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V-Set "Wishlist" Custom Set Options
gwek
Posted: Saturday, September 24, 2011 4:49:20 PM
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Hey, folks. Technically, the end result of this thread may belong in the V-Set suggestions thread (and may end up there) but I'm starting in the customs forum because I'm doing my suggestions in the form of a 60-piece custom set.

I hope you'll enjoy some of my ideas and perhaps offer some feedback. A lot of these ideas are works-in-progress, so I may have unintentionally thrown in some really crazy, game-shifting ideas. Anyway... Over the next week or so, I'll post a faction or two every day. To start, though, here's the tentative setlist:


OLD REPUBLIC

G0-T0 (R)
*Gryph (R)
*Hylo Visz (V)
Kerra Holt (R)
Master Arca Jeth (V)
Old Republic Gunslinger (C)


SITH

Darth Maladi, Hologram (V)
Sith Juggernaut (U)
*Sith Operative (U)
X2-C3 Imperial Astromech (C)


REPUBLIC

Boss Nass (V)
Master Tholme (R)
Police Droid (U)
R2-D2, Droid Commander (R)


SEPARATISTS

Commando Droid with Energy Shield (U)
Count Dooku, Hologram (V)
Morgukai Warrior 20 (U)
*Rath Kellko (R)


REBELS

Chewbacca, Wookiee First Mate (R)
Nien Nunb, Sullustan Pilot (R)
Wokiee Chieftain (U)


IMPERIALS

Admiral Daala (V)
*Ysanne Isard (V)


NEW REPUBLIC

Viqi Shesh (R)


FRINGE

Bothan Spymaster (U)
Camper (R)
*Cerean Mercenary Commander (U)
*Dexter Jettster (R)
Duros Bounty Hunter (C)
Embo (V)
*Ewok Warleader (U)
Gallandro (R)
Gamorrean Hunter (C)
GenoHaradan Operative (C)
*LEP Droid (C)
Montross (R)
*Pit Droid (C)
*Savage Oppress (V)
*Shadowlands Hunter (U)
Terellian Jango Jumper (C)
*Trandoshan Slaver Captain (U)
Twi'lek Smuggler (C)
Valance (R)
Vilmarh Grahrk (V)
*Watto (V)
Wookiee Laborer (C)


MANDALORIANS

Death Watch Assassin (C)
Death Watch Engineer (U)
Duchess Satine (R)
Mandalorian Berserker (C)
Mandalorian Field Marshal (U)
Mandalorian Rally Master (U)
Mandalorian Royal Guard (C)


YUUZHAN VONG

Heretic Shaper (U)



If there are any stats that intrigue you, check out my existing customs. I have probably half the set, perhaps more, already in the works. There are actually a ton more characters that I'd love to see, but I have to start somewhere! The setlist in a few pieces short right now (I think I've got about 54 or 55 pieces right now) so I've got a little room to fiddle.

In putting this list together, I was surprised to see how many characters have never had a custom made. Although we've got almost 5000 customs in the bloomilk database, I was a little surprised to see that no one has done a Gallandro or Valance, or even a Viqi Shesh!

Anyway, feedback is welcome and encouraged! If you've got any thoughts on the setlist, I'd love to hear them.

Come back tomorrow for some Old Republic pieces, and maybe a few Sith.

CerousMutor
Posted: Saturday, September 24, 2011 8:12:02 PM
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Ahem! lol I did do a Viqi Sesh but that was back on wizards.

I like what your saying though.
Like everyone else I like trawling throught the Customs page for new and great examples of characters.
When I was looking at what the brains on Bloo can do, creatively they are great! There are some game changing, game broadening ideas going on! They may not work in competitive play, or they may do, I wouldn’t know. I play for fun :)
The point is, if Bloo people were to combine their collective powers an 'Outside the gambit' custom set could easily be put together!

