Keeper - Passives, Anti-Spirit, Normal

DesertMoonGW

New member
John Smith is a normal man who works a normal grave keeping job getting normal pay to go to his normal home and live a normal life. He doesn't worry himself with all this high falootin abnormal supernatural mystical business, he just needs his quiet life.

Gameplay

The core idea of Keeper is simplicity. All of his abilities are passives so you don't need to worry about when you should use them, and many of them disable or weaken other aspects as to not need to think about them as much. He is very much intended to be a beginner hero, so straightforward that the skill floor is the lowest possible, with the obvious downside being that his skill ceiling isn't very high. The skill ceiling isn't so low that it makes the character non-viable in higher rank games but just not the first picks.

His gun is a 20 damage, 2.5 BPS, 8 ammo, medium range pistol. Basically the same as Hollidays but with slightly higher damage and fire rate to compensate for not having her 3 or any spirit.

1: Normal Life - Passive. You deal more weapon damage to enemies based on their Spirit Power. (1) Reduced Cooldown (2) Reduce Weapon Damage Resist on target (5) More damage per Spirit Power [Sort of similar to items like Headhunter where it procs when you get the hit then goes on cooldown, makes heavy spirit heroes simpler by allowing them to be taken out faster than easier to work with gun heroes.]

2: Reality Anchor - Passive. You can not purchase Spirit Items or gain Spirit Power. You have a base 10% Spirit Resistance. (1) +10% Spirit Resistance (2) +10% More Spirit Resistance (5) +20% Spirit Resistance [Similar to how the 1 adds simplicity by making spirit heroes easier to take down, this makes it harder for them to take down you. Gun heroes or heroes that otherwise do not focus on spirit need to be the ones to take down Keeper, making confrontations more straightforward as damaging abilities are downplayed. Sort of a weaker base kit version of Spirit Resilience.]

3: Focus - Passive. Your parry activates against and prevents the effects of enemy abilities. (1) Gain a small movement speed increase on successful ability parry (2) Gain a small heal on successful ability parry (5) On successful ability parry, deal weapon damage to the hero who dealt it equal to 50% the spirit damage the ability would have caused. [The 5 might be overpowered, can be swapped out with just boosted weapon damage. Essentially base kit Counterspell, allowing the complete negation of damaging enemy abilities if you can time it right and while it's off cooldown.]

4: Aura of Simplicity - Passive. Allies near you gain a portion of your Spirit Resistance. (1) Increased portion of Spirit Resistance (2) Increased Range (5) Enemies near you have reduced Spirit Power. [Spreading the Spirit Resistance you get from your 2 so your allies similarly don't need to worry about enemy abilities as much. If your allies are all dead in a team fight then it doesn't matter how little damage abilities do if three enemy heroes are all ganging up on you.]

I intentionally did not include exact numbers for most things as I imagine that would need to be figured out more in testing and I am not a high enough rank in-game to know what would be healthy numbers. I should also mention that I have not played other MOBAs, so if a character like this already exists in League of Legends or DOTA 2 I am unaware of it.

Aesthetics

Partially inspired by the song Grave Digger by Blues Saraceno, as well as the highly memed on lyric from No Church in the Wild by Jay-Z "What is a god to a non-believer". He's a bearded man with a big wide-brim hat, black vest on a gray undershirt with slacks, nothing special. He carries around the shovel he uses for his grave digging job which he uses in his melee. His gun is just a basic Colt 1911 or similar looking pistol, named something along the lines of "Standard Issue" or "A Gun". John is a very solemn man, not angsty as much as just going through the motions of life, letting the winds take him where they will until his time inevitably comes.

The full lore is that he was on the exact opposite side of the earth of where the first maelstrom hit, combined with leading an entirely uneventful life he has become essentially a living conduit for reality. If the natural and the supernatural are like water and ice, with the world becoming more ice as the maelstrom hit, he is a fire that reverts the ice around him back to water. He has such an intense aura of normality that the spiritual becomes weaker as it tries to revert back to the pre-maelstrom type of existence. He is in the ritual because, like magnets, his intense negative spirituality has pulled him towards the intense spiritual focus of the patrons. He doesn't conciously know this nor why he is here, he doesn't plan on asking the patrons for a wish, he doesn't even really know that he is working for or against a patron, but the cosmic order has brought him here as the antithesis to the patrons.

In interactions with magical or supernatural entities (Abrams, Apollo, Bebop, Celeste, Doorman, Haze, Infernus, Ivy, Mo & Krill, Rem, Vindicta, Viscous, Vyper) they complain of headaches or feeling really strange in a bad way as the aura of simplicity rejects their existance. For characters that aren't inherintly magical but have had magical things done to them (Drifter, Dynamo, Kelvin, Lady Geist, Mina, Seven, Silver, Sinclair, Victor) they can feel themselves losing that magic bit of them from their proximity to him, examples being Drifter feeling his age, Seven feeling the sting of his own electricity, Victor feeling like he could lose conciousness, etc. Human characters that just use magical things may complain of their tools not working quite right or could be used to communicate other lore aspects of either character.
 
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