Added a number of old cards to the end of the MY DC3 thread and ran out of space.
Oracle. These are all the same as my last attempt at her. Just some updated art. She is the Ultimate Reserve Hero.
Oracle 2 5 2 7 16 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Oracle%20Hero_zpsvui9unxa.jpg)
May play Oracle's Agents from Reserve.
Oracle Behind The Scenes (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Oracle%20-%20Behind%20The%20Scenes_zpsbgsfqaem.jpg)
Team gains +2 to all actions.
Oracle Birds Of Prey (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Oracle%20-%20Birds%20Of%20Prey_zpsqtmaipkq.jpg)
Acts as a level 4 Fighting attack, may be played from Reserve. If successful, Oracle may continue to attack while in Reserve.
Oracle Database (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Oracle%20-%20Database_zpsljhiyldk.jpg)
Target Character's Team loses Inherent Abilities and are considered to have no Inherent Abilities for remainder of battle.
Oracle Mainframe (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Oracle%20-%20Mainframe_zpsqphnjrft.jpg)
Oracle's Team's attacks with an Intellect icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.
Oracle Oracle Connection (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Oracle%20-%20Oracle%20Connection_zps38qx5tg5.jpg)
Teammate may avoid 1 attack of 9 or less. May be played while Oracle is in Reserve.
Oracle Oracle's Agents (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Oracle%20-%20Oracles%20Agents_zpsyj58ax9q.jpg)
Choose 1 Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Oracle Partner (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Oracle%20-%20Partner_zpshm2u5shu.jpg)
Acts as a level 5 Energy attack. If successful, Oracle may sort through Opponent's Battlesite and discard any 2 Special cards. May be played from Reserve.
Oracle Still Got Skills (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Oracle%20-%20Still%20Got%20Skills_zpsxerwrhq1.jpg)
Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
not a lot new here. GA & Oracle character cards, Catwoman's Shadow of the Bat & GA's Canary Love. i'm a little amazed by how much of your old stuff i already have. love seeing the new, and most of the art changes have been great.
Thank you. Should have Special Sets for JSA and Legion done soon. I think I've got all the text ironed out. Just need pictures and to put them together. Plus I need to create grids for the Character Cards.
Yesterday I put together a new Teamwork Template that looks much closer to the original cards.
I'm also working on duplicating all the Any Character Specials that are Marvel only into DC versions. (and vice-versa to flesh out the Marvels set)
DC needs:
God Of Mischief - -3 Venture (CP)
Power Leech - discard 4 cards (BY)
Savage Land - May not concede (BL)
Unlucky At Love - -2 to defense (AM)
Gamma Terror - 7 STR (AR)
Alien Symbiote Remove Hit (AL)
Devourer Of Worlds (This one I"ve already done previously)
Bastion - Negate (ZZ)
For Mischief I'm thinking Mr Mxyzptlk, Power Leech - Parasite, Unlucky at Love - Catwoman.
Any better suggestions or alternatives for the above?
my only suggestion on the AC Specials is: don't get locked in on the card names. focus more on the card mechanic. the Image set remade some for their set, and used different names as appropriate.
Legion of Superheros is appropriate as a team character. none of the members was remarkable enough to do individually, yet they were not a bad comic.
JSA i feel really should be done individually. (which i also felt about the Authority, but i never got around to putting the work in.)
i only seen both teams done once before, both as part of 1 of bios's sets if memory serves. (apologies to author if i got that wrong.)
good luck/have fun! :D
I kind of agree on the JSA. I have Alan Scott and Jay Garrick as ones in my notes that I'd like them to have their own sets of cards and maybe more of the charactrs down the line. But for now I'm going to make a JSA team one.
In the meantime..... Good Advice about the Any Characters.
Any Character Devourer Of Worlds (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Any%20Character%20-%20Devourer%20Of%20Worlds_zpszkmrbom5.jpg)
Play during battle. Opponent cannot use Activator cards for remainder of game or until this Special has been attacked with 4 Activator card attacks. This Special may not be negated.
Any Character Krypto Runs Wild (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Any%20Character%20-%20Krypto%20Runs%20Wild_zpsw1nr5oiz.jpg)
Acts as a level 7 Strength attack. Counts as a duplicate of all "Any Hero/Character" AR Special Cards.
Any Character Mister Mischief (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Any%20Character%20-%20Mister%20Mischief_zpsgzgxmrmu.jpg)
Mxyzptlk's Mischievous Magic! Opponent -3 to venture total for this battle. Counts as a duplicate of all "Any Hero/Character" AF Special Cards.
Any Character Phantom Stranger (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Any%20Character%20-%20Phantom%20Stranger_zps8fzw8t4q.jpg)
Negate the effect of any 1 Special card. This card may be Placed. If Placed, may only negate an "Any Hero/Character" Special. Counts as a duplicate of all "Any Hero/Character" AF Special Cards.
Any Character Power Leech (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Any%20Character%20-%20Power%20Leech_zpsba2jpjp3.jpg)
Opponent must immediately discard 4 cards of opponent's choice with icon of Parasite's choice currently placed or in hand.
Any Character Unlucky At Love (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Any%20Character%20-%20Unlucky%20At%20Love_zpsk106ab5p.jpg)
Spurned by Catwoman! Any 1 of opponent's characters is -2 to defense for remainder of battle.
The JSA. No Character Card yet.
The JSA Alan Scott (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20JSA%20-%20Alan%20Scott_zpsdzfvruhh.jpg)
Negates the effect of any 1 Special card played by opponent.
The JSA Atom Smasher (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20JSA%20-%20Atom%20Smasher_zpsejg8icot.jpg)
Acts as a level 7 Strength attack.
The JSA Dr Midnight (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20JSA%20-%20Dr%20Midnight_zpsqg8sjjdf.jpg)
Play to Concede battle. Remove all Hits from The JSA's or teammate's Permanent Record and Hits from Current Battle.
The JSA Hourman (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20JSA%20-%20Hourman_zpsoanrqdlq.jpg)
The JSA may increase either their team's or opponent's ventured Mission cards by 1.
The JSA Jay Garrick (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20JSA%20-%20Jay%20Garrick_zps8q3lrbyz.jpg)
Acts as a level 1 Strength attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture total.
The JSA Mr Terrific (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20JSA%20-%20Mr%20Terrific_zpsggmaz5iq.jpg)
Acts as a level 7 Intellect attack. If successful, Target Character may not use cards with an Intellect icon for remainder of battle.
The JSA Stargirl (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20JSA%20-%20Stargirl_zps3fv2weip.jpg)
Acts as a level 5 Energy attack. The JSA may play 1 additional Special card.
The JSA Wildcat (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20JSA%20-%20Wildcat_zpskxky01q3.jpg)
Play during battle. In the battle that The JSA are KO'd, The JSA may continue to fight, are +1 to attack and are not discarded until the end of the battle.
cool - no overlap in mechanics.
i can see why you used Scott & Garrick's names instead of character name to differentiate from the other GLs & Flashes. but there have been 2 Dr. Midnights, 3 Hourmen, 2 Mr. Terrifics, & 2 Wildcats; they're just not as well known. (your pics were Cross, Tyler, Holt, & Grant, respectively.)
I think those are all the ones i was aiming for. I was shooting for the versions that were in the 90's JSA series.
Now to Legion. This was all from wikipedia because I have never read Legion books before. What I was shooting for in pictures was post zero hour pre 52 versions. Hopefully I got it right.
The Legion Brainiac 5 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Legion%20-%20Brainiac%205_zpsa2x3zd2g.jpg)
Acts as a level 4 Intellect attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.
The Legion Cosmic Boy (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Legion%20-%20Cosmic%20Boy_zpsulzrczwl.jpg)
The Legion may avoid any numerical attack.
The Legion Invisible Kid (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Legion%20-%20Invisible%20Kid_zps7wjz01yu.jpg)
The Legion may not attack or be attacked for remainder of battle.
The Legion Kinetix (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Legion%20-%20Kinetix_zpsnpaj9lyu.jpg)
On their turn, The Legion may exchange this card for any 1 card in Dead Pile and play it immediately.
The Legion Livewire (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Legion%20-%20Livewire_zpsqx43pfi5.jpg)
Sort through Power Pack card by card. Put the first 3 cards with Energy icons in Hand. May keep duplicates. Reshuffle Power Pack.
The Legion Saturn Girl (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Legion%20-%20Saturn%20Girl_zpslrim264d.jpg)
Acts as a level 3 Energy attack. If successful, opponent must reveal Hand and play open-handed for remainder of battle.
The Legion Triad (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Legion%20-%20Triad_zpsv9ggxotr.jpg)
Acts as a level 2 Strength attack. May make 2 additional attacks.
The Legion Ultra Boy (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Legion%20-%20Ultra%20Boy_zpsug71weqk.jpg)
Acts as a level 12 Strength attack. If successful, The Legion or The Legion's teammates may not defend The Legion with Special cards for remainder of game.
not bad. i miss Bouncing Boy; i would have expected better from Brainiac 5, and Triad to be Fighting rather than Strength, but good all-in-all.
the JSA & LoS character cards may well make-or-break them. (ain't team grids a bitch? ;D)
I agree on triad. Switched it already. I'm not against brainiac 5 being better. Just from reading his bio that was the best i came up with. He was smart and had a penchant for blowing up his labs therefore the LC special.
Yeah, finding the art that fits is a pain for team cards too.
Revised Triad special. One changed Oracle special and one new Oracle special. What i think is the last DC Any Character Special. And a Phantom Stranger with the correct text (ZZ was still AF before).
The Legion Triad (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Legion%20-%20Triad_zpsk0jd94ya.jpg)
Acts as a level 2 Fighting attack. May make 2 additional attacks.
Oracle Behind The Scenes (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Oracle%20-%20Behind%20The%20Scenes_zpsbb5inohb.jpg)
Oracle's team is +1 to all numeric Special cards for remainder of battle. Bonus not applied to damage or Venture total. May be played from Reserve.
Oracle Shadow Of The Bat (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Oracle%20-%20Shadow%20Of%20The%20Bat_zpsnwbo7wqz.jpg)
Opponent must discard 1 Placed card of Oracle's choice. May be played from Reserve.
Any Character League Of Assassins (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Any%20Character%20-%20League%20Of%20Assassins_zpsqwnjhumf.jpg)
On your turn, play before opponent concedes. Opponent may not concede battle. This card may be placed. Counts as a duplicate of all "Any Hero/Character" BL/DF Special Cards.
Any Character Phantom Stranger (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Any%20Character%20-%20Phantom%20Stranger_zps8fibbhxs.jpg)
Negate the effect of any 1 Special card. This card may be Placed. If Placed, may only negate an "Any Hero/Character" Special. Counts as a duplicate of all "Any Hero/Character" ZZ Special Cards.
Nightwing, These are the same as the last cards except for 1 new art and 1 new title.
Nightwing Circus Acrobat (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Nightwing%20-%20Circus%20Acrobat_zps9i6pxuxh.jpg)
Only Energy attacks may be played against Nightwing for remainder of battle.
Nightwing Expert Sleuth (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Nightwing%20-%20Expert%20Sleuth_zpsrih4gfyy.jpg)
Opponent must reveal hand and play open handed for remainder of battle.
Nightwing Glider Wings (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Nightwing%20-%20Glider%20Wings_zps8oxrbuqj.jpg)
Nightwing may avoid 1 attack of 9 or less.
Nightwing Midnight Ambush (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Nightwing%20-%20Midnight%20Ambush_zpsaapfgus5.jpg)
Acts as a level 6 Intellect attack. If successful, opponent must discard 1 Tactic card. Card may be Placed, in play or in opponent's Hand.
Nightwing Shadow Of The Bat (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Nightwing%20-%20Shadow%20Of%20The%20Bat_zpshpuxqt2u.jpg)
Acts a level 3 Intellect attack. If attack is defended, Nightwing may draw 1 card from top of Draw Pile. Discard duplicates.
The Locations are coming........
Arkham Asylum (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Arkham%20Asylum_zpsiwzyne0g.jpg)
Joker
Harley Quinn
Scarecrow
Two-Face
Poison Ivy
Riddler
All of Opponent's Universe Teamwork card bonuses are +0.
Batcave (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Batcave_zpsftglwx6i.jpg)
Azrael
Batgirl
Batman
Nightwing
Robin
Spoiler
Once per game the Batcave team may play one Oracle Special card from under their homebase.
Gotham (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Gotham_zpszkifrl4h.jpg)
Batman
Robin
Oracle
Comm Gordon
Huntress
Catwoman
"Shadow Of The Bat" Special cards may be played by any Gotham character.
i think Oracle has now become the character with the most reserve-capable special cards. wow!
i like the change on Nightwing's Midnight Ambush. (addin "or in hand")
for Batcave, did you intend the Oracle special to be invoked by an Activator in the deck? i'm unaware of any other method to play it from under the homebase.
looking forward to Spoiler - Stephanie hasn't gotten a lot of love from card creators so far.
