NAME = WHITE RANGER
IDENTITY = TOMMY OLIVER
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = RANGER
PERSONALITY = HONORABLE
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 5
ATTACK = 5
DEFENSE = 6
POINTS = 240
GO WHITE RANGER!
Instead of White Ranger’s ordered activation, you may activate 1 Ranger Unique Hero you control that is within 5 clear spaces of White Ranger. If that figure or a Vehicle it is driving attacks during that turn, you may use Saba Strike Special Attack with White Ranger. If that figure or Vehicle does not attack, you may use Combat Flip 12 with up to 3 different Ranger Unique Heroes you control.
SABA STRIKE SPECIAL ATTACK
Range 2. Attack 5.
If White Ranger did not move this turn, he may reroll up to 2 attack dice. If this attack inflicts 1 or more wounds, roll 1 additional attack die against a different enemy figure within 2 spaces of the defender.
COMBAT FLIP 12
During White Ranger's transition and after combat against an enemy, you may maneuver him up to 2 spaces. During this maneuver, White Ranger has Flying and Stealth, but may not move more than 12 levels up or down.
FACTION = POWER RANGERS
PUBLISHER = HASBRO
KEYWORDS =
SYMBOLS = SUPER STRENGTH
Porting this over from Discord with some discussed changes. Still not sure Beast Mode totally dovetails with Brand's leadership but it's at least closer.![]()
NAME = BEAST
IDENTITY = HANK MCCOY
UNIQUENESS = UNIQUE HERO
SPECIES = MUTANT
CLASS = AGENT
PERSONALITY = CALCULATING
SIZE/HEIGHT = MEDIUM 5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 5
POINTS = ???
ELEMENT-ARY DEDUCTION
Instead of Beast’s attack action, you may choose a figure within 3 clear spaces to have either -1 Defense or a Weakness to a damage type of your choosing for the rest of the turn.
BIO-WEAPON INJECTION
Once per round, instead of Beast’s attack action, you may choose an adjacent figure. Roll a d20. The chosen figure takes X Toxic wounds, where X is the result of your roll divided by 5, rounding down.
BEAST MODE 3
After Beast’s activation, if he has 3+ wounds, you may activate Beast a second time.
PUBLISHER = MARVEL
FACTION = S.W.O.R.D.
KEYWORDS = Science
SYMBOLS = SUPER STRENGTH
GWR doesn't need the vehicle bit for the first part as Bats said. I think you need clearer timing on when you're getting the attack/combat flip stuff. Not really clear when that's happening as written. More like "after activating that Ranger, if that Ranger or a vehicle they're driving attacked during that activation, blah blah blah."
You also might want like "attacked an enemy or object" or some such so peeps don't like attack a friendly to get Tommy's SA going? Not super likely to matter, you'd only do it if like you were moving someone up and they didn't have an enemy to hit as a Hail Mary, but like, still a bit weird the 1% of the time it would come up?
I think you'd also need to spell out that Tommy gives vehicles he's driving his SA earlier in the power or something if the intent is any vehicle can use it. Right now it reads as like it only works with a vehicle that somehow has the SA naturally (unless the idea is like the Tigerzord would have it and he specifically works with it).
Could maybe see ditching the "end the turn" there since like.. it's not a super crazy effect that needs a ton of futureproofing IMO. Could give Rocky more of a window to do like a sidekick / support fire deal. But idk, kinda depends on where the second Ranger team goes.
On the SA, what is the intent of this line:
"If this attack inflicts 1 or more wounds, roll 1 additional attack die against a different enemy figure within 2 spaces of the defender."
Cause to me it reads as you're literally making an attack of one against someone. Which is basically useless.
Is it supposed to be a damage die? Or like you're making a new attack with +1 attack?
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NAME = SATANA HELLSTROM
UNIQUENESS = UNIQUE HERO
SPECIES = DEMON / HUMAN
CLASS = HELL LORD / CREATURE
PERSONALITY = FLIRTATIOUS
SIZE/HEIGHT = MEDIUM 5
LIFE = 6
MOVE = 5
RANGE = 5
ATTACK = 4
DEFENSE = 4
POINTS = ???
DEMONIC ENTHRALLMENT
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, take control of that figure, maneuver that figure up to 2 spaces closer to Satana, and while it is adjacent to Satana this turn it has -2 Defense against her normal attacks. Return control of that figure at the end of your turn or if it receives 1+ wounds.
