corylloyd888
New member
Hi everyone, adore deadlock and had a few ideas for some hero kits that could be good additions to the game! I tried to include ideas for visual design, base stats, etc
so first up we have:
FLASH
Tricksy. Burst Damage. Information.
Aaron "Flash" Kazanski is Head Reporter for The New York Oracle. He received a mysterious package a while after the first maelstrom containing a strange camera. It quickly became apparent to Flash that the camera had... Interesting properties, showing him things he didn't know was possible. Flash is taking part in the ritual mostly because it would make a helluva story! but also to ask the patron to grant him immeasurable knowledge.
Flash is a dishevelled little man, obviously a workaholic, wearing an ill-fitting suit and tie with a hat to match. He has a shaken red tie with his camera in a sash around his shoulder. He also has a worn ID card around his neck. Physically he looks a lot like Shade from Borderlands 2.
Base HP of around 620, decent scaling
gains spirit through boons
3 stamina, normal regen, normal dash distance.
Flash can inflict a unique effect called AFTERIMAGE.
Afterimage is akin to a mystic reverb effect where after a delay, the target takes a small burst of spirit damage. The main appeal here is that it reveals the enemy on the map and through walls for a short time.
WEAPON - OLD NEWS
Flash holds this pistol in his hand sort of down toward his legs until he begins using it.
The gun is similar to a USP from Counter-strike, without the silencer
it does moderate to low damage per shot with a decent fire rate
say maybe 10 or so damage per shot? with around 16 ammo to start?
Flash has a unique Alt Fire in which he uses his camera to flash in a cone in front of him, dealing minor spirit damage (say, 20 with minor scaling). This would have a unique cooldown, ideally displayed underneath stamina like a small line or something.
ABILITY 1 - Patron's Eye
Flash's Camera winds up for a second, making a high pitched startup noise, before firing a burst in a cone in front of him. Any enemy caught in the cone will take moderate spirit damage and be stunned for 0.25 seconds.
around a 25 - 30 second cooldown
AP1 - -6 Second Cooldown
AP2 - Ability inflicts AFTERIMAGE.
AP5 - Extra damage and spirit scaling.
ABILITY 2 - Patron's Memoir
Upon activation, Flash's current position is saved, after a cooldown of around, 5 - 8 seconds, Flash will return to that position and recover a small amount of damage taken.
This does leave a trail after Flash returns to his position, to allow more reasonable counterplay.
Obviously the urn cannot be taken with this ability either.
would have a longer cooldown, around 30 - 40 seconds
AP1 - +2 m/s movespeed during ability duration.
AP2 - Can be recast to return to original position at any time. +2 second duration.
AP5 - Upon returning to original position, cleanse all non-ultimate debuffs and heal a portion of max hp.
ABILITY 3 - Patron's Aid
Flash's camera begins to float, bringing Flash off the ground. The Camera gains some visual flair here to make the transformation more apparent. For a period of 8 or so seconds, Flash's Bullets deal bonus spirit damage and apply AFTERIMAGE buildup. (similar to love bites or afterburn)
During this time Flash's Alt Fire also gains knockback.
The spirit damage is minor, not a huge boost to damage, but has decent scaling.
40 second cooldown
AP1 - +1 Second Duration
AP2 - Reload Weapon on use, Gain 10% max ammo during ability.
AP5 - Improve Spirit Scaling and gain movespeed bonus on Afterimage Proc.
ABILITY 4 - Patron's Wrath
The demon housed within the camera breaks free, sending two giant claws out in front of Flash. During this time he screams and is audibly uncomfortable/in pain with what is happening.
The claws do a wide sweeping swipe in one direction, dealing high spirit damage and applying knockup. They them swipe in the other direction, before finally slamming down in a big area in front of Flash. This slam does massive damage and will apply a small stun.
Swipe spirit damage would be around 100 base, with high scaling
slam would be around 250.
Flash is vulnerable during this and is able to be damaged and/or stunned.
160 second cooldown
AP1 - +20% Bullet and Spirit resist during channeling.
AP2 - +20% Spirit Lifesteal
AP5 - Each swipe induces Silence and Capacitor effect.
The idea with flash is to be a sort of tricksy spirit nuker but also give him options to be more of a pick hero/scout.
True to his nature as a reporter, he excels at gathering information on enemy whereabouts and is equipped to fend them off. I also think his gun is fine enough to warrant building in that direction with things like Merc Mag or Weighted Shots.
Flash has deep knowledge of the cursed apple and its many denizens.
Flash wonders if Abram's Tome may be from the same place as the camera.
Flash is sympathetic toward Infernus and the situation at Jezebel's, and cites many fun nights with colleagues.
Flash is curious about The Mole Rats, and asks Krill about an interview, they are reasonably skeptical.
Holliday wonders if Flash's camera could find The Troubadour, but is too proud to ask.
Billy thinks Flash is evil and skews the media to fit whatever narrative they try to spin (he isn't exactly sure what narrative that is)
Viscous asks what Flash knows about The Adversary, Flash admittedly doesn't know much and would love to learn more.
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AGATHA
Duality. Disruption. Grumpy.
A lonesome witch from outside the city, Agatha is a master of the ways of old magic and the occult, long before the maelstrom brought the supernatural fully to the public eye. This dragged Agatha out of her swamp and into The Cursed Apple. She intends to participate in the Ritual to put the world back to the natural order, removing most of the supernatural. She mostly wants to do this so she can once again wield most of that power for herself. (she basically wants to gatekeep magic lol)
Physically Agatha is obviously older, unkempt, wearing some dark robes with longer cloves of grey hair. Physically she kinda looks like the grandma from The Croods is the best way to put it. She also wields a large oak staff. She also walks barefoot so her and Vindicta have common ground.
Base HP around 700
2 stamina with average regen.
WEAPON - OAK STAFF
A magic staff sort of thing which Agatha holds up, with a small windup akin to Bebop's Humble Pie beam, before shooting a flurry of projectiles. They move in a similar speed to Viscous' gun, slightly slower with around the same size.
Deals a decent amount of damage in a short to medium range, falls off quite heavily.
When shooting, colour and magic flow into the staff, lighting it up and giving it some visual flair.
ABILITY 1 - Adaptation
Agatha switches her weapon to dealing pure spirit damage. After a short cooldown, This can be recast within a 3 to 5 second window to switch back to pure gun. Base damage is the same for spirit and weapon. Goes on a normal cooldown after the window passes or after recast.
20 Second Cooldown
AP1 - After Cast, Retain full spirit/gun damage for a while, diminishing to pure damage. (Essentially deal both spirit AND gun damage for a short while, also dealing much more dps)
AP2 - Reloads Weapon on use.
AP5 - -15 Second Cooldown.
ABILITY 2 - Befuddling Brew
Agatha tosses a potion bottle, upon impact it deals light damage attuned to Agatha's current damage type.
The AoE inflicts BEFUDDLED on any enemy hit.
BEFUDDLED swaps ALL damage inflicted by an enemy to that of the opposite type for a short while, say 3 seconds.
So gun characters now deal spirit damage, or spirit character's abilities now scale with gun damage, that kind of thing.
Can be dispelled and cleansed
The idea here is to really disrupt players that go all in on specific builds, such as a bomb bebop now not proccing mystic burst, reverb, etc, while also dealing lower damage overall, as it does weapon damage instead of spirit. (During the duration of the effect ofc)
Interactions here would also swap them during channelling, so for example if Kelvin was using Arctic Beam on you and you applied befuddled halfway through, it would immediately swap to weapon damage, making it a useful defensive tool too.
has a moderate cooldown, around 20 seconds.
