Zenjoy
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For quite some time (almost since we started playing) my group has said some of the characters have been lacking - specifically William Adama and Rosalin (the two default leaders). Cain's entrance made Will obsolete, so there was also question she needed adjustment as well.

Came up with the following concepts. Took some liberty to explore my creativity by altering two other characters as well (Boomer and Starbuck) based on some ideas I read on other character designs, and also created my own version of Felix Gaeta as there have been some good ideas for him and I wanted to create my own.

Here they are (would have posted the photo's up here but can't seem to figure out how to do so):

Cain
http://boardgame.geekdo.com/image/708716/battlestar-galactic...
- reduced the effectiveness of "Blind Jump" and changed her weakness to give her both a Treachery Draw and remove her flexable skill set; all to reduce her power and appeal so other Military Leaders could be considered.


William Adama
http://boardgame.geekdo.com/image/708710/battlestar-galactic...
- improved his Per-Turn ability to work for any skill check, vastly increasing his appeal by giving him some influence over the Brig, Admiral's Quarters, and Administration as well as being able to help increase the chances of any skill check being passed (or failed, should he be a Cylon about ready to reveal himself)


Starbuck
http://boardgame.geekdo.com/image/708715/battlestar-galactic...
- Previous Per-Game was ok. This varient was employed to make her character suggestive of the 'guide/ scout' she played in both Season 2 and 4


Boomer
http://boardgame.geekdo.com/image/708714/battlestar-galactic...
- Gave her Rosalin's Per-Turn ability (as I decided Rosalin shouldn't have it anymore), making Boomer the ultimate scout again until she is sent to the Brig which effectively causes her to loose her per-turn ability


Laura Rosalin
http://boardgame.geekdo.com/image/708711/battlestar-galactic...
- Changed her Weakness as her previous one made it impossible for her to use the President's office (or any other location). New weakness is thematic of her deteriorating health but allows her to draw Quarum cards freely (encouraging her to keep the role of president). Her new per turn (old one given to Boomer - see above) also encourages her to remain President as it helps compensate for her weakness without removing it completely.

Our group agreed Laura had the harshest weakness of any character. This way she can at least be President.



Felix Gaeta
http://boardgame.geekdo.com/image/708712/battlestar-galactic...
- His weakness can be countered with her per-game ability as, being a Military Leader, if he isn't Admiral her per-game will likely assign him the role (he ranks below Helo but above Lee for Admiralship). His real weakness is he is a Military Leader with no Leadership (I felt him more a follower who offered good ideas anyway - main reason I gave him his written weakness).
 
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Gerry Smit
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Here:
Cain


William Adama
 


Starbuck
 


Boomer
 


Laura Rosalin
 


Felix Gaeta



eta: Some great pointers on how to imbed the above in a post:
Forum Formatting Wiki
Aldie's Thread on Image Display
 
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Gerry Smit
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I LOVE Gaeta's lack of Leadership skill. Clearly defines him right up until the end of the series.
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Roberta Yang
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It always seemed like an excellent design decision to me that virtually all of the Political Leaders are ill-suited to being President (Roslin can't use the President's Office effectively, Baltar can't be trusted due to his extra Loyalty, Ellen Tigh can't use her per-turn while sitting in the President's Office), since that encourages the use of Administration and infighting over the title while giving hidden Cylons an opportunity to seize power. The point is to provoke arguments like "Character X is a bad President, we should get a new one", "I'll be President!", "You're just saying that because you're a Cylon", et cetera et cetera. Here, however, you've taken the character first in line for the Presidency and made her the most efficient President, which very strongly discourages removing her from power and effectively means the Presidency won't change hands unless it is absolutely certain that she is a Cylon. That seems like a major step backwards in terms of game design and makes the game far less interesting.

Yes, Roslin has the most debilitating weakness in the game that makes her a lousy President. That's intentional. She also has the strongest per-turn in the game and a skill set containing enough Leadership to get around her weakness if there's anyone around who you trust (or at least who you do not think will have an effective reveal off your XO).

Also, given the importance of Executive Orders throughout the game, your proposed weakness for Roslin will likely lead to her drawing more Leadership than Politics fairly quickly, which seems very anti-thematic.
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Carl Bussema
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I also worry that in a 5+ player game, where the fleet could jump between your turns (obviously even more likely in a 6/7 player game), that effectively now Roslin is drawing 4 cards on her second turn, 3 on the third turn, etc.

Adama's every turn ability is the only ability that can actually turn cards negative after they've been played. Chief's is the closet comparison which turns cards to zero. That all the cards are 1's... well, that's actually probably a far bigger swing than Chief's.
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Nathan Bergom
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"Sometimes it would be nice to be wrong about people." -Commander Samuel Vimes
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Cain - I like the new Blind Jump, that 2 pop loss means that there's enough of a cost for the humans to really have to consider whether the benefit is that great. Not too fond of the Treachery, though. Ellen Tigh at least has Politically Adroit to get positive skill cards into her hand, but Cain would just be stuck with the Treachery. Cain would go from overpowered to incredibly mediocre.

