http://s202.beta.photobucket.com/user/thetrooper27/library/
sagat!
megaman 2!!!
love em!!!!!
Do they look good? I'm kinda proud of them... I never figured out how to make them OP official, with the font for the names and the inherent ability text (mine doesn't look as clear as it does on a real OP card), but using the program I had, I thought I did a pretty nice job.
Cannonball and The new Marauders are my favs. Please comment on the playability (or lack thereof) and make suggestions. I won't take them personal. The Wolverine special is years old, and I made it before I ever saw the Marvels version. I was tickled pink when I saw that they planned on giving him that special.:) And I also made the Earth's Mightiest Heroes before I tuned my homemade crafting ability. I had many many more, but they were saved to a geocities page that no longer exists, and even if I could remember the account, I'm sure they deleted that stuff years ago. I had some awesome TMNT that I made, and each one had different inherent abilities that were almost so good, you didnt' need specials. I really think they could have done more with inherent abilities than just "may play so and so's special cards" or "may play this or that from reserve." Sure there are lots of good abilities, and sometimes I still overlook some of them (such as bonuses to cards on defense... lots of max 6 characters should have bonuses built in). I love homemade OP cards. I've seen some good ones by Eboladude, and though I haven't seen many on here, the ones I've seen are sweet. Anyway, I hope you guys like these, and if I ever get my comp up, I'll post more. Thanks for checking them out!
http://s202.beta.photobucket.com/user/thetrooper27/media/cableop.png.html?sort=3&o=1
shouldnt that read 23
http://s202.beta.photobucket.com/user/thetrooper27/media/CannonballOP.png.html?sort=3&o=2
20
http://s202.beta.photobucket.com/user/thetrooper27/media/marvelgirlop.png.html?sort=3&o=15
19 i like her
The number at the bottom right represents the sum total for deckbuilding, and most of my homemades I modified for use. Cable is almost IMPOSSIBLE to fit in a deck. Even last nigth, I stayed up till about 230 am trying to build a deck with him and Deadpool, without using a 3 grid character. Darn near impossible. So, based on 19 points per character deck sum total, I would sometimes drop the point total back a point or two for high point total characters, or in some cases, as with Cannonball, I would up the point total because his specials were pretty good. With the Marauders I made, you can't have a reserve character, which means you lose 19 points from your team. They're 20 points. So 37 points is all you have left to work with. I liked that the number jumps right out at you. Instead of "Counts as _ points for tournament deckbuilding" this number would replace that text entirely in future printings, even if the number was the same as their grid sum, saving space on the card for inherent abilities.
The NEO OverPower guys also had the idea that a card would have icons on it indicating its defensive use, or DTR, things like that. I thought that would have been really handy. By the time Monumental came out, they should've already picked up on this idea.
Guys, has anyone done or is there there Enchantress or A.I.M. special cards floating around out there?
to Y2S: Bios did some cool specials for AIM. Check out his expansion sets.
to the trooper27: some cool cards, dude. not sure i like only 3 on the front line, but i guess you'd have to make Sinister's specials make up for it.
i noticed no grid on Raphael and 1 of the Juggs. had you decided on the grids?
also, i have images of some TMNT cards from a while back, maybe 10 years ago or so. they included all 4 turtles with 1 or 2 specials (except Donatello didn't have any), + Splinter, Shredder, and 2 versions of Casey Jones (all with 1 or 2 specials). i also have a TMNT character with several specials, including Pizza ;D (by a different creator). unfortunately, i no longer have my records to give proper credit to the people who created them.
thetrooper27! I finally found the topic ;D
Anyway, those are great cards for Gambit! you should make a mirror card for Rogue, too.
What's a mirror card? :o I think if Gambit had those cards, he would be much more playable without being too good. I also like the character card I made... he needs a 7 fighting for sure. There's always Super Soldier Serum I guess, but he's Gambit for crying out loud!
