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 Post subject: Yarael Poof, Unleashed
PostPosted: Tue Nov 20, 2007 7:58 pm 
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Location: Redmond, WA
Yarael Poof [Republic]
Cost: 18
HP: 60
Def: 18
Atk: +0
Dmg: 0
Unique
Force 2
Force Renewal 1
Battle Meditation
Jedi Mind Trick 4 (Force 4; sight; Usable only on this character's turn: Target living character is activated and cannot make attacks of opportunity this round)

http://starwars.wikia.com/wiki/Yarael_Poof


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PostPosted: Wed Nov 21, 2007 10:33 am 
Warmaster
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I would reduce the cost of JMT by 1, it's slightly too expensive. Besides, he is a master of mind tricks.


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PostPosted: Wed Nov 21, 2007 10:46 am 
Imperial Dignitaries
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Who is this guy; a Jedi magician? He could at least use a lightsaber-wand :)

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PostPosted: Wed Nov 21, 2007 12:41 pm 
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Well, it seems like you can't accurately represent everything about a character in a miniature (otherwise every Jedi would look like a JWM with Force Push, Force Leap, Master Speed, etc. too). I chose to focus on this guy's mastery of Jedi Mind Tricks. Also, he has Battle Meditation, which could actually be useful in a real faction.

I wanted to make him cheap because: A) Nobody's heard of him, so why should he be one of the uber-powerful Jedi Masters? B) There aren't enough cheap Jedi, in my opinion.

Guaranteed activation of someone with no range restriction (and making it so they can't make Attacks of Opportunity for the rest of the ROUND) is a big deal. Notice it doesn't replace attacks or turn--so he can move 12 and do it. If he gets Force Spirit from Qui-Gon, he can do it twice per turn.

I decided that I could make it so he can't attack, because he's a support piece like Yoda of Dagobah. That way I was able to keep his cost down. I'd choose to play this guy over Lando DS in some situations, but not in others, so I think 18 points is about right.

All that said, my only hesitation was costing Jedi Mind Trick at 4 instead of 3. But until playtesting proves otherwise, I think 4 is the right amount for the power of the ability and the cost of the character.

Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)

Jedi Mind Trick 4 (Force 4, usable only on this character's turn: sight; target living enemy is considered activated this round and cannot make attacks of opportunity this round)

Do you think the improvements are worth 3 more Force points?


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PostPosted: Wed Nov 21, 2007 5:08 pm 
Warmaster
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shinja wrote:
Do you think the improvements are worth 3 more Force points?


Ah, I didn't notice all the differences between the original and yours.


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PostPosted: Wed Nov 21, 2007 7:38 pm 
Imperial Dignitaries
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I do like the no save Jedi mind trick; at that cost the force renewal of 1 is probably spot on. You really won't want to burn a FP to use the same 'ol JMT though.

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PostPosted: Wed Nov 21, 2007 11:14 pm 
Customizer Extrodinaire
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I think he is too weak to be "unleashed"

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PostPosted: Tue Dec 04, 2007 1:35 pm 
Unnamed Wookiee
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Yarael is a bit weak for "unleashed" Maybe give him multiple forms of JMT, It would difinitely make more sense for being "unleashed" Maybe give him an abilty that replaces turn to gain an additional force at a cost of temporary defense loss, that would make him a more viable choice, and it wouldn't incease his cost in my opinion. Instead of that, you could give him a single attack with about a +7-8 attack to provide options.


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PostPosted: Sun Dec 09, 2007 6:42 pm 
Black Sun Thug
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the special abilities are way to weak for him to be unleashed.
but the froce powers look ok .

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PostPosted: Sun Dec 09, 2007 7:29 pm 
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He's not actually Yarael Poof, Unleashed. I just called the thread that because I thought it sounded funny. If you look at the stats, he's just supposed to be plain old Yarael Poof.


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