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i really like summoner heroes in games, chen/warlock/np/bp/visage in dota, tiamat in smite, caliban in warframe, to name a few... the power fantasy of just having a whole personal army at your disposal is unparalleled to me, as i was never really a big fan of the "turret summoner" hero. i feel like it's the equivalent of just putting down another gun. so i wanted to throw my own hat in the ring and make a concept to give it a shot

A FATE'S TALE
Little Lamplight
A consistent, damaging, short-ranged beam of light to guide lost souls towards the afterlife. Aim to focus the beam into a tighter, longer stream of energy to more accurately secure souls.
Skill 1: Enlighten (65s)
Channel for a few seconds to convert a targeted creep to the cause, bestowing with them a new body. An Enlightened creep inherits 20% of The Gravekeeper's attributes, on top of their existing stats, with a base maximum of 2 Enlightened at a time.
Enlightened creeps mimic The Gravekeeper, shooting with low to medium damage. Channel time is based off of the creep's tier, from 3-5 seconds. Enlightened creeps can also light and heavy melee, if The Gravekeeper does so as well.
Skill 2: The Bell Toils (23s)
The Gravekeeper pounds on his chest to ring his inner bell, granting movement speed, HP regen, and resistances to himself and allies in an area around him, as well as knocking enemies up and away from him.
The buff duration does not stack, instead, continuous uses refreshes the duration.
Skill 3: Guiding Light (46s)
The Gravekeeper starts to march, encouraging allies in the vicinity to fight with him, slowly increasing nearby allies' fire rate and movement speed, while dragging converted creeps along with him.
The bonuses ramp up for +2.5% per second, with a cap of +20%, fading at the same rate when straying away from the area of effect. Base duration of 10 seconds.
Ultimate: Beacon of Hope (170s)
The Gravekeeper illuminates himself in an area around him, buffing his allies' resistances and healing them continuously, while hiding other allies' HP bars outside its vicinity, forcing enemies to focus on The Gravekeeper.
The bonuses ramp up for +2.5% per second, with a cap of +20%, fading at the same rate when straying away from the area of effect. Base duration of 10 seconds.
Hero Selection:
Design Process
making up a concept for a minion type character, an archetype that would usually be found in isometric, moba/rts type games rather than shooters, was a bit of a challenge for me. i've had experience making (fan made) concepts for other games, but never really a game as unique as deadlock. so i kind of wanted to put in my process here as a bonus
initially, the idea of a minion type summoner didn't come from me wanting to run down a 12vs6, rather came from the thought of where exactly souls come from -- and what do they really represent in the universe? are these just the souls of any living thing, or are the patrons specifically plucking out spirits from graves and cemeteries to stuff into little candle men and fight in their tug of war?
Character
personality wise, fossor's meant to look somewhat imposing yet welcoming at the same time, depending on what side of the team you're looking at him from. he's resolute, he's determined, yet you will only see that in a good light (heh) if you were on his side, and not on his shade.
anyway thank u for reading <3 i'm not the best at balance so i would love to hear some thoughts on the kit

In times of death and despair, there is always a light at the end of the tunnel. The Gravekeeper is an unyielding, indomitable force who guides the lost and weary, boosting their morale towards a greater purpose, one that will elicit a better afterlife for every living soul. Enlighten misguided spirits to a virtuous path, acting as their Guiding Light as you march alongside them towards the heat of battle. The Bell Toils for all, as even death should not stand as an obstacle from your righteous cause, encouraging allies to remain steadfast whilst knocking those who oppose you. And if all else fails, stand as their Beacon of Hope, holding the line as even the enemy could do much but fight. - 'We rage against the dying of the light.'"Neither humanity nor the patrons must disturb these resting spirits. I must earn for them their well deserved rest."
A FATE'S TALE
Across generations, in the practiced art of mysticism and magics, the spirit was always the catalyst to its success. A spell is cast, the spirit takes heed, collaborating with the body to expunge its hidden power. The body houses it in return, to keep it safe amidst the dangers of the outer world. And ever the body falls, and it will, with time, the spirit would part from it to join its brethren in the heavens.
Not anymore.
For ever since the cold hands of the industries had started to extend itself past the mortal coil, a peaceful death felt more and more unlikely. Instead of passing over quietly, spirits were contained, abused, misconstrued into weapons of destruction, only to be shipped out to deny more poor souls of their proper peace.