The ones I didn't slap a grid on were cards I intended to finish and never got a chance to. I'm trying to get my computer hooked up in here so I can make new ones. I think I could make better ones if I knew how to use a better program. Anyone want to post a tutorial on how to make a nice, official looking OverPower card? The Marvels look sweet. I want mine to look like that...
I used to have a bunch of Street Fighter characters made as well... I just might have some of them saved at a friends house. They won't look very good, but I had a bunch of cool inherents for them. My Ryu had an inherent ability that read something like "If Ryu has a power card placed to him, you may have one duplicate of that value power card in hand." Adon had one of my all time favorite inherents and when I find a cool pic, I'll make a new character card for him. "Adon may make one power card attack level 1-2 after opponent concedes battle. Opponent may defend." I just really like that ability. Don't know why. Probably cuz it's kewl. 8)
I would LOVE to see those TMNT cards. I had some way back, but I've lost them. I made some crazy mechanic for Donatello that was so cool... but I haven't the slightest idea what it did. I really like experimenting with inherent abilities... to rely less on specials and more on the character. I try to think of cool inherent abilities, and then I can just print a new character card, and play with old specials. I wish I could remember what those cards did. Leo did something with bonuses and venture, Raph was chain attacks (which he was probably the most powerful now that I understand why chains are so brutal), Mikey had an awesome grid with a low sum deck value, and Don... I can't remember squat what he did. But I liked his the best, and I want to say because he was a card engine of some kind. If you guys want to work on a Turtles set, I'm so down with that.
I think I'm most proud of my Cannonball and his specials. Humberto Ramos is my favorite artist. I didn't think he was too overpowered... nothing too profound about him, but I did give him some great cards.
by "mirror" I mean it'd be the same, but flipped opposite for Gambit/Rogue. that way they could both play it. doubles odds of getting it into play, or simply decides which will have it in their repertoire for a given deck build
I absolutely love the marvel version of the any hero AC special, and the captain america 8 fighting power card. (I'll be using both of those.) I also like the batman with 7f and 8i. (Never thought about his stats like that before.) Also the Wolverine I.A. made me think of an I.A. I thought the Hulk should have had which was "Hulk is +1 to all strength attacks/ or strength power cards when he takes a hit/ or for ever 5 points of damage on his permenant record. 8)
I would like to see more specials that make having particular teammates beneficial to your build. What about a card for Gambit that was something like: Rogue and Gambit are +1 to all actions for remainder of game as long as they are both in the front line. OPD... or something like that.
For every 5 points of damage, Hulk is +1?! I love it!!! That's kinda like my OPD that I made him. I love that card. But having that inherent ability probably be even better. Batman could probably have an 8 of fighting, but having two 8's would be huge, and I still think that it's his Intellect that makes him so formidable. Don't get me wrong... I'm not diminishing Batman's Fighting ability... he's totally bad@$$. I think Supes would be similar in having a 7 Energy and an 8 of Strength, but some might disagree. I'm not really an expert on either character, but I'm quite familiar with them. Batman could have a big Fighting attack special, and Superman could have a big Energy special to give them their due in those departments. Batman would also be one of those fighters that got a negate. I think in another thread someone mentioned that fighters don't have much in negates, and Batman totally could. Superman could get a KL. DC did get the shaft in OverPower. I don't play anyone but Flash, and Azrael in reserve. Not saying there aren't other playable guys, but none that really interest me except a few villains.
Just looked at the link posted at the top.
If you were to actually create a Mega-Man hero card, his stats should be 7-4-2-3 and his I.A. should be "Put any of opponents unusuable discards from this turn in hand, if they were useable by a character Mega-Man KO'd"
Ha ha - that's actually pretty clever regarding Megaman's IA.
TheTrooper - you should do all the Street Fighter/Capcom characters. Then we could do a CCG version of X-Men vs. Street Fighter, or even Marvel vs. Capcom 3!
