I've always wanted to do a Valiant set. Never read too many of them back in the day and they didn't have a lot of splashy art that translated well to overpower cards. A couple of years ago on vacation I read most of their new stuff on comixology. Lots of good art in there. I've been tinkering with it for a while and it's starting to come together now. Most of the first stuff is based on Archer and Armstrong and Timewalker as those were my favorites.
All of it is based on the current storylines but I am planning on adding Boutique set with Magnus, Solar and Turok.
Changed This........ They are now in a Google Drive and I will not be linking individual cards.
Here Are the Characters (https://drive.google.com/drive/folders/1y24BDp9XR6aGYC_7KOZdU3dMN6Nqd3XW?usp=sharing).
Here are the Specials (https://drive.google.com/drive/folders/15WA0OwvbQzMIxVCTwo8KxmojplS0ehrg?usp=sharing).
I will keep a full text spoiler below.
Archer 3 8 3 5 19
Armor Hunters 6 7 4 4 21
Armor Hunters GIN-GR
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.
Armor Hunters Helix
Opponent must reveal the top card of their Draw Pile and discard it and any duplicates of it placed and in hand.
Armor Hunters The Hounds
Acts as a level 6 Any-Power attack. If successful, Target Character -2 to defense for remainder of battle.
Armor Hunters Lilt
Acts as a level 4 Energy attack. If successful, this hit may never be removed or switched to another character.
Armor Hunters Primary Reebo
Shuffle your Power Pack. Draw cards til you have 2 cards playable by Armor Hunters. Add those 2 cards to your Venture Total for this battle.
Armor Hunters Quartz
Avoid 1 attack.
Armstrong 1 6 7 4 18
Armstrong Armstrong's Satchel
Choose one Tactic: Artifact card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Armstrong Let's Drink, Not Fight
Play during battle. For remainder of battle, no Special cards that act as an attack may be played. Other Special cards may be played.
Armstrong Lil Buddy
Teammate may avoid 1 attack.
Armstrong Nearly Immortal
Armstrong cannot be Spectrum KO'd for remainder of game.
Armstrong Tanked Up
Acts as a level 9 Fighting or Strength attack.
Armstrong Takes A Beating, Keeps On Drinking
Move all hits from Armstrong's Hits from Current Battle into Permanent Record. Affects Venture Total.
Bloodshot 4 7 6 3 20
Eternal Warrior 2 8 5 4 19
Eternal Warrior The Fist And The Steel
Acts as a level 6 Fighting or Strength attack.
Eternal Warrior Lived And Died Through Everything
Eternal Warrior is not affected by Event cards for remainder of game.
Eternal Warrior Earth's Protector
Avoid 1 attack made on Eternal Warrior's battlesite.
Eternal Warrior Reborn
Play during battle. On your turn, after Eternal Warrior is KO'd, discard this Special to move Eternal Warrior from Defeated Characters Pile to Reserve. Play as normal.
Eternal Warrior Protect The Geomancer
Teammate may avoid 1 attack.
Eternal Warrior Warrior Eternal
Acts as a level 9 Fighting or Intellect attack.
Generation Zero 7 3 2 5 17
May play "Cronus" to negate a Special played by opponent to remove a hit from a character's Hits from Current Battle or Permanent Record.
Generation Zero Animalia
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
Generation Zero Cloud
Opponent's character's are -1 to all actions for remainder of battle.
Generation Zero Cronus
Remove 1 Hit from Generation Zero's or teammate's Permanent Record or Hits from Current Battle.
Generation Zero Headspace
Acts as a level 5 Energy attack. If target is affected by any Special that reduces defense, may use 1 of target character's placed cards to make an additional attack against a different opponent.
Generation Zero The Telic
For the remainder of game; anytime opponent draws cards from their Draw Pile they must reveal the first card drawn and no face-down attacks may be played against Generation Zero.
Generation Zero Zygos Twins
Acts as a level 4 Intellect attack. If target already has a copy of this Special in their Permanant Record, acts as a level 8 Intellect attack.
