NovaFactor

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  1. So it has been done already ? Yikes
  2. But was there a GM that was as big as a building and had blue skin ? I could have sworn I saw him in Parawiki before but forgot his name .
  3. Like the Rock would say " JUST BRING IT "
  4. Sounds good to me . Also add a option to remove hair from ball caps or other head wear
  5. Ok , I'm sold . Make it so DEVS
  6. Quote:
    Originally Posted by Far_Realm View Post
    I already posted this in Lady-Jade's Power Suggestion Box, but let's see if I can get more feedback by posting independantly....

    For all the Indiana Jones/Castlevania fans out there:

    WHIP (Melee)
    Available to: Stalkers, Scrappers, Tankers
    Set Color: Beige
    Animation Notes: 'Flashy' is definitely appropriate for this set, especially as you go up in levels - Dual Pistols overdid it, though.

    Whips do inferior damage compared to other Melee sets, but make up for it in speed, low endurance cost, and limited range – the whip has the greatest reach of any Melee powerset, but note that it does not benefit from range Enhancements.

    1) Snap – a quick, basic attack with your whip. The stinging pain will temporarily reduce the target's damage resistance. Damage: Minor Lethal Recharge: Very Fast

    2) Lash – a stronger but slower attack than Snap that reduces the target's damage resistance. Damage: Moderate Lethal Recharge: Fast

    3) Flog – a harder, slower strike with your whip that leaves a deep, bleeding wound, dealing additional damage over time. Damage: Moderate Lethal Recharge: Moderate

    4) Trip (Scrapper) – trips your foe, knocking them down and causing them to take damage from the fall. Damage: Moderate Smashing Recharge: Fast
    OR
    Assassin's Lash (Stalker) – signature Stalker attack. Damage: Special Lethal Recharge: Slow
    OR
    Taunt (Tanker)

    5) Build Up

    6) Confront (Scrapper)
    OR
    Placate (Stalker)
    OR
    Trip (Tanker)

    7) Loop – you swing your whip in a circle around you, damaging all nearby enemies and lowering their damage resistance. Damage: Minor Lethal Recharge: Moderate

    8) Crack of Doom – you put all your focus and artistry into this powerful and agonizing attack that reduces the target's damage resistance a great deal. Damage: Superior Lethal Recharge: Moderate

    9) Death Spiral – You spin your whip in a wide arc around your head, causing a sonic boom so powerful that it deals heavy Energy damage to and disorients all enemies around you. Damage: High Energy Recharge: Slow

    You may notice I didn't give Brutes Whips. That's because they get....

    CHAINSAW (Melee)
    Available to: Brutes
    Set Color: Dark Yellow
    Animation Notes: Should be the near-antithesis of Dual Pistols flashiness. Simple, harsh movements, with the exception of Brandish, which is all about giving an exaggerated display.

    The Chainsaw is a slow and unweildy weapon with a penalty to accuracy, but the damage it deals is second to none. It leaves hideous wounds that heal poorly, retarding their regeneration rate, and sometimes bleeding for additional damage.

    1) Thrust – a simple, relatively quick attack with your chainsaw that slows the target's regeneration rate. Damage: Moderate Lethal Recharge: Fast

    2) Carve – a slower and stronger attack than Thrust that leaves the target with a horrible wound that regenerates more slowly. Damage: Superior Lethal Recharge: Slow

    3) Mangle – a gruesome attack that wreaks havoc on the victim's natural healing processes, severely reducing their regeneration rate and causing them to bleed for additional damage over time. Damage: Extreme Lethal Recharge: Slow

    4) Build Up

    5) Whirl – you spin your chainsaw around you, assaulting all nearby enemies and leaving them with nasty wounds and a reduced regeneration rate. Damage: High Lethal Recharge: Slow
    6) Taunt

    7) Brandish – you rev your chainsaw loudly and wave it around menacingly, causing enemies around you to cower in terror. Recharge: Slow

    8) Gore – a devastating attack so traumatizing to watch that nearby enemies may enter a state of shock, snapping out of it if they themselves are attacked. If the target survives, its regeneration rate is drastically slowed, and it suffers a terrible wound that deals additional damage over time. Damage: Extreme Lethal Recharge: Slow

    9) Massacre – You swing your chainsaw in an arc, attacking all enemies in front of you, lowering their regeneration rate. Damage: Extreme Lethal Recharge: Slow

    Something I think we've needed for a long time:

    TOXIC BLAST (Ranged)
    Available to: Corrupters, Defenders
    Set Color: Pea Green
    Animation Notes: Even more than other Ranged sets, this set demands a few different animation options for each power, so you can spit acid, shoot toxic waste out your hands, or just vomit.

