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  #15265  
Old December 27th, 2014, 12:22 PM
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Re: Public Design Post

Yep, I'm in agreement here. At the very least, we could just come up with a new power along the same lines, but more specific to him, or raise his life to 5 to compensate the change. I just threw that one out there because it's one of the representations of the power.


NAME = DEADMAN
SECRET IDENTITY = BOSTON BRAND
SPECIES = UNDEAD
UNIQUENESS = UNIQUE HERO
CLASS = ????
PERSONALITY = ????

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = 170-200?


INTANGIBILITY
Deadman can move through all figures and obstacles such as ruins, and is never attacked when leaving an engagement. Deadman cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight.

GHOSTLY POSSESSION
After moving, and instead of attacking with Deadman, you may choose a Common or Unique Hero within 5 clear sight spaces of Deadman. Roll the 20-sided die. If you roll a 6 or higher, take an immediate turn with the chosen hero. After taking a turn with the chosen hero, immediately place Deadman on an adjacent space to the chosen hero if available.

ACROBATIC MOVEMENT
Deadman never takes falling damage and is never attacked when leaving an engagement. After rolling attack dice for a normal attack or after rolling defense dice, for each shield rolled you may immediately move Deadman one space up to 6 levels up or down.

SUPER STRENGTH
FLIGHT


Another option would be something like Flash's or Spider-Man's. But for now, I'll just leave it like that.

Last edited by Arkham; December 27th, 2014 at 12:53 PM.
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  #15266  
Old December 27th, 2014, 12:30 PM
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Re: Public Design Post

You've completely forgotten about Batman's(Dick Grayson) acrobatic movement, and Red Hood's acrobatic leap

ACROBATIC MOVEMENT
Batman never takes falling damage and is never attacked when leaving an engagement. After rolling attack dice for a normal attack or after rolling defense dice, for each shield rolled you may immediately move Batman one space up to 6 levels up or down.

ACROBATIC LEAP 2
Red Hood may use his Acrobatic Leap at any point before or during his normal move. Acrobatic Leap has a move of 2. When counting spaces for Acrobatic Leap, ignore elevations. Red Hood may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Red Hood may not leap more than 6 levels up or down in a single leap. When moving with Acrobatic Leap, he will not take any leaving engagement attacks. If Red Hood uses Acrobatic Leap, subtract 2 from his movement this turn.

life's short, why not make an impact on the world? make some peoples lives better, have a few good laughs, and then when it's all over go out with BANG!
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  #15267  
Old December 27th, 2014, 12:37 PM
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Re: Public Design Post

Like I said, I just took the first one that came to mind relating to that ability. I didn't put much thought into it. Nightwing has his own version as well.

Out of the bunch, I'd probably like to go with either Batman's(DG), or Harley's.
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  #15268  
Old December 27th, 2014, 12:45 PM
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Re: Public Design Post

I like Batman Dick Grayson's personally.

life's short, why not make an impact on the world? make some peoples lives better, have a few good laughs, and then when it's all over go out with BANG!
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  #15269  
Old December 27th, 2014, 12:51 PM
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Re: Public Design Post

Quote:
Originally Posted by laughing matter View Post
I like Batman Dick Grayson's personally.
Yeah, It'd be my first choice as well.
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  #15270  
Old December 27th, 2014, 02:31 PM
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Re: Public Design Post

NAME = ULTRA-HUMANITE
SECRET IDENTITY = ????
SPECIES = SIMIAN
UNIQUENESS = UNIQUE HERO
CLASS = SCIENTIST
PERSONALITY = GENIUS

SIZE/HEIGHT = MEDIUM 5

LIFE = 5

MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 5
POINTS = 230-260?


TRANSFER CONSCIOUSNESS 16
If Ultra-Humanite inflicts one or more wounds with his normal attack, you may roll the 20-sided die, adding 1 to the roll for each wound caused during this attack. If you roll 19 or higher, take control of, and remove any Order Marker, from that figure’s Army Card. Place Ultra-Humanite onto the figure's Army Card. Any card with Ultra-Humanite placed on it by this power, that figure may use this special. When Transfer Consciousness 19 refers to Ultra-Humanite, it refers to the Army Card Ultra-Humanite is placed on by this special as well.

MEDICAL EXPERTISE
Once per round, after taking a turn with Ultra-Humanite, you may reveal the X Order Marker on this card and remove one Wound Marker from this card or the Army Card of a Unique Hero adjacent to Ultra-Humanite.

SUPER STRENGTH

Last edited by Arkham; February 2nd, 2016 at 01:32 AM.
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  #15271  
Old December 27th, 2014, 04:07 PM
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Re: Public Design Post

Pretty cool A_S.

A cloud can change its semblance, yet retain its will
With the intimacy of destruction, One knows what it is to be alive
The empty sky holds no reflection, for sorrow
- Eslo Rudkey
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  #15272  
Old December 27th, 2014, 04:18 PM
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Arkham Arkham is offline
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Re: Public Design Post

I'm undecided on whether U-H should have anything other than his Transfer Consciousness. That's his main focus, but he does have other possibilities for additional powers/abilities. Healing may not be something he needs, but I figured I'd put it there for now.

I think he'd make for a fun design for sure. The idea of him trying to swap bodies before he dies, and being able to continue to do so even in a new body(which makes sense) as well as gaining the new figure's power set to his disposal, is quite intriguing.
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  #15273  
Old December 27th, 2014, 04:24 PM
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Re: Public Design Post

The healing is more of a secondary power as his focus would normally be to take control of another figure. It is pretty cool that he can serve two different roles.
Is there a figure for him?

A cloud can change its semblance, yet retain its will
With the intimacy of destruction, One knows what it is to be alive
The empty sky holds no reflection, for sorrow
- Eslo Rudkey
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  #15274  
Old December 27th, 2014, 04:31 PM
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Arkham Arkham is offline
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Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun Arkham is a penguin with a machine gun
Re: Public Design Post

Quote:
Originally Posted by Tornado View Post
The healing is more of a secondary power as his focus would normally be to take control of another figure. It is pretty cool that he can serve two different roles.
Is there a figure for him?
Yeah, it's really just there to help buy him some time in order to potentially transfer his consciousness. He's also proficient with telepathy(potential order marker peaking perhaps?), and has genius intellect. So there's potential there with those if the healing is passed on.

And yes, there is most certainly a figure. That's one of the first things I check, along with if they are drafted. heh

http://www.trollandtoad.com/p229906.html
http://www.coolstuffinc.com/p/126622
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  #15275  
Old December 27th, 2014, 04:47 PM
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Karat Karat is offline
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Re: Public Design Post

I can send you what Bats had for him if you're interested.
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  #15276  
Old December 27th, 2014, 04:54 PM
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Re: Public Design Post

With the GCW to bond with he should get a few opportunities to put the final wound on someone. 16+ isn't easy to hit but it will happen from time to time. Not sure how often it would happen a second time in the same game, I suppose that would depend on who he takes over. Pretty neat power for the theme though. Healing a Thor/Superman/Hulk type even once would be a pretty significant use of his 2nd power.
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