Showing posts with label Job Application Work. Show all posts
Showing posts with label Job Application Work. Show all posts

Friday, October 5, 2012

Sintra, Born of the Storm



Sintra, Born of the Storm

          Where she walks, the storms will follow.

            Rumor has it that one day Sintra just walked out of one of Freljord’s infamous storms.  With thunder raging and lightning flashing, she appeared from the snow flurries of the storm before a group of traveler’s who had been caught in the sudden maelstrom of wind and ice.  Even as the storm strengthened, the space around her remained calm and as she reached out a hand to the lost travelers, the vacuum of calmness grew, seemingly at her behest.  Through a curtain of snow, she guided them with perfect calmness, until they reached the outskirts of their home, beckoning them onward.  As they walked out of the storm and into their village, all that they could see of Sintra when they turned, was a silhouette walking away through a veritable wall of wind, ice, and rage.  As she slowly disappeared from the view, so did the storm, following in her wake.
            That is all that is known of Sintra’s past, an ill-recorded rumor.  Her first official record, would be her appearance among Ashe and her allies, seemingly having just materialized in front of them.  As weapons were drawn, she merely bowed to Ashe calmly.  “I have come to unify Freljord.”  Thus, another ally joined Ashe’s court and since her arrival to the League, no storm, no matter how small, is without her basking in its glory.

Role
          Sintra is designed to be a top lane or jungle bruiser type character.  She designed to constantly be in the fray and should be built to take hits.  Her damage is designed to be consistent, coming from both AP and AD sources so that no one defense can stop her.  She can be played with an AP, AD, or hybrid build in mind and which path you choose will slightly alter her abilities, determined by which is greater, her bonus AD or her AP.

Abilities

Passive – Storm Claws: Sintra’s claws are infused with the power of Freljord’s wild storms, both the destructive lightning and the battering hail.

            Sintra’s auto attacks will deal alternating physical and magical damage.  This damage is equal to Sintra’s AD + .225 AP.  Auto attacks will also fill her target with Static for 4 seconds.  Static will cause targets to take extra effects from Sintra’s abilities.

Flickering Strike: Sintra moves so fast that she seems to teleport to her target, leaving lightning in her wake.

            Sintra dashes to her target dealing Storm Claws damage and applying on hit effects.  Flickering Strike has a 1 second CD, but if used on the same target twice in a row, it will go on a 6 second CD while dealing Storm Claws damage x 1.5/1.75/2/2.25/2.5 and applying the following effect.

            AD is greater: Sintra’s attack will guide her target, causing the two of them to switch places.  Also applies a 40% MS slow for 1.75 seconds.

            AP is greater: Sintra attack comes in a thunder blast form, knocking back both her and her target.

            Ultimate is active: Both effects are caused, Sintra switches places then knocks her target and herself back.  Allows this ability to be used for 1 second afterwards on the same target.  After used, or after 1 second, ability goes on its 6 second CD.

           Target afflicted by Static: Target loses 5/10/15/20/25 AR/MR for 3 seconds.

Lightning Blast: Sintra calls on the storm to infuse her fist with lightning which she can then use on her next attack or throw at her enemies.

            When activated, Sintra’s next attack will deal 70/105/140/175/210 (+.5 AP) bonus magical damage.  If cast again before consumed, Sintra can throw the lightning as a quick travelling straight skill shot.  The target hit will also release 4 small sparks that will travel erratically from the target for a short distance. These bolts deal 15/25/35/45/55 (+.15 AP) damage to enemies or the same healing to allies if hit.

            AD is greater: Bolts will also reduce/buff AD by 2/4/6/8/10

            AP is greater: Bolts will also reduce/buff AP by 2/4/6/8/10

            Ultimate is active: Both of the above effects.

            Target afflicted by Static: Every enemy afflicted by static will release the 4 bolts.

Battle Trance: The storm yields to no one, nor does Sintra.  The more enemies in her sights, the stronger Sintra becomes.

            Passive - Grants 5/10/15/20/25% AS.

           Active – Sintra gains 4/8/12/16/20 AD/AP/AR/MR and % Crowd Control Reduction per nearby Champion afflicted with Static.  Max of 3 stacks.

            AD is greater: Grants 1/2/3/4/5% Life steal per stack.

