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Thread: TMI - Too Many Ideas. Freelancer Concpets and etc.

  1. #21
    Bounce-Bullets
    Map

    • Yellow - Energized
    • Darkblue - Spawnpoint.
    • Green - Health
    • Purple - Fog
    • Blue - Haste
    • Black - Wall
    • Red - Might
    • Orange - Cover


    Characters: Lockwood-Robot. (x8)
    Kill Limit: 8
    Turns Limit: 20


    Lockwood-Robot. Like a Lockwood. But Robot
    Health: 10

    Ability:

    1. Bounce Bullet. Blast.
    • Deal 1 damage.
    • Deal addition 1 damage per Bounce.
    • 4 bounce limit.
    • Every bounce increase range on 5.

    Gain 1 energy if enemy hit. (Gain 1 addition energy per bounce).

    2. Linem Up. Required 5 energy. 1 turns cooldown. Blast
    • Shot 4 bullets. (Wors like Razor Tempest (Kaigin), Strong Arm (Celeste)).
    • Every Bullet Deal 2 damage.
    • Bounce only 1 time.
    • (Deal 2+1+1+0 in single target)

    3. Backup plan. Required 10 energy. 2 turns cooldown. Dash
    • Dash in selected way.

    4. Trap. Prep. 3 turns cooldown. 3 energy required.
    • Place trap.
    • Trap Deal 2 damage.
    • If enemy Dash thru trap - Deal 5 damage
    My IGN: NinkPT#8272
    C:

  2. #22
    Crow Scarer

    Appearance:

    Original: https://pp.vk.me/c628824/v628824085/...ewvkVuY7Lw.jpg
    ___________________
    Lore: WIP
    Trust: Wildcard
    Description: WIP
    Role: Firepower
    ___________________

    (1) Blast: "Scarer"
    • Deal 30 damage.
    • Have 3 charges.
    • After third shot, 1-turn Reloading.
    Gain 10 energy If hit enemy.

    (2) Prep.: "Fear Tag". Free. 1 turn cooldown
    • Marks the selected enemy.
    • All abilities deals additional 5 damage to that target.
    • If Crow hit that target 3 times - Deal Additional 15 damage
    • Mark disappears every time, when Crow didnt hit that target.
    Gain 5 energy per hit.

    (3) Prep: "Recovery". 5 turns cooldown.
    • Heal yourself on 30.
    • Instantly restores all charges on Scarer
    Gain 10 energy

    (4) Blast: "Halt". 3 turns cooldown.
    • Deal 30 damage first hitted enemy and SLOW them.
    • ROOT Marked Enemy
    Gain 8 energy If Slow. 12 Energy If Root.

    (Ult) Dash: "Phantasm". 100 energy.
    • Dash in Selected Way.
    • Shots in 3 (4 with mod) selected areas.
    • If hit same target deal 30-15- 5-0 damage. (50 damage) (70 marked target) (With Zinc Mod 59-78)
    • Marked Enemy take additional 5 damage per bullet.
    • All Scarer Mods works on this ability
    ____________________________________________
    Ability Range


    ____________________________________________
    Primary Mods:
    "Extra"- 3 - Add Additional Charge
    "Final"- 1 - Last shot SLOW enemy
    "3-in-a-Row"- 2 - If hit enemy 3 times in a row, instantly restore all charges.
    "Zinc" - 3 - Increase damage on 3

    2 Mods:
    "Dernier"- 3 - Last Scarer charge deal additional 5 damage to this target
    "Absorption"- 2 - Heal Crow on 10, when marked target dies.
    "No Escape"- 1 - REVEALES marked enemy

    3 Mods:
    "Second Wind"- 3 - Heal additional 15, If health below 50%
    "Regroup"- 2 - Gives haste until end of this turn.
    "Preparation"- 1 - Gives Energized at start of next turn.

    4 Mods:
    "Stand Still"- 2 - SLOW on additional turn
    "Heavy Bullet"- 1- Deal additional 5 damage
    "Zest"- 2 - Increase energy gain on 2.

    Ult Mods:
    "Ghost"- 3 - Now can dash thru walls, but decrease range on 4.
    "Escape"- 2- Inrease range on 3, If health below 50%
    "Soul Hunter"- 3 - Shots Ignores cover
    My IGN: NinkPT#8272
    C:

  3. #23
    WIP

    Montero

    Role: Firepower
    Health: 140
    ___________________________


    Primary (1) (Blast): "Shock-Gun X3"
    • Shots fires 8 shells.
    • Each chells, deal 5 damage.
    • Might increase damage, only If enemy get hitted <6 chells.
    Gain 2 energy per bullet hit.
    ____

    (You can change like a BB Equalizer)

    Primary (1) (Blast):"Shock Revolver"
    • Deal 30 damage
    • SLOW first hitted enemy.
    Gain 14 energy if hit.

