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Post by maverick on Jan 8, 2009 18:16:50 GMT -5
Moegid, Verpine Smuggler Fringe Cost 15
HP 30 Def 17 Att 4 Dam 10
Special Abilities Unique Bio-Frequency – After set-up choose a Cyborg Ally. That Cyborg may activate immediately before or after this character activates. The Cyborg activation does not count towards your 2 activations for that turn. The Cyborg character cannot activate at any other time or in any other way. Rapport – Cyborgs cost 1 less point when in a squad with this character.
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Post by maverick on Jun 1, 2009 12:32:37 GMT -5
bump
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Post by Roque Saber on Jun 2, 2009 10:27:34 GMT -5
You seem to like new abilities. This isn't a rule, but in general, if you can use existing abilities, it makes our job much easier, simply because we don't have to see if the ability is balanced, makes sense, has a name that isn't already used by another SA, etc...
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Post by bountyhunter9 on Nov 7, 2009 10:14:05 GMT -5
I don't know how much of a benefit Bio-Frequency would be, other than tempo control for one round. If you made it like Dominate or Pawn of the Dark Side, but for Cyborgs, it would be much better.
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