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Darth Bane & Darth Zannah - stats to follow Options
CerousMutor
Posted: Friday, November 12, 2010 10:13:07 PM
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Joined: 8/27/2008
Posts: 990


Darth Bane in Orbalisk Armor, The Dark Lord of the Sith
Sith
88
Hit Points: 200
Attack 13
Defense: 20
Damage: 30


Special: Unique; Melee
Twin Attack;
Djem So Style Mastery Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker with +10 Damage.
Orbalisk Regenerative Armor (Whenever this character would take damage reduce the damage by 10, if this character does not move on its turn remove 20 damage from this character, he can not exceed his maximum Hit Points)
Orbalisk Poison (If this character takes damage from Force Powers with Lightening, it takes double the damage dealt and is concidered activated this round)

Force 3. Force Renewal 2

Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Lightsaber Assault Force 1, replaces attacks: Make 2 attacks
Force Throw (Force 3, range 6; 40 damage to target enemy; move target 4 squares and target is actived; save 11, 20 damage to target, move target 2 squares and target is not activated)
Orbalisk Sith Rage (Force 5, usable only on this character's turn; sight. This character may immediatly move adjacent to target enemy character and attack at + 4 attack and + 10 Damage. At the end of its turn, this character must make a save of 11. On a failure, this character takes 30 Damage and gains Savage until the end of its next turn.)



Darth Zannah, Sith Sorceress
Sith
68
Hit Points: 100
Defense: 19
Attack: 9
Damage: 20

Special Abilities
Melee Attack Can attack only adjacent enemies
Double Attack On her turn, this character can make 1 extra attack instead of moving
Djem So Style Whenever this character is hit by a melee attack, make a save of 11. On a success, this character can make an immediate attack against that attacker.
Parry When hit by a melee attack, this character takes no damage with a save of 11

Force Powers
Force 3, Renewal 1

Force Sense Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round
Sith Sorcery (Force 3, usable on this characters turn if she does not move; Until this character's next turn, she gains the following Force ability:Dark Side Tendrils [Living enemy characters within 6 squares take 10 damage for each square they move])


i've changed this slightly, now i know it changes sith sorcery a little, but it opens it up to allow the sith more than just 1 spell Tongue
space lobster
Posted: Saturday, November 13, 2010 12:05:42 AM
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Joined: 11/12/2010
Posts: 44
Cool kool!
Azman
Posted: Saturday, November 13, 2010 1:27:58 PM
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Joined: 11/6/2010
Posts: 409
Location: Perth, Western Australia
Great work ! Love Zannah

are they mods ??? (what did you use ?)
or from scratch
CerousMutor
Posted: Saturday, November 13, 2010 6:56:31 PM
Rank: Advanced Bloo Milk Member
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Joined: 8/27/2008
Posts: 990
Azman wrote:
Great work ! Love Zannah

are they mods ??? (what did you use ?)
or from scratch


Primal Heroes Boooster pack 1.
Male Goliath Barbarian for bane. A lot of shaving, re pose, chopping plus plenty greenstuff. (I used this mini as a base because I couldnt find a beastly enough one, you could use a Herro/horro clix as a base though, one withgood muscle mass.
Deathlock Wight for Zannah. A little shaving, repose head swap of Female Elf Druid. (but to be honest, you can just use the elf as a base. Shave off the bits you dont like, add a double blade instead of the staff and bingo!)
Azman
Posted: Saturday, November 13, 2010 9:18:23 PM
Rank: Advanced Bloo Milk Member
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Joined: 11/6/2010
Posts: 409
Location: Perth, Western Australia
Nice work.

I think ill try the Zannah
Lord_Ball
Posted: Sunday, November 14, 2010 9:59:05 PM
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Joined: 4/19/2010
Posts: 1,029
CerousMutor wrote:
Primal Heroes Boooster pack 1.
Male Goliath Barbarian for bane. A lot of shaving, re pose, chopping plus plenty greenstuff. (I used this mini as a base because I couldnt find a beastly enough one, you could use a Herro/horro clix as a base though, one withgood muscle mass.


The Body kinda looks like "The Thing" so that might be something for others to look into if they try to replicate him with less intricate work.
cicrush13
Posted: Sunday, November 14, 2010 10:41:47 PM
Rank: Advanced Bloo Milk Member
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Joined: 3/15/2009
Posts: 909
Location: Michigan
Right now how Bane's Orbalisk Armor is worded, he will gain 20 HP every turn. I think you want to cap him at the 200 stated, so might need to reword that to "remove 20 damage from this character".
JediOompaloompa
Posted: Monday, November 15, 2010 2:18:00 AM
Rank: Advanced Bloo Milk Member
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Joined: 8/28/2010
Posts: 140
I thought it was a thing heroclix base too, it's a nice conversion though from whatever it is.. just looks meanCool
CerousMutor
Posted: Monday, November 15, 2010 5:22:59 AM
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Joined: 8/27/2008
Posts: 990
Point and fixed
General Ed
Posted: Monday, November 15, 2010 9:43:37 AM
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Joined: 4/2/2009
Posts: 143
The wording on Dark Tendrals has me going "What?" OK so if a character moves it takes 10 damage as long as it isn't a droid. I can see that being rather un-useful in most cases. Besides I recall her being able to use the tendrals to attack regardless of the character moving. They were just limited, yet extremely deadly, as long as she concentrated. I actually pictured "Dark Tendrals" working more like this

Dark Tendrals: Force 3: Replaces turn: 20 damage to each character in line of sight. Normal targeting rules apply. Activate each large or smaller character affected, save 11.

