RegisterDonate Login

It's against Bloo Milk's programming to impersonate a deity.

Hit Points: 90
Defense: 17
Attack: 9
Damage: 20
Rarity: Rare
Base: Medium
Gender: Male
Creator: blemelisk
Created: 7/11/2017
Updated: 7/11/2017

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)
  • Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement.)
  • Reinforcements (During setup, after seeing your opponent's squad, you can add up to 20 points of characters with Savage to your squad.)
  • Rapport (Characters with Savage cost 3 less when in the same squad as this character. Huge characters with Savage cost 10 less.)
  • Reserves (If you roll exactly 7 for initiative, you can add up to 30 points of characters with Savage to your squad immediately before your first activation of the round.)
  • Force Psychosis (While this character has less than 20 HP, he must end his turn next to and make all possible attacks against the nearest character. This character ignores abilities and commander effects that prevent targeting and attacking. All attacks of opportunity from and against this character are negated.)

Force Powers

  • Force 2
  • Force Renewal 1 (This character gets 1 Force point each time he activates)
  • Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)
  • Knight Speed (Force 1: This character can move 4 extra squares on his turn as part of his move)
  • Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)
  • Anticipation (Force 1: Reroll initiative once per round)

Commander Effect

Savage characters are subject to these effects:
Allies with Savage gain Momentum and Stealth.
Allies with Savage who start their turn within 6 squares gain Charging Assault +10.

Average Rating: --
General_Grievous
7/12/2017 1:37:02 AM

Cool stuff and I see the era you are going for. Only thing is to keep simple you may want to consider dropping a couple things. Plus with reinforcements he is only 20 points which is pretty crazy. I think you could safely drop the reserves/rapport/reinforcements and one of the Commander effects OR else drop force psychosis (which may be a bit complex as it goes out of normal targeting too) and reinforcements. Definitely would drop reinforcements or else reserves and up his cost.
saber1
7/12/2017 4:25:49 AM

Some really cool ideas here and as the son of one of may all-time favorite Jedi, I am biased to like this guy. I like the Jedi/Savage synergy but Force Psychosis looks to be a headache. Who activates him first? If an enemy deals damage to drop him to 10 HP, can he then immediately activate Valin? Does the player who starts the game always have first dibs in this scenario?
saber1
7/12/2017 4:26:02 AM

If I use him to attack a character with Djem So and he drops below 20HP, can I immediately reactivate him or since I used him this round does only the opponent get to use him until next round? Who gets dibs on the first activation the following round should he go unhealed?
CorellianComedian
7/12/2017 5:08:21 AM

Don't know much about the character, but for Psychosis, you could just say something like "At the end of each round, if this character has less than X HP, it joins your opponent's squad, save 11" or something like that.
blemelisk
7/12/2017 5:00:15 PM

CC i like your simplification of the ability. What I was originally aiming for is him going into psychosis and attacking everyone. Your simplification would still do this. I will go and reword this a bit latter today.
blemelisk
7/12/2017 11:17:54 PM

Updated.
saber1
7/13/2017 2:21:00 PM (Updated: 7/13/2017 2:25:01 PM)

What about making Psychosis something like, "While this character has less than 20 HP, he must end his turn next to and make all possible attacks against the nearest character. This character ignores abilities and commander effects that prevent targeting and attacking. These attacks cannot be redirected."? It's Savage that Attacks allies or enemies with Indiscriminate rolled in.
blemelisk
7/13/2017 4:18:42 PM

Saber1 you are an inspiration. That is what I wanted him to do while under Psychosis. I might make it so that adjacent characters moving away dont provoke attacks of opportunity (as he is easily distracted), so that both sides have a chance to get away. unless the owner wants to heal him. Thoughts?
saber1
7/13/2017 5:51:20 PM

I agree on easily distracted but the psycho Jedi seemed to lash out with frequency. Plus, adding text to prevent AoO will add more text, possibly gumming it up. Maybe not. I'd need to read it to know.
saber1
7/13/2017 5:51:55 PM

Thanks for the props, btw:-)
blemelisk
7/14/2017 1:03:22 AM

I took out the attacks cant be redirected (I dont feel it should prevent say a bodyguard from stepping in to prevent his attack). But he is distracted and distracting (logically seeing an enemy suddenly start attacking his allies would be a distraction for you), thus AoOs against and from him are canceled. This is open for debate. Maybe AoOs from him are negated if he is adjacent to more than one character. Obviously with the new wording only his side would want to heal him to take him out of psychosis.
saber1
7/14/2017 1:23:14 AM

That turned out pretty good!
Please log in to add a Comment


Please Wait...