Recent content by coiil

  1. coiil

    Redacted

    Redacted A small, classy flying saucer, piloted by little green men. The top dome of the UFO counts as it's 'head'. Weapon - Plasma Turrets: Duelies (Alt-Fire is a seperate gun with it's own individual ammo pool. It's aim is slightly to the right, and primary-fire is slightly to the left of...
  2. coiil

    [HERO] Empyrean

    Empyrean Weapon – Pneumatic Gun: Arcing (Bullet damage doesn't fall off with distance, instead bullets drops 0.5 meter ever 15 meters they travel) Terminal Velocity (Bullets deal 2% more damage per 0.5 meter downward they've traveled) 24 Ammo, 4 Bullets Per Second, 21 Bullet Damage, 2.65...
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    [Hero] Slugger

    Slugger (A baseball legend) Weapon – Baseball Pitch: 3 Ammo, 2 Bullets Per Second, 64 Bullet Damage, 1s Reload Time, 50-80 Meter Damage Fall Off Range, 130 m/s Bullet Velocity. Alt-Fire – Curve Ball: Causes your last thrown ball to curve in the direction you're aiming, consuming 1 ammo. Home...
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    [Hero] Doc Tower

    Doc Tower (A friendly surgeon with just a little blood on their scrubs) Weapon - Syringe Gun: Slow Poison (Bullets deal their damage over 3s instead of instantly) 12 Ammo, 3 Bullets Per Second, 36 Bullet Damage, 1.65 Reload Time, 25-75 Meter Damage Fall Off Range, 330 m/s Bullet Velocity...
  5. coiil

    [Hero] Tele

    Tele: A black and white T.V. set, floating about head height, and projecting a T.V. character from the neck down as their body. Default body is a cheesy sci-fi astronaut. Weapon – Electron Gun: Beam, Refracting (Beam will bounce off terrain) 50 Ammo, 9 Bullets Per Second, 7.7 Bullet Damage...
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    [Hero] Gage

    Gage: Weapon – Missile Battery: Momentum (Bullets have reverse damage fall off, dealing less damage up close, and more damage the further they travel) Splash (Bullets deal damage in a 2 meter radius when they hit enemies/terrain) 16 Ammo, 3.25 Bullets Per Second, 31 Bullet Damage, 2.55 Reload...
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    [Hero] Sawtooth

    Buffs to ammo/rate of fire do benefit Buzzsaw by making the saw bigger (Ammo) and damage faster (RoF) Some very specific buffs might get wasted though unless specific exceptions were made for them though. For the most part they shouldn't completely wasted. I was picturing it being used in...
  8. coiil

    [Hero] Sawtooth

    Sawtooth: (Hell's handyman) Weapon - Magnetic Sawblade Launcher: Piercing (Shoots a saw that pierces through enemies) Single Shot (Maxes at 1 Ammo) Returning (The saw travels it's max range before returning to you, potentially damaging enemies twice. Your weapon automatically reloads when the...
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    [Hero] Magnetron

    Magnetron (Incandescent cyborg) Weapon - Gamma Ray Arm Cannon: Beam Weapon, Long Range, Charged Shot (Holding Primary Fire consumes ammo to charge a shot until you release. The charged shot deals 1x bullet damage per ammo consumed during the charge. Automatically releases the shot after 3s of...
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    [Hero] Muse

    Muse: (Reality warping painter) Weapon Master Stroke (Paint Gun): Beam Weapon, Burst Fire. 45 Ammo, 9 Bullets Per Second, 8.4 Bullet Damage, 2.45 Reload Time. Paint Thinner: Throws thinner over the target 8 meter radius, making splashed allies invisible, and splashed terrain...
  11. coiil

    [Hero] Valentine

    Ya I'd prefer Heart Attack as an innate aspect. Originally I was thinking the passive would increase damage you deal to enemies below you, based on elevation difference to make better use of Create of the Night. Big burst damage would work well on Kiss too.
  12. coiil

    [HERO] Dreadnought

    That's a good point on Bandoleer, maybe something like 10 + 70% max/current ammo capacity would be better. Bunker Down's HP scales with spirit also. Aside from that, could make Reactive Ammo's shots deal spirit instead of bullet.
  13. coiil

    [Hero] Valentine

    Valencia: (Vampire Femme Fatale) Weapon Nightlife (Crossbow): Heavy Hitter, Long Range. 14 Ammo, 2.4 Bullets Per Second, 34 Bullet Damage, 2.55 Reload Time. Love Struck: Fires an arrow that deals 80 spirit damage to the first enemy it hits, and charms them for 3s. Charmed enemies can't target...
  14. coiil

    [HERO] Dreadnought

    I was thinking Blowout's total damage and Bunker Down's HP would scale with spirit. Figure Reactive Ammo would have a chance to proc per bullet hit, so could proc multiple times from spreadshots. I was thinking how far the bullets should be spaced, and if they'd be close enough to hit the same...
  15. coiil

    [HERO] Dreadnought

    Dreadnought Weapon Metal Heads (Twin linked cannons, fires 2 rounds at once) Rapid Fire, Long Range. 4.4 Bullet Damage, 15 Bullets Per Second, 90 Ammo, 3.5s reload time. Blowout: Detonates your ammo stores, unloading your weapon to deal 1 spirit damage per 1 ammo lost to enemies in a 9 meter...
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