            AP is greater: Grants 1/2/3/4/5% Spell vamp per stack.

            Ultimate is active: Both of the above effects.

Ultimate – Calm Within the Storm: While others may fear the storm, Sintra is truly at home in them.  As the winds rage and the thunder crashes, Sintra feels only calm, collected resolve.

            All targets afflicted by static take 250/350/450 (+Storm Claws damage) magic damage.  For the next 10 seconds, Sintra’s abilities will provide both their AD and AP effects.

            AD is greater: Reduces afflicted targets AD by 75% for .75/1.5/2.25 seconds.

           AP is greater: Silences afflicted targets for .5/1/1.5 seconds

Nimo, The Void Survivor



Nimo, The Void Survivor

          The denizens of the Void are not the only ones who can adapt.

            Many years ago, Nimo was a highly respected techmaturgist of Pitlover.  His primary field of study was in transportation based technology.  He believed that with the right magical energy run through the correct flux machines would result in a stable portal between any two destinations allowing for instant travel.  To this end, Nimo worked night and day in his lab, but one day, tragedy struck, or as Nimo would call it today, providence.  While working late into the evening one night, Nimo had a breakthrough, but the result was not what he expected.  Almost instantly, not only him, but his entire lab disappeared.  He had successfully caused instant transportation, but his endpoint was all wrong.  He had landed himself in the Void.
            Somehow, Nimo survived.  And as he survived, he learned.  The Void was not merely a place of chaos, it was a place of energy, of vibrancy.  It essence, he realized that the Void, was life twisted.  Here things that should not be were.  The impossible frighteningly real, and very dangerous.  Life changed on an almost daily basis, where one week the top of the food chain was ruled by one creature, the next week it was nearly extinct.  The energy of life was accelerated her ein the Void, it ran rampant, vibrant, and vicious.  Nimo realized, that if he was survive, he would have to learn from the life here, and change almost on whim. 
So Nimo set to work.  Using his techmaturgical knowledge and what remained in his lab, he created a suit that could do what no Valorian could, adapt, and adapt quick.  Harnessing the energy of the Void, he sought to direct the twisted life to his means.  And he succeeded.  Years later, he was still alive, thriving even, when a portal back home opened.  Heading straight to the League of Legends, joining in hopes of teaching the Valorians the tough lesson he had learned.  Adapt or die, to the coming Void.
 
Role
I don’t have an exact solidified role for Nimo, but more of a top lane/jungler with some ganking and sustained assassin damage.  I designed this hero when I saw Kha’Zix’s sneak peak.  It was my thoughts for how he might turn out to be designed from an evolving sense.  As Kha’Zix is already done, I moved the lore design to a techmaturgical standpoint using an adapting armor suit powered by twisting energy, like the Void does.  I hope this design has turned out well and viable.  Nimo’s weapon of choice is designed to be small, aerodynamic, dual-bladed daggers that are also viable in hand to hand combat.

New Resource Mechanic – Thirst: Thirst will be resource from 0-50 or 0-100, for now I will use 0-50.  Nimo’s suit’s thirst will drain permeating energy from his surrounding, quickly replenishing its thirst to a minimum of 20.  Whenever a minion or monster dies within a medium radius around him, his thirst will increase by 5.  On champion kill or assist, he will gain 20 thirst, or be replenished to 30 thirst, whichever is greater at the time.  Thirst will be used to power his moves.

Adaption Design:  Every choice will have some impact on the end result of Nimo.  The order of skills will have minor effects in Nimo’s growth, but upon maxing his first 2 abilities, his skills will alter, based upon what 2 skills where maxed and in what order.  The first ability maxed will gain both of its Maxed First and Maxed Second benefits.

Abilities

Passive – Adapting Armor: As Nimo fights, his suit is designed to learn, growing and enhancing its abilities based upon the needs at hand.

            Nimo will gain base stats every level based on the current levels of his skills.
            Precision Strikes: +.2 AD and +.2 AR per skill level
            Concussive Blades: +.4 AP and +.2 MR per skill level
            Nether Wings: +.004 AS and +.2 MS per skill level

Precision Strikes: Nimo delivers a flurry of precise dagger strikes, designed to leech life energy from his target.

