kermodo
New member
Following the lore and looks of the world in this strange steampunk eldritch 1920s world - I feel that America's favorite pastime would still be incredibly popular: Baseball. I imagine this character's lore would be a young lad looking to make it far in his career - willing to do whatever it took. While in the minor league within the *insert non-copywrite'd New York Yankee equivalent team name here*, Jake "Dinger" Mattone looked for other ways to improve his skill. He made a sort of "deal with the devil" for great power - enchanting him with eldritch potential. Dinger went from an above-par batter to someone who could play any position to it's highest potential. Some say he could throw a fastball faster than a bullet. Anyways, something along those lines.
General Looks:
Younger (mid 20s) African American man. Somewhat thin yet muscular build. Flat top haircut with a thicker pencil moustache. Wears a traditional white baseball uniform with blue pinstripes and "DINGER" across the back. Has a strange green and purple sheen to his equipment and his hair. Holds a large light colored wooden baseball bat and a darker brown catchers mitt. In the palm of the mitt is a open, green eye. On the side of the bat is another open, purple eye. Eye motifs across the rest of his uniform, maybe on a belt buckle or on his shoes somewhere. Wears smallish cleats with long purple and green socks, where the pants tuck into and bunch up at the top of the sock.
General Character Use/Build:
Dinger's main use would be for general close-range combat as well as some useful battlefield control.
Main Weapon:
Dinger's main weapon would be his baseball bat, which he pitches to himself to hit at a very fast speed. The balls themselves would have an eldritch eye on them, closed.
The time between attacks would be very slow, but I imagine Dinger would have a decent amount of ammo (20 or so.)
In his other hand would be a catcher's mitt, which he would use for his base melee mechanic. The bat will be used for other melee-related mechanics.
I would hope that his high-base main weapon damage would scale well with his light and heavy melee attacks.
Skill One: Meatball
Dinger charges a windup pitch to throw a powerful fastball. The longer the charge, the more damage and the faster the ball projectile moves. Can be charged for up to 5s. Scales from 50 to 200 spirit damage at max charge. If charged less than 50%, it applies a 30% slow to the enemy for 4s. If charged more than 50%, it applies a "confused" effect (where the character is uncontrollable and walks in a random direction, similar to the "DONK" effect in TF2) for 4s. Movement speed is halved while winding up the pitch. This has a cooldown of 20s. This is a channeled effect.
Upgrade 1: Reduce the cooldown by 5s
Upgrade 2: Increase the top-end spirit damage by 150.
Upgrade 3: Movement speed is no longer halved while winding up the pitch.
Skill Two: Swinging For The Fences
Dinger spins like a cyclone, whirl-winding his bat around to hit anyone within 8m of him. Enemy players hit by this are dealt 2x light melee damage and knocks them back 5-10m. This cyclone lasts for 8s. This has a cooldown of 30s. This is a channeled effect.
Upgrade 1: Reduce incoming spirit and bullet damage while channeling by 30%
Upgrade 2: Reduce the cooldown by 10s
Upgrade 3: Increase the range by 8m and increase the distance hit by 5-10m.
Skill Three: Run For The Hill
Dinger overflows with eldritch power and starts to move at astonishing speeds. Increase Dinger's base movement speed by 3m/s and grants him an additional 2 stamina. Adds 30 spirit damage to his melee attacks. This ability lasts 10s. This has a cooldown of 45s.
Upgrade 1: This now grants Dinger an additional air-dash or air-jump.
Upgrade 2: Increases the spirit damage from melee hits from 30 to 60.
Upgrade 3: Reduce the cooldown by 15s
Ultimate Skill: Grand Slam
Dinger quickly winds up his bat and swings a large arc in front of him - knocking any enemy players back with a powerful force. All enemy players hit by this are knocked back 30-40m and take 200 spirit damage and 2x his heavy melee damage. If an enemy player that is hit by this is slammed into another enemy player, the 2nd player takes half the spirit and melee damage as well. This has a cooldown of 90s.
