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Darth Percocet's Custom Characters (Added Stats On Thread) Options
Darth Percocet
Posted: Sunday, February 13, 2011 3:10:58 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/26/2008
Posts: 937
Location: Phiadelphia, PA
Hey people, heres a few links to a couple characters i made (stats). Im new to this so dont be to hard on me lol, i love this create section on bloomilk now to make customs, its pretty cool. These are not perfect by far so input appreciated thanx.

(Old Republic)

(Republic)

(New Republic)

(Sith)
Darth Bane's Holocron
Cost: 23
Hit Points: 30
Defense: 19
Attack: -1
Damage: -1
Special Abilities
Unique (Counts as Darth Bane)
Holocron (This character cannot attack and is not subject to commander effects or special abilities. It does not count as living or nonliving.)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Force Essence (Replaces attacks; touch: An ally may spend 1 force point to remove 20 damage from this character.)
Learned Force Heal 20 (Allies within 6 squares of this character that have a force rating gain, Force Heal 20 (Force 2, replaces attacks: touch; remove 20 damage from a living character.)
Learned Sith Sorcery (Allies within 6 squares of this character that have a force rating gain, Sith Sorcery (Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save of 11.)
Force Powers
Force Renewal 1 This character gets 1 Force point each time it activates

Commander Effect Allies within 6 squares of this character who have a force rating may spend this characters force points. A character still cannot spend force points more than one time a turn.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Darth Nihilus's Holocron
Cost: 24
Hit Points: 30
Defense: 19
Attack: -1
Damage: -1
Special Abilities
Unique (Counts as Darth Nihilus)
Holocron (This character cannot attack and is not subject to commander effects or special abilities. It does not count as living or nonliving.)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Force Essence (Replaces attacks; touch: An ally may spend 1 force point to remove 20 damage from this character.)
Learned Drain Life 1 (Allies within 6 squares of this character that have a force rating gain, Drain Life 1 (Force 1, usable only on this character's turn: range 6; 10 damage to target living enemy, and remove 10 damage from this character; save of 11.)
Learned Sith Hunger (Allies within 6 squares of this character that have a force rating gain, Sith Hunger (Force 1, replaces attacks: range 6; 20 damage to target living enemy, and remove 20 damage from this character. If the target has Force points remaining, transfer 1 Force point from the target to this character.)
Force Powers
Force Renewal 1 This character gets 1 Force point each time it activates

Commander Effect Allies within 6 squares of this character who have a force rating may spend this characters force points. A character still cannot spend force points more than one time a turn.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Darth Revan's Holocron
Cost: 24
Hit Points: 30
Defense: 19
Attack: -1
Damage: -1
Special Abilities
Unique (Counts as Darth Revan)
Holocron (This character cannot attack and is not subject to commander effects or special abilities. It does not count as living or nonliving.)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Force Essence (Replaces attacks; touch: An ally may spend 1 force point to remove 20 damage from this character.)
Learned Force Corruption 2 (Allies within 6 squares of this character that have a force rating gain, Force Corruption 2 (Force 2, replaces attacks: range 6, non-Droids only; 20 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 20 damage. On a success, that character is no longer corrupted.)
Learned Force Storm 2 (Allies within 6 squares of this character that have a force rating gain, Force Storm 2(Force 2, replaces attacks: 20 damage to all adjacent characters.)
Force Powers
Force Renewal 1 This character gets 1 Force point each time it activates

Commander Effect Allies within 6 squares of this character who have a force rating may spend this characters force points. A character still cannot spend force points more than one time a turn.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Darth Wyyrlok III
Cost: 68
Hit Points: 130
Defense: 20
Attack: 13
Damage: 20
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Mobile Attack (Can move both before and after attacking)
One Chance (Characters cannot reroll failed saves by Force Points, Special Abilities or Commander Effects against this character.)
Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)
Force Powers
Force 2: Force Renewal 1 This character gets 1 Force point each time he activates
Force Absorb Force 2: Cancel a Force power used by an adjacent character
Force Lightning 2 Force 2, replaces attacks: range 6; 30 damage to target and 2 characters adjacent to that target
Force Torture Force 1, usable only on this characters turn: range 6; target enemy gets 10 damage and is considered activated this round, save of 6.
Sith Illusion 2 Force 3, usable only on this characters turn: this character cannot be attacked for the rest of the round, when this character is targeted by an enemy, the attacker must make a save of 16, on a success this character can be attacked and this ability is no longer in affect.

