius: 180 Degrees
Level: 4
Animation Name: ranged_wand
Attached FX Name: generic_elect_explosion
bottled lightning (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: High
Stun: High
Knockback: None
Swiftness: Normal
Arc: 90 Degrees
Level: 4
Animation Name: melee_6
Attached FX Name: bullet_chainedpunches
knockout bomb (Ranged - Explosive Projectile):
DamageType: Acid
Magnitude: Very Low
Energy Point Cost: High
Stun: Extreme
Knockback: None
Velocity: Slow
Radius: 360 Degrees
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_6
Attached FX Name: shadow_flash_bomb
Power Flags: Grenade
deceptively tough (Passive Defense):
Block Type: Reflect
Success Rating: Occasional
Level: 4
Animation Name: dodge_right
Attached FX Name:
Damage Blocked: Crushing
Piercing
Energy
Electrical
Cold
Fire
Attacks Blocked: Melee
Ranged
He's got Blitzkrieg, as he's apparently the scrappiest of the five, and he's also got a modified (15) Resilient, because he's much tougher than he looks. He's got Hot Tempered and Grim Resolve, but he's also got Tracker, and that's the one I'm not sure about. Basically, in one of the books he builds a portable radar unit to track bad guys, and I was trying to think of gadget type uses of his electrical genius I could give him. That's all I could come up with. Any other suggestions?
In terms of powers, he's got a few different combos, low cost, low damage (multiplied by Blitzkrieg), and a solid area melee attack that does stun and knockback. He's also got a railgun of his own invention (once again, thanks to DG), which makes him unique among Doc's crew. This is, unlike the rapid-firers, a high damage, low accuracy weapon. He's got a single shot that does high damage, medium stun, high KB, and moves very fast. He's got low accuracy with it, and it costs 1 energy, so he can't just blaze away with it. However, if it hits, it's going to hurt. He's also got a three shot attack with similar stats, but its got a medium cost. Finally, he's got two different electrical attack, a taser-type beam that is short range, very high stun, and some KB, and a small area attack that does good damage and stun.
So, how's he look?
Next up, thanks to Death's Jester, I've got a character I have wanted to put in this mod but never thought I'd be able to, Jungle Jim! I've got an excellent skope (courtesy of DM) and skin, and I have been planning exactly what to do with Jim for a while. Interestingly enough, he's actually a bit similar to Tom.
Jungle Jim:Spoiler
Stats:
Strength: 3 Normal
Speed: 5 Very Fast
Agility: 4 Agile
Endurance: 4 Hardy
Energy: 5 Very Powerful
Attributes:
Tough Guy
Wall Climbing
Crack Shot
Level Headed
Tracking
Powers:
jungle jab (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
pistol shot (Ranged - Projectile):
DamageType: Piercing
Magnitude: Low
Energy Point Cost: None
Stun: Low
Knockback: Low
Velocity: Fast
Radius: No Arc
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged_3
Attached FX Name: thug_gun
30-06 (Ranged - Projectile):
DamageType: Crushing
Magnitude: Very High
Energy Point Cost: Medium
Stun: High
Knockback: Extreme
Velocity: Fast
Radius: No Arc
Range: Long
Accuracy: Extreme
Level: 4
Animation Name: ranged_rifle
Attached FX Name: nazi_soldier_projectile_98k
two fists (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Low
Stun: High
Knockback: Low
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_2
Attached FX Name: libertylad_onetwo
rapid fire (Ranged - Projectile):
DamageType: Piercing
Magnitude: High
Energy Point Cost: High
Stun: High
Knockback: High
Velocity: Fast
Radius: No Arc
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_rifle_2
Attached FX Name: nazi_soldier_projectile_98k
adventurers assault (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: default_punch
crippling shot (Ranged - Projectile):
DamageType: Power Null
Magnitude: Very High
Energy Point Cost: Low
Stun: Very High
Knockback: None
Velocity: Fast
Radius: No Arc
Range: Long
Accuracy: Extreme
Level: 4
Animation Name: ranged_rifle
Attached FX Name: nazi_soldier_projectile_98k
jungle traps (Ranged - Explosive Projectile):
DamageType: Stasis
Magnitude: High
Energy Point Cost: Medium
Stun: None
Knockback: None
Velocity: Normal
Radius: 90 Degrees
Range: Medium
Accuracy: Medium
Max Instances: 3
Level: 4
Animation Name: ranged_2
Attached FX Name: blackjack_grenade_screamer
Power Flags: Flight Spawn
I've got a pretty good concept for Jim, I think, but I need a little help bringing it together. He's basically a big game hunter and explorer, very much the 'great white hunter' type. So, I decided to design him with the idea of a hunter armed with a big, high caliber rifle at the center of his HF. He's got Tough Guy, Level Headed (he is a pretty cool-headed fellow), Wall Climbing, and Crack Shot. I've also given him Tracking, as that seems to fit a skilled hunter. In terms of powers, he's got a couple of melee attacks, a single punch, a double blow with good stun, and a four contact combo with a medium cost and solid stun. I'm debating making his single punch medium damage, as Jim is pretty good with his fists, but I haven't made up my mind yet. He's also got a standard free, single shot pistol attack with light damage, stun, and medium range and accuracy. Then he's got a very high damage rifle shot that has a medium cost, high stun, and extreme KB. The hunting rifle packs a wallop! He's also got a three shot attack that has similar stats but is high cost. Now, here I began to run out of steam. I gave him a 'Crippling Shot' that does good stun and power null (though I may switch it to speed decrease). Finally, thinking of his jungle and hunting experience, I gave him a 'Jungle Traps' power that tosses a bunch of small proximity explosives that catch enemies in stasis. I'm pretty happy with that one, and it adds a little something unique to Jim. That way he can catch the enemy and just sit back and pick them off with that rifle of his. I need one more power before his passive defense, but I can't figure out what it should be. I would love to hear some suggestions!
