My forsaken oc: SPWN’s (pronounced Spin or S-P-W-N) abilities!
Click here for here lore! (Ps this is her survivor abilities!) Also please ask to use her in anything!
Passive: Keen Eye!
“Thank the Spawn for that!”
Every 15 seconds the survivors and the killer are highlighted, white for survivors and black for the killer. If the survivor is injured even by one hp it’ll turn them red, the more red they are the more hurt they are (eg missing a little hp = they are highlighted in pink. Lots of hp missing = dark red).
This allows her to find survivors that are in need of shields/a second life quickly!
Active One: Spawn’s Gift.
“Don’t die before you earn yourself another life!”
Grant’s the person it is used on a shield which will grant max resistance and durability. If the killer attacks the user with a shield they get stunned for three seconds. SPWN can use this ability every 35 seconds.
Active Two: Spawn’s Blessing.
“And you all said the Spawn isn’t real!”
If a person is below 50% hp SPWN can grant them a second life—this causes her to lose 30 hp. She can use this three times, when uses the second time she loses 45 hp. If she uses this a third time no matter how high her hp is she dies on the spot, due to the fact her body wouldn’t be able to sustain that much self inflicted pain. SPWN also has more hp 2 every other survivor (127). If the ability is used when she doesn’t have enough HP to sustain it this will kill her.
When the person this ability is used on gets their second life they lose a random ability for that round.
——This ability cannot be used on Two Time if they have their second life in current use/when their bar is full.
In short terms SPWN is a support who gives up her own life for others! Making shields and granting second lives at the cost of her own.
——Medkits would be prioritized on her and Elliot.
Want me to write something that YOU can ask for? Just ask me on my page! Make sure to read the pinned rules!
So after a very long time, I’ve decided to redesign Panacea (again-ish). His old design (many elements of which I have maintained) had a cut and dry silhouette with nothing really to it, particularly lacking any sort of themeing, and his abilities were dull, unoriginal, and at odds with his name.
Now he has a thigh-caplet and some chunky potion bottle as well as many glowing vials to enhance his silhouette, a shorter, chunkier grenade launcher for a gun and an alchemist theme to his look and kit.
So, his reworked abilities, freshened up backstory and other number-y stuff is under the cut~
Real Name: Cole Moniker
Alias: Panacea
Role: Support / Job: AoE Healing, Utility and Damage
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Hit Points: 200 / Health: 200
Primary Weapon: Alchemical Grenade Launcher
Ammo: 5 / Reload Speed: 1 Second / Rate of Fire: 1.4 Shots per Second
Primary Fire, Alchemical Fire: Medium-Long range arcing projectiles with a large direct hit and splash AoE explosion.
Standard projectiles explode into flames which coat the ground for a short time. / Projectile Speed: 35 Meters per Second / Projectile Size: 0.6M
Special: Fire left by primary fire covers the entire 6M AoE of the explosion including walls but not ceilings, enemies within the fire take continuous damage and experience reduced healing.
The burning DoT and Anti-Heal effects of the fire end immediately upon leaving it’s AoE. / Fire Duration (per shot): 2.25s / Fire Damage: 20 per Second / 2 per 0.1s / Fire Anti-Heal: -25%
Ability 1, Healing Fluid: Reload Ammo with jars of potent Healing liquid, rich with nano tech, which coat the ground where allies can stand in it to receive it’s effects.
Healing ammo does no damage on contact with enemies, instead giving a bust heal to directly hit allies.
Healing ammo’s Splash AoE is smaller than standard ammo, being 5M, and will slide off of walls as well as ceilings onto the floor.
The nano tech in the Healing fluid is especially effective on the freshly wounded, healing +20% more per second to targets who have taken damage in the last 0.5s. / Direct Hit Burst Heal: 45 / AoE Healing: 40 per Second / Healing Fluid Duration: 4s / Cooldown: 8s from Use
Ability 2, Oil Slick: Reload ammo with jars of oil, which when shot at a surface makes it slick, speeding up allies and slowing down enemies who walk through it. All ammo is Oil until the next reload, Oil ammo does the same direct hit damage and covers the same area as standard ammo, but does half the splash damage and does not cause the fire effect.