Commander Effect Commander effects that have a range of 6 squares now have a range of 12 squares
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Darth Strythe
Cost: 53
Hit Points: 120
Defense: 19
Attack: 12
Damage: 20
Special Abilities
Unique

Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Brute Force +10 (Replaces turn; this character can move up to half its speed an make 2 attacks against an adjacent enemy at an additional +10 damage. At the end of the turn he recieves 20 damage, save of 11)
Krayt's Bodyguard (If an allied character named Darth Krayt is within 6 squares of this character and would take damage from an attack, this character can take the damage instead.)
Krayt's Hand (This character gets +2 attack and +2 defense if an allied character named Darth Krayt is within 6 squares of this character.)
Force Powers
Force 2: Force Renewal 1 This character gets 1 Force point each time he activates
Force Lightning 1 Force 1, replaces attacks: range 6; 20 damage
Force Push 2 Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller
Force Sense Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round
Sith Rage Force 1: +10 Damage on all attacks this turn
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Freedon Nadd's Holocron
Cost: 17
Hit Points: 30
Defense: 19
Attack: -1
Damage: -1
Special Abilities
Unique (Counts as Freedon Nadd)
Holocron (This character cannot attack and is not subject to commander effects or special abilities. It does not count as living or nonliving.)
Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Force Essence (Replaces attacks; touch: An ally may spend 1 force point to remove 20 damage from this character.)
Learned Sith Sorcery (Allies within 6 squares of this character that have a force rating gain, Sith Sorcery (Force 2, usable only on this character's turn: Enemy characters within 6 squares are considered activated this round; save of 11.)
Force Powers
Force Renewal 1 This character gets 1 Force point each time it activates

Commander Effect Allies within 6 squares of this character who have a force rating may spend this characters force points. A character still cannot spend force points more than one time a turn.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lord Karness Muur
Cost: 64
Hit Points: 110
Defense: 18
Attack: 12
Damage: 20
Special Abilities
Unique

Melee Attack (Can attack only adjacent enemies)
Makashi Duelist (This character gets a +2 attack and +4 defense against adjacent enemies without a force rating and +2 attack and +2 defense against adjacent enemies with a force rating.)
Rapport (Characters named Rakghoul cost 1 less when in the same squad as this character.)
Force Powers
Force 1: Force Renewal 1 This character gets 1 Force point each time he activates
Sith Rage Force 1: +10 Damage on all attacks this turn
Talisman Magic Force 3, usable only on this character's turn: range 6; target living enemy becomes a Rakghoul and part of this characters squad for the rest of the skimish, save of 11. On a save success the enemy remains rakghoul untill the end of the round and does not join this characters squad.
Transfer Spirit Force 3: touch; when this character is defeated make a save of 16, on a success it may possess a living non savage adjacent character and that character loses its own, but gains all force powers, special abilities and commander effects of this character but keeps its HP, Def, Att, & Dam, on a failed save this character is defeated. An enemy affected by this ability joins this characters squad, becomes the same faction and counts as a character named Karness Muur.

Commander Effect Savage characters are subject to this effect: characters in your squad named Rakghoul lose Savage and get +4 attack and +10 damage and Regeneration 10 (If this character doesn't move on it's turn, remove 10 damage from it at the end of that turn).

