I've still got a few to finish up for the X-Men and Avengers sets but ideas and art are slow for them. I've been working on some others in the mean time and thought I'd post a few. As I've already mentioned, I loved the Nextwave series. Funny as all get out and I had to do some Overpower cards based on them.
1st up was The Captain. Super Strength, Flight and Hard to Damage, not real bright. If you haven't read it, read it. He kept getting sued because all the Captain names were taken. At one point he called himself Captain @#$*% (something bad) but Captain America beat him up and left him in a dumpster with soap in his mouth. Now he's just The Captain. So all his cards are pretty straight forward.
The Captain (https://imgur.com/XHFgKD3) 2 5 7 2 16
Attacks made with Strength Power cards may not be moved or shifted from Target Character.
The Captain All The Good Names Were Taken (https://imgur.com/DHAKXjy)
The Captain may Place and play Captain America's "Inspiration", Captain Atom's "Atomic Punch", Captain Britain's "Prodigious Strength", and Captain Marvel's "Strength Of Hercules" Special cards for remainder of game and his hits to K.O. number is increased by 3 points for remainder of game.
The Captain Ain't Even Started With You Yet (https://imgur.com/aIwDK4D)
Acts as a level 4 Strength attack. May make 1 additional attack.
The Captain The Heartstone (https://imgur.com/l16iNF6)
The Captain may avoid any numerical attack.
The Captain I'm Gonna ☠☠☠☠ Them (https://imgur.com/WPWqBCP)
Acts as a level 7 Fighting attack.
The Captain I'm Gonna ☠☠☠☠ Them Again! (https://imgur.com/q5hhpov)
Acts as a level 7 Strength attack.
The Captain Ridiculous Strength (https://imgur.com/JNFJbbb)
Target Character must discard all Placed cards and move into Reserve for remainder of battle.
Man-Thing. I've never read his titles, only where he guest appears. Stats wise he's not that strong but he's still a tough opponent. So I did a couple things. Hit removal and modified version of a DD special card. The synergy between his Inherent, Empathic Response and Reconstitute Form should give him some staying power. I'm still having trouble with his last special "nexus of all realities". Something that allows attack from reserve or to attack the reserve seemed like options, and work with Empathic Response but i'd like it to be more special. Suggestions??
Man Thing (https://imgur.com/ifFiE6r) 5 2 6 1 15
During discard phase, Man-Thing may remove 1 Power Card hit of less than 7 from his Permanent Record.
Man-Thing Burning Touch (https://imgur.com/V1ZbVz9)
Acts as a level 5 Energy attack. If successful, Target Character -2 to defense for remainder of battle.
Man-Thing Empathic Response (https://imgur.com/2QMJvqv)
For remainder of game, Man Thing is +1 to all actions against opponent's characters for each Special Card hit in his Hits From Current Battle and Permanent Record of that character's. May be played from Reserve.
Man-Thing Nexus Of All Realities
?????
Man-Thing Reconstitute Form (https://imgur.com/DzA6VN1)
Remove 1 Hit from Man Thing's Hits to Current Battle. Man Thing may make 1 attack with any card, usable by Man Thing and in Hand, of equal or less Value than removed Hit.
Man-Thing Swamp Monster (https://imgur.com/d5jXJ6Z)
Acts as a level 7 Fighting attack.
Man-Thing Whatever Knows Fear (https://imgur.com/JRHUF0x)
Acts as a level 5 Intellect attack. If successful, Opponent must discard all cards with an Intellect icon from hand.
Sometimes figuring out what an Inherent should be is really hard. Sometimes, you have a pretty good idea of what you want. No specials yet.
Luke Cage 1 5 7 4 17 (https://imgur.com/0VlgTal)
May not be Spectrum KO'd with level 1-4 cards.
The Captain is a total hoot! I've never read Nextwave, but knowing that Warren Ellis was behind it, its gotta be good. i'll have to try & check it out. love the double ARs. ☠☠☠☠ him once, then ☠☠☠☠ him again. in the same hand even. maybe an inconsequential action in between. gotta love it.