AP1 - +1.5m Radius
AP2 - -8 Second Cooldown
AP5 - +10% Duration, Enables Charges.
ABILITY 3 - Vault
Agatha uses her Staff to fling herself in a direction, very cartoony and silly. Has a similar trajectory as the boost pads around the map, albeit weaker and slower, for balance.
The ability creates a small AoE at the startup location and the impact location, this just deals small damage and knocks back enemies. (Damage is attuned to whatever Agatha's weapon is)
I imagine this could also unlock alot of movement tech with this character as it's a large boost of momentum, could be a popular one for movement players.
shorter cooldown as this is her main movement option, around 18 - 25 seconds?
AP1 - +20 Damage
AP2 - -6 Second Cooldown
AP5 - Leaves a puddle of damaging goo at beginning and end of ability, does a small amount of damage per second.
ABILITY 4 - DUALITY
Agatha rips in two, becoming beings of purple and orange light (with the same model shape of course)
One deals pure spirit damage, the other pure gun. They split horizontally and mirror the other's movements. Sort of like Sinclair Assistant, but it mirrors you. They both fire at the same targets and use abilities the same time.
Each clone has half of Agatha's HP at the time of casting, and the ability lasts indefinitely until a clone is killed.
They also deal around 25% less damage just to stop it from becoming a burst option in fights (would just be silly to have it straight up double all damage imo)
The clones also have diminished stamina regen and slightly lower resistances.
When a clone dies, Agatha snaps to the position of the other clone and regains full control, ending the ultimate.
very long cooldown, say 300 seconds or so.
AP1 - Items and Ability effects gain extra duration while ability is active.
AP2 - Clones have 75% hp on activation instead of 50%
AP5 - Abilities gain decreased cooldown and increased damage and duration.
Agatha is designed to be a sort of disruptive support with a very high skill ceiling design. Her ultimate can be used in a myriad of ways to become a support powerhouse or turn a fight around, but it isn't without risks.
The same can be said with befuddlement, the idea is to punish people that just build left to right and kinda forces people to hybridise builds a little to avoid being made redundant. I think it's interesting because the counterplay to Agatha isnt just any specific items, it's the whole strategy/build.
The duality of adaptation also opens up her own builds an incredible amount in my opinion, allowing her to sort of build in whatever way she likes.
Agatha is very cranky, judgmental, and has your typical oldhead type view about the rest of the cast.
Agatha thinks Celeste and Sinclair are "Hacks" and should find a real talent.
Agatha recognises Oathkeeper through Lady Geist.
Agatha is skeptical of Abram's Tome and Flash's Camera, noting that she should know about them given her age and experience, but doesn't.
Agatha offers Silver ways to cure her lycan curse, Silver declines.
Infernus invites Agatha to Jezebel's and encourages her to loosen up.
Graves is curious about Agatha's knowledge of the Lich, but Agatha brushes her off as a naive youngen.
Dynamo inquires Agatha about things like the Astral Gates, Agatha tells him he's only scratching the surface.
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(The) BOSS
Money. More Money. Even More Money.
Maximillian Fairfax's right-hand man, The Boss helps everything to run smoothly, and deals with the dirty work that Fairfax Industries doesn't want in the public eye.
Boss goes by that, Boss. He's a pretty normal looking guy, Kinda built like a stereotypical 1920s type guy with the Deadlock Aesthetic layered on top. He has a thin pencil mustache and kinda has that Gomez Addams fit.
His role in the ritual, fittingly, is to give Fairfax Industries total Global Domination, and make Maximillian one of the strongest figures on Earth.
Lower Base HP, around 580 - 620
not great scaling
2 stamina, slightly higher stamina regen.
WEAPON - BIG BUSINESS
A small smg, sort of like an uzi. Boss has bad recoil as he isn't experienced with guns. However, Recoil on Boss' gun scales with gun damage and goes down the more he invests into it. He has voice lines relating to it too.
Kind of a standard gun, no crazy damage, high firerate.
ABILITY 1 - Sell Your Soul
Boss Channels a spirit frog before throwing it where he is aiming. The frog travels in a straight line, spirals trailing behind it, It deals spirit damage to things near it and extra damage on a direct impact. Starts with one charge.
The ability only charges through soul gain. Initially around 350 souls will equate to one charge, so earlygame one wave is about one charge.
The cost scales with boons, and gets slightly cheaper as time goes on.
Extra Charge works as normal, and rapid recharge grants a slight cost reduction on souls needed.
AP1 - Creates a small explosion on impact, If anything dies, grants bonus souls.
AP2 - Needs 15% Less souls to charge.
AP5 - Leaves a trail on the ground that deals spirit damage and steals unsecured souls from hit players (sort of like a small DoT, doesn't steal that many souls)
ABILITY 2 - Hit
Boss pulls out a revolver and fires a very high velocity bullet that applies a debuff on hit.
The hit acts as a long lasting debuff that applies -4% Spirit and Weapon resist, this stacks every time hit is applied, resetting the debuff timer.
It's a long lasting debuff, lasting around 20 - 25 seconds or so.
The bullet doesn't do much damage, it's more about the overall debuff.
When the debuff ends, the enemy is revealed on the map, this applies even if it's dispelled, divine barrier, cubed, etc.
short cooldown, around 8 - 10 seconds.
AP1 - +5 second duration.
AP2 - Shot Ricochets to one nearby enemy.
AP5 - One stack of hit applies a bounty of 50 (scales over time or with spirit) souls. Whoever kills the enemy will get the overall bounty as bonus souls.
ABILITY 3 - What's Yours is Mine
Boss creates an Aura in a 10~ metre radius around him that steals 30% of all enemy healing, it is then redistributed to nearby teammates, or Boss himself. Does not initially deal any damage.
after tier 5, all buffs will return to enemies after time outside of the aura.
Lasts around 8 - 12 seconds, longer cooldown, around 30.
AP1 - +2.5m Radius, now deals very low spirit damage with slight scaling.
AP2 - +2.5m Radius, now steals 50% of all enemy healing.
AP5 - Now also steals enemy buffs after enough time accumulates in the aura. This is redistributed as fairly as it can be and does not affect rejuv, bridge buffs, golden idols, etc.
(for example, t5 infernal resiliance would eventually steal all of Abram's debuff resist and spread it out to any nearby teammates)
ABILITY 4 - INFLUENCE
This is a passive ability.
All shop items are 10% off for Boss. Boss may also go into a debt of -800 souls.
AP1 - Boss Gains 60 souls per minute, passively.
AP2 - Debt limit increased to 1600 souls.
AP5 - All shop items are now 25% off for Boss.
The idea with Boss' playstyle is to create a more support oriented character with very weak damage overall, but can become a late game monster, potentially even a hypercarry.
There's a decent mix of spirit damage and scaling in here to warrant building into it, but it's also worth investing into some gun as it can become a lot more potent later into the game.
Boss is quite disilliusioned with the world around him due to being filthy rich and having people do everything for him.
Boss respects Wraith and her business practices, but warns her not to overstep her bounds.
Boss has absolutely no idea who Pocket is, though is aware of Max's plot to assassinate his son.
Boss asks Calico how the job went, Calico is obviously uncomfortable and tries to worm her way out of the interaction.
Billy hates Boss as he is a rich a**hole.
McGinnis does not know who Boss is and is shocked to find out about his escapades.
Flash inquires Boss about a potential interview or insider look to Fairfax Industries.
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CADENCE
Style > Substance. Combos. Superstardom.
Lead Singer and Guitarist of Cadence and the Requiem Boys, Cadence is an underground legend within The Cursed Apple, but not exactly a worldwide sensation... yet. Spouting a wonderful mixture of Jazz and Rock'n'Roll, Cadence wants to participate in the ritual to secure a big break for their group.