            Nimo’s next attack will mark his target and deal 10/20/30/40/50 (+AD) physical damage and doubling Nimo’s AS for his next hit.  Subsequent attacks on the marked target will deal the same damage and AS buff.  If the target is hit 5 times by Nimo, they will take and additional 50/75/100/125/150 + (.3 AD) and heal Nimo for half as much.

            Maxed First: On final hit burst damage, target will also be snared for 1.5s and the damage will be increased by 20%.

            Maxed Second: While marked, target’s attack speed will be reduced by 40%.

            Concussive Blades Maxed Second: On final burst, will also deal 25% of the pre-buffed damage as magical damage.

            Nether Wings Maxed Second: While marked targets MS will be reduced by 30%, recovering as the mark falls off, and refreshing on each mark stack.

Concussive Blades: Nimo’s blades, infused with void energy, slice through the air with such speed that his target is assaulted with the sound waves that follow.

            Nimo gains a small ranged attack for 4 seconds.  During this time his attacks will deal 10/20/30/40/50 (+AD, +.25 AP) as magic damage.  The first hit on a target will also silence them for 1 second.

Maxed First: Attacks echo, returning to Nimo before attacking his target again for 50% of the damage if it is still within range.

            Maxed Second: Attack range is increased while active.

            Precision Strikes Maxed Second: Deal 5 physical damage per second for 3 seconds on attack, and stacks with every hit.

            Nether Wings Maxed Second: Gain 4 MS per attack for 2 seconds, effect stacks per hit.

Nether Wings: Tapping into the knowledge he gained in the Void, Nimo was able to give his suit the power of flight, generating wings out of the twisted energy of the Void for a short duration.

            Nimo takes flight, ignoring unit collision and increasing his MS by 25/35/45/55/65 for 3 seconds.  While in flight, Nimo’s next attack will cause him to dive at his target dealing 65/100/135/170/205 (+.5 Bonus AD) physical damage in a small area and removing any of Nether Wing’s effects from Nimo.

            Maxed First: Nimo gains the ability to see over walls, into bushes, and reveal stealth while in flight.

            Maxed Second: Increases the duration to 5 seconds and Nimo’s dive range is increased.

            Precision Strikes Maxed Second: Dive will draw in targets in a medium radius and slow them for 2 seconds.  Increases the damage of the dive by 25%

            Concussive Blades Maxed Second: Dive will now knockback all targets other than the main target while reducing the target’s MR/AR by 15% for 4 seconds.

Ultimate – Top of the Food Chain:  Nimo learned, that the only way to survive in the Void, was to be at the top, even if only long enough to intimidate those stronger than himself.

            Last for 7 seconds.  Nimo gains 5 Hunger per second and deals 40/65/90 (+.2 AP) magical damage in a medium radius around himself, healing for half of the damage dealt.  Nimo also gains 35% Crowd Control Reduction for the duration.

            Precision Strikes Maxed First: Drains 4 AD/AR per second from all targets gaining them himself.

            Concussive Blades Maxed First: Drains 4 AP/MR per second from all targets gaining them himself.

            Nether Wings Maxed First: Drains 4 MS/.015 AS per second from all targets gaining them himself.
            The ability maxed second will provide half of the benefits to his ultimate.

Myrna, The Shrine Maiden



Myrna, The Shrine Maiden

          Even those who live a life of prayer may be guided to war.

