DESCRIPTION
Sands of Time would be a Aysm Survival Game with a 2D prospective in the style of a Beat 'em Up, specific examples would be both Scott Pilgrim games, where inside of
the Team Sandman Cinematic Universe the lads got taken to a deranged and rather unhinged realm where they have to fight for survival against whatever weird entities
based on their own creations and characters, while they try and figure out a way out.
GAMEPLAY
the gameplay would be the usual. Survivors Survive. Killers Kill. or in this Case the Sandman run around tryina get out of the round alive while the Problemaniacs be
Problematic. mostly timer or puzzle based things but the Killers can Sabotage. it wouldn't be the typical: "Oh JuSt FiLl ThE gEnErAtOrS!11!!!!!!1!!!!1!!!1!" or, at
least that would only be in a separate task and or mechanic.
depending on the Map you would either just have to survive until times up. wait for an Exit. or having to escape BEFORE Time runs out. you can also alternatively kill
the Problemaniac or get into an LMS which is an instant win.
MECHANICS
SANDMEN
Adrenline: when Sandmen are hit. they gain a Temporary Speedboost.
Lives: when Sandmen are downed. if they have an Extra Life. they won't die.
Stun Stacking: Stuns can be stacked. however with each Stun Stacked the Extra Time heavily decreases and quickly becomes less and less worth it. for example. lets say
we have a 6 second stun. with Stun Stacking it goes from 6. to 4. to 1.
SANDMEN DIALOG
the Sandmen can speak to each other. [outside of any chat that would of course be added to the game.]
LOL: L.ast O.ne L.eft
both the Sandman and the Problemaniac are shown each others location. and the LOL Buffs are Given. the base LOL Buffs are + 75 HP and +50% Damage Resistence. though
depending on the Character things could be different especially on how long their LMS Time would be.
PROBLEMANIACS
I-Frames: after recovering from Stun. the Problemaniac has a bit of time where they can't be damaged or stun. shown by them being Highlighted White. and a after period
they will lose their I-Frames, but gain Anti-Stun Frames. shown with red. which to prevent Sandmen from just restunning the Problemaniac. not that they can't be
stunned. just that the Stun will quickly wear off. and yes. the Killer does gain I-Frames again. pushing any Stupid Sandmen trying to constantly Stun even further.
SANDMEN
Ultimatemario
Type: Debuffer Survivalist
Speed: Medium
Jump: High
Defense: Medium
HP: 125
Lives: 2
Attack: Mario fires a Fireball. each Fireball does 5 Damage. very easily spammable. can only fire 2 at a time before 1 needs to disappear for him to throw another.
would be added in: V1
DESCRIPTION
ABILITIES
Clickgrapple: Grappling Hook that goes in the direction of the cursor upon clicking the ability. doesn't Stun but can pull in Sandmen and the Problemaniac.
Portal PC: Mario places down a PC. can have up to 4. they only have 30 HP. but Sandmen can use them to teleport between other PCs. provided they wait a decent wait
that's also very noisy and can be interrupted by taking damage. Enemies WILL attack PCs.
Panel: upon usage Mario will pull up his Panel. where he can either instantly teleport to a PC provided he waits a long wait time. or send out a Projectile that will
teleport to the Problemaniac and try to hit it. if the Problemaniac doesn't dodge the Projectile, they receive a small debuff on all stats, with a random stat being
debuffed even more. as well as taking 20 Damage.
PASSIVE
Eyes in the Code: Mario can see the Cooldowns of all Sandmen and the Problemaniac. and has a small radar around every Portal PC, allowing Mario to see where certain
Sandmen and Enemies or the Problemaniac is provided they walk by one of said PCs.
LOL THEME: Eternal Dream
Bowie
Type: Ranged Sentiel
Speed: Medium
Jump: low
Defense: Medium-Low
HP: 150
Lives: 2
Attack: Bowie does a Swing with a Shovel, does 30 Damage. has a wide range. and can hit up to 3 targets. and knocks said targets away from Bowie. but the swing has a
long wind up and a bit of endlag. along with having a longer cooldown between uses. primarily meant to be used against enemies alongside his Mauser.
would be added in: V1
DESCRIPTION
one of the older members of Team Sandman right behind Bliet who's right behind Cube.