Yeah, Oracle might be too much. If she was real she'd probably go in every deck. But i'm sticking with her.
For Nightwing's Midnight Ambush card, I"m not sure why or when i added that last bit of text. It's different from Nightcrawler's FP. Don't remember changing it.
For the Batcave i guess i didn't really think about it enough. I had just intended that once per game you could pull out an Oracle special and play it. But that might be too much to be just able to pull it out of thin air whenever you want. What do you think. Should it require an activator or go in you deck?
If it's not too much I'd like to leave it that way. Thematically I just envision it as the team placing a call to Oracle when the going gets tough.
Quote from: fennshysa on January 17, 2017, 09:55:10 PM
Yeah, Oracle might be too much. If she was real she'd probably go in every deck. But i'm sticking with her.
glad to hear you say that you're sticking with it. Oracle
should be a Reserve character, only coming out when forced. i had the same design considerations when making Global Frequency, who never got involved in a problem until after "the feces hit the rotating blades" and the locals couldn't handle the problem. another wicked Reserve character is justabgkid's Black Knight. i don't see Oracle as a lock for reserve anymore than these other 2 characters, or Dr. Strange or Hawkeye from legacy (+ Marvels) cards. but if your team is built to use any of them, they'll work better in Reserve than most other characters.
Quote from: fennshysa on January 17, 2017, 09:55:10 PM
For the Batcave i guess i didn't really think about it enough. I had just intended that once per game you could pull out an Oracle special and play it. But that might be too much to be just able to pull it out of thin air whenever you want. What do you think. Should it require an activator or go in you deck?
If it's not too much I'd like to leave it that way. Thematically I just envision it as the team placing a call to Oracle when the going gets tough.
for the stated effect, neither the Activator method or placing the Oracle card in the deck really works. maybe once per game, to play the card you either A) discard 1 card placed or in hand, or B) discard 1 (or more) from Draw pile to Dead pile. that way you could do it whenever you choose without just getting a free card. of course, either option would require you to tweak the IA on the card.
I like that idea. Discard a card to play an Oracle special from underneath the Homebase. I'll have to think about where i want it to come from.
In the meantime..... Power Girl. I had made a few cards for her previously. I think only Headlock made it through without any changes to it. All the rest got modified somehow. 5 Energy? Yes, I realize she's a Kryptonian but in all the stories I've read with her in them I don't remember her using heat vision at all. I think I may change her Inherent to read "Attacks made with Strength Power cards may not be defended by target's teammates."
Power Girl (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Power%20Girl%20Hero_zpsp8ryzscf.jpg) 5 3 7 3 18
Attacks made with Strength Power cards may not be moved or shifted from target character.
Power Girl Blonde Bombshell (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Power%20Girl%20-%20Blonde%20Bombshell_zpsw5s24hqh.jpg)
Acts as a level 3 Intellect attack. Cannot be defended by a male hero.
Power Girl Brawl (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Power%20Girl%20-%20Brawl_zpsztl0ukvr.jpg)
Acts as a level 3 Fighting attack. Each Front Line teammate may make 1 additional attack.
Power Girl Earth-Two Survivor (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Power%20Girl%20-%20Earth-Two%20Survivor_zpsiy7cveog.jpg)
Power Girl is not affected by Event cards for remainder of game.
Power Girl Headlock (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Power%20Girl%20-%20Headlock_zpscyidtbib.jpg)
Target Character may not attack or play Special cards for remainder of battle.
Power Girl Kryptonian Heritage (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Power%20Girl%20-%20Kryptonian%20Heritage_zpsopk0nvw3.jpg)
Avoid 1 attack.
Power Girl Power Attack (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Power%20Girl%20-%20Power%20Attack_zpsiknwqzxw.jpg)
Acts as a level 9 Fighting or Strength attack.
Power Girl Woman Of Steel (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Power%20Girl%20-%20Woman%20Of%20Steel_zpsbzs2pr3z.jpg)
Sort through Power Pack card by card. Put the first 3 cards with Strength icons in Hand. May keep duplicates. Reshuffle Power Pack.
FYI, there are issues with two of your links (the Power Girl character card and for Power Girl Headlock).
Really nice work btw, love the art choices.
Continue on!
Thank you sir! I'm planning on a few more for now at least. Think i got those links fixed too.
EDIT: A couple more DC locations.
Gotham Clock Tower (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Gotham%20Clock%20Tower_zpsxsqemylt.jpg)
Batgirl
Black Canary
Catwoman
Huntress
Oracle
Power Girl
Gotham Clock Tower team's Intellect Power cards are +1 to attack.
Inherents are meant to represent Gotham's isolation at the time.
Gotham: No Man's Land (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Gotham%20-%20No%20Mans%20Land_zpsgmt6dxqn.jpg)
Oracle
Huntress
Comm Gordon
Two-Face
Batgirl
Poison Ivy
Gotham: No Man's Land team may shuffle one just discarded Power card back into their Draw Pile each round. If used as a Battlesite attacks targeting Gotham: No Man's Land are -2.
You can make some pretty heavy teams with the Watchtower location so with serious thought i knew it needed a detrimental Inherent Ability. I finally settled on the 7 cards one.
The Watchtower (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/The%20Watchtower_zpsmj62gqbl.jpg)
Batman
Flash
Green Lantern
Martian Manhunter
Superman
Wonder Woman
The Watchtower Team may only draw 7 cards during the Draw Phase.
LexCorp (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/LexCorp_zpssp8jr2qt.jpg)
Bizarro
Brainiac
Hazard
Lex Luthor
Metallo
Supergirl
LexCorp's Reserve Character may play Intellect Teamwork cards from Reserve.
Power Girl: better grid than old card. some of the special card changes seemed unnecessary, but with no duplication, all seem usable.
Clock Tower: remake
Lexcorp: needs Lex or the Brain in Reserve to benefit from IA.
No Man's Land: am i correct in assuming that "discarded" means only during Discard Phase? great if discarding for duplicates, but poison if discarding unusable Power cards.
Watchtower: hard enough to build a coherent team with the disparate grids. at least Onslaught's Citadel's characters had some gimmicky specials to help compensate.
Yeah, that was my intention with LexCorp. Kind of the brains behind the scene directing the strategy.
No Man's Land: No, my intention was recycling a card that had been used to block or an attack that was defended. I couldn't say "one defended power card attack" or "one power card used for defense" because then it excluded the other option. Maybe "Once per round, may reshuffle a Power card into the Draw Pile instead of placing it in the Power Pack". Sound clearer?
Watchtower: That inherent was considering my redesigned special cards and new ones and the fact that all but Green Lantern are going to receive upgraded Character cards from me. I'm thinking by the time I'm done you might change your mind. I can see your point with the current cards for the Heroes.
Quote from: fennshysa on January 21, 2017, 01:49:09 PM
No Man's Land: No, my intention was recycling a card that had been used to block or an attack that was defended. I couldn't say "one defended power card attack" or "one power card used for defense" because then it excluded the other option. Maybe "Once per round, may reshuffle a Power card into the Draw Pile instead of placing it in the Power Pack". Sound clearer?
how about something like "after discard phase each battle, may reshuffle 1 Power card from Power Pack into Draw Pile"? that allows choice of what you move (no poison), and specifies a "when" (helps keep track).
Based on your good advice, i think this works with the least amount of wording.
Gotham: No Man's Land (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Gotham%20-%20No%20Mans%20Land_zpsmyhkneh2.jpg)
Oracle
Huntress
Comm Gordon
Two-Face
Batgirl
Poison Ivy
Gotham: No Man's Land team may reshuffle 1 Power card from Power Pack into Draw Pile after discard phase. If used as a Battlesite attacks targeting Gotham: No Man's Land are -2.
Daily Planet (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Daily%20Planet_zpscpnrvrnn.jpg)
Superman
Batman
Superboy
Kara Zor-El: Supergirl
Steel
Metropolis SCU
Daily Planet Team's Intellect Power Cards are an additional +1 to Venture Total when they Hit.
I had trouble with the special cards for Wonder Girl. Nothing really stood out but this is what i ended up with. Since i used Daughter of Zeus in a title Demigod seems repetitive. If anyone has a better suggestion for the AR I'll take it. If i can find the right picture i think maybe one more special "Gift Of The Gods" that lets her look for a Tactic Artifact card in the deck, to reflect the artifacts she used at the beginning of her career.
Wonder Girl (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Wonder%20Girl%20Hero_zpsfsiura40.jpg) 3 6 6 5 20
May play any Intellect Teamwork cards.
Wonder Girl Daughter Of Zeus (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Wonder%20Girl%20-%20Daughter%20Of%20Zeus_zpsuekjtim2.jpg)
Avoid 1 attack.
Wonder Girl Teen Titan (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Wonder%20Girl%20-%20Teen%20Titan_zps4zkhq5wy.jpg)
Acts as a level 7 Strength attack.
Wonder Girl Indomitable Spirit (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Wonder%20Girl%20-%20Indomitable%20Spirit_zpshtewls4o.jpg)
Acts as a level 5 Energy, Fighting, Strength, or Intellect attack, +1 for each Mission card in opponent's Completed Missions Pile.
Wonder Girl Lasso Of Ares (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Wonder%20Girl%20-%20Lasso%20Of%20Ares_zpstle9q0o9.jpg)
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Energy Power card.
Wonder Girl Never Giving Up (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Wonder%20Girl%20-%20Never%20Giving%20Up_zps2cuirsby.jpg)
For remainder of game, if Opponent draws cards during battle, Wonder Girl may draw an equal number from Draw Pile. Wonder Girl must show drawn cards. May not keep duplicates.
Wonder Girl Themysciran Training (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Wonder%20Girl%20-%20Themysciran%20Training_zpsumdfoinx.jpg)
Acts as a level 4 Fighting attack. May make 1 additional Fighting attack against a different opponent.
Daily Planet: your post says Supergirl, but the card just says Kara Zor-El. so Power Girl could be used? seems wrong.
Wonder Girl: 6F feels a little high for her. interesting IA. Demigod could be called Teen Titan, maybe? good take!
Daily Planet... Since I don't want to change anything from the official sets that i don't have to change, I'm solving some of my conflicting character versions (such as Supergirl/Matrix and Cyborg Superman/Cyborg) by leaving the original alone and subnaming them. So Supergirl will be Kara Zor-El: Supergirl (and Vic Stone: Cyborg). Supergirl will still be large on the card, but since Kara Zor-El comes before the ":" technically she will be the Supergirl version of the Kara Zor-El character but still looks like it says Supergirl.
If that makes sense...... :-\
Changed to Teen Titan. Since this Wonder Girl is from more of the Teen Titan era, not Young Justice era, I'm ok with the 6 Fighting since she spent time getting trained by Artemis.
Wonder Girl Teen Titan (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Wonder%20Girl%20-%20Teen%20Titan_zps4zkhq5wy.jpg)
Acts as a level 7 Strength attack.
Two-Face....... He has two specials that were slightly nerfed compared to the Marvel versions of those Specials. Just a little too limited to play. So I fixed those plus his Criminal Mastermind Special. Added some type of an avoid and a non-OPD version of the FK special to help make Flip Of The Coin a better card. Went with a non-OPD version for two reasons: 1. so it can be included more than one copy. 2. to fit the two theme. I also made it playable from Reserve to fit with his Crimeboss Character card.
Two-Face Criminal Mastermind (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Two-Face%20-%20Criminal%20Mastermind_zpsvg3irqtk.jpg)
Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total.
Two-Face Double Trouble (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Two-Face%20-%20Double%20Trouble_zpsjlpn8dcd.jpg)
Play with any Fighting, Strength or Intellect Power card attack. Power card must be blocked twice.
Two-Face Forewarned Is Forearmed (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Two-Face%20-%20Forewarned%20Is%20Forearmed_zpscazlb4fo.jpg)
Avoid 1 attack with more than 1 icon. Two-Face may draw 1 card from the top of the Draw Pile. Discard duplicates.
Two-Face Split Decision (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Two-Face%20-%20Split%20Decision_zps8pcafst9.jpg)
Look at top 4 cards of Draw Pile and choose any 2 cards. Reshuffle Draw Pile. Put 2 chosen cards on top of Draw Pile. May be played from Reserve.
Two-Face Tommy Gun (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Two-Face%20-%20Tommy%20Gun_zpsbjn224w3.jpg)
Two-Face may make as many Power card attacks as possible. Opponent may defend.
Daily Planet... your explanation makes perfect sense - i was already using that same convention for Stone & Henshaw, but i had forgotten all about the Matrix. some days i can be very slow on the uptake.
Two Face: IMO minimal improvement to Double Trouble & Tommy Gun, but they can't all be gems, eh?
looking good.
Great minds...... ;)
Yeah, They are not great but i'd be willing to try them in a deck now.
