Project Cape

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"The heroes of tomorrow, today."
Project Cape is a multiplayer first-person shooter game developed and published by Faz Studios, released for multiple consoles on June 8th, 2020. The game is developed as an affectionate parody of superhero tropes, circulating around the training of many young heroes under the Project Cape Initiative, preparing them to become full-fledged superheroes.
Gameplay-wise, the game is very similar to Team Fortress 2 and Overwatch, both being cited as inspirations for the game. The player has access to sixteen different heroes, each with their own stats and abilities (referred to as Powers in-game), which they use on a variety of different maps in order to complete pre-determined objectives. While there are single-player options available, the game heavily emphasizes its multiplayer nature. Therefore, online play for the game is free across all its platforms.
==Plot==
In the year 20XX, crime in the city of Neo Metroville and surrounding areas has seen an unprecedented increase, and while law enforcement officers have been doing everything they can to prevent these atrocities, there is still more crime than they can fully resolve. While life in the city isn't drastically different from how it was before, many of its citizens yearn for a return to form and a way to combat the criminals.
As a response to this issue, government officials and various other groups across the region have been working to find a solution. Among these groups is a scientific research team led by one Dr. Vanessa Analor. After a snake serum devised by the doctor gave her snake-like abilities, she has been curious about the potential of superpowered individuals, which have began to appear across the United States at the time of her group's research. As such, she devised the Project Cape Initiative, a group designed to train and prepare young superpowered people to defend the city against its crooks.
The Initiative began on a smaller scale, with the first two heroes recruited being Gabriella Brooks and Lexxi Anderson. After promising results from the initial participants, the recruitment process expanded across the United States and neighboring countries. After a year or so, the Project Cape Initiative was accepting heroes from all over the world. As a response to this growth, technology was devised that allowed the heroes' DNA to be saved onto a computer, essentially allowing them to be cloned an indefinite number of times as to avoid any hero dying for good.
Now, the Project Cape Initiative is training the heroes to combat the threat against Neo Metroville once and for all. This is done by putting the heroes up against each other in various contests and trials in preparation for any superpowered threats that may come their way.
==Gameplay==
Project Cape is a multiplayer FPS similar to Team Fortress 2, in which two teams compete against each other in order to complete an objective. The player has a choice of sixteen different heroes, each with differing attributes which differentiate them, each ranked on a scale from 1-10 (5 being the average).
*Health: A hero's Health stat determines their maximum HP.
*Speed: A hero's Speed stat determines how fast they move.
*Strength: A hero's Strength stat represents their general attack power.
Every hero also has a chance of landing a critical hit with their attacks (which doubles the damage) and is suspectible to fall damage (with the exception of Gustice).
In addition to their statistics, each hero has a set of different abilities which they use in battle.
*Passive Ability: A hero's passive ability is activated on its own under the proper conditions without the player needing to do anything else.
*Standard Weapon: Each hero receives a unique standard weapon which serves as their primary means of attack. Most heroes have long-range projectile attacks which vary in power, firing speed, and ammo capacity, but a handful must rely on melee attacks.
*Powers: Each hero has three unique Powers which can be activated with certain buttons. These Powers range from additional attacks, supportive abilities such as healing, or evasive maneuvers. However, each Power does have a cooldown, the length of which depending on the Power itself.
**Super Power: Each hero has a Super Power Gauge located next to their health bar, which raises as they take and receive damage. Once the hero's Super Power Gauge is full, they can use their Super Power, which is designed to be much more effective than their normal powers.
Utilizing their stats and abilities, the player controls their chosen hero in a variety of game modes spanning many different maps. Matches can be played offline with CPU players, but the game heavily encourages that players try the online aspects of the game, which can be played in public lobbies or private lobbies which can only be accessed by the player's friends.
==Modes==
Attack	In Attack, two teams of six compete to see who can score the highest number of kills within a given time frame. If the teams are tied by the end of the time limit, the match continues until another kill is scored; In which case, the killing team wins.
Defend	In Defend, one team of six (the Defenders) has their spawn occupied by a Generator, with the opposing team (the Rushers) being tasked with destroying it. If the Rushers can destroy the Generator within a given time limit, they will win the match. Otherwise, the Defenders win.
Secure	In Capture, the map is generated with five control points which both teams can take control of by standing on them, generating points for their team. At the end of a given time period, whichever team has the most points wins. If both teams have the same number of points when the time limit expires, the match continues until one of the teams gains another point, at which point they will win.
Payload	In Payload, there is a payload situated in the middle of the map which both teams can push towards their opponents' side. At the end of the time limit, whichever team has gotten the payload closest to their destination wins the match.
Clone Hordes	Clone Hordes is the game's only 100% cooperative mode, tasking one team of eight with surviving against endless waves of clones of the game's various heroes, generated by a malfunctioning respawning device. Each player only has a limited number of respawns before being removed from play, but they can use Kill Points (earned by killing clones) to buy additional lives, health boosts, or temporary power boosts.
Endurance	Endurance, unlike other modes, is a singleplayer experience in which the player, after selecting a hero, faces off against endless waves of clones until they are killed. Unlike Clone Hordes, Endurance does not offer the player the ability to purchase boosts, instead restoring part of their health after each wave. The objective is simply to get as far as possible.
This mode was added as part of Update 2.
Orb Rush	Orb Rush is a game mode in which two teams compete to gain the most orbs. Orbs are found scattered throughout the map, and defeating an opponent allows you to take a portion of their orbs. The team with the most orbs upon the end of the gme wins.
This mode was added as part of Update 6.
Recon	Recon is the game's sandbox mode which can only be accessed in private lobbies, allowing the players to enter any map with any hero and experiment with different strategies and Powers. The game mode has no exact "end"; The match will only end once the host closes the mode personally.
==Characters==
===Heroes===
16 heroes, each with their own strengths, weaknesses, and powers, were available at launch, with 4 more being added in updates for a total of 20.
 	 	 	 
 	 	 	 
 	 	 	 
 	 	 	 
 	 	 	 
Chewout 	
Chewout 	
Chewout 	
  	
Real Name: Gabriella Brooks
Power Description: Capable of generating bubble gum on her skin, which she can then manipulate for various means, such as projectiles, tethers, or gliding.
Health: 5/10 | Speed: 5/10 | Strength: 5/10	
Real Name: Gabriella Brooks
Power Description: Capable of generating bubble gum on her skin, which she can then manipulate for various means, such as projectiles, tethers, or gliding.
Health: 5/10 | Speed: 5/10 | Strength: 5/10	
Real Name: Gabriella Brooks
Power Description: Capable of generating bubble gum on her skin, which she can then manipulate for various means, such as projectiles, tethers, or gliding.
Health: 5/10 | Speed: 5/10 | Strength: 5/10
Passive Ability (Gum Grounding): Chewout has increased knockback resistance while standing still. 	Passive Ability (Gum Grounding): Chewout has increased knockback resistance while standing still. 	Passive Ability (Gum Grounding): Chewout has increased knockback resistance while standing still. 	
Standard Weapon (Pop Gun): The Pop Gun fires bubble-like projectiles which fly quickly. The gun itself has a high firing rate and a quick reload time, but the bubbly bullets deal little damage.	Standard Weapon (Pop Gun): The Pop Gun fires bubble-like projectiles which fly quickly. The gun itself has a high firing rate and a quick reload time, but the bubbly bullets deal little damage.	Standard Weapon (Pop Gun): The Pop Gun fires bubble-like projectiles which fly quickly. The gun itself has a high firing rate and a quick reload time, but the bubbly bullets deal little damage.	
Powers: 	Powers: 	Powers: 	
Power 1: Bubble Blow
Chewout blows a gum bubble before blowing it forwards. Upon contact with an opponent, the bubble explodes, damaging nearby opponents as well as its initial target. The move has an average cooldown time.	Power 2: Gum Grapple
Chewout shoots a tendril of gum straight forwards, being able to grab onto opponents, pulling them towards her. She can also use these tendrils on walls, being able to grapple towards them. The move has a short cooldown time.	Power 3: Gum Glue
Chewout leaves a gum puddle in her wake. Those who make contact with it are temporarily stuck in place, although they are still able to use their standard attack and Powers which don't involve them moving. The move has an average cooldown time.	
Super Power: Bubble Shield
After putting all of her breath into one large bubble, Chewout utilizes it as a makeshift temporary shield which she can use to defend herself and allies from most attacks.	Super Power: Bubble Shield
After putting all of her breath into one large bubble, Chewout utilizes it as a makeshift temporary shield which she can use to defend herself and allies from most attacks.	Super Power: Bubble Shield
After putting all of her breath into one large bubble, Chewout utilizes it as a makeshift temporary shield which she can use to defend herself and allies from most attacks.	
Flashback 	
Flashback 	
Flashback 	
  	