ABILITIES
Mauser: if tapped. Bowie will begin aiming, goes on a 15 second cooldown once tapping again, Bowie has infinite ammo but can reload early by holding down the ability.
Bowie at a rather quick pace can fire bullets. per-hit the Problemaniac is slowly slowed and pushed back more and more as the effects stack, and if hit Bowie can land
5 Shots, the Problemaniac is stunned, the bullets are dodgable and not hit scan, the camera pans towards the direction Bowie is aiming in. 5 Damage for every Shot.
Back Off: Bowie gets into a guard stance. and if hit with a Melee Attack, does a Parry with his Shovel, cancelling out the attack, and making the Problemaniac stagger
backwards, if Bowie Parries a Ramming Attack, Bowie will enter a minigame with the Problemaniac, and if Bowie wins the attack is cancelled out. but if he loses. it'll
be as if he didn't Parry, suffering the full effects of the attack as long as anyone else depending on how said Charge works. 35 Damage. as for Projectiles? reflected.
Spindash: Bowie starts charging a spindash, you can either release instantly to dash forward, or for a starting boost and to have it last longer, charge it up, it can
also be done in the air in the form of Dropdash. but it cannot be charged up if you do this. if the Problemaniac is hit. they are pushed back but not stunned, and take
10 Damage. but more importantly Spindash is cancelled.
PASSIVE
Block Game Player: Bowie can climb any surfice.
Sharing is Caring: Bowie can give his Ammo to Jacks Turrets and to Cheb.
LOL THEME: I'll Still Be Standing
LOL BUFF: No Stopping Now
Bowie can reload and Swing his Shovel while Running.
Bliet
Type: Zoner + Trapper Support Survivalist
Speed: High
Jump: Medium
Defense: Medium
HP: 185
Lives: 1 / 4
Attack: basic Punch. does 10 Damage.
would be added in: V1
DESCRIPTION
ABILITIES
Spam Blaster: Bliet takes out a Buster like the NEO Buster and fires a small Explosive Device. she can spam as many out for as long as she has the buster out, but at a
cost... while other Sandmen are immune to triggering the explosives, which explode after 15 beeps, Bliet can ALSO be blown up in her own traps. alongside with the
Problemaniac. and the Traps are very much transparent. meaning if Bliet isn't careful. the Problemaniac won't be the only one taking 30 Damage + slowness. the
Explosives can also act like a projectile, still applying slowness, but only dealing 15 Damage with a direct hit.
Disarm: Bliet can disarm her own traps and disarm the Problemaniacs Traps. though depending on the Trap a different minigame will have to be played, Problemaniacs can
also Disarm her Traps but it's harder for Problemaniacs to disable Bliets as much as it would be harder for Bliet to take down a Problemaniacs Trap.
Vanish: Bliet will do the classic cartoon screen transition for herself by pointing upwards then spinning her arm in a circle to make herself disappear, temporary
and if hit by the EXE while trying to vanish the move is cancelled. though she gets a few seconds of complete invisibility even if damaged if successful in vanishing,
meaning the Problemaniac cannot see them and Enemies won't attack her.
PASSIVE
Ink Body: Bliet only has one life. but upon being downed she will have a chance to will fake her death and regain 90 HP, only revealed to the EXE once she reappears,
...however this can only happen 3 times in a match and it is a 3 in 10 chance. and will have 30 less HP each time. she also heals at half the rate of others.
LOL THEME: Unforgettable Experience [for the Worst]
LOL BUFF: NEO Plan
all Spam Blaster Projectiles now do stun. and can stun Bliet, direct projectiles now give the full effect,
Spark
Type: Melee Sentinel Mimicker
Speed: High
Jump: High
Defense: Medium-Low
HP: 125
Lives: 2
Attack: Spark does a small kick forwards, can be used to make Enemies and Problemaniacs Stagger. does 10 Damage. can also be used to extend air time. Problemaniac
gains 5 Seconds of Stagger immunity afterwards.
would be added in: V1
DESCRIPTION
ABILITIES
Shock Dash: Spark will charge up an Electrical Ball in his Hand then start Charging forwards very quickly. if he hits a wall Shock Dash is put on a 35 Second Cooldown.
and Spark has Shock applied to him. giving him a 7 Second Cooldown on a random move of his. but is not punished too harshly for missing, if Spark successfully can hit
the Problemaniac. Spark bounces back while the Problemaniac staggers back quite a bit as a shockwave is released, stunning all threats around the Problemaniac, and
inflicting Shock on the Problemaniac. putting their next move on a 10 second cooldown upon usage. and dealing 35 Damage. however it is hard to steer and goes very fast.
