I had wanted this piece for some time, and finally settled on how I wanted her set up. So I introduce you to possibly the ultimate Sith Sorceress, and Krath Co-Founder,
Aleema KetoI didn't want her to be strong on her own, but instead to become a force when coupled with her Illusions and "Pet".
I liked the idea of Indiscriminate as I felt it kind of touched on multiple aspects of the character without making her any more complicated then she would already have to be. I think Indiscriminate alone does a pretty good job reflecting her cunning and deceitful nature, her disregard for all others no matter who they were, her focus on some individuals, and even her precognition and sense abilities to some extent.
Then we get to her bread and butter - Force Mastery. First, Blast was a given and I added Force Hurl to give her a stronger (but semi-costly, considering how many points she will be using) attack which also touches on her time with Naga's Crystals on the Corsair. Illusion was just obvious, of course. And she was unbelievably powerful, so being able to multi-task (in the form of FM2 here) was needed in my mind. Otherwise, she could call what amounted to an illusion army to go wherever it needed to be and she just wouldn't be right if she couldn't do so as a Mini as well (which is the reason for the higher Renewal as well)
Her Illusions had to be able to use her Force Points since she is ultimately the one doing the deception, so she gets the Commander Effect. (And yes, I know this means Aleema is pretty much active all the time, but this mini and her called apparitions still doesn't even get close to how much she was actually able to pull off in the Comics)
And being a Krath Co-Founder and Leader behind the Krath Droid attack on the Jedi, she is also one of the ideal characters to help bring the nearly useless Krath War Droid along a little bit. Melee on the KWD is one of those inexcusable errors WOTC gave us, so it had to go. Accurate Shot seemed perfect as well, as it depicts the Droids targeting tendencies (I was initially going to have her grant them Speed8 too, but ultimately I left that for Satal)
On to her Pets and Illusions:
Nothing overly special there, just her means of easy damage. Clamp ends up representing its ability to wrap around its target, so just went with it even if the name isn't absolutely ideal. It crushes its target, so I figured Damage Reduction abilities were probably not going to be working that well against it either - enter another slightly questionable named ability it needed. And then Synergy as it should be stronger when working in conjunction with her mind games.
The Apparitions were the part I went back and forth on, eventually landing on these. They are not really there, so they had to take on an ability similar to Force Spirits. Droids cant see them though, so had to toss in that aspect. And Force users can figure them out, so liked keeping the ability to dismiss them with a FP (I switched it to a turn instead of attack to represent it taking a moment to set in though.) Then, if random Joe Schmo is stabbing or shooting the thing, they are probably going to realize its attacks are having no effect after a while - they're going to catch on to the fact they are not really there eventually. So they should go down instantly if a character really hits it hard with a sure shot. Enter the 10 Hit Points, but strong enough Defense to keep them on the board causing terror and making people tremble most of the time.
Moving past Called Illusion, Draw Fire was a given as that was the whole reason they were ever called in the first place. Doctrine of Fear works well to help the terrorizing effect, and figured the Greater Apparition version should probably step it up even further with Disruptive (Aleema had a Republic Fleet on the verge of retreat with her Illusions, so Disruptive and DOF go towards showing that level of terrorizing distraction)
As for their Force Abilities, I needed to add the greater (and Darker) Mind Trick abilities as they better depict the Sith Sorcery at work. Since its Aleema actually doing the work though, they must rely on her Force ability(and points) to pull off the deception after their initial mind attack of being called to trick someone. These two Force Powers (as with the entire piece) are really just working as an extension of Aleema's overall abilities and range
So anyway, what does everyone think? Did I capture them well, or did it just become too much? With the Apparitions and Illusion ability, she really does become extremely difficult to actually hit - but that is also true to character.
Also, I am still iffy on the point cost of both her and her Pet individually (which I almost made it a called-only character like the Apparitions because of that.) Pure ability wise, she is way over-cost - but it is just so difficult to factor for the Apparitions which dont last long at all most times. Think it should be bumped up further?