Option B, if folks prefer, would be something like this:
Quote:
NAME = METAMORPHO
SECRET IDENTITY = REX MASON
SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = INTERLOPER
PERSONALITY = DISCONTENTED
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 7
RANGE = 4
ATTACK = 4
DEFENSE = 4
POINTS = 320
RAPID SHAPESHIFTING 3
Start the game with three white Shapeshift Markers. At the start of Metamorpho's turn, you may place or remove any number of Shapeshift Markers on this card. Add one to Metamorpho's Attack and Defense values and subtract one from his Move and Range values for each Shapshift Marker on this card. A maximum of 3 Shapeshift Markers can be placed on this card.
ELEMENTAL FORMS
While this Army Card has exactly:- 0 Shapeshift markers, Metamorpho cannot be targeted for special powers or attacks from non-adjacent figures, is never attacked when leaving an engagement, and gains the Flying Special power.
- 1 Shapeshift marker, when Metamorpho attacks, he can attack one additional time. He may not target the same figure twice.
- 2 Shapeshift markers, when rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
- 3 Shapeshift markers, Metamorpho may not be moved by any special power on an Army Card unless the player controlling Metamorpho allows him to be moved.
SUPER STRENGTH
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I might prefer this version as it keeps the aesthetic of the markers being 1/1 and it makes it less punitive to be in 0 marker form (as 4/4 stats are less vulnerable than 3/3). I lowered his range by one as well so that he'd still be completely melee at full markers, but I kept his move high so the 4/4 area could still move quickly into battle from the start zone.
It still streamlines the markers a tad, though, and combines the 0 and 1, which were really getting the least play.