And somewhere, out in the distance of these smoky, corrupting factories, was a man who saw it all.
A man who watched it rise from its very roots only to spring its thorny branches to cover the sun's light.
A man who fought with a beaten, breaking body to protect the passing of the dead, to stand firm for rugged graves.
And a man who fell into his own in the process, to die, mourning not himself, but the frightening fate of an empty, soulless afterlife.
Yet with the Patrons' arrival, his unwavering will had caught their attention, even past the spiritual veil. They'd pluck him betwixt their amassing armies, crafting him a body anew, yet even in rebirth, he was unwilling to serve a cause he did not believe in.
But instead of being forced into it, he was given the opportunity of choice, a wish, -- a chance to bring solitude back to those that were taken away from it. And the moment he had heard of such a proposal...?
He could not just stand idly by and miss their rightful liberation.
Weapon and Abilities
Little Lamplight
A consistent, damaging, short-ranged beam of light to guide lost souls towards the afterlife. Aim to focus the beam into a tighter, longer stream of energy to more accurately secure souls.
A low damaging, but rapid fire weapon with a selectable spread to more accurately secure souls. Similar to Bebop's main weapon, except it can hit multiple enemies at the same time.
Skill 1: Enlighten (65s)
Channel for a few seconds to convert a targeted creep to the cause, bestowing with them a new body. An Enlightened creep inherits 20% of The Gravekeeper's attributes, on top of their existing stats, with a base maximum of 2 Enlightened at a time.
Enlightened creeps mimic The Gravekeeper, shooting with low to medium damage. Channel time is based off of the creep's tier, from 3-5 seconds. Enlightened creeps can also light and heavy melee, if The Gravekeeper does so as well.
| Tier 1 | -30s cooldown. Newly Enlightened now inherit 25% of the Gravekeeper's stats. Enlighten can now target T2 creeps. |
| Tier 2 | Maximum Enlightened increased to 4. Newly Enlightened now inherit 30% of the Gravekeeper's stats. |
| Tier 3 | Maximum Enlightened increased to 6. Newly Enlightened now inherit 40% of the Gravekeeper's stats. Can now target T3 creeps. |
Note: Enlightened troopers are supposed to have varying appearances, but I didn't have the time nor the motivation to draw them at the moment. For now, just have the little ones here that I've started to endearingly call "Trowels" (ty evil and intimidating skeleton).Enlighten can be used aggressively in the lane by denying enemy farm as you would with Cultist Sacrifice, sneaking into their backline and snatching a Denizen or two. In the late game, Enlightened Tier 3 troopers will allow The Gravekeeper to start amassing a personal army of resistant Enlightened, blocking bullets and spells with their own bodies.
Enlightened creeps can also be strong in the early game, utilizing converted Medic Troopers to hoard a personal healing zone for you and your allied laner, but can be shut down quickly in the midgame one by one if The Gravekeeper hasn't bothered to level up the spell.
Be careful, though, as the channel time renders The Gravekeeper susceptible to Heavy Melee attacks, unless he decides to cancel it to sneak in a cheeky parry.
Skill 2: The Bell Toils (23s)
The Gravekeeper pounds on his chest to ring his inner bell, granting movement speed, HP regen, and resistances to himself and allies in an area around him, as well as knocking enemies up and away from him.
The buff duration does not stack, instead, continuous uses refreshes the duration.
| Tier 1 | -10s cooldown. |
| Tier 2 | Buff duration increased to 4s. |
| Tier 3 | Resistance buff now scales through Spirit. |
The Bell is The Gravekeeper's primary way to sustain his Enlightened throughout a firefight. Without it, he might find himself alone quicker than he realizes, as he's shut down promptly after.
Saving one charge of The Bell allows him to escape with his troopers with ease, however, it can still be used as an offensive tool, chaining gong to gong until the enemy is forced into a corner to take the full brunt of your trooper's attacks.
Skill 3: Guiding Light (46s)
The Gravekeeper starts to march, encouraging allies in the vicinity to fight with him, slowly increasing nearby allies' fire rate and movement speed, while dragging converted creeps along with him.
