TheMadWanderer
New member
Basker & Goose
Backstory:
A local groundskeeper, Basker, contacted the Baxter Society shortly after its founding regarding a significant loss of local fowl in the area. Upon arrival, hunters in the society found Goose a “small” hellhound pup sitting by the fire in Basker’s small cabin.
In return for allowing the society to study the hellhound, Basker was offered employment with the society as their Quartermaster, where he has remained ever since.
Gun (Blunderbuss): A high spread, very short-ranged shotgun. Starting Ammo is 2.
Melee:
Light: Smash with the butt of your claymore
Heavy: Hold claymore by the tip and swing! ( I was also given the idea that this could be a dog bite. Thank you @Kaky from discord)
Ability 1 (Goose): Send out Goose from your shadow in a line, dealing spirit damage over time to enemies hit. This ability ignores walls and obstacles.
I. Goose possesses the shadow of the last hero hit, letting out a baying howl every second for 3 seconds.
II. Increase Goose’s run speed.
III. The possessed hero is silenced for the duration.
Ability 2 (Stuff the Barrel):
Drastically increase your reload speed and increase your gun's damage ranges.
I. Gain Bullet Lifesteal for the duration.
II. Gain Melee damage after reload
III. While active, successful parries extend the duration.
Ability 3 (Armaments):
Active: Switch between 2 armaments, changing your alt fire.
Blunderbuss: You can zoom to fire all rounds in the magazine in a single shot. dealing 100% bullet damage + 10% for each extra round consumed.
Claymore: Your alt fire no longer zooms or deals a ranged attack. Instead, deal a light melee attack in a line in front of you. This does not consume ammo and does not stun when parried (Damage is still prevented).
I. Your coach gun now deals additional spirit damage to close-range enemies.
II. Switching armaments adds 2 ammo. This can go over your magazine size. This effect does not stack.
III. Hitting a hero with your claymore reduces non-ultimate cooldowns by 1s.
Ultimate (Enchant Arms):
Activate the wards on your weapons to enhance their effects
Blunderbuss: Your alt fire causes you to be knocked backwards, slowing enemy heroes in an area around your initial location.
Claymore: Your alt fire causes you to dash forward, dealing heavy melee damage to all in your path. Those hit lose bullet resistance.
I. Cooldown reduction
II. Your claymore gains damage amp against slowed targets
III: Gain Unstoppable for 2s after switching armaments.
Backstory:
A local groundskeeper, Basker, contacted the Baxter Society shortly after its founding regarding a significant loss of local fowl in the area. Upon arrival, hunters in the society found Goose a “small” hellhound pup sitting by the fire in Basker’s small cabin.
In return for allowing the society to study the hellhound, Basker was offered employment with the society as their Quartermaster, where he has remained ever since.
Gun (Blunderbuss): A high spread, very short-ranged shotgun. Starting Ammo is 2.
Melee:
Light: Smash with the butt of your claymore
Heavy: Hold claymore by the tip and swing! ( I was also given the idea that this could be a dog bite. Thank you @Kaky from discord)
Ability 1 (Goose): Send out Goose from your shadow in a line, dealing spirit damage over time to enemies hit. This ability ignores walls and obstacles.
I. Goose possesses the shadow of the last hero hit, letting out a baying howl every second for 3 seconds.
II. Increase Goose’s run speed.
III. The possessed hero is silenced for the duration.
Ability 2 (Stuff the Barrel):
Drastically increase your reload speed and increase your gun's damage ranges.
I. Gain Bullet Lifesteal for the duration.
II. Gain Melee damage after reload
III. While active, successful parries extend the duration.
Ability 3 (Armaments):
Active: Switch between 2 armaments, changing your alt fire.
Blunderbuss: You can zoom to fire all rounds in the magazine in a single shot. dealing 100% bullet damage + 10% for each extra round consumed.
Claymore: Your alt fire no longer zooms or deals a ranged attack. Instead, deal a light melee attack in a line in front of you. This does not consume ammo and does not stun when parried (Damage is still prevented).
I. Your coach gun now deals additional spirit damage to close-range enemies.
II. Switching armaments adds 2 ammo. This can go over your magazine size. This effect does not stack.
III. Hitting a hero with your claymore reduces non-ultimate cooldowns by 1s.
Ultimate (Enchant Arms):
Activate the wards on your weapons to enhance their effects
Blunderbuss: Your alt fire causes you to be knocked backwards, slowing enemy heroes in an area around your initial location.
Claymore: Your alt fire causes you to dash forward, dealing heavy melee damage to all in your path. Those hit lose bullet resistance.
I. Cooldown reduction
II. Your claymore gains damage amp against slowed targets
III: Gain Unstoppable for 2s after switching armaments.