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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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markedman247 wrote: As for the fun speculation of Palps and the Sentinels, it would have be a heck of a trick to pull off (maybe Force 20) to create something like that spontaneously. If they were, they should be considered "activated" so as to not have a monolith crushing things immediately.
That's way too much force. What I can see for a more feasible and reasonable option is a force 4 or 5, replaces turn ability that brings in a sentinel at half health. Off the top of my head I can envision something like: Emperor Palpatine Reborn Cost: 74 HP: 130 Def: 19 Atk: +16 Dam: 20 Unique Melee Attack Triple Attack Betrayal Rapport (Imperial Sentinels and Non-unique Imperials with a force rating cost 1 less) Force: Force 3 Force Renewal 1 Master of the Force 2 Force Alter Force Lightning 2 Lightsaber Block Transfer Essence Sith Alchemy 4 (Replaces turn, Range 6; Target living medium or large character with 20 Hp or less is defeated. You can immediately add a character named Imperial Sentinel to your squad. The new character sets up in a square that the enemy formerly occupied and at half health) Commander Effect: Imperial Sentinels can spend this character's force points. Non-unique Imperial followers with a force rating gain Extra Attack and Ambush.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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I stand corrected. I was fathoming a full health creature but someone that huge with about 10 HPs when it appears. I also like the fact that you made sure an Ug couldn't become one.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/27/2009 Posts: 478 Location: the closest battle
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I'd say make it force 4 and the sentinel is full health but you have to sacrifice an allied character that costs 10 or more points.....say a royal guard
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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Darth Mehkis is a new character that can be made and she used a techno form of alchemy. Here is what I made a while back (as an example):
Darth Mehkis 32 Hit Points: 80 Defense: 18 Attack: 12 Damage: 20 Rarity: Rare Base: Medium Gender: Female Creator: saber1 Created: 8/1/2011 Updated: 8/12/2011 Sets: Agents of the Empire Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Cyborg (Counts as both a Droid and a non-Droid; living; subject to critical hits and commander effects) Double Attack (On her turn, this character can make 1 extra attack instead of moving) Rapport (Sith characters with Droid or Cyborg cost 1 less when in the same squad as this character.) Force Powers Force 2 Force Renewal 1 This character gets 1 Force point each time she activates Force Corruption 2 Force 2, replaces attacks: range 6, non-Droids only; 20 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 20 damage. On a success, that character is no longer corrupted. Sith Techno-Alchemy Force 2, range 6; replaces attacks: Target living Medium or Small enemy with 20 Hit Points or less remaining is defeated. You can immediately add a character named Sith Knight to your squad. The new character sets up in a square that enemy formerly occupied. Commander Effect Allied Sith Knights within 6 squares gain Strong Willed (Cannot be affected by Jedi Mind Trick). "What beauty there is in a machine."
And
Sith Knight 19 Hit Points: 50 Defense: 17 Attack: 10 Damage: 10 Rarity: Uncommon Base: Medium Gender: Male Creator: saber1 Created: 8/1/2011 Updated: 8/13/2011 Sets: Agents of the Empire Special Abilities Melee Attack (Can attack only adjacent enemies) Cyborg (Counts as both a Droid and a non-Droid; living; subject to critical hits and commander effects) Double Attack (On his turn, this character can make 1 extra attack instead of moving) Electrostaff +10 (+10 Damage against adjacent nonliving enemies. An adjacent living enemy hit by this character's attack is considered activated this round; save 11.) Force-Attuned Armor (Whenever this character takes damage, he reduces the damage by 10 with a save of 11) Invisibility (Cannot be targeted by nonadjacent enemies) Force Powers Force 2
I also like the idea of a new Exar with Sith Alchemy 1 that affects Massassi.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/21/2009 Posts: 268
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Im glad this was brought up, cuz Ive been toying with this idea for a while. Heres a couple things I thought of:
Firstly, I think we gotta make sure this dosnt go crazy and we end up with broken techno armies and letting them be in 6 different factions, so we gotta be careful. We should probably confine our generations to same base size and not let the beasts have full power
Secondly I though that maybe we wouldnt have to KILL enemy characters, maybe we could just change our own. Example:
a Belia Darzu with the Force or Special Ability that replaces turn and gives one adjacent savage ally Damage reduction, Missiles( or rockets or something ranged) poison and can count as droids for CEs. This also makes it so your enemy dosnt complain to much about you taking their characters and all that.
Another FA I thought of that could be tacked on to some of the characters previously mentioned is: After a living ally dies they may be replaced with some sort of sith spawn or something.
Also a FA for Naga Sadow that transforms humans into sithspawn or Massassi ( and while we're on the subject, a new Naga that focuses on killer FAs and a cool CE would be great...)
oh and getting a Leviathin wouldnt even be fair, as cool as that is....
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