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I am starting this thread in an attempt to see what everyone's favorite characters would look like if they could design them. Choose one of the options below and have fun. Please note which type of character you created by making the number on the figure 1 or 2.
1. The goal is to create a dial that is both comic accurate and well balanced(i.e. not broken). Choose any character you like.
2. The goal is to create an extremely comic accurate figure that does not facture in game balance. Choose any character you like.
In creating an option #1 character, I hope to see what a well balanced and comic accurate character would look like from your viewpoint. An option #2 character is to show why character's cannot be made extremely comic accurate or there would be broken figures everywhere.
Last edited by emarr1984; 06/07/2012 at 15:41..
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.
Wall-Crawler and Webslinger: Spider-Man ignores all printed terrain except for water, walls, and indoor blocking terrain on movement. Here's Web In Your Eye!: Spider-Man may use Running Shot and Incapacitate (As though he had a range of 6 with .). Characters hit by Spider-Man's Incapacitate also receive a Web Token. Spider-Senses: Spider-man may use Combat Reflexes, Energy Shield/Deflection, and Super Senses, but succeeds on a 4-6 when using Super Senses. Witty Banter: Spider-Man may use Perplex, but only on opposing characters.
Last edited by TheQuestion; 05/26/2012 at 18:10..
Reason: Spelling errors.
Tweaked from last version. I think this is pretty darn good and would love to see it produced.
1
V Wolverine
Team: X-Men
Range: 0
Points: 139
Keywords: Weapon-X, X-Force, X-Men, Avengers, Martiel Artist
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[b]
Adamentium Claws and Healing Factor- Wolverines damage may not be reduced to less then 2. You may heal Wolverine one click at the begining of your turn.
Weapon-X - Wolverine posses Leap/Climb,Stealth,Charge, and Flurry.
Feral Senses: Super Senses
Charge- Run all you want, bub. Invulnrability- If The Hulk Couldnt Do It.. Toughness- I Doubt You Can B/C/F- Snikt! Flurry- RAAAARGH!!! Quake- Berserker Battle Fury
Hulk's Getting Angry: Each time Hulk is attacked, after the attack resolves modify all his combat values by +1. Any number of times per turn, if all of Hulk's values are more than their printed value minus 1, you may modify all of Hulk's combat values by -2 to give him any action as a free action.
Incredible: The first time each turn Hulk is dealt damage in a turn, you may either reduce it by 3 or ignore 2 of it. Each time after that whe Hulk is dealt damage, for each previous time he was dealt damage that turn reduce the damage by 2 or ignore 1 fo it
Criminal Instructor: Taskmaster can use leadership and enhancement, but only on lower point characters. If an adjacent character of a lower point cost misses an attack, deal that character 1 unavoidable damage and increase the attack of all other characters adjacent to Taskmaster by +1. Photographic Reflexes: Taskmaster can use Close Combat Expert, Ranged Combat Expert, and Combat Reflexes. Give Taskmaster a free action, until your next turn, replace Taskmaster's combat values with the highest movement, attack, defense, and damage values of characters on the map of less than 100 points. If a character possesses the Martial Artist keyword, their combat values can be copied regardless of their point cost. Absorbed, Mastered, Countered: If Taskmaster targets a character of less than 100 points or possess the Martial Artist keyword with an attack, he deals penetrating damage.
Always in hiding (Stealth)
Showing off for the trainees (Charge)
Double Time (Flurry)
Always manage to slip away (Leap/Climb)
As agile as anyone (Super Senses)
Let someone else take the fall (Mastermind)
Anything I can't copy, I can predict (Probability Control)
Instructing the peons (Perplex)
This one is hard to judge. On one hand, it's comic accurate for the character, but on the other I tried to keep it from getting too overpowered. I'll go with 1, FOR NOW.
