Difference between revisions of "Crey"
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− | ==Overview== | + | == Overview == |
− | ==Villain types== | + | == Villain types == |
− | ===Minions=== | + | === Minions === |
+ | |||
+ | ==== Riot Guard ==== | ||
− | |||
Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons. | Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons. | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Mob Specialist ==== | ||
− | |||
Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons. | Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons. | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Patrol Guard ==== | ||
− | |||
Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons. | Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons. | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Radiologist ==== | ||
− | + | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way. | |
− | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Medic ==== | ||
− | + | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way. | |
− | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:Medicine Aid.png|22px]]| Hypo| Ally Heal, Ressistance to Effects| Heals a single targeted ally of some Hit Points and frees an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted. }} | {{Power|[[Image:Medicine Aid.png|22px]]| Hypo| Ally Heal, Ressistance to Effects| Heals a single targeted ally of some Hit Points and frees an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted. }} | ||
+ | ==== Geneticist ==== | ||
− | + | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way. | |
− | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:Medicine SmellingSalts.png|22px]]| Reanimate| Ally Rez, Special| Reanimates a fallen ally into a killing machine! The reanimated ally is extremely powerful, although these genetically altered subjects burn out fast, and will colapse dead after a short while. Should be performed away from combat as this power can fail if interrupted. }} | {{Power|[[Image:Medicine SmellingSalts.png|22px]]| Reanimate| Ally Rez, Special| Reanimates a fallen ally into a killing machine! The reanimated ally is extremely powerful, although these genetically altered subjects burn out fast, and will colapse dead after a short while. Should be performed away from combat as this power can fail if interrupted. }} | ||
+ | ==== Researcher Assistant ==== | ||
− | + | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way. | |
− | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Researcher ==== | ||
− | + | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way. | |
− | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Scientist ==== | ||
− | + | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way. | |
− | Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Field Agent ==== | ||
− | |||
The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assasination ops. They carry the latest weapons and receive intense close combat training. | The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assasination ops. They carry the latest weapons and receive intense close combat training. | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Vigilant ==== | ||
− | |||
The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assasination ops. They carry the latest weapons and receive intense close combat training. | The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assasination ops. They carry the latest weapons and receive intense close combat training. | ||
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{{Power|[[Image:SuperStrength Haymaker.png|22px]]|Bone Smasher| Melee, Smash/Energy, High Damage, Foe Disorient| The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch. }} | {{Power|[[Image:SuperStrength Haymaker.png|22px]]|Bone Smasher| Melee, Smash/Energy, High Damage, Foe Disorient| The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch. }} | ||
+ | ==== Infiltrator ==== | ||
− | |||
The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assasination ops. They carry the latest weapons and receive intense close combat training. | The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assasination ops. They carry the latest weapons and receive intense close combat training. | ||
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{{Power|[[Image:MartialArts CraneKick.png|22px]]| Crane Kick| Melee Smash, High Damage, Knockback| A slow, high damage kick that can send your target flying! . }} | {{Power|[[Image:MartialArts CraneKick.png|22px]]| Crane Kick| Melee Smash, High Damage, Knockback| A slow, high damage kick that can send your target flying! . }} | ||
+ | === Lieutenants === | ||
− | === | + | ==== Chief Cryo Scientist ==== |
− | |||
The leaders of every Crey research team receive special training in leadership, tactics and combat techniques. They also have access to the latest advanced weaponry, making them especially dangerous. | The leaders of every Crey research team receive special training in leadership, tactics and combat techniques. They also have access to the latest advanced weaponry, making them especially dangerous. | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Chief Plasma Scientist ==== | ||
− | |||
The leaders of every Crey research team receive special training in leadership, tactics and combat techniques. They also have access to the latest advanced weaponry, making them especially dangerous. | The leaders of every Crey research team receive special training in leadership, tactics and combat techniques. They also have access to the latest advanced weaponry, making them especially dangerous. | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Elite Security Agent ==== | ||
− | |||
The leaders of Crey's security teamsare experts at identifying threaths and picking them off from a distance. With the latest in advanced assault weaponry at their disposal, these agents are a force to be reckoned with. | The leaders of Crey's security teamsare experts at identifying threaths and picking them off from a distance. With the latest in advanced assault weaponry at their disposal, these agents are a force to be reckoned with. | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Special Agent Vigilant ==== | ||