Also if Shinja can get a 'card print' ability up and running it could aid an easier, less time consuming and more cost effective distrobution service for the future V-sets and anything Bloo customisers do.
jak
Posted: Sunday, September 25, 2011 2:13:04 AM
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Confused what do the* mean?
gwek
Posted: Sunday, September 25, 2011 3:50:29 AM
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The asterisks are the ones I don't have even basic stats for yet (most of the others are already in bloomilk; I'll be copying them into this thread a few at a time).
Dimetrodon
Posted: Sunday, September 25, 2011 3:51:49 AM
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Mando Royal Guard, is that like a Clone Wars guard for Satine?

and Shadowlands Hunter sounds cool, lots of possibilities on that one.

I look forward to the stats
Lord_Ball
Posted: Monday, September 26, 2011 12:13:10 AM
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gwek wrote:
The asterisks are the ones I don't have even basic stats for yet (most of the others are already in bloomilk; I'll be copying them into this thread a few at a time).


Rather than copying and pasting why not just link them.

like so:
gwek wrote:
OLD REPUBLIC

G0-T0 (R)


As for the topic at hand, I posted these in the suggestions thread and I still wouldn't mind seeing:

Admiral Trench
and
Sylvar
gwek
Posted: Monday, September 26, 2011 12:56:02 AM
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I've been saving a little room for Trench. :) I love Blockade.

As for linking, I appreciate the idea, but have historically found that I get more feedback with direct posts than with links.
Lord_Ball
Posted: Monday, September 26, 2011 1:21:57 AM
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True, I suppose feedback is easier to come by in a post than the actual customs links. I look forward to seeing the stats. Shouldn't G0-T0 have droid?
gwek
Posted: Monday, September 26, 2011 2:25:01 AM
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And see, this is why I want feedback. :)

Nice catch already.
gwek
Posted: Monday, September 26, 2011 3:06:39 AM
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OLD REPUBLIC

G0-T0 (Rare, 32)
Hit Points: 60
Defense: 17
Attack: 8
Damage: 10

Unique
Droid
Advantageous Attack 20
(+20 Damage against an enemy who has not activated this round.)
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Scramble (A Droid enemy or an enemy with Mounted Weapon hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.)

Commander Effect: Droids are subject to these effects Allies whose names contain Assassin Droid gain Bounty Hunter +2. Bounty Hunter allies gain Jedi Hunter.

Design Notes: Although I love the direction the V-Sets have taken the Old Republic (especially as a faction purist), I wanted to try something a little different with G0-T0. I wanted a piece that could offer the Old Rep a little synergy with the Frige. While not comparable to a Sep squad, but I think he makes fringe Droids a somewhat playable option for the Old Rep, and against the right squad, Old Rep bounty hunters become fearsome (but I think there's still balance in that against a lot of squads, especially Mando, Sep, and Vong builds, his commander effect doesn't mean much.

Would be be too much to have his commander effect affect ALL droids?



Kerra Holt (Rare, 28)
Hit Points: 80
Defense: 19
Attack: 8
Damage: 10

Unique
Double Attack
(On her turn, this character can make 1 extra attack instead of moving)
Lightsaber (+10 Damage against adjacent enemies)
Loner (+4 Attack if no allies are within 6 squares)
Stealth (If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Force 3
Dispassionate Killer
(Force 1: +4 Attack and +20 Damage until the end of this character's turn. At the end of that turn, make a save of 11. If the save fails, this character is immediately defeated.)
Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)

Design Notes: Kerra was designed as sort of a reaction to RENEGADES AND ROGUES. I had been looking for a hook for a Kerra custom for a while, so when I saw that the Old Rep was getting access to two of the three Dark Times "destroy yourself" abilities, I thought "Why not Dispassionate Killer?" It seems to fit with her character journey.

In terms of stats, she's not really raising any bars, but (again, inspired by R&R) she's a piece who can, I think, stand on her own without help of commander effects or others. Send her in alone for a deep strike, or use her when your commanders have been negated.