Adama - Yeowch. The level of power this would have. Every single skill check? Adama would pretty much control every skill check. Tom Zarek's FiLP would be worthless, along with Tigh's Cylon Hatred. The new Inspirational Leader would be used on every single check, either positive or negative, depending on Adama's loyalty. I honestly think games would be decided on Adama's loyalty.

Starbuck - Being able to grab 4 destinations and arrange them either on the top or the bottom seems like overkill. A human Starbuck could arrange for two good jumps, while a cylon Starbuck could arrange for two pitiful jumps. That's a lot of influence on the game's outcome right there. What about a Mission Specialist-type ability? OPG, Starbuck can choose a destination instead of the Admiral, and draw 4 destinations when she does so?

Boomer - Very interesting. I like how the new Recon is closely tied to her drawback. Post-sleeper, the humans would really have to think more about breaking her out of the Brig.

Roslin - Oof. I agree that Roslin (along with all the other Political Leaders) is meant to be a lousy President. These new abilities make her a worthless character unless she's the President. If Tigh uses his OPG, or a crisis reassigns the Presidency, Roslin will be crippled. Plus, it takes at least three jumps to get to NC, which means that she'll be drawing only 1 or 2 cards by that point. She'd be seriously limited in how much she could help with crises, and the cylons in Breeder's Canyon would have an easy time nailing the humans.

Gaeta - I like every bit of this one. The skill card draw reflects him perfectly. His DRADIS contact ability is useful, but only during the right circumstances (it's reasonably equivalent to Apollo's). The Mutiny is has a powerful effect, but is tough to use properly (like Tigh's). Indecisive isn't a tremendously tough drawback to deal with, but it's solid for Gaeta, whose other abilities aren't that tremendously powerful in the first place.

Overall, though, I'm impressed with the work, and am seriously tempted to bring this Gaeta in to my game.
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Zenjoy
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GerryRailBaron wrote:
I LOVE Gaeta's lack of Leadership skill. Clearly defines him right up until the end of the series.


Cheers. Was a friend's idea actually. I was tempted to go with a flexable 1 Leadership/ Politics, but he made a fairly decent argument and after he was put together - he just worked.

Am also glad my version of Boomer and Cain is appreciated. Gives good feeling inside :P

Also happy for the criticisms towards my other 3 characters and their changes - having made them a bit too potent. Has given me food for thought and will be using it.

And cheers for posting my photos up here and letting me know how. Much appreciated.
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Zenjoy
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nbergom wrote:
Cain - I like the new Blind Jump, that 2 pop loss means that there's enough of a cost for the humans to really have to consider whether the benefit is that great. Not too fond of the Treachery, though. Ellen Tigh at least has Politically Adroit to get positive skill cards into her hand, but Cain would just be stuck with the Treachery. Cain would go from overpowered to incredibly mediocre.


Gaeta - I like every bit of this one. The skill card draw reflects him perfectly. His DRADIS contact ability is useful, but only during the right circumstances (it's reasonably equivalent to Apollo's). The Mutiny is has a powerful effect, but is tough to use properly (like Tigh's). Indecisive isn't a tremendously tough drawback to deal with, but it's solid for Gaeta, whose other abilities aren't that tremendously powerful in the first place.

Overall, though, I'm impressed with the work, and am seriously tempted to bring this Gaeta in to my game.



Feel free to use the Gaeta. Thats why I posted him up here.

As for Cain (I felt I needed to explain her in a bit more detail), original I just reduced her OPG to make her a bit weaker while still in theme. However her flexable skill set of having this skill set of either William Adama or Saul Tigh each turn (without restraint) was a significant edge she had over those two characters. Plus she starts with the Admiral role EVERY game. She had a lot going for her.

By giving her Treachery she has lost her flexible skill set, and also now has to deal with a rather notable weakness but one that can be dealt with. She can discard her Treachery cards (at risk of sabotage - but in the early game its not significant), play them into skill checks (to avoid sabotage, but also to prevent skill checks functioning AND raising suspicions her way), or use them with the Airlock (we know how much Cain loooooves the Airlock!!).

To summarize, this version of Cain still has a lot going for her while her appeal is equally reduced to encourage players to select Saul or Adama.

CAIN's PRO's
- Automatically Admiral (big bonus in my opinion - others will disagree)
- Has modest Leadership and Tactics (2 each)
- Can execute characters via the Admiral's Quarters
- OPG can clear a board of enemies
- Can use Treachery to prevent certain skill checks (e.g.: Admiral's Quaters targeting her, Administration or Brig check to promote/free characters)
- Her weakness, though risky, can be dealt with a number of ways.

CAIN'S CON'S
- OPG costs a notable 2 population, increases game time (more time for Cylon agents to be active), and sends the fleet... somewhere random
- Can execute characters a bit too freely
- Having a Treachery draw will make her suspect by other players, even if she isn't a Cylon
- Her Treachery draw will reduce the power of Skill checks slightly
 
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