Thorn...I had done two thorn cards before. They are still here, one just became a revision. Added a second Revision and a 2nd new card. She actually has a pretty nice collection of specials now.
Thorn Battle Instinct (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Thorn%20-%20Battle%20Instinct_zpsc4dx0qej.jpg)
Acts as a level 4 Intellect attack. May combine with 1 Fighting card for a for a single attack.
Thorn Split Personality (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Thorn%20-%20Split%20Personality_zpsmgzhnktv.jpg)
Target opponent may not attack Thorn for remainder of battle unless she attacks him first.
Thorn Street Fighter (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Thorn%20-%20Street%20Fighter_zpstaecpsai.jpg)
Acts as a level 6 Energy or Fighting attack.
Thorn Wild Rose (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Thorn%20-%20Wild%20Rose_zpsbpvka1cq.jpg)
Thorn gains a +2 to all actions for remainder of battle.
These are all 3 new. The Trickster still has only 1 attack Special but between Distinguished Allumnus and Bag Of Tricks he has lots of options now. I think I'm going to add a HI Trickster special to the Rogue's cards too.
The Trickster Bag Of Tricks (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Trickster%20-%20Bag%20Of%20Tricks_zpsceporov4.jpg)
The Trickster may have an unlimited number of Special cards Placed on him until The Trickster is KO'd. Specials may not be duplicates.
The Trickster Distinguished Allumnus (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Trickster%20-%20Distinguished%20Allumnus_zpsqmjdvcsi.jpg)
The Trickster may Place and play any of The Rogues' Special cards for remainder of game.
I changed this one into a OPD special as i like the idea but it's hardly worth playing 2 at a time. I thought about making it 6 instead of 5 but 5 is congruent with the specials that allow you to discard out of the power pack.
The Trickster I Have Gifts (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Trickster%20-%20I%20Have%20Gifts_zps68cuj1l8.jpg)
Sort through opponent's Dead Pile. Choose any 5 cards and put them into opponent's Draw Pile. Reshuffle Draw Pile.
Thorn: few have added to her, but she's some better now. i agree that Street Fighter needed a re-do, but others have done that. Violent Tendencies was unique, and i'm sticking to it.
Trickster: only 2 previous homemades, so a welcome addition. i have an old character card for "Rogues Gallery" with grid = 7525. was that your old card? the reason i ask is that the IA was to place and play Trickster specials.
I almost stuck with it too.
That probably was my Rogues card. I had to revise some thing with this set since the extra cards for everyone make that a bit too much when they have their own specials.
Supergirl/Matrix
I would like to have modified her shapeshift and telekinetic shield specials a bit too but i haven't found the right art for them yet. Her Hero will be 7-4-6-3 With an inherent that lets her play telekinetic shield from reserve. Maid of Might, Levitation and Earthbound Angel I've done before.
Supergirl Earth-Bound Angel (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Supergirl%20-%20Earthbound%20Angel_zpshcved2rn.jpg)
Target Character's Special cards may not be Negated for remainder of game.
Supergirl Levitation (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Supergirl%20-%20Levitation_zps8djx75kf.jpg)
Only attacks made with Universe cards may be played against Supergirl for remainder of battle.
Supergirl Linda Danvers (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Supergirl%20-%20Linda%20Danvers_zpskbtasnxi.jpg)
Remove 1 hit from the Permanent Record of Supergirl or teammate for every card in the Defeated Missions Pile.
Supergirl Maid Of Might (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Supergirl%20-%20Maid%20Of%20Might_zpsmdxzcaw5.jpg)
Acts as a level 7 Strength attack.
Supergirl Psychokinetic Bolt (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Supergirl%20-%20Psychokinetic%20Bolt_zpsbel492dv.jpg)
Acts as a level 4 Energy attack, may be played from Reserve. If successful, Supergirl may continue to attack while in Reserve.
My take on Supergirl... And a few others.
Supergirl 7 4 6 3 20 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Supergirl_zpshhj3o6f9.jpg)
May play Telekinetic Shield from Reserve.
Batman 2 7 4 8 21 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Batman_zpsry5zkklo.jpg)
Flash 7 7 3 3 20 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/The%20Flash_zpsm079zu9q.jpg)
If the Flash makes a successful Fighting Power card attack against opponent's character he may immediately make another attack.
Nightwing 2 7 4 6 19 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Nightwing%20Hero_zpseyfuwpn5.jpg)
Big Blue himself. My version of him is 8 Strength.
The Specials are all ones i did before, but some are reworked, renamed and lots have new art. His Inherent makes him harder to KO and his Special makes him impossible to Cumulative KO..... Because he's Superman. Four are revised Specials. Honetly Man of Steel didn't absolutely need revised but it did deserve a better card to go with the title. I did drop the 8 multi special i had done earlier. He has a 7 S OPD, and 11 AP OPD and a 7 E with the revised Heat Vision. He didn't need it.
Superman 7 2 8 4 21 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Superman_zpsctg6hsf4.jpg)
May not be Spectrum KO'd with Fighting Power cards.
Superman Defying Earth's Gravity (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Superman%20-%20Defying%20Earths%20Gravity_zpssbzjg5fa.jpg)
Avoid 1 attack.
Superman Earth's Greatest Hero (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Superman%20-%20Earths%20Greatest%20Hero_zpsyrlq2scv.jpg)
Superman's Team is +8 to Venture total this battle.
Superman Heat Vision (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Superman%20-%20Heat%20Vision_zpssshsbstf.jpg)
Acts as a level 7 Energy attack.
Superman Man Of Steel (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Superman%20-%20Man%20Of%20Steel_zpstip4ht3c.jpg)
Superman cannot be Cumulative KO'd for remainder of game.
Superman Defender Of Metropolis (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Superman%20-%20Defender%20Of%20Metropolis_zpsfpyhraki.jpg)
Play during battle as an attack. Target Character must discard 1 card for each Hit currently in his Hits To Current Battle and Permanent Record. Cards may be Placed or in Hand.
Superman Unfettered Might (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Superman%20-%20Unfettered%20Might_zpsop461osm.jpg)
Opponent must immediately discard all Special cards in play that affect "the remainder of the battle" or "the remainder of the Game."
Superman is the legacy character with the most home created Specials - and you added 3 more to his total! (Thanos is #1 for non-legacy characters.)
decent art choices. keep it going! :)
Interesting stats.
Hulk, Apocalypse and Superman are characters who got hosed on specials compared to what they should have had IMO. But I'm not surprised Superman gets more love from homemade makers.
All Right.... some more of the Super Family.
Steel... He was way smarter than the DC set card gave him credit for. So his intellect gets bumped to 6 (i debated 7 even). Two Revamped specials. All changed somewhat from the two old cards I had made for him. His 2 new specials are Basic Universe Themed. I even debated making tech genius something else and the card text for it his inherent.
Steel 5 2 6 6 19 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Steel_zpsu4tvdp4m.jpg)
May play Human Shield from Reserve.
Steel Exo-Skeleton (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Steel%20-%20Exo-Skeleton_zpsi8bynfnc.jpg)
Acts as a level 4 Strength attack. May be used against Reserve, who may defend. If successful against Reserve, Reserve must skip a battle before moving to Front Line.
Steel Human Shield (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Steel%20-%20Human%20Shield_zpsmktppu3r.jpg)
Acts as a level 9 Strength Power card. May only be used to defend. May defend Steel or teammate.
Steel Steelworks (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Steel%20-%20Steelworks_zpsrcyctawh.jpg)
For remainder of game, Steel may Draw 1 card from top of Draw Pile for each Basic Universe card played by Steel. Discard duplicates.
Steel Tech Genius (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Steel%20-%20Tech%20Genius_zpsagyzzsya.jpg)
Steel's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.
I debated the power bumps on this one because he wasn't that powerful when he started. He has lots of specials that aren't great but are not completely useless in the right situation (IMO). So he only got 1 revised special and 3 new cards. .
Superboy 7 2 7 2 18 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Superboy_zpsbaskgnpm.jpg)
Superboy Attitude (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Superboy%20-%20Attitude_zpsg8jdriss.jpg)
Play during battle. For remainder of battle, any Special card played must be a Special card that acts as an attack. Other Special cards may not be played.
Superboy Hotheaded (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Superboy%20-%20Hotheaded_zpshgaynjxz.jpg)
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.
Superboy Quick Save (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Superboy%20-%20Quick%20Save_zpsljdwpk0z.jpg)
Teammate may avoid 1 attack of 9 or less.
Superboy Up, Up, And Away (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Superboy%20-%20Up%20Up%20And%20Away_zpsjalnz3ov.jpg)
Avoid 1 attack with more than 1 icon. Superboy may draw 1 card from the top of the Draw Pile. Discard duplicates.
Different from the card i did for her before. She already had 2 avoiding specials so the old card was not appropriate. What she didn't have were basic specials so she gets an AA and an AR.
Wonder Woman 1 8 7 5 21 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Wonder%20Woman%20Hero_zpsyirdxuhd.jpg)
May only be Cumulative KO'd by 25 or more points.
Wonder Woman Themysciran Warrior (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Wonder%20Woman%20-%20Themysciran%20Warrior_zpsbmjredpt.jpg)
Acts as a level 4 Fighting attack. May make 1 additional attack.
Wonder Woman Strength Of The Earth (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Wonder%20Woman%20-%20Strength%20Of%20The%20Earth_zps3uqiklvq.jpg)
Acts as a level 7 Strength attack.
EDIT: Fixed links. Thank you.
EDIT 2: Fixed Themysciran misspelling.
Hi! Just an FYI that your link Steel's Steelworks is a copy of the link for Tech Genius. Also, the link for Superboy's Up, Up and away and WonderWoman's Strength of the Earth are bad. Continue the nice work!
Thanks!
I actually like the Riddler's special cards a lot. I only added 2 cards since he was lacking a bit attack and any avoid other than the query and echo.
Not a real high attack but something that has effects if it works.
Riddler You Didn't See That Coming (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Riddler%20-%20You%20Didnt%20See%20That%20Coming_zpsojrcfsgp.jpg)
Acts as a level 7 Intellect attack, if successful target opponent may not attack for remainder of battle.
This is from the Hush storyline where he was actually behind events and even caught by Batman but let go because they didn't think he was smart enough to orchestrate what was happening. Seemed perfect for an avoid1, may not be attacked special.
Riddler Strategic Manipulations (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Riddler%20-%20Strategic%20Manipulations_zpspmrbhlsf.jpg)
Avoid 1 attack. May not be attacked for remainder of battle.
Robin. Changed a few of these around some from before. Comes to 1 Revision and 3 new. He got 1 higher attack and also a limited avoid like the Riddler.
Robin Choke Hold (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Robin%20-%20Choke%20Hold_zpsv6o7aawm.jpg)
Acts as a level 3 Strength attack. If successful, Target Hero must discard 1 Placed card of opponent's choice.
Robin Grappling Line (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Robin%20-%20Grappling%20Line_zpsz0nb5ahz.jpg)
Robin or teammate may avoid 1 attack of 6 or less. May be played from Reserve.
Robin Loyal Partner (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Robin%20-%20Loyal%20Partner_zpsw9zfxmvz.jpg)
Acts as a level 4 Intellect attack. Teammate may play 1 additional Special card.
Robin Shadow Of The Bat (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Robin%20-%20Shadow%20Of%20The%20Bat_zpsnhkglkny.jpg)
Acts as a level 7 Intellect attack. If successful, target hero may not use cards with an Intellect icon for remainder of battle.
very good, but a few comments.... :-\
Steel & Superboy: i feel like F should be 3 on both. the only way i see to get there would be to knock 1 off E on each. but their your cards, and they look good.
Wonder Woman: there's a typo on her 7S AR special. the "e" and the "y" should be switched, and the second "i" deleted. you had it right on Wonder Girl's 4F AB special.
Riddler: the Hush storyline might be a good candidate for a set of Mission & Event cards.
Robin: worthy of doing by individuals instead of as just the 1 character. like the Green Lanterns. its been done by a few.
all in all, very good. ;D
Thank you sir!
They do look a little odd with 2s. I'm not sure it bothers me enough to change it. I'll think about it though.
Good catch. That's a terrible word to spell. Fixed it I think......
No Man's Land, Knightfall and Hush are all in my notes if i ever get to Mission and Events.
Orion. Same two new specials. No change unless i swapped the pictures, I'm not sure.
Orion Dog Of War (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Orion%20-%20Dog%20Of%20War_zpsfbwhenmz.jpg)
Acts as a level 9 Energy or Strength attack.
Orion Unbridled Rage (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Orion%20-%20Unbridled%20Rage_zpsytcp7hby.jpg)
For remainder of battle, Orion's Fighting and Strength actions are +2. Intellect actions are -2.
Parallax. This was hard. I think the cards were released before the whole storyline of the Living Fear Entity with Jordan as host was written. So I tried to keep the cards more about Jordan while acknowledging the further story. And he gets a character card with 8E.
