Note: All my guys use a Gateway as spell-casting medium.
Serpent - Zerg Defiler
Lacking a normal attack, this guy is designed to be a 9-spell beast. It's basic attack can be whatever you want set up to a Swarm detection trigger. Cast swarm there, this happens etc. Swarm cost and spell effects are up to the mapmaker and can easily be changed to accommodate balance. Next, you have the normal 4 spells which can fit any theme that the mapmaker wishes. Finally, he will have burrow enabled, or you have to pay money to research it, I dunno whatever fits the game. Anyway, set up a trigger to detect when he's burrowed, and BAM set a switch or DC and he has 4 new spells. These can be more of support spells, or defensive, or ambush depending on the map's atmosphere and what could be useful.
I have this cool theme where he's an old flightless dragon and when he's unburrowed he is a powerhouse who uses Fire-based spells to represent his flame breath. When he is burrowed, he uses ancient curses and techniques to seriously cripple any opponent who falls into his trap. Also, his Dark Swarm technique is going to be called "Constrict" and what it does is stun enemy hero if you hit them with it, and also has 1 of three things it can do. 1/3 no effect on spawn, 1/3 kills your base spawn, 1/3 kills enemy spawn as an added effect.
Crimson Wolf - Devouring One
This hero is based on if your map has a night/day system which has been popular since AoS's existed. This guy is basically a half werewolf, half vampire, so he's awesome. Basically, during the day he will be slowed down by burrowed unit under him, he has a spell set during the day that is different than what it is at nighttime, giving him a total of 8 spells. At night time is when he truly shines, because he can burrow and using burrow detection, we can figure out when to give him a MP regeneration bonus, kind of like he's focusing the moon energy or something. You can have a theme where like his 4 day spells are werewolf themed, and his 4 night spells are vampire spells. Of course, at night he'd be able to run full speed (no burrowed unit) because the sun wouldn't be damaging him.
So, I got this whole Vampire/Werewolf thing figured out pretty good: First of all, at nighttime he is Vampire mode. His first move is pretty basic enchantment that makes you gain life with every kill you make. It's called "Red Feast" and it represents that you're consuming the blood of things you kill to increase your life. He also has attacks that revolve around bats (Zerg mutalisk). One spell I thought of is called "Dracula Mantle" and if you imagine it it's like you hide in a Cape for a quick second or two (Gain invincibility) and bats come out around you to attack things.
Creature of Mist - Zerg Hydralisk/Lurker
So, we have a hydralisk, who has the ability to change into lurker enabled. Lurker form has low HP, but it's spells are powerful like WHOA. Once he uses a spell in lurker form, he reverts back to hydra, as it is his natural form. Having 4 spells as hydra, and 4 spells as lurker opens up a lot of possibilities for how you want to lay this character out in terms of role. Optionally, you can enable a burrow detection effect for him as well while he is in hydra form. I was thinking maybe he could call forth broodlings or something "Mist puppets" we could call them and he'd spawn them at a set rate whenever he was burrow. That'd be pretty cool.
Ok, so I developed this guy a bit more and here's what I got: He has an ability that makes it so that when you burrow, you generate broodlings instead of gaining MP. If there are no enemies around, you generate 2 broodlings/MP tick - which means that you can generate crazy amounts if you have fast MP regen =) If there are enemies around though, you generate 2broodlings/MP tick at each of their hero locations. To add to this, all the spells while in Hydra mode revolve around these broodlings pretty much. One for example is called "Nightmare" which replaces each broodling you have with a stronger Zergling. Another spell I have is called "Mist Exchange" and what it does is take each broodling you own, and sacrifices it to add stun duration and MP drain to any nearby enemies. Imagine if you had some obscene amount of broodlings, it'd be a rape move.
Now there's also the lurker form which has an escape move called "Dissipate" which will move you back to base and leave a few computer-owned lurkers at your location to hit your attacker. I have this cool Idea for a 4th spell it's called "Wind of Horus" and what it does is give you a scourge that you can move around hunter killers spawn under it over time, and after the spell duration, you move to wherever the scourge was if it's walkable terrain. If not, you just chill where you were when u casted it. Good for damage + getaways.
