CBeet

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  1. Original colours or new? If ya want original PM me a screenie
  2. CBeet

    my collection

    More GM's/special spawns:

    1. In Creys Folley, in the Freaktown, wouldn't having Dreck spawn as a GM and fight Jurassik when they meet be good?

    2. Sirens Call battle's could be spiced up by having an Arbiter (EB) spawn on the villains side and a Ballista (EB) spawn on the hero side when there are large amount of heroes and villains in the zone.

    3. Another idea for Dreck is to have him spawn in south Peregrine with a large group of Freakshow around him and slowly make his way to the Portal Corps carpark where they would go through the animations of throwing stuff at PC, sort of like the Ghost of Scrapyard of CoH. After he's been there for a while, NPC heroes (I vote for Sister Psyche, Positron and Back Alley Brawler) or multiple police drones will come by and clean them up then get teleported away.

    4. Rikti Crash Site could have a Rikti Abomination GM spawn from the ship and make it's way to the gate. It would be tall and look grotesque and have Rikti weapons 'welded' into it's body for random shootings at heroes (moderate recharge superior DoT AoE like the Arachnos lieuts?) and psycic powers, including the nuke when it's low on health. It would be surrounded with many Rikti Drones flying around it's body like flies on a Vahzilok, which brings me to the next one.

    5. Faultline could have Doctor Vahzilok spawn in a crack near the recently renovated buildings in an attempt to regain Faultline for himself, starting with taken out the new stuff and PPD/Longbow, then the Arachnos. So he could climb into the city and have several large spawns of Eidolons around him and just start taking out as many PPD, Lost and Clockwork as they can, ending in a large spawn of Longbow and PPD attacking them (and losing eventually) and then Dr Vahz and gang walking off into the distance, disappearing into the sewers so that he isn't out continuously.

    6. Failing the Dr Vahz in Faultline idea, could have a higher level version of him with a couple of Eidolon powers in the Abandoned Sewers fighting Hydra. This could also have higher level Eidolons and zombies at his side (Cadavers with guns or bigger explosives rigged into them?). The Eidolons could have added powers (Opressive Gloom, Fearsom Stare, nukes, pets, radiation god mode, self rez?) and the good Doctor would gain Darkstar, Gloom, Electron Haze and Cosmic Burst, aswell as his fist and gun, and a small chance for him to self rez using Soul Transfer or rez an Eidolon with Mutation? He would be powerful, and a challenge, but that is what he should be afterall.


    And now, a list of villains I'd like to see return in the higher levels (35-50) either the same or refreshed with new powers/types:

    Normal Clockwork, not psycic
    Vahzilok
    Hellions (imagine one who learnt powerful magic and being a threat)
    Minions of Igneous (possibly as an ally vs DE?)
    Tsoo
    Vahzilok
    Sky Raiders
    Trolls
    Vahzilok
  3. (( *claps* Very good! ))

    Spruk layed on top of a building somewhere off the coast of Sharkhead, a portable television to his side when the broadcast goes off, he watches it with glee, his grin slowly growing as it went on. When the broadcast stopped, he laughed and applauded, "It has begun! NYAHAHAAA!"
  4. CBeet

    Oh noes!

    [ QUOTE ]
    YAY!

    [/ QUOTE ]

    *machetes*

    Toodles Jum, hope to see ya in the future, refreshed and ready to go! *crosses fingers*
  5. Well, what are her main powers? If her main power is the robots with a bit of dark magic on the side then technology, but if she's a manipulator of the dark arts who just happens to have some robot minions to help her along then magic.
  6. Really like your costume creativeness
  7. Will be there.. Hmm who should I be.. *scampers off*
  8. CBeet

    [image]Hunter

    Wow very nice

    But is it me or does the neck look a little well.. Wierd?
  9. Well there's already a villain with wings, so don't see why it's gonna be a problm with samurai armour

    Great ideas, hope the devs see this.
  10. CBeet

    my collection

    Inspired by this thread.

