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Post by Dendrite on Dec 15, 2009 18:39:35 GMT -5
Joruus C'baoth - Imperial - 45 pts
HP: 100 DEF: 20 ATT: 0 DA: 0
-Unique -Impulsive Savagery -Dominate -Self-Destruct 40
Force 2 Renewal 2 -Battle Meditation -Force Lightning 4 -Warp Mind (Replaces Turn; Force 2; one adjacent ally gains Momentum for the rest of the skirmish. When this character is defeated, that character gains Savage) -Force repulse 2
Impulsive Savagery is there because supposedly, he would go unhinged once someone unique (In the Empire, normally someone with a CE or force) dies. Dominate shows his mind control...Warp mind even more so...except their mind gets destroyed one it has no master. Battle Meditation isn't any good, but its on there for character. Self-Destruct comes from the blast of dark side energy that came about when he died.
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Post by gwek on Dec 22, 2009 13:55:02 GMT -5
Bump to page 1.
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Post by Dendrite on Jan 3, 2010 11:57:23 GMT -5
Do we want to mess around with Battle Meditation to make it worth putting on there, or just keep it it's generally useless self for the sake of mere flavor?
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Post by darthgrievous on Jan 4, 2010 12:08:49 GMT -5
Flavor is good for seasoning and ends with good taste. I was thinking with no attack and no damage, maybe we should possibly think about MOTF. For the current 45 points hes gonna be dead in one turn otherwise.
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Post by gwek on Jan 4, 2010 14:33:20 GMT -5
If we want to put him in the mid-40s (to 50s?) range, I think we should look at other Imperial options to see what he's competing against so he can have a unique niche.
The pairing of Warp Mind and Impulsive Savagery are interesting, but I'm not sure that they're really doing C'Baoth any great favors.
From what I recall, JC was a lunatic Force wizard who used a lot of lightning and was adept at mind control. I think Dendrite has captured a lot of that angle, but we might be able to focus him a little more (while also making sure he doesn't tread too heavily on Palpatine or Vader's Apprentice, or even our Jerec).
His skill with Battle Meditation can be reflected via BM itself and/or a commander effect. (We could do a new version of BM, but I'm wary).
In the Thrawn trilogy, who was it who controlled the spaarti cloning cylinders? Was it Thrawn or C'Baoth?
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Post by fardreamer on Jan 4, 2010 16:33:25 GMT -5
Pretty sure it was Thrawn.
JC might really benefit from something like this:
Force Aggression (This character may use Force powers that replace attacks 1 extra time per turn)
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Post by xpraider on Jan 4, 2010 19:32:40 GMT -5
When he was originally designed for the Thrawn Trilogy, he was supposed to have been an evil clone of Obi-Wan Kenobi.
Perhaps that should be our starting point, but just make sure he has some form of lightning and mind controlling ability.
HP: 110 Def: 19 Atk: 15 Dam: 20 SA: Unique, Melee, Double Atk, Dark Master
Force Powers: Force Renewal 1 Force Lightning 3 Force Push 2 Control Minds Dark Force Spirit 1
Okay, so I basically took Obi-Wan Unleashed, and rearranged his powers a bit. I gave him Dark Master since he tried to control other Force Users with his powers and teachings. I gave him Control Minds since that is basically what he was doing with the Force, kind of a dark and evil version of Battle Meditation. I also changed Force Repulse 3 to Force Lightning 3, so that he was able to get a lightning ability, and I switched Force Spirit for Dark Force Spirit.
Now this is just basically taking Obi-Wan Unleashed and rearranging some stuff to make it evil, but I think it shows pretty much what he was. The only thing that may not fit is Dark Force Spirit 1, but it is the polar opposite of Force Spirit.
Now his role would essentially be a mini or back-up Palpatine as far as a Force Battery goes, but with a couple more options, and only able to affect 1 character.
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Post by darthgrievous on Jan 4, 2010 20:06:25 GMT -5
It was later determined that he was not a clone of Obi-Wan. I like the first version of JC a lot more.
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Post by saber1 on Jan 7, 2010 23:45:42 GMT -5
I know some dislike creating new Special Abilities or Force Powers, but Joruus screams for something new to represent his "bipolar" nature. Here's what I came up with.
Joruus C’Boath, Cloned Jedi Master Cost: 58 Faction: Imperial Hit Points: 130 Defense: 21 Attack: 12 Damage: 20
Special Abilities Unique, Melee, Double Attack Blinding Arrogance (This character may not benefit from commander effects or spend force points to reroll) Dominate (Replaces turn: Target living character takes an immediate turn under your control, which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11. The target character cannot move this turn.) Unstable Psyche (After initiative is determined, make a save of 11. On a failure, flip this card over. All Force Points and Damage remain.)
