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Spirits of the Earth

Posted 09/30/2010 at 21:06 by Sigdr
Updated 05/20/2012 at 17:13 by Sigdr
E Rusalkin
Team: No Affiliation
Range: 8
Points: 121
Keywords: Mystical, Spirits of the Earth, The Returners
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Trait - WATER ELEMENTAL: When attacking an enemy figure that occupies or is adjacent to water terrain, modify Rusalkin's attack value by +1. At the beginning of your turn, if Rusalkin occupies water terrain, you may heal Rusalkin of 1 damage.
Damage - IN MY ELEMENT: Clear terrain within 3 squares of Rusalkin that does not contain objects, terrain markers, or debris tokens is water terrain.


V Banafsaji
Team: No Affiliation
Range: 4
Points: 144
Keywords: Cosmic, Mystical, Spirits of the Earth
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Trait - SMOKELESS FLAME: Banafsaji can use Toughness.


U Rusalkin
Team: No Affiliation
Range: 10
Points: 114
Keywords: Mystical, Spirits of the Earth
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Speed - MYSTIC FOG: Opposing characters within 2 squares of Rusalkin get -1 Attack and -1 Defense.
Attack - MOGH ROITH'S GIFT: Rusalkin possesses the Giant symbol and can use Super Strength.
Defense - PRISON OF BONE: Rusalkin can use Barrier. When three or more Barrier tokens placed by Rusalkin using Barrier are adjacent to an opposing character, that character may not take any non-free actions.


E Kayokai
Team: Mystics
Range: 6
Points: 56
Keywords: Mystical, Spirits of the Earth
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Defense - DISTRACT: Kayokai can use Perplex, but can only modify combat values by -1.
Damage - SHIFTING EARTH: Kayokai can use Smoke Cloud. At the end of your turn, roll a 6-sided die for each opposing character occupying the same square as a hindering terrain marker placed by Kayokai. On a result of 1, that character cannot move or be moved until the beginning of your next turn. On a result of 2-3, that character is knocked back 3 squares in a direction of your choosing. On a result of 4-5, give that character an action token if it has one or zero action tokens. On a result of 6, give that character 2 action tokens if it has zero action tokens and 1 unavoidable damage if it has 1 or 2 action tokens.


V Koscej
Team: No Affiliation
Range: 4
Points: 193
Keywords: Spirits of the Earth, Warrior
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Attack - FROZEN AURA: Give Koscej a power action. All powers and team abilities possessed or used by characters within 3 squares as well as feats assigned to them are ignored until the action has been resolved. Draw lines of fire to every character (friendly and opposing) within 3 squares. These lines of fire ignore characters and hindering terrain.Make a single attack roll and compare the result to the defense value of each character in range; each character hit is given action tokens until it has two.


E Maestoso
Team: No Affiliation
Range: 6
Points: 100
Keywords: Politician, Spirits of the Earth
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Speed - EYE OF THE STORM: When an opposing character moves and becomes adjacent to Maestoso, roll a d6. On a result of 1-3, the character is immediately knocked back from Maestoso a number of squares equal to the result, in a direction of your choosing.
Damage - GALE: Once per turn, Maestoso can use Force Blast as a free action.


V Black Annis
Team: Mystics
Range: 6
Points: 167
Keywords: Mystical, Psychic, Spirits of the Earth
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Attack - IRON CLAWS: Black Annis can use Blades/Claws/Fangs. When she does, damage she deals is penetrating.
Defense - IT WON'T BE THAT EASY, CHILD: Black Annis can use Super Senses. If Black Annis would take 4 or more damage from a single attack, she takes 2 damage instead.


U All Hallow's King
Team: No Affiliation
Range: 10
Points: 215
Keywords: Deity, Monster, Spirits of the Earth
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Speed - YOU CANNOT ESCAPE: All Hallow's King can use Phasing/Teleport and Stealth. If All Hallow's King begins a turn adjacent to an enemy character, you may place All Hallow's King in any square adjacent to that character at the end of the turn.
Attack - SCARE: When All Hallow's King resolves a successful close combat attack, you may immediately move the target up to half its Speed value away from All Hallow's King, ignoring characters and hindering terrain for the duration of this movement.
Defense - THE NIGHT IS FAR FROM OVER: All Hallow's King can use Combat Reflexes and Toughness.
Damage - RISE, SPIRITS!: Give All Hallow's King a double power action. Remove all Zombie tokens from the map, then for each non-Bystander character that has been knocked out so far this game, put a Zombie token into play under your control, up to a maximum of six Zombie tokens. The zombie tokens must be placed within 10 squares of All Hallow's King, and each Zombie token must be placed adjacent to at least one other Zombie token.

Zombie
Team: No Affiliation
Range: 0
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E Jenny Greenteeth
Team: No Affiliation
Range: 0
Points: 58
Keywords: Monster, Spirits of the Earth
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U Cern of Wisht-Wood
Team: No Affiliation
Range: 7
Points: 107
Keywords: Animal, Mystical, Spirits of the Earth
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SPUR THE PACK: Cern of Wisht-Wood can use Perplex. He can use it normally or he can use it targeting himself and each friendly character with the Animal or Spirits of the Earth keywords within 4 squares of him. If he uses it in the latter way, he does not need line of fire to the targets.
MASTER OF THE HUNT: After an action resolves in which Cern of Wisht-Wood moves due to his own action, you may give any number of other friendly characters with the Animal or Spirits of the Earth keywords a free action to move up to three squares.
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