− | |||
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropiately. | The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropiately. | ||
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{{Power|[[Image:SuperReflexes FocusedFighting.png|22px]]| Focus| Self Toggle, +Defense| Crey Agent can Focus his mind to evade many melee and ranged attacks. }} | {{Power|[[Image:SuperReflexes FocusedFighting.png|22px]]| Focus| Self Toggle, +Defense| Crey Agent can Focus his mind to evade many melee and ranged attacks. }} | ||
+ | ==== Special Agent Infiltrator ==== | ||
− | |||
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropiately. | The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropiately. | ||
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{{Power|[[Image:SuperReflexes FocusedFighting.png|22px]]| Focus| Self Toggle, +Defense| Crey Agent can Focus his mind to evade many melee and ranged attacks. }} | {{Power|[[Image:SuperReflexes FocusedFighting.png|22px]]| Focus| Self Toggle, +Defense| Crey Agent can Focus his mind to evade many melee and ranged attacks. }} | ||
+ | ==== Crey Eliminator ==== | ||
− | |||
With their heavy chain guns and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | With their heavy chain guns and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Crey Crisis Unit ==== | ||
− | |||
Crey sends these specialized units to handle big problems. Their grenade launchers can fire a variety of munitions, making them well-equiped to handle any situation. These armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | Crey sends these specialized units to handle big problems. Their grenade launchers can fire a variety of munitions, making them well-equiped to handle any situation. These armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | ||
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{{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | {{Power|[[Image:Inherent_Brawl.png|22px]]| Brawl| Melee Smash| Crey brawling attacks.}} | ||
+ | ==== Crey Juggernaut ==== | ||
− | |||
With their powerful personal force fields, missile launchers and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | With their powerful personal force fields, missile launchers and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | ||
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{{Power|[[Image:ForceField_PersonalForceField.png|22px]]| Personal Force Field| Self Toggle Invulnerable, Special| The Force Field is virtually impenetrable to all attacks. The impact of some powerful attacks may occasionally rattle you, however the Force Field will hold, and you will not suffer any damage or effects from the attacks. The Force Field works both ways, and while active, you can only affect yourself with other powers.}} | {{Power|[[Image:ForceField_PersonalForceField.png|22px]]| Personal Force Field| Self Toggle Invulnerable, Special| The Force Field is virtually impenetrable to all attacks. The impact of some powerful attacks may occasionally rattle you, however the Force Field will hold, and you will not suffer any damage or effects from the attacks. The Force Field works both ways, and while active, you can only affect yourself with other powers.}} | ||
+ | ==== Crey Cryo Tank ==== | ||
− | |||
Crey's perfected Cryo Armor can turn any soldier into the proverbial irresistible force. Cooled with liquid nitrogen, the Cryo Tanks can absorb almost limitless heat and hurl great chunks of ice at their foes. | Crey's perfected Cryo Armor can turn any soldier into the proverbial irresistible force. Cooled with liquid nitrogen, the Cryo Tanks can absorb almost limitless heat and hurl great chunks of ice at their foes. | ||
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{{Power|[[Image:IcyOnslaught FrozenFist.png|22px]]| Frozen Fists| Melee, Minor Damage Cold/Smash, Foe -Rechage -Speed| Frozen Fists encrust your hands in ice, giving them the ability to quickly inflict minor damage on villains. The foe's attack and movement speed is slowed, due to the chills caused by the cold blows. Damage: Minor, Recharge: Fast. }} | {{Power|[[Image:IcyOnslaught FrozenFist.png|22px]]| Frozen Fists| Melee, Minor Damage Cold/Smash, Foe -Rechage -Speed| Frozen Fists encrust your hands in ice, giving them the ability to quickly inflict minor damage on villains. The foe's attack and movement speed is slowed, due to the chills caused by the cold blows. Damage: Minor, Recharge: Fast. }} | ||
+ | ==== Crey Voltaic Tank ==== | ||
− | |||
Crey's perfected Voltaic Armor can turn any soldier into the proverbial irresistible force. Voltaic Tanks can generate almost limitless electrical current, which they can hurl at great distancies. | Crey's perfected Voltaic Armor can turn any soldier into the proverbial irresistible force. Voltaic Tanks can generate almost limitless electrical current, which they can hurl at great distancies. | ||
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{{Power|[[Image:ElectricityManipulation ThunderStrike.png|22px]]| Thunder Strike| Melee Smash, Foe Disorient, Area of Effect Knockback| A massive attack. The Crey Voltaic Tank smashes his foes with all the power of the lightning to deal a blow. The pummeled victim may be Disoriented and all nearby foes may be knocked down and take additional damagefrom the resulting violent release of energy. }} | {{Power|[[Image:ElectricityManipulation ThunderStrike.png|22px]]| Thunder Strike| Melee Smash, Foe Disorient, Area of Effect Knockback| A massive attack. The Crey Voltaic Tank smashes his foes with all the power of the lightning to deal a blow. The pummeled victim may be Disoriented and all nearby foes may be knocked down and take additional damagefrom the resulting violent release of energy. }} | ||
+ | === Snipers === | ||
− | === | + | ==== Special Agent Sharpshooter ==== |
− | |||
− | |||