Thunder Trident: Spark makes a Trident out of Thunder and tosses it. pushing the EXE back and inflicting a 7 second cooldown on a random move.
Shape Shift: upon activation Spark can become any Character in the Round. [for example. if Bowie is in the round. he can turn into Bowie. but if Bowie is not in the
Round. he cannot turn into Bowie.] lasts for 10 seconds and Spark can use any of the Characters Moves, however he doesn't gain any of their Passives with exceptions,
[such as, he can't have Nokia's Tankiness or Radar. but he can have Bowie's ability to Climb.] goes on a 35 Second Cooldown.
Recharge: Spark can heal all Robots. but both him and the Robot in question have to stand still for the duration. can be cancelled at anytime and is cancelled if the
Robot in question or Spark is attacked. it's also very slow.
PASSIVE
Low Traction: Spark is very fast but very slippery. though this can also be to his advantage as he can basically drift like a Car. especially with Shock Dash.
LOL THEME: Corination Day
Cheb
Type: Gambling Survivalist
Speed: Medium-High
Jump: Highest
Defense: Lowest
HP: 370
Lives: 2
Attack: Cheb Slaps forwards. 5 Damage but can be done repeatedly. and for every slap whatever foe in Cheb's way is slightly pushed back.
would be added in: V1
DESCRIPTION
his high HP is deceptive. as he's actually pretty Fragile. but Cheb is more than ready to make up for it. by getting away from that blasted Problemaniac. and in the
meanwhile do some of the Tasks the sandmen can't do due to the Problemaniacs Antics. especially after whatever this realm did to his Revolver and Wormware Hat.
ABILITIES
Revolver: Cheb pulls out his Revolver and stands in place. and fires instantly upon clicking. with random chance deciding what happens. Critical Success? Big Stun and
an extra Bullet. Success? Moderate Stun. Failure? Gun won't fire. ...Critical Failure? Cheb's Gun explodes dealing 70 Damage to himself alongside 0 to 30 Burn Damage.
with the Explosion Stunning anyone in it's range. with a Loud Bang that will highlight Cheb to anyone in hearing range. 70 Damage and 0 to 30 Burn Damage to everything
caught in the explosion. Normal Shot does 25 Damage. Crit Shot does 50 Damage.
Item Usage / Hat Pull: if pressed. Cheb will use whatever item is in the slot. if held. Cheb can pull out a random item from a big list,
ITEMS
Bullets: Cheb gets between 1 to 3 Bullets.
Headband: Cheb puts on a Headband and gains 3 dodges for a random amount of time.
Happy Tea: Cheb drinks Tea and gains a random amount of Health Regeneration that lasts for a random amount of time.
Rodent Mask: Cheb goes almost completely invisible to the Problemaniac and won't be attacked by any enemies. lasts for a random amount of time.
Shield of Shielding Nut: Cheb eats a Wallnut and gains a random amount of Damage Resistence that lasts for a random amount of time.
Familiar Star: Cheb throws out a star. ANYTHING can get it. if acquired, all stats are doubled and gains complete invincibility.
RNGummy: Cheb eats a RNGummy. gains temporary boosted luck on his next Revolver or Hat Pull. more likely to get better items or results.
A WALL: CHEB GAINS A FREAKING WALL. AND PLACES IT WITH A MAGIC WOND. THAT'S LITERALLY IT. Problemaniacs can't pass through it but Sandmen can. has limited HP and lasts
for a limited amount of time.
Music Box: Cheb winds up and places down a Music Box that slows down the Problemaniac when they are near.
Shovel of instant Teleportation: 7N7's Teleport Panel.
Switch: switches what Cheb will use in Item Usage. can hold up to 3 items.
PASSIVE
Springshroom Boots: Cheb has the highest jump.
Puppet-like Body: -30 Damage Resistence.