Well, that's just about all the new characters. All that remain are Kolu and Johnny, so we're making great progress!
I settled on a stasis inducing 'net throw' for Jim's final power. It's got high effect and medium range. I'm not 100% happy with it. Anyone got a better idea?
Quote from: BentonGrey on August 10, 2016, 04:22:43 AM
I settled on a stasis inducing 'net throw' for Jim's final power. It's got high effect and medium range. I'm not 100% happy with it. Anyone got a better idea?
Maybe some poison darts? It would give him something besides just status inducement and straight damage while also helping to make him a bit more distinct. Of course, it's up to you.
That's a good idea, Kk, and I had actually thought about that. Animations are limiting, and I am toying with the idea of giving Kolu some poison attacks. However, depending on how Kolu comes together, I might do just that. Thanks for the response, man!
You could always have the net actually do damage to simulate his getting tied up in it to the point he is unable to get out. If he doesn't stay "caught", the lack of Health signifies that it took a lot of effort to get out and he burned some resources that are not readily recovered. I'm not sure what to use that would stop him and yet had he chance of a kayo.
If you used the "Tangle" swap, you can have it hold enemies AND do damage. I did something like it for Nait's Predator skope.
Hmm, good ideas guys. A Tangle swap is a very interesting option indeed. It will give Jim (and perhaps Kolu) something unique, and something that is quite fitting for a jungle adventurer. Perhaps he can throw a bola? I think I like this.
Here's a new one for y'all. Doc Savage currently has an active defense called 'Trained Mind,' which gives him immunity to mental attacks. Now, he's already got disciplined, and there's really only one enemy in the game with mental attacks. I'm considering dropping that defense to give Doc another power. What do y'all think?
He's currently got a strong punch, a powerful three contact combo, a 'Hypo Touch' with extreme stun and very light damage, and a sweeping area attack that does knockback. He's also got his rapid-firer, six shots, medium range, medium accuracy, very low damage and high stun. Then he has a knockout grenade which does light damage and excellent stun, a rally in the form of his oath, and one more that I'm forgetting at the moment. What else would be good for him?
Quote from: BentonGrey on August 12, 2016, 03:29:15 AM
Hmm, good ideas guys. A Tangle swap is a very interesting option indeed. It will give Jim (and perhaps Kolu) something unique, and something that is quite fitting for a jungle adventurer. Perhaps he can throw a bola? I think I like this.
Here's a new one for y'all. Doc Savage currently has an active defense called 'Trained Mind,' which gives him immunity to mental attacks. Now, he's already got disciplined, and there's really only one enemy in the game with mental attacks. I'm considering dropping that defense to give Doc another power. What do y'all think?
He's currently got a strong punch, a powerful three contact combo, a 'Hypo Touch' with extreme stun and very light damage, and a sweeping area attack that does knockback. He's also got his rapid-firer, six shots, medium range, medium accuracy, very low damage and high stun. Then he has a knockout grenade which does light damage and excellent stun, a rally in the form of his oath, and one more that I'm forgetting at the moment. What else would be good for him?
Maybe an actual straight-up grenade? Honestly, I don't really know. He seems pretty darn good as is. He's got damage, status effects, buffs, the works. Maybe he could whip up a shield or something as an active defense?
Doc had a selection of grenades, the common knockout gas, smoke, flash, and explosive. He also has various bullets, although he usually uses the mercy bullets (I seem to remember a bunch of crooks hiding out in a house, and Monk hosing it down with explosive bullets, then going "Oops!" That Monk; gotta love him.) He has bullet proof underwear and skullcap and can dodge bullets. Given time, he can hypnotize people, and has what is now called "The Vulcan Neck Pinch", but he had it first (wonder what Leonard Nimmoy read as a kid...). Doc's primary weapon and defense is his mind, which allows him to come up with one-off devices to meet whatever nefarious plan his opponents have.
Thanks Kk, the tough thing with Doc is that he can do just about anything, so his HF has to be pretty varied!
Great info as always, Daglob!
Haha, yeah, Monk seems like the one who would get carried away with the explosive rounds. I have actually been planning to put those in for one of Doc's aides, perhaps multiple ones, but I ended up only giving them to Johnny to make up for his poor accuracy. Hmm...I've been thinking about Doc's 'hypnotic gaze.' What would y'all think about a short range, high effect hypnosis power for 'ol Doc?
