urbanshmi2 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Wed Feb 04, 2015 5:09 am
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For reference
Quote:
Quote:
Plasma Bolt -2 [Enemy characters get -2 to save rolls to reduce or avoid damage from this character's attacks
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LESHIPPY Online
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Wed Feb 04, 2015 8:43 am
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sure I have no problem with that
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ingersandteeth Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Wed Feb 04, 2015 9:34 am
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Quote:
urbanshmi2 wrote:
I just realized that Plasma Bolt -2 never made it onto this guy (was supposed to represent the slingshot). Not a big deal, but did we want to work it in?
i thought that was jolt?
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immerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Wed Feb 04, 2015 10:00 am
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Nightsister archer has the +4 version
It was a new ability we were introducing in this set, and I thought it was cool to be useful on 2 characters.
Correct me if I am wrong, but if he had both (jolt and plasma bolt -2), the latter would not effect jolt. (which I like)
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urbanshmi2 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Wed Feb 04, 2015 12:48 pm
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Quote:
TimmerB123 wrote:
Correct me if I am wrong, but if he had both (jolt and plasma bolt -2), the latter would not effect jolt. (which I like)
Correct. Plasma bolt just affects things like Evade, Dark Armor, and Beskar'gam. Back when we were talking about the set as a whole, Tim mentioned that the effect of his slingshot could be similar to the plasma bows the Hunters used, and I agreed, which is why I designed Plasma Bolt to be scalable. Now that we're more settled on both, it might be a bit of overkill, since Ezra seems fairly solidly formed as he is. Jolt does approximate the effect, so it might be excessive to have two separate abilities for that.
I just wanted to mention it before it got lost in the shuffle (again).
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Wed Feb 04, 2015 3:23 pm
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I'd like it on there. We raised him to 28pts, so he should be useful.
If there is room I think we should try it
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urbanshmi2 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Wed Feb 04, 2015 4:51 pm
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Ok. Anyone have an objection to adding plasma bolt -2 to the PT stats?
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fingersandteeth Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Wed Feb 04, 2015 5:33 pm
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nope, add it.
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swinefeld Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Wed Feb 04, 2015 9:25 pm
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PT updated
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Tue Feb 10, 2015 9:10 am
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Do we have a problem with him becoming a greater mobile double twin jolted quite easily?
Wondering if he should be stealth instead of evade
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LESHIPPY Online
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Tue Feb 10, 2015 12:41 pm
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Sorry, it has been long morning of going a thousand directions. How is he getting twin?
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Tue Feb 10, 2015 3:44 pm
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Quote:
LESHIPPY wrote:
Sorry, it has been long morning of going a thousand directions. How is he getting twin?
Blaster Upgrade (Specforce technician). Already a very good piece in the rebels, and fits perfectly with Leia RC and others in the faction to create a nasty combo.)
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LESHIPPY Online
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Tue Feb 10, 2015 8:01 pm
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What if we just made him a single attack? Drop him say to 26 maybe?
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fingersandteeth Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Tue Feb 10, 2015 11:21 pm
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Quote:
TimmerB123 wrote:
Do we have a problem with him becoming a greater mobile double twin jolted quite easily?
Wondering if he should be stealth instead of evade
After the power level you witnessed this weekend i feel obliged to turn the question back on you.
You need to spend 18 points on a pretty fragile commander to get him GMA (note he is currently listed as mobile).
Personally, i don't have a problem with him now. He might replace Das Jenner in a squad i've only seen you play. He might end up being played WITH Dass which would be a cool new combo.
for comparison, this is Dass (a pretty under strength figure these days) who can pump out 160 damage in a turn but you need all your ducks in a row to get it. He can also get jolt if you bring in a verpine.
Dass
80
18
9
10
Unique
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Affinity (May be in a Republic squad)
Lightsaber (+10 Damage against adjacent enemies)
Force Powers
Force 2
Force Renewal 1 (This character gets 1 Force point each time he activates)
Dispassionate Killer (Force 1: +4 Attack and +20 Damage until the end of this character's turn. At the end of that turn, make a save of 11. If the save fails, this character is immediately defeated.)
Force Leap (Force 1: This turn, this character can move through enemy characters without provoking attacks of opportunity)
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)
Erza has a lower ceiling and attack, less force powers but has evade and jolt (with plasma thingy).
Dass has JMT also, erza will jolt 2 figs at most. Not such a great deal when you have 9 warriors with twin 30 bearing down on you from 16 spaces away.
Or commando's who can co-ordinate command right down your throat.
If you want my honest opinion i'd say that things that activate pieces or freeze pieces are probably ripe to add to this game.
Actually, i'd probably like a couple of pieces with snare rifle in this set based on the movement possible these days or something with a bubble that prevents movement that occurs outside your normal move (catching agile, CE movement, coordinated command etc) and/or slows guys down to their speed or slower.
The game isn't a WotC game anymore, its now a vset dominated game. The average power level has bounced in the last few sets.
