and i came up with the following 59 characters (morlocks and shi'ar aren't exactly villains, but they didn't get marvels cards, and xbabies i didn't include)
with the marvels cards, the vast majority are excellent cards. without getting into who should get what card, i was wondering if you agreed with my breakdown of what characters need what type of card
Level 1: these characters need game-changing cards, since the majority are virtually unplayable as is
*ABSORBING MAN
*THE ACOLYTES 7-6-3-3 (19)
*APOCALYPSE 6-4-4 (14) 5-5-7-6 (23)
*HYDRA 5-6-5-5 (21) 17-Points for Deckbuilding
*PSYCHO-MAN 5-2-5-6 (18) "Emotion Box" from Reserve
Level 2: these characters need excellent cards. they are borderline useful, but a single great card could see them in many decks (think dr strange's AD)
*BARON MORDO 7-3-2-6 (18)
BULLSEYE 4-8-4-2 (18)
*CARNAGE 3-7-5 (15) 5-7-4-2 (18) Team +5 to Venture when KO'd
CEREBRO 6-3-3-8 (20)
*DOCTOR DOOM 7-6-6 (19) 5-3-4-8 (20)
*DR./DOCTOR OCTOPUS 3-6-5 (14) 2-5-6-7 (20)
*DRACULA 3-5-6-8 (22)
*THE ENFORCERS 3-6-4-3 (16) 2 Specials Placed, not dups
*GOBLYN QUEEN 7-5-2-5 (19) Attacks w/ E Pc not shifted
GREEN GOBLIN 4-4-6-6 (20) I Power cards +1 to attack
HOBGOBLIN 2-6-3 (11) 4-6-6-3 (19) S Power cards +1 to attack
*JUGGERNAUT 3-4-7 (14) 4-5-8-2 (19)
THE KREE 6-5-4-7 (22)
LEADER 3-4-2-7 (16) +2 defense "Twisted Mentality"
*MANDARIN 6-5-3 (14) 7-4-3-5 (19) F Power cards +2 for defense
MR. SINISTER 6-6-5 (17) 4-5-4-8 (21)
MOLE MAN 4-4-2-6 (16) +2 defense if "Social Outcast"
MORBIUS 1-3-7 (11) 5-3-6-5 (19) Only Cum KO by 30 or more pnts
*MYSTERIO 6-3-4 (13) 6-3-4-6 (19) Not Spect KOd w/ E Power cards
*MYSTIQUE 6-4-2 (12) 5-6-3-6 (20) F Power cards +1 to attack
*OMEGA RED 2-6-4 (12) 6-7-5-2 (20)
*POST 1-6-4-6 (17) May not be attackd by Location
*PUPPET MASTER 6-3-1-6 (16) "Alicia Masters" from Reserve
RED SKULL 3-5-4-7 (19) Not Cum KO'd w/ I Power cards
*RHINO 1-4-7 (12) 2-6-7-1 (16)
*SCORPION 5-5-7-2 (19) +1 attack if opp 4,5,6 Compltd
SHADOW KING 7-1-1-7 (16)
*SUPER SKRULL 5-3-7 (15) 6-4-7-4 (21)
*TASKMASTER 3-7-4-5 (19) Use I Pc to avoid any F attack
*TYPHOID MARY 5-7-3-2 (17) Attacks w/ F Pc not shifted
*VENOM 6-6-7 (19) 5-6-7-2 (20)
Tier 3: these characters still show up in decks, but are not powerhouses by any means. an average/good card will help them nicely
BLOB 3-3-7 (13) 4-5-6-1 (16) Not Spect KOd w/ S Power cards
BROOD 4-7-5 (16) 3-6-6-4 (19) May have dup "Brood Spawn"
THE HAND 2-8-3-6 (19)
*THE HELLFIRE CLUB 6-4-4-7 (21)
*KINGPIN 2-4-5-6 (17) Teamworks from Reserve
*MAGNETO 8-1-2 (11) 8-5-3-6 (22)
THE MARAUDERS 7-7-3-2 (19)
*ONSLAUGHT 8-2-6-7 (23)
*SABRETOOTH 1-8-5 (14) 2-8-6-3 (19)
*THE SERPENT SOCIETY 3-6-6-3 (18) May play Tactics from Reserve
(i put SS in this tier, but i believe they could easily fit in tier 2...their AD is more a hinderance than a help)
Tier 4: these characters are pretty good as is, and show up often in decks. an average or quirky card won't do much to diminish them
HOLOCAUST 7-2-6-2 (17)
MOJO 5-6-2 (13) 6-3-1-6 (16) M Power cards +1 to attack
*THE REAVERS 5-7-6-3 (21)
*SENTINELS 7-5-6 (18) 7-5-7-1 (20)
misc: here are the cape citadel characters, since they already make a very good team. like four freedoms, i think you have to be careful in not giving them 'too powerful' a card. individually, they could all use a boost, and probably lie somewhere between tiers 2 and 3)
*CRUX 6-6-2-3 (17) Avoid any attack w/ a 1I Pc
GREY KING 6-3-5-7 (21)
LANDSLIDE 6-4-6-2 (18) Opp -3 VT when L's tmmate KO'd
*MERCURY 6-7-5-4 (22)
*RAPTURE 5-7-2-3 (17) +1 attack vs. Intellect 7 or 8
XAOS 7-4-4-1 (16) Draw 1 when X's teammate KO'd
misc characters that didn't get a marvels card
*THE MORLOCKS 6-3-8-2 (19)
*SCARLET SPIDER
THE SHI'AR 5-4-3-8 (20)
*X-BABIES
i'm interested to hear what you guys think. i'm sure some characters will have to be moved around. with marvels, some characters that were already great, got greater (hawkeye). my only goal with this list was to establish which characters needed the most help
Super Skrull doesn't need anymore cards. Having HN, CZ, and BW is plenty and I'd probably consider them to be in your tier 2 or 3.
On the topic on doing further expansions, one thing I'd like to see is all characters be balanced with 10 special cards (not counting globbing characters like Team X or Storm: Neutralized). There are a lot of characters (mostly in DC/Image) that could be very good characters (with their given stats) if they had more specials to play with (all DC characters have 5-6 specials). Image is even worse with some characters only having 3 specials (2 OPDs).
with super skrull, i admit to having a bias because of the character. however, he's not really level 3 material. the 8any is a decent special, but the 2 opds are lame. the 4+discard is nice, but NEVER hits, and the discard 5 is a neat mechanic, but i personally could never get it to work.
i'm guessing the best way would be best laid plans or gambits marvels. with best laid though, there's no way to ensure your opponent stays. if you venture big, they draw the plant cards, negating the purpose of the strategy. with gambits card, that would put you 2 venture cards down in the battle (with no guarantee that the opponent would have any great cards in the top eight)
also...it occurs to me that i completely forgot that thunderbots already got a marvels card...the hawkeye -10 to venture
...guess they are doomed to remain forever unused :(
for doctor doom, alot of people have suggested him getting a negate. personally, i don't think it's enough, since it would still be hard to justify using doom over beast.
how does this sound? doom gets a non numerical negate, like morbius
Negates the effects of any 1 Special card. May not be used to avoid a numerical attack, or remove a numerical hit. (ED)
but, it is playable from reserve. that helps doom and makes him a great reserve (8i AND negate) by taking 'advantage' of the fact his specials suck. it also helps the 2 battlesites he's on (wundagore and latveria) by giving an extra defensive card, and also helps them as homebases by giving them a clear reserve character.
thoughts?
very interesting thoughts about D.Doom... my initial reaction is of the "no way!" variety... but then again... maybe. I guess I've seen him used as a decent Reserve with Doombots coming up, so it's hard for me to say he needs help making a case for the Reserve. So, i'm mixed about him.
As for Juggernaut, Marauders, and Mr. Sinister, I think they need to be kicked down the list a lot.
Juggernaut is, well, a juggernaut of offense, needing no real help having a role or being used (just because there might be a cheaper option, doesn't mean he's not still a valuable, viable option).
Marauders have 3 separate level 7 attacks (event with their slight drawbacks), all 3 OPDs are really good, and, despite being nerf'd, Vertigo is still crazy-useful (to the point that it's pretty much always negated if the opponent has a negate available).
Mr. Sinister is the weakest of the three, but still has plenty to offer. Like Juggernaut, he IS a max-8, so he always has that going for him. Despite his expense, he offers a very rare (exlusive) OPD with his Cloning Process, and he has a great lv.9 attack and an off suit AR (even if it's only a 6).
Still, I wouldn't mind them all three to be bumped, for who they are in the comics - i just don't see them in need from a competetive stand point (necessarily).
Those are my thoughts :)
i agree. sinister/juggernaut/marauders are decent enough characters...but unfortunately, that's all they are. really, with the tiers i was just trying to identify which characters show up more often in decks, thus not needing 'as' good a new card. while that trio is better than say: dracula/omega red/mystique, the difference isn't huge. any card that could change up the usual characters would be welcome for me.
i haven't put a ton of thought into who needs what type of card, but i have some ideas, and would welcome any input
one character i've thought about is serpent society. with the negate and tm avoid, they are usually targetted pretty fast, despite the grid. i think an acrobatics card, or possibly the opd shift would be a great card for them
what does the community think of trying to put together an ultimate evil expansion?
the only problem with juggernaut is his lack of a proper avoid
he should have a negate (because of his unstoppability)
not to mention the personal force field
perhaps make his ignore blow a cw avoid(much like blobs absorb impact)
or perhaps an AH like visions double density
what does the community think of trying to put together an ultimate evil expansion?
or just expand on absolute evil expansion
http://justabgkid.com/emporium/absoluteevilmain.html
I'd be happy to assist with working on an Ultimate Evil expansion. I'll have to look around to see if I have my notes from a few years ago. The group I played with came up with a number of specials for the villains of Marvel and DC, about one per character in most instances with some exceptions. We used some of the new Marvels specials and other existing specials and if I recall correctly, we modified a few specials for some of the characters (I remember putting together a couple unique specials for Loki).
