RegisterDonate Login

Is a little short for a website.

Hit Points: 70
Defense: 18
Attack: 11
Damage: 20
Rarity: Rare
Base: Medium
Gender: Female
Creator: FlyingArrow
Created: 9/3/2013
Updated: 9/4/2013

Special Abilities

  • Unique
  • Cloaked (If this character has cover, she cannot be targeted by nonadjacent enemies)
  • Final Shot (On this character's turn, if she doesn't move, she gets +30 Damage against enemies with 50 or fewer Hit Points remaining)
  • Hand of the Emperor (This character can spend her own Force points once per turn and spend Force points from a character whose name contains Emperor Palpatine once per turn)
  • Master Slicer (Replaces attacks: This turn, this character can ignore doors while moving)
  • Patient (If your squad has the fewest characters in play and all allies are activated, you do not have to activate a character)
  • Infiltration (If this character is in an opponent's starting zone, characters in your squad (including this character) gain Patient)
  • Security Breach (If this character is in an opponent's starting zone when determining initiative, you automatically choose who goes first, even if you roll a 1.)

Force Powers

  • Force 3
  • Force Leap 3 (Force 3: This turn, this character ignores difficult terrain, enemy characters, low objects, and pits when moving. When this character ends its move, an adjacent enemy is considered activated this round; save 11.)
  • Knight Speed (Force 1: This character can move 4 extra squares on her turn as part of her move)
Average Rating: 9.00 (2)
Darthbane53
9/3/2013 4:54:04 PM

The ability patient makes no sense to me. Isn't that the rules of the game? If all your people are activated your enemy continues to go and you cant go? Im so confused.
Lord_Ball
9/3/2013 5:08:05 PM

here's what I get out of it, basically if Mara is the only one left on your squad unactivated you can wait until the opponent has activated all of their characters first.
Echo24
9/3/2013 5:16:20 PM

Yeah, you don't count as your own ally, so if Mara is the only character on your squad unactivated then you can keep her unactivated and go last. It does need a clause about your opponent still having characters to activate, or you could technically just keep activating 0 and end the game. That would clearly be stalling at a tournament, but might be ruled differently in casual play, and would be annoying to say the least.
FlyingArrow
9/3/2013 7:34:04 PM

Echo is correct. I need to address his issue in the glossary entry.
FlyingArrow
9/3/2013 8:49:04 PM (Updated: 9/3/2013 8:49:14 PM)

I'm running into a wording challenge with Patient. Two challenges, actually. I'm pretty sure "characters in the squad" includes defeated characters, which is not what I want. Also, as worded, you're out of luck if you have 2 unactivated characters because the wording is the same as Dodonna's. That means you would have to decide to activate 0 before you were allowed to activate zero. Hence, Patient wouldn't kick in if you're stuck with 2 unactivated characters on your last phase.
FlyingArrow
9/3/2013 8:51:42 PM (Updated: 9/3/2013 9:08:47 PM)

Changed the wording from "may activate 0 characters" to "you do not have to activate a character". That way it triggers in the middle of a phase after you activate your next-to-last character. The glossary clarifies that you have to activate your last character once all opposing characters are activated. And I added "non-defeated" to the definition, too. I'll fix it if I learn a more appropriate term.
Deathwielded
9/3/2013 9:30:55 PM

I hope you do find a more appropriate term non-defeated just sounds weird :P As for the character: Interesting ideas but I think you should give more of a benefit for Infiltrating. (like Recon or something) I like how she would be jumping from cover to cover while Twining with Knight Speed if needed and Master Slicer is a good pick and helps her "infiltrate" (move quickly to cover on the other side of the door)
Deathwielded
9/3/2013 9:32:13 PM

(part 2) seems to be lacking in attack and damage output, though I do realize that this isn't the assassin version.
FlyingArrow
9/4/2013 3:26:40 AM

Yeah, this one is a work in progress. Last week I designed the whole thing and then made it public and submitted it. This week I thoght I would get some feedback first.
FlyingArrow
9/4/2013 3:58:08 AM

