Bio
The creature known as "John" hails from a clan of homo neo-neanderthalensis, commonly known as "bigfoot" or "sasquatches", in the Bighorn National Forest in Wyoming, USA. A secluded race of creatures, sasquatches are evolutionary cousins of modern humans; where modern humans lost classic neanderthal features like barrel-shaped chests, sasquatches retained these features and grew into a bulkier frame that supported their more archaic traits. Sasquatches tend to be rarely sighted and are deeply protective of their territory in forests and mountainous ranges, such that they will openly maim and kill trespassers who step too deep into their territory. A unique trait of bigfoots is their deep connectedness to the land, with most bigfoots being able to channel naturally occurring magic produced by the earth and landscapes.
The bigfoot we play as, a noble of his clan, is alerted by natural magic fonts that the Patron seeks to enter the corporeal realm, and the presence of the ritual that will have to take place to summon it. Shortly after, he also learns of Mirage and the Djinn's intent to buy Wyoming, overhearing it from a pair of hikers who had trespassed on his clan’s territory. Immediately sensing danger, the bigfoot plans to make way to New York City to participate in the ritual in the hope that he can use the Patron’s wish to protect his clan and Bighorn. Having heard one of the hiker's names before crushing them both to death, he adopts the name “John” for the sake of those he will inevitably meet in New York.
“John” Bigfoot is a massive, 8-foot tall sasquatch who disrupts the battlefield by virtue of his stature and control over nature magic. His role is a disruption-oriented frontliner who can create terrain to impede the enemy during fights.
“Disrupt and crush enemies underfoot.”
Loadout
Primary Fire + Melee - John channels nature magic to summon a tree branch from his legs, causing branches to sprout forward and stab opponents when he kicks. John kicks for his melee, and his melee attacks gain additional damage based on his Spirit.
Crush (1) - Slam the ground in front of you, dealing damage and knocking opponents up higher based on how close they are to the epicenter. If Crush is held, John will charge and jump after a short period of time causing the same effect where he lands.
John descends immediately downward if Crush is used mid-air. Crush cannot be charged mid-air.
T1 - Charge time needed to jump reduced.
T2 - Slam radius increased.
T3 - +1 ability charge and can now gain ability charges. Jump distance increased.
Boulder Toss (2) - Hurl a rock forward, dealing damage on hit. A boulder is placed in the world when it lands and can be destroyed by allies and enemies if attacked.
Boulders will stop their flight path and will immediately be placed on hit. Only one opponent can be hit by Boulder Toss. Crush will automatically destroy placed boulders.
Boulders will break automatically 25s after they enter the world or if the terrain it lands on is unsuitable (slopes on buildings, jump pads/vents, blocking spawn entrances, etc.)
T1 - Damage scaling increased.
T2 - Projectile + placed boulder size increased.
T3 - Boulders lose half durability/health on hit but now stun.
Alpine Summons (3) - Manifest a tree after a short period in the world that slows nearby enemies. John can fell the tree using Crush or Boulder Toss, dealing massive damage in a straight line after it falls based on the angle that the tree is hit from.
Alpine Summons cannot be used in areas where the tree’s size cannot fully be manifested. Trees will automatically break 40s after being manifested.
T1 - Reduced cooldown.
T2 - Gains ability charges.
T3 - Felled trees now stun on hit.
Earthen Rage (4) - Channel nature magic to become enraged. John takes reduced damage, and massively reduces his cooldowns for the duration of Earthen Rage.
T1 - Regain all ability charges on activation.
T2 - All nearby trees will become felled upon activation (will target nearest enemy.)
T3 - Kills and assists extend the duration of Earthen Rage (Assists extend the duration less than kills.)
Relationships
John is obviously adversarial towards Mirage and his wish.
John expresses support for Holliday’s efforts towards capturing the Troubadour, due to having lost members of his clan in a previous encounter with the Troubadour.
John is adversarial towards Grey Talon, Calico and Shiv, having heard of the Baxter Society’s previous encounters with sasquatches.
John respects Abram’s size.
John is supportive of Viscous’ efforts to stop the Adversary despite being unaware of their presence.
John is aware of the Drifter and will actively threaten him to stay away from Bighorn.
John carries a natural disdain towards Bebop due to being a man-made construct and McGinnis for her use of machinery.
John is friendly towards Billy due to initially believing that he was a goat-turned-human and not vice-versa.
