CREATING "ACCIDENTS"
If the Disguise Marker is on this card, once per turn whenever an enemy figure moves onto a space within 5 clear sight spaces of Agent 47, you may roll the 20-sided die. Add 3 to the roll if that figure is adjacent to a destructible object. If you roll 17 or higher, inflict a wound on that figure.
That just gives him a little more leeway so he doesn't have to be right next to the enemy (where he'll get pulverized) to gain a marker.BLENDING IN
When an opponent's medium figure within 3 clear sight spaces of Agent 47 is destroyed, you may place the white Disguise Marker on this card. While the Disguise Marker is on this card, Agent 47 can move through all figures, cannot be attacked by, targeted or chosen for special powers by, or take leaving engagement attacks from enemy figures. After Agent 47 attacks, if any enemy figure has clear sight of him, remove the Disguise Marker from this card. If Agent 47 is ever your only figure on the battlefield, negate this special power for the rest of the game.
NAME = BEN 10
SECRET IDENTITY = BEN TENNYSON
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = STUDENT
PERSONALITY = BRASH
SIZE/HEIGHT = SMALL 4?
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 3
POINTS = ???
UNSTABLE OMNITRIX 10
At the beginning of the round, roll the 20-sided die. If you roll an 10 or lower, your opponent may choose a Unique Hero in your army that is not on the battlefield with the secret identity Ben Tennyson. If you roll a 11 or higher you may choose a Unique Hero in your army that is not on the battlefield with the secret identity Ben Tennyson. You may put Ben 10 on the card of the chosen hero, and the hero wherever Ben 10 was located on the battlefield. Any order markers on Ben 10 get moved to the chosen hero's card.
BADDEST KID TO EVER SAVE THE DAY
If you win initiative, you must move an unrevealed Order Marker from another Army Card you control to this Army Card or an Army Card with the secret identity Ben Tennyson.
LIMITED TRANSFORMATION 10
At the end of the round, if Ben 10 is not on the battlefield, roll the 20-sided die. If you roll a 10 or lower destroy a figure on the battlefield with the Secret Identity Ben Tennyson and switch Ben 10 out with the figure of the card he is on. If you roll an 11 or higher you may choose to either leave Ben 10 on the army card or to destroy and switch him out with the figure of the card he is on. If you roll a 1 or lower, destroy and switch him out with the figure of the card he is on and during the next round Ben 10 may not use his Unstable Omnitrix power.
NAME = FOUR ARMS
SECRET IDENTITY = BEN TENNYSON
SPECIES = TETRAMAND
UNIQUENESS = UNIQUE HERO
CLASS = FIGHTER
PERSONALITY = BRASH
SIZE/HEIGHT = MEDIUM 6?
LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 6
DEFENSE = 6
POINTS = ???
BOND OF THE OMNITRIX
This card may not be drafted into your army unless you have drafted Ben 10 into your army. If this figure is destroyed or taken off of the battlefield, roll the 20-sided die. If you roll a 14 or lower, move all wounds on this card to the card of Ben 10. If you roll a 15 or higher this figure is destroyed or removed from the battlefield as normal.
FOUR-ARMED PUMMEL
Four Arms may attack an additional time if he rolls at least one skull, rolling one less attack die if he did not wound an enemy figure with his previous attack. Four Arms may not attack more than four times in one turn.
OR
Four Arms may use his normal attack one additional time. If Four Arms did not inflict any wounds with his first two attacks, he may use his normal attack 2 additional times.
DUAL THUNDERCLAP SPECIAL ATTACK
Range Special. Attack 4
Choose 4 spaces in a straight line from Four Arms. All figures on or adjacent to spaces in the line are affected by this attack. Each skull rolled for this attack counts as an additional hit. Each figure rolls defense dice separately. You may only use this Special Attack once per round.
SUPER STRENGTH
The figure destruction feels a little brutal. I guess it depends on how much each figure is but sounds like you would need a few.
Does he have 10 forms?
OMNITRIX TRANSFORMATIONS
You may draft other Ben Tennyson figures that do not have the species of Human. Any figures drafted this way are Omnitrix Transformations. Omnitrix Tranformations do not start the game on the battlefield.
UNSTABLE OMNITRIX 10
Before placing Order Markers for the round, roll the 20-sided die. If you roll 9 or lower, your opponent may choose an Omnitirx Transformation in your army. If you roll a 10 or higher you may choose an Ominitrix Transformation in your army. Switch Ben 10 and the chosen figure, ignoring any leaving engagement attacks.
BADDEST KID TO EVER SAVE THE DAY
If you win initiative, you must move an unrevealed Order Marker from another Army Card you control to this Army Card or the Army Card of an Ominitrix Transformation.
LIMITED TRANSFORMATION 10
At the end of the round, if Ben 10 is not on the battlefield but an Omnitrix Transformation is, roll the 20-sided die. If you roll 10 or lower, destroy that Omnitrix Transformation. When an Ominitrix Transformation is destroyed, before removing that figure from the battlefield, switch it with Ben 10, ignoring any leaving engagement attacks.
BOND OF THE OMNITRIX
This card may not be drafted into your army unless you have a Human Ben Tennyson in your army.
NAME = ROCK LEE
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = NINJA
PERSONALITY = DRIVEN
SIZE/HEIGHT = ??? ?
LIFE = 4
MOVE = 6
RANGE = 4
ATTACK = 3
DEFENSE = 3
POINTS = ???
TAIJUTSU
When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled. Rock Lee may add 4 to his movement if he would end his movement engaged.
PRIMARY LOTUS
Start the game with 3 Chakra markers on this card. Before rolling for initiative, you may remove a Chakra marker from this card to add one to Rock Lee’s attack and defense for the remainder of the round. When attacking an adjacent figure, you may choose to roll an additional attack die. If you do, roll an unblockable attack die against Rock Lee after placing wound markers.
HIDDEN LOTUS
Rock Lee may only use this power if there are no Chakra markers on his card. When attacking an adjacent figure, Rock Lee may add up to three additional dice to his roll. After placing wound markers, roll an unblockable against Rock Lee for each die that was added to his attack. Once per round, if Rock Lee would receive enough wounds from this power to be destroyed, you may remove wound markers from his card until he has one life remaining.
TAIJUTSU 4 (or something like EAGER ADVANCE 4)
Rock Lee may add 4 to his movement if he would end his movement engaged.
LOTUS TECHNIQUES
When attacking an adjacent figure, you may roll an additional attack die, or up to 3 additional attack dice if it is after round 3. After the attack, roll an unblockable attack die against Rock Lee for each die rolled.
GO THE DISTANCE
Once per round, if Rock Lee would be destroyed by receiving wounds, he instead takes no damage.
A general guideline (not a rule, just a thing that I think makes a lot of sense) that I always promote is not having multiple powers boosting attack or defense on the same card. This one definitely has a lot.
I'm not an expert, but I think Rock would be a really solid fit for general Go The Distance, not just a specific version that only applies to his power. I think there's very little reason not to spend the markers in rounds 1-3, so it might be best just to skip the markers overall? Again, no theme expert, but think you could go for something like this.
TAIJUTSU 4 (or something like EAGER ADVANCE 4)
Rock Lee may add 4 to his movement if he would end his movement engaged.
LOTUS TECHNIQUES
When attacking an adjacent figure, you may roll an additional attack die, or up to 3 additional attack dice if it is after round 3. After the attack, roll an unblockable attack die against Rock Lee for each die rolled.
GO THE DISTANCE
Once per round, if Rock Lee would be destroyed by receiving wounds, he instead takes no damage.
I like CA Grapple but I think the attack aspect is turn interruption?
Not sure.
Nerve Attack is really cool. May have to steal that for the Operative from Serenity/Firefly.