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Considering a Faces of Horror set thread fell flat, I'm trying my own hand at such a thing by myself now. I'm not putting these dials in my Fanboy thread because the word "Fanboy" seems to scare away any comments.
First up is a good old fashioned Zombie with new twists.
Ravenous For Flesh: (Non-Optional) Zombie possesses Battle Fury.
Zombie Hunger: When Zombie damages an opposing character, place a Food token on this card if there are less than 5 Food Tokens. When Zombie would be KO'd by an opposing character's attack, turn it to it's first KO click, remove all Food Tokens, and heal it that many clicks. If 5 Food Tokens are removed this way, modify Zombie's combat values (except range) by +1 until it is next KO'd.
Zombie Plague: When Zombie KO's an opposing character with an attack, you may place a FoH001 Zombie in it's square and add it to your force.
Short Lunge (Charge)
Constant Shuffle (Sidestep)
The Scent Of Blood: If an opposing character has taken damage this turn, modify Zombie's Speed, Attack, and Damage values by +1.
Numerous Force: When Zombie is adjacent to a friendly character with the same name and set number, it may ignore all but 1 damage dealt to it by an attack. This power cannot be countered or ignored.
Bat Form: Movement: Ignores Hindering, Elevated, and Outdoor Blocking Terrain.
Vampiric Hunger: Dracula begins the game on click #4. Dracula can use Steal Energy and may use it to heal beyond his starting line, up to click #1.
Children Of The Night: Dracula may use Mind Control as though he had a range of 6, but only on friendly characters with the Animal or Monster keyword.
Vampiric Assault: Dracula can use Charge, Flurry, and Stealth.
I Led A Crusade Into Battle (Charge)
Blood Frenzy (Flurry)
Pass Through Barriers As Mist (Phasing/Teleport)
Inhuman Strength Of The Undead (Super Strength)
Claw Like Nails And Vampire Fangs (Blades/Claws/Fangs)
Blood Is The Life (Impervious)
Resistant To Most Mortal Weapons (Invincible)
Creature Of The Night (Invulnerability) Mistform: Dracula can use Regeneration as a free action. Give Dracula a free action and choose Combat Reflexes or Energy Shield/ Deflection. Dracula can use the chosen power until your next turn, even if this power is lost.
I Am Capable Of Many Things (Probability Control)
Vampire's Kiss (Exploit Weakness)
Centuries Of Learning (Outwit)
Experienced The Wolfman
Team: No Affiliation
Range: 0
Points: 102
Keywords: Animal, Monster
7
8
16
1
9
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18
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3
7
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2
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2
KO
KO
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10
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18
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KO
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8
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KO
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Prowling The Moors: Movement: Ignores Hindering Terrain.
Full Moon: At the beginning of your turn, roll a D6 for all characters with the Full Moon trait. On a 1-3 The Wolfman may use Shape Change. On a 4-6 you may turn him to click 9 or 11 and click him to click 2 at the end of your opponent's next turn or before he takes any damage, whichever comes first.
Even A Man...: The Wolfman possesses Earthbound/Neutralized and may not use Improved Movement.
Stalking It's Prey (Stealth)
Lunge In For The Kill (Charge)
The Bite Of A Werewolf (Blades/Claws/Fangs)
Only Vulnerable To Silver (Invincible)
The Feral Senses Of The Wolf (Super Senses)
Stronger Than Man (Toughness)
Heals Quickly (Regeneration)
No, Get Away! (Perplex)
Feral Beast (Battle Fury)
Rend You Apart (Exploit Weakness)
Dream master: Whenever an opposing character receives a second Action Token, place a Sleep Token on thier card to a max of 3. Freddy Krueger has +1 Attack and +1 damage per Sleep Token when targeting a character that has Sleep Tokens. When opposing characters with Sleep Tokens targets Freddy Krueger, Freddy Krueger gets +1 Defense per Sleep Token against that attack. An opposing character may remove all Sleep Tokens by taking a power action. One, two, Freddys coming for you: Freddy Krueger can use Stealth and Phase/Teleport when he has 1 or more Action Tokens. This is my world b####!: Freddy Krueger can use Probability Control on characters with 1 Action Token and Outwit on characters with two Action Tokens
Dedicated To Their Work: When Mad Scientist is adjacent to a friendly character with a higher point value he shares a keyword with, he may use Willpower.
Generic Mind Control Plot (Mind Control)
Medical Malpractice (Blades/Claws/Fangs)
Protect Me! I Will Give You Life!: Mad Scientist may use the defense value of a higher point friendly character he is adjacent to and shares a keyword with. That character may make an attack on Mad Scientist as if he were an opposing character, and if they KO him, after actions resolve they remove all action tokens, heal 1 click, and may immediately take another action as a free action.
MY CREATION!: Mad Scientist may use Support and Perplex, but only on adjacent friendly characters he shares a keyword with. If that character is a higher point value than Mad Scientist, he may not modify damage values.
Xenomorph
Team: No Affiliation
Range: 0
Points: 135
Keywords: Monster
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17
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Acidic Blood: Xenomorph can use the mystics team ability, but only when it is hit by a close combat attack. Through The Vents: Xenomorph can use stealth and hypersonic speed.
And so he left, with terrible power in shaking hands.
Xenomorph
Team: No Affiliation
Range: 0
Points: 135
Keywords: Monster
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11
17
4
9
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17
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8
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2
KO
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KO
Acidic Blood: Xenomorph can use the mystics team ability, but only when it is hit by a close combat attack. Through The Vents: Xenomorph can use stealth and hypersonic speed.
I admit I'm not a particular fan of the Alien series of movies, but I do know enough that, for one, I know what you mean when you say Xenomorph. I'm not sure they rate 4 printed damage or hypersonic speed however, and there's tiny nit-picks on my part that I'd like to address. No offense meant to your dial or your interpretation of the character however, so I'm just going to make my own interpretation to show you what I think the Xenomorph merits and why. If it helps, I DO think the raw numbers are great!
Acidic Blood: When Xenomorph is damaged by a close combat attack, deal the attacker 1 penetrating damage.
Vicious Beasts: Xenomorph may use Stealth, ignores opposing characters' Shape Change, and cannot be carried.
Acid Spit: Xenomorph may use Penetrating/Psychic Blast as though it had a range of 4.
First, I did like your Acidic Blood trait, but I reworded it for two simple reasons. The first is not all close combat attacks make sense to make it "bleed", such as the capture ability, so I worded it so it has to take damage first. Second, outright calling it "Mystics Team Ability" means certain characters would get to ignore it who shouldn't necessarily ignore it, like Blue Devil, because it's not a magical thing to resist.
I did like the inclusion of Stealth combined with a move-attack type power, but Hypersonic Speed seemed a little much. I also did like most of the aspects of Battle Fury, but since they're known for spitting acids, Battle Fury negates that range-attack, and I wanted them to be Mind Controlled by friendly characters, SPECIFICALLY, Something like a Hive Queen.
Shape Change for one click is to represent how the species it emerges from affects it's shape, such as it being humanoid in the first film, but dog-like in the third.
Improved Movement made sense to me, and while I do admit they travel through air vents, I'm not quite sure if adding the ability to ignore indoor blocking terrain is quite appropriate, so I didn't, but I did consider it.
Indomitable just made sense to me for something that seems to have so much more stamina and ferocity than a person.
Again, I don't find your version as inaccurate per say, but I didn't quite see Xenomorph in it.
While I did say I wasn't sure if a printed 4 made sense, I left that alone, they're pretty darn strong after all.