Parallax 8 4 4 5 21 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Parallax%20Hero_zpssduy973l.jpg)
Team's Energy Power cards are +1 to Venture Total.
Parallax Entitiy Of Fear (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Parallax%20-%20Entity%20Of%20Fear_zpst5z7msyn.jpg)
Target Character must discard all Placed cards and may not attack for remainder of battle.
Parallax Living Battery (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Parallax%20-%20Living%20Battery_zpsiaiuqvy8.jpg)
Acts as a level 11 Energy, Fighting, or Strength attack. Parallax's Team may not attack for remainder of battle.
Parallax Yellow Taint (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Parallax%20-%20Yellow%20Taint_zpsvdue8hd6.jpg)
Target Character's Team is -10 to Venture total this battle.
Had way to much fun with Parasite. Was too easy to come up with specials for him. He may be a little too powerful now. Kept the two cards from before but titles and art switched around. 2 are revised and 2 are new. Kinetic Absorption is a direct copy of Maverick's card of the same name and entirely appropriate here i think.
Parasite Energy Siphon (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Parasite%20-%20Energy%20Siphon_zps5sgijdvq.jpg)
Acts as a level 7 Fighting attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile.
Reshuffle Draw Pile.
Parasite Kinetic Absorption (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Parasite%20-%20Kinetic%20Absorption_zpszgmxbcis.jpg)
Avoid 1 attack made with a Power card. Parasite may draw 1 card from the top of the Draw Pile. Discard duplicates.
Parasite Life Leech (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Parasite%20-%20Life%20Leech_zps8be48wmk.jpg)
Opponent must discard 3 cards from Hand. Cards chosen by Opponent.
Parasite Sucking The City Dry (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Parasite%20-%20Sucking%20The%20City%20Dry_zpsjoquayje.jpg)
Opponent must discard top 5 cards from Power Pack into Dead Pile.
The previous Poison Ivy specials I had done were a mess. Too many cards with Poison in the title. She ends up with 3 revised and 2 new. Seductress probably didn't need a revision but the title was more fitting with my card. Respect The Green fits much better with her than Jungle did from my last try. And new art for most.
Poison Ivy Respect The Green (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Poison%20Ivy%20-%20Respect%20The%20Green_zpszmdv7oay.jpg)
Remove 1 Hit from Poison Ivy's Battlesite.
Poison Ivy Seductress (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Poison%20Ivy%20-%20Seductress_zpsoxblrxrw.jpg)
Acts as a level 3 Energy attack. Cannot be defended by a male hero.
Poison Ivy Rapidly Weakening (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Poison%20Ivy%20-%20Rapidly%20Weakening_zpssvtsriqm.jpg)
Target character's Hits to KO number is decreased by 5 points for remainder of game.
Poison Ivy Strangle Vines (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Poison%20Ivy%20-%20Strangle%20Vines_zpssw1ykjrk.jpg)
Target Character must discard all Placed cards and may not attack for remainder of battle.
Poison Ivy Venus Flytrap (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Poison%20Ivy%20-%20Venus%20Flytrap_zpsa2prjksv.jpg)
Acts as a level 7 Strength attack.
Just 1 new card for Ra's Al Ghul. Had the worst time finding non-Arrow Show art for this card.
Ra's Al Ghul The League (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Ras%20Al%20Ghul%20-%20The%20League_zpsgfbazarz.jpg)
Acts as a level 5 Fighting attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards.
Correctly spelled
Wonder Woman Themysciran Warrior (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Wonder%20Woman%20-%20Themysciran%20Warrior_zpsbmjredpt.jpg)
Acts as a level 4 Fighting attack. May make 1 additional attack.
please don't misunderstand - i'm not trying to get you to change ANY cards. the few typos i find i'll point out, but otherwise its just questions when i have them and offering my own humble opinions (and of course helping solve the double-posting problem). if i ever felt strongly enough about changing a card from what you've come up with to something different, i could always make the card myself. (though they wouldn't look as good)
That's ok. I"m looking for criticism and ideas. I may not always take it but i like to hear ideas about why something should be different.
Aquaman was ok. Kept two of my old specials, ditched the other because it was a repeat of what he already had.
Aquaman Atlantean Heritage (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Aquaman%20-%20Atlantean%20Heritage_zpsrdvf05al.jpg)
Acts as a level 4 Any-Power attack. May combine with 1 Energy, Fighting, Strength or Intellect Power card for a single attack.
Aquaman Heroic Rescue (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Aquaman%20-%20Heroic%20Rescue_zpscqc6kaso.jpg)
Acts as a level 9 Strength Power card. May only be used to defend. May defend Aquaman or teammate.
Bane gets finished. Two more new specials and 1 more revision for a total of 3 new - 2 revised.
Bane Enhanced Physique (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Bane%20-%20Enhanced%20Physique_zpswmjzpge7.jpg)
Bane's Fighting Rating increases to 7 for remainder of game.
Bane Gatling Gun (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Bane%20-%20Gatling%20Gun_zpsteoe0uq9.jpg)
Acts as a level 4 Energy attack. May make 1 additional attack.
Bane Obsession (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Bane%20-%20Obsession_zpsrgppzv4m.jpg)
Only Bane and Target Character may attack, be attacked, or defend this battle.
I've never tried anything for the Penguin before. Since He's not the bravest i thought i'd give him one big revision and 2 new run away specials.
Penguin Bad For Business (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Penguin%20-%20Bad%20For%20Business_zpsfwwvyve1.jpg)
Play on your turn to Concede battle. Penguin's Mission cards Ventured this battle return to pile Ventured from. Opponent's Mission cards advance as normal.
Penguin Devious Little Schemer (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Penguin%20-%20Devious%20Little%20Schemer_zpsbhqqtdhj.jpg)
Play as Penguin concedes battle. Penguin's team may discard 3 cards to top of Draw Pile.
Penguin Master Planner (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Penguin%20-%20Master%20Planner_zpsljnhn13g.jpg)
Target Character's Team is -10 to Venture total this battle.
The Ray's cards were fine. So just 2 new cards.
The Ray Light Rays (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Ray%20-%20Light%20Rays_zpsqrsjdifm.jpg)
Acts as a level 4 Energy attack. May make 1 additional Energy attack.
The Ray Solar Absorption (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Ray%20-%20Solar%20Absorption_zpsqizpdfws.jpg)
Sort through Power Pack card by card. Put the first 3 cards with Energy icons in Hand. May keep duplicates. Reshuffle Power Pack.
Teamworks
8F +EI (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Teamworks/Teamwork%208F%20EI_zpsgenl6dxw.jpg)
8F +SI (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Teamworks/Teamwork%208F%20SI_zpsrzvfkwuw.jpg)
6F+SI (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Teamworks/Teamwork%206F%20SI_zpszvvaceqn.jpg)
8S +FI (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Teamworks/Teamwork%208S%20FI_zpstlp5bg2v.jpg)
Aquaman: same as the oder ones
Bane: i always thought his grid was a little off. that's 1 way to do it.
Penguin: interesting angle - i can't disagree with your choices, though a little reserve-capability might do him some good, too.
Ray: hoo-ray! one of the least added-to DC characters. Solar Absorption is perfect for him.
teamworks: i can't get too excited here. i'm on the camp that thinks they should be Tactic cards. nice art choices, though.
I thoroughly agree. Teamworks Should be Tactic Cards and Artifacts should be Universe Cards. But... That's one of the things i'm not touching.
Thanks.
And The Ray was hard. Having not read any of the comics, the cards he has pretty well cover his abilities according to wiki.
EDIT
The Bat Signal card was one of the few Justice League cards I was disappointed with. Have already changed it. Added Montoya & Bullock as Specials
Comm. Gordon & The G.C.P.D. The Bat Signal (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Comm%20Gordon%20amp%20The%20GCPD%20-%20The%20Bat%20Signal_zpsva0telxg.jpg)
Choose one Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Comm. Gordon & The G.C.P.D. Harvey Bullock (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Comm%20Gordon%20amp%20The%20GCPD%20-%20Harvey%20Bullock_zpsofga0hxq.jpg)
Acts as a level 3 Intellect attack. If successful, opponent must reveal Hand and play open-handed for remainder of battle.
Comm. Gordon & The G.C.P.D. Renee Montoya (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Comm%20Gordon%20amp%20The%20GCPD%20-%20Renee%20Montoya_zpsj6quotye.jpg)
Acts as a level 7 Intellect attack. If successful, opponent must move 1 Mission card from the Completed Missions Pile to the Reserve Missions Pile.
Never have read the Underworld storyline. Just two cards that seem like they might fit with his character.
Neron Enhance Abilities (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Neron%20-%20Enhance%20Abilities_zpsczm2stmt.jpg)
Target Teammate's Energy, Strength or Intellect Rating increases to 7 for remainder of game.
Neron Deal With The Devil (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Neron%20-%20Deal%20With%20The%20Devil_zpsq2fh9x1k.jpg)
Target Character may follow up a Universe: Teamwork card with any Power card, regardless of Power Type.
where Deal With The Devil is non-OPD, does that mean its intended for ROB, not ROG?
I'm sorry. I don't understand the ROB ROG.
If this helps It just happens to have the same title (and character) as the Any Character Special because it fits. I couldn't come up with anything else.
And my feeling was as long as the Character was different the title doesn't matter.
Like Maverick and Parasite's Kinetic Absorption specials
ROB = Remainder Of Battle
ROG = Remainder Of Game
Huh. I assumed it was remainder of game but i don't have all the rules right in my head.
It's based off Voodoo's WildCATs Special. The only Official NE Special. Is there a ruling on that?
i'm not sure of an official ruling, but the general convention is OPD for ROG, non for ROB. having it specified on the card ensures the creator's intent.
I will come back to the Neron card later. Though I'm leaning towards leaving it non OPD and adding "for remainder of game."
Between Teesaw's suggestion and justa's wonderful quick list of specials I think i've solved my Blue and Gold problem. Thanks guys. Booster Gold and Blue Beetle are going to get reworded MQ Specials (Gen 13) and Inherent abilities that encourage them to be played together.
You've got to love this piece of art. Awesome!
Blue Beetle Blue & Gold (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Blue%20Beetle%20-%20Blue%20amp%20Gold_zpshhupjpcp.jpg)
Play during battle. Blue Beetle may defend Booster Gold for remainder of game.
Blue Beetle Brilliant Inventor (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Blue%20Beetle%20-%20Brilliant%20Inventor_zpsuqhudsaa.jpg)
Play with 1 action involving a Universe card, Universe card bonus is doubled.
Blue Beetle Lighthearted Hero (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Blue%20Beetle%20-%20Lighthearted%20Hero_zpsc0ckcfcr.jpg)
Add 6 to Venture total for this battle.
Also a good picture. But not as good as the Blue Beetle one.
Booster Gold Blue & Gold (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Booster%20Gold%20-%20Blue%20amp%20Gold_zpsv7o7j62v.jpg)
Play during battle. Booster Gold may defend Blue Beetle for remainder of game.
There was actually a much better piece of cover art which shows his corporate sponsorship but I love how this piece gets his personality across.
Booster Gold (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Booster%20Gold%20-%20Corporate%20Huckster_zpsofpy08s6.jpg)
Corporate Huckster Draw one card for each card discarded this battle, including duplicate and unusable cards. Do not discard if duplicate.
Booster Gold 25th Century Knowledge (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Booster%20Gold%20-%2025th%20Century%20Knowledge_zps6fsrasol.jpg)
Booster Gold may increase either his team's or opponent's ventured Mission cards by 1.
Blue Beetle was on my list of heroes due for a revision. His Intellect was way under represented in my opinion. Instead of a 7 i went with a 6 and 8 for defense. It seemed very appropriate for his style. Teesaw gave me the idea of representing partnerships by making the Tournament Deckbuilding cost cheaper if used together.
Blue Beetle 4 6 4 6 20 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Blue%20Beetle%20Hero_zpsmrvndgxu.jpg)
Intellect Power Grid Rating is 8 for defense. Counts as 17 Points for Tournament Deckbuilding if on a Team with Booster Gold.
Booster wasn't on my list originally. But since i'd done Blue Beetle I decided to look at him. Wiki says the suit was easily capable of lifting 20-25 tons. That deserves a 6 for sure. I kept his Inherent and bumped his Intellect by 1 just to make him match Blue Beetle. I suppose the Inherent is to represent his knowledge from the future that he sometimes uses.
Booster Gold 6 4 6 4 20 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Booster%20Gold%20Hero_zpsv4lskprc.jpg)
Intellect Power cards are +3 when used for defense. Counts as 17 Points for Tournament Deckbuilding if on a Team with Blue Beetle.
i wasn't sure about the dual Specials (why wasn't BG's Gold & Blue?), but after seeing the new grids & IAs for the 2, i really think it would work. of course, both have a higher grid that would discourage use of either character without the other.
glad the list helped. after i sent it i thought you might find it gibberish with all the abbreviations, but obviously you were able to groc it.
