Odds and Ends
Miscellaneous Power Suggestions
Updated as of 3/31/2019
Hello again you wonderful super heroes! I am still loosely planning out my next full-size new framework. In the meantime, I've thought up a number of "one-off" powers and other similar individual abilities that can exist within established frameworks. I've sort of impromptu challenged myself to attempt to come up with a few meaningful
new powers for every framework in each category!
Some of my old munitions suggestions may be carried over to this new thread and then spruced up to fit my current standard of creating new powers as if they'd fit seamlessly into the game. I'm not going to throw down definitive hard numbers, as usual, but will explain most other details for each power. I'm contemplating even adding little editor notes iterating why I've chosen some of the design choices!
I hope you guys enjoy this fun little experiment. I may additionally include some of your very own suggestions, should I receive permission to do so.
The ultimate goal of this endeavor is to create a well organized and long-lasting thread that can be updated periodically throughout the years as new ideas emerge! I may even carry over this very same idea into other threads for new additions such as costume parts, emotes, and more! Without further ado, let's begin!
> Energy Projection
Ranged Damage - Arc
"You turn your enemy into a conduit for your electrical power!"
+ Single target Electrical damage.
+ Chance of applying Negative Ions, a short duration effect that some other Electricity powers may take advantage of.
+ This power will continuously Arc to multiple enemies near your primary target.
+ Increase the damage and energy cost of the Tap effect.
+ The duration and Arc radius of Jacob's Ladder both increases with charge time.
+ Fully charging this power will allow the Arc attacks to potentially apply Negative Ions as well.
+ You act as a Jacob's Ladder as well, with electrical Arcs surging around you to attack any nearby enemies.
+ The periodic damage from both active Jacob's Ladders is reduced by 40%.
I wasn't quite sure how to categorize such a power. I more or less combined Chain Lightning (a single target attack) with Ball Lightning, a Ranged AoE. Due to its Arcing nature, I have considered it a typical Ranged attack in the meantime.
Ranged Damage - Knock To - Burning
"Pull your foe towards you with a fiery whip!"
+ Single target Fire damage.
+ Knocks the target towards you.
+ Chance to set your enemy on fire with Clinging Flames, dealing Fire damage over time and possibly spreading to other nearby foes.
+ Clinging Flames is a type of Burning effect.
+ Increase the damage of the Tap effect.
+ Increases the chance to set your target ablaze with Clinging Flames.
+ Fully charging this power applies Unstable Accelerant to your target, reducing their resistance to your Burning effects.
Ranged Damage - Repel - Knock Back
"You project an extremely focused column of kinetic force into your foe."
+ Single target Crushing damage.
+ Target is Knocked Back if they are within 20' of you.
+ When your target is beyond 20' away from you, they are continuously Repelled instead.
+ Enemies immune to Knocks and Repels instead take slightly more damage each tick.
+ Concentrated Force will now inflict Crushing damage to enemies between your primary target and yourself.
+ Affected foes will likely also be Knocked Back or Repelled.
+ Concentrated Force becomes a Ranged AoE ability.
Ultimate - Ranged AoE Damage - Control
"Perhaps no other wind phenomenon instills more fear than a mighty Tornado. It is capable of destroying almost anything in its path!"
+ Deals continuous Crushing and Piercing damage to all foes near and within the Tornado.
+ Targets nearer to the center will receive significantly more damage at a more rapid rate.
+ Affected targets will very likely be picked up by the strong winds and Held, unable to move or attack.
+ When a target reaches maximum Hold resistance they will be violently Knocked Back in some direction away from the Tornado.
+ Targets completely immune to Holds and Knocks will instead incur additional Cold damage and may become Chilled.
- This power must be fully charged.
- The movement of the Tornado may not be controlled.
- The Tornado moves between targets slowly but has a very wide diameter. If no other targets are present, the Tornado will move around idly until it expires.
+ Objects within a moderate distance may be picked up by the Tornado, causing targets near and within to receive periodic Smashing damage as well until all available objects are destroyed.
Tornado would be a long lasting but slow moving AoE attack that "eats up" enemies. I imagine this would be a replacement for Whirlpool down the line whenever a water power framework is introduced.
Ranged Damage - Chill - Stun
"You concentrate a debilitating column of arctic air at your enemy."
+ Single target Cold damage.
+ Chance to apply Chilled, slowing the target's movement speed and sometimes even trapping them in an Ice Cage. Other powers may be able to take advantage of the Chill state.
+ Every tick has a chance of Stunning your foe. This Stun can be frequent but lasts a very short duration.
+ Maintaining this power at least halfway will apply Illuminated to your target. Heroes attacking an Illuminated target will receive Mend, healing them for a small amount over time.
+ Illuminated is a type of Curse.