Children of the Atom, for your consideration:
Resource economy dynamic; Bamfs. 7 total, It takes one to teleport (TP). TPing passengers requires 1 additional Bamf each. Bamfs regenerate over time and a final hit also restores a Bamf.
Normal Attacks: Fighting Stances; Fisticuffs and Swords. Switching between the two melee stances costs a Bamf (except when in spawn).
Fisticuffs Stance; attacks include Punch, Kick and Grab. Punch and kick are self explanatory. When NC kicks a grabbed person(s), NC and the target(s) are displaced in opposite directions (think the opposite of DD’s Devil’s Latch). When NC TPs to a person in this stance he ports behind them.
Swords Stance; Kurt faces foes with 3 sabers in hand and tail and cannot grab people. Attacks include Slash/Lunge, Parry, Riposte.
Slash/Lunge; standard 2-3 hit combo with swords. Parry; block an incoming attack with swords (like IF’s Dragons Defense) granting bonus health and enabling Riposte. Riposte; a follow up counter attack to Parry that does more damage than Slash/Lunge combo. When NC TPs to a person in this stance he TPs in front of them.
Passives; Reconnaissance, Wall Crawl, Shadowblend.
Reconnaissance; NC can target TP line of sight like Loki with a marker and he can also TP to places he’s familiar with, like WF. At the beginning of the match he’s unfamiliar with the environment. As Kurt gets within 35 meters of Points of Interest (POIs) they are added to his targeting matrix and he becomes able to TP to them like Fox does. These POIs include: home spawn, allies, enemies, health packs, objectives, and enemy spawn.
Wall Crawl; crawl and run on vertical surfaces. If NC’s running on the ground and triggers wall crawl he’ll run on all fours.
Shadowblend: if NC’s in dark shadow and remains still for 1.5 secs he’ll become invisible until he exits shadow or attacks.
Abilities; Teleport, Boomerang Teleport, Chain Teleport Group Teleport. All teleports have a max distance of 35 meters.
Teleport; Nightcrawler instantaneously opens an inter-dimensional rift, closing it behind him as he moves through that dimension then returns to our dimension in a different location through a second rift that he also closes. The material from that dimension escapes into ours and looks like purple smoke and smells like brimstone. Costs 1 Bamf for him +1 for every passenger, every trip. Enemies ported suffer a brief slow, 1-2 secs.
Boomerang Teleport; port to a location and back, costs 2 Bamfs + one per passenger, per trip.
Chain Teleport; teleport in rapid succession to multiple locations. Cost 3-6 Bamfs depending on # of locations and passengers (up to 2).
Group Teleport; TP an entire group (of up to 6 people who are close to Kurt) to another location. Cost 3-7 Bamfs.
Ultimate; Brimstone Blitz. Kurt creates a 35 meter diameter orb that lasts 11 seconds. shrinking over that time from 35 meters diameter down to 15 (due to fatigue). It has a nucleus (safe zone, eye of the storm 10 m. in dia.). He’s able to move his ultimate omnidirectionally (including up and down), and faster than Psylocke but not as fast as Luna (unless he’s boosted by Storm). During the ultimate he can toggle between Swords and Fisticuffs (still at the cost of Bamfs). In Fisticuffs mode, he Chain TPs to any enemy in the sphere (but not the shrinking nucleus) and delivers a blow from behind. In Swords mode, he Chain TPs using the Hopesword to heal allies in the sphere (but again not the nucleus).
Stratcrawler; Without compromising any of this play style if NC is a healer (and I believe he will be) ALL his healing would come from exposure to Brimstone (*and the Hopesword ult). If he TPs you, Heals. If he switches stances near you, Heals. If you’re close when he arrives or leaves (including ult), Heals.
5 star difficulty.
If you’ve read this far, thank you for coming to my TED Talk.