Doctor Destiny - DC Comics
Endeavor - Jump Comics
Red Riot - Jump Comics (My Hero Academia)
High Points:
- Student Hero
- Ability to harden body and take a rock-like appearance
- Story Arc involves him being a defender and conquering fear
- Super stand up guy, believes in chivalry and honor
Spoiler Alert!
Name = Red Riot
SI = Eijiro Kirishima
Species = Quirkhuman
Uniqueness = Unique Hero
Class = Student
Personality = Honorable
Size/height = Medium 5
Life = 5
Move = 4
Range = 1
Attack = 4
Defense = 5
Points = ???
Become a Hero
If a friendly figure within 4 clear sight spaces of Red Riot is attacked with a normal attack, Red Riot may move adjacent to that figure, if possible, and become the target of the attack instead. If he does, and the attacking figure is adjacent to Red Riot, the attacking figure receives one wound. When Red Riot uses Become a Hero, he will take any leaving engagement attacks.
RED RIOT UNBREAKABLE
Before defending with Red Riot, you may choose one other Crime Fighter or Student you control within 4 clear sight spaces of Red Riot. Add 1 die to Red Riot's defense for each Wound Marker on the chosen figure's Army Card.
SUPER STRENGTH
The Upsidedown Man
DC Comics
Highlights:
- Magic Based big bad, currently as high up as you can go for magic
- Is the embodiment of Horror and dark magic, was one of two beings when magic started existing
- Otherkind is a species all his own, in his own dimension he can create more otherkind. Eldritch horror kind of feel.
- Toyed with JLD + a Wonderwoman empowered with the essence of his opposite
- Nasty customer, wants to devour all magic because he thinks that only beings of pure magic should have it
Spoiler Alert!
[
Name = Upsidedown Man
SI = n/a
Species = Otherkind
Uniqueness = Event Hero
Class = Tormentor/???
Personality = Malevolent
Size/height = Medium 5
Life = 13
Move = 6
Range = 1
Attack = 7
Defense = 4
Points = ???
TRUE MAGIC
While drafting, The Upsidedown Man is considered to to have any Special Powers, Class, or Species listed on Spell Cards you draft. Upsidedown Man never receives wounds from spells he casts. While The Upsidedown Man is on the battlefield, whenever a Spell Card would be removed from the game, you may instead place it underneath this card.
MAGICAL ENERGY INTANGIBILITY
The Upsidedown Man can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Whenever the Upsidedown Man passes through a figure in this way, you may take the top Spell Card from underneath this card and add it to your army.
UPSIDE DOWN CRUELTY
The Upsidedown Man is never attacked when leaving an engagement. Whenever the Upsidedown Man passes over a wounded figure, you may roll an unblockable attack die against the chosen figure. If you roll a skull, take the top Spell Card from underneath this card and add it to your army.
LIVING MAGIC
If The Upsidedown Man casts a spell instead of attacking normally, he may immediately attack with his normal attack one time.
MAGICAL DEFENSE
Flying/Superstrength
Version 2 for a Streetfighter that could use it!
High Points:
- Musician Kickboxer
- Well known as not only a fighter but an entertainer/dancer
- Fighting Style is noted as Kickboxing and Breakdancing, highly fluid and musical with a focus on his kicks
- His name is a pun on DJ (Disc Jockey)
- As a fighter he uses a lot of mobility, powerful kicks and combos that involve heavy hits.
- Powers pull from in-game names, one is pretty reminiscent of what is happening in game while the other is just a name that counts hitting the right "beats" as dealing wounds.
Spoiler Alert!
NAME = Dee Jay V2
SECRET IDENTITY = n/a
SPECIES = Human
UNIQUENESS = UNIQUE HERO
CLASS = Fighter
PERSONALITY = Enthusiastic
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = 155
SABOT CARNIVAL SPECIAL ATTACK
Range 1. Attack Special.
Dee Jay starts each turn with a pool of 9 attack dice. Move up to 2 spaces and then choose an adjacent figure and attack by rolling 2, 3 or 4 attack dice and return any blanks rolled to the pool. After attacking, Dee Jay may move up to 2 spaces. Dee Jay may keep making special attacks with 2, 3 or 4 attack dice until he has rolled all 9 attack dice. Dee Jay never takes leaving engagement attacks.
CLIMAX BEAT
After revealing a numbered Order Marker on Dee Jay and attacking normally, if Dee Jay wounded an enemy figure you may choose another fighter hero you controll with 4 clear sight spaces and take a turn with that Hero. If that Hero wounds a figure during their turn then you may take a final turn with Dee Jay and no other turns.
Jason Blood + Etrigan
DC Comics
High points:
- Marvel Sorceress
- Heavy themes with undead, summoning armies, and the underworld
- tangled with Doom and the avengers on a few occasions
- strong mind control powers, has taken over peoples bodies from across time/space
I feel like the undead faction could use this, she is pretty versatile and has persistent utility
Misery (Loves Company)
Unique Spell
Drafts for JLD version of Etrigan and an entry for Jason Blood.