I would suggest adding a few new villains to the roster, the same way Marvels added Angel and Wasp. There are quite a few classic villains that OverPower never got around to creating cards for, so I would suggest the following:
Annihilus (7-6-5-5)
Baron Zemo (2-6-3-7)
Kang (7-6-3-7)
Loki (7-3-3-7)
Thanos (8-4-7-6) Our small group gave Thanos an inherent, similar to the one Malebolgia has, where he could only use Energy power cards for attacks and he would count for 23 points for tournament deckbuilding.
Ultron (7-4-6-5)
Mephisto (7-2-2-7)
Fin Fang Foom (don't know enough about him to put together a grid, but he's a classic)
and let's not forget some of the classic Spider-Man villains that didn't get a character card like Kraven, Electro, Vulture and Chameleon.
Back in the day we used the Marvel trading cards that were produced by Impel in the early 90's to create custom characters and we used proxy cards to represent specials for all the characters I listed above with a grid. Jack helped me out sometime ago by printing high quality character cards of the first six guys I listed above with artwork I sent him, so we could use those as a base for the characters. I'll take a look to see if I can find the specials I used for the characters. I know Loki had a draw 3 and a negate, Thanos had a high level fighting attack and an avoid, Kang and Zemo are two of my favorite villains but I can't recall all the specials we used for them. Zemo had a teammate avoid and a card that allowed him to use Thunderbolts specials but I'm drawing a blank at the moment for the specials Kang had.
In any event, I think it would be a fun side project. Depending on interest, we could work on just coming up with ideal specials for the existing villains and from there progress to a few new characters. Something to consider for sure.
Quote from: TGW on August 27, 2012, 11:04:48 AM
There are quite a few classic villains that OverPower never got around to creating cards for, so I would suggest the following:
Annihilus (7-6-5-5)
Baron Zemo (2-6-3-7)
Kang (7-6-3-7)
Loki (7-3-3-7)
Thanos (8-4-7-6) Our small group gave Thanos an inherent, similar to the one Malebolgia has, where he could only use Energy power cards for attacks and he would count for 23 points for tournament deckbuilding.
Ultron (7-4-6-5)
Mephisto (7-2-2-7)
Fin Fang Foom (don't know enough about him to put together a grid, but he's a classic)
and let's not forget some of the classic Spider-Man villains that didn't get a character card like Kraven, Electro, Vulture and Chameleon.
Cool. All characters from that list were done by other homemakers, like me, CCTelander or the classic Eboladude. It would be great to see the work from another homemaker. Do you have scans from your cards?
Quote from: Bios on August 27, 2012, 12:37:11 PM
Quote from: TGW on August 27, 2012, 11:04:48 AM
There are quite a few classic villains that OverPower never got around to creating cards for, so I would suggest the following:
Annihilus (7-6-5-5)
Baron Zemo (2-6-3-7)
Kang (7-6-3-7)
Loki (7-3-3-7)
Thanos (8-4-7-6) Our small group gave Thanos an inherent, similar to the one Malebolgia has, where he could only use Energy power cards for attacks and he would count for 23 points for tournament deckbuilding.
Ultron (7-4-6-5)
Mephisto (7-2-2-7)
Fin Fang Foom (don't know enough about him to put together a grid, but he's a classic)
and let's not forget some of the classic Spider-Man villains that didn't get a character card like Kraven, Electro, Vulture and Chameleon.
Cool. All characters from that list were done by other homemakers, like me, CCTelander or the classic Eboladude. It would be great to see the work from another homemaker. Do you have scans from your cards?
When I used to play with my group, we used the Marvel cards from the early 90's produced by Impel as the character cards and devised our own grids and used proxy cards for the specials that we came up with to play. It was fun but it wasn't the same as having actual custom character cards. The lack of true customs was due to not having anyone in the group that was good with photoshop or other editing tools, but we made do with what we had.
Well, fast forward several years later and I came across Jack's youtube videos and saw his custom Galactus. I reached out to him to ask if he could create custom cards for me using artwork I had gathered online and grids I created years ago. I also asked for a printout of his four grid Galactus and a Beyonder reprint as I sold mine a few years back. We worked out a price for the work and materials and 40 custom cards were created and I do have to say that they are very good, in both quality of image and overall printout. It's so cool to actually use a Baron Zemo character card with Red Skull against Cap and Falcon.
The link to the custom cards is listed below. I came up with the grid stats and submitted a number of images from my archive to Jack, who picked the ones that worked out best for the printout. Major props again to Jack, I can't thank him enough for bringing to life some of my favorite characters that never saw character cards in OP such as Kang, Zemo, Thanos, Dr. Hurt, Swamp Thing, Constantine and revised grids for Superman and Batman. I created the new DC JLA (minus Flash who's original OP card is just fine the way it is) with updated grids and images. I switched up Wonder Woman to have an 8 strength and 7 fighting to have as an alternate to her original OP card, which I think is perfect to begin with, I just wanted a different grid and her new costume to switch things up.
Here is the link, comments are appreciated:
Edit: correct address is: http://jackt.org/john
Quote from: TGW on August 27, 2012, 01:27:19 PM
http://jack.org/john
the link is not working... you sure this is the right address?
Quote from: Bios on August 27, 2012, 01:33:49 PM
Quote from: TGW on August 27, 2012, 01:27:19 PM
http://jack.org/john
the link is not working... you sure this is the right address?
Try this:
http://jackt.org/john
quick edit: The Wasp card is not my image or grid. I found that one online and requested a printout. Not sure who created that one, maybe yourself or someone you know Bios?
Those are great homemades! I specially liked the Anti-Monitor. Lots of characters from DC, by the way.
I don't know who created that Wasp. I would say it was Jack's work.
Most people at my playing group are DC fans, while I am a "pure" Marvel reader. Since I have the last word in the editorial decision, I am current making my fourth Marvel homemade set, against two finished DC sets. ;D ;D ;D
But my friends are telling me that my next set has to be DC. What can I say? So be it!
Here is my link if you are interested, but you already made some of them:
http://www.mediafire.com/?ela1jn2tny114ib
Quote from: Bios on August 27, 2012, 02:13:54 PM
Those are great homemades! I specially liked the Anti-Monitor. Lots of characters from DC, by the way.
I don't know who created that Wasp. I would say it was Jack's work.
Most people at my playing group are DC fans, while I am a "pure" Marvel reader. Since I have the last word in the editorial decision, I am current making my fourth Marvel homemade set, against two finished DC sets. ;D ;D ;D
But my friends are telling me that my next set has to be DC. What can I say? So be it!
Here is my link if you are interested, but you already made some of them:
http://www.mediafire.com/?ela1jn2tny114ib
I'm looking forward to checking out the link. I'm at work now, so mediafire is blocked (I have three screens in my office, two for work and one for sites like this and some other non-work sites). I'm a big fan of custom cards. I love Marvel and DC just about equally, but Batman is my very favorite. Grant Morrison is one of my favorite writers so I wanted to capture some of his takes on Batman characters such as Damian Wayne, the Joker and the Batman Inc. version of Bats.
I really wish I was better with photoshop, and I'd need to pick up a better printer, because I would print up all the custom character cards I could find. I'd love to get my hands on customs for the rest of Spider-Man's rogue gallery, for example, or characters featured in Grant Morrison's run of X-Men and I really want to put customs together for X23 and Hope Summers. I'm looking forward to checking out the mediafire link later this evening.
That Wasp isn't mine, I'll upload the Wasp set tonight.
EDIT:
I don't have my files on me so I can't upload the picture. I'll get to it by next week. Sorry!
And for the record, the set's proper name was "Absolute Evils".
I think Loki has to be a strength 4 since he's on the power card.
Quote from: Nostalgic on August 27, 2012, 06:11:11 PM
I think Loki has to be a strength 4 since he's on the power card.
I agree. The 4 strength is something I overlooked when I sent Jack the grid stats. I was going to give Loki an 8 in Intellect as well, but I wanted him to be a double 7 like Thor, but I'm with you on the 4 strength, good call.
the stats don't necessarily have to correspond to the power cards. doom 2099 is on the 8, but only has 7i
TGW: if you're up to it, we could design a set. the main goal for me would be to get an additional special for each marvel villain. i don't really want to create many new characters, as that side tracks it a bit. the characters i would like to do, are the villains appearing on locations.
abomination
expediter (villain?)
silver samurai
viper
mephisto
sauron
lizard
klaw
even that might be too much of a sidetrack though...what's your thoughts? i have it at around 60 specials for existing+54 for new characters (1 character + 6 specials each)...so approximately 120 cards
the final 'official' cards to round out would be to finish the aspects (i counted 18), a special for the 3 characters who didn't get marvels cards (xbabies/shi-ar/morlocks), and the 2 heroes on locations
blink
shatterstar
that puts the final 'chaser' set around 45 cards
Quote from: TGW on August 27, 2012, 07:57:24 PM
Quote from: Nostalgic on August 27, 2012, 06:11:11 PM
I think Loki has to be a strength 4 since he's on the power card.