LOL THEME: Shroomy's Revenge
Blam
Type: Sentinel Staller
Speed: High
Jump: Low
Defense: high [at start]
HP: 105
Lives: 3
Attack: Blam strikes forwards with his hammer. 15 Damage.
would be added in: V1
DESCRIPTION
ABILITIES
Torch: Blam has a Beacon from 99 Nights that acts like Tails's Arm Cannon. upon max charge. Blam can Shine the Light on the Problemaniac to Stun them and inflict
Temporary Blindness after stun. has a decently long recharge but well worth the trouble. inflicts Zero Damage which can bypass certain mechanics of Problemaniacs,
Harddrive: Blam uses his Drive to create a Holographic Wall in front of him. he can either bring it with him or place it down, blocks out Problemaniacs and not the
Sandmen, ...though careful not to accidentally lock yourself in with the Problemaniac,
Hammer Toss: Blam can toss his hammer. Stuns the Problemaniac and can Disable Certain other things. like Bliets Mines. but if used, Blam cannot use his M1 at all,
however he can pick up his hammer early to use his M1. though once he has his hammer. hammer toss goes on cooldown. the cooldown doesn't stop until Blam has his hammer
back. it also degrades in quality over time. first stuns a high stun. then goes to Medium-High. Medium. Medium-Low. and then Low. where it stays,
PASSIVE
Double Jump + Glide: Blam can jump twice. then hover down. ...though it goes on a lengthy cooldown.
Not Quick To Crack: Blam has an extra life. but he loses defense with each life. starting off High. then going to Medium. to Low.
LOL THEME: Unknowing Demise
Killer
Type: Support Tank
Speed: Medium-Low
Jump: Low
Defense: Medium-High
HP: 155
Lives: 2
Attack: Killer does a punch forwards. causes a short stagger upon landing. Problemaniac gains 5v Seconds of Stagger immunity afterwards. 15 Damage.
would be added in: V1
DESCRIPTION
ABILITIES
Shove: Killer does a Shove forwards that pushes the EXE back. it can also shove Sandmen allowing Killer to potentially take a blow for someone.
Defense Song: Killer will take out his Phone and play a Defense Song. everyone around him gaining Defense Buff for as long as they are around him. except himself.
Tattle: Killer gains a temoporary Indicator of everyone on the map. seen by his Eyes glowing. and if any Sandmen are in the area, Killer will Tattle where the rest of
the Sandmen and the Problemaniac are.
PASSIVE
Made of Metal: Killer is basically a less Tanky Jack. having only 25% Damage Resistence. he also Rusts if he stays in Water for too long, decreasing his Defense. and
extending Endlag.
Problem[aniac] Finder: Metal Sonic's EXE Detection from Outcome Memories. but nearby Sandmen can hear it.
LOL THEME: Back to the Basement
LOL BUFF: Music for Me
Defense Song now works on Killer. Tattle is replaced by Speed Song, giving Killer an immediate temporary Speed Boost on use.
Charles [Jack]
Type: Minion-leader JACK of all Trades
Gimmick: Jack is weak on his own, having only his smoke bomb to try and escape situations, his Robots, and his Teams to assist in getting out of tough situations.
Speed: Medium
Jump: Low
Defense: High
HP: 225
Lives: 1
Attack: Jack does a overhead strike with his Hammer. 20 Damage.
would be added in: V1
DESCRIPTION
ABILITIES
Build: Jack will place down a pile of Scrap, and begin building a Robot from the Scrap. with a bar that starts at 0% and goes to 100%. holding down the ability will
let Jack decide what kind of Robot he wants to Build. also let's Jack Fix Robots. he has a Robot limit of 6.
Command: Jack will be forced to stand still and a menu will pop up allowing Jack to... well Command, able to send specific Robots to Specific Survivors to follow them.
make them stand in certain areas.
Smoke Bomb: Jack throws a Smoke Bomb that creates a Smoke Cloud that Blinds the Problemaniac Exclusively. though it lasts for a short while,
ROBOTS
Turret: cannot move but passively fires Bullets at Problemaniacs in Range. dealing 3 Damage for every shot and slowing the Problemaniac down. 50 HP and 50 Bullets.
once out. it's at best a wall if you built it in a doorway. Jack can also use Build to Reload it, and Bowie can give away some of his Ammo as well.