The bonuses ramp up for +2.5% per second, with a cap of +20%, fading at the same rate when straying away from the area of effect. Base duration of 10 seconds.
| Tier 1 | Duration increased to 14s. |
| Tier 2 | Maximum bonus increased to 35%. |
| Tier 3 | Cast again to rally all Enlightened to The Gravekeeper's area, granting them +350 Barrier that fades overtime. |
Guiding Light is a consistent, steroid buff that increases The Gravekeeper and his allies (notably his Enlightened) ability to rotate, respond, and reposition. This should be used as a way to escape AoE spells that would otherwise wipe his squad of troopers out. By the late game, this skill should be active practically all the time.
His Tier 3 upgrade is important if you plan to play more aggressively, as his Enlightened are prone to being torn apart by strong area of effect abilities, like Seven's Storm Cloud, Infernus's Flame Dash, Bebop's Hyper Beam, amongst many others, allowing him to reposition his troopers someplace safe until the storm calms down.
Ultimate: Beacon of Hope (170s)
The Gravekeeper illuminates himself in an area around him, buffing his allies' resistances and healing them continuously, while hiding other allies' HP bars outside its vicinity, forcing enemies to focus on The Gravekeeper.
The bonuses ramp up for +2.5% per second, with a cap of +20%, fading at the same rate when straying away from the area of effect. Base duration of 10 seconds.
| Tier 1 | The Gravekeeper grants 350 Barrier to all allies in its initial casting range, rapidly depleting when leaving its range. |
| Tier 2 | Deals 33% of HP healed as damage to nearby enemies. Maximum bonus increased to 35%. |
| Tier 3 | Excess healing turns into Barrier for The Gravekeeper and nearby allies, rapidly depleting when leaving its range, to a maximum of 20% of their max HP. |
Beacon of Hope is The Gravekeeper's ultimate that allows him to turn the tides of a losing teamfight, so long as his allies stick close to him, however, he may also use this ultimate defensively to allow his teammates to escape through its shade.
Dialogue
Hero Selection:
In-Game:On Select:
"These lost spirits need guidance in times of darkness."
"The patrons mustn't abuse these resting spirits. I must grant them their well deserved rest."
"I am no mere little lamplight."
"They cry for absolution, liberation... freedom. I will deliver."
"I'll light the way."
"I can't allow the Patrons to misuse these poor souls."
"Do not go gentle into that good night."
"Rage. Rage against the dying of the light."
On Deselect:
"You have a light of your own, I see. Good. Hold onto it. Never let go."
"Grant them a swift end in my absence -- that's all I ask."
"It seems you didn't need my guidance after all."
"Someone needs to stay behind and tend to the graves. I imagine the aftermath will be... pressing."
"I ask you'd reconsider. Have you not heard of the tragedies Fairfax had elicited?"
"Perhaps I'll have to bide my time. For now."
"My time will come... soon enough."
"I don't believe you understand the weight of your decision, but if you insist."
Conversations/Interactions:On Item Threshold:
"I hope that shopkeeper knows what he's doing."
"They call out to me..."
"Hush, hush... you're safe now."
"I saved just the spot for you."
"I need better equipment for the trek ahead."
Upgrade 1:
"They don't know what they fight for... I must enlighten them."
"I'll guide them to a better path."
"The Patrons can't keep getting away with this."
Upgrade 2:
"It toils for them."
"Death will come for them in due time."
"I hate doing this with my head on. And I thought migraines couldn't have existed if you never had the brain to feel it..."
Upgrade 3:
"My light will guide the way."
"I'll lead them into the fray, and come back still beating."
"...I'm only worried they might stray into places they shouldn't be in."
Upgrade 4:
"In the beginning... there was light."
"I bear the light for my friends... and for our foes."
"I once was told I had a certain brightness to myself. I couldn't see them with the lantern, though."
Desperation:
"I will not let us be snuffed out!"
"Through burning wax!"
"You will not extinguish us!"
"Our light will burn you in its fleeting moments!"
Convert:
"You will serve our cause."
"Do you see why we fight, now?"
"A pity we must do this."
"Change your ways."
"I enlighten you."
"Enlightened."
Pocket:
TG: "Your father, Fairfax..."
P: "I don't want to talk about him."
TG : "Actually... I wanted to know more about what he's done."
P: "He's done enough. And today, I'm going to put a stop to it."
TG: "I believe I've already grown acquainted to you, boy."
