Tormentor Bishop
Lockdown and Timeslip Pursuit are a pretty good package - he's not doing anything crazy aside from that though, pretty streamlined design. Definitely feels right at home with the Tormentor stuff.
Lawman Bishop
I do wonder if the SA is a little soft - he's got to tank a few attacks to get above his normal, and maxes out there. Could see just bumping it to a base of 3 maybe.
Dragon
The age marker stuff is neat, kind of a thinker. I do think the sort of big-payout bonding seems tough to pull off without some real cheap Iron Fists so it may be better to dial it down just for practicality? (Kinda same page as Nobody about the Sin Six bonding - doesn't need to be 100% unique to them but would want to be careful reusing the mechanic - I'm not sure he's super set up for running with loads of Iron Fists anyhow though? (Unless there's a plan for that and I missed it, whoops))
The Take the Hit thing is probably the most mechanically interesting (it may need some soft mechanical changes but the idea is there) but it would lock him into a very bodyguard-esque role, which I’m not sure we’d want?
Takes great discipline not to call this 'COMBO BREAKER'![]()
Do it. Also, out of curiosity, it there any reason why it's not wounding equal to the difference in skulls?
Very fair.To control it and keep the cost lower, I'm more going for the turn ending effect than anything here. I doubt it would feel really good if you blanked an attack roll, which is so common in this dice game, and then you just get blown out by a bunch of unblockables. The potential to receive so many wounds is very polarizing so it's capped at one.
This rocks, now I really feel like we need more generic "special move" one-shots that aren't spellsONE SHOT
Name: Reversal
Uniqueness: Unique
Martial Art Move
One Shot
Requires: Fighter or Challenger Hero
Reversal
After a Fighter or Challenger you control rolls defense against an adjacent enemy, if you rolled more skulls then the attacker then you may use Reversal to ignore all wounds from that attack. Wound the attacker and end that figure's activation.
Point cost: 20
Takes great discipline not to call this 'COMBO BREAKER'![]()
This is a nifty design that conveys all her abilities pretty well to me given I don't know who she is really, but I do wonder if she's gonna be pushed up a few points by realistically being an 8 life figure where 4 of those lives are protected by a dice-roll Ignore Attack abilityLangauge needs a little correcting, especially the HOLOGRAPHIC REINCARNATION, but I like this as a starting point.
View attachment 73040
NAME = SHARD
IDENTITY = SHARD BISHOP
UNIQUENESS = UNIQUE HERO
SPECIES = MUTANT
CLASS = LAWMAN
PERSONALITY = DRIVEN
SIZE/HEIGHT = MEDIUM 5
LIFE = 4
MOVE = 6
RANGE = 5
ATTACK = 3
DEFENSE = 4
POINTS = 220-240
HOLOGRAPHIC REINCARNATION 14
If Shard is defeated and is not a Hologram, instead remove all wounds from this figure and Shard now has Hologram as her species. If Shard is a Hologram, she gains all the following: Shard can move through anything. If an enemy targets Shard during its activation, roll a d20. On a 14+, until the activation, Shard cannot be targeted and is not considered engaged to that enemy.
PHOTONIC CHARGING
If Shard is attacked with a Light attack, place a blue Energy Marker on this card. During clean-up, you may place a blue Energy Marker on this card. A maximum of 3 Energy Markers may be on this card.
LIGHT FORCE BLAST
SPECIAL ATTACK Light Damage
Range 5. Attack 2.
Defender rolls one fewer defense die for each Energy Marker on this card. After attacking with this special attack, you may remove an Energy Marker from this card to attack again with this special attack.
FACTION = X.S.E./X-Factor
PUBLISHER = Marvel
SYMBOLS = Light Resistance, Stealth
Yeah, that wouldn't surprise me, but there are at least are a few levers that can be pulled to make that less of an issue; mainly, I would be ok lowering the life and/or defense by one and even raising the d20 check up to maybe 16. As long as she ends up about in the range I listed costwise, maybe a little more expensive, I'll be happy. I'm really gunning to have her wind up in an 800 cost X.S.E. when all is said and done. Thanks for the feedback.This is a nifty design that conveys all her abilities pretty well to me given I don't know who she is really, but I do wonder if she's gonna be pushed up a few points by realistically being an 8 life figure where 4 of those lives are protected by a dice-roll Ignore Attack ability
For sure. Second power can be dropped if Lurkers are converted. Could see a Beta design for a little more juice.Spooky! Both thematically and mechanically - increased efficiency for Walkers is scary.
Might be cool if he ignored Stealth so he could get a bit more use out of Shocking Lethality.