For Man-Thing, I've only seen what Arctursa djinned up a few months ago. no repeats in names or mechanics. cool take, if low. but your grid total is only 14, not 15.
for Nexus Of All Realities, you could go several ways. its the kinda place where everything gets mushed up and anything can happen. (might be better as a location...) you could look at it as a place to hide away (OPD) like a BJ or CW. I think it would work better as a non-OPD that allowed use of other character's specials. you'd have to limit it greatly to keep it non-OPD. a toned down version of DL or an improved DY might work. or maybe these suggestions might trigger an idea I haven't thought of yet, even a new code & mechanic (or an old one that I can't think of - I didn't research it).
I have to ask - since you did Man-Thing with the Nexus, do you have a Howard The Duck in the works (does he even qualify as a Marvel Knight?)? seems like a logical team-up to me. depending on where you put Howard on the grid chart, you could have a couple of high grid characters on their team.
on Luke, all i've seen is OP3 & Bios versions. interesting IA though. I am planning a similar but different 1 for Atom Smasher.
Thanks, I had so much fun with The Captain! I'm actually not really a Warren Ellis fan but I love Planetary and Nextwave. I find it so odd that he did both. Planetary was such a great story, paying homage to so many classic comic archetypes. And Nextwave was so great at mocking and poking fun at all the classic comic book goofiness.
I am planning the Nexus as a location too. Maybe i should just leave it off as a special. Though your suggestions are good. And yes, Howard will be appearing and be part of the Nexus location. I've also got a 4th Wall location i'm working on right now (Deadpool, Gwenpool, Howard The Duck, She-Hulk, Slapstick and Squirrel Girl). Just trying to get an appropriately absurd Inherent for it.
The tentative lineup, though i'm sure not all will make it, for this set is.
Blackheart
Blade
Brother Voodoo
The Captain
Dormammu
Echo
Elsa Bloodstone
H.A.T.E.
Hellcat
The Hood
Howard The Duck
Howling Commandos
Jessica Jones
Luke Cage
Maggia
Man Thing
Medusa
Midnight Sons
Purple Man
Werewolf By Night
White Tiger
X-51
quite the task there. I wish you success.
I have seen versions done for 10 of the 22 on your list (plus a partial for Dormammu). I look forward to see what you come up with.
edit: on Luke Cage, I just noticed how you bent the "Energy" and "Fighting" to match the fist hitting them. (getting used to my new glasses.) a little 4th wall action right there....nice touch.
The fist was right there so i had to do something with them. 8)
Some locations....
Abcess, North Dakota (https://imgur.com/vdp9qjo)
The Captain
Elsa Bloodstone
Fin Fang Foom
Meltdown
Photon
X-51
Abcess, North Dakota Team's Special Cards are +1 to Venture Total when they Hit.
The Fourth Wall (https://imgur.com/1RwSFqJ)
Deadpool
Gwenpool
Howard The Duck
She-Hulk
Slapstick
Squirrel Girl
The Fourth Wall Team's Intellect Power Card attacks are not affected by Special cards already in play.
I decided to call the location Everglades. Make the Aspect card the Nexus Of All Realities and give Man-Thing a different special.
Everglades (https://imgur.com/5QtIeqM)
Deadpool
Howard The Duck
Man-Thing
Nighthawk
She-Hulk
Thunderbolts
During your Discard Phase you may switch your Reserve with any Front Line Character.
Shadowland (https://imgur.com/iqQs2VL)
Bullseye
Daredevil
Elektra
The Hand
Typhoid Mary
White Tiger
The Hand's "Dissolving Corpses" and "Ninja"are Any Character Specials.