Thanks. I hope they will work out well.
Blue & Gold again because when I said it our loud it sounded better than Gold & Blue.
I had to puzzle over a few but most were pretty easy. :) I think i may drop them into a spreadsheet and color code matching specials. Or just create some subsheets for certain types.
I have a few today. I may have over done it on OPDs.
Cyborg Kryptonite (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Cyborg%20-%20Kryptonite_zpslhgduhjz.jpg)
Acts as level 9 Energy attack.
This is my own special obviously. I really don't think it is all that powerful, because of the card intensiveness it would require but it should make Cyborg a candidate for more decks.
Cyborg Power Mad (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Cyborg%20-%20Power%20Mad_zpsueczrcxx.jpg)
Cyborg may play any grid-altering Artifact on himself for remainder of game.
Apparently Dr Polaris is DC's Magneto. These specials seemed appropriate based on the art I found. I tweaked the CZ one to be a bit more powerful by making it an Any-Power.
Doctor Polaris EM Strike (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Doctor%20Polaris%20-%20EM%20Strike_zpszkjfe5ys.jpg)
Acts as a level 6 Any-Power attack. If successful, target must discard all placed cards into Dead Pile.
Doctor Polaris Pinned Down (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Doctor%20Polaris%20-%20Pinned%20Down_zpstgopcxnh.jpg)
Opponent's team may not use cards with a Fighting icon for remainder of battle.
Power Mad (with a different name, of course) would be a great Special for Lara Croft!
I think most decks are built around 1 or 2 high level power types, so the special shouldn't be abused too much.
despite the cards saying "Cyborg", Hank is "Cyborg Superman" in all my files (even legacy).
That's a good idea.
Here's two more for today. A different version of his character will be forthcoming too.
Captain Atom Quantum Field Manipulation (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Captain%20Atom%20-%20Quantum%20Field%20Manipulation_zpsr4ax7uw1.jpg)
For remainder of game, cards on Captain Atom's Hits to Current Battle with Energy or Strength icons do not count towards Opponent's Venture Total.
Captain Atom Quantum Absorption (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Captain%20Atom%20-%20Quantum%20Absorption_zpsu46t5g3i.jpg)
Avoid 1 attack with an Energy icon. Captain Atom may draw 1 card from the top of the Draw Pile. Discard duplicates.
kind of "posey" on the art, but i guess you have to go with what you can find. i've never built a deck using him, but these 2 specials seem to improve him some. (enough? i'm not sure.)
Yeah, they weren't my favorite art either. His new 52 series has really nice covers but he has a different look there so id didn't want to use them.
Here is my version of his character card.
Captain Atom 7 4 7 3 21 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Captain%20Atom%20Hero_zpsnepd7ukj.jpg)
Captain Atom's numerical Specials are +1 for each hit with an Energy Icon in his Permanent Record and Hits from Current Battle.
I was looking at some of the DC statistics and realized that no Characters from BS or JL expansions have an AO Special. I have made 3 AO specials so far for Firestorm, Green Lantern, and the JSA. I was thinking about who else would deserve and AO special. Right now I'm leaning towards AO Specials for Batman, Deathstroke and Prometheus to represent their smarts and and how they always have a plan for taking down anyone regardless of their power level.
Who else do you think might deserve an AO special?
Quote from: fennshysa on February 06, 2017, 09:23:05 AM
Who else do you think might deserve an AO special?
well, different people have different justifications for handing out negates. and besides the unlimited negate (AO) there is the self-only negate (DO) and the non-numerical negate (ED). the legacy DC cards had LOs: Captain Marvel and Doomsday.
but rather than debate rationale, here's a quick list of what negates i've see others (including you) hand out to DC characters.
AO (23): Aquaman, Blue Beetle, Captain Marvel, Comm. Gordon & GCPD, Firestorm, Flash, Green Lantern, Huntress, John Constantine, Joker, JLA Jr., JSA, Klarion the Witch Boy, Martian Manhunter, Parasite, Poison Ivy, Power Girl, Ra's Al Ghul, Saint Walker, Spectre, Star Sapphire, Superman, and Triad.
DO (3 besides legacy cards)): Firestorm, Green Arrow, and Solomon Grundy
ED (1): Black Adam
If you can see a pattern in that list for who should get them, you're doing better than i am. :)
hope it somehow helps.
FENSHYA can you send me a link to your DC3 cards?
For the event circuit I play in, I have been elected commissioner. I would like to explore adopting DC3, or a vetted version of it, for our stuff. But i'd like to have access to all of the cards. Do you have like a zip file of them?
email me david.b.mcmillan@gmail.com Thanks!
Done.
Today's character is Prometheus. I remember some of the first DC stories I read had him in them and he made a big impression. Lately he has been described as the villain's Batman, inspiring fear and cooperation in his fellow villains. Genius, fighting skills and he always has a plan for everyone. In his first appearance he managed to take out Steel, Huntress, Martian Manhunter, Green Lantern, Flash and Batman before the JL started catching up to him. In his last appearance (Cry for Justice) he manages to beat Arsenal, Zatanna, Red Tornado, Star-Man, Black Canary, Flash, Congorilla, Firestorm, Green Lantern, Starfire, Animal Man, Donna Troy, Green Arrow, Doctor Lite II, Hawkman, Hawkgirl, and Guardian before Donna Troy comes back and stops him.
So I gave him all kinds of specials that can only be defended by certain conditions. An AO special, Spider-Man's Marvel special and the ability to use teammates cards for defense. And an AN special since 3 times he broke into the JL base without them knowing til he attacked. I'm not sure if he'll be too good or not that great.
Prometheus 4 7 3 7 21 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Prometheus%20Hero_zpsmzoikpf0.jpg)
Prometheus may play any teammate's Special to avoid a numerical attack by discarding 2 Power cards playable by Prometheus.
Prometheus Cosmic Key (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Prometheus%20-%20Cosmic%20Key_zpszascxwrj.jpg)
Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend.
Prometheus Distracting Lights (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Prometheus%20-%20Distracting%20Lights_zps5nxuaezn.jpg)
Acts as a level 0 Fighting attack. May only be defended using a Power card with a Value of 5 or greater.
Prometheus Electrified Nightstick (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Prometheus%20-%20Electrified%20Nightstick_zpsx5lomv5y.jpg)
Acts as a level 5 Strength attack. Attack may not be defended with a Special card.
Prometheus Exploit Weakness (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Prometheus%20-%20Exploit%20Weakness_zpsominapiw.jpg)
Acts as a level 4 Intellect attack. If successful, may make 1 additional Intellect attack against same Character. Additional attack may not be defended.
Prometheus Perfect Counter (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Prometheus%20-%20Perfect%20Counter_zps7ouvbqgl.jpg)
Negates the effect of any 1 Special card played by opponent.
Prometheus Precise Attack (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Prometheus%20-%20Precise%20Attack_zpsbl1smin1.jpg)
Acts as a level 1 Energy, Fighting, Strength or Intellect attack. Can only be defended by a Power card with a Universe card.
Prometheus Sociopath (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Prometheus%20-%20Sociopath_zps8wfthmd7.jpg)
Acts as a level 2 Energy Attack. May be made after opponent has conceded the battle. Opponent may defend.
Prometheus Tactical Genius (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Tactical%20Genius_zpstmkpom01.jpg)
Look at top 8 cards of Draw Pile and choose any 1 card. Put chosen card in Hand. Put "Backup Plan" on top of Draw Pile. Reshuffle Draw Pile.
for the 1st time ever, we welcome Prometheus into the wonderful world of OP!
nice spread of specials for him. but the IA - well, the only ways i could see to ever make use of it would be to have a large card advantage, or to avoid a hit before conceding. but it certainly is unique.
nice work
I had originally had "discard 1 power card usable by Prometheus" in the the text. I changed that to 2 because I didn't want it to be too easy for him to use his teammate's avoids. Do you think it would still be a balanced ability if I went back to discard 1?
i don't know about balanced - only play testing could say for sure. but you are correct in that 1 card might make it too usable, even though it's still a 2-for-1 defense. another defensive special besides the AO would not be appropriate IMHO.
so, while sticking to what i said earlier, i guess my opinion is to leave it at 2 - the ability shouldn't be used much anyways...
Prometheus stays as is.
Killer Croc. He actually had decent cards for a B/S character. He gets 1 Revision from me. The totally random Increase Energy to 8 Rampage. I like my version better. +2 new ones.
Killer Croc Ambush (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Killer%20Croc%20-%20Ambush_zpsxizazpj8.jpg)
Killer Croc may play Power card attacks face down for remainder of battle. Opponent must guess defense.
I couldn't find a good picture of him actually biting someone or I would have used that. (If anyone has a good one I'll take it.....)
Killer Croc Overbite (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Killer%20Croc%20-%20Overbite_zps2ipgneox.jpg)
Target Character must discard all Placed cards. Target Character may only have 1 card Placed to him at any time, for remainder of game.
Killer Croc Rampage (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Killer%20Croc%20-%20Rampage_zpseccckuk2.jpg)
Killer Croc may make as many Power card attacks as possible. Opponent may defend.
Lex Luthor had decent specials. I revised 2 though only 1 really stunk. And he gets 2 new specials for a total of 4.
Lex Luthor Executive Order (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Lex%20Luthor%20-%20Executive%20Order_zpswziw9ssw.jpg)
Play during Battle. Each player may only have 1 Mission Card Ventured this battle. Move all other Mission cards back to piles Ventured from.
Lex Luthor Global Resources (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Lex%20Luthor%20-%20Global%20Resources_zpsm5fq2o1x.jpg)
Discard 1 Intellect Power card usable by Lex Luthor. Show Opponent up to 5 cards usable by Lex Luthor from Hand. Draw equal number from Draw Pile. Discard duplicates.
Lex Luthor Mercy Graves (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Lex%20Luthor%20-%20Mercy%20Graves_zpsevl5fuks.jpg)
Acts as a level 5 Fighting attack. Lex Luthor may play 1 additional Special card.
Lex Luthor Power Hungry (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Lex%20Luthor%20-%20Power%20Hungry_zps9y1cksgj.jpg)
Sort through Power Pack card by card. Put the first 3 cards with Intellect icons in Hand. May keep duplicates. Reshuffle Power Pack.
Martian Manhunter needed a higher power grid than he got.
Martian Manhunter 7 2 7 7 23 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Martian%20Manhunter_zpsxtaqsi3h.jpg)
Martian Manhunter John Jones (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Martian%20Manhunter%20-%20John%20Jones_zpsouanstba.jpg)
Draw 3 cards. Discard duplicates.
Martian Manhunter Shapeshifter (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Martian%20Manhunter%20-%20Shapeshifter_zpslgdpte1j.jpg)
Martian Manhunter may switch entire permanent record with any front line teammate.
Metropolis SCU probably had the best set of specials out of all of the B/S characters. So i didn't want to add anything too powerful. Since they had decent attacking specials they seemed like a good fit for a CQ Special.
Metropolis SCU Dan Turpin (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Metropolis%20SCU%20-%20Dan%20Turpin_zpsd5tovp6u.jpg)
Acts as a level 2 Intellect attack. If successful, attacks made on Target Character may not be moved to any of Target's teammates for remainder of game.
Metropolis SCU Maggie Sawyer (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Metropolis%20SCU%20-%20Maggie%20Sawyer_zpse9yq8r8f.jpg)
All Metropolis S.C.U. Special cards are doubled when determining Venture total for this battle.
I actually like the current global resources. Its a good way to, at any time, grab an any 8, any 7, or any 6 and put it in your hand. Takes a turn, but i dont mind starting a battle off that way if I got first and that any power can help complete my hand defensively.
Power Hungry? That was the one card I really didn't like. But I never thought about using it to grab an Any-Power I always looked and thought it could only draw up to a 4. Sometimes I miss applications of cards.
Mister Miracle was an interesting case. I have never read any of Kirby's New Gods stories. I've only encountered Scott Free in the pages of JLA. He only has 1 attacking special (Big Barda) but that seems to be in line with his personality according to the wiki page. I thought about a straight up avoid but he already has 4 defensive type specials so that would be overkill. I gave him a CC (5 attack or defend) and a KL to show how he can get around any obstacle.
Mister Miracle Alpha Effect (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Mister%20Miracle%20-%20Alpha%20Effect_zpsu4ywapma.jpg)
Acts as a level 5 Energy card. May be used to attack or defend. May not be combined with Universe cards.
Mister Miracle Last Second Escape (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Mister%20Miracle%20-%20Last%20Second%20Escape_zpsjg1j9zb8.jpg)
Opponent must immediately discard all Special cards in play that affect "the remainder of the battle" or "the remainder of the Game."
