Post by Deleted on Apr 6, 2020 10:02:19 GMT -8
0 total points to distribute (Trainer Stats)
Discipline | Stat Pts | MOD |
STR | 4 | -3 |
DEX | 8 | -1 |
CON | 6 | -2 |
INT | 18 | +4 |
WIS | 14 | +2 |
CHA | 10 | +0 |
Name: Cecil B. Heimerdinger (Commonly referred to as just Heimerdinger)
Home Planet/Origin: Runeterra
Alignment: Neutral Good
Motto:
"For great science!"
Allies/Friends:
Ziggs, Jayce(?), Ezreal(?)
Enemies/Rivals:
Rumble, Jinx
Backstory:
"A brilliant yet eccentric yordle scientist, Professor Cecil B. Heimerdinger is lauded as one of the most innovative minds and esteemed inventors [the city of] Piltover has ever seen. Relentless in his work to the point of neurotic obsession, he is fascinated by mysteries that have confounded his contemporaries for decades, and thrives on answering the universe’s most impenetrable questions. Though his theories often appear opaque and esoteric, Heimerdinger believes knowledge should be shared, and is devoted to teaching all who desire it." ~ League of Legends: Heimerdinger's Biography
Appearance:
History On Li: As one of Piltover's finest scientists in the field of experimental physics and quantum machinery, Heimerdinger is nothing short of an intellectual genius. His scientific experiments have captured both the marvel (and occasional grievances) of his peers around him, and have vastly accelerated the technology of his hometown, Piltover, to astonishing degrees. Where there is a scientific mystery, there is no doubt Heimerdinger, looking to find the clues and answers necessary to decode it.
That being said, there is one mystery that he is still seemingly attempting to solve: How he ended up on Li! Although the answers he will give vary on several accounts, he is certain that this is the work of something far beyond his understanding... which only serves to accentuate his curiosity on the matter. Although being misplaced has caused some minor problems in his schedule, he has decided that this trip will be called a 'Unforseen Forced Vacation', in which he looks to study the unknown elements around the new land before him.
Primary Attacks (Heimerdinger) (3)
Wrench Toss [DEX]: [Light, 6% DMG]
Heimerdinger tosses his adjustable reverse-ratcheting magnetic box wrench at a single foe. Upon hitting, immediately triggers a free use of H-28 Gauge Cannon from all active H-28G Turrets. (Wrench Toss only hits once.)
Nanite Pulse [INT]: [Medium, Heals 5-8% AoE]
Releasing a small salvo of healing nanites, Heimerdinger would repair any active H-28G Turrets and heal any nearby allies for a small amount.
The base amount healed is determined by a 1d4 roll (1=5%, 2=6%, etc.), with the total amount being the base roll + Heimerdinger's INT modifier (currently +4).
Scrap Toss [WIS]: [Medium, 4%]
Heimerdinger uses a handheld device utilizing vastly increased normal forces to form a sizable chunk of debris. He then runs some quick calculations to predict the target's movements, sending the accumulated clump towards a single foe. Should the attack hit the target, the target has a -2 to hit Heimerdinger or his H-28G Turrets on their next 3 Attack rolls, and has a 20% increased chance of receiving status effects.
(2 Turn Cooldown)
Special Attacks (3)
Deploy H-28G Evolution Turret Pack [INT]: [Special, 0% DMG]
Heimerdinger starts a combat scenario with 3 H-28G Turret Packs. Deploying a H-28G Turret costs 1 action, summoning it on the field. Each Turret Pack has a cooldown of 4 Turns before it can be readily deployed again. If Heimerdinger attempts to deploy a Turret Pack when he has 3 Turrets already on the field, he must choose one to replace with the new Turret.
Hextech Micro-Rockets [WIS]: [Special, 15% DMG per Rocket]
Heimerdinger launches 5 Hextech Micro-Rockets, distributing them towards any available targets as he pleases. Each subsequent rocket hitting the same foe deals 3% less DMG than the last (i.e. Two rockets hitting the same target would deal 15%, then 12%). For every Rocket that hits, all active H-28G Turrets gain 20% Beam charge.
Cooldown: 2 Turns
CH-2 Electron Storm Grenade [WIS]: [Special, 10% DMG]
Heimerdinger lobs a grenade (with the help of some robotic assistance, of course!). The grenade may target up to 3 foes who are within the same proximity level (for example, 3 grounded foes in a group or 3 flying foes in the sky). The grenade has a 10% chance to stun the target(s) for 1 full Turn, rolling against the opponent's INT.
Upon hitting at least one target, all active H-28G Turrets gain 100% Beam charge.
