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shaman - the king of cross legs! while i'd like to see him in a different sculpt for a change, i don't fault you for going with the classic. i like the overall presentation of the dial. good support, as to be expected, coupled with modest values that are quite open to modification given the open-endedness of his sp. i really like the experiment here for the same dial but different play experience for the cost. i think the ability to bring in outside elements is quite strong, especially given the flexibility with it. i really like the 's ability to prolong effects, it'll work wonders with his printed smoke and barrier as well as the option to use outwit or to PaP perplex. the only thing i think is a bit overmuch here is the considerable power for the price uptag. 10 points for swapping outwit for that much of a PaP is a no-brainer. and that's before the extra 2 objects you'll be able to bring into the game (good interpretation of his medicine bag, btw). i think it'd work better if the PaP was only limited to dmg powers, but ymmv
chuck - another experiment in same dial different experience. i really dig this approach. through all the permutations i find it funny that you can mess up and field chuck with a "blank" . speaking of, i dig he's got the swarm-boosting action upping, but he doesn't get the full leadership treatment. subtle nod to the "professor x is a jerk" era? seems he traded his personality for the use of his legs. swapping the sp ppb for rce (letters letters letters) is a nice oomph to his mental teeth (and what a bad mental image that becomes) and stacking it with his 75 will make that mind punch hit oh so hard. this isn't waify chuck, he's letting you know why his psychic reputation is well-earned. but all that stuff is great cherries-on-top, the ice cream base i'm mostly enjoying are those attack values and all that mc and especially the doubletap incap thanks to his
RE: Shaman - I almost went with him running, and after your comments, maybe I should. I think I was hung up trying to show via sculpt the reason for his .
I'm with you on the 50 v 60 changes. I think maybe I'm more opt to drop the extra objects and keep the PaP as is. I really want him to have access to powers like BCF and PPB...but now that I think about it, you can accomplish the same thing with CCE and RCE... so yep, a real time mind change just happened. Dropping the attack slot for the PaP seems the way to go. Besides, the object thing is more interesting that just PaP anyway.
RE: Prof X - Right after I posted the dial I realized that if you decided not to play him on an x-men/nm team, he can't do anything with the SP power. But I did all the caveats to try and get a reasonably costed 50 pts version. You know me, I like the idea of being able to play off the characters on a team from a set together at a realistic team build (eg 300/400 preferably). So there needs to be a lot of 50 pts starting lines.
My inspiration behind this dial was the reoccurring thought bubbles by Cyclops, Storm, Wolvie (to name a few) where they would reference the change in Chuckie since he got his legs working again. He was much more aggressive. Multiple times it is mentioned that he almost fried their brains just telepathically.
Quote : Originally Posted by ToadKillerDog
Firstly love the Leadership work around to get an additional action on your theme teams. That's invaluable especially in this day and age.
Seems like Chuck is having problem with his volume control and your opponents are going to catch it ALL CAPS FULL BLAST!
I don't know what I like better the chance to double token with Incapacitate or the chance to Mind Control and token like the old days. PPB with a token is placing a nice little cherry on that potential 4 damage.
With all the bells and whistles I don't think I could resist running him at 75.
Also is it just me or is that Chuck's head on Cypher's body?
Edit: It seems the Baron and I enjoy the same things about Charley!
LOL Cypher's body... I think you're right.
75 would be the default. The 50 pts is only if you want to put the whole band back together
I'm not sure if you would get to double token with incap since it happens after resolution. It definitely would work on MC or PPB (assuming no token already assigned).
Quote : Originally Posted by Baron Impossible
can't unsee that
is this some macabre experiment of the chief? *shuddersinmadscientist*
now get me a chocolate bar!
Quote : Originally Posted by ToadKillerDog
He cannot perform delicate surgery without chocolate!!!
Rare #021 Unique Talisman
Real Name: Elizabeth Twoyoungmen
Team: Mystics
Range: 6
Points: 60/35
Keywords: Alpha Flight, Mystical
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(+15 Points) Circle Of Power: Talisman begins the game with #021s Circle of Power equipped.
