RegisterDonate Login

You can't win, but there are alternatives to drinking.

Hit Points: 160
Defense: 21
Attack: 17
Damage: 20
Rarity: Very Rare
Base: Medium
Gender: Male
Creator: MaliciousCrumb
Created: 9/15/2012
Updated: 9/19/2012

Special Abilities

  • Unique
  • Melee Attack (Can attack only adjacent enemies)
  • Double Attack (On his turn, this character can make 1 extra attack instead of moving)
  • Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
  • Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)
  • Vicious Attack (Triple damage instead of double on a critical hit)
  • Betrayal 2 (An enemy who rolls a natural 1 or 2 on any attack against this character, it joins this character's squad until the end of the skirmish.)
  • Ambush (This character can move and then make all his attacks against 1 enemy who has not activated this round)
  • Affinity (May be in a Sith or Imperial squad)

Force Powers

  • Force 3
  • Force Renewal 2 (This character gets 2 Force points each time he activates)
  • Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
  • Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
  • 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 Lightning 5 (Force 5, replaces turn: range 6; 60 damage to target and 2 characters adjacent to that target. Huge or smaller characters are considered activated this round; save 16)
  • So it's Treason (Force 3: Only usable on this character's turn; this character gets +30 damage for the rest of his turn; at the end of his turn, he cannot make an attack roll or use an ability that contains lightsaber for the rest of the skirmish)

Commander Effect

Your squad may contain characters with Order 66, regardless of faction. Allies with Order 66 gain Jedi Hunter.

"Are you threatening me, master jedi?"

Average Rating: 8.63 (8)
Creator's Rating: 9/10
saber1
9/15/2012 2:55:31 AM

Oh dang. This is a great interpretation of Sidious around the time Mace and posse confront him. Just to be clear, does So It's Treason Then reduce his damage to zero? The way the text wraps on my screen it's unclear. If so, and perhaps a minor reword might help for clarification, is a master stroke. This guy can just crush a big character and then run around zapping people like a Tesla coil.
MaliciousCrumb
9/15/2012 6:49:37 AM

Yeah, I agree that it needs rewording. What do you suggest? I think that the first part is good, "Force 3: Only usable on this character's turn; this character gets +20 damage for the rest of his turn; at the end of his turn..."
edi
9/15/2012 10:38:05 AM

nice. i think -40 should stay, so you can give him +50 by any sources and he will have +10. 0 damage to the rest of the skirmish is heavy drawback
saber1
9/15/2012 4:38:18 PM (Updated: 9/15/2012 4:38:38 PM)

Three points on the -40/0 Damage topic. First, is there enough support now or in the foreseeable future that would grant this character 50 (or more) damage? Second, after an epic Melee encounter, becoming "Fore power only" fits the theme of this character so well. Third, from a playability standpoint taking away Melee damage mid-skirmish gives him a unique feel and challenges the player to be very strategic with this piece.
saber1
9/15/2012 4:43:47 PM

So it's Treason... (Force 3, usable only during this characters turn: For rest of turn, this character gets +20 Damage. At the end of this character's turn his Attack and Damage ratings are reduced to 0 for the rest of the skirmish.)
saber1
9/15/2012 4:47:56 PM

Also, DS never really hunted Jedi so I'm thinking perhaps you should drop Jedi Hunter and make SIT... +30 damage. You could grant Jedi Hunter to O66 characters via Synergy or CE.
MaliciousCrumb
9/15/2012 5:37:57 PM

Thanks for the input, saber1. I'll change him around a bit and see what he looks like. And by "SIT... +30 damage" what do you mean?
MaliciousCrumb
9/15/2012 5:46:26 PM

Okay, I've changed So it's Treason, but I didn't use your exact idea because he could still deal attack damage afterwards. A character with 0 attack and damage can attack. And in this Palpatine's case, he could keep using So it's Treason, and be doing 20 damage every hit.
saber1
9/15/2012 5:57:42 PM

Your new wording is much more concise!
saber1
9/15/2012 6:00:47 PM

I was suggesting to up the damage bonus from So It's Treason to +30 and drop Jedi Hunter. Also, what if SIT causes him to lose powers that have Lightsaber in their name?
theycallmejosh
9/15/2012 6:22:01 PM

all around solid.... i like the jedi hunter to order 66 characters.... maybe the betrayal 2 could not effect unique characters with a force rating??....
MaliciousCrumb
9/15/2012 6:32:57 PM

@saber1: Good idea. I don't see how he could deflect or block without a lightsaber :P @theycallmejosh: The point of betrayal 2 is against Anakin Skywalker.
saber1
9/15/2012 7:28:13 PM

It also gives him a measure of defense when he loses Lightsaber Defense after using So It's Treason.
MaliciousCrumb
9/16/2012 6:42:29 AM

Does anyone think that his name should be changed to "Darth Sidious, Sith Lord Unleashed"? I'm definitely changing him from Emp. Palp to Darth Sidious because he wasn't emperor at the time. Or maybe "Chancellor Palpatine, Sith Lord Unleashed"?
nickm1290
9/19/2012 4:43:11 AM

love it, would totally play this piece. Epic set 3! lol
Please log in to add a Comment


Please Wait...