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Sharing custom Special Abilities and Force Powers Options
Deathwielded
Posted: Monday, September 9, 2013 7:46:43 AM
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Joined: 3/19/2013
Posts: 1,249
Hey guys I just wanted to start a thread listing custom Abilities that we can share.
I know we have some great SA's and FP's that we would like to see used, but maybe we don't want to publish them since then we can never correct them or alter the Glossary (or in my case never use Glossary and may someday want to) this is the place to list the ones you would like other creators to have access too. Of course you don't have to let just anyone use your custom SA's/FP's, but for those of us who wouldn't mind allowing others to use some of our great ideas we can list them here. ThumpUp
Please be sure however to give credit were credit is due. (in the comments for example)
I know in the past I have borrowed some and would like to have access to several others.ThumbsUp (like Master Mind TrickDrool and Master Mobile AttackDrool)
FlyingArrow
Posted: Monday, September 9, 2013 8:08:21 AM
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Joined: 5/26/2009
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I published the Crucial Information SA that I created for Dexter Jettster. I really like how it turned out. It's a one-time use initiative control that beats MTB but loses to Master Tactician. (And of course MTB beats Master Tactician, so it's kind of a rock-paper-scissors for initiative control.) It would be cool to see it used elsewhere:

Crucial Information (Usable once per skirmish, before initiative is determined: add +20 to the initiative roll )



I also just published Greater Rolling Cleave, originally used on a Vader to represent his slaughter of the Younglings.

Greater Rolling Cleave (On this character's turn, each time this character defeats an adjacent enemy by making an attack, it can immediately move up to 2 squares and then make 1 attack against another adjacent enemy without provoking an attack of opportunity )
Robobob
Posted: Monday, September 9, 2013 8:16:59 AM
Rank: Basilisk War Droid
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Joined: 12/10/2010
Posts: 51
This is a great idea, I love sharing my custom abilities. But, I always come up with a change I'd like to make, or a rewording, right AFTER I publish one. Aarrrgghh.
CorranHornsux123
Posted: Monday, September 9, 2013 8:24:06 AM
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Joined: 6/4/2013
Posts: 1,093
Wound In the Force

Card Text

Enemy characters with a force rating within line of sight get -4 attack and -10 damage.

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Destroy Droid

Card Text

Replaces Attacks; Force 3; Range 6; Target an enemy droid character, that character takes 40 damage and is considered activated, save 6.
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Force Wave

Card Text

Force 5: replaces turn: All characters within 2 squares take 50 damage. Huge and smaller characters are considered activated this round save 16.
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Teras Kashi Style Mastery

Card Text

This character is immune to force powers and special abilities that activate this character (damage still applies) this character does not provoke attacks of opportunity un less he makes a save of 6. While this character has half or more hit-points he has Speed 8.
Deathwielded
Posted: Monday, September 9, 2013 9:15:44 AM
Rank: Advanced Bloo Milk Member
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Joined: 3/19/2013
Posts: 1,249
FlyingArrow wrote:
I published the Crucial Information SA that I created for Dexter Jettster. I really like how it turned out. It's a one-time use initiative control that beats MTB but loses to Master Tactician. (And of course MTB beats Master Tactician, so it's kind of a rock-paper-scissors for initiative control.) It would be cool to see it used elsewhere:

Crucial Information (Usable once per skirmish, before initiative is determined: add +20 to the initiative roll )



I also just published Greater Rolling Cleave, originally used on a Vader to represent his slaughter of the Younglings.

Greater Rolling Cleave (On this character's turn, each time this character defeats an adjacent enemy by making an attack, it can immediately move up to 2 squares and then make 1 attack against another adjacent enemy without provoking an attack of opportunity )


I really like Crucial Information and lover the rock-paper-scissors idea! I could see several characters with this SA (Maybe a Bothen for the rebels to represent the death star plans or better yet a R2-D2)
Deathwielded
Posted: Monday, September 9, 2013 9:17:12 AM
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Joined: 3/19/2013
Posts: 1,249
I think Destroy Droid could cost 2 fp's and deal 30 damage and be a great FP
FlyingArrow
Posted: Monday, September 9, 2013 10:36:20 AM
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Posts: 8,428
Deathwielded wrote:
I think Destroy Droid could cost 2 fp's and deal 30 damage and be a great FP


