Cassiopeia the Plasmatic Witch - Completed 9/12/2017 (original creation date: unknown)
So this is actually the second of three random Notepad projects I found in this file. (this is copied and pasted from another source of mine that has nothing to do with B3) The last, and final, will not be uploaded as it bores me; instead I deleted it completely. This, however, is just a random Borderlands project I thought up while doing my daily walk years ago. Probably 2013-2014.
Basically, after Borderlands 2, I think it was implied that there were multiple systems or whatever, so I came up with a fantasy character concept of my own. It was a cross between my two favorites at the time: Gunzerker and Gauge. If you don’t know what these two have in common, then that’s alright, as I’ll tell you. Both have a specific set of skills, that are similar, in that they can go absolutely nuts while shooting. Bullets everywhere, hitting everything, causing insane damage and chaos. Gauge, specifically, has a skill where you can just shoot the floor and obliterate enemies.
The original design was for this to be more like the Gunzerker: a bad-ass terminator-type. Like Duke Nukem. I then changed it to a different sort of character all around when I started to try Gauge’s second skill set: electricity. I don’t think it was anywhere near as good as her Anarchy kit, but I fell in love all the same. As far as elements go, electric is my favorite. And so, a gunzerker/anarchist/lightning cross was born.
A literal lightning storm of gunfire; that was what I wanted.
I turned ‘him’ into ‘her’ that was more lithe and prone to speed over strength. She flowed like water and she knew martial arts. The idea came from this term: ‘electrokinetic-gunslinging-martial artist’. I really don’t know specifically where that exact term was picked up, but it sounded cool, so it stuck.
Cassiopeia for selfishness. She would lean towards my personality, which by the way, I thought they might also install a karma system and maybe even let players choose sides instead of the story-line being linear. But yes, neutral evil, while reserving her services to self interest more than anything.
Plasmatic was originally Prismatic. I changed it when it became about electricity. Liquid lightning so to speak.
Witch was originally Sorcerer. I liked the idea of the abilities being considered magic, not by the heroes, but by the wasteland baddies who inhabited the badlands. It wasn’t actually to make it feel more mystical so much as it was designed to show contempt for the lesser intelligent bad guys of the wasteland.
I never actually finished, or even came up with, her backstory. It went something like: she came to acquire her own planet by lending her services to the bad guys. Her own planet so she wouldn’t have to suffer breathing the same air as anyone else. She would hide her face and rarely speak as she felt those that heard, and saw, did not deserve to see or hear her magnificence. Yes, this character had quite the ego. That was in the plans. It never came though.
I came up with numbers and skill descriptions and even class mods. I tried to do it in the exact same tiers Borderlands 2 was done in, even to the point of putting some kill skills, as such, in the support class for example. I tried to make it as accurate as possible considering how many skill points would be distributed by the end game and even did math on damage numbers and damage resistance by comparison to the actual game(I think originally in UVHM). I also thought that the new ‘ultimate’ ability would be slightly reworked so that by putting a point in the end skill tier, the ability would override the previous action skill to change its nature to something else.
The order I apparently did this in was class mods, skill tiers and ordering, and then skill descriptions and their mechanics. Typing this up, I did think about doing a little picture graph in the same manner shown by the actual game skill trees, but then I realized how much effort it would take.
So without further ado, let my half-ass, Borderlands 3 character concept begin!
Base assumption at this time is 50% total upper stats and +5 to skills on legendary COM’S at max level.
Legendary Remnant - Team Shield Capacity +15% - Team Shock Resistance +25% - Team Cool Down Rate +10%
+5 Thunderstorm
+5 Static Storm
+5 Solar Array
+5 Electric Atrophy
+5 Ethereal Shock
Legendary Plasmancer - Elemental Effect Chance +10% - Fire Damage +20% - Shock Damage +20%
+5 Hot Hands
+5 Tempest’s Fury
+5 Stormite Strike
+5 Plasma Miasma
+5 Firefly
Legendary Tempest - Shock Damage +60% - Non-elemental Damage Resistance -10%
+5 Electrician
+5 Faster! Stronger! Better! Naturally!
