Project Ethos: Sin
Sin in all cases is one character with one class
Though it seems as though the character would hold several classes, there is not
It is made of one class with several underlying influences
The player can choose one major sin influence, with two minor sin influences
A main sin will give 4 different options for an ultimate ability
While a minor sin will give passive abilities for every other ability
While the “Q” “W” and “E” stay the same, they can still be manipulated by minor sins
Sin Starting Area
When the player first creates Sin as a character, they are thrown straight into the Tomb Of Causality. The player starts as Greed and needs to find and absorb souls which have the embodiment of the six other sins. After finding these sins, the player hears of a living body which found its way into the tomb. The player runs to the body, and once they find it is teleported to the mind of Sin and must fight off other embodiments of sin for the body which was presented to them. After winning the fight for this body, the player is reborn as “alive.” At this point the player must pick one major sin, and two minor sins to focus their body on. The player is then thrown into the world working for the Necromancers.
The Q ability will be based off of Christianity terms
The W ability will be based off of Islamic terms
The E ability will be based off of Shinto terms
The R ability will change mattering what sin is in “control”
This ability steals 5% of the players health and deals that amount of damage to the target enemy
Deals a set amount of damage to an enemy. If the enemy dies from this ability, it’s soul is absorbed by the player and the player gains the health taken from the enemy
Before combat starts, the player can set this ability on an enemy. This enemy takes 5% more damage from the player.
The player casts a prayer for one second, then sends the wrath of God to the ground. This ability shocks the ground and deals AoE damage in a 5-meter radius
The player takes the aggro from an ally player and puts it onto itself
This aggro lasts for 10 seconds
Has a 30 second cooldown
The player casts this ability onto an enemy, which strikes the enemy with a feeling of hopelessness.
This enemy cannot move or attack for 10 seconds.
If this enemy is hit, it will come out of the stun.
Has a 1 minute cooldown
The player compares their soul resonance with an enemy. If they are opposites, the ability will deal damage to the enemy.
Soul resonance meaning the players alliance with deities
Has a 90 second cooldown
If the player has the same soul resonance, the ability only has a 30 second cooldown
This ability is put onto an enemy and stays for 10 seconds. For these ten seconds any damage the enemy deals to the player is recorded. After the ability ends, 15-30% of the damage done to the player is dealt to the enemy the ability was cast on
The percentage dealt back to the enemy is based on how much damage is dealt to the player
This is only for balancing reasons
Has a 90 second cooldown
The player is possessed by a higher being. The player loses control of the abilities used, and can only control movements. The damage done is 20% stronger
This possession lasts for only 30 seconds
While in this form, the being is unable to use the E ability
Has a 1 minute cooldown
During combat, this ability passively gains a charge from the enemy being targeted by the player. The player can activate the ability to deal a set amount of damage to the enemy.
This can only be activated once every 20 seconds, but will take longer to fully charge
The ability itself can be activated once every 5 seconds
5 blades come out of the player. These blades can be cast as a skillshot, each dealing damage. If all five blade hit one enemy, a sixth blade spawns doing 150% of the damage of a normal blade.
This sixth blade automatically goes towards the enemy and cannot miss
Each blade has a 1 second cooldown between throwing them, and the player has one minute t use them all
Has a 40 second cooldown
The player casts this ability to summon one of several spirit familiars. These familiars are all different, and cost a constant mana cost to fight
This familiar is fast attacking, but deals small amounts of damage
This familiar lays a huge ground of decaying souls which deal damage to all enemies and allies inside of it.
This only deals 50% of the damage to allies
This familiar calls any small creatures in the area to fight in a small area around the player. These animals fight for as long as they are casted for, then turn rabid and attack the player's allies. These creatures have very low health and can be easily dealt with at this point.
Other familiars can be found throughout the world
These familiars can stay as long as there is mana to cast them
R (Major Sin)
The player wants everything this world can offer. When activated, all physical weapons are taken from the enemy. This ability is cast for 5 seconds, then any weapons gathered are lashed out at enemies in a frontal cone.
Weapons gathered can be melee weapons, or arrows and blades
Magic will not be gathered by this effect, unless it is a physical weapon created by magic
The player urges for everything, it’s an overwhelming stench of desire. These urges rip the player apart, part by part. These pieces latch to anything around them doing certain abilities for each object.
Allies: The player urges for bloodshed. Raises physical and magic damage of allies attached to.
Enemies: The player urges for fear. Deals constant damage to enemies attached to.
Ground: The player urges for stability. Anything touching the ground is rooted in place.
This ability lasts for ten seconds, then is put on a three minute cooldown
Passive: The hunger is the only thing urging the player forward. The player must deal twice his health in damage in one encounter before they are rewarded for their behavior with nourishment.
Active: The player is rewarded for their patience with the blood of their enemies. The player consumes the enemy, dealing massive damage to the enemy while inside of the player. This lasts for 10 seconds, and then puts the ability on a 3 minute cooldown.
If the enemy dies while inside of the player, the player eats the enemy and is Well Fed
The player only has to deal his health in damage in one encounter before the ability can be used again. (The cooldown stays the same)
Passive: When the player dies the blood inside of their veins boils with hatred, causing a small explosion after 5 seconds pass. If enough damage is dealt to enemies (and allies) the player will gather their blood and reform.
Reform: The players new body will last for 1 minute. This body will have e abilities and half of the health of the players original health
Deals quick bursts of damage with a 10 second cooldown
One big strike which has a 15 second cooldown
If the player is over 50% health, they may use this ability.
Explodes the carcass of the player's body, dealing damage in a small radius
After reforming, this ability will have a 5 minute cooldown
Jealousy rages through the player, allowing them to jump in a 10-meter radius around themselves
The jump goes through players and enemies, but not walls
The ability is a two-proc ability
Proc 1: The player activates the ability to immediately jump anywhere on their screen.
Passive 1: While the player i jumping, the last spell to hit the player is duplicated as the new R ability.
Proc 3: The player then has 30 seconds to use the ability. After the ability is used (or decayed) Imprint goes on a 2-minute cooldown
The player spawns two blades which piece each of their arms. From their arms come two Spirits of Blood which last for 1 minute.
Spirits of Blood
These familiars run towards the nearest enemy and latch themselves around the enemy
While latched to an enemy, they deal constant damage until they disperse
If they are killed while latched, they deal 50% of the remaining damage to all enemies in a radius around the player
The player casts this ability for 5 seconds and stomps their foot on the ground. Ice emerges in three waves which fly outwards from the player. If one of these waves lands a killing blow on an enemy, another wave will fly out from the player, up to a max of 20 waves.
All enemies killed will drop 5% more gold, and each enemy will have a higher chance to drop extra souls
Passively gives the player an extra 10% mana and health regeneration
All abilities (excluding the R) deal small amounts of AoE damage, even if the ability is only single target
Your Auto Attacks deal 5% more damage
While in a party, if an ally is dealing more damage overall than the player then the player gains a buff called Advancement.
Advancement: Every thirty seconds this passive checks if someone is dealing more damage than the player. If so, the player gains +5% to all stats for 10 seconds. This lasts until Advancement checks the damage once again.
Using one ability repeatedly causes the ability to slowly deal magic damage. This amount rises for every stack each ability has. This stack is reset when combat ends.
Standing still while in combat will give the player minor health regeneration.