Were you responding to anything? That sort of came out of nowhere. Have you been drinking again?Valley Girl! Like, you know.
I'm vaguely aware, but were you responding to anything in mentioning it? What were you saying about it?Yes but Valley Girl is a specific California accent from the 80s.
Ah, you were responding to my comment about the Lancashire accent! I see now.It is my favorite accent.
Don't worry - when you start posting completely random images and making comments on designs that make no sense, then I'll know.Yeah, I am not that drunk, yet. Check back in a couple hours.
Okay here's where we last left Indy. Maybe we can get him squared up in time for the next nomination round! Any ideas for minis?NAME = INDIANA JONES
SECRET IDENTITY = HENRY JONES JR.
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ADVENTURER
PERSONALITY = DARING
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 4
POINTS = ???
TREASURE HUNTER
Once per turn, after moving or after attacking with Indiana Jones, he may move 2 additional spaces, as long as he ends his move within one space of a glyph. During this movement, Indiana Jones ignores any wounds he would receive.
WHIP CRACK 5
After moving and before attacking, choose a small or medium figure within 2 clear sight spaces whose base is not higher or lower than 3 levels from the base of Indiana Jones. Roll the 20-sided die. If you roll 5 or higher, the chosen figure rolls 2 fewer defense die if attacked by Indiana Jones this turn, and cannot receive more than one wound from his attack.
LUCKY DEFENSE
When defending against an attack, if Indiana Jones rolls at least one blank, you may add 1 automatic shield to whatever is rolled.
My one suggestion remains tweaking the 'cannot receive wounds while moving' from any time during his Treasure Hunter bonus movement to any time, period... if you reveal an 'X' Order Marker on him before moving. More tactically flexible, feels more active, very Indy.Okay here's where we last left Indy. Maybe we can get him squared up in time for the next nomination round! Any ideas for minis?NAME = INDIANA JONES
SECRET IDENTITY = HENRY JONES JR.
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = ADVENTURER
PERSONALITY = DARING
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 4
POINTS = ???
TREASURE HUNTER
Once per turn, after moving or after attacking with Indiana Jones, he may move 2 additional spaces, as long as he ends his move within one space of a glyph. During this movement, Indiana Jones ignores any wounds he would receive.
WHIP CRACK 5
After moving and before attacking, choose a small or medium figure within 2 clear sight spaces whose base is not higher or lower than 3 levels from the base of Indiana Jones. Roll the 20-sided die. If you roll 5 or higher, the chosen figure rolls 2 fewer defense die if attacked by Indiana Jones this turn, and cannot receive more than one wound from his attack.
LUCKY DEFENSE
When defending against an attack, if Indiana Jones rolls at least one blank, you may add 1 automatic shield to whatever is rolled.
Honestly, while I like the 'X marks the spot' aesthetic, I just feel like it's unneeded complication. Anyone else have thoughts?My one suggestion remains tweaking the 'cannot receive wounds while moving' from any time during his Treasure Hunter bonus movement to any time, period... if you reveal an 'X' Order Marker on him before moving. More tactically flexible, feels more active, very Indy.
I like the restraint on the not-so-important dudes. Not too much to say there, without much theme knowledge.
Dio also feels lean and clean for the most part, but Vaporization Freezing does feel a little inelegant with the direct call-out. I think it would be a lot cleaner if it triggered when he was targeted instead of after attack dice are rolled.
NAME = TAHU
SECRET IDENTITY =
SPECIES = CYBORG
UNIQUENESS = UNIQUE HERO
CLASS = TOA
PERSONALITY = BRASH
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 6
POINTS = ???
IMPULSIVE TOA LEADERSHIP
After revealing an Order Marker on any other Toa card you control and before taking a turn with that Toa, you may roll the 20-sided die. If you roll 2 or lower, you must take a turn with Tahu instead of that Toa. If you roll 3-14, you may take a turn with Tahu before taking a turn with that Toa. If you roll 15 or higher, you may take a turn with a different Toa you control before taking a turn with that Toa.
LEAD FROM THE FRONT
If Tahu is engaged, he rolls 2 fewer defense dice against attacks from non-adjacent figures, and all Toa you control add 1 to their Move and Attack numbers.
LAVA RESISTANT
Tahu never rolls for molten lava damage or lava field damage and does not have to stop in molten lava spaces.
NAME = KOPAKA
SECRET IDENTITY =
SPECIES = CYBORG
UNIQUENESS = UNIQUE HERO
CLASS = TOA
PERSONALITY = COLD
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 6
POINTS = ???
COLD SNAP SPECIAL ATTACK
Range 4. Attack 5.
Start the game with 1 white Ice Marker on this card. Figures with the Ice Resistance special power cannot be targeted for this special attack, and figures occupying water spaces roll 1 fewer defense die against this special attack. Once per round, if Kopaka inflicts a wound on a figure with this special attack, you may place the Ice Marker on that figure's card. An enemy figure with your Ice Marker on its card cannot move or be moved by any special power.
ANALYTICAL APPROACH
After revealing an Order Marker on this card and before taking a turn with Kopaka, you may either look at the power side of any one Glyph that is Symbol Side up or, once per round, move an Order Marker from any card in your army to any other card in your army.
ICE RESISTANCE
Slippery Ice and Heavy Snow only count as 1 space when moving. Add 1 to Kopaka's defense while on an ice or snow space.
NAME = GALI
SECRET IDENTITY =
SPECIES = CYBORG
UNIQUENESS = UNIQUE HERO
CLASS = TOA
PERSONALITY = BENEVOLENT
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = ???
WATER STRENGTH 1
Gali does not stop her movement when entering a water space. Add 1 die to Gali's attack and defense while she is on a water space.
WATER CONTROL
When any figure begins to take a turn, you may choose one of the following for the remainder of that figure's turn:
-all spaces within 3 spaces of Gali are considered water spaces instead of their normal terrain type.
-all water spaces within 3 spaces of Gali are considered sand spaces instead of water spaces.
-figures within 3 spaces of Gali cannot roll for leaving engagement attacks.
Each option may only be chosen once per round.
NAME = LEWA
SECRET IDENTITY =
SPECIES = CYBORG
UNIQUENESS = UNIQUE HERO
CLASS = TOA
PERSONALITY = MISCHIEVOUS
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = ???
LEVITATION
Lewa is considered to have height advantage over any figure without the Aerial Advantage, Flying, or Levitation special power whose base is no more than 2 levels above his base. Lewa does not take falling damage and may ignore all effects from terrain tiles he moves onto or occupies.
WIND CONTROL
If there is a revealed Order Marker on this card, figures within 3 spaces of Lewa cannot use the Flying special power, and no figure can use any special power to pass over a space within 3 spaces of Lewa.
WIND BLAST SPECIAL ATTACK
Range 3. Attack 4.
After a figure defends against this special attack, you may place it on an empty space exactly X spaces away from its current placement. X is the number of blanks you rolled for this attack. Figures moved by this special attack will not take leaving engagement attacks, but will take any falling damage that may apply.
NAME = POHATU
SECRET IDENTITY =
SPECIES = CYBORG
UNIQUENESS = UNIQUE HERO
CLASS = TOA
PERSONALITY = JOCULAR
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 8
RANGE = 1
ATTACK = 5
DEFENSE = 4
POINTS = ???
SUPER SPEED
Pohatu 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 Pohatu, if he did not use his Stone Smash Special Attack this turn, he may move up to an additional 4 spaces.
STONE SMASH SPECIAL ATTACK
Range 1. Attack 3+Special.
NAME = ONUA
SECRET IDENTITY =
SPECIES = CYBORG
UNIQUENESS = UNIQUE HERO
CLASS = TOA
PERSONALITY = WISE
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 4
RANGE = 1
ATTACK = 6
DEFENSE = 6
POINTS = ???
STRATEGIC PATIENCE
When rolling for initiative, you may subtract 4 from your roll. When you lose initiative, all figures you control add 1 to their Defense numbers until the first time you reveal an Order Marker.
SHOULDERING THE WEIGHT
Whenever an Army Card you control has its last figure destroyed, you may move any unrevealed Order Markers from that card to this card.
EARTHQUAKE SPECIAL ATTACK
Range Special. Attack 3.
All non-flying figures within 4 spaces of Onua are affected by Earthquake Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Figures without the Super Strength special power roll 1 fewer defense die when defending against Onua's Earthquake Special Attack.
SUPER STRENGTH
I like the restraint on the not-so-important dudes. Not too much to say there, without much theme knowledge.
Dio also feels lean and clean for the most part, but Vaporization Freezing does feel a little inelegant with the direct call-out. I think it would be a lot cleaner if it triggered when he was targeted instead of after attack dice are rolled.
Bruford has incredibly long hair that he can manipulate freely, which he uses for swinging his word (hence the 2-range Swordplay)
Tarkus is just uh
Big
VAPORIZATION FREEZING TECHNIQUE
After an adjacent figure targets Dio Brando for an attack, roll the 20-sided die. If you roll 11 or more, the attacking figure may not use the Hamon User special power. If you roll 17 or more, ignore that attack, and the attacking figure receives one wound.
Better?