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Inside the minds of the designers - Quinlin Vos, Double Agent Options
leshippy
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Post subject: *DONE* Quinlin Vos, Double Agent*PostPosted: Wed Sep 12, 2012 9:32 am
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Quinlin Vos, Double Agent RM Quilin A&E
40
HP 110
DEF 21
ATK +11
DAM20
Melee, Double
Ataru Style Mastery +4 and twin if exactly one enemy is withing 6
Assassin
Internal Strife
It’s a Trap

Force 2 Renew 1
Force Choke 1
Force Lightening 1

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Post subject: Re: Quinlin Vos, Double AgentPostPosted: Wed Sep 12, 2012 9:46 am
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Awesome!

Assassin on a Jedi is pretty cool.

Should he and Aayla have some kind of ability like synergy or Report? They were master and apprentice.

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Post subject: Re: Quinlin Vos, Double AgentPostPosted: Sat Sep 15, 2012 7:53 am
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I thought about it, but at this stage they really didn't work together too much. Or at least to my knowledge.

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Post subject: Re: Quinlin Vos, Double AgentPostPosted: Thu Jan 10, 2013 12:57 pm
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This piece might need to be dropped to about 38 points. Just comparing in to Cin Drallig. Or Maybe Cin Darllig needs to go up. I just looked at mini manager and compaired him to Anakin Chosen one. 38 still might be a bit high.

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Weeks Offline
Post subject: Re: Quinlin Vos, Double AgentPostPosted: Thu Jan 10, 2013 3:29 pm
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What exactly did quin do to earn the name Double Agent? Was he playing both sides for something or what? We could work that into the piece somehow. If he needs more fluff for his points

Double Agent (This character does not benefit from allied commander effects. Instead, at the start of the skirmish select one enemy Commander Effect and this character may benefit from it as if he meets the requirements.)

That would make him more worth it and very unique as his effectiveness would change depending on the opponent.

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Post subject: Re: Quinlin Vos, Double AgentPostPosted: Thu Jan 10, 2013 7:59 pm
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Weeks wrote:
What exactly did quin do to earn the name Double Agent? Was he playing both sides for something or what? We could work that into the piece somehow. If he needs more fluff for his points

Double Agent (This character does not benefit from allied commander effects. Instead, at the start of the skirmish select one enemy Commander Effect and this character may benefit from it as if he meets the requirements.)

That would make him more worth it and very unique as his effectiveness would change depending on the opponent.


That sounds pretty similar to Con Artist, though I can't remember if additional stipulations were added to it in the design process.

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Post subject: Re: Quinlin Vos, Double AgentPostPosted: Thu Jan 10, 2013 8:37 pm
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Weeks wrote:
What exactly did quin do to earn the name Double Agent? Was he playing both sides for something or what? We could work that into the piece somehow. If he needs more fluff for his points

Double Agent (This character does not benefit from allied commander effects. Instead, at the start of the skirmish select one enemy Commander Effect and this character may benefit from it as if he meets the requirements.)

That would make him more worth it and very unique as his effectiveness would change depending on the opponent.


Yes he was sent to spy on the seps and douko tried to convert him to the dark side in the process.

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Post subject: Re: Quinlin Vos, Double AgentPostPosted: Wed Jan 16, 2013 5:12 pm
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Con Artist [During setup, after seeing your opponent's squad, you may choose one commander effect. This character is now subject to that commander effect regardless of restrictions. This effect lasts until the chosen commander is defeated.]

I think this would work.
I was wondering if he should have affinty with Seps? It would really fit the piece well if he did.

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Post subject: Re: Quinlin Vos, Double AgentPostPosted: Mon Jan 28, 2013 10:17 am
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Agree with both of Les's points: Con Artist is cool for him, and Sep affinity is a good idea.

In addition to being a master of Ataru, he learned Vaapad from Sora Bulq, and that was actually a fairly big part of his story, so I think he should get Vaapad-Style Fighting. He was also one of the few Jedi to be able to use Force Cloak, and it goes with the Double Agent theme well. I also thought he needed another Force Power.

Also boosted his attack to +12.

