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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/14/2009 Posts: 1,728
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Yes, definitely very Saulish. Eh, why not, I'll do this. LinkDexter Jettster, The Duke of DinersHit Points: 40 Defense: 14 Attack: 6 Damage: 10 Rarity: Rare Base: Medium Gender: Male Unique Melee Attack (Can attack only adjacent enemies) Quadruple Attack, Greater Mobile Attack Informant (At the beginning of the skirmish, choose 1 ally and 1 enemy. The chosen ally gains +4 Attack and +10 Damage against the chosen enemy) "I should think that you Jedi would have more respect for the difference between knowledge and wisdom." ―Dexter Jettster
FWIW my version of Informant has existed for a long time, it wasn't inspired by LB's.
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Rank: Advanced Bloo Milk Member Groups: Member
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corranhorn wrote: FWIW my version of Informant has existed for a long time, it wasn't inspired by LB's.
I can attest to this: Informant corranhorn - 6/6/2013 (Created: 2/5/2013) Though I didn't bother checking if ability already existed as a custom either
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Nothing against you Lord Ball and I didn't mean to imply that yours was based on mine. I just wanted to make sure people knew, since my custom is pretty simple and Informant is my only new SA.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/2/2012 Posts: 746
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I want to pass on this one, but there is no way I'm ever going to win if I keep skipping contests, so I'll try to throw something together:
- Dexter Jettster
Fringe Large Base Cost: 17
HP: 60 Def: 15 Att: 6 Dam: 10
Unique Speed 4 Stealth Jedi Sympathizer (Republic characters with a Force within 6 squares gain Stealth and Cunning Attack) Close-Quarters Fighting Recon Stable Footing -
Fringe because he wasn't faction affiliated, Large Base because he was pretty big. 60 Hit Points because he could take a hit and was pretty big, but not durable enough for many more HPs. 15 Defense because he was big, and 6 Attack because he is semi-experienced in battle. 10 Damage without Melee Attack because he had a blaster.
Speed 4 because he was slow, and it prevents him from being overpowered. Stealth because of his time as a member of the Erased, and Jedi Sympathizer* because he was just that. Close-Quarters Fighting because he used to be a professional fighter, and Recon fits for most of his other "professions." Stable Footing is there so that he is actually usable; I justify it by saying that he would have needed the ability to walk easily over difficult terrain during the time that he was a prospector. Didn't give him extra attacks because I didn't want him shooting too frequently -- he's a tech piece, pure and simple.
His cost is based on the Antarian Ranger.
- *Jedi Sympathizer works out well, the first part for the information he gave during the Empire's time, the second part for the information he gave during the Republic's time.
- EDIT: Obviously he is only useful in Republic squads, though I suppose someone might be able to somehow find a use for him in other factions..?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2010 Posts: 1,029
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corranhorn wrote:Nothing against you Lord Ball and I didn't mean to imply that yours was based on mine. I just wanted to make sure people knew, since my custom is pretty simple and Informant is my only new SA. yeah, I do find it pretty neat that they are similar in many ways, though since they do operate differently it changes how the character would play quite a bit.
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Rank: Moderator Groups: Member
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Joined: 8/9/2009 Posts: 1,935
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SignerJ wrote:Jedi Sympathizer (Republic characters with a Force within 6 squares gain Stealth and Cunning Attack)
This worries me. Pieces like Mace Windu, Legacy of the Light Side don't need to be harder to take down or do more damage. Yes Dex can't be swapped or Towed, but with proper placement he is going to make some Jedi too difficult to deal with. Not to mention it opens him up to get Evade from the Black Sun Vigo taking away Mace's biggest weakness, and letting him save his Force Points for pure offense. For 16 points?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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http://www.bloomilk.com/Custom/16045/dexter-jettsterHere is my entry, wanted to go for something simple this time around. I loved the idea of the Steven Segal type lol but kept it toned down. Have changed Data Spike to be more useful. He can run 12 then use it; potentially saving their life. Works well on placement of characters.
