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Thoughts: V-Set cards that provide an ability and have a cost but no character Options
General_Grievous
Posted: Wednesday, March 23, 2011 11:25:02 AM
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SquelchDog wrote:
Yes the Holocron idea sounds good to me. Darth Chaos made two of those for his gamers down at his store in Florida. One Sith and one Jedi. ThumpUp If you visit his store and play some mini's they give out custom made stuff for free. ThumbsUp I like that better than a non-mini based type deal. Just my two cents.

Nice custom SA's General_Grievous. Lots of decent stuff in there dude. ThumpUp


Thanks SquelchDog, I was trying to do the same as many here and come up with fresh game chanimg facets while maintaining the simplicity by following ideas already present on miniatures.
billiv15
Posted: Thursday, March 24, 2011 12:15:08 AM
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Ok guys, as I've thought about this more and more, I'm interesting in trying to work on a holocron idea. It would have emplacement most likely, and we would start with only the Sith faction. Post your holocron ideas to this thread, so I can consider these for V-set 3 :).

I'm not saying I'll for sure end up doing it, but I'd like to think it through and see how it would work for the game. The keys for me, is that they would have to be something different enough from a Force Spirit to merit actually making one. So be creative with your ideas, and don't worry about getting the wording correct or any such silliness for this particular thread. I'm simply looking at ideas that I can think over in relation to the rest of the game, and the ideas already in the works for V-set3.
The Celestial Warrior
Posted: Thursday, March 24, 2011 1:04:13 AM
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I'm still sticking by my statement that they end up being nothing more than varying Force Spirits.

However, I think that's okay in some instances...

1. Canonically, some people who have Holocrons never show up as Force Spirits

2. Holocrons would lose all the "benefits"/"restrictions" of Force Spirits by not having the Force Spirit SA.


Not sure on the emplacement, myself, as most holocrons were held, but without it you start getting the MW pilot feel to it all. As is with Emplacement, you already get that feel as you are essentially going to be Rodian Trader-ing abilities onto a single character, then spinning it for the rest of the game...

Which leads to a Han Solo in Carbonite-esque type of mechanic...and how often do you see that played...


Also, I see a lot of people cutting off their mice droids to get the empty small base to represent these ThumbsUp


The Celestial Warrior
Posted: Thursday, March 24, 2011 1:04:49 AM
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Holocron
An opponent sets up this character on your half of the map. This character cannot be activated, cannot move and is not a legal target. Its space cannot be entered and it does not provide cover. If an ally with a Force Rating ends its turn adjacent to this character, you may immediately remove it from play and the allied character gains the Special Abilities, Force Points and Force Powers of this character. Only one character with Holocron may be in a squad.

There that should be a generic enough SA to fit any character you want with plenty of room for flavor.

An example:

Freedon Nadd's Holocron 25pts

HP: 0
Def: 0
Atk: 0
Dam: 0

Unique (counts as Freedon Nadd)
Holocron
Orbalisk Armor: Whenever this character takes damage, reduce the damage dealt by 20. Against allies with Jolt or Force Lightning add 20 to the damage instead.

Force 5
Sith Sorcery 2 (Force 2, usable only on this characters turn: Enemy characters within 6 squares are considered activated, save 16.

So characters would gain: Orbalisk Armor, 5 FP's, Sith Sorcery 2 and (oddly enough) Unique (counts as Freedon Nadd) which works be it odd.

I suppose some Holocron's could have CE's (note I left that off Holocron's description) and make for an interesting choice...Characters within 6 gain Force Renewal or...give abilities to a single character.
Lord_Ball
Posted: Thursday, March 24, 2011 1:29:44 AM
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billiv15 wrote:
Ok guys, as I've thought about this more and more, I'm interesting in trying to work on a holocron idea. It would have emplacement most likely, and we would start with only the Sith faction. Post your holocron ideas to this thread, so I can consider these for V-set 3 :).

I'm not saying I'll for sure end up doing it, but I'd like to think it through and see how it would work for the game. The keys for me, is that they would have to be something different enough from a Force Spirit to merit actually making one. So be creative with your ideas, and don't worry about getting the wording correct or any such silliness for this particular thread. I'm simply looking at ideas that I can think over in relation to the rest of the game, and the ideas already in the works for V-set3.


