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I really like turning his stealth into a special power. The dial you made is really good. Now here goes my take on what you added. Let me know what you think.
#002 Veteran Magneto
Team: The Brotherhood
Range: 10
Points: 245
Keywords: Brotherhood of Mutants, Acolytes, Ruler
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Master of Magnetism: Magneto can use Energy/Shield/Deflection. Visible Light Deflection: Magneto cannot be targeted by opposing characters 4 or more squares away from him. Magnetic Mastery: Give Magneto a power action. Magneto can use Telekinesis twice as a free action. If he targets an opposing character with an object, increase damage dealt by 2. This power cannot be countered. I Would Rule Over You: Magneto can use Mastermind and Leadership.
Last edited by emarr1984; 06/13/2012 at 12:07..
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.
I really like turning his stealth into a special power. The dial you made is really good. Now here goes my take on what you added. Let me know what you think.
#002 Veteran Magneto
Team: The Brotherhood
Range: 10
Points: 245
Keywords: Brotherhood of Mutants, Acolytes, Ruler
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Master of Magnetism: Magneto can use Energy/Shield/Deflection. Visible Light Deflection: Magneto cannot be targeted by opposing characters 4 or more squares away from him. Magnetic Mastery: Give Magneto a power action. Magneto can use Telekinesis twice as a free action. If he targets an opposing character with an object, increase damage dealt by 2. This power cannot be countered. I Would Rule Over You: Magneto can use Mastermind and Leadership.
Looks good! I actually prefer the mastermind like you have it as part of the sp, nice. Only thing i could think of would be indomitable, but that's a minor quibble considering his power level as is.
Look, Up In The Sky!: Once per turn, when a friendly character within 8 squares and line of fire is the target of an attack, before the attack roll is made Superman and Superman may be placed adjacent to the target and within line of fire of the attacker. The attack now targets Superman and Superman. To Save The Day!: Superman and Superman may use Charge and Flurry. Through The Sun: Give Superman and Superman a power action and move them up to 8 squares in the same diagonal, horizontal, or vertical direction, automatically breaking away. After actions resolve, you may place an opposing character along that path into an adjacent square and may use the Duo Attack ability as a free action targeting that character. Men of Steel: Superman and Superman may use Impervious, but reduce damage by 3 on a 1-4. Death of a Superman: Superman and Superman possess Earthbound/Neutralized and can't use the JSA team ability.
Last edited by TheQuestion; 06/14/2012 at 17:40..
Reason: Forgot details.
Beyond Human Lifting Limits: Cyborg possesses Super Strength Genius inside a mechanical body: Cyborg can use perplex, but only to increase the values of himself or other allies, when using perplex on characters with the Teen Titans keyword he can modify values by +1/+2 Mechanical Eye: Cyborg ignores hindering terrain when drawing line of fire. White Sound Blaster: Cyborg can use Penetrating/Psychic Blast, when making ranged combat attacks Cyborg ignores blocking terrain for line of fire purposes, when the attack resolves any blocking terrain in the path of line of fire to the target is destroyed.
I'm not sure if he should have indomitable or not, nor am I sure if his White Sound Blaster is balanced, it is very strong and helps to mitigate his inability to move and attack.
Here is my option #1 Flash. Very playable, comic accurate and also pretty balanced IMO.
#001 Veteran The Flash
Team: Justice League
Range: 0
Points: 120
Keywords: Justice League of America, Central City, Scientist
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In A Flash: Once per game, The Flash can be given a power action to move to any legal square on the map and immediately make a close combat attack. Too Fast For You: When using Hypersonic Speed, if The Flash successfully attacks an opposing character, he can, as a free action, make another close combat attack.
Here is my #2 Flash. Comic Accurate, very playable, but maybe a little broken.
#002 Unique The Flash
Team: Justice League
Range: 0
Points: 180
Keywords: Justice League of America, Central City, Scientist
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I Am The Fastest Man Alive: The Flash can use Super Senses and Energy Shield/Deflection. To Me, You're All Slow: The Flash ignores other characters Super Senses and Combat Reflexes. Have To...Keep...Running...: The Flash can use Hypersonic Speed. He ignores the effects of characters, hindering terrain, elevated terrain, and blocking terrain on movement. He can't end his movement in blocking terrain. Place a debris marker in each square of blocking terrain he moved through this turn. Infinite Mass Punch: Damage dealt by The Flash can't be reduced below 1. When The Flash makes a close combat attack he can modify his damage +2. If he does, deal The Flash 1 unavoidable damage after the action resolves. When his damage is modified by this power and the target opposing character has a point value of 100 or lower, they are knocked back equal to the damage taken. Speed Force Healing Factor: If there are no opposing characters within 4 squares of The Flash and he has no action tokens he can be given a power action to use Regeneration. Reduce the Regeneration roll by -1.
Last edited by emarr1984; 06/27/2012 at 01:57..
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.