Master Arca Jeth (Very Rare, 58)
Hit Points: 110
Defense: 22
Attack: 14
Damage: 20

Unique
Melee Attack
(Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Lightsaber Combat Expert 19 (When this character rolls a 19 or better on a save to avoid damage from an attack, the attacking character takes damage equal to the amount prevented)
Sheltering Stance (When an adjacent ally is hit by an attack, this character can use a Lightsaber Force power that normally requires that this character be hit)
Shii-Cho Style (+4 Attack and +4 Defense when 3 or more enemies are within 6 squares)

Force 2; Force Renewal 2; Master of the Force 2
Force Meditation (Force 1, replaces turn: For the rest of the round, this character gains the following Force ability: Allied characters get +4 Attack and enemy characters get -4 Attack)
Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)

Commander Effect: Allies within 6 squares gain Lightsaber Combat Expert 20 and Sheltering Stance.

Design Notes: Arca has one purpose: be a defensive monster. His job is to get your people to the fight alive and intact. His own lightsaber style and Force Meditation don't hurt after that.


Old Republic Gunslinger (Common, 13)
Hit Points: 30
Defense: 17
Attack: 9
Damage: 20

Pilot; Smuggler
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Gambler's Luck (Once per turn, this character can reroll an attack, adding +4 to the result. If the attack misses, this character takes 10 damage.)
Independent Outfit (Also counts a Fringe character for the purpose of commander effects)

Design Notes: Although I don't think he's a bad piece on his own (sort of a poor man's Han Solo), this non-Unique is really designed to work with Hylo Visz.

I tried to comparison shop, but do the stats seem to high for the price?



FINAL THOUGHTS: I'll be back tomorrow with some Sith, and will add Hylo Visz and Gryph one I have them statted out (I'm reevaluating my takes on both of them in light of the V-Sets). I am always happy to see more stuff for the Old Rep, but the V-Sets so far have been doing an amazing job, so my wishlist gets shorter and shorter. Turns out that between Gryph, Hylo, and G0-T0, I guess what I'd like to see is a little more synergy (or at least options for synergy) with the Fringe.

gwek
Posted: Wednesday, September 28, 2011 2:35:56 PM
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SITH


Darth Maladi, Hologram (Very Rare, 13)
Hit Points: --
Defense: --
Attack: --
Damage: --

Unique
Affinity
(Non-Unique characters whose names contain Stormtrooper may be in your squad regardless of faction)
Hologram (Ignores all terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target. Does not provide cover. This character is defeated if she activates when no Trooper ally is within 2 squares.)

Commander Effect: At the end of this character's turn, choose 1 ally with a Force rating within 2 squares. That ally gains Ambush and Cloaked until the end of this character's next turn, or until this character is defeated.

Design Notes: Holo Maladi is something I've been working on for a while. Two objectives on this piece: give the Sith more options (via Stormtroopers) and increase the combat effectiveness of the Sith Big Bads. I was gratified to see that, in the latter case, the V-Set designers seemed to be thinking in sort of the same direction with the new Darth Maul. Nice thing here is that you can give ANY Sith dude you want more combat effectiveness. Although the Affinity actually only adds less than a dozen pieces, some of the create very interesting combinations.


Sith Juggernaut (Uncommon, 27)
Hit Points: 90
Defense: 19
Attack: 11
Damage: 20

Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
Invigorating Strike (Whenever he defeats an adjacent enemy, remove 20 damage from this character and this character gains 1 Force point)
Soresu Style (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)

Force 1
Sith Rage
(Force 1: +10 Damage on all attacks this turn)

Design Notes: The objective with this piece is pretty straightforward: forge ahead, take damage, and keep the other guys alive. For 4E players, he's a defender. In an MMO, I guess he's a tank. Like a good tank/defender, he can operate somewhat autonomously, thanks to Invigorating Strike--which has the nice secondary effect of saying "Sure, play as many Mouse Droids and Uggies as you want. I'll kill 'em, and enjoy doing it!"