    New mission maps and new zones.

    New mission maps:
    New Oranbegan map; Portal rooms

    The idea is that one room is divided into several segments and for there to be a portal in the middle on the floor (so you fall in and port into a different chamber) each room would head to the same and you wouldn't be able to go back the same way. There wouldn't be enemies in the chambers, maybe just crystals.

    Nemesis; Drill tunnel

    The idea of this is you follow a Nemesis drill back to where it came from, so you could start in a small instanced part of a zone, then work your way to a large hole in the ground then you would have to go through a long tunnel (likely filled with Nemesis) until you enter a warehouse at the end with a Nemesis drill inside. This could lead on to a mission where you start off in the warehouse and you have to stop the drill from getting to it's destination. Once you get into the hole it makes a timer will start where the drill will move forward. You wouldn't be able to get past the drill but you would be able to attack it. When it's defeated it leaves behind it's wreckage stopping you from going any further, if the timer runs out it has got to it's destination and the mission has failed, possibly leading to another mission when you have to defeat a group of Nemesis at the destination of the drill.


    New zones:
    A few ideas for new zones which would be closesly connected to current ones, they would be large zones with a main objective to them and a trial, there are two that I can think of at this point of time:

    Faultline - Forever cavern. A new faultline opens up, and nobody has been able to work out how deep it is. You would zone into it by jumping into the gaping black crack. Once your in you spawn on an island attached to one side of the rock face. There are many islands attached all around and most accesable by jumping with just sprint activated, the middle however would have nothing and just keep going to the bottom. On the way would be Lost near the top, Circle of Thorns near the middle and Nemesis at the bottom. The further down the higher a level they become. There would be a contact at the camp site who would sell you a long interrupt time teleport back to the top for 10k inf.

    At the bottom would be large amounts (and densely packed) Nemesis minions and a Nemesis? GM, in the middle is a Nemesis Drill. If you are between/above levels 35-40 and there's at least 6 of you, you will be able to click on a door on the side of the drill and you will be zones to a trial which I shall post up some time in the future.

    This zone would be about three times as wide as the holes in the Eden trial, but it would be many times longer. The top of this would spread from the middle of Faultline to one side, and anyone under the level of 25 will be teleported outside if they try to enter. The max level of the zone is 40. It would be just under 2 miles deep, so it would take a while for a lower level to get to the bottom (unless they jump, in which case would be suicidal). There would be several exploration badges, one for the top, one for the middle and one at the bottom.

    Brickstown - Ziggurski Prison. Yep, it deserves a zone in it's own. It would be a maze of corridors, offices and cells. Most of it would be alright and a safe zone, but other parts would be off limits only to Longbow, PPD and any heroes who think they are tough enough. These parts would be near the middle of the Zig and in the lower levels.

    In the safe zone you would be able to get a mission from a Zig security officer, the mission would be defeat and arrest as many villains as you can, the more you arrest the more experience you get when you return to him. You would receive a temp power which only worked on defeated Ziggurski Villains. The power will count up by one for every Boss, 2 for every Elite-Boss and 3 for every AV. The more points you have, the higher the completion bonus is. Level range is 35-44.

    The middle of the Zig would be an open zone, for anyone to do for the mission. There would be a trial for 45-50 for the lower levels of the Zig, which would only have Bosses, EBs and AVs no matter what difficulty you have it at. The first mission would be to clear out floor U2, two floors under ground level. This would have mostly bosses and at some point, Frostfire and Atta fighting each other in one of the corridors. Once they have all been defeated you will be allowed to enter the elevator to U3. This floor would have mostly bosses aswell, but 3 EBs. They would be a 'Weakened Doctor Vahzilok' where he hasn't got his meat suit on, basically a rad/rad/dark/dark mortificator, 'Weakened Clockwork King' which would just be a floating jar who is a mind/psy Dominator, and finally 'Recovering Terra' who would look like something between a Greater Devoured and a normal human.