At The Deepest Depths Waiting To Strike.: Namor possesses the "Dolphin" Speed Symbol. When Namor occupies Water terrain, lines of fire drawn to him are blocked. The Water Freshens My Pallat For Battle: If namor Occupies Water terrain at the beginning of your turn, and he is on click 7-10, you may choose to heal him of one click. Flying At My Opponets Faster Than A Jet: Namor can use charge and flurry. When Using Charge do not halve Namor's movement. When using Flurry, Namor may make three attacks if he does not use an object during the Flurry. IMPERIUS REX: Namor can use Super Strength. He May carry two Standard objects. You Pathetic Whelps Cannot Harm ME!: Nmor can use Willpower. Damage Dealt to namor is reduced to 1. I Rule Two Thirds Of Earth!: Namor can use Leadership. If Namor pushed this turn, you may give a friendly character with the Atlantean keyword a move action as a free action.
My 2. Impossible Man. Forgot points again-_- I'm thinking I'll let you decide. Probably over 300 points.
Because I Said So: At the beginning of your turn, pick any standard or special power showing on an opponnet's dial Impossible Man can use that power until the beginning of your next turn. Only I Get to Have All The Fun!: Impossible Man ignores Pulsewave. Now Your'e Boring: Give Impossible Man a power action and remove him from the game. If you do, you may deal 12 clicks of unavoidable, penetrating damage to a single opposing character that costs less than Impossiblke Man. Slap-happy!: Impossile Man can use Incapacitate, Poison and Quake.When Impossible Man uses incapacitate, all hit characters take penetrating damage equal to the amount of tokens on them. Damage dealt by Impossible Man is Penetrating damage. Your'e SO FUN I'm Not Going Away. Ever.: Impossible Man can use Shapechange, Supersenses, and Toughness. At the beginning of your first turn, choose Energy Shield/Deflection or Combat Reflexes. Impossible Man can use the chosen power for the rest of the game. HA! And You Thought I Was Annoying LAST Time?!?!?!: Impossible Man can use Perplex, Otwit, Probability Control, and ignores Stealth.
GAH!!!!!!! FORGOT to put the sp damage to all clicks. I fail -_-
Last edited by obesesniper93; 06/17/2012 at 15:29..
Quote : Originally Posted by PlotDeviceLad
Bats should never really top 120.
Spoiler (Click in box to read)
You just clubbed a baby seal.
I hate it when superman gets tied up with Plastic Man
Don't hate the player, hate the game. Or the figures. Or the dice. Or the map...
I was overdue to do this. You know I was, with the Batman Symbol for an avatar.
#001 Veteran Batman
Team: Batman Ally
Range: 6
Points: 165
Keywords: Detective, Gotham City, JLA, Martial Artist
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Grapple Gun and Acrobatics: Batman ignores hindering, elevated, and outdoor blocking terrain on movement.
From the Shadows: Batman and friendly adjacent characters with the Batman Ally Team Ability ignore hindering terrain for line of fire.
Into the Fight (Charge)
Martial Arts Skill (Flurry)
Utility Belt: Batman may use Incapacitate and Smoke Cloud. When using Smoke Cloud, you may use it normally, or you may give him a double power action to use Smoke Cloud as if he had a range of 0, then may immediately move Batman up to half his movement, and may make a close combat attack as a free action after he is moved.
Multiple Takedown (Quake)
Armored and Agile: Batman may use Super Senses and Toughness.
Trained by the Best (Combat Reflexes)
Kryptonian Strength: Superman can use Super Strength. Superman can carry 2 objects at the same time if they are both standard objects; he can only use one object per attack. World's Finest: Superman can use Hypersonic Speed and Running Shot. X-Ray Vision: Superman's line of fire is not blocked by walls or blocking terrain. If Superman makes a ranged combat attack shooting through a wall or blocking terrain, modify his damage -1 and place debris markers in the squares he shot through. In Defense Of The Weak: If this click is revealed due to damage dealt, stop turning the dial. Superman possesses Impervious and Defend. On his turn, Superman can use Force Blast as a free action. Power Of The Yellow Sun: (Non-Optional)This power activates at the beginning of his turn. If Superman began the game on an outdoor map, he can use his movement and defense special power this turn and he modifies his attack and defense +1. If he did not begin the game on an outdoor map, he cannot use his special movement and defense powers, modifies his damage and defense -1, and possesses Charge and Invulnerability. This power cannot be countered.
Power Of The Yellow Sun: His damage special represents his ability to release stored energy from the sun. The way I represented this was to put it mid dial. This way, I made it so he used the first "half" of his stored energy in stopping any more damage being dealt to him unless it was from Mystics damage because of his weakness to magic. His other "half" is being used to boost his attack and defense and allows him to have more options to attack in his movement special. He gets the first "half" of his stored energy because we have to assume he is coming to battle with at least an adequate supply. If the player gets map choice they are rewarded with the other "half" of his supply.
I didn't want to give him Psychic Blast so I gave him Incapacitate.
Kryptonian = Strength
Reporter = Outwit
Scientist = Perplex
Metropolis = In Defense Of The Weak
Incapacitate = Ice Breath
Everything else is self explanatory imo. Give me some feedback.
Last edited by emarr1984; 06/27/2012 at 04:36..
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.