Foretold: When a character with the Mystical keyword deals Talisman damage, after resolutions, deal the attacker 1 unavoidable damage.
Summons: Phasing/Teleport. POWER: Give a friendly character a MOVE at no cost, but they must end the move as close to Talisman as possible. This power can be used once per game, unless Talisman has #021s Circle of Power equipped.
Control Magic: Enhancement. If Talisman has the Circle of Power equipped, Outwit and Perplex; but only to target characters with the Mystical keyword.
MY FRIENDS BETTER BE ALRIGHT (PULSE WAVE)
MYSTICAL BOLTS (INCAPACITATE)
YOU WILL LEARN TO KEEP A PROMISE (WILLPOWER)
NATURE SPIRITS (BARRIER)
MYSTICAL SHIELDS (ENERGY SHIELD/DEFLECTION)
I DON'T KNOW WHAT TO EXPECT (REGENERATION)
BUT THIS SURE AIN'T IT (PROBABILITY CONTROL)
#021s Circle of Power Light Object EQUIP: Mystical Keyword UNEQUIP: DROP EFFECT: PROTECTED: Outwit but only from characters with the Mystical keyword. FREE: Choose a standard power an opposing character that has the Mystical keyword within range and line of fire can use. This character can use the chosen power as long as the power is showing on the character's dial or this character uses chooses a new power.
Rare #020 Unique Rachel
Real Name: Rachel Summers
Team: X-Men
Range: 6
Points: 75/50
Keywords: Days of Future Past, Phoenix Force, X-Men, Future, Mutant, Psychic
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Jean Gray Was My Mom: Telekinesis. If Rachel is 75 points and uses Telekinesis to target herself, after resolutions, she may take an action at no cost.
(75 Points)Trained As A Hound: but only when targeting character with the Mutant Keyword
TK Claw: Quake, Close Combat Expert, Giant Reach: 4.
This Past Is Not Right!: Probability Control, but only to target other characters. When Rachel targets an opposing character with Probability Control and the reroll is a hit or when she targets a friendly character and the reroll is a miss, roll a d6. 1-2: Deal the target 1 penetrating damage
TK BOLT (FORCE BLAST)
TELEPATHY (MIND CONTROL)
MIND LOCK (INCAPACITATE)
PSI-BOLT (PENETRATING/PSYCHIC BLAST)
TK SHIELDS (ENERGY SHIELD/DEFLECTION)
GET CLOSE TO ME (DEFEND)
I'M NOT ABOUT TO LET YOU NEAR (WILLPOWER)
PSI-LINK (PERPLEX)
talisman - yeesh, what do we gotta do to get her made? . i know i'm not alone in my longing for ms twoyoungmen to see the light of clix, easily the most prominent member of alpha flight that hasn't been made. til then i'll have to settle for dawnstar's sculpt (minus wings) on the armor wars le of her dad's dial. but when the sky's the limit, let's look at your imagination, 'cause you get lizzy. she was all about the magic. it's a good thing up in the great white north they have all kinds of mystical beasties because betsy was bestest against her spell-slingers and mumbo-jumbo and you've got that in the dial. initially, i was concerned that the kw specific gains of her circle of power would be too specific to be worth the cost, popularity of mystical kw notwithstanding, but then i saw how thoroughly you incorporated her circle into her SPs. for the ability to continually summon alone, it's going to bring it's use. the double feedback on her foretold paired with mystics ta is such a karmic twist for all the pain that ta has handed out. and i truly dig the simplicity of her exp line providing that juicy enhancement and barrier. all the other potential perks are just cherries on top. nice full-on wisewoman mode on the vet. the soft defense coupled with high numbers lets you feel the surge of control but not be op particularly for the cost. the point breakdowns leave themselves open to the inclusion of the circle of power and give her tons of teambuilding options. however you use her, she'll be useful for her points and if your opponent packs magic shenanigans, they are sooooo going to regret it
