Teleport Foe Revisited
AAAAAAAAAAAAGGHHHHH!!!!!
God save us from the 2:00am inspirations. Somewhat punchy, I was playing yet another test character and thought, "yaknow, it's a wonder some of these civilians don't get fed up with all the crime around here and just start chasing Hellions with a board." With this concept running wild through my exhaustion-addled brain, "That Crazy Guy" was born. A natural tanker (he has to have some chance of lasting through a fight), that crazy guy runs around Galaxy City, in his dirty wife beater and jeans, punching out criminals. And I do mean "punching out." The only "power" he's using is Brawl. No flaming fists... no giant stone mallets... no super strength punch... Just plain old Brawl. There are going to be rules here. That crazy guy is nothing more than a normal bum who's fed up with crime. Therefore, he'll never level (beyond 2nd, which I had to do to get Rest), he'll never use any powers beyond Brawl (and maybe that throwing knife beginning characters get... I haven't decided yet), he'll never use contacts, he'll never slot anything, and he'll never use Inspirations. Ever. No matter what. If that crazy guy ever gets beat up, he'll go to the hospital just like, well, some crazy guy who gets in fights.
Body Manipulation allows the hero to alter the size, shape, and consistancy of his body to attack his foes. This set is a Scrapper primary set.
It's time for a new power set, and this time I thought Tankers needed a little love. Their options feel more limited to me than, say, controllers and ripe with possibilities for new sets. Gravity seemed like an appropriate tanker effect, so here it is....
Small idea and adjustment. Let's scrap invisibility out of the Illusion Controller set and put it solely in the Stealth set where it belongs. Both sets are lamer because of the similarity. As a replacement, I propose this for Illusionists: Doppleganger. The illusionist selects a target and activates the power. He then takes on the physical appearance of that target for as long as the toggle is activated. This produces essentially the same effect as invisibility but flavors it specifically towards the set. In addition, I'd make these adjustments. The illusionist can mimic minions and leutenants without incident, but if they mimic bosses or archvillains they run a greater risk of being found out. Essentially, if the disguised hero and his "original" are both within line of sight of villains, each of those villains are aggroed to attack either the hero or the original (with an equal chance of either). Interesting? Flavorful? Yes! And it would add some interesting strategizing to the game.
...you say Zapp, I say Proton Volley.
I just did a mission that disappointed me in it's failure to rise above the typical "rescue X" missions. The contact tells me something to the effect of "hey, how about something easy? You've been invited to appear at a sci-fi convention." When you arrive, sadly, the building is abandoned and the entry message actually tells you it's an ambush. Sad. Boy, this had the potential to be something really interesting, combining combat and non-combat goals into an actual [gasp!] plot! Here's how I'd do it. I don't think there's anything here that can't be done with existing coding.