More Character Ideas

TevlodiObight1
156 posts Member
edited January 2018
Here are more ideas from my 3 person think tank:

Darth Vader (Episode III): Dark Side, Sith, Attacker
Aggressive Celerity: Deal damage to enemy and remove 50% turn meter and inflict healing immunity for 3 turns. Deal bonus damage to all enemies suffering healing immunity equal to 7% of their max health. This bonus damage deals double damage to Jedi.

Force Choke: Deal damage to enemy and inflict 6 damage over time effects on them for 3 turns. All Jedi enemies and enemies with healing immunity gain 4 damage over time effects for 2 turns. This cannot be evaded.

501st Attack: Deal damage to all enemies and inflict tenacity down for 2 turns. Recover health and protection equal to half the damage dealt and call all Clone allies to assist, attacking random Jedi enemies, random enemies with healing immunity, and target enemy. These assists ignore taunt. For each critical hit, reduce the cooldown of this ability by 1.

Great Jedi Purge: Clone and Sith allies have +30% potency, +25% critical damage, and deal 10% more damage for each buffed enemy. When a Sith ally inflicts debuff on a Light Side enemy or loses a buff, they recover 5% health and protection. When a Clone ally lands a critical hit on a Light Side enemy, they recover 10% health and inflict critical chance down for 2 turns.

Underestimated Power: Darth Vader has +10% critical chance for each living Clone ally and +15% offense for each living Sith ally. When he defeats a Jedi enemy, Darth Vader recovers 25% of his max health, gains 100% turn meter, and resets all his cooldowns.


99: Light Side, Clone, Support
Detonating Charge: Deal damage to enemy and gain evasion up for 3 turns. This attack has a 75% chance to remove 20% turn meter.

War Hero: Grant all allies critical damage up, offense up for 2 turns, and 45% turn meter. Clone allies gain advantage for 2 turns. 99 gains stealth and critical hit immunity for 1 turn.

Hold the Fort: 99 has 60% critical avoidance. When critically hit, 99 gains stealth for 2 turns and all allies gain 40% turn meter and advantage for 3 turns. While 99 is active, Clone allies have 50% defense.


General Hux: Dark Side, First Order, Support
First Order Marksmanship: Deal damage to enemy and inflict tenacity down for 2 turns. If that enemy already had tenacity down, or was Resistance, gain advantage for 2 turns. This has high damage variance.

Maintain Offensive Positions: Grant all allies critical chance up and critical damage up for 3 turns. First Order allies gain offense up and retribution for 2 turns. If those allies were buffed, grant them 40% turn meter.

Aerial Assault: Grant target ally “General’s Command’’* for 3 turns, then deal damage to all enemies with a 65% chance to inflict ability block and speed down. All First Order allies assist, using random damage dealing special abilities, if they have one. If not, they use their basic ability.

*General’s Command: +25% potency and offense, and they can only use special abilities. This cannot be copied, dispelled, or prevented. All special abilities have no cooldowns for the duration of this effect, but have the full cooldown enacted upon expiration. Units with this unique buff are immune to ability block.

Calculated Tactician: All First Order allies gain +30% speed, 35% potency, and deal 45% more damage when debuffed. Whenever a First Order ally inflicts a debuff or resists a debuff, they recover 5% health and protection. Whenever a First Order ally critically hits, they gain 5% potency (stacking) until the end of the encounter.

Take No Prisoners: General Hux has +35% potency and gains max health equal to his potency percentage. General Hux has 30% tenacity and 45% defense against Resistance enemies. Whenever he critically hits a Resistance enemy, he gains advantage for 2 turns and gains 5% accuracy (stacking) until the end of the encounter.