Harada 8 3 3 7 21
Harada Bend The World To Your Will
Harada may attack with any Special cards or Power cards in Hand for remainder of battle.
Harada Exert Control
Acts as a level 5 Energy attack. If successful, may immediately make an additional attack against target's teammate using any card placed to target.
Harada Harbinger Foundation
Choose one Any Character or Any Hero card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Harada Overbearing Will
Acts as a level 5 Intellect attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.
Harada Omega Level Psiot
Acts as a level 12 Energy attack. If successful, Harada or Harada's teammates may not defend Harada with Special cards for remainder of game.
Harada World Domination
Add 3 to Venture Total this battle, +1 for each card in your Completed Missions Pile if your mission is Unity.
Ninjak 3 8 4 7 22
Ninjak Kevlar Titanium Armor
Avoid 1 attack made with a Power card or remove 1 Power card Hit from Ninjak or teammate.
Ninjak High Tech Gadgets
For remainder of game, Ninjak may Draw 1 card from top of Draw Pile for each Basic Universe card played by Ninjak. Discard duplicates.
Ninjak MI-6
Ninjack may increase either his team's or Opponent's Ventured Mission cards by 1.
Ninjak Ninja-K
All attacks by Opponent's team must be made against Ninjack at -2, until Ninjack is KO'd or cannot be attacked.
Ninjak Stealth Attack
Play during battle, shuffle into opponent's Reserve Deck. When drawn by opponent they must reveal Hand, you choose 1 card to discard and opponent's characters are -1 to all actions for remainder of battle.
Ninjak Melee
Acts as a level 4 Fighting attack. Ninjak may make 1 additional Strength and/or 1 additional Intellect Power card attack.
Renegades 8 3 5 4 20
Renegades Activate The Psiots
Choose one Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Renegades Faith
The Renegades or teammate may avoid 1 attack of 6 or less. May be played from Reserve.
Renegades Flamingo
Acts as a level 4 Energy attack. May make 1 additional attack.
Renegades Kris
Acts as a level 6 Intellect attack. If successful, opponent must discard one Tactic card. Card may be Placed or in play.
Renegades Stanchek
Acts as a level 9 Energy or Intellect attack.
Renegades Torque
Acts as a level 7 Strength attack.
The Sect 4 5 3 7 19
If you have no more than 1 Mission card ventured, you may move 1 Mission card from your Reserve Missions Pile to your Completed Missions Pile when opponent's character is KO'd.
The Sect The Black Bloc
Play during battle, for remainder of game The Sect's Venture Total is +1 for each AA, AB, AC, AD, AE, AG, AH and GJ Special card played by The Sect's team that battle.
The Sect The Dominion
The Sect may increase either their team's or opponent's ventured Mission cards by 1.
The Sect Hashish-Eaters
Acts as a level 4 Fighting attack. May make 1 additional attack.
The Sect The Null
For every hit in The Sect's Permanent Record, move 1 Mission card from the Defeated Missions Pile to the Reserve Missions Pile.
The Sect The One Percent
For remainder of game, if Opponent draws cards during battle, The Sect may draw an equal number from Draw Pile. The Sect must show drawn cards. May not keep duplicates.
The Sect Sisters Of Perpetual Darkness
Acts as a level 5 Fighting attack. If successful, Target Character -2 to defense for remainder of battle.
Timewalker 4 5 4 7 20
During your discard phase, you may place your entire hand in the Dead Pile and draw a new hand with 1 less card.
Timewalker Anti-Gravity Pads
Timewalker may avoid any numerical attack.
Timewalker Breaking History
Opponent must immediately discard all Special cards in play that affect the "remainder of the battle" or the "remainder of the game".
Timewalker Forever Walker
Acts as a level 4 Energy or Intellect attack. Attack is not affected by Special cards already in play.
Timewalker Tachyon Compass
Sort through the Defeated Characters Pile and remove 1 Event card. Put Event card into Draw Pile. Reshuffle Draw Pile.