Hell's Kitchen: Shadowland (https://imgur.com/QUoFNFX)
Iron Fist
Punisher
Luke Cage
Kingpin
Ghost Rider
Spider-Man
Hell's Kitchen: Shadowland Team's Universe Ally cards are +2 to Venture Total and Damage.
i find locations hard to do because A) making the title name look anything like legacy cards is difficult with my software, and B) my IAs for them are usually a shot in the dark.
abcess - I lost a molar to one of those when I had my last wisdom tooth pulled last month.
4th wall - its a hoot all right. but I thought Spidey would have been a gimme for that team.
everglades - Florida, Louisiana... I guess it doesn't make a difference to the idea. could have been a good cross-over site, using different publishers. but the team looks fun enough (once you fix Man-Thing's grid to be >14).
so now we have Hell's Kitchen, Shadowland, and Hell's Kitchen: Shadowland. gets a little confusing... I like the different line-ups you used. but i'm not sure if the Shadowland IA will be enough given the character grid levels and available Specials. only play testing will tell.
a lot of new characters there! looking good.
yup, usually i struggle to figure out what the Inherent should be. Though i was pretty sure about Shadowland's. I considered adding Snakeroot to the list of cards or allowing one duplicate "Ninja" to be kept. Thoughts?
Yeah, the Hell's Kitchen: Shadowland gave me pause too. Maybe "Streets of Shadowland"?
I haven't read enough of the min-series to say. adding Snakeroot would be a big bonus. Dissolving Corpses is OPD, so it only works once - not so much to be gained by making it Any Character other than who gets to use it. especially where the Hand is also a team member.
for any of those teams, Aspects could make or break the overall effectiveness.
https://drive.google.com/drive/folders/1dkfzeDH78EtLMz9b0YXqRrIgNN5IJ7pe?usp=sharing
From Nextwave: Agents Of HATE....
H.A.T.E. 6 5 4 2 17
H.A.T.E. may avoid any attack with a level 1 Intellect Power card.
H.A.T.E. Assault Pterosuit Flock
Acts as a level 4 Fighting attack. May be used against Reserve, who may defend. If successful against Reserve, H.A.T.E. may attack Reserve for remainder of game.
H.A.T.E. Beyond Corporation
Play during battle. For remainder of game, during the Discard Phase, H.A.T.E. may exchange a Power card from hand with an Aspect or Activator card card from Draw Pile, reshuffle Draw Pile.
H.A.T.E. Dirk Anger
Target Character may follow up a Universe: Teamwork card with any Power card, regardless of Power Type.
H.A.T.E. Drop Bears
Acts as a level 4 Strength attack. If successful, Target Character must discard 1 Placed card of Opponent's choice.
H.A.T.E. Homicide Crabs
Acts as a level 6 Energy attack. If not successful, Opponent -3 to Venture total.
H.A.T.E. Samuroid Batch 23
Acts as a level 4 Fighting attack, may make 1 additional attack.
Howard The Duck 3 6 2 5 16
May not be Spectrum KO'd with MultiPower Power cards.
Howard The Duck Blowtorch
Target Character must discard 1 Placed card of Howard The Duck's choice.
Howard The Duck Change The Plot
Negates the effect of any 1 Special card played by opponent against Howard The Duck only.
Howard The Duck PI
Acts as a level 4 Intellect attack. If successful, opponent must reveal Hand and play open-handed for remainder of battle.
Howard The Duck Quack Fu
Acts as a level 4 Fighting attack. If successful, Target Character must discard all Placed cards into Dead Pile.
Howard The Duck Warsuit
Acts as a level 7 Energy, Fighting or Strength attack.
Howard The Duck Waugh!
Play when opponent concedes battle. Howard The Duck's team may discard any number of cards to top of Draw Pile.
Dormammu 8 2 5 8 23
Dormammu always starts in Reserve and may not move to the Front Line until one of opponent's characters has been KO'd.
Dormammu Dark Backer
Dormammu's team is +1 (+2 if Baron Mordo or The Hood) to all numeric Special cards for remainder of battle. Bonus not applied to damage or Venture total. May be played from Reserve.