X2-C3 Imperial Astromech (Common, 11)
Hit Points: 30
Defense: 16
Attack: 0
Damage: 0

Droid (Immune to critical hits; not subject to commander effects)
Door Gimmick (At the end of its turn, this character can designate 1 door that it can see as open; it remains open until the end of this character's next turn, or until it is defeated)
Targeting (Until the end of the round, target enemy has -4 Defense)

Design Notes: Another pretty straightforward piece. This little droid combines the benefits of two different Fringe Astromechs, giving the Sith two different things they can use: a little door control and a way to counter the high defenses of some other factions. Not an amazing or gamechanging piece, but, hey, if I'm going to do this like a set, there have to be 16 commons!


gwek
Posted: Friday, September 30, 2011 1:44:56 PM
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REPUBLIC


Boss Nass (Very Rare, 13)
Hit Points: 30
Defense: 14
Attack: 4
Damage: 10
Rarity: Very Rare

Unique
Gungan
Melee Attack
(Can attack only adjacent enemies)
Booming Voice (Allies' commander effects normally limited to 6 squares have unlimited range)

Commander Effect: Gungan allies gain Rookie. When a Gungan ally within 6 squares uses a special ability that requires a target to make a save, each target gets a -4 penalty on the save.

Design Notes: The Republic presents a bit of an interesting challenge, especially when compared to the Old Republic and the Sith. The Republic is (Fringe aside) the largest faction, with some of the best combos of options available. Since I favor the little guys, when I work on customs for the Big Three, I usually try to do "niche" pieces. Boss Bass helps Gungans, pure and simple. Will an all-Gungan squad ever be competitive? Probably not, but it can be fun.


Master Tholme (Rare, 42)
Hit Points: 100
Defense: 19
Attack: 10
Damage: 20

Unique
Melee Attack
(Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies)
Disruptive (Suppresses enemy commander effects within 6 squares)

Force 1
Force Renewal 1
(This character gets 1 Force point each time he activates)
Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
Master of the Force 2 (May spend Force points up to 2 times in a single turn)

A master of subterfuge, Tholme ran the Jedi Order's spy network during the Clone Wars.

Design Notes: I nabbed this version of Tholme from our Next Lost Twenty set. I think he captures the flavor of Tholme pretty well. Not overly powerful, but he's got a ton of tricks. Disruptive is something that anyone can get from the Fringe these days, but paired with Cloaked, he becomes pretty dangerous. On the Force side of things, MotFf allows him to really mess up some opponents, with Jedi Mind Trick and Force Alter.


Police Droid (Uncommon, 13)
Hit Points: 30
Defense: 13
Attack: 3
Damage: 10

Droid (Immune to critical hits; not subject to commander effects)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Affinity (May be in a New Republic or Old Republic squad)
Backlash (This character can move and then make all of his attacks against 1 enemy who has already activated this round)
Fringe Hunter (+4 Attack and +10 Damage against Fringe enemies)
Synergy (+4 Attack when an ally whose name contains Senate is within 6 squares; +4 Defense when an ally with Diplomat is within 6 squares.)

Design Notes: Funny thing--the Republic, the largest faction besides the Fringe, only has one Droid. Sure, Doombot is one of the best Droids in the game, but I feel like maybe they should have more than one! I liked the Police Droids from the Clone Wars animated series, so here we are.


R2-D2, Droid Commander (Rare, 20)
Hit Points: 30
Defense: 17
Attack: 6
Damage: 0
Base: Small

Unique
Droid
(Immune to critical hits; not subject to commander effects)
Droid Mark (When this character activates, you may choose an allied Droid character within 6 squares. Until the start of the next round, that character gains Draw Fire)
Electric Shock +10 (+10 Damage against adjacent Droid enemies)
Fire Control (Non-Unique Droid allies get +4 Attack)
Override (At the end of his turn, this character can designate 1 door that he can see as open or closed; it remains open or closed until the end of this character's next turn, or until he is defeated)

Commander Effect: Your squad may include characters whose name contains Battle Droid, regardless of faction. Droids are subject to this effect: Battle Droid allies with 6 squares gain Aggressive Negotiations.