    Scour your enemies with venom, acid, or toxic waste. This set does average damage compared to other Ranged sets (much of it damage over time), has inferior range, and lacks a sniper power, but makes up for it with crippling debuffs and effects.

    1) Acid Spit – a basic attack that corrodes your target's defense. Damage: Minor Toxic Recharge: Fast

    2) Venomous Blast – a moderate attack that weakens your target's damage. Damage: Moderate Toxic Recharge: Fast

    3) Toxic Cloud – you send forth a cloud of poisonous gas that harms a group of foes and may sicken them into helplessness. Damage: Moderate Toxic (DoT) Recharge: Moderate

    4) Neurotoxic Breath – you spew forth a neurotoxin that slows your enemies' movement and attack rates. Damage: Moderate Toxic (DoT) Recharge: Moderate

    5) Cobra Venom – assaults your target's eyes with poison; damage is only minor, but their chance to hit will be greatly reduced and they are likely to be completely blinded. Damage: Minor Toxic Recharge: Fast

    6) Power Boost

    7) Slime Wave – a short-ranged cone attack that does a lot of damage and reduces enemy damage resistance. Damage: Superior Toxic (DoT) Recharge: Moderate

    8) Chemical Spill – you cover a patch of ground with toxic waste. Those who pass through it are contaminated, taking serious damage and dealing less damage themselves (this effect persists even if they leave the area). Damage: Extreme Toxic (DoT) Recharge: Slow

    9) Venusian Miasma – You saturate the air around you with carbon dioxide and sulfuric acid, creating conditions much like the atmosphere of Venus. Enemies in this miasma take massive Toxic damage over time, are slowed, have their defense massively corroded, and are likely to begin choking. Damage: Extreme Toxic (DoT) Recharge: Very Long

    THROWING (Ranged)
    Available to: Blasters, Defenders, Corrupters
    Set Color: Sandy Grey
    Animation Notes: Should be simple and quick, for the most part. Area of effect powers can be more showy.

    You have superhuman skill with throwing weapons. While your damage and your area-of-effect capabilities aren't as good as other ranged powersets, you are very fast and very accurate.

    1) Rock – you throw a simple stone at your enemy. Damage: Minor Smashing Recharge: Very Fast

    2) Card – you throw a playing card with deadly accuracy, leaving a vicious papercut that reduces your target's damage resistance. Damage: Minor Lethal Recharge: Very Fast

    3) Potato – you peg your target with a large potato, dealing moderate damage and possibly disorienting it. Damage: Moderate Smashing Recharge: Fast

    4) Throwing Knife – you throw a knife with exceptionally deadly accuracy; this attack doesn't have the range of your other attacks, but it does better damage and causes a bleeding wound for additional damage over time. Damage: High Lethal Recharge: Moderate

    5) 52 Pickup – you assail your enemies with a hail of playing cards, dealing damage and lowering resistance in a cone. Damage: Minor Lethal Recharge: Moderate

    6) Aim

    7) Needle – a needle deals little damage, but you can throw it with such incredible precision that it punctures a vital nerve or other vulnerable point in the target, paralyzing it. Damage: Minor Lethal Recharge: Moderate

    8) Superball – the superball ricochets from enemy to enemy, gaining momentum and increasing in damage each time it hits. Damage: Special Smashing/Energy Recharge: Slow

    9) Vortex of Knives – you launch a volley of throwing knives in a circle around you, dealing superior damage, and possibly landing a lucky shot for even more damage. Damage: Superior Lethal Recharge: Slow

    DISEASE (Buff)
    Available to: Masterminds, Corrupters
    Set Color: Medium Dark Hazel
    Animation Notes: No comment, really. Diseases are hard to see.

    Diseases can be devastating (or in a few cases, helpful), and are usually contagious, but with the exception of Computer Virus (and Rabies in the case of certain Masterminds), robots and machines are immune to their effects.

    1) Creeping Cold – infects the target with a relatively mild, but highly contagious, strain of the common cold. Their speed and chance to hit are decreased for a little while, and nearby enemies are very likely to contract it in turn. Recharge: Moderate

    2) Antibodies – incites target's immune system to purge whatever ails it, healing the target. Recharge: Fast

    3) Computer Virus – infects an electronic or robotic target with a vicious computer virus that may have any number of devastating deleterious effects. Damage: Special Recharge: Moderate

    4) Influenza – reduces the target's speed, damage, and defense. The flu is extremely contagious and may sometimes develop into pneumonia, causing victims to choke helplessly. Recharge: Moderate

    5) Vaccine – cures a target of all deleterious effects affecting it, and inoculates it against future effects. Recharge: Fast

    6) Invoke Symbiosis – stimulates a defeated ally's mitochondria, reanimating it and protecting it from debt for 90 seconds. The target will benefit from increased endurance recovery for a while after reanimation. In addition, whatever germs and parasites were residing in the character's body are prompted to seek out new hosts, generating a cloud of pestilence that lowers the defense and resistance of nearby enemies. When these effects wear off, the subject will suffer from decreased endurance recovery and damage for a while thereafter. Recharge: Very Long

    7) Polio – Causes complete paralysis in a target. Nearby enemies may contract a milder version and become immobilized. Recharge: Slow

    8) Ebola (Corrupters) – infects the target with a horrible flesh-eating virus that gradually deals massive damage. Nearby enemies may contract a much weaker version. Damage: Extreme (DoT) Recharge: Very Long
    OR
    Rabies (Masterminds) – you infect one of your own henchmen with a rapidly-advancing form of rabies (or a software analog, if your henchmen are robots). The target's movement, attack rate, and damage are all drastically increased, but it slowly takes damage and dies. Recharge: Very Long

    9) Plague – Unleashes a terrible plague epidemic on your enemies, starting with an initial target and spreading rapidly and at longer range than other contagions. Victims are subjected to slowing, disorientation, decreased accuracy, and random outbreaks of minor Toxic damage. Damage: Special Toxic Recharge: Very Long

    Magneto fans rejoice! I made this not only because I thought it would be interesting to make a Control set that did Lethal damage, but also to give Dominators something to call their own until such time as they get Illusion Control.

    METAL CONTROL (Control)
    Available to: Dominators
    Set Color: Steel Blue
    Animation Notes: I think it's pretty self-explanatory.

    Imprison and torment your foes by controlling, summoning, and even animating metal.

    1) Bear Trap – Sharp shards of metal latch onto your opponent's legs, preventing them from moving. Damage: Moderate Lethal Recharge: Fast

    2) Iron Maiden – entombs your opponent in sharp shards of metal, holding them. Damage: Moderate Lethal Recharge: Moderate

    3) Needles – summons hundreds of needles from the ground beneath your foes' feet. They are greatly slowed and take some damage over time. Damage: Minor Lethal (DoT) Recharge: Moderate

    4) Dominate Machine – Severely damages and disorients a mechanical or robotic target. Damage: High Special Recharge: Moderate

    5) Shrapmetal – sprays jagged fragments of toxic metal in a cone toward your foes. The metal's toxicity causes neurological damage that slows victims' attack rates, and in rare cases may result in confusion. Damage: Moderate Lethal/Toxic Recharge: Moderate

    6) Electroplating – holds multiple enemies in coffins made of metal shards. Recharge: Very Long

    7) Halt Metal – while this power is active, you generate a field that repels metal, significantly increasing your defense against Lethal attacks. Recharge: Moderate

    8) Mercury Storm – you cause fountains of mercury to gush up from the ground in the area you target. Not only are enemies in the area slowed and likely to slip on the liquid metal, but some of them will succumb to mercury poisoning, causing confusion. Recharge: Very Long

    9) Dancing Weapons – summons 2 random flying metal weapons (either broadsword, katana, battle axe, war mace, chainsaw, or machine gun) to attack your enemies. The weapons are capable of only simple attacks, but they are immune to Psionic damage and very resistant to all other attacks and effects except Energy, which they are only somewhat resistant to. Recharge: Very Long

    and of course...be The Doctor!

