Palpatine Darth Sidious Power Action

By player3234519, in Star Wars: Destiny

Play an event from your hand, decreasing its cost by the number of different damage symbols showing on your dice.

The card says different damage symbols so I interpreted it as I needed at least 2 damage symbols on my dice to use the power action. However whenever I have seen people playing him they sometimes only use the one damage symbol.

Different as opposed to just "damage symbols", which would allow you to stack the same kind of damage symbol for cumilative benefit

There is no reason to assume his ability does not work with just one symbol

Edited by ficklegreendice

Its decreased per different damage, of which there are 3 different damage symbols (melee, range, indirect)

There is no minimum, technically you can do it when you have 0 showing but it wouldnt do anything.

Actually that brings up something I was wondering about

Can you power action through Running Interference or is it still considered as if normally playing a card from your hand?

20 minutes ago, ficklegreendice said:

Actually that brings up something I was wondering about

Can you power action through Running Interference or is it still considered as if normally playing a card from your hand?

Instead of taking the 'Play a card' action, you are taking Palpatine's power action, so I would assume it would go through Running Interference.

Yes it does,

Running Interference prevents the specific action. The action denied was "play a card" so instead you opt for "Action on a card" - the fact that action tells you to play a card is irrelevant, it wasnt an action to play the card.
Its the same reason why RI cant be used to block dice resolves via Fast Hands - that wasnt an action, so its not "after performing an action" to satisfy RI.

Ive done this with Hit and Run several times, opponent blocks Activate a Character or Support action - ok...play Hit and Run "Ambush, activate one of your red characters" i played a card for my action so RI does nothing.

That's fun, good to know

Though I don't think he's very good, I've been really enjoying Palp with one die Phasma opening up

E-11 (3 damage sides, 2 damage types, redeploy)

Dh-17 (3 damage sides)

Ziot Baton (very high chance of melee, redeploy)

Leadership + Best Defense

And Mobilze + Law @ Order (love this card) as my two high cost events. Don't really want more as mostly Palp just generates one "resource" reliably

One die Phasma isn't the best but she's surprisingly decent with a bunch of redeployed weapons

Also the image of Palp packing heat is pure gold. Who needs lightning when you have a good blaster by your side?

Edited by ficklegreendice

Palp is sorta meh overall but hes still quite fun to play. He's also actually a wise choice for Lure of Power because of the wildcard modifier dice (usually its considered too expensive for +1/+1/+2 effects)

surprised Lure of Power wasn't more of a thing on his previous incarnation

he has the most ridiculous dice in the game, imagine buffing it to 3 shields and 3/4 discard

That one tends to be resource starved and the 2cost is the main reason LoP isnt used. For that price, you could get a number of melee/ranged weapons to buff your melee/ranged character better.

Lonepalp kinda needs his resources. Youn..ger palp actually enables high resource gain since he can Power Action Mobility, which is easy to atleast get a 2cost reduction to be pay1 get4 resources (if not straight up free). On that note im trying palp w/ a 1die Lobot for a resource-heavy Force Rend idea...havnt tried it yet but i think i'll work lol.

I'm playing Palp2 with Talzin now. It's a variation of Thrawn Talzin, with Palp's power action replacing the 2 resource that Thrawn brings, and supplementing with more damage sides on character dice than Thrawn Talzin brings. 2 or 3 cost Rise Again is nice, too. Plays very much the same with, but with less brain drain since you don't have Thrawn's ability added in.