If standard ammo is used on an Oil Slick area, the fire effect will persist there until the Oil dissipates and will deal +50% more damage. / Oil Slick Duration: 8s / Ally Speed Boost: +30% / Enemy Speed Reduction: -15% / Cooldown: 14s from Use
Ability 3, Noxious Acid: Reload ammo with jars of a volatile acid which deals high impact damage but low splash, and conveys a variety of debilitations on enemies who are either hit by or walk into it.
The negative effects of the Noxious Acid include receiving less healing, taking more damage, generating Ultimate Charge slower and being more susceptible to other negative effects for a time.
As well as covering the same 6M AoE of the standard Ammo, Noxious Acid also releases fumes 9M up into the air, making it difficult to traverse safely. / Direct Hit Damage: 70 (95 with Splash) / Splash Damage: 25 / Anti-Heal: -20% / Damage Taken Increase: +20% / Ult Charge Rate: -30% / Negative Effect Bonus: +25% to the Duration of Other Status Effects / Damage Over Time (Whilst in AoE): 10 per second / AoE Duration: 8s / Effects Duration (Outside AoE): 6s / Cooldown: 14s from next reload
Ultimate, Grand Elixir: Fire a single vial of intensely powerful Elixir at a targeted ally, fully revitalising them and filling them with an overabundance of vitality.
For a brief few seconds, the target moves with incredible speed, performs actions more quickly and overflows with excess health.
The Elixir can be used on Panacea himself by firing directly down, and if the target it is aimed at dies after it is fired but before it reaches them, the target is instantly revived on contact. / Duration: 4.5s / Temporary Hit Points: +1000 Health (Unhealable) / Movement Speed Boost: +80% / Ability Cooldown Speed: +100% / Ability Casting Speed: +30% / Required Charge: 3000
Passive, Alchemist’s Boon: Panacea understands the inner workings of poisons and the countermeasures to be taken against them, taking less time to recover from negative effects and feeling some less harshly. / Negative Effect Durations (not including Stuns): -35% / Stun Durations: -20% / Anti-Heal Effects: -50% of the intended Anti-Heal %, Panacea can only ever be -50% Anti-Healed at most.
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Ultimate Voiceline (Self & Targeted Ally): Know Life Unending!
Ultimate Voiceline (Other Allies): I Grant The Philosopher’s Boon!
Home / Base of Operations: Thompson, Manitoba, Canada (Formerly), Rialto, Venice, Italy
Nationality: Canadian
Sexuality: Gay / Gender: Cis Man / Pronouns: He/Him
Age: 35 / Date of Birth: 29th of April
Height: 6ft 2in
Affiliation / Allegiance: Talon
Backstory: A chemist by trade, Cole grew up fascinated by the fantastical pursuit of Alchemy, eagerly checking out library books about medieval attempts at the creation of Philosopher’s Stones and turning common metals to gold. While many of those dreams faded as he grew, he and his boyfriend Riley always liked to joke about dropping everything and jumping headfirst into a modern pursuit of Alchemy.
One day the opportunity really did present itself though, in an offer to join Talon, the pair having been approached discretely about the prospect of tailoring a number of custom chemical compounds for what could only be called Bio-Chemical Warfare. They both knew what it meant, on the one hand they would be putting an unspeakable amount of suffering into the world, but on the other, they would be given the time, money and resources they needed to pursue a shared life long dream. They accepted, and have been symbiotically working with Talon since.
Now, a dozen breakthroughs later, Agent: Panacea is eager to personally field test his and Riley’s Alchemical masterpieces.
My overwatch oc (so far)! I guess these would be two different skins for her, the one on the right being her battle/spy outfit (........design subject to change) and the one on the left being her Vishkar PR Rep uniform.
Bio under the cut for this lovely ball of sunshine and magnets~
Real Name: Mukondi Odhiambo
Alias: Magnera
Role: Support / Job: Mobility Support
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Hit Points: 225 / Health: 175 / Shields: 50
Primary Weapon: Magnetic Disks
Ammo: 2 / Reload Speed: N/A / Rate of Fire: 2 shots per Second
Damage: 31 per Hit / DPS: N/A / Attack Type: Flat Projectile
Primary Fire, Disk Launch: Launch a disk at a targeted enemy. Launched disks will bounce off of other nearby enemies or walls up to 6 times after the initial hit for a maximum total of 7 hits over all targets.
