TalonMC
04/22/2010, 22:21
This guy seems to be a topic of much discussion whenever he comes up, so I thought I'd take a shot at making a dial for him and see where it goes from there.
Other dials I've designed are posted here:
http://www.hcrealms.com/forum/showthread.php?t=274961
Thanks for lookin'
MC
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U Spawn
Team: No Affiliation
Range: 0 :bolt:
Points: 200
Keywords: Armor, Deity, Hellspawn, Herald, Monster, Mystical, Police, Primal Force, Psychic, Soldier, Spawn, Spirit, Spy, Warrior
m-normala-normald-normalg-normal1012183101117381017381016289162691526815167141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO Trait – Necroplasm: At the beginning of your turn, place 6 necroplasm tokens on Spawn's character card. At the end of your turn, remove all tokens from his card.
Trait – Spawn Team Ability: At the beginning of your turn, you can choose a team ability and remove the indicated number of necroplasm tokens from this card to use the chosen team ability until the beginning of your next turn.
1 A team ability that can be copied by wildcards.
2 A wildcard team ability or a team ability that cannot be copied by wildcards.
Trait – Range: At the beginning of your turn, replace Spawn's range value with one of the following values.
8 :bolt:
6 :bolt::bolt:
4 :bolt::bolt::bolt:
Speed: At the beginning of your turn, you can choose any powers from the list and remove the indicated number of necroplasm tokens from this card to use the chosen powers until the beginning of your next turn.
2 Flurry
1 Leap/Climb
1 Phasing/Teleport
1 Earthbound/Neutralized
2 Charge
2 Mind Control
1 Plasticity
1 Force Blast
3 Hypersonic Speed
2 Running Shot
2 Stealth
Attack: At the beginning of your turn, you can choose any powers from the list and remove the indicated number of necroplasm tokens from this card to use the chosen powers until the beginning of your next turn.
3 Blades/Claws/Fangs
2 Energy Explosion
2 Pulsewave
2 Quake
1 Super Strength
2 Incapacitate
2 Psychic Blast
1 Smoke Cloud
2 Poison
1 Telekinesis
2 Steal Energy
Defense: At the beginning of your turn, you can choose any powers from the list and remove the indicated number of necroplasm tokens from this card to use the chosen powers until the beginning of your next turn.
1 Super Senses
1 Toughness
2 Defend
1 Combat Reflexes
1 Energy Shield/Deflection
1 Barrier
1 Mastermind
1 Willpower
3 Impervious
2 Invulnerability
3 Regeneration
Damage: At the beginning of your turn, you can choose any powers from the list and remove the indicated number of necroplasm tokens from this card to use the chosen powers until the beginning of your next turn.
2 Ranged Combat Expert
1 Battle Fury
2 Support
2 Exploit Weakness
1 Enhancement
2 Probability Control
1 Shape Change
2 Close Combat Expert
2 Perplex
1 Leadership
2 Outwit
Other dials I've designed are posted here:
http://www.hcrealms.com/forum/showthread.php?t=274961
Thanks for lookin'
MC
*****************************************
U Spawn
Team: No Affiliation
Range: 0 :bolt:
Points: 200
Keywords: Armor, Deity, Hellspawn, Herald, Monster, Mystical, Police, Primal Force, Psychic, Soldier, Spawn, Spirit, Spy, Warrior
m-normala-normald-normalg-normal1012183101117381017381016289162691526815167141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO Trait – Necroplasm: At the beginning of your turn, place 6 necroplasm tokens on Spawn's character card. At the end of your turn, remove all tokens from his card.
Trait – Spawn Team Ability: At the beginning of your turn, you can choose a team ability and remove the indicated number of necroplasm tokens from this card to use the chosen team ability until the beginning of your next turn.
1 A team ability that can be copied by wildcards.
2 A wildcard team ability or a team ability that cannot be copied by wildcards.
Trait – Range: At the beginning of your turn, replace Spawn's range value with one of the following values.
8 :bolt:
6 :bolt::bolt:
4 :bolt::bolt::bolt:
Speed: At the beginning of your turn, you can choose any powers from the list and remove the indicated number of necroplasm tokens from this card to use the chosen powers until the beginning of your next turn.
2 Flurry
1 Leap/Climb
1 Phasing/Teleport
1 Earthbound/Neutralized
2 Charge
2 Mind Control
1 Plasticity
1 Force Blast
3 Hypersonic Speed
2 Running Shot
2 Stealth
Attack: At the beginning of your turn, you can choose any powers from the list and remove the indicated number of necroplasm tokens from this card to use the chosen powers until the beginning of your next turn.
3 Blades/Claws/Fangs
2 Energy Explosion
2 Pulsewave
2 Quake
1 Super Strength
2 Incapacitate
2 Psychic Blast
1 Smoke Cloud
2 Poison
1 Telekinesis
2 Steal Energy
Defense: At the beginning of your turn, you can choose any powers from the list and remove the indicated number of necroplasm tokens from this card to use the chosen powers until the beginning of your next turn.
1 Super Senses
1 Toughness
2 Defend
1 Combat Reflexes
1 Energy Shield/Deflection
1 Barrier
1 Mastermind
1 Willpower
3 Impervious
2 Invulnerability
3 Regeneration
Damage: At the beginning of your turn, you can choose any powers from the list and remove the indicated number of necroplasm tokens from this card to use the chosen powers until the beginning of your next turn.
2 Ranged Combat Expert
1 Battle Fury
2 Support
2 Exploit Weakness
1 Enhancement
2 Probability Control
1 Shape Change
2 Close Combat Expert
2 Perplex
1 Leadership
2 Outwit