rachel - don't think i didn't notice today's theme of bring-your-daughter-to-clix day legwarmers for days! finally a sculpt to deal with the epidemic of cold ankles . btw that opening shot makes me think rachel favors her father's looks, just with a ginger finish. now for the dial. *ahem* now that's how you get someone's attention! a follow up action on the self tk? brilliant. it frees up the dial on any move&attack and opens you up to opt for more kitsch options that get overlooked and underused. it also lets her rock full with a knowing nod to the player on what she's supposed to be doing her mom's mental might. but wait, there's more! it also frees up the actual conditional to be light fare without the need to carry as much weight thanks to her tk. now, that's not to shake a stick at her hound . the added opens up the map considerably, even if it's kw specific, because in sealed she definitely won't have any problem finding mutants. but it gets to be a more specific effect because the big bonus is already covered and i appreciate you all the more for it. oh, yeah, and then there's the dial . i better get to that. too often (read: practically every time) rachel is dialed like a hammer. a blunt instrument of raw power. but she wasn't always like that in the books. she had restraint and a host of psychic skills at her disposal that you showcase here. fb (especially after tking herself out there first) is a legit option, single target incap, mc, and all these aren't corner case uses for her, they're sincerely consideration. she's really going to use her board control effects, even (and especially) when that quake is opted for as the main even in my book. oh that clobbersaurus cce is a juicy choice, too, especially thanks to the giant reach (and THANK YOU for not using rce instead, so that the superior range value is for her softer, subtler options, so smart, so very, very smart), but quaking out at 4 after launching herself out with tk is just going to wreck formations and take the edge off whole swaths of swarms. at the end, you get that nice ppb spike that feels like finally (not in a where was this, but instead i built to this) to cap off the dial. and i've learned the potency of stacking perplex with a _ce, even with modest values nets you a modular offense. man, oh, man, i can see people sleeping on this dial. don't! there are so many subtle touches, this is a masterpiece
Huzzah, how long have we been waiting for Talisman to be clixed? Too long!
Conditional double Mystics make Elizabeth the least likely team member to be targeted by Mystic keyworded opponents and the fact that it doesn't have to be an attack makes me very happy. No getting around it with Poison or other passively dealt damage.
Bringing in her teammates with Summons while giving out Enhancement is going to make her popular with her ranged friends and make basing her a risky proposition when she has the option of calling in several large and angry friends.
Circle of Power, is an must have inclusion for Talisman, even if your opponent doesn't end up having any powers to spoof there are enough Mystic Flight members that its never going to be wasted points.
I appreciate the high point offensive versus the lower point support option ( three cheers for Barrier! ) for Talisman and I always appreciate a little back-end Regeneration to keep her in the fight.
Rachel Summers in her transitional period from Hound into Phoenix, she's going through some stuff.
She's trying to be softer and more constrained, but scratch the surface and the (TK) claws come out.
Like with Elizabeth, Rachel has offensive and support focused starting lines, although hers are reversed.
Her 75 point option gives her some excellent mobility along with her starting special Prob. Which might I add is excellent, I love flavorful Prob and this makes Rachel more than a wandering reroll generator.
A dynamic duo of dysfunctional daughters!
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
Healing Factor: When Wolverine clears action tokens, heal him 1 click.
Berserker Madness: WEAKNESS: When Wolverine takes damage from an attack, roll a d6. If the result is equal to or less than the damage taken, Wolverine has Battle Fury and must use Blades/Claws/Fangs when he makes an attack until he clears action tokens.
X-Men Don't Kill: Blades/Claws/Fangs. WEAKNESS: When Wolverine uses Blades/Claws/Fangs and KO's an opposing character, adjacent friendly characters modify attack -1 and while Wolverine is on the map friendly characters can't use the X-Men team ability.
