Kay Vess Character Concept
Unit Name: Kay Vess Relic: Nix Affiliation: Neutral, Attacker Factions: Mercenary, Scoundrel, Smuggler Attacks and Abilities Basic: VM-19 Heavy Blaster Pistol Deal Physical damage to target enemy. This attack deals a status effect depending on the following: - If the target enemy is a Droid: Stun them for 2 turns, which can't be Evaded or Resisted. - If the ally in the leader slot is Hutt Cartel: Inflict Stagger for 2 turns. - If the ally in the leader slot is Crimson Dawn: Inflict Blind for 2 turns. Special 1: Nix, You're Up (Cooldown: 4) Inflict Daze on target enemy for 2 turns. Kay Vess then gains Stealth for 2 turns and gains the target enemy's non-unique buffs for 3 turns. If the ally in the leader slot is Hutt Cartel or Crimson Dawn, they gain all of Kay Vess's buffs for 3 turns. Special 2: Risk It All (Cooldown: 3) Deal Physical damage to all enemies and inflict Potency Down for 2 turns. This attack deals double damage for each active Hutt Cartel or Crimson Dawn ally. For each critical hit, Kay Vess gains +10% Critical Chance and Critical Damage (stacking, max +100%) until the end of the encounter. Unique: I Definitely Don’t Like People Spying On Me Kay Vess is immune to Deathmark and gains 30% Accuracy, Tenacity and Potency for each active Hutt Cartel or Crimson Dawn ally. In addition, Kay Vess starts the battle under Stealth for 2 turns. Kay Vess ignore Taunt effects during her turn, and she gains a bonus effect depending on the allied leader: - Hutt Cartel: Kay Vess gains Trusted Agent until the end of the encounter. - Crimson Dawn: Kay Vess gains Profit (stacking, max 10) whenever she scores a critical hit. Constructive feedback and suggestions for improvement are welcome113Views1like2CommentsHanharr Character Kit Concept
The original Wookiee Bounty Hunter, predating Krrsantan Unit Name: Hanharr Relic Amplifier: Ryyk Blade Affiliation: Dark Side, Attacker Tags: Leader, Bounty Hunter, Mercenary, Old Republic, Scoundrel, Wookiee Attacks and Abilities Basic: Wrathful Strike Deal Physical damage to target enemy and inflict Tenacity Down for 2 turns. If the target already had Tenacity Down, Hanharr gains 2 stacks of Fury for the rest of the encounter, which can’t be dispelled or prevented. Fury: +5% Offense and +3% Critical Chance. Limited to 10 stacks. Then, gain Furious. Furious: Attack again. Special: Vicious Rampage (Cooldown: 3) Deal Physical damage to all enemies and dispel all buffs on critically hit enemies. For each enemy buff dispelled this way, Hanharr gains 1 stack of Fury. Furious: The cooldown of this ability is reset. Leader: Total Destruction Bounty Hunter allies have +50% Critical Chance. Whenever a Bounty Hunter or Old Republic ally scores a Critical Hit, they gain +10% Critical Damage (stacking) until the end of the encounter. When Hanharr is in the Leader slot and not the Ally slot, the following contract is active: Contract: Defeat the enemy who was healthiest at the beginning of the encounter. (Only Bounty Hunter allies can contribute to the Contract) Reward: All Bounty Hunter allies have +50% Critical Damage and have their Payouts activated. Unique 1: The Weak Must Serve The Strong Whenever an enemy is defeated, Hanharr gains 5 stacks of Fury. If Hanharr has any debuffs, he has +50% Counter Chance. If Darth Traya is in the Leader Slot, Hanharr has -20% Tenacity and Defense and +20% Offense and Critical Damage. Unique 2: Hanharr's Payout Whenever Hanharr receives Rewards from a Contract, or when the leader is another Old Republic or Sith ally, he also gains the following Payout (Contracts are granted by certain Bounty Hunter Leader Abilities.) Hanharr has +50% Critical Damage and gains Furious for the rest of the encounter.24Views0likes0CommentsGeneral Solo Character Kit Concept
Inspiration: - After being rescued from Jabba the Hutt and before the Battle of Endor, Han Solo was promoted to General and led the Strike Team down to the forest moon. - We still don't have a version of Han from 'Return of the Jedi'; we have two versions of Leia, the version of Luke and a version of Lando from that movie, but still no Han. - His abilities are taken from his appearance in 'Star Wars: Battlefront II (2017)' Unit Name: General Solo Relic Amplifier: Camouflaged Trench Coat Affiliation: Light Side, Attacker Tags: Leader, Rebel, Rebel Fighter Attacks and Abilities Basic: A Good Blaster Deal Physical damage to target enemy three times and inflict Daze for 2 turns. Then, grant all Rebel Fighter and Ewok allies +5% Potency (stacking) until the end of the encounter. Special 1: Shoulder Charge (Cooldown: 4) Deal Physical damage to target enemy equal to 9% of General Solo's Max Health, Dispel all their buffs and inflict Stagger for 2 turns. Then, call all Rebel Fighter and Ewok allies to assist, dealing 50% less damage. Then, for each buff Dispelled, General Solo and all Rebel Fighter