I agree. The 4 strength is something I overlooked when I sent Jack the grid stats. I was going to give Loki an 8 in Intellect as well, but I wanted him to be a double 7 like Thor, but I'm with you on the 4 strength, good call.
I had been using a Loki from CC's site with the stats 8e 2f 4s 8i, but I think I like the double 7s and strength 4 because as you said its reflects Thor.
also, i thought i'd throw out some of the guidelines i was thinking of when making a card
1) following the tier list i made (it's not the bible though)
2) getting cards that fit the abilities/personality of the character
3) augmenting existing cards the character already has
a couple examples would be juggernaut and rhino. these guys are knows for tearing up the environment. i was thinking a couple opds for them
juggernaut: opponent may not use activators for remainder of battle, or possibly a high level anypower attack that would count for venture against the battlesite
rhino: opponent must discard 3 placed cards, opponent's choice
those 2 specials would follow the first couple guidelines, but not so much the 3rd
also, i'm not against the idea of brand new mechanics. i've never designed cards before, so there's bound to be some mistakes. if we get a few people in on this, hopefully such mistakes can be minimized/eliminated
Bios: Awesome homemades, I like what you did with Swamp Thing and John Constantine as well as their respective specials, two of my very favorite comic book characters (let's not get into their appearances on the silver screen). Lobo looks like he'd be fun to play as well. I'd be interested in checking out your Marvel sets if you have any links.
breadmaster: Expediter (Zoe Culloden) is a part of Landau, Luckman & Lake, so I'm not sure she would be a considered a villain, maybe more of a neutral character working for the interests of LL&L. I have her grid as 4-6-2-6.
As for helping on the set, I would be interested. I'm currently working on a project involving the OverPower character cards and my customs, it's essentially a version of OverPower that is playable using the character cards and a deck of playing cards, with certain cards associating to the existing character specials (and some new ones, or in the case of my custom characters, all new specials). I have a two player format already in place and am fine tuning a solitaire version, so I can put the cards to use when no one else interested in playing is around. That (and a couple fantasy football drafts coming up this weekend) is taking up some of my free time, but I'll be happy to assist in suggestions for new specials and grids for the characters that were never created that appeared on location cards. I reached out to Jack with a request to put together the missing characters on all the locations (both Marvel and Image), using artwork and grids I put together, be currently he is busy with work and the Marvels set , so perhaps I can provide my materials as a starting base.
I'm not that good with photoshop and don't have a printer currently hooked up, so I wouldn't be able to take our ideas and make them a 'reality' so to speak, but perhaps we could find someone who can assist down the road.
My first suggestion; No X-Babies specials, or else an average card for them. They are strong enough as it is, too strong in my opinion for such a cheap and somewhat ridiculous group of characters.
i agree with you on xbabies: i hate them. for completeness sake though, i'd like to give them a card. i saw one homemade with lil storm as an AA, that seems to be just fine. if you wanted to nerf them even more, it could be a 5any AA, like serpent society's
i'm also no good with photoshop and stuff. jack will probably not be interested, since he's not into customs at all. that stuff comes later anyways
i'm in no rush, so whenever you get an idea for a character, just post it, and anyone else can comment on it or tweak it
Sounds like a plan. We can use this thread for the brainstorming and idea sharing. The important thing is to come up with the actual specials to assign to each character first, the artwork/photoshop can come later, especially if we have enough participation. I'd be interested in seeing some of the homemades created by users on this forum such as Bios so we can compare and either expand upon those ideas or use them as a template for something new.
As for the X-Babies, I'd be all for giving them an AA special. Lil' Storm is perfect, heck, they could have the anypower AA special like Serpent Society, but AA works for them.
ok, i'll edit the first post
i'll fix the thunderbolts error, move a couple characters around, and put an asterisk next to characters that have a special suggested in the topic
I'd personally love an Evil's set - the trick is having it accepted en masse. 'The Marvels' are pretty much the only homemades that are universally accepted because there was a semi official stamp on them.
That being said, it would be interesting to see what a community created set would yield. Bring on the debates!
I don't think the X-babies warrant any new cards. They are stacked as is, and plenty of sets went by where other characters got neglected in favour of the Babies... so, to hell with 'em.
Some suggestions of cards I'd like to see for characters to start us off -
Characters who don't share their comic counterpart's level of Power:
Two Characters I'd like to see with specialty NEGATES:
Dr. Doom - "NONE CHALLENGE DOOM!" Negate the effect of 1 special card played by opponent. May be played while Dr. Doom is in the reserve.
I liked Breadman's earlier dea for it, but don't see the need to nerf the negate. But I do think Doom should be the ONLY 8 stat character to be given one.)
Apocalypse - "YOU ARE BENEATH ME!" Negate the effect of 1 special card played by opponent. Apocalypse may discard this card to the top of the draw pile after use. OPD.
Something different, but immensely useful if acquired early.
Other random ideas:
Venom - "WEB STRANDS" Target character may not attack for remainder of battle. If successful Venom may make one additional attack. OPD
I was originally thinking of that one for Spider-Man, something useful that accounts for his usual ability to web multiple foes. But it works well for Venom too.
Carnage - "VAMPIRIC SYMBIOTE" Target must discard all placed cards. Carnage may draw 1 card for each card discarded by opponent. OPD
Something a little sweet for the oft-ignored and underpowered Carnage.
Kingpin - "PROTECTING MY INTERESTS" Teammate may avoid 1 attack. May be played while Kingpin is in the reserve.
Something I always felt would be suitable for him.
Mysterio - "OOOPS, TRY AGAIN!" Mysterio or teammate may avoid 1 attack of 4 or less. Opponent must discard one card from hand.
Tee hee. Watch Mysterio appear on a few decks now. ;)
There are a few to start the ball rolling. I'm sure everyone has their own ideas about what characters deserve what specials.
-BBH
loving the ideas so far harv!
with one exception...i think that kingpin card may be too much. i do think a couple characters should get reserve avoids, but fisk is not one of them, for a couple reasons. first, he's already gets use, and i think these avoids should go to crappy/terribly average characters with one good card. second, i think that combined with hell's kitchen, it may be too much
that mysterio card is great though, both for him, and the battlesite
here's a few i came up with for the stinkers
acolytes: magneto +3 to all actions for remainder of game (opd)
hydra: play during battle. discard this special to KO hydra or teammate. retrieve 2 characters from dead characters pile (opd)
(call it: 'cut off one head, and two replace it', or whatever their slogan is)
psycho man: opponent may not use cards with an icon 6 or greater for remainder of battle (opd)
(this is probably my favourite card of the bunch. call it 'microverse'. i also thought about tweaking it to have a DoW feel...something like ' Opponent cannot use cards with icons 6 or greater for remainder of game or until this Special has been attacked with 4 such cards)
I think the Hydra special might be too strong, I like the idea of it, and maybe it'll work since Hydra cost quite a few points to play, but maybe only allow for 1 character to return from the dead character pile, or 2 characters to return for remainder of the battle, so it could be placed for a late game play.
I LOVE the Psycho-Man special. If a character should get a DoW type special it would be him. That would make him so much more playable and a dangerous character. Good stuff.
the hyrdra card may indeed be too strong, but i'm not convinced yet. the text isn't clear yet, but while the hits on the record are removed, they would still count for venture. so it's a powerful card, but directly adds nothing to venture. it indirectly adds by allowing you to keep specials for ko'd characters during discard phase. and like all powerful specials, it can be negated (or kill hydra before they can play it). it would defenitely need to be tested
anyone else have any ideas for new specials?
what about http://marvel.wikia.com/Owen_Reece_(Earth-616)
i'm not too interested in creating new characters
for sentinels, i was thinking of a KL...call it 'reformat' or something
for absorbing man, i was thinking of something like morph's power mimic opd.
i was even thinking of something ultra powerful. 'shift any attack from absorbing man or teammate to one of opponent's front line characters. opponent may defend' opd
this is VERY strong, but i think absorbing man can use it
here are some other suggestions we (bbh and i) came up with
serpent society: avoid 1 attack. opponent must discard 1 card from hand
hydra: exchange this special for any 2 cards in dead pile (opd)
the hydra card keeps the 'cut off one head, and two replace it' theme, and gets rid of the 'clunkiness' of the previous suggestion
Definitely an eye-opening OPD for Hydra that totally fits into their famous saying. :) Would it be any 2 cards playable by Hydra only or are you thinking going all out for any cards whatsoever in the dead pile?
here's a couple more ideas i came up with
hellfire club: KL (long term plans?)
puppet master: a new universe opd
now, these are both characters i use, and both cards will benefit the decks i use them in. so someone will have to call me out on this one if they think they are too powerful or such
Quote from: breadmaster on September 24, 2012, 03:48:26 PM
here's a couple more ideas i came up with
hellfire club: KL (long term plans?)
puppet master: a new universe opd
now, these are both characters i use, and both cards will benefit the decks i use them in. so someone will have to call me out on this one if they think they are too powerful or such
Puppet Master is a beast, IMO, and one of my favorite characters to use in OP. I like to pair him up with Shadow King and Reyes, or Leader in place of Reyes if it's a villain only theme. For a 16 point max 6 grid, it's probably too strong a special (Puppet Master has several good specials already), but I really like it and wouldn't be against Puppet Master having a New Universe OPD. In fact, I'm all for it.
