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Electro-Lash
Ranged Damage - Arc - Combo
"You are able to manipulate naturally occurring ions in the air to form a shocking electric whip!"
Click
+ Single target Electrical damage.
+ Has a chance to apply Negative Ions, a short duration effect which some Electricity attacks can take advantage of.
Combo Finish
+ Deal Electrical damage in a cone in front of you.
+ Inflict additional Electrical damage to any targets affected by Negative Ions. This source of damage may Arc to other nearby damage and deal single target Electrical damage.
Advantages
Thunder Crack
Enhancement
+ Upon completing Electro-Lash's combo, your primary target will receive a guaranteed instance of Negative Ions.
Inspired by bluhman
Electro-Circuit
Ranged Damage - Knock To - Circuit
"Lash out at your enemies using a whip made from pure electricity!"
Tap
+ Single target Electrical damage.
+ Knocks the target towards you.
+ Has a small chance to Arc to enemies near your primary target at their initial location, dealing Electrical damage.
Charge
+ Increase the damage of the Tap effect.
+ Increase the chance for Electrical damage to Arc to other targets.
+ Fully charging this power against a foe already affected by Negative Ions will complete a Circuit, consuming the Negative Ions and possibly triggering other Electricity power effects.
Advantages
Taser
Enhancement
+ Successfully Knocking your target towards you will also Root them in place for a short time.
Inspired by bluhman
Thunderous Cyclone
Ranged AoE Damage - Knock Back - Arc
"Thunderous Cyclone swings an electrical whip around you, lashing out at enemies that come within its path."
Maintain
+ Deals Electrical damage to nearby targets.
+ Chance per hit to Knock Back targets. This Knock receives half of the Melee Knock Strength benefit from your Strength stat, and half of the Ranged Knock Strength from your Ego stat.
+ Has a chance of applying Negative Ions, a short duration effect that some other Electrical attacks may take advantage of.
Advantages
Vortex Technique
Enhancement
+ This power becomes a Knock To instead of knocking targets back.
+ Fully maintaining this power applies a stack of Furious to you if you are unaffected by the buff.
+ Refreshes all stacks of Furious if you have existing stacks.
Stand Your Ground
Enhancement
+ Greatly increases your Knock resistance while maintaining this power.
Inspired by bluhman
Jacob's Ladder
Ranged Damage - Arc
"You turn your enemy into a conduit for your electrical power!"
Tap
+ 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.
Charge
+ 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.
Advantages
Voltage Multiplier
Enhancement
+ 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.
Fire Sword
Melee AoE Damage - Combo - Burning
"You conjure and then wield a blade made from fire itself. Enemies impacted by your Fire Sword may be set ablaze!"
Click
+ Deal Fire damage in a wide area in front of you.
+ Each hit has a chance to apply Clinging Flames to affected targets, causing them to take Fire damage over time and possibly leaping to other nearby foes.
+ Clinging Flames is a type of Burning effect.
Combo Finish
+ Guarantees an application of Clinging Flames to your primary target and up to 2 other foes nearby foes.
Advantages
Raging Fire
Enhancement
+ Finishing Fire Sword's combo will apply an instance of Furious to you, a critical hit buff that can stack up to 3 times.
+ Refreshes active Furious applications if you are already at 3 stacks.
+ When struck by an attack while Furious, you will gain Willpower, which grants you a small heal.
Fire Sword Circle
Melee AoE Damage - Burning
"You spin with your flaming sword and strike all enemies that dare to approach you."
Tap
+ Deals Fire damage to nearby enemies.
+ Chance to apply Clinging Flames to targets, dealing Fire damage over time with the possibility of spreading to others.
Clinging Flames is a type of Burning effect.
Charge
+ Increase the damage and energy cost of the Tap effect.
+ Raises the likelihood of applying Clinging Flames to nearby foes.
+ When fully charged, all impacted enemies receive Engulfing Flames, temporarily reducing their resistance to Fire and Elemental damage.
+ Engulfing Flames is a type of Burning effect.
Advantages
Pyroclasm
Enhancement
+ Affected enemies are Knocked Down when this power is fully charged.
Blazing Whip
Ranged Damage - Burning
"Whip a length of pure fire at your enemy."
Click
+ Single target Fire damage.
+ Has a chance to apply Clinging Flames, dealing Fire damage over time to the target and possibly even leaping to other nearby foes.
+ Clinging Flames is a type of Burning effect.
