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Yeah and again sorry I just started a weekend job so working 7 days has me forgetting stuff left and right. Almost didnt eat dinner etc. Yeah here is my additional player
Sinestro
ffwol003 E Sinestro
Team: No Affiliation
Range: 8
Points: 200
Keywords: Sinestro Corps, Ruler, War of Light
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(Speed) Out of My Way!: Sinestro can use Charge and Running Shot. When he uses Charge, after actions resolve he can use Quake as a free action.
(Attack) He Will Call You Gutless: Sinestro can use Penetrating/Psychic Blast. When he uses it to target only the highest point opposing character, if he hits, give that character an action token after actions resolve.
Kid Zoom
bb043 U Kid Zoom
Team: No Affiliation
Range: 0
Points: 87
Keywords: Future
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(Attack) Timeline Push: Kid Zoom can use Incapacitate. He can use it normally, or he can use its close combat attack as a free action instead of a close combat attack while using Hypersonic Speed.
(Damage) Stop! : (non-optional) Other characters can't use Hypersonic Speed.
wol110r Arkillo
wol110r R Arkillo
Team: No Affiliation
Range: 5
Points: 100
Keywords: New Guardians, Sinestro Corps
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(Attack) Whip Them Into Shape, Literally: Once per turn per character, friendly characters with the Sinestro Corps keyword and two action tokens may be given an action as a free action and, after actions resolve, deal that character 1 unavoidable damage.
(Damage) Fear: Spreading: Arkillo can use Perplex, but only to decrease combat values. When a friendly character with the Sinestro Corps keyword uses Perplex, modify its range value by +3
Gem of Cyttorak
gxS101 Crimson Gem of Cyttorak
[/b]
Points: 5
Last edited by BadDice; 10/27/2014 at 02:29..
Reason: Forgotten Text
No problem at all. Dials are below. Once you roll for Initiative, I'll be ready to play.
d10a018 U The Flash
Team: Justice Society
Range: 0
Points: 86
Keywords: Celebrity, Central City, Justice Society, Past, Politician
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(Special) Battlefield Promotion: Pass the Torch: When The Flash hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can't be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with D10A #010 Flash on the same click number.
bb048 R The Flash and Green Lantern
Team: Justice League
Range: 8
Points: 200
Keywords: Central City, Coast City, Justice League of America, Police
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(Speed) Who's carrying Who Now? : The Flash and Green Lantern can use Hypersonic Speed and have the boot movement symbol.
(Attack) The Brave and the Bold : Give The Flash and Green Lantern a power action. They can use Telekinesis twice as a free action.
(Damage) Two-Man Justice League : Once during your turn, as a free action you may choose a standard damage power that no other character on your force currently possesses or can use. The Flash and Green Lantern can use that power until the beginning of your next turn.
sm047 V The Flash
Team: Justice League
Range: 0
Points: 107
Keywords: Central City, Flashpoint
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(Special) Sudden Stop: After an action resolves in which The Flash moved due to his own action, you may place a hindering terrain marker in an adjacent square of clear terrain and an opposing character occupying that square may be knocked back from The Flash 1 square.
(Attack) Time Jump: Give The Flash a power action if he began the game on your force, and remove him from the map after resolving that action. At the beginning of your next turn, you may place The Flash (with no action tokens) anywhere on the map if you control another character. If all other characters on The Flash's force are KO'd while he is removed from the map, he is KO'd. He can't use this power again until he's taken damage from an opponent's attack.
"You're not alone, you know. What you were, and what you are to become, will always be with you."