#001 Unique Superman
Team: Superman Ally
Range: 10
Points: 400
Keywords: Celebrity, Justice League of America, Kryptonian, Metropolis, Reporter
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More Powerful Than A Locomotive: Superman possesses Super Strength. The Height of Invulerability: Superman ignores 1 of any penetrating damage dealt to him, or 2 if the damage would be 4 or higher. Faster Than A Speeding Bullet: Superman may use Charge, but does not halve his movement. Not This Time, Not Ever Again!: When this power is revealed as a result of Superman taking damage, stop turning the dial. Superman may use Flurry. This power cannot be countered or ignored. The Man of Steel: Superman may use Impervious, but reduces damage dealt to him by 3 instead of 2 on a roll of 1-4.
Last edited by TheQuestion; 05/27/2012 at 15:18..
Reason: Lowered points due to inaccurate point calculator.
Solid Ice Form: Iceman can use Toughness. Ice Slide: Iceman can use Leap/Climb and Charge. If he is within 4 squares of water terrain when he begins his movement, do not halve his movement when using Charge. Iceman Cometh: When this power is used, Iceman has a range of 8 and has . Give him a double power action to use Incapacitate. Any opposing character successfully hit by this attack recieves two action tokens.
Ice Wall: Iceman can use Barrier. Ice Slide: Iceman can use Leap/Climb and Running Shot. If he is within 4 squares of water terrain when he begins his movement, do not halve his movement when using Running Shot. Iceman Cometh: When this power is used, Iceman has a range of 8 and has . Give him a double power action to use Incapacitate. Any opposing character successfully hit by this attack recieves two action tokens.
This dial is a stronger, more versatile version of Iceman while still retaining his comic accuracy. The Pyschic Blast represents Ice Spikes being thrown by Iceman.
Last edited by emarr1984; 05/27/2012 at 19:00..
Reason: corrections
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.
This one is hard to judge. On one hand, it's comic accurate for the character, but on the other I tried to keep it from getting too overpowered. I'll go with 1, FOR NOW.
#001 Unique Superman
Team: Superman Ally
Range: 10
Points: 400
Keywords: Celebrity, Justice League of America, Kryptonian, Metropolis, Reporter
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More Powerful Than A Locomotive: Superman possesses Super Strength. The Height of Invulerability: Superman ignores 1 of any penetrating damage dealt to him, or 2 if the damage would be 4 or higher. Faster Than A Speeding Bullet: Superman may use Charge, but does not halve his movement. Not This Time, Not Ever Again!: When this power is revealed as a result of Superman taking damage, stop turning the dial. Superman may use Flurry. This power cannot be countered or ignored. The Man of Steel: Superman may use Impervious, but reduces damage dealt to him by 3 instead of 2 on a roll of 1-4.
For 400 points, I think you are right on with this being option 1. I am curious to see what you think an option #2 Supes would look like.
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.
Raging Beast: Wolverine can use Charge and Flurry and possesses Battle Fury. Adamantium Claws: Wolverine can use Blades, Claws, Fangs and Exploit Weakness. Feral Senses: Wolverine possesses Battle Fury and can use Super Senses.
Last edited by emarr1984; 05/27/2012 at 19:33..
Reason: corrections
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.
Nothing Keeps Him Down: At the end of each of your turns, you may heal Wolverine up to 2 clicks
Still Not Down: When Wolverine is KOd, remove him from the map and place him on his character card. At the beginning of your turn, you may heal Wolverine of 1 damage. After his starting click is revealed, you may place him in any starting area as a free action during your turn. Opponents receive victory points each time Wolverine is KOd.
Speed -Weapon X:Wolverine can use Charge, Stealth, Flurry and ignores hindering terrian for movement
Attack - Adamantium Claws Wolverine can use BCF. After rolling you may choose either to make the damage penetrating, or not replace his damage value
Okay, since the TC wanted to see an overpowered Superman from me, I'll oblige. Yes, it's almost the same as the previous Superman, but I increased numbers and added some new tricks, but kept the price the same.
