Class Design Proposal: Penal Detonation Asset (Lore-Compliant, Gameplay-Focused)

Class Identity

The Penal Detonation Asset is not a soldier and not an individual.
It is a logistics-controlled weapons system.

Condemned criminals are implanted with multi-stage explosive restraint collars and chemical test reservoirs, issued crude armaments, and deployed for area clearance and priority target destruction. Operational continuity is achieved through authorized expenditure and resupply, not preservation.

You do not play a person.
You play a designation.


Baseline Characteristics

Melee Weapons

  • Shiv (singular issue)

  • Crowbar

  • Improvised / crude weapons

Ranged Weapons

  • Shotguns

  • Grenade launchers

  • Explosive-focused firearms

Combat Profile

  • Range: Short to mid

  • Durability: Low

  • Toughness: Minimal

  • Core Strength: Area damage, pressure, expendability


Replacement Doctrine (Global Rule)

Replacement Penal Detonation Assets are issued only when a class ability expends the asset.

  • Executing any class ability initiates replacement after 5–10 seconds

  • Replacement is delivered via drop crate

  • Replacement enters combat immediately

  • Same loadout, same designation

If the asset is killed through normal combat:

  • No replacement is issued

  • The loss is considered acceptable wastage

Replacement is a strategic resource, not a safety net.


Primary Powers

1. Catastrophic Detonation

Asset expenditure authorized.

The controlling entity triggers a full-yield detonation of the restraint collar.

  • Massive area damage

  • Severe stagger and knockdown

  • The asset is expended

Replacement is issued after 5–10 seconds via drop crate.


2. Chemical Saturation Release

Test compound deployed.

The controlling entity ruptures chemical reservoirs embedded in the asset.

  • Large lingering area cloud

  • Heavy damage-over-time

  • Debuffs enemy movement, resistance, and cohesion

  • The asset is expended

Replacement is issued after 5–10 seconds via drop crate.


3. Expendable Target Saturation

Additional munitions allocated.

On activation:

  • Two drop crates deploy nearby

  • Each crate releases a Penal Detonation Asset

  • The player asset is designated as the third munition

Immediately upon activation:

  • Player control is suspended

  • All three assets independently seek the nearest elite or boss

On contact:

  • Each asset latches onto its target

  • Detonation occurs only when authorized by the controlling entity

Effects:

  • Massive single-target damage

  • Minimal splash

All three assets are expended.
Replacement is issued after 5–10 seconds via drop crate.


Recommended Auras

Fire Suppression

Active detonation effects suppress and clear incendiary ground hazards within radius, rapidly neutralizing fire patches created by enemy bombardment.


Ordnance Proximity Conditioning

Players in cohesion gain increased reload speed, driven by conditioned urgency when operating near active explosive assets.


Attrition Escalation

For each Penal Detonation Asset expended, players in cohesion gain increased area damage and stagger effectiveness for a short duration.


Talent Tree Recommendations

Take One for the Team

Periodically redirect incoming toughness damage from nearby players in cohesion to the Penal Detonation Asset instead.


Adrenal Suppression Conditioning

Reduces stamina drain while sprinting, dodging, and shoving, representing chemically induced stress tolerance.


Reprieve

When toughness is fully depleted due to Take One for the Team, toughness regenerates equal to the amount absorbed after 5 seconds.


Closing Definition

The Penal Detonation Asset does not endure.
It advances, is expended by command, and is replaced.

That is not cruelty.
That is efficiency.

New full health with every ability press? That is gonna be hard to sell except for really long cooldowns (2min - ala zealot).

Aside from that this class looks fun

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