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  #1  
Old June 6th, 2015, 04:45 PM
kolakoski's Avatar
kolakoski kolakoski is offline
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Kolakoski's Kustoms - Captain Kei

Well met!

[See last post for revised version.]

For chas' Challenge - I just need help to consolidate the wording, pricing him, and suggestions for a proxy.

NAME = GANJIN
SECRET IDENTITY = ????

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MONK
PERSONALITY = DISCIPLINED

LIFE = 5

MOVE = 6
RANGE = 1
ATTACK = 8
DEFENSE = 4

POINTS = ???



Bo Master Reach

For all attacks (Normal and Special), if an opponent's figure is within 2 spaces of Ganjin, and its base is no more than 3 levels above Ganjin's height or 3 levels below Ganjin's base, Ganjin may add 1 to its range when attacking that figure.

Bo Master Special Attack

Range Reach. Attack 1, 2, 3, 4, 5, 6, 7, or 8. Ganjin starts each turn with 8 attack dice. Choose any figure within Reach and attack by rolling
1, 2, 3, 4, 5, 6, 7, or 8 attack dice. Ganjin can keep making Special Attacks until he has rolled all 8 attack dice. Ganjin may target the same or different figures with each attack.

Zanshin

Anytime an opponent's figure ends its movement within 5 clear sight spaces of Ganjin, roll a 20-sided die. On a roll of 11 or better, Ganjin may move 5 spaces [and Pole Vault], and will take no leaving engagement attacks.

Mushin

If Ganjin is attacked by an adjacent figure, roll a 20-sided die. On a roll of 11 or better, Ganjin takes no damage, and the attacker receives a Wound.

FLYING [or Pole Vault]


POLE VAULT
After moving and before attacking, if Ganjin moved at least 3 spaces and is unengaged, he may Pole Vault. Pole Vault has a move of 3. When counting spaces for Pole Vault, ignore elevations.
Ganjin may vault over water without stopping, vault over figures without becoming engaged, and vault over obstacles such as ruins. Ganjin may not vault more than 6 levels up or down in a single vault.


P.S.: Could probably get by without Mushin.



Last edited by kolakoski; June 19th, 2015 at 01:18 PM.
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  #2  
Old June 7th, 2015, 12:26 AM
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kolakoski kolakoski is offline
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kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun
Re: Kolakoski's Kustoms - Ganjin

Well met!

Revised:

NAME = GANJIN
SECRET IDENTITY = ????

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MONK
PERSONALITY = DISCIPLINED

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 1
ATTACK = 8
DEFENSE = 4

POINTS = ???



Bo Vault

After moving and before attacking, if Ganjin moved at least 3 spaces and is unengaged, he may Bo Vault.
Bo Vault has a move of 3. When counting spaces for Bo Vault, ignore elevations. Ganjin may vault over water without stopping, vault over figures without becoming engaged, and vault over obstacles such as ruins. Ganjin may not vault more than 6 levels up or down in a single vault.

Bo Reach

For all attacks (Normal and Special), if an opponent's figure is within 2 spaces of Ganjin, and its base is no more than 3 levels above Ganjin's height or 3 levels below Ganjin's base, Ganjin may add 1 to his range when attacking that figure.

Whirling Bo Special Attack

Range Bo Reach. Attack 1, 2, 3, 4, 5, 6, 7, or 8. Ganjin starts each turn with 8 attack dice. Choose any figure within Bo Reach and attack by rolling
1, 2, 3, 4, 5, 6, 7, or 8 attack dice. Ganjin can keep making Special Attacks until he has rolled all 8 attack dice. Ganjin may target the same or different figures with each attack.

Zanshin

If an opponent's figure ends its movement within 5 clear sight spaces of Ganjin, and/or attacks Ganjin from an adjacent hex, roll a 20-sided die. On a roll of 11 or better, Ganjin may move up to 5 spaces (and may Bo Vault), and will take no damage. He must end his movement unengaged.



Last edited by kolakoski; June 7th, 2015 at 01:14 AM.
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  #3  
Old June 8th, 2015, 02:30 PM
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Re: Kolakoski's Kustoms - Ganjin

We want a bio! We want a bio!
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  #4  
Old June 10th, 2015, 08:51 AM
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Re: Kolakoski's Kustoms - Captain Benkei

Well met!

