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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/10/2009 Posts: 109 Location: Central PA
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Chuck Norris
Cost: 300.9
HP: As much as he wants Def: One number higher than what you roll added to your attack value Attack: Whatever hits the Target Damage: 55 and 1/2
Special Abilites: Speed 32 Norrisian Style Mastery: (When this character takes damage, he takes no damage...) Accidental Brutality: (If this character rolls a 1 on any attacks, the target is defeated 27 times over) Improved Disruption: (Enemy commander effects are negated when on the board with this character) Sextuple Attack: (This character can make five extra attacks and move) Twin Attack: (Whenever this character makes an attack, he can make one more attack against the same target.) Army of One: (This character can only be in a squad by himself) Melee Attack: Melee Reach 1000 Greater Stealth: (May not be targeted by nonadjacent enemies. This ability may not be suppressed, cancelled or ignored) Accurate Foot: (This character can attack an enemy in cover even if it is not the nearest target. FU Rodian Black Sun Vigos.) What Terrain?: (This character ignores all terrain when attacking and moving.) Diplomatic Immunity: (Can attack enemy characters with Diplomat. He only believes in Chuckocracy.) Death Gaze: (Any enemy that comes in line of sight of Chuck Norris is instantly defeated unless that character makes a save of 47. Yeah, okay.) Roundhouse Kick:Replaces 1/2 attack, this character can target any enemy and that character is instantly defeated but reincarnated over to Chuck's team, and then he kills them again just for fun.) Roundhouse Kicks Separation Of Church And State: (If this character rolls a natural 20 against an adjacent target, that target is defeated, all characters adjacent to the target take 10 damage. Each character adjacent to that target are pushed back 4 squares and is considered activated this round and cannot make attacks of opportunity this turn) Living Weapon: (Characters take 20 Damage when they move adjacent to this character)
Chuck Powers: Chuck Points 100: Chuck Renewal 50 Master of Himself 10 Instant Win: (1 Chuck Point) Well, yeah. Creative Control (Chuck Point 5: At any time, negate the current turn. This character may immediately take a turn.) Black Belt (Chuck Point 2: For the remainder of round, this character may not be targeted by characters with "Black" in their name.) Overwhelming Beard (Chuck Point 1: This character's attacks cannot be prevented or redirected, ever) Fist Precision (Chuck Point 1: This character gets +10 Damage on its next attack) Healing Tears 100 (Chuck Point 10, replaces attacks: touch; remove 100 damage from a living character. This power may not be used.)
Well, what do you think? I want some suggestions for Chuck Powers, please.
Thanks for the powers guys, I made living weapon a special ability because it's like mines, and took everyone elses powers.
Credit To: saber1, kenred2
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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Creative Control (Chuck Point 5: At any time, negate the current turn. This character may immediately take a turn.)
Black Belt (Chuck Point 2: For the remainder of round, this character may not be targeted by characters with "Black" in their name.)
Overwhelming Beard (Chuck Point 1: This character's attacks cannot be prevented or redirected, ever)
Living Weapon (Chuck Point 2: Characters take 20 Damage when they move adjacent to this character)
Fist Precision (Chuck Point 1: This character gets +10 Damage on its next attack)
Healing Tears 100 (Chuck Point 10, replaces attacks: touch; remove 100 damage from a living character. This power may not be used.)
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Rank: Sith Marauder Groups: Member
Joined: 11/4/2008 Posts: 899 Location: Farmingdale, NY
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For fun, I'll mind as well post a good representation of Chuck's kick:
Roundhouse Kicks Separation Of Church And State (If this character rolls a natural 20 against an adjacent target, that target is defeated, all characters adjacent to the target take 10 damage. Each character adjacent to that target are pushed back 4 squares and is considered activated this round and cannot make attacks of opportunity this turn)
[EDIT] I update this one to make it a bit more interesting...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/10/2009 Posts: 109 Location: Central PA
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UPDATE: Added saber1's and kenred2's powers, and Accidental Brutality, changed Living Weapon to a Special Ability, and also added Norrisian Style Mastery.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/17/2009 Posts: 129
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somebody needs to make a Bruce Lee
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/10/2009 Posts: 109 Location: Central PA
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Update
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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Greater Stealth (May not be targeted by nonadjacent enemies. This ability may not be suppressed, cancelled or ignored)
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Rank: Moderator Groups: Member
, Moderator
Joined: 9/23/2008 Posts: 1,487 Location: Lower the Hutt, New Zealand
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I think his cost is too high.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 370 Location: wellington
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i agree with kezza i think its about 0.001 point to high. besides forceing you oponent to come at you with 300 points of foot fooder would be fun to see
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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Here is my homage to Mr. Norris and as always feedback is welcome.