STALKING PREY (STEALTH)
I'LL FIND HER (CHARGE)
SAVAGE SIDE (FLURRY)
EASE OFF (PRECISION STRIKE)
ADAMANTIUM SKELETON (TOUGHNESS)
SCRAPPER (COMBAT REFLEXES)
ENHANCED SENSES (SUPER SENSES)
HEALING FACTOR INTO OVERDRIVE (REGENERATION)
ADAMANTIUM CLAWS (EXPLOIT WEAKNESS)
Well this dial is all about visible dials. He wants to tear into someone with his claws, but finish them off with a love tap. I can dig it. I see you're also developing a "weakness" mechanic here and I'm already jamming out on the interaction potential. You've always been the master of incorporating weaknesses, so you might as well lampshade it, eh . The bf alone is fitting and thematic but the forced blades drives home that second limitation. Killing your own X-Men ta is a good way to enforce it. And can I see I greatly enjoy this inverse title character penalty FAR more than the stuff red hood and op kit daredevil got to outright penalize you for playing the game. This is very clever
Beyond building wolverine around the need for restraint, I enjoy the dial flow and the stats. Boldly leading with stealth, the buried 12, lone click of ps (while ambushing), the cr on 17s (instead of power leap's obsession with putting it on printed 18s). All good stuff here
Ah, back in the days when Logan was forever popping his claws at everyone. If there's one thing I admire Scott Summers for its his self-discipline in not just decapitating the hairy little @#%^ the third time Logan jammed his claws right up in Scott's face.
Once is bad manners, twice is insecurity, third time "Zorp" no more Logan. Heck he used to even do it to Storm. Fortunately Wolverine matured over the years, but in the very early days he was really asking for a smacking around.
Fortunately Proteus came along and threw him for enough of a loop he seemed to settle down on his own team a bit at least.
I really like how the dial punishes Logan for going off and forgetting his teammates. No one can focus on helping the others when they're trying to keep Wolverine from gutting the opposition.
I know its counter intuitive, but this is the dial I'd want to use for Wolverine in his Alpha Flight days. Barely constrained, half-berserk and prone to forget he's even part of a team let alone be able to work with them.
This feels like a good dial to for that first appearance Hulk/Wolverine/Wendigo fight. Even though his powers were radically different then ( heck his claws were supposed to be in his gloves at that point ).
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
A thousand times yes, I mean even after that they kicked around the idea that he was an actual wolverine mutated by the High Evolutionary. Making him a mutate not a mutant.
The funny thing is that origin managed to kick around long enough to inspire the origin for Jessica Drew as Spider-Woman. That wacky High Evolutionary he's going to mutate somebody!
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
A thousand times yes, I mean even after that they kicked around the idea that he was an actual wolverine mutated by the High Evolutionary. Making him a mutate not a mutant.
The funny thing is that origin managed to kick around long enough to inspire the origin for Jessica Drew as Spider-Woman. That wacky High Evolutionary he's going to mutate somebody!