Metallo Assimilate (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Metallo%20-%20Assimilate_zpspklpitgx.jpg)
Play with any Basic Universe card. Metallo's Power Grid gets Bonus in that Power Type for remainder of game.
Metallo Kryptonite Fueled Revenge (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Metallo%20-%20Kryptonite%20Fueled%20Revenge_zpsmkfrbfso.jpg)
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.
Knockout had some pretty decent cards too. I revised Killer Physique to be a little better of a defensive special and added 1 more. I really wanted to give her a KO Special but it didn't really fit her. :(
Knockout Killer Physique (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Knockout%20-%20Killer%20Physique_zpslhjkf9al.jpg)
Only Strength attacks may be played against Knockout for remainder of battle.
Knockout Ruthless Beating (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Knockout%20-%20Ruthless%20Beating_zpszdkiuy9f.jpg)
All Strength Power Card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.
I changed 2 Eradicator specials and added 1 more.
Eradicator Self Healing (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Eradicator%20-%20Self%20Healing_zpsydxpymim.jpg)
Discard 1 Power card usable by Eradicator to remove all Hits from Eradicator's Permanent Record of equal or lesser value.
Eradicator Vengeful Protector (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Eradicator%20-%20Vengeful%20Protector_zpszsicyscp.jpg)
Play when teammate is wounded. Eradicator gains +2 to all attacks for remainder of battle.
Eradicator Vessel Of Krypton (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Eradicator%20-%20Vessel%20Of%20Krypton_zpsbotg1we7.jpg)
Choose one Tactic: Artifact card from Dead pile and place in hand. Cannot be a duplicate.
Changed this Doomsday special from a revision of Out For Blood into a New Special.
Doomsday Bloodlust (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Doomsday%20-%20Bloodlust_zpsywofkrdb.jpg)
Acts as a level 5 Intellect attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards.
The art for Overbite is perfect! (At least my dentist would think so.)
Great choice of mechanics for Power Hungry.
Good cards for Metallo - greatly improves his usability.
And John Jones will help that Watchtower location.
Thanks man!
More idea questions. I want to make a "Streets Of Gotham" or "Gotham Underground" location. Kind of a more Batman villains who are in the organized crime club. The Characters would be:
Bane
Penguin
Two-Face
Killer Croc
Riddler
Hush
Other than The Riddler and probably Hush this is almost a max 6 team. Though the totals might be higher than tournament deckbuilding I feel like it needs a nice Inherent to encourage play. I'd like it to be something that maybe increases the value of the Power cards or venture total but i want it to feel themed. I"m drawing blanks. Any ideas?
This made me realize that the Arkham location has 4 max 6 characters and 2 max 7. But the teamwork bonuses to 0 for opponent is a pretty good inherent.
Fixed the Batcave Location per earlier discussion.
Batcave (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Batcave_zpshekob5d2.jpg)
Azrael
Batgirl
Batman
Nightwing
Robin
Spoiler
Once per game, the Batcave team may discard 1 card from top of Draw Pile to play one Oracle Special card from under their homebase.
aaahhh, variety - my choices (clap, clap)....
IA suggestions: the bat comics are primarily Fighting/Intellect based. the fighting on the foes-side seems based more on planning & numbers rather than any individual skills.
#1 - so maybe boosting Fp +X to attack and Ip +Y for defense would work. (you pick the X&Y #s, but it would take some play testing to get the right balance - you don't want to make them too powerful).
#2 - another possible theme could be to let them draw a card after defending 1 type of attack, or after using a certain type of card to defend any attack. (you may want to whittle that down by specifying after 1 type of defense against 1 type of attack to keep them from drawing too much.)
#3 - since this location would be a case of the bat-foes banding together, another choice might be to allow character to use any power card usable by a teammate for defense. i've seen this one used on a Sinister 6 location with the addition of the text "regardless of KO status", so it ultimately translates to any power card in the deck. (who puts power cards that can't be used by anybody in their deck?)
#4 - as they are teaming up, maybe they could share non-OPD specials?
many options, hard to decide, and someone might come up with something even better.
hope this helps. :)
Thank you. Some interesting ideas. I"m going to think about them over the next few days. (I'll take other ideas too. I've got lots more locations coming.)
I'm actually approaching a point where i'm going to consider this set wrapped up. I'd like to include 2 new specials for Brainiac (having troubles coming up with ideas for them) and 1 for Catwoman. Hazard will not be getting any due to lack of art and information about him (Bout all I know is he was a Steel villain). I'm also thinking about trying to slip Impulse into this set too since he was in the DC3 notes.
Current counts are 18 new characters (Batgirl, Black Adam, Cheetah, Deathstroke, Dr Fate, Firestorm, Grodd, Harley Quinn, JSA, Legion, Lobo, Oracle, Power Girl, Prometheus, The Rogues, Solomon Grundy, Spectre, Wonder Girl), 3 Variants (Bizarro, Flash: Barry Allen, Green Arrow: Oliver Queen), 1 new art Green Arrow (Oliver Queen) and 14 Revised Legacy characters (Batman, Blue Beetle, Booster Gold, Captain Atom, Captain Marvel, Flash, Martian Manhunter, Nightwing, Parallax, Steel, Superboy, Supergirl, Superman and Wonder Woman).
Plans are for some Tactic: Artifact cards, more teamworks (maybe some DC Training cards just because i can), lots more Locations and Aspects, and I've started to put together templates for some Mission and Events (No Man's Land and Reign Of the Supermen in particular).
Locations I'd like to add:
Central City
Coast City (Not coming up with enough characters for this one)
Fortress Of Solitude
Fourth World
Gotham Underground
Hall Of Doom
Hall Of Justice
JLI Embassy
JSA Mansion
Justice Cave (Young Justice)
Metropolis
Metropolis: Reign of the Supermen
Outer Space
Speed Force
Star Labs (Who should be here? I'm very influenced by the Flash TV show.)
Titans Tower
What am I missing? What other Villain based locations could I use?
Then I"m going to go back to my Marvels set and finish Shatterstar and tie up a few loose ends and I'll have 2 "complete sets".
Coast City: Green Lantern, Cyborg Superman, Parallax, Booster Gold, Mongul, and Star Sapphire (Carol Ferris). of course, the last exists only in a few homemade cards, and the next to last, not at all.
not that i'm suggesting you increase your character set, but some of those locations you have listed (i think) would require you to add additional characters (unless you're relying on the homemade's of others). titans tower, for instance.
other possible villain locations (just the ones i've seen):
Apokolypse, Keystone City, Oa, Prison Planet, Stryker's Island, and Suicide Slum(s) (both singular and /or plural). keystone & Oa aren't particularly villain, but what the hey? also, some would probably result in an increased character list.
you asked for ideas - here's a few.
I had thought about Mongul but I wasn't sure i could get enough images to make a set for him. Star Sapphire is a character I've missed. If I do Mongul then Warworld would probably become an option too.
I am planning on another set, I just want to wrap this one up and make it finished. Maybe I'll hold off on Coast City til the next set. Titan's Tower too, I have cards started for Cyborg and Starfire and notes on Beast Boy.
Prison Planet? The Salvation Run story? I hadn't thought of that. Good one. Stryker's Island too. I had never heard of the Hall Of Doom til today either.
I have Belle Reve for the next set. Apokalypse is lumped in with New Genesis under Fourth World.
I like the suggestions for Gotham Underground (and i'm keeping them for other locations) but I thought of one other I'd like to hear your opinion on. I'm thinking of jacking up the Venture total of their cards. The theme behind it is they always get beat by Batman eventually (KO) but the increase to Venture shows how if they operate fast enough they can finish their mission (venture win) before they are all beat. Maybe as simple as a +2 to each hit in hits to current battle.
I've got a Front for Mission cards worked out. Here is the first one (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%206%20Front_zpsnfaazbvc.jpg)
I did have a couple more variant characters i wanted to slip into this set. Here is the first one.
Azrael The Batman (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Azrael%20-%20The%20Batman%20Hero_zpsnkbfwzax.jpg) 5 8 5 3 21
May play Batman's "Shadow Of The Bat" and "Dark Knight" Specials.
The 5 strength is to represent all the upgrades he kept doing to his armor. I kept the Intellect at 3 to keep the total higher though i contemplated dropping it to 2 to represent how he went a bit crazy. The Dark Knight and Shadow Of The Bat seemed like the right themed specials for him to play but they are powerful ones in my set. I'm thinking about adding May not be played with a homebase to make his points be payed for.
Huntress: Batgirl (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Huntress%20-%20Batgirl%20Hero_zpsjtqgez9u.jpg) 4 6 3 6 19
Team is +2 to Venture Total per battle, +4 if No Man's Land is your Mission.
Representing how she found she was more feared while in a batsuit. I tried changing some numbers so she didn't make her regular character obsolete but nothing really worked.
i'm not really feeling the Venture boost for the Underground, but its just as good an idea as any i came up with. another thought was keeping dupe power card of 6 or less ("swarm" strategy). your card - your call.
i like Az-Bat, and he works as is - i recommend NOT changing it. (some play with a homebase mandatory - if not character specific, then a generic must be used such as Marvel U or Team Overpower.)
hall of doom - i suggest Lex, Brainiac, & Grodd for sure, and probably Cheetah & Black Manta (using other's homades). toss up on a 6th.
Ok. Azrael: Batman stays as is.
Finished the Mission cards for No Man's Land. Front and backs, the link to the back is the number. Still working out the Events.
No Man's Land The Bat Is Back (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%201%20Front_zpsxpnz0cjd.jpg)
1 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%201%20Back_zpsuonuxrv7.jpg) Establish your presence in the city. Consult with Oracle. Confront the Huntress and gather your allies. Batman
No Man's Land Bane Is Back In Town (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%202%20Front_zpshmbjq3ig.jpg)
2 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%202%20Back_zpsj3vsqt3d.jpg) Bane is back! Stop him from destroying City Hall and figure out who his mysterious employer is. Batman
No Man's Land Save Poison Ivy (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%203%20Front_zpswsmxbajy.jpg)
3 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%203%20Back_zpskjniegs4.jpg) Clayface has captured Poison Ivy. Rescue her and her orphans from their torturer and ensure a steady supply of food for the resident's of Gotham. Batman
No Man's Land Riot At The Hospital (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%204%20Front_zpspy5hrydp.jpg)
4 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%204%20Back_zps1gq2rnln.jpg) Leslie Thompkins medical tent has become the center of a confrontation between Petit's Strong Men, Killer Croc and Zsasz. Defuse the situation before more lives are lost. Batman
No Man's Land Rescue James Gordon (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%205%20Front_zpsp2vplsr5.jpg)
5 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%205%20Back_zpsvf7i03em.jpg) Two-Face has kidnapped James Gordon and put him on trial. Find and free him and Detective Montoya before it is too late. Batman
No Man's Land Stop The Joker (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%206%20Front_zpsnfaazbvc.jpg)
6 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%206%20Back_zpskbgbbih5.jpg) The Joker has emerged from hiding and begun a Christmas killing spree. Find the babies that he and Harley Quinn have kidnapped and stop him before he hurts anyone else. Batman
No Man's Land Confront Luthor (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%207%20Front_zpsknda1mzo.jpg)
7 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Missions/NML%207%20Back_zpspjrxehe4.jpg) Lex Luthor has been behind the Events of No Man's Land. Confront him and Mercy Graves, stop his real estate grab and save Lucius Fox's life. Batman
The Events are harder to come up with than the missions. I'll take ideas. Plus i haven't got a template together for them yet.
Maybe superman being kicked out. (no activator or any character cards)
New Batgirl
Gang Warfare
Nation Guard Checkpoint (No cards may be drawn for remainder of battle after Events are played.)
Huntress masquerading as the Bat (Specials are an additional +2 to Venture total when they hit.)
For Hall of Doom I have..... Cheetah Dr Light Grodd Joker Lex Luthor Parasite
I already have a character card for Dr Light. Just don't have any specials yet or he would end up in this set.
cool take on NML. glad to see you have events planned; otherwise new missions aren't worth much. i never really cared for the style of the legacy DC events compared to Marvel.
superman "kicked out"(?) - didn't he give up & leave because he didn't want to have to kill everybody? better phrasing would be nice, with an effect of "no level 7 or 8 Power cards may be played". (lack of high power)
new batgirl - Fighting Power cards are +2 for all actions (Cain's 8F vs 6F for other Batgirls)
gang warfare - "chain attacks and their follow-up(s) get +X bonus" (1 or 2 for the X, and it applies to teamworks, ally cards, and chain specials such as AA, DG, etc. - pile it on!)
the other 2 seem complete, though Bat Pretender might be a better name for the last.
ever wonder why DC only did 5 events per Mission, where Marvel did 6?
Yeah, i never liked their event format either. I've been thinking about doing a daily planet in the marvel style. But for No Man's land a Batman files style might fit better.
I'd always assumed that the lack of a 6th event was because they never issued more sets. I think the original marvel set with events only had 5 in them.
true on the superman. i was just being lazy with my description. No 7 or 8 power cards would fit better with the characters anyway.
