|
Rank: Ewok Groups: Member
Joined: 6/12/2009 Posts: 2
|
I'm working on some mini stats based on Wraith Squadron characters and I've thought of these new special abilities. What does everyone think?
Unorthodox (If your initiative roll is 11 or higher, this character is attack +3 and defense +3 until the end of the round)
Comm Intercepts (Each time an enemy commander's turn ends, an ally within 6 squares may move up to its speed even if it has already been activated this turn)
Marginally Force Sensitive (This character may not gain Force Renewal and is not considered to have a Force Rating by opponent's characters).
If you can think of a better term for this last one, I'd appreciate it. It's for Tyria, since during the X-wing books, she displayed the barest trace of Force sensitivity.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
|
The first two are very interesting, especially comm intercept. Not sure about the last one.
For unorthadox, a synonym of which is "odd", why not have it trigger on an odd number rolled for initiative? The statistical probability of triggering is the same, its just a bit more in the theme of the SA.
Unorthadox (If you rolled an odd number for initiative this round, this character is...)
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/11/2008 Posts: 1,122
|
Sounds more or less good to me.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/9/2009 Posts: 574 Location: Keldabe, Mandalore
|
Maybe instead of marginally force sensitive, just force sensitive or force adept
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/7/2008 Posts: 396
|
As far as the wording goes, I would change initiative roll to initiative check and opponent's characters to enemy characters. That's just to make it more in line with the wording that Wizards of the Coast uses. Otherwise, I like them and I think Marginally Force Sensitive is the most accurate name you can use for the ability.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/9/2009 Posts: 574 Location: Keldabe, Mandalore
|
Starsaber wrote:I'm working on some mini stats based on Wraith Squadron characters and I've thought of these new special abilities. What does everyone think?
Unorthodox (If your initiative roll is 11 or higher, this character is attack +3 and defense +3 until the end of the round)
Comm Intercepts (Each time an enemy commander's turn ends, an ally within 6 squares may move up to its speed even if it has already been activated this turn)
Marginally Force Sensitive (This character may not gain Force Renewal and is not considered to have a Force Rating by opponent's characters).
If you can think of a better term for this last one, I'd appreciate it. It's for Tyria, since during the X-wing books, she displayed the barest trace of Force sensitivity. are you going to post their stats?
|
|
Rank: Ewok Groups: Member
Joined: 6/12/2009 Posts: 2
|
As far as the idea of using odd instead of 11 or greater, there are a couple reasons. The bigger one is that Runt is going to have Karmic Luck to represent his multiple personalities, so I want there to be times when one would trigger but not the other.
Yeah, once I finish them. I might post them without costs because I don't have any experience costing minis yet.
You know what, I might as well post a few now to get some initial feedback.
Wes Janson, Wraith Pilot HP 70 Defense 15 Attack +10 Damage 20 Unique. Pilot. Gunner. Affinity (This character may be in a Rebel squad) Unorthodox (If your initiative check is 11 or higher, this character is attack +3 and defense +3 until the end of the round) Twin Attack Deadly Attack "Yub, yub, Commander"
Tyria Sarkin HP 80 Defense 13 Attack +9 Damage 20 Unique. Pilot. Antarian Ranger. Unorthodox (If your initiative check is 11 or higher, this character is attack +3 and defense +3 until the end of the round) Stealth Advantageous Cover Marginally Force Sensitive (This character may not gain Force Renewal and is not considered to have a Force Rating by enemy characters) Force 1
Jesmin Ackbar HP 60 Defense 12 Attack +7 Damage 10 Unique. Pilot. Synergy (+2 Attack and +2 Defense while an allied character whose name contains Ackbar is within 6 squares) Unorthodox (If your initiative check is 11 or higher, this character is attack +3 and defense +3 until the end of the round) Relay Orders Comm Intercepts (Each time an enemy commander's turn ends, an ally within 6 squares may move up to its speed even if it has already been activated this turn)
|
|
Guest |