Unofficial batman/superman IA's

Started by BasiliskFang, June 27, 2013, 05:35:40 PM

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BasiliskFang

I thought these were on one of the wiki pages, I can't seem to find it.

Jack

If they are unofficial, why would they be on the wiki?

BasiliskFang

I've seen them on a wiki somewhere, I know it.

Maybe, is there a 'house rules' page?


BasiliskFang

Nope, I'm looking for them. I remember they were at the very bottom of a page on a wiki.

BasiliskFang

QuoteIf they are unofficial, why would they be on the wiki?
you said that even though you were the one who added it.

Found it!

http://overpower.ca/wiki/OverPower_Rule_Reform

DC Character inherent abilities

The following inherent abilities are considered legal for play. To use them - Print up the inherent at 8 point type, tapeit to a clear sleeve and slide your character into the sleeve. Make sure the character's grid is not obscured.
Bane: Intellect power grid is 8 offensive actions.
Catwoman: May play 'prowling by night' from reserve.
Commissioner Gordon & the GCPD: Team's Universe: Basic cards count toward venture when used for defense.
Hazard: Energy power cards are +1 when used to attack.
Huntress: May attack from reserve with power cards.
Joker: Attacks made with Multi-power power cards may only be defended by the target character.
Killer Croc: May only be cumulative ko'd with 25 pts, or spectrum Ko'd with four types.
Metropolis SCU: May have two special cards placed, may not be duplicate.
Nightwing: May place and play Robin "Surfing the Net" and Batman "Martial Arts Expert" Special cards.
Penguin: May make 1 intellect attack after opponent has conceded the battle. Opponent may defend.
Poison Ivy: May place 'Any-hero' specials.
Riddler: May place cards upside down. Normal placing limits still apply.
Steel: Strength power grid is 8 for defense. May defend teammates with level 7 or 8 power cards usable by Steel.
Superboy: Energy attacks may not be affected by cards already in play.
Supergirl: May defend any teammate with power cards. Effective in reserve or front line.
Thorn: Team's Universe: Basic cards count towards damage and venture.
Two-Face: Attacks made with 'Flip ofthe Coin' must be defended twice.

steve2275

http://overpower.ca/wiki/OverPower_Rule_Reform#DC_Character_inherent_abilities
Joker: Attacks made with Multi-power power cards may only be defended by the target character.
Killer Croc: May only be cumulative ko'd with 25 pts, or spectrum Ko'd with four types.
Metropolis SCU: May have two special cards placed, may not be duplicate.
Riddler: May place cards upside down. Normal placing limits still apply.
Steel: Strength power grid is 8 for defense. May defend teammates with level 7 or 8 power cards usable by Steel.
Superboy: Energy attacks may not be affected by cards already in play.
Supergirl: May defend any teammate with power cards. Effective in reserve or front line.
Two-Face: Attacks made with 'Flip ofthe Coin' must be defended twice.

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