Real Name: Ezmerelda La Rosa
Power Description: Capable of rewinding time at will. Also wields a katana with similar time manipulative properties.
Health: 6/10 | Speed: 7/10 | Strength: 4/10 	
Real Name: Ezmerelda La Rosa
Power Description: Capable of rewinding time at will. Also wields a katana with similar time manipulative properties.
Health: 6/10 | Speed: 7/10 | Strength: 4/10 	
Real Name: Ezmerelda La Rosa
Power Description: Capable of rewinding time at will. Also wields a katana with similar time manipulative properties.
Health: 6/10 | Speed: 7/10 | Strength: 4/10
Passive Ability (Time Twister): Flashback has a shorter respawn time than other heroes. 	Passive Ability (Time Twister): Flashback has a shorter respawn time than other heroes. 	Passive Ability (Time Twister): Flashback has a shorter respawn time than other heroes. 	
Standard Weapon (Timeshifter): Flashback swings the Timeshifter. While the move is strong and has good range, its best attribute is its knockback. However, the swing does take a moment to initiate.	Standard Weapon (Timeshifter): Flashback swings the Timeshifter. While the move is strong and has good range, its best attribute is its knockback. However, the swing does take a moment to initiate.	Standard Weapon (Timeshifter): Flashback swings the Timeshifter. While the move is strong and has good range, its best attribute is its knockback. However, the swing does take a moment to initiate.	
Powers: 	Powers: 	Powers: 	
Power 1: Time Set
Flashback sets a "rewind point", which is initiated with her second Power. This move has a short cooldown time. 	Power 2: Rewind
Flashback rewinds to her rewind point set by Time Set, setting her HP and any buffs she may had to what they were when Time Set was last used. This move has a lengthy cooldown time.	Power 3: Buff Reversal
Flashback swings Timeshifter, creating an energy wave which removes any buffs from those it hits. This move has an average cooldown time. 	
Super Power: Stop the Clock
Flashback thrusts Timeshifter into the ground, creating a shockwave of energy which freezes opponents in its wake, allowing her to follow up with attacks. 	Super Power: Stop the Clock
Flashback thrusts Timeshifter into the ground, creating a shockwave of energy which freezes opponents in its wake, allowing her to follow up with attacks. 	Super Power: Stop the Clock
Flashback thrusts Timeshifter into the ground, creating a shockwave of energy which freezes opponents in its wake, allowing her to follow up with attacks. 	
Fuse 	
Fuse 	
Fuse 	
  	
Real Name: Cole Fyre
Power Description: Capable of generating and manipulating explosive forces. Also wields a variety of explosives in battle.
Health: 2/10 | Speed: 7/10 | Strength: 6/10 	
Real Name: Cole Fyre
Power Description: Capable of generating and manipulating explosive forces. Also wields a variety of explosives in battle.
Health: 2/10 | Speed: 7/10 | Strength: 6/10 	
Real Name: Cole Fyre
Power Description: Capable of generating and manipulating explosive forces. Also wields a variety of explosives in battle.
Health: 2/10 | Speed: 7/10 | Strength: 6/10
Passive Ability (Lighting the Fuse): Fuse's Strength and Speed stats gradually increase over time, being reset after he is killed. 	Passive Ability (Lighting the Fuse): Fuse's Strength and Speed stats gradually increase over time, being reset after he is killed. 	Passive Ability (Lighting the Fuse): Fuse's Strength and Speed stats gradually increase over time, being reset after he is killed. 	
Standard Weapon (Grenade Launcher): Fuse launches a grenade which explodes a few seconds after deployment. The explosion has great power, but the firing rate is awful and Fuse can only use a few grenades before having to reload.	Standard Weapon (Grenade Launcher): Fuse launches a grenade which explodes a few seconds after deployment. The explosion has great power, but the firing rate is awful and Fuse can only use a few grenades before having to reload.	Standard Weapon (Grenade Launcher): Fuse launches a grenade which explodes a few seconds after deployment. The explosion has great power, but the firing rate is awful and Fuse can only use a few grenades before having to reload.	
Powers: 	Powers: 	Powers: 	
Power 1: Na-Palm
Fuse rockets forwards with an explosive punch which can launch opponents after charging it for a second. The punch's power is immense, but the move has a lengthy cooldown time. 	Power 2: Landmine
Fuse sets down a land mine which explodes once an opponent walks over it. If a land mine goes unused for twenty seconds, it will be disarmed automatically. The move has an average cooldown time. 	Power 3: Time Bomb
Fuse sets down a bomb which explodes automatically after ten seconds go by, heavily damaging those caught in the blast. The move has a lengthy cooldown time. 	
Super Power: Self-Detonation
Fuse generates a massive explosion around himself, heavily damaging those caught in the blast. 	Super Power: Self-Detonation
Fuse generates a massive explosion around himself, heavily damaging those caught in the blast. 	Super Power: Self-Detonation
Fuse generates a massive explosion around himself, heavily damaging those caught in the blast. 	
Rose 	
Rose 	
Rose 	
  	
Real Name: Amanda Ross
Power Description: Capable of manifesting and controlling plant life.
Health: 6/10 | Speed: 3/10 | Strength: 6/10	
Real Name: Amanda Ross
Power Description: Capable of manifesting and controlling plant life.
Health: 6/10 | Speed: 3/10 | Strength: 6/10	
Real Name: Amanda Ross
Power Description: Capable of manifesting and controlling plant life.
Health: 6/10 | Speed: 3/10 | Strength: 6/10
Passive Ability (Aromatherapy): If at 90% of her health or higher, Rose heals allies that are close to her. 	Passive Ability (Aromatherapy): If at 90% of her health or higher, Rose heals allies that are close to her. 	Passive Ability (Aromatherapy): If at 90% of her health or higher, Rose heals allies that are close to her. 	
Standard Weapon (Rose's Thorn): Rose swings a knife. Despite its high speeds, the attack doesn't deal much damage or knockback.	Standard Weapon (Rose's Thorn): Rose swings a knife. Despite its high speeds, the attack doesn't deal much damage or knockback.	Standard Weapon (Rose's Thorn): Rose swings a knife. Despite its high speeds, the attack doesn't deal much damage or knockback.	
Powers: 	Powers: 	Powers: 	
Power 1: Pollen
Rose generates a field of pollen which slows opponents who enter it. The move has an average cooldown time. 	Power 2: Underfoot Undergrowth
Rose casts a series of throny vines which run along the ground, damaging opponents who step on it. The move has an average cooldown time.	Power 3: Take Root
Rose is immobilized as she regenerates health (although she can use her standard weapon and end the move at will). The move has a lengthy cooldown time.	
Super Power: Venus Fly Trap
Rose spawns a large venus fly trap in front of her. The plant snaps at opponents who step too close to it, being active for a short time before despawning.	Super Power: Venus Fly Trap
Rose spawns a large venus fly trap in front of her. The plant snaps at opponents who step too close to it, being active for a short time before despawning.	Super Power: Venus Fly Trap
Rose spawns a large venus fly trap in front of her. The plant snaps at opponents who step too close to it, being active for a short time before despawning.	
Kickstart 	
Kickstart 	
Kickstart 	
  	