Dormammu Dark Dimension
Acts as a level 1 MultiPower attack against Target Character, or a level 11 Any Power attack against Target Battlesite.
Dormammu Dread Lord
Acts as a level 8 Energy, Strength or Intellect attack.
Dormammu Faustian Bargains
Play during battle. Baron Mordo's "Bargain Lifeforce" becomes an Any Character Special for remainder of game. You may remove 1 hit from Dormammu's Permanent Record each time "Bargain Lifeforce" is played. May be played from Reserve.
Dormammu Mindless Decoy
Play during battle. For remainder of game, any attack made with a Power Card against Dormammu's team may be moved to Mindless Decoy. Dormammu's team may not defend. Mindless Decoy is discarded after 1 Hit.
Dormammu Mindless Ones
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
set jumping, are we?..... ::) right there with ya, bud.
H.A.T.E. is truely comic comics. but either you love 'em (Hilarious And Totally Entertaining) or you hate 'em (Horrible And Terrible Enough).
on Beyond Corporation text, you have a "card card" on the next to last line.
Howard is Howard. i've only seen him done once, and both your grid & specials approach are much different.
nice art for Dormammu. i don't care much for his IA, but i see how it fits him.
good stuff!
Fenn, a handful of us OP creators have already made and printed a set of Horror characters and specials. A second set is about to go to print. I would hate to see you duplicate some of our characters. We made a Blade, Brother Voodoo, Captain America, Demogoblin, Franken-Castle, Doctor Zabo/Mr. Hyde, Legion of Monsters, Lilith, Man-Thing, Moon Knight, N'Kantu, Sasquatch, Werewolf By Night, Zombie, each with 5 specials. Second set has Aliens, Black Hand, Buffy, Hellboy, Mister Mind, Sauron, Scarecrow, Shiklah, Stegron, Thulsa Doom, Jason Blood, Etrigan, Clown/Violator, each with 5 specials and a mission/event set and one more special for the first set already printed. Good stuff!!
are these cards you mention posted anywhere? if not, it wouldn't be a duplication for anyone but your group. i've seen versions of 12 of these characters done - some more than once. but the others would be new to me. i'd love to see 'em!
and why not see other people's interpretations of characters? is any one person or handful of people the "final word" authority on any comic characters? even the writers/publishers keep changing characters & stories as the comic universe evolves and grows.
These cards are posted in a Facebook group. Look up Overpower Federation(Atlanta Division). Once you are accepted go to Media, then Albums. I kind of like the exclusivity of the characters we made. Another set out there would take away from what we made and make them not as special.
I don't know that it would take away from your sets. You've already got a group that uses your cards, that makes them official in at least some capacity. Mine are more just for fun, if someone wants to play with them that makes me happy too. Most of the overlap has already happened anyway.
In the meantime..... added Jessica Jones to the MK folders. There will also be an Alias Investigations Location, still working on that.
Jessica Jones 1 5 6 6 18
During discard phase Jessica Jones may look at top card of any Draw Pile and return it or place it on the bottom. May be included on a team with Hell's Kitchen as a Homebase.
Jessica Jones Alias Investigations
Acts as a level 6 Intellect attack. If successful, Opponent must reveal all cards playable by Target Character and play them open handed for remainder of battle.
Jessica Jones Defender
Jessica Jones or teammate may avoid 1 attack of 4 or less. Jessica Jones may draw 1 card from the top of the Draw Pile. Discard duplicates.
Jessica Jones Family
Jessica Jones' team's Universe: Ally cards are +2 for remainder of game.
Jessica Jones Jewel
Acts as a level 7 Strength attack.
Jessica Jones Reconnaissance
Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.
Jessica Jones Troubled Past
Move all Hits from Current Battle into the Permanent Records of all Characters. Affects Venture total.
that IA certainly is different. no immediate help, but "maybe" next hand....
i might have given her a 2 Energy for her use of firearms, but 19 seems too high a total for her IMHO.
nice take on her.