Erza is not an issue, IMO.
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Wed Feb 11, 2015 3:59 pm
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Can't argue with any of the above. Just wanted to bring it up. Better to discuss than be surprised
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Sun Feb 22, 2015 6:26 am
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PT suggested something about twin. I dunno, it was vague.
If we swapped double for twin, he could more easily get off 2 attacks (and move!). 40 adjacent damage would be plausible now.
Small downside would be he can only ever jolt 1 character.
Thoughts on twin?
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fingersandteeth Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 11:55 am
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Twin would be fine.
Weakens jolt, brings up his floor but lowers his damage ceiling.
He is more of a self contained package with twin and works better with rebel cannons.
I'm not against it, i don't think its any stronger because of the ease that he can get twin anyway.
I don't feel strongly either way.
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urbanshmi2 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 1:08 pm
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I'm fine with him having Twin instead of Double. We want this group to feel natural together, and the PT comments indicated Twin would help with that.
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 1:34 pm
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Quote:
Quote:
subset 2/9
Ezra Bridger, Padawan
Rebel
28 pts
HP 70
DEF 17
ATK +8
DMG 10
Special Abilities
Unique. Ghost Crew
Twin Attack; Mobile Attack
Distraction [Suppresses adjacent enemy commander effects]
Evade [When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11]
*False Transmission [Usable on this character's turn: Choose an enemy within line of sight; this phase, that enemy may not make attacks of opportunity, and this character and allies can move through that enemy's square]
Jolt [An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.]
Lightsaber +10 [+10 Damage against adjacent enemies]
Padawan [This character can spend a Unique ally's Force points as though they were his own. He still cannot spend Force points more than once per turn and cannot combine the ally's Force points with his own.]
Plasma Bolt -2 [Enemy characters get -2 to save rolls to reduce or avoid damage from this character's attacks]
Synergy +2 [+2 Attack while an ally whose name contains Kanan Jarrus is within 6 squares]
Force Powers
Force 3
Focused Attack [Force 2, usable only on this character's turn: This character ignores cover when determining legal targets]
Update with Twin instead of double
PT
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urbanshmi2 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 1:40 pm
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PT
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End of page 3########################################################
swinefeld Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 5:39 pm
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Intent question on False Transmission:
Normal targeting rules, or ignores cover?
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 5:46 pm
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Good question. Open to thoughts.
Obviously more useful ignoring cover.
Too good?
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urbanshmi2 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 6:39 pm
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I would think normal targeting rules. Most of the time, you're going to be picking an enemy fairly close at hand, since you're wanting to be able to move through it and still make attacks (not always, but most of the time). So in the majority of cases, cover will only matter for Cloaked/super stealth (because you're probably going to be within six squares of an enemy with stealth you would use it on).
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 7:30 pm
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I thought about that too - but if we go with no cover, it's more of a matter of the allies in the same phase. Ezra is a tech piece in a lot of ways (as well as support shooter) - so I could see him standing back a bit further, and helping Zeb hop a mouse to get to a meaty target.
It is a "false transmission". It wouldn't follow normal targeting rules (but for gameplay it at least has to be LoS (no cover)
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urbanshmi2 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 8:50 pm
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Yeah, that thought occurred to me, as well. It would be nice to be able to move someone else past an enemy, even if Ezra was staying put. Maybe a range (within 12 squares and line of sight)? So you can't pick anything on the board you can see, but you still have the option of affecting someone outside your immediate area.
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swinefeld Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 9:17 pm
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Additional question:
It may be simpler and shorter to have them ignore the enemy when moving (which leaves Jedi Reflexes etc working). Is that a big deal?
This card is quite stacked.
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Mon Feb 23, 2015 9:33 pm
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Quote:
swinefeld wrote:
Additional question:
It may be simpler and shorter to have them ignore the enemy when moving (which leaves Jedi Reflexes etc working). Is that a big deal?
This card is quite stacked.
I thought about that as well with the request for rewording.
Originally I thought I would want it to work against Jedi reflexes, etc - but the more I think about it, let'd just Keep It Simple.
They already have a playtest showing they are pretty darn good (and we weren't aiming for top tier played all together) - so this small thing can be let go, especially if it makes it shorter and simpler.
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Sat Mar 21, 2015 11:50 am
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Done
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Sat Mar 21, 2015 11:50 am
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Done
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lyingArrow Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Sat Mar 21, 2015 11:24 pm
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What version is done? Two changes to False Transmission were discussed but not included in a new stat block.
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urbanshmi2 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Sun Mar 22, 2015 7:23 am
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You're right, we at least need to decide whether we want it to ignore cover (I think the other was more swinefeld wanting to make a minor tweak to the wording).
Sorry.
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TimmerB123 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Sun Mar 22, 2015 10:32 am
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I'm sorry, I thought it was all sorted out. LoS only (not normal targeting), and jedi/reflexes, QuickDraw, etc still work against it.