I would really like to create a separate card game for Megaman. That would be alot of fun, but I don't know how to begin. I know I would like it to be a number game like OverPower, but not a total carbon copy. I might make a thread for some ideas at a later date.
As far as an OP Megaman, that's a neat ability, but I might change the stats a bit. I would say the energy is right, with the arm cannon, but I think he can fight better than a 4. As a robot, I would say he's built to have moderate strength, something like a 4, and he's programmed to think and react on his own, so I think 4 is nice there, as well. It's hard to gauge the stats since there's only a little to go on, and I'm comparing him to other robots in the series. Gutsman, for example, would have an 8 Strength, and he's likely the only one that would. Many of them would have similar stats... they can only do so much as robots. But the specials would make them unique, and I'm thinking their inherent abilities would be something like "Air Man is +2 to attack vs. Crash Man" or "Metal Man is +2 to attack vs. everyone (hahah just kidding, but you gotta admit, Metal Blades are pretty awesome). It could be a fun project.
Same thing for Street Fighter. Lots of similar grids. I only wish I could remember all the characters I've made. I remember:
Guile 6744 - Guile may make any follow up actions for his team.
Adon 2743 - May make power card attack, level 1 or 2, after opponent concedes battle.
My thinking with Mega-Man is the classic version of the character. 7-3-4-3 might be more along the lines of the Capcom original, as, as a fighter, he's not really trained to do anything more then fire his arm cannon, loaded with whatever he was able to salvage. Having a 4 strength would be slightly above average, justifying his robotic-ness, but he never struck me as a strategist, as being overly clever (save, of course, knowing which of his enemies weapons to use against the other enemies) I feel that the average of 3 Int is justified as well.
Now if we were talking about Mega-Man X... That would be another story...
That's a fair enough assessment. I can go with it from that perspective. He needs some good specials, though.:)
Absolutely
Charged Shot - Level 10E attack
Rapid Fire - Level 4F attack, may make 2 additional attacks, or 1 additional attack at +1.
Salvage Parts - Level 5E attack. If successful, may remove 1 hit from Mega-Man's Permanent Record or Hits to Current Battle
Com-Link to Dr. Light - Draw 3 cards. Discard Duplicates.
Weapons Upgrade - Level 7S attack
5 pretty simple, yet effective Specials, not allowcating for that I.A. I gave him....
you could even copy super-nova with the charge shot.
11, may not attack for remainder of battle
though it's kind of backwards, in that he can't attack BEFORE the shot ;)
and we need a rush card!
One more for Megaman: Eddie - Search your draw pile for one Megaman special card and place in hand. Reshuffle draw pile.:) That might be too good with those awesome specials though.]
What would Rush do though?
Hey, what about his little bird friend?
BEAT - Play this card in front of Megaman. Megaman may not be attacked until this Special is attacked. Megaman may not defend this card.
That's a great BEAT card... just have to make sure it's like the Marvel's versions and not the older EB's.:)
I was thinkin on this stuff last night, and came up with a few possibilities I thought were neat:
Charge Shot: Acts as a Level 12E attack. May only be played after the battle has lasted 8 rounds. OPD
Copy Chip: This special acts identical to any special currently on the table OPD
E-Tank: Remove one hit from Mega man's hits to current battle or permanent record.
Rush Adaptor: Mega Man gains a +1 to all actions for remainder of battle
Thoughts?
Those are all pretty neat! Maybe we could modify the Charge Shot though to make it a little easier to play. I like it being a 12 though, since there aren't many of those.:)
Copy Grifter's "may only be played if Mega Man has hits totaling 15 or more"
Thanks troop! My main reason behind the charge shot was that I wanted some kind of big hurdle to play the card while maintaining the reason why the card is named Charge shot, hence the waiting a certain number of turns. I originally did think grifter's nerves of steel, but MM doesnt really need to be damaged, per se, to use the charge shot..he needs time. Maybe a reduction in turns, with added 'MM can't attack for remainder of battle' tagged on?