Bomb-omb: small Bomb Bot that will wander around aimlessly, but upon spotting the Problemaniac will start flashing Red. if not taken out will blow up and deal 30
Damage while also destroying itself. has 75 HP and by default wanders around aimlessly. but can be Commanded to stay somewhere specific or follow a Survivor.
Boost Pad: a small pad on the Floor that Problemaniacs cannot use but Sandmen can use to get a Mild Speed Boost, but passively loses it's 45 HP overtime. dying upon
reaching 0 HP. however it can be healed and maintained with Build.
Dispenser Spencer: a small Dispenser Robot that passively gives healing to those around it. very small and slow [especially for Jack] but is powerful with time.
PASSIVE
Nokia Body: Jack has 50 Damage Resistence. however all Healing and any buffs said healing may be giving is only a quarter of it's usual effect,
EMP: Jack is only effected by any of the Problemaniacs Indicators when in a large, but also not that big range.
Radar: with in said range that the Problemaniac has to be in to detect Jack, in the same amount of Range Jack can occasionally get updates on where all the Survivors
and the Problemaniac are on the Map.
Scrap: less of a Mechanic and more of a gimmick and I'd barely call it a Passive but screw it. Jack has a Scrap Meter with 200 the Max. it is the resource used to fix,
build, and make the Robots he can make. when Jack is in the Round Enemies drop Scrap. but only Jack can collect Scrap.
LOL THEME: Unbreakable Willpower
LOL BUFF: Nokia Armor
Jack has 80% Damage Resistence. but cannot heal from any healing source and gets no starting HP. he can also build at twice the speed. and can run while using Command.
PROBLEMANIACS
TGSAS!Jack
Type: Low Damage High DPS Rushdown.
Speed: High
Jump: Medium
Defense: Medium-High
HP: 750
Attack: Jack swings Eddie. has very low cooldown but only does 15 Damage with a random amount of Bleed inflicted between 0 to 5. Bleed damage highlights Sandmen for
as long as they are bleeding and stacks for rapid HP Drain in certain cases. this is the only stabbing move without a backstab variant.
Cost: Starter
would be added in: V1
DESCRIPTION
a dark representation of how Jack could've been, a very evil and very selfish man who is more than willing to kill everyone who decides to get in his way, with his end
goal currently just being that he wants to be head of Team Sandman Studio under no one else. ...though here his Goals remain. and has it in his will that he will take
down everyone in his path to remain the head honcho.
ABILITIES
Get Over Here: Jack stands in place with a chime and then rushes forwards, if he hits a wall he takes 25 Damage but if he rushes into a Sandman THEY take 25 Damage.
as he stabs them. with between 0 to 10 Bleed Damage. if he hits them from behind it does 35 Damage.
Grab: Jack does a Lunge forwards with his arm out and grabs and Sandman he can get in his hand. and begins stabbing them. doing 5 Damage with 0 to 5 Bleed Damage every
stab. though if stunned he drops the Sandman in question.
No Running: Jack gains a Mild Speedboost and does a small lunge with Eddie. if the Attack Lands. 30 Damage to the Sandman with 10 Bleed Damage. 40 Damage if done from
behind a Sandman. has a bit of endlag.
Find Them: Jack stands in place as he either Builds or Calls a Robot. the Robot has 75 HP. but once they find a Sandman they will follow it with their dear life while
making a loud beeping noise. everyone in the Robots Range is Indicated to Jack. he can have a max of 3. they have Low Defense. if attacked. the Move ends early. with
no Robot
PASSIVES
Back Stabber: certain attacks do more damage if landed from behind.
Only Human: Jack's Defense slowly degrades with damage.
Anger: however... on the otherside of the coin. the more damage he takes. the faster he goes.