Real Name: Lexxi Anderson
Power Description: Capable of generating small to medium amounts of electricity within her body and running at superhuman speeds.
Health: 3/10 | Speed: 10/10 | Strength: 2/10 	
Real Name: Lexxi Anderson
Power Description: Capable of generating small to medium amounts of electricity within her body and running at superhuman speeds.
Health: 3/10 | Speed: 10/10 | Strength: 2/10 	
Real Name: Lexxi Anderson
Power Description: Capable of generating small to medium amounts of electricity within her body and running at superhuman speeds.
Health: 3/10 | Speed: 10/10 | Strength: 2/10
Passive Ability (Current Counter): If attacked at melee range, Kickstart has a chance to apply damage to her attacker. 	Passive Ability (Current Counter): If attacked at melee range, Kickstart has a chance to apply damage to her attacker. 	Passive Ability (Current Counter): If attacked at melee range, Kickstart has a chance to apply damage to her attacker. 	
Standard Weapon (Pylon Palm): Kickstart fires a small shot of electricity from her palm. The shots have a high firing rate, but deal very little damage. However, Kickstart doesn't need to reload any ammo to use this weapon.	Standard Weapon (Pylon Palm): Kickstart fires a small shot of electricity from her palm. The shots have a high firing rate, but deal very little damage. However, Kickstart doesn't need to reload any ammo to use this weapon.	Standard Weapon (Pylon Palm): Kickstart fires a small shot of electricity from her palm. The shots have a high firing rate, but deal very little damage. However, Kickstart doesn't need to reload any ammo to use this weapon.	
Powers: 	Powers: 	Powers: 	
Power 1: Elec-Kick
Kickstart throws an electrified sweeping kick which launches hit opponents away while dealing great damage. However, Kickstart is left vulnerable after throwing the kick, and the cooldown time is lengthy.	Power 2: Discharge Dash
Kickstart rockets forwards at a blistering speed, knocking opponents in her path out of the way. Despite its high speed, the attack deals relatively little damage. The move has an average cooldown time.	Power 3: Shockwave
Kickstart stomps her foot, creating electrified shockwaves around herself. These shockwaves can slightly launch opponents, but deal great damage. However, the shockwaves can easily be jumped over. The move also has a lengthy cooldown time.	
Super Power: Full Charge
Kickstart fully charges her body with electricity, temporarily giving her attacks additional power while also increasing her own speed even further. 	Super Power: Full Charge
Kickstart fully charges her body with electricity, temporarily giving her attacks additional power while also increasing her own speed even further. 	Super Power: Full Charge
Kickstart fully charges her body with electricity, temporarily giving her attacks additional power while also increasing her own speed even further. 	
Gustice 	
Gustice 	
Gustice 	
  	
Real Name: Aerolyn Wynn
Power Description: Capable of generating gusts of wind, spinning to create small tornadoes, and inhaling/exhaling with the force of a jet engine. Also utilizes folds in her costume for gliding.
Health: 3/10 | Speed: 8/10 | Strength: 4/10	
Real Name: Aerolyn Wynn
Power Description: Capable of generating gusts of wind, spinning to create small tornadoes, and inhaling/exhaling with the force of a jet engine. Also utilizes folds in her costume for gliding.
Health: 3/10 | Speed: 8/10 | Strength: 4/10	
Real Name: Aerolyn Wynn
Power Description: Capable of generating gusts of wind, spinning to create small tornadoes, and inhaling/exhaling with the force of a jet engine. Also utilizes folds in her costume for gliding.
Health: 3/10 | Speed: 8/10 | Strength: 4/10
Passive Ability (Wind Beneath The Wings): Gustice is immune to fall damage. 	Passive Ability (Wind Beneath The Wings): Gustice is immune to fall damage. 	Passive Ability (Wind Beneath The Wings): Gustice is immune to fall damage. 	
Standard Weapon (Breeze Blast): Gustice fires a small wind shot from a blaster. The shots have a slow firing rate, but deal good damage and have great ammo capacity.	Standard Weapon (Breeze Blast): Gustice fires a small wind shot from a blaster. The shots have a slow firing rate, but deal good damage and have great ammo capacity.	Standard Weapon (Breeze Blast): Gustice fires a small wind shot from a blaster. The shots have a slow firing rate, but deal good damage and have great ammo capacity.	
Powers: 	Powers: 	Powers: 	
Power 1: Wind Wall
Gustice produces a gust of wind which doesn't damage opponents, but pushes them a great distance away. The move has an average cooldown time. 	Power 2: Tornado Spin
Gustice spins herself at a high speed, creating a small tornado around herself which sucks opponents towards her and rapidly damages them before launching them away. The move has an average cooldown time.	Power 3: Updraft
Propelling herself into the air with a gust of wind, Gustice uses the folds in her costume to glide. While gliding, Gustice moves much quicker but is left helpless until she returns to the ground. The move has a short cooldown time.	
Super Power: Blow You Away
Taking a deep breath, Gustice exhales with gale force, blowing opponents away while rapidly damaging them. 	Super Power: Blow You Away
Taking a deep breath, Gustice exhales with gale force, blowing opponents away while rapidly damaging them. 	Super Power: Blow You Away
Taking a deep breath, Gustice exhales with gale force, blowing opponents away while rapidly damaging them. 	
Citra 	
Citra 	
Citra 	
  	
Real Name: Carly Nicholson
Power Description: Capable of producing and weaponizing a soda-like substance and its carbonation via modulated acids and cybernetic attachments.
Health: 6/10 | Speed: 8/10 | Strength: 3/10	
Real Name: Carly Nicholson
Power Description: Capable of producing and weaponizing a soda-like substance and its carbonation via modulated acids and cybernetic attachments.
Health: 6/10 | Speed: 8/10 | Strength: 3/10	
Real Name: Carly Nicholson
Power Description: Capable of producing and weaponizing a soda-like substance and its carbonation via modulated acids and cybernetic attachments.
Health: 6/10 | Speed: 8/10 | Strength: 3/10
Passive Ability (Carbonation): Citra builds up carbonation within herself as she moves. This carbonation raises her Strength stat and can be used in conjunction with her third Power. 	Passive Ability (Carbonation): Citra builds up carbonation within herself as she moves. This carbonation raises her Strength stat and can be used in conjunction with her third Power. 	Passive Ability (Carbonation): Citra builds up carbonation within herself as she moves. This carbonation raises her Strength stat and can be used in conjunction with her third Power. 	
Standard Weapon (Fizzy Frags): Citra throws a grenade which resembles a soda can and explodes in a fizzy burst. It deals low damage, but explodes quickly. Many can be thrown before Citra needs to reload.	Standard Weapon (Fizzy Frags): Citra throws a grenade which resembles a soda can and explodes in a fizzy burst. It deals low damage, but explodes quickly. Many can be thrown before Citra needs to reload.	Standard Weapon (Fizzy Frags): Citra throws a grenade which resembles a soda can and explodes in a fizzy burst. It deals low damage, but explodes quickly. Many can be thrown before Citra needs to reload.	
Powers: 	Powers: 	Powers: 	
Power 1: Soda Blast
Citra fires a burst of soda forwards, dealing good damage while launching opponents away. The move has an average cooldown time. 	Power 2: Quick Sip
Citra drinks some soda, temporarily increasing her movement speed. The move has a lengthy cooldown time. 	Power 3: Carbonation Combustion
Citra uses her carbonation to create a large burst around herself which deals heavy damage. The move has a short cooldown time, but the more carbonation Citra has upon use, the stronger the attack is.	
Super Power: Bubble Belch
Citra lets out a loud burp, rapidly spewing soda bubbles from her mouth. The bubbles deal average damage, but fly out quickly, hit multiple times, and temporarily obscure the vision of their targets.	Super Power: Bubble Belch
Citra lets out a loud burp, rapidly spewing soda bubbles from her mouth. The bubbles deal average damage, but fly out quickly, hit multiple times, and temporarily obscure the vision of their targets.	Super Power: Bubble Belch
Citra lets out a loud burp, rapidly spewing soda bubbles from her mouth. The bubbles deal average damage, but fly out quickly, hit multiple times, and temporarily obscure the vision of their targets.	
Looseleaf 	
Looseleaf 	
Looseleaf 	
  	