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropiately. | The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropiately. | ||
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{{Power|[[Image:SuperReflexes FocusedFighting.png|22px]]| Focus| Self Toggle, +Defense| Crey Agent can Focus his mind to evade many melee and ranged attacks. }} | {{Power|[[Image:SuperReflexes FocusedFighting.png|22px]]| Focus| Self Toggle, +Defense| Crey Agent can Focus his mind to evade many melee and ranged attacks. }} | ||
− | |||
===Bosses=== | ===Bosses=== | ||
+ | ==== Crey Protector ==== | ||
− | |||
With their powerful force fields, heavy weapons and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | With their powerful force fields, heavy weapons and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults. | ||
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{{Power|[[Image:ForceField DispersionBubble.png|22px]]| Dispersion Bubble| Team Area of Effect toggle + Resistance (Special)| Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased defense to all attacks except psionic. The Dispersion Bubble also protects allies inside from immobilization, disorient and hold effects. }} | {{Power|[[Image:ForceField DispersionBubble.png|22px]]| Dispersion Bubble| Team Area of Effect toggle + Resistance (Special)| Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased defense to all attacks except psionic. The Dispersion Bubble also protects allies inside from immobilization, disorient and hold effects. }} | ||
+ | ==== Crey Power Tank ==== | ||
− | + | Crey's perfected Power Armor can turn any soldier into the proverbial irresistible force. Power Tanks can generate almost limitless power, which they can hurl at great distances. | |
− | Crey's perfected Power Armor can turn any soldier into the proverbial irresistible force. Power Tanks can generate almost limitless power, which they can hurl at great | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:PowerPunch Flurry.png|22px]]|Whirling Hands| Melee Area of Effect Smash/Energy| Launches a dizzying attack against everything in a nearby area.}} | {{Power|[[Image:PowerPunch Flurry.png|22px]]|Whirling Hands| Melee Area of Effect Smash/Energy| Launches a dizzying attack against everything in a nearby area.}} | ||
+ | ==== Paragon Protector ==== | ||
− | + | Crey denies the rumors that the Paragon Protectors are corporate pawns, but no one outside the company knows the truth for sure. The Claw Pattern hero is a master of melee combat, using both claws and enhaced physical atributes to make mincemeat of his or her opponent. | |
− | Crey denies the rumors that the Paragon Protectors are corporate pawns, but no one outside the company knows the truth for sure. The Claw Pattern hero is a master of | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:Invulnerability Unstoppable.png|22px]]| Unstoppable| Self, +Resistances (Disorient, Sleep, Hold, Immobilize, All Damage but Psionics)| When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. Unstoppable costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance. Recharge: Very Long. }} | {{Power|[[Image:Invulnerability Unstoppable.png|22px]]| Unstoppable| Self, +Resistances (Disorient, Sleep, Hold, Immobilize, All Damage but Psionics)| When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. Unstoppable costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance. Recharge: Very Long. }} | ||
+ | ==== Paragon Protector ==== | ||
− | + | No one knows who these helmet clad heroes are, or where they come from. The only thing that is certain it's their loyalty to Crey. The Power Paragon Protectors can generate powerful blasts of energy in both melee and ranged combat situations. | |
− | No one knows who these helmet clad heroes are, or where they come from. The only thing that is certain it's their loyalty to Crey. The Power Paragon Protectors can generate powerful blasts of energy in | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:Regeneration MomentOfGlory.png|22px]]| Moment of Glory| Self +Resistances (All Damage but Psionics), -Hit Points| When you activate this power, you lose almost all of your Hit Points and can no longer Regenerate Hit Points, However, you become Resistant to all damage types except Psionics, recover Endurance more quickly, and are highly resistant to Sleep, Disorient, Immobilization, and Hold effects. Recharge: Very Long. }} | {{Power|[[Image:Regeneration MomentOfGlory.png|22px]]| Moment of Glory| Self +Resistances (All Damage but Psionics), -Hit Points| When you activate this power, you lose almost all of your Hit Points and can no longer Regenerate Hit Points, However, you become Resistant to all damage types except Psionics, recover Endurance more quickly, and are highly resistant to Sleep, Disorient, Immobilization, and Hold effects. Recharge: Very Long. }} | ||
+ | ==== Paragon Protector ==== | ||
− | |||
The Paragon Protectors keep their names and faces a secret. That way, their good deeds all get credited to Crey, while their less virtuous activities can be plausibly denied in court. The Quill Pattern heroes use a variety of deadly ranged and melee attacks to fill their enemies with holes. | The Paragon Protectors keep their names and faces a secret. That way, their good deeds all get credited to Crey, while their less virtuous activities can be plausibly denied in court. The Quill Pattern heroes use a variety of deadly ranged and melee attacks to fill their enemies with holes. | ||
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{{Power|[[Image:SuperReflexes Elude.png|22px]]| Elude| Self +Defense, Special| You can improve your reflexes, making yourself so quick you can Elude almost any attack, be it ranged, melee, or area effect. Your running speed and jumping height are also increased. When Elude wears off, you are left drained of all Endurance and unable to Recover Endurance for a while. Recharge: Slow. }} | {{Power|[[Image:SuperReflexes Elude.png|22px]]| Elude| Self +Defense, Special| You can improve your reflexes, making yourself so quick you can Elude almost any attack, be it ranged, melee, or area effect. Your running speed and jumping height are also increased. When Elude wears off, you are left drained of all Endurance and unable to Recover Endurance for a while. Recharge: Slow. }} | ||