I fixed the damage special. This dial is very interesting. The fact that he can use "ANY" standard or special power is very strong along with all his other powers. This dial would be in the 375-400 range IMO.
Because I Said So: At the beginning of your turn, pick any standard or special power showing on an opponnet's dial Impossible Man can use that power until the beginning of your next turn. Only I Get to Have All The Fun!: Impossible Man ignores Pulsewave. Now Your'e Boring: Give Impossible Man a power action and remove him from the game. If you do, you may deal 12 clicks of unavoidable, penetrating damage to a single opposing character that costs less than Impossiblke Man. Slap-happy!: Impossile Man can use Incapacitate, Poison and Quake.When Impossible Man uses incapacitate, all hit characters take penetrating damage equal to the amount of tokens on them. Damage dealt by Impossible Man is Penetrating damage. Your'e SO FUN I'm Not Going Away. Ever.: Impossible Man can use Shapechange, Supersenses, and Toughness. At the beginning of your first turn, choose Energy Shield/Deflection or Combat Reflexes. Impossible Man can use the chosen power for the rest of the game. HA! And You Thought I Was Annoying LAST Time?!?!?!: Impossible Man can use Perplex, Outwit, Probability Control, and ignores Stealth.
Last edited by emarr1984; 06/17/2012 at 23:17..
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.
I was aiming for the full throttle, manipulating-reality-like-playdoh-Impossible man that I always wanted.
I was thinking 450, actually. He does have as much potential as Adam Warlock, if not more...
I think the "ignoring pulsewave" threw him over the top, to be honest.
I'm going to spend some time making a realistic one. This "popper" I threw together in 5 minutes without much thought...
Quote : Originally Posted by PlotDeviceLad
Bats should never really top 120.
Spoiler (Click in box to read)
You just clubbed a baby seal.
I hate it when superman gets tied up with Plastic Man
Don't hate the player, hate the game. Or the figures. Or the dice. Or the map...
I was aiming for the full throttle, manipulating-reality-like-playdoh-Impossible man that I always wanted.
I was thinking 450, actually. He does have as much potential as Adam Warlock, if not more...
I think the "ignoring pulsewave" threw him over the top, to be honest.
I'm going to spend some time making a realistic one. This "popper" I threw together in 5 minutes without much thought...
That is exactly what I was shooting for in this thread. I wanted to see everyone's highly comic accurate version of their favorite character's and I also wanted to see a still comic accurate version but with game balance kept in mind. Good Work.
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.
My 1. Impossible man. Still annoying and good, but a bit more balanced.
#80085 Veteran Impossible Man
Team: No Affiliation
Range: 7
Points: 131
Keywords: Cosmic, Deity, Ruler
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*SNIFF* It Wasn't Me: Poison damage dealt by Impossible Man deals penetrating damage. Okay, Now You're TOO MUCH Fun: Once per turn, Impossible Man may use Force Blast as a free action. Even When You DO manage To Hit Me It Just Tickles: Impossible Man can use Super Senses and Toughness. The Poppupian Collective In A Single Body.: Impossible Man can use Outwit, Probability Control, Perplex and Shape Change.
Sharpshooter represents his ability to fight the whole Fantastic Four at once, without much effort. haha.
Indom represents his persistance.
Take notice of his set # I'm sure you remember that from 5th grade, playing with calculators
Last edited by obesesniper93; 06/17/2012 at 23:53..
Reason: to add humor
Quote : Originally Posted by PlotDeviceLad
Bats should never really top 120.
Spoiler (Click in box to read)
You just clubbed a baby seal.
I hate it when superman gets tied up with Plastic Man
Don't hate the player, hate the game. Or the figures. Or the dice. Or the map...
I was overdue to do this. You know I was, with the Batman Symbol for an avatar.
#001 Veteran Batman
Team: Batman Ally
Range: 6
Points: 165
Keywords: Detective, Gotham City, JLA, Martial Artist
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Grapple Gun and Acrobatics: Batman ignores hindering, elevated, and outdoor blocking terrain on movement.
From the Shadows: Batman and friendly adjacent characters with the Batman Ally Team Ability ignore hindering terrain for line of fire.
Into the Fight (Charge)
Martial Arts Skill (Flurry)
Utility Belt: Batman may use Incapacitate and Smoke Cloud. When using Smoke Cloud, you may use it normally, or you may give him a double power action to use Smoke Cloud as if he had a range of 0, then may immediately move Batman up to half his movement, and may make a close combat attack as a free action after he is moved.
Multiple Takedown (Quake)
Armored and Agile: Batman may use Super Senses and Toughness.
Trained by the Best (Combat Reflexes)
World's Greatest Detective (Outwit)
SWEET! They should make one DC set & one Marvel set, both comprised entirely of fan's dials. They could have judges take their favorite or preferred dials, then have those put to popular vote.
The Fans would eat that up!
Quote : Originally Posted by PlotDeviceLad
Bats should never really top 120.
Spoiler (Click in box to read)
You just clubbed a baby seal.
I hate it when superman gets tied up with Plastic Man
Don't hate the player, hate the game. Or the figures. Or the dice. Or the map...