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Post by bountyhunter9 on Jul 8, 2010 21:32:11 GMT -5
Surprise Move is an interesting idea...if we have the Talisman only work when it's activated, then that would be an interesting substitute for LS Defense. I think that would be the best thing to do, rather than make the Talisman two separate abilities.
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Post by surfrider56 on Jul 9, 2010 0:37:43 GMT -5
Surprise Move is an interesting idea...if we have the Talisman only work when it's activated, then that would be an interesting substitute for LS Defense. I think that would be the best thing to do, rather than make the Talisman two separate abilities. .... just so's we're clear; you two are saying replace LtSaber D And DT with Surprise Move? Is that with the new Muir definition "If this attack defeats a living enemy" to clear the ambiguity?
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Post by bountyhunter9 on Jul 11, 2010 1:16:05 GMT -5
I meant to second Surprise Move if the Talisman remains as one ability - the ability that only kills enemies when it is used (the replaces turn effect). If we go with two separate abilities (one allowing Celeste to turn enemies into Raks and another to deal damage to nearby enemies), then DT would work better.
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Post by gwek on Jul 11, 2010 8:33:46 GMT -5
I was thinking the same thing as BH.
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Post by surfrider56 on Jul 11, 2010 11:24:21 GMT -5
So ... Is This what we're looking at now? Celeste MorneCost: Faction: Fringe Hit Points: 90 Defense: 18 Attack: 10 Damage: 20 Special Abilities:Unique. Melee Attack; Double Attack. Muur Talisman (Replaces turn: 30 damage to all living characters within 3 squares. If this attack defeats a living enemy, you can immediately add a character named Rakghoul to your squad. The new character sets up in a square that enemy formerly occupied.) Stealth (If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets) Force Powers:Force 4Dark Temptation (Force 1: +4 Attack and +20 Damage until the end of this character's turn. At the end of that turn, make a save of 11; if this save fails, this character joins the opponent's squad until the end of the skirmish.) Surprise Move (Force 1) After initiative is determined, a character can immediately use this Force power to move up to its speed before any other character activates. Commander Effect:Savage characters are subject to this effect: Rakghoul allies get +4 Attack and are not affected by the movement restrictions of Savage. If so, do we need 4 Force Points? Perhaps 3?
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Post by Jm419 on Jul 12, 2010 21:30:02 GMT -5
Force 3 is better, and if you're going that route, then I'd cost in the high 30's to low 40's, like 38-42. Muur Talisman is very powerful, and while limited, 30 points of unavoidable damage to multiple enemies is something to look closely at.
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Post by surfrider56 on Jul 12, 2010 23:45:11 GMT -5
Force 3 is better, and if you're going that route, then I'd cost in the high 30's to low 40's, like 38-42. Muur Talisman is very powerful, and while limited, 30 points of unavoidable damage to multiple enemies is something to look closely at. Are we ok with the new wording on Muur and dropping FP's to 3? Gw may have something to say on this when he comes back.
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Post by gwek on Jul 13, 2010 12:01:19 GMT -5
I'm pretty sure that's too many words/characters. Heck, even without DT, I might be a very dense card.
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Post by surfrider56 on Jul 13, 2010 18:01:24 GMT -5
I'm pretty sure that's too many words/characters. Heck, even without DT, I might be a very dense card. The new wording of Muur may help condense a little. What did you think of 3 FP's since we've reduced her to Surprise & DT?
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Post by gwek on Jul 14, 2010 15:47:10 GMT -5
I was thinking about Celeste last night, and I wonder if a damaging Muur Talisman is the way to go?
Yes, it defeated opponents, but did it really "damage" them, too?
For game balance, we need to put some sort of limit on it, but I'm wondering if something like this might not work:
Muur Talisman (Replaces turn: Living characters with 30 Hit Points or less within 6 squares are defeated; save 11. If this attack defeats a living enemy, you can immediately add a character named Rakghoul to your squad. The new character sets up in a square that enemy formerly occupied.)
It's actually longer than the previous version, but I feel like we're getting stuck with this character, so I thought I might try to throw something new out there.
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Post by Dendrite on Jul 14, 2010 17:25:11 GMT -5
Interesting new version...very similar to Final Shot...
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Post by Jm419 on Jul 18, 2010 22:57:28 GMT -5
Yes, indeed. I'm unfamiliar with the character, but from a SWM perspective, that's a nice ability.
As for the FP's, drop to 3, I'd say. The costing can be significantly lower, if we're interested in keeping it down.
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Post by gwek on Jul 18, 2010 23:56:00 GMT -5
So where do we stand on Celeste?
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Post by Dendrite on Jul 22, 2010 10:50:43 GMT -5
I would also say 3 force points at a cost of 38
Flavor text (if there's room)
"I couldn't have selected a better agent."
"We are one Karness Muur. As you once imprisoned me, I now imprison you."
Celeste Morne assisted Zayne Carrick, and then Cade Skywalker thousands of years later.
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Post by gwek on Aug 16, 2010 0:26:49 GMT -5
Not that I WANT to talk about her, but everyone else is live now...
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