+ | === Named bosses === | ||
− | === | + | ==== The Shining Light (boss) ==== |
− | + | Known to the masses as "The Shining Light," Vivian Tucker used to be one of Paragon City's most courageous heroes. But after one too many encounters with Crey, she's not who she used to be. No one can say for certain whether this new Vivian is the result of Crey's insidious mind control or their grotesque Revenant Hero Project. Only one thing is clear: she's fighting on Crey's side now. | |
− | Known to the masses as "The Shining Light" | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:Regeneration MomentOfGlory.png|22px]]| Moment of Glory| Self +Resistances (All Damage but Psionics), -Hit Points| When you activate this power, you lose almost all of your Hit Points and can no longer Regenerate Hit Points, However, you become Resistant to all damage types except Psionics, recover Endurance more quickly, and are highly resistant to Sleep, Disorient, Immobilization, and Hold effects. Recharge: Very Long. }} | {{Power|[[Image:Regeneration MomentOfGlory.png|22px]]| Moment of Glory| Self +Resistances (All Damage but Psionics), -Hit Points| When you activate this power, you lose almost all of your Hit Points and can no longer Regenerate Hit Points, However, you become Resistant to all damage types except Psionics, recover Endurance more quickly, and are highly resistant to Sleep, Disorient, Immobilization, and Hold effects. Recharge: Very Long. }} | ||
− | |||
===Archvillains=== | ===Archvillains=== | ||
+ | ==== Hopkins ==== | ||
− | |||
Hopkins is the devoted servant and bodyguard of the mysterious Countess Crey. Since the day he was hired, he's been at her side constantly, rarely venturing outside the range of of her voice. Hopkins is clearly the second in command in the Crey hierachy. | Hopkins is the devoted servant and bodyguard of the mysterious Countess Crey. Since the day he was hired, he's been at her side constantly, rarely venturing outside the range of of her voice. Hopkins is clearly the second in command in the Crey hierachy. | ||
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{{Power|[[Image:PowerPunch Flurry.png|22px]]| Whirling Hands| Melee Area of Effect Smash/Energy| Launches a dizzying attack against everything in a nearby area.}} | {{Power|[[Image:PowerPunch Flurry.png|22px]]| Whirling Hands| Melee Area of Effect Smash/Energy| Launches a dizzying attack against everything in a nearby area.}} | ||
− | + | ==== Countess Crey ==== | |
− | ====Countess Crey==== | + | Countess Crey runs her corporation with an iron fist. Though others hold the lofty title of President and CEO, everyone understands that this is just a legal fiction. The Countess is the one holding the strings behind the vast corporation—and woe to anyone who gets in her way. |
− | Countess Crey runs her corporation with an iron fist. | + | |
''Powers'' | ''Powers'' | ||
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{{Power|[[Image:MentalControl MassHypnosis.png|22px]]| Mass Hypnosis| Targeted Area of Effect Sleep| Hypnotizes a group of foes at a distance and puts them to Sleep. The targets will remain asleep for some time, but will awaken if attacked. This power deals no damage, but if done discretely, the targets won't even be aware of your presence. }} | {{Power|[[Image:MentalControl MassHypnosis.png|22px]]| Mass Hypnosis| Targeted Area of Effect Sleep| Hypnotizes a group of foes at a distance and puts them to Sleep. The targets will remain asleep for some time, but will awaken if attacked. This power deals no damage, but if done discretely, the targets won't even be aware of your presence. }} | ||
− | + | === Named enemies === | |
− | ===Named enemies=== | + | |
* Operative Winslowe | * Operative Winslowe | ||
[[Category:Enemies]] | [[Category:Enemies]] |
Revision as of 20:32, 12 March 2006
Overview
Villain types
Minions
Riot Guard
Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons.
Powers
Automatic Pistol Ranged Lethal, Moderate Damage
Small caliber side arm.
Riot Baton Melee Smash, Foe Disorient
Riot Baton deals minimal damage, but can Disorient a whole lot.
Brawl Melee Smash
Crey brawling attacks.
Mob Specialist
Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons.
Powers
Submachine Gun Ranged Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Can reduce target's defense.
Boxing Melee, Smash, Foe Disorient
A decent punch that has a small chance to Disorient foes.
Kick Melee, Moderate Damage, Smash, Foe Knockback
A modest kicking attack that has a small chance to knock opponents down.
Brawl Melee Smash
Crey brawling attacks.
Patrol Guard
Crey's Security Agents have become an almost ubiquitous sight in Paragon City, especially in any Crey owned facility. They are armed with standard law enforcement weapons, from riot batons to assault weapons.
Powers
Assault Rifle Ranged, Lethal, Foe -Defense
Quickly fires a burst of rounds at a single target at very long distance. Damage is moderate, but the fire rate is fast. Can also reduce target's defense.
Brawl Melee Smash
Crey brawling attacks.
Radiologist
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
No Ranged attacks
Crey Radiologists do not have any ranged attacks at all.
Radiation Infection Targeted Area of Effect,Toggle, Foe -Defense, -Accuracy
Infects a targeted foe with deadly radiation. All foes the target comes in contact with will also become infected. The Radiation Infection will last as long as the Crey Scientist can keep this power toggled on or when the original infectedtargeted dies. Infected foes have severely reduced Accuracy and Defense.
Brawl Melee Smash
Crey brawling attacks.
Medic
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
No Ranged attacks
Crey Medics do not have any ranged attacks at all.
Brawl Melee Smash
Crey brawling attacks.
