Yeah, I'm pretty sure I pulled the language I used from Jason and Michael Myers. I think I preferred in terms of versions:
Defense Boost>Attack Reduce>Defense Lost>Auto Wound
But that's obviously just one opinion. Defense boost for moving from original I just wasn't sure how to best write it in fitting with house style.
Also, here was what I had for Freddy Freeman. Still working on something for Sivana. He's kinda hard to nail down, I think.
Spoiler Alert!
Quote:
NAME = CAPTAIN MARVEL
SECRET IDENTITY = FREDDY FREEMAN
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = BRASH
SIZE/HEIGHT = MEDIUM
LIFE = 6
MOVE = 7
RANGE = 1
ATTACK = 6
DEFENSE = 5
POINTS =
LIEUTENANT MARVEL
If there is not another Human Captain Marvel in your army, for the remainder of the game if you control at least one:
Interloper, you may treat this figure’s class as Interloper instead of what is listed.
Titan, you may treat this figure’s class as Titan instead of what is listed.
SOLOMON AND MERCURY
Before rolling defense dice for Captain Marvel, roll the 20-sided die. If you roll 13 or higher, roll 2 additional defense dice. After rolling, you may immediately move Captain Marvel 3 spaces. Captain Marvel does not take leaving engagement attacks when moving with Solomon and Mercury.
APOLLO
After taking a turn with Captain Marvel, if there is at least one unrevealed order marker on this card you may remove one wound marker from this card.
SHARED POWER OF SHAZAM!
After revealing an Order Marker on this card or any Human Captain Marvel card you control, if you control more than one Human Captain Marvel, you must roll the 20-sided die before taking your turn. If you roll 6 or lower, you cannot use any powers on any Human Captain Marvel Army Card you control for the remainder of your turn. If you roll 7 or higher, you may take a turn with any Human Captain Marvel you control.
SUPER STRENGTH
FLYING
Potential Update to Power of Shazam:
Immediately after revealing an Order Marker on the card of any figure you control that is a Human Captain Marvel or that has this special power, before taking a turn, you must roll the 20-sided die once for all cards you control with this special power. If you roll 6 or lower, that figure cannot use any special powers this turn. If you roll 7 or higher, you may instead take a turn with any figure you control that is a Human Captain Marvel or that has this special power.
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