Dream Card Focus

Discussion in 'Games: CCG, TCG, and Boardgames' started by Card_Dreamer, Jul 9, 2005.

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  1. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    I tried renewing the old AotC thread, but seems that project died.

    So, I'd like to try and jump start some kind of Dream Card talk. The following are ones I've recetnyl (as in the last couple days) have finished making visuals for (PM to see these or any other visuals):

    Name: *Bravo Escort 1
    Type: N-1 Starfighter
    Icons: Scomp Link, Pilot, Republic, Astromech, Ep2
    Deploy: 2
    Forfiet: 4
    Destiny: 3
    Lore: Flew lead escort to Senator Amidala en route to Coruscant. A Veteran pilot from the Battle of Naboo ten years prior. Doesn't like having his picture taken.
    Game Text: Permanent pilot is *Captain Dolphe who provides ability 2 and adds 2 to pwer and maneuver. Once per battle may cancle one opponent's weapon destiny draw. Immune to attrition <4.

    I want to mention the picture aspect in the lore is NOT canon, no is the ship name.
    The ship name I got from just logical deduction that since naboo is a peaceful planet and has been stated as NOT having a large force, that the n-1s were simply bravo flight n-1s from the battle. So the name just stuck.
    "Doesn't like having his picture taken" I made up since the character has NO Databank entry on the official site, No entry in the NEGtC, and isn't even seen in the movie. I got his name from the novel.
    So, I made do with what info was out there.

    Name: *Bravo Escort 2
    Type: N-1 Starfighter
    Icons: Scomp Link, Republic, Astromech, Ep2
    Deploy: 2
    Forfiet: 4
    Destiny: 3
    Lore: Flown by Captain Typho as escort for Senator Amidala. Stayed close to the Senator's cruiser to provide maximum protection.
    Game Text: May add 1 pilot. While Typho piloting, immune to attrition < 4. If opponent just targeted your starship with 'Royal' in the title with a starship weapon, may use 2 Force to redirect target to here.

    Name: *Bravo Escort 3
    Type: N-1 Starfighter
    Icons: Scomp Link, Republic, Astromech, Ep2
    Deploy: 2
    Forfiet: 4
    Destiny: 3
    Lore: N-1 flown by Senator Amidala unbeknownst to anyone except Captain Typho. Held aft position of her Royal Cruiser as to maintain open escape vectors for herself.
    Game Text: May add 1 pilot. While Amidala piloting, immune to attrition < 4. Once per turn, if opponent just initiated a battle here, may move as a 'react' from that battle.

    Name: *Amidala's Royal Cruiser
    Type: Starfighter: J-Type Custom Barge
    Icons: Republic, Astromech, Ep2
    Deploy: 5
    Forfiet: 8
    Destiny: 1
    Lore: Custom diplomatic barge built for Amidala as a gift for her continued service. Utilizes two identical S-6 hyperdrive units incase one malfunctions.
    Game Text: May add 3 pilots and 4 passengers. Weapons may not deploy on this starship. Once per game, may cancle one attempt to reduce this starship's hyperspeed to 0. Immune to attrition < 4.
  2. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Well, got a few more visually done:

    Name: *Bravo Escort Leader
    Type: Republic
    Destiny: 1
    Deploy: 4
    Forfiet: 7
    Power: 3
    Ability: 4, force Sensitive
    Icons: Pilot, Warrior, Ep2
    Lore: Despite holding back during the escort run, Amidala maintained final say on all key command decisions. Should not have come back.
    Game Text: Adds 2 to power of anything she pilots. While piloting Bravo Escort 3, adds 1 to maneuver and ignores opponent's cards targeting 'Amidala'. Immune to attrition < 3.

    Name: *Coruscant: Coco Town
    Type: Light Side site
    LS Icons: 2
    DS Icons: 1
    Icons: Exterior, Ep2
    LS Game Text: When a player activates Force here, their opponent must use Force = activation amount.
    DS Game Text: during your control phase, you may move free from here to Dexter's Diner (or vice versa).

    Name: *Dexter's Diner
    Type: Light Side Site
    LS Icons: 1
    DS Icons: 1
    Icons: Interior, Ep2
    LS Game Text: Once per game, may deploy Dexter here from Reserve Deck; reshuffle
    DS Game Text: This site counts towrds Juri Juice.

