Boss Ironjaw - Crocodilian Rum Runner / Wrestler

joeinky

Member
Other Hero Ideas
Flayer
:- https://project8.dev/threads/hero-concept-flayer.2408/

Initial Idea
So the idea for this character came from 2 main sources:
- This game is set around the 30s-40s, which is... close enough to the prohibition era that a character who was part of a rum-runner ring, bringing illegal alcohol into the city is an interesting idea to me
- Alligator wrestling is a real thing, so in this fantasy world why not an Alligator person... that grew up wrestling?

This lead me to the gameplay concept of a tanky alligator hero, who is terrible at long distances, but excels at getting in and then either doing heavy damage or picking a priority target and seperating them from their team using an escalating grapple move.

I also thought that having a character whose base of operations was the sewers could lead to some sort of rivalry/bad-blood between themselves and the Tunnel Rats, the organisation that Mo & Krill are part of.

None of the numbers have been thought about super in depth other than to try and give a basic idea of how they might play, so don't get too caught up on things sounding too bad/good on a purely numbers basis.

Visual Design
Honestly? just think Killer Croc, a burly crocodile man. Have him almost in some sort of crocodile dundee attire, with the vest jacket and the hat lined with crocodile teeth.
ironjaw reference.png


A Fate's Tale
Ironjaw didn't have much growing up, he came from a dead-end town where you either worked the mines or you were a drunken deadbeat. A town where the most exciting thing that ever happened were the local wrestling tournaments, in which he was - of course - undefeated.

He was the pride of the town, adored for his strength and his speed, but in such a small town the adoration was never enough, he needed more.

His big break came when he was, shall we say, "scouted". Not purely for his wrestling ability, but for his raw speed and strength, making him the perfect muscle for [redacted]'s Rum Runner operation, bringing illegal alcohol into New York City thanks in part to a tense, but mutually beneficial alliance with The Tunnel Rats.

He worked his way through the ranks of the organisation and, after a mysterious incident where the boss was found dead with a broken spine, Ironjaw took control of the entire operation. He now has more power and control than he could have ever imagined... but it's still not enough.

First, the Tunnel Rats need to learn their place at the bottom of the food chain, and once they're under his scaly thumb, the city will be next to fall.

Weapon
Ironjaw makes use of a double-barreled sawn-off shotgun, the fire rate and ammo count are quite low, but the damage is very high with a slightly harsher damage fall-off than most. Ironjaw does best when getting up close and personal, so this is to incentivise him doing that as well as to disincentivise a more passive, long range approach.

Base Stats
ironjaw_weapon.png

ironjaw_vitality.png


Abilities

ironjaw_ability1.png


A relatively basic ability, a grenade that slows enemies and makes it harder for them to reload while also allowing you to buff yourself (and allies later on), using it in close quarters has the biggest benefit because you can get both effects.


ironjaw_ability2.png

After drenching himself in booze, Ironjaw gets down on his belly and starts swimming forward in a serpentine fashion. He starts off at 0 movement speed but gradually reaches 12 m/s after 2 seconds, knocking down anyone while at the max movement speed. While swimming his ability to turn is somewhat reduced. You use this move to get into a fight quickly as well as cause a little disruption once you get there. What's a Bayou Buster you might ask? We'll get back to that later.

ironjaw_ability3.png

Leatherback is a basic passive ability, allowing him to shrug off negative status effects and replenish stamina to help close the distance.

ironjaw_ability4.png

This is Ironjaw's signature ability, allowing him to grab a single target and fly them away from their team, each time you crash an enemy into the ground they receive one stack, with the distance you jump (and therefore the damage you deal) increasing with each stack, up to a maximum of 2. You have full control over where you land by using the movement keys, so you'd be able to grab someone and then angle the fall so that the drop distance is even further, and if you manage to grab someone in the air or on a roof, then that's going to be even more damage. They have a brief 2 second window after hitting the ground between charges where they can try to get away but if they can't, they're getting grabbed again.

I also thought that it would be fun if the animation was different depending on the number of stacks, so:
0 stacks: Ironjaw performs a suplex
1 stack: Ironjaw performs a DDT
2 stacks: Ironjaw performs an atomic buster

With the right sound and particle effects, this would be a very fun ability to use imo.
 
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