and Ewok allies gain 4% Defence and Offense (stacking) until the end of the encounter. Special 2: Big Bang (Cooldown: 4) Deal Massive Physical damage to all enemies and inflict Stagger on them for 2 turns; once it expires or is Dispelled, all enemies gain Daze and Off-Balance for 2 turns, which can't be Evaded or Resisted. Then, grant all Rebel Fighter and Ewok allies Critical Chance Up and Critical Damage Up for 2 turns. Leader: Strike Team Rebel Fighter and Ewok allies gains 2% Offense and 4 Speed for each living Rebel Fighter ally, and 2% Evasion and 3% Tenacity for each living Ewok ally. If General Solo is in the leader slot, all Rebel Fighter and Ewok allies gain +20% Max Health and +15 Speed, and other allies gain half that amount. Whenever General Solo deals damage or is damaged, all Rebel Fighter and Ewok allies gain 4% Turn Meter. All Rebel Fighter and Ewok Tank allies start the battle with Taunt for 2 turns and all other allies have Stealth for 2 turns. While in Territory Battles and if all allies are Rebel Fighters or Ewoks: For each defeated enemy, all allies gain +20 Speed, +30% Offence, Defence, Potency, Tenacity, Accuracy, Max Health and Max Protection (stacking) until the end of the encounter. Whenever an ally uses their basic ability, all other allies assist, dealing +25% more damage.58Views0likes0CommentsEleventh Brother Character Kit Concept
Inspiration: - First appearing in episode 6 of 'Tales of the Jedi', this Inquisitor stands out with his skull bird-like mask design and voice of Clancy Brown Unit Name: Eleventh Brother Relic Amplifier: Skull Mask Affiliation: Dark Side, Attacker Tags: Leader, Empire, Inquisitorius, Unaligned Force User Attacks and Abilities Basic: Arrogant Aggression Deal Physical damage to target enemy and consume 1 stack of Purge. For each stack consumed, the target enemy with a negative effect based on their role: Attacker: -10% Critical Damage (stacking) for 2 turns Tank: -5% Defense (stacking) for 2 turns Healer/Support: -3 Speed (stacking) for 2 turns Special 1: Here's Your Reward (Cooldown: 4) Deal Physical damage to target enemy, which deals increased damage for each stack of Purge on all enemies. If the target is Light Side, inflict Ability Block and Buff Immunity for 2 turns. If the target is Dark Side, inflict Vulnerable for 2 turns. If the target is a Jedi or an Unaligned Force User, their Debuffs can't be Dispelled for 2 turns (excluding Purge). Special 2: Redoubled Effort (Cooldown: 4) Dispel all Debuffs from all Inquisitorius allies and grant them Retribution for 3 turns. If no Debuffs were cleansed from an Inquisitorius ally, their Retribution can't be Dispelled. All enemies lose 5% Turn Meter for each stack of Purge on them, and for each enemy at 6 stacks of Purge, consume 1 stack of Purge and grant all Inquisitorius allies 1 stack of Imperial Favour. Leader: You're Supposed to be Dead! Empire allies have +15% Critical Damage and Potency, doubled for Inquisitorius allies. Inquisitorius allies deal 30% more damage with out-of-turn attacks and take 30% reduced damage from enemy out-of-turn attacks. Whenever an enemy has 6 stacks of Purge, Inquisitorius allies have a 25% chance to inflict Daze for 2 turns when using their basic abilities and enemies can't Dispel buffs with out-of-turn attacks. Unique 1: Imperial Favour The Eleventh Brother has +100% Critical Chance and his attacks can't be Evaded. Whenever an Inquisitorius ally attacks out-of-turn, that ally gains 1 stack of Imperial Favour (stacking, max 20). Whenever an ally with Imperial Favour falls below 100% Health, the Eleventh Brother reduces his cooldowns by 1 and gains 5% Turn Meter for each stack of Imperial Favour on the ally. Whenever Purge is consumed on an enemy, a random Inquisitorius ally is called to assist. Imperial Favour: +2% Defense Penetration and Offense Unique 2: Patience At the start of battle, if all allies (minimum 3) are Inquisitorius, this character gains 20% Max Health, Max Protection and Potency. Whenever Purge is consumed from an enemy, this character gains 1% Offense (stacking) until the end of battle. Whenever an enemy damages this character with an out-of-turn attack, that enemy gains a stack of Purge (max 6) which can't be Evaded or Resisted. Whenever Purge is consumed or Dispelled on an enemy, this character gains 3% Turn Meter.127Views2likes3CommentsCharacter idea: Redeemed Vader aka Infinities Darth Vader
With the reveal of Dark Side Rey, another similar character which would be great to see is Redeemed Vader aka Infinities Darth Vader or White Armored Vader. First appearing in the Infinities Return of the Jedi comic series, with Palpatine escaping the 2nd Death Star's destruction and Luke and Leia able to redeem Vader, Vader decides to join the Rebel Alliance to help hunt down the Emperor. Vader also has his armor turned white to represent his redemption. His Black Series action figure depicts him still wielding his red lightsaber. Despite the Infinities series set in an alternate timeline, Legends is regarded as an alternate continuity too with Legends exclusive characters Kyle Katarn, Darth Talon, Darth Malak, Darth Malgus and Mara Jade already present in the game. Redeemed Vader could also be the first character introduced to GOH representing the Infinities series.622Views6likes19CommentsJedi Master Dooku Character Kit Concept