Chuck Norris Cost: 144 Faction: Fringe Hit Points: 200 Defense: 24 Attack: 20 Damage: 20
Special Abilities Unique, Melee Attack, Quadruple Attack Chun Kuk Do Style Mastery (When this character is attacked by an adjacent enemy, he may make an immediate attack at +10 Damage against the attacker) Cunning 20 (+4 Attack and +20 Damage against an enemy who has not activated this round) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Death Touch (If this character rolls a natural 20 on an attack the target, and adjacent bodyguard, are defeated) Flurry (Whenever this character scores a critical hit, it can make 1 immediate extra attack) Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement) Greater Stealth (This character may only be targeted by an enemy within 6 squares. If you win initiative, this character may not be targeted.) Living Weapon (Characters take 10 Damage when they move adjacent to this character) Lone Wolf (This character may not be in a squad that contains other Unique characters) Speed 8
Beard Powers Beard 3; Beard Renewal 3; Master of the Beard 3 Creative Control (Beard 5: At any time, negate the current turn. This character may immediately take a turn.) Black Belt (Beard 2: For the remainder of round, ignores all Lightsaber styles.) Fist Precision (Beard 1: This character gets +10 Damage for remainder of round) Healing Tears 100 (Beard 10, replaces attacks: touch; remove 100 damage from a living character. This power may not be used.) Overwhelming Beard (Beard 1: This character's attacks cannot be prevented or redirected, ever)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/21/2009 Posts: 406
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saber1 wrote:Here is my homage to Mr. Norris and as always feedback is welcome.
Chuck Norris Cost: 144 Faction: Fringe Hit Points: 200 Defense: 24 Attack: 20 Damage: 20
Special Abilities Unique, Melee Attack, Quadruple Attack Chun Kuk Do Style Mastery (When this character is attacked by an adjacent enemy, he may make an immediate attack at +10 Damage against the attacker) Cunning 20 (+4 Attack and +20 Damage against an enemy who has not activated this round) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Death Touch (If this character rolls a natural 20 on an attack the target, and adjacent bodyguard, are defeated) Flurry (Whenever this character scores a critical hit, it can make 1 immediate extra attack) Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement) Greater Stealth (This character may only be targeted by an enemy within 6 squares. If you win initiative, this character may not be targeted.) Living Weapon (Characters take 10 Damage when they move adjacent to this character) Lone Wolf (This character may not be in a squad that contains other Unique characters) Speed 8
Beard Powers Beard 3; Beard Renewal 3; Master of the Beard 3 Creative Control (Beard 5: At any time, negate the current turn. This character may immediately take a turn.) Black Belt (Beard 2: For the remainder of round, ignores all Lightsaber styles.) Fist Precision (Beard 1: This character gets +10 Damage for remainder of round) Healing Tears 100 (Beard 10, replaces attacks: touch; remove 100 damage from a living character. This power may not be used.) Overwhelming Beard (Beard 1: This character's attacks cannot be prevented or redirected, ever)
I like it, cuz its acually reasonable for 144 points
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/6/2009 Posts: 908 Location: Felucia, near the Ancient Abyss
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Chuck Norris Cost:whatever the total cost is for the skirmish Hit Points:infinity Defense: never hit Attack:automatic hit Damage:whatever it takes to kill you Special Abilities: Chuck Norris (This character wins, no matter what)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/14/2009 Posts: 1,450 Location: At the controls
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Thank you. I figured he would be fun at 150 with two Uggie bombers.
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