Cadence is of Ixian descent and is a PoC. Could be implied that they are non-binary or even FtM trans
(This is sort of a nod to the original idea of Cadence from Neon Prime, which sort of slotted in perfectly when I had the idea for a music-based character.) Cadence sports a lot of punk-rock esque flair, brandishing a large white star on half of their face, made of makeup. They have a very Prince sort of aesthetic (without the homophobia of course)
Moderate base hp, around 750 - 800
3 stamina, normal regen.
Some of Cadence's abilities can inflict a unique effect called DISSONANCE.
when Dissonance is applied, the victim will take small bursts of spirit damage whenever they use an ability. Dissonance will last a period of 3 - 5 or so seconds.
The idea is to be more of a dynamic design compared to a traditional silence, forcing players to be more careful with ability uses or be punished.
Cadence's Abilities EMPOWER eachother, becoming alternate versions with different uses, this adds a lot of depth to Cadence's kit and rewards players for learning combos and smart ability usage. These empowered abilities share the same AP bonuses.
WEAPON - Starlight Express
Cadence brandishes their Iconic Guitar, firing white-hot bullets made of music, baby.
Fires sort of standard bullets, maybe like Warden's gun but slightly faster with lower damage.
around 20 - 30 ammo at base?
ABILITY 1 - Linear Riff
Cadence floats in whatever position they're currently in, holding out Starlight Express and drawing a line of musical notes in front of him, the player has full control of this with m1. The notes explode one after the other in the line, applying dissonance buildup and dealing spirit damage. Cadence maintains momentum so this could be used in a similar way to pocket barrage. Max range of around 15m, but generally players would want to use this from high ground looking down on an enemy. Good tracking is rewarded.
Empowers Cadence's next ability.
roughly 20 - 30 second cooldown, cannot use empowered ability immediately after.
EMPOWERED - Open Riff
Cadence fires two lines of notes directly in front of them, they explode in sequence, creating a zig-zag of explosions that deal higher spirit damage and dissonance buildup.
AP1 - +6 metre Cast Range
AP2 - +10% Spirit Lifesteal on this ability.
AP5 - Lifesteal on this ability no longer heals Cadence, but deals extra damage based on a percentage of what would be healed. (around 50 - 70%)
ABILITY 2 - Protecting Riff
Cadence channels an aura of sheet music around themselves, Granting +10% Spirit Resist for a duration (roughly 1 to 5 seconds, scaling with spirit) after this window, Cadence releases the aura as a short-range AoE, around 5 metres. This AoE applies Dissonance buildup and light knockback, with light spirit damage.
Empowers your next ability.
30~ Second cooldown
EMPOWERED - Aggressive Riff
Cadence channels the aura around an enemy within a 12 metre radius, this applies a movement slow and continuous dissonance buildup, before detonating in an area around that enemy, dealing spirit damage and dissonance buildup.
Cadence maintains benefits during this channel as well.
AP1 - +10% Weapon Resist during channel.
AP2 - +4 metre radius, Increased Dissonance buildup.
AP5 - Ability may be cast on Allies, granting an additional +15% Spirit and Weapon Resist. (Alt-cast)
ABILITY 3 - Duet
Cadence creates a musical bond to an enemy. Cadence and the target share all damage. (Applied to the enemy as spirit damage, with slight scaling to give cadence some advantage) This has a duration, or lasts until one target is dead. Lasts maybe like 6 seconds?
Cadence maintains full movement, Ability usage, etc. The tether is not physical, so Cadence does not need to be near the enemy for damage to carry over and vice versa.
After duration, Empowers your next ability.
Long cooldown, 40+ seconds
EMPOWERED - Quartet
Cadence sings in a large cone in front of them, creating a musical bond between all enemies hit. They all share a portion of damage, applied as bonus spirit damage. This diminishes with the more enemies hit, with 50% extra damage between two targets, 33% between 3, and 25% between 4. If only one enemy is hit, they take a debuff and have 10% extra damage applied.
AP1 - Gain a stacking barrier for each enemy tethered, scales with spirit.
AP2 - A portion of Cadence's damage is applied to the tethered target as bonus spirit damage. (10% or so)
AP5 - Applies continuous Dissonance buildup, Dissonance Damage is greatly increased to enemies during tether.
Tether can be cleansed.
ABILITY 4 - SUPERSTAR!
Cadence transforms, his makeup glows, his suit gets flashy, and he gains +8% Spirit and Weapon resist.
During the duration, Cadence gains lower gravity and improved air control. Superstar Form lasts around 10 - 14 seconds.
Empowers your next ability.
If SUPERSTAR! would be empowered, it instead refreshes all of Cadence's cooldowns.
240 second cooldown.
AP1 - +2m/s movespeed during Superstar Form.
AP2 - Empowers your next 3 abilities.
AP5 - Gain 30% Spirit Lifesteal during Superstar Form. Kills extend Superstar Form's Duration.
Cadence is very cool, calm, collected. Similar in personality to Infernus, but with more sparkle and charisma. As any musician would be, they are open-minded and love finding new sources of inspiration, citing the ritual as one hell of an experience to write about.
Cadence and Infernus are very good friends, with Infernus hosting Cadence's Band at Jezebel's on multiple occassions.
Cadence thinks Vyper may have a hidden talent for singing, Vyper obviously denies this.
Ivy and Cadence also have history together, having a good connection.
Abrams is a fan of Cadence's band, but humorously calls them "Candice" instead.
Holliday thinks Cadence should get a real job.
Lady Geist says that Cadence's band is uncivilised and "Just Noise"
Seven thinks Cadence's motivations in the ritual are trivial, and wonders why Cadence is participating to begin with.
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TERRA
An overgrown, mutated snapping turtle that came into being after the first maelstrom. Terra quickly found a home in the Cursed Apple's sewer systems, becoming somewhat of an Urban Legend. Whispers of the Patron's power found their way into the sewers and have coaxed Terra out, in hopes of finding a real place to call home, and to not merely survive. Terra wants the patrons to grant them this peace and community.
Terra is a large character, maybe the largest in the game, but akin to Bebop or Abrams in terms of size.
Terra moves very slowly, similar movement and dash to Abrams.
She is, of course, a giant snapping turtle, covered in sewer gunk, with shoddy garments made of dead animals, trying to feel more like a person.
Base 800+ HP
Low health scaling to compensate her absurd tankiness
1 Stamina, but high stamina regen.
WEAPON - DIAMONDBACK
A close to medium-range pump-action shotgun with similar firerate to Abrams' gun, starts with around 6 shots.
Passively, Diamondback's damage scales with Terra's Movement speed, allowing for some very high burst damage if you can pull it off. Does have to be fully reloaded.
ABILITY 1 - Snap Shot
Terra Pulls the barrel of her shotgun out, and sprays her remaining ammo in a cone in front of her.
Deals moderate weapon damage with good scaling. Also deals extra damage depending on ammo used.
Cooldown time also varies on ammo used.
ranges from 10 - 20 seconds.
AP1 - Successful hit on enemy heroes restores 1 stamina.
AP2 - Improved Scaling and Ammo damage bonus.
AP5 - Inflicts a 0.5 second stun. Also grants Terra +20% Max Ammo.
ABILITY 2 - Shell Spin
Terra enters her shell, maintaining all momentum but losing movement control (Similar to cubing yourself as viscous)
She gains additional momentum for a short while, and deals melee damage on contact with enemies. She also gains extra momentum when hitting enemies. Damage increases with Terra's Overall speed. This is a very unique ability and is really Terra's whole bread and butter, finding ways to create velocity and slam into enemies, and then punish up close. Or alternatively, it can be used as a great escape tool if players are skilled enough to maneouver it.
