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Pulp Hero-ification

Started by BentonGrey, October 01, 2010, 04:54:20 AM

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BentonGrey

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.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
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Scorpion13mk2

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.

RTTingle

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.


BentonGrey

RTT!  I would LOVE to see your pulp hero files.  I can't imagine a better expert to appeal to. ;)
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
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BentonGrey

Bump!  Any thoughts guys?  I'm especially interested in what RTT's builds look like.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

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?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
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Panther_Gunn

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?
The Best There Is At What I Do......when I have the time.

BentonGrey

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.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

daglob

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... ;)


BentonGrey

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:
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

#10
Update:

Here's what I've come up with for Dick Tracy and Miss Fury:

Dick Tracy
Spoiler
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 Fury
Spoiler
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?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

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.  :)
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

daglob

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.

yell0w_lantern

I would make Radio Watch either a summon with high energy cost or a weaken swap.
Yellow Lantern smash!

daglob

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.


BentonGrey

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.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

yell0w_lantern

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.
Yellow Lantern smash!

yell0w_lantern

Why don't you give Miss Fury combat skill or blitzkrieg instead?
Yellow Lantern smash!

BentonGrey

#18
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.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
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daglob

If you could have him summon Pat Patton (I think Sam Ketchem didn't come along 'til a lot later), that might do.

Panther_Gunn

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.
The Best There Is At What I Do......when I have the time.

daglob

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.

BentonGrey

#22
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.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

daglob

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...

daglob

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.

BentonGrey

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?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
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BentonGrey

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!
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

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?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

kkhohoho

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.
The Golden Age; 'A different look at a different era.'

http://archiveofourown.org/works/1089779/chapters/2193203

BentonGrey

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!
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/