Timewalker Try Again
Reshuffle Power Pack into Draw Pile.
Timewalker Timearc Escape
Timewalker or target Teammate moves into Reserve for remainder of battle.
X-O Manowar 7 4 8 2 21
glad to see you back on the boards, fenn. i'm also happy that someone is still active on this board creating.
i must admit to being ignorant of all of these characters save Ninjak. that just means "i gots some reading to do". ;D someone else did a previous version of Ninjak on this board, i believe based on Acclaim. i'm too lazy to look it up. no overlap, though.
btw: you used the term "Reserve Deck" instead of "Draw Pile" on Ninja - Spy. i think we discussed this in a previous thread. i know what you meant.
extra: i'm keen on seeing what direction you choose to go with the Sect. on first look, you could overload them with Specials for each of their splinter groups, so 20+. but then who would you team with them? and how many individual splinter groups warrant development?
justa wanted to give you a bump to keep the thread current. looking forward to your next additions. (as always)
edit: also noted while filing these that Ninjak"s "MI-6" should be coded CF, not CG.
Its nice to see this place is still up & running!
Hey Justa. I changed the Ninja-Spy card anyway. Still have to fix the code. Changed Armstong's Nearly Immortal also. Added quite a bit.
With the Sect I went with Sister's Of Perpetual Darkness, Dominion, 1% and Null since they were the main groups. Black Bloc for fun and the Hashish Eaters.
a lot to process, but some quick items....
i saw the Ninja-Spy change to Stealthy Attack on the Google drive, but on the name changed on the list above. not sure if i like the BP mechanic for him, but i'll think about it.
Armstrong's Nearly Immortal didn't make it to the Google drive.
lovin' the synergy of Gen. Zero's Cloud+Headspace. reminds me of an old Byrds song (8 miles high...). ::)
Uploaded Nearly Immortal. I"m open to suggestions on Ninjak. It just fit the picture when i looked at it and he needed some attack cards.
That was exactly how Cloud/Headspace used their powers so that one came easily. I"m not 100% sure on The Telic but it is definitely the flavor of what i want her to have.
Have you read archer and armstrong now?
i have read "about" Archer & Armstrong (and the others), but i have not read the actual comics.
on Ninjak - while I agree he could use an attack special, one "from Reserve" doesn't seem to fit the motif as well as the Spy card did. i think Ninjak would be more in line with attacking Opponent's Reserve than being in reserve himself. but i don't want to "drive" your cards one way or another, as you are more familiar with the character than i am. (the previous version i saw of him was 2746=19 - your version of 3847=22 is much more powerful.)
Armor Hunters - Helix should be coded DR. (reference Brainiac's Mental Illusions)
Eternal Warrior - Warrior Eternal text says F or S, but icons say F or I. my guess is you made that card right after The Fist & The Steel. ;)
Harada - Omega Level Psiot has no code - should be FT. (reference Thor's Unfettered Might)
and a question - are you planning a Mission/Event set called "Unity"? at first i thought the end of Harada's World Domination was a thematic way of saying you only ventured 1 Mission card (unity?). then the question occured to me. maybe put "Unity" in quotes? (reference Shadowcat's Cat Claws)
some good stuff there. thanks for sharing.
Thanks for checking my stuff. I fixed the 3 mistakes. They should show up corrected. If you have Comixology Unlimited all the archer and armstrong stuff is on there. I really enjoyed them.
Ninjack could be lower on the stats, the Intellect especially but I'm probably just going to leave him there. He's rather scary good for someone with no abilities in the comics. I'll probably switch to the attack the Reserve like you suggested.
Yes, I'm planning on a Unity Mission set.
In the meantime, here are the specials for Bloodshot. Yes the last card is cartoony art. It makes me laugh and the picture with him half blown away eating cow carcasses in a slaughterhouse was way to gross for me. I changed it to basic universe card just to try something different. Loaded Weapon is a new mechanic though i think i did something like it on and Aspect card before.
Bloodshot 7.62 MM Rounds
Acts as a level 4 Fighting attack. May make 1 additional attack.