Real Name: Touma Watanabe
Power Description: Capable of mutating his body into a paper-like form and creating sentient origami pieces.
Health: 3/10 | Speed: 9/10 | Strength: 4/10	
Real Name: Touma Watanabe
Power Description: Capable of mutating his body into a paper-like form and creating sentient origami pieces.
Health: 3/10 | Speed: 9/10 | Strength: 4/10	
Real Name: Touma Watanabe
Power Description: Capable of mutating his body into a paper-like form and creating sentient origami pieces.
Health: 3/10 | Speed: 9/10 | Strength: 4/10
Passive Ability (Precision): Looseleaf's chances for critical hits are higher than that of other heroes. 	Passive Ability (Precision): Looseleaf's chances for critical hits are higher than that of other heroes. 	Passive Ability (Precision): Looseleaf's chances for critical hits are higher than that of other heroes. 	
Standard Weapon (Neede Shot): Looseleaf fires a piercing needle. The needle passes through opponents and flies quickly, but is fairly weak and lacks ammo capacity.	Standard Weapon (Neede Shot): Looseleaf fires a piercing needle. The needle passes through opponents and flies quickly, but is fairly weak and lacks ammo capacity.	Standard Weapon (Neede Shot): Looseleaf fires a piercing needle. The needle passes through opponents and flies quickly, but is fairly weak and lacks ammo capacity.	
Powers: 	Powers: 	Powers: 	
Power 1: Pinwheel
Looseleaf folds into a pinwheel and flies forwards, knocking opponents away while applying damage. The move has an average cooldown time. 	Power 2: Crane
Looseleaf throws a paper crane forwards, who homes in on a nearby opponent and pecks at them multiple times. The move has a lengthy cooldown time. 	Power 3: Cover Fold
Looseleaf enters his paper form and stretches out to form a wall which can be used by allies for cover. Looseleaf's attack resistance is greatly increased in this form, but he is left immobile during the move. The move has a lengthy cooldown time.	
Super Power: Dragon Dance
Looseleaf becomes an origami dragon and breathes out a swarm of needles which rapidly damage opponents. 	Super Power: Dragon Dance
Looseleaf becomes an origami dragon and breathes out a swarm of needles which rapidly damage opponents. 	Super Power: Dragon Dance
Looseleaf becomes an origami dragon and breathes out a swarm of needles which rapidly damage opponents. 	
Biolume 	
Biolume 	
Biolume 	
  	
Real Name: Bjarne Larsen
Power Description: Possesses traits similar to that of a firefly squid, including tentacle-like limbs and the limited ability to manipulate light.
Health: 8/10 | Speed: 2/10 | Strength: 8/10	
Real Name: Bjarne Larsen
Power Description: Possesses traits similar to that of a firefly squid, including tentacle-like limbs and the limited ability to manipulate light.
Health: 8/10 | Speed: 2/10 | Strength: 8/10	
Real Name: Bjarne Larsen
Power Description: Possesses traits similar to that of a firefly squid, including tentacle-like limbs and the limited ability to manipulate light.
Health: 8/10 | Speed: 2/10 | Strength: 8/10
Passive Ability (Migration): Biolume's Speed stat increases when he's low on health. 	Passive Ability (Migration): Biolume's Speed stat increases when he's low on health. 	Passive Ability (Migration): Biolume's Speed stat increases when he's low on health. 	
Standard Weapon (Strobe Shot): Biolume fires a sphere of energy from a blaster. The blast has great power, but flies slowly. A decent amount of shots can be fired before Biolume has to reload.	Standard Weapon (Strobe Shot): Biolume fires a sphere of energy from a blaster. The blast has great power, but flies slowly. A decent amount of shots can be fired before Biolume has to reload.	Standard Weapon (Strobe Shot): Biolume fires a sphere of energy from a blaster. The blast has great power, but flies slowly. A decent amount of shots can be fired before Biolume has to reload.	
Powers: 	Powers: 	Powers: 	
Power 1: Constrict
Biolume stretches his arms out to grab an opponent, constricting them within his arms to rack up damage. If Biolume is considerably damaged, the opponent can break free from his grip. The move has an average cooldown time.	Power 2: Blinding Light
Biolume emits a bright light which temporarily distorts the vision of opponents within range. The move has a lengthy cooldown time. 	Power 3: Camouflage
Biolume wraps light around himself, making him less visible for a short time. The move has a lengthy cooldown time. 	
Super Power: Tentacle Twister
Biolume stretches his limbs out as he spins around, dealing heavy damage to nearby opponents and launching them away. 	Super Power: Tentacle Twister
Biolume stretches his limbs out as he spins around, dealing heavy damage to nearby opponents and launching them away. 	Super Power: Tentacle Twister
Biolume stretches his limbs out as he spins around, dealing heavy damage to nearby opponents and launching them away. 	
Afterthought 	
Afterthought 	
Afterthought 	
  	
Real Name: Adam Edwards
Power Description: Capable of various telepathic and telekinetic abilities.
Health: 9/10 | Speed: 2/10 | Strength: 4/10 	
Real Name: Adam Edwards
Power Description: Capable of various telepathic and telekinetic abilities.
Health: 9/10 | Speed: 2/10 | Strength: 4/10 	
Real Name: Adam Edwards
Power Description: Capable of various telepathic and telekinetic abilities.
Health: 9/10 | Speed: 2/10 | Strength: 4/10
Passive Ability (Clear Mind): Debuffs have less effect on Afterthought. 	Passive Ability (Clear Mind): Debuffs have less effect on Afterthought. 	Passive Ability (Clear Mind): Debuffs have less effect on Afterthought. 	
Standard Weapon (Knife): Afterthought swings a knife. Despite the attack's low damage and range, it can be spammed, allowing Afterthought to land multiple hits in a short time.	Standard Weapon (Knife): Afterthought swings a knife. Despite the attack's low damage and range, it can be spammed, allowing Afterthought to land multiple hits in a short time.	Standard Weapon (Knife): Afterthought swings a knife. Despite the attack's low damage and range, it can be spammed, allowing Afterthought to land multiple hits in a short time.	
Powers: 	Powers: 	Powers: 	
Power 1: Psycho Blast
Afterthought conjures a psychic projectile which flies forwards for a fair distance, damaging opponents who come in contact with it. The move has an average cooldown time.	Power 2: Telekinesis
Afterthought uses a psychic wave to hold opponents in range still for a short time, though the caught opponent(s) can escape via button mashing). The move has a lengthy cooldown time.	Power 3: Hijack
Afterthought emits a spark of energy from his eyes which flies a fair distance. Opponents hit by the spark have their vision temporarily distorted, giving it a purple tint. The move has an average cooldown time.	
Super Power: Psychic Shield
Afterthought gives allies within range a psychic shield which increases their attack resistance until they are killed. 	Super Power: Psychic Shield
Afterthought gives allies within range a psychic shield which increases their attack resistance until they are killed. 	Super Power: Psychic Shield
Afterthought gives allies within range a psychic shield which increases their attack resistance until they are killed. 	
Heartbeat 	
Heartbeat 	
Heartbeat 	
  	
Real Name: Hannah Reller
Power Description: Capable of emitting energy pulses which have the capability of healing or empowering their targets and manipulating her own heart rate.
Health: 10/10 | Speed: 4/10 | Strength: 2/10	
Real Name: Hannah Reller
Power Description: Capable of emitting energy pulses which have the capability of healing or empowering their targets and manipulating her own heart rate.
Health: 10/10 | Speed: 4/10 | Strength: 2/10	
Real Name: Hannah Reller
Power Description: Capable of emitting energy pulses which have the capability of healing or empowering their targets and manipulating her own heart rate.
Health: 10/10 | Speed: 4/10 | Strength: 2/10
Passive Ability (Pulse Tracker): Heartbeat can see invisible opponents and those behind walls within her sight, with their position being indicated by a heart icon. 	Passive Ability (Pulse Tracker): Heartbeat can see invisible opponents and those behind walls within her sight, with their position being indicated by a heart icon. 	Passive Ability (Pulse Tracker): Heartbeat can see invisible opponents and those behind walls within her sight, with their position being indicated by a heart icon. 	
Standard Weapon (Pulse Palm): Heartbeat emits a pulse of energy from her palm. The pulses deal great knockback, but come out slow. The attack has an average capacity.	Standard Weapon (Pulse Palm): Heartbeat emits a pulse of energy from her palm. The pulses deal great knockback, but come out slow. The attack has an average capacity.	Standard Weapon (Pulse Palm): Heartbeat emits a pulse of energy from her palm. The pulses deal great knockback, but come out slow. The attack has an average capacity.	
Powers: 	Powers: 	Powers: 	
Power 1: Healing Pulse
Heartbeat emits pulsations from her body which heal allies within range. Heartbeat can move while emitting the pulses, but her speed is cut in half. The move has an average cooldown time.	Power 2: Power Pulse
Heartbeat emits pulsations from her body which increase the attack power of allies within range. Heartbeat can move while emitting the pulses, but her speed is cut in half. The move has an average cooldown time.	Power 3: Heart Shot
Heartbeat shoots a small heart-shaped energy projectile forwards. If an opponent is hit by the projectile, their health slowly dwindles over a period of time as if they were poisoned. The move has a quick cooldown time.	
Super Power: Bloodflow
Heartbeat amplifies her own heartrate, temporarily increasing her Speed and Strength stats while also giving her the ability to regenerate health over time. During this period, the effectiveness of Healing Pulse and Power Pulse are also increased.	Super Power: Bloodflow
Heartbeat amplifies her own heartrate, temporarily increasing her Speed and Strength stats while also giving her the ability to regenerate health over time. During this period, the effectiveness of Healing Pulse and Power Pulse are also increased.	Super Power: Bloodflow
Heartbeat amplifies her own heartrate, temporarily increasing her Speed and Strength stats while also giving her the ability to regenerate health over time. During this period, the effectiveness of Healing Pulse and Power Pulse are also increased.	
Shutterbug 	
Shutterbug 	
Shutterbug 	
  	
