Finality
New member
Director is a Sandman, being Haze’s direct superior officer, second in command of the entire Sandman directive. Director is the pinnacle of experimentation in dream science, being simultaneously in the real world as well as the dream world and able to affect both at will to a terrifying degree to horrify and ‘pacify’ any targets of the Sandmen.
Director has a tall height, and floats off the ground slightly, not really moving it’s legs as it ‘walks’. This causes it to be completely silent while moving, unlike every other Hero. Dashes and double jumps can still be audibly heard, as well as sliding, which is the only point where Director touches the ground with their feet. Unlike most characters, Director stands up when sliding, making them much easier to shoot. Again, unlike most characters, Director has a bit of a hunch, making it basically impossible to headshot them from behind. When attacking, Director morphs their body to suit the needs at hand, such as turning their arm into a curved black blade when heavy-meleeing, or causing their hand to turn into a gun when firing. Director wears a gas mask similar to WW1 Era Allies model, complete with the hose. The hose connects to a small pack on their waistband, and the gas mask does not allow for their eyes to be seen. Director's skin is basically completely covered by it's outfit, being an outfit very similar to Haze, albeit with the suit not being tucked in to the pants along with a full necktie. Their arms are covered by the full sleves of their suit jacket, and it's hands are hidden by gloves. The only exposed patch of their real body is on their head, where the gas mask fails to cover the back of Director's head and neck, exposing a black gas that warps similar to Haze's head.
Director’s primary weapon, ‘Nightmare’, is a slow firing auto gun similar to Warden’s gun, save for the stats. It chugs along with high damage high speed rounds, albeit with a base magazine of 10, firing once every half second at base. The optimal range is between 10 and 30 meters, and has the added bonus of not having bullet drop off, at the cost of the bullets fading out of existence past their max range.
Director starts with 4 stamina and 600 HP, but moves slightly slower than most heroes.
Ability 1: Soul Leech (30 second cooldown)
Soul Leech acts similarly to Geist’s Life Drain, however instead of healing, Soul Leech grants a stacking damage boost against the target. This damage boost only applies to Director, so no teammates benefit from it. Life Drain has a maximum range of 10 meters, and an activation range of 6, making it have at least one option to deal with or scare off close range targets more easily. Range scales with Spirit Power, with both ability range and activation range scaling at 5 sp to 1 meter of range.
No Upgrades (Base): Soul Leech causes the target to take increasing damage from Director, as well as applying a damage over time of 15 per second. For every second Soul Leech is applied, the target gains an 8% damage vulnerability, to a max of 80%. Soul Leech lasts for 7 seconds.
Upgrade 1: +3 second duration.
Upgrade 2: -10 second cooldown.
Upgrade 3: Director gains a stacking 4% damage amp every time a target dies while under the effects of Soul Leech.
Ability 2: Shadow Meld (Channeled ability, 10 second duration, 40 second cooldown. Can be targetted by items and abilites and can be shot.)
Shadow Meld is Director’s version of stealth, able to submerge into the ground as an amorphous shadow and quickly swim through existence itself.
Unlike Haze, Shadow Meld is technically visible from any distance, although it is hard to spot given it visually appears like just a barely darker patch of shadow. This makes it more obvious when Director is not in shadow, mind you, considering there's just a blotch of darkness moving around in broad daylight.
While in Shadow Meld, Director can hop to another player’s shadow, be it friend or foe, and hide there, with this having a range of 10 meters. When doing this, Director visibly leaps from the shadow they are hiding in into the player’s shadow silently. If in a friendly player’s shadow, Director gives the player a portion of his total damage resistances and healing (10% of his total). This includes bullet and spirit siphon by the way. When in an enemy’s shadow, Director can leap out and stun that enemy for 2 seconds with a jumpscare. When the jumpscare ends, they are free to move again. Shadow Meld moves faster while actually in a shadow, or while invisible. You can use items in Shadow Meld and not cancel it. Shadow Meld does make an audible sound.
Upgrade 0: Gain the ability to meld with Shadow. Move 20% faster while in a shadow caused by natural map structures and walkers/guardians, or while invisible.
Upgrade 1: Press and hold Shadow Meld to leap to a player’s shadow. Give a friendly player a buff while in their shadow. When in an enemy player’s shadow, canceling Shadow Meld or having it end automatically will jumpscare the enemy for 2 seconds, stunning them for the duration of the jumpscare.
Upgrade 2: -15 second cooldown.
Upgrade 3: Shadow Meld allows Director to go up walls and hang on ceilings. +5 second duration.
Ability 3: Fuel the Nightmare (Passive)
Fuel the Nightmare causes all damage Director does to heal them at a rate of 10%. Unlike most forms of lifesteal, this *does* stack, and acts like their base lifesteal. After taking in to account the 10% lifesteal, lifesteal calculations return to normal. Lifesteal effects *against* Director have 10% removed.
