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
Quote:
[
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.