and then eastman and laird took a page from his book
talisman - yeesh, what do we gotta do to get her made? . i know i'm not alone in my longing for ms twoyoungmen to see the light of clix, easily the most prominent member of alpha flight that hasn't been made. til then i'll have to settle for dawnstar's sculpt (minus wings) on the armor wars le of her dad's dial. but when the sky's the limit, let's look at your imagination, 'cause you get lizzy. she was all about the magic. it's a good thing up in the great white north they have all kinds of mystical beasties because betsy was bestest against her spell-slingers and mumbo-jumbo and you've got that in the dial. initially, i was concerned that the kw specific gains of her circle of power would be too specific to be worth the cost, popularity of mystical kw notwithstanding, but then i saw how thoroughly you incorporated her circle into her SPs. for the ability to continually summon alone, it's going to bring it's use. the double feedback on her foretold paired with mystics ta is such a karmic twist for all the pain that ta has handed out. and i truly dig the simplicity of her exp line providing that juicy enhancement and barrier. all the other potential perks are just cherries on top. nice full-on wisewoman mode on the vet. the soft defense coupled with high numbers lets you feel the surge of control but not be op particularly for the cost. the point breakdowns leave themselves open to the inclusion of the circle of power and give her tons of teambuilding options. however you use her, she'll be useful for her points and if your opponent packs magic shenanigans, they are sooooo going to regret it
rachel - don't think i didn't notice today's theme of bring-your-daughter-to-clix day legwarmers for days! finally a sculpt to deal with the epidemic of cold ankles . btw that opening shot makes me think rachel favors her father's looks, just with a ginger finish. now for the dial. *ahem* now that's how you get someone's attention! a follow up action on the self tk? brilliant. it frees up the dial on any move&attack and opens you up to opt for more kitsch options that get overlooked and underused. it also lets her rock full with a knowing nod to the player on what she's supposed to be doing her mom's mental might. but wait, there's more! it also frees up the actual conditional to be light fare without the need to carry as much weight thanks to her tk. now, that's not to shake a stick at her hound . the added opens up the map considerably, even if it's kw specific, because in sealed she definitely won't have any problem finding mutants. but it gets to be a more specific effect because the big bonus is already covered and i appreciate you all the more for it. oh, yeah, and then there's the dial . i better get to that. too often (read: practically every time) rachel is dialed like a hammer. a blunt instrument of raw power. but she wasn't always like that in the books. she had restraint and a host of psychic skills at her disposal that you showcase here. fb (especially after tking herself out there first) is a legit option, single target incap, mc, and all these aren't corner case uses for her, they're sincerely consideration. she's really going to use her board control effects, even (and especially) when that quake is opted for as the main even in my book. oh that clobbersaurus cce is a juicy choice, too, especially thanks to the giant reach (and THANK YOU for not using rce instead, so that the superior range value is for her softer, subtler options, so smart, so very, very smart), but quaking out at 4 after launching herself out with tk is just going to wreck formations and take the edge off whole swaths of swarms. at the end, you get that nice ppb spike that feels like finally (not in a where was this, but instead i built to this) to cap off the dial. and i've learned the potency of stacking perplex with a _ce, even with modest values nets you a modular offense. man, oh, man, i can see people sleeping on this dial. don't! there are so many subtle touches, this is a masterpiece
Hahah! I didn't even notice the daughters angst connection. I was trying to get all the characters posted that don't have the WEAKNESS keyphrase?.. mechanic?.. whatever that I've introduced with this set or the Berzerkers, which have shared design elements.
I can't quite figure out why they've never made a Talisman other than they don't seem to care about Alpha Flight in the least. I can hold out hope though. Maybe someday soon we'll get a good treatment and maybe get a Talisman, Madison Jeffries, Roger Boch Box, Marina (just to name a few).
Talisman's double shot Mystics TA was inspired by her early appearances where he powers just sort of automatically protected her and dished out retribution. Since she had a particular aptitude towards countering mystical creatures, I thought I'd juice up the Mystics TA.
Giving her an object to link to some of her more potent effects, seemed appropriate for multiple reasons. First, team building flexibility and second, comic accuracy. I wanted her to lose some power if someone can rips it off her head.
Rachel has been a favorite of mine (from DoFP into Excalibur run). I really wanted to focus on her TK attacks taking the Pheonix claw form. It screams close combat. So I thought quake, CCE Giant reach would be a fun combo for her.
The free TK power was just me wanting to show that this is before she really gained the ability to fly (in the story she carries someone why TK 'flying' for the first time). I thought self TK would also open up her speed track for some more flavorful power other than a move and attack. I worded it as such so that she can't use it when she's double marked (as a true TK as FREE would allow).
I am happy with the results of the dial. I'm glad you seem to be of the same camp.
Quote : Originally Posted by ToadKillerDog
Huzzah, how long have we been waiting for Talisman to be clixed? Too long!
Conditional double Mystics make Elizabeth the least likely team member to be targeted by Mystic keyworded opponents and the fact that it doesn't have to be an attack makes me very happy. No getting around it with Poison or other passively dealt damage.