The Alchemist - Terran Firebat
So I was thinking it would be cool if you put patches of material laying around the battlefield. Let's just say that I scatter them randomly and there is Stone, Wood and Steel - they can be any 3 substances you want, but the point is that this guy's first spells would be to Transmute any resource that is by him. After that, he gains 3 spells that are unique to that resource type. For example, I transmute Stone, and now my spells revolve around Stone themes. This gives you a good 9 spell hero, and players can make use of each spell set, but added strategy if the resource areas are guarded by other team maybe.
Things get a little more complicated when you find out that other heroes are competing for these resources as well. The Samurai wants them for his armor upgrades, Artificial Intelligence wants to convert them into fuel, Mind Machine wants to extract minerals from them... There could be a lot of fighting depending on what kind of team you're up against. So I have these 3 spell sets set up: "Wood" "Stone" and "Steel". It was surprisingly difficult to think up good spells effects for these, but players who use this hero have some cool things in store for them.
Mind & Machinery - SCV + Tank w/ Siege enabled
So I was thinking about how cool it would be if you actually had your little human guy and he drove a tank around. Normally, you would have a tank unsieged with 4 available spells to it, but if you go into siege mode your SCV guy comes out. Your tank turns turret style and shoots things while you can construct whatever buildings the mapmaker decides to put in uses for. You'd be able to construct some buildings if you wish. You'd get new commands while out of the tank such as "Evasive maneuvers" - helping you not die, "Construction" - in case your vehicle is destroyed, and maybe something sneaky like a flash grenade.
You would be able to enter/exit the tank using the Siege mode function. You'd have to be close to the tank in order to enter it though, so be ready for that. If your tank dies, that's not the end of the world, but you're weak as shit when you're only an SCV, so you'll probably want the tank.
Necromancer - Fenix Dragoon
This guy was going to be cool because whenever you kill an enemy, you will have a certain % chance to gain control of a skeleton which would be created. You would have the ability to build structures such as Zerg spire/Greater spire that would increase your mastery of skeletons, and you'd also be able to construct other things (Ultra Cave, Defiler Mound) and these are special abilities for your guy. You would have spells revolve around skeleton summons of course, such as creating one, calling them all too you etc. Of course there is more to it than that.
For example, you're able to get "Gravedancers" which are a summon you can send out to do your bidding. These guys can also earn you skeletons, and as an added ability you can combo the spell to use one I call "Lich Candle" which destroys the MP supply of anyone near one of your grave dancers. Finally, it wouldn't feel like a necromancer if he didn't have a Curse spell, so expect one of those =).
Illusionist - Tassadar
So this guy is pretty unique because he's all about playin around with people's heads. His first spell can be something that maybe manipulates people's movements or messes with their status. His second spell is where things get changed up though. He possesses an ultralisk, or another scary unit of the mapmaker's choice and while the Tassadar is in suspended animation (invincible, can't move or do spells), he goes around with the ultralisk - which can kill things pretty hardcore. Unfortunately the ultralisk only gets 2 spells, and one of them is to return back to the Illusionist, so if you're going for MP builds, maybe that wouldn't be so handy.
"Astroprojection" and it's combo technique "Static Field" is going to bring down the ownage pretty hard if used correctly. You also get a powerful final spell if you're more of a direct damage output kind of player... Of course you also get access to Psi Storm and Hallu's.
Artificial Intelligence - Goliath / Vulture
Unlike any other hero, this unit has unlimited spell capability as long as it has enough fuel. Fuel is used whenever you are not near your main base, or a fuel depot that you can build with a probe or something. Even more fuel is used when you use a Level 3 or 4 spell. However you also have a Level 1 spell which can utilize the resources placed for the Samurai and Alchemist characters and convert them to fuel. Finally your level 2 spell could be to switch forms. I was thinking having the 3&4 spells be something offensive that can destroy shit easily, but it'd be difficult to use them and also maintain fuel levels.
Another thing I thought of is that in order to make maintaining your fuel level a priority, when you die there is an added effect that you self-destruct and however much fuel you have determines the damage dealt to anyone near your deathplace. To switch things up this guy would be not only focused on vehicle upgrades, but also half of his spells could be with Ship upgrades instead, and the self destruct damage could be cloaked wraiths with like a +1 damage upgrade to go along with your spells and make it worthwhile to invest in those. Otherwise, you'd have your typical machinery spells to people who don't like to be multi-dimensional, but they're effectiveness would suffer because of this.