Bloodshot Full Loadout
Acts as a level 8 Energy, Strength, Fighting or Intellect attack
Bloodshot Loaded Weapon
Bloodshot is +1 to all attacks for remainder of game and may always attack as the first action of the battle, regardless of Venture Total winner.
Bloodshot Nanite Repair
Remove 1 Hit from Bloodshot's Permanent Record or Hits from Current Battle.
Bloodshot Project Rising Spirit
Bloodshot's "Nanite Repair" and "Rebuild Mode" become Any Character Specials for remainder of game. Bloodshot's Hit's to KO number is increased by 3 for remainder of game.
Bloodshot Rebuild Mode
Discard 1 Basic Universe card to remove all Hits from Bloodshot's Permanent Record with an icon of the same type as discarded card.
please DON'T change Ninjak! he's Valiant's version of Batman - highly trained fighter, mad intelligence, lots of neat gadgets - he deserves the grid boost.
Quote from: fennshysa on June 12, 2022, 11:32:29 PM
Yes the last card is cartoony art. It makes me laugh and the picture with him half blown away eating cow carcasses in a slaughterhouse was way to gross for me.
my first thought was of the Preacher comic where Cassidy is all messed up, hiding from the sun in a hole in a field, enticing a cow to come closer. (i probably would have gone with the gross.)
Quantum & Woody. The dysfunctional duo.
Quantum & Woody 7-3-3-3 (16)
Quantum & Woody may follow up a Universe: Teamwork card with an Energy Power card, regardless of Power Type.
Dumb Luck
Cards with an Intellect icon do not count toward Quantum & Woody's Spectrum or Cumulative KO for remainder of game.
Energy Bolt
Acts as a level 4 Energy attack, may make 1 additional attack.
Klang!
Choose 1 Energy Power card usable by Quantum & Woody from Power Pack and place in hand. May be duplicate. Reshuffle Power Pack. Quantum & Woody's Energy Power cards are +2 for remainder of battle.
Shameless Self-Promotion
Quantum & Woody's team is +2 to Venture Total for remainder of game.
Shields
Avoid 1 attack.
Vincent Van Goat
Acts as a level 6 Energy or Intellect attack.
what a hoot and a half! you've given me my laugh for the day.
when i saw the first 5 specials posted, i justa knew Van Goat had to be the 6th. [although the thought occurred to me that the goat was stolen for Volstagg, but that's another story (finally getting around to finishing my next foray into creating).] still waiting for the goat to show up on the google drive.
Shields should be AG vice AD (see Any Character Guardian Angel).
Glad I could give you a laugh. I couldn't leave the goat out. He was originally going to be any Any Character AR but then i decided just to put him with the boys. He was a 7 multi to start but then they had 4 OPD so i trimmed him down to a HF.
I'm not sure why he isn't showing up for you. He looks to be in the drive to me but i'll reload when i fix the Shields special later. Thanks.
So what do you have coming next?
the goat shows now. not sure why it took a while.
up next from me will be my usual scattershot assortment of characters. i started late this year for some reason.
Looking forward to seeing them.
One more for today..... Roku. Ninjak's main villain in the new series.
Roku 6-7-3-3 (19)
Deadly Assassin
Acts as a level 6 Any-Power attack. If successful, Target Character is KO'd by next level 2 Fighting Power Card Hit, regardless of Inherent Abilities and other Special cards.
Hidden Past
Roku may place cards face down for remainder of game. Cards placed to Roku do not count as duplicates when discarding.
Lacerating Locks
Acts as a level 5 Fighting attack. If successful, Target Character -2 to defense for remainder of battle.
Personal Vendetta
Only Roku and Target Character may attack, be attacked, or defend this battle.
Shadow Seven
Play during battle. For remainder of game, when Roku makes a follow up to a teammate's attack or makes a combined attack with a teammate, that attack is +2 to damage and Venture Total. May be played from Reserve.