(Separatist)

(Rebel)
R2-D2, Legacy Droid
Cost: 21
Hit Points: 40
Defense: 16
Attack: -1
Damage: -1
Special Abilities
Unique

Droid (Immune to critical hits; not subject to commander effects)
Affinity (May be in a squad with a character who's name contains Skywalker and Solo who has a force rating, regardless of faction.)
Dual Jet Exhaust (Replaces attacks, touch; +20 damage to adjacent enemy, save of 11.)
Electro Shocker +10 (Replaces attacks, range 2; +10 damage to target enemy)
Electro Stunner (Replaces attacks, range 2; target enemy is considered activated this round, save of 11.)
Flight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)
Override (At the end of its turn, this character can designate 1 door that it can see as open or closed; it remains open or closed until the end of this character's next turn, or until it is defeated)
Tow Cable (Replaces turn: This character and an adjacent ally can move up to 12 squares simultaneously; during this move, that ally gains Flight. At the end of the move, that ally must be adjacent to this character.)
Relay Orders (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)

(Imperial)

(Mandalorian)

(Yuuzhan Vong)

Fringe
Darth Percocet
Posted: Sunday, February 13, 2011 8:28:13 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/26/2008
Posts: 937
Location: Phiadelphia, PA
reserved for characters
Deus Sol
Posted: Monday, February 28, 2011 12:57:52 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 1/7/2009
Posts: 75
My input on the holocrons would be to
1) Change their "learned force powers" to ALL characters with a Force rating within 6 squares.
2) Make them like Force Spirits in a way - indestructible (as I believe lots of them were...) but doesn't score points/count for points, can't be attacked, etc.
3) If you don't wanna make them unkillable, you should give them some type of offensive Force Power (i.e. Annedu caused Krayt's armor to almost consume him).
Darthbane53
Posted: Monday, February 28, 2011 11:29:15 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2010
Posts: 1,390
Location: Florida
Not to be rude, but Darth Bane actully never used force heal. He technically refused to use it. When he crashed his ship he dislocated his arm and when he popped it back in and he said it hurt a super super lot but he refused to use for heal because it was a weak jedi technique.
Big D
Posted: Monday, February 28, 2011 11:41:33 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/21/2010
Posts: 115
Bane53 has a point.
Darth Percocet
Posted: Saturday, March 5, 2011 10:48:47 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/26/2008
Posts: 937
Location: Phiadelphia, PA
Nope not being rude at all Bane53, lol im pretty sure your right with the user name you have, nah thats why we put them in the forums to get critisim anyone who cant take it should do it.. Anywho i always thought because i read the legacy series comics and krayt with the vong armor was basically searchin down holocrons of old sith healers because the armor was consuming him, then on wookiepeedia i know bane had the basalisk armor on in which was kinda the same as krayt's vong from what i understood so on wookiepeedia i remember reading something about him healin himself or something like that but who knows i could be way off ya know...

But thanx for the crit i appreciate... how does everything else look?

Also on the holocron's i didnt wanna make them too dominate, i mean i didnt wanna get too technical and have them basically being able to attack or do damage like the sith figure of who's holocron it is would do, and even know it contains the spirit of the sith in it to stick with game mechanics thats why i chose them to teach force powers because holocrons basically teach the wisdom of who's it is anyways ya know & i wanted to basically add some flavor to sith by allowing them to access different force powers because say you really like someone like krayt and he's so much to use and you wanna add twist on to him force power wise, then the holocrons would do that. Also i think it works pretty good with game mechanic's , figure you cant make them too dominate, i figure for 23 points to be able to grant new force powers is pretty good & still only have little hp & also there defense i like i didnt make it too low because whats a clone trooper or an ewok gonna destory holocrons lol, but yea ill need to read up on bane better to adjust the holocron's SA, thanx for the input
Darthbane53
Posted: Saturday, March 5, 2011 12:07:19 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2010
Posts: 1,390
Location: Florida
The idea for the holocron is interesting but I dont think it works to well with current game mechanics. You can literally just BUFF out some on (like DarthBane) with these things as if they were Death Sticks mixed with crystal meth and cocaine. You can literally give an army of 20 point sith, sith sorcery and other doodads. I know this is totally not the way you invision your holocrons but heres mine
Hit Points: 0
Defense: 0
Attack: 0
Damage: 0
Base: Small
Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.)
Holocron (At the start of the game your enemy choose to place this figure on any one legal square. At any point during the game if on of your characters with a force rating is adjacent to this character it may open this holocron. One adjacent character with a force rating replaces its turn and opens the holocron. When a character opens a holocron it gains +2 force points and this holocron is removed from the skirmish)
its a tad more practical in my opinion. And if you wanted to keep yours the way it is (I do like the idea of specialized holocrons) make it like how I have it where its a 'One -time-use' thing. Also maybe something a little less strong then sith sorcery. That can be a game breaker. Back to the darth bane thing (dont know hardly anything about darth krayt =( but im getting all 50 legacy comics on monday! Thanks to BIg D!!) he didnt use for heal, basically those things SUCKED the life out of you and he had so much dark side energy that they didn't completely suck him dry. Thats what they fed off of. (And there orbalisks not basilisk lol) . The way he made it so they wouldn't completely eat him is that he made a special helmet to keep them off his face. (Check my Rule of Two custom set for 'Darth Bane Embodiment of power' and Orbalisk Swarm)