Okay - some pretty big changes there. Security Breach for initiative control... makes it more worthwhile to go for the opponent's starting zone. Grants activation and init control at the same time. Hand of the Emperor can add a couple to her speed to get her there faster. Instead of a Twin shooter, she is a single shot shooter with Final Shot. So she's not much of a threat at all while she is on her way to the starting zone, but becomes a threat if she can stand still. Loner gets her to +13, and she's probably +17 with either Daala or Thrawn.
SignerJ
9/4/2013 3:58:43 AM

Very interesting. Everything seems great, except for Final Shot. Why did you choose that?
FlyingArrow
9/4/2013 4:15:26 AM

I wanted her to have some pop, but not on the run. Particularly because she can run 12 and attack with HotE/Knight Speed. With Final Shot, her primary purpose should be to get to the opposing starting zone. While there, she can possibly take out commanders she gets a bead on, and damage people who come up to her. Think of it as the assassination after the infiltration. But she won't be able to run around and get much damage output. At first I gave her Twin and base 10dmg, but with Thrawn/Daala she'd still do 40dmg on the move. I thought that was too much given everything else she can do.
FlyingArrow
9/4/2013 4:16:01 AM

On the other hand, perhaps I could drop that and then drop her cost considerably.
SignerJ
9/4/2013 4:40:17 AM (Updated: 9/4/2013 4:40:53 AM)

Now that I look at it that way, Final Shot actually works very well with the flavor of the piece. I'd keep it. I'm giving it 9, though I am very worried about balance.
FlyingArrow
9/4/2013 4:45:12 AM (Updated: 9/4/2013 4:45:44 AM)

In what sense? Overpowered? It's activation and init control built into one piece, but getting it to the opposing starting zone (and keeping it alive) won't be easy - especially since she'd have a target on her back. Where would you put her cost?
SignerJ
9/4/2013 11:20:40 AM

I have no clue what I'd cost her -- that's part of the problem. The piece itself is great. The problem is that I'm thinking of how she'd interact with the game, and I have no clue how she'd work out in a game. That's why I'm worried about balance.
Lord_Ball
9/4/2013 12:08:12 PM (Updated: 9/4/2013 2:26:12 PM)

for Patient How about: If there are any enemies without the Patient special ability and you have no unactivated allies remaining you may choose to not activate this character even if you haven't activated the required number of characters this turn.
FlyingArrow
9/4/2013 1:26:05 PM

What is the advantage of that wording?
countrydude82487
9/4/2013 1:36:07 PM

i would seriously think about giving her con artist. Also you could add focused shot to her. It would give her something else to use force on.
Lord_Ball
9/4/2013 1:40:54 PM

main advantage is to take out "non-defeated", but I also added in how if both players only have characters with patient left to activate play would continue as normal (basically making Patient it's own counter ability as well). The glossary definition would be where it's explained that using the ability may mean you do not activate a single character on you turn.
FlyingArrow
9/4/2013 1:48:50 PM (Updated: 9/4/2013 1:49:12 PM)

@countrydude: I really want to keep her cost below Daala's so she can be in a squad with her. Adding Con Artist would make me lower her base stats to un-Mara like levels in order to keep the cost low. @Lord_Ball: The counter is to have fewer characters than your opponent. I wanted that effect - it sort of turns activation control on its head, and there is already so much incentive to run extra activations. This is (I think) the first place where fewer activations is actually an advantage. (Although getting rid of the word 'non-defeated' would be nice.)
Lord_Ball
9/4/2013 2:21:39 PM

well the issue I meant by making patient it's own counter is if both players have a patient character left and you both wanted to go last it would just stall out the game. So I added in that if only patient characters are left play functions normally. The possibly unwanted side effect of that wording is if it's your turn and you just have 1 patient character left to activate while your opponent has lets say 3 characters all with patient left to acivate you wouldn't be able to wait them out.
FlyingArrow
9/4/2013 2:25:01 PM (Updated: 9/4/2013 2:27:53 PM)

