Hero Idea: Rumor, Occult Priest of Balance

phanterm

Member
Similar idea: https://project8.dev/threads/the-forsaken-priest-adelard-support.3186/

A wandering mystic with dual personalities; one is benevolent and kind, the other, cold and sardonic. Inspired by more classical pagan (not Satanic) versions of Baphomet, who is historically a deity of balance with markings on their arms to indicate this: Solve (Dissolve), and Coagula (Coagulate).

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Weapon: Astral Blessing​

Using the glyphs on his hands, Rumor's attacks change based on which personality is currently in control.

Ability 1: Changing Hands​

Rumor's other personality takes over. This changes the properties of their attacks and the rest of their abilities. Upon use, this grants bonus ammo and temporarily empowers the weapon being switched to.

Left Hand (Unite)​

Rumor's weapon becomes a very short ranged, sustained heal that slows enemies. When switching to Left Hand, The short ranged heal mist temporarily becomes a larger and more empowered conic beam of divine tendrils that heals allies and slows enemies.

Right Hand (Sunder)​

Rumor's weapon fires eldritch orbs that slow to a halt after moving a short distance and function as floating mines that explode after a few seconds. When switching to Right Hand, the eldritch mines instead become a rapid fire volley of eldritch orbs that travel straight ahead with slight homing capabilities to enemies that are within the radius of the projectiles.

Ability 2: Light of Providence / Light of Judgment​

Left Hand (Unite)​

Rumor targets an area that is bathed in astral light. While standing within the radius, allies take reduced damage and get increased movement speed.

Right Hand (Sunder)​

Rumor targets up to 3 smaller areas. These areas light up to indicate danger, and then after a delay, blasts of dark light erupt from another dimension at each spot, dealing damage and knocking enemies up into the air.

Ability 3: Vacuum / Repel​

Left Hand (Unite)​

Rumor summons an independent, undulating prism of astral light that manipulates energies in a wide cone in front of it, slowly pulling all enemies toward it for the duration active. The prism explodes when it expires, dealing damage to nearby enemies.
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Right Hand (Sunder)​

Rumor gestures with his hands in a double palm strike, creating a powerful force at point blank range in front of him. Any enemies hit by this attack will be knocked directly backwards and take damage. In addition, any enemy projectile that this attack hits will be reflected back at the caster.
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Ability 4: Spirit Form​

Rumor claps both hands together and joins his personalities for a few seconds, restoring health and becoming a stationary avatar that builds up energy. At the end of the ability, or when canceled, Rumor fires a single array of projectiles which attack targets in front of him. The longer the form is charged, the more powerful the projectiles.

Left Hand (Unite)​

The projectiles will hit all allies within range in front of Rumor, instantly healing them based on Rumor's spirit power.

Right Hand (Sunder)​

The projectiles will hit all enemies within range in front of Rumor, instantly damaging them based on Rumor's spirit power.

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What is the default state of the character upon respawning? Does the player return in the default state, and if so, what is that state? Or does the character respawn in the last state they were in before being defeated?

As far as the background of the character goes, are you thinking something more related to a split personality disorder, an alter ego, or something else?
 
What is the default state of the character upon respawning? Does the player return in the default state, and if so, what is that state? Or does the character respawn in the last state they were in before being defeated?

As far as the background of the character goes, are you thinking something more related to a split personality disorder, an alter ego, or something else?

The default state of the character should probably be the Right Hand, otherwise I would imagine they're going to have a very hard time securing and denying souls in the laning phase. In my head, I imagine the player retains whatever mode they were in when they died; the idea behind the design is that you're going to be switching hands very frequently, often during combat.

As for the background, I had some ideas. A split personality disorder was one; another was that they were possessed by a magical entity of some sort, but it wouldn't be clear whether the entity was the malevolent personality or the benevolent one.
 
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