It's just my opinion and figured I'd share.
CerousMutor
Posted: Monday, November 15, 2010 5:48:33 PM
Rank: Advanced Bloo Milk Member
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Joined: 8/27/2008
Posts: 990
I see your point but you dont see mine. Melee fighters have to move, yes she is at risk from non-melee but any enemy has to take 60 damage to base to her or waste their turn! She'll work in sith swap squads
Your version is great with damage to everyone and i might still try and tweak them both together some how, but this is slightly more controlled.

General Ed
Posted: Tuesday, November 16, 2010 4:40:52 AM
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Joined: 4/2/2009
Posts: 143
Yeah, at 3 am I wasn't seeing that part of it. That is a nice ability and both are deadly in their own way. I can see now how both have their limits and advantages. A potential 60 damage for a character to base is crazy. Guess you just hope the don't decide to take 10 and run away. Now that I'm more awake, perhaps you should add a portion to her ability. *Until the start of her net turn* *Until the turn after she activates this ability* Just something. Because as is it just looks like it's on her turn and wouldn't be very effective.
CerousMutor
Posted: Tuesday, November 16, 2010 7:15:02 AM
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Joined: 8/27/2008
Posts: 990
Point and fixed BigGrin
CerousMutor
Posted: Tuesday, November 16, 2010 7:09:34 PM
Rank: Advanced Bloo Milk Member
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Joined: 8/27/2008
Posts: 990
Some one thought Orbalisk Regenerative Armor was too much being a damage reduction and a heal all in one. maybe they are right, I'm not sure so here are 2 versions of Orbalisk Poison which was always supposed to be the balance against Orbalisk Regenerative Armor. Which do you think is the better balance point?

Orbalisk Regenerative Armor (Whenever this character would take damage reduce the damage by 10, if this character does not move on its turn remove 20 damage from this character, he can not exceed his maximum Hit Points)
Orbalisk Poison (If this character takes damage from Force Powers with Lightening, it takes double the damage dealt and is concidered activated this round)


or

Orbalisk Regenerative Armor (Whenever this character would take damage reduce the damage by 10, if this character does not move on its turn remove 20 damage from this character, he can not exceed his maximum Hit Points)
Orbalisk Poison (If this character takes damage from Force Powers with Lightening, it takes double the damage dealt and loses Orbalisk Regenerative Armor until this characters next turn)
CerousMutor
Posted: Thursday, November 18, 2010 8:28:34 AM
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Joined: 8/27/2008
Posts: 990
A different version, hopefully better.

Darth Bane in Orbalisk Armor, The Dark Lord of the Sith
Sith
88
Hit Points: 180
Attack 14
Defense: 20
Damage: 30


Special: Unique; Melee
Double Attack;
Brute Force If this character does not move on its turn it gets +2 Attack.
Orbalisk Regenerative Armor (Whenever this character would take damage reduce the damage by 10, if this character does not move on its turn remove 20 damage from this character, he can not exceed his maximum Hit Points)
Orbalisk Poison (If this character takes damage from Force Powers with Lightening, it takes double the damage dealt and loses Orbalisk Regenerative Armor until this characters next turn)


Force 3. Force Renewal 2

Master of the Force 2 (May spend Force points up to 2 times in a single turn)
Lightsaber Assault (Force 1, replaces attacks: Make 2 attacks)
Lightsaber Sweep (Force 1, replaces attacks: Can attack each adjacent enemy once)


Orbalisk Sith Rage (Force 4, usable only on this character's turn; sight. This character may immediatly move adjacent to target enemy character and attack at + 4 attack and + 10 Damage. At the end of its turn, this character must make a save of 16. On a failure, this character takes 30 Damage.)

or


Orbalisk Sith Rage (Force 4, This character may move 12 extra aquares on its turn and attack at + 4 attack and + 10 Damage. At the end of its turn, this character must make a save of 16. On a failure, this character takes 30 Damage.)
brennan
Posted: Monday, December 6, 2010 11:59:01 PM
Rank: Advanced Bloo Milk Member
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Joined: 7/21/2009
Posts: 268
You might want to make Zannahs Dark tendrils into giving her extra attacks that cant be evaded or anything( like with Overwhelming Force). It kind of suits her because she was basically using the dark side to attack Bane instead of her lightsaber.... Just an interesting idea I thought I'd through out.... Love everything else though! great job! BlooMilk Drool
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