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Lord_Ball wrote:corranhorn wrote:Nothing against you Lord Ball and I didn't mean to imply that yours was based on mine. I just wanted to make sure people knew, since my custom is pretty simple and Informant is my only new SA. yeah, I do find it pretty neat that they are similar in many ways, though since they do operate differently it changes how the character would play quite a bit. Great minds think alike!
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/2/2012 Posts: 746
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AndyHatton wrote:SignerJ wrote:Jedi Sympathizer (Republic characters with a Force within 6 squares gain Stealth and Cunning Attack)
This worries me. Pieces like Mace Windu, Legacy of the Light Side don't need to be harder to take down or do more damage. Yes Dex can't be swapped or Towed, but with proper placement he is going to make some Jedi too difficult to deal with. Not to mention it opens him up to get Evade from the Black Sun Vigo taking away Mace's biggest weakness, and letting him save his Force Points for pure offense. For 16 points? Well, I wasn't really paying much attention to in-faction synergy, but now I guess I'll have to... Ok, rather than re-working the entire ability, how about I just put a cost limit (around 40 points or so) and call it a day?
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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My Entry: Dexter Jettster, Gunrunner Cost: 17 Hit Points: 60 Defense: 15 Attack: 8 Damage: 20 Special Abilities: Unique Close-Quarters Fighting (+4 Attack against adjacent enemies) Crucial Information (Usable once per skirmish, before initiative is determined. Add +20 to the initiative roll) Explosive Supplies (Replaces turn: Choose 1 adjacent ally to gain Satchel Charge) Gunrunner (If this character begins its turn in your starting zone, for the rest of the round allies without Melee Attack get +10 damage when adjacent to this character) Illegal Weapons Shop (Replaces turn: choose 1 adjacent ally whose name contains Smuggler to gain Gunrunner for the rest of the skirmish) Speed 4 (Can move only 4 squares and attack, or 8 squares without attacking) Dexter had a colorful life and varied careers, including prospecting, smuggling, running guns, and even a stint as a professional fighter. http://www.bloomilk.com/Custom/16031/dexter-jettster--gunrunner
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CorranHornsux123 wrote:im confused lol I originally had mine as Dexter Jettster, Diner Owner but changed it to Proprietor instead so if you would like diner owner instead it's all yours.
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Rank: Moderator Groups: Member
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Joined: 8/9/2009 Posts: 1,935
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SignerJ wrote:AndyHatton wrote:SignerJ wrote:Jedi Sympathizer (Republic characters with a Force within 6 squares gain Stealth and Cunning Attack)
This worries me. Pieces like Mace Windu, Legacy of the Light Side don't need to be harder to take down or do more damage. Yes Dex can't be swapped or Towed, but with proper placement he is going to make some Jedi too difficult to deal with. Not to mention it opens him up to get Evade from the Black Sun Vigo taking away Mace's biggest weakness, and letting him save his Force Points for pure offense. For 16 points? Well, I wasn't really paying much attention to in-faction synergy, but now I guess I'll have to... Ok, rather than re-working the entire ability, how about I just put a cost limit (around 40 points or so) and call it a day? Hmm...I'm really not too sure what an appropriate cost would be...at 40 he feels like he'd never get played and at 16 he feels too strong but I don't realy know where in the middle he should land....
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He means that Stealth/Cunning only goes to Jedi at cost 40 or below.
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FlyingArrow wrote:He means that Stealth/Cunning only goes to Jedi at cost 40 or below. Jeez I'm just not focused at all today, that would probably make things a whole lot easier to balance, and then he works well with Master Yoda giving older Jedi a decent shot. I like that a lot more
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Rank: Advanced Bloo Milk Member Groups: Member
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Good choice of character, btw. Makes us be more creative then just putting together some high cost beatstick.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/13/2012 Posts: 143 Location: Southern Wisconsin
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Here's my take on this colorful, wide open character. There are just so many ways to interrupt him. http://www.bloomilk.com/Custom/16061/dexter-jettster--weapons-smugglerIt is a take of the character in the the book The Life and Legend of Obi-Wan Kenobi.