Design Notes: Around the same time I realized the Republic only had one droid, I watched the Citadel trilogy of the Clone Wars series. Thought the idea of Artoo leading a small group of battle droids was cool enough to merit some stats, so...
Lord_Ball
Posted: Monday, October 3, 2011 1:29:30 AM
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With the R&R Klatooinian Captain I'm thinking the OR Gunslinger definitely needs a boost in cost, also depending on what Hylo will have to offer them they could get pretty darn crazy good quickly.
gwek
Posted: Wednesday, October 5, 2011 5:07:22 PM
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You're probably right about the OR Gunslinger. I'll probably wait to finesse the piece until Hylo is done, though.

Time for a few more pieces...

SEPARATISTS

Commando Droid with Energy Shield (Uncommon, 22)
Hit Points: 30
Defense: 16
Attack: 6
Damage: 20

Commando Droid (Counts as a character named Commando Droid)
Droid (Immune to critical hits; not subject to commander effects)
Energy Shield (When this character or an adjacent character is hit by an attack from an enemy that is not adjacent to either, that character takes no damage and the attacker takes damage equal to the prevented damage; the attacker can avoid this effect with a save of 11.)
Squad Firepower

Design Notes: A variation on the Commando Droid, inspired by the Citadel episodes of the animated series. I think giving Energy Shield to the Seps would be an interesting twist, since I think it would make some non-Lancer combos a bit more competitive. I'm not sure if the Commando Droid special ability is necessary. Anyone have thoughts on that? In another thread, someone suggest perhaps something vs characters with Flight, based on the cartoon.


Count Dooku, Hologram (Very Rare, 15)
Hit Points: --
Defense: --
Attack: --
Damage: --

Unique
Affinity
(Death Watch characters or a character whose name contains Argyus may be in your squad regardless of faction)
Separatist Hologram (Ignores all terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target. Does not provide cover. This character is defeated if he activates when no Droid ally is within 2 squares.)

Commander Effect: Allies gain Mettle and start with +1 Force. At the end of this character's turn, select one Unique ally within 6 squares. That character gains Avoid Defeat until the end of this character's next turn, or until this character is defeated.

Design Notes: As lot of folk have said they'd like to see pieces to help non-Droid seps, so here we are. I really liked the totally different take on Dooku the second V-Set had, and I thought a third variation, heavily inspired by his behind-the-scenes role in the animated series, might be interesting. The second part of his commander effect is supposed to sort of represent how he seems to alternately favor and withdraw favor with respect to his important lackeys. I thought Avoid Defeat helped underscore that, but is it enough?


Morgukai Warrior (Uncommon, 20)
Hit Points: 40
Defense: 16
Attack: 8
Damage: 10

Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Ambush (This character can move and then make all his attacks against 1 enemy who has not activated this round)
Cortosis Staff (Adjacent enemies cannot use Force powers whose names include Lightsaber)
Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Strong Willed (Cannot be affected by Jedi Mind Trick)

Design Notes: I may have gone a little overboard with these guys, but I wanted to give the Seps a decent non-Droid combat piece. I think the piece is sort of on par with the recent flurry of non-Unique Jedi/Sith, really. Most of what he does is pretty self-explanatory (although Stealth will probably factor in more once Rath Kellko is statted), but perhaps the Cortosis Staff bears mentioning. Rather than another variation on Cortosis Gauntlets/Armor, I thought it would be cool to do something that makes Jedi less effective.


REBELS

Chewbacca, Wookiee First Mate (Rare, 26)
Hit Points: 100
Defense: 17
Attack: 8
Damage: 20

Unique
Double Attack
(On his turn, this character can make 1 extra attack instead of moving)
Affinity (May be in a New Republic squad)
Artillerist (+4 Attack against enemies with Flight)
Han Solo's Co-pilot (An ally whose name contains Han Solo gains Pilot)
Repair 10 (Replaces attacks: touch; remove 10 damage from 1 Droid character)
Synergy +2 (+2 Attack and +2 Defense while an allied character whose name contains Han Solo is within 6 squares)

Design Notes: This is about as wishlist-y as a wishlist can get. Chewbacca for the New Rep? Check. Synergy with Han? Check. Think Han Solo should have Pilot? Check! (Although I have to admit I nabbed the Co-Pilot idea from another thread.)