    Once you have defeated them, you will be able to go to U4, you will be warned that they keep some of the most powerful supervilalins of Paragon City in there, so if you take too long to report back your hospital teleporters will be activated. This will be a timed mission with 90 mins (hour and a half) on the clock. There will be only a few bosses, 1 EB and 2 AVs, all of which in the same room. The room would resemble a canteen or mess hall and have several security guard bodies here and there. All the bosses would be sitting down watching the two AVs and their EB bodyguard as they give a speach about how they should make an alliance to bring upon their common goals. Most of the bosses would be Council, Freakshow and Nemesis. The EB would be Bile and the AVs Nemesis? and Dreck. It is your job to defeat them all before the timer runs out, and if you have the other mission you would be able to get very large amounts of numbers for an even bigger bonus afterwards.

    Completion of this would award the Ziggurski Mop badge, and most likely another level under your belt


    Any and all comments welcome
  11. (( Saturday, 8pm at the gates in Steel Canyon sound good? ))
  12. (( Now for information about what's going on!

    What is known about Efranof;

    A Nictus is trying to take him over
    He is a wanted criminal for multiple counts of murder
    He is on the run and has been seen trying to get into Paragon from the Rogue Isles
    He is getting weaker, so the Nictus is slowly winning

    What is known about the Nictus;

    It is agressive
    It doesn't know about Efranof, so does not know how to use all of his skills.. Yet
    It is angry for no apparent reason, and in Efranof for no apparent reason
    It is a weak Nictus, as it has been unable to use most of it's natural abilities through Efranof yet (only teleportation so far)

    All this information can be found in a file created by Commander Beet on the police scanners. ))
  13. (( Thought I'd stick up a thread for this, as it's gonna be about what's going on, future happenings and stories. To start off, a story about the aftermath of what happened in Sirens Call.))

    Time: 11am Date 19th April Location Brickstown, the Zig, cell 813 - Metahumans

    After a long night, Beet had managed to put himself together after being riddled by bullets the previous night. He walked along the corridor slowly, and stopped at a large metal door with multiple locks holding it shut, large numbers welded above a small window, 813. A guard stepped forward and pushed his security card into a slot next to one of the locks, the door creaked as it unlocked. Another guard pushed the door open.

    Inside was a well lit padded room with a man in a plain white strait jacket. He has thick green messy hair, and his face was mutilated due to the various chemicals in his system. His jaw was abnormally large, causing him to have a continuous grin which literally went from one side of his face to another. His eyes were large and bloated, pitch black with a green shine to them, and no nose. Most of his face was covered with bloody bandages, hiding his skin.

    He looked over at Beet, the look of rage in his eyes, his lower jaw shook as he started to drool a thick green liquid. Just as he did so, emergency sprays shot a clear liquid onto Spruk, the green goop in his mouth disappeared as he started to calm down. Beet walked into the room and stood infront of the villain, looking down at him, Beet calmly spoke. "Good morning Spruk, we need to talk." Spruk hissed at his words, laying down and looking away. Beet knelt down and gestured for the guards to leave and close the door.

    As the sound of the door locking was heard, Beet put his hand on Spruk's shoulder, "I want to help, I know you know where he is, and if you tell me I shall help him, something is happening to him which he will not be able to handle for very long." Spruk sat up and looked at Beet, he still looked angry.

    Spruk snarled, then spoke in a harsh tone, "Fine.. I'll tell you on one condition.. Bring me my guns." Beet looked around at the door, to check if noone was listening. His eyes glowed a faint red for several seconds before looking back, "I'll see what I can do.."

    Beet stood up and knocked on the door, foot steps could be heard coming down the corridor. The door made the creaking sound a it was unlocked and slowly opened, Beet walked out quickly, he listened as the guards closed the door, laughing about the 'little freak' in the room while Spruk snarled in the background.