Hypo Ally Heal, Ressistance to Effects
Heals a single targeted ally of some Hit Points and frees an ally from any Immobilization, Sleep, Disorient and Hold effects and leaves them resistant to such effects for a brief time. Should be performed away from combat as this power can fail if interrupted.
Geneticist
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
No Ranged attacks
Crey Geneticists do not have any ranged attacks at all.
Brawl Melee Smash
Crey brawling attacks.
Reanimate Ally Rez, Special
Reanimates a fallen ally into a killing machine! The reanimated ally is extremely powerful, although these genetically altered subjects burn out fast, and will colapse dead after a short while. Should be performed away from combat as this power can fail if interrupted.
Researcher Assistant
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
Cryo Pistol Ranged, Cold, Foe -Recharge, -Speed, Light Sleep
The Crey Cryo Pistol deals moderate damage, but this freeze ray can slow an opponent. Repeated blasts from this pistol may encase the target in fragile ice. Even if a target is captured in this fragile ice, he can break free if attacked or disturbed in any way.
Brawl Melee Smash
Crey brawling attacks.
Researcher
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
N2 Cannon (Ranged) Cone, Cold, Foe -Recharge, -Speed
The Crey N2 Cannon can blast foes with a cone of Liquid Nitrogen. Enemy targets within the cone of freezing gas will take cold damage and will be slowed. Very accurate and very deadly at medium range.
Brawl Melee Smash
Crey brawling attacks.
Scientist
Crey industries believes firmly in hands on, frontline research, and they demand more from their scientists than most companies. Indeed, Crey Scientists often venture into the field, armed with cryo weapons to help them collect samples—and do serious damage to anyone who get in their way.
Powers
Cryo Rifle Ranged, Cold, Foe -Recharge, -Speed, Sleep
The Crey Cryo Rifle deals nominal damage, but this freeze ray can lock its target in a fragile block of ice as well as slow an opponent. The ice is fragile, however, and the target can break free if disturbed. Recharge rate is slower than the pistol
Brawl Melee Smash
Crey brawling attacks.
Field Agent
The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assasination ops. They carry the latest weapons and receive intense close combat training.
Powers
Adv Sub Machine Gun Ranged Lethal, Low Damage, Foe -Defense
Rapid fire rifle. Slightly more accurate than a standard submachinegun. Can reduce a target's defense.
Brawl Melee Smash
Crey brawling attacks.
Vigilant
The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assasination ops. They carry the latest weapons and receive intense close combat training.
Powers
Automatic Pistol Ranged Lethal, Moderate Damage
Small caliber side arm.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent! .
Barrage Melee, Smash/Energy Damage, Foe Disorient
Barrage is a short, quick one-two combo punch. Deals little damage, but is quick and has a chance to Disorient the target.
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Infiltrator
The stone-faced, suit clad Field Agents are Crey's main investigative branch. They can be found carrying out a variety of missions, from espionage to assasination ops. They carry the latest weapons and receive intense close combat training.
Powers
Automatic Pistol Ranged Lethal, Moderate Damage
Small caliber side arm.
Thunder Kick Melee Smash Damage, Disorient
You are Disoriented.
Storm Kick Melee Smash
Unleashes a flurry of quick attacks to pummel you foe.
Crane Kick Melee Smash, High Damage, Knockback
A slow, high damage kick that can send your target flying! .
Lieutenants
Chief Cryo Scientist
The leaders of every Crey research team receive special training in leadership, tactics and combat techniques. They also have access to the latest advanced weaponry, making them especially dangerous.
Powers
Heavy Cryo Rifle Ranged, Cold, Hold, Low Damage, Foe -Recharge, -Speed
Heavy Cryo Rifle can Hold your opponent frozen solid in a block of ice. The victim can be attacked and will remain frozen and helpless. After the ice thaws, the victim emerges chilled and slowed. Heavy Cryo Rifle deals minimal damage.
Brawl Melee Smash
Crey brawling attacks.
Chief Plasma Scientist
The leaders of every Crey research team receive special training in leadership, tactics and combat techniques. They also have access to the latest advanced weaponry, making them especially dangerous.
Powers
Flamethrower Ranged, Cone, Fire Damage over Time
Spews forth a cone of flames and sets a foe on fire. Very accurate and very deadly at medium range.
Brawl Melee Smash
Crey brawling attacks.
Elite Security Agent
The leaders of Crey's security teamsare experts at identifying threaths and picking them off from a distance. With the latest in advanced assault weaponry at their disposal, these agents are a force to be reckoned with.
Powers
Adv Assault Rifle Ranged Lethal, Foe Knockdown
Fires a large slug at a single target at very long range. This very accurate weapon hits hard, and can knock down foes.
Brawl Melee Smash
Crey brawling attacks.
Special Agent Vigilant
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropiately.
Powers
Automatic Pistol Ranged Lethal, Moderate Damage
Small caliber side arm.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent! .
Barrage Melee, Smash/Energy Damage, Foe Disorient
Barrage is a short, quick one-two combo punch. Deals little damage, but is quick and has a chance to Disorient the target.
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Focus Self Toggle, +Defense
Crey Agent can Focus his mind to evade many melee and ranged attacks.
Special Agent Infiltrator
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropiately.