            In Ionia, it is believed that the land itself is alive and that the energy of the land itself is embodied in spirit guardians that protect both Ionia itself and its people.  No better proof of this exists than in Myrna and the guardian that follows her.  From a young age Myrna was dedicated by her parents to live the life of a shrine maiden, an ancient tradition of the Ionians in reverence to the gods of the land.  It was quickly apparent that Myrna would turn out to be no ordinary priestess.  Only a week after her dedication, Myrna had disappeared, to where no one knew.  When she returned though, with a bow of unknown origin in hand, she was not alone.  Floating at her side was unmistakably, one of the land’s guardians, the first seen in hundreds of years.
            Myrna would continue her training as a priestess normally, sitting quiet under the elder’s tutelage, never assuming to be more than a simple acolyte.  For years she would complete her daily duties in respect, spending the rest of her time either training with her bow, or in quiet communion with her guardian.  The temple’s elders watched as she grew in both power and meekness, with a grace unrivaled by one blessed such as she.  They knew she would serve a great purpose and on the night of her graduation from acolyte to priestess, they were not surprised when she said simply “I must go.” And left.
            The next day, the Noxxians invaded.  The Ionians who first faced the Noxxians war machine were slaughtered.  Even as the first of the villages burned only hours into the invasion, it seemed that this would not be a war.  If it had not been for the rise of a few heroes, it would have been genocide.  Myrna, would be one of these heroes.
            As her people fled the Noxxian onslaught, Myrna stepped onto the battlefield quietly.  With a single arrow, she slew one of the nightmarish Noxxian war-beasts.  Calmly, she held her ground as her people retreated, felling Noxxians with every arrow.  As she defended her people, the Noxxians focused on this new threat, but no Noxxian weapon could reach her.  Her guardian would lash out at any who came near, quickly and viciously dispatching them while projectiles seemed to simply be unable to hit her, unphased though they passed mere millimeters from her.  When the Ionian survivors had successfully retreated, she simply turned and left, the Noxxians daring not to follow her.
            As the war continued, Myrna would arrive at the worst slaughters to see her people to safety.  Tens of thousands survived because of her.  When the wars moved to the Fields of Justice, Myrna followed, dedicated to protecting the land and it’s people.

Role
            Myrna is designed to play the role of AD carry, but it would be potentially possible to play her as a sustained ranged AP carry.  Myrna is a hero who is always calm, collected, and peaceful in battle and her skill set is designed without a natural escape but rather some forms of self protection.

Abilities

Passive – Spiritual Barrier:  Protected by spirits, even the most well aimed attacks seem to be deflected from Myrna without effort.

On ability use, Myrna will be shielded for 20 + 10 every 3 levels (+.2 Bonus AD, +.1 AP)

Spirit Quiver: Myrna’s quiver is never empty, the spirits themselves providing her with arrows that pierce even the toughest of armors.

            Passive – Myrna’s attacks will deal 4/8/12/16/20 bonus true damage.

            Active – For the next 4 seconds, Myrna’s guardian will fire a volley of energy at her target with every auto attack, dealing 20/35/50/65/80 (+.3 AP) magical damage.

Protector’s Lash: Those who come near Myrna, must face the wrath of that which protects her.

            Does 75/125/175/225/275 (+.75 AD) physical damage in a 360 degree radius in a small area around Myrna and knocks enemies back a medium distance.

Protector’s Fire: Myrna’s guardian attaches itself to one of her arrows, breathing fire as it flies.

            Line skillshot with a travelling cone (2 hit boxes).  Shoots an arrow that Myrna’s guardian rides as he spews forth flames.  Anyone hit by the arrow itself takes 25/45/65/85/105 (+.5 Bonus AD) physical damage while those hit by her guardian’s flames take 50/85/120/155/190 (+.6 AP) magical damage.  Can be hit by both.

Sacred Arrow: Taking aim with her bow, Myrna sends out a prayer, transforming her arrow into something sacred and full of power.

            After channeling for 1 second, Myrna fires a Sacred Arrow at her target that deals 250/350/450 (+ .75 AP) magical damage and knocks out the targets spirit, suppressing them for 1/1.25/1.5 seconds.  Arrow will pierce the target for half of its max range. Dealing its damage and suppression to anyone hit.

Braiden, The Cogwork Tinker



Braiden, The Cogwork Tinker

          Not all benevolent minds stay benevolent.

