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Sarlaac Pit. Options
MaliciousCrumb
Posted: Thursday, August 2, 2012 3:05:04 PM
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What do you think of this sarlaac pit? I would like to game-test it, but I also want some input so I can improve it. The main idea of it is just to pull people into its mouth to eat. If you think that it's unclear, I'm all ears. If you think that it costs too much, I'm all ears. In case you haven't noticed, it's all mouth. Here it is, I hope you like it, or at least after I've made some changes.
http://www.bloomilk.com/Custom/11398/sarlaac-pit
surf_rider56
Posted: Thursday, August 2, 2012 4:49:07 PM
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My ...

I'm assuming it's more for a scenario? 300 pts is too much for actual gameplay.

Let's look at it ...

Melee Attack - Obvious.

Melee Reach 4 - May be a bit much; 3 perhaps? 2 wouldn't be totally out of line either ....

Emplacement - Again, obvious.

Trapping pull - Maybe call it Sarlaac Grasp? Failed save means you're pulled 1 closer?? Trapping Pull doesn't sound Sarlaac specific ....

Slow Reactions - Ok ... but you want to limit its abilities too ... its not That intelligent .....

Limited Amount - Make it a Unique; save wordage on a card.

Tentacles - Kinda redundant along with Trapping Pull/Sarlaac Grasp ability

Hit Points: 300 - If you want it to be "Usable" in a game, maybe 100-150?

Defense: 8 - Nothing "Savage" is less than 13, but hey, it's ok at 8 too.

Attack: 7 & Damage: 10 - This is where I'm not sure about the mini; in the movie, when in the "Grasp of the Sarlaac" it didn't actually hurt until you went in; Maybe a Sarlaac Maw ability; you go in, you're defeated. Otherwise does it need an Attack or Damage number??

With the changes I suggest - Cost: 25, +/- 2


MaliciousCrumb
Posted: Thursday, August 2, 2012 8:22:51 PM
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Ok, thanks for the ideas! I didn't want to make him unique, because there are more than one, but I didn't want to have someone with a barrier of them, but I can see your point. I had to add tentacles and trapping pull, or nobody would go in, but I agree with the wording change. I was thinking hard about it and I just got that.
surf_rider56
Posted: Thursday, August 2, 2012 8:28:56 PM
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Location: Orange County, CA
MaliciousCrumb wrote:
Ok, thanks for the ideas! I didn't want to make him unique, because there are more than one, but I didn't want to have someone with a barrier of them, but I can see your point. I had to add tentacles and trapping pull, or nobody would go in, but I agree with the wording change. I was thinking hard about it and I just got that.


I look forward to see what/how it looks when you rearrange things. Customizing anything is hard enough on your own, never mind doing it even with help/suggestions. How my ideas & stuff helped out .....
Darthbane53
Posted: Thursday, August 2, 2012 8:41:21 PM
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Hmm, this sounds fun. Now I want to make my own Sarlac Mini. How big should it be? 3x3? Im excited Smile
MaliciousCrumb
Posted: Thursday, August 2, 2012 9:23:19 PM
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I've changed it around a lot, renaming it "Pit of Carkoon" for unique.
Here it is, just so you don't waste your time using the link I made...:
(Fringe)
Pit of Carkoon 35
Hit Points: 170
Defense: 8
Attack: 7
Damage: 0
Rarity:Very Rare
Base: Huge
Gender: It
Special Abilities

* Unique
* Melee Attack (Can attack only adjacent enemies)
* Melee Reach 6 (When attacking, this character treats enemies up to 6 squares away as adjacent.)
* Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
* Tight Grip (An enemy hit by this character's attack moves 1 square closer to it, save 16)
* Slow Reactions (This character cannot make attacks of opportunity.)
* Grasp of the Sarlaac (This character counts as a pit for cover and for movement. Whenever a character moves into or starts its turn in a square within 6 squares of this character, it must make a save of 16 (a character with flight instead makes a save of 11) on a success, it continues its turn normally without triggering this ability for the rest of its turn. On a failure, it immediately moves 1 square closer to this character and stops its movement. If a character is pulled onto the space where this character occupies, it is immediately defeated.)

EDIT: Changed it around a bit on its page.

MaliciousCrumb
Posted: Thursday, August 2, 2012 9:24:38 PM
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Darthbane53 wrote:
Hmm, this sounds fun. Now I want to make my own Sarlac Mini. How big should it be? 3x3? Im excited Smile

I think that it is 3x3, to make it swmini-like. If I were going for realism, it should be 4x4, but that would be a bit too large.
kobayashimaru
Posted: Friday, August 3, 2012 2:10:22 AM
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WOO!
These stats reflect that custom Sarlacc monster from way back on the WotC boards (I think Adliv666 made one if im not mistaken). I think Lord Ball also came up with some Sarlacc stat concepts back in the day too...
nothing like a stumble down memory lane haha

Id like to see a figure to go with this custom, and I think a lot of surfs feedback would be all i would add in terms of criticism of the stats.
Nice work and a solid encapsulation of a great under-represented creature!
SquelchDog
Posted: Friday, August 3, 2012 2:45:23 PM
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I think I may have the old Sarlacc stat's saved from way back on these boards and the old WotC boards. I'd have to look around though. WotC also relased a 2D tile for it as well. Pretty sure that should still be around as too.

Nice job on that MaliciousCrumb. Very cool. Cool
SquelchDog
Posted: Friday, August 3, 2012 3:04:42 PM
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Here is the WotC stuff I found after searching through my files. Smile Got a lot of stuff saved but I'm having trouble finding the custom Sarlacc's that people made. I know I had them at some point. Hope I didn't delete them or re-name them. Sad

The WotC tile was a 5x3 tile.