    The Zig was a big place. It rised many floors above the ground, and had many more floors underneath. Beet activated his cloaking device and ran to the evidence locker where Spruk's guns were being held. He turned off his cloaking device when it was safe and slowly walked around the corner just before the locker, so not to raise suspicion. Two guards were outside the small room for various magics and weaponry. Beet walked up to the door, Beet nodded to both of the guards in greeting. "Morning gentlemen, I need access to this locker in order to test one of the weapons incase it is needed as evidence."

    The guards nodded and opened the heavy reinforced door, Beet walked in and looked around before finally seeing the guns. He picked them up and looked at them, they looked old and used, but up to date. two semi-automatic pistols, used countless times to take countless lives. Beet had a hard time accepting what he was about to do, but he opened the top of his belt and put the guns into his personal pocket dimension concealed within. He walked out, ignoring the guards as they closed the door and gossiped about why Beet was in there.

    Just as Beet returned to the cell, he noticed something was wrong. He had not seen any guards at the usual stations, and it wasn't the lunch hour yet, only 11:30.. Something was up he thought as he stopped at the last corner before the cell. He turned off his cloaking device and turned the corner, only to be greeting by two rotting carcasses in torn guard uniforms, and an open cell 813. Beet ran up to the cell and looked inside, Spruk took there in his usual get up of a badly sewn together leather top, strapped leather trousers and large spiked boots. He wasn't alone, to his left was a man about the same height as him, he had large red spikey hair and welding goggles, on his back a large bag of dynamite and a large bag of various flammable liquids and gasses in a bag on his side. On his right was a large armoured man, with what looked like a grotesque horned helmet and strange symbols all over the armour.

    Spruk stepped forward, green slime slowly running from his mouth. Beet noticed that the sprays in the walls and ceiling had been ripped out as if the walls were made of butter. Spruk walked up to Beet, holding his hand out, "My guns for my information." Beet pulled the semi-automatic pistols from his belt and held them out. "Tell me and they are yours."
    "He'll be in Sirens Call inside a building in north Talos Park." Beet nodded, and kept his side of the bargain, he gave them to him. Spruk looked to see if the guns were loaded, they weren't. He took two clips from his suit and loaded them into the guns, "NYAHAHAAAA!" Beet assumed an attack position, hitting a security button on the wall setting off the alarms. Lord Darvek, the large armoured man, looked down at Spruk. Spruk nodded and Darvek charged forward at Beet. Beet shot a burst of energy, but it had no effect, he ran backwards down the corridor, constantly attacking Darvek, but he didn't stop. Spruk and his ther friend, Kemical, strolled out of the cell as Beet was being faught back by Darvek. Spruk and Kemical walked in the other direction, away and out of the zig.

    Meanwhile, Darvek charged at Beet, throwing anything he could grab at Beet, all the while Beet was throwing bolts of energy at Darvek, he was running out of places to go. Beet turned around and ran down the corridor, towards the evidance locker. Many guards rushed towards them, weapons draw. Beet teleported behind them, Darvek still closing in behind them. He didn't stop as he charged at the group, all the guards firing at him, he charged into them like a bowling ball hitting a strike, they were all hit aside or crushed under his feet. Darvek grabbed both of Beet's shoulder and lifted him up.

    Darvek held Beet still, bringing his face right up to his, he spoke in a grunting, dead voice. "You.. You bad, you hurt David I'll hurt you!" At that point, Darvek began to squeeze Beet, his armour creaked under the pressure, then there was a loud bang, and another.. But it wasn't Beet. The wall to the left of Darvek suddenly exploded, Darvek let go of Beet and turned. On the other side of the wall was a tall, granite covered hero known as Catz. Her fists glowed as they built up with energy, Darvek threw a punch but it was deflected by the armour, then Catz replied to Darvek's punch by throwing her fist into his face, Darvek was sent back onto the other wall, slightly dazed he got his footing, but not before Catz had thrown yet another punch, this time send Darvek through the wall into the evidence locker.