AP1 - +20% Damage Resist in Shell.
AP2 - +54 Damage per hit, Applies a 0.1 second stun on hit.
AP5 - Apply Unstoppable while in Shell, and shortly after.
shorter cooldown, similar to cube, around 25 seconds
ABILITY 3 - Mutation
this is a passive ability
Terra takes 60% less weapon damage from behind. If an enemy would melee Terra and hit her back, they are automatically parried.
AP1 - Taking damage from behind grants Terra a small damage and firerate buff, sustained damage will slowly reload her gun.
AP2 - Terra also takes 60% less spirit damage from behind.
AP5 - Occasionally an enemy trooper, or neutral camp minion, will be MARKED. Killing and final hitting a marked enemy will grant Terra one golden idol buff.
ABILITY 4 - UNSTOPPABLE OBJECT, IMMOVABLE FORCE
Terra releases spirits from her shell and gains mystic power.
Depending on her movespeed, Terra gains the following effects;
The slower Terra is moving, the more damage resistance she gains, up to 70% spirit and weapon damage if standing completely still. When stood still, Terra gains unstoppable and a constant +20 Health Regen. She deals less damage when standing still, around 20% less.
The faster Terra is moving, the more Damage Amp she gains, up to 20% Spirit and Weapon damage at full Velocity (around similar speed to boost pads?), However, she suffers a -20% Resistance Penalty to spirit and damage.
While moving at a high speed, Terra generates a slipstream behind her (Whether in Shell Spin or not) that will deal spirit damage to anybody nearby. Shell Spin also deals bonus spirit damage.
This has a similar duration to Lycan Curse, with a 160~ second cooldown.
AP1 - Gain 1 Temporary Max Stamina during ability. Refreshes Stamina.
AP2 - -30 second cooldown. Gain 5m/s movespeed during ability.
AP5 - Gain a 30% Chance to reflect all instances of damage during ability.
I can understand this ability may be a little overloaded and complicated, and I totally own that and could see it being toned down into a simple damage ult or something.
Terra is designed around being a tempo-heavy tank, dictating space, or, becoming a strong hit-and-run sort of character.
She is designed around balancing movement with gamesense and finding the best way to balance both.
She is also let down by her low stamina and needs investment to really get going.
Terra is very timid, gentle, insecure. Years in the sewers has led her to being quite socially awkward.
Terra and Seven are actually very good friends and spent time in the sewers together, Seven has a soft spot for her and Terra defends him, claiming he really isn't that bad when you get to know him!
Terra and Celeste have a lot in common and Celeste even invites Terra to join the sideshow, which she is unsure about. (The imagery of this giant, muddy, brown, dirty turtle being friends with a literal unicorn is kinda what I love here)
Drifter takes pity on Terra, but not in a kind way. He thinks she's pathetic.
Mina is terrified of Terra noting her reputation as a Cursed Apple urban legend.
Flash is fascinated with Terra and wants to know more about her time in the sewers, and what she thinks about new york in general.
Pocket shares sympathy with Terra, knowing what it feels like to be invisible.
Most of the cast take a liking to Terra, despite being an obvious outsider.
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And finally, we have;
GEO
A professor in Blackmoore Academy, Specialising in Geology (of course), Geo grew up in Southern Asia and was fixated on the Geology of the Astral Gates since childhood, researching and understanding their effects on local ecosystems to an unhealthy degree. During this research, Geo believes they have uncovered mysterious that could bring about the end of the world as we know it, spiralling into madness, Geo believes the only reasonable course of action is to complete the ritual, and stop the end of everything. But is he just some crazy guy? did the rocks truly show something important? who knows, certainly not me.
Geo is south-asian, late 20s, early 30s, with a lot of steampunk-esque gear, very much a tinkerer type guy, very diy
Base 700 - 750HP
3 Stamina, but in a lower dash distance bucket like ginnis or abrams.
WEAPON - Sediment Blaster
Shoots pellets of sediment from Geo's hand, functioning very similarly to Ramattra's staff from overwatch. Low damage, high firerate.
For the reload anim, Geo like, brushes his hand along the ground, collecting dust and dirt and stuff, i think thats pretty cool.
around 60 bullets at base.
ABILITY 1 - Extract Minerals
Geo pulls everything toward him in a cone on the ground, before blasting them back out, dealing some spirit damage.
Restores a portion of ammo for each enemy hit.
18 second cooldown.
AP1 - Larger area of effect, stronger knockback
AP2 - Applies a stun if enemy collides with wall.
AP5 - Higher Ammo gain, can go above max ammo temporarily.
ABILITY 2 - Material Sling
Geo selects a nearby piece of terrain. They pull a chunk of material out of the selection and bring it toward them. This deals a small amount of damage on retrieval. Geologist can then sling the material out, with a similar projectile size and speed to Rem's Pillow. This deals weapon damage. The effects of the ability change depending on the terrain selected, detailed slightly below. If this ability is used while Geo is wallriding, They will sling themselves off the wall in a slightly stronger walljump, this grants them less gravity and more air control.
Materials are as follows:
STONE (Very common, found around most of the map)
Deals 100-125 damage at base and applies knockback. Damage dwindles a lot outside of the direct hit.
STEEL (Less common, but still readily available)
Deals 125-150 damage at base and applies a 0.55 second stun with heavy knockback. Also deals light knockback on retrieval.
DIRT (Only in a few areas)
Deals around 70 damage, applies disarm in a cone, similar to Mo and Krill's Sand Blast.
WOOD (Only in a few areas)
Thrown like a spear, dealing 80 damage, splintering off of the target in a cone, applying a bleed.
25 - 40 second cooldown
AP1 - Retrieval now provides a burst of momentum and a decaying 4m/s movespeed bonus.
AP2 - -10 Second Cooldown and increased damage scaling.
AP5 - -10 second Cooldown, Materials now deal bonus spirit damage.
ABILITY 3 - Gravity
Geo flips Gravity around him, allowing for a lot of creative movement and skill expression. Can be reactivated to flip gravity back to normal, if gravity is not reactivated after a while, or Geo hits a skybox, it will automatically flip back.
If Geo would hit a ceiling or similar surface, he will attach and can move normally. Geo's whole kit is available for use during the ability, however his ult may be useless... unless you could begin channelling in the air or something.,..
50 second cooldown
AP1 - Upon flip, gain a 150 base barrier that scales with spirit
AP2 - -15 second cooldown, Reloads 25% ammo.
AP5 - When gravity is flipped back to normal, nearby enemies are slammed to the ground and stunned (basically built in knockdown against flying characters)
ABILITY 4 - MAGNITUDE
Geo channels a powerful blast for roughly 3 - 5 seconds, before slamming the ground and releasing a massive shockwave that ripples through the entire city. Deals massive spirit damage and knockup, diminishing as it travels further, similar speed to dynamo stomp.
Starts at 400 damage in the epicenter, with very high scaling, but falls off very quickly as it travels.
Geo is vulnerable while channeling, so you need to be crafty with the ability.
The idea is to force the player to weigh the risk and the reward, you could potentially skew a teamfight in your favour, or you could blow up and die
200 second cooldown
AP1 - -20 Second Cooldown
AP2 - Release an additional shockwave after the first, dealing 50% less damage.
AP5 - Release a final shockwave after the second, dealing a further 50% less damage. -30 Second Cooldown and gain Unstoppable while channeling.
Geo is pretty nutty and silly and most of the cast try to avoid talking to him
Viscous seems enamored with Geo and likes his company
Geo mistakes Ivy for a real gargoyle and is startled when she talks to him.
