Name: Meridius - The Vocal Vampire
Role: Frontline - Tank/Support
Job: Meridius is frontliner with support like abilities thanks to his Drain capabilities and various status effects. He does not gain Energy on his own, but instead absorbs it from his enemies and gives it out to his allies. He has generally low damage, but can disrupt enemies and keep them from using their Ultimates for a long time.
Lore: A nuclear physicist and world renown opera vocalist that once worked as a lead engineer on the Reactor, Meridius was injured when rogue Freelancers assaulted the lab he worked in. The injury left him unable to speak, so he created a new voice-box using Reactor tech. He found out however that when he spoke to others using it, he would drain from or give energy to them. Using his new talent, he vowed to hunt down the Freelancers that injured him and find out who hired them to exact his revenge.
Skills: The best damn auto-tune you'll ever hear
Known For: Bringing down the HOUSE
Hobbies: Late nights watching silent horror films
HP - 180
MS - 6 Squares
1 Vampiric Scream (Primary) - Meridius attacks with his voice in a short spread, damaging and siphoning energy from the enemies in range.
Range - 160 degree cone, 2 squares
DMG - 20 HP and 6 Energy Drain
Mods
Shout It Out (2 pts) - Enemies in the spread are revealed until end of turn.
Single Note (1 pts) - If only 1 enemy is in the spread, then they take an extra 5 Damage and 4 Energy Drain.
Harmonic (3 pts) - Allies caught in the spread will gain 6 Energy
Siphon (2 pts) - Gain 5 HP per enemy hit.
2 Sound of Silence (Prep - 5 CD) - Anyone moving or caught within range of this zone becomes scrambled until end of next turn and are Energy Drained each turn they are within it.
Range - 3x3 zone, centered around Meridius
DMG - 6 Energy Drain per enemy
Duration - 2 Turns
Mods
Inner Peace (3 pts) - Allies in the zone gain Might and Energized until the end of the next turn.
Hot Blooded (2 pts) - Additionally, enemies walking through the zone also take 12 damage and are weakened until the end of next turn.
Echo Chamber (3 pts) - The duration lasts 1 more turn, but CD is increased by 2.
Falsetto (1 pts) - Additionally, enemies caught in the zone become slowed until the end of next turn.
3 Dance in the Dark (Dash - 5 CD) Meridius chooses between 3 separate locations, sending out images to each one and sapping enemies of their strength if the path goes through them. Afterwards Meridius will dash to the chosen location stealthed until the end of next turn. The images will remain until an enemy walks through them or hits them.
Range - 6 squares
DMG - 6 Energy Drain per enemy
Mods
Light Step (2 pts) - Invisibility will last 1 extra turn.
Flight of Fancy (2 pts) - Instead of turning invisible, Meridius will gain Energized and Unstoppable until end of next turn.
Toe Tapper (1 pts) - Energy drain is increased by 4
Just A Bite (3 pts) - Enemies hit are drained of 12 health and weakened until end of turn. Meridius gains half the health that was drained.
4 Metronome (Blast - 3 CD) Enemies in a line take Damage equal to the total amount of Energy Drained by Meridius the previous turn, plus an additional 10.
Range - 8 squares, 1 1/2 square width.
DMG - 10 DMG + Prev turn Energy Drain amount
Mods
Balance The Scales (2 pts) - Allies hit are also given energy by the same amount.
Siege Voice (2 pts) - Walls and cover no longer block the attack.
Double Notes (3 pts) - Range of the skill is reduced by 3, but an additional line may be placed
Stutter (1 pts) - Enemies hit cannot gain Energy next turn.
5 Grand Opera (Blast - Ultimate) Meridius pulls all enemies in range towards him, Damaging and Energy Draining them each, dividing the total amount drained between each ally that is within range.
Range - 5 square radius
DMG - 30 HP, 15 Energy
Mods
Speechless (1 pts) - Allies within range all become Energized while enemies cannot gain energy next turn.
Siren's Soiree (2 pts) - Enemies are scrambled and weakened until end of next turn.
Encore (3 pts) - Enemies also lose an additional 10 HP and Energy the following turn if they are still within range.
Broken Glass (2 pts) - Enemies also take 3 damage for every square they were pulled over.