Real Name: Phoebe Daryl
Power Description: Capable of clearly seeing objects over vast distances and "zooming in" to better observe them. Subject also wields a photographic memory and a camera with slight time-warping abilities.
Health: 7/10 | Speed: 6/10 | Strength: 2/10	
Real Name: Phoebe Daryl
Power Description: Capable of clearly seeing objects over vast distances and "zooming in" to better observe them. Subject also wields a photographic memory and a camera with slight time-warping abilities.
Health: 7/10 | Speed: 6/10 | Strength: 2/10	
Real Name: Phoebe Daryl
Power Description: Capable of clearly seeing objects over vast distances and "zooming in" to better observe them. Subject also wields a photographic memory and a camera with slight time-warping abilities.
Health: 7/10 | Speed: 6/10 | Strength: 2/10
Passive Ability (Clear Lens): Shutterbug does not experience any visual distortions from low health or certain Powers. 	Passive Ability (Clear Lens): Shutterbug does not experience any visual distortions from low health or certain Powers. 	Passive Ability (Clear Lens): Shutterbug does not experience any visual distortions from low health or certain Powers. 	
Standard Weapon (Snap Shot): Shutterbug shoots a beam of light from her camera. The shots deal little damage, but are quick and have high ammo capacity.	Standard Weapon (Snap Shot): Shutterbug shoots a beam of light from her camera. The shots deal little damage, but are quick and have high ammo capacity.	Standard Weapon (Snap Shot): Shutterbug shoots a beam of light from her camera. The shots deal little damage, but are quick and have high ammo capacity.	
Powers: 	Powers: 	Powers: 	
Power 1: Blinding Bulb
Shutterbug takes a photo with her camera, emitting a flash of light which distorts the vision of opponents within range. The move has a lengthy cooldown time.	Power 2: Focus
Shutterbug focuses on a single opponent in her sights, and for a period of time, she deals more damage to that opponent. The move has an average cooldown time.	Power 3: Film Refill
Shutterbug stops to add a new roll of film to her camera. She is left open while refilling, but succeeding boosts Shutterbug's Strength stat for a short time. The move has an average cooldown time.	
Super Power: Freeze Frame
Shutterbug snaps a photo with her camera, temporarily freezing opponents caught within its view. 	Super Power: Freeze Frame
Shutterbug snaps a photo with her camera, temporarily freezing opponents caught within its view. 	Super Power: Freeze Frame
Shutterbug snaps a photo with her camera, temporarily freezing opponents caught within its view. 	
Toxic 	
Toxic 	
Toxic 	
  	
Real Name: Connor Noble
Power Description: Capable of generating poison within his body, which he can then release via his pores or breath, and turning invisible for brief periods of time.
Health: 5/10 | Speed: 4/10 | Strength: 6/10	
Real Name: Connor Noble
Power Description: Capable of generating poison within his body, which he can then release via his pores or breath, and turning invisible for brief periods of time.
Health: 5/10 | Speed: 4/10 | Strength: 6/10	
Real Name: Connor Noble
Power Description: Capable of generating poison within his body, which he can then release via his pores or breath, and turning invisible for brief periods of time.
Health: 5/10 | Speed: 4/10 | Strength: 6/10
Passive Ability (Poison): Toxic's attacks have a chance to apply poison to their targets, slowly chipping away at their health for a short time. 	Passive Ability (Poison): Toxic's attacks have a chance to apply poison to their targets, slowly chipping away at their health for a short time. 	Passive Ability (Poison): Toxic's attacks have a chance to apply poison to their targets, slowly chipping away at their health for a short time. 	
Standard Weapon (Poison Dart): Toxic fires a poison-laced dart from a gun. Despite the dart's high power and ability to inflict poison, the firing rate and ammo capacity of the gun itself is lacking.	Standard Weapon (Poison Dart): Toxic fires a poison-laced dart from a gun. Despite the dart's high power and ability to inflict poison, the firing rate and ammo capacity of the gun itself is lacking.	Standard Weapon (Poison Dart): Toxic fires a poison-laced dart from a gun. Despite the dart's high power and ability to inflict poison, the firing rate and ammo capacity of the gun itself is lacking.	
Powers: 	Powers: 	Powers: 	
Power 1: Bane Breath
Toxic breathes out a poisonous cloud which lingers for a few seconds after deployment. Opponents who stand in the cloud are gradually damaged, with each hit having the chance to inflict poison. The move has an average cooldown time.	Power 2: Smoke Bomb
Toxic throws a smoke bomb onto the ground while turning himself invisible for a few seconds. The smoke deals no damage, but allows Toxic to make a quick getaway. The move has a lengthy cooldown time.	Power 3: Poison Aura
Toxic releases poison as a gas from his pores, which forms an aura around him for a short time. During this time, opponents who are too close to Toxic receive gradual damage. The move has an average cooldown time.	
Super Power: Fatal Stab
Toxic stabs forwards with a poisoned knife, dealing immense damage to the target and inflicting them with poison. 	Super Power: Fatal Stab
Toxic stabs forwards with a poisoned knife, dealing immense damage to the target and inflicting them with poison. 	Super Power: Fatal Stab
Toxic stabs forwards with a poisoned knife, dealing immense damage to the target and inflicting them with poison. 	
Frostbite 	
Frostbite 	
Frostbite 	
  	
Real Name: Alexander Chernoff
Power Description: Capable of generating and manipulating ice and snow.
Health: 8/10 | Speed: 5/10 | Strength: 7/10 	
Real Name: Alexander Chernoff
Power Description: Capable of generating and manipulating ice and snow.
Health: 8/10 | Speed: 5/10 | Strength: 7/10 	
Real Name: Alexander Chernoff
Power Description: Capable of generating and manipulating ice and snow.
Health: 8/10 | Speed: 5/10 | Strength: 7/10
Passive Ability (Cold-Hearted): Frostbite regains some health after killing an opponent. 	Passive Ability (Cold-Hearted): Frostbite regains some health after killing an opponent. 	Passive Ability (Cold-Hearted): Frostbite regains some health after killing an opponent. 	
Standard Weapon (Chill Cleaver): Frostbite swings a cleaver. The cleaver deals big damage, but the swings are rather slow and easy to dodge. They also lack range.	Standard Weapon (Chill Cleaver): Frostbite swings a cleaver. The cleaver deals big damage, but the swings are rather slow and easy to dodge. They also lack range.	Standard Weapon (Chill Cleaver): Frostbite swings a cleaver. The cleaver deals big damage, but the swings are rather slow and easy to dodge. They also lack range.	
Powers: 	Powers: 	Powers: 	
Power 1: Snowball
Frostbite conjures and throws a snowball. The snowball is large and deals great damage, but it also temporarily nerfs the target's speed. The move has a short cooldown time.	Power 2: Snowfall
A patch of snow emerges from around Frostbite, damaging and slowing opponents who stand in it. The move has an average cooldown time. 	Power 3: Glacier Glove
Frostbite thrusts his palm out, emitting an icy blast which freezes opponents hit by it. Mashing buttons can break the opponent out of the frozen state. The move has a lengthy cooldown time.	
Super Power: Blizzard
A powerful blizzard surrounds Frostbite, rapidly damaging opponents in its wake. 	Super Power: Blizzard
A powerful blizzard surrounds Frostbite, rapidly damaging opponents in its wake. 	Super Power: Blizzard
A powerful blizzard surrounds Frostbite, rapidly damaging opponents in its wake. 	
Scorch 	
Scorch 	
Scorch 	
  	