Powers
Automatic Pistol Ranged Lethal, Moderate Damage
Small caliber side arm.
Thunder Kick Melee Smash Damage, Disorient
You are Disoriented.
Storm Kick Melee Smash
Unleashes a flurry of quick attacks to pummel you foe.
Crane Kick Melee Smash, High Damage, Knockback
A slow, high damage kick that can send your target flying! .
Focus Self Toggle, +Defense
Crey Agent can Focus his mind to evade many melee and ranged attacks.
Crey Eliminator
With their heavy chain guns and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Powers
Chain Gun Ranged Lethal, High Damage over Time, +Accuracy (Self)
Sprays a massive burst of lead at a target. Lots of damage and a bonus to hit, but slow to reload.
Boxing Melee Smash, Foe Disorient
A decent punch that has a small chance to Disorient foes.
Brawl Melee Smash
Crey brawling attacks.
Crey Crisis Unit
Crey sends these specialized units to handle big problems. Their grenade launchers can fire a variety of munitions, making them well-equiped to handle any situation. These armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Powers
Grenade Launcher (Ranged) Targeted Area of Effect Lethal/Smashing, Foe Knockback
Launches an M30 grenade at long range from under the barrel of your Assault Rifle. The explosion of this grenade affects all within the blast and can knock them back.
Sleep Gas Targeted Area of Effect, Foe Sleep
Crey Sleep grenades can knock out foes in the affected area. Affected targets can awaken if disturbed.
Boxing Melee Smash, Foe Disorient
A decent punch that has a small chance to Disorient foes.
Brawl Melee Smash
Crey brawling attacks.
Crey Juggernaut
With their powerful personal force fields, missile launchers and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Powers
Missile Launcher Ranged, Lethal/Smash, Foe Knockback
This devastating weapon has extreme range capabilities. Its slow recharge and high endurance cost is compensated by its massive explosion and Knockback.
Boxing Melee Smash, Foe Disorient
A decent punch that has a small chance to Disorient foes.
Brawl Melee Smash
Crey brawling attacks.
Personal Force Field Self Toggle Invulnerable, Special
The Force Field is virtually impenetrable to all attacks. The impact of some powerful attacks may occasionally rattle you, however the Force Field will hold, and you will not suffer any damage or effects from the attacks. The Force Field works both ways, and while active, you can only affect yourself with other powers.
Crey Cryo Tank
Crey's perfected Cryo Armor can turn any soldier into the proverbial irresistible force. Cooled with liquid nitrogen, the Cryo Tanks can absorb almost limitless heat and hurl great chunks of ice at their foes.
Powers
Ice Bolt Ranged, Minor Damage , Cold/Smash, Foe -Recharge, -Speed
Ice Bolt quickly pelts an enemy with small icy daggers; their chill slows a foe's attacks and movement for a time. Fast, but little damage. Damage:Moderate, Recharge: Fast.
Freeze Ray Ranged, Cold, Low Damage, Foe Sleep
Although this power deals very little damage, the Freeze Ray encases your foein a block of ice, holding him helpless in place for quite a while. The ice, however, is fragile, and the victim can break free if attacked.
Frost Cone Cold Damage over Time, -Recharge
This power emanates a very short cone of Frost from the Crey Cryo Armor's hands, chilling all those in its arc. This attack slowly chills the target over time, slowly dealing damage and slowing his attack speed.
Frozen Fists Melee, Minor Damage Cold/Smash, Foe -Rechage -Speed
Frozen Fists encrust your hands in ice, giving them the ability to quickly inflict minor damage on villains. The foe's attack and movement speed is slowed, due to the chills caused by the cold blows. Damage: Minor, Recharge: Fast.
Crey Voltaic Tank
Crey's perfected Voltaic Armor can turn any soldier into the proverbial irresistible force. Voltaic Tanks can generate almost limitless electrical current, which they can hurl at great distancies.
Powers
Charged Bolts Ranged Energy, Foe - Endurance
The Crey Voltaic Tank can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some endurance.
Ball Lightning (Ranged) Targeted Area of Effect, Energy, Foe -Endurance
Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area and also drains some endurance from each target it hits.
Charged Brawl (Melee) Foe Sleep, -Recovery
You are rendered helpless by the electrical attack. Any form of damage will free you from this state.
Havoc Punch (Melee) Foe Sleep
You are rendered helpless by the electrical attack. Any form of attack will free you from this state.
Thunder Strike Melee Smash, Foe Disorient, Area of Effect Knockback
A massive attack. The Crey Voltaic Tank smashes his foes with all the power of the lightning to deal a blow. The pummeled victim may be Disoriented and all nearby foes may be knocked down and take additional damagefrom the resulting violent release of energy.
Snipers
Special Agent Sharpshooter
The Special Agents are the best of Crey's field operatives. They have superb training, the best weapons, and a seemingly preternatural focus on the task at hand. They often carry heavy weapons, since Crey trusts them enough to use them discreetly and appropiately.
Powers
Sniper Rifle Ranged, Sniper, Lethal, Foe Knockdown
Sniper Rifle is a powerful piece of hardware. It is very accurate and has a verly long range. The impressive round can knock down its target.
