Yasha
New member
The inmate is a flanker/assassin concept based on the idea of good positioning and melee damage.
The inmate was a serial killer whose spree stretched from coast to coast, his crimes as methodical as they were merciless. For years, he eluded capture, until desperation eventually drove federal authorities to enlist the Baxter Society to catch him.
When they finally caught him, he was transferred to a maximum-security facility in New York, placed in isolation until the days and years blurred together. Alone with nothing but the echo of his own guilt, he began to unravel. In the darkness, he whispered to anyone, anything, that might listen.
For years, nothing answered. Then one night, something did.
When the guards conducted their morning rounds, they found him catatonic in his cell. His body was moved to the medical ward, bound to the bed for safety. But by dawn, the room was empty, the restraints hung loose and all throughout, strange sigils were etched into the walls.
Visual Identity
Scrawny, ghoulish and pale. He wears early 1900s black and white striped prison pants, a loosened strait jacket and no shoes. He carries multiple Shanks on his belt, holds two daggers in his hands, his body is littered with demonic looking sigils.
Weapon Stats:
Cursed Dagger (Throws daggers as gun)
Burst Fire, Close range
Projectile is similar to Apollo, but in 3 bursts
Falloff Range: 17->40
Bullet Damage: 10
4 bullets per second.
Ammo: 15
Reload Time: 2 Seconds
Bullet Velocity: 200 m/s
Light Melee: 50
Heavy melee: 120
Deadly Fervor
The inmate takes out his knives, turning his attacks melee for a brief amount of time. These attacks deal melee damage, is close range, and has a fixed attack speed. Each attack applies a Sigil Mark on the enemy, adding bonus damage amplification for the inmate, after 3 Sigil Mark stacks, the next attack is a finisher that ministuns for .25 seconds.
T2. -0.2 Fixed attack Speed
T3. Increased finishing stun by 1 second
Ambush
The inmate jumps forward, either from the ground or from the wall. He stops at the first enemy he hits, dealing spirit damage. If The enemy is hit from outside of his line of sight, the inmate heals for the damage dealt and slows
T1. -4 second cooldown
T2. Jump is 50% faster and goes further when ambushing from a wall.
T3. Successfully ambushing from outside Line of Sight Silences enemies for 2 seconds.
Dark Seance
The inmate sacrifices his blood in order to summon The Voice from the palm of his hands. After a 3 second delay, the voice strikes all those facing in its direction, dealing damage and causing them to be Feared briefly.
T1. Enemies feared are Sigil Marked
T2. Increase radius by 5m
T3. Enemies facing the inmate during the delay are briefly transfixed to face it for 1 second.
Astral Drift
The inmate projects his soul outward, leaving his body uncontrollable and vulnerable. As a spirit, the inmate is invisible to enemies and can fly. At any time during the Astral Drift, The Inmate is able to re enter the physical realm, teleporting to the spirits current location.
T1. +5m/s
T2. Cooldown reduced by 30 seconds
T3. Stays invisible after teleportation for 10 seconds.
The inmate was a serial killer whose spree stretched from coast to coast, his crimes as methodical as they were merciless. For years, he eluded capture, until desperation eventually drove federal authorities to enlist the Baxter Society to catch him.
When they finally caught him, he was transferred to a maximum-security facility in New York, placed in isolation until the days and years blurred together. Alone with nothing but the echo of his own guilt, he began to unravel. In the darkness, he whispered to anyone, anything, that might listen.
For years, nothing answered. Then one night, something did.
When the guards conducted their morning rounds, they found him catatonic in his cell. His body was moved to the medical ward, bound to the bed for safety. But by dawn, the room was empty, the restraints hung loose and all throughout, strange sigils were etched into the walls.
Visual Identity
Scrawny, ghoulish and pale. He wears early 1900s black and white striped prison pants, a loosened strait jacket and no shoes. He carries multiple Shanks on his belt, holds two daggers in his hands, his body is littered with demonic looking sigils.
Weapon Stats:
Cursed Dagger (Throws daggers as gun)
Burst Fire, Close range
Projectile is similar to Apollo, but in 3 bursts
Falloff Range: 17->40
Bullet Damage: 10
4 bullets per second.
Ammo: 15
Reload Time: 2 Seconds
Bullet Velocity: 200 m/s
Light Melee: 50
Heavy melee: 120
Deadly Fervor
The inmate takes out his knives, turning his attacks melee for a brief amount of time. These attacks deal melee damage, is close range, and has a fixed attack speed. Each attack applies a Sigil Mark on the enemy, adding bonus damage amplification for the inmate, after 3 Sigil Mark stacks, the next attack is a finisher that ministuns for .25 seconds.
Attack Speed: 0.6 seconds.
Damage: 1.2*Light Melee Damage
Duration: 6 seconds
Cooldown: 18 seconds
Damage Amp per stack: 6%
Sigil Mark Duration: 10 seconds.
T1. +3 movement speedT2. -0.2 Fixed attack Speed
T3. Increased finishing stun by 1 second
- Light Melee(q) is disabled for the duration.
- normal attacks cannot be parried.
- Can still heavy melee normally (with the scaling bonus), can be parried.
- Sigil marks are reset to 0 after finisher attack.
Ambush
The inmate jumps forward, either from the ground or from the wall. He stops at the first enemy he hits, dealing spirit damage. If The enemy is hit from outside of his line of sight, the inmate heals for the damage dealt and slows
Damage: 75+ 1.2 spirit
Cooldown: 16 seconds
Range: 12 meters
Slow: 25% For 4 seconds.
T1. -4 second cooldown
T2. Jump is 50% faster and goes further when ambushing from a wall.
T3. Successfully ambushing from outside Line of Sight Silences enemies for 2 seconds.
- Cannot be cast in mid air.
- When Leveld up, using alt-fire zoom while on a wall will slow his fall (80%) for up to 1.5 seconds.
Dark Seance
The inmate sacrifices his blood in order to summon The Voice from the palm of his hands. After a 3 second delay, the voice strikes all those facing in its direction, dealing damage and causing them to be Feared briefly.
Cost: 10% current HP
Damage: 60 + 1.5 Spirit
Duration: 3 second delay, 2 second fear
Cooldown: 25 seconds
T1. Enemies feared are Sigil Marked
T2. Increase radius by 5m
T3. Enemies facing the inmate during the delay are briefly transfixed to face it for 1 second.
- Transfixed enemies can still move and cast spells, but cannot turn away from The Inmate.
Astral Drift
The inmate projects his soul outward, leaving his body uncontrollable and vulnerable. As a spirit, the inmate is invisible to enemies and can fly. At any time during the Astral Drift, The Inmate is able to re enter the physical realm, teleporting to the spirits current location.
Duration: 10 seconds
T1. +5m/s
T2. Cooldown reduced by 30 seconds
T3. Stays invisible after teleportation for 10 seconds.