Combo Finish
+ Deals Fire damage in a cone in front of you.
Advantages
Fuel Injection
Enhancement
+ Finishing Blazing Whip's combo will apply Unstable Accelerant to all impacted targets, causing them to take more damage from Burning effects.
Firewire
Ranged Damage - Knock To - Burning
"Pull your foe towards you with a fiery whip!"
Tap
+ 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.
Charge
+ Increase the damage of the Tap effect.
+ Increases the chance to set your target ablaze with Clinging Flames.
Advantages
Burning Sensation
Enhancement
+ Fully charging this power applies Unstable Accelerant to your target, reducing their resistance to your Burning effects.
Fire Whirl
Ranged AoE Damage - Knock Back - Burning
"Fire Whirl swings a whip of pure fire around you, lashing out at enemies that come within its path."
Maintain
+ Deals Fire damage to nearby enemies.
+ Chance per hit to Knock Back targets. This Knock receives half of the Melee Knock Strength benefit from your Strength stat, and half of the Ranged Knock Strength from your Ego stat.
+ Has a chance of applying Clinging Flames to targets, causing Fire damage over time and possibly leaping to other nearby enemies.
Advantages
Vortex Technique
Enhancement
+ This power becomes a Knock To instead of knocking targets back.
+ Fully maintaining this power applies a stack of Furious to you if you are unaffected by the buff.
+ Refreshes all stacks of Furious if you have existing stacks.
Stand Your Ground
Enhancement
+ Greatly increases your Knock resistance while maintaining this power.
Inferno
Ultimate - Ranged AoE Damage - Burning
"You've held back your true power long enough... It's time to let loose an Inferno!"
Charge
+ Initial burst of significant Fire damage to all nearby enemies.
+ Applies Clinging Flames to all impacted enemies.
+ Create an enormous Pyre Patch that lasts for a large amount of time. This Pyre Patch has a chance of repeatedly applying Clinging Flames to all foes within it.
+ Clinging Flames and Pyre Patch are both types of Burning effects.
- You can only have one Pyre Patch active at a time. Other abilities that may create Pyre Patches will not override Inferno's unique version.
- This power must be fully charged.
Advantages
Towering Inferno
Enhancement
+ Inferno's Pyre Patch becomes even larger and reaches much higher into the air, possibly lighting airborne targets ablaze.
+ Additionally applies a unique variation of Nailed to the Ground, disabling travel powers until the target leaves the area of Inferno's Pyre Patch.
- Upon leaving the affected area, enemies will immediately receive Freedom, granting them brief immunity from further travel power disabling.
Five Alarm Fire
Enhancement
+ Inferno will also apply Engulfing Flames to all targets hit by the initial damage burst, reducing their resistance to Fire and Elemental damage.
+ Engulfing Flames is a type of Burning effect.
I am aware that a large portion of the community dislikes the current Fire damage ultimate, Meteor Blaze. I hope to provide an enticing alternative in the form of Inferno!
Wave Strikes
Melee Damage - Combo - Snare
"Your graceful and fluid-like motions belie debilitating blows upon your enemy."
Click
+ Single target Crushing damage.
Combo Finish
+ Snare target on successive third attack, greatly reducing their movement speed for a short time.
Advantages
Joint Pressure
Enhancement
+ In addition to Snaring your target, Wave Strikes have a chance of Rooting them in-place entirely.
Oscillating Impacts
Melee Damage - Repel
"You unleash a physical storm of calculated fists, chops, and blows. Your foe is pushed and prodded by your myriad strikes!"
Maintain
+ Deal continuous single target Crushing damage.
+ Target is lightly Repelled in various directions while maintained.
Advantages
Uneasy Footing
Enhancement
+ Strikes from Oscillating Impacts have a small chance of Knocking Down your target instead of Repelling them. This chance gradually increases the longer the power is maintained.
Fulcrum Kick
Melee Damage - Knock
"You deliver a swift kick to the ground just beneath your foe, launching them into the air above!"
Tap
+ Single target Crushing damage.
+ Small chance to Knock your target upwards.
Charge
+ Increase the damage and cost of the Tap effect.
+ Increase the chance of Knocking your target.
Advantages
Crush
Enhancement
+ Fully charging this power applies Demolish, reducing your target's resistance to further Crushing damage.
Magnetic Pull
Melee Damage - Repel - Knock To
"Your mastery over motion and physics allows you to yank targets towards you."
