Advertisement
prezdougan

SAMSARA: Caleb & Lo Wang mockup

May 15th, 2013
173
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.18 KB | None | 0 0
  1. ====CALEB====
  2.  
  3. ROLE: Fire & Forget
  4. Being a fragile character, Caleb isn't the best at direct confrontations. His strength lies in his ability to lay traps and deal damage over time with his array of fire weapons.
  5.  
  6. TRAITS: While Caleb is the least durable of the bunch (as weak or slightly weaker than Duke) this doesn't mean he can't survive on his own. When Caleb kills an enemy, there is a chance for them to drop life essence that heals him for 20 points on pickup.
  7.  
  8. --WEAPONS--
  9.  
  10. UNIQUE: TNT Bundle - A thrown, arcing explosive weapon with three toggleable fire modes. The first one simply throws the dynamite lit, detonating on impact. The second allows the placement of 3 bundles to be detonated via remote. The third allows the placement of 3 proximity bombs that will only detonate when an enemy comes near. Only one type of TNT can be placed at a time. Uses ammo 3.
  11.  
  12. MELEE: Pitchfork - Yup, that's a pitchfork alright.
  13.  
  14. "PISTOL": Voodoo Doll - A hitscan weapon that does minor damage to an enemy in clear view.
  15.  
  16. SLOT 1: Aerosol Can - Shoots a stream of fire that does low initial damage, but causes the victim to burn for a short period of time. Uses ammo 4.
  17.  
  18. SLOT 2: Sawed-off Shotgun - A fairly standard shotgun with decent damage. Can fire each barrel individually or both at the same time, but has to reload after two shots are spent. Uses ammo 2.
  19.  
  20. SLOT 3: Flare Gun - Shoots a projectile that causes little direct damage but will burn enemies over time. Multiple stacks of this effect can be placed on a target. Uses ammo 2.
  21.  
  22. SLOT 4: Tommy Gun - Mandatory gatling weapon. Decent damage. Like the shotgun, there's really not much to it. Has an alt-fire that makes Caleb wave the gun left and right, Scarface style, to spread the love a little more. Uses ammo 1.
  23.  
  24. SLOT 5: Napalm Launcher - Launches huge balls of flame that, while not as damaging as other explosive weapons, ignites enemies in an area around the explosion causing damage over time much like the aerosol can. Uses ammo 3.
  25.  
  26. SLOT 6: Tesla Cannon - A somewhat less powerful version of Doomguy's plasma gun. The weapon's usefulness comes with its chance to stun enemies, making them unable to move or attack for roughly 2 seconds. Focusing fire can make almost any enemy rendered helpless. Uses ammo 4.
  27.  
  28. SLOT 7: Life Leech - Shoots a spray of powerful orbs, devastating enemies while returning a portion of health to Caleb. Alt-fire spends a chunk of ammo and places the weapon upright on the ground, creating a powerful sentry that shoots at a slightly slower rate for an allotted amount of time or until it is destroyed, after which it returns to Caleb's hands. Uses ammo 4, but if there is none it uses Caleb's health as ammo.
  29.  
  30.  
  31.  
  32.  
  33. ====LO WANG====
  34.  
  35. ROLE: Assassin
  36. Lo Wang is trained to deal with foes from virtually any angle or distance. His shotgun and uzi keep close-to-mid enemies away while his railgun can gib foes from across the map. Not to mention the grenade launcher being great for those hard to reach places. Lo Wang is superb in picking off enemies, but can be somewhat lacking when taking on big hordes.
  37.  
  38. TRAITS: No idea. Maybe he could use melee to pick up weapons from certain killed monsters (Mancubi, Revenants etc.) and be able to use them in place of his fist weapon for a certain number of shots or until the player drops it with alt-fire? It would be a nice callback to the ripper heart and guardian head since I didn't include them. Just spitballing ideas here.
  39.  
  40. --WEAPONS--
  41.  
  42. UNIQUE: Caltrops - Inventory item that can be dropped on the ground, releasing several spiky little bastards that harm and slow enemies who walk over them until they wear out.
  43.  
  44. MELEE: Fists of Fury - Deliver deadly kung-fu blows to enemies in rapid succession. Not as damaging as Doomguy's fist, but certainly faster.
  45.  
  46. "PISTOL": Shuriken - Fires a close spread of three razor-sharp projectiles. Silent.
  47.  
  48. SLOT 1: Katana - High damage, fast attack speed and slightly better range than most melee weapons.
  49.  
  50. SLOT 2: Riot Shotgun - Slightly faster than other shotguns, but with more spread. Alt-fire shoots four shots at once, causing a lot of damage. Uses ammo 2.
  51.  
  52. SLOT 3: Sticky Mines - Once thrown, will stick to surfaces and explode when an enemy comes near, but only a few can be placed at a time. Requires three seconds to prime itself upon sticking. Uses ammo 3.
  53.  
  54. SLOT 4: Uzi - Decent gatling with not too much spread, but has a limited magazine and must be reloaded after a number of shots are fired. Can be dual wielded for twice the firepower and twice the ammo consumption. Uses ammo 1.
  55.  
  56. SLOT 5: Grenade Launcher - Slightly better range and more bounce than Ranger's grenade launcher. Uses ammo 3.
  57.  
  58. SLOT 6: Rail Gun - A deadly and precise hitscan weapon with high damage and almost no spread. Its one drawback is its painfully slow rate of fire. Uses ammo 4, maybe like 10 units per shot?
  59.  
  60. SLOT 7: Nuke Launcher - For when something absolutely must die. Possibly the most powerful ultimate, but also the slowest and most consuming. After several seconds of priming, fires a missile that does massive damage over a huge radius and leaves clouds of fallout that will continue to harm nearby enemies for a short amount of time. Uses ammo 4, probably 100 units per shot.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement