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  #493  
Old February 7th, 2019, 03:33 PM
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Re: New 52 And DC Rebirth Workshop

Quote:
Originally Posted by Lazy Orang View Post
Just a clarification of intent - when figures leave an engagement with her and she has her axe, did you intend:

1) For the unblockable attack dice mentioned in Warrior of Bana-Mighdall to be two unblockables in addition to and separate from normal LEA attacks, or,
2) For it to simply increase the number of dice rolled for leaving engagement attacks by one (which is quite a bit weaker and in which case I suggest looking to the Knights of Weston/Catman for wording).

Also, is it meant to work against figures who avoid LEAs? The intent doesn't feel entirely clear to me here.

it was meant to be 2)

What's up with claymation?
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  #494  
Old February 8th, 2019, 01:29 PM
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Re: New 52 And DC Rebirth Workshop



NAME = WHITE LANTERN
SECRET IDENTITY = KYLE RAYNER

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = BENEVOLENT

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 4
RANGE = 1
ATTACK = 2
DEFENSE = 2

POINTS = ???

WHITE LIFE BATTERY 3

Start the game 3 white Battery Markers on this card. Add 2 to this White Lantern's Move, Range, Attack, and Defense numbers for each Battery Marker on this card.

UNDISTILLED EMOTIONAL SPECTRUM
At the start of each round, you select one other figure on the battlefield with at least one Battery Marker on its card and roll the 20-sided die, adding 5 to the roll for each Battery Marker on White Lantern's card. If you roll 16 or higher, for the remainder of the round treat this White Lantern as if it had that card's special powers, replacing that figure's name with "White Lantern" and any references to Battery Markers with white Battery Markers.

THE WHITE LIGHT OF LIFE

When White Lantern or any figure you control within 6 clear sight spaces of White Lantern would be destroyed, you may instead remove 1 white Battery Marker from this card and remove Wound Markers from that figure's card until it has 3 or less life remaining.

SUPER STRENGTH

FLYING

What's up with claymation?
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  #495  
Old February 8th, 2019, 01:30 PM
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Re: New 52 And DC Rebirth Workshop

[MENTION=48219]MrNobody[/MENTION]

Here's a repost if you want to link this in the nominations thread instead of my whole design thread

What's up with claymation?
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  #496  
Old February 8th, 2019, 01:40 PM
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Re: New 52 And DC Rebirth Workshop

Quote:
Originally Posted by ALEXAN2507 View Post
@MrNobody

Here's a repost if you want to link this in the nominations thread instead of my whole design thread
It might be wise to organize your OP into linked single posts, like the one above, to make it easier on everyone in the future.

Like Superheroes and Comics?
C3G Project is Always Looking for New Members!

Head here to get started!

Playtesting is the most helpful thing!
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  #497  
Old February 8th, 2019, 01:41 PM
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Re: New 52 And DC Rebirth Workshop

Yeah, that's what I do now, but at the start I just copypasted everything into spoiler boxes

I'll have to go through it and either hunt down the originals or link reposts

What's up with claymation?
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  #498  
Old February 9th, 2019, 07:51 AM
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Re: New 52 And DC Rebirth Workshop




NAME = PSYCHO-PIRATE
SECRET IDENTITY = ROGER HAYDEN

SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = I'm honestly not sure on this one. Ideas appreciated.
PERSONALITY = INSANE

SIZE/HEIGHT = MEDIUM 5

LIFE = 3/4?

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

POINTS = ???

THE MEDUSA MASK

Start the game with the Glyph of Medusa Mask on this card. Psycho-Pirate cannot lose the Glyph of Medusa Mask by receiving wounds unless he is destroyed. Whenever Psycho-Pirate uses the Glyph Of Medusa Mask, add 5 to the 20-sided die roll.

MANIPULABLE MANIPULATOR
At the start of the game, choose a Destroyer Unique or Event Hero you control to be Psycho-Pirate's Master. After taking a turn with Psycho-Pirate's Master, you may take an immediate turn with Psycho-Pirate, and you may not take any additional turns with other figures you control except by Memories Of Another Multiverse.

MEMORIES OF ANOTHER MULTIVERSE

At the start of the game, you may choose any other Unique Heroes you control that would begin the game on the battlefield and instead place them on this card. You may draft multiple figures with the same Secret Identity if they begin the game on this card. After taking a turn with Psycho-Pirate, if Psycho-Pirate did not use the Glyph of Medusa Mask this turn, you may remove one of the chosen figures from this card and place it on any unoccupied space within 2 clear sight spaces of Psycho-Pirate. Take an immediate turn with that figure, during which it cannot move, and you may not take any additional turns with other figures you control.


MEDUSA MASK
(EMOTIONAL MANIPULATION)

EQUIPMENT GLYPH

When this glyph comes into play, place one red Anger Marker, one pink Love Marker, and one yellow Fear Marker on this card. Instead of attacking with this figure, you may choose a figure within 4 clear sight spaces and roll the 20-sided die. If you roll 11 or higher, place one of the markers on this card on the Army Card of the chosen figure. At the end of the round, or whenever another marker from this card is placed on the chosen figure's card, return the marker from the chosen figure's card to this card. A figure with the Anger Marker on its card adds one to its attack, subtracts two from its defense, and cannot leave engagements. When you place the Love Marker on a figure's card, choose one other figure within 4 clear sight spaces to be that figure's Desire. A figure with the Love Marker on its card cannot attack its Desire. A figure with the Fear Marker on its card adds one to its defense, subtracts two from its attack, and cannot roll for leaving engagement attacks

What's up with claymation?
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  #499  
Old February 9th, 2019, 07:54 AM
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Re: New 52 And DC Rebirth Workshop



NAME= GREEN LANTERN
SECRET IDENTITY= SIMON BAZ

SPECIES= HUMAN
UNIQUENESS= UNIQUE HERO
CLASS=OFFICER
PERSONALITY= STUBBORN

SIZE/HEIGHT= MEDIUM 5

LIFE= 4

MOVE= 5
RANGE= 4
ATTACK= 2
DEFENSE= 2

290 POINTS

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.

AL SHAJAAH
After moving and before attacking with this Green Lantern, you may choose an adjacent figure and remove a Battery Marker from this card. You may remove any marker on that figure’s Army Card, or two markers if they are both Wound Markers.

EMERALD SIGHT 14

Anytime this Green Lantern or a figure you control within 3 clear sight spaces is attacked by an opponent's figure and at least 1 skull is rolled, before rolling defense dice normally, if there is at least one green Battery Marker on this card, you may roll the 20-sided die. If you roll 1-13, remove one green Battery Marker from this card. If you roll a 14 or higher, ignore that attack.

SUPER STRENGTH

FLYING

What's up with claymation?
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  #500  
Old February 9th, 2019, 07:56 AM
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Re: New 52 And DC Rebirth Workshop



NAME = GODSPEED
SECRET IDENTITY = AUGUST HEART

SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ANTAGONIST
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 12
RANGE = 1
ATTACK = 5
DEFENSE = 4

POINTS = ???

SUPERSPEED

Godspeed may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. After taking a turn with Godspeed, if he is the only August Heart on the board this turn, he may move up to an additional 4 spaces

SPEED FORCE CLONE

If there are any other August Heart figures on the battlefield, reduce Godspeed's attack by 1 and his movement by 3.

SPEED DODGE 4
When Godspeed defends against an attack and you roll at least one blank, Godspeed takes no damage and may immediately move up to 4 spaces.


NAME = SPEED FORCE CLONE
SECRET IDENTITY = AUGUST HEART

SPECIES = SPEED FORCE CONSTRUCT
UNIQUENESS = UNIQUE HERO
CLASS = ANTAGONIST
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 9
RANGE = 1
ATTACK = 4
DEFENSE = 4

POINTS = ???

SUPERSPEED

Speed Force Clone may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces.

DIVIDED SPEED FORCE
This figure may not start the game on the battlefield. This figure may not be placed on the battlefield if there is no other August Heart figure on the battlefield. This figure may be placed on the battlefield even if it has been destroyed. When this figure is placed on the battlefield, remove all wound markers on this card. At the end of each round, roll the 20-sided die. If you roll an 8 or lower, all August Heart figures on the battlefield take one wound.

CO-ORDINATED ASSAULT
After revealing an Order Marker on the Army Card of a Godspeed you control and taking a turn with that figure, you may take an immediate turn with Speed Force Clone, and you may not take any additional turns with other figures you control. If this figure attacks a figure engaged with Godspeed, add 1 to its attack.

SPEED DODGE 4
When Speed Force Clone defends against an attack and you roll at least one blank, Speed Force Clone takes no damage and may immediately move up to 4 spaces.

What's up with claymation?

Last edited by ALEXAN2507; August 3rd, 2021 at 08:14 PM.
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  #501  
Old February 9th, 2019, 08:00 AM
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Re: New 52 And DC Rebirth Workshop



NAME = DEATHSTROKE
SECRET IDENTITY = SLADE WILSON

SPECIES = METAHUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MERCENARY
PERSONALITY = CONFLICTED

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 6
RANGE = 5
ATTACK = 4
DEFENSE = 4

POINTS = ???

DEFIANCE LEADER

After revealing an Order Marker on this card, before taking a turn with Deathstroke, you may first reveal an "X" Order Marker on this card and take a turn with up to two other Unique Sidekick Heroes with the Conflicted personality you control within 6 clear sight spaces of Deathstroke. You may activate the chosen Heroes in any order.

IKON SUIT
When Deathstroke would receive one or more wounds, you may place up to 2 IKON Markers on this card. For each IKON Marker placed, ignore one wound. Deathstroke may never have more than four IKON Markers on this card.

KINETIC DISPERSION SPECIAL ATTACK

Range 1 Attack 2+
When using this special attack, you may may remove any number of IKON Markers to add one attack die per IKON Marker removed to this attack. If six dice are rolled for this special attack, treat this special attack as if Deathstroke had Super Strength and the defending figure rolls two fewer defence dice. After using this special attack, you may not use Kinetic Dispersion Special Attack or place IKON Markers until the end of the next round.

What's up with claymation?
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  #502  
Old February 9th, 2019, 08:03 AM
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Re: New 52 And DC Rebirth Workshop



NAME = BIZARRO
SECRET IDENTITY = B-0

SPECIES = CLONE
UNIQUENESS = UNIQUE HERO
CLASS = INTERLOPER
PERSONALITY = LOYAL

SIZE/HEIGHT = MEDIUM 6

LIFE = 8

MOVE = 10
RANGE = 1
ATTACK = 7
DEFENSE = 7

POINTS = ???

KRYPTONIAN DNA

Bizarro has the species of Kryptonian in addition to the species listed on this card. When Bizarro rolls defense dice against a normal attack from a figure that is not a Kryptonian, if at least one shield is rolled, all blanks rolled count as extra shields.

INTERLOPER GUARDIAN
If an opponent's figure within five clear sight spaces of Bizarro targets an Interloper you control for a normal attack, you may immediately move Bizarro adjacent to the attacking figure, if possible, and the attacking figure cannot attack any Interloper other than Bizarro this turn.

ME AM NOT SO SMART

If Bizarro does not start his turn within 5 spaces of an Interloper you control, roll the 20-sided die. On a 1-5, Bizarro must move adjacent to or as close to an Interloper as possible, and may not attack this turn.

SUPER STRENGTH

FLYING

What's up with claymation?
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  #503  
Old February 9th, 2019, 08:06 AM
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Re: New 52 And DC Rebirth Workshop



NAME = STARFIRE
SECRET IDENTITY = KORIAND'R

SPECIES = TAMARANEAN
UNIQUENESS = UNIQUE HERO
CLASS = INTERLOPER
PERSONALITY = FIERY (? Maybe a cop-out to use again but I have nothing better)

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 5
RANGE = 6
ATTACK = 5
DEFENSE = 5

POINTS = ???

WARRIOR PRINCESS

After taking a turn with Starfire, you may immediately either move 2 other Interlopers you control, or attack with 1 other Interloper you control.

STARBOLT INCINERATION SPECIAL ATTACK
Range 3 Attack 3
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by this special attack. Starfire only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. For each skull rolled, you may roll another dice until no skulls are rolled. Each figure rolls defense dice separately. Starfire cannot be affected by this special attack.

RECKLESS ENGAGEMENT
If Starfire is not adjacent to any friendly figures and is engaged with at least one enemy figure, add 1 die to her normal attack and subtract 1 die from her defense.

SUPER STRENGTH

FLYING

What's up with claymation?
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  #504  
Old March 15th, 2019, 12:07 PM
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Re: New 52 And DC Rebirth Workshop

So I'm not quite up to speed with the Dark Knights plans, so if there's anything factional that's off on this draft give me a heads up. I just always liked this dumb idea.



NAME = BATMAN
SECRET IDENTITY = BRUCE WAYNE

SPECIES = CYBORG
UNIQUENESS = UNIQUE HERO
CLASS = VIGILANTE
PERSONALITY = SUBSERVIENT

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 5
RANGE = 6
ATTACK = 5
DEFENSE = 6

POINTS = 200

MURDER MACHINE

Subtract 2 from this figures Move, Range, Attack, and Defense numbers if there you do not control the Alfred Protocol. Whenever an Android, Cyborg, or vehicle would be destroyed by this figure, if it was a Unique Hero, you may instead remove all but 1 Wound Marker from that figure and gain control of it. That figure gains the Murder Machine special power.

YOU CAN'T STOP AN IDEA
Instead of moving with Batman, you may place him on any empty space within 3 spaces of an Alfred Protocol you control. He will not take any leaving engagement attacks.

SUPER STRENGTH

-----

NAME = ALFRED PROTOCOL

SPECIES = ARTIFICIAL INTELLIGENCE
UNIQUENESS = COMMON HERO
CLASS = PROTECTOR
PERSONALITY = UNSTABLE

SIZE/HEIGHT = MEDIUM 5

LIFE = 1

MOVE = 4
RANGE = 6
ATTACK = 2
DEFENSE = 2

POINTS = 50

SLAVE TO THE PROTOCOL

After revealing an Order Marker on this card, instead of taking a turn with this figure, you may instead choose one:
• Move and attack with up to 3 Alfred Protocols you control.
• Place up to 2 Alfred Protocols you control on any empty space within 6 clear sight spaces of another Alfred Protocol you control. Figures moved will not take leaving engagement attacks.
• Take a turn with a Unique Hero you control with the Murder Machine special power.

CORE PROTOCOL
If there is no Alfred Protocol in your start zone, and you do not control a Bruce Wayne figure, all special powers on this card are negated.

-----

In short, Murder Machine is from an evil universe where Alfred died, was turned into an AI with the aim of protecting Bruce, but (obviously) turned evil, killed everyone, and turned Bruce into a cyborg slave. As a cyborg he has those classic generic "can take over technology and reshape himself" type stuff. Might warrant Cybernetic Repair X, not sure.

The Alfred Protocol actually creates little hologram Alfred's that kill people (which is what the common heroes would represent). This design mostly exists in order to let people field an army of evil hologram Alfred's and a funky Batman to bolster their ranks.
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