Testwamore
New member
The name, bio and gun are drafts.
BIO:
Ghosty does not remember his life before he was locked up in a mental hospital. He does not even know for how long he was there and does anyone outside know of him. His life was tragically ended when the asylum drowned during the flood. But for some he is still alive, but in a ghost form. Years of lonely wondering in the sewers seemed like a torture. But now with the Ritual he finally gained an opportunity to find out who he was and why is he still alive.
Design:
He looks like a blue man, maybe with some white textile around him. High pitched voice, but not as high as Viscous.
Gun
Shotgun with slow fire rate, a mix of Calico and Abrams gun, classic reload. Central bullets cluster is closed together so it is good in mid range.
Spells:
1: Haunt
Creates a spirit behind enemy back, that slowly approaches them in 3 second. If the spirit collides, it deals damage and silences the enemy. The spirit can be destroyed with light melee (but only from the hero being targeted) (enemies allies can not see the spirit). [COMMENT: Overall this is similar to Grimstroke's Phantom's Embrace, but also requires to look behind].
T1: More damage, T2 Ghosty gains damage amplification against the target , T3 Successful connection restores CD
2: Float
Jumps into the air and float for 5 seconds. Charged. [COMMENT: This is a mix of Pocket's Barrage and Talons Flight. You don't jump high, but you float in the air (Same as if Pocket jumps and uses barrage). The movement is allowed, similar to Talons flight.]
T1: Bonus charge, T2: Bonus 2 seconds to duration, T3: Gains shields
3: Apparition
Create an aura around yourself that slows heroes around you and deals damage. The damage and slow is amplified the longer the hero is affected by the aura. [COMMENT: Very close range]
T1: Less CD, T2: Bonus damage, T3 Slows down fire speed
4: Madness [ULTIMATE]
Channel for 0.5 seconds, then become invulnerable, fast flying ball that flies straight and bounces off walls 3 times. The ball damages enemies it collides with. Immediately ends if it flies more than 2 seconds without collision. Can be interrupted early. [COMMENT: Basically become a Pinball that fliest straight towards the place you are aiming. Same enemy cannot be damaged twice during one bounce. This is both escape and initiation tool. The ability is Storm Spirits's Ball Lightning but more chaotic and with flat damage].
T1: Reloads your gun at the end, gives 30% extra ammo, T2: +2 Jumps, T3: 30% extra damage is dealt around collided enemy
BIO:
Ghosty does not remember his life before he was locked up in a mental hospital. He does not even know for how long he was there and does anyone outside know of him. His life was tragically ended when the asylum drowned during the flood. But for some he is still alive, but in a ghost form. Years of lonely wondering in the sewers seemed like a torture. But now with the Ritual he finally gained an opportunity to find out who he was and why is he still alive.
Design:
He looks like a blue man, maybe with some white textile around him. High pitched voice, but not as high as Viscous.
Gun
Shotgun with slow fire rate, a mix of Calico and Abrams gun, classic reload. Central bullets cluster is closed together so it is good in mid range.
Spells:
1: Haunt
Creates a spirit behind enemy back, that slowly approaches them in 3 second. If the spirit collides, it deals damage and silences the enemy. The spirit can be destroyed with light melee (but only from the hero being targeted) (enemies allies can not see the spirit). [COMMENT: Overall this is similar to Grimstroke's Phantom's Embrace, but also requires to look behind].
T1: More damage, T2 Ghosty gains damage amplification against the target , T3 Successful connection restores CD
2: Float
Jumps into the air and float for 5 seconds. Charged. [COMMENT: This is a mix of Pocket's Barrage and Talons Flight. You don't jump high, but you float in the air (Same as if Pocket jumps and uses barrage). The movement is allowed, similar to Talons flight.]
T1: Bonus charge, T2: Bonus 2 seconds to duration, T3: Gains shields
3: Apparition
Create an aura around yourself that slows heroes around you and deals damage. The damage and slow is amplified the longer the hero is affected by the aura. [COMMENT: Very close range]
T1: Less CD, T2: Bonus damage, T3 Slows down fire speed
4: Madness [ULTIMATE]
Channel for 0.5 seconds, then become invulnerable, fast flying ball that flies straight and bounces off walls 3 times. The ball damages enemies it collides with. Immediately ends if it flies more than 2 seconds without collision. Can be interrupted early. [COMMENT: Basically become a Pinball that fliest straight towards the place you are aiming. Same enemy cannot be damaged twice during one bounce. This is both escape and initiation tool. The ability is Storm Spirits's Ball Lightning but more chaotic and with flat damage].
T1: Reloads your gun at the end, gives 30% extra ammo, T2: +2 Jumps, T3: 30% extra damage is dealt around collided enemy
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