Inspiration: Dooku is one of the most fascinating former Jedi in the saga; he was trained by Yoda himself, and was the master of the Maverick Jedi, Qui-Gon Jinn. He was also a renowned duellist, rivalling even the likes of Cin Drallig and Kelleran Beq. 'Tales of the Jedi' really shone a light on Dooku's time in the order, and added depth to an already-compelling character. Unit Name: Jedi Master Dooku Relic Amplifier: Lightsaber Affiliation: Light Side, Attacker Tags: Leader, Galactic Republic, Jedi Attacks and Abilities Basic: Lightsaber Finesse Deal Physical damage to target enemy. Each instance of damage has a 50% chance to inflict Stagger for 2 turns, which can't be Evaded or Resisted. If the target enemy has Backfoot, Jedi Master Dooku attacks again. Special 1: Impressive Display (Cooldown: 3) Deal Physical damage to target enemy three times and inflict Armour Shred for the rest of the encounter. If Jedi Master Dooku had Riposte, deal true damage and inflict Backfoot until the end of the encounter or until it is cleansed. If the target enemy has Stagger these effects cannot be evaded or resisted. Backfoot: At the start of the enemy's turn, they have a 50% chance to lose their turn. If they lose their turn in this way, they lose Backfoot. While in Grand Arenas and if all allies are Galactic Republic Jedi: Deal bonus damage based on 50% of Jedi Master Dooku's Potency, and inflict an additional stack of Armour Shred. Special 2: Combat Superiority (Cooldown: 3) Target enemy is inflicted with Marked for 2 turns, which can't be Resisted or Dispelled. Jedi Master Dooku and a random Galactic Republic Jedi ally gain 20% Turn Meter and Riposte for 2 turns. Jedi Master Dooku gains an additional 5% Turn Meter for each Galactic Republic Jedi ally. If Jedi Master Dooku already has Riposte, call two random Galactic Republic Jedi allies to assist. If Sifo-Dyas is present, he is also called to assist. Leader: Peace and Order All Galactic Republic Jedi allies have +40 Counter Chance and have +10% Critical Chance and Critical Damage for each Debuffed ally. Whenever a Galactic Republic Jedi ally inflicts a Debuff, they gain 1% Max Health (stacking, max 75%) and whenever they are Resisted, they gain +2% Potency (stacking, max +60%). While in Grand Arenas and if all allies are Galactic Republic Jedi: All enemies start the battle with Backfoot, which can be neither evaded nor resisted. All allies gain +30% Critical Avoidance until the end of battle and Tenacity Up for 2 turns. Unique: Duellist Whenever any enemy gains Backfoot, Jedi Master Dooku and one random ally gain Retribution for 2 turns. Whenever Jedi Master Dooku gains Retribution, he gains +2% Max Health, +2% Max Protection, +2% offence until the end of battle (Stacking, Max +100%). Whenever a Galactic Republic Jedi ally is damaged by an enemy with Backfoot, Jedi Master Dooku gains Anger for 2 turns and takes a bonus turn. If Jedi Master Dooku damages a single enemy 20 times without damaging any other enemy, he gains Fatal Flourish for 1 turn and that enemy gains Armour Shred. While in Grand Arenas and if all allies are Jedi: All allies gain Foresight at the beginning of battles. Whenever any ally evades an attack, all allies recover 10% Health and 10% Protection. All allies gain bonuses equivalent to Jedi Master Dooku's Health, Protection, and Offence bonuses from this ability. Whenever Jedi Master Dooku damages an enemy affected by Stagger, he applies Backfoot. If the enemy has Armour Shred, this effect cannot be Evaded or Resisted. If Retribution is dispelled from any ally during an enemy's turn, that ally gains Retribution for two turns at the end of that turn. Jedi Master Dooku gains Fatal Flourish twice as fast. Anger: -10% Accuracy except against Debuffed opponents. +50% damage against Debuffed opponents. Anger is dispelled on a successful attack. Fatal Flourish: If target enemy has Armour Shred, instantly defeat target enemy (excluding Galactic Legends and Raid Bosses). Against Galactic Legends, Raid Bosses, and any target that is not Debuffed, ignore Damage Immunity for this attack and deal Massive Damage in addition to the normal damage of this attack. Once an attack deals damage or instantly defeats an enemy, Fatal Flourish is dispelled. Jedi Master Dooku can be obtained by completing the Legacy Event 'Peace and Order' He'll also be required to unlock Galactic Legend Darth Tyranus.480Views5likes8Comments