    2 (Prep): "Emergency Reactor". Free.
    • Convert 50% current energy into Shield.
    • Convert If only get hitted by enemy.
    _

    3 (Prep): "Hunter's net"
    • Shoots a net which ROOT Enemy.
    • Deal 15 damage.
    • 3x3 area.
    Gain 8 energy per enemy hit.

    4 (Dash): "Run'n'Gun". Free. 6 turns cd.
    • Dash forward.
    • Can move after dash.
    • Reduce cooldown on 1, If Shock-Gun deal >30 damage.

    Ult (Prep): "True Hunter" . Free. Required 70 energy.

    15 energy per turn.
    • REVEALES All enemy
    • Become Invisisble (using catalyst or abilites remove invis).
    • Your Shock-Gun and Revolver deal additional 20 damage to first enemy hit and Scrumble him
    ___________________________________________
    Ability Range

    ___________________________________________
    My IGN: NinkPT#8272
    C:

  4. #24
    Only Kaigin knows the secret of this relic.

    .

    How to get: ???
    How to use: Like a Prestige, that visual effect.
    What is special:
    • Adds cyan-color effects for Ultimate and Normal Attack
    • Killing enemy with ultimate or a normal autoattack turns the enemy into an icy statue that will crumble into the move phase.
    My IGN: NinkPT#8272
    C:

  5. #25
    Morok


    Role: Support
    Health: 140
    Name: Morok

    _____

    Primary (1) (Blast): "Throw Prisms"
    • Throw Prism, which deal 14 damage to first enemy hit and 10 to other hitted enemies.
    • On next turn in Blast Phase, Prism will returned to Morok and deal 12 damage to all enemy on way,
    • Ability Range
    Gain 5 energy per hit

    2 (Preparation): "Prismatic Barrier". 4 turns cooldown. Free
    • Makes the chosen ally immune to primary enemy attacks.
    • If Cast on Illusion: Reflect 30% damage taken to enemy. (Its mean: You deal 100 damage in Barrier and it reflect30 damage to you) (Primary attacks dont reflect)
    • Ability Range (can be throw thru walls)
    Gain 5 energy on cast and 3 energy per hit

    3 (Preparation): "Illusion". 5 turns Cooldown
    • Selected Ally become Invisibile and left his Illusion.
    • Illusion Copied all Ally move.
    • Enemies dont see when you cast this ability (or target). And Cant see when target become invisible.
    • You can choose way to move for Illusion. (Use Ability on Ally - Hit RMBon needed place and Illusion will move on this place)
    • Illusion can block enemy shots
    • Cant use on yourself
    • Illusion die at end of next turn
    • Cast range same as Barrier
    Gain 10 energy

    4 (Dash): "Mirage". 4 turns cooldown
    • Go invisible then dash on short distance.
    • Can Move after Dash
    • Reduce all Cooldowns on other abilities on1.
    Gain 10 energy.

    Ult (Preparation): "Prismatic Wall". 50 energy. 20 energy per turn
    • Create wall which block enemy movement.
    • Enemies inside wall will be knocked away. (Remove Unstoppable from Enemies inside wall.)


    Primary Mods:
    "Shock Wave"- 3 - If enemy hitted by same prism twice, he become SLOWED to end of next turn,
    "Sentry"- 2 - Opens the area around the prism and Increase hit-radius on 1
    "Shield Generator"- 1 - Gain 5 shield per enemy hit

    2 Mods:
    "Magnification"- 3 - Now makes invulnerable to direct damage, but increase cooldown by 2
    "Cleansing Prism"- 3 - Remove all Debuffs from Ally.
    "Absorption"- 1 - Heal on 5 per primary ability hit, And Increase range on 2.

    3 Mods:
    "Countdown"- 3 - Decrease cooldown on 1, per hit in Illusion.
    "Mirage"- 2 - Now can cast on yourself.
    "Emergency"- 1 - Gives you No-Mods Prismatic Barrier If you have less 30% health.

    4 Mods:
    "Quickness"- 3 - Increase dash range on 2.
    "Purification"- 2 - Remove all debuffs from yourself
    "Shock"- 1 - Deal 15 damage to all enemies on the way.

    Ult Mods:
    "Impassable"- 3 - Enemies now cant dash through wall.
    "Smoke Wall"- 2 - Block any vision through wall.
    "Concentration"- 1 - Decrease initial cost on 10
    My IGN: NinkPT#8272
    C:

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