WotC thought it should cost 1 force:

http://www.bloomilk.com/ForcePower?Id=53
Deathwielded
Posted: Monday, September 9, 2013 10:39:49 AM
Rank: Advanced Bloo Milk Member
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Joined: 3/19/2013
Posts: 1,249
FlyingArrow wrote:
Deathwielded wrote:
I think Destroy Droid could cost 2 fp's and deal 30 damage and be a great FP


WotC thought it should cost 1 force:

http://www.bloomilk.com/ForcePower?Id=53

hmm interesting I forgot about that old FP. Though don't forget this version also has a chance to stun Wink
CorranHornsux123
Posted: Monday, September 9, 2013 10:41:19 AM
Rank: Advanced Bloo Milk Member
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Joined: 6/4/2013
Posts: 1,093
Deathwielded wrote:
FlyingArrow wrote:
Deathwielded wrote:
I think Destroy Droid could cost 2 fp's and deal 30 damage and be a great FP


WotC thought it should cost 1 force:

http://www.bloomilk.com/ForcePower?Id=53

hmm interesting I forgot about that old FP. Though don't forget this version also has a chance to stun Wink


yepp this version is the KOTOR version ;D
Deathwielded
Posted: Monday, September 9, 2013 4:55:11 PM
Rank: Advanced Bloo Milk Member
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Joined: 3/19/2013
Posts: 1,249
Here are some I don't mind sharing:

Battle Precognition (This character gains +2 on all rolls for Special Abilities (this bonus stacks))

Moving Meditation (Replaces Turn: touch; Remove 30 damage from a character with Droid or Mounted Weapon; Characters effected by this ability gain +1 attack and +1 Defense (this bonus stacks) Whenever this character uses this ability it gains 1 force point)

MY version of Shien:
Shien Style (When hit by a non-melee attack, this character takes no damage with a save of 11 and a chosen enemy, within line of sight, takes 10 damage; save 11)

Rank (This character counts as a follower for commander effects that come from characters with a higher point cost)
This may be outdated since Willing to serve may be better.

Bounty (Worth double victory points when defeated. If this character has at least 10 Hit Points at the end of the skirmish, you gain Victory Points equal to this character's cost.)
A way to decrease the cost of a character by making it a target.

Here are some alternatives to using Renewal I devised
Dark Crucitorn (Whenever this character takes damage he gains 1 force point)

Fuel of the Dark Side (This character gains 1 Force point each time he defeats an enemy character)

Meditate (Replace turn: gain 2 force points and remove 10 damage, may not be used to exceed starting force point count.)

Expert Sniper (On this character's turn, if she doesn't move, then she can attack an enemy with cover even if it's not the nearest enemy and ignores enemy abilities and commander effects that prevent targeting and attacking.)

Engaged (whenever an enemy character attempts to moves out of an adjacent space, they must make a save of 11, if failed they may not move away and you may make an attack of opportunity)

Dun Moch Style (Whenever this character prevents damage from an adjacent character with a force rating that character get -2 attack against this character for the rest of the skirmish (this bonus stacks) and you may use Turn to the Dark Side against them immediately)

Juyo style (Scores a critical hit on an attack roll of natural 19 or 20. Whenever an enemy character rolls for a save to prevent or reduce damage from this characters attacks -3 from the result)

Trainer (Replaces turn: choose 1 adjacent ally with a force rating; chosen ally gains +1 force and one of this characters Force Powers for the rest of the skirmish)

An updated/corrected version of Lightsaber +10
Lightsaber Attack (This character has 20 base damage against adjacent enemies. Attacks against adjacent characters counts as Melee attacks)

Force Forms
Force Channel (This character gains a +2 on all rolls for Force Abilities and each enemy gets -2 on rolls against this characters Force Powers)

Force Potency (You may increase the amount of damage dealt and removed by Force Powers by +10 for every force point spent in addition to the regular cost of force powers. Force points spent in this way don't count towards the total of times you may use force points in a single turn)

I have plenty more, but many are either unique to a certain character or are still being polished.
Force Powers another dayWink
CerousMutor
Posted: Monday, September 9, 2013 11:56:23 PM
Rank: Advanced Bloo Milk Member
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Joined: 8/27/2008
Posts: 990
I'll update this list as and when, here is one to start with.

Dark Side Hunter
+4 Attack and +10 Damage against Imperial, Separatist and Sith enemies with Force ratings.

My thoughts are that this gets abbreviated down to just '+4 Attack and +10 Damage against enemies with a force rating', and that Imp, Sep and Sith would just be a given on who it's aimed at and only written in the glossary.
May be convaluted but gives more scope than, Jedi Hunter and Sith Hunter.

