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Old May 28th, 2010, 07:09 AM
Griffin Griffin is offline
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Re: Moloids - Brainstorming Phase

NAME = MOLOID


SPECIES = MOLOID
UNIQUENESS = COMMON HERO
CLASS = SUBTERRANEAN
PERSONALITY = SUBSERVIENT

SIZE/HEIGHT = SMALL 4

LIFE = 1

MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 1

POINTS = 10

LOYAL TO ONE RULER

At the start of the game, choose one Unique Ruler Hero you control to be the One Ruler for all Moloids you control. After revealing an Order Marker on this card and before taking a turn with a Moloid, you may first take a turn with its chosen One Ruler. Any Moloid rolls 1 additional attack die when its chosen One Ruler is within 2 clear sight spaces.

SUBTERRANEAN SWARM
After revealing an Order Marker on this card and before moving a Moloid, roll the 20-sided die.
• If you roll 1-10, you may move and attack with up to 5 Moloids you control.
• If you roll 11-18, you may move and attack with up to 7 Moloids you control.
• If you roll 19 or higher, you may move and attack with up to 10 Moloids you control.

CAVE DWELLERS
While occupying a rock, dungeon, or shadow space, a Moloid adds 1 die to its defense.



  • They should Bond with whatever the heck Mole Man's class is
  • Common Squad of 3
  • Move of 6, and you can move up to 6 in a turn, but if you do, they would then have a move of 4 instead, call it Swarm
  • A new scatter where if one is killed, you can move a couple immediately

Last edited by japes; February 12th, 2017 at 04:29 PM.
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