    With a crash and a bang, Darvek fell into several magical artifacts, out cold. Beet looked up at Catz, "Ah, you got my message, thank you." Catz looks down at Beet and helps him up, "Heh, don't worry about it, the guy's a chump anyway." she replied, looking over at Darvek. Beet looked at the fallen guards, "I'll get a medic, could you make sure Darvek doesn't go anywhere?" Catz looked at Darvek again, he was laying on the ground completely still. "Yeah, I think I can." Catz then walked through the hole in the wall, armour still up, and sat on Darvek, waiting for Beet to return.

    Catz waited, sitting on Darvek inside the evidence locker in the Zig, there were alot of strange magical artifacts in draws and on shelves. She looked around, starting to breath heavily. The granite which surrounded her body was slowly beginning to drop off her. Darvek felt something, something that was wrong with Catz. Darvek grabbed Catz's cape and threw her off through the hole in the wall, across the corridor and through the other hole where she landed with a thump.

    Darvek stood up and looked over at Catz, his armour charging up from the magical energy nearby. He let out an almighty roar as Catz stood up and tried to charge her fists. Darvek ran at her at inhuman speeds, but Catz moved out of the way before he hit her. She stood up and looked around, they seemed to be in an unused cell. Darvek had carried on into the other wall, but he slowly turned to look at Catz, who had begun to cover herself in Granite yet again. Darvek charged at her, jumping into the air and using both fists, hit her on the head just after she protected it with granite. They both fell through the floor from the force of the blow and the weight of the stone.

    Several tons of reinforced concrete and metal fell on top of them, but neither were phased. They started throwing punches, some hitting but most either being ignored or being uneffective against each other. The granite took most of the force of Darvek's punches, and Darvek's protective magic was absorbing most of the energy Catz was hitting him with. Footsteps were heard above, darvek used all his might to push Catz away so he could jump through the hole. Once up there, he charged at Beet, sending a single punch into hit chest throwing him into a nearby wall. A loud whistle could be heard in the distance, Darvek ran down the corridor throwing everyone aside, punching his way through doors and into the distance, he was gone.

    Catz climbed up, her granite armour had gone. She looked at Beet, "Are you alright?"
    "Yes, don't worry, my armour took most of the hit." Beet calmly replied. He stood up and looked at the mess as several paramedics saw to the guards. "We should look for him while they see to the guards, let's go." Catz nodded and followed Beet out of the Zig, they were just in time to see a large black hellicopter fly off with Darvek holding onto the bars.
  14. CBeet

    my collection

    Few ideas for Scrappers, Tankers and a mastermind secondary.

    Scrapper primary/secondary; Fire Melee and Fire Armour:
    Fire Melee;

    Scorch, minor damage very fast recharge

    Fire Sword, moderate damage fast recharge

    Cremate, high damage moderate recharge

    Build Up

    Incinerate, high DoT slow recharge

    Call of the Phoenix, single target taunt, animation has you pointing at the enemy and a small phoenix coming from your hand, disappearing after a couple of feet

    Fire Sword Slash, moderate damage long recharge, same animation as Sting of the Wasp from katana but with a fire sword

    Fire Sword Circle, moderate damage slow recharge

    Greater Fire Sword, superior damage slow recharge


    Fire Armour would be the same as the Tanker version.

    Tanker primary and secondary; Kinetic Armour and Kinetic Melee:
    Kinetic Armour;

    Kinetic Shield, toggle minor +def to melee, moderate +def to smashing/lethal

    Kenetic Force, auto minor +def smashing/lethal

    Power Sap, drains energy from your target, requires an accuracy check, short range -regen to enemy +regen +recovery to yourself, minor heal moderate recharge

    Energy Output, toggle minor +def ranged, moderate +def energy/negative energy

    Incrase Density (don't know what else to call it), clickie self res to mez, knockdown/up/back and teleport, long recharge short duration.