Or, "Play this card as your last attack in this battle?"
Yea, that could work...but at that point, assuming your opponent has used up any and all negates and avoids, its a guaranteed +12 to venture, with no real side effect other than you had to wait until the end of battle to use it. I think a straight 12 needs some kind of offset to use it/extreme special condition to use it, ie grifter (hits 15 or more) and thor (cant be defended with specials for remainder of game)
By forcing it to be a "final attack of the battle", it's extremely vulnerable to a late hand concede, a Character lock on MegaMan, or even paints Megaman as a target for KO before he can play the Charge-Shot. I would say that's fair enough for a level 12 incoming that is reserved to be the final attack from a player.
How about "This special cannot be placed" just to make sure it remains vulnerable?
I see where you're coming from with the reasoning behind that. Seeing MM on a team and knowing a 12E is lurking somewhere would give me reason to take him out asap when he's on the front line, so forcing it to wait til the end is negative enough-you've got to keep him alive long enough to draw the card, then you have to wait for a certain point in battle to use it. I think that's enough drawback that we don't need to add the cant be placed stipulation.
Maybe a clearer explanation of the the final attack of battle could be written as "This card can only be played when MM and MM's teammates have no usable cards to attack left in hand or placed." Yes/no?
man, i love almost every card suggested for ol rock
let him have a dozen specials!
I would leave the word "Placed" of the stipulation... Taking away ALL advantage for the sake of a single attack is kind of ludicrous.
EDIT: I've been pondering Charge Shot, and have come to a couple of conclusions. 1. We are designing an OPD special for Mega Man based upon what can be considered one of his more basic attacks. 2. A Charge Shot is basically created by Mega Man, by drawing energy out of the air around him into his weapon. 3. No one has ever fired off a less then full power Charge Shot.
Taking these thoughts into consideration, I am ready to propose a non-OPD version of Charge Shot.
Charge Shot - Level 5 Energy attack. Mega Man may discard 1 Energy Power card usable by Mega Man. Add the Value of the discarded Power card to the Attack Value of Charge Shot. Added Value does not count for Damage or Venture.
This is basically a derivative of Cyclops' Remove Visor, but with a few small changes. 1. Instead of playing WITH a Power card, you have the option to discard a Power card for an attack boost. This helps to get around all those pesky defensive cards that state "...with a power card" 2. Being that this card is a basic attack of Level 5, it is less likely to be tagged as an OPD, due to it's lack of hand advantage, though it is potentially a 12 E, it requires 2 cards to get it to that level. 3. By discarding the boosting Power card, the damage and venture are lost, making that 12, less likely to be OPD, as it is less lethal to it's target.
This type of card can also benefit some other characters, like The Hulk, The Madder He Gets... - Same text but with the S icon and keyword, where applicable. Along the same idea of a Strength version could be one for Doomdsay, "Near Instant Evolution." Potential characters for an Intellect version could be Dr. Doom, Lex Luthor, or The Joker, call it "Masterstroke," or on the opposite side of the coin, we have Iron Man, Mr. Fantastic, Henry Pym, ect, ect, and call it "Thinking Outside the Box." Another decent name for the Intellect card can be "Eureka!" I hadn't considered a Fighting Character yet.
This is awesome... I heart MegaMan. Okay, I personally would rather combine it like an AE and keep damage and venture. If it's negated or defended, you're still down 2 cards to one, and you're forfeiting 7 venture points (you're likely to discard a 7 or 6 if you discard anything), so I would rather keep my venture bonus if I'm going to take the chance. I guess it could be worth it to land that energy icon and ko a character in some cases, but one of the big things I've learned from the Palatinus forum is that every card needs to net you card advantage in some way, or add to your venture total. As a 5 Energy attack, it's fine. But using it's bonus puts you at card disadvantage, and that's where I have a little trouble.