Up to 2 disks can be deployed at once, each returning automatically after 7 bounces or immediately if reloaded (Reloading directs any launched disks to navigate back to Magnera, coming back in whatever time that takes). / Projectile Speed: 45-90Mps, Disks gain speed the longer they are deployed, building from 45Mps to 90Mps over 2s.
Target Range: 30M / Bounce Range: 14M to bounce off an enemy, 20M to bounce off a wall or barrier
Ability 1, Magnetic Assist: Temporarily grant an ally your Magnetic Glide ability, allowing them limited flight and increased speed. / Target Range: 30M / Speed Boost: +40% / Duration: 3.5s / Cooldown: 8s from end of Duration
Ability 2, Boost Pad: Deploy a jump pad onto the ground for use by yourself and allies.
Walking over the pad will give a short lived speed boost and jumping on it will launch you into the air as well as granting the speed boost. / Speed Boost: +65% / Speed Boost Duration: 3.5s / Launch Height: ~20M / Pad Duration: Infinite until replaced or destroyed / Pad HP: 50 Health + 350 Shields / Cooldown: 12s from Use, 6s from Destruction
Ability 3, Slingshot: Fire your magnetic disks forwards then rush towards them.
Holding it allows you to stay grappled to ceilings and walls, and 2 charges can be held at a time. Must have at least 1 ammo to use and maintain. / Maximum Distance: 18.5M / Travel Speed: 22Mps / Cooldown: 5s per charge
Ability 4, Magnetic Glide: After jumping or while otherwise airborne, hold jump to briefly become immune to the affects of gravity and float freely through the air.
Uses a resource meter. / Glide Movement Speed: 8.25Mps / Maximum Duration: 4s / Resource Meter Refill Rate: 6.5s to refill from empty
Ultimate, Negative Attraction: Turn a targeted enemy into a magnate, attracting other enemies towards them and stopping them from leaving an area around them once they have entered it.
Other enemies within 35M are pulled towards the target at 120% the targets movement speed (minimum 4.5Mps) and cannot leave a 14M AoE around the target once they have entered it.
The magnetic effect remains at the place of the targets death should they die before the abilities duration ends. / Target Range: 30M / Duration: 8s / Required Charge: 1600
Passive, Magnetic Glide: Glide around using magnetic propulsion, which grants increased speed and short lived bursts of gravity defiance. / Base Movement Speed Increase: +10%
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Ultimate Voiceline (Self & Enemies): The Power of Magnetism!
Ultimate Voiceline (Allies): Magnetise!
Hero Select Voiceline: An Attractive Choice, haha!
Backstory: Born in Nairobi, Mukondi and her parents moved to London when she was 11 so that she could pursue a prestigious offer to study at Oxford following a breakthrough in her field of interest; magnetic fields.
Mukondi’s special interest in magnets and magnetic fields lead her into several different areas of research, including the various technological applications of magnets. She spent the last few years of her time in England working closely with governmental scientists designing and pushing the limits of various technologies, until she turned 18 and decided to return to Nairobi.
A year ago she got word that the UK’s government was planning something drastic to ‘deal with’ the Omnics currently rallying for their rights and feared the worst. She returned to England and began asking questions, and when she found out they did indeed plan to use her technology to make Omnic-Devastating EMP bombs she did the only sensible thing; attached magnetic disks to her limbs and began a highly illegal reclamation of her tech from every government funded science facility she knew of.
Now, “Magnera” has joined the ranks of the New Overwatch to make sure their intentions aren’t secretly nefarious like those of the British government, and to make use of their intel to keep an ear to the ground in case more of her tech surfaces in the wrong hands.
Guess who’s already back on they bullshit with not one, but two new Overwatch OC’s? Ye it’s me.