Thieving Tresses
Acts a level 5 Energy, Fighting, Strength or Intellect attack. May combine with 1 of opponent's placed Basic Universe cards.
Geomancer: Kay McHenry 7-2-3-5 (17) Energy Power cards are +2 when defending a battlesite.
Geomancer: Tama 7-4-1-6 (18)
Geomancer-Earth's Bounty
Shuffle your Power Pack. Draw cards til you have 2 cards playable by Geomancer. Add those 2 cards to your Venture Total for this battle.
Geomancer-Earth's Power
Acts as a level 5 Energy attack. If successful, Geomancer may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
Geomancer-Earth's Song
Acts as a level 5 Strength or Intellect attack. May not be defended by a card from a Battlesite.
Geomancer-Geomancer's Legacy
Target Teammate may play any Geomancer Special cards for remainder of game.
Geomancer-Heal The Earth
Remove 1 Hit from Geomancer's Battlesite.
Geomancer-Reality's Code
Negates the effect of any 1 Special card played by opponent.
HARDCorps 6-6-3-5 (20) Once per battle, H.A.R.D. Corps may play one teammate's AA or AG Special card.
HardCorps-Explosive Implants
Immediately KO H.A.R.D Corps or any one of H.A.R.D Corps teammates. All of KO'd character's Hits from Current Battle are discarded and do not get added to Venture Total for this battle.
HardCorps-Gunslinger Acts as a level 5 Fighting attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.
HardCorps-Muscle Mode
Acts as a level 7 Strength attack.
HardCorps-Psiot Catalogue
Play during battle. H.A.R.D. Corps may exchange this card for any 1 Special card in Dead Pile not playable by H.A.R.D. Corps and play it immediately.
HardCorps-Psiot Dampeners
Target character may not play Specials for remainder of battle.
HardCorps-Shields
H.A.R.D. Corps may avoid any numerical attack.
did Roku's hair get them to name her after the "streaming" service?
HARD Corps - i won't even start with the jokes. but they kind of remind me of Suicide Squad.
Geomancer - elegant build.
i also saw you had the rest of Archer posted. i had to do a double take on Bouncer. it's not your run-of-the-mill non-OPD BM special. could've been coded as non-OPD AV. but then i realized OP3 did a similar version of BM at level 3, so i can accept it for what it is.
slow but sure, i'm getting there. character cards are done, and specials have been fleshed out, so no its time to go into production mode.
great to learn about characters that i'm unfamiliar with. thanks fenn.
Roku's name has always bugged me too. I had to look it up, Roku means "six" in Japanese. I'm guessing she must be the 6th of the Secret 7. HARDCorps is definitely a little Suicide Squad like.
Thank you on Geomancer.
Here's The Archer cards justa mentioned.
Archer 3-8-3-5 (19)
Archer-Bouncer
Acts as a level 4 Fighting attack. If successful, Target Character may not attack for remainder of battle.
Archer-Crossbow
Acts as a level 4 Strength attack. May be used against Reserve, who may defend. If successful against Reserve, Archer may attack Reserve for remainder of game.
Archer-Infinite Potential
Discard any number of cards from Hand to appropriate Discard Piles. Sort through Power Pack and draw an equal number of cards. May not be duplicates.
Archer-Fighting Withdrawal
Play on your turn to Concede battle. Archer's Mission cards Ventured this battle return to pile Ventured from. Opponent's Mission cards advance as normal.
Archer-Tapping The Akashic Plane
Play during battle. Archer may exchange this card for any 1 Special card in Dead Pile not playable by Archer and play it immediately.
Archer-Instinctive Reaction
Avoid 1 attack made with a Power card. Archer may draw 1 card from the top of the Draw Pile. Discard duplicates.
Livewire 7-6-3-5 (21)
Livewire-Blackout
Opponent may not draw any cards for remainder of battle.
Livewire-Electrical Overload
Acts as a level 6 Energy attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.
Livewire-Protect The Powerless
Teammate may avoid 1 attack of 9 or less.