Well, Doc's aides are now complete, as Daglob has sent me Johnny, the gaunt archaeologist! I was fairly inspired, so I went ahead and whipped up his HF. I think it's pretty solid, making him unique enough compared to his compatriots, but staying relatively true to the character. As always, I'd love feedback!
Johnny:Spoiler
Stats:
Strength: 3 Normal
Speed: 6 Extremely Fast
Agility: 4 Agile
Endurance: 4 Hardy
Energy: 7 Extraordinarily Powerful
Attributes:
Disciplined
Temperature Control
Shake It Off
Powers:
paleo punch (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: None
Stun: Low
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_3
Attached FX Name: default_punch
quick burst (Ranged - Projectile):
DamageType: Piercing
Magnitude: Very Low
Energy Point Cost: None
Stun: Very High
Knockback: None
Velocity: Fast
Radius: No Arc
Range: Medium
Accuracy: High
Level: 4
Animation Name: ranged_gun_2
Attached FX Name: killarilla_chaingun
boney beating (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Low
Stun: Low
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee
Attached FX Name: bullet_chainedpunches
rapid firer (Ranged - Projectile):
DamageType: Piercing
Magnitude: Very Low
Energy Point Cost: Medium
Stun: Very High
Knockback: None
Velocity: Fast
Radius: No Arc
Range: Medium
Accuracy: Medium
Level: 4
Animation Name: ranged_gun_3
Attached FX Name: killarilla_chaingun
magnifier (Direct):
DamageType: Genetic Damage
Magnitude: Medium
Energy Point Cost: Medium
Stun: None
Knockback: None
Range: Medium
Level: 4
Animation Name: ranged_5
Attached FX Name: mentor_cerebralnormalisation
voluminous vocab (Area):
DamageType: Mental Blank
Magnitude: Medium
Energy Point Cost: Medium
Stun: None
Knockback: None
Radius: 180 Degrees
Level: 4
Animation Name: ranged_8
Attached FX Name: johnnyblank
Power Flags: Enemies Only
knockout grenade (Ranged - Explosive Projectile):
DamageType: Acid
Magnitude: Very Low
Energy Point Cost: High
Stun: Very High
Knockback: None
Velocity: Normal
Radius: 360 Degrees
Range: Long
Accuracy: High
Level: 4
Animation Name: ranged_7
Attached FX Name: shadow_flash_bomb
Power Flags: Grenade
archeologist attack (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: High
Stun: Very High
Knockback: None
Swiftness: Fast
Arc: No Arc
Level: 4
Animation Name: melee_combo
Attached FX Name: thebard_prancing_punch
explosive rounds (Ranged - Explosive Projectile):
DamageType: Heat
Magnitude: High
Energy Point Cost: High
Stun: Low
Knockback: High
Velocity: Fast
Radius: 180 Degrees
Range: Long
Accuracy: Medium
Level: 4
Animation Name: ranged_gun_2
Attached FX Name: bulletswarm_explosive
quick feet (Passive Defense):
Block Type: Reflect
Success Rating: Occasional
Level: 4
Animation Name: dodge_left
Attached FX Name:
Damage Blocked: Crushing
Piercing
Energy
Cold
Fire
Attacks Blocked: Melee
Ranged
Once again, I'm indebted to Daglob for the coolest ideas here. Johnny is very quick on his feet, he's got Disciplined, Shake it Off, and Temperature (because he's apparently resistant to temperature extremes). He's got a quick, light punch, quick 3 shot combo for low cost and light damage, and a medium cost, light damage, 4 shot combo. All of his melee attacks are Fast. He's got a free snap shot with his rapid firer that does very low damage but has very high stun, like the other aides, and he has a 6 shot attack with similar stats with medium cost, medium range, and low accuracy. He's got the standard knockout grenade that the others share. He's also got an explosive rounds, single shot, medium area, and high damage and knockback. To round him out, he's got a genetic damage attack, short range, medium effect, taking into account the magnifying lens he always carries. He's also got a medium area attack that does mental blank with a medium effect and cost to represent his usage of big words confusing his enemies. He's got your standard dodging PD as well.
So, what do y'all think? In particular, I'd like recommendations for a better name for his basic punch. I called it 'paleo punch,' but I'm not happy with that.
Neanderthal Noggin Knocker?
Cro Magnon Clobber?
Giganto-pithecus Pummel?
Quote from: BentonGrey on August 13, 2016, 11:03:05 PM
So, what do y'all think? In particular, I'd like recommendations for a better name for his basic punch. I called it 'paleo punch,' but I'm not happy with that.
"HEEEEEEEEERE'S JOHNNY!"
BAM!-BAM!
Prehistoric Punch
Caveman Clobberin' Time
Haha, an excellent set of suggestions guys! :D
I'm thinking...Prehistoric Punch is the one, though I'm tempted to go with Kk's, if it wouldn't be an anachronism! :P