But lets not give up! I see your point that it's kinda one of his basic attacks... but until he copies a robot master, it's what he's got. In MegaMan 1,2, 3, 9, and 10, he doesn't have the charge shot... so it's kinda special in that way. The 12 idea was cool, but I agree that its difficult to give it a fair drawback. If you don't like it as a big energy attack on it's own (such as 10, which is probably the easiest suggestion going for the single card, big value), I'd go with the AE OPD version (Remove Visor), or simplify it to something like a 7energy or 8anypower. If you like the idea of discarding a card to add to the effect (which I like myself bcause it's unique), I would consider tweaking it a little further to reduce its disadvantage. The only other option would be to give it a secondary effect, such as if successful, target character may not attack for remainder of battle. Maybe you guys can think of some better secondary effects. I hope you will all keep brainstorming!
Also, pitch more ideas for Rush Adaptor! Woof!
The Rush Adapter could make for a solid AE. The loss of hand advantage is a valid point about the Charge Shot. Perhaps it SHOULD just be an AE, with a 5A stat, but combinable with Energy for a potential 12A/E for damage and venture. The good ole HN special might work too, just a solid level 8A. Playing off the Anypower icons, maybe the Rush Adapter could go the JF way and make the Any's count as Fighting. There's also the nasty HR specials of 9E/F (though F/S and F/I have a much smaller showing in the pool of HR specials, neither seems to make sense for Mega Man)
Maybe Rush Adaptor could be Mega Man or teammate may avoid one attack of 6 or less. Rush is used to get MegaMan out of sticky situations...? Maybe?
Or maybe something like Nigh Invulnerable or Super Endurance?
The +1 bonus for remainder of battle would be better if it were for remainder of game... is that too good?
I like the 5A AE for charge shot. I also liked the 8A HN, but in the end I like the idea of adding a card to an attack for a charge shot.
As for Rush Adaptor..I dig the MM or teammate avoid 1 of 6 or less...also thought about it a CW avoid 1 attack, may not be attacked for battle. But then again, another FL would be cool...perhaps a new combination? Eneregy and Strength don't coutn for venture?
Going on a slight tangent here, but imagine if we could embody more of the Megaman feel, by having character cards for all of the Robot Masters, and have weaknesses for each Robot Master?
For example, if we could have Fire Man have a special card that acts as a 6 Energy, that cannot be defended by Ice Man. Or maybe have the special equate to level 8 if used against Ice Man? That would be cool!
Also, one of the key features behind Megaman was the ability for Megaman to take his opponent's weapons. It's not really feasible to take your opponents cards to use in OverPower, but maybe a card that allows Megaman to take a K.O.'d opponent's Power Grid for the remainder of the game?
I had an idea for that as well, but it would pretty much be a stand alone Mega Man set compatible with regular OP. I wanted to make characters for each robot master, probably through Mega Man 3, and make additions after that from the following games. Just start out with the first 3. Each character would be weak to a particular robot (Cut M an would be weak to Guts Man, Heat Man would be weak against Bubble Man, Hard Man would be weak against Magnet Man, etc.) Make some new power cards for the set, some neat any heroes... the hard part would be finding artwork for the set! The new Mega Man comic series would help alot, and I know there's some art from the japanese imports of the Mega Man games that would make SWEET character cards, but I can't find the artwork.
in reference to to powerbalance's post
could always also just give megaman a full AI special
you could work the rock/paper/scissors gameplay into the inherents
cut man +3 to all attacks against elec man
magnet man +3 to all attacks against hard man
and, as mentioned before, metal man +3 to all attacks against every-man ;)
Quote from: breadmaster on April 16, 2013, 05:38:20 PM
you could work the rock/paper/scissors gameplay into the inherents
cut man +3 to all attacks against elec man
magnet man +3 to all attacks against hard man
and, as mentioned before, metal man +3 to all attacks against every-man ;)
I wish I could show you guys this pic on my phone. It's a pic of Mega Man shooting a metal blade. It says in big letters METALBLADE: then below it says "so good, even metal man's weak against it."