Here's my take
Basic abilities shared by all holocrons:
Speed 0
Object (This character may move simultaneously with an ally that started it's activation adjacent to this character. This character may move up to double the allies speed but must remain adjacent to the ally at all times)

Individual Ability examples:
Sith Lightning Holocron 10 (Allies adjacent to this character gain Sith Lightning 10)
Force Renewal Holocron (Allies with a Force Rating that activate adjacent to this character gain 1 Force Point)
CerousMutor
Posted: Thursday, March 24, 2011 3:09:39 AM
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XXXX Holocron
Faction - may have to be a new faction? Lightside/Darkside...only characters with Darth/Jedi may use certain Holocrons
May be too complicated. Probably too dangerous to put them as Fringe but would be more accurate. gona be tough on that one.

HP -
At -
Def -
Dam –

Holocron (This character is not considered a living/playable character and cannot benefit from allied special abilities or commander effects; it cannot be activated, cannot move and is not a legal target. Its space cannot be entered and it does not provide cover. Only one character with Holocron may be in a squad.)

or

Holocron (this card can only be assigned to one character per squad. That character automatically gains 30 to its printed cost. If the assigned character is defeated, this card is immediately given to your opponent’s squad. Assigned character gains the following abilities)

or

Holocron (This card can only be assigned to one character per squad. Assigned characters cannot benefit from allied special abilities or commander effects. If the assigned character is defeated, this card is immediately given to your opponent’s squad. Assigned character gains the following abilities)
-this one could be interesting. Gives one character a power up but at a cost!


or some hybrid
brennan
Posted: Thursday, March 24, 2011 3:17:48 AM
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Emplacement Holocron Idea:

Darth Bane's Holocron(example):

I dont know for Cost

All Stats=X

SA's:

Emplacement,
Darth Banes Holocron: There may only be one character whose name contains holocron in your squad. This character is defeated if an adjacent character spends a force point and makes a save of 11. During setup designate one ally with a force rating, that ally gains the following abilities:

Dark Master:

Force Mastery +1: this character may spend one extra FP per round

and +1 FP at the beginning of every round

CE:

All characters within 6 sqs gain Sith Rage



NON-emplacement Holocron;

Darth Revans Holocron:

Cost:?

Stats: X

SA's:

Darth Revan's Holocron: At the beginning of the skirmish select one ally with a force rating; Darth Revans Holocron is defeated if the chosen ally is defeated, unless the attacker decides to make a save 11. On a success they gain the following abilities, on a failure they join your squad for the remainder of the skirmish. This card is to be laid over the card of the character in possesion of this character. Characters within 6 sqs of the character in posession of Darth Revans Holocron gain Sith Rage.

Jedi Hunter:

Force Push 3

Viscious Attack.

General_Grievous
Posted: Thursday, March 24, 2011 4:52:25 AM
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Well we need to look at holocron' as they were in the sw mythos. They seem to be stored in a quiet location where the user comes and meditates on it's teachings and learns something new. Not so much a weapon that is carried about. So how about?

Hp 10
Def 22
Atk 0
DMG 0
SA
Unique
Emplacement
Tiny (can only be targeted while within 6 squares)
Light/dark tutor
Holocron (once per round, an adjacent allied character with a force rating can replace its turn and spend a force point to gain (one of pretty much anything depending on who or what faction the holocron belonged to: lightsaber defense, a lightsaber style, dark armor, sith rage, force renewal 3, surprise move, lightsaber duelist, force speed[force 1, this character can move an additional 8 squares on it's turn and gains flight for that turn], jedi/sith hunter, force spirit 4, etc...) for the rest of the skirmish)

Or alternatively:

Holocron (once per round, an adjacent allied character with a force rating can replace its turn and spend a force point, for the rest of the skirmish that ally has Mastery (all force powers that require a save need only a 6 or higher to be successful)
Lord_Ball
Posted: Thursday, March 24, 2011 9:55:30 PM
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Joined: 4/19/2010
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For a Sith Holocron it might be interesting to have something like:
Dun Möch* (If this character is adjacent to an enemy, but not adjacent to any allies then the adjacent enemy is corrupted and this character immediately joins that enemies squad. [Corruption rules]. If this damage defeats the corrupted character make a save of 11 on a failure that character joins the opposing squad and sets up in the opponents starting area with [10, half, or full] hit points)

obviously it needs to be a bit more fleshed out, but the general idea is there.

*or other such "tempting" name
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