THEMES
CHASE THEME: Head Honcho
LAST LIFE: Breakdown
SPECIAL LOL THEMES
Take Back The Studio: VS. Bowie
Not What I Am: VS. Charles [Jack]
I Hate You: VS. Spark
Terror Bowie
Type: High Damage Punisher with Chip Damage on top
Speed: Medium
Jump: Low
Attack: 40 Damage Machete Swing that can hit 3 Targets in range,
Cost: 2750
Defense: High
HP: 1200
would be added in: V1
DESCRIPTION
a version of Bowie that's bit more evil and got thrown out of his own Team Sandman. and in the modern day resides within his own PC where he dragged his version of
Blam and Cheb into his World and killed them after they broke a little deal they had. but now that he has been made real in this Realm... he doesn't need a broken
promise to justify his actions. ...although, without the help of his little Pals from the Grand Cabbage... he's a bit weaker. as seen by the fact his final form just
looks like him but larger,
ABILITIES
Machete Toss: Terror Bowie will Toss his Machete. inflicting 20 Damage upon hit while highlighting the effected Survivor. however while he doesn't have his Machete his
M1 is replaced with a 25 Damage Punch that can't hit multiple targets. but you get two new moves. the Machete is always highlighted on the
map for whenever Terror Bowie wants it back.
Dash Slash: Terror Bowie will dash forwards quickly. and if any Survivor is in his range he will slash forwards. coming to a screeching halt but slashing forwards for
30 Damage.
MACHETELESS
Needleyoinker: replaces Machete Toss. Bowie will make vines around his arm then do a wide sweep forwards with the vine whip. anyone that is caught is brought to Terror
Bowie. with endlag to prevent a free hit,
Grab Lunge: Terror Bowie wil lunge forwards with his hands out reached, if Terror Bowie successfully grabs the poor sap in question. and lifts them up. where Terror
Bowie can do one of three things. jump to do a piledrive, press the attack button to throw them. or press the ability to toss them upwards, doing 35 damage regardless.
if any other Sandman is hit by the thrown Sandman. the Sandman hit will be dragged with the thrown Sandman and take 20 Damage.
I think not: Terror Bowie will get into a quick Parry Motion, and if attacked, the attacked will be Cancelled out and Terror Bowie will kick the Survivor away doing 20
Damage with no Kill Confirm. and for Projectiles. he will Parry it right back at the sender.
TIMES UP: if his HP reaches 500 this move will be unlocked. upon usage he will temporarily transform into his Second Form. Power B. it lasts for quite long, but only
slows the Timer down, rather then pausing the Timer all together,
PASSIVES
Climb: Power B can Climb any wall his way,
GET BACK HERE: Power B upon Stun Recovery has a Mild Speed Boost for a very short while,
Rulers Visions: Power B can see the position of everyone on the Map within a very large range on a small radar map.
POWER B [the Form as his actually name is just Terror Bowie.]
Attack: the same as before but now it's 50 Damage. and now at least 15 Damage is taken even if it is blocked or parried. longer cooldown between slashes.
ABILITIES
GET OFF ME: Power B simply punches the Ground very hard. dealing damage around him. the closer the Sandman. the more damage inflicted. between 5 to 30 Damage.
PAIN GRIP: basically just Grab Lunge but with 45 Damage.
NO YOU DON'T: replacing I think not, now upon countering, Power B does a big Slash fowards that can hit up to 3 Targets. 35 Damage.
STAY DOWN: replacing TIMES UP, when a Sandman is downed, Power B can use this move to reduce their Bleedout HP to half. though it has a long cooldown and can only be
used on 1 Sandman.
PASSIVES
Kings Knowledge: Rulers Vision's range is cut down by half, but the Radar now shows the exact Sandman being detected.
YOU WON'T GET AWAY: GET BACK HERE lasts longer but gives less of a speedboost.
THEMES
CHASE THEME: MY DOMAIN
LAST LIFE: TAKE THE STEP
RAGE MODE: TIMES UP
SPECIAL LOL THEME: WE MEET AGAIN [VS. Blam]
Gastly Magician
Type: Trapper
Speed: Low
Jump: High
Attack:
Defense:
HP:
would be added in: V1
DESCRIPTION
ABILITIES
PASSIVES
THEMES
CHASE THEME:
LAST LIFE:
Powerdrive
Type: Glasscannon Rushdown
Speed: High
Jump: High + Floaty
Attack: Swift Punch. 25 Damage.
Defense: Medium
HP: 460
Cost: 1824
would be added in: V2
DESCRIPTION
a dark reflection of Spark taking over his Charged Form. ...though that's what happened before. this variant is a manifestation made of the realm. with the goal of
destruction, though as a side quest he wants Spark specifically dead. ...though being a Being of Energy... physically... he's a bit weaker than his other Problematic
Pals. but he won't let that stop him for as long as he stands.