Brawl Melee Smash
Crey brawling attacks.
Focus Self Toggle, +Defense
Crey Agent can Focus his mind to evade many melee and ranged attacks.
Bosses
Crey Protector
With their powerful force fields, heavy weapons and advanced training, these armor clad leaders carry enough firepower to stop a tank. They're also almost as hard to hurt, though they are vulnerable to mental assaults.
Powers
Cryo Rifle Ranged, Cold, Foe -Recharge, -Speed, Sleep
The Crey Cryo Rifle deals nominal damage, but this freeze ray can lock its target in a fragile block of ice as well as slow an opponent. The ice is fragile, however, and the target can break free if disturbed. Recharge rate is slower than the pistol
Boxing Melee Smash, Foe Disorient
A decent punch that has a small chance to Disorient foes.
Brawl Melee Smash
Crey brawling attacks.
Dispersion Bubble Team Area of Effect toggle + Resistance (Special)
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased defense to all attacks except psionic. The Dispersion Bubble also protects allies inside from immobilization, disorient and hold effects.
Crey Power Tank
Crey's perfected Power Armor can turn any soldier into the proverbial irresistible force. Power Tanks can generate almost limitless power, which they can hurl at great distances.
Powers
Power Bolt Ranged, Energy, Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, Energy/Smash, Foe Knockback
A much more powerful, yet slower version of power boltPower Blast sends a focused beam of energy at a foe that can knock him back.
Explosive Blast (Ranged) Targeted Area of Effect, Smash/Energy, Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent! .
Barrage Melee, Smash/Energy Damage, Foe Disorient
Barrage is a short, quick one-two combo punch. Deals little damage, but is quick and has a chance to Disorient the target.
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Whirling Hands Melee Area of Effect Smash/Energy
Launches a dizzying attack against everything in a nearby area.
Paragon Protector
Crey denies the rumors that the Paragon Protectors are corporate pawns, but no one outside the company knows the truth for sure. The Claw Pattern hero is a master of melee combat, using both claws and enhaced physical atributes to make mincemeat of his or her opponent.
Powers
Flight Self fly
Crey Cloned Heroes can Fly!
Swipe Melee, Lethal, Low Damage
A fast Claw attack that shreds your opponent.
Strike Melee, Lethal
Claw Strike is a standard Claw attack against a targeted foe.
Slash Melee Lethal, Foe -Defense
A Slash attack deals high damage, and reduces the target's Defense.
Spin Melee, Area of Effect, Lethal
The Crey Cloned Hero spins aroundwith claws extended, slicing up all the nearby enemies.
Focus (Ranged) Area of Effect, Lethal, Foe Knockback
The Crey Cloned Hero can project a burst of focused power. Focus only travels a short distance, but it can also knock down foes.
Eviscerate Melee, Cone, Lethal, Very High Damage, Special
The Crey Cloned Hero spins and slashes around violently, attacking all nearby foesin a wide arc in front of him. Eviscerate is so deadly, that there is a chance of dealing extra damage!
Focused Fighting Self, +Defense
The Crey Cloned Hero can Focus his mind to evade many attacks.
Unstoppable Self, +Resistances (Disorient, Sleep, Hold, Immobilize, All Damage but Psionics)
When you activate this power, you not only become extremely resistant to most damage, but also to Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. Unstoppable costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance. Recharge: Very Long.
Paragon Protector
No one knows who these helmet clad heroes are, or where they come from. The only thing that is certain it's their loyalty to Crey. The Power Paragon Protectors can generate powerful blasts of energy in both melee and ranged combat situations.
Powers
Flight Self fly
Crey Cloned Heroes can Fly!
Power Bolt Ranged, Energy, Foe Knockdown
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage.
Power Blast Ranged, Energy/Smash, Foe Knockback
A much more powerful, yet slower version of power boltPower Blast sends a focused beam of energy at a foe that can knock him back.
Explosive Blast (Ranged) Targeted Area of Effect, Smash/Energy, Knockback
Hurls a blast of charged energy that violently explodes on impact, damaging all foes near the target.
Energy Torrent (Ranged) Cone, Energy/Smash, Foe Knockback
Unleashes a cone of energy thatknocks foes back.
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent! .
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Whirling Hands Melee Area of Effect Smash/Energy
Launches a dizzying attack against everything in a nearby area.
Foot Stomp Point Blank Area Effect, Moderate Damage (smash), Knockback
The Crey Cloned Hero shakes the very earth itself with a super Foot Stomp, attacking everything in a nearby area.
Dull Pain Self Special
A Crey Cloned Hero can activate this power to increase his maximum Hit Points for a short time.
Moment of Glory Self +Resistances (All Damage but Psionics), -Hit Points
When you activate this power, you lose almost all of your Hit Points and can no longer Regenerate Hit Points, However, you become Resistant to all damage types except Psionics, recover Endurance more quickly, and are highly resistant to Sleep, Disorient, Immobilization, and Hold effects. Recharge: Very Long.
Paragon Protector
The Paragon Protectors keep their names and faces a secret. That way, their good deeds all get credited to Crey, while their less virtuous activities can be plausibly denied in court. The Quill Pattern heroes use a variety of deadly ranged and melee attacks to fill their enemies with holes.