LESHIPPY wrote:
Quinlan Vos, Double Agent RM Quilin A&E
Repbulic
42 points

HP 110
DEF 21
ATK +12
DAM 20

Melee, Double Attack
Affinity [May be in a Separatist squad]
Ataru Style Mastery [+4 Attack and Twin Attack if exactly 1 enemy is within 6 squares]
Vaapad-Style Fighting [Scores a critical hit on an attack roll of natural 18, 19, or 20]
Assassin [+4 Attack and +10 Damage against living enemies]
Internal Strife [On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish]
It’s a Trap [Enemies with Stealth within 6 squares lose Stealth]
Con Artist [During setup, after seeing your opponent's squad, you may choose one commander effect. This character is now subject to that commander effect regardless of restrictions. This effect lasts until the chosen commander is defeated.]

Force 2, Renewal 1
Force Grip 1 [Force 1, replaces attacks: sight; 10 damage]
Force Lightening 1 [Force 1, replaces attacks: range 6; 20 damage]
Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]


All said and done, I increased his cost to 42 points. He doesn't really have any defenses except the ability to get Cloaked, but he's got a lot of offensive potential. Then again, without any way to attack from a distance it's really hard to get Ataru Mastery off, and with no way to attack more than once while moving he will often do just 30 damage on the move at a kind of pathetic +12. Vaapad Style helps his offensive capabilities somewhat, and Con Artist is potentially amazing but it's really swingy since it depends on what CEs your opponent is using. Internal Strife is also a huge pain in the ass

His damage output with just what's on his card can get to 120, easily more if he gets a damage boost from Con Artist. On the other hand, it only gets that high if things line up right (he didn't have to move, there's exactly 1 enemy within 6 squares, and it's living); much more often he'll probably be doing 30 damage or so. He's also pretty bad defensively. I think this is really flavorful for him and like where it is, and think we should just adjust the cost based on PT.


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Post subject: Re: Quinlin Vos, Double AgentPostPosted: Fri Feb 01, 2013 3:47 pm
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LESHIPPY wrote:
Quinlan Vos, Double Agent RM Quilin A&E
Repbulic
42 points

HP 110
DEF 21
ATK +12
DAM 20

Melee, Double Attack
Affinity [May be in a Separatist squad]
Ataru Style Mastery [+4 Attack and Twin Attack if exactly 1 enemy is within 6 squares]
Vaapad-Style Fighting [Scores a critical hit on an attack roll of natural 18, 19, or 20]
Assassin [+4 Attack and +10 Damage against living enemies]
Internal Strife [On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish]
It’s a Trap [Enemies with Stealth within 6 squares lose Stealth]
Con Artist [During setup, after seeing your opponent's squad, you may choose one commander effect. This character is now subject to that commander effect regardless of restrictions. This effect lasts until the chosen commander is defeated.]

Force 2, Renewal 1
Force Grip 1 [Force 1, replaces attacks: sight; 10 damage]
Force Lightening 1 [Force 1, replaces attacks: range 6; 20 damage]
Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]


PT


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Post subject: Re: Quinlin Vos, Double AgentPostPosted: Fri Feb 22, 2013 10:30 am
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Echo wrote:
Quinlan Vos, Double Agent RM Quilin A&E
Repbulic
39 points

HP 110
DEF 21
ATK +12
DAM 20

Melee, Double Attack
Affinity [May be in a Separatist squad]
Ataru Style Mastery [+4 Attack and Twin Attack if exactly 1 enemy is within 6 squares]
Vaapad-Style Fighting [Scores a critical hit on an attack roll of natural 18, 19, or 20]
Assassin [+4 Attack and +10 Damage against living enemies]
Internal Strife [On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish]
It’s a Trap [Enemies with Stealth within 6 squares lose Stealth]
Con Artist [During setup, after seeing your opponent's squad, you may choose one commander effect. This character is now subject to that commander effect regardless of restrictions. This effect lasts until the chosen commander is defeated.]

Force 2, Renewal 1
Force Grip 1 [Force 1, replaces attacks: sight; 10 damage]
Force Lightening 1 [Force 1, replaces attacks: range 6; 20 damage]
Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]


Dropped the cost to 39. His swinginess in general makes him hard to cost; Con Artist obviously changes every game, Ataru Mastery is awesome when it works but it's uncommon, and then he has 4 special die rolls on attacks (betrays on a 1, crits on 18, 19, 20). He can't go below upper-30s I think, but 39 should keep him playable. Probably won't be a top tier piece just because of how he's designed (if you play against a squad where you don't get enough of his good stuff then he sucks), but we want to at least keep him in a solid playable range.


