Skinderella
Skinny D
Yea
Any reasoning on the current order of abilities? I'd reorder things slightly to have all the movement things and the damage things together. Not a huge deal but it makes it slightly more logical to me.
NAME = MANDARIN
IDENTITY =
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = MASTERMIND
PERSONALITY = CUNNING
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = 330
TEN RINGS OF THE MANDARIN
Instead of a normal move action or attack action, Mandarin may choose himself or a figure within 5 clear spaces and do one of the following:
• Roll 1 Cold damage die against that figure, if that figure takes a wound, it cannot move for the rest of the turn.
• Take control of that figure for this turn.
• Roll 1 Electric damage die against that figure, then roll 1 Electric damage die against a figure within 3 spaces of that figure.
• Roll 1 Heat damage die against that figure, if that figure takes a wound, roll 1 additional Heat damage die against it.
• Roll 1 Light damage die against that figure, if that figure takes a wound and does not have the Blind keyword, they cannot have clear sight on any other figures until your next turn.
• No figures can have clear sight on that figure until your next turn.
• Once per game: Inflict 2 wounds on the chosen figure.
• Choose a space up to 3 spaces away from Mandarin then place the chosen figure on that space.
• Knockback the chosen figure 3 spaces if it is not Mandarin.
• Add or Subtract 2 from the chosen figure’s defense until your next turn.
He cannot use the same option more than once during his activation.
FACTION =
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = SUPER STRENGTH
TEN RINGS OF THE MANDARIN
Instead of a normal move action or attack action, Mandarin may choose himself or a figure within 5 clear spaces and do one of the following:
• Roll 1 Cold damage die against that figure, ifthat figureit takes a wound, it cannot move for the rest of the turn.
• Take control of that figure for this turn.
• Roll 1 Electric damage die against that figure, then roll 1 Electric damage die against a figure within 3 spaces of that figure.
• Roll 1 Heat damage die against that figure, ifthat figureit takes a wound, roll 1 additional Heat damage die against it.
• Roll 1 Light damage die against that figure, ifthat figureit takes a wound and does not have the Blind keyword,theyit cannot have clear sight on any other figures until your next turn.
• No figures can have clear sight on that figure until your next turn.
• Once per game: Inflict 2 wounds onthe chosenthat figure.
• Choose a space up to 3 spacesawayfrom Mandarinthenand place the chosen figure on that space.
• Knockbackthe chosenthat figure 3 spaces if it is not Mandarin.
• Add or Subtract 2 fromthe chosenthat figure’s defense until your next turn.
HeMandarin cannot use the same option more than once during his activation.
TEN RINGS OF THE MANDARIN
Instead of a normal move action or attack action, Mandarin may choose himself or a figure within 5 clear spaces and do one of the following:
• Roll 1 Cold damage die against that figure, if it takes a wound, it cannot move for the rest of the turn.
• Take control of that figure for this turn.
• Roll 1 Electric damage die against that figure, then roll 1 Electric damage die against a figure within 3 spaces of that figure.
• Roll 1 Heat damage die against that figure, if it takes a wound, roll 1 additional Heat damage die against it.
• Roll 1 Light damage die against that figure, if it takes a wound and does not have the Blind keyword, it cannot have clear sight on any other figures until your next turn.
• No figures can have clear sight on that figure until your next turn.
• Once per game: Inflict 2 wounds on that figure.
• Choose a space up to 3 spaces from Mandarin and place the chosen figure on that space.
• Knockback that figure 3 spaces if it is not Mandarin.
• Add or Subtract 2 from that figure’s defense until your next turn.
Mandarin cannot use the same option more than once during his activation.
TEN RINGS OF THE MANDARIN
Instead of a normal move action or attack action, Mandarin may choose himself or a figure within 5 clear spaces and do one of the following:
• Roll 1 Cold damage die against that figure; if it takes a wound, it cannot move for the rest of the turn.
• Take control of that figure for this turn.
• Roll 1 Electric damage die against that figure, then roll 1 Electric damage die against a figure within 3 spaces of that figure.
• Roll 1 Heat damage die against that figure; if it takes a wound, roll 1 additional Heat damage die against it.
• Roll 1 Light damage die against that figure; if it takes a wound and does not have the Blind keyword, it cannot have clear sight on any other figures until your next turn.
• No figures can have clear sight on that figure until your next turn.
• Once per game: Inflict 2 wounds on that figure.
• Choose a space up to 3 spaces from Mandarin and place the chosen figure on that space.
• Knockback that figure 3 spaces if it is not Mandarin.
• Add or Subtract 2 from that figure’s defense until your next turn.
Mandarin cannot use the same option more than once during his activation.