[New Merc] 'Ruin' - Toxin-themed Medic/Support & Crowd-control


(Santiak) #1
  • Name: Ruin
  • Sex: Male
  • Class: Medic
  • Role: Support / Crowd-Control
  • Health: 90hp
  • Speed: Average
  • Primary Weapon Type: Vial-tipped Compound Bow/Crossbow
  • Secondary Weapon Type: Automatic Pistol
  • Ability 1: Vapor Grenade
  • Ability 2: Stim-Injector

Appearence:
‘Ruin’ is a caucasian male of slightly above average height as well as weight, and slightly below average in terms of muscle-mass.
His face is relatively young in appearence - being around 30 years of age - with shoulder-length, rather greasy hair, and a rather unkempt full beard. It is, however, somewhat apparent that his lack of composure is not so much due to his nature, but rather the circumstances in which he finds himself.
(For a visual reference, look up Gaius Baltar from the reinvisioned “Battlestar Galactica”, during one of his more stressed situation, such as while he is on Kobol at the start of Season 2).

He wears a long brown - but tattered - coat, with bullet-proofing material jury-rigged onto his upper arms and shoulders. He wears a belt around his waist over his coat, with a quiver of bolts resting against his right hip. He carriers around a semi-high tech courier bag, draped over his right shoulder and down over his left hip, designed to transport biochemical substances somewhat safely.
His coat is, as mentioned, quite tattered, potmarked by stains of what one would presume are chemical stains, albeit in some places the substance would seem to have eaten quite a bit into the leather itself, rather than actually leaving a stain.

Background:
‘Ruin’ - as he goes by - was originally a biochemist and nanoengineer in his home country, working for a succesful Danish worldwide distributor and manufacturer of medicin. His proficiency with languages - English, Japanese, German, and of course “Scandinavian” - as well as chemistry and engineering, meant that he quickly landed a job as a representative for said company.
While the job managed to provide an income, it failed to satiate his desire to experiment with new compounds.

Having recently discovered an intriguing new compound, he arranged a meeting with some potential investors in London, having it coincide with a conference he was scheduled to attend on behalf of his company, in order to avoid detection. However, having arrived in London, his company was tipped off to this activity, and he was not only immediately fired, but became wanted by the law in his home country - as the compounds found in his home was by no means legal.

As luck would have it, this meant that he wasn’t at the conference at the heart of London, when the radiological bombs went off - but instead on his way to meet with the potential investors.

The investors - belonging to a PMC - were thrilled by the prospects of his compound, and were already well-aware of his situation. They offered him refuge in their ranks, if he, in turn, would put his knowledge to good use for them and their other Mercs.

Ruin, seeing no other way out, reluctantly accepted.

Due to his lack of military training, he sticks to a relatively simple compound (cross)bow, allowing him to more easily avoid detection, making up for his lack of firepower by adding in a bit of what he’s best at.

Loadout:
Primary:

  • Compound (cross)bow; bolts are tipped with a nanoengineered chemical compound, that, when introduced to the bloodstream, reassembles adrenalin molecules into a type of aldehyde. The compound deterioates rapidly, however, but not before the effects are felt:

Below average damage, but reduces enemy run- and reload-speed for a short duration.

Secondary:

  • A basic automatic pistol, making up for his lack of aim with sheer number of bullets.

Below average damage, but high rate of fire and reload speed.

Vapor Grenade:
Throws a grenade that continously releases a vaporized form of the same compound as is applied to his bolts. Anyone who enters the mist are subjected to the same ill-effects as those hit by his bolts; with the added “benefit” that the nanoengineered compound ravenously seeks out the bloodstream once inhaled, causing a constant amount of low level damage to any passing through it - with the damage gradually building up should the victim remain within the mist for too long.

  • Reduces run- and reload-speed of anyone passing through the mist for a short duration.
  • Deals low damage to players within the mist, slowly increasing the longer one is exposed.

Stim-Injector:
A more benign version of his compound; when injected into the subject, it mimics the effect of adrenaline when subjected to low-level currents, boosting both the speed and constitution of the subject. Unfortunately, it also causes low-level damage to the tissue of the body on its own.

  • Injected directly into teammates, much like reviving with defibs.
  • Increases run- and reload-speed for a medium duration.
  • Increases damage resistance (or hp) for the duration.
  • Causes low amounts of damage when subject reloads or runs, but is harmless if the subject moves slowly (aiming, crouching, stationary).

(MissMurder) #2

This is super cool and so detailed.


(softLettuce) #3

Battlestar Galactica reference, I love it!


(The99thProblem) #4

Well done mate.


(opicr0n) #5

I like this character already, good support unit :wink:


(Santiak) #6

Thanks for the kind words - glad you like it. :slight_smile:

Anything you’d want altered? Was a bit unsure if the low health and average speed would make him far too squishy, although being able to slow down - and cause damage over time to - enemies, would arguably make up for it.
Opted to keep him squishy for the sake of “balance”, but not sure if it was too much.

Other aspect I was wondering about, was the Stim-Injector ability and the low damage it deals over time along with the bonus it grants to friendlies; would it keep it from being used?
My initial idea was that his beneficial abilities should be balanced by having both a positive and negative aspect to them, so making use of the bonus granted would slowly damage the friendly player. Kind of trading longevity for speed (and the slight survivability and damage bonus that comes from increased movement- and reload speeds).

I reckon one could mimic the Vapor Grenade, insofar that prolonged use causes increasing damage (albeit in total, lower than the damage accrued from the Vapor), and likewise write in some technobable about how the nanite-compound quickly degenrates without the low-level electric currents it seeks, meaning that not making “use” of the ability for a short duration debuffs the affected player - so you, for example, can get to a capture point and debuff yourself, albeit it would require you being more of a sitting duck for the short period of time it takes for the buff to wear off.

Or to give some tentative numbers:
Assuming the Stim-Injector has a base duration of 30 seconds:

  • Running or reloading for 5 seconds cause 1 damage per second.
  • Running or reloading for 10 more seconds after that, causes 2 damage per second
  • -||- 15 more seconds, 4 damage per second.

Which would translate to 5 damage after 5 seconds, 25 damage after 15 seconds, and 85 damage after 30 seconds.

As for passives, here’s a few stray brain-farts:

Stim-Injector specific:
Prescription Medicin: increase duration (longer buff, more total damage).
Psycosomatic Drug: reduce drawback.
Addictive Substance: improves benefit and drawback (“hail mary” type passive)

Vapor Grenade specific:
Pulmonary Strain: increased damage per tick.
Dopamin Inhibitor: increased debuff.

General:
Wrong Vial: Stim-Injector becomes a debuff, Vapor-Grenade becomes a buff.