Active/Active Team: A figure card, figure, or other card (such as a spellor story card) that is active or that is on your active team is one thatis still in the game and has not been defeated or otherwise removed.Cards can be active even if they cannot be activated.
VILLAIN ANALYSIS
When Deku or a U.A. or Student ally within 4 clear spaces attacks an enemy, you may reroll 1 attack die for each revealed Order Marker on the defender’s card.
VILLAIN ANALYSIS
When Deku or a U.A. or Student ally within 4 clear spaces attacks or defends against an enemy, you may reroll 1 die for each revealed Order Marker on that enemy's card.
I didn't even pick up that it was meant to work on defense! New version looks great.Thanks! It needs to be more like this to work on defense too, but I think that's a better structure.
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NAME = SATANA HELLSTROM
UNIQUENESS = UNIQUE HERO
SPECIES = DEMON / HUMAN
CLASS = HELL LORD / CREATURE
PERSONALITY = FLIRTACIOUS
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 5
ATTACK = 4
DEFENSE = 4
POINTS = ???
DEMONIC ENTHRALMENT
Start the game with 3 Enthrall Markers. During Satana’s transition, you may choose a character within 5 clear spaces that is not a Robot or does not have the Undead keyword and roll 1 combat die. On a skull, if the chosen figure is a Unique Hero, place an Enthrall Marker on its card. Otherwise, it receives 1 wound. Figures with any number of Satana's Enthrall Markers on their card cannot make swipes, must end any move action closer to Satana than their original placement, and during combat against Satana has -1 Attack and Defense and -3 to d20 rolls. Before a figure with an Enthrall Marker on its card is activated, the player controlling that figure may roll 1 combat die. On a shield, remove all Enthrall Markers on its card.
SOUL SEEKER
Anytime a character within 5 spaces of Satana that is not an Undead or Robot is defeated, you may roll a combat die. On a skull, or if that figure was adjacent to Satana, she heals 1 wound and you may place that figure on this card, to a max of 3 figures. When Satana attacks or defends, you may remove a figure on this card to reroll up to 2 dice.
MAGICAL DEFENSE 2
When an enemy without Magical Affinity attacks Satana, she ignores all but 2 wounds from that attack.
FACTION = LEGION OF MONSTERS
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = SUPERSTRENGTH, FLYING, MAGIC AFFINITY
LP had this to say when posting it;![]()
NAME = JACKAL
IDENTITY = BEN REILLY
UNIQUENESS = UNIQUE HERO
SPECIES = CLONE
CLASS = VISIONARY
PERSONALITY = UNSTABLE
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 4
POINTS = 200?
NEW U
During setup, you may choose 2 Criminals on your team to gain the Clone keyword. Figures other than Jackal with the Clone keyword have -1 attack for the entire game.
DEGENERATIVE MOTIVATION
Instead of Jackal’s ordered activation, you may activate 2 unique heroes with the Clone keyword then end your turn. You may not take additional turns with other figures you control. At the end of the round, for each figure on your team with the Clone keyword other than Jackal, if they were activated, heal 1 wound. If they were not activated, roll 1 damage die against that figure.
SPIDER SENSE 13
Before Jackal defends, roll a d20. On a 13+, Jackal avoids the attack and gains a move action.
FACTION =
PUBLISHER = MARVEL
KEYWORDS = CLONE
SYMBOLS = SUPER STRENGTH
Here's a writeup I wanted to run years back. Cleaned it up for 2.0. Mostly just a double turn leader figure. The slight quirks are that he lowers your team's attack value, which pushes him to want to grab Criminals and such with special attacks, and he heals everyone at the end of the round if they're activated, slightly pushing him to recruit more cheaper figures to get more heals.
Ronin had this to say;NAME = HUSH
IDENTITY = THOMAS ELLIOT
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = MASTERMIND
PERSONALITY = JEALOUS
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 5
RANGE = 6
ATTACK = 3
DEFENSE = 5
POINTS = ???
DON'T SAY A WORD
During setup, place Hush and 3 Investment Markers on this card, then choose an opponent to choose a Unique or Event Hero they control. They must choose Bruce Wayne if possible. That chosen Hero cannot be defeated and ignores any wounds that would defeat it, while Hush is on this card. At the beginning of any turn, you may place Hush adjacent to that Hero and if you do, it has -2 Attack and Defense for this turn.
GOTHAM CRIME CAMPAIGN
Before planning each round, you may remove an Investment Marker from this card to choose a Unique Hero on your team with the Arkham keyword that has not yet been chosen for this ability. Until Hush is defeated, a figure chosen for this ability in round:
* 1 or later gains +2 Move and +2 to d20 rolls.
* 2 or later gains +1 Defense and Stealth.
* 3 or later gains +1 Attack.
DOUBLE ATTACK
Hush may attack twice per normal attack action.
FACTION = GOTHAM UNDERWORLD
PUBLISHER = DC
KEYWORDS = Arkham
SYMBOLS =
Read Hush. Honestly a bit underwhelming - the Catwoman romance stuff is solid and Jim Lee draws Batman well, but Hush himself has virtually nothing going on. Totally get why there aren't a bunch more beloved Hush stories. Could be a fun card though.
1.0 Hush is a bit more of a mastermind bonder type but my instinct was to go a bit less commander-y - the book sets up that he's not really the brains of the operation so much as the financier. I wanted to play with the idea that he's more just in the background making everything worse versus being an OM hub guy.
I wanted some push and pull in how long to keep him on his card - you can get bigger boosts and keep them online longer by waiting and keeping Hush safe. But on the other hand games are only so long and you may want him doing stuff before you start losing key pieces and your opponent's unbeatable dude runs over you.
