Cursed _by_My_Own_Thoughts
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General ConceptIn my view, if a spider appears in the game, it should not be just another "spider-man with a grappling hook." A spider should weave webs, move along them, and trap its victims in them. Not simply use the web as a mobility tool, but literally build its own territory and play from it.
Pale Widow is not a character who chases the enemy. She will not pursue her prey - she will set a trap where the prey walks in on its own.
Without her web, she will be weak. But within her web - she will dominate.
I see her personality as cold and methodical. She does not toy with her victim and does not take pleasure in suffering. Spiders in reality do not torment - they simply entangle and finish the process.
So she is rather: cold, arrogant, territorial, laconic
She does not say "I caught you." She simply looks at you as if, even without words, it's clear that you made a mistake by stepping onto her territory.
I imagine her appearance in a pale white color palette associated with spider silk, but not looking too classic for a dark, gloomy spider character. A white dress with a web ornament hints at her nature, while at the same time making her image more restrained and cold rather than aggressive.
I like that she does not look like an obvious "monster," but rather like someone who hides her danger behind a calm exterior.
I can't quite come up with any particularly interesting weapon - perhaps thin needles or spikes. But in any case, her main strength is not in the weapon itself, but in the Web Anchors that shape her territory and allow her to unleash her potential.
Lore
As a spider, she should not belong to those who act openly. Considering her style and abilities, the role that suits her most is that of a bounty hunter: track the target, prepare the trap, wait for the moment, and finish the job when the victim is already helpless.
On the other hand, perhaps it would be better to choose something more symbolic - for example, the classic spider role of a tailor - but such options would not allow her abilities to manifest so frequently, so they seem less interesting in the context of the game.
Without a backstory, it's hard to come up with her motivation for participating in the ritual. It could be something more classic - for example, revenge or correcting a mistake of the past. But I have one idea that feels more thematic, though also eccentric. In nature, female spiders often eat the males after mating. Perhaps her goal is to find someone who can survive it. Someone who will not die beside her. It's a strange, slightly ironic motivation that also feels a bit amusing to me.
I won't definitively fix her story, since it doesn't make much sense when this is only a character concept. However, when her desire echoes her nature instead of existing separately from it, it sounds quite interesting.
Abilities

1- Knot Deployment
Widow throws a Web Anchor that attaches to any surface and shoots simultaneously with her.
Each Anchor replicates her shot and deals damage together with her, so Widow's main power depends on how many Anchors are placed across the territory. The more there are - the more simultaneous shots the enemy receives.
The throw should have no gravity, so Anchors can be precisely placed at the desired height or exact point.
The ability should use a charge system: the delay between using individual charges is minimal, allowing her to quickly set up an initial web before a fight. However, each spent charge takes a long time to restore, so expanding the web or relocating it takes significant time. In my view, this balances the ability to quickly prepare a position with the inability to constantly rebuild it during combat.
I see two main ways to use it: placing Web Anchors high up so they have a better line of sight and can consistently hit enemies, and so Widow can move between them more easily. Or placing them closer to the ground to block pathways with threads and force enemies to destroy the Anchors themselves if they do not want to fall into a trap.
2- Silk Step
Passive:
Invisible threads are created between all Web Anchors that have direct line of sight.
When an enemy passes through a thread, they:
take damage.
receive a stacking slow.
receive the Ensnarement effect.
Threads break the moment an enemy passes through them, but if both Anchors remain intact, the thread restores after some time.
Thus, Anchors begin to function not only as a source of damage, but also as a tool for controlling pathways.
Active:
Widow makes a short forward dash that can be used in the air. The dash resets the limit of double jumps and aerial dashes.
If, during activation, she is aiming at a thread between Anchors, then instead of a normal dash she is pulled toward that thread and can walk along it.
In this case, the ability gains a prolonged effect: while it lasts, Widow can repeatedly pull herself to other threads. After the effect ends, she automatically descends from the thread, and the ability goes on cooldown.
3- Strangling Thread
Passive:
Any damage dealt by Pale Widow - whether from her weapon, Web Anchors, or threads - applies the Ensnarement effect to the target.
While an enemy is affected by Ensnarement, using stamina begins to deal damage to them. The more Ensnarement stacks accumulated - the greater the damage they receive with each stamina use. Thus, active attempts to escape or flee can only make the situation worse for the victim.
It might also be worth making Ensnarement slow the target as well, emphasizing that they are literally tangled in a web, but I'm not sure whether this would remain within balance, or whether it would truly be a useful feature.
Active:
If a target has maximum Ensnarement and there is a Web Anchor nearby, Widow can activate the ability and bind the target to that Anchor.
A bound target cannot move a significant distance away from the Anchor until they destroy it or the effect ends.
I'm not sure whether it's better to leave this as an active ability or make it trigger automatically upon reaching full Ensnarement. The automatic option would feel more inevitable, but the active one gives the player more control.
Ultimate Ability - Widow's Dominion
Upon activation, Pale Widow empowers her web, turning the entire active network into deadly territory.
During the ultimate:
all threads become visible to enemies so they clearly see the danger zone.
threads no longer break when passed through.
each thread deals increased damage.
the Ensnarement effect is applied much faster.
enemies who pass through a thread are immediately bound to the nearest Web Anchor - even if Strangling Thread was not manually activated.
Silk Step gains unlimited duration.
The visibility of threads is useful not only because it shows dangerous areas to enemies, but also because it has a strong visual moment.
When enemies see the entire web manifest in the air around them, and Widow standing high above on it - that is the exact "epic" moment that, in my opinion, a spider character should have.
Perhaps, for the duration of the ultimate, Web Anchors should become invulnerable. This would allow her to entangle enemies more easily and significantly complicate attempts to escape the trap, emphasizing the climactic nature of the ability. However, this would require careful balancing so the ultimate does not become overly punishing.
Out Loud Thoughts
In this section I'm simply leaving additional personal reflections about the character.
It often seems to me that "spider"-themed characters in games are usually reduced to fairly simple solutions - a grappling hook for mobility or a trap on the ground meant to imitate a web. It would be good to finally move away from that and make the web not a separate tool, but the foundation of the entire playstyle.
I do not aim to make her a character who simply deals a lot of damage. I'm more interested in creating a hero who controls space, makes enemies nervous, and punishes hasty decisions. But perhaps some elements of the design are still unnecessary.
For example, I'm not sure whether her main weapon should be weak just so that most of the damage comes from the Web Anchors. Perhaps it would be better to leave her with normal, full damage output, but remove the Anchors shooting together with her, which would make the character somewhat easier, but her web less dangerous.
On the other hand, I like the idea that her power literally grows as her network expands. It creates a feeling of gradually gaining control over the battlefield.
I also have doubts about Silk Step. It's clear that it should allow Widow to walk along her own web, but I'm unsure what should happen if there is no web around. For now, I chose the safe option of a short dash, but there is probably a better alternative.
Also, considering that Web Anchors are easy targets because they just stand there, I think they could increase their health based on the number of threads attached to them. This would give players an extra incentive to weave a large web instead of lots of small ones.
Beyond the gameplay aspect, spectacle is important to me for this character. This is especially emphasized by the ultimate ability, when the entire trap suddenly becomes visible. At that moment, players literally see how deep they have already stepped into her territory.
Perhaps before the ultimate is used, Web Anchors should be less noticeable or even completely invisible to enemies. Then they would not immediately realize they are inside a formed trap. And during the ultimate, the entire web would manifest at once - creating a sharp contrast and a truly cool moment.
Also, I apologize profusely to all the artists for using AI, but I can't draw at all! I hope the pictures were worth the sin I committed.