McGinnis:
McG: "You're a weird looking trooper. What's up with the shovel?"
TG: "..."
McG: "...silent type, huh? Figures."
TG: "I do not want to associate with someone who does not value basic human life."
McG: "Fairfax pays me pretty good value, actually. You should see my paycheck."
Grey Talon:
TG: "You're old."
GT: "Keen observation."
TG: "How much longer do you think, until...?"
GT: "I can still fight, if that's what you're worried about."
TG: "I'm worried that I might not have the time."
GT: "The time for what?"
TG: "To prepare you a good place to rest."
GT: "...I appreciate the thought. But I'd have all the rest I need once we win today."
Paige:
TG: "...deep into that darkness, peering..."
P: "Long I stood there, wondering, fearing..."
TG: "...you're afraid?"
P: "Oh -- no, no, I just, thought you were quoting Poe, I'm not that scared, really, hehe, m-maybe a teensy bit worried, considering, you know, we don't really know what the other team's going to be wishing for.I just hope no one there has a vendetta against librarians,buuut... what about you? Are... you scared?"
TG: "I was... and... yes. I am."
Vindicta:
V: "You're a strong soul, Vindicta. I can't have ever imagined having to go through all of that pain..."
TG: "You won't have to imagine. You're about to see a first-hand demonstration."
Doorman Ultimate:
D: "You're cold. You're tired. You're aching. And you try so desperately not to show it, but you are. Every single moment, your joints creak, your metals rust, and it gets harder and harder to maintain that your very soul is aching. Why not relax for a moment, Fossor? Let go... and the Baroness will keep you safe, as you would with your kind."
D: "You believe yourself to be noble. To be righteous. To be honorable, sinless. That all these transgressions, these heinous acts, these deeds you'd once swear never to do in your lifetime would all be worth it. That you would be redeemed in the end. But what then, Fossor, when you make it through it all, despite the odds? What else will you think of in that restful solitude after you've done relishing in your short-termed victory? What else, but the very screams of the souls, the spirits, and the people you hurt to get there.
You are no different. You are as cold and relentless as the very machine you so desperately fight against."
Venator Kill:
TG: "Forgive me, father, for I have sinned."
Design Process
making up a concept for a minion type character, an archetype that would usually be found in isometric, moba/rts type games rather than shooters, was a bit of a challenge for me. i've had experience making (fan made) concepts for other games, but never really a game as unique as deadlock. so i kind of wanted to put in my process here as a bonus
initially, the idea of a minion type summoner didn't come from me wanting to run down a 12vs6, rather came from the thought of where exactly souls come from -- and what do they really represent in the universe? are these just the souls of any living thing, or are the patrons specifically plucking out spirits from graves and cemeteries to stuff into little candle men and fight in their tug of war?
they're present in a lot of character's kits and design, yet we don't really have anyone that actually puts emphasis not on what it can do (e.g. pocket with their suitcase and mcginnis with her machines), rather the actual origin point; that is, what is a soul, and what does it do?
fossor, or the gravekeeper, is my hypothetical answer to that, and unintentionally became an antithesis as to what souls are usually used for in the lore, from fairfax industries stuffing them into batteries to power their machines of destruction, to the living spirit jar that runs around the streets of the cursed apple, i wanted someone who was on that side for once. and so fossor was born
i figured it was only right that he would be the "trooper" hero, considering, he himself, is, or would be just a really buff trooper.
Character
personality wise, fossor's meant to look somewhat imposing yet welcoming at the same time, depending on what side of the team you're looking at him from. he's resolute, he's determined, yet you will only see that in a good light (heh) if you were on his side, and not on his shade.
he believes his cause to be just and true, but if you were against that, for any reason whatsoever, he'd deem you a horrible person.
i wanted to emphasize this further with how he treats his fellow 'troopers', with enlighten being his way to try to convince them out of the patron's grasp, he takes pride in his "brethren", showcasing their light beside his own on his figure.
he marches with them, he fights alongside them, for without them, the very souls he fights for, his very purpose, then what is he? and so, whatever forces him to suddenly reflect on that, he responds with spite. anger, resentment, rage. a face you would never see otherwise until you provoked the flame
anyway thank u for reading <3 i'm not the best at balance so i would love to hear some thoughts on the kit