Metropolis (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Metropolis_zpsaetqx0m4.jpg)
Booster Gold
Lex Luthor
Metropolis SCU
Steel
Supergirl
Superman
Metropolis Team's Special Cards are an additional +1 to Venture Total when they Hit.
Hall Of Doom (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Hall%20Of%20Doom_zpstqplevfe.jpg)
Cheetah
Dr Light
Grodd
Joker
Lex Luthor
Parasite
+5 to venture when opponent KO'd
Gotham Underground (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Gotham%20Underground_zpskod0wvrs.jpg)
Killer Croc
Penguin
Bane
Two-Face
Hush
Riddler
Gotham Underground Team's Power Cards are an additional +2 to Venture Total when they Hit.
metropolis - no obvious reserve from their specials, although Lex feels right. interesting possibilities.
hall of doom - i understand why you left off Brainiac (just using them), but Parasite still doesn't feel right. (i'll get over it.) cool IA.
underground - that IA makes more sense than per HCB. with the addition of hush to the game, it should be promising both as a homebase or a battlesite.
Thanks!
DC Universe (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/DC%20Universe_zpsii7omwpd.jpg)
Any tournament legal team, using normal deck building rules.
Opponent's Team is -1 to Venture Total per Battle.
New Earth (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/New%20Earth_zps1iowclpa.jpg)
Any tournament legal team, using normal deck building rules.
New Earth Team may Place Any-Character Specials and Aspects to HomeBase, using normal Placing rules. Only one of each card may be Placed. Any-Character Specials may be played by Any Character on team.
Fortress Of Solitude (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Fortress%20Of%20Solitude_zpsmrxz876x.jpg)
Eradicator
Kara Zor-El
Power Girl
Superboy
Supergirl
Superman
Fortress Of Solitude Team's Special Cards with Strength Icons may not be negated by opponent's Characters.
Hall Of Justice (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Hall%20Of%20Justice_zps787jbcpb.jpg)
Aquaman
Batman
Firestorm
Robin
Superman
Wonder Woman
When the Hall Of Justice Team makes 2 successful attacks with a single Universe: Teamwork card they may immediately place 1 card from their Power Pack on top of their Draw Pile.
JLI Embassy (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/JLI%20Embassy_zpsb1vlk72m.jpg)
Blue Beetle
Booster Gold
Captain Atom
Fire & Ice
Guy Gardner
Martian Manhunter
JLI Embassy's Reserve Character may enter battle immediately upon KO of Front Line Character.
Happy Harbor (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Happy%20Harbor_zpsnkurzied.jpg)
Impulse
Red Tornado
Robin
Secret
Superboy
Wonder Girl
Happy Harbor Team's Universe: Training cards are an additional +1 to attack, +2 to defense.
quite the promise of "things to come" in some of these locations.
YUP! ;)
If anyone saw the captain atom card that appeared briefly yesterday, ignore it. This is the card i wanted it to be.
Captain Atom Ground Zero (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Captain%20Atom%20-%20Ground%20Zero_zpsvcgwot71.jpg)
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.
I was looking at the cards i made and realized that if i was making locations for the DC Universe then i should make more specials that interact with them. Captain Atom - Ground Zero was a title from the DC3 list that i didn't use. I thought this would be perfect for an attack against battlesties. I couldn't find the card i wanted but then i realized it was from the Marvels set. So here is my official Captain Atom Ground Zero. And a few more cards that affect Battlesites will be coming.
Nightwing Titans Together (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Nightwing%20-%20Titans%20Together_zpst3wo4dav.jpg)
Nightwing's Team's attacks with a Fighting icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.
Flash Scarlet Speedster (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/The%20Flash%20-%20The%20Scarlet%20Speedster_zpshmeot8rb.jpg)
Opponent may not attack or defend with cards from Battlesite for remainder of battle.
Catwoman Cat Burglar (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Catwoman%20-%20Cat%20Burglar_zps7ai3ma5a.jpg)
Target Battlesite must discard 1 Placed card chosen at random.
Brainiac City In A Bottle (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Brainiac%20-%20City%20In%20A%20Bottle_zpslv1skgb5.jpg)
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.
One more Brainiac and Impulse's cards and the Specials are done.
by my count, that makes 15 DC locations (ignoring DCU & New Earth). out of those, after Impulse, there will still be 9 characters you have not addressed yet: Scarecrow, Spoiler, Kara Zor-El, Guy Gardner, and Red Tornado (who all have at least some presence in homemade cards), and Doctor Light, Hush, Fire & Ice, and Secret (4 i've never seen done before).
next "set" on those?
Wow. No one's done hush yet? Hmmmm... cool!
Though probably not right away.
In the meantime.....
The JSA 7 5 4 7 23 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/The%20JSA_zpsulzvr4wt.jpg)
Spectre - - - - 28 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/The%20Spectre%20Hero_zpszpk8rcyf.jpg)
Counts as 28 points for Tournament Deckbuilding. May play any teammate's Special cards. May not play "One Per Deck" Special cards.
Alt Art
Azrael The Batman 5 8 5 3 21 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Azrael%20-%20The%20Batman%20Alt_zpsgxlkp7kq.jpg)
May play Batman's "Shadow Of The Bat" and "Dark Knight" Specials.
Batman Avenger 4 8 4 4 20 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Batman%20-%20Avenger_zpspgrp9gvp.jpg)
Batman's MultiPower cards are +1 vs. any Character with a Villain code.
Batman Detective 4 4 4 8 20 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Batman%20-%20Detective_zps2uu3dg4a.jpg)
Batman may play Comm. Gordon & G.C.P.D. "Sting Operation" Special.
Catwoman Whiplash 3 7 3 4 17 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Catwoman%20-%20Whiplash_zps38egu537.jpg)
Catwoman's Fighting Power cards are +1 vs. any Character with a Hero code.
Comm. James Gordon 5 6 4 5 20 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Comm%20James%20Gordon_zpsrhirduff.jpg)
Comm. Gordon & G.C.P.D. are +2 to Venture Total each battle.
Alt Art
Huntress Batgirl 4 6 3 6 19 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Huntress%20-%20Batgirl%20Hero%20Alt_zpsxnasuqap.jpg)
Team is +2 to Venture Total per battle, +4 if No Man's Land is your Mission.
Two-Face Crime Boss 6 3 3 6 18 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Two-Face%20-%20Crime%20Boss_zps6vmcaoz9.jpg)
Two-Face may play "Flip of the Coin" from Reserve.
Ra's Al Ghul Sword Master 4 7 4 5 20 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Ras%20Al%20Ghul%20-%20Swordmaster_zpsbshn8gie.jpg)
Basic Universe cards are an additional +1 when used by Ra's Al Ghul.
your post reminded me - The Legion character card is still missing, too.
Getting much closer to done on the DC3 set. Some time on other things let me come back to this one and finish Impulse tonight. He's not super cool or anything. But he is done. The art for Cape Wedgie came from a story i read. Couldn't pass it up. Hold Still was the cover to 48, I really wanted to use it because it was awesome. I didn't give him a lot of power and the Inherent doesn't really fit with his cards but might make him a little more tempting to use with Happy Harbor.
Impulse 6 6 3 2 17 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/Impulse%20Hero_zpspdxrqjar.jpg)
May make 1 follow up attack to a Universe: Teamwork card from Reserve.
Impulse Cape Wedgie (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Impulse%20-%20Cape%20Wedgie_zpsystyjds9.jpg)
Acts as a level 7 Intellect attack. If successful, Target Character may not attack for remainder of battle.
Impulse Game Over (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Impulse%20-%20Game%20Over_zpst35jkbyj.jpg)
Play on your turn to concede battle. Impulse's Mission cards return to pile Ventured from. Opponent's Mission cards advance as normal.
Impulse Hold Still (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Impulse%20-%20Hold%20Still_zpsmn67dvjf.jpg)
Avoid 1 attack.
Impulse Life In The Fast Lane (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Impulse%20-%20Life%20In%20The%20Fast%20Lane_zpszihazcbo.jpg)
Acts as a level 4 Fighting attack. If successful, Impulse may not attack or be attacked for remainder of battle.
Impulse Max Mercury (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Impulse%20-%20Max%20Mercury_zpslkfgzqk9.jpg)
Play with any Power Card usable by Impulse. For remainder of game, Impulse does not have to discard duplicates of chosen Power Card's Power Type and Value.
Impulse Reckless Youth (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Impulse%20-%20Reckless%20Youth_zpsx6pg9bnc.jpg)
Acts as a level 7 Fighting or Strength attack. If not successful, Impulse is -2 to attack for remainder of battle.
Impulse Showing Off (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Specials/Impulse%20-%20Showing%20Off_zpskpitmrfi.jpg)
Impulse may make 1 follow-up attack after Impulse plays a Universe: Teamwork card for remainder of game.
shame he has no specials that he can play from Reserve to go along with the IA. still, the specials fit him.
your Impulse is the first that i've ever seen - another unique! yay!
I decided to go with the titles from the DC3 notes. I think it would have been easier to make my own up but maybe not.
I still haven't created an Event Template for the No Man's Land Events but i have been working on Aspects for the locations i have. Aspects are surprisingly hard to come up with.
Arkham Asylum Homicidal Maniacs (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Arkham%20Asylum%20-%20Homicidal%20Maniacs_zpsbosljlvb.jpg~original)
For remainder of game, Arkham Asylum team's attacks made with Power cards may not be defended by Opponent's team's Special cards already in play.
Batcave Alfred Pennyworth (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Batcave%20-%20Alfred%20Pennyworth_zps43ah6ecr.jpg~original)
For remainder of game, Batcave's team may use Intellect Power cards to remove 1 Hit from the Permanent Record of any Front Line Character.
Daily Planet Investigative Journalists (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Daily%20Planet%20-%20Investigative%20Journalists_zpsco14mle0.jpg~original)
Opponent must reveal hand and play open handed for remainder of battle.
DC Universe Linear Men (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/DC%20Universe%20-%20Linear%20Men_zpsrg3djh1l.jpg~original)
Each player is -3 to Venture Total for each Special card in play at the end of battle.
Fortress Of Solitude Kryptonian Knowledge (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Fortress%20Of%20Solitude%20-%20Kryptonian%20Knowledge_zpsqawtkyxt.jpg~original)
Sort through Draw Pile card by card. Put the first 2 cards with "Intellect" in the card text in Hand. May keep duplicates. Reshuffle Draw Pile.
Fourth World The New Gods (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Fourth%20World%20-%20The%20New%20Gods_zps5e7tiaz4.jpg~original)
Acts as a level 7 Any-Power attack. If successful, Target Character must discard all Placed cards and move into Reserve for remainder of battle.
Gotham Clock Tower Information Network (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Gotham%20Clocktower%20-%20Information%20Network_zpsskbslun1.jpg~original)
Opponent must reveal the first 2 cards that they Draw at the beginning of each Round for remainder of game.
Gotham Underground Unholy Alliance (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Gotham%20Underground%20-%20Unholy%20Alliance_zpsdezd8puk.jpg~original)
Sort through Power Pack card by card. Put the first 3 cards with Intellect icons in Hand. May keep duplicates. Reshuffle Power Pack.
Hypertime Waverider (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Hypertime%20-%20Waverider_zpsn2nb1xof.jpg~original)
Each player is -3 to Venture Total for each Special card in play at the end of battle.
LexCorp LexCorp Technology (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/LexCorp%20-%20LexCorp%20Technology_zpscepwpgbx.jpg~original)
Team gains +2 to all actions for remainder of battle.
Multiverse Rip Hunter (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Multiverse%20-%20Rip%20Hunter_zpsh5uq8bko.jpg~original)
Each player is -3 to Venture Total for each Special card in play at the end of battle.
New Earth Time Masters (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/New%20Earth%20-%20Time%20Masters_zpsuyrri1zl.jpg~original)
Each player is -3 to Venture Total for each Special card in play at the end of battle.
Gotham Gotham Knights (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Gotham%20-%20Gotham%20Knights_zps7idi52pd.jpg~original)
Gotham team is +2 to Venture total for each "Shadow Of The Bat" Special card in play or in a charcter's Hit's from Current Battle and Permanent Record.
Central City (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Central%20City_zpsorwjbu73.jpg~original)
Flash
Impulse
Grodd
The Rogues
The Trickster
Zoom
During Discard phase, replace each unusable Power card with 1 card from Draw Pile. Discard Duplicate & Unusable cards.
Fourth World (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Fourth%20World_zpsmh3twkou.jpg~original)
Big Barda
Darkseid
Forever People
Knockout
Mr Miracle
Orion
Fourth World's MultiPower Power cards are -1 to Fourth World's Venture Total when they Hit.
Hypertime (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Hypertime_zpsvq0qzwxw.jpg~original)
Any tournament legal team, using normal deck building rules. (Multiple OPD specials may be included. 1 for each Variant character who can play the Special.)