    And for those who like the OT:

    Name: *Senator Leia Organa
    Type: Rebel
    Destiny: 1
    Deploy: 3
    Forfiet: 6
    Power: 3
    Ability: 4
    Politics: 3
    Icons: none
    Lore: Alderaanian princess and youngest Imperial Senator ever. A strong political leader. Secretly aiding the Rebellion.
    Game Text: Agendas: peace, justice. While in a senate majority, Leia may not be battled and your Undercover spies may not have their "cover broken" by opponent. Immune to attrition < 4.
  3. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Hmm, right now, I'm having problems coming up with a Good version of Dexter. There's alot of potential here, for just one version, or even possibly 2.

    According to his background, form movie source, as well as NEGtC, he's a former prospecter AND Out Rim Scout! I KNOW that can be a nice little niche.

    Right now, I have an idea for "While At Dex's Diner, Blue Milk, Yoda's Stew, and Beru Stew may not be cancled" with plenty of room left.

    However, that's just one small idea. I thought about just preventing their grapple, or going for a straight ORS varient, but that would then defeat the purpose of the Diner site.
  4. Artie-Deco Jedi Knight

    Member Since:
    Aug 23, 2001
    star 3
    Hmmm... well, why not have some game text to replicate how Dexter helped Obi-Wan find Kamino:

    "Once per turn, use 1 Force (free if Obi-Wan present) to /\ one system."

  5. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Actually, I did eventually come up with Dexter's GT, with the help of a freind. I'm gonna work on making the visual today:

    Name: *Dexter Jettster
    Type: Alien (lightside)
    Destiny: 3
    Deploy: 3
    Forfiet: 6
    Power: 3
    Ability: 3, Force-Attuned
    Icons: Pilot, Warrior, Ep2
    Lore: Information Broker and former Outer Rim Scout. Old friends with Obi-Wan. Maintains his underground conections.
    Game Text: While at Dex's Diner and present with one of your non-droid characters, once during your control phase, may use 2 Force to take any one card into hand from Reserve Deck; reshuffle.

    I have made some changes to the Diner site, so I'll post that too.

    Name: *Dex's Diner
    Type: Light Side Site
    LS Icons: 1
    DS Icons: 0
    Icons: Interior, Ep2
    LS Game Text: Once per game, may deploy Dexter here from Reserve Deck; reshuffle
    DS Game Text: Force Generation +1 here. Cantina Brawl and Local Trouble may be played here.

    The change keeps the activation the same, but prevents the site from being pulled as a Battleground. Also, the DS got somewhat more helpful Gametext.

    I also plan on doing a light side version of Information Exchange, just to give LS Info Brokers something to do.
  6. Artie-Deco Jedi Knight

    Member Since:
    Aug 23, 2001
    star 3
    Don't know what cards were thought up for the previous AOTC "dream" set, but here's a thought for a dark side dream card I came up with last night:

    Name: ***Death Sticks
    Type: Device (dark)
    Destiny: 4
    Lore: "Wanna buy some Death Sticks?"
    Game Text: Use X Force to deploy on opponent's non-droid character, where X is that character's ability. At the end of each turn, opponent must draw one destiny; if destiny + 1 > X (or if opponent can not draw destiny), opponent must lose X Force; if destiny = 0, bearer is lost.

    And of course that would lead to an Elan Sleazebaganno card. Let's see....

    Name: *Elan Sleazebaganno
    Type: Alien (dark)
    Destiny: 2
    Deploy: 2
    Forfeit: 1
    Power: 2
    Ability: 1
    Icons: EpII
    Lore: Thief. Will sell you Death Sticks if the price is right. Recently decided to go home and rethink his life.
    Game Text: Once per turn, may take one Death Sticks into hand from Reserve Deck; reshuffle. May move for free if present with a Jedi. While present at an interior site opponent may not initiate battle here and you may not Force drain here unless you have total ability > 1 present.

  7. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Those are pretty cool. I was wonderng what to do with him. I think you got him pretty close. Couple alterations:

    Make Death Sticks an Effect. This owuld allow you to have fun with counters like You Don't Want To Sell Me Death Sticks (title too long, but you see what I'm getting at).

    As for Elan, maybe instead of an interior site (you want him selling Death Sticks on the D*....actually, that would be kinda funny)..make it any Cantina, Diner or Club. That way it would symbolize he hangs in crowds...

    Other than that, if you like the changes, I'll make them!
  8. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Some more Ideas I've been toying with and need help with:

    Well, I've been discussing the following with someone on IM, and thought I'd put them here for some feed back.