Tap
+ Single target Crushing damage.
+ Repels the target towards you.
Charge
+ Increase the damage and cost from the Tap effect.
+ Fully charging this power Knocks your target towards you.
Advantages
Positively Charged
Enhancement
+ Applies Restoration to you, healing you over time.
+ Heals for an additional amount if your health is low.
+ Has a short internal cooldown after use.
Concentrated Force
Ranged Damage - Repel - Knock Back
"You project an extremely focused column of kinetic force into your foe."
Maintain
+ 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.
Advantages
Newtonian Physics
Enhancement
+ 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.
Nova Cannon
Ultimate - Ranged AoE Damage - Knock
"You unleash a blast of force so great and powerful that its immense gravity pulls foes into its devastating path!"
Charge
+ Deals incredible Crushing damage to all enemies within the path to your primary target.
+ Nearby foes initially out of its blast radius will be Repelled into its path and receive Nova Cannon's full damage.
+ Enemies that are further away have a large chance of being Knocked into its line of fire, but will receive less damage.
+ Foes that are resistant to Repel and Knock effects will instead receive 3/4 of Nova Cannon's damage amount regardless of their distance from the line of fire.
+ All affected targets are Nailed to the Ground, disabling any travel powers. When this debuff expires they receive Freedom, making them immune to further travel power negation.
- Nova Cannon will consume all of your currently available energy. Its damage scales with the amount of energy used.
- Any Energy Forms that are active will be temporarily disabled.
- This power must be fully charged.
Advantages
40,000 Petajoules
Enhancement
+ The primary target of Nova Cannon is affected by Gravity Well, which will pull other nearby enemies in towards your primary target.
Tornado
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!"
Charge
+ 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.
Advantages
EF-5
Enhancement
+ 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.
Shatterfists
Melee AoE Damage - Combo - Chill
"Icy blows may just freeze your beleaguered target solid."
Click
+ Deals Cold damage to targets in front of you.
Combo Finish
+ Moderate chance of Chilling your targets, slowing their movement speed and possibly trapping them in an Ice Cage. Other powers may benefit from the Chilled condition as well.
Advantages
Out Cold
Enhancement
+ Upon finishing this power's combo, your primary target may be Stunned in addition to Chilled. Stunned foes are unable to move or act for a short period of time.
Frigid Lance
Melee Damage - Chill
"A very sharp icicle stands between you and your enemies."
Tap
+ Single target Cold damage.
+ Chance to Chill your target, slowing their movement speed and occasionally trapping them in an Ice Cage. Other powers may take advantage of the Chill condition.
+ This power has slightly longer maximum range than most other melee attacks.
Charge
+ Increase the damage and energy cost of the Tap effect.
Advantages
Spear Of The North
Enhancement
+ When fully charged, temporarily but moderately increases the damage of other subsequent Frigid Lance attacks.
+ This buff's duration can be indefinitely refreshed by repeatedly fully charging this power.
Flash Freeze
Enhancement
+ Significantly increases the chance for a Chilled target to be encased within an Ice Cage, Rooting them in place. Affected foes may attempt to break free.
Snowblind
Ranged Damage - Chill - Stun
"You concentrate a debilitating column of arctic air at your enemy."
Maintain
+ 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.
Advantages
Bifrost
Enhancement
+ 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.
Comments
Archery
Gadgeteering
Munitions
Power Armor
Laser Sword
Swords and Shields!
Plant Abilities!
Dual Blades
Fighting Claws
Single Blade
Unarmed
Swords and Shields!
Plant Abilities!
Telekinesis
Telepathy
Swords and Shields!
Plant Abilities!
Heavy Weapon
Earth
Might
Swords and Shields!
Plant Abilities!
Celestial
Darkness
Arcane Sorcery
Bestial Supernatural
Infernal Supernatural
Swords and Shields!
Plant Abilities!
Current Progress
TONS of new powers have been added to several frameworks! Force now has several melee and melee-oriented powers such as Wave Strikes, Oscillating Impacts, Fulcrum Kick, and Magnetic Pull. Ice has Shatterfists for some gnarly icy boxing!
Archery now has Crossbow Crackshot, Barrage, and Block in addition to a "nefarious" Healing Arrow. Gadgets sports Disk Shield Backhand and will eventually have volatile and spontaneous comic book "gag gun" abilities! Munitions can utilize a fitting Injector Pistol for combat first aid and several powers have been giving a thematic Suppressor advantage for "silenced shooting" sound effects! Power Armor and Laser Sword receive Nanite Transfer and Cauterizer Beam respectively as supplementary heal powers!
