mattgslater wrote:Thrower, Assassin, and Catcher are too expensive (formulas be damned; two B skills and an access category isn't worth 40k on a rat template), Djinn is too cheap. I'd give the Thrower another B skill, replace Catch on the Catcher with something better or else cut the price to 80k, do the same with the Assassin, either adding Shadowing or cutting the cost to 80k, and bump the Djinn up to compare to a BC at 130k. Given the lame-o linos, I'd say 130k would be a minimum, and the true comparison really says 140k to me.
I have to appreciate the enthusiasm behind that remark.
I can't help but come back to Agility 4 players though. Okay, here is something completely off the wall.
0-16 Lineman 6/3/3/7 Jump Up G 50k
0-2 Thrower 6/3/3/7 Jump Up, Pass GP 70k
0-2 Assassin 7/3/3/7 Jump Up, Stab GA 90k
0-2 Blitzers 7/3/3/7 Jump Up, Block GS 90k
0-2 Djinn 6/3/4/8 Leap, Regenerate GA/SP 110k
0-1 Ifrit 5/5/2/8 Loner, Mighty Blow, Regenerate, Frenzy, Wild Animal S 150k
The Djinn in this case are awesome, but aren't super strong. They are weaker djinn, just like werewolves only have strength 3 on the necromantic team.
What I like about Jump Up is that it is generally a useful skill that benefits all players to some degree and it encourages the one aspect that I think is key to the Araby, mobility. Getting knocked down means not losing your entire movement. Djinn seem to be great ball carriers, but are limited by a movement of 6. On the other hand, they can fly, well have very long legs and leap. Maybe I should create an extra ordinary skill for them. I can see them being strength 4, but I think Agility 3 is more interesting.