Okay, what the hell did ancient Celtic religious practices have to do with 2020s London? More importantly, how the hell did they help a team win?
Everyone fears death. But me? I embrace it. Without death, there can be no life. -Druid
Now hiring Druid, a man who found a rather unique way to get himself discharged from the Royal Marine Corps. In the entire history of the British Empire, not a single record ever existed of a chaplain using ancient religious rites to raise his dead comrades as thralls in the middle of a firefight. Nevermind that it got the survivors out of a sticky situation, it raised some serious questions about necromancy and chaplains being counted as combatants under the Geneva Conventions.
Of course, for enough coin, Druid is perfectly willing to remove any doubt. It’s significantly easier, too, when Proxy helps you make a replica ritual staff out of a broom handle and Fragger’s grenade pins. When the Merc you paid for shuffles off the mortal coil, Druid can at least keep the hired gun firing.
Do I keep you alive, kill you, or return you from the dead? Because I can do all three. -Druid
Class: Medic
Health: 140
Speed: 360
Weapons: SMG/Pistol/Knife
Primary Ability: Flesh of my Flesh
One man’s curse, another man’s blessing. -Druid, on offensive use of the Ability
Aim at a friendly and cast this Ability, and half the damage that friendly takes for the next ten seconds (or until either the target is incapacitated) is transferred to Druid himself. Aim at an enemy and cast it, and half the damage dealt to that enemy in the next ten seconds (or until killed, whichever’s first) is returned to the damage dealer as health. 15 second cooldown, and Druid can carry/have active up to four of these. Obviously this will need a maximum range, and variable cooldown based on the range of the cast.
-If at any point Druid is incapacitated, any Flesh spells he had active, friend or foe, are instantly removed.
-Multiple Druids on the same team cannot have Flesh spells active on the same target. It is, however, possible for Druids on opposite sides to share a target. When said target is hit, the damage transferred to the allied Druid won’t count as damage dealt for the purposes of the enemy Druid’s Flesh spell.
-A Druid under an enemy Druid’s Flesh spell will heal the damage dealer if he takes transferred damage.
-A Druid under a friendly Druid’s Flesh spell will transfer half his incoming transferred damage to the friendly Druid in question. Two Druids working together can exploit this to tank entire teams.
Secondary Ability: Necromancy
When your own corpse gets more kills than you, well, that’s just sad. -Druid, on his teammates
The makeshift-replica staff isn’t just for casting the ancient Flesh rites. Cosmetic skin aside, this functions identically to the Defibrillators used by most other medicinal Mercs. Point at downed friendly and charge up.
Here’s where the Ability gets really cool. Every 30 seconds, attempting to revive an (intact) gibbed corpse will reanimate it! Yeah, after they’ve gotten up, they’ll spend the next ten seconds/until they’re re-killed fighting for you before disintegrating into a pile of ash. They’re too dumb to use Abilities or even move all that much, and they can’t be healed, but maybe the extra damage sponge/firing gun is enough.
-Yes, reanimated corpses hitting an enemy target under the effect of Flesh of my Flesh will heal their reanimator.
-And yes, the Get Up Augment affects raised undead as well as standard revives.