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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Mon Mar 25, 2013 1:08 am
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Con Artist [During setup, after seeing your opponent's squad, you may choose one commander effect. This character is now subject to that commander effect regardless of restrictions. This effect lasts until the chosen commander is defeated.]

Question on this came up in playtesting. Regardless of restrictions, what does that mean exactly? Just factions or all restrictions? I was playing against the fringe guy that gives pilots speed 8 and evade. I wasn't sure how open we wanted him to be. Also does range factor into this at all?

Thoughts?

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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Mon Mar 25, 2013 8:15 am
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All restrictions. This isn't a new ability, it's on Marn from set 5 (who gives it to other characters). With that CE, you ignore the Pilot restriction and also the range restriction, so you would get Evade and Mobile all the time (until that commander died).


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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Mon Mar 25, 2013 9:51 am
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Yes, any restriction is ignored, including ranged. I know that sounds broken, but think how stupid(read defeated) this ability would be if you had to be within 6 of an enemy commander...

Troopers/Soldiers/Droids/Order 66=Quinlan
Faction specific=Quinlan
Non-unique=Quinlan
without a force rating=Quinlan

etc. etc.

However, you'd have to ask Scott about GOWK. I'm pretty sure he gets the +4 +4 regardless of the nearby companion.

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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Mon Mar 25, 2013 5:12 pm
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thanks gents

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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Thu Apr 04, 2013 9:28 am
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I think we can call this guy as done. He's been tested a few times and has basically worked exactly as expected: He's overcosted when you don't get good stuff to Con, he's undercosted when you get amazing stuff to Con.


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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Thu Apr 04, 2013 10:06 am
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After looking over the playtest for the Republic side of things I agree. I have play tested him two or three times with seps, and he worked fairly well, but not awesome becasue of now good CE to steal. I am good with calling him done if everyone else is in agreement.

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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Thu Apr 04, 2013 10:37 am
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If everything works out with seps I am good with him being done.


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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Thu Apr 18, 2013 7:39 pm
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QC: minor cleanup, completed

Quote:
14. (Republic)

Quinlan Vos, Double Agent -- RM: Quinlan Vos, Infiltrator (AE 01)
39 points

HP 110
DEF 21
ATK +12
DAM 20

Unique. Melee Attack; Double Attack
Affinity [May be in a Separatist squad]
Ataru Style Mastery [+4 Attack and Twin Attack if exactly 1 enemy is within 6 squares]
Vaapad-Style Fighting [Scores a critical hit on an attack roll of natural 18, 19, or 20]
Assassin [+4 Attack and +10 Damage against living enemies]
Internal Strife [On an attack roll of natural 1, this character joins the opponent's squad until the end of the skirmish]
It’s a Trap! [Enemies with Stealth within 6 squares lose Stealth]
Con Artist [During setup, after seeing your opponent's squad, you may choose one commander effect. This character is now subject to that commander effect regardless of restrictions. This effect lasts until the chosen commander is defeated.]

Force 2. Force Renewal 1
Force Grip 1 [Force 1, replaces attacks: sight; 10 damage]
Force Lightning 1 [Force 1, replaces attacks: range 6; 20 damage]
Force Cloak [Force 2, replaces turn: For the rest of the skirmish, this character gains Cloaked]


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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Mon Apr 22, 2013 12:43 pm
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Lost the web address at the bottom the keep text legible size.



Image

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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Mon Apr 22, 2013 2:26 pm
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Crap, I don't know why I posted that without noticing all the SAs being out of alphabetical order. Sorry Les.

I'll repost correct order when I get a chance.


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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Mon Apr 22, 2013 2:41 pm
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This should be right

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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Mon Apr 22, 2013 4:02 pm
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Much better, thanks. :)

The only (piddly) thing I see is Internal Strife: 'This' shouldn't be capitalized.

Busy card. Great job fitting all the text!


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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Tue Apr 23, 2013 11:37 am
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Fixed

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Post subject: Re: Quinlin Vos, Double Agent*PostPosted: Tue Apr 23, 2013 12:44 pm
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Good to go in my book. :)
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