Because it seems I spend more time doing this than playing the game (especially the Single-Player, zing!), I figured I'd just make my own thread for this for my convenience while rambling and because: 'Hey, we all need a little more character suggestion threads filled with Mabari, Zevran, and all that other nonsense myself and other people keep shouting towards the heavens and powers that be'!
"This Pleases Me." ~ Katari.
----------------------
Warriors
Berserker (Two Hander)
Berserker - Mechanics
The new berserker would feature a unique mechanic, referred to here forward as the 'Rage Bar', that is displayed above the health bar in the form of a red line. Similar to 'Zither!' there would be a ring of around 8m surrounding the Berserker. The bar would slowly deplete without enemies nearby, and would rise when enemies are nearby, this increase itself increasing the more enemies that are around, up to a maximum of, say, eight. Attack and being hit by enemies would also increase this rage bar.
When the Rage Bar is filled you automatically go into Rage Mode, which causes you to move and swing faster while your moves temporarily cost no stamina. The bar drains as you are in Rage Mode but killing enemies can extend it. Exiting Rage Mode, you lose all of your stamina. Passives related to the rage bar could include the following:
- Avenger: Seeing your allies being harmed causes your blood to boil. Your rage bar now fills whenever a nearby ally takes damage.
- Death only makes me Angrier: Your enemies thought they had you finished...They were wrong. Upon revival, you are temporarily invulnerable and gain a massive bonus to Rage Generation.
- Calm After the Storm: Exiting your bloodrage, you feel calm and strangely at peace before entering the next fight. Upon leaving rage mode you gain a temporary increase in stamina regeneration.
- Spurred to Action: As your rage builds, you feel faster and faster. You now receive a steady speed increase as your rage builds up to the maximum.
- Bloodbath: The sight of your enemies dying encourages you onwards. Gain an increase in Rage Generation on kill, before and during Rage Mode.
Couple this with passives like 'Scenting Blood' and 'Grisly Mutilation' and active abilities like 'Whirlwind' (and a few new Actives thrown in as well, I don't know what cut me some slack sheesh . .), and you have a character who thrives in the chaos of the battlefield, cutting through enemies with reckless abandon. S/he would lack the healing abilities that the Reaver has, but would have better AoE and speed potential.
Berserker - Bio concepts
Concept One: Dwarf, Disgraced Warrior Caste.
[NAME HERE] Was a respected member of the Warrior Caste and a champion of the Proving Grounds. But when they slew a nobleman's son within the arena, Orzammar's brutal politics reared its head. [NAME HERE] was accused of murder, publicly disgraced, and forced to make for the surface or enter the deep roads to die. . .and [NAME HERE] wasn't done living yet. From there, joining the Inquisition was the obvious decision: there were battles to be had, blood to be spilled, and honor to be gained amongst the human-led organization.
Concept Two: Human, Seasoned Ash Warrior.
A former cutthroat and small-time bandit, a young [NAME HERE] woke up after a job gone wrong and found themselves with the desire to redeem themselves. They sought out the Ash Warriors, a group of famed Fereldan warriors, and were accepted into their ranks. Years passed, and [NAME HERE] became a seasoned and respected warrior, a survivor of the battles at Ostagar and Denerim during the Fifth Blight, and when the Inquisition was formed they were amongst the first Ash Warriors to offer their services, free of charge.
Mabari (Two Hander?)
Mabari - Mechanics
The Mabari model and it's movement, knockdown, stun, and attack animations (and a charging attack) are all in the game already and can be untilized, but I foresee a few additional animations being needed for things such as howling to cause AoE effects and a few extra attack animations.
Combat-wise, the Mabari would be the 'Evasive Warrior' people have talked of a lot, albeit not the dual wielding one hander one they have starry eyes about. The Mabari is naturally the fastest of the agents given its quadrupedal nature and it's low stature would make it more difficult for certain targets to hit. These traits would be augmented by already-existing passives like 'Easy to Miss' and 'Scenting Blood'. The Mabari is at its best constantly moving, harassing target after target. It is not durable and cannot generate guard like other warriors (if it could generate any at all) and relies on its speed to evade and divert enemy attention.
The Mabari would have abilities and passives that encourage it to pursue enemies suffering from status effects like Panic, Stun, Knockdown, and Sleep such as the famous 'Overwhelm' ability from Origins, which would naturally only work on small humanoids, but would heal the Mabari on a successful kill, likely as an upgrade. It would also have a charging ability that it can use to knockdown and/or weaken a target, essentially the 'Charge' ability it featured in Origins.
It's first tree would be about enemy attacking and harassment, while the other would be about more direct Team Supports. In a similar vain as the horn abilities Rally and War Horn, the Mabari would have access to different howl and growl abilities that can weaken a single enemy's armor or attack, or stun/fear groups in an AoE blast. This would essentially be bringing back abilities similar to the Single target 'Growl' and the AoE 'Dread Howl' from Origins, albeit with new found differences in effect and usage.. Perhaps it also has access to the warrior ability 'Challenge' that does allow it to taunt a single enemy and generate some guard but would largely be used to pull an enemy off an archer or mage teammate and lured away. . .or this is added to the 'Growl' ability making it used to both weaken and distract a single target.