            Braiden was born without magical talent.  What he was born with though, was mind for two things - machinery and medicine.  From the time he could learn to read, Braiden’s nose was buried in books cataloguing the achievements in medicine, techmaturgy, and mechanical invention of Pitlover, his hometown.   Even before he was admitted Pitlover’s famous academies, he could be found running their halls or in the corner’s of their libraries.  When he was just nine, he successfully performed his first life-saving surgery, albeit on just a street rat and a year later he had constructed his first simple automatron.
            When he was finally old enough to be admitted to one of Pitlover’s academies, he enrolled himself into three.  By the time the administration found out it was too late to stop him, he was already getting the highest marks in all his classes.  Learning became Braiden’s life for the next several years, tinkering his passion.  As the years past, the academies became filled with Braiden’s little automatrons, or as he called them, his cogworks.  Often times they could be seen running around Pitlover performing various errands for him.  While tinkering took up most of his free time, his drive to understand medical practices never left him and any free time not devoted to his tinkering was spent volunteering in one the hospitals.
            As his skill grew, his two passions intertwined.  Soon he was creating cogworks capable of performing basic medical treatment, or even assisting in more delicate operations much as a nurse would.  One of his greatest accomplishments was developing the ability to store magical energy within a cogwork and have it use that energy to speed up the body’s natural healing process.  These inventions of his were highly desired and often Braiden would send several on caravans to other cities without any thought for compensation.
            When Braiden graduated, he was one of the most respected minds in the fields of medicine and machinery.  With all the naivety of a scholar who rarely leaves his books, Braiden set out treat the injured.  His travels took him to the various skirmishes that still occurred on the country’s borders.  His travelling medical tent became a sort of neutral ground.  Braiden would treat anyone regardless of allegiance, and for awhile, his naivety held.  That is, until one night.
            While treating the Demacian survivors of a Noxxian raid, an assassin had attacked his tent.  His helpless patients had been slaughtered in front of his eyes and so would have he been if not for his cogworks.  Not expecting them to be of any threat, the Noxxian assassin had been caught off guard as one cogwork injected him with a powerful sedative.  Looking around at the senseless loss of life around him, Braiden’s naivety shattered, and he took his first life.  That night, Braiden didn’t sleep, the sounds of tinkering lasting through the night.  In the morning, the nearby Noxxian encampment was no more, all of the soldiers had been slaughtered, broken gears and metal casings the only sign of any attack.
            The next day, Braiden walked through the doors of the League of Legends, offering his services in hopes of preventing any more tragedies like the one that he himself caused.  Even as he fights in the League, his cogworks can be sometimes be seen on the borders of Pitlover, protecting it with vicious means if necessary.


Role
            Braiden is designed to be a support play-style hero with fairly consistent, but minor Crowd Control abilities, as well as shields that contribute increasing benefits the longer they hold.  Braiden would benefit most from CDR, allowing him to protect his allies and control his enemies as often as possible.

Abilities

Passive – Clinging Cogworks:
Braiden’s Cogwork weapons are designed to work in groups.  When enough Cogworks are attacked to a foe, they will short circuit, hampering enemy movement.

            Braiden’s auto attacks add a Cogwork Counter to his opponents, at 5 stacks the enemy will be snared for 1 second and take 20 (+ 8 per level) physical damage.  Champions will be immune to stacks for 3 seconds afterwards.

Augmentation: Cogworks specially designed to store and transfer energy attach themselves to an ally, providing a temporary electrical shield while they attempt to improve their ally’s defenses

           Braiden throws a Cogwork to target ally or uses one on himself.  Ally is shielded for 90/140/190/240/290 (+.8 AP).  Shield last for 5 seconds. While the shield holds, ally will receive 2/4/5/6/8 AR/MR per second, removed 2 seconds after the shield fails.

System Shock: A cogwork specially designed to target an enemy’s nervous system; explodes on contact delivering a powerful and debilitating electrical shock.

           Line skillshot.  Braiden quickly throws a cogwork in target direction.  On contact with an enemy, cogwork deals 75/120/165/210/255 (+.65 AP) magical damage stunning the target for .25/.3/.35/.4/.45/.5 seconds and slowing the target by 80% afterwards, recovering over 1 second.

Burrowing Cogs: Thrown Cogworks bury themselves in the ground, exploding and knocking back nearby enemies when stepped on.

           Anivia wall cast system, perhaps a curved barrier.   5 Burrowing Cogs will last for  2/3/4/5/6 seconds, deal 40/70/100/130/160 (+.25 AP) magical damage per cog, and cause minor knockback in a very small area.

Ultimate – Cogwork Storm: Braiden’s Cogworks designed to build even more Cogworks go into overdrive, producing smaller sized Cogworks by the second that fly to allies, protecting them and improving their offenses.

           For 6 seconds all allied champion in a large range around Braiden are shielded for 30/45/60 (+.15 AP) per second.  Shield will stack.  Every application of the shield will also add 4/6/8 AD/AP.  If shield is broken at any point, all AD/AP stacks are removed.  1 extra Cogwork will also be sent to the lowest HP % champion each second.  Shields will last for 3 seconds after their last application.