Darth Sidious (Rework): Dark Side, Sith, Attacker
Demoralizing Blows: Deal physical damage to all enemies and inflict DoT on all enemies for 2 turns. On a critical hit, inflict 2 additional damage over time effects and expose for 2 turns, and ability block for 1 turns, which cannot be resisted. (This attack will deal +50% damage after rework)

Deathstroke: Deal physical damage to Target enemy and apply healing immunity for 3 turns. This has a 50% chance to ignore the target’s armor (doubled if the target is debuffed). Jedi and Galactic Republic Enemies also suffer buff immunity and take 30% more damage. (This attack will deal +30% more damage after rework)

Unlimited Power: All allies gain 30% critical chance and 60% critical damage. Whenever a Sith ally attacks, they grant a random ally advantage for one turn, and gain 5% offense for they rest of the encounter when they score a critical hit.

Sadistic Glee: Unchanged

Legendary Duelist: Darth Sidious cannot be critically hit and has 40% counter chance. He also has a 65% chance to gain offense up and stealth when he critically hits. Whenever a Sith ally is damaged, Darth Sidious gains 5% turn meter.


Supreme Leader Snoke: Dark Side, First Order, Support
Force Crush: Deal physical damage to enemy and remove half of their present turn meter percentage. This deals 1% more damage for each 1% of turn meter removed. On a critical hit, gain offense up for 2 turns and remove an additional 20% turn meter, which cannot be resisted.

Force Pierce: Grant all allies advantage for 2 turns and deal damage to all enemies and dispel all buffs on them. For each buff dispelled, inflict damage over time for 4 turns. For each critical hit, gain 10% turn meter.

Force Insanity: Inflict daze and stagger for 3 turns on all enemies and remove 50% turn meter. Resistance enemies cannot resist the effects of this attack. While Snoke advantage, this deals damage equal to 10% of their max health.

Supreme Leader of the First Order: First Order and Sith allies have +32% potency and +40% offense and Resistance enemies have -32% tenacity and -35% speed. While Supreme Leader Snoke is active, whenever a Sith or First Order ally gains a buff, they immediately regain when it expires (excluding taunt, advantage, and stealth).


Supreme Leader Kylo Ren: Dark Side, First Order, Attacker
Violent Slash: Deal physical damage to enemy and grant target enemy speed up for 2 of Kylo’s turns. If the target enemy already has Speed Up, deal double damage and grant all allies 10% turn meter.

Hammerdown: Deal physical damage to all enemies with an 85% chance to inflict daze for 1 turn. If the target enemy has any buffs, deal massive damage to that enemy. This ignores protection and cannot be evaded. This ability starts on a cooldown of 5.

Dark Tropement: Inflict target lock on target enemy and taunt for one turn. This target lock cannot be dispelled or resisted. When this taunt expires, that enemy gains deathmark for 2 turns and Kylo gains 50% turn meter.

Inexorable Advance: First Order allies gain +45% critical chance and +35% max health, and other allies gain half that amount. First Order Allies also gain 20% max protection. Whenever an ally takes damage from a debuffed enemy, First Order allies gain offense up and 10% turn meter. First Order allies recover 5% health and protection when an enemy is damaged.

Furious Rage: Kylo Ren takes reduced damage from percent health effects and gains 10% turn meter and 2% offense (stacking) for the rest of the encounter every time a character uses a special ability. While Kylo Ren is active, all enemies are immune to extra turn meter gains.


Praetorian Guard: Dark Side, First Order, Tank
Break Will: Deal damage to enemy and inflict offense down for 2 turns. If Praetorian Guard has 50% health or more, this deals 50% more damage. If below, he recovers health equal to the damage dealt.

Subjugate: Grant all allies 30% turn meter and max health up for 3 turns. Target enemy gains health down, damage over time, and defense down for 4 turns.

Unbreakable Line of Defense: Praetorian Guard gains taunt and max health up for 1 turn at the start of each encounter. He gains +50% defense and +15% for each living First Order ally, and other First Order allies gain half that amount. Praetorian Guard gains 100% turn meter, heal over time, and taunt for 2 turns whenever an ally falls below 50% health or is defeated.












Post edited by TevlodiObight1 on

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