Force Powers Force 2, Force Renewal 2, Master of the Force 2 Force Defense (Force 3: Cancel a Force power used by a character within 6 squares) Force Push 2 (Force 2, replaces attacks; range 6: 20 Damage; push back target 2 squares if Huge or smaller) Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)
Joruus C’Boath, Enraged Cost: - (opposite side of same stat card) Faction: Imperial Hit Points: 130 Defense: 20 Attack: 14 Damage: 20
Special Abilities Unique, Melee, Double Attack Blinding Arrogance (This character may not benefit from commander effects or spend force points to reroll) Unstable Psyche (After initiative is determined, make a save of 11. On a failure, flip this card over. All Force Points and Damage remain.)
Force Powers Force 2, Force Renewal 2, Master of the Force 2 Force Lightning 4 (Force 4, replaces attacks: range 6; 50 Damage to target. Huge or smaller characters are considered activated this round; save 16) Force Storm 2 (Force 2, replaces attacks: 20 damage to all adjacent characters) Pawn of the Dark Side (Force 1, replaces attacks: sight; 1 non-Unique ally 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)
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Post by gwek on Jan 8, 2010 9:51:32 GMT -5
That's an interesting idea, saber, but I think the "card flip" idea is a bit too much for my tastes.
Also, I'm personally inclined to favor Dendrite's "Force Wizard" approach (no attack or damage ratings). I think whether we want to build him with an actual attack or not is one of the basic things we need to settle.
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Post by Roque Saber on Jan 11, 2010 12:25:24 GMT -5
Joruus C'baoth - Imperial - 45 pts HP: 100 DEF: 20 ATT: 0 DA: 0 -Unique -Impulsive Savagery -Dominate -Self-Destruct 40 Force 2 Renewal 2 -Battle Meditation -Force Lightning 4 -Warp Mind (Replaces Turn; Force 2; one adjacent ally gains Momentum for the rest of the skirmish. When this character is defeated, that character gains Savage) -Force repulse 2 Indeed, this is my favorite version so far. Warp Mind is interesting, but I don't see the connection to the character. Like you said, BM is just useless, perhaps he could have a CE to make combining fire more useful. Also, I think if he has Lightning 4, he should also have normal lightning to prevent some of the "overkill" situations. Here's my idea for the CE: Followers who combine fire grant an addition +10 damage and are not immediately activated. Potentially potent ( ) but might make combining fire actually feasible.
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Post by Dendrite on Jan 11, 2010 19:58:28 GMT -5
Warp mind is for a stronger mind control power with some consequences.
I like the combining fire CE...
I had Repulse 2 to prevent overkill with lightning and also inimtate force scream without making a new ability
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Post by bountyhunter9 on Jan 11, 2010 20:39:53 GMT -5
Good work so far with Joruus.
Question on Warp Mind: When Joruus dies, does the character that he used it on lose Momentum?
I too like the idea of CE, though I'm not sure we'd want to include the second part of the one you suggested, RS. Joruus is in the perfect faction to make use of combining fire, so I don't think we should go overboard with it. Though Battle Meditation really does need the help. Granting +10 damage is good, but that means you could have a Stormie giving another Stormie +12 attack and +10 damage just by combining fire (those two other commanders that boost combining fire included). Not necessarily bad, but that's what we're dealing with.
Repulse 2 is good. I think Force Lightning 4 is good, even though it may be overkill at times when you need to kill a Mouse Droid or something, but with FR2 it's really the same as a character with FR1 using Force Lightning 2 on a Mouse Droid, in terms of Force points spent relative to Force points gained.
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Post by Dendrite on Jan 11, 2010 21:07:25 GMT -5
Good work so far with Joruus. Question on Warp Mind: When Joruus dies, does the character that he used it on lose Momentum? Affirmative. It's like Munitions Supplies, they gain the ability.
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Post by Roque Saber on Jan 12, 2010 0:58:28 GMT -5
Does Warp Mind need to be there? If it does, it could be added to the CE. If not, we freed up some space on the card.
Good observations, but one question. How often do you actually combine fire? Even with stormy swarms, it's usually the better option to simply use extra attacks and hope for a lucky roll than waste an activation and movement. Also remember that they also need LOS to the enemy to combine fire so they're sitting ducks for any shooters who might happen to want them dead.
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