Real Name: Flynn Freeman
Power Description: Capable of generating and manipulating fire. Also wields a flamethrower in battle.
Health: 7/10 | Speed: 3/10 | Strength: 7/10	
Real Name: Flynn Freeman
Power Description: Capable of generating and manipulating fire. Also wields a flamethrower in battle.
Health: 7/10 | Speed: 3/10 | Strength: 7/10	
Real Name: Flynn Freeman
Power Description: Capable of generating and manipulating fire. Also wields a flamethrower in battle.
Health: 7/10 | Speed: 3/10 | Strength: 7/10
Passive Ability (Flame-Proof Suit): Scorch cannot be set on fire. 	Passive Ability (Flame-Proof Suit): Scorch cannot be set on fire. 	Passive Ability (Flame-Proof Suit): Scorch cannot be set on fire. 	
Standard Weapon (Flamethrower): Scorch fires a flamethrower. The attack has limited range, but can light opponents ablaze and has unlimited ammo.	Standard Weapon (Flamethrower): Scorch fires a flamethrower. The attack has limited range, but can light opponents ablaze and has unlimited ammo.	Standard Weapon (Flamethrower): Scorch fires a flamethrower. The attack has limited range, but can light opponents ablaze and has unlimited ammo.	
Powers: 	Powers: 	Powers: 	
Power 1: Heatwave
Scorch sends a wave of fire forwards, pushing opponents away while setting them on fire. The move has an average cooldown time.	Power 2: Hosedown
Scorch uses a water hose to squirt opponents with water, pushing them back a fair distance (in addition to extinguishing them should they be an ally on fire). The move has an average cooldown time.	Power 3: Firebomb
Scorch lays down a bomb which explodes after a few seconds, setting nearby opponents on fire. The move has an average cooldown time.	
Super Power: Infernal Blaze
Scorch fires a large fireball forwards, damaging and launching opponents in its path while setting them on fire. At the apex of the launch, the fireball explodes, leaving behind fiery residue.	Super Power: Infernal Blaze
Scorch fires a large fireball forwards, damaging and launching opponents in its path while setting them on fire. At the apex of the launch, the fireball explodes, leaving behind fiery residue.	Super Power: Infernal Blaze
Scorch fires a large fireball forwards, damaging and launching opponents in its path while setting them on fire. At the apex of the launch, the fireball explodes, leaving behind fiery residue.	
Shrill 	
Shrill 	
Shrill 	
  	
Real Name: Alyssa Vance
Power Description: Capable of amplyifying sound to destructive levels, including her own voice.
Health: 6/10 | Speed: 4/10 | Strength: 6/10 	
Real Name: Alyssa Vance
Power Description: Capable of amplyifying sound to destructive levels, including her own voice.
Health: 6/10 | Speed: 4/10 | Strength: 6/10 	
Real Name: Alyssa Vance
Power Description: Capable of amplyifying sound to destructive levels, including her own voice.
Health: 6/10 | Speed: 4/10 | Strength: 6/10
Passive Ability (Adreneline): Racking up high damage amounts within a certain time frame temporarily boosts Shrill’s Speed and Strength. 	Passive Ability (Adreneline): Racking up high damage amounts within a certain time frame temporarily boosts Shrill’s Speed and Strength. 	Passive Ability (Adreneline): Racking up high damage amounts within a certain time frame temporarily boosts Shrill’s Speed and Strength. 	
Standard Weapon (Guitar): Shrill swings her guitar forwards. Despite the swing's high power, it lacks range and can't be spammed. However, if the attack misses, it emits a soundwave which deals slight damage to opponents.	Standard Weapon (Guitar): Shrill swings her guitar forwards. Despite the swing's high power, it lacks range and can't be spammed. However, if the attack misses, it emits a soundwave which deals slight damage to opponents.	Standard Weapon (Guitar): Shrill swings her guitar forwards. Despite the swing's high power, it lacks range and can't be spammed. However, if the attack misses, it emits a soundwave which deals slight damage to opponents.	
Powers: 	Powers: 	Powers: 	
Power 1: Chord
Shrill plays a note on her guitar, emitting a soundwave which can push opponents back while damaging them. The move has a short cooldown time. 	Power 2: Rebel Yell
Shrill lets out a battle cry which temporarily increases the attack power of allies within earshot. The move has a lengthy cooldown time. 	Power 3: Knee Slide
Shrill slides on her knees for a quick evasive maneuver, being unable to damage opponents. The move has a short cooldown time. 	
Super Power: Metal Scream
Shrill lets out an earsplitting screech, creating a series of soundwaves which heavily damage opponents while launching them. 	Super Power: Metal Scream
Shrill lets out an earsplitting screech, creating a series of soundwaves which heavily damage opponents while launching them. 	Super Power: Metal Scream
Shrill lets out an earsplitting screech, creating a series of soundwaves which heavily damage opponents while launching them. 	
Candycurl 	
Candycurl 	
Candycurl 	
  	
Real Name: Jackie Wilson
Power Description: Capable of manipulating and controlling her twin ponytails, as well as making them incredibly sticky.
Health: 6/10 | Speed: 5/10 | Strength: 4/10
Candycurl was added as part of Update 1. 	
Real Name: Jackie Wilson
Power Description: Capable of manipulating and controlling her twin ponytails, as well as making them incredibly sticky.
Health: 6/10 | Speed: 5/10 | Strength: 4/10
Candycurl was added as part of Update 1. 	
Real Name: Jackie Wilson
Power Description: Capable of manipulating and controlling her twin ponytails, as well as making them incredibly sticky.
Health: 6/10 | Speed: 5/10 | Strength: 4/10
Candycurl was added as part of Update 1.
Passive Ability (Hairachute): Should Candycurl attempt to jump while in mid-air, she’ll use her ponytails to slow her descent at the cost of being unable to use any of her Powers until she lands. 	Passive Ability (Hairachute): Should Candycurl attempt to jump while in mid-air, she’ll use her ponytails to slow her descent at the cost of being unable to use any of her Powers until she lands. 	Passive Ability (Hairachute): Should Candycurl attempt to jump while in mid-air, she’ll use her ponytails to slow her descent at the cost of being unable to use any of her Powers until she lands. 	
Standard Weapon (Ponytail Pummel): Candycurl extends one of her ponytails to throw a “punch” which comes out quickly, but deals average damage. While one ponytail is out, Candycurl can turn and swing her other one in another direction. However, Candycurl cannot move or use any of her Powers until both ponytails are out of “punching mode”.	Standard Weapon (Ponytail Pummel): Candycurl extends one of her ponytails to throw a “punch” which comes out quickly, but deals average damage. While one ponytail is out, Candycurl can turn and swing her other one in another direction. However, Candycurl cannot move or use any of her Powers until both ponytails are out of “punching mode”.	Standard Weapon (Ponytail Pummel): Candycurl extends one of her ponytails to throw a “punch” which comes out quickly, but deals average damage. While one ponytail is out, Candycurl can turn and swing her other one in another direction. However, Candycurl cannot move or use any of her Powers until both ponytails are out of “punching mode”.	
Powers: 	Powers: 	Powers: 	
Power 1: Sugary Squeeze
Candycurl sends both ponytails out to wrap around an opponent and squeeze them, slowly racking up damage. Attacking Candycurl or her ponytails will cause her to break her hold, but she can also end the attack at will. The move has an average cooldown time. 	Power 2: Cotton Cover
Candycurl expands her ponytails in front of herself, allowing them to act as a shield for herself and her allies. However, the ponytails can only take so much damage before Candycurl enters a stunned state, and she cannot attack while shielding (although she can slowly move). The move has an average cooldown time. 	Power 3: Candy Copter
Candycurl spins her ponytails, causing her to ascend into the air. The move is quick ad gives Candycurl great vertical height, as well as a slowed descent. The move has a lengthy cooldown time. 	
Super Power: Ponytail Pinwheel
Candycurl causes her ponytails to swell in size before spinning them around herself, racking up damage on nearby opponents. 	Super Power: Ponytail Pinwheel
Candycurl causes her ponytails to swell in size before spinning them around herself, racking up damage on nearby opponents. 	Super Power: Ponytail Pinwheel
Candycurl causes her ponytails to swell in size before spinning them around herself, racking up damage on nearby opponents. 	
Quake 	
Quake 	
Quake 	
  	