Oh, and of course some people are going to totally lose track of their fuel, so I'll have it so that if you run out, you have one emergency fuel supply/life that after you're stunned for a little bit, you can get 20-30 fuel and try to make it back to base to get more.
Samurai - Fenix Zealot
This guy has shield points that will be set to a certain amount depending on how much you level his armor. I was thinking about if this guy was in the same game as The Alchemist, they could compete over resources because Samurai could gain EXP toward his armor leveling up while he was near resources. You could start out with them always being at 2%, then increase by whatever means they level in addition to levels you get like a traditional character. To try to diversify things a little bit, I was thinking that there would be a switch the player could toggle that would alternate between two different sword styles that the player could use. Each style would have 4 unique spells, one could be suited for defensive and the other offensive maybe.
Okay, so we got these two Styles you can utilize. From Offensive, you have an ability which will allow you to dodge attacks while you change into Defensive Style. The Defensive Style is going to have Aura buffs that he can use on his team mates, so players will be happy to have the Samurai on their team. A short stun spell is used to change back into Offensive Mode, and then you'll have access to powerful attacks. I have a cool final spell in mind called "Black Dragon."
Ninja - Dark Templar
This guy works well in a Night/Day type setting as well. Here's my plan, since Ninjas are masters of technique and capable of some crazy stuff, I'd give this guy a combo style spell set. K here's the deal: First spell could be to summon up an observer. Ninjas are stealthy and good with information, so that's good. At day time, the OBS would be killable, but at night it's invincible. When you have obs, you can use lvl1 to instantly move to the observer's location. Then, using the combo system I'd make it so that if you used l1+l1, It would do something like destroy the observer, cause some kind of stun to enemies near it and create a new one at your ninja's location. After that, use the combo system to make 6 additional spells and BAM you got one sweet hero.
This guy is different than the other Heroes because he has access to 5/8 of his spells right away. When you gain enough levels to learn new abilities, you actually unlock the combo spells instead.
Rune Mage - Infested Kerrigan
Can use Cloak,Storm, and Ensnare. Spells 1 + 2 are damage spells that will happen near Kerrigan when you cast them. Spell 3 is where things start getting switched up. Spell 3 will give you a corsair that can cast web. Casting Web on an enemy uses a blinding spell, making the enemy unable to see and is the perfect set-up to bust out an attack that happens when you use spell3 while corsair is out. Spell 4 is similar, except Corsair is replaced by Science Vessel with Matrix, EMP, and Irridate enabled and if you use Spell4 again, a powerful spell happens at the sci vessel's location. This hero was designed around having a shit ton of spells, so there are: 3 Built in spells + 2 Gateway spells for the main hero. +Level3 spell and Web spell is 2 more + 3 spells from Sci Vessel and +Level 4 Spells. =11 Spells available without having a switched form or anything. Naturally, energy costs can be set to whatever helps balance things.
Psychopath - Jim Marine
Alright, this guy has a lot of potential, but I'll let you know what I got so far - a hero that revolves around blowing stuff up This guy comes with a dropship, but for starters it's empty and can only be used for transportation purposes. When you are not in the dropship, it's invincible - but it is extremely vulnerable if you go inside of it. As you gain new abilities, you can have your traditional 1-4 spells, but also your Dropship would gain abilities as you gained them as well. For example, you earn your level 2 spell, at this point in time, your dropship gets a unit inside of it that triggers it's spell #1. As you make your way up the ladder, your dropship ends up full with i'm thinking 2 units that take up 2 spaces and 1 big unit that would be your dropship's ultimate. To replenish the dropship's abilities though, you''d have to take yourself and it to the base where it would be refilled. Also, make sure stim is enabled because that could be like he's hopped up on stim drugs and that's why he's crazy about blowing shit up.
A cool passive ability that this guy has is that when he dies, he can take enemies with him. Nearby enemies have a 60% chance to suffer critical damage. In addition, any nearby allies have a 40% chance of the same thing happening to them, so try not to die when next to them, you might get your team messed up.
12 Heroes? It's time to make a game. I got my Terrain done (Thanks to Payne for his brush project) and I'm going to start trigger work here pretty soon. GIVE FEEDBACK. Do you like these heroes? Would you want to play as these guys?
Post has been edited 8 time(s), last time on Sep 4 2009, 9:30 pm by Norm.
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