I also like the KL special for Hellfire Club (a special Puppet Master shares).
Two ideas regarding a special for Absorbing Man; perhaps something along the lines of Absorbing Man being able to 'absorb' an attack (power card only or open to any attack?) and either not have it count toward his damage or toward venture. The second idea would be a special that allows Absorbing Man to redirect an attack back to the attacker. So if Absorbing Man is attacked with a 7 Energy card by Magneto and uses the special to 'absorb' the attack/defend it, the 7 energy would count as a hit on Magneto. If it's too strong of a special, maybe the hit would only count for damage and not for venture. A couple ideas to consider.
The modified Hydra special you posted is really good.
Quote from: breadmaster on September 24, 2012, 03:48:26 PM
here's a couple more ideas i came up with
hellfire club: KL (long term plans?)
puppet master: a new universe opd
now, these are both characters i use, and both cards will benefit the decks i use them in. so someone will have to call me out on this one if they think they are too powerful or such
It's not that i think an EN would be too strong for Puppet Master, per se, but I think it might pigeon-hole him a little with his HB Special... Also, I don't really know F4 story lines, so help me out. What's the context for a mission reset card? i.e. Is thee a comic book referrence?
yeah, it was mainly to take advantage of pup's HB
as for continutity wise: like most villains, he retreats out of sight when things are going against him. game-wise, this is reflected by losing the battle but (hopefully) winning the war. and unlike most villains in overpower, he poses ZERO threat physically, so a retreat card seems apt
for the KLs. my thinking here is that it's a GREAT card. but so few characters have it
xbabies of course will make use of it
falcon/samson/puppet master aren't usually characters you can just throw into a team for the KL
that leaves captain britain and mercury. both are decent, but don't show up in decks often.
i've made my feelings on DoW known, and imo, the more cards to counter it, the merrier
I know Dr.Doom already has a 'Doombots' related special, but I feel like the KT special would benefit him and would be kinda comic accurate. It would allow Doom to slow down a character, forcing them to waste an attack that doesn't count toward venture before being able to attack for the rest of the battle.
The LA special would be a good fit for the Sentinels, who have laid waste to the X-Mansion on a number of occasions.
Quote from: TGW on September 24, 2012, 08:56:17 PM
I know Dr.Doom already has a 'Doombots' related special, but I feel like the KT special would benefit him and would be kinda comic accurate. It would allow Doom to slow down a character, forcing them to waste an attack that doesn't count toward venture before being able to attack for the rest of the battle.
The LA special would be a good fit for the Sentinels, who have laid waste to the X-Mansion on a number of occasions.
I think, while perhaps not inappropriate, at KT for Doom would still be underpowered. This is one of the most dangerous villains in the marvel universe, and his cards simply do not reflect that. If a KT, maybe amp it up a bit - maybe an OPD affecting the opponent's entire team for 2 or 3 hits.
"Opponent's team may not attack until this special has been hit with 3 attacks. Hits do not count to venture. OPD"
Hmm... I kind of like that....
-BBH
Quote from: BigBadHarve on September 25, 2012, 03:34:40 PM
Quote from: TGW on September 24, 2012, 08:56:17 PM
I know Dr.Doom already has a 'Doombots' related special, but I feel like the KT special would benefit him and would be kinda comic accurate. It would allow Doom to slow down a character, forcing them to waste an attack that doesn't count toward venture before being able to attack for the rest of the battle.
The LA special would be a good fit for the Sentinels, who have laid waste to the X-Mansion on a number of occasions.
I think, while perhaps not inappropriate, at KT for Doom would still be underpowered. This is one of the most dangerous villains in the marvel universe, and his cards simply do not reflect that. If a KT, maybe amp it up a bit - maybe an OPD affecting the opponent's entire team for 2 or 3 hits.
"Opponent's team may not attack until this special has been hit with 3 attacks. Hits do not count to venture. OPD"
Hmm... I kind of like that....
-BBH
I like that idea a lot, BBH. I was also thinking that the Special was a bit underpowered for one of the premier villains in the Marvel Universe. Yes, it would have to be a OPD, but I think it would make Doom a very valuable character, that's three attacks that don't count toward venture. It's almost like a mini-DOW against a team, I'm sold.
i LOVE the idea of a KT opd
to me it would be a perfect card for dracula (undead hordes). it seems to be powerful enough to complement his crappy specials, but not too powerful to make him overpowered...;)
Quote from: breadmaster on September 26, 2012, 12:02:01 AM
i LOVE the idea of a KT opd
to me it would be a perfect card for dracula (undead hordes). it seems to be powerful enough to complement his crappy specials, but not too powerful to make him overpowered...;)
That one card would be a boon to whichever character gets it. Though honestly I think Dracula is worse off than Dr. Doom. And as long as Doom gets that negate I'm pining for, I'm happy. :P
-BBH
it seems harv and i can't agree on doom's special, so i'll throw out another powerful alternative.
genius counterattack: negates the effect of one special card played by opponent. opponent may not play special cards for remainder of battle (opd)
that baby is JUICY! too much so?...let's hear it.
dracula is an interesting case. his grid is better than doom's, but he's 2 points more. his specials are better than doom's, but not significantly (i know some swear by doombots...i am not one of them). drac also doesn't appear on a location
Quote from: breadmaster on September 29, 2012, 03:31:35 PM
it seems harv and i can't agree on doom's special, so i'll throw out another powerful alternative.
genius counterattack: negates the effect of one special card played by opponent. opponent may not play special cards for remainder of battle (opd)
that baby is JUICY! too much so?...let's hear it.
That is indeed a truly evil card. I would say probably too imbalanced simply because it defensively wipes out all of the opponent's specials from which there's no escape, and is usable from a battlesite.
But it would guarantee Doom gets some goodplay, that's for sure.
That actually has me thinking that characters who do NOT appear on sites might warrant more powerful and/or unique cards.
-BBH
oh yeah, it's defenitely powerful. but it also opens up a weird meta game if doom is on the team
the other player would not play any offensive specials until they've exhausted all their defensive ones
someone has to get the 'fighting' EY, since the other 3 are taken (opponent may not use cards with ___ icon for remainder of battle). possibly an intellect EY too, since superboy in DC has that one
i was thinking post could use a nice boost, but that's also a really powerful opd from onslaughts citadel as a battlesite.
enforcers could use a kickass card too...hmmm
would a level 10 attack be too 'on the nose' for mandarin? ;)
i'll make a list here of cards that can use icon counterparts. maybe we can pair any up to characters who suit them
OB: Acts as a level 5 Energy attack. If successful, Longshot may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile. THESE CAN USE FIGHTING AND STRENGTH
OF: Acts as a level 6 Intellect attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, Professor X may use it. If drawn card is not an attack, discard it to the Dead Pile. (OF) FIGHTING AND STRENGTH
FI: Acts as a level 3 Intellect attack. If successful, Havok may immediately draw 2 cards from top of Draw Pile. Discard if duplicate. (FI)
FI is a really good unique card. more would be nice, but part of it's charm is it's uniqueness...what do y'all think?
how's this for sabretooth
uneasy alliance: acts as a level 1 multi attack, each front line teammate may make 1 attack at -2. may be played from reserve (opd)
for mystique, both sean and i came up with some ideas...the problem is, i like them all!
1) misdirection: target teammate may not be attacked for remainder of battle (opd)
2) seeds of distrust: opponent may not use cards with the word 'teammate' for remainder of battle
3) shapeshift: exchange this special for any card under the battlesite
Quote from: breadmaster on October 25, 2012, 10:39:17 PM
for mystique, both sean and i came up with some ideas...the problem is, i like them all!
1) misdirection: target teammate may not be attacked for remainder of battle (opd)
2) seeds of distrust: opponent may not use cards with the word 'teammate' for remainder of battle
3) shapeshift: exchange this special for any card under the battlesite
those are all good cards, but I gotta say, #3 is (imo) the best and the most creative! very cool idea; gives her a GREAT purpose on the Front Line (more than a good OPD would); and as a bonus, it gives her a REALLY good 3rd option for a Battlesite card (I use her AG and CA a lot for Battlesite decks). if you pick one, I'd pick that.
Quote from: ncannelora on October 28, 2012, 04:02:56 PM
Quote from: breadmaster on October 25, 2012, 10:39:17 PM
for mystique, both sean and i came up with some ideas...the problem is, i like them all!
1) misdirection: target teammate may not be attacked for remainder of battle (opd)
2) seeds of distrust: opponent may not use cards with the word 'teammate' for remainder of battle
3) shapeshift: exchange this special for any card under the battlesite
those are all good cards, but I gotta say, #3 is (imo) the best and the most creative! very cool idea; gives her a GREAT purpose on the Front Line (more than a good OPD would); and as a bonus, it gives her a REALLY good 3rd option for a Battlesite card (I use her AG and CA a lot for Battlesite decks). if you pick one, I'd pick that.
The other thing about the Mystique card is that it beats DoW in a pinch. You're exchanging the card for a battlesite special, but you're not playing an activator, which is was DoW restricts.