Geo knows Graves and Apollo and is concerned that they are at the ritual, shows a lot of remorse after killing them.
and thats it lol
hopefully you guys see my vision here and enjoy the designs
if any devs read this and see any cool ideas, feel free to use them!
thanks yall, byeeee
so first up we have:
FLASH
Tricksy. Burst Damage. Information.
Aaron "Flash" Kazanski is Head Reporter for The New York Oracle. He received a mysterious package a while after the first maelstrom containing a strange camera. It quickly became apparent to Flash that the camera had... Interesting properties, showing him things he didn't know was possible. Flash is taking part in the ritual mostly because it would make a helluva story! but also to ask the patron to grant him immeasurable knowledge.
Flash is a dishevelled little man, obviously a workaholic, wearing an ill-fitting suit and tie with a hat to match. He has a shaken red tie with his camera in a sash around his shoulder. He also has a worn ID card around his neck. Physically he looks a lot like Shade from Borderlands 2.
Base HP of around 620, decent scaling
gains spirit through boons
3 stamina, normal regen, normal dash distance.
Flash can inflict a unique effect called AFTERIMAGE.
Afterimage is akin to a mystic reverb effect where after a delay, the target takes a small burst of spirit damage. The main appeal here is that it reveals the enemy on the map and through walls for a short time.
WEAPON - OLD NEWS
Flash holds this pistol in his hand sort of down toward his legs until he begins using it.
The gun is similar to a USP from Counter-strike, without the silencer
it does moderate to low damage per shot with a decent fire rate
say maybe 10 or so damage per shot? with around 16 ammo to start?
Flash has a unique Alt Fire in which he uses his camera to flash in a cone in front of him, dealing minor spirit damage (say, 20 with minor scaling). This would have a unique cooldown, ideally displayed underneath stamina like a small line or something.
ABILITY 1 - Patron's Eye
Flash's Camera winds up for a second, making a high pitched startup noise, before firing a burst in a cone in front of him. Any enemy caught in the cone will take moderate spirit damage and be stunned for 0.25 seconds.
around a 25 - 30 second cooldown
AP1 - -6 Second Cooldown
AP2 - Ability inflicts AFTERIMAGE.
AP5 - Extra damage and spirit scaling.
ABILITY 2 - Patron's Memoir
Upon activation, Flash's current position is saved, after a cooldown of around, 5 - 8 seconds, Flash will return to that position and recover a small amount of damage taken.
This does leave a trail after Flash returns to his position, to allow more reasonable counterplay.
Obviously the urn cannot be taken with this ability either.
would have a longer cooldown, around 30 - 40 seconds
AP1 - +2 m/s movespeed during ability duration.
AP2 - Can be recast to return to original position at any time. +2 second duration.
AP5 - Upon returning to original position, cleanse all non-ultimate debuffs and heal a portion of max hp.
ABILITY 3 - Patron's Aid
Flash's camera begins to float, bringing Flash off the ground. The Camera gains some visual flair here to make the transformation more apparent. For a period of 8 or so seconds, Flash's Bullets deal bonus spirit damage and apply AFTERIMAGE buildup. (similar to love bites or afterburn)
During this time Flash's Alt Fire also gains knockback.
The spirit damage is minor, not a huge boost to damage, but has decent scaling.
40 second cooldown
AP1 - +1 Second Duration
AP2 - Reload Weapon on use, Gain 10% max ammo during ability.
AP5 - Improve Spirit Scaling and gain movespeed bonus on Afterimage Proc.
ABILITY 4 - Patron's Wrath
The demon housed within the camera breaks free, sending two giant claws out in front of Flash. During this time he screams and is audibly uncomfortable/in pain with what is happening.
The claws do a wide sweeping swipe in one direction, dealing high spirit damage and applying knockup. They them swipe in the other direction, before finally slamming down in a big area in front of Flash. This slam does massive damage and will apply a small stun.
Swipe spirit damage would be around 100 base, with high scaling
slam would be around 250.
Flash is vulnerable during this and is able to be damaged and/or stunned.
160 second cooldown
AP1 - +20% Bullet and Spirit resist during channeling.
AP2 - +20% Spirit Lifesteal
AP5 - Each swipe induces Silence and Capacitor effect.
The idea with flash is to be a sort of tricksy spirit nuker but also give him options to be more of a pick hero/scout.
True to his nature as a reporter, he excels at gathering information on enemy whereabouts and is equipped to fend them off. I also think his gun is fine enough to warrant building in that direction with things like Merc Mag or Weighted Shots.
Flash has deep knowledge of the cursed apple and its many denizens.
Flash wonders if Abram's Tome may be from the same place as the camera.
Flash is sympathetic toward Infernus and the situation at Jezebel's, and cites many fun nights with colleagues.
Flash is curious about The Mole Rats, and asks Krill about an interview, they are reasonably skeptical.
Holliday wonders if Flash's camera could find The Troubadour, but is too proud to ask.
Billy thinks Flash is evil and skews the media to fit whatever narrative they try to spin (he isn't exactly sure what narrative that is)
Viscous asks what Flash knows about The Adversary, Flash admittedly doesn't know much and would love to learn more.
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AGATHA
Duality. Disruption. Grumpy.
A lonesome witch from outside the city, Agatha is a master of the ways of old magic and the occult, long before the maelstrom brought the supernatural fully to the public eye. This dragged Agatha out of her swamp and into The Cursed Apple. She intends to participate in the Ritual to put the world back to the natural order, removing most of the supernatural. She mostly wants to do this so she can once again wield most of that power for herself. (she basically wants to gatekeep magic lol)
Physically Agatha is obviously older, unkempt, wearing some dark robes with longer cloves of grey hair. Physically she kinda looks like the grandma from The Croods is the best way to put it. She also wields a large oak staff. She also walks barefoot so her and Vindicta have common ground.
Base HP around 700
2 stamina with average regen.
WEAPON - OAK STAFF
A magic staff sort of thing which Agatha holds up, with a small windup akin to Bebop's Humble Pie beam, before shooting a flurry of projectiles. They move in a similar speed to Viscous' gun, slightly slower with around the same size.
Deals a decent amount of damage in a short to medium range, falls off quite heavily.
When shooting, colour and magic flow into the staff, lighting it up and giving it some visual flair.
ABILITY 1 - Adaptation
Agatha switches her weapon to dealing pure spirit damage. After a short cooldown, This can be recast within a 3 to 5 second window to switch back to pure gun. Base damage is the same for spirit and weapon. Goes on a normal cooldown after the window passes or after recast.
20 Second Cooldown
AP1 - After Cast, Retain full spirit/gun damage for a while, diminishing to pure damage. (Essentially deal both spirit AND gun damage for a short while, also dealing much more dps)
AP2 - Reloads Weapon on use.
AP5 - -15 Second Cooldown.
ABILITY 2 - Befuddling Brew
Agatha tosses a potion bottle, upon impact it deals light damage attuned to Agatha's current damage type.
The AoE inflicts BEFUDDLED on any enemy hit.
BEFUDDLED swaps ALL damage inflicted by an enemy to that of the opposite type for a short while, say 3 seconds.
So gun characters now deal spirit damage, or spirit character's abilities now scale with gun damage, that kind of thing.
Can be dispelled and cleansed
The idea here is to really disrupt players that go all in on specific builds, such as a bomb bebop now not proccing mystic burst, reverb, etc, while also dealing lower damage overall, as it does weapon damage instead of spirit. (During the duration of the effect ofc)
Interactions here would also swap them during channelling, so for example if Kelvin was using Arctic Beam on you and you applied befuddled halfway through, it would immediately swap to weapon damage, making it a useful defensive tool too.
has a moderate cooldown, around 20 seconds.