Livewire-Salvaged Tech Augmentation
Acts as a level 4 Energy or Fighting attack. May combine with a Universe card from the Dead Pile. Universe bonus added to Venture total for this battle.
Livewire-Tapping The Data Stream
For remainder of game, if Opponent draws cards during battle, Livewire may draw an equal number from Draw Pile. Livewire must show drawn cards. May not keep duplicates.
Livewire-Technology Control
For remainder of game, Livewire may Draw 1 card from top of Draw Pile for each Basic Universe card played by Livewire. Discard duplicates.
6 of 7 sounds like a Borg designation. maybe one could watch them on their Roku video streaming player, if one owned the device & subscribed to the service. i'm lucky i didn't try to make a career as a comedian.
i filed Livewire as Livewire-V for disambiguation purposes (V for Valiant). she's the Amanda McKee version. DC has a Leslie Willis version (i have a character card from the "old" site). Marvel had a male version - Rance Preston was Live Wire (he got eaten by Princess Python's pet snake).
6 of 7. 7 of 9. It's pretty close. ;)
Marvel's Livewire was a great little piece of trivia also. Thanks justa!
Another Valiant baddie. Master Darque! I originally had him as a 7-7 character but realized I had no level 8 Intellect in the set so far so I bumped him. Although if i ever make Dr Silk he might come in as a level 8 Intellect too.
Master Darque 7-3-2-8 (20)
Master Darque-Corrupting Power
Acts as a level 5 Intellect attack +1 for each Master Darque Special in all character's Permanent Records and Hits From Current Battle.
Master Darque-Darque Will Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.
Master Darque-Deadside Monsters
Acts as a level 4 Strength attack. If successful, target character is -2 to defense for remainder of battle.
Master Darque-Power Mad
Master Darque may play any Artifact card on himself for remainder of game.
Master Darque-Reaper's Blade
Acts as a level 4 Fighting attack, may make 1 additional attack.
Master Darque-Reborn
Play during battle. On your turn, after Master Darque is KO'd, discard this Special to move Master Darque from Defeated Characters Pile to Reserve. Play as normal.
not sure what you intended on Deadside Monsters, but if you up it to level 5, it is a legacy JH code. outside of Unlucky At Love, AM is usually used to up the character's own power.
That's what I wanted but somehow couldn't find all 10 of those specials when i was looking for them. I will definitely change it to that.
I usually text search on gdmjrs checklist but the wraparound text gets me sometimes. I think this was one -2 is on one line and to defense is on the next line.
i go by my spreadsheet. i copied it, and then resorted the Specials by code (instead of by character) so that it groups them. makes the right mechanic easier to find. (the word file is only good for legacy codes.)
So you have a spreadsheet with the full text of all the characters specials? Could i maybe have a copy of that?
to begin with, it does not contain "full text". it is much abbreviated and paraphrased here & there to save space. and it was my understanding that you don't like seeing what other people have done so as not to influence your creations. the actual spreadsheet would force you to see that.
so i will rephrase your request as follows: can i give you a spreadsheet showing card codes & mechanics used by both legacy cards & custom (or homemade) cards? and the answer to that question is YES. it will take me some time to gin it up, so be patient. i will need to disassociate the specials from specific characters, then scrap all the duplicate entries. clerical grunt work - tedious, but easily do-able. i've got time.
(warning: it gets really ugly in the P's, especially PN. back on the old site where you used to post, one creator used the PN code as his signature regardless of the card mechanic.)
No don't worry about it. I have a spreadsheet I made that has the abbreviations and paraphrases. And i'm currently in the E codes of another spreadsheet that has full text of every variation of the codes.
From what you said, I just thought that maybe you had a full text spreadsheet of everything. My goal is one day to to import the GDMJR checklists to a database format. 20+ years ago i used to write little programs for an insurance company that would import info like that. These days i have no idea how to do that anymore. :)
I think i remember those PN codes. did it have something to do with his name?
Added Rai.
Rai 3-7-6-3 (19)
Rai-Father's Enforcer
Acts as a level 9 Strength or Intellect attack.
