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LE metal mario
Team: video game legends(superman enemy)
Range: 0
Points: 120
Keywords: celebrity,warrior,plumer,mushroom kingdom
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Speed - super charge: mario can use charge up to his full movement he can make atacks against all the figures he pass using charge he doesnt not have 2 break away when using this and he ignores hindering terain Attack - metal punch: when metal mario makes an atack he does penatraiting damage
Yeah that seems more like MM! I see where you're coming from with Smash Bros, I mostly based my Zelda on page 1 off the Smash Series since it's the only game she really has defined attacks and powers in lol I think both in keeping with Mario 64 and SSB though, your edits do a good job of capturing the power and ability of Mario in Metal. Nicely done :D I wouldn't find it unfair if you let him have a 6 move down the dial, so that he can keep a charge of at least 3 squares the whole time. I did say that he shouldn't have a huge damage output, but 3 with CCE works I think, because it does represent nicely a single painful head stomp (Metal Mario could put some serious stomp hurt on people) without overpowering him as a whole. Again, nice edits!
U Akuma
Team: No Affiliation
Range: 8
Points: 200
Keywords: Martial Artist, Monster, Warrior
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- Satsui no Hadou - Once at the beginning of each of your turns, you may choose to give Akuma Battle Fury until the beginning of your next turn. When Akuma possesses Battle Fury, when he makes an attack against a character with the Martial Artist keyword, modify his attack value +1 and when Akuma makes an attack against a character with the trait "Shotokan Warrior", modify his attack value +1. If Akuma ends a turn with Battle Fury, roll 1d6. On a result of 5-6, he takes one unavoidable damage.
- Akuma has Leap/Climb.
Defense - DEMON: Akuma can use Combat Reflexes and Toughness. Damage - SHUN GOKU SATSU: Damage dealt by Akuma in close combat is penetrating. This ability cannot be countered.
I do realize that he may be overpowered, but Akuma was introduced in Street Fighter as being overpowered from the get go lol. I tried to make him as beastly as he plays in the game, virtually unstoppable with a wide array of powers and abilities to use.
metalfreak: That's an interesting little dial and that's neat that you're incorporating your own play style with the character itself. I think 175 is pretty high though, for a character that starts with 15 defense, 9 attack, 6 range in the modern game. Even discounting figures like Namor or The Thing, I'd clock your figure in around 110 max, as even though he can see through stealth and has a decent run of invulnerable, he has weaknesses to consider as well. Compare him to Lamp Post Batman at 120, and even though he can move up and make an attack vs. Bats next turn, Batman can charge him, flurry, and have him down to click 5 for a likely outwit/indomitable/flurry finisher.
thanks for the suggestion. and i see what your sayin so thanks for the suggestion!
another fig:
name: pacman
team: none
range: 0
points: ???
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i was just surprised nobody did this yet.
WAKKA WAKKA WAKKA-hypersonic speed
fruit-regeneration
power pellet-exploit weakness
Last edited by Fullmetalfreak94; 11/19/2009 at 02:02..
Jake: Awesome Akuma! I’m not sure if you mean overpowered for the character or the game, but I wouldn’t say he’s either. He’s good but not overpowered for a 200point character, and Akuma was introduced as rather ridiculous, I’d say his cost and power level (over 9000) is just right! Nice trait to show his fury and rivalry with Ken and Ryu!
Metalfreak: That’s a pretty awesome idea lol, I never would have thought of that myself. Nicely done! Should make a special object like
“Power pellet: When a character becomes adjacent to this object, remove it from the game. All opposing characters on the map must immediately attempt to move at least half their movement away from this character, and they cannot make attacks against this character until the beginning of your next turn.”
Well, I suppose I’ll continue my RE theme that I began this with! Here’s some ideas!
V Chris Redfield (Resident Evil 5)
Points: 75
Team: B.S.A.A. When a member of this team makes a successful close combat attack against a target opposing character, any other member of this team adjacent to the same opposing character can make a close combat attack against it as a free action.