That is why Patient only works if you have the fewest characters left on the board - that way only one player at a time can benefit. If you have more characters on the board than your opponent, Patient has no effect for you. (If there's a tie on squad size, noboby benefits from Patient.) And it only works if all allies are already activated, so only one character on that player's squad can be held back to activate last.
Lord_Ball
9/4/2013 2:37:54 PM

ok well then how about: If your squad has fewer characters remaining in play than your opponent and all allies have been activated this round, you may choose to not activate this character even if you haven't activated the required number of characters this turn.
FlyingArrow
9/4/2013 2:42:10 PM (Updated: 9/4/2013 2:48:52 PM)

Yes - I think "in play" works. And it certainly sounds better than "non-defeated". Thanks! I think that works. I shortened your wording, but the glossary entry spells it out in more detail.
countrydude82487
9/4/2013 4:54:45 PM

@ FlyingArrow Fair Enough i understand that part. I think you could still add focused attack and it wouldn't change her cost really. I mean the power does fit her very well, and it help make her worth the points for attacking.
FlyingArrow
9/4/2013 6:17:05 PM (Updated: 9/4/2013 6:23:27 PM)

Added Force Leap 3. I want her to be able to get past enemy blockades to the starting zone (i.e. mouse or diplomat walls), but not for just 1 force point like Force Leap. I added a couple extra things to Force Leap 3 to make it worth a couple extra force points. Built-in Jedi-Mind Trick and ignores all terrain like Flight does. Removed Loner and bumped base attack from 9 to 11 just because the card is getting crowded.
FlyingArrow
9/4/2013 6:40:44 PM

Okay - I think it's ready. Really great at movement. Pretty good at shooting. But not good at both at the same time. Can move 18 in one turn for 2fp, or for 4fp move 16 ignoring terrain and enemies, or for 2fp move 12 ignoring doors, or for 4fp move 10 ignoring doors, terrain, and enemies.
Deathwielded
9/4/2013 11:36:09 PM

Hmm. Very Quick and mobile which is great for a character with the objective this character has, though I'm not sure I like the Patient mechanic. I understand what you are going for and it would be great to turn the tables on this activation control teams... Security Breach is a little to strong (I think a master Tactician should still outwit even an infiltrator) besides you will probably have Thrawn in your squad anyway...
Deathwielded
9/4/2013 11:37:59 PM

I love that you are trying to get her to work with Daala! Force Leap 3 seems like it is to much I don't see how it could activate someone... Sorry for all of the criticism I just want this character to be the best it could possibly be.
saber1
9/4/2013 11:40:41 PM (Updated: 9/4/2013 11:41:04 PM)

This is a very, very interesting piece. Your suite of chosen abilities really focus on placement with a very interesting tweak on activation control (or, rather anti-activation control). This piece is so technical that its difficult to know how it will really shake out as far as balance and cost are concerned. There aren't any red flags for me at this stage, though I'm not sold on FL3. I love the creativity.
harryg
9/4/2013 11:53:27 PM

I like her 9. Auto win initiative with thrawn with SB
FlyingArrow
9/5/2013 12:01:31 AM

@Dw: Security Breach is equivalent to Master Tactician (like Sidious' CE). So it doesn't trump MT - it just has the added bonus of not being negated on a 1, so it does trump MTB. (Not sure if that was what you were thinking - just clarifying.) As you say, if you have Thrawn already, SB makes very little difference. The 'real world' explanation for FL3 is jumping in and catching someone off guard. Obviously, she would have to have Palpatine's support to pull it off.
FlyingArrow
9/5/2013 12:04:30 AM (Updated: 9/5/2013 12:04:43 AM)

@saber1: Thanks. I created FL3 specifically to be an expensive Leap power - so that if she does have to get past some Mice/Diplomats she can do it, but it will deplete all of her force or take a huge chunk out of Palpatine's. But since it is 3 force it should have something besides getting past people.
Please log in to add a Comment


Please Wait...