megamagicmonkey
New member
Wraith and High Roller definitely know each other.
Concept: Bring a certain amount of chaos and unpredictability into your games. High Roller dabbles in inconsistency and odds manipulation.
Primary weapon: One-Armed Bandit - A shotgun with a slot machine feature built in.
Ability 1: Dice toss - Toss two large dice in front of you that detonate when at rest and deal their base damage times the number rolled in an AoE around each die. Targets hit by multiple dice in a singe cast take extra damage. Base damage 20 per die (spirit scaling) in a 3 meter radius (spirit scaling). +50% bonus damage if hit by multiple dice. 40 second cooldown.
Upgrade 1 - Reduced cooldown.
Upgrade 2 - Heroes hit by the dice have their spirit and bullet resist reduced by the result on the die for 9 seconds.
Upgrade 3 - Roll 2 additional dice.
Ability 2: Lucky Mark - Curse or bless an ally with bad/good luck. Every second cursed enemies gain a small debuff to a random stat for two seconds. Blessed allies gain a small buff to a random stat every second that last two seconds. Lucky Mark can be a charged ability. Charge cooldown of 10 seconds, ability cooldown of 40 seconds, duration of 30 seconds (spirit scaling). Range of 12 meters.
Upgrade 1 - Reduced cooldown, becomes a charged ability with 2 charges.
Upgrade 2 - After affecting its initial target, bounces to the nearest hero (ally or enemy) within 20 meters.
Upgrade 3 - Enemies have a 30% chance of each bullet hitting them count as a headshot. Allies have a 6% chance to negate a source of damage.
Ability 3: (passive) Your magazine size changes within a certain range each time you empty it and the slots on the weapons spin. Larger magazines gain improved fire rate and smaller magazines gain increased damage proportional to the gap from its base stats. On a Jackpot, your magazine size becomes 1 and your next shot deals massive damage and inflicts the enemy hit with Lucky Mark.
Upgrade 1 - The variable range widens.
Upgrade 2 - The variable range widens again.
Upgrade 3 - Manually reloading your gun when it only has 1 shot left ensures the next reload results in a jackpot.
Ability 4: High Stakes - Spin a roulette wheel with you and each enemy in line of sight in front of you represented. Whoever it lands on gains a gradually fading debuff that lowers their max HP by half, their spirit and bullet resistance by 15%, and their move speed by 30%. Odds on all faces are even, except for the jackpot (initially 2% chance) which absorbs from High Roller's representation. Landing on Jackpot effects all enemy heroes on the wheel. Debuff duration of 15 seconds. Cooldown 190 seconds. Range 25 meters (spirit scaling).
Upgrade 1 - Reduces cooldown by 30 seconds.
Upgrade 2 - Bullet and spirit resistance lowered by another 15%.
Upgrade 3 - Jackpot odds increase to 5%.
As always, feedback is appreciated.
Concept: Bring a certain amount of chaos and unpredictability into your games. High Roller dabbles in inconsistency and odds manipulation.
Primary weapon: One-Armed Bandit - A shotgun with a slot machine feature built in.
Ability 1: Dice toss - Toss two large dice in front of you that detonate when at rest and deal their base damage times the number rolled in an AoE around each die. Targets hit by multiple dice in a singe cast take extra damage. Base damage 20 per die (spirit scaling) in a 3 meter radius (spirit scaling). +50% bonus damage if hit by multiple dice. 40 second cooldown.
Upgrade 1 - Reduced cooldown.
Upgrade 2 - Heroes hit by the dice have their spirit and bullet resist reduced by the result on the die for 9 seconds.
Upgrade 3 - Roll 2 additional dice.
Ability 2: Lucky Mark - Curse or bless an ally with bad/good luck. Every second cursed enemies gain a small debuff to a random stat for two seconds. Blessed allies gain a small buff to a random stat every second that last two seconds. Lucky Mark can be a charged ability. Charge cooldown of 10 seconds, ability cooldown of 40 seconds, duration of 30 seconds (spirit scaling). Range of 12 meters.
Upgrade 1 - Reduced cooldown, becomes a charged ability with 2 charges.
Upgrade 2 - After affecting its initial target, bounces to the nearest hero (ally or enemy) within 20 meters.
Upgrade 3 - Enemies have a 30% chance of each bullet hitting them count as a headshot. Allies have a 6% chance to negate a source of damage.
Ability 3: (passive) Your magazine size changes within a certain range each time you empty it and the slots on the weapons spin. Larger magazines gain improved fire rate and smaller magazines gain increased damage proportional to the gap from its base stats. On a Jackpot, your magazine size becomes 1 and your next shot deals massive damage and inflicts the enemy hit with Lucky Mark.
Upgrade 1 - The variable range widens.
Upgrade 2 - The variable range widens again.
Upgrade 3 - Manually reloading your gun when it only has 1 shot left ensures the next reload results in a jackpot.
Ability 4: High Stakes - Spin a roulette wheel with you and each enemy in line of sight in front of you represented. Whoever it lands on gains a gradually fading debuff that lowers their max HP by half, their spirit and bullet resistance by 15%, and their move speed by 30%. Odds on all faces are even, except for the jackpot (initially 2% chance) which absorbs from High Roller's representation. Landing on Jackpot effects all enemy heroes on the wheel. Debuff duration of 15 seconds. Cooldown 190 seconds. Range 25 meters (spirit scaling).
Upgrade 1 - Reduces cooldown by 30 seconds.
Upgrade 2 - Bullet and spirit resistance lowered by another 15%.
Upgrade 3 - Jackpot odds increase to 5%.
As always, feedback is appreciated.