Cooldown: 3 Turns
Final Smash: UPGRADE!!! (1)
Heimerdinger gets a sudden burst of inspiration, empowering his next Special Attack into something fierce! UPGRADE!!! does not cost an action, but the resulting empowered Special Attack does. (When one of the 'Upgraded' Final Smashes is used, the corresponding Special Attack is put on cooldown.)
Possible options from UPGRADE!!!:
H-28Q Apex Turret [INT]:
Heimerdinger deploys a souped up version of the H-28Q Evolution Turret! The Apex Turret functions like a regular turret, with the following changes:
- May attack immediately upon being deployed!
- Does not count towards the 3 Turret limit, but will put one Turret Pack on cooldown.
- All stats are improved by +8, capping at 20 (except CHA).
- Turret Attacks deal 10% more damage, hit all targets on the field, and inflict -2 to Hit on all targets struck.
- Beam attack deals 10% more damage, has a +2 to hit, and charges 10x quicker passively.
- Lasts for 2 Turns before it self-destructs (or in other words, is removed from the field).
Hextech Rocket Swarm [WIS]:
Heimerdinger fires off a massive swarm of Hextech Micro-Rockets! Heimerdinger may distribute up to 4 attacks, targeting any available foes. Each attack deals 35% DMG, with subsequent attacks on the same target dealing 10% less.
CH-3X Lightning Grenade [WIS]:
Winding up a quick toss with the help of a magnetic wrench, Heimerdinger launches a monstrous grenade that bounces up to three times at the target vicinity. Attacks all opponents, dealing 20% DMG on hit. Upon hit, roll 3 times for a 60% chance of inflicting 1 Turn of stun (does not stack). (Stun roll is calculated against the opponent's INT.)
H-28G Evolution Turret
The H-28G Evolution Turret is one of Heimerdinger's most well-known inventions back in Piltover and Bandle City. Originally designed to be an automatic ball pitcher for a group of young Yordles to play catch with, the initial prototype proved to be far too powerful for its intended purpose. During the time Heimerdinger was attempting to refine the schematic, it was apparent that H-28G proved to be an incredibly remarkable turret, piloted by one of the young Yordles in question to fend off a massive giant attacking Bandle City. Noting this incredible potential, he refitted the turret to become significantly more dangerous, further outfitting it to become a fearsome lethal machine!
The H-28G Evolution Turret is one of Heimerdinger's most well-known inventions back in Piltover and Bandle City. Originally designed to be an automatic ball pitcher for a group of young Yordles to play catch with, the initial prototype proved to be far too powerful for its intended purpose. During the time Heimerdinger was attempting to refine the schematic, it was apparent that H-28G proved to be an incredibly remarkable turret, piloted by one of the young Yordles in question to fend off a massive giant attacking Bandle City. Noting this incredible potential, he refitted the turret to become significantly more dangerous, further outfitting it to become a fearsome lethal machine!
14 total points to distribute
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Note: All of Heimerdinger's Turrets have 50% of what would be their Max HP. (50 Health Total)
Primary Attacks (Turret) (2)
H-28 Gauge Cannon [DEX]: [Medium, 5%]
The standard stock weapon plastered on the front of the Turret fires high-velocity energy bolts at any target unfortunate enough to be in range.
Beam Attack [WIS]: [Heavy, 18%]
All H-28G Evolution Turrets have their own individual Beam Charge, which starts at 0% when deployed. This charge is increased passively at 6% per action, or whenever Heimerdinger lands Special Attacks that fill it. At 100%, a H-28G Turret may use Beam Attack, attacking up to 3 available targets (targeting DEX). This attack cannot be blocked.
Special Attacks (2)
Hextech Booster [WIS]: [Special, 0% DMG]
Sharing a bit of affinity for Hextech technology, Turrets passively give a +2 DEX boost (+1 DEX Modifier) to all allies. (This bonus does not stack.) Spending an action, a Turret may increase this boost to +6 DEX (+3 DEX Modifier) for 1 Turn. After that turn is over, Hextech Booster goes on cooldown, with its passive disabled until the move is no longer on cooldown.
Cooldown: 5 Turns
Laser Analysis: [Special, 0% DMG]
A Turret may Analyze a target's weak points for 1 Turn, tracking their movements and assisting Heimerdinger in correctly predicting them. Gives Heimerdinger and his allies a +2 Modifier to hit an Analyzed target.
Cooldown: 2 Turns
Other Info:
- In addition to enjoying researching various anomalies in the scientific world, Heimerdinger has other minor hobbies, such as keeping care of pet fish, and tutoring others on the knowledge he possesses.
Last Edit:
Apr 8, 2020 15:07:37 GMT -8 by Deleted