More Powerful Than A Locomotive: Superman may use Super Strength. Superman ignores walls and blocking terrain on movement. Any walls or blocking terrain he moves through is destroyed and place rubble tokens appropriately. The Height Of Invulnerability: Superman's powers and abilities cannot be countered or ignored, and he ignores opposing characters' Psychic Blast and Exploit Weakness. Under A Yellow Sun: Superman may use the Colossal Stamina Ability. When Superman occupies outdoor terrain at the beginning of your turn, you may heal him 1 click. Faster Than a Speeding Bullet: Give Superman a power action. You may then move him up to his full movement, make one close combat attack as a free action, then continue his movement if any remains. Not This Time, Not Ever Again!: When this power is revealed when turning the dial due to damage taken, stop turning the dial. Superman may use Flurry, and may use it as a close combat attack instead of action. When Superman deals knockback to the target of his first attack, you may choose to place him adjacent to that character for the second attack. The Man of Steel: Superman may use Impervious, succeeding on a 4-6, but on a 1-3 he reduces damage by 3 instead of 2.
More Powerful Than A Locomotive: Superman may use Super Strength. Superman ignores walls and blocking terrain on movement. Any walls or blocking terrain he moves through is destroyed and place rubble tokens appropriately.
Superman should have Super Strength as a trait, so plus 1 for comic accuracy. He also should have no problem going through walls and they should be destroyed when he goes through them.
Quote : Originally Posted by TheQuestion
The Height Of Invulnerability: Superman's powers and abilities cannot be countered or ignored, and he ignores opposing characters' Psychic Blast and Exploit Weakness.
At his strongest, I believe this is comic accurate and appropriate for this dial.
Quote : Originally Posted by TheQuestion
Under A Yellow Sun: Superman may use the Colossal Stamina Ability. When Superman occupies outdoor terrain at the beginning of your turn, you may heal him 1 click.
I like your idea of him being in outdoor terrain for his healing ability to kick in, therefore making map roll a key when fighting this Superman. Colossal Stamina is an interesting addition to this dial.
Now to the Special Powers....
Quote : Originally Posted by TheQuestion
Faster Than a Speeding Bullet: Give Superman a power action. You may then move him up to his full movement, make one close combat attack as a free action, then continue his movement if any remains.
Since his powers can't be countered or ignored, why not just give him full dial hypersonic speed.
Quote : Originally Posted by TheQuestion
Not This Time, Not Ever Again!: When this power is revealed when turning the dial due to damage taken, stop turning the dial. Superman may use Flurry, and may use it as a close combat attack instead of action. When Superman deals knockback to the target of his first attack, you may choose to place him adjacent to that character for the second attack.
Very strong Special Power. I like it.
Quote : Originally Posted by TheQuestion
The Man of Steel: Superman may use Impervious, succeeding on a 4-6, but on a 1-3 he reduces damage by 3 instead of 2.
He should only be able to be hit by the big boys. Once again comic accurate and very strong special power.
Overall this is a great dial for option #2. He has all the strength a true Superman should have. By the way, if you gave him a point value of 600-650, I think this would be an option #1.
Last edited by emarr1984; 05/29/2012 at 14:41..
Reason: changes
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.
#001 The Hulk
Team: No Affiliation
Range: 0
Points: 295
Keywords: Brute, Monster
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Rip It Up: When The Hulk moves adjacent to a wall or blocking terrain, he can, as a free action, destroy that wall or blocking terrain. If he does, place a debris marker in the square he destroyed and give him a light object. Strongest There Is: The Hulk can use Super Strength and Leap/Climb. He may carry up to two objects. Incredibly Impervious: The Hulk can't be the target of Penetrating/Psychic Blast or Exploit Weakness. The Hulk can use Impervious but reduces damage dealt by 3 instead of 2. This power cannot be countered. You Won't Like Me When I'm Angry: Each time The Hulk is a target of an attack, modify his defense +1 until the beginning of his next turn.
Last edited by emarr1984; 05/31/2012 at 00:46..
Reason: changes
I Was A Normal Baby For 30 Seconds. Then Ninjas Stole My Mama.