Thanks!
I've really been trying to come up with some different stuff to do, especially with the IA. My original draft had her also able to do it when she played "Alias Investigations" but that just wouldn't physically fit on the card. That's one of the things I've been looking at for IA, having them kick in with a bonus when certain cards are played or actions are taken. I think I did it with Siyrn and Darkhawk already.
Added to the Marvel Knights folders.
Luke Cage 1 5 7 4 17
May not be Spectrum KO'd with level 1-4 cards.
Luke Cage Defender
Target Character gains +1 to defense for remainder of game.
Luke Cage Hero For Hire
Discard one Strength Power card usable by Luke Cage to draw 4 cards from top of the Draw Pile. May keep duplicates.
Luke Cage Power Man
Acts as a level 4 Strength attack, may combine with 1 Fighting card for a single attack.
Luke Cage Stand For Something
Play in the current battle. Luke Cage is +7 to Venture total for next battle.
Luke Cage Sweet Christmas!
Acts as a level 9 Fighting or Strength attack.
Luke Cage Unbreakable Skin
Luke Cage may avoid any numerical attack.
Currently working on The Hood. Looking for ideas for "Criminal Cabal". I was thinking...
1 A OPD NE code special (eg "Hood's team may follow up Universe Teamwork with attack of any type") but i hate to make teamworks more useful.
2 Draw a card to replace Ally (or Doubleshot) card played by Hood's team. (but i'm not sure even that would make doubleshots worth including
3 Venture Total bonus for all follow up attacks made by teammates.
4 other?
it's hard for me to suggest mechanics when i don't know the grid or the rest of the build. but the first thing I thought of was OPD FC ROG Hood's X Power card attacks must be blocked twice, where X is whatever power type you choose. (the NAOA gave 1 to Landslide in their Masters of Evil pt.1 cards.) thematically, it's the "Criminal Cabal" forcing its will upon the innocent...... whatever. IMHO, it would only be appropriate if Hood's grid is max-6 with no high-level attack specials.
btw, Luke's Sweet Christmas should be HF or HR, not MW. (the image expansion created the duplication when they changed 4 to 6 on the original HF.)
Nice. Thanks for pointing that one out, I like that. Don't remember that one, I started compiling all their alternate cards into my spreadsheet then stopped. I need to finish that.
I may go with "For Remainder of Game The Hood's Intellect Power Card Attacks must be blocked twice." That feels Cabalish to me.
He's going to be 6-3-3-6. Technically Dormammu's Faustian Bargains can make Mordo's Bargain Lifeforce into an Any Character Special in this set... so The Hood can become an 8 Intellect. However, if you can pull that off you deserve to be able to do it I think. I was probably going to add 1 high Multi Special, Behind The Hood, but the wording shouldn't allow that to be used.
Thanks Justa!
I'll have to check those codes out on my other cards.
i don't know for sure, but i think the intent of Landslide's *FC was to make him more attractive to use in a game setting. it worked for me!
and spreadsheet? oh yeah, i've got a spreadsheet. it's 1.01 MB so far, and growing occasionally (like lately). just shy of 2,500 characters/variants/clones, 813 of which have specials specifically for them, just shy of 8,700 specials. plus 308 locations in a separate spreadsheet. (and, other than what i have posted on this site, very few of them are mine.) i do have a love for the game, even though i'm not much of a player.
Like what you did there with Luke's hero card, nice editing work!
Continue your awesome work you guys!
Thanks! Appreciate it.
Finally finished The Hood
The Hood 6-3-3-6 (18)
Once per battle, The Hood may draw 1 card from top of Draw Pile immediately after playing any Ally card. May keep duplicates.
The Hood-Acquire Power
The Hood may play any Artifact card on himself for remainder of game.
The Hood-Behind The Hood
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.
The Hood-Criminal Cabal
For Remainder of Game The Hood's Intellect Power Card Attacks must be blocked twice.
