8 years ago
A few new character ideas; revan, jango, jabba
I have a few other ideas coming with time, but I like to think some up. Im posting these at the request of my guild's prompting.
Anyway, here goes;
My official self-divised character toolkit for Darth Revan. I hope you enjoy; I've been working on this guy a long time, hopefully to do him justice.
Darth revan;
Jedi, Sith, Separatist, Healer
Darth Revan has the unique ability to alternate between two different 'modes', giving him two COMPLETELY DIFFERENT skill-sets. When in each mode, he will only use the version of each ability for that particular mode, with the exception of the turn directly proceeding his 'Forever Stand Alone' ability. Regardless of which mode he is in, darth revan retains leadership and shared unique bonuses from other characters of BOTH classes.
Absolution:
Basic:
Sith:
Drain all living other allies by 3% of all total maximum health AND protection. Then deal 1/3/7/10x (increases by 1 tier by each defeated ally) this total combined amount as unavoidable damage to target enemy, and inflict buff immunity until the end of their next turn. This effect cannot be resisted, and this attack cannot be countered.
Jedi:
Darth Revan drains himself and all enemies by 1% of total maximum combined health and protection, and heal all allies for 1/3/7/10x (increases by 1 tuer for each defeated enemy) this amount. Then, dispel 1 of the following buffs at random from target enemy:
Taunt, speed up, offense up, heal over time
The drain effects of this abilty cannot be fatal.
Savior (special)
6 turn cooldown
Jedi:
Sacrifice 25% health and protection, revive 1 fallen ally at random and restore their health and protection by double this amount, and grant all allies 10% turnmeter. This damage cannot be fatal to Revan.
This ability starts on cooldown.
Sith:
Remove 50% turnmeter from all other allies, but refresh all cooldowns, and restore 10% health and protection.
Conqueror: (special)
5 turn cooldown
Sith:
Grant all allies offense up, potency up, critical chance up, and critical damage up for 2 turns.
Inflict defense down on all enemies for 2 turns.
Jedi:
Grant all allies speed up, tenacity up, health up, and protection up (20%) for 2 turns.
Inflict offense down on all enemies for 2 turns.
Hero (special)
5 turn cooldown
Jedi only:
Call 2 allies at random to assist against target enemy, dealing -30% damage on the first attack and -50% damage on the second, but both with a 50% chance to remove 30% turnmeter each. This attack ignores taunts.
Villain (special)
5 turn cooldown
Sacrifice 25% total health and protection, then cast deathmark and daze on selected enemy for 2 turns each, and grant all allies 10% turnmeter. This effect cannot be resisted.
Forever Stand Alone
6 turn cooldown
Darth Revan switches between Jedi or Sith;
Switch skill-mode, restore all other cooldowns, and grant self 100% turnmeter, restore 10% health and protection, remove all status effects on Darth Revan, and restore an additional 10% health and protection for each effect removed in this way.
At the start of each battle, before any other action takes place, Darth Revan will select either his ability 'hero' or 'villain'. The choice made will dictate the alignment Revan starts the battle with, but the ability itself will not be used out of turn.
If 'hero' is selected, all allies start the match with critical hit immunity for 2 turns.
If 'villain' is selected, all enemies start the match with 'daze' for 2 turns.
These effects cannot be resisted.
Jango fett legendary bounty hunter.
Dark side, bounty hunter, scoundrel
Percussive blast (basic):
Deal physical damage to all enemy targets, with a high damage variance. This ability cannot critically hit enemies above 75% health, but is a guaranteed critical hit below 75% health. This attack cannot be retaliated against.
Spread the wealth (special):
7 turn cooldown
Detonate all thermal detonators on target enemy, apply that many thermal detonators to all other enemies for 1 turn, and reduce the cooldown of this ability by 1 for each detonator removed, to a minimum of 1 turn cooldown.
. Bounty Hunters Gambit (special):
1 turn cooldown.
Grant all bounty hunter and clone allies 30% turnmeter and potency up for 3 turns.
Reduce all other bounty hunter and clone allies cooldowns by 2, and increase the cooldown of this ability by 2 for the rest of the match, up to a maximum of 6.
Out for blood (unique):
4 turn cooldown
Remove all of jango fett's current protection, and remove all debuffs from him. Deal 50% of the amount of protection removed as bonus damage. Apply 3 thermal detonators on target enemy for 2 turns each, then gain 10% turnmeter for each detonator present.