Hypertime team's Variant Characters may keep one duplicate Special card for each Variant Character on team. Duplicate Specials may not be played by the same Character.
Multiverse (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Locations/Multiverse_zpsqkutou8k.jpg~original)
Any tournament legal team, using normal deck building rules.
Multiverse team keep 1 duplicate copy of non-OPD Special cards for each character that can play the card. Duplicate Specials may not be played by the same Character.
That's it for the locations in this set.
Okay, this leaves......
Central City
Hall Of Doom
Hall Of Justice
JLI Embassy
Happy Harbor
Metropolis
Watchtower
....needing Aspect cards. I'm open to ideas. I think Metropolis will be titled City Of Tomorrow but i have no idea what the text should be.
Gotham: No Man's Land is going to be...
Military Blockade No cards may be drawn from any Draw Pile for the remainder of battle.
..I just need to scan the art for it.
i'm familiar with Arkham's aspect from you old cards. the other ones are going to take some time to evaluate.
Hypertime: extra OPDs are a massive improvement from your old DC Universe: Hypertime location (assuming it was yours). but it might be too much. i guess only time will tell.
for the ones without aspects, how about these? (use or discard at you own choosing.)
Central City: "Time Repeats" or "Flashpoint", allowing them to keep duplicate level 6 Power cards ROG.
Hall Of Doom: how about a miniature two-way DOW to accentuate the evil? "Evil Intent - Opponent may not play Activators or Any Character Specials until this card is attacked by 2 of either card type. Attacks may not be defended."
Hall Of Justice: "Fair Play" – same as Avalon's Mutant Refuge, but applying to both Activator and Any Character Specials.
Happy Harbor: might as well continue on with the training card boost. either a DTR for defending with a training card, ala Concrete Jungle, or allowing training cards to count for damage & venture total (but not SKO, that makes it too easy to win). ("Learning Success" - picture of Red Tornado teaching?)
JLI Embassy: same as for Muir Island, but MultiPower Power card.
Metropolis, City Of Tomorrow: probably a good candidate for some sort of a negate aspect. prevent property damage.
Watchtower: 1st thought was +/- 4 to VT, ala Onslaught's Citadel. but somehow it doesn't have the right flavor. how about "Remote Location" (picture from inside looking out over Earth) which would function like one of the versions of an EB special.
JLI Embassy - United Nations Mandate
For remainder of game, JLI Embassy's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a MultiPower Power card. Discard if duplicate.
I like Hall of Justice - Fair Play and the mechanic for it. I'm not sold on the card being for both activator and any character. My thought with Avalon - Mutant Refuge was always that i would play with Any Characters instead of a battlesite. That way if they have a battlesite I will be drawing while they get nothing. Of course they could always be using Any Characters and then i would get nothing.
Maybe two aspects for the Hall of Justice? One that let's you draw for Any Characters and one for Activators?
Granted you could do both and then you would always be guaranteed a draw from your opponent's plays but they would always be guaranteed a draw from yours too.
Prepare for ramblings......
My first thoughts with Hypertime and Multiverse was that it was just like having different characters that just happen to have the same type of specials. No problem at all. Thinking about it further these locations (hypertime) especially would actually be more powerful perhaps? Because of the fact that when there aren't duplicate specials in your hand, that single special is actually more flexible, for instance the AG could defend all 3 front line characters depending on which was attacked. That scenario is true if you were playing Reavers and Donald Pierce with standard rules. But that flexibility is greater since if, oops you do draw two, you don't have to discard them.
But that flexibility may be canceled out by the limited amount of different special you would have if using multiple variants on a team.
I really like the suggestion for Hall Of Doom (I might call it Dastardly Plan) but i'm not sure how it would work if you had Dastardly Plan and DoW out at the same time. That would be too much.
Actually, there are only 2 numerical Any Character attacks. Shoot, I liked the idea. Maybe an aspect that you can shift an attack to but can't be defended like some of the Marvels Specials do?
For Central City, I want to save the Flashpoint name. But that mechanic might work.
my own ramblings here...
the thought behind Hall Of Justice was specifically to affect both sides. (fair play!) the team really doesn't need much help.
the thought behind Hall Of Doom was to screw over opponent no matter what deck they used. maybe the wording was a little off - the Any Character specials wouldn't have to be attack specials, just like DOW only requires the Activator, not the attack special behind it. i agree it should not be allowed to be used in conjunction with DOW. adding that to the wording would make it rather long, and i don't think anybody wants more meta-rules, so maybe that idea can't fly.
i agree with your analysis of Hypertime & Multiverse. my comment was regarding the multiple OPDs in the deck. example: a team of 4 Beast variants would be allowed to have 4 Drop Kick specials - ouch! i'm not saying it IS too much, just that it might be. i'm sure others could find better ways of abusing the mechanic. but until its payed & demonstrated to be broken, i say go for it. i think that's one of the purposes in creating homemades - expand the game by pushing the boundaries, see how far you can go yet maintain a reasonable parity between players.
i agree the name "Flashpoint" has much better potential uses available. but the grids of the character involved suggested the mechanic.
again, i'm justa floating ideas on request. keep or trash at your own discretion.
Fair Play makes sense when looked at that way. But i'm not sure i want a fair card. ;)
I hadn't really thought about the stacking effect of the OPDs. I see your point but like you said, they are homemades for fun, so i'm not going to worry.
photobucket will finally let me upload so.....
Thank you justa. As you can tell by the title i watch the CW shows.
Central City Time Remnant (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Central%20City%20-%20Time%20Remnant_zpsgb5okbqx.jpg~original)
Central City Team may keep duplicate Level 6 Power Cards of different Power Types for remainder of game.
JLI Embassy United Nations Mandate (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/JLI%20Embassy%20-%20United%20Nations%20Mandate_zpsxzbmfyme.jpg~original)
For remainder of game, JLI Embassy's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a MultiPower Power card. Discard if duplicate.
Hall Of Doom Distraction (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Hall%20Of%20Doom%20-%20Distraction_zps4k7znyp3.jpg)
Play during battle. For remainder of game, any attack made on Hall Of Doom's team may be moved to "Distraction". Hall Of Doom's team may not defend. "Distraction" is discarded after 1 Hit.
i too watch the CW shows, as well as Gotham & Agents of Shield (which isn't nearly as good as the others), but none of the Netflix shows (yet). Marvel seems to focus more on the movies, while the DC movies i've seen seemed pretty lame. a discussion for another thread...
good name for the JLI card.
the Hall Of Doom card seems a little weak for them, but the art fits. and the +5 VT in the IA does give them an adequate boost in itself.
Wow! Making Events and Missions kinda sucks. I'm not sure I'm going to do anymore. They were really hard.
But here are the Events for No Man's Land so the Missions aren't useless. Hopefully they're not too bad.
No Man's Land Bridges Blown (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Events/Bridges%20Blown_zpsgykwkbpl.jpg)
THE DESTRUCTION OF THE CITY'S BRIDGES HAS MADE EVEN THE SMUGGLING OF RESOURCES INTO GOTHAM DIFFICULT. ONE MUST CHOOSE THEIR BATTLES CAREFULLY.
No cards may be drawn for remainder of battle after Events are played.
No Man's Land Helena's Masquerade (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Events/Helenas%20Masquerade_zpssa5squ7p.jpg)
WHILE I CANNOT CONDONE HELENA'S USE OF THE BAT SYMBOL IT HAS INCREASED HER EFFECTIVENESS. PERHAPS EVEN KEPT HER ALIVE.
Special Cards are an additional +2 to Venture total when they hit.
No Man's Land Superman Must Go (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Events/Superman%20Must%20Go_zpstwqm4lsi.jpg~original)
I HAVE NOTHING BUT THE UTMOST RESPECT FOR CLARK BUT HE MUST LEAVE MY CITY. HIS MERE PRESENCE IS A DESTABILIZING INFLUENCE.
No Activator or Any Character cards may be played for the remainder of battle.
No Man's Land Daughter Of Cain (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Events/Daughter%20Of%20Cain_zpspkrat57s.jpg~original)
HER COMBAT SKILLS ARE UNPARALLELLED IN SOMEONE SO YOUNG. SHE HAS PROVEN HERSELF BY HER ACTIONS AND BARBARA HAS GIVEN HER BLESSING.
Fighting Power cards are +2 for remainder of battle.
No Man's Land Gang Warfare (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Events/Gang%20Warfare_zpsggmzd6kt.jpg~original)
THE REALITY OF LIFE IN NO MAN'S LAND IS SURVIVAL OF THE FITTEST. THE LONE WOLF STANDS LITTLE CHANCE. GROUPING TOGETHER IN PACKS BETTERS THE CHANCE OF SURVIVAL.
All cards which allow a follow up attack are +1 to initial attack and follow up attack(s).
shame you didn't enjoy the Event-making process - i found it kind of fun.
these look plenty good for the format. the black background seems a little oppressive, but it make the text wicked easy to read. and they seem to lose a little of the flavor when the art has to be shrunken than much, but that's the DC format.
The shrunken art was good for me in this case because some of my source pics weren't real big. :D I like the marvel format better too. But this one seemed better as Batman Files DC format than a newspaper story anyway so that's why i didn't make a marvel looking one.
are you doing more aspects for this set? i was a little dismayed to realize your New Earth is just a repeat of Team Overpower. you even gave them the same aspects.
a reminder - still missing the LEGION character card.
Yeah, I went with the same generic Aspects as Marvel for the generic DC Locations.
Here is the Legion
This idea is stolen from someone else. I forget who but credit does not go to me. Justa told me about it and lacking any other idea I thought it would be neat to try.
The Legion 4 4 4 4 19 (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Characters/The%20Legion%20Hero_zpslywuejig.jpg)
Begin game with Basic Universe cards providing no more than a total bonus of 5. The Legion's Power Grid gets Bonuses in the chosen Power Types for remainder of game.
I think that just leave 5 or 6 Aspect cards to wrap this up.
i'm not sure where the disconnect came from, but this is neither the grid nor the IA i told you about. (that one was done by bios - its available on a different thread on this board, but i think you have to download a card set to find it.) and there's no point in repeating what's already been done, is there? i have no plans on doing them, so i'll try to help you find something.
your version seems salvageable. judging your intent from what you have: 4s across for a basic grid, player adds 5 points (to make actual total 21), and total cost is capped at 19. good so far?
the way the IA is worded, it seems to indicate that the 5 points are a "bonus", not a grid increase. "bonus" usually refers to an increase in card value, not the ability to use cards. i don't think this is what you meant. and while using Basic U cards to "mark" the grid modification is one way to do it, i don't see why it needs to be specified or required.
possibly reword IA to something like "Before game starts, increase The Legion's Power Grid by 5 points, distributed as player wishes." its close to what bios used, but the numbers are all different, so its not the same card.
It does sound weird when you read it. The reason i went with that wording is that it is what Absorbing Man's KN Special reads like. I figured that way it might help it to be clearer what was intended. Or maybe not. :-\
I think I'm going to leave it that way, maybe just put a small read-me file in the zip with all the cards that answers any odd questions.
fair enough. i never cared for how Molecular Mimic was worded either.
so, just to be sure i understand your intent, The Legion will be able to play Teamwork cards of whatever Power type you kick up to 6 or more, yes?
Yes. You could slap 2 +2 Energy and 1 +1 Fighting on them and have a 8-5-4-4 character OR a +3 Strength and +2 Energy and have a 6-4-7-4 character....
I am finished with my DC3 set also. Here are the remaining Aspect cards.
Gotham: No Man's Land Military Blockade (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Gotham%20No%20Mans%20Land%20-%20Military%20Blockade_zpsmod2ip5t.jpg~original)
Play during battle. Next battle, opponent draws 1 less card than normal for their opening Hand and may not draw any more cards for remainder of battle.
Hall Of Justice Wonder Twins (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Hall%20Of%20Justice%20-%20Wonder%20Twins_zpszsklxdhx.jpg~original)
Duplicates the effect of any Special currently on the table.
Happy Harbor Tornado Training (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Happy%20Harbor%20-%20Tornado%20Training_zps48jx9llh.jpg~original)
For remainder of game, Happy Harbor team may draw 1 card from top of Draw Pile immediately after playing any Universe: Training card. Discard if duplicate.
Metropolis City Of Tomorrow (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Metropolis%20-%20City%20Of%20Tomorrow_zpsh5k8cm6d.jpg~original)
Remove 1 Hit from Metropolis Team's Battlesite.
Watchtower Monitor Duty (http://i105.photobucket.com/albums/m218/FennShysa/Overpower%20V2/DC%203/Aspects/Watchtower%20-%20Monitor%20Duty_zpshirxpxs6.jpg~original)
Play during current battle. Next battle, opponent must reveal any Activator or Any Character cards in hand and play those cards open handed for remainder of battle.