This is Flower Child, the first of the two. Bio under the cut-
Real Name: Jinan Al-Karim
Alias: Flower Child
Role: Support / Job: Buffing & Debuffing DPS-Healer
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Primary Weapon: Energy Conversion Cannon (Left Arm)
Ammo: 90 / Reload Speed: 1.65 seconds / Rate of Fire: 18 shots per second
Damage: 8 per shot / DPS: 144 / Attack Type: Rapid Fire Linear Projectiles
Primary Fire: Extremely rapid fire projectiles fired in a tight grouping at high speed, shot from the entirety of Flower Child’s mechanical left arm / Projectile Speed: 110 Meters per second
Hit Points: 200 / Health: 150 / Shields: 50
Ability 1, Weaken: Target an enemy and lower the damage they can deal while in your sights, as well as increasing the damage they take from your attacks. / Range: 35 Meters / Duration: Permanent until LoS break + 2.5 seconds without LoS / Damage Dealt Reduction: 25% / Damage Taken Increase (From Flower Child Only): 25% / Cooldown: 3 seconds from use
Ability 2, Sap Life: Gain Life-Steal on your attacks, healing yourself for the damage you deal either for a short time or up to 400 points of healing. / Max Duration: 8 seconds / Life-Steal: 100% of damage dealt / Cooldown: 6 seconds from end of ability
Ability 3, Symbiosis: Target an ally and heal them for a portion of the damage you deal for as long as they remain in your sights, even over great distances, as well as sharing with them a portion of the healing you yourself receive. / Range: Infinite / Duration: Permanent until LoS break + 6 seconds without LoS / Ally Healing (From Damage Dealt): 50% of damage dealt / Ally Healing (From Healing Received): 50% of healing received / Cooldown: 3 seconds from use
Ultimate, Garden of Ruin: Create a large area within which allies receive healing and buffs to their action speeds, while enemies are drained of strength and slowed. Allies within the AoE move, attack and reload quicker, as well as having their abilities cooldown quicker, while enemies move and reload slower, each also being slowly healed and damaged respectively. Killing Flower Child does not end the Ultimate. / Cast Time: 1.5 seconds / AoE: 16M / Duration: 10 seconds / Ally Healing: 13.5 per second / Enemy Damage: 10 per second / Ally Movement & Attack Speed Buffs: 30% / Ally Reload & Ability Cooldown Speed Buffs: 25% / Enemy Movement Speed Debuff: 25% / Enemy Reload Speed Debuff: 50% / Required Charge: 1925
Passive, Nimble: Flower Child’s small and slight frame allows for quick movement and expert dodges. Walk quicker, jump higher and crouch down lower to better avoid damage. / Base Walk Speed Bonus: 10% / Base Jump Height Bonus: 30% / Crouching Hitbox Size Reduction: 30%
Ultimate Voiceline (Allies): I Sow the Seeds of Ruin!
Hero Select Voiceline: Through Adversity, I Blossom
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Base of Operations: Oasis, Iraq
Age (As of Recall): 31 / Date of Birth: 1st of April 2044
Affiliation: Oasis, The Ministry of Biology, Overwatch (Recall)
Backstory: Jinan spent many years working under their parents in the Ministry of Biology, studying plants of all kinds to create incredible medicines, their passion even leading to the nickname of Oasis’ resident “Flower Child”.
One fateful day, a gravely sick person was brought to Oasis in need of many varied treatments, inciting many whispers and rumours throughout the Ministries. Naturally Jinan’s curiosity was overwhelming, and even their parents were tight lipped over just who was being treated, and for what. A few favours traded in and a misplaced file reading “SB UNIT” later, and their curiosity had them do the only sensible thing; break in to where the person of interest was being kept to see for them self just what was going on.
What they found was a woman only a couple years older than themself, more than half cybernetics and seeming to be in the late stages of rejecting the foreign tech. Their relationship was rocky at first, each wary of, yet fascinated by the other, Jinan would visit her in secret at first, coaxing little bits of conversation out of her, learning her name - at least the name she’d given herself for lack of another - and as she got better, they walked together and learnt more and more as they spoke. Eventually wary fascination had become friendship, then something more, and finally love.
Now 5 years later, SB Al-Karim is Jinan’s utterly beloved wife, but the state of the world troubles her deeply and keeps her awake through the night. With little more than a second thought, Jinan packed their bags and the pair set off to fix the world on the front-lines, to fight side by side with their love and right the world themself; and with the help of some new-old vigilantes...