Essence Transfer Force 3, usable when this character would be defeated; touch, save 11, on a success 1 adjacent living character is defeated and this character gains that characters remaining Hit Points; this character may not spend Force Points until the end of its next turn)

This is my take on Darth Banes Transfer Essence. I like the original on Exar because it fits his flavour, but after I read the Bane books it seemed to me that Exars was a totally different ability to Banes.

Force Persuasion Force 3, Replaces turn: Enemy characters within 6 squares automatically move 6 squares, moved characters are activated this round; save 11.

A none lethal ‘push’, for flavour.

Lightsaber Barrage Force 2, This character can move up to double its speed and then make all of its attacks against 1 adjacent enemy at +10 damage.

Maybe a little to cheap and similar to others but this is for the ‘gamer’ in me, force dash finished with a Lightsaber attack.

Deflect Perception Force 1, replaces turn; until then end of the skirmish, this character cannot be targeted by living characters unless it has made an attack on its turn.

Luke, used this to fake his death, its an alternate to cloak or super stealth. It’s a high cost ability though.

Glitterstim Spice Boost
Once per round, immediatly before initiative is determined this character may use this ability; this character takes 20 Damage, for the remainder of this round this character gains the following; Bounty Hunter +4, Accurate Shot and Intuition

This is an ability I created for my Bane Malar

Restraining Bolt
Touch: Replaces attacks, target adjacent droid can not use Special Abilities for the remainder of the skirmish; save 11.

Does what it says on the tin.

Ravaged by the Dark Side
At the end of this character turn remove 10 Hit Points for each Force point used by this character.

For those characters tormented by their fall to the dark side.

Enviro-suit
Not affected by Special Abilities or Force powers whose name contains Poison, Fire or Flame.



Devour
If this character rolls a natural 20 on an attack against an adjacent enemy, the target is defeated.

This was my Rancor fix, I thought of this back in the days of Wizards forums, published it here…but forgot to add adjacent enemies’ grrr


Unorthodox Style
On this character turn if it does not move it gains +4 Defence for the rest of the round. On this characters turn if it moves it gains +4 Attack for the rest of the round.



Signal Interceptor (During setup, after seeing your opponent's squad, you may choose one commander effect. This character gains this commander effect and any faction specific effects become squad specific effects.)



Broadband Antenna (If this character has line of sight on an allied commander, characters within 6 squares of this character are concidered within range of that allied commander for the purpose of commander effects)


When do I get Paid?
If this character has half hit points or less on an initiative roll of 1 he is concidered defeated

Wrist Rocket
Replaces attacks, sight; this character may make 1 attack at +15 Attack and 40 damage

Imperial Trooper
Benefits from Trooper specific Special Abilities and Commander Effects

Dodge
When hit by an attack from an enemy within 3 squares, this character takes no damage with a save of 6.


Det Pack
Replaces turn, touch; target with Emplacement or Mounted Weapon and any adjacent characters take 30 damage; save 6 take 10 damage

Guided by the Force
Melee; if this character would take damage for critical hits, make a save of 16; on a success the attacking character takes equal amount of damage

Jump Pack
Replaces turn; This character may move double its speed and use 1 special ability; Ignores difficult terrain, enemy characters, low objects, and pits when moving; Can move both before and after attacking.

Arc Caster
Charge Replaces attacks, range 6; 20 damage to target character and any adjacent character

Arc Caster
Range 6; 30 damage to 1 target

Field Supplies
Replaces turn; 1 adjacent ally with ranged attack regains 10 hit points and deals +10 damage on its next attack.

Flechette shotgun
+6 Attack and +20 damage to targets within 6 squares

F-187 Fusioncutter
Replaces turn; target adjacent enemy vehicles with mounted weapon or emplacment must make 2 saves of 11, on a fail target joins this character squad until the end of the skirmish or until this character is defeated.

Saber Dart
Replaces turn, can only be used once per skirmish; direct line of sight; Target must make 2 rolls of 6, if it fails target is defeated.

Enhanced Blasters
Allied characters that deal 10 Damage gain + 10 Damage within 6 squares of this character.

Thermal Detonator
replaces attacks; range 6; 20 damage to target and to each character adjacent to that target; save 11. Target and each character adjacent to that target are activated this round; save 11.

Sith Punt
replaces attacks; 1 adjacent Small enemy takes 10 damage and is moved in 1 direction away from this character until it reaches a solid surface.

