Aer
Member
This is a bit barebones of a suggestion, but I saw an idea about a heavily armored character in Deadlock, and it reminded me of two characters—one from Gigantic named Aisling who is alive and summons the spirit of her deceased knightly father to assist her in battle, and Princess Zelda when she was a ghost in Spirit Tracks after having her body stolen.
I think it'd be interesting to have a character that is a pair—one being a ghost or living person and the other being a marionette that controls itself but can be possessed or directly controlled by the puppeteer's spirit/control bar.
The puppeteer has its own abilities:
Weapon. Saccharine Unity (a control bar).
The marionette's abilities—what the puppeteer will use upon Possession:
The marionette's stats could depend on the puppeter's boons and investments while also benefitting from the puppeteer's items when possessed. Alternatively, the marionette can benefit from both, excluding the investments, at all times.
I think it'd be interesting to have a character that is a pair—one being a ghost or living person and the other being a marionette that controls itself but can be possessed or directly controlled by the puppeteer's spirit/control bar.
The puppeteer has its own abilities:
Weapon. Saccharine Unity (a control bar).
- Shoots a malefic bolt of shadow energy in the form of a grasping hand from puppeteer's control bar. When the marionette is within range of the puppeteer, the marionette will also shoot a similar bolt of energy that seeks the enemy the puppeteer targeted with their reticle.
- If the marionette is preset and within range, the puppeteer's alt fire could command the puppet to light melee. If held, the marionette heavy melees.
- If the marionette is not present or not within range, the puppeteer's alt fire could shoot short-ranged tensile strings from their control bar that slice and bleed (weapon damage over time).
- Their light melee could be a simple thwack with their control bar.
- Their heavy melee could be a shadowy hand from their control bar that punches or slaps.
- An offensive ability that deals damage, debuffs/crowd controls, or both with the strings of their control bar.
- A command for the marionette.
- Normal press directs the marionette to do something based on what the puppeteer is looking at while an ALT press tells the marionette to follow the puppeteer or defend/assist if looking at an ally.
- The marionette could get a small fire rate buff when commanded to do attack/defend to encourage its usage over letting them decide what to do for themselves.
- Possession.
- The puppeteer takes direct control of the armor and gets a new set of abilities—including a new ultimate.
- This ability could have a duration.
- The possessed marionette can light melee, heavy melee, and parry.
- If living, puppeteer's body could be left lifeless where it activated the ability until they in/voluntarily return to their body.
- If the body is killed while the puppeteer's spirit is possessing the marionette, the puppeteer will die when the marionette is destroyed.
- If a ghost, the puppeteer could possess the marionette and pilot it like a vehicle—impervious to all harm—until the marionette is destroyed or the duration ends.
- If living, puppeteer's body could be left lifeless where it activated the ability until they in/voluntarily return to their body.
- Reconstruction.
- The puppeteer can reconstruct the marionette if it is destroyed.
- This ability is unavailable if the puppeteer is possessing the marionette.
- The marionette does not use any of the below abilities unless possessed.
- (Reconsidering this since I'm not sure how strong the puppeteer might be if the marionette randomly used its abilities when not possessed. I guess they could randomly use abilities during Greater Possession.)
- The puppeteer can reconstruct the marionette if it is destroyed.
The marionette's abilities—what the puppeteer will use upon Possession:
- Tensile strings unleashed from its arms that garrote enemies, bleeding (spirit damage over time) and pulling them a distance towards the marionette.
- If it manages to pull an enemy in front of it, the marionette could unleash hidden blades to pierce or shadowy hands/tendrils to asphyxiate them, dealing spirit damage.
- If shadowy hands/tendrils, it could silence.
- If it manages to pull an enemy in front of it, the marionette could unleash hidden blades to pierce or shadowy hands/tendrils to asphyxiate them, dealing spirit damage.
- Leap a short distance and perform a graceful sweeping kick upon landing that knocks enemies up, dealing weapon or melee damage.
- Release shadowy energy into the earth that manifests as dark hands, reaching up to grasp enemies with the intent to hinder and cripple, dealing spirit damage.
- If the hands grasp an enemy that is in midair (nearly the height of two jumps), they will be yanked back down to the ground and are briefly immobilized.
- Greater Possession, empowered by the puppeteer entwining their soul with the unknown entity piloting their marionette, the puppeteer seizes the body of an enemy player.
- The possessed player is considered an enemy to their former allies during the duration.
- The marionette will act on its own again while its puppeteer is possessing an enemy player.
- During the duration, the possessed player gains a special barrier that must be destroyed to end their possession early.
- True damage could still bypass this barrier. When it does, it could directly harm the puppeteer instead of the possessed player.
- If the puppeteer is a living character, killing their body will also end the possession early and force their spirit back into the marionette.
- If the marionette has also been destroyed, the puppeteer simply dies.
- During the duration, the possessed player gains a special barrier that must be destroyed to end their possession early.
The marionette's stats could depend on the puppeter's boons and investments while also benefitting from the puppeteer's items when possessed. Alternatively, the marionette can benefit from both, excluding the investments, at all times.
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