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Finally got that restraining bolt removed.

Hit Points: 110
Defense: 21
Attack: 13
Damage: 20
Rarity:
Base: Medium
Gender: Male
Creator: jen'ari
Created: 10/27/2017
Updated: 10/27/2017

Special Abilities

  • Unique
  • Melee Attack (Can attack only adjacent enemies)
  • Nightsister (Counts as a character whose name contains Nightsister)
  • Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
  • Rivalry (Cannot be in a squad with a Separatist commander unless that character's name contains Nightsister.)
  • Camaraderie (An ally whose name contains Asajj Ventress gains Nightsister.)
  • Home World (If you win Map Roll, this character gains Tactician +4.)
  • Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

Force Powers

  • Force 3
  • Force Renewal 2 (This character gets 2 Force points each time he activates)
  • Master of the Force 2 (May spend Force points up to 2 times in a single turn)
  • Force Weapon (Force 1, replaces attacks: +10 Damage until the end of the skirmish)
  • Illusion (Force 1: When hit by an attack, this character takes no damage unless the attacker makes a save of 11)
  • Shadow Killer's Mist (Force 3: Replaces turn, 1 adjacent ally whose name contains Nightsister gains Invisibility)
  • Magick Lightning (Force 2, Replaces attacks: Range, 2; 40 damage to target and target gets -2 attack and -2 defense until the end of the round.)

Commander Effect

Characters whose name contains Nightsister may be in your squad regardless of faction. Nightsister allies gain Charging Assault and start the skirmish with +1 force.

Average Rating: --
swinefeld
10/27/2017 3:14:30 AM

Pedantic sh*t... Camaraderie can just say "gains Nightsister". Same with Rival... "unless that character's name contains Nightsister". Just to meet the existing definition. You already did that with Affinity. The 2nd Camaraderie (not a fan of 2 instances on one card, but I assume you're using that over Clan Leader for the persistence if she dies) is better said as "start the skirmish with +1 Force" (see Desaan). All those are just nitpicks tho.
swinefeld
10/27/2017 3:14:37 AM

She's a Force powerhouse, (should be) but will need it, as Illusion is her only defense against high-powered attackers, and her powers are strong but costly and/or difficult to set up for maximum effect. Home World is a clever twist. I'd prefer the 2nd Camaraderie to be a CE, but whatever. The entry I'm working on would love that Charging, so +1. :)
jen'ari
10/27/2017 3:23:05 AM

CE is a great idea. I really wanted to add some kind of other defense, she has that huge bubble, but she also has illusion in the best way. I think she needs stealth and it might be alright for defense.
jen'ari
10/27/2017 3:25:39 AM

P.s. clan leader is sweet
General_Grievous
10/27/2017 3:27:44 AM

Agreed about the dropping one of the camaraderie's but otherwise looks good
swinefeld
10/27/2017 4:20:13 AM

Master Illusion? Or Cloaked, but Master Illusion seems more fitting on her somehow. Lot's of stuff ignoring cover there days. She's better than that, IMO.
jen'ari
10/27/2017 4:30:00 AM

ya, i was thinking it needed to be illusion for FP sake and add Stealth, so you have to get close or have accurate/sniper to target. Than if you can target illusion is second layer of defense.
jen'ari
10/27/2017 4:40:01 AM

Droped Sith Magick 3 and added Force Weapon. This showcases her vs Mace Windu a tad more. The Sword made form spirit ichor and than the lightning blast that almost fried him.
swinefeld
10/27/2017 6:16:54 AM

Extra damage is good. Helps a bunch against Force denial stuff.
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