Upgrade 0: Gain a passive, permanent 10% Lifesteal and 10% Lifesteal Resistance.
Upgrade 1: Base Lifesteal and Lifesteal Resistance amplified by an additional 2%.
Upgrade 2: Base Lifesteal and Lifesteal resistance amplified by an additional 4%.
Upgrade 3: Base Lifesteal and Lifesteal resistance amplified by an additional 6%. Shadow Melding into a friendly player now grants them ALL of Director’s lifesteal capabilities. Shadow melding into an Enemy player now REMOVES 22% of their lifesteal capabilities. (KEEP IN MIND, during this, Director is basically OUT OF THE FIGHT. They are ONLY adding/removing these effects.)
Ultimate: Symphony of Horror (Channel, Unstoppable, 160 second cooldown)
Unleash your true form and lay waste to those who dare approach you. Activating Symphony of Horror causes Director’s form to start jolting, their limbs audibly and visibly breaking and contorting before they enter an altered Shadow Meld after 2 seconds. During the channel, they can be stunned out of it to prevent Symphony of Horror from activating. This Shadow Meld is MUCH more visible, being a spot of pure blackness about 12 meters wide. Director CANNOT be stopped by any form of stun in this state. Upon entering the ground, an 8 second timer begins. You can activate Symphony of Horror before the timer ends, or it will activate automatically upon the timer ending. When activated again, Director will rise from the mass of shadow, now being pitch black with their eyes sporting bright white pupils, and any enemies still inside the aura of shadow will be lifted up into the air and slammed onto the ground for 15% of their max health, no matter how much health they have. They will also be unable to regenerate that 15% damage they took for 30 seconds. Director will have stolen that 15% health an added it to it’s max health. The damage scales at 20 spirit power to an additional 1% damage, as does the health steal. So if Director has an additional 60 Spirit Power, the damage and health steal will be equal to 18% of the victim's max health. If Director dies in these 30 seconds, the effect is lifted immediately. If not, it will lift after the 30 seconds.
Upgrade 0: Reveal your true form and damage enemies in a radius, stealing their max health equal to the damage you deal. Starts at 15% max health.
Upgrade 1: +4 seconds to the timer of Symphony of Horror. Move 50% faster during Symphony of Horror.
Upgrade 2: -30 second cooldown. +3 meter radius.
Upgrade 3: Slam enemies into the ground twice, effectively doubling the damage and health stolen. +10 seconds to the health steal duration. Enemies at or under under 15% health will be instantly killed by Symphony of Horror. Enemies killed this way permanently lose 10% of their max health until Director is killed.
Director has a tall height, and floats off the ground slightly, not really moving it’s legs as it ‘walks’. This causes it to be completely silent while moving, unlike every other Hero. Dashes and double jumps can still be audibly heard, as well as sliding, which is the only point where Director touches the ground with their feet. Unlike most characters, Director stands up when sliding, making them much easier to shoot. Again, unlike most characters, Director has a bit of a hunch, making it basically impossible to headshot them from behind. When attacking, Director morphs their body to suit the needs at hand, such as turning their arm into a curved black blade when heavy-meleeing, or causing their hand to turn into a gun when firing. Director wears a gas mask similar to WW1 Era Allies model, complete with the hose. The hose connects to a small pack on their waistband, and the gas mask does not allow for their eyes to be seen. Director's skin is basically completely covered by it's outfit, being an outfit very similar to Haze, albeit with the suit not being tucked in to the pants along with a full necktie. Their arms are covered by the full sleves of their suit jacket, and it's hands are hidden by gloves. The only exposed patch of their real body is on their head, where the gas mask fails to cover the back of Director's head and neck, exposing a black gas that warps similar to Haze's head.
Director’s primary weapon, ‘Nightmare’, is a slow firing auto gun similar to Warden’s gun, save for the stats. It chugs along with high damage high speed rounds, albeit with a base magazine of 10, firing once every half second at base. The optimal range is between 10 and 30 meters, and has the added bonus of not having bullet drop off, at the cost of the bullets fading out of existence past their max range.
Director starts with 4 stamina and 600 HP, but moves slightly slower than most heroes.
Ability 1: Soul Leech (30 second cooldown)
Soul Leech acts similarly to Geist’s Life Drain, however instead of healing, Soul Leech grants a stacking damage boost against the target. This damage boost only applies to Director, so no teammates benefit from it. Life Drain has a maximum range of 10 meters, and an activation range of 6, making it have at least one option to deal with or scare off close range targets more easily. Range scales with Spirit Power, with both ability range and activation range scaling at 5 sp to 1 meter of range.
No Upgrades (Base): Soul Leech causes the target to take increasing damage from Director, as well as applying a damage over time of 15 per second. For every second Soul Leech is applied, the target gains an 8% damage vulnerability, to a max of 80%. Soul Leech lasts for 7 seconds.