Bringing in her teammates with Summons while giving out Enhancement is going to make her popular with her ranged friends and make basing her a risky proposition when she has the option of calling in several large and angry friends.
Circle of Power, is an must have inclusion for Talisman, even if your opponent doesn't end up having any powers to spoof there are enough Mystic Flight members that its never going to be wasted points.
I appreciate the high point offensive versus the lower point support option ( three cheers for Barrier! ) for Talisman and I always appreciate a little back-end Regeneration to keep her in the fight.
I was a afraid that Talisman's summon would be overpowered with the yo-yo effect. Maybe I should limit it to shared keyword?
Quote
She's trying to be softer and more constrained, but scratch the surface and the (TK) claws come out.
Score bonus points for the on topic pun.
Quote
Her 75 point option gives her some excellent mobility along with her starting special Prob. Which might I add is excellent, I love flavorful Prob and this makes Rachel more than a wandering reroll generator.
Thank you. I think the prob is my favorite part also. I wanted to show how she would lose control of her powers as she would be shocked by this timeline. Punishing people for when the roll doesn't go your way seemed like a nice way to accomplish that.
Quote : Originally Posted by Baron Impossible
Well this dial is all about visible dials. He wants to tear into someone with his claws, but finish them off with a love tap. I can dig it. I see you're also developing a "weakness" mechanic here and I'm already jamming out on the interaction potential. You've always been the master of incorporating weaknesses, so you might as well lampshade it, eh . The bf alone is fitting and thematic but the forced blades drives home that second limitation. Killing your own X-Men ta is a good way to enforce it. And can I see I greatly enjoy this inverse title character penalty FAR more than the stuff red hood and op kit daredevil got to outright penalize you for playing the game. This is very clever
Beyond building wolverine around the need for restraint, I enjoy the dial flow and the stats. Boldly leading with stealth, the buried 12, lone click of ps (while ambushing), the cr on 17s (instead of power leap's obsession with putting it on printed 18s). All good stuff here
I wanted to save the points on the top dial move and attack (maybe he can get a lift from Colossus?
I needed to put his 'psycho' mode (as he calls it) into the dial. The best way was the claws as the recurring symbol of Wolvies feral nature.
Quote : Originally Posted by ToadKillerDog
Ah, back in the days when Logan was forever popping his claws at everyone. If there's one thing I admire Scott Summers for its his self-discipline in not just decapitating the hairy little @#%^ the third time Logan jammed his claws right up in Scott's face.
Once is bad manners, twice is insecurity, third time "Zorp" no more Logan. Heck he used to even do it to Storm. Fortunately Wolverine matured over the years, but in the very early days he was really asking for a smacking around.
Fortunately Proteus came along and threw him for enough of a loop he seemed to settle down on his own team a bit at least.
I really like how the dial punishes Logan for going off and forgetting his teammates. No one can focus on helping the others when they're trying to keep Wolverine from gutting the opposition.
I know its counter intuitive, but this is the dial I'd want to use for Wolverine in his Alpha Flight days. Barely constrained, half-berserk and prone to forget he's even part of a team let alone be able to work with them.
This feels like a good dial to for that first appearance Hulk/Wolverine/Wendigo fight. Even though his powers were radically different then ( heck his claws were supposed to be in his gloves at that point ).
I always liked the cyclops-wolverine drama...for a while. It was nice up until they brought Jean back. Then it just got weird for everyone
I would also like this guy for Alpha Flight, I just wish there was an Alpha Flight TA to nerf
I love Wolverine's evolution. I really love the backstory and Legion of Super Heroes connection to the GSX new x-men designs. Him going from a one off Hulk VotW to being the little ball of rage dropping angst in x-men was a monumental switch (thank you Timberwolf).
Quote : Originally Posted by Baron Impossible
a retcon i think we're all thankful for
QFT
Quote : Originally Posted by ToadKillerDog
A thousand times yes, I mean even after that they kicked around the idea that he was an actual wolverine mutated by the High Evolutionary. Making him a mutate not a mutant.
The funny thing is that origin managed to kick around long enough to inspire the origin for Jessica Drew as Spider-Woman. That wacky High Evolutionary he's going to mutate somebody!
LOL I didn't know that about Spider-woman
Quote : Originally Posted by Baron Impossible
and then eastman and laird took a page from his book
Absorb Personalities: Incapacitate. When Rogue uses Incapacitate and hits, after resolutions, Outwit at no cost and Rogue can use the chosen power until she clears action tokens. // PROTECTED: Mind Control and Perplex, but only from characters with the Psychic keyword.
Can't Control Powers: WEAKNESS:Rogue can not use the X-Men team ability to heal other characters. When a friendly character ends its knockback adjacent to Rogue, assign that character an action token, or if you can't deal it 1 unavoidable damage.
My Gloves: WEAKNESS: PASSENGER: 0. When Rogue misses with an attack, after resolutions, roll a d6. 1-2: Incapacitate at no cost, but Rogue must target an adjacent friendly character.
HEY SUGA (CHARGE)
MS MARVEL'S SUPER STRENGTH (SUPER STRENGTH)
BULLET PROOF (TOUGHNESS)
What a fun way of doing a low cost Rogue without simply reducing her to a flying brick.
By focusing on her early iconic weaknesses, you both reduce cost and add to her theme-y flavor. I especially like Can't Control Powers, the "Knocked back into Rogue" is a great little piece of X-men history.
Absorb Personalities, the meat of this interpretation, clear & concise getting the point across in a fun action packed package.
Oh and I couldn't resist including this.
I can attest that Cypher's translation is spot on!
"I may not see the road I ride for the witch-fire lamps that gleam;"But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
SCULPT NOTES: The bottom image is the one I'd want, but since there is such a focus on the visor, I think I'd go with the top one. I almost went one with the visor off and him trying to stop the blasts with his hands, but I couldn't find a good image of it.
Rare #016 Cyclops
Real Name: Scott Summers
Team: X-Men
Range: 6
Points: 50
Keywords: X-Men, Mutant, Pilot
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Ruby Quartz Visor: Cyclops begins the game with #015s1 Visor equipped. // FREE: Unequip #015s1 Ruby Quartz Visor or #015s2 Ruby Quartz Glasses.
Optic Blasts: Damage +1 when making range attacks. Range Combat Expert. If Cyclops doesn't have #015s1 Ruby Quartz Visor or #015s2 Ruby Quartz Glasses equipped, Energy Explosion and he uses Range Combat Expert as RANGE instead.
Brain Damage: WEAKNESS: At the beginning of your turn, EITHER Cyclops can not take actions this turn -OR- choose an adjacent square and roll a d6. Going clockwise, count a number of squares around (adjacent) to Cyclops equal to the result. Draw a direct line of fire through that square. Make a range attack using Energy Explosion at no cost targeting any characters (including friendly) within range along that direct line of fire.
Force Beams: . KNOCKBACK when making range attacks.
X-MEN DO WHAT'S RIGHT (RUNNING SHOT)
CONCUSSIVE FORCE (FORCE BLAST)
DEFLECTION BEAM (ENERGY SHIELD/DEFLECTION)
SLIM (WILLPOWER)
BEEN LEADING THE X-MEN MOST MY LIFE (LEADERSHIP)
LET ME GIVE YOU COVER (ENHANCEMENT)
#015s1 Ruby Quartz Visor Light Object EQUIP: Cyclops UNEQUIP: KO EFFECT: Cyclops ignores his WEAKNESS. When Cyclops uses Range Combat Expert, he modifies Damage and/or Range instead. Adjacent opposing characters have "CLOSE: Attack -2. Make a close attack targeting Cyclops. If the attack hits, instead of dealing damage, unequip the Ruby Quartz Visor."
#015s2 Ruby Quartz Glasses Light Object EQUIP: Cyclops UNEQUIP: Drop EFFECT: Cyclops ignores his WEAKNESS. Range and damage -1 when making range attacks.