High Points:
- Meant to be his Justice League Dark version
- Plays on him being a bit grittier, more in line with solving the ghosts/demons/undead sort of problems
- Tries to be an asset to his team but still winds up inflicting misfortune upon them if they are in the line of fire (Tainted Blood)
- References his run in JLD where his blood specifically came up as a reason for him being so adept but I gave it weaknesses that should be thematic
Stone Pillar
Destructible Object
Kung Lao draft
Highpoints
- IP is Mortal Kombat (DC)
- Strong hand to hand fighter
- Nifty hat that can do everything from be a returning thrown weapon to being a buzz or a decapitation tool
- His style seems to focus on fluidity, Shaolin fist uses fast combos that end in heavy strikes.
- The hat can rotate at high speeds in a variety of settings, used for lots of fatalities.
Spoiler Alert!
NAME = Kung Lao
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = Warrior / Monk
PERSONALITY = RESOLUTE
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 5
POINTS = ???
HAT THROW SPECIAL ATTACK
Range Special. Attack 4.
Choose four spaces in a straight line from Kung Lao. All figures on those spaces who are in line of sight are affected by this power. Roll 4 attack dice once for all affected figures. Then roll 4 attack dice again against all affected figures. Affected figures roll defense dice separately after each attack.
DEADLY PATH
After Kung Lao or any other figure moves, you may reveal the X Order Marker on this Army Card and Move up to 4 spaces. When Kung Lao moves with Deadly Path he may move through all figures and is not attacked while leaving engagement. After moving, roll an unblockable attack die against every figure that Kung Lao moved through this turn.
FLOWING WATER
While attacking normally with Kung Lao you may attack up to 3 times. Whenever Kung Lao rolls a blank you may either subtract 1 shield from the target's defense roll or move Kung Lao up to 1 space. On the third attack, add 3 to Kung Lao's Range number and 1 to his attack number.
Story Card Draft
Highpoints
- Trying to recreate the iconic 1v1 (or lack thereof) in Mortal Kombat
- Places emphasis on unique heroes
- Introduces a stragetic choice as the beginning of the game
- Is useless in situations where the opponent doesn't have at least 2 unique heroes
- No one should be losing their best stuff in defense of Earthrealm unless they choose to
- Pay off is at its maximum if you finish the fight early in a round
Spoiler Alert!
NAME = CHALLENGED TO MORTAL KOMBAT
STORY CARD
POINTS = ?
STORY PROLOGUE =
- At least 2 Unique Heroes in your Army and 2 Unique Heroes in an Opponent's Army
- A Mortal Kombat board
- 8 Kombat Order Markers
STORY SET-UP =
- At the beginning of the game choose an opponent that controls at least 1 Unique Hero.
- Choose a Unique Hero that you control and place them on a Startzone for the Mortal Kombat Board.
- Then, Opponent chooses a Unique Hero they control and places them on a Startzone for the Mortal Kombat board.
STORY RULES =
CHALLENGE ACCEPTED
Before placing Order Markers you must place 4 Kombat Order Markers on the Army Card of your chosen Hero on the Mortal Kombat board. Before you reveal a numbered Order Marker you must first reveal the corresponding Kombat Order Marker and take a turn with that Hero.
RULES OF MORTAL KOMBAT
Kombat Markers can only be placed on Army Cards of Unique heroes on the Mortal Kombat Board. Heroes on the Mortal Kombat board cannot affect figures on the battlefield.
VICTORY
When only 1 Hero remains on the Mortal Kombat board, that figure's owner must immediately place that figure adjacent to another figure they control on the battlefield. You may use and take turns with any remaining Kombat Order Markers.
DEFEAT
Figures on the Mortal Kombat board do not count as figures on the battlefield. If at any point a player would have no more figures remaining on the battlefield, they lose the game.
Big Ideas:
- Psycho power!
- Brainwashes people for his syndicate
- Overall big bad of the Street Fighter series
- Employs assassins and enforcers
- The original prompt for his creation as a character was a villian "with powers beyond mortal comprehension."
- Faction leader
Spoiler Alert!
NAME = M. Bison
SECRET IDENTITY =
SPECIES = Human
UNIQUENESS = UNIQUE HERO
CLASS = Dictator
PERSONALITY = Egotistical
SIZE/HEIGHT = MEDIUM 6
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = 300
SHADALOO SYNDICATE
Before the game begins you may choose any unique hero human that you control and change that Hero's class to enforcer and their personality to brainwashed. Instead of taking a turn with M. Bison, you may take a turn with an Enforcer you control. If that Enforcer inflicts at 1 wound during its turn then you may take one additional turn with a different Enforcer you control. If it inflicted no wounds then you make take a turn with M. Bison and no additional turns.
PSYCHO POWERED
If a power references the Mental Shield special power then it references this power as well. An opponent can never take temporary or permanent control of M. Bison. A figure may never roll more than 5 defense dice when attacked by M. Bison unless they have the mental shield special power.
PSYCHO CANON SPECIAL ATTACK
Range 5. Attack 5.
After attacking normally you may reveal an X Order Marker on this card, then move up to 2 spaces and choose a non-adjacent figure to attack. M. Bison never takes leaving engagement attacks when moving with this power. If M. Bison destroys a figure with this attack then remove a wound Marker from this army card.
Beowulf has an identity in DC comics, here is my stab at his legend ^^