Powers
Flight Self fly
Crey Cloned Heroes can Fly!
Barb Swipe Melee, Minor Damage, Lethal, Damage over Time (toxic), Foe -Speed, -Recharge
Shred your opponent with several quick swipes from your spines. Barb Swipe deals minor damage over time. Spine poison deals adittional damage over time and Slows affected foes. Damage: Minor (Damage over Time); Recharge: Very Fast.
Lunge (Melee, Lethal) Damage over Time (toxic), Foe -Speed, -Recharge
Your Attack and Movement speed are reduced by the spines. The toxins may leave you Immobilized.
Impale Ranged, High Damage, Lethal, Damage over Time (toxic), Foe -Speed, -Recharge, Immobilize
You can throw a single large Spine at a targeted foe. This Spine deals only Moderate damage, but carries a large ammount of the spine toxin. A successful attack can completely Immobilize most foes, as well as slowing them and dealing poison damage. Damage: Moderate; Recharge: Moderate.
Spine Throwing Ranged, Point Blank Area of Effect, Moderate Damage, Lethal, Damage over Time (toxic), Foe -Speed, -Recharge
You can fling dozens of Spines in all directions. These Spines only travel a short distance, but they can deal a moderate damage and poison any target close to you. Spine poison Slows affected foes. Damage: Moderate; Recharge: Slow.
Temp Invulnerability Toggle, Self +Resistances (Smash, Lethal)
When you activate this power, you become highly resistant to Smashing and Lethal damage for a short duration. Recharge: Very Long.
Elude Self +Defense, Special
You can improve your reflexes, making yourself so quick you can Elude almost any attack, be it ranged, melee, or area effect. Your running speed and jumping height are also increased. When Elude wears off, you are left drained of all Endurance and unable to Recover Endurance for a while. Recharge: Slow.
Named bosses
The Shining Light (boss)
Known to the masses as "The Shining Light," Vivian Tucker used to be one of Paragon City's most courageous heroes. But after one too many encounters with Crey, she's not who she used to be. No one can say for certain whether this new Vivian is the result of Crey's insidious mind control or their grotesque Revenant Hero Project. Only one thing is clear: she's fighting on Crey's side now.
Powers
Flight Self fly
Crey Cloned Heroes can Fly!
Charged Bolts Ranged Energy, Foe - Endurance
The Crey Voltaic Tank can quickly hurl small bolts of electricity at foes. Charged Bolts deals light damage and also drains some endurance.
Lightning Bolt Ranged Energy, Foe -Endurance
The Crey Voltaic Tank can send a large blast of electrical energy at a foe. Lightning Bolt deals good damage and also drains some endurance.
Ball Lightning (Ranged) Targeted Area of Effect, Energy, Foe -Endurance
Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area and also drains some endurance from each target it hits.
Charged Brawl (Melee) Foe Sleep, -Recovery
You are rendered helpless by the electrical attack. Any form of damage will free you from this state.
Havoc Punch (Melee) Foe Sleep
You are rendered helpless by the electrical attack. Any form of attack will free you from this state.
Thunder Strike Melee Smash, Foe Disorient, Area of Effect Knockback
A massive attack. The Crey Voltaic Tank smashes his foes with all the power of the lightning to deal a blow. The pummeled victim may be Disoriented and all nearby foes may be knocked down and take additional damagefrom the resulting violent release of energy.
Moment of Glory Self +Resistances (All Damage but Psionics), -Hit Points
When you activate this power, you lose almost all of your Hit Points and can no longer Regenerate Hit Points, However, you become Resistant to all damage types except Psionics, recover Endurance more quickly, and are highly resistant to Sleep, Disorient, Immobilization, and Hold effects. Recharge: Very Long.
Archvillains
Hopkins
Hopkins is the devoted servant and bodyguard of the mysterious Countess Crey. Since the day he was hired, he's been at her side constantly, rarely venturing outside the range of of her voice. Hopkins is clearly the second in command in the Crey hierachy.
Powers
Energy Punch Melee, Smash/Energy Damage, Moderate, Foe Disorient, Moderate
Powerful focused punch that may Disorient your opponent! .
Bone Smasher Melee, Smash/Energy, High Damage, Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a greater damage. Has a greater chance to Disorient than Energy Punch.
Whirling Hands Melee Area of Effect Smash/Energy
Launches a dizzying attack against everything in a nearby area.
Countess Crey
Countess Crey runs her corporation with an iron fist. Though others hold the lofty title of President and CEO, everyone understands that this is just a legal fiction. The Countess is the one holding the strings behind the vast corporation—and woe to anyone who gets in her way.
Powers
Psychic Scream (Ranged) Cone, Psionic, Foe -Recharge
The howl of psionic energy resonatesin the mind of all foeswithin its conical area of effect.
Mass Hypnosis Targeted Area of Effect Sleep
Hypnotizes a group of foes at a distance and puts them to Sleep. The targets will remain asleep for some time, but will awaken if attacked. This power deals no damage, but if done discretely, the targets won't even be aware of your presence.
Named enemies
- Operative Winslowe