    TIME CONTROL (Control)
    Available to: Dominators, Controllers
    Set Color: Gold
    Animation Notes: Should be the epitome of subtlety. Stasis, for example, should be nothing more than the controller pointing a finger and the target freezing in mid-animation, as though the game crashed for it.

    Command the spacetime continuum itself! Time Control is exceptionally powerful, but also very draining. Its powers cost more endurance than other control sets.

    1) Relativity Drain – Retards a target's progress through the timestream relative to the rest of the universe. Being cut off from the normal flow of time slows the target and damages the fabric of its reality. Damage: Moderate Negative Energy (DoT) Recharge: Fast

    2) Stasis – freezes a target in time, rendering it helpless, and damaging the fabric of its reality in the process. Damage: Moderate Negative Energy Recharge: Moderate

    3) Deja Vu – traps the target in a causality loop, causing it to experience “rubber banding” and take damage over time. Damage: Moderate Negative Energy (DoT) Recharge: Moderate

    4) Zeno's Arrow – immobilizes enemies in an area of effect centered on you and limits their attacks to melee range. Recharge: Slow

    5) Spacetime Rupture – dissasociates a group of enemies from the spacetime continuum, rendering them intangible. This state plays havoc with the fabric of their reality, slowly damaging them while they are trapped. Damage: High Negative Energy (DoT) Recharge: Slow

    6) Time Stop – mass hold of superior area and duration Recharge: Very Long

    7) Total Perspective Vortex – As Krishna revealed the Truth to Arjuna, you expose your enemies to the totality of spacetime and the infinity of alternate possibilities which extend from every point in every direction. The experience is literally mind-blowing, dealing damage and rendering them incapable of action. Those with this power are unnaffected by others' use of it. Damage: Moderate Psionic Recharge: Slow

    8) Tempus Fugit – While this power is active, all nearby enemies' attack and movement speeds are greatly slowed, while you and your allies are hastened to the same degree. Maintaining this power is very strenuous. Recharge: Very Long

    9) Doppelganger – You travel a few seconds forward in time, effectively doubling yourself. Due to the incredible strain and risk of cheating time in this manner, your future self can only use your most basic Time Control powers, but can use all of your secondary powers. A side effect of your future self being slightly out of tune with the time around it is that your future self benefits from increased damage resistance and defense. When you are attacked, your future self is subject to that attack as well. If you receive healing or buffs, your future self also enjoys those effects. Recharge: Very Long

    What do you think? Watch this space for further ideas and feel free to post your own!
    Sounds good to me , ok DEVS make it Cap'n
  7. Do you want the Devs to give us more slots ? If they do that , how do they make money ? And how many more slots would be enough ?
  8. NovaFactor

    CO immigrant

    Welcome home ......
  9. NovaFactor

    rp grammer help

    Quote:
    Originally Posted by Altyrian View Post
    oh here is a few pics of said toon Ryu Kuro


    Love the one laser sight eye , and the claws . Cool toon
  10. I can't wait for this , very exciting . I might have to take a few days off from work just to get mall my toons the badge
  11. I'm going to roll a tanker tonight based on this guide , thanks a bunch
  12. NovaFactor

    Rikti Large Ship

    Ahhh , thanks for the info and the vid Dark ...
  13. NovaFactor

    Rikti Large Ship

    I wonder why more heroes don't do it , seems like a lot of fun
  14. NovaFactor

    Rikti Large Ship

    Just wondering if anyone has successful taken down one the ships that drops the bomb everywhere . Is there a reward for doing so ? Are they like the giant monsters that take several teams to wear them down or defeat them ? Just wondering , I'm bored at work
  15. Same , need to get to bed earlier anyways . Hope it works out , later
  16. Either or works for me . BTW , thought TANKS were not allowed . I will try tonight to roll a new toon for this , maybe something RAD based not sure yet .
  17. Quote:
    Originally Posted by Premonitions View Post