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Rank: Advanced Bloo Milk Member Groups: Member
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Ok, my updated version:
- Dexter Jettster
Fringe Large Base Cost: 17
HP: 60 Def: 15 Att: 6 Dam: 10
Unique Speed 4 Stealth Jedi Sympathizer (Republic characters with a Force and a cost lower than 40 within 6 squares gain Stealth and Cunning Attack) Close-Quarters Fighting Recon Stable Footing
- Please remember that this guy is hastily done, so I haven't really done any checking for in-faction synergy besides the feedback I've received from people on this thread.
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#Fringe# Dexter Jettster, Weapons Dealer cost 26 Hit Points: 70 Defense: 15 Attack: 6 Damage: 10 Unique Quadruple Attack (On his turn, this character can make 3 extra attacks instead of moving) Power Coupling (At the end of his turn, this character can choose 1 adjacent Small or Medium ally who does not have Melee Attack. That ally gains Extra Attack until the end of this character's next turn, or until this character is no longer adjacent.) Information Broker (Once per round, before initiative is determined, you may choose 1 other character in your squad. Remove that character from play; that character is defeated. An opponent's initiative check result automatically becomes 1.) Bounty Hunter Supplies (Replaces turn: choose 1 adjacent ally without the Melee Attack special ability to gain Snare Rifle) Ion Gun Supplies (Replaces turn: choose 1 adjacent ally without the Melee Attack special ability to gain Ion Gun +20 and Scramble) Explosive Ammunition Supplies (Replaces turn: choose 1 adjacent ally without the Melee Attack special ability to gain Splash 10) Exotic Weapon Supplier (Usable once per Skirmish: Replaces turn; Choose 1 adjacent ally to gain Saber Dart) This version should work as a great assistant to the new Karrde he can use the movement breaker to setup his Quad attack at +10 attack and 20 damage. He can be quite useful helping several factions with his supplies. Explosive Ammunition Supplies helps take our swarms, Ion Gun Supplies will help take out droid have squads and Bounty Hunter Supplies will help shot down that beatstick. Power Coupling will help boost a friend but leaves him open to getting shot (with only 70 HP he can get shot to pieces pretty fast) Information Broker works as an improved Tactics Broker (since you don't HAVE to lose a piece every turn) What do you guys think? Undercosted? I would hope his lower stats will keep his cost low.
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Dexter Jettster, Information Broker 19 Hit Points: 100 Defense: 13 Attack: 4 Damage: 10 Rarity: Base: Large Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Flurry Attack (Whenever this character scores a critical hit, he can make 1 immediate extra attack) Quadruple Attack (On his turn, this character can make 3 extra attacks instead of moving) Information Broker (At the start of the skirmish choose an enemy commander effect, allies adjacent to this character ignore any abilities and bonuses given by that commander effect) Weapons Dealer (Non unique Fringe allies with in 6 squares who cost less than this character gain twin attack) "I should think that you Jedi would have more respect for the difference between knowledge and wisdom." ―Dexter Jettster
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Dexter Jettster, Trusted Informant 27 Hit Points: 90 Defense: 17 Attack: 3 Damage: 10 Rarity: Rare Base: Medium Gender: Male Creator: harryg Created: 8/29/2013 Special Abilities Unique Melee Attack (Can attack only adjacent enemies) Quadruple Attack (On his turn, this character can make 3 extra attacks instead of moving) Old Friend (Is not affected by Betrayal or Dominate.) Blaster Upgrade (Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack) Camaraderie (A character who counts as Obi-Wan Kenobi gains Old Friend.) Obi-Wan's Informant (While this character is in a squad with a character named General Kenobi, he gains Master Tactics Broker(Once per turn at the start of the phase, you deal 30 damage to an allied character. This damage cannot be prevented or redirected. Your opponents initiative check then becomes a 1) and Relay Orders.) Here's mine.
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