Sizzle The Ghost Exterminator

nudl9

New member
Sizzle The Ghost Exterminator

A close range character that likes play around in-door spaces with a ghost theme and wall manipulating abilities.
D80177-16-Flammenwerfer-1.jpg
This is a re-enactment photo taken from google. I think it could serve as inspiration for the look of the flamethrower, harness and kit.
The character should have a green ghostllike smoke reeking off of him constantly.

Story:
Sizzle works for the incorporeal consultancy force, providing services to root out incorporeal infestations. The methods they use are crude but effect, the fire burns the physical manifistations (tendrils) that ghosts use to manifest themselves into our plane. This line of work is not for everyone, as Sizzle has seen more than a share of his colleagues been possesed or let their sanity slip. He himself has not been entirely unscathed, as nightmares continue to plague him in his sleep. Remnants of ghostlike tendrils clutched deeply within his body as scars from his line of work.


Primary Fire: Scorch
The main weapon is a flamethrower that has a short range and has a brief damage over time as it hits (like 0.4s).
When a target is hit the damage heats up, it starts at 60% before shortly reaching it's 100% damage potential (to keep the player commited to hold down fire, similar to Bebop).
Using the flamethrower for extended time will make it consume ammo at a faster rate.


1 - Infernal Flames
This ability turns the flamethrower into a thinner, but much longer stream of fire. (Harder to aim as a result, but can hit from further away)
During this effect the flame itself turns to an frightening green color with black contrasting fringes.
The damage is greatly boosted, dealing added spirit damage.
Lasts for 5 seconds.
Cooldown: 28s

Level 1: Cooldown decrease
Level 2: Reduces ammo consumption by 50% during effect.
Level 3: Damage increase



2 - Snare Ball
Shoots a quick projectile forward from crosshair.
When it hits it deals spirit damage and snares the target into a ball for 2s (with object physics).
The ball will release the target if the target takes 150 damage (Scales with spirit).
On initial impact the ball will move a little backwards relative to the direction of the projectile.

Basically the ball can roll down stairs and or crash into walls. It acts as a physics object that can be manipulated. So players can melee it to make it roll for example.

Level 1: +1s duration increase
Level 2: +100 damage before breaking
Level 3: On impact snares multiple targets in small aoe


3 - Ghost Attractor (Passive)
Forms a 14m aura around the player that negatively affects enemies inside it.
These players are cursed and take damage when standing close to walls (does several trace checks in a 360 from center of the body).
Ghostly tendrils claw themselves towards the enemies from the walls, dealing damage over time when next to one.
(The player will not recieve damage notifications such as damage ticks, vision, etc from this)

Can be toggled to deactivate, as you may want to surprise through walls.


Level 1: Damage increase
Level 2: Curse radius +0.5m (how close enemies can be to walls)
Level 3: Aura radius increased by 6m

(Maybe add a knockback melee item to go along with this hero?)


4 - Corporeal Walk
Turns the player into a ghost for 5 seconds.

The player takes 50% reduced weapon damage (not counting spirit damage) during effect.
During this form the player is intangible and can move through walls and floors.
Walking is replaced by flying/floating, the player can move up and down with shift or control.
Vision becomes all black, with geometry becoming highlighted by white edges (all of this uses a shader to make the game not look wierd when out of bounds).
The player cannot shoot or use weapons while considered "outside the map" (as it would be very unfair).
When the ability ends and if the player is stuck inside the wall they will be "spit out" with a light knockback.
Cooldown 80s.

Level 1: +15% spirit amplification
Level 2: -15s cooldown
Level 3: +1s duration
 
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