    Basically, I'm making new versions of the Jedi Tests, and making a new Jedi Test #7. The basic rules are simple. They do NOT replace the old ones. You can certainly mix and match if you want to stick to Dagobah, but these are meant to be a little quicker, and more personalized. They don't have FAR reaching affects as Dagobah's did. This represent more the Prequal era training, where lessons were one on one. Not galaxy changing. The following Jedi Tests will deploy to any related planet site as the Mentor.

    JT#1

    Requirements are pretty much the same. Target a Mentor and apprentice. Instead of Destiny + apprentice ability + mods > 12, its been (for now) decided to be Mentor's Ability + Destiny +3 +mods > 12. Sites will not count as a mod anymore. The reason for this is because of Hoth and especially Tatooine, where you can have 20 sites down and auto suceed =P This test is meant to reflect the Remote Taining and obviously will be easier to use as the ability increases.

    The benefit will be: Place on apprentice. Once per turn may attempt to 'deflect' one opponent's attempt to target apprentice with a card. Draw destiny. If destiny < apprentice's ability +1, target 'deflected' (cancled).

    JT#2:

    Deploys to same site as mentor. If you fail, you move to an unoccupied (if non, move to adjacent) site. Benefit will be the same as original, but limited to same site as the apprentice.

    JT#3:

    Relatively same in deisgn. Same benefit, again limited to same site.

    JT#4

    This one is meant to deal with Lightsaber Contruction.

    Place on apprentice and if no lightsaber on apprentice, may immediately deploy a lightsaber here form Reserve Deck; reshuffle. A lightsaber here is considered 'matching', and your Force Drains are +1 here.

    JT#5

    Relatively the same, again, keep benefit limited to the site.

    JT# 6

    This one is providing some trouble. I could make it to target any Dark Jedi, but if opponent doesn't play a Dark Jedi, you're screwed and I don't want that. The PTs weren't focused on Dark Jedi during their training. So what would be a good facing fear type of game mechanic we can do with this?

    JT#7

    This one I haven't thought much about yet. Obviously, benefit will include gaining a [ls] icon on your character. You're apprentice who completed #6, or a Jedi Knight may attempt this one. I'm thinking will gain Immunity to attrition as wel, and can immediately deploy one Lightsaber Form on him from reserve deck; reshuffle.

    *A Lightsaber Form, is a type of fighting style. Form I-VII, Vapaad, etc.I havent' decided if they will simply be effects immune to alter, or a new card type. But they will provide bonuses to the Jedi they're on that reflect that form's style.
  9. Artie-Deco Jedi Knight

    Member Since:
    Aug 23, 2001
    star 3
    Actually, I thought of it as an effect first, allowing an opponent to simply Alter it ("You don't want to sell me Death Sticks"). At the last second I thought of making it a device just for fun ... we don't use enough devices in this game. Specific counters could work on either version, Device or Effect, so I wouldn't worry about that. Make it an Effect if you want.

    Well, I kinda like the "interior site" the way it is. Like you said, it would be funny, but it also gives him more uses. But if "interior site" is too broad, how about "interior planet site" as a compromise? Then he can still sell death sticks in Jabba's Palace ... or Chief Chirpa's Hut!! :D

  10. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Well, I think Effect would def work better for Death sticks, but you're right about the Devices. I'm working on some though ;)

    As for Elan, I'll leave him like you suggest. That's just too funny.

    Vader sat within his isolated meditation chamber aboard the Executor. As he took slow deap breaths, preparing to remove his helmet and armor, he heard a rap upon the metallic dome.
    His anger at the unexpected intrusion was barely controlled as the dome lifted.
    There, he saw standing before him, peering in the chamber like a curious child, was a scrawny looking teenager.
    "Wanna buy some death sticks?"

    LMAO!
  11. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Name: Political Idealist
    Type: Effect (darkside)
    Destiny: 5
    Lore: Ki-Adi-Mundi and Mace Windu were both quick to defend their former friend nd Jedi, Count Dooku. "It's not in his character."
    Game Text: Deploy on any senator. Opponent may not initiate battles at this location and that senator may not carry weapons (any already on that senator are lost).

    Name: Not A Murderer
    Type: Effect (lightside)
    Destiny: 4
    Lore: When Amidala accused Dooku of being responsible for the attempt on her life, the idea was quickly dismissed. "He's a political idealist."
    Game Text: Deploy on Dooku or any senator. Opponent may not initiate batles at this location and that character may not carry weapons (except a lightsaber when targeting Dooku).

