NAME = GREEN LANTERN
SECRET IDENTITY = GUY GARDNER
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = OFFICER
PERSONALITY = BRASH
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 2
POINTS = 320
GREEN POWER BATTERY 4
Start the game with 4 green Battery Markers on this card. Add one to this Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.
GREEN POWER SHIELD
Anytime this Green Lantern or an adjacent, friendly figure is attacked by an opponent's figure and at least 1 skull is rolled, instead of rolling defense dice normally, you may remove one green Battery Marker from this card and ignore that attack.
WILLFUL OVEREXTEND
After revealing an Order Marker on this card and taking a turn with this Green Lantern, you may place a Wound Marker on this card or remove one green Battery Marker from this card and take one additional turn with him.
SUPER STRENGTH
FLYING
ORIGINAL POST:
Spoiler Alert!
You know, the Public Directory has a great template that you can copy and paste.
That would be nice. jh
Quote:
WILLFUL OVEREXTEND
After taking a turn with this Green Lantern, you may place a wound marker on this card or remove one Battery Marker from this card and take another turn with this Green Lantern.
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With a life of 4 and 4 Batteries, I could currently take 3 fully powered turns, and then 4 diminishing turns for a total of 7 TURNS WITH JUST ONE ORDER MARKER. I think that this power needs a cap of once per round like with Alastair Macdirk. I also modeled the wording directly from Alastair Macdirk.
Quote:
WILLFUL OVEREXTEND
After taking a turn with this Green Lantern, you may place a Wound Marker on this card or remove one green Battery Marker from this card and take another turn with him. You may only use this power once during a round.
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