Upgrade 1: Reduce the cooldown by 45s.
Upgrade 2: Add 100 more spirit damage and 50% spirit life steal.
Upgrade 3: Enemies hit with other enemies now take the full damage as the first person hit.
General Looks:
Younger (mid 20s) African American man. Somewhat thin yet muscular build. Flat top haircut with a thicker pencil moustache. Wears a traditional white baseball uniform with blue pinstripes and "DINGER" across the back. Has a strange green and purple sheen to his equipment and his hair. Holds a large light colored wooden baseball bat and a darker brown catchers mitt. In the palm of the mitt is a open, green eye. On the side of the bat is another open, purple eye. Eye motifs across the rest of his uniform, maybe on a belt buckle or on his shoes somewhere. Wears smallish cleats with long purple and green socks, where the pants tuck into and bunch up at the top of the sock.
General Character Use/Build:
Dinger's main use would be for general close-range combat as well as some useful battlefield control.
Main Weapon:
Dinger's main weapon would be his baseball bat, which he pitches to himself to hit at a very fast speed. The balls themselves would have an eldritch eye on them, closed.
The time between attacks would be very slow, but I imagine Dinger would have a decent amount of ammo (20 or so.)
In his other hand would be a catcher's mitt, which he would use for his base melee mechanic. The bat will be used for other melee-related mechanics.
I would hope that his high-base main weapon damage would scale well with his light and heavy melee attacks.
Skill One: Meatball
Dinger charges a windup pitch to throw a powerful fastball. The longer the charge, the more damage and the faster the ball projectile moves. Can be charged for up to 5s. Scales from 50 to 200 spirit damage at max charge. If charged less than 50%, it applies a 30% slow to the enemy for 4s. If charged more than 50%, it applies a "confused" effect (where the character is uncontrollable and walks in a random direction, similar to the "DONK" effect in TF2) for 4s. Movement speed is halved while winding up the pitch. This has a cooldown of 20s. This is a channeled effect.
Upgrade 1: Reduce the cooldown by 5s
Upgrade 2: Increase the top-end spirit damage by 150.
Upgrade 3: Movement speed is no longer halved while winding up the pitch.
Skill Two: Swinging For The Fences
Dinger spins like a cyclone, whirl-winding his bat around to hit anyone within 8m of him. Enemy players hit by this are dealt 2x light melee damage and knocks them back 5-10m. This cyclone lasts for 8s. This has a cooldown of 30s. This is a channeled effect.
Upgrade 1: Reduce incoming spirit and bullet damage while channeling by 30%
Upgrade 2: Reduce the cooldown by 10s
Upgrade 3: Increase the range by 8m and increase the distance hit by 5-10m.
Skill Three: Run For The Hill
Dinger overflows with eldritch power and starts to move at astonishing speeds. Increase Dinger's base movement speed by 3m/s and grants him an additional 2 stamina. Adds 30 spirit damage to his melee attacks. This ability lasts 10s. This has a cooldown of 45s.
Upgrade 1: This now grants Dinger an additional air-dash or air-jump.
Upgrade 2: Increases the spirit damage from melee hits from 30 to 60.
Upgrade 3: Reduce the cooldown by 15s
Ultimate Skill: Grand Slam
Dinger quickly winds up his bat and swings a large arc in front of him - knocking any enemy players back with a powerful force. All enemy players hit by this are knocked back 30-40m and take 200 spirit damage and 2x his heavy melee damage. If an enemy player that is hit by this is slammed into another enemy player, the 2nd player takes half the spirit and melee damage as well. This has a cooldown of 90s.
Upgrade 1: Reduce the cooldown by 45s.
Upgrade 2: Add 100 more spirit damage and 50% spirit life steal.
Upgrade 3: Enemies hit with other enemies now take the full damage as the first person hit.