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NAME = THE DOCTOR
IDENTITY = N/A
UNIQUENESS = UNIQUE HERO
SPECIES = GALLIFREYAN
CLASS = WANDERER
PERSONALITY = CHARMING
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 1
DEFENSE = 3
POINTS = ???
SONIC SCREWDRIVER
Instead of an attack action with the Doctor, you may place a Sonic Marker on the card of a figure within 3 clear spaces. When a figure defends, you may remove any of your Sonic Markers from its card. It has -1 Defense for each Sonic Marker removed.
NO SECOND CHANCES
Instead of the Doctor’s move phase, you may choose an enemy within 3 clear spaces of the Doctor. If:
• no figures on the battlefield are Out of Chances, the player who controls that figure may remove an unrevealed Order Marker from its card. If they do not, all figures from that card are Out of Chances.
• that figure is Out of Chances, roll a damage die against that figure for each unrevealed Order Marker on its card.
“RUN!”
Before an opponent activates a card that has 1+ figures within 3 spaces of the Doctor, you may reveal Order Marker X on this card to move the Doctor and any allies adjacent to the Doctor up to 3 spaces each with Stealth.
FACTION = TEAM TARDIS
PUBLISHER = BBC
KEYWORDS = Chronal, Science, Telepath (seems like we're leaning no)
SYMBOLS = CROSSOVER
But we only have two and didn’t Soundwarp do one…so technically it’s your second doctor.Here's my 10th Doctor!
Posted variations of this guy a few times, but I think I'm honing in on something closer.NAME = NOVA![]()
IDENTITY = RICHARD RIDER
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = OFFICER
PERSONALITY = DEDICATED
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 7
RANGE = 5
ATTACK = 5
DEFENSE = 5
POINTS = 300s
NOVA FORCE GRAVIMETRIC SHIELDS
During setup, place 3 Nova Markers in a Nova Force Pool. When Nova would take 1+ wounds from an enemy, if it is;
• your turn, or;
• not your turn and you remove 1 Nova Marker from your Nova Force pool;
you may have Nova ignore half of those wounds, rounding up.
COSMIC WAR HERO
After a figure you control’s move action, you may maneuver it up to 1 space. After maneuvering Nova this way, you may roll 1 damage die against an adjacent figure that was 2+ spaces away from Nova before the initial move action. After maneuvering a figure with this ability, you may not maneuver it with this ability again until the start of your next turn.
HAIL MARY PLAY 10
Once per game, before Nova’s normal attack, you may choose for all skulls in that attack to count as 2 hits. If you do, after combat, roll a number of d20s equal to Nova’s remaining life. For each 10 or lower, Nova takes 1 wound.
FACTION = GUARDIANS OF THE GALAXY
PUBLISHER = Marvel
KEYWORDS = N/A
SYMBOLS = FLYING, SUPER STRENGTH
And yeah, he might be pushing 400...maybe his defense could go down to 4?NOVA FORCE GRAVIMETRIC SHIELDS
During setup, place 3 Nova Markers in a Nova Force Pool. When Nova would take 1+ wounds from an enemy, if there are 1+ Nova Markers in your Nova Force pool, you may have Nova ignore half of them, rounding up. If you do and it is not your turn, remove 1 Nova Marker from your Nova Force pool.
Neat stuff - I misread the Age Marker stuff at first but it's nifty, at least in theory. The bigger of a dragon you throw at the enemy, the longer it's gonna take him to come back. In practice, I'm probably saving him as an end-game glass cannon, especially if he's got the faction's bonding option...but that's kinda cool anyways! I'd definitely try using the 9th Doctor to end rounds and charge up my dragon at least once.NAME = Shou-Lao, the Undying![]()
IDENTITY = n/a
UNIQUENESS = EVENT HERO
SPECIES = DRAGON
CLASS = DESTROYER
PERSONALITY = TERRIFYING
SIZE/HEIGHT = HUGE 10
LIFE = 3
MOVE = 3
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = 500
THE IMMORTAL DRAGON
At the beginning of the round, place an age marker on Shou-Lao. Each age marker grants Shou-Lao +1 Life, Move, Attack, and Defense. When Shou-Lao is destroyed, place him on this card and remove all wounds from him. Each time you reveal an Order Marker remove an age marker from this card. When you remove the last age marker, place Shou-Lao on the battlefield adjacent to an ally.
ORIGIN OF THE IRON FIST
If there is a revealed Order Marker on this Card, Iron Fist allies you control have +1 attack. Instead of an activation with Shou-Lao you may activate X Iron Fist allies where X is equal to the number of the Order Marker you revealed this turn. You may take no additional activations before or after Shou-Lao's activation when using Origin of the Iron Fist.
ANCIENT FIRE BREATH SPECIAL ATTACK
Attack 3+X. Range 3+X. Heat.
Choose 3+X spaces in a straight line from Shou-Lao. All figures on that line are affected. X is equal to the number of age counters on Shou-Lao.
FACTION = n/a
PUBLISHER = Marvel
KEYWORDS = N/A
SYMBOLS = FLYING, SUPER STRENGTH
I dunno, I have hesitations about reusing the Sin6 bonding style. I definitely don't think the Sin6 should be the only faction that ever gets to use it, but it is so aesthetically distinct that it always feels a little odd (to me, personally) when a proposed design attaches it to other factions. (If that makes sense?)Instead of an ordered activation with Shou-Lao, you may activate up to 3-X Iron Fists, where X is the number of units you activated during your last turn. Figures activated this way have +1 Attack.