Name: Chain-Fighting
Primary/Secondary or Pool: Primary
Archetypes: Brute

[All Chain attacks have a greater range than normal ‘melee’ attacks like Martial Arts or Broadsword, sweeping out to affect someone at least twice as far, or 10’ instead of 5’. The Chain is enormous, with links big enough for some people to wear as bracelets, the sort of chain a ship would use to reel in it’s anchor! At one end is a large metal ball. At the other end is a thick metal hook. It is used in both hands, and the Chain-using Brute either uses the Kick animation when Brawl-ing (like an Archery user) or has a custom ‘backhand’ emote that is done with the off-hand while the Chain hangs in the main hand. Chain will be an End-heavy set, and Stamina may well end up a requirement, or at least some effective management, as the AoEs in particular will chew up Endurance if used every time they’re available.]

1) Pound – 10’ range, Fast recharge, Moderate Smash Damage, decent chance of a Mag 1 or 2 Stun (overhead swing)

2) Wrecker – 10’ range, Slow recharge, Heavy Smash Damage, Knockup/down (uppercut-swing)

3) Come Get Some! - Taunt

4) Hook – 15’ range, Slow recharge, Moderate Lethal Damage, automatic Knockdown (attacks with other end of chain, which has a nasty hook on it, that ‘hooks’ onto target and pulls him off his feet)

5) Sweep – 15’ sphere, Slow recharge, Minor Smash Damage + KnockDown (swings ball end around in a wide arc, smashing into and bowling over all in the area)

6) Who’se Your Daddy Now? – Build-Up / Rage

7) Chain Toss – 40’ range single target Hold, Slow recharge, minor initial Smash Damage, no DoT effect (pulls a length of chain from belt or behind self and flings it at target off-handed, holding it for him to walk over and beat-down at his leisure. The animation does not unequip his Ball and Chain, which he holds in his primary hand while throwing the smaller tangle-chain.)

8) Clear the Decks / Streetsweeper – 180 degree 15’ cone, Slow recharge, Moderate Smash Damage + KnockBack (as sweep, but more damage in a smaller arc and throws foes back, not just tripping them in place)

9) Beatdown – Very Slow recharge, Very Heavy Smash damage + Mag 3 Stun + KnockDown and a 10’ radius from point of impact KnockBack and 75% Mag 1 Stun, as the shockwave from the thunderous impact sends people flying / reeling.