SOUL SEEKER
Anytime a character within 5 spaces of Satana that is not a Robot or Undead is defeated, you may roll 1 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 rolls combat dice, 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 = FLYING, MAGICAL AFFINITY, SUPER STRENGTH
I'm being a little cheeky here by reusing Avengers War Machine's power, but I think it fits. The 1st power I've been really struggling with...I know I want something that pushes him to being a bit more "independent" and it'd be cool to rep tricky Iron Man tech in the same power...not sure this is 100% though.![]()
NAME = IRON MAN
IDENTITY = JAMES RHODES
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = CRIME FIGHTER? CHAMPION?
PERSONALITY = CONFIDENT
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 5
ATTACK = 4
DEFENSE = 6
POINTS = ???
HIS OWN IRON MAN
During setup, start an Iron counter on this card at 0. At the start of Iron Man's ordered activation, increase his Iron counter by 1. After combat where an enemy within 4 clear spaces attacked Iron Man and had X or fewer hits;
• that enemy cannot make move actions for the rest of the turn.
• you may place Iron Man adjacent to that enemy, taking any swipes. If you do, that enemy cannot make attack actions for the rest of the turn.
X is the value of Iron Man's Iron counter.
HIGH-TECH PROTECTOR
Once per turn, instead of a Unique Hero you control’s move phase, you may roll 1 damage die against a figure that is adjacent to that Hero and within 4 clear spaces of Iron Man. On a skull, knockback that figure 1 space. If it is Iron Man’s activation, instead of his attack phase you may use this ability against that figure again, even if it is no longer adjacent to an ally or within 4 clear spaces of Iron Man.
ASSEMBLED AVENGER ATTACK
When attacking normally, Iron Man has +1 Attack, to a max of +4, for each ally in the Avengers faction or with the Power Armor keyword that could also attack the defender with a normal attack.
FACTION = AVENGERS
PUBLISHER = MARVEL
KEYWORDS = Power Armor
SYMBOLS = FLYING, SUPER STRENGTH
Mockingbird obviously has some ties to both Hawkeye and Rhodey, and should be able to provide some pretty crazy debuffs until her fragility gets the better of her.![]()
NAME = MOCKINGBIRD
IDENTITY = BARBARA MORSE
UNIQUENESS = UNIQUE HERO
SPECIES = HUMAN
CLASS = AGENT
PERSONALITY = TRICKY?
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 4
ATTACK = 4
DEFENSE = 5
POINTS = ???
UNFLAPPABLE AGENT
At the end of Mockingbird’s ordered activation, if she did not move 1+ spaces during that activation, she gains a move action. Then, if she did not inflict 1+ wounds during that activation, she gains an attack action.
STAFF TRIP 12
After Mockingbird's move phase, you may choose an adjacent enemy and roll a d20. On a 14+, you may push the chosen figure 1 space, ignoring swipes.
AGILE DISTRACTION
Enemies adjacent to Mockingbird have -1 Defense if they have moved 1+ spaces this turn and -1 Defense if Mockingbird has moved 1+ spaces this turn.
FACTION = AVENGERS
PUBLISHER = MARVEL
KEYWORDS =
SYMBOLS = STEALTH
Good point about the larger figures, I'll limit it to Small or Medium figures and fix up the wording on it.Welcome.
Good stuff. I can see 5 Life here (Tombstone is certainly a tough guy, is he some kind of mutant?), 6 Defense feels a bit high but may be OK.
That first power feels a bit hard to judge without testing, a lot of potential there but I am not entirely sure how great it is. I could see some additional restriction there, like maybe just activating Criminal squad or common figures. Hard to say without seeing it in action.
The second power seems limited and may rarely come into play but when it does it is quite the boost. Would need some additional wording in there to exclude Huge and maybe Large figures. I do not see him doing this to mecha.
Third power looks good, it is spaces instead of tiles for wording.
My thinking there is;JUSTICE LEAGUE UNLIMITED
During setup, place 1 Justice Marker on this card for each unit on your team, up to 3. At the start of the round, you may remove any number of Justice Markers and numbered Order Markers from this card. If you removed both 1+ Justice Markers and 1+ Order Markers, when a player rolls a d20 this round, you may add or subtract up to X from the roll. X is the number of markers removed this way.
There's not anything wrong with the original take, but tracking what "the opposite direction" means can be a bit tricky in a hex-based grid. (We have rules to handle it with knockback though!) Letting the opponent have some say might make it feel more like a super-powered struggle.IS BEING HERE WHAT YOU TRULY DESIRE?
When an enemy attacks an ally within 4 clear spaces of Martian Manhunter, you may roll a d20. On a 13+, all defenders avoid that attack and you may place that enemy up to 2 spaces away from its previous placement. The player that controls that enemy may place Martian Manhunter up to 2 spaces away from his previous placement.