Hunter of men (unique):
Each time a thermal detonator explodes, Jango fett restores 5% health and protection. If boba fett is present, he also gains these bonuses.
The Original (leader):
All bounty hunter and clone allies are immune to ability-based healing, recover 10% health at the end of their turns, have +20% health steal, and convert all health-steal to protection-recovery instead.
Bounty hunter and clone allies at the beginning of their turn will remove all debuffs automatically, at the cost of 10% protection each, and gain 10% bonus damage for each effect removed this way for their next attack. If no protection remains, the remaining debuffs are dispelled, 10% protection is gained, and 20% health is lost. This damage cannot be fatal, but no bonus damage is added for excess debuff removal.
Additionally, each time a thermal detonator explodes, all bounty hunter allies gain +1% health steal for the rest of the match.
Jabba the hut:
Contractual obligations (basic):
Place a contract on each enemy characters head for the next attack by any ally. Each contact deals no damage, but prevents the next attack from being evaded and any effects from being resisted. The next attack incurred on any enemy with the contractual obligation debuff will apply all damage and non-unique-debuffs equally to every enemy character with a 'contract' applied, and then remove all contracts from all enemies.
This effect cannot be evaded, resisted, or dispelled.
Cantina master (special):
4 turn cooldoen
Call all bounty hunters to attack target enemy, dealing 50% less damage, and +50% potency. Also detonates all thermal detonators on all targets.
Subterfuge (special):
4 turn cooldown
Detonate all existing therman detonators on target enemy, and place 2 thermal detonators on all other enemy targets for 3 turns.
Any time a thermal detonator explodes jabba the hut gains 20% turnmeter.
Cantina hospitality (unique):
Any 'finishing blow' damage on jabba the hut is mitigated. Restore 50% health and 25% turnmeter, and an additional 10/10% for each fallen character.
The cooldowns for all allies are reduced by 1, and the cooldowns for all enemies are increased by 1.
Cannot be used again for 10 turns
Second hand killer (leader):
All bounty huntera have +15 speed and a +50% chance to apply a thermal detonator on a basic attack for 2 turns.
All bounty hunter allies have their cooldowns reset whenever any character is eliminated.
If that character was an ally, detonate all thermal detonators on all enemies and restore all allies by 10% health and 5% TMR for each one present.
If that character was an enemy, place 2 thermal detonators on all remaining enemies for 3 turns.
What do you guys think?
Anyway, here goes;
My official self-divised character toolkit for Darth Revan. I hope you enjoy; I've been working on this guy a long time, hopefully to do him justice.
Darth revan;
Jedi, Sith, Separatist, Healer
Darth Revan has the unique ability to alternate between two different 'modes', giving him two COMPLETELY DIFFERENT skill-sets. When in each mode, he will only use the version of each ability for that particular mode, with the exception of the turn directly proceeding his 'Forever Stand Alone' ability. Regardless of which mode he is in, darth revan retains leadership and shared unique bonuses from other characters of BOTH classes.
Absolution:
Basic:
Sith:
Drain all living other allies by 3% of all total maximum health AND protection. Then deal 1/3/7/10x (increases by 1 tier by each defeated ally) this total combined amount as unavoidable damage to target enemy, and inflict buff immunity until the end of their next turn. This effect cannot be resisted, and this attack cannot be countered.
Jedi:
Darth Revan drains himself and all enemies by 1% of total maximum combined health and protection, and heal all allies for 1/3/7/10x (increases by 1 tuer for each defeated enemy) this amount. Then, dispel 1 of the following buffs at random from target enemy:
Taunt, speed up, offense up, heal over time
The drain effects of this abilty cannot be fatal.
Savior (special)
6 turn cooldown
Jedi:
Sacrifice 25% health and protection, revive 1 fallen ally at random and restore their health and protection by double this amount, and grant all allies 10% turnmeter. This damage cannot be fatal to Revan.
This ability starts on cooldown.
Sith:
Remove 50% turnmeter from all other allies, but refresh all cooldowns, and restore 10% health and protection.
Conqueror: (special)
5 turn cooldown
Sith:
Grant all allies offense up, potency up, critical chance up, and critical damage up for 2 turns.
Inflict defense down on all enemies for 2 turns.
Jedi:
Grant all allies speed up, tenacity up, health up, and protection up (20%) for 2 turns.
Inflict offense down on all enemies for 2 turns.
Hero (special)
5 turn cooldown
Jedi only:
Call 2 allies at random to assist against target enemy, dealing -30% damage on the first attack and -50% damage on the second, but both with a 50% chance to remove 30% turnmeter each. This attack ignores taunts.