The creature known as "John" hails from a clan of homo neo-neanderthalensis, commonly known as "bigfoot" or "sasquatches", in the Bighorn National Forest in Wyoming, USA. A secluded race of creatures, sasquatches are evolutionary cousins of modern humans; where modern humans lost classic neanderthal features like barrel-shaped chests, sasquatches retained these features and grew into a bulkier frame that supported their more archaic traits. Sasquatches tend to be rarely sighted and are deeply protective of their territory in forests and mountainous ranges, such that they will openly maim and kill trespassers who step too deep into their territory. A unique trait of bigfoots is their deep connectedness to the land, with most bigfoots being able to channel naturally occurring magic produced by the earth and landscapes.
The bigfoot we play as, a noble of his clan, is alerted by natural magic fonts that the Patron seeks to enter the corporeal realm, and the presence of the ritual that will have to take place to summon it. Shortly after, he also learns of Mirage and the Djinn's intent to buy Wyoming, overhearing it from a pair of hikers who had trespassed on his clan’s territory. Immediately sensing danger, the bigfoot plans to make way to New York City to participate in the ritual in the hope that he can use the Patron’s wish to protect his clan and Bighorn. Having heard one of the hiker's names before crushing them both to death, he adopts the name “John” for the sake of those he will inevitably meet in New York.
“John” Bigfoot is a massive, 8-foot tall sasquatch who disrupts the battlefield by virtue of his stature and control over nature magic. His role is a disruption-oriented frontliner who can create terrain to impede the enemy during fights.
“Disrupt and crush enemies underfoot.”
Loadout
Primary Fire + Melee - John channels nature magic to summon a tree branch from his legs, causing branches to sprout forward and stab opponents when he kicks. John kicks for his melee, and his melee attacks gain additional damage based on his Spirit.
Crush (1) - Slam the ground in front of you, dealing damage and knocking opponents up higher based on how close they are to the epicenter. If Crush is held, John will charge and jump after a short period of time causing the same effect where he lands.
John descends immediately downward if Crush is used mid-air. Crush cannot be charged mid-air.
T1 - Charge time needed to jump reduced.
T2 - Slam radius increased.
T3 - +1 ability charge and can now gain ability charges. Jump distance increased.
Boulder Toss (2) - Hurl a rock forward, dealing damage on hit. A boulder is placed in the world when it lands and can be destroyed by allies and enemies if attacked.
Boulders will stop their flight path and will immediately be placed on hit. Only one opponent can be hit by Boulder Toss. Crush will automatically destroy placed boulders.
Boulders will break automatically 25s after they enter the world or if the terrain it lands on is unsuitable (slopes on buildings, jump pads/vents, blocking spawn entrances, etc.)
T1 - Damage scaling increased.
T2 - Projectile + placed boulder size increased.
T3 - Boulders lose half durability/health on hit but now stun.
Alpine Summons (3) - Manifest a tree after a short period in the world that slows nearby enemies. John can fell the tree using Crush or Boulder Toss, dealing massive damage in a straight line after it falls based on the angle that the tree is hit from.
Alpine Summons cannot be used in areas where the tree’s size cannot fully be manifested. Trees will automatically break 40s after being manifested.
T1 - Reduced cooldown.
T2 - Gains ability charges.
T3 - Felled trees now stun on hit.
Earthen Rage (4) - Channel nature magic to become enraged. John takes reduced damage, and massively reduces his cooldowns for the duration of Earthen Rage.
T1 - Regain all ability charges on activation.
T2 - All nearby trees will become felled upon activation (will target nearest enemy.)
T3 - Kills and assists extend the duration of Earthen Rage (Assists extend the duration less than kills.)
Relationships
John is obviously adversarial towards Mirage and his wish.
John expresses support for Holliday’s efforts towards capturing the Troubadour, due to having lost members of his clan in a previous encounter with the Troubadour.
John is adversarial towards Grey Talon, Calico and Shiv, having heard of the Baxter Society’s previous encounters with sasquatches.
John respects Abram’s size.
John is supportive of Viscous’ efforts to stop the Adversary despite being unaware of their presence.
John is aware of the Drifter and will actively threaten him to stay away from Bighorn.
John carries a natural disdain towards Bebop due to being a man-made construct and McGinnis for her use of machinery.
John is friendly towards Billy due to initially believing that he was a goat-turned-human and not vice-versa.
Last edited: