(Telltale spoilers) The final season custom character cards

Just as a quick bit of fun to celebrate the conclusion of the walking dead Telltale series, here are some character cards based off the episode. Note: these are fan concepts and are in no way suggesting implementation, though the ideas are free of course if they were to be used.

MIVERVA (take us back)
About: like her character in the telltale game, Minerva operates off of sheer shock-fueled stamina and pain tolerance. Alternating between her axe and her gun as needed makes her adept at combating melee teams. Her rush causes her to become nearly invulnerable for a brief period of time, leaving open only a similarly short window of opportunity for enemies to take her down before her next rush, which takes some time to build up. If the enemy fails to finish her off all at once, she’ll endure through the pain using vitality, which can be strengthened via her unique active ability, which increases the effectiveness of healing effects on her. She’s also fairly durable in zombie battles, given that the dead will ignore her for a turn if she attacks a strong or fast zombie.
Rarity: 6 stars
Tiers: 4
Trait: strong
Personality: legendary
Role: tank
Weapon: miverva’s axe and pistol
+30% health
+15% attack
+normal attacks always deal damage with the stronger trait when attacking melee enemies. When attacking with the stronger trait, this character becomes camouflaged for 1 turn.
Damage: 1545
Defense: 1600
Health: 2170
Specialist skill: vitality
Rush: the night will be over soon: Deal 350% damage to a single enemy, and inflict 150 bleed damage, which worsens by +150 bleed damage per turn, for 6 turns, and stun for 1 turn. This character receives +100% bonus health, and +300% defense, which decreases by -150% defense per turn, for 2 turns.
AP requirement: 85
Active ability: bonus healing to self
Initial cooldown: 2 turns
Cooldown: 4 turns
Number of uses: 2
Effect: when being healed, this character regains 100% more (double) health for 4 turns.

ALVIN JR. (take us back)
About: Alvin Jr. is designed to synergize well with Clementine. With the near-certainty of Clementine filling AJ’s rush upon her “death”, he can revive her as soon as she goes down, and also packs a powerful decapitate punch at the same time. Given his rush speed and ap bonus, he goes well with an ap on attack leader. His normal attacks also have a greater (not better, but greater) chance to inflict heal reduction, making him a powerful asset in keeping tanky enemies from getting back in the fight. His rush is unique, dealing critical hits to a line of enemies, which can be used as either a last-ditch damage attempt, or it can be used to effectively combat large groups of incoming zombies.
Rarity: 6 stars
Tiers: 4
Trait: Alert
Personality: legendary
Role: damage
Weapon: aj’s pistol
+huge bonus to ap when attacking
+15% attack
+when attacking, a greater chance to inflict -100% heal reduction for 1 turn.
Damage: 2025
Defense: 1795
Health: 1495
Specialist skill: decapitate
Rush: shoot 'em in the head: deal 700% damage to a single enemy. This character recovers from offensive and defensive penalties. Revive one teammate with 20% health.
AP requirement: 76
Active ability: critical line
Initial cooldown: 3 turns
Cooldown: 3 turns
Number of uses: 3
Effect: deal critical hits to a line of enemies.

CLEMENTINE (take us back)
About: Clementine is built to synergize with AJ. A powerful support toon, she buffs up attackers significantly and keeps them free of all penalties, while also keeping the team’s rush bars filled. Upon her death, she fills two allied ap bars, and her outlast, combined with ap when taking damage, means she’ll likely also rush upon her death, filling two additional ap bars. In in pvp, her death means that your entire remaining team is likely to be able to rush. With aj’s revive, she can quickly be brought back into the fight, especially if she rushes during outlast and recovers herself of the soft-decapitation effects of heal reduction, and AJ will receive the benefits of her rush bonuses. While she doesn’t have taunt to help draw enemy fire, she does have a unique active skill that serves as a human shield activation, strategically drawing attention to her if you want her to go down fighting for her death bonuses.
Rarity: 6 stars
Tiers: 4
Trait: Tough
Personality: legendary
Role: support
Weapon: Marlon’s Bow
+huge bonus to ap when taking damage
+15% health
+when killed, +100% ap to 2 teammates.
Damage: 1765
Defense: 1585
Health: 1965
Specialist skill: outlast
Rush: You know the rules: All teammates recover from all penalties. All teammates receive +70% attack, +30% defense, and +50 crit for 2 turns. Up to 2 other teammates receive +100% ap.
AP requirement: 85
Active ability: human shield single use
Initial cooldown: 0 turns
Cooldown: 2 turns
Number of uses: 15
Effect: this character activates a human shield effect on themselves for 1 turn. This character gets +50% defense for 1 turn.

JAMES (take us back)
About: James is all about combat avoidance, but in avoiding combat, can immensely aid your team in it. As a former whisperer, James is a master of stealth, and can not only camouflage his teammates and himself from walkers, but can make your entire team elusive, stunting enemy ap growth. With his own evasion skill, high defense, and likelihood to inflict disarm when taking damage, enemies are discouraged from attacking him, allowing to utilize his healing abilities long into the battle. His 60% healing is a welcome consistent bonus, but comes at the price of removing offensive bonuses from your teammates, as James enforces his non-combative approach upon your entire team. James is best used for complementing defensive teams and walker teams, and isn’t built for offense.
Rarity: 6 stars
Tiers: 4
Trait: fast
Personality: legendary
Role: generalist
Weapon: James’ fists
+30% health
+15% defense
+better chance to inflict disarm for 2 turns when being attacked.
Damage: 1120
Defense: 1985
Health: 2210
Specialist skill: evasion
Rush: this philosophy of mine: all teammates are camouflaged for 1 turn, are elusive for 1 turn, are healed +60% health, and recover from bleed, but have offensive bonuses removed.
AP requirement: 76
Active ability: camouflage and focus
Initial cooldown: 4 turns
Cooldown: 3 turns
Number of uses: 6
Effect: all teammates are camouflaged and focused for 1 turn

See below for more telltale stat cards!

7 Likes

We need that Minerva to have the whole ‘half living/half dead’ look.
Maybe tone down the defense as well.

3 Likes

For sure, that’s the appearance I was going for with this one.

I toned down the defense. Now it drops off on that second turn to a more manageable amount, but that first turn, she’s still practically invincible.

1 Like

At least there’s that in your head.
Cool ideas, though I have a feeling Scopely won’t do anything for the other characters (for some reason).

I know. I doubt we’ll be being new telltale characters any time soon, but it is a lot of fun to try and build characters who work similarly in rts as they do in the actual story of the telltale games. Rather than just slapping on whatever stats for certain characters, i like to think about what it would look like to have a straight-up adaptation from the source material.

1 Like

At least there’s you around to make things Scopely cannot.

1 Like

Beautiful Bob. Just 1 thing…
WHERE MY BOI CHAIRLES.
image

Seriously though, they could do some rereleases. Smokey eyepatch fast Violet, strong Chailes Louis, tough Bow Clem, Bow wielding Marlon, solo Rosie.

6 Likes

Yea I feel there is so much opportunity that it must be down to contractual agreements rather than intention. No AJ feels strange after playing through the entire season though, was obviously a really important character to how it all panned out.

3 Likes

I’d say it’s because they don’t want us to be able to murder a 6 year old, but we can murder 8 year olds, sooooo… :man_shrugging:

What we it be in the to corner the telltale badge or a sky bound badge?

Scopely just seems drained of ideas, since they don’t even have…
Minerva, Lilly, James, Willy, Omar, Tenn, AJ (stated), more offs of Clem (because I don’t think she ever used a revolver), more Marlons, etc.

2 Likes

lets ad

Sullene (take us back)
About: Sullene she’s mean
Rarity: 6 stars
Tiers: 4
Trait: Alert
Personality: legendary
Role: Damage
Weapon: Delta’s recovery Luger.
30% attack
very large bonus to AP when attacking
gain 100% Hp and 75% attack plus 20% bonus when killing an enemy

stats:
Damage: 2222
Defense: 1285
Health: 1775
Specialist skill: on a role
Rush: grrr. Gain 80% defense, 35 % of max health for 2 turns, and deal 340 damage and taunt 2 enemies
AP requirement: 85
Active ability: See Red
Initial cooldown: 5 turns
Cooldown: 2 turns
Number of uses: 4
Effect: this character gains 300% damage for two turns but loses 50% of health. [actives next turn]

Gina (take us back)
About: Gina: a member of the delta works well with Sullene
Rarity: 6 stars
Tiers: 4
Trait: Tough
Personality: legendary
Role: support
Weapon: Savage delta rifle
+Very Large bonus to ap when taking damage
+30% health
+When HP is under 75%, better chance to pain split the damage with the attacker
Damage: 1290
Defense: 2185
Health: 1965
Specialist skill: Manic
Rush: For Delta: All teammates recover 45% of their max HP and recover, Bleed, Burn, and Stun
AP requirement: 85
Active ability: Revive and Defence up
Initial cooldown: 3 turns
Cooldown: 2 turns
Number of uses: 15
Effect: this character brings back a dead teammate with 35% of their max HP and gives them 100% defence

1 Like

She’s listed as Done Running, which was still TellTale.

True but those characters might of been planed before the character where created

Skybound and scopely are partners, is there any word this is a possibility? Still
Hoping for another Clementine, maybe strong with Lee’s Axe

1 Like

I think it’s likely possible. There may be some contractual complications because of how Telltale’s collapse fits into all of it, but if they were hellbent on it, they probably could.

I imagine Skybound owns the rights to all of TFS stuff, otherwise how’d they be able to legally finish it?
As for previous seasons… maybe?

I’ve got some more cards for y’all, this time remaking Louis and violet to be a bit more comic-accurate, and adding Abel and Lilly.

LOUIS (Suffer the Children)
About: Louis does two things very well: raising his group’s spirits, and annoying everyone else. That’s reflected here with his weapon, a chair leg he lovingly calls Charlie, which effectively taunt locks those unwise enough to strike at him without a game plan. This taunt lock is a recurring process, with each taunt likely leading to another on the following turn. With a huge bonus to ap when taking damage and his rather over the top personality (manic), this means he’s very likely to fill his own rush every single turn. Upon his rush, he lifts the group’s spirits with an extremely powerful yet brief attack and defense boost, so make sure you use Louis’ ap gain correctly in order to create a constant super buff for your team. If the strategy isn’t working correctly, you can manually taunt the enemy with his active ability.
Rarity: 6 stars
Tiers: 4
Trait: strong
Personality: legendary
Role: support
Weapon: Chairlie
+medium bonus to ap when attacking
+huge bonus to ap when taking damage
+50% chance to taunt for 1 turn when taking damage.
Damage: 1340
Defense: 1730
Health: 2245
Specialist skill: manic
Rush: cracking wise: all teammates get +100% defense and +100% attack for 1 turn. 1 enemy recovers from taunts by this character.
AP requirement: 58
Active ability: taunt
Initial cooldown: 4 turns
Cooldown: 4 turns
Number of uses: 2
Effect: taunt 3 enemies for 2 turns.

VIOLET (Suffer the Children)
About: violet is the group’s best lookout, and can make sure your team is prepared from the start of the fight with focus for two turns, allowing you to get an early jump on enemy shields right from the get-go. Then she keeps your team focused with her rush, which also gives a defense bonus against ranged enemies. In addition, her guardian II ability can be triggered with her rush multi attacks. If that isn’t enough, she can tackle an enemy with her active skill, inflicting attack down to an enemy that was about to finish off one of your own, and recovering all teammates from stun. This is especially helpful for saving an indomitable character from death, or an outlast character like Take Us Back Clementine from failing to utilize their death rush.
Rarity: 6 stars
Tiers: 4
Trait: Fast
Personality: legendary
Role: support
Weapon: violet’s meat cleaver
+15% defense
+30 crit
+all teammates are focused for 2 turns at the start of each wave.
Damage: 1765
Defense: 1810
Health: 1740
Specialist skill: guardian II
Rush: On the lookout: All teammates are focused for 3 turns, and receive +80% defense against ranged enemies for 2 turns. Deal 3 attacks of 150% damage to a single enemy.
AP requirement: 66
Active ability: attack down and recover stun
Initial cooldown: 4 turns
Cooldown: 4 turns
Number of uses: 2
Effect: inflict -50% attack for 1 turn to a single enemy. All teammates recover from stun.

ABEL (suffer the children)
About: Abel is all about distraction, and he’ll bait himself in order to let his allies get the upper hand, while also enduring way more pain than he has any right to endure. When he’s under 50% health, he’ll taunt lock those who attack him, building up berserker and his own rush in the process. When he rushes, he’ll give himself bonus health, making it so that he can keep enduring hits with less risk to himself, while still keeping his enemies locked in a vicious taunt cycle, although he does let one enemy off the hook with his rush to avoid total frustration. His berserker will also come in handy with the attack portion of his rush, where he lashes out at three enemies. His active ability lowers enemy defenses, allowing your team to finish them off more easily.
Rarity: 6 stars
Tiers: 4
Trait: Tough
Personality: legendary
Role: Tank
Weapon: Abel’s sawed off shotgun
+medium bonus to ap when taking damage
+30% attack
+while under 50% regular health, 100% chance to taunt for 1 turn when taking damage.
Damage: 1955
Defense: 1640
Health: 1720
Specialist skill: berserker
Rush: my own two hands: deal 300% damage to up to 3 enemies, and inflict 100 bleed damage per turn for 6 turns. This character receives +75% bonus health. Up to 1 enemy recovers from taunts by this character.
AP requirement: 76
Active ability: defense down
Initial cooldown: 3 turns
Cooldown: 4 turns
Number of uses: 4
Effect: inflict -75% defense for 2 turns to up to 2 enemies.

LILLY (Broken Toys)
About: Lilly’s favored strategy is to intimidate and cripple the enemy’s ability to retaliate through extreme indiscriminate violence. She starts the battle off with intimidation tactics, lowering the enemy’s defenses for a powerful initial assault so that no amount of defensive preparation can hold up to that first strike. She can also light the enemy defenses ablaze right away with her active ability, without sacrificing her rush buildup. When she rushes, she deals sweeping splash damage across the entire enemy team, and disables their ability to immediately bounce back with a full heal reduction and a new effect first featured in walker hordes, critical chance down, to reduce other protective measures such as guardian.
Rarity: 6 stars
Tiers: 4
Trait: Alert
Personality: legendary
Role: damage
Weapon: Lilly’s pistol
+medium bonus to ap when attacking
+30% attack
+inflict -30% defense to all enemies for 1 turn at the start of each wave.
Damage: 2235
Defense: 1660
Health: 1420
Leader skill: all alert and strong teammates receive +40% attack and +36 crit.
Rush: back up: deal 240% damage to an enemy and all adjacent enemies, and inflict -100% heal reduction and -30% crit chance for 1 turn.
AP requirement: 76
Active ability: burn
Initial cooldown: 0 turns
Cooldown: 6 turns
Number of uses: 3
Effect: deal 450 burn damage for 2 turns to 2 enemies. This character receives +55% ap.

1 Like

I got you covered!

minnie in rts would be dope, lol