    I haven't made these yet. Hoping to get feedback.
  12. Artie-Deco Jedi Knight

    Member Since:
    Aug 23, 2001
    star 3
    What are "PTs"?

    One suggestion: take this one out and change JT 7 to JT 6. Make this one an epic event that you can upload if you've completed JT 6.


    Oh, gosh, with seven Jedi Tests and now seven Lightsaber Forms, no one will ever play that many cards. My suggestion: make Lightsaber Form a type of card you can download from under a Starting Effect so it doesn't count toward your deck.


    So these cards might look something like this:

    Name: *Jedi Trials
    Type: Jedi Test #6
    Destiny: 6
    Game Text: Deploy at same site as Mentor. Target your character with ability 6 or an apprentice who has completed any Jedi Test #5. Attempt when target is present at beginning of your Control Phase. Both players draw destiny. If your destiny = opponent's destiny (or if opponent has no cards in Reserve Deck), test completed. Place on target. Target gains 1 Ability and immunity to attrition; you generate one more Force per turn, and may play Lightsaber Form cards from under your Starting Effect. Once per game may take The Sith Are Extinct into hand from Reserve Deck (reshuffle) or from under your Starting Effect.

    Name: *The Sith Are Extinct
    Type: Epic Event
    Destiny: 0
    Game Text: Deploy on table if Jedi Trials is completed. At the start of each of your turns, if no Dark Jedi is on table opponent loses 1 Force (and you retrieve 1 Force). If a Dark Jedi is on table, subtract 1 from your characters' immunity to attrition (characters who are "immune to attrition" are now "immune to attrition < 5"). If your Jedi is present with a Dark Jedi, initiate a duel (for free): Each player draws destiny. Add ability. Character with lowest total is lost.

  13. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Well, I think I got misunderstood on the 7 Lightsaber Forms. They aren't something you have to "complete", nor play in any order. It's simply a fighting style that's been established in the EU and PTs (prequal trilogy).

    For Instance, Obi-Wan was a master at Form III, Luke and Vader were V, Yoda was IV, Palpatine is a master at all 7, while Mace was a master of Form VII +Vapaad and Dooku was Form II. Kit Fisto was form I. Just a prefered fighting style, like Boxing, Karate, Kung-fu, etc.

    These are cards you can play with or without Jedi Training and would deploy on your Jedi armed with a lightsaber. You can put as many as you want on a single jedi, or spread them out. Like I said, they don't need completing or anything. They simply provide bonuses based on what the style was geared towards (Form II was a fencing style, while Obi's was all about defense, etc). The JT was simply meant to allow you to pull one quick rather than draw it.

    The epic event is certainly an idea, but as you had it, didn't allow them to become a Jedi Master or anything. And there's already enough cards to initial duels (and I even made 2 more =P).
    Like I said, it shouldn't depend on the opponent having a Dark Jedi

    As for the number of cards required, it shouldn't be that bad. This is meant to be al ittle more simpler than Dagobah training. This should be able to be done while you hold battles, etc. It's not meant for isolation.
    there will be mods of course too. In addition to Dagobah Yoda, Yoda's hope, Luke's Backpack and Reflection, I plan on making some Jedi Temple sites that will add to certain tests, as well as later on, some Yavin IV sites (EU based on Luke's academy). Perhaps even make a mentor version of Qui-Gon, or general "younglings" or "Jedi padawns" who can train a little easier too...
  14. Artie-Deco Jedi Knight

    Member Since:
    Aug 23, 2001
    star 3
    Ok, thanks for clarifying the Lightsaber Form stuff. I was getting worried there for a minute! :)

    Now, about your JT 6 and 7 ....

    If you don't like the idea of an Epic Event and want to have a test where you "confront" your greatest fear or enemy, how about something like this:

    Name: *Confront Your Fear
    Type: Jedi Test #6
    Destiny: 6
    Game Text: Deploy on table. Target an apprentice who has completed any Jedi Test #5. Each time target wins a battle or duel, or Force drains at opponent's location, opponent must lose 1 Force and stacks lost card here, face down. Attempt test at end of your turn; draw destiny. Add 1 for each card stacked under here. If destiny < (some number), place opponent's cards in owner's Used Pile. If destiny > (some number) test completed: transfer this card to target, and place opponent's cards in owner's Lost Pile; add one battle destiny in all battles involving target.

