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Post by gwek on Feb 2, 2009 0:47:21 GMT -5
Haazen Cost: 66 Faction: Sith Hit Points: 80 Defense: 16 Attack: 11 Damage: 30
Unique; Cyborg Melee Attack; Triple Attack Convenant Reserves 20 (If you roll exactly 6 for initiative, you can add up to 20 points of non-Unique characters with lightsabers to your squad immediately before your first activation of the round) Fire Support Mission (Replaces turn: Choose 1 enemy within line of sight, ignoring cover, 60 damage to target enemy and every character within 2 squares; save 6. A successful save reduces the damage to 10) Tactics Broker (Once per round, before initiative is determined, choose 1 other character in your squad. Remove that character from play; that character is defeated. An opponent's initiative check result automatically becomes 1.)
Force 4 Force Bubble 20 (Force 1: When this character takes damage, reduce the damage dealt by 20) Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique allied 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) Sith Rage (Force 1: +10 Damage on all attacks this turn)
Design Notes
I had a Haazen that I liked better at the old forums, but I lost him, so this is a new effort. I'm sure I put too much into him, so I look forward to feedback on how to streamline him.
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Post by Jm419 on Feb 2, 2009 18:11:41 GMT -5
Are you posting these here because not enough people are commenting on your board for KOTOR? Because I can move KOTOR if you want.
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Post by gwek on Feb 2, 2009 21:23:09 GMT -5
No one seemed to want to come down to Virtual KotOR to play, so I thought I'd stick around up here for a while (which also inspires me to be a little more active in posting responses to other folks' stuff).
I actually started a thread about it in the Old Republic section (since Sharrakor and I are both posting "conflicting" OR-era sets). We can move down if it's getting in the way. Whatever works.
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Post by Jm419 on Feb 2, 2009 22:15:52 GMT -5
No, it's fine, I was just wondering if you wanted more traffic in your board - it's a possibility that we could locate it below General, or give it it's own category below Jedi Council, or something.
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Post by planeswalker459 on Feb 3, 2009 13:10:21 GMT -5
I think its fine mixing the too...you get more of a response this way.
As for the topic at hand...this is quiet different from the Haazen I remeber. Not a bad thing, but it clearly changes my perception of the character.
With the right Commander Effects, this can become insane! Potentialy gaining twin in a mando squad (far fetched, I knwo, but follow me here) or any CE from sith that grants twin gives him 6 40 DAMAGE ATTACKS, and potentially at +15 each! He can drop bane in a single round.....granted, bane would have killed him at this point, but still. That would make him the single msot deadly character in the game, excluding the potential from flurry/twin combos.
All that being said, I think double attack suites him fine, as he is still getting 60 damage in, and perhaps turing fire support mission into a CE.
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Post by gwek on Feb 3, 2009 13:19:23 GMT -5
If you remember stuff from the old one, bring it up! This version is a mess because I sort of remembered ideas rather than the specific character.
You're probably right that Triple is overkill. With that and the high damage, I wanted to get at how deadly he is. Although there's no indication that he's particularly skillful, in the comics he's seen to kill Jedi with almost casual ease.
Force Bubble was an attempt to replicate the effects of the gauntlet he's got that make in "untouchable" (I didn't even try to do anything to replicate the Yoke of Seeming!).
Pawn of the Dark Side and Tactics Broker, I think, decently reflect the ultimately destructive nature of all his planning, and Tactics Broker on such a powerful, aggressive piece represents a very different game dynamic than on the MTB...
As for turning Fire Support Mission into a commander effect... Well, if you read the comic, HE'S the guy who's got it. Literally right in his hand...
Speaking of CEs, though, perhaps some sort of CE is called for? Sure, it would make him more effective, but it would also reduce (to some extent) the commander effects that can impact him.
Basically, I know he's a big mess now. Comment away!
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Post by planeswalker459 on Feb 3, 2009 13:37:19 GMT -5
Ok then, here is an attempt to streamline him, wirth possible inspiration!