New sculpt - new text.

Meet Captain Benkei!






Character Bio:
Stories about Captain Benkei's birth vary considerably. One tells how his father was the head of a temple shrine who had raped his mother, the Gaijin daughter of a blacksmith. Another sees him as the offspring of a temple god. Many give him the attributes of a demon, a monster child with wild hair and long teeth.


He joined the cloister at an early age and traveled widely among the Buddhist monastaries of Japan. Becoming restless, he left the Buddhist monastery and became a member of the Kuro Wokou, or Black Pirates, who were recognizable by their black hoods. Japanese prints often show Benkei wearing such a hood. It was during this time that he acquired his double-bladed, saw toothed staff, Nokogirihajo, said to have been enchanted with the spirit of Agloolik by an Inuit shaman.



NAME =
CAPTAIN BENKEI
SECRET IDENTITY =
GANJIN
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MONK
PERSONALITY = DEMONIC

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5

POINTS = ???



Nokogirihajo

If Captain Benkei attacks and inflicts at least 1 Wound with his normal attack, roll the 20-sided die. On a roll of 11 or higher add 1 additional Wound to the defending figure.

Nokogirihajo Special Attack

Range 1. Attack 1, 2, 3, or 4.
Captain Benkei starts each turn with 8 attack dice. Choose an adjacent figure, and attack by rolling 1, 2, 3, or 4 attack dice. Captain Benkei can keep making Nokogirihajo Special Attacks until he has rolled all 8 attack dice. Captain Benkei may target the same or different figures with each attack.

Zanshin

If an opponent's figure ends its movement within 5 clear sight spaces of
Captain Benkei or attacks Captain Benkei from an adjacent hex, roll a 20-sided die. On a roll of 11 or better, Captain Benkei may immediately move 3 spaces, and will take no damage.

Flying



Last edited by kolakoski; June 11th, 2015 at 05:07 PM.
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  #5  
Old June 18th, 2015, 07:26 PM
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kolakoski kolakoski is offline
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kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun kolakoski is a penguin with a machine gun
Re: Kolakoski's Kustoms - Captain Kei

Well met!

Final version - ready for testing.




Character Bio:
Stories about Captain Kei's birth vary considerably. One tells how his father was the head of a temple shrine who had raped his mother, the Gaijin daughter of a blacksmith. Another sees him as the offspring of a temple god. Many give him the attributes of a demon, a monster child with wild hair and long teeth.


He joined the cloister at an early age and traveled widely among the Buddhist monastaries of Japan. Becoming restless, he left the Buddhist monastery and became a member of the Kuro Wokou, or Black Pirates, who were recognizable by their black hoods. Japanese prints often show Kei wearing such a hood. It was during this time that he acquired his double-bladed, saw toothed staff, Nokogirihajo, said to have been enchanted with the spirit of Agloolik by an Inuit shaman.



NAME =
CAPTAIN KEI
SECRET IDENTITY =
SHIRAHAMA KENKI
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MERCENARY
PERSONALITY = FEARLESS

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5

POINTS = 240



Mushin

After Captain Kei moves and before he attacks, roll the 20-sided die for each enemy unit adjacent to Captain Kei; on a roll of 11 or higher that unit receives a Wound. When an enemy unit attacks Captain Kei from an adjacent space, roll the 20-sided die; on a roll of 11 or higher, the enemy unit receives a Wound.

Nokogirihajo


After Captain Kei attacks, he may attack 1 additional time. If Captain Kei attacks and inflicts at least 1 Wound, roll the 20-sided die. On a roll of 11 or higher add 1 additional Wound to the defending figure.

Zanshin

If an opponent's figure ends its movement within 5 clear sight spaces of
Captain Kei, roll a 20-sided die. On a roll of 11 or better, Captain Kei may immediately Stealth Leap.

Stealth Leap 12

Instead of his normal move, Captain Kei may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for Captain Kei's Stealth Leap movement, ignore elevations. Captain Kei may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Captain Kei may not leap more than 12 levels up or down in a single leap. When moving with Stealth Leap, Captain Kei will not take any leaving engagement attacks.

Last edited by kolakoski; June 22nd, 2015 at 10:14 AM.
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