ABILITIES
Controlled Shock: Powerdrive will Flash White and get into a Guard Stance, if attacked. Powerdrive releases a Small Electric Burst. knocking back the Sandman, while
inflicting 40 Damage. and applying Shock to all Sandmen hit. putting their next move on a 7 second cooldown upon usage. also can be used while stunned.
PASSIVES
Airdash: holding jump in the air, Powerdrive will freeze, and then will dash at the direction being pointed at with the Mouse, dashing Forwards with great speed and
dealing 15 Damage to anything hit along his Path. or just tapping it will make Powerdrive dash forwards. although, while frozen in the air, the dash will charge up.
going further and dealing more damage. up to 35.
Phase 2: upon reaching 175 HP. Power Drive goes into Phase 2. his Flight is Faster with 25 Damage. his Punch does 35 Damage. and his defense rises to high. and he will
gain crit chance
THEMES
CHASE THEME: Crackling Light
LAST LIFE: I'll Show You My Way
PHASE 2: MY WRATH
SPECIAL LOL THEME: Overthrow The King [VS. Spark]
MAPS
Production Studio
Mechanics: Power
the Building has Power. connected to devices around the Building like Shocks and Doors and possibly other things that can be used against Sandmen and Problemaniacs,
however, if the Power runs out, the Animatronics wake up. there would be a Generator somewhere around the building that could be restarted.
Enemy Types: Sandmen Clones & Studio Animatronics
Clones spawn in copying a random Sandman, where then they will use their moves to either attack nearby Sandmen or Problemaniacs, or defend fellow Clones, they all have
only a quarter of the HP of the Survivor they are a Clone of.
when the Power goes out, the Animatronics awaken. and will attack the Sandmen or Problemaniacs on sight. dealing 150 Damage and having 175 HP. and only stopping once
completely destroyed. their target is dead. or the Lights are turned back on. though there is a big reward for both Sandmen and Problemaniacs if they kill them.
Description: a Large Abandoned Production Studio, and a twisted recreation of the very Studio Team Sandman resides in, though luckily the place has Power and Security,
meaning the Doors and Vent seals still work. however Power is limited, and there are two kinds of threats ready to give both sides troubles...
Escape Method: Final 100 Escape.
the Power goes out and the Exit Doors Open. it is up to the Sandmen to escape while the Problemaniac tries to stop them. all the while the Enemies are in the way.
Map Size: Medium
Themes
Ambiance: Take Your Time
Escape Sequence: Time To Leave
Would Be Featured In: V1
Radio Tower
Mechanics: Radioface Timer
there is a constant timer counting down to Radioface's arrival. and upon hitting 0. Radioface awakens. and will be a constant threat. able to go through walls and
always targetting the closest target. Sandmen and Problemaniac, his Timer is separate from the Escape Sequence Timer in the Escape Sequence. and is not stopped by
anything once awakened. he can be stunned and parried despite not being able to be killed or banished once he awakens.
Enemy Types: Radio Foes
the Radio Tower is crawling with all kinds of the Foes based on those the Real Radioface hired back in the Real Radio Tower. as well as some threats exclusive to this
Realms Mockery, a Pile of Sluge that cannot damage
Description: a large Tower owned by the Man of Radios featuring different Pocket Dimensions held together by the Grand Pillars found at the end of all dimensions...
though this Realms Recreation has thrown them all into a Blender and made one giant mix of realms interconnected. all with the Puzzles needed to take down the Grand
Pillar. though the main area is the staff floor found at the tippy top without getting onto the roof.
Escape Method: Puzzles
around the Building. there are certain Puzzles. they are all Minigame based and all interconnected with one giant mechanism which destroys the Grand Piller once all
are completed. starting the escape sequence. of which 100 seconds is given before the Dimension collapses. which kills all who remains. Radioface is on a separate timer
and can still appear. before or even during the escape section.