AP1 - +1.5m Radius
AP2 - -8 Second Cooldown
AP5 - +10% Duration, Enables Charges.
ABILITY 3 - Vault
Agatha uses her Staff to fling herself in a direction, very cartoony and silly. Has a similar trajectory as the boost pads around the map, albeit weaker and slower, for balance.
The ability creates a small AoE at the startup location and the impact location, this just deals small damage and knocks back enemies. (Damage is attuned to whatever Agatha's weapon is)
I imagine this could also unlock alot of movement tech with this character as it's a large boost of momentum, could be a popular one for movement players.
shorter cooldown as this is her main movement option, around 18 - 25 seconds?
AP1 - +20 Damage
AP2 - -6 Second Cooldown
AP5 - Leaves a puddle of damaging goo at beginning and end of ability, does a small amount of damage per second.
ABILITY 4 - DUALITY
Agatha rips in two, becoming beings of purple and orange light (with the same model shape of course)
One deals pure spirit damage, the other pure gun. They split horizontally and mirror the other's movements. Sort of like Sinclair Assistant, but it mirrors you. They both fire at the same targets and use abilities the same time.
Each clone has half of Agatha's HP at the time of casting, and the ability lasts indefinitely until a clone is killed.
They also deal around 25% less damage just to stop it from becoming a burst option in fights (would just be silly to have it straight up double all damage imo)
The clones also have diminished stamina regen and slightly lower resistances.
When a clone dies, Agatha snaps to the position of the other clone and regains full control, ending the ultimate.
very long cooldown, say 300 seconds or so.
AP1 - Items and Ability effects gain extra duration while ability is active.
AP2 - Clones have 75% hp on activation instead of 50%
AP5 - Abilities gain decreased cooldown and increased damage and duration.
Agatha is designed to be a sort of disruptive support with a very high skill ceiling design. Her ultimate can be used in a myriad of ways to become a support powerhouse or turn a fight around, but it isn't without risks.
The same can be said with befuddlement, the idea is to punish people that just build left to right and kinda forces people to hybridise builds a little to avoid being made redundant. I think it's interesting because the counterplay to Agatha isnt just any specific items, it's the whole strategy/build.
The duality of adaptation also opens up her own builds an incredible amount in my opinion, allowing her to sort of build in whatever way she likes.
Agatha is very cranky, judgmental, and has your typical oldhead type view about the rest of the cast.
Agatha thinks Celeste and Sinclair are "Hacks" and should find a real talent.
Agatha recognises Oathkeeper through Lady Geist.
Agatha is skeptical of Abram's Tome and Flash's Camera, noting that she should know about them given her age and experience, but doesn't.
Agatha offers Silver ways to cure her lycan curse, Silver declines.
Infernus invites Agatha to Jezebel's and encourages her to loosen up.
Graves is curious about Agatha's knowledge of the Lich, but Agatha brushes her off as a naive youngen.
Dynamo inquires Agatha about things like the Astral Gates, Agatha tells him he's only scratching the surface.
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
(The) BOSS
Money. More Money. Even More Money.
Maximillian Fairfax's right-hand man, The Boss helps everything to run smoothly, and deals with the dirty work that Fairfax Industries doesn't want in the public eye.
Boss goes by that, Boss. He's a pretty normal looking guy, Kinda built like a stereotypical 1920s type guy with the Deadlock Aesthetic layered on top. He has a thin pencil mustache and kinda has that Gomez Addams fit.
His role in the ritual, fittingly, is to give Fairfax Industries total Global Domination, and make Maximillian one of the strongest figures on Earth.
Lower Base HP, around 580 - 620
not great scaling
2 stamina, slightly higher stamina regen.
WEAPON - BIG BUSINESS
A small smg, sort of like an uzi. Boss has bad recoil as he isn't experienced with guns. However, Recoil on Boss' gun scales with gun damage and goes down the more he invests into it. He has voice lines relating to it too.
Kind of a standard gun, no crazy damage, high firerate.
ABILITY 1 - Sell Your Soul
Boss Channels a spirit frog before throwing it where he is aiming. The frog travels in a straight line, spirals trailing behind it, It deals spirit damage to things near it and extra damage on a direct impact. Starts with one charge.
The ability only charges through soul gain. Initially around 350 souls will equate to one charge, so earlygame one wave is about one charge.
The cost scales with boons, and gets slightly cheaper as time goes on.
Extra Charge works as normal, and rapid recharge grants a slight cost reduction on souls needed.
AP1 - Creates a small explosion on impact, If anything dies, grants bonus souls.
AP2 - Needs 15% Less souls to charge.
AP5 - Leaves a trail on the ground that deals spirit damage and steals unsecured souls from hit players (sort of like a small DoT, doesn't steal that many souls)
ABILITY 2 - Hit
Boss pulls out a revolver and fires a very high velocity bullet that applies a debuff on hit.
The hit acts as a long lasting debuff that applies -4% Spirit and Weapon resist, this stacks every time hit is applied, resetting the debuff timer.
It's a long lasting debuff, lasting around 20 - 25 seconds or so.
The bullet doesn't do much damage, it's more about the overall debuff.
When the debuff ends, the enemy is revealed on the map, this applies even if it's dispelled, divine barrier, cubed, etc.
short cooldown, around 8 - 10 seconds.
AP1 - +5 second duration.
AP2 - Shot Ricochets to one nearby enemy.
AP5 - One stack of hit applies a bounty of 50 (scales over time or with spirit) souls. Whoever kills the enemy will get the overall bounty as bonus souls.
ABILITY 3 - What's Yours is Mine
Boss creates an Aura in a 10~ metre radius around him that steals 30% of all enemy healing, it is then redistributed to nearby teammates, or Boss himself. Does not initially deal any damage.
after tier 5, all buffs will return to enemies after time outside of the aura.
Lasts around 8 - 12 seconds, longer cooldown, around 30.
AP1 - +2.5m Radius, now deals very low spirit damage with slight scaling.
AP2 - +2.5m Radius, now steals 50% of all enemy healing.
AP5 - Now also steals enemy buffs after enough time accumulates in the aura. This is redistributed as fairly as it can be and does not affect rejuv, bridge buffs, golden idols, etc.
(for example, t5 infernal resiliance would eventually steal all of Abram's debuff resist and spread it out to any nearby teammates)
ABILITY 4 - INFLUENCE
This is a passive ability.
All shop items are 10% off for Boss. Boss may also go into a debt of -800 souls.
AP1 - Boss Gains 60 souls per minute, passively.
AP2 - Debt limit increased to 1600 souls.
AP5 - All shop items are now 25% off for Boss.
The idea with Boss' playstyle is to create a more support oriented character with very weak damage overall, but can become a late game monster, potentially even a hypercarry.
There's a decent mix of spirit damage and scaling in here to warrant building into it, but it's also worth investing into some gun as it can become a lot more potent later into the game.
Boss is quite disilliusioned with the world around him due to being filthy rich and having people do everything for him.
Boss respects Wraith and her business practices, but warns her not to overstep her bounds.
Boss has absolutely no idea who Pocket is, though is aware of Max's plot to assassinate his son.
Boss asks Calico how the job went, Calico is obviously uncomfortable and tries to worm her way out of the interaction.
Billy hates Boss as he is a rich a**hole.
McGinnis does not know who Boss is and is shocked to find out about his escapades.
Flash inquires Boss about a potential interview or insider look to Fairfax Industries.
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CADENCE
Style > Substance. Combos. Superstardom.
Lead Singer and Guitarist of Cadence and the Requiem Boys, Cadence is an underground legend within The Cursed Apple, but not exactly a worldwide sensation... yet. Spouting a wonderful mixture of Jazz and Rock'n'Roll, Cadence wants to participate in the ritual to secure a big break for their group.