Nien Nunb, Sullustan Pilot (Rare, 21)
Hit Points: 60
Defense: 16
Attack: 8
Damage: 20

Unique
Double Attack
(On his turn, this character can make 1 extra attack instead of moving)
Affinity (May be in a New Republic squad)
Bravado +10 (+4 Attack and +10 Damage against an adjacent enemies with a higher point cost)
Lando Calrissian's Co-pilot (An ally whose name contains Lando Calrissian gains Bravado +10 and Pilot)

Design Notes: Everything I just said about Chewie? Pretty much holds true here, too. Plus, add "Playable Nien Nunb? Check (hopefully!)"


Next up, some treacherous ladies, and possibly the first few Fringe pieces.
gwek
Posted: Saturday, October 8, 2011 1:11:57 PM
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Joined: 8/7/2008
Posts: 400
IMPERIAL

Admiral Daala (Very Rare, 19)
Hit Points: 50
Defense: 16
Attack: 8
Damage: 10

Unique
Imperial Military Reserves 30
(If you roll exactly 6 for initiative, you can add up to 30 points of non-Unique Imperial followers without a Force rating to your squad immediately before your first activation of the round)

Commander Effect: If your initiative roll is an odd number, non-Unique followers within 6 squares get +4 to all rolls for the round; if it is an even number, non-Unique followers within 6 squares get -4 to all rolls instead. Non-unique Imperial followers without a Force rating within 6 squares can make 1 immediate attack when they are defeated.

Few women rise to positions of power in the Empire. Natasi Daala may be the reason for that.

Design Notes: This is the Next Lost Twenty version of Daala, depicting her as a pure Imperial given to both extreme brilliance and extreme incompotence. I think it captures her flavor nicely, and, I love the flavor text! :)

She was designed before the first V-Set was spoiled and she adds an interesting wrinkle to Bastila. There are going to be times you may not want to shut Daala down!



NEW REPUBLIC

Viqi Shesh (Rare, 13)
Hit Points: 30
Defense: 15
Attack: 0
Damage: 0

Unique
Diplomat (If an attacker has line of sight to any enemies without Diplomat, this character is not a legal target and does not count as the nearest enemy, even if adjacent)
Peace Brigade (May be in a Yuuzhan Vong squad but retains original faction and does not count as a Yuuzhan Vong for special abilities or commander effects)
Yuuzhan Vong Collaborator (Yuuzhan Vong get +1 Attack for each character with Yuuzhan Vong Collaborator within 4 squares of their target)
Yuuzhan Vong Sympathizer (Yuuzhan Vong allies get +4 Defense when within 4 squares of an ally with Yuuzhan Vong Collaborator)

Commander Effect: At the end of this character's turn, each Peace Brigade ally or ally with Yuuzhan Vong Collaborator within 6 squares gains Aggressive Negotiations (This character is considered to have Diplomat until it makes an attack or is targeted by an enemy character. Characters with Ambush, Backlash, or It's a Trap can ignore this ability for the purpose of attacking this character.).

Design Notes: On the surface, Shesh is really a Vong piece. Peace Brigade allows her to be in a Vong squad, but she does not benefit from most of their commander effects. Still, she gives a great boost to Peace Brigade types by essentially allowing them to hide in plain sight (and note that their Aggressive Negotiations is RENEWABLE). She also helps Vong with a flat defense boost when tnhey are also taking advantage of VY Collaborator.

In a New Rep squad, she still fills a role, and it's a very different one. She can still boost Ossus Guardians as noted above, but beyond that, she can actually make combined fire work. Heck, pair her with the Fringe Grievous, and you've got a really intriguing combined fire option (which the Vong can't really take advantage of)



FRINGE

Bothan Spymaster (Uncommon, 24)
Hit Points: 40
Defense: 15
Attack: 6
Damage: 10

Bothan Spynet (Bothan allies gain Recon)
Master Slicer (Replaces attacks: This turn, this character can ignore doors while moving)
Spy (This character does not count as a legal target until he makes an attack or uses an ability that deals damage)

Commander Effect: Your squad may include non-Unique Bothan characters of any faction. Bothan allies gain Accurate Shot and Spy.