I had a brainstorm of a few other cards - Here are some wacky ideas for fun:
Brood: (Impenetrable hive) For remainder of game, Brood's battlesite and activators are no longer subject to opponent's special card attacks and effects. OPD
Cerebro: (Computer Efficiency) Acts as a level 5 intellect attack. Acts as a level 10 intellect attack if opponent did not begin game with a battlesite.
Green Goblin: (Oscorp) For remainder of game, Green Goblin's team is +3 to venture. +6 to venture if opponent did not begin game with a battlesite. OPD
Hydra: (...and two take its place!) Exchange this card for any two cards from the Draw pile OR Dead pile OR Power pack. May be duplicate. OPD (Riffing on Breadman's idea here)
Mojo: (Reruns!) Character or teammate may avoid 1 attack of 6 or less. Discard this card to top of draw pile after use.
Psycho-Man: (<name pending>) Acts as a level 5 intellect attack. If not successful, return card to Psycho Man's hand.
Rhino: Acts as a level 10 strength attack. If successful, acts as a level 15 strength hit if opponent did not start game with a battlesite. OPD
I had this notion of cards that had additional effects based on the type of team your opponent was using, Any Hero or Site. It would be interesting to test them out and see how much it really affects things.
-BBH
Quote from: BigBadHarve on November 02, 2012, 09:48:00 AM
Quote from: ncannelora on October 28, 2012, 04:02:56 PM
Quote from: breadmaster on October 25, 2012, 10:39:17 PM
for mystique, both sean and i came up with some ideas...the problem is, i like them all!
1) misdirection: target teammate may not be attacked for remainder of battle (opd)
2) seeds of distrust: opponent may not use cards with the word 'teammate' for remainder of battle
3) shapeshift: exchange this special for any card under the battlesite
those are all good cards, but I gotta say, #3 is (imo) the best and the most creative! very cool idea; gives her a GREAT purpose on the Front Line (more than a good OPD would); and as a bonus, it gives her a REALLY good 3rd option for a Battlesite card (I use her AG and CA a lot for Battlesite decks). if you pick one, I'd pick that.
The other thing about the Mystique card is that it beats DoW in a pinch. You're exchanging the card for a battlesite special, but you're not playing an activator, which is was DoW restricts.
I had a brainstorm of a few other cards - Here are some wacky ideas for fun:
Brood: (Impenetrable hive) For remainder of game, Brood's battlesite and activators are no longer subject to opponent's special card attacks and effects. OPD
Cerebro: (Computer Efficiency) Acts as a level 5 intellect attack. Acts as a level 10 intellect attack if opponent did not begin game with a battlesite.
Green Goblin: (Oscorp) For remainder of game, Green Goblin's team is +3 to venture. +6 to venture if opponent did not begin game with a battlesite. OPD
Hydra: (...and two take its place!) Exchange this card for any two cards from the Draw pile OR Dead pile OR Power pack. May be duplicate. OPD (Riffing on Breadman's idea here)
Mojo: (Reruns!) Character or teammate may avoid 1 attack of 6 or less. Discard this card to top of draw pile after use.
Psycho-Man: (<name pending>) Acts as a level 5 intellect attack. If not successful, return card to Psycho Man's hand.
Rhino: Acts as a level 10 strength attack. If successful, acts as a level 15 strength hit if opponent did not start game with a battlesite. OPD
I had this notion of cards that had additional effects based on the type of team your opponent was using, Any Hero or Site. It would be interesting to test them out and see how much it really affects things.
-BBH
i like the notion of the Battlesite/AnyHero effects, too, but it seems backwards to me (from a balance POV). seems like, since Battlesites tend to offer more defense, that the better (more potent) effects should be against those Battlesite teams. particularly, that Cerebro card... seems like it'd be too good as a non-OPD against AnyHero decks...
Is there a list being compiled where we can track these ideas all in one place. Maybe a wiki type page?
Also, I would like to bump one of my ideas for Apocalypse that I shared in another thread:
http://www.beenhereandthere.com/SMF/house-rules/apocalypse/msg8495/#msg8495
i'm not very good with computers at all, so me making a wiki is pretty much impossible
if you have any ideas, by all means, throw them in here. even insane ideas...throw em all, and we'll see what sticks!
Quote from: ncannelora on November 02, 2012, 02:29:44 PM
i like the notion of the Battlesite/AnyHero effects, too, but it seems backwards to me (from a balance POV). seems like, since Battlesites tend to offer more defense, that the better (more potent) effects should be against those Battlesite teams. particularly, that Cerebro card... seems like it'd be too good as a non-OPD against AnyHero decks...
At first glance maybe - but you're forgetting that the player would have to use Cerebro, for starters. Also, Cerebro's not on any homebases so that card couldn't appear in a battlesite. It certainly makes him more appealing.
Also, look at the existing cards - there are many more ways to counter a battlesite than there are ways to counter any heroes.
Any Heroes can be knocked out by the following:
Gods of Stone Event
Starjammers: Stick Together (if using Marvels)
Symbiotic Hero Captured Event
And I believe that's it. 3 options, one of which involves using Starjammers, an already overly strong character. If I've missed something let me know.
Battlesites have to worry about the following:
DoW
X-babies: Lil Rogue
Puppet Master: Liddleville
Entropy event
Superboy: Dubillex
Any icon lockdown event (for attack purposes)
Also, they have to worry about being KO'd, for which the following are specifically designed:
X-babies: Lil Wolvie
Inhumans: Karnak
New Warriors: Speedball
Hydra: Fenris
Acolytes: Rusty collins
Mole Man: Uproot earth
Marauders: Arc Light
And, if using Marvels:
Nick Fury: Secure perimeter
Ka-Zar: Law of the Jungle
New Warriors: Rage
Spider Woman: Coordinated effort
Alpha Flight: Maddison Jeffries
Domino: Demolitions
Shadowcat: Phased Disruption
That's far more counter strategies against Sites than against Any Heroes.
So, a few very powerful cards given to relatively obscure characters is a good thing, I think. ;)
-BBH
Quote from: breadmaster on November 02, 2012, 03:17:28 PM
i'm not very good with computers at all, so me making a wiki is pretty much impossible
if you have any ideas, by all means, throw them in here. even insane ideas...throw em all, and we'll see what sticks!
How about a Google Doc? That would be fairly simple.
what i was thinking, was that when all characters have at least one suggestion, i'd compile them
then we'd have to determine which idea to go with for characters that have a few suggestions
I like alot of these new mechanics.
Venom's EM and Havok's FI are cool in my book because they force a defense. I read this whole thread, and I believe someone mentioned that they didn't like CU specials, but they're not bad for the same reason. Cards that aren't high valued, but have secondary effects that make them an almost must to be defended might shake things up a little. Maybe you guys can mull over that and come up with something. If CU is just horrible, then maybe you could up the numerical value to give it some play, and make it a OPD if necessary. Marauders Harpoon is a one per deck that could be good for another character.
Sunfire's FO is a really awesome card, but I don't really like Sunfire, and I'm sure a villain in need of a boost could use it. Juggernaut would be awesome with it.
I'm also a fan of cards that replace themselves, such as the Skeletal Plates. I can't think of any other characters with a LO special.
Lastly, I really appreciate that you guys consider battlesite usage and unique to character qualities of specials. It seems that it might make sense for some cards to be more powerful if they can't be used on a battlesite. And whoever mentioned Spiderman's "With Great Power" being unique to him had the right idea. Doom should have something like that... Apocalypse and other Legendary villians, or even heroes for that matter, might deserve a cool special that no one else has. I made a Hulk special with this effect:
Strongest One There Is: Hulk may not be Cumulative or Spectrum ko'd by cards with a Strength Icon, and Hulk is +1 to all Strength actions for remainder of game. (OPD)
I've used it in a deck, and it's powerful indeed, but not totally broken. Negates can take care of it, plus any number of characters with a KL special can handle it. Maybe you could design an Any Hero that is almost like a KL except that its "one" card instead of "all" cards.
Quote from: breadmaster on November 03, 2012, 03:51:40 PM
what i was thinking, was that when all characters have at least one suggestion, i'd compile them
then we'd have to determine which idea to go with for characters that have a few suggestions
Sounds good. It's hard for me to follow every post, but a summary once all the ideas are compiled would be great.
in the first post, i've been putting an asterisk next to characters who have suggestions, so you could use the seach function at the top right, if you see one on a character you want to check out
also, i've been tinkering around with scarlet spider, and noticed he's another hero that didn't get a marvels card, so i'll have to add another to that list
Quote from: breadmaster on November 07, 2012, 12:06:20 AM
in the first post, i've been putting an asterisk next to characters who have suggestions, so you could use the seach function at the top right, if you see one on a character you want to check out
also, i've been tinkering around with scarlet spider, and noticed he's another hero that didn't get a marvels card, so i'll have to add another to that list
From what I understand - Scarlet Spider's Marvel's card was supposed to be his Scarlet Saviour. Bit of a rip off, but what are you going to do...
-BBH
When is this set coming out?!?!?! :o
Quote from: breadmaster on November 07, 2012, 12:06:20 AM
in the first post, i've been putting an asterisk next to characters who have suggestions, so you could use the seach function at the top right, if you see one on a character you want to check out
also, i've been tinkering around with scarlet spider, and noticed he's another hero that didn't get a marvels card, so i'll have to add another to that list
Is there another post where you list those characters not in your first post which include new villain characters found in the location cards (ie Abomination, Lizard, Klaw, etc)? Hopefully the community could come up with stats and specials for them as well.
