Friday, October 5, 2012

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.

Kaiyla, Siren of Souls

Kaiyla, Siren of Souls
          Sometimes, even the Noxxians fear the nightmares that they breed.

No voice has ever had as haunting an allure as that of Kaiyla Shimmerstone.  Her unearthly talent was only matched by the love she had for her father who had raised her alone.  Her mother having died in childbirth, he had raised her with all the love of two parents, giving her a quiet, content life, even as he kept her hidden, fearing what the High Command would do when they learned of the magic in her song.  For awhile, their lives were peaceful, but that was not to last.
            When Kaiyla’s talent was finally discovered, the High Command would act without mercy, ripping her and her father from their home.  Little more than prisoners, it was here that Kaiyla, learned the power of her voice.  No more than a ghost during the days when she was forced to grow the magic properties of her, it was the quiet nights with her father that kept her going and against odds, content with her life.
            Years past and her prowess grew.  Men and women alike were ensorcelled by her voice, ready even to head to certain death without a second thought.  Only the heartiest of soldiers could resist her song.  When the High Command deemed her ready, they sent her out among the troops, keeping her father behind as a measure of good faith.  She travelled from company to company, her hypnotic voice inspiring them to zealot-like resolve.  It was said that no battle was ever lost by the Noxxians enchanted by her song.
            Tragedy for Kaiyla was not far behind though.  Upon returning to Noxus over a year later, she would discover that her father had died, neglected by his captors.  There would be no songs that night.  But it would be that night that the voices would start; whispers at first, growing stronger as time passes while she sat unmoving next to her father’s bed.  Promises of seeing her father again, a way to bring him back.  Souls they said.  Souls for her father, a trade.  Days past before she emerged, singing a haunting melody.  Her guards fell before her, souls slowly slipping from their corpses, beckoned to Kaiyla by the unearthly magic of her voice as she left Noxus, to travel from battle to battle, coaxing the souls of both the fallen and the living to follow her.
            But she would come to realize that souls without power were meaningless too her.  She needed a life that would fight back.  She needed the souls of Heroes, and so her attention shifted to the League of Legends.  In an attempt to tame the nightmare that Kaiyla had become, the High Council allowed her a place among the League.  But as Kaiyla knew all too well, nightmares cannot be tamed.


Role
         
Kaiyla will play the role of your typical AP Carry.  Her playstyle will consist of deciding how and when to use her primary nuke Posses, with her other abilities increasing its effectiveness while still holding their own.

Potential Mechanic – Souls/Ghosts: Kaiyla will start the match with 2 souls already under her control, as well as whenever she is resurrected.  Each ability will use 1 soul, if Kaiyla has no souls in her possession, the damage of her abilities will be reduced by 25%.  On killing a minion, Kaiyla will gain 1 soul.  Champion kills or assists will provide 3.  Max of 10 Souls in Kaiyla’s possession
            The first cast part of Kaiyla’s ultimate will be available from level one.  On first cast, her next ability will be augmented at the cost of 3 souls.  If cast again when Kaiyla has her ultimate, will cast her ultimate.

Abilities

Passive – Spirit Binding: Kaiyla siphons energy from every soul under her possession increasing the strength of her attacks. 

           Kaiyla’s auto attacks deal 1 (+1 every 2 levels +.05 AP) per soul she owns.

Posses: Kaiyla commands one of the ghosts under her control to attack the very soul of her enemy.

            Deals 8/13/18/24/29 (+.05 AP) magical damage per second for 10 seconds.

            Augmented: Launches a ghost at target that deals 45/75/105/135/165 (+.6 AP) all ghosts currently possessing a unit within a medium range of the target will rip themselves from their target dealing the same damage to that unit.  Ghosts will then quickly dart to the primary target of the spell dealing the same damage to any unit passed through as well as the primary target.  Any successive hits will be reduced by 35% damage each, to a minimum of 10% per ghost.

Spirit Bomb: Kaiyla throws a soul that rips apart on impact, any piece of it dealing damage to her enemies.

           A lobbed AoE with 2 circles of damage, though only one can damage a unit.  Spell will hit smaller circle upon impact the soul will split into 4 pieces spiraling outward in a larger circle from the initial blast.  Deals 70/125/180/235/290 (+.65 AP) magical damage and chills target reducing move speed by 35% for 1.25 seconds.
  
          Augmented: Any unit hit by Spirit Bomb will be affected by Posses.

Haunted Ground: Kaiyla directs one of her ghosts to watch over the targeted location, attaching itself to the first champion that passes over the location.

           Ground trap that lasts for 2 minutes.  If walked over by an enemy champion, the champion will become haunted for 5/6/7/8/9/10 seconds.  Cast range increase each level.

           Augmented: Haunted Ground will last for 10 seconds after triggered, allowing multiple champions to be haunted by a single Haunted Ground.

           Haunted Effects: The next spell that deals damage cast on a haunted champion will deal an extra 60/120/180/240/300 (+.5 AP) magical damage.  Haunted will not be removed, but the damage can only proc once.  Any haunted unit that comes within 2000 range of Kaiyla will be revealed.  Greatly increases Posses’ range if cast on a haunted target.

Ultimate – Wells of the Damned: Kaiyla’s bonds with the souls she collects are never truly lost and in times of need, she calls upon the souls of all her past victims to aid her.

            In large radius around Kaiyla, soul wells upon up and her past victims rise up from below.  Deals 40/70/100 (+.2 AP) initial magical damage, and 15/30/45 (+.05 AP) per second over 6 seconds.  Any unit caught within the wells are constantly Possessed, Kaiyla’s soul count grows and stays at maximum, and all her abilities are considered Augmented for the duration.

Applying Round Two!

I'll be going through the application process for a few companies over the next month or so.  As I know on paper I don't look the strongest, I will be attempted to provide extra work to showcase what I can bring and so, during this time, a lot of that will be posted up here.  So without further ado, here are some League of Legends hero designs.