Anyway here is this if anyone is interested. ThumpUp

This is by Eric Cagle and was in a WotC Mission.


Special Scenario Rules
The follow special rules are in effect for this mission:

Landspeeder: This scenario utilizes the landspeeder tile found in Ultimate Missions: Rebel Storm. The landspeeder is considered low terrain, but is otherwise just an object unless the Aqualish Spy can get inside and escape (see above).

Held By the Sarlacc: The Sarlacc occupies the Great Pit of Carkoon, indicated by the orange pit lines. In addition, the Sarlacc's tentacles reach all squares adjacent to its pit. Consider both the pit and adjacent squares as threatened squares: a character that moves through, or activates within, any of these threatened squares risks being grabbed by the Sarlacc's tentacles.

A character that's grabbed must make a Save 12 or be held. A held character cannot move, but can still attack legal targets. On its turn, a held character can attempt another Save 12 to free himself (but only after saving against being dragged closer; see Dragged Into the Sarlacc, below). This attempt replaces the character's attacks; if successful, the character can then move as part of his turn.

Dragged Into the Sarlacc: A character that activates while being held must make a second save (Save 12) against being dragged. Failure means the character is dragged one square closer to the maw of the Sarlacc (the center square).

Whether or not the character is dragged closer, he can still attempt another Save 12 against being held. However, a character that frees himself while in the Sarlacc's pit faces some difficulty in extracting himself (see Escaping the Sarlacc, below).

Eaten By the Sarlacc: A character dragged to the maw of the Sarlacc (the center square) risks being consumed. Anytime a character activates while on the center square, he must make a Save 16 or be consumed (in which case he is immediately removed from the battle grid, assumed to be slowly digested over the course of the next thousand years).

The Sarlacc will not attempt to drag another character into its maw until a character already in that square has been consumed.

Escaping the Sarlacc: A character dragged into the Sarlacc's pit who makes the Save 12 to free himself from being held must still climb out. Moving out of any orange pit square (even from one orange square to another) counts as three spaces.

In addition, escaping may still require moving through squares that the Sarlacc threatens. If so, this invokes the Sarlacc's tentacles, and another Save 12 will be required to escape from being held.

Just a Little Higher: Characters can attempt to disable the tentacles holding them. Each tentacle has Defense 15 and Hit Points 20. Defeating a tentacle means that it releases the character immediately. (Note that a character cannot save against being held and attack the tentacle holding him in the same turn.)

An ally may fire at a tentacle holding a character, as long as that ally has line of sight to that character. Effects from cover still apply. However, this involves some risk. On a natural 1, 2, or 3, the ally firing at a tentacle accidentally hits the trapped character and inflicts damage to that character instead. An ally using Melee Attack to free an adjacent character never risks hitting that character.

Again, once a character has been released, he may still need to move through threatened squares to fully escape the Sarlacc (see Escaping the Sarlacc, above).

Kill the Sarlacc: Characters may attempt to defeat the Sarlacc (or at least stop its activity temporarily). The Sarlacc has Defense 22 and Hit Points 200. If defeated, the Sarlacc releases any held characters and does not consume any character in its maw, and its tentacles make no further grabs.

Furthermore, a grenade attack centered on the Sarlacc's maw temporarily stuns it. If the Sarlacc fails its save against the grenade attack, it releases any held characters and does not consume any character in its maw for that round, and its tentacles make no further grabs for that round. Of course, any character adjacent to the Sarlacc's maw also risks being injured by the grenade.

Walk the Plank: Characters may attempt to push enemies into the Sarlacc. To do so, a character makes a standard attack against an adjacent enemy. If successful, the enemy is moved one square in a direction of the attacking character's choice.


kobayashimaru
Posted: Saturday, August 4, 2012 1:36:01 AM
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@Squelchy!
I knew it was vaguely familiar, but this is the scenario i was envisaging! BigGrin
(On a side note, glad im not the only one who struggles with their filing systems hahaha)

Its a simple google away to find the pics of the various custom Sarlacc's out there...
theres a rare pewter cast one (which of course, thanks to M.Crumb's stats, I now want haha)
surf_rider56
Posted: Saturday, August 4, 2012 9:25:53 AM
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..... quite a discussion just for a lil Sarlacc .... I peeked into the tombs of Korriban (otherwise known as the old WOTC site) and I didn't see anything either ... nice finds gentlemen.
SquelchDog
Posted: Wednesday, August 8, 2012 1:41:37 PM
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Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
kobayashimaru wrote:
@Squelchy!
I knew it was vaguely familiar, but this is the scenario i was envisaging! BigGrin
(On a side note, glad im not the only one who struggles with their filing systems hahaha)

Its a simple google away to find the pics of the various custom Sarlacc's out there...
theres a rare pewter cast one (which of course, thanks to M.Crumb's stats, I now want haha)


Ya, I'm glad I kept a lot of stuff from the old WotC boards and from here. And yes my filing system is a *WIP* Work in Progress. lol LOL I was happy I found what I did. At least part of it anyway. I have the downloadable WotC Tile for the Sarlacc but I don't know if I can share it. I couldn't copy and paste the picture like I wanted to. Sad

Makes me mad I couldn't find the other custom stats I saved. Mad I wanted to share them in this thread. Not sure what I did with them. There were some really cool idea's in there. If you went back a-ways here in the Custom's thread you'd find them. It was about a year maybe a year in a half ago we had this same type of thread about the Sarlacc.

surf_rider56 wrote:
..... quite a discussion just for a lil Sarlacc .... I peeked into the tombs of Korriban (otherwise known as the old WOTC site) and I didn't see anything either ... nice finds gentlemen.


Your welcome. BigGrin
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