Quote from: KObossy on November 07, 2012, 12:28:54 PM
When is this set coming out?!?!?! :o
As a print run? It isn't. Not without official sanction, and that's not likely to happen. ;)
But as a community developed online release? Well, that's entirely possible. I like the idea of us all contributing ideas to see what can develop. I am sure many of us have a sheer bevy of ideas we can all brainstorm, then playtest the shortlisted ideas and finally everyone cast a vote. That might work.
Thoughts?
-BBH
Quote from: BigBadHarve on November 07, 2012, 01:37:29 PM
Quote from: KObossy on November 07, 2012, 12:28:54 PM
When is this set coming out?!?!?! :o
As a print run? It isn't. Not without official sanction, and that's not likely to happen. ;)
But as a community developed online release? Well, that's entirely possible. I like the idea of us all contributing ideas to see what can develop. I am sure many of us have a sheer bevy of ideas we can all brainstorm, then playtest the shortlisted ideas and finally everyone cast a vote. That might work.
Thoughts?
-BBH
I'll buy 2 sets!! Where do I send my money!!!! :o
nate: the list of characters i was looking at doing (as well as some other chasers), is on the 2nd page, about 5 posts down
KObossy: if i have my druthers, there will be a printed version...but that is still a ways away
as harv said, mainly we're in the brainstorming phase right now. i'll gladly take any suggestions. unfortunately, bbh and i seem to be the only ones contributing. while i really don't mind, the problem is, then the set becomes 'breadmaster's version of absolute evil' rather than 'palatinus forum: absolute evil'. and again, it's not that i mind, but if i'm creating most of the cards, i'll tend to push them towards my play style. this all leads to the cards ultimately not being accepted by the majority as 'official'
the part i will be completely lost in comes later. stuff like border design/font choice/picture formatting, is all greek to me
all that being said, i had a venom idea!
since he was orginally a dark reflection of spider-man, i was thinking of a dark reflection of 'with great power...'
destructive obsession: look at top 8 cards in opponents draw pile. discard 1 to dead pile and reshuffle. place this special onto venom. may only play once per battle
it's a little wordy, and the re-place mechanic is weird, but discarding 1 every turn without losing card advantage is brutal
What I'm curious about is:
Who owns the rights to Overpower, and is it possible to buy them, make cards, print them as you please, etc?
Homemades are cool, but when homemades are printed on stock and have vivid color and are REAL cards, it makes them much more fun.
So who owns the rights? I'd make a donation to purchase them if that's a possibility. Harve, Jack, whomever can have them. :) I just want cards to play.
I sound like a geek. 8)
trooper.... you are a geek.
But it's ok, we're all here to talk about and play a game based on super heroes that went out of print over a decade ago.
We are all geeks!
Also I promise to kick some idea's in soon Bread... I'm percolating a few things.
Well, I have a file going of various things I've thought of. Here are my ideas thus far. Bear in mind this is a brainstorming session, so I've given only a little thought to balance or metagame change. Just ideas.
Feel free to add your ideas, and I'll make note of them. I think if we can get a dozen solid ideas per character, we can start discussing pros and cons.
I've also made a note of which characters appear on a site.
-BBH
Abomination
-Acts as level 7 (??), if not successful Abomination – 2 to attack for remainder of battle.
-Negate the effect of any 1 special card that contains a strength icon. May be played while Abomination is in the reserve.
-Acts as a level 10 fighting attack.
-Acts as a level 4 fighting attack, may make 1 additional attack.
-Acts as a level 4 fighting/strength attack, is not affected by special cards already in play.
Mephisto
-For remainder of game opponent may not play negates until this card is negated. OPD
-Negate the effect of 1 special played by opponent.
-Target may not attack or play specials unless opponent discards 2 cards. May be placed or in hand. OPD
-Opponent must immediately discard 3 cards from hand. OPD
-Target character may not attack or be attacked for remainder of battle.
Silver Samurai
-For remainder of game, opponent is -2 to venture for every hit on Silver Samurai's hits to current battle, and permanent record. OPD
Klaw
Lizard
Characters getting one new special:
Absorbing Man (Not on site)
- Acts as a level 5 str attack – if not successful draw 2 cards from draw pile, play one immediately and put the other in hand. OPD
- Target must immediately discard one placed card. If successful, return card to Absorbing man's hand. ??
Acolytes (On site)
- Acts as a level 8 Any Power card. May be used to attack or defend. If not successful, or if used to defend, discard to top of draw pile. non-OPD
Apocalypse (On Site)
- Negate the effect of 1 special card played by opponent, Apocalypse may discard this card to the top of the draw pile after use. OPD
Baron Mordo (On site)
- Opponent may not use cards with a Fighting Icon for remainder of battle. OPD
Blob (On Site)
- Acts as a level 6 strength attack. If successful against a battlesite, damage counts to venture. Non-OPD
Brood (On Site)
- (Impenetrable hive) For remainder of game, Brood's battlesite and activators are no longer subject to opponent's special card attacks and effects. (review wording) OPD
Bullseye (Not on Site)
- Acts as a level 5 any power attack. May not be defended.
Carnage (On site)
- (Vampiric Symbiote) Target must discard all placed cards. Carnage may draw 1 card for each card discarded by opponent. OPD
Cerebro (Not on Site)
- Acts as a level 5 Intellect attack. Acts as a level 10 intellect attack if opponent did not start game with a battlesite. Non-OPD
Dr. Doom (on site)
- (None Challenge Doom) Negate one non-numerical special. Playable from reserve.
Dr. Octopus (On site)
- Draw 3 cards, do not discard if duplicate. OPD
Dracula (Not on site)
- Opponent may not attack for remainder of game until this card has been hit with three attacks. Hits do not count to venture. Attacks on this card may not be defended by Dracula's team. OPD
Enforcers (on site)
- Acts as a level 7 fighting attack, if successful, target may not attack for remainder of battle. OPD
- (Numbers racket) Target may not use cards with an icon of 5 or less for defense for remainder of game (opd) (SUBMITTED BY BREADMASTER)
Green Goblin (on site)
- (Oscorp) For remainder of game, Green Goblin's team is +3 to venture. +6 to venture if opponent did not begin game with a battlesite. OPD
Goblyn Queen (on site)
- For remainder of battle, opponent may not use cards that contain no icons. (OPD)
The Hand (on site)
- Negate the effects of one special card that contains a fighting icon.
Hellfire Club (not on site)
- Hellfire Club may move one defeated mission to the reserve pile. OPD
Hobgoblin (on site)
- Acts as a level 6 intellect attack. If successful against a battlesite, damage counts to venture total.
Holocaust (on site)
- Acts as a level 4 intellect or fighting attack.
Hydra (on site)
- Exchange this card for any two cards from the Draw pile OR Dead pile OR Power pack. May be duplicate. OPD
Juggernaut (on site)
- Acts as a level 7 any power attack. Acts as a level 10 any power attack against target battlesite.
Kingpin (on site)
- Teammate avoid 1 attack of 9 or less, playable from reserve.
Kree (on site)
- Negate the effects of one special played by opponent
Leader (on site)
- Leader may sort through draw pile, select any 4 cards, reshuffle draw pile, place 4 cards on top of draw pile. OPD
Mandarin (on site)
- For remainder of game, attacks made with a strength icon against opponent's battlesite count to venture total.
Magneto (on site)
- Negate the effect of any special card that contains an energy icon.
Marauders (on site)
- Acts as a level 4 fighting attack. If successful hit is +2 to damage.
Mr. Sinister (on site)
- Opponent may not play Any Heroes or Activators until this card is hit with 3 attacks. May be played from Reserve. OPD
Mojo (on site)
- (Reruns!) Character or teammate may avoid 1 attack of 6 or less. Discard this card to top of draw pile after use.
Mole Man (on site)
- Acts as a level 6 strength or energy attack.
Morbius (on site)
- Acts as level 7 S/F, if not successful Morbius is – 2 to attack for remainder of battle.
Morlocks (On site)
- (Numb The pain) Morlocks may only be attacked by cards with an icon 7 or greater for remainder of battle. (SUBMITTED BY BREADMASTER)
Mysterio (on site)
- Mysterio or teammate may avoid 1 attack of 4 or less. Opponent must immediately discard one card from hand.
Mystique (on site)
- Immediately exchange this card for any card under the battlesite. May be played defensively.
Onslaught (on site)
- Sort through opponent's draw pile, select any one card and remove it from the game. OPD
Omega Red (on site)
- Acts as level 7 Intellect/Fighting, if not successful Omega Red – 2 to attack for remainder of battle.
Post (on site)
- For remainder of game, Post's team's successful attacks with an Energy icon against opponent's battlesite count towards venture total. OPD
Psycho-Man (not on site)
- Opponent may not use cards with an icon of 5 or greater to attack for remainder of battle. Non-OPD
- Acts as a level 5 intellect attack. If not successful, return card to Psycho Man's hand.
Puppet Master (not on site)
- Draw 3 cards, discard duplicates.
Red Skull (on site)
- Red Skull may immediately attack a teammate with one of opponent's placed cards. Teammate may defend. Draw one card from top of draw pile.
Reavers (on site)
- Acts as a level 4 fighting attack. May be used against opponent's reserve character. If successful against the reserve, Reavers may continue to attack the reserve for remainder of game.