+5 Bullet Storm
+5 When It Rains…
+5 Electromagnetic Displacement
Legendary Witch - Gun Damage +20% - Cool Down Rate +20% - Movement Speed +10%
Any 5 of these ~
+5 Shock
+5 Shield
+5 Solar Array
+5 Electrician
+5 Pikapika
+5 Murphy’s First
STORM REMNANT
Tier 1~
Shock 0/5
Shield 0/5
Tier 2~
Charged Batteries 0/5
When It Rains… 0/5
Tier 3~
Ethereal Shock 0/5
Hot Hands 0/5
Thunderstruck 0/1
Tier 4~
Chain Lightning 0/1
Phoenix Force 0/1
Tempest’s Fury 0/5
Tier 5~
Static Storm 0/5
Tier 6~
Ultimate Override - Welcome to the Thunder Dome 0/1
PLASMANCER
Tier 1~
Solar Array 0/5
Electrician 0/5
Tier 2~
Stormite Strike 0/5
Firefly 0/5
Tier 3~
Thunderstorm 0/5
Super Massive Ego 0/1
Plasma Miasma 0/5
Tier 4~
Charisma Stat 0/1
Electric Atrophy 0/5
Electromastery 0/1
Tier 5~
Static Discharge 0/5
Tier 6~
Ultimate Override - Brontide Ballet 0/1
SHOCKNADO
Tier 1~
Static Charge 0/1
Pikapika 0/5
Murphy’s First 0/5
Tier 2~
Lightning Strikes Twice 0/5
Electromagnetic Displacement 0/5
Tier 3~
Faster! Stronger! Better! Naturally. 0/5
Legendary Visage 0/1
Ionized Plasma Shielding 0/5
Tier 4~
Sonic Boom/(Genesis_incomplete) 0/1
Bullet Storm 0/5
Tier 5~
Ride the Lightning 0/5
Tier 6~
Ultimate Override - Living Lightning 0/1
ULTIMATE/ACTION SKILL: Speed of Light-ning
10 Second Cool Down
Releases a 400 unit radius singularity effect at the point of activation and sends player into whichever direction they’re currently moving at.
Movement is a total of 1200 units at 6000 units per second.
Players cannot take damage until 0.5 seconds after transition is finished.
Players cannot go through impassable terrain.
I’m not sure what I was using to measure ‘units’ in by the way. Just a heads up.
Class Specific Traits
+5% shock gun damage
-5% non-shock gun damage
You are no longer able to apply electrocute status effects with your gun or skills. Electrocute status effect chance is automatically converted to burn status effect chance. Electrocute status effect damage bonuses are also automatically converted to burning status effect damage.
STORM REMNANT
Shock
Increases resistance to shock.
+10%(per level) resistance to shock
Shield
Increases shield capacity.
+5%(per level) shield capacity
Charged Batteries
Gain added shock damage for your current gun equipped(up to +1% per level) depending on how high your remaining ammo supply is for the gun you have equipped. Less than 50% remaining ammo supply results in no increased damage.
Calculation begins at 100% total ammo supply and adding 1/5 total shock damage at every +10% remaining.
Charged Batteries at max skill point level (5/5) ~
+90-100% ammo supply = +25% shock damage
+80-90% ammo supply = +20% shock damage
+70-80% ammo supply = +15% shock damage
+60-70% ammo supply = +10% shock damage
+50-60% ammo supply = +5% shock damage
Ability does not proc in FFYL.
FFYL being ‘Fight for your life’ mode.
When It Rains…
Whenever you hold down the trigger for any automatic shock weapon, the fire rate is increased by 0.2(per level) every 0.5 seconds(up to 50) but your recoil reduction goes down by -0.2%(per level) every 0.5 seconds(up to -50%).
Releasing the trigger at any point resets your original fire rate and recoil reduction but you lose +2%(per level) reload speed for 5 seconds afterwards.