For some more constructive criticism. R2 looks like the droid from hell! I see exactly what you are going for with the different abilities but its way over powered. I say drop The Dual Jet exhaust completely and Make the Electro Abilities touch and droid effective only. Because other wise that jedi mind trick with no force.

Lord Karness: No clue who he is. But he seems pretty ok. The talisman ability seems a tad over powered. Hes an ability I have from dark lord Belia Darzu (Darth Bane books)
Mechu-Deru Force 2 Touch: Adjacent character (ally or enemy) gains the Cyborg and TechnoBeast ability and is counted as both a droid and living creature. Target creature takes 10 damage and gains Dark Lord Belia Darzu Body guard Save 16.
The big thing is it doesnt make them part of your team. Cuz then you can just (if you lucky) yank GML with 3 failed saves and game over. Maybe make it similar to the ability I listed and give him an ability where 'Characters with the RackGhoul Special ability cannot attack this character' So he can make him self impervious to them.

Darth Wyyrlock. SPOT ON!


Ill try to help more later! Great job so far!
Darth Percocet
Posted: Saturday, March 5, 2011 1:06:30 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 8/26/2008
Posts: 937
Location: Phiadelphia, PA
Hmmm, i like the holocron stats, yea im gonna have to adjust some, glad wasnt to many things wrong with these stats seeing these are literally the first stats i ever made for any figs lol, so glad it wasnt to bad thought it would be alot worst. Yea im gonna have to do some revamping on some stuff.

Now R2 i was pretty much trying to fit in what he does into a figure, since he's rebel he would be a more expierenced droid, but for all he does i gave him a low defense & obviously not many hp's. also all the SA's i figured would balance out because you cant use them all at once so figured nomatter how many he has there all replace attacks etc ones that ur gonna have to choose then comes in his fragileness so i dont see him doing to heavy against squads. But again gonna revamp.


The holocron's also i made them really low on HP, seeing as you would have to place them & not be able to move them, so boosting up a really already good figure would have to make you keep that piece near it. Seeing as the learned FP's are SA's you couldnt relay them. You figure they cost a nice chunk for what they do & cant cause damage but another im gonna have to revamp.

Karness now i tried making an abilitiy with game mechanic's that defines him transfering his spirit in body's hence him not dying & he carries the tailsmas which makes rakghouls now even though the 2 force powers are beast force powers thats why i gave him force 1 & also both abilities cost so many force points to use, & high saves to transfer into another figure & low save to turn into a rakghoul i figured would balance out. I tried my best atleast giving each of the mini's a counter to them to they arent broken ya know.

Anyways im gonna do some research & figure out a better way to word karness abilitiy & change out alot of stats, & thank you so much for the input lol it took awhile for me to get some back for these so now i know how i did with my first custom stats, but yea im interested in making customs now & glad i got the basis down & hope to get better, thanx again Bane
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