Haazen Cost: 66 Faction: Sith Hit Points: 80 Defense: 16 Attack: 11 Damage: 30
Unique; Cyborg Melee Attack; Double attack Convenant Reserves 20 (If you roll exactly 6 for initiative, you can add up to 20 points of non-Unique characters with lightsabers to your squad immediately before your first activation of the round) Tactics Broker (Once per round, before initiative is determined, choose 1 other character in your squad. Remove that character from play; that character is defeated. An opponent's initiative check result automatically becomes 1.) Stealth
Force 5 Force Bubble 20 (Force 1: When this character takes damage, reduce the damage dealt by 20) Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique allied 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) Eternal hatred (Force 2: Whenever this character would be defeated, make a save of 6; on a success, this character is restored to full Hit Points instead of being defeated)
Commander Effect: Non Unique Followers with a Force Rating gain Advantageous attack
********Desing Notes*******:
Decked out in Sith Artifacts, Haazen was in essence a Proto Sion. The best way to show this-Giving him Eternal hatred (representing the Gauntlet of Kresh the Younger) and Force Bubble. Both are limited due to his force Count, so using both limits him severly in defensive techniques, and can show that a Jedi getting close enough could eventually take his arm off and allow him to be "killed".
His other artifact is represented with Stealth, thus allwoing him to "hide" his true nature and his thoughts from Jedi observers.
His Commander Effect allows other Jedi to use their "Seer powers" to strike at opponents before they can react to the situation, since he was Leading the Covenant and the remaining seers.
I opted to take out FCM because it seemed a little too much, and while slightly improtant to the character concept, its not nearly as important as his character, skills, and abilities.
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Post by Jm419 on Feb 3, 2009 18:16:16 GMT -5
Okay...wow. I'm just not going to touch this one. Lol. Have fun, guys.
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Post by gwek on Feb 3, 2009 20:40:15 GMT -5
C'mon, JM, we can use more feedback and ideas!
PW, while I like you'r alternate take, I'm not sure sure about Eternal Hatred. That was Sion's "thing" in a way that it's not really Haazen's. Sure, he's bitter and all, but not in that Michael Myers/Jason way that Sion is.
Since we're both dancing around two different versions of the same character, I'd like to suggest the following ideas as the core, and build out from there:
1) Haazen should be able to dish out a lot of damage but may himself be fairly fragile.
2) His frailness may be offset by a Force power or special ability (the gauntlet).
3) Haazen should have some thematically "self-destructive" special abilities (Tactics Broker and Pawn of the Dark Side do a good job of this).
4) Haazen should have some interesting Force powers, but shouldn't be the most potent Force-user around. (In the comic, his own powers are mediocre, but he relies on artifacts)
5) In the comic, Haazen plans to lead both the Jedi AND the Sith. If possible, this should be reflected in some way.
I know it's a lot for a single character, but does that sound like a good starting point?
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Post by Jm419 on Feb 3, 2009 21:24:29 GMT -5
Let's start with what we agree on.
Base Stats - no change.
Special Abilities: Unique; Cyborg Melee Attack (need to decide on Double or Triple Attack here.) Covenant Reserves 20 (If you roll exactly 6 for initiative, you can add up to 20 points of non-Unique characters with lightsabers to your squad immediately before your first activation of the round) Tactics Broker (Once per round, before initiative is determined, choose 1 other character in your squad. Remove that character from play; that character is defeated. An opponent's initiative check result automatically becomes 1.) We need a decision on Stealth and Fire Support Mission here.
Force Powers We need a decision on Force 4 or 5. Force Bubble 20 (Force 1: When this character takes damage, reduce the damage dealt by 20) Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique allied 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) Do we include Eternal Hatred?
Commander Effect Do we like Planeswalkers' CE?
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Post by planeswalker459 on Feb 3, 2009 23:10:26 GMT -5
Sweet JM, wegot you in the discussion!
Yeah, gwek, I agree that we are dancing around the same idea. I agree with EH, as it is Sions thing, but I figured I would throw it up as a way to spark discussion.
I think Jm has hit some criticals points, and that is where we should focus first. Once we decied those key bits, than we can go on to the heavy material around haazen.
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Post by Jm419 on Feb 4, 2009 18:00:52 GMT -5
It's up to you guys. What do you think?
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Post by planeswalker459 on Feb 4, 2009 20:04:46 GMT -5
I say for sure we do the following:
-Add a CE -Give him Double -Keep either Stealth or FSM
Those we should focus on first. After that, the rest becomes easy.
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Post by gwek on Feb 4, 2009 20:14:57 GMT -5
Seems reasonable. I'll give him some thought soon, but I've been busy with the Old Republic for the past day or two!
(And he's hard!)
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Post by Jm419 on Feb 7, 2009 10:45:58 GMT -5
So we want Planewalkers' CE? And Double in lieu of Triple?
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