    Power Repel, PBAoE knockdown toogle, high end drain minor energy DoT

    Power Sap, single target debuff and self buff, requires an accuracy check, enemy -damage -speed -recharge, self +damage +speed +recharge minor +res to fire/cold, long recharge short duration

    Power Focus, PBAoE debuff self buff high end usage, requires an accuracy check, debuffs surrounding enemies resistance and accuracy, buffs you with minor +res (all but psycic) per enemy and a small +acc and +perc buff, long recharge

    Energy Shift, PBAoE clickie self buff enemy debuff, requires an accuracy check, debuffs all enemies around you for -res -def -acc -dam -rech -spd -end -recovery, buffs you for +def (all but psy) +res (all but psy) minor +dam minor +acc +rech +spd +recovery. While this is active you will be unable to use any other powers from Kinetic Armour, and when the power crashes you will be left with no endurance and 5% health and will be unable to recover health of endurance for 10 seconds by any means and your powers will still not work for 15 seconds. Very long recharge


    Kinetic Melee;

    Kinetic Jab, minor damage very fast recharge, small chance for knockdown (energy/smashing)

    Kinetic Chop, you wave your arm in an arc infront of you, moderate damage cone fast recharge, chance for knockdown (energy/smashing)

    Power Crush, an overhead smash of power, high damage moderate recharge, looks like haymaker but with an energy swirl at the hit, moderate recharge chance for knockdown and stun (energy/smashing)

    Taunt

    Kinetic Burst, a release of power PBAoE knockdown high chance for stun, long recharge

    Kinetic Destruct, short range attack moderate damage, you punch the air as if doing Energy Transfer from Energy Melee, but you send a swirling vortex of kenetic energy at the enemy, short recharge chance for knockdown (energy, smashing)

    Power Lash, melee cone minor damage, chance for knockdown and stun, you raise your arms in the air and shoot streams of energy infront of you, long recharge (energy)

    Kinetic Strike, same animation as Assasins Strike from the Stalker's Energy Melee but faster, superior damage chance for knockdown (energy, lethal)

    Kinetic Shove, you hit your enemy away from you with great force, same animation as Power Thrust but the hand isn't glowing and the enemy is repelled with the same animation as if had just been hit by Repel from Kinetics, high knockback and superior damage, slow recharge (energy, smashing)


    Mastermind secondary; Commandment, all PBAoE buffs last for 15 second, Destroy them all lasts for 30, all buffs will only work on Henchmen, only those that say they will shall work on Gang War, all others will not. Each power does not stack with each other or other PBAoE buffs, so only one can work at a time. Average recharge is 180 seconds (3 minutes) :
    Commandment;

    Charge, PBAoE buff +speed +damage, also makes your henchmen attack your current target, long recharge short duration

    Search, PBAoE buff +acc +perc +range, this will also make all henchmen attack any foes they are able to see who were invisible and ignore any enemies who are visible, long recharge short duration

    Infiltrate, PBAoE buff +speed, also gives a temporary stealth, long recharge short duration

    Assasinate, PBAoE buff +damage +acc +range +perc, however it also debuffs all henchmen with -def and -rech, this power will also make all henchmen attack your target, long recharge short duration

    Defend, PBAoE buff +def +res, also gives them all a taunt aura which will taunt any enemies within melee range of them to attack them instead of you/someone else, this does however immobilise all henchmen, long recharge short duration

    Frenzy, PBAoE buff +damage +accuracy +def +res(mez), this does however have a 10% chance to confuse henchmen in their frenzied state so they attack you/teammates/other henchmen, long recharge short duration

    Regroup, when activated, all henchmen come back to you so they are in melee range, this power even works with Gang War. Once they are in melee range of you, they will be immobilised and gain a damage and range boost for 15 seconds, long recharge very long range

    Force command, a toggle buff which can only be applied to a henchman, it gives them +dam and +res, but -def -acc, once applied it will force them to attack no matter what. This mean, that the henchman will still be able to attack/heal/buff through being held, stunned or slept, or even when they have no endurance. While they are under any of these effects, their attacks will not use up endurance but will instead use up health. It will take twice as much health as it would have taken endurance, and they will keep doing so until the toggle is turned off or you run out of endurance. The toggle has a high end usage and a very long recharge