    So the Basic premise is a Role Playing Static Team that's the equivalent of a whole squad of would-be Blue Steels, Full-blown superheroes sanctioned and deputized by the PPD, and pulled from their very ranks, but still acting independantly. Half Publicity stunt, half geniuine experiment, we'll be designed to see just how far into the confusing world of super-heroes Cops can go before becoming them.

    Think of it like Superhero/ines, but with cop uniforms(Variations of them at least)

    Requirements:

    Regular Meeting Place:


    We will meet at the Paragon Police Department in King's Row, for obvious reasons.

    Operating Procedure:

    Each week, We'll take a different member's story arc from one of their contacts. Things will stay fresh as they're switched up, as well as feeling more "Hero Team" than "Cop Team" and noone will have to worry about "keeping up" story wise.

    It also allows for each character to give a bit of their own story as we progress as a group.

    After running through a story arc from four players, we'll run either a Task force of our choice, or a particular Player's created Story Arc

    This would mean that you might have to log in from time to time to get this or that mish from one of your contacts on off days, let me know, and I'll be happy to take over if you don't have anything, or could'nt get on wit your character during the week, and We'll run one of Detective Ethan's(mine) this WILL count as your turn for the round, though.

    Play Time:

    Time spent in-game will be divided three ways

    20 Minute Mandatory RP Time:

    Before each run, I'd like to take about twenty minutes, (I'll probably be on a bit earlier) Of "sitting Around talking" Time as both a "De-briefing" segment, and to build up anything that anyone might have brewing as far as personal character development-wise and such.

    Two Hours of Play time

    Two hours of... Well, play time. Two hours of running whatever the person "Holding the torch" for the current week has. If you don't have any major arcs that might last Two hours set up, Two Minor ones would be just fine.

    Thirty-Minutes Of Optional RP/hang-out time:

    Obviously, the base is thirty minutes, but individual character interactions might run long, so just take this as a suggestion. It's optional, noone is forced to kick around any longer than they wish to, but obviously a team of people should get along, so either IC or OOC, I'd like it if everyone could spend some time together to either play out a story they'd like to expand on, or just get to know each other better.

    Meeting Time:

    Once a Week Is the plan, anything else is'nt really set.

    I don't personally have a particular meeting time set up. I would like something earlier in the afternoon, so people could play, log, then go about their business for the night IRL. Anything during the Week is absolutely fine as far as I'm concerned. I'd also like to establish a "regular" day and a "Back-up" day in case the normal time doesn't work out due to some catastrophe, we can still go by without skipping a week on the back-up day.

    I plan to get started in two weeks at the latest, and by next week if things go much quicker.

    Player Spots/Recruitment:

    I'll be recruiting until the team is full, and when spots open up, I'll announce them, either here, or, more likely, with a new thread.

    Characters:


    Origins: Can be anything that suits you, but your character needs to be based on the PPD, an officer, liason, operative, undercover cop, We're all cops with gifts or special talents here.

    ATs: No requirements, but it wooooould be nice to have maybe one sheild/mace tank and a kheldian, hint hint hint.
    Are you still recruiting for this ? Sounds like fun .....
  18. Haven't run that yet , sounds cool though . I have a AR/TA on redside and it's pretty fun to play also .
  19. Where are we going to meet by the way ? I'm usually good for at least 1 to 2hours , and Wednesday would work out good for me . Can't wait to get started . How many do we have so far ?
  20. I might be down for this . Been working on my personal SG/VG for a while and have been thinking of doing something like this . What are the guidelines besides what has been mentioned , like what costumes colors are required etc ? My global is @AT3374
  21. Have a schedule of missions or tf's ready for the group to accomplish . It's nice to know that the SG has some objective to accomplish when membrs sign on to play .