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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/9/2010 Posts: 658 Location: West Bend, Wisconsin
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Just some force powers and special abilities I came up with. Tell me what you think.
Healing Aura (Whever a character within 6 squares activates, remove 10 damage from that character)
Triplet attack (Whenever this character makes an attack, this character makes 2 extra attacks against the same target)
Jedi Trainer (At the start of the skirmish, pick an allied character with a force rating and a lightsaber, that character gains the stated bonus)
Jedi Counsolar (At the start of a skirmish, pick an allied character with a force rating, that character may spend this character's force points and may not join another character's squad)
Sith Seeker (Force 5, replaces turn, target enemy in line of sight and eack character adjacent to that enemy takes 60 damage and is considered activated this round. Each affected enemy can avoid the non-damaging effect with a save of 16)
Detonate (Force 6, replaces turn, target enemy within 6 squares and each character within 3 squares of that target(except this character) takes 50 damage. Each affected small, medium, and large character is pushed up to 5 squares and is considered activated this round. Each affected character can avoid the stunning effect with a save of 16)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2009 Posts: 1,382 Location: Detroit, Mi
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I ike the Abilitities. I the Sith Seeker and Scorcher would have to be appropriately costed because of the damaging effect but very cool!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
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I don't like Sith Seeker or Scorcher, sounds like something that is used to banish demons, sort of Darkside magic that should not really exist in the star wars univerce. Then again, I hate force teleport or whatever it's called anyways, so may be personal biest.
Tripplet attack could be pretty interesting, but hard to balience. I don't really think there is any charcter in the Star Wars univerce, General Grevious aside, that could use it.
The others sound cool.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/9/2010 Posts: 658 Location: West Bend, Wisconsin
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Another one
Maelstorm (replaces turn, force 8, characters within 6 squares must move at least 1 square closer to this character and are considered activated this round. Next round, all affected characters may not do anything this round if they activate before this character. When this character activates next round (the same round as stated in the previous sentence), all affected characters take 80 damage and are pushed up to 8 squares from this character and are considered activated this round. Each affected character can avoid the stunning effect with a save of 16.)
I also mislabeled detonate as sith scorcher and fixed it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 198 Location: Alderaan (What's left of it. Stupid Imperials, it
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Seeker, scorcher, and maelstrom based off of the force unleashed game? I like it.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/9/2010 Posts: 658 Location: West Bend, Wisconsin
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Thanks
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/3/2010 Posts: 89
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Pretty cool.
I like the Force Unleashed abilities. Nice job. Maelstrom might be too complicated but, overall alright.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 123
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I think detonate is a bit too powerful, and that triplet attack is also a bit too powerful. But i like the rest. I have my own version of malestrom: replaces turn; for every force point this character uses, all characters within 6 squares are pushed back one space and take 10 damage and are activated this round, save 16. Huge and larger character ignore the non-damaging effects.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/18/2010 Posts: 123
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Oh, and another force power: force circuit: force 3, usable once per skirmish, whenever this character would take damage from a force power or attack, he takes no damage with a save of 11, and removes damage equal to the amount prevented. all further damage from a force power or attack can be reduced by 10 with a save of 11. I imagined it on a corran horn, 'cause he took Kyp's lightning, absorbed the energy, then focused it outward into a force shield.
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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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The healing auram..maybe make it save 11, or else stormtrooper swarms are all but invincible haha
The triplet attack, I have something that is basically like that, but I call it tri-shot cuz the name is easier to type and fits on the card better, plus there are actual weapons of that type
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