Quote:
Quote:
subset 2/9
Ezra Bridger, Padawan
Rebel
28 pts
HP 70
DEF 17
ATK +8
DMG 10
Special Abilities
Unique. Ghost Crew
Twin Attack; Mobile Attack
Distraction [Suppresses adjacent enemy commander effects]
Evade [When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11]
*False Transmission [Usable on this character's turn: Choose an enemy within line of sight; this phase, that enemy may not make attacks of opportunity, and this character and allies can move through that enemy's square]
Jolt [An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.]
Lightsaber +10 [+10 Damage against adjacent enemies]
Padawan [This character can spend a Unique ally's Force points as though they were his own. He still cannot spend Force points more than once per turn and cannot combine the ally's Force points with his own.]
Plasma Bolt -2 [Enemy characters get -2 to save rolls to reduce or avoid damage from this character's attacks]
Synergy +2 [+2 Attack while an ally whose name contains Kanan Jarrus is within 6 squares]
Force Powers
Force 3
Focused Attack [Force 2, usable only on this character's turn: This character ignores cover when determining legal targets]
done
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urbanshmi2 Offline
Post subject: Re: Mini Set 2. Ezra BridgerPostPosted: Sun Mar 22, 2015 10:50 am
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Fine with me. Done.
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swinefeld Offline
Post subject: Re: Mini Set 2. Ezra Bridger - QC POSTEDPostPosted: Wed Mar 25, 2015 11:20 am
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* QC *
Quote:
Quote:
subset 2/9
Ezra Bridger, Padawan
Rebel
28 pts
HP 70
DEF 17
ATK +8
DMG 10
Special Abilities
Unique. Ghost Crew
Twin Attack; Mobile Attack
Distraction [Suppresses adjacent enemy commander effects]
Evade [When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11]
False Transmission [On this character's turn, he can choose 1 enemy within line of sight: This phase, this character and allies ignore that enemy when moving]
Jolt [An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.]
Lightsaber [+10 Damage against adjacent enemies]
Padawan [This character can spend a Unique ally's Force points as though they were his own. He still cannot spend Force points more than once per turn and cannot combine the ally's Force points with his own.]
Plasma Bolt -2 [Enemy characters get -2 to save rolls to prevent damage from this character's attacks]
Synergy +2 [+2 Attack while an ally whose name contains Kanan Jarrus is within 6 squares]
Force Powers
Force 3
Focused Attack [Force 2, usable only on this character's turn: This character ignores cover when determining legal targets]
--------------------------
fingersandteeth Offline
Post subject: Re: Mini Set 2. Ezra Bridger - QC POSTEDPostPosted: Thu Mar 26, 2015 8:47 am
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Image
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swinefeld Offline
Post subject: Re: Mini Set 2. Ezra Bridger - QC POSTEDPostPosted: Thu Mar 26, 2015 10:32 am
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a few things:
- 2nd line of Padawan def has a leading space
- for undefined stuff, I suggest
Unique. Ghost Crew
Twin Attack; Mobile Attack; Evade
- after-the-fact QC
Plasma Bolt - change 'save rolls' to just 'saves' (and hopefully that will eliminate a 3rd line)
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fingersandteeth Offline
Post subject: Re: Mini Set 2. Ezra Bridger - QC POSTEDPostPosted: Thu Mar 26, 2015 10:53 am
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up
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swinefeld Offline
Post subject: Re: Mini Set 2. Ezra Bridger - QC POSTEDPostPosted: Thu Mar 26, 2015 11:11 am
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sweet
and...crap, more post-QC QC.
Focused Attack needs 'this turn' appended at the end.
(my fault, I had left it out on Bloo and never caught it until just now)
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Post subject: Re: Mini Set 2. Ezra Bridger - QC POSTEDPostPosted: Thu Mar 26, 2015 11:22 am
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swinefeld Offline
Post subject: Re: Mini Set 2. Ezra Bridger - QC POSTEDPostPosted: Thu Mar 26, 2015 12:14 pm
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+1
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End of page 4 #######################################################
Markedman247 Offline
Post subject: Re: Mini Set 2. Ezra Bridger - PROOF CARDPostPosted: Thu Mar 26, 2015 4:11 pm
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+
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FlyingArrow Offline
Post subject: Re: Mini Set 2. Ezra Bridger - PROOF CARDPostPosted: Fri Apr 03, 2015 7:29 am
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Lightsaber has its close bracket very close to the danger zone. Otherwise fine.
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swinefeld Offline
Post subject: Re: Mini Set 2. Ezra Bridger - PROOF CARDNew postPosted: Fri Apr 10, 2015 8:14 am
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FlyingArrow wrote:
Lightsaber has its close bracket very close to the danger zone. Otherwise fine.
Shift text block left slightly to be safe, and we're good
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ingersandteeth Offline
Post subject: Re: Mini Set 2. Ezra Bridger - EDITNew postPosted: Fri Apr 10, 2015 10:40 am
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: approved : - swine