Range: 8
Keywords: Brute, B.S.A.A., Soldier
Single Minded: Before the beginning of the first turn of the game, choose an opposing character; Chris modifies his attack value by +1 when attacking that character. When the character is KOd or eliminated, immediately choose a different opposing character to be the target of this ability.
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Hand to Hand Proficiency (Flurry)
Cover (Stealth) Attack:Point man: When Chris makes a ranged combat attack, modify his damage value by +1. When a friendly character is the target of a successful attack, if possible give Chris an action token and he may make a ranged combat attack (his damage value becomes 0 for the attack) against the attacker. If the attack is successful, damage dealt to the friendly character is ignored.
First Place Marksman (Psychic Blast)
Body of Steel (Toughness)
Will of Iron (Willpower) Damage:Expert at Insight and Observation: Chris Redfield can use Leadership and Perplex (though he can target only other characters). When Chris is the target of an attack using Charge, Hypersonic Speed, or Running Shot, Chris can use Energy Shield/Deflection or Combat Reflexes until the attack resolves.
Next up, perhaps the most famous member of the series, based off the brilliant Moloid design, with a few souped up features to make them more horrendous.
V Zombie (Resident Evil….every game but 4 and 5)
Points: 25
Team: None
Range: 2
Keywords: B.O.W., Monster, Zombie
Spread The Infection: When Zombie succeeds at dealing damage to an opposing character with a close combat action, place an Infection token on their character card. When the opposing character is KO’ed, at the end of your turn, you may place one Zombie pog that is friendly to your force in the square that was occupied by the Infected character. Opponents receive victory points as normal for KO'ing Zombie pogs brought into play in this manner.
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Movement:Swarm: When Zombie is given a move action, it can use the Carry ability to carry one or two other Zombies. Attack:Overwhelm: When this Zombie makes an attack against a target opposing character, modify its attack value by +1 for each other Zombie that has made an attack (successful or not) against that target during this turn.
Pog Zombie
Points: 10
Team: None
Range: 0
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Last edited by WelcomeToDIE; 01/02/2010 at 22:25..
Reason: Added Zombie Pog
Nice Sonic man! I like your upscale swings of speed and defense, the only thing I'd say is that Sonic easily warrants at least 2 clix of Kid Flash's Up Walls, Through Walls SP, as he runs up walls, busts through them, and spins over terrain.
Last edited by WelcomeToDIE; 12/23/2009 at 13:24..
U Bowser (Mario Bros.)
Points: 118
Team: Koopa Troop(Morlocks)
Range: 6
Keywords: Brute, Koopa Troop, Monster, Ruler
Bowser can use the capture ability on opposing characters named Peach.
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Speed-Fire Breath: Bowser can use Energy Explosion and Exploit Weakness. When Bowser uses Exploit weakness, modify his damage value by -2 and he can target opposing characters up to two squares away unless blocking terrain, elevated terrain, or a wall would block an otherwise clear line of fire between Bowser and the target.
You'll pay for this... later! Bwa ha ha! (Phasing/Teleport)
Bowser Bomb (Quake)
Koopa Klaw (Blades/Claws/Fangs) Defense-Armored Shell: Damage dealt to Bowser is reduced to 1. This power cannot be countered or ignored.
King of the Koopas (Leadership)
Fireball (Ranged Combat Expert)
Last edited by WelcomeToDIE; 01/02/2010 at 14:42..
And just for the heck of it, here’s Peach. Based mostly on Super Mario RPG.
E Peach (Mario Bros.)
Points: 40
Team: Mushroom Kingdom(X-men)
Range: 4
Keywords: Mushroom Kingdom, Politician, Ruler
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Speed-Float Peach ignores hindering terrain for movement purposes.
Sleepy Time (Incapacitate)
Psyche Bomb (Energy Explosion) Defense-Group Hug Peach can use Support. When Peach succeeds at the attack roll for Support, do not subtract 2 from the result, and the resulting healing can be divided among the target and any other friendly characters (none of which may be adjacent to an opposing character) to which Peach is adjacent and that the attack roll would hit (ignore all combat value modifiers). The target must be healed of at least 1 damage.
Therapy (Support)
Mute (Outwit)