aurantiacis
Member
“Having spent a lengthy and worthwhile career of dirty work, politicking, and eventually having the privilege of being made the first Director of the newly formed OSIC, Amanita Hall had seen it all. Or she thought she had, if not for the headline screaming at her from the front page of her morning newspaper:
Infamous Mad Mage Escapes Execution.
The ink had barely dried on the documents certifying her retirement, and what was supposed to be the crown jewel in her career was somehow out evading law enforcement and her former agents alike. That wouldn’t stand. She knew a Maelstrom was brewing, and even if she wasn’t strong enough alone to take Seven in, she knew a Patron certainly solve that problem one way or another…”
Aesthetically, there’s sort of a “clash” of two worlds here: a former director of an established government office, and: a very sort of almost stereotypical swampy mushroomy witch/druid type. Distinguished, but almost messy. Embroidered suits with puffball cufflinks. A solid gold lapel pin of a stick figure fetish. Practical loafers with swamp algae on the toes, and a woman a little too plantlike to be entirely human anymore due to an extended use of magic. I want to try and stay away from more voodoo-ey type stuff though, as an old black voodoo woman is a bit too cliche. My thoughts on the personality come to a sort of practical, almost regal demeanor, but when not an underling or an enemy, can end up quite rudely funny? Like Angela Bassett mixed with Miriam Margolyes. Very intimidating, but then tells you a dirty joke if she likes you. Abilities are all like, swampy mushroomy witchy druidy etc. you get the idea.
Gun - “Will-o-wisp” Practical service pistol, slightly worn, wood engravings on the handle. Similar maybe to Mina’s pistol, but a bit more “oomph”.
Ability 1 - “Quagmire” Active: A small placed trap, placeable on all flat surfaces, with a max duration that is quite long. Visually the trap would be sticks and mushrooms and other paraphernalia in a particular rune shape. The traps visibility fades with distance. When an enemy (hero or minion) steps within a certain radius of it, it rattles then explodes after a delay, doing small damage. Charge based ability. Passively causes all her abilities and attacks to apply stacks of “Anurotoxin”, doing damage over time per stack, but not able to kill. If an enemy hero reaches a certain number of stacks, they are turned into a frog for a duration, with said transformation having an individual cooldown per target. Upgrades could increase the stacks applied by the passive, or radius or cooldown, etc.
Ability 2 - “Shift Shrooms” A two for one charge based ability. Primary cast has you select an ally hero, or self if none available, and temporarily buff them with increased max hp and increased model size. A mini Colossus if you will. Can stack multiple times. Alt cast targets an ally hero, or self if none available, and temporary increases their movement speed and decreases their model size, much like the new Shrink Ray item. Can stack the effect, however they do not get smaller, just faster. Upgrades could do things like give increased melee resist to allies who are big, or slow resist to allies who are small.
Ability 3 - “Wind Press” Blasts a cone of wind where she is aiming, knocking back all enemies hit and launching herself in the opposite direction. Either as part of the base ability, or as upgrades to said ability, could reduce/remove air friction and reduce gravity for Amanita herself after cast.
Ult - “Noxious Terrain” A large AoE centered on Amanita is conjured, covering all the terrain within it in a marshy mess. Enemies who move on the terrain take stacks of “Anurotoxin” for the distance they move, and their movement speed and jump height is reduced. Upgrades could maybe allow it to buff allies? Maybe when maxed it would prevent movement abilities for enemies that have a certain minimum stacks of Anurotoxin.
A utility mage, adding space control and buffs for allies that aren’t directly healing or dps buffs. Has some mobility and ability to set up combos with herself or allies. Also I like the idea of having someone Haze of all people really respects.
Infamous Mad Mage Escapes Execution.
The ink had barely dried on the documents certifying her retirement, and what was supposed to be the crown jewel in her career was somehow out evading law enforcement and her former agents alike. That wouldn’t stand. She knew a Maelstrom was brewing, and even if she wasn’t strong enough alone to take Seven in, she knew a Patron certainly solve that problem one way or another…”
Aesthetically, there’s sort of a “clash” of two worlds here: a former director of an established government office, and: a very sort of almost stereotypical swampy mushroomy witch/druid type. Distinguished, but almost messy. Embroidered suits with puffball cufflinks. A solid gold lapel pin of a stick figure fetish. Practical loafers with swamp algae on the toes, and a woman a little too plantlike to be entirely human anymore due to an extended use of magic. I want to try and stay away from more voodoo-ey type stuff though, as an old black voodoo woman is a bit too cliche. My thoughts on the personality come to a sort of practical, almost regal demeanor, but when not an underling or an enemy, can end up quite rudely funny? Like Angela Bassett mixed with Miriam Margolyes. Very intimidating, but then tells you a dirty joke if she likes you. Abilities are all like, swampy mushroomy witchy druidy etc. you get the idea.
Gun - “Will-o-wisp” Practical service pistol, slightly worn, wood engravings on the handle. Similar maybe to Mina’s pistol, but a bit more “oomph”.
Ability 1 - “Quagmire” Active: A small placed trap, placeable on all flat surfaces, with a max duration that is quite long. Visually the trap would be sticks and mushrooms and other paraphernalia in a particular rune shape. The traps visibility fades with distance. When an enemy (hero or minion) steps within a certain radius of it, it rattles then explodes after a delay, doing small damage. Charge based ability. Passively causes all her abilities and attacks to apply stacks of “Anurotoxin”, doing damage over time per stack, but not able to kill. If an enemy hero reaches a certain number of stacks, they are turned into a frog for a duration, with said transformation having an individual cooldown per target. Upgrades could increase the stacks applied by the passive, or radius or cooldown, etc.
Ability 2 - “Shift Shrooms” A two for one charge based ability. Primary cast has you select an ally hero, or self if none available, and temporarily buff them with increased max hp and increased model size. A mini Colossus if you will. Can stack multiple times. Alt cast targets an ally hero, or self if none available, and temporary increases their movement speed and decreases their model size, much like the new Shrink Ray item. Can stack the effect, however they do not get smaller, just faster. Upgrades could do things like give increased melee resist to allies who are big, or slow resist to allies who are small.
Ability 3 - “Wind Press” Blasts a cone of wind where she is aiming, knocking back all enemies hit and launching herself in the opposite direction. Either as part of the base ability, or as upgrades to said ability, could reduce/remove air friction and reduce gravity for Amanita herself after cast.
Ult - “Noxious Terrain” A large AoE centered on Amanita is conjured, covering all the terrain within it in a marshy mess. Enemies who move on the terrain take stacks of “Anurotoxin” for the distance they move, and their movement speed and jump height is reduced. Upgrades could maybe allow it to buff allies? Maybe when maxed it would prevent movement abilities for enemies that have a certain minimum stacks of Anurotoxin.
A utility mage, adding space control and buffs for allies that aren’t directly healing or dps buffs. Has some mobility and ability to set up combos with herself or allies. Also I like the idea of having someone Haze of all people really respects.
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