Ability does not proc in FFYL.
Ethereal Shock
Taking damage to your shield sends out a jolt of electricity that damages all enemy attackers that do you damage in a 1 second interval and increases movement speed for 5 seconds. While this ability is active you are -10% resistant to explosive damage.
+80%(per level) shock damage to attackers with damage being calculated by your current level of Static Charge and gun damage
+5%(per level) movement speed
Ability has a +0.8(per level) second cool down. Cool down begins upon initial damage that activates it.
Ability can not stack but can be refreshed.
Hot Hands
While you have an enemy ignited you deal more melee damage and take less fire damage and burning status effects last for a shorter duration on you.
+3%(per level) melee damage
+5%(per level) fire resistance
-10%(per level) burning status effect duration on you
Thunderstruck
For 7 seconds after you take health damage your shock guns do +25% damage but any other type of gun does -75% damage.
Ability can not stack but can be refreshed.
Chain Lightning
Kill Skill
Killing an enemy with a shock gun causes your shock gun bullets to have a +25% chance to bounce to another nearby enemy after they do damage. Bouncing bullets lose +10% damage for every extra bounce they do.
Ability lasts for 5 seconds.
Bounced bullets carry full amp damage.
Ability does not proc in FFYL.
The Phoenix Force
+35% chance to be restored to full health and full shields upon entering FFYL. When this ability procs you gain +100% burning status effect damage and duration for 10 seconds.
FFYL time is reduced even if this ability procs.
Ability can not stack but can be refreshed.
Tempest’s Fury
Your melee attack speed is increased as well as you and your allies melee damage but you have less non-elemental damage resistance to your back.
+5%(per level) melee attack speed
+2%(per level) melee damage for you and your allies
-0.4%(per level) non-elemental damage resistance
Static Storm
You and your allies gain +4%(per level) shock damage for 8 seconds after activating your ultimate.
As an addition all enemies within a 1500 unit radius of you take +10%(per level) shock damage once per second. Damage is calculated by your current level of Static Charge and your gun damage.
Ability can not stack but can be refreshed.
Welcome to the Thunder Dome
Ultimate Override
Entering Welcome to the Thunder Dome creates a 10000 unit radius dome of energy in which you and your allies constantly regenerate health, take reduced damage, have increased movement speed, have increased shock damage, and become immune to shock damage. Enemy units caught in the Thunder Dome take enhanced damage from all sources, especially shock, and have their movement speed and bullet velocity halved. Cool down is reduced by 4 seconds for every enemy slain within the Thunder Dome.
Allies ~
+10% health regeneration
+10% all damage reduction
+25% movement speed
+10% shock damage
-100% shock damage from enemies
Enemies ~
+5% damage from all sources except shock
+15% damage from shock
-50% movement speed
-50% bullet velocity
Ability lasts 15 seconds and cool down is increased to 90 seconds.
PLASMANCER
Solar Array
Dealing shock damage now has a chance to ignite enemies for high burn damage.
+2%(per level) chance to ignite enemy units
Total burn damage is +75%(per level) and is calculated by your current level of Static Charge and gun damage over 5 seconds.
Ability has a +0.3 seconds(per level) cool down added to it.
Ability does not proc in FFYL.
Electrician
Shock damage is increased by +10%(per level)
FFYL timer decreased by +2%(per level)
FFYL movement speed decreased by +2%(per level)
FFYL damage decreased by +2+(per level)
Explosive damage resistance decreased by +5%(per level)
Stormite Strike
Kill Skill
Killing an enemy creates a mini shock nova(+50 unit radius per level) doing +30%(per level) shock damage. Damage is calculated by your current level of Static Charge and gun damage.
Adds +1.5%(per level) melee damage for 6 seconds as a bonus.
Ability can not stack but can be refreshed.
Firefly
Reload Skill
After fully emptying your guns magazine and reloading, all burning status effects deal +20%(per level) damage to enemies up to a 400 unit radius around you. Damage is calculated by your current level of Static Charge and gun damage.
Ability lasts for 6 seconds.
Ability does not proc in FFYL.
Thunderstorm
Every projectile that hits you has a +4%(per level) chance of ricocheting off of you and returning it as a -50% original damage homing projectile plus +30%(per level) shock damage to a random nearby enemy. Damage added is calculated by your current level of Static Charge and gun damage.
Your shield capacity is lowered by +1%(per level) as a downside to this ability and you are +2%(per level) less resistant to projectile damage that lands.
Projectile has a range of 2000 units before it loses its homing property.
Projectile moves at 1000 units per second.
Ability does not proc in FFYL.
Super Massive Ego
Singularity effects now have triple their original pull radius and ground enemies at the location of the pulling effect. They are mini-stunned for 0.5 seconds and their movement speed is reduced by +100% for 2 seconds. Your own singularity effects are now able to pull you to their location but have no other effect on you.
Yes, this is, in fact, a direct reference to the Black Hole shield from Borderlands 2.
Plasma Miasma
Reload Skill
After fully emptying your guns magazine and reloading, a miasma of super-hot electrical energy surrounds you in a 600 unit radius that deals +30%(per level) burn damage per second. Damage is based upon your current level of Static Charge and gun damage.
+0.02%(per level) shock damage per Static Charge stack while it is active
Lasts 6 seconds.
Ability can not stack but can be refreshed.
Charisma Stat
Gain bonuses for every enemy and ally within a 2000 unit radius of you.
Per enemy and ally ~
+1% shock damage
+1% burning status effect duration
+1% burning status effect damage
+1% electrocute status effect chance
+1% movement speed
Electric Atrophy
Enemies in a 4000 unit radius now constantly lose +0.4%(per level) max health per second(plus +0.002%(per level) per accumulated Static Charge stacks) and are +1.6%(per level) less resistant to shock damage while you lose +1%(per level) max health over all.
Ability only affects flesh type enemies.
Ability goes through shields.
Electromastery
You and your allies each gain +5% shock damage of your overall maximum percentage of shock damage.
Static Discharge
Melee Override
Attacking an enemy with a melee attack consumes 2(per level) stacks of Static Charge, ignites the enemy and then creates a chain lightning like effect that bounces to all enemy units in a 1200 unit radius. Damage that jumps is based upon your current level of Static Charge and gun damage.
The only enemy who receives melee and burn damage is the one you initially hit with the melee attack. Also adds +0.02%(per level) melee damage per stack of Static Charge as a bonus.
+4%(per level) shock damage
+1 jump per enemy per rank
+2(per level) seconds of burn damage
Burn damage is based upon your current level of Static Charge and gun damage.
Can jump max times even when an enemy is alone.
Ability damage is calculated before any stacks are consumed.
Ability can not be used in FFYL.
Brontide Ballet
Ultimate Override
You disappear from the battlefield and become immune to all damage for 1 second. You deal 2(1 every 0.5 seconds) instant attacks of Static Discharge on every enemy present within a 2000 unit radius. Melee and burn damage is applied to all enemies hit by Static Discharge. All damage is based on your current level of Static Charge, melee, and gun damage.
Cool down is reduced by 6 seconds for every enemy slain during this ability.
Ability does not consume any Static Charge stacks.
If an enemy is caught alone by this ability then they take 4 attacks instead of 2 and the cool down for this ability is immediately reduced by +50%.
Cool down increased to 60 seconds.
SHOCKNADO
Static Charge
Killing an enemy, taking +50% max health damage in a single attack in combat, entering FFYL mode in combat, or fully emptying your guns magazine in combat grants 1 stack of Static Charge(up to 200 stacks).
Prematurely reloading your gun grants you +50% recoil reduction for 5 seconds but costs 10 stacks of Static Charge.
For every stack of Static Charge you gain and lose ~
+1% shock damage
+0.5% melee damage
+0.1% movement speed
-1% accuracy
-0.5% grenade damage
-0.1% non-elemental damage resistance
+1 stack gained per second in FFYL mode.