The Mabari would be unarmed in it's first armor tree, with it's default 'armor' having no kadis, and the three variants having different kadis on it. The second armor tier wold feature it being lightly armored along the back and a shaped 'half-helmet'. Variants would be different armor tints and kadis coloring.
Mabari - Bio concepts
Concept One: Dane the Runt
Spirit Warrior/ Valor (Sword and Shield)
Spirit Warrior - Mechanics
One of it's trees would focus more on these Spirit Attacks, while the other would be about special 'Aura' abilities. Like 'Zither!' and the above mentioned Berserker idea, the Spirit Warrior would have an AoE ring around it of about the same length perhaps with a passive that can increase the radius its aura can affect. The Spirit Warrior can create Auras of various affects that it maintains at the cost of a constant stamina drain (Essentially, they are like some of the 'sustained' abilities of Origins). One such aura could give allies in it's vicinity a bonus to guard generation, and upgraded to give an armor bonus. Another Aura could be similar to the guardian ability in Origins: 'Aura of the Stalwart Defender', that damages and pulls enemies closer to the Spirit Warrior if they try to leave the Aura's influence, and upgraded to weaken enemies who attempt to flee like cowards from the Valor Spirit's influence. Only one Aura can be in effect at any one time, but each serves a distinct offensive or defensive purpose and cater to the Spirit Warriors desire if not -need- to be in the thick of it all. It would have roughly four or so of these Auras to choose from.
It would have access to already-existing passives like 'Mercy Killing' to punish enemies running in fear or who are fast asleep and 'Biggest Threat' to help ensure its presence on the battlefield, and access to both 'War Horn' and 'Rally', along with 'War Cry' to AoE taunt enemies. It would start with the 'Spirit Wall' ability mentioned in the first paragraph and SHIELD WALL HUZZAH!
Spirit Warrior - Bio concepts
Concept One: Entered through Breach
Rogues
Shaper/Enchanter (Bow)
Shaper - Mechanics
They may have moves like 'Evade' though, but nothing actively up close and offensive-oriented. They may have a few other arrow abilities related to this like a 'Multi-draw' attack that lets them fire all of their loaded arrows at once as a heavy single-target damage dealing strike, and 'Arrow Storm' would be a maintained AoE attack that would expend the loaded arrows, or otherwise just be a multi-target damage dealer.. Perhaps they have standard archer moves like 'Explosive Shot' which trigger their loaded arrows as well. . .
In Summary of the above:
- An Archer who loads special arrows that are fired by way of basic attack or certain other archer abilities either custom or already implimented.
- This Archer can load around five of these arrows in advance.
- In general, these arrows are about enemy debuff and harassment, weakening enemy forces and supporting allies as they fight.
- Examples of tactics would include slotting a 'Concussive Arrow' and firing it into a group with 'Explosive Shot' or stunning and knocking down a group of enemies using a hail of 'Concussive Arrows' fired using 'Arrow Storm'.
Shaper - Bio Concepts
Concept One: Dwarf, Aspiring Shaper
Concept One: Dwarf, Travelling Enchanter
Mages
Blood Mage
Blood Mage - Mechanics
Such abilities they could have could include a variant of the Mind Blast ability, doing damage and stunning them, a move that confuses an enemy or enemies into attacking anyone nearby (in similar vein to confusion grenades) along with an upgrade that gives them the berserk trait (more damage taken and done), drain health from enemies around you in an AoE burst called 'Red Mist' (Fearing enemies that are stunned) and then be coupled with some unique passives and already in-game passives like Death Siphon, Grisly Mutilation, and Cull the Herd. After all: Blood Mages are to be feared! Their specialty magic would be short ranged in nature making them similar to the the Reaver in terms of playstyle, but with a little less focus on massive damage and more focus on controlling enemies and causing panic. They may have an ability that can transfer their own health to a nearby ally but suffering a penalty to movement speed afterwards (unless the upgrade is taken.). I do not see them as the type of character who should be able to share their health with others. . .and especially not take it from them for usage in their abilities, sorry people.
They wouldn't have Barrier/dedicated support spells and would lack any and all passives that would boost mana regeneration in order to further solidify the point that this is a mid-close range high-risk high reward mage, not a 'sit back and spam barrier and support buffs' character. They don't need mana, they've got Blood: Their blood, and the blood of their enemies.
Besides these new abilities they'd have a few older abilities like 'Fade Step' and perhaps having some fire spells to balance the blood magic. While their Blood Magic requires health be used, these non-blood magic spells are used with mana, but can be used with health if the mage lacks enough mana to normally cast it at that time.
Blood Mage - Bio Concept
Concept One - Elf or Human, Prisoner.





Retour en haut