Map Size: Medium-Large
Themes
Ambiance: Radio Static
Escape Sequence: Broadcasted Alert
Would Be Featured In: V1
Croklecon City
Mechanics: Storm + Fog
there is Fog and a Storm plaguing the City. Sandmen and Problemaniacs can't enter the Fog. as if they do. they take passive damage and are heavily slowed. as for the
Storm. the rain is visual so that Killer wouldn't Rust. but the fog slowly closes in. leaving less and less space for both Sides.
Enemy Types: Animatronics
Animatronics: these Animatronics are separate from the ones seen in the Production Studio. and would be based on the FC Cast. Clyde: 25 HP. slow. but fires from afar
and does 15 Damage for each shot. Oliver: 65 HP. stands afar, then jumps up to try and groundpound Sandmen. but is left sitting for a bit when landing. 20 Damage.
Medium-Low Speed. Iris: will try to Bite Sandmen when she is close enough. 10 Damage. Medium Speed. Samuel: picks up other Enemies and depending on the behavior of the
Clone they are holding. they will either go above you. and drop the Clone. Nosedive towards you. or keep them up and away from attacking range. though eventually gets
tired and needs to rest. having quite the cooldown.
Animatronics:
Description: a recreation of a nearby City close to Fraily Glavls, it was known for once having been attacked for a Evil Clone and their Robot Army. and saved by a
handful of Clones. and after the Evil Clone was made to be Good via the Power of Purifying Artifacts. and now both Clones and Robots a-like serve as the Citys Security
and Guardians. ...though in this Realm. all they want is for you [and the Problemaniac] to be exterminated.
Escape Method: Time Out
all you have to do is wait out the timer,
Map Size: Medium-Small to Small
Themes
Ambiance: Build Up To A Shocker
Final 40 Sequence: Tense Sensation
Would Be Featured In: V1
Sandman Studios HQ
Mechanics: Forklifts & Elevators
there are multiple Forklifts around the area, used for multiple purposes for the benefits of both sides, as for the Elevators. they separate both floors, and can be
either a death sentence or your Savior. as you either completely cut off chase and get out of there, ...or get locked inside with the Problemaniac,
Enemy Types: Springlock Suits & MKII Clones
MKII Clones:
Springlock Suits:
Description: TGSAS!Jack's Base of operations, hosting Springlock Animatronics and stronger clones. not much has changed between the real area and this Realms Copy.
Escape Method: Final 100 Escape
on floor 1. the Exit opens. and all Sandmen must get into it. however. there will be a constant alarm highlighting all Sandmen and the Problemaniac at the start of the
Escape. the door shuts when time runs out.
Map Size: Large
Themes
Ambiance: Corporate Ambiance
Escape Sequence: Emergency Alarm
Would Be Featured In: V
Robbie's Spectacular World
Mechanics: Flashes & Vents
both Sides gain 2 Tools to use against either side, the Problemaniacs gain Vents that allow them to quickly move around the location. and the Sandmen gain Door Flashes
that Blinds and Slows Problemaniacs if used against them.
Enemy Types: Robbie Crew
Description: an eriee pizzariea from 1983, brought back in this realm. and it's as odd and eriee as once before, ...and it is very clear that it brought back some old
friends that had resided so, so long ago...
Escape Method: Final 100 Escape
the Time Regardless of how many are there have to Survive until 6 AM. and there is a Special LOL exclusive to this Map. that lasts from 5 to 6 once started.
Map Size: Medium
Themes
Ambiance: 80's Pizza Place
Escape Sequence: Closing Hour
Would Be Featured In: V
SANDMEN DIALOGS
Bowie Sandmen Dialog
CHALLENGE
"Hey Stinky! get over here!"
"come get some ya' Friggin' Wuss!"
"bring me that coward!"
HELP
"need some help!"
"I acquire assistence!"
"uhhh... guys? can you com'ere please?"
HEALING
"please... I need healing..."
"can anyone here help with the damages...?"
"hey I need some Regeneration, mind passing some over?"
STAY
"stay here please."
"...stay here for a sec. trust me."
"hold on a sec."
FOLLOW
"com'ere please,"
"follow me."
"could you perhaps come over?"
SAFE
"think we're good!"
"alright, we're in the clear."
"well. I don't think they're around,"
INCOMING
"is that the threat up ahead?"
"over there!"
"GUYS GET READY I SEE THEM!"











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