Cadence is of Ixian descent and is a PoC. Could be implied that they are non-binary or even FtM trans
Moderate base hp, around 750 - 800
3 stamina, normal regen.
Some of Cadence's abilities can inflict a unique effect called DISSONANCE.
when Dissonance is applied, the victim will take small bursts of spirit damage whenever they use an ability. Dissonance will last a period of 3 - 5 or so seconds.
The idea is to be more of a dynamic design compared to a traditional silence, forcing players to be more careful with ability uses or be punished.
Cadence's Abilities EMPOWER eachother, becoming alternate versions with different uses, this adds a lot of depth to Cadence's kit and rewards players for learning combos and smart ability usage. These empowered abilities share the same AP bonuses.
WEAPON - Starlight Express
Cadence brandishes their Iconic Guitar, firing white-hot bullets made of music, baby.
Fires sort of standard bullets, maybe like Warden's gun but slightly faster with lower damage.
around 20 - 30 ammo at base?
ABILITY 1 - Linear Riff
Cadence floats in whatever position they're currently in, holding out Starlight Express and drawing a line of musical notes in front of him, the player has full control of this with m1. The notes explode one after the other in the line, applying dissonance buildup and dealing spirit damage. Cadence maintains momentum so this could be used in a similar way to pocket barrage. Max range of around 15m, but generally players would want to use this from high ground looking down on an enemy. Good tracking is rewarded.
Empowers Cadence's next ability.
roughly 20 - 30 second cooldown, cannot use empowered ability immediately after.
EMPOWERED - Open Riff
Cadence fires two lines of notes directly in front of them, they explode in sequence, creating a zig-zag of explosions that deal higher spirit damage and dissonance buildup.
AP1 - +6 metre Cast Range
AP2 - +10% Spirit Lifesteal on this ability.
AP5 - Lifesteal on this ability no longer heals Cadence, but deals extra damage based on a percentage of what would be healed. (around 50 - 70%)
ABILITY 2 - Protecting Riff
Cadence channels an aura of sheet music around themselves, Granting +10% Spirit Resist for a duration (roughly 1 to 5 seconds, scaling with spirit) after this window, Cadence releases the aura as a short-range AoE, around 5 metres. This AoE applies Dissonance buildup and light knockback, with light spirit damage.
Empowers your next ability.
30~ Second cooldown
EMPOWERED - Aggressive Riff
Cadence channels the aura around an enemy within a 12 metre radius, this applies a movement slow and continuous dissonance buildup, before detonating in an area around that enemy, dealing spirit damage and dissonance buildup.
Cadence maintains benefits during this channel as well.
AP1 - +10% Weapon Resist during channel.
AP2 - +4 metre radius, Increased Dissonance buildup.
AP5 - Ability may be cast on Allies, granting an additional +15% Spirit and Weapon Resist. (Alt-cast)
ABILITY 3 - Duet
Cadence creates a musical bond to an enemy. Cadence and the target share all damage. (Applied to the enemy as spirit damage, with slight scaling to give cadence some advantage) This has a duration, or lasts until one target is dead. Lasts maybe like 6 seconds?
Cadence maintains full movement, Ability usage, etc. The tether is not physical, so Cadence does not need to be near the enemy for damage to carry over and vice versa.
After duration, Empowers your next ability.
Long cooldown, 40+ seconds
EMPOWERED - Quartet
Cadence sings in a large cone in front of them, creating a musical bond between all enemies hit. They all share a portion of damage, applied as bonus spirit damage. This diminishes with the more enemies hit, with 50% extra damage between two targets, 33% between 3, and 25% between 4. If only one enemy is hit, they take a debuff and have 10% extra damage applied.
AP1 - Gain a stacking barrier for each enemy tethered, scales with spirit.
AP2 - A portion of Cadence's damage is applied to the tethered target as bonus spirit damage. (10% or so)
AP5 - Applies continuous Dissonance buildup, Dissonance Damage is greatly increased to enemies during tether.
Tether can be cleansed.
ABILITY 4 - SUPERSTAR!
Cadence transforms, his makeup glows, his suit gets flashy, and he gains +8% Spirit and Weapon resist.
During the duration, Cadence gains lower gravity and improved air control. Superstar Form lasts around 10 - 14 seconds.
Empowers your next ability.
If SUPERSTAR! would be empowered, it instead refreshes all of Cadence's cooldowns.
240 second cooldown.
AP1 - +2m/s movespeed during Superstar Form.
AP2 - Empowers your next 3 abilities.
AP5 - Gain 30% Spirit Lifesteal during Superstar Form. Kills extend Superstar Form's Duration.
Cadence is very cool, calm, collected. Similar in personality to Infernus, but with more sparkle and charisma. As any musician would be, they are open-minded and love finding new sources of inspiration, citing the ritual as one hell of an experience to write about.
Cadence and Infernus are very good friends, with Infernus hosting Cadence's Band at Jezebel's on multiple occassions.
Cadence thinks Vyper may have a hidden talent for singing, Vyper obviously denies this.
Ivy and Cadence also have history together, having a good connection.
Abrams is a fan of Cadence's band, but humorously calls them "Candice" instead.
Holliday thinks Cadence should get a real job.
Lady Geist says that Cadence's band is uncivilised and "Just Noise"
Seven thinks Cadence's motivations in the ritual are trivial, and wonders why Cadence is participating to begin with.
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
TERRA
An overgrown, mutated snapping turtle that came into being after the first maelstrom. Terra quickly found a home in the Cursed Apple's sewer systems, becoming somewhat of an Urban Legend. Whispers of the Patron's power found their way into the sewers and have coaxed Terra out, in hopes of finding a real place to call home, and to not merely survive. Terra wants the patrons to grant them this peace and community.
Terra is a large character, maybe the largest in the game, but akin to Bebop or Abrams in terms of size.
Terra moves very slowly, similar movement and dash to Abrams.
She is, of course, a giant snapping turtle, covered in sewer gunk, with shoddy garments made of dead animals, trying to feel more like a person.
Base 800+ HP
Low health scaling to compensate her absurd tankiness
1 Stamina, but high stamina regen.
WEAPON - DIAMONDBACK
A close to medium-range pump-action shotgun with similar firerate to Abrams' gun, starts with around 6 shots.
Passively, Diamondback's damage scales with Terra's Movement speed, allowing for some very high burst damage if you can pull it off. Does have to be fully reloaded.
ABILITY 1 - Snap Shot
Terra Pulls the barrel of her shotgun out, and sprays her remaining ammo in a cone in front of her.
Deals moderate weapon damage with good scaling. Also deals extra damage depending on ammo used.
Cooldown time also varies on ammo used.
ranges from 10 - 20 seconds.
AP1 - Successful hit on enemy heroes restores 1 stamina.
AP2 - Improved Scaling and Ammo damage bonus.
AP5 - Inflicts a 0.5 second stun. Also grants Terra +20% Max Ammo.
ABILITY 2 - Shell Spin
Terra enters her shell, maintaining all momentum but losing movement control (Similar to cubing yourself as viscous)
She gains additional momentum for a short while, and deals melee damage on contact with enemies. She also gains extra momentum when hitting enemies. Damage increases with Terra's Overall speed. This is a very unique ability and is really Terra's whole bread and butter, finding ways to create velocity and slam into enemies, and then punish up close. Or alternatively, it can be used as a great escape tool if players are skilled enough to maneouver it.
AP1 - +20% Damage Resist in Shell.
AP2 - +54 Damage per hit, Applies a 0.1 second stun on hit.