The Hood-Hellfire Bullets
Acts as a level 4 Energy or Fighting attack. May make 1 additional attack.
The Hood-Magical Accoutrements
Avoid 1 attack.
The Hood-Power Play
Play with any Power card usable by The Hood. Opponent must discard one or more cards whose combined Value is equal to or greater than twice the Value of The Hood's card. Cards may be Placed or in Hand.
"Marvel"ous! so similar to the version that teesaw did a while back, yet so different.... (the 36 for SI are the same, though)
seeing the entire build, i kinda wish i'd kept my mouth fingers shut on Criminal Cabal. a non-OPD FC along the lines of OP3's Reverberation for Klaw or my Ambush Tactics for League Of Assassins would have worked just as well. or if you really wanted a 3rd OPD, something along the lines of legacy Kingpin's Asian Connections or Crime Magnate would also fit thematically with the title/art/build. I AM NOT!!! trying to change or influence your decisions on card mechanics. justa expressing my own opinions (for good or bad). i appreciate your unique take on these characters.
thanks muchly, fenn
The only story with Nefaria I'd read before was where Thunderbird dies. He's kind of interesting. (Link to drive in 1st post)
Count Nefaria 7-3-8-4 (22)
Count Nefaria Crime Lord
Acts as a level 3 Intellect attack. Each Front Line teammate may make 1 additional attack.
Count Nefaria Ionic Blast
Acts as a level 6 Energy attack. Cannot be defended by a card with a Strength icon.
Count Nefaria Ionic Menace
Avoid 1 attack with an Energy icon. No attacks with an Energy icon may be played against Count Nefaria for remainder of battle.
Count Nefaria Nefaria Revealed
Opponent must move 1 Mission Card from his Completed Missions Pile to his Reserve Missions Pile.
Count Nefaria Nefarious Plan
Target Character's Team is -10 to Venture total this battle.
Count Nefaria Sacrificial Lambs
Move any 1 Hit from Count Nefaria to target teammate. Repeat until target teammate is KO'd or all Hits are on target teammate. Does not affect Venture Total.
another newbie to OP from where i sit. i am much reminded of Simon Williams/Wonder Man. (ionic form and all that...)
any thoughts of Maggia/Hammerhead/Silvermane? no need to answer that - either i/we will see them, or we won't.
and i really like to see characters come in at 22 total points. if you look at the OP range of 15 to 23 as a bell curve with 19 as the center, 22 total points is the 1 obvious outlier from the curve (based on all legacy & homemade cards i have seen).
i kinda feel like a creep when i do this, but i feel i have to...
IMHO Ionic Menace should be coded AH, not JL. compare the Ray's "Energy Shield" to Parallax's "Zero Hour".
Fixed. I was trying to figure out how i got the code so wrong. I think i was looking at a card from the Justice League expansion when i created it.
Maggia is partially done. Hammerhead is in my Spiderverse notes.
cool. i think Gotham's crime lords got a lot more representation in OP than Marvel's New York ever did.
I've been working on Sleepwalker. For his Warp Gaze special I've been waffling between options.
1. A OPD 7 Energy, if successful target may not attack for RoB (The Sleepwalker #1 cover would be perfect but the logo is in the way)
2. A personal negate.
3. Some type of discard place cards.
Opinions?
that's a tough call. Warp Gaze is kinda his big thing. part of me would want to make it a big effect (OPD), but another part would want it to be reusable (non-OPD).
I'm still trying to decide for that very reason. Yes it should be big. But it's his main attack so OPD seems wrong.
I did ask if the new ownership meant we should cease and desist on posting and didn't get a reply, so in the meantime, Elsa Bloodstone. I first encountered her in Nextwave. Now that i sprung for marvel unlimited I read through her stuff and she's pretty fun. She's the big, bad monster hunter with a soft heart, and funny. Staked! was the only mechanic along with her inherent that i had to include. With playtesting, her inherent plus the FY special might prove to be too much.