Camper (Rare, 14)
Hit Points: 40
Defense: 16
Attack: 5
Damage: 10

Unique
Melee Attack
(Can attack only adjacent enemies)
Heal 20 (Replaces attacks: touch; remove 20 damage from a living character)
Industrial Repair 20 (Replaces attacks: touch; remove 20 damage from 1 character with Mounted Weapon)
Repair 20 (Replaces attacks: touch; remove 20 damage from 1 Droid character)
Reprogram (Replace attacks: touch; target enemy droid joins this character's squad, save 11. Each time the reprogrammed character would activate, it must first attempt a save of 11; on a failure, that character takes 10 damage, remains unactivated, rejoins the original squad, and is no longer reprogrammed.)


Duros Bounty Hunter (Common, 10)
Hit Points: 10
Defense: 14
Attack: 5
Damage: 10

Bounty Hunter +2 (+2 Attack against Unique enemies)
Deceptive (+10 Damage against an enemy who has activated this round)
Gregarious (+4 Attack if an ally is within 6 squares)

Commander Effect: Non-Unique Duros allies gain Bounty Hunter +2.


Embo (Very Rare, 26)
Hit Points: 40
Defense: 16
Attack: 7
Damage: 30

Unique
Bounty Hunter +4
(+4 Attack against Unique enemies)
Close-Quarters Fighting (+4 Attack against adjacent enemies)
Draw a Bead (If an enemy attacks this character or an ally within 6 squares and then moves and is not hit by an attack of opportunity, this character can make an attack of opportunity against the enemy)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)


Gallandro (Rare, 24)
Hit Points: 50
Defense: 16
Attack: 10
Damage: 10

Unique
Twin Attack
(Whenever this character attacks, he makes 1 extra attack against the same target)
Ambush (This character can move and then make all his attacks against 1 enemy who has not activated this round)
Bounty Hunter +2 (+2 Attack against Unique enemies)
Cunning Attack +20 (+4 Attack and +20 Damage against an enemy who has not activated this round)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Mercenary (This character can move only if he cannot make an attack from his starting space)


GenoHaradan Operative (Common, 11)
Hit Points: 10
Defense: 14
Attack: 7
Damage: 10

Aggressive Negotiations (This character is considered to have Diplomat until it makes an attack or is targeted by an enemy character. Characters with Ambush, Backlash, or It's a Trap! can ignore this ability for the purpose of attacking this character.)
Headhunter (+4 Attack and +10 Damage against enemies with commander effects)
Poisoned Blade (+10 Damage to 1 adjacent target; this counts as a melee attack. This attack deals an extra 20 Damage to a living enemy; save 11.)


Montross (Rare, 36)
Hit Points: 90
Defense: 17
Attack: 10
Damage: 20

Unique
Affinity
(May be in a Mandalorian squad)
Assassin (+4 Attack and +10 Damage against living enemies)
Blast Cannon (+10 Damage against targets within 6 squares)
Bounty Hunter +4 (+4 Attack against Unique enemies)
Merciless 20 (+20 Damage against enemies at half Hit Points or less)

"Montross! I can pay you double! Triple! Please! Please, don't kill me! I'm worth more alive!"

"You're worth enough dead."


Terellian Jango Jumper (Common, 12)
Hit Points: 20
Defense: 16
Attack: 2
Damage: 10

Melee Attack (Can attack only adjacent enemies)
Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)
Stable Footing (Not slowed by difficult terrain or low objects.)