AP5 - Apply Unstoppable while in Shell, and shortly after.
shorter cooldown, similar to cube, around 25 seconds
ABILITY 3 - Mutation
this is a passive ability
Terra takes 60% less weapon damage from behind. If an enemy would melee Terra and hit her back, they are automatically parried.
AP1 - Taking damage from behind grants Terra a small damage and firerate buff, sustained damage will slowly reload her gun.
AP2 - Terra also takes 60% less spirit damage from behind.
AP5 - Occasionally an enemy trooper, or neutral camp minion, will be MARKED. Killing and final hitting a marked enemy will grant Terra one golden idol buff.
ABILITY 4 - UNSTOPPABLE OBJECT, IMMOVABLE FORCE
Terra releases spirits from her shell and gains mystic power.
Depending on her movespeed, Terra gains the following effects;
The slower Terra is moving, the more damage resistance she gains, up to 70% spirit and weapon damage if standing completely still. When stood still, Terra gains unstoppable and a constant +20 Health Regen. She deals less damage when standing still, around 20% less.
The faster Terra is moving, the more Damage Amp she gains, up to 20% Spirit and Weapon damage at full Velocity (around similar speed to boost pads?), However, she suffers a -20% Resistance Penalty to spirit and damage.
While moving at a high speed, Terra generates a slipstream behind her (Whether in Shell Spin or not) that will deal spirit damage to anybody nearby. Shell Spin also deals bonus spirit damage.
This has a similar duration to Lycan Curse, with a 160~ second cooldown.
AP1 - Gain 1 Temporary Max Stamina during ability. Refreshes Stamina.
AP2 - -30 second cooldown. Gain 5m/s movespeed during ability.
AP5 - Gain a 30% Chance to reflect all instances of damage during ability.
I can understand this ability may be a little overloaded and complicated, and I totally own that and could see it being toned down into a simple damage ult or something.
Terra is designed around being a tempo-heavy tank, dictating space, or, becoming a strong hit-and-run sort of character.
She is designed around balancing movement with gamesense and finding the best way to balance both.
She is also let down by her low stamina and needs investment to really get going.
Terra is very timid, gentle, insecure. Years in the sewers has led her to being quite socially awkward.
Terra and Seven are actually very good friends and spent time in the sewers together, Seven has a soft spot for her and Terra defends him, claiming he really isn't that bad when you get to know him!
Terra and Celeste have a lot in common and Celeste even invites Terra to join the sideshow, which she is unsure about. (The imagery of this giant, muddy, brown, dirty turtle being friends with a literal unicorn is kinda what I love here)
Drifter takes pity on Terra, but not in a kind way. He thinks she's pathetic.
Mina is terrified of Terra noting her reputation as a Cursed Apple urban legend.
Flash is fascinated with Terra and wants to know more about her time in the sewers, and what she thinks about new york in general.
Pocket shares sympathy with Terra, knowing what it feels like to be invisible.
Most of the cast take a liking to Terra, despite being an obvious outsider.
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
And finally, we have;
GEO
A professor in Blackmoore Academy, Specialising in Geology (of course), Geo grew up in Southern Asia and was fixated on the Geology of the Astral Gates since childhood, researching and understanding their effects on local ecosystems to an unhealthy degree. During this research, Geo believes they have uncovered mysterious that could bring about the end of the world as we know it, spiralling into madness, Geo believes the only reasonable course of action is to complete the ritual, and stop the end of everything. But is he just some crazy guy? did the rocks truly show something important? who knows, certainly not me.
Geo is south-asian, late 20s, early 30s, with a lot of steampunk-esque gear, very much a tinkerer type guy, very diy
Base 700 - 750HP
3 Stamina, but in a lower dash distance bucket like ginnis or abrams.
WEAPON - Sediment Blaster
Shoots pellets of sediment from Geo's hand, functioning very similarly to Ramattra's staff from overwatch. Low damage, high firerate.
For the reload anim, Geo like, brushes his hand along the ground, collecting dust and dirt and stuff, i think thats pretty cool.
around 60 bullets at base.
ABILITY 1 - Extract Minerals
Geo pulls everything toward him in a cone on the ground, before blasting them back out, dealing some spirit damage.
Restores a portion of ammo for each enemy hit.
18 second cooldown.
AP1 - Larger area of effect, stronger knockback
AP2 - Applies a stun if enemy collides with wall.
AP5 - Higher Ammo gain, can go above max ammo temporarily.
ABILITY 2 - Material Sling
Geo selects a nearby piece of terrain. They pull a chunk of material out of the selection and bring it toward them. This deals a small amount of damage on retrieval. Geologist can then sling the material out, with a similar projectile size and speed to Rem's Pillow. This deals weapon damage. The effects of the ability change depending on the terrain selected, detailed slightly below. If this ability is used while Geo is wallriding, They will sling themselves off the wall in a slightly stronger walljump, this grants them less gravity and more air control.
Materials are as follows:
STONE (Very common, found around most of the map)
Deals 100-125 damage at base and applies knockback. Damage dwindles a lot outside of the direct hit.
STEEL (Less common, but still readily available)
Deals 125-150 damage at base and applies a 0.55 second stun with heavy knockback. Also deals light knockback on retrieval.
DIRT (Only in a few areas)
Deals around 70 damage, applies disarm in a cone, similar to Mo and Krill's Sand Blast.
WOOD (Only in a few areas)
Thrown like a spear, dealing 80 damage, splintering off of the target in a cone, applying a bleed.
25 - 40 second cooldown
AP1 - Retrieval now provides a burst of momentum and a decaying 4m/s movespeed bonus.
AP2 - -10 Second Cooldown and increased damage scaling.
AP5 - -10 second Cooldown, Materials now deal bonus spirit damage.
ABILITY 3 - Gravity
Geo flips Gravity around him, allowing for a lot of creative movement and skill expression. Can be reactivated to flip gravity back to normal, if gravity is not reactivated after a while, or Geo hits a skybox, it will automatically flip back.
If Geo would hit a ceiling or similar surface, he will attach and can move normally. Geo's whole kit is available for use during the ability, however his ult may be useless... unless you could begin channelling in the air or something.,..
50 second cooldown
AP1 - Upon flip, gain a 150 base barrier that scales with spirit
AP2 - -15 second cooldown, Reloads 25% ammo.
AP5 - When gravity is flipped back to normal, nearby enemies are slammed to the ground and stunned (basically built in knockdown against flying characters)
ABILITY 4 - MAGNITUDE
Geo channels a powerful blast for roughly 3 - 5 seconds, before slamming the ground and releasing a massive shockwave that ripples through the entire city. Deals massive spirit damage and knockup, diminishing as it travels further, similar speed to dynamo stomp.
Starts at 400 damage in the epicenter, with very high scaling, but falls off very quickly as it travels.
Geo is vulnerable while channeling, so you need to be crafty with the ability.
The idea is to force the player to weigh the risk and the reward, you could potentially skew a teamfight in your favour, or you could blow up and die
200 second cooldown
AP1 - -20 Second Cooldown
AP2 - Release an additional shockwave after the first, dealing 50% less damage.
AP5 - Release a final shockwave after the second, dealing a further 50% less damage. -30 Second Cooldown and gain Unstoppable while channeling.
Geo is pretty nutty and silly and most of the cast try to avoid talking to him
Viscous seems enamored with Geo and likes his company
Geo mistakes Ivy for a real gargoyle and is startled when she talks to him.
Geo knows Graves and Apollo and is concerned that they are at the ritual, shows a lot of remorse after killing them.
and thats it lol
hopefully you guys see my vision here and enjoy the designs
if any devs read this and see any cool ideas, feel free to use them!
thanks yall, byeeee