25% of all accumulated stacks are lost upon death.
Pikapika
Adds 2 little red hearts to each of the Witch’s masked cheeks.
+2%(per level) shock damage.
Murphy’s First
Reload Skill
After fully emptying your guns magazine and reloading, you have a high chance to increase your bullet velocity and shock damage but you also have a slight chance to get something else.
+95% chance to receive +8%(per level) bullet velocity and +1%(per level) shock damage
+1% chance to instantly enter FFYL mode
+1% chance to get +1000% damage ricochetting bullets for 5 seconds
+1% chance to spawn a random rabid enemy at your location
+1% chance to lose +10% of your total cash
+1% chance to become slagged for 30 seconds(cannot be purged even in FFYL mode or death)
Ability does not proc in FFYL.
Lightning Strikes Twice
Reload Skill
After fully emptying your guns magazine and reloading you have a +5%(per level) chance to double your magazine size.
Ability does not proc in FFYL.
Electromagnetic Displacement
Bullets that hit walls or other objects gain +10%(per level) chance to ricochet towards nearby enemies dealing +5%(per level) damage.
Of those bullets that do not ricochet towards nearby enemies, +2%(per level) become homing shock grenades(250 unit radius) that randomly target nearby enemies and deal +60%(per level) shock damage. Damage is calculated by your current level of Static Charge and your gun damage.
Of those bullets that do hit enemies after ricochet, +1%(per level) become homing shock grenades(250 unit radius) that randomly target nearby enemies and deal +60%(per level) shock damage. Damage is calculated by your current level of Static Charge and your gun damage.
Grenades have a range of 2000 units before they lose their homing property.
Grenades move at 400 units per second.
Ability does not proc in FFYL.
Faster! Stronger! Better! Naturally.
Gives a chance to double Static Charge stacks gained by +3.5%(per level).
Gives a chance to double melee and movement speed stats on Static Charge stacks gained by +2.5%(per level).
Gives a chance to triple shock stats on Static Charge stacks gained by +1.5%(per level).
Legendary Visage
All enemies who are facing your direction lose +10% of their total damage against you and your allies. All enemies who are not facing your direction take +10% more damage of all types from you and your allies.
Ionized Plasma Shielding
Kill Skill
Every kill restores a portion of your shield and increases burning status effect damage while reducing max health and temporarily losing recoil reduction.
+2%(per level) burning status effect damage for 3 seconds
+20%(per level) shields restored
-1%(per level) max health lost
-2%(per level) recoil reduction for 3 seconds
Ability can not stack but can be refreshed.
Sonic Boom
Throwing a grenade causes your movement speed to increase by +11% while your non-elemental resistance decreases by +9.5% for 7.2 seconds.
Ability can not stack but can be refreshed.
Bullet Storm
Chance to fire extra bullets without using ammo but you also lose reload speed for the next time you reload.
+4%(per level) to fire two times, -1%(per level) reload speed
+2%(per level) to fire three times, -2%(per level) reload speed
+1%(per level) to fire six times, -4%(per level) reload speed
Last extra bullet proc is the one used in calculating reload speed before reload.
Extra bullets gain the element type of the original bullet and amp damage.
Extra bullets cannot proc any other extra bullets.
Ability does not proc in FFYL.
Ride the Lightning
Health is restored on all shock damage done by +0.5%(per level).
Living Lightning
Ultimate Override
Activating your ultimate now increases your movement speed by +200% while you also gain +25% fire rate, reload speed and shock damage. In addition, gain +5% magazine size for every enemy within a 3000 unit radius of you. Magazine size is recalculated every reload. Any enemy slain during this ability reduces the cool down by 6 seconds.
Ability lasts 12 seconds. Cool down increased to 60 seconds.
Ability can not stack but can be refreshed.
And that’s as far as I ever got with this. It’s a little bittersweet, I’ll admit, but I don’t expect this will ever be more than fantasy within this little story of mine. But I remember really getting into it, so at least it was fun. I figured it was time to live and let die at long last.