Real Name: Don Schmidt
Power Description: Capable of super strength and manipulating the earth around him.
Health: 7/10 | Speed: 4/10 | Strength: 8/10
Quake was added as part of Update 3.	
Real Name: Don Schmidt
Power Description: Capable of super strength and manipulating the earth around him.
Health: 7/10 | Speed: 4/10 | Strength: 8/10
Quake was added as part of Update 3.	
Real Name: Don Schmidt
Power Description: Capable of super strength and manipulating the earth around him.
Health: 7/10 | Speed: 4/10 | Strength: 8/10
Quake was added as part of Update 3.
Passive Ability (Stable Foundation): Quake is completely immune to knockback. 	Passive Ability (Stable Foundation): Quake is completely immune to knockback. 	Passive Ability (Stable Foundation): Quake is completely immune to knockback. 	
Standard Weapon (Pickaxe): Quake swings his pickaxe. The attack has a relatively good range for a melee attack, but comes out slowly and can’t be spammed.	Standard Weapon (Pickaxe): Quake swings his pickaxe. The attack has a relatively good range for a melee attack, but comes out slowly and can’t be spammed.	Standard Weapon (Pickaxe): Quake swings his pickaxe. The attack has a relatively good range for a melee attack, but comes out slowly and can’t be spammed.	
Powers: 	Powers: 	Powers: 	
Power 1: Fault
Quake slams his pickaxe into the ground, creating a fault to form in front of him. Opponents in the fault’s path are launched away, while the fault itself can’t be walked across. The move has an average cooldown time.	Power 2: Earthquake
Quake slams his foot into the ground, causing an earthquake around himself which launches opponents away. The move has a lengthy cooldown time.	Power 3: Boulder Blockade
Quake rises a boulder from the ground, which he and his allies can use as cover for a short time. The move has a lengthy cooldown time.	
Super Power: Boulder Dash
Quake grabs a boulder and tosses it forwards. The boulder explodes into a shower of rocks once it hits the floor or an opponent.	Super Power: Boulder Dash
Quake grabs a boulder and tosses it forwards. The boulder explodes into a shower of rocks once it hits the floor or an opponent.	Super Power: Boulder Dash
Quake grabs a boulder and tosses it forwards. The boulder explodes into a shower of rocks once it hits the floor or an opponent.	
Starlet 	
Starlet 	
Starlet 	
  	
Real Name: Emily Palmer
Power Description: Capable of manipulating light and the emotions of others.
Health: 3/10 | Speed: 8/10 | Strength: 3/10
Starlet was added as part of Update 5.	
Real Name: Emily Palmer
Power Description: Capable of manipulating light and the emotions of others.
Health: 3/10 | Speed: 8/10 | Strength: 3/10
Starlet was added as part of Update 5.	
Real Name: Emily Palmer
Power Description: Capable of manipulating light and the emotions of others.
Health: 3/10 | Speed: 8/10 | Strength: 3/10
Starlet was added as part of Update 5.
Passive Ability (Glowing Aura): When standing near Starlet, her allies do not experience any vision impairments. 	Passive Ability (Glowing Aura): When standing near Starlet, her allies do not experience any vision impairments. 	Passive Ability (Glowing Aura): When standing near Starlet, her allies do not experience any vision impairments. 	
Standard Weapon (Shooting Star): Starlet fires bursts of light energy from a gun. The shots are quick and a good ammo maximum, but have low power.	Standard Weapon (Shooting Star): Starlet fires bursts of light energy from a gun. The shots are quick and a good ammo maximum, but have low power.	Standard Weapon (Shooting Star): Starlet fires bursts of light energy from a gun. The shots are quick and a good ammo maximum, but have low power.	
Powers: 	Powers: 	Powers: 	
Power 1: Spotlight
Starlet creates a spotlight in the direction she is facing, causing the view of nearby opponents to jerk towards it. The move has an average cooldown time.	Power 2: Will to Fight
Starlet fills nearby allies with a strong will, causing their attack power to increase for a short time. The move has an average cooldown time.	Power 3: Glamourous Gaze
Starlet emits spotlights from her eyes, causing opponents caught in her gaze to be stunned. The move has an average cooldown time.	
Super Power: Starstriking Shine
Starlet emits a burst of light from her body, damaging nearby opponents while temporarily distorting their vision.	Super Power: Starstriking Shine
Starlet emits a burst of light from her body, damaging nearby opponents while temporarily distorting their vision.	Super Power: Starstriking Shine
Starlet emits a burst of light from her body, damaging nearby opponents while temporarily distorting their vision.	
Graviteen 	
Graviteen 	
Graviteen 	
  	
Real Name: Calvin Pond
Power Description: Capable of manipulating gravity.
Health: 5/10 | Speed: 6/10 | Strength: 4/10
Graviteen was added as part of Update 6, and is a guest hero from Powerborn.	
Real Name: Calvin Pond
Power Description: Capable of manipulating gravity.
Health: 5/10 | Speed: 6/10 | Strength: 4/10
Graviteen was added as part of Update 6, and is a guest hero from Powerborn.	
Real Name: Calvin Pond
Power Description: Capable of manipulating gravity.
Health: 5/10 | Speed: 6/10 | Strength: 4/10
Graviteen was added as part of Update 6, and is a guest hero from Powerborn.
Passive Ability (Low-G Leap): Graviteen is capable of performing a single jump in mid-air. 	Passive Ability (Low-G Leap): Graviteen is capable of performing a single jump in mid-air. 	Passive Ability (Low-G Leap): Graviteen is capable of performing a single jump in mid-air. 	
Standard Weapon (Turbo Gun): Graviteen fires an energy bullet which flies at a relatively slow pace, but deals great damage. However, the ammo capacity isn’t so great.	Standard Weapon (Turbo Gun): Graviteen fires an energy bullet which flies at a relatively slow pace, but deals great damage. However, the ammo capacity isn’t so great.	Standard Weapon (Turbo Gun): Graviteen fires an energy bullet which flies at a relatively slow pace, but deals great damage. However, the ammo capacity isn’t so great.	
Powers: 	Powers: 	Powers: 	
Power 1: Gravity Rock
Graviteen raises a rock from the earth before throwing it forwards to deal high damage. The move has an average cooldown time. 	Power 2: Gravity Delete
Graviteen sends out an energy wave which suspends its targets in place for a few seconds. The move has a lengthy cooldown time. 	Power 3: Meteor Drop
Graviteen leaps high into the air before coming back down for a powerful stomp. The move has an average cooldown time. 	
Super Power: Power Finale
Graviteen slams his fists into the earth, creating a shockwave which suspends opponents caught in its range for a few seconds. During this time, the cooldown of Gravity Rock is significantly decreased. Once the opponents are no longer suspended, they are slammed onto the floor.	Super Power: Power Finale
Graviteen slams his fists into the earth, creating a shockwave which suspends opponents caught in its range for a few seconds. During this time, the cooldown of Gravity Rock is significantly decreased. Once the opponents are no longer suspended, they are slammed onto the floor.	Super Power: Power Finale
Graviteen slams his fists into the earth, creating a shockwave which suspends opponents caught in its range for a few seconds. During this time, the cooldown of Gravity Rock is significantly decreased. Once the opponents are no longer suspended, they are slammed onto the floor.	
===Non-Playable===
Viper	Viper
  	
Real Name: Vanessa Analor
Dr. Vanessa Analor, also known as Viper, is the organizer of the Project Cape Initiative and serves as the announcer during matches. After a supposed snake venom antidote gave her abilities similar to that of a snake, she founded the Project Cape Initiative as a way to further study the origins of superpowers and provide protection to the people of Neo Metroville.
Cellular	Cellular
  	
Real Name: Mia Turner
Mia Turner, also known as Cellular, is Viper's assistant who also serves as a spokesperson for the Project Cape Initiaitive. After developing the ability to create a perfect replica of herself, she strived to use this ability to help others, leading her to join the initiative as an assistant. Due to this, she serves as the host of the game's tutorials and private lobbies. In addition, her replication ability was studied to create the technology which allows heroes to "respawn" after death.
Toolbox	Toolbox
  	
Toolbox is an assistant robot developed by the Project Cape Initiative in order to assist with the more technology-based aspects of the facility. Always perky and chipper, he serves as the shopkeeper.
Faulty Clones	Faulty Clones
  	