Joiner
Up to 3 Non-Unique Living characters of any faction may be in a squad with this character, those characters gain Killik until the end of the skirmish. Each allied commander can count distance from this character as well as from itself for the purpose of commander effects. .

Glossary Text

Up to 3 Non-Unique characters may be in this characters squad regardless of faction restrictions. Those characters gain Killik and are concidered Killik and benefit from Killik Special Abilities and Commander Effects until the end of the skirmish.

Killik
Only subject to Commander Effects and Special Abilities from Killik Allies

Joiner and Killik may be game breakers, but thoughts were that Joiner ranges at the 15 to 20-and up, point cost.
SignerJ
Posted: Wednesday, September 11, 2013 3:47:16 AM
Rank: Advanced Bloo Milk Member
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Joined: 1/2/2012
Posts: 746
I guess that I'll throw in some of mine:

[u]SAs[u]:

Hatred (x) (+4 Attack and +10 Damage while the opponent's squad contains a character whose name contains x)

Dark Armor 6 (Whenever this character takes damage, he reduces the damage dealt by 10 with a save of 6. Attacks with lightsabers ignore this special ability.)

My entire chain of Ion Blast Marks I, II, and III

Self-Repair x (Replaces turn; remove x damage from this character)

Reinforced Armor (When this character takes damage, it reduces the damage dealt by 10 with a save of 11)

Vibrosword (+10 Damage against adjacent enemies; this counts as a melee attack)

Stun Dart (Replaces attacks: range 6; target is considered activated this round, save 16)

Sonic Helmet (This character ignores special abilities and Force Powers that contain the words Sound or Sonic)

Sonic Wave (Replaces turn: all living characters within 12 squares take 40 damage and are considered activated; a character can avoid the non-damaging effect with a save of 16)

Sonic Pulse (Replaces attacks: 10 damage to all living characters within 6 squares)

Crushgaunts (Replaces turn: touch; 30 damage to target. This damage cannot be prevented, reduced, or redirected.)

Blast Radius x (This character's Self-Destruct special ability treats enemies up to 2 squares away as adjacent)

Strategist (You may set up [faction] allies (including this character) anywhere on your half of the map)

Disruptor (Ignores Shields abilities of enemies)

Droid Dominate (At the end of this character's turn, choose 1 target non-Unique Droid within line of sight. That character takes an immediate turn, which does not count as one of your 2 activations this phase; at the end of that turn, it takes 10 damage. Enemy characters can avoid this special ability with a save of 6.)

Dun Moc Style (Enemies within 6 squares get -4 to all saves)

Inspiring Leader (Followers within 6 squares get +2 Attack and +2 Defense)

Aura of Death (Characters within six squares take 10 damage when they activate; save 11)

Mastery of Pain (+4 Attack and +4 Defense when this character has at least 10 points of damage)

Ion Weapon (+10 damage against nonliving characters)

Binary Translation (Allied droid characters benefit from allied commander effects)
Lord_Ball
Posted: Wednesday, September 11, 2013 4:28:34 AM
Rank: Advanced Bloo Milk Member
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Joined: 4/19/2010
Posts: 1,029
Here's a few of mine - most of which have been published (along with a character I used it on as an example):

Death Mark This character counts as Unique for the purpose of Bounty Hunter Sample Character

Callous This character may target allies. Sample Character

Skytop Station During setup, after seeing your opponent's squad, you may choose one commander effect. This character gains that commander effect and any faction specific effects become Separatist specific effects. Sample Character

Bully +4 attack and +10 Damage against an adjacent enemy with a lower point cost (This ability is NOT one I came up with but have used - it's inception belongs to Markedman247) Sample Character

Profiteer Whenever this Character scores gambit points you score 1 additional point. Whenever an ally would be defeated that characters cost is reduced by 1. Sample Character

Intolerant Whenever an ally comes under control of an opposing player remove that ally from play. That ally is defeated. Sample Character

Dun Möch Enemy characters within 2 squares must spend one extra Force point each time they spend Force points Sample Character

Magnetic Signature Tracking Allied droids within 6 may ignore Stealth, Cloaked, and Invisibility when targetting an enemy that has already activated this round Sample Character

Dodge +2 If this character has not activated this round it gets +2 defense Sample Character

Blockade While this character is in play enemy characters may not use the Reserves ability Sample Character

Brotherhood of Darkness All Characters in your squad with a Force Rating are considered Sith for the rest of the skirmish Sample Character
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