Upgrade 1: +3 second duration.
Upgrade 2: -10 second cooldown.
Upgrade 3: Director gains a stacking 4% damage amp every time a target dies while under the effects of Soul Leech.
Ability 2: Shadow Meld (Channeled ability, 10 second duration, 40 second cooldown. Can be targetted by items and abilites and can be shot.)
Shadow Meld is Director’s version of stealth, able to submerge into the ground as an amorphous shadow and quickly swim through existence itself.
Unlike Haze, Shadow Meld is technically visible from any distance, although it is hard to spot given it visually appears like just a barely darker patch of shadow. This makes it more obvious when Director is not in shadow, mind you, considering there's just a blotch of darkness moving around in broad daylight.
While in Shadow Meld, Director can hop to another player’s shadow, be it friend or foe, and hide there, with this having a range of 10 meters. When doing this, Director visibly leaps from the shadow they are hiding in into the player’s shadow silently. If in a friendly player’s shadow, Director gives the player a portion of his total damage resistances and healing (10% of his total). This includes bullet and spirit siphon by the way. When in an enemy’s shadow, Director can leap out and stun that enemy for 2 seconds with a jumpscare. When the jumpscare ends, they are free to move again. Shadow Meld moves faster while actually in a shadow, or while invisible. You can use items in Shadow Meld and not cancel it. Shadow Meld does make an audible sound.
Upgrade 0: Gain the ability to meld with Shadow. Move 20% faster while in a shadow caused by natural map structures and walkers/guardians, or while invisible.
Upgrade 1: Press and hold Shadow Meld to leap to a player’s shadow. Give a friendly player a buff while in their shadow. When in an enemy player’s shadow, canceling Shadow Meld or having it end automatically will jumpscare the enemy for 2 seconds, stunning them for the duration of the jumpscare.
Upgrade 2: -15 second cooldown.
Upgrade 3: Shadow Meld allows Director to go up walls and hang on ceilings. +5 second duration.
Ability 3: Fuel the Nightmare (Passive)
Fuel the Nightmare causes all damage Director does to heal them at a rate of 10%. Unlike most forms of lifesteal, this *does* stack, and acts like their base lifesteal. After taking in to account the 10% lifesteal, lifesteal calculations return to normal. Lifesteal effects *against* Director have 10% removed.
Upgrade 0: Gain a passive, permanent 10% Lifesteal and 10% Lifesteal Resistance.
Upgrade 1: Base Lifesteal and Lifesteal Resistance amplified by an additional 2%.
Upgrade 2: Base Lifesteal and Lifesteal resistance amplified by an additional 4%.
Upgrade 3: Base Lifesteal and Lifesteal resistance amplified by an additional 6%. Shadow Melding into a friendly player now grants them ALL of Director’s lifesteal capabilities. Shadow melding into an Enemy player now REMOVES 22% of their lifesteal capabilities. (KEEP IN MIND, during this, Director is basically OUT OF THE FIGHT. They are ONLY adding/removing these effects.)
Ultimate: Symphony of Horror (Channel, Unstoppable, 160 second cooldown)
Unleash your true form and lay waste to those who dare approach you. Activating Symphony of Horror causes Director’s form to start jolting, their limbs audibly and visibly breaking and contorting before they enter an altered Shadow Meld after 2 seconds. During the channel, they can be stunned out of it to prevent Symphony of Horror from activating. This Shadow Meld is MUCH more visible, being a spot of pure blackness about 12 meters wide. Director CANNOT be stopped by any form of stun in this state. Upon entering the ground, an 8 second timer begins. You can activate Symphony of Horror before the timer ends, or it will activate automatically upon the timer ending. When activated again, Director will rise from the mass of shadow, now being pitch black with their eyes sporting bright white pupils, and any enemies still inside the aura of shadow will be lifted up into the air and slammed onto the ground for 15% of their max health, no matter how much health they have. They will also be unable to regenerate that 15% damage they took for 30 seconds. Director will have stolen that 15% health an added it to it’s max health. The damage scales at 20 spirit power to an additional 1% damage, as does the health steal. So if Director has an additional 60 Spirit Power, the damage and health steal will be equal to 18% of the victim's max health. If Director dies in these 30 seconds, the effect is lifted immediately. If not, it will lift after the 30 seconds.
Upgrade 0: Reveal your true form and damage enemies in a radius, stealing their max health equal to the damage you deal. Starts at 15% max health.
Upgrade 1: +4 seconds to the timer of Symphony of Horror. Move 50% faster during Symphony of Horror.
Upgrade 2: -30 second cooldown. +3 meter radius.
Upgrade 3: Slam enemies into the ground twice, effectively doubling the damage and health stolen. +10 seconds to the health steal duration. Enemies at or under under 15% health will be instantly killed by Symphony of Horror. Enemies killed this way permanently lose 10% of their max health until Director is killed.