    Destroy them all, PBAoE buff +acc +dam +res +def +rech +effects, leaves you drained of endurance, very long recharge moderate duration


    Those are my ideas for now, any and all comments are welcome (and a congratulations to whoever reads through all of this post without getting bored)
  15. CBeet

    Sisarose Mansion

    A thick green smog started to come from Spruk, he snarled and turned around, walking away. The ground he walked on slowly melted even after he had moved away from it. He looked into the air and snorted, then flew up and charged in the direction that Pistol left.
  16. CBeet

    Sisarose Mansion

    Spruk flies down and walks into the room wearing his usual, badly sewn together leather uniform. He looks at the mess created during the chaos, the deadly green ooze starts to seep from his mouth and the look of murder fills his eyes, he turns to look at Pistol.

    "Just say the word, and he's dead.. Or worse." He looks at the carnage again then wipes the goop from his bottom lip, waiting for orders.
  17. CBeet

    my collection

    And the ideas keep on coming..

    Idea 1, special radio mission for Peregrine. The idea is, the mission would have text like "Mysterious creature captured from oblong 3-16" or something along those lines and what you have to do is head through a portal to the dimension and find out who/what/why they came through. The twist is, the mission could have an ambush right at the door meaning you have to defeat them all, or there's a single glowy hidden on a small map which gives a double sized mission bonus or there's only one room of enemies that have either a boss/elite boss with text describing how they lost someone but it doesn't matter as their dastardly plans will go ahead anyway.

    Second idea! A storyarc involving a villain who has cloned various heroes so he can use them as spies and sell information to their enemies. It would involve several defeat all/find glowy missions involving most of the villain groups until you have enough information to find the guy behind it all. The final mission would be on a large lab map where all the enemies (minion, lieut, boss or otherwise) would be clones of various main heroes in the game (Freedom Phalanx, Vindicators, Longbow ect). They would have the same powers as the originals but only far weaker (States would be inv/ss still but very weak attacks), there would be a badge called Replication for defeating 300 of them. The main guy in charge would be an AV/EB MA/SR/Illusion scrapper. They could show up in radio missions and maybe a contact in CoV where you have to get DNA samples from various heroes/villains.

    Any and all comments welcome.
  18. CBeet

    Sisarose Mansion

    Spruk listened to every word Hatesman had to say. All the way through his speech, the air Spruk breathed out was slowly turning green and a thick green ooze started to seep from behind his lips. Soon as Hatesman ended, Spruk got up from his seat and walks out the room with a trail of green air and a few dots of slime on the ground which fizzed as they burnt their way through it.

    He continued outside of the building, walked up to a nearby ground of Mooks then released a putrid looking sybstance from his mouth. The thugs screams were silenced as they quickly fell into several heaps of dissolving flesh and bone. He then flew away to somewhere, a thick green smog trail following him through the sky.
  19. Still a newbie at it so working things like that out, will give it a try though thanks.
  20. CBeet

    Sisarose Mansion

    Spruk mutters something under his breath, he walks across the room and sits on a wooden chair in the corner, he watches Hatesman with darkend eyes. "The Zig is a pain in the [censored], but we almost owe it our thanks.." He then licks his lips, his gaze staying on Hatesman.
  21. Done another picture, but this time of my brute, which can be found here. I personally don't like how this one turned out.

    Posting here as I don't feel like making another thread just yet.
  22. CBeet

    Sisarose Mansion

    Spruk stood at a window looking outside, his hands in the pockets of his green trench coat. He smiles kindly, almost looking like a nice guy if it wasn't for the crude stitching around his eyes, lips and nose where the face had been attached. He seems distracted, watching something out the window.
  23. Zoom and polygonal lasso help ALOT