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Post by planeswalker459 on Jan 29, 2009 14:00:41 GMT -5
"Goldie", Seperatist Spy Cost: 11 HP: 20 Def: 14 Atk: +6 Dmg: +0 Special Abilities 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) Hack (Whenever an enemy uses Override or Door Gimmick, cancel the effect; save 11.) Disguise (This character gains Diplomat until it targets or damages an enemy) Electric Shock (+10 Damage against adjacent Droid enemies) Unique
"Goldie" was a Republic droid secretly employed as a seperatist spy. He eventually faced of against R2, in which the little droid defeated his replacement, and sent him to his doom.
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Post by darthfuzzball on Jan 30, 2009 17:55:50 GMT -5
interesting, I like it.
P.S. just for the record, it is spelled "Separatist" not "Seperatist"
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Post by planeswalker459 on Jan 30, 2009 20:46:11 GMT -5
well fuzz you know me, never can spell the simple words
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Post by darthfuzzball on Jan 31, 2009 12:10:10 GMT -5
lol
I guess now we wait for others to comment, cause I don't see anything wrong
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Post by Jm419 on Jan 31, 2009 14:47:31 GMT -5
Hack...haha, colorful language.
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Post by gwek on Feb 3, 2009 22:18:36 GMT -5
Stats seem good. Door Gimmick... check.
Hack: I see what you're going for, but naming Satchel charge seems to be somewhat inappropriate. Hacking wouldn't stop someone from planting a bomb in front of a door!
I would EITHER drop Satchel charge OR make it more generic. Something like "If any enemy attempts to use a special ability to designate a door as open..." Might be worth adding a clause that it only works with temporary special abilities (which would be Override and Door Gimmick, but not Satchel Charge).
Spy: I've got some issues with this, because it can create a potentially unwinnable situation. What if I don't have anyone with special abilities requiring a save? Then I can NEVER hurt Goldie!
Instead maybe something like "This character cannot be targeted until he has damaged an opponent"?
His status as a spy could also, to some extent, by replicated by Diplomat (oddly enough). He can't be targeted when there's a "real" enemy distracting folks...
Electric shock: check! Looks good!
Tow Cable: The problem here is that Artoo has Flight and Goldie doesn't! (Tow Cable, by its description, implies that Flight is involved)
I'm a little surprised not to see Sabotage on this little guy!
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Post by planeswalker459 on Feb 3, 2009 23:33:12 GMT -5
I thought sabatoge, but was unsure about it coupled with hack.
Agree that maybe hack shouldnt stop satchel charge. I'll fix the wording on it.
If we keep tow cable (Goldie clearly has one), do we add flight ot him?
Perhaps Diplomat, for the moment, could work until we work out a vialbe spy type ability.
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Post by gwek on Feb 4, 2009 1:33:11 GMT -5
Well, I'm pretty sure he didn't fly at the end....
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Post by planeswalker459 on Feb 4, 2009 17:28:04 GMT -5
nope. He fell...kinda hard to fly without a head though, so who knows?
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Post by gwek on Feb 4, 2009 19:19:35 GMT -5
True enough. Although I would probably not want to see him with Flight just, y'know, thematically.
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Post by planeswalker459 on Feb 6, 2009 17:24:14 GMT -5
So do we drop tow cable? or keep it and just let it be?
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Post by gwek on Feb 9, 2009 3:08:41 GMT -5
I'd say drop it. Even with the "logic flaw" of Flight, I think that Override and Hack on a character with Diplomat is quite enough!
Might also need to adjust Hack. While Override and Door Gimmick are both line of sight, Hack is global (which seems somewhat unfair).
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Post by planeswalker459 on Feb 9, 2009 13:38:59 GMT -5
Modified Hack so Goldie counts as being activated if he uses it. That way, it can stay global, yet not be broken.
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Post by gwek on Feb 10, 2009 22:55:23 GMT -5
That seems like a reasonable concession. Makes Goldie's activation a VERY strategic decision.
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Post by planeswalker459 on Feb 10, 2009 23:52:20 GMT -5
So we think its good then?
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