Unarmed Martial Arts and Telekinesis receive agile movement abilities in the form of Dodge Roll and Blink respectively. These abilities propel you in different directions depending on your current motion!
Transform into a HUGE STONE TITAN with Earth's Become Golem ability! Might gets Ground Pounder, Ripper's Boulder Dash, and Moment of Glory!!!!!!!!!
*DEEP BREATH*
Lastly, Celestial, Darkness, and Arcane Sorcery all get several new powers, primarily focused around dishing out magic in close-quarters combat.
I couldn't have done it without you guys! I'm really quite proud of where it stands today and hope that -- just maybe -- we possibly see some of these implemented in-game in some form or another.
There are still some big plans in the work. Gadgeteering will finally get its thematic goofy "bang" pistols at some point. I'd like to throw in both an Air Strike and Off-Site Artillery powers for more indirect Munitions combat. Likewise... it's high time we receive proper Taunts, Provocations, and Coercion powers outside of the realm of Telepathy!
Stay tuned!!
Swords and Shields!
Plant Abilities!
Mystical powers: -
Pyramid Trap (AOE):Snare enemies in a pyramid shaped energy prison. Advantages - Illuminated, Drain Life
Skull Shot: You unleash a skull shaped blast. Advantages - Screeching Skull does a bit of sonic damage. Can hit targets in a line as well for another choice. Sorta like Sniper Rifle
Wild Form: Become a grizzly bear, wolf, etc and receive Might and Bestial Supernatural powers. Lots of skins here. The active passive is Unstoppable
Monstrous Form - Transform into a Bloodgorger, the bigger Dogz werewolves called Ulfhednars, or other monsters for 3 minutes and get might, bestial supernatural powers. This one has regeneration. Could even be an ultimate.
Force:
Force Barrage - Shoot a quick few blasts of energy.
Force Nova - Big force AoE blast that could destroy a planet. Ultimate
Telekinesis and Telepathy:
Telekinetic Bow
Telekinetic Gun
Telekinetic Heavy Weapon
Basically you gain new weapons to use as a telekinesis power. Uses same animations as their regular versions, just a skin and they focus on ego damage.
Telekinetic Slap: A large psychic hand appears and smacks enemies in an AoE.
Telekinetic Fist: A large psychic hand punches enemies. AoE
Psychic Titan: Create a large uncontrollable pet psychic giant. It rampages until it disappears.
Thank you for your contributions! I absolutely love the idea of psionic weaponry... I somehow never thought of that! There really should be some kind of dark skull attack, too.... I'd love to incorporate some of those into the list, if you'd permit it!
EDIT:
@nyghtshroude#9048
Seeing as how you began with "have a few", I'll go ahead and integrate some of these as soon as I have a chance. I am contemplating renaming Force Nova to Supernova, however, if that's cool.
Swords and Shields!
Plant Abilities!
Freezes a selected target in a block of solid ice.
Electricity - Lightning Whip
Lash out at an enemy with a tendril of lightning.
Fire - Burning Fury
A self-destructive flame burns within you, fueling you to fight harder.
Infernal - Miasma
You spew forth a meandering cloud of pestilence into the air.
Swords and Shields!
Plant Abilities!
That's it for now! Thanks again for reading and contributing, Champions!!
Swords and Shields!
Plant Abilities!
Swords and Shields!
Plant Abilities!
Bestial Supernatural was the odd one out for the longest time. It took a great while to whip-up something thematically appropriate for this one!
I've got some more plans in store for this thread as it approaches its one year anniversary!
Swords and Shields!
Plant Abilities!
What did you have in mind? I suppose I'd be willing to touch-up some overlooked powers, though I'd probably make a new thread for those.
Swords and Shields!
Plant Abilities!
An egregious offender lately that comes to my mind is the current state of rocket launcher...
I'll take that into consideration, though!
Swords and Shields!
Plant Abilities!
Become a big stone monster or usher in your moment!
Swords and Shields!
Plant Abilities!
See how I work "live"! Lots of rough-draft formatting and power implementation is going on before your very eyes!!
Swords and Shields!
Plant Abilities!
This may be the largest update yet for this thread, nearly six weeks in the making!
Check out the above Current Progress post above for a quick run-down of everything that's new!
Swords and Shields!
Plant Abilities!