    This is kinda patterned more after I Can Feel The Conflict than it is You Must Confront Vader, but maybe you'll feel this is more playable? Your apprentice gains experience winning battles and duels, and in general just "keeping the peace" (Force draining). At some point, he will have gained enough experience to move on to the next level and attempt to become a Jedi Master (your JT #7). But even if you don't go on to JT 7, or even if you don't complete this JT 6, it is still a useful card.

    (Shrug) just an idea off the top of my head...

  15. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Hmm, I definately like what you've come up with there. However, since I'm keeping #5 relatively he same, the benefits need to be different. but that's not a problem. I like the stacking idea too. I'm gonna sit and think about it some more, but I def think you've got something there...
  16. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Okay, biggest item yet. I'm doing Lightsaber Forms. Originally, I thought just make them Effects to be simple about it. But more I thought about it, the more I thought they deserved their own card type. So, Now I'm asking you all. What do you think?

    I did design a template (lightside) that I'd like opnions on as well. The link is:

    http://members.fortunecity.com/commander_kettch/temp.html

    The icon for the card type I'm not thrilled with and I'm open for suggestions on that.
  17. Artie-Deco Jedi Knight

    Member Since:
    Aug 23, 2001
    star 3
    Pink?!? Blecch!

    I'd say make them a different card type. Why not? It's not like these cards can be canceled. Mace doesn't "forget" how to use Vapaad, after all.

    Have you thought of game text for these yet?

  18. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Lol, I admit, Pink isn't the most thrilling. My original idea was a yellow or goldish color, but I didn't think they'd look good. When messing with the colors, I thought, despite being pink, it did a nice job enhancing the saber color(s) in the pic, which, is what saber forms are all about.
    But like I said, I wasn't sure of what color to use. D's already used Red, Blue x2, Orange, Green, White, Black, Grey, Purple..I was running out of options =P

    As for ideas, I got a couple rough ones, but I don't know enough about all the forms to really do anything solid, with the exception of maybe Vapaad. I'm gonna be reading up on the forms tonight though!

    Also, I posted the Dark Side version of the template. You can see how they look side by side.

    http://members.fortunecity.com/commander_kettch/temp.html
  19. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Well, here are my ideas for the first 3 Lightsaber Forms:

    Name:Shii-Cho
    Type: Lightsaber Form (Light/dark)
    Destiny: 1
    Lore: Form I of Lightsaber combat and the basis on which other Forms are founded. Mastered by Kit Fisto, this form's main stregnth is against mutliple blaster weilding opponent's. (lightside lore, will differ for DS)
    Game Text:Deploy on your Jedi (or Dark Jedi for DS). While armed witha lightsaber, each of opponent's non-lightsaber weapon destinies are -1 when targeting here. Opponent's characters armed with only a blaster or pistol are defense value -1 when targeted by this Jedi's lightsaber.

    Name: Makashi
    Type: Lightsaber Form (both sides)
    Destiny: 2
    Lore: Form II of lightsaber combat. Favored style of Count Dooku. Designed specifically for saber to saber combat, this firm is unbeatable in duels though leaves itself vunerable to ranged attacks. (dark Side Lore)
    Game Text: Deploy on your Dark Jedi (or LS Jedi). While armed with a lightsaber, this Jedi's lightsaber combat, duel, and lightsaber weapon destiny draws are each +1. Opponent's non lightsaber weapon destiny draws are each +2 when targeting here.

    Now, I don't know if I got the wording right, but let me know. I'm trying to say it's ONLY the lightsaber combat destiny DRAWS that get the bonus. The bonus would not apply to destiny stacked here via the epic events (this is just a small way to balance it).

    Name: Soresu
    Type: Lightsaber Form (both sides)
    Destiny: 3
    Lore: Form III is specifically geared towards defense. Originally designed for use against ranged weapons. Obi-Wan perfected this style after seeing Qui-Gon fall to Darth Maul.
    Game Text: Deploy on your Jedi (or Dark Jedi). While armed with a lightsaber, Jedi is defense value +2. This Jedi may use Blaster Deflection for free and it is a Used Interrupt. Jedi may only use lightsaber in battles, duels or lightsaber combat if opponent initiates that battle or duel.

    That's it so far. I think I've kept to the spirit of the forms, but the feedback will be a big help with that! Lemme know.
  20. Artie-Deco Jedi Knight

    Member Since:
    Aug 23, 2001
    star 3
    Okay, my suggestions:

    Shii-Cho: Not enough benefit for a destiny 1 card. Hopefully there will be other cards that let you pull it...? Since it works better the more blasters are present, why not something like "bearer is defense value +X, where X is the number of blasters opponent has fired"?

