Hey all, this is my first new Demigod idea. Apologies for the long story, but I like writing them. It's sort of a watered down version of a character in a story I'm writing, changed enough so that if by some freak decision the Devs use this, there will be no copyright issues
The writing's not up to par with my usual stuff, so be nice.
The Betrayer (General)
Summary: The Betrayer is designed to make use of the reinforcements he fights alongside. Using his Succubi and his influence, he can turn the tide of minion-heavy fights with ease. It also behooves him to stay with groups of reinforcements when possible, for the more he has, the more healing he recieves and the more damage he can potentially do. Additionally, with his Captivating gaze he can pull an enemy in to be swamped by his horde of reinforcements. With his ability to undermine enemy minion support, tThe Betrayer is much more effective at killing other Generals than Assassins.
Irdal was a war-torn, fractious land of many peoples, and little safety. The strong enslaved the weak, living off their sweat and blood, taking all and giving nothing in return. In one particular village lived a maid named Gabrielle, who was strong of spirit and very lovely. In order to spare herself the ravages of the roving warbands, however, she took pains to make herself ugly, wearing shapeless rags and crusting her face and skin in mud. However one day as she was fishing at the river, some soldiers came upon her, and for fun, decided to torment her. Jeering and hooting, they knocker her down, whiping her and laughing as he scrambled away from their cuffs and kicks. Finally, she was dumped into the water. The soldiers went silent as she rose from the water, however, for her clothes clung to her womanly curves and the mud on her fair skin had been washed away. What happened then does not bear repeating.
When the men had finished with her, and she lay bleeding, bruised, and weeping on the bank, she began to pray fiercely for a way to end the people's torment, for someone to come and rid the land of the roving warbands and corrupt soldiery. She recieved no answer, and after a time picked herself up and dragged herself back to her villiage.
Nine months later she gave birth to a son. Despite his torturous conception, she loved him fiercely, and named him Varthel. A year later she gave birth to a second son, and in another year, a third. Though she lay with no man, she birthed a son each year until she had five children. She raised them to be kind and strong willed, and made sure they were trained to protect themselves and those weaker than they. All were handsome and virtuous, and none more so than Varthel.
Varthel Leirdakev was everything a warrior of Light could aspire to be. Strong, graceful, fair to look upon, as well as intelligent, kind, and courageous. He and his siblings led the land of Irdal to a golden age of peace and safety. Vanquishing the warbands one by one, he then gathered the people to elect a King from amongst them, but exempted himself and his kin as candidates. For a time, all was well.
In time, however, neighboring lands began to look upon Irdal with envy. Gathering a mighty host, the Sorceror-King Chernovag marched on Irdal, and Irdal once again turned to Varthel to save them. Varthel and his brothers raised an army of their own, more numerous that the Sorceror-King's, to be sure, but poorly trained and equiped. Their greatest weapon was their zeal, their faith in Varthel. The two armies came to face eachother on a broad plain, and as custom dictated, the leaders met to discuss terms. A tent was set up in the middle of the field.
As Varthel entered the tent however, the trap was sprung. Bound by eldritch chains, time frozen for all but him and the Sorceror King, he was held at Chernovag's mercy. Chernovag then revealed his plan, and his terms to Varthel. Varthel was to change sides, to fight against his people, and the army he had raised. If he did not, the Sorceror-King explained, then a plague would be loosed upon the land, a dark gift from a terrible god. The plague would surely wipe out Irdal, and many other lands besides. Such was Chernovag's lust for Irdal that he would destroy many nations if thwarted.
Varthel had little choice. He spent long hours in agonized thought, refusing to make the only possible decision. Finally, weeping, he relented, and the spell was broken. As if no time had passed, his brothers entered the tent behind him. The last thing his brothers heard before Varthel turned and slew them was, "We are agreed."
The following battle was a bloody slaughter. Irdal's army lost all resolve as they saw Varthel himself leading the sudden charge into their ranks. They turned and ran, and Varthel chased them down and killed them. When the battle was over Varthel confronted The Sorceror King once more and demanded to be released. To his surprise, Chernovag agreed. Varthel then left to find the only person he felt could forgive him.
He was wrong. Having heard what her son had done, his mother turned from him. No matter how hard he pleaded, she would not look at him, and when he grabbed at her in desperation, she turned, taking his spear from him, and plunged it into his heart.
When he awoke, he was surrounded by Dark angels and Succubi. Rising from his bier he found himself facing a throne. Upon that throne sat Chernovag, but at the same time, something more. Something was possessing the Sorceror-King. The pure malice and infinite ambition he saw in those eyes told him he was facing the will of a god. With nowhere else to turn, he was forced to serve Chernovag, a shadowy presence, gathing betrayers like him to lead into battle. His recruits, however, were his, and not the Sorceror-King's. When his army was large enough, he betrayed him, too, slaughtering him in his own throne room. From then on, Varthel made his own way through the mortal realms, gathering traitors and turncoats to him, swearing one day to attain the power to slay the god behind Cernovag, whoever it was. He would become a god himself.
Strengths: Able to turn reinforcements and Minions to his cause.
can manipulate enemy demigods
Weaknesses: Must kill his own troops for some abilities
Own minions do low damage
Appearance: Tall humanoid. left side bare, right side in ragged remains of fine clothing, held on by metal bands. Weilds an ornate spear. Handsome, Long black hair, Dusky bronze skin, slender, twisted horns on forehead.
Abilities: These are just rough outlines, meant to get the point of the skills across. actual balancing would be done by the devs of course. Also, note that converted reinforcements and minions are NOT under The Betrayer's Direct control.
--Succubi: Passive: every 15 seconds The Betrayer automatically summons a succubus minion. The Betrayer may have a maximum of two at a time. Succubi have a 15% chance to convert any reinforcement or Idol minion they hit to their side, with a maximum of 2 converted minions each at any one time Successive levels increase the chance to convert up to 50%, as well as the number of minions they can hold up to 5 each. Succubi do relatively low damage.
--Corrupting Influence: All enemy reinforcements and Idol minions within 50 feet are stunned for 3 seconds and have a 20% chance to be converted. Successive levels increase chance to convert up to 50%.
--Betrayal: Kills all allied reinforcements within 50 feet. 50% of total health from slain allies done as damage to target. Successive levels increase % of damage done.
--Euphoria: Passive. Converted minions do 10% more damage and gain 150 health. Later levels increase bonus up to 30% damage and 500 health.
--Lord of Betrayal: Passive. Any allies killed by The Betrayer heal him for 20% of the damage he does to them. Later levels increase the %.
--Captivating Gaze: The Betrayer is stunned for 3 seconds, and his target is pulled towards him. Target move speed is reduced 10% Later levels increase move speed debuff and length of pull to 5 seconds and 20%
--Savage Charge: The Betrayer Charges forward at his target with his spear, dealing 200 damage to everthing in his path, friend or foe. Does 350 damage to his target. Later levels increase the damage, up to 500/875.
--False Promises: Passive. Allied and enemy minions and reinforcements have a 1% chance per second to go berserk, dealing double damage and taking no damage for 5 seconds, then dying. Units killed this way feed the Lord of Betrayal ability.Successive levels increase the damage to triple.
--Promises of Heaven: Passive. Lord of Betrayal ability also heals nearby allied Demigods for half the base amount. Successive points raise this to 3/4.