Rai-Gathering Allies
For remainder of game, Rai may Draw 1 card from top of Draw Pile for the first Universe: Ally card played by Rai each battle. Discard duplicates.
Rai-Investigation
Look at top 4 cards of Draw Pile and choose any 1 card. Reshuffle Draw Pile. Draw chosen card into hand, may be a duplicate.
Rai-Katanas
Acts as a level 4 Fighting attack. May make 1 additional attack.
Rai-New Japan's Protector
Rai's battlesite or teammate may avoid 1 attack of 9 or less.
Rai-Spirit Guardian
Play in the current battle. Rai is +7 to Venture total in the next battle.
Added the first of the Gold Key Characters that are no longer with Valiant. Magnus, Robot Fighter. Oddly enough only 1 piece of art is actually from valiant. Most are from Dark Horse's latest interpretation, 1 piece of fanart and 1 from the original Gold Key. I couldn't find a good picture of 1A from valiant, just gold key. Tried a few new things here. I'm pretty satisfied with my new version of the LG special.
Magnus 2-8-6-3 (19)
Magnus-1-A
For remainder of game, Magnus' team may Draw 1 card from top of Draw Pile for each Universe: Training card played by team. Discard duplicates.
Magnus-Devastating Blow
Acts as a level 5 Strength attack. If successful, target character must discard 2 cards or move into Reserve for remainder of battle. Opponents choice.
Magnus-Final Stand
Play during battle. In the battle that Magnus is KO'd, any Hits in Magnus' Hits to Current Battle do not count for Venture Total and Magnus may continue to fight and is not discarded until Magnus has taken 1 additional Hit, or until the end of the battle.
Magnus-Robot Fighter
All Fighting Power card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.
Magnus-Scale Armor Tunic
Avoid 1 attack with an Energy icon. Magnus is +2 to defense for remainder of battle.
Magnus-Steel Hands
Acts as a level 6 Fighting or Strength attack.
i can't even remember the name of the old web site, never mind the names of those who posted on it. i didn't even recognize YOUR name when you started posting here, but i sure recognized your work.
i'm not familiar with either of these characters, but i did look them up. (love the art choices.) in general, both characters stories seem similar - social tension & upheaval between the haves & the have-nots - one with mostly humans, one with sentient robots. looking forward to "Unity".
One more before vacation. He's been hovering around 3/4 done. One of my favorites that i did read some of from the old Valiant comics. Once again some valiant art, fanart and newer versions art combined.
Turok, Dinosaur Hunter (or Son Of Stone if you prefer).
Turok 3-7-4-4 (18)
Turok's Basic Universe cards used to defend may be returned to your Hand.
Turok-Dinosaur Hunter
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.
Turok-Down The Gullet
Acts as a level 4 Fighting attack. May not be defended by a Placed card or shifted. If successful, target character may not play placed cards for remainder of battle.
Turok-Patient Stalker
Play as Turok concedes battle. Turok's team may discard 3 cards to top of Draw Pile.
Turok-Son Of Stone
Avoid 1 attack.
Turok-Tooth And Claw
Acts as a level 2 Strength attack. May make 2 additional attacks.
Turok-Weapons Upgrade
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
another one i'll have to read up on.
i'm not too keen on the IA, though. what with defense and teamwork attacks, i'm not so sure there would be many times you have an extra Power card to drive the re-use of the basic U. worth a try, i suppose (if you're into using basic U, that is.
enjoy your vacation.
I think i enjoyed the Turok comics the most of the old Valiant stuff i've read. I've never read the Gold Key stories or the newer versions. Though i did steal some art from them. I felt the same about the IA, i contemplated it a IA like i did for Electro a long time ago. "+1 to defense while a Basic Universe Card placed" or even "while a Basic Universe Fighting card placed, gains +? to defense (all around [not just fighting], but that seems a little too powerful?)
And thank you, vacation was nice. I think I sunburned my scalp though. Fortunately nothing else.
your call on that - i got nothing.