Elsa Bloodstone 4-7-5-5 (21)
Elsa Bloodstone's Basic Universe cards count toward Damage Total for remainder of game.
Elsa Bloodstone Bloodgem
Target Character gains +1 to defense for remainder of game.
Elsa Bloodstone Bloodstone Arsenal
For remainder of game, Elsa Bloodstone may Draw 1 card from top of Draw Pile for each Basic Universe card played by Elsa Bloodstone. Discard duplicates.
Elsa Bloodstone Experienced Hunter
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
Elsa Bloodstone Protect The Weak
Teammate may avoid 1 attack.
Elsa Bloodstone Shotgun
Acts as a level 4 Energy attack. May make 1 additional attack.
Elsa Bloodstone Staked!
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.
Elsa' cool - kind of like a high-powered Anita Blake.
i wouldn't worry about our postings. it's not like we're making any money off it, justa havin' some fun.
Mr Hyde 2-3-7-5 (17)
During discard phase Mr Hyde may discard a level 3 Intellect Power card to draw any Strength Power card from Power Pack playable by Mr Hyde. May not be a duplicate.
Mr Hyde Cobra
Acts as a level 4 Fighting attack. May make 1 additional attack.
Mr Hyde Hyde Formula
Target teammate's Strength rating increases to 7 for remainder of game and target teammate may play Mr Hyde's "Raging Brute" Special card for remainder of game.
Mr Hyde Raging Brute
Acts as a level 7 Strength attack.
Mr Hyde Sly Monster
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Intellect Hit. Hit goes on Target Character's Permanent Record. Does not count for Venture Total.
Mr Hyde Squeeze
Target character must discard all Placed cards and may not attack for remainder of battle.
Mr Hyde Unsuppressed Rage
Acts as a level 5 Strength Attack. May be made after opponent has conceded the battle. Opponent may defend.
justa curious.... for Hyde's IA, how did you decide on a level 3 Intellect Power card? Intellect make sense from Dr. Zabo, but why 3 as opposed to any other number(s)?
interesting use of the Hyde Formula, too.
i've only seen him done once (bios), and your versions are oh-so-similar and yet totally different. neat work!
Thanks!
Random, but mostly because it's a median number. I didn't want it to be a high value. Not much use in that. And I didn't want it to be a 1.
In the meantime.....
Link To Google Folder (https://drive.google.com/drive/folders/1dkfzeDH78EtLMz9b0YXqRrIgNN5IJ7pe?usp=sharing)
Death's Head 6-6-6-3 (21) +1 to all attacks vs. Characters targeted by "Bounty".
Bounty
Play during battle on Target Character, before Target Character is KO'd. When Target Character is KO'd, Death's Head is +5 to Venture Total.
Don't Get Mad... Kill Something, Yes?
Acts as a level 4 Intellect attack. If Target Character is K.O.'d by this Hit, Death's Head may move 1 Mission card from the Defeated Pile to the Completed Pile.
Freelance Peace Keeping Agent
Acts as a level 5 Fighting attack. If successful, Target Character may not play Activator cards for remainder of battle.
Interdimensional Time Jumper
Death's Head is not affected by Event cards for remainder of game.
Super Sized
Death's Head's Energy and Strength Ratings increase to 7 for remainder of game.
Warned You, Yes?
Acts as a level 7 Strength attack. If successful, Target Character may not use cards with a Strength icon for remainder of battle.
i'll definitely be filing this one separately from Death's Head II (cyber0820), since they're really different characters. this version is more playable (just try building a team around a [6787=28] character!).
also imho Freelance Peace Keeping Agent should be coded FU rather than FV. compare Mr. Fantastic' Elasticity to Iceman's Frozen Prison. also, why nerf it to level 5 & only Activators? per Frozen Prison, it could be level 6 and all specials? or for balance, it could specify Any Character & Activator cards? your cards; your call. i'm justa asking...