The Faulty Clones are malicious replicas of the game's heroes who serve as the enemies in Clone Hordes. While they can replicate the abilities of the heroes they're based on, they are malevolent and mute, barely having any semblance of personality.
==Maps==
Project Cape launched with ten different maps available for play, each having their own unique layout and gimmicks. 10 more were added through updates, creating a total of 20 maps.
Neo Metroville
Country: United States	The Neo Metroville map is a sector of the city of the same name which has been given to the Project Cape Initiative by the city. The map is fairly linear, with battles being set on the roads between buildings. However, tunnels throughout the map also lead to a subway area, where both teams' spawn points are located.
Initiative Courtyard
Country: United States	The Initiative Courtyard is set outside the home base of the Project Cape Initiative by the city on a sunny day. The courtyard itself is fairly open and has quite a lot of cover in the form of bushes scattered throughout. The player can also get outside the main area to battle on the surrounding roads, but they cannot leave the perimeter or enter the base itself.
Power Plant
Country: United States	The Power Plant is a multi-level map with bridges connecting different areas. In some places, live wires or other electrical hazards can damage reckless heroes or even kill them if their HP is low enough.
Studied Swamp
Country: Sweden	The Studied Swamp is a murky swampland with various small scientific buildings scattered throughout. Although there are bridges connecting different areas of the swamp, heroes can also venture into the waters at the cost of some of their speed and being slowly drained of their health.
Dig Site
Country: Mexico	The Dig Site is a desert area where construction is underway for a archelogical project of some kind. As such, lots of scaffolding is around for players to use as platforms, as well as holes where they can hide and ambush opponents.
Battle Boulevard
Country: France	The Battle Boulevard is comprised of many streets with rivers found throughout the complex. This is a rather simple map, with the rivers serving as the only major obstacle as they push heroes who stand in them a specific direction.
Still Mountains
Country: Japan	The Still Mountains are set in a mountainous area, and is the only map in which players can fall off of the map entirely, resulting in automatic death. There are bridges that connect different areas of the mountains, but they can be broken by enough attacks. Broken bridges can be repaired.
Misty Metro
Country: England	The Misty Metro does feature a small city square as its based, but there is a deep metro system beneath the square, which is also where the two spawn points are located. However, the most noticable aspect of the map is the foggy surroundings, limiting players' view.
Tattered Outback
Country: Australia	The Tattered Outback is an outback area which is somewhat in ruins; There is a lot of empty space within the map, but there are also some buildings in which payers can hide or battle.
Research Lab
Country: ???	The Research Lab is one of the Project Cape Initiative's most seclusive facilities. While the grand majority of the map is a large, singular room, it also boasts hallways and smaller rooms filled with lots of obstacles.
Winter Carnival
Country: United States	The Winter Carnival is a map set to look like a festive carnival. As such, any tents and attractions show up as landmarks throughout the map.
This map was added as part of Update 1.
Arctic Outpost
Country: Antarctica	The Artic Outpost is a research area set up in the polar region of Antartica. As a result, the pouring snow reduces the visibility of the heroes.
This map was added as part of Update 1.
Mountain Town
Country: Russia	Mountain Town is a rather simple map in which there are no true hazards. However, the map has narrow passageways which could be used for shortcuts, but also leave heroes with nowhere to run should they run into an enemy.
This map was added as part of Update 2.
Ancient Ruins
Country: Brazil	The Ancient Ruins are set within a dense rainforest with ancient structures littered around the area. At random points, a monument at the center of the map will glow, offering a temporary power boost to whichever hero can reach it first. 
This map was added as part of Update 2.
The Woodlands
Country: Canada	The Woodlands are a large area filled with trees, which allow heroes refuge from enemy fire. Fallen trees also serve as obstacles which can impede one's progress.
This map was added as part of Update 2.
Abandoned Mineshaft
Country: Scotland	The Abandoned Mineshaft has an above-ground area and an underground area, the latter consisting of multiple large caverns connected by minecart tunnels. Minecarts can be used for fast-travel and to attack opponents in the way of the rails.
This map was added as part of Update 3.
Golden Coastline
Country: United States	The Golden Coastline sports the titular coastline along the edges of the map, with the center being inhabited by a small town in which the majority of battle takes place.
This map was added as part of Update 5.
Starlit City
Country: England	Starlit City is a neon-lit city area with various tunnels and streets to traverse to. Spotlights can fizzle on and off during battle, altering the visibility of heroes or other objects.
This map was added as part of Update 5.
Chinatown Streets
Country: United States	Chinatown Streets is based off the map of the same name from Powerborn. As the name suggests, it is a Chinatown area with many winding streets and rooftops to battle on.
This map was added as part of Update 6.
Base Inc. Bank
Country: United States	Base Inc. Bank is based off the map of the same name from Powerborn. The bank has a variety of open rooms, including the massive safe room. There are also secret passageways which heroes can make use of.
This map was added as part of Update 6.
==MetroBucks + Shop==
MetroBucks are the in-game currency of Project Cape, being earned through playing online public matches and earning achievements. They can also be bought with real world money. MetroBucks can be used in the Shop for a variety of cosmetic items.
Alternate Colors 	Each hero has at least four alternate colors which can be purchased through the Shop for 500 MetroBucks each. In addition, the player can create custom color pallees of their own, which can be purchased for 250 MetroBucks. A list of these alternate colors can be found here.
Profile Pictures + Banners	The player has a variety of options for profile pictures and banners which can be purchased through the Shop.
Sprays 	During matches, players can spray different pictures onto the walls by using sprays. The Shop allows the player to buy additional sprays.
MetroBuck Multiplier 	The player can purchase the MetroBuck Multiplier, which doubles their MetroBuck earnings for 1, 3, or 12 hours, depending on what the player desires.
==Updates==
Since its launch, Project Cape has seen many updates, ranging from bug fixes to titled updates adding more content to the game.
"Update 0"
Release Date: June 8th, 2020	"Update 0" is the unofficial name of the initial version of Project Cape. The game launched with the first 16 heroes (each with three alternate color schemes), 10 maps, and 6 game modes.
Update 1: Winter Carnival
Release Date: December 18th, 2020	Update 1, the Winter Carnival Update, is the first major update to the game. The update adds Candycurl as a new hero, two new maps, and new alternate colors for four heroes.
Update 2: Exploration Update
Release Date: February 15th, 2021	Update 2, the Exploration Update, adds three new maps and the Endurance game mode, as well as Power changes to some heroes.
Update 3: Earthshaking Update
Release Date: April 21th, 2021	Update 3, the Earthshaking Update, adds Quake as a new hero, one new map, and new alternate colors for four heroes.
Update 4: Colorful Update
Release Date: July 29th, 2021	Update 4, the Colorful Update, adds new alternate colors for ten heroes, as well as support for custom-made colors. The Steam release of the game also received official mod support via the Steam Workshop, although certain mods (such as custom maps and hero properties) are restricted to private games.
Update 5: Shining Update
Release Date: October 4th, 2021	Update 5, the Shining Update, adds Starlet as a new hero, as well as two new maps.
Update 6: Powerborn Update
Release Date: February 18th, 2022	Update 6, the Powerborn Update, was the final major update and added many elements from the Powerborn universe. This includes adding Graviteen as a new hero, a new mode in the form of Orb Rush, and two new maps.
==Trivia==
*Project Cape was originally an in-development name for the game, but it was later changed to the official name because Faz thought it sounded cool.
*The characters of Chewout, Kickstart, Viper, and Rose were originally designed for a roleplay server Faz used, while Flashback was adopted from Dreii, making them the game's only characters who were not created specifically for the game.
*There were originally plans for a character dubbed "Awesome Guy", who was a parody of "flying brick" superheroes such as Superman. He was scrapped because Faz believed him to be too on-the-nose.
*The Endurance mode was originally titled Wave Battles, but was changed to avoid confusion with Clone Hordes.
*With the release of the Powerborn Update, Project Cape is Faz Studios' first major collaberation with a Fantendo studio.
===Credits===
*Marvel, DC, Valve, and Blizzard: Inspiration for the game's theme and playstyle.
*Amber Skeleton and Powerborn: Inspiration for the game's theme / all Powerborn elements used or mentioned.
*UnidentifiedDreii: Original creator of Flashback.
*CrakaboLazy, Empress Scarlet, and SharkLord: Help with the design of Citra.
*MR Z BRAINZ: Inspiration for Shutterbug.
*The Fantendo Discord: Help with hero/page design.
*You: For reading!
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