    Makashi: Since this is strictly a fencing style, I would give the bonus to just duel and combat draws, not weapon destiny draws (or only to weapon destiny draws targeting a character bearing a lightsaber). And as for the wording: "add 1 to each destiny drawn."

    That's all I've got for now, it's late and I'm tired. (yawn) :)
  21. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Hey, was wondering where you been =P

    Understandable. I wasn't realy thinking about the destiny. Just making the destiny match the Form # when applicable. I'm not sure about adding to a Jedi's already high defense, as that would make them impossible to hit. However, how about reducing opponent's total Battle Destiny by X? or maybe even go so far as reducing X off total ranged weapon destiny when targeting the bearer?

    Hmm, I see what you're saying. I can do that.
  22. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    Just an update, I got Chancellor Palpatine posted, along with N-1 Twin Lasers.

    You have the link Artie, so you know what to do =P

    Currently, I'm working on a first draft of Bloodfin, Maul's Sith speeder. Once I have that, I'll post it.

    EDITL Okay, Got the first draft:

    Name: *Bloodfin
    Type: Trnasport Vehicle
    Destiny: 5
    Deploy: 2
    Forfiet: 4
    Power: 0
    Maneuver: 5
    Landspeed: *
    Lore: Darth Maul's custom-built Razalon FC-20 speeder bike. Can be remotely piloted by Maul's wrist link. Mysteriously dissapeared after the Battle of Naboo.
    Game Text: May add 1 drive. *Landspeed = driver's ability. During your move phase, if Bloodfin undriven and Maul is at an adjacent site, may use 2 Force to move to that site (landspeed -1).
  23. Artie-Deco Jedi Knight

    Member Since:
    Aug 23, 2001
    star 3
    Hmmm... maybe. Or maybe something that will cancel a bd if they draw multiples.

    I had some other ideas; putting them all together:

    "Deploy on any apprentice or character with ability > 3. Once per game may take matching lightsaber into hand from reserve deck; reshuffle. Add 1 to your total weapon destiny when this character targets an opponent armed with a blaster or pistol. When in battle and targeted by a blaster or pistol, opponent's total weapon destiny is -1 (if that weapon does not hit this character, retrieve 1 Force) and if opponent draws multiple battle destinies use 1 Force to cancel the lowest destiny drawn."

    The deployment gives a better feel for how this form was used by Jedi initiates (younglings). Pulling a lightsaber and retrieving Force just gives you more reasons to play it.


  24. Artie-Deco Jedi Knight

    Member Since:
    Aug 23, 2001
    star 3
    They look good to me.

    As for Bloodfin...

    Two problems with this: 1) If Bloodfin is undriven, it has no landspeed (so the landspeed-1 is irrelevant anyway), so how can it move to Maul's site? Perhaps you just want to "relocate" Bloodfin to Maul's site. "May use 2 Force (why not 1?) to relocate Bloodfin to an adjacent site if Maul is present there."
    2) Why would Bloodfin ever be undriven at a site adjacent to Maul in the first place? :confused:

    Other than that, I like the Landspeed = Ability text. :)

  25. Card_Dreamer Jedi Knight

    Member Since:
    Aug 5, 2003
    star 3
    I think what you got is a little much for a Lightsaber form, Game text wise (fitting in). Always, as they are now, the Froms are the Masters versions, not training, so I rather keep it to deploy on a JEdi (be it knight or master is fine).
    As for the remote training on younglings, that's actually gonna be represented in the first new Jedi Test =)

    Well, 2 faults of my own there. The wording was poor, and I was trying to say that, if Maul moves it to him, and then gets on, and drives it, the landspeed would THEN be -1). Text wise, what you have works just as well.

    Well, I was doing this to respresent his speeder's entry in the NEGtV&V (New Essential Guide To Vehicles & Vessles). As Sith before him, he could either remotely control his speeder from up to 8 kolimeters away (incase he jumped off at one point, or had to leave it secluded, etc), and when withing a certain range, could and did use the Force to bring it to him..
    That's my biggest strength AND weakness in DC making. I try to mimic too much their actual use and wording gets fumbled.
    So, as for why it would be abandonded, I've left vehicles abandoned before. For instance, move them on the vehicle, then get off and move under their own landspeed. It was an extra site to move, so. This would provide a way to get the speeder back without comprimsing your move phase.

    Thanks, stole it from Air Swoop from the SE set =P
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