[Hero] Dubloon

A Fate’s Tale:
The Legendary Flying Dutchman was doomed to sail the seven seas until time immemorial. Any sailors who heard the tale were scared to death of encountering the ghost ship of legend. Those unlucky enough to see it were soon doomed to see Davy Jones’ locker at the bottom of the ocean. Captain Vander Decken was a warning to other sailors, one that was deadly if ignored. Any poor soul foolish enough to trust such a damned spirit became a new member of the crew. The only supposed cure to such a phantom was a woman willing to dedicate herself to captain, or so the Legend went. Fear and panic flooded ships before they were taken by the tides. All of it changed at the turn of the century.

When the first Astral Gate had opened, interest in the occult had swelled to unimaginable levels. As such, known oddities were explored in greater depth. It didn’t take long for the United States coast guard to catch wind of where they were. Experts came from all over to investigate the former scourge of sailors. He was Vander Decken, terror of the seas and captain of the most bloodthirsty, black hearted army of ghost pirates ever known. Now he was a science project to be studied. His pride was in tatters and regret filled his heart. How could such a man face his crew in good conscience? His part in the world was turned upside down and there was nothing he could do to ride the wave of change. Powerlessness and despair were awash in his heart. Despite being dead for over a century, he only recognized what that meant when it was all taken away. The long nights awash with briney air on the open sea were no more.

In the midst of his despair, a female researcher curious about the old rumors of the cure wanted to run some tests. At first it was a temporary arrangement, only a few days at most. A few days turned into a few weeks. A few weeks turns into a few months. A few months turned into a wedding abound with joy and festivities. Despite this newfound happiness, he had many regrets still lingering. While he could no longer be called a Captain, his crew needed a proper send off, not one decorated with governmental red tape behind closed doors. This was the Dread Pirate Vander Decken, and as so many mid-witted mariners had learned before, he would not be denied.

Gun in a shotgun blunderbuss. Quantity is the quality.

  1. Weigh Anchor
Swing an Anchor in an arch in front of you. This applies a movement and fire rate slow. Attack angle scales with spirit. Slow duration is 4 seconds.
Tier 1: Cooldown decrease
Tier 2: Hit enemies take 12% extra damage from you and allies
Tier 3: Enemies hit by the attack are grounded (similar to phantom strike)

  1. Walk the Plank
Set down a gangplank in front of you that deploys after half a second. Enemies and allies caught in the launcher get launched up slightly (think similar distance to lash’s ground slam tier 2). This cannot be deployed on walls, only the ground.
Tier 1: Hit enemies are slowed by 30%
Tier 2: Cooldown Decrease
Tier 3: Improved Spirit Scaling

  1. Captain’s Call (40 second cooldown)
On activation, give you and allies around you bonus movement speed alongside bullet and spirit shield. You get a 5% bonus to your buff for each ally affected.
Tier 1: +2m/s sprint speed (this is just for Dubloon, not his team)
Tier 2: Enemies within your call get -8% spirit resist for 5 seconds
Tier 3: Bullet and Spirit Shields scale with Spirit, cooldown reduction.

  1. Dragged to the Locker
Denote an area to be attacked by your crewmates after a delay. Any enemies in the area on cast will be stunned and silenced. Any enemies that enter after the initial cast will take damage over time and be slowed.
Tier 1: Damage Increase
Tier 2: Enemies hit by the attack get -12% bullet resist for 5 seconds
Tier 3: Stun Duration Increase

Character Archetype: Initiator. Idea is to combo opponents by bouncing them up in the air, then hit them with your 1 to knock them back down. Ultimate allows you to initiate, then combo. Tweaking would need to be done in terms of how big the stun AOE is, but seeing as Lash has one for when he’s in the air that allows him to combo afterwards, it should be balanced. A captain leads from the front, so I gave him an ability similar to Heroic Aura that gave him a good reason to be running around from the front on the ground. Original concept granted bullet and spirit resist but I figured shields were more balanced.
 
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