Villain (special)
5 turn cooldown
Sacrifice 25% total health and protection, then cast deathmark and daze on selected enemy for 2 turns each, and grant all allies 10% turnmeter. This effect cannot be resisted.
Forever Stand Alone
6 turn cooldown
Darth Revan switches between Jedi or Sith;
Switch skill-mode, restore all other cooldowns, and grant self 100% turnmeter, restore 10% health and protection, remove all status effects on Darth Revan, and restore an additional 10% health and protection for each effect removed in this way.
At the start of each battle, before any other action takes place, Darth Revan will select either his ability 'hero' or 'villain'. The choice made will dictate the alignment Revan starts the battle with, but the ability itself will not be used out of turn.
If 'hero' is selected, all allies start the match with critical hit immunity for 2 turns.
If 'villain' is selected, all enemies start the match with 'daze' for 2 turns.
These effects cannot be resisted.
Jango fett legendary bounty hunter.
Dark side, bounty hunter, scoundrel
Percussive blast (basic):
Deal physical damage to all enemy targets, with a high damage variance. This ability cannot critically hit enemies above 75% health, but is a guaranteed critical hit below 75% health. This attack cannot be retaliated against.
Spread the wealth (special):
7 turn cooldown
Detonate all thermal detonators on target enemy, apply that many thermal detonators to all other enemies for 1 turn, and reduce the cooldown of this ability by 1 for each detonator removed, to a minimum of 1 turn cooldown.
. Bounty Hunters Gambit (special):
1 turn cooldown.
Grant all bounty hunter and clone allies 30% turnmeter and potency up for 3 turns.
Reduce all other bounty hunter and clone allies cooldowns by 2, and increase the cooldown of this ability by 2 for the rest of the match, up to a maximum of 6.
Out for blood (unique):
4 turn cooldown
Remove all of jango fett's current protection, and remove all debuffs from him. Deal 50% of the amount of protection removed as bonus damage. Apply 3 thermal detonators on target enemy for 2 turns each, then gain 10% turnmeter for each detonator present.
Hunter of men (unique):
Each time a thermal detonator explodes, Jango fett restores 5% health and protection. If boba fett is present, he also gains these bonuses.
The Original (leader):
All bounty hunter and clone allies are immune to ability-based healing, recover 10% health at the end of their turns, have +20% health steal, and convert all health-steal to protection-recovery instead.
Bounty hunter and clone allies at the beginning of their turn will remove all debuffs automatically, at the cost of 10% protection each, and gain 10% bonus damage for each effect removed this way for their next attack. If no protection remains, the remaining debuffs are dispelled, 10% protection is gained, and 20% health is lost. This damage cannot be fatal, but no bonus damage is added for excess debuff removal.
Additionally, each time a thermal detonator explodes, all bounty hunter allies gain +1% health steal for the rest of the match.
Jabba the hut:
Contractual obligations (basic):
Place a contract on each enemy characters head for the next attack by any ally. Each contact deals no damage, but prevents the next attack from being evaded and any effects from being resisted. The next attack incurred on any enemy with the contractual obligation debuff will apply all damage and non-unique-debuffs equally to every enemy character with a 'contract' applied, and then remove all contracts from all enemies.
This effect cannot be evaded, resisted, or dispelled.
Cantina master (special):
4 turn cooldoen
Call all bounty hunters to attack target enemy, dealing 50% less damage, and +50% potency. Also detonates all thermal detonators on all targets.
Subterfuge (special):
4 turn cooldown
Detonate all existing therman detonators on target enemy, and place 2 thermal detonators on all other enemy targets for 3 turns.
Any time a thermal detonator explodes jabba the hut gains 20% turnmeter.
Cantina hospitality (unique):
Any 'finishing blow' damage on jabba the hut is mitigated. Restore 50% health and 25% turnmeter, and an additional 10/10% for each fallen character.
The cooldowns for all allies are reduced by 1, and the cooldowns for all enemies are increased by 1.
Cannot be used again for 10 turns
Second hand killer (leader):
All bounty huntera have +15 speed and a +50% chance to apply a thermal detonator on a basic attack for 2 turns.
All bounty hunter allies have their cooldowns reset whenever any character is eliminated.
If that character was an ally, detonate all thermal detonators on all enemies and restore all allies by 10% health and 5% TMR for each one present.
If that character was an enemy, place 2 thermal detonators on all remaining enemies for 3 turns.
What do you guys think?