Heroman3003
New member
I had two separate ideas for some time now, one of a hybrid-support character focused on debuffing enemies and debuff-removing allies, as well as a concept of a backstory. So, after some theorycrafting, except the numbers because I suck at them, I present to you the Justicar, Friends of Humanity renegade.
Lore:
Friends of Humanity have been around for a while, terrorizing the more innocent parts of the occult world under premise of protecting mankind. In some respects, being almost like a cult, if you're born in one of their families, you're one of them for life. But when Justicar, a member of an extremely important family within the group, was presented with an Ixian family to execute for the crime of existence, he couldn't do it and turned on his fellows before going on the run.
Striking a pact with a fae, he wished to erase the very familial connection to his family, now thinking that Friends' hatred of all things otherworldly was false. He did not realize that even a broken clock is right once a day, as the fae being tricked him. It took all his memories of his family, and all connections he had to them... Including his very name and his very ability to have a name at all. He still remembered his time in Friends, his skills and people he met, but not who he was related to there.
Now stuck being known only by the title he resents, Justicar seeks to find a way to have a name again, so that he can finally attempt to build a life of his own.
General Gameplay Overview:
Justicar is a hero focused on debuffing enemies and himself at the same time, using things he learned while within the ranks of Friends of Humanity. He can chain down both enemies and himself, making sure none can escape, or overload his weapon with a magical enchantment that ends up jamming it afterwards. However, his self-destructive tendencies are not for naught, as he can purge the influences of all debuffs from himself, or his allies should they need it, and even be invigorated by it. And lastly, when the enemies are fully debilitated, he can deliver a final judgment, no longer bound by twisted tenets of his former organization.
Weapon:
Automatic crossbow that has a large clip and fires at a constant, even rate, though not machine-gun level fast. Bolts do below-average damage and have below-average velocity, making it hard to snipe with.
Abilities:
1. Earthly Chains:
Binds the target enemy and Justicar with heavy chains. Both characters are forced down on the ground if either is airborne, and both are slowed and prevented from using stamina or movement abilities. The chain can be broken by breaking line of sight, but not by walking away (that said, you are not pulled back if you try to walk different directions either). If the chain is broken, the target is freed, but Justicar himself stays debuffed for the full duration.
2. Shredding Ammunition (Charged ability):
Justicar douses the bolts of his automatic crossbow in a special concoction. His weapon is instantly reloaded to max ammo and deals bonus spirit damage, while applying stacking spirit resistance reducing debuff to the enemies hit. However, after a short while, the effect expires and Justicar is disarmed for a few seconds.
3. Pure Will:
Justicar removes all non-ultimate debuffs from a target ally (can target himself and can remove all debuffs applied by his own abilities). He receives stamina as well as short burst of movement speed and health regen based on amount of debuffs removed.
If used to remove Earthly Chains on self, the Chains' target will remain chained and still needs to wait until duration is over or break line of sight to escape, but Justicar himself won't suffer negative effects of it.
4. Judgment:
After one second of wind-up Justicar slams down a spirit gavel on a target area. This deals spirit damage and causes brief knock-up to all enemies, as well as silences them for a few seconds afterwards. For every debuff enemies hit by Judgment had at the time of impact (including silence from Judgment itself), they take an echo of extra spirit damage every second afterwards. After using Judgment, Justicar himself temporarily becomes more vulnerable to enemy spirit and bullet damage (this debuff is not considerate an 'ultimate' debuff and can be removed using Pure Will or Debuff Remover).
Generally, Justicar can function in many roles depending on his build, but serves a very strong utility counterplay purpose with both his ability to tie down extra-mobile enemies and his ability to purge debuffs off of allies. That said, his personal capacity for damage outside of his ultimate is lacking, and even ultimate benefits greatly from extra help from allies also applying debuffs.
Lore:
Friends of Humanity have been around for a while, terrorizing the more innocent parts of the occult world under premise of protecting mankind. In some respects, being almost like a cult, if you're born in one of their families, you're one of them for life. But when Justicar, a member of an extremely important family within the group, was presented with an Ixian family to execute for the crime of existence, he couldn't do it and turned on his fellows before going on the run.
Striking a pact with a fae, he wished to erase the very familial connection to his family, now thinking that Friends' hatred of all things otherworldly was false. He did not realize that even a broken clock is right once a day, as the fae being tricked him. It took all his memories of his family, and all connections he had to them... Including his very name and his very ability to have a name at all. He still remembered his time in Friends, his skills and people he met, but not who he was related to there.
Now stuck being known only by the title he resents, Justicar seeks to find a way to have a name again, so that he can finally attempt to build a life of his own.
General Gameplay Overview:
Justicar is a hero focused on debuffing enemies and himself at the same time, using things he learned while within the ranks of Friends of Humanity. He can chain down both enemies and himself, making sure none can escape, or overload his weapon with a magical enchantment that ends up jamming it afterwards. However, his self-destructive tendencies are not for naught, as he can purge the influences of all debuffs from himself, or his allies should they need it, and even be invigorated by it. And lastly, when the enemies are fully debilitated, he can deliver a final judgment, no longer bound by twisted tenets of his former organization.
Weapon:
Automatic crossbow that has a large clip and fires at a constant, even rate, though not machine-gun level fast. Bolts do below-average damage and have below-average velocity, making it hard to snipe with.
Abilities:
1. Earthly Chains:
Binds the target enemy and Justicar with heavy chains. Both characters are forced down on the ground if either is airborne, and both are slowed and prevented from using stamina or movement abilities. The chain can be broken by breaking line of sight, but not by walking away (that said, you are not pulled back if you try to walk different directions either). If the chain is broken, the target is freed, but Justicar himself stays debuffed for the full duration.
2. Shredding Ammunition (Charged ability):
Justicar douses the bolts of his automatic crossbow in a special concoction. His weapon is instantly reloaded to max ammo and deals bonus spirit damage, while applying stacking spirit resistance reducing debuff to the enemies hit. However, after a short while, the effect expires and Justicar is disarmed for a few seconds.
3. Pure Will:
Justicar removes all non-ultimate debuffs from a target ally (can target himself and can remove all debuffs applied by his own abilities). He receives stamina as well as short burst of movement speed and health regen based on amount of debuffs removed.
If used to remove Earthly Chains on self, the Chains' target will remain chained and still needs to wait until duration is over or break line of sight to escape, but Justicar himself won't suffer negative effects of it.
4. Judgment:
After one second of wind-up Justicar slams down a spirit gavel on a target area. This deals spirit damage and causes brief knock-up to all enemies, as well as silences them for a few seconds afterwards. For every debuff enemies hit by Judgment had at the time of impact (including silence from Judgment itself), they take an echo of extra spirit damage every second afterwards. After using Judgment, Justicar himself temporarily becomes more vulnerable to enemy spirit and bullet damage (this debuff is not considerate an 'ultimate' debuff and can be removed using Pure Will or Debuff Remover).
Generally, Justicar can function in many roles depending on his build, but serves a very strong utility counterplay purpose with both his ability to tie down extra-mobile enemies and his ability to purge debuffs off of allies. That said, his personal capacity for damage outside of his ultimate is lacking, and even ultimate benefits greatly from extra help from allies also applying debuffs.