Rhino (on site)
- Acts as a level 10 strength attack. If successful, acts as a level 15 strength hit if opponent did not start game with a battlesite. OPD
Sabretooth (on site)
- Acts as a level 1 multi attack, each front line teammate may make 1 attack at -2. may be played from reserve (opd)
Sentinels (on site)
- Acts as a level 4 E/S attack. If not successful, discard to top of draw pile.
Serpent Society (on site)
- Avoid 1 attack. Opponent must discard 1 card from hand
Scorpion (on site)
- Acts as a level 6 strength attack. If successful, opponent is -4 to venture total.
Shadow King (not on site)
- Opponent must immediately discard 1 placed card. Discard this card to top of draw pile after use.
Shi Ar (on site)
- Negate the effect of any one special card that contains an intellect icon.
Super Skrull (on site)
- Super Skrull or teammate avoid 1-9
Taskmaster (not on site)
- Taskmaster or teammate may avoid one intellect attack, and draw 1 card from draw pile. Opponent is also -3 to venture.
Typhoid Mary (not on site)
- Typhoid Mary may avoid 1 attack with an intellect icon. Draw 1 card from top of draw pile.
Venom (on site)
- Target character may not attack for remainder of battle, Venom may make one additional attack. OPD
The discard to the top of draw pile seems like a very powerful mechanic. Is this to encourage playing the "mill" special cards?
usually it is. though AI type cards usually don't need any extra incentive to add to decks
the venom idea was, if you're going to be using it every battle, you're always going to be down a card. by re-placing it on venom after use, it costs you nothing to use (apart from when you first draw it), while either drawing a negate out of the opponent, or slowly grinding their best cards out of the deck
Has anyone checked out Overpower Legion's facebook page. He has a photo album with his take on the Absolute Evils specials. He has some really good specials for many of the villains. Worth checking out for more ideas, unless you only want contributions from people in these forums. Not sure if he comes to these forums. ???
Quote from: Nate Grey on November 08, 2012, 02:38:23 AM
Has anyone checked out Overpower Legion's facebook page. He has a photo album with his take on the Absolute Evils specials. He has some really good specials for many of the villains. Worth checking out for more ideas, unless you only want contributions from people in these forums. Not sure if he comes to these forums. ???
I did actually see some of his. He has some nice creations, and if anyone wants to repeat them in our thread, by all means go for it.
-BBH
here's a couple more i came up with
morlocks-numb to the pain: morlocks may only be attacked by cards with an icon 7 or greater for remainder of battle
enforcers-numbers racket: target may not use cards with an icon of 5 or less for defense for remainder of game (opd)
Quote from: breadmaster on November 07, 2012, 08:41:43 PM
nate: the list of characters i was looking at doing (as well as some other chasers), is on the 2nd page, about 5 posts down
KObossy: if i have my druthers, there will be a printed version...but that is still a ways away
as harv said, mainly we're in the brainstorming phase right now. i'll gladly take any suggestions. unfortunately, bbh and i seem to be the only ones contributing. while i really don't mind, the problem is, then the set becomes 'breadmaster's version of absolute evil' rather than 'palatinus forum: absolute evil'. and again, it's not that i mind, but if i'm creating most of the cards, i'll tend to push them towards my play style. this all leads to the cards ultimately not being accepted by the majority as 'official'
the part i will be completely lost in comes later. stuff like border design/font choice/picture formatting, is all greek to me
all that being said, i had a venom idea!
since he was orginally a dark reflection of spider-man, i was thinking of a dark reflection of 'with great power...'
destructive obsession: look at top 8 cards in opponents draw pile. discard 1 to dead pile and reshuffle. place this special onto venom. may only play once per battle
it's a little wordy, and the re-place mechanic is weird, but discarding 1 every turn without losing card advantage is brutal
But I want an oompa loompa now daddy! >:(
I see a lot of really good ideas and will have some more suggestions to add when I get home from work later this evening.
On the list Harve posted I see the villains that appear on location cards that have some specials listed for them. Are we going to include them in the set? It might help to flesh out some rarely used locations, but we just need to make sure that we aren't overpowering (pun kind of intended) any of these new characters. I'd also save them for after we wrap up the existing villains. I do want to suggest creating a Thanos character when all is said and done. We could do it at the end of the project, but to me, he was the one Marvel character whose exclusion from the original sets always perplexed me. And with the sequel to Avengers a couple years down the road, his popularity should only increase.
yeah, i was thinking about creating specials for the characters listed on sites (the list is on page 2...about 5 posts down)
abomination will have to be a powerhouse. he appears on an average homebase (sewer), and a bad homebase (gamma base). of course, both of those can be pumped up with aspects. on that note, aspects are one of the additions i'm dreading most. most of these specials have counterparts, so they'll not have to be too rigourously tested, but aspects can really swing gameplay. of course on the other hand, i can't imagine coming up with an aspect more powerful as fff inherent or muir islands aspect, so maybe i'm worrying for nothing
also, there's been a couple neat apocalypse ideas, but i'll throw my hat in the ring too
apocalypse-four horseman: draw 4 cards, discard duplicates (opd)
Why are aspects so powerful? You said they swing gameplay, but not much more than a great special card, right?
more or less. while powerful non-numerical specials can be negated, non-numerical aspects are guaranteed to have the effect.
Aspects just got alot cooler. We always played them as special cards from homebases, so you could effectively negate them. We did alot of things the wrong way.
here's a couple more i thought up
onslaught-ethereal form: play during battle. when onslaught is ko'd, discard to retrieve any 2 cards from power pack. may not be duplicates (opd)
scarlet spider-new warrior: acts as a leve 3 intellect attack. teammate may make 1 additional power card attack. neither may be defended with a special card
A couple years ago I saw homemade on this site (for some Star Wars character) that read "All Hits on [Hero]'s Permanent Record count as Any Power and have their numeric value cut in half" OPD
I stole the effect for both Dracula and Juggernaut and it instantly changed their fortunes. If you wanted a one card turnaround I'd highly reccomend it. Plus it retains the flavor of their near unkillable/unstoppable status in the comics.
I posted this card earlier that I made for Hulk but no one seemed to notice it (which is perfectly fine), so I'll repost it for feedback. Maybe a version of another power type for a villain or two... Magneto could have the energy version.
Strongest One There Is: Hulk may not be Cumulative or Spectrum ko'd by cards with a Strength Icon, and Hulk is +1 to all Strength actions for remainder of game. (OPD)
Too good? Not good enough?
I also had an idea that might be cool. You could make one for each power type and make them playable by the hero and their villain arch nemesis. Hulk/Abomination, Wolverine/Sabretooth, Professor X/Magneto, Mr. Fantastic/Dr. Doom. Anyone ever thought about making specials playable by 2 characters? Just like a normal special, only it would have two characters listed on it. Might be a neat idea... maybe not... maybe just in these instances it would be cool. You could put a cool fight scene as the pic for the special.
those are both some ideas that will surely be considered when finalizing
for super skrull, since he's not really a target, i thought i'd continue the theme of assault
super skrull-relentless assault: Acts as a level 10 anypower attack. If successful, ss or ss's teammates may not defend ss with Special cards for remainder of game.
Bread I'm wondering if you mean level 10 Multipower rather than an Anypower. Other characters have level 10 attacks without a negative after effect, but the Multipower would be strong enough to make it reasonable.
Quote from: rucker73 on November 14, 2012, 10:34:00 PM
Bread I'm wondering if you mean level 10 Multipower rather than an Anypower. Other characters have level 10 attacks without a negative after effect, but the Multipower would be strong enough to make it reasonable.
I think his idea is that it's non-OPD. Like Cyclops' focused force.
-BBH
Quote from: BigBadHarve on November 15, 2012, 08:50:41 AM
Quote from: rucker73 on November 14, 2012, 10:34:00 PM
Bread I'm wondering if you mean level 10 Multipower rather than an Anypower. Other characters have level 10 attacks without a negative after effect, but the Multipower would be strong enough to make it reasonable.
I think his idea is that it's non-OPD. Like Cyclops' focused force.
-BBH
yeah
9 any power seems right
Quote from: BigBadHarve on November 15, 2012, 08:50:41 AM
Quote from: rucker73 on November 14, 2012, 10:34:00 PM
Bread I'm wondering if you mean level 10 Multipower rather than an Anypower. Other characters have level 10 attacks without a negative after effect, but the Multipower would be strong enough to make it reasonable.
I think his idea is that it's non-OPD. Like Cyclops' focused force.
-BBH
I like this idea
yes, 10ap, non-opd
Quote from: breadmaster on November 15, 2012, 03:23:08 PM
yes, 10ap, non-opd
congratulations, you just made Super Skrull a target. ;)
You guys have great ideas. I'll try my best to contribute with some of my own. I'll start with Apocalypse for now. I thought it would be cool if he had a card with the Dark Riders, kinda like Sinister has that Marauders card.
Apocalypse – The Dark Riders (JW) Acts as a level 3 Energy attack. May make 1 additional Power Card attack. Neither card may be defended with a Special Card.
Apocalypse – The Dark Riders OPD (FD) Acts as a level 6 Fighting attack. If successful, only target character may attack, be attacked, or defend this battle.
I figure since The Dark Riders go around testing mutants and killing those unworthy, that specials conveying that would be good.
Another homemade that we've used here that helped characters who needed it a lot. Take the Cyclops Marvels 9 and give it to Rhino in Strength and Carnage in Intellect (as "Maximum Carnage")
Quote from: TGW on August 27, 2012, 01:27:19 PMEdit: correct address is: http://jackt.org/john
So there are lots of nice character cards in the link above. I was wondering has anyone done any homemade specials for Sinestro? He has a cool card but no specials.
Here's a couple for The Acolytes:
I figured to keep the Any Power theme for the sake of that Senyaka OPD with this one:
The Acolytes – Frenzy (CC) Acts as a level 7 Any-Power card. May be used to attack opponent or defend The Acolytes or teammate. May not be combined with Universe cards.
Or keep them as a reserve team option along with the Fabian Cortez OPD with this one:
The Acolytes – Scanner (EJ) Acts as a level 2 Energy attack. If successful, acts as a level 8 Intellect Power card. May be played from Reserve.
When my group made our DC Expansion, we had a few unique cards we added. Here are a few off the top of my head:
Reckless Speed (Flash) - Acts as a level 12 Energy Attack. If successful, The Flash is hit with the top card from Opponent's Power Pack. Hit counts toward Venture. (OPD)
Clever Sidekick (Robin) - Acts as a level 4 Intellect attack. May be played from Reserve. Any Front Line teammate may play 1 additional Special Card.
Two Sides One Coin (Two Face) - Acts as a level 4 Energy or Strength attack, must be blocked twice. If successful, acts as a level 8 Energy or Strength hit. (OPD)
Also, these are two unique cards from my MGS OP (http://www.beenhereandthere.com/SMF/custom-cards/mgs-op/):
Quote from: ncannelora on September 05, 2011, 05:25:29 PM(http://i1211.photobucket.com/albums/cc422/ncannelora/Raiden-AN.jpg)(http://i1211.photobucket.com/albums/cc422/ncannelora/Raiden-LQ.jpg)
All of those are cool... really like the Twoface card.
Going down the list alphabetically, here are two for Absorbing Man.
We need another strength character with a negate:
Absorbing Man – Super Density (AO) Negates the effect of any 1 Special card played by opponent.
I think only Morph has this special so I figured Absorbing Man can mimic properties as well:
Absorbing Man – Power Duplication OPD (DY) This Special acts identical to any Special currently on the table.
Absorbing Man seems pretty good already... maybe give the negate to a Strength character that has weaker specials?
Quote from: thetrooper27 on November 26, 2012, 12:08:43 AM
Absorbing Man seems pretty good already... maybe give the negate to a Strength character that has weaker specials?
I don't think I've ever seen anyone use Absorbing Man on a team. I figure a negate for him would finally see him show up in more decks. ;)
Quote from: Nostalgic on November 24, 2012, 05:35:57 PM
Quote from: TGW on August 27, 2012, 01:27:19 PMEdit: correct address is: http://jackt.org/john
So there are lots of nice character cards in the link above. I was wondering has anyone done any homemade specials for Sinestro? He has a cool card but no specials.
I've created a few specials for each of the custom characters in that link, with exceptions for Wasp and a couple others I haven't got around to yet. I'm still tweaking them, but I'll see what I can post at some point this week (along with some more ideas for this thread). I've been a bit under the weather the last few days and have only been posting while at work (which is where I am right now...I have three monitors in my office, two for work and one for extra curricular activities like this).
Onto the Bs. ;D
Baron Mordo – Mesmerism OPD (AV) Target character may not attack for remainder of battle.
Baron Mordo – Hypnotism OPD (BM) Acts as a level 7 Intellect attack. If successful, target character must immediately make one attack on teammate who may defend.
i don't feel good about cross contamination, is there any other card that does that?
Quote from: BasiliskFang on November 27, 2012, 01:53:20 AM
i don't feel good about cross contamination, is there any other card that does that?
I figured its kind of the same as HY Specials that make you discard 2 cards if successful. Just in this case you get a cool little effect of attacking your own teammate. ;D But they're just ideas since Breadmaster asked for more contributions before he collects them all.
Cross contamination?
And my idea... how about a special card that acts as a level 4f attack. so and so may play a teamwork card! Special cards break the rules, so you could invent a new set of specials that allow characters to play teamworks. Make them one per decks if they're too good or something. What do guys think?
Quote from: TGW on November 26, 2012, 09:55:35 AM
Quote from: Nostalgic on November 24, 2012, 05:35:57 PM
Quote from: TGW on August 27, 2012, 01:27:19 PMEdit: correct address is: http://jackt.org/john
So there are lots of nice character cards in the link above. I was wondering has anyone done any homemade specials for Sinestro? He has a cool card but no specials.
I've created a few specials for each of the custom characters in that link, with exceptions for Wasp and a couple others I haven't got around to yet. I'm still tweaking them, but I'll see what I can post at some point this week (along with some more ideas for this thread). I've been a bit under the weather the last few days and have only been posting while at work (which is where I am right now...I have three monitors in my office, two for work and one for extra curricular activities like this).
Sweet! I look forward to seeing them. A friend of mine has a team of green lanterns he made using various homemades so I've got to have a villain to go against it. :D
Quote from: thetrooper27 on November 27, 2012, 01:48:04 PM
Cross contamination?
And my idea... how about a special card that acts as a level 4f attack. so and so may play a teamwork card! Special cards break the rules, so you could invent a new set of specials that allow characters to play teamworks. Make them one per decks if they're too good or something. What do guys think?
I think this is a GREAT idea!
also, about that Absorbing Man Special... doesn't he already have a DY? Nate, were you thinking to modify his existing card? or give this to him in addition to his "Absorb Properties"?
Quote from: ncannelora on November 28, 2012, 12:11:31 AM
also, about that Absorbing Man Special... doesn't he already have a DY? Nate, were you thinking to modify his existing card? or give this to him in addition to his "Absorb Properties"?
Well I did feel his Absorb Properties was a bit too limited so making it like Morph's was better. I'd say give it to him in addition to it since that's his power base anyway. :D I'd be curious to see what some of you guys think would be good Specials for the villains. I was hoping that I could spur on more ideas by throwing out a couple a day.
Speaking of which, here's Blob who already has good cards so he doesn't need anything too game changing.
Blob – Mass-shifting (CC) Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Blob – Throwing Weight Around (AE) Acts as a level 4 Strength attack. May combine with 1 Fighting card for a single attack.
Quote from: Nate Grey on November 28, 2012, 12:44:11 AM
Quote from: ncannelora on November 28, 2012, 12:11:31 AM
also, about that Absorbing Man Special... doesn't he already have a DY? Nate, were you thinking to modify his existing card? or give this to him in addition to his "Absorb Properties"?
Well I did feel his Absorb Properties was a bit too limited so making it like Morph's was better. I'd say give it to him in addition to it since that's his power base anyway. :D I'd be curious to see what some of you guys think would be good Specials for the villains. I was hoping that I could spur on more ideas by throwing out a couple a day.
Speaking of which, here's Blob who already has good cards so he doesn't need anything too game changing.
Blob – Mass-shifting (CC) Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Blob – Throwing Weight Around (AE) Acts as a level 4 Strength attack. May combine with 1 Fighting card for a single attack.
gotcha about Absorbing Man.
those are about right for Blob (to your point) :)
and finally, I'm afraid I'm little help on this particular thread, since the bad guys hold little interest for me. I don't typically use any of the bad guys, unless there's some theme that requires them (like my Wolverine Origins team), or if I'm building an Age Of Apocalypse deck ;)
Quote from: ncannelora on November 28, 2012, 01:42:46 AM
gotcha about Absorbing Man.
those are about right for Blob (to your point) :)
and finally, I'm afraid I'm little help on this particular thread, since the bad guys hold little interest for me. I don't typically use any of the bad guys, unless there's some theme that requires them (like my Wolverine Origins team), or if I'm building an Age Of Apocalypse deck ;)
I would think your ideas would be good seeing as how you made interesting specials for MGS and DC expansions. Its unfortunate you won't create them for Marvel villains but understandable nonetheless. :)
Any hero is only as good as their villains... fall in love with the bad guys. They make the good guys necessary.:) Who's in the origins deck by the way?
And my second new idea:
Recyclable special cards!
"Acts as a level 6 fighting attack. When this special is discarded, discard it to the power pack."
Or you could just use the word blanket word recyclable. "Acts as a level 6 Energy attack. Recyclable."
Good idea???
Quote from: thetrooper27 on November 30, 2012, 12:13:22 AM
Any hero is only as good as their villains... fall in love with the bad guys. They make the good guys necessary.:) Who's in the origins deck by the way?
And my second new idea:
Recyclable special cards!
"Acts as a level 6 fighting attack. When this special is discarded, discard it to the power pack."
Or you could just use the word blanket word recyclable. "Acts as a level 6 Energy attack. Recyclable."
Good idea???
Origins: Wolverine Deck (http://www.beenhereandthere.com/SMF/deck-construction/origins-wolverine-deck/)
and the details were posted here: Champion Deck (http://www.beenhereandthere.com/SMF/deck-construction/champion-deck/15/)
as for your other card - we thought of this in our DC expansion, but never actually worked it out or play-tested it! But, we agreed it'd be a OPD, since it's basically a duplicate Power Card, and late in the game that could be a real tide-turner. Also, we agreed that if it's negated, that it goes to the Dead Pile, since the "recycle" is a product of the Special card function - a secondary effect, if you will. Go for it ;D
Works for me. Recyclables. Good call BBH.