Twi'lek Smuggler (Common, 11)
Hit Points: 20
Defense: 14
Attack: 4
Damage: 10

Pilot
Draw a Bead (If an enemy attacks this character or an ally within 6 squares and then moves and is not hit by an attack of opportunity, this character can make an attack of opportunity against the enemy)
Quick Reactions (+6 Attack when making attacks of opportunity)
Stealth (If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)


Valance (Rare, 26)
Hit Points: 50
Defense: 17
Attack: 8
Damage: 20

Unique
Double Attack
(On his turn, this character can make 1 extra attack instead of moving)
Backlash (This character can move and then make all of his attacks against 1 enemy who has already activated this round)
Bounty Hunter +4 (+4 Attack against Unique enemies)
Cyborg (Counts as both a Droid and a non-Droid; living; subject to critical hits and commander effects)
Droid Hunter (+4 Attack and +10 Damage against Droid enemies)


Vilmarh Grahrk (Very Rare, 24)
Hit Points: 60
Defense: 16
Attack: 7
Damage: 10

Unique
Pilot
Smuggler
Twin Attack
(Whenever this character attacks, he makes 1 extra attack against the same target)
Bravado (+4 Attack and +20 Damage against an adjacent enemy with a higher point cost)
Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)


Wookiee Laborer (Common, 10)
Hit Points: 40
Defense: 13
Attack: 3
Damage: 10

Melee Attack (Can attack only adjacent enemies)
Gregarious (+4 Attack if an ally is within 6 squares)
Lift (Replaces attacks: touch; move 1 adjacent Small or Medium ally to any space adjacent to this character. This move does not provoke attacks of opportunity.)
surf_rider56
Posted: Saturday, October 8, 2011 3:30:38 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 9/19/2008
Posts: 1,740
Location: Orange County, CA
I like looking over other people's takes on character's. We independantly came up with almost the same basic stat numbers on Vilmarh with slightly different takes on abilities. Question: What does the "Smuggler" tag next to the Pilot ability signify? Some future bit of naming for an ability naming something smuggler's gain?

I created Leap (which is Force Leap without the Force) and you went with Stablefooting; you usually like to mention your design notes and I wanted to see your rationale it.

Like the take on Viqi and how you got around the traitor aspect. I've got a Hylo piece and I want to see your take on her. Did you make her Fringe or OR?

Nice, well thought out pieces.
gwek
Posted: Sunday, October 9, 2011 7:34:04 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/7/2008
Posts: 400
Thanks for the feedback, Surf. If I have a little spare time, I'll try to get back over to your thread.

On Villie: Did you intentionally gives yours both Opportunist and Cunning Attack, or was that an oversight? If the latter, why not just up his damage to 20 and his Attack to 12? The only reason I can see to do it as you've done is to allow him to benefit from the CzerkSci, which seems kind of like cheating.

I see you gave him Karmic Luck. An interesting twist, although I feel like Villie's luck was always pretty consistent--it was the luck of his companions that rose and fell!

Yes, Smuggler is there for commander effects. Hylo is going to have a "Smugglers gain/Pilots gain" commander effect (some the smuggler/pilot characters get both). I need to look at the possible options, though, to see who gets what.

On the Jango Jumper: Yeah, I usually like to do Design Notes and I may go back to do it for the Fringe pieces, but I was posting while my wife and I were watching a movie, so the mindless formatting wasn't distracting, but adding notes would have been. :) The rationale for Stable Footing vs Leap was pretty much that Stable Footing existed and Leap didn't! In terms of "flavor," from what I recall, the Jumper in the cartoon is very good at moving over stuff, but she tends to jump AWAY from people. She's constantly fleeing/escaping, rather than rushing past, so I would argue that moving past terrain is more appropriate to the way we see her behave. Also, in terms of game mechanics, this allows her to move quickly across the board, but she still runs into trouble when confronted.

Thanks for the thoughts on Viqi. I always like characters who play very differently in different factions, and when I hit on the idea of Aggressive Negotiations, I realized she could be just as much fun in the New Rep, with the right squad.

Your Hylo is decent, but looks perhaps a bit too similar to Dash for my tastes. She seems to trade Double Attack for the abilty to access Old Rep CE's, but I'm not sure that's enough. She's a piece I don't have statted yet, but my intention was to do her as Old Rep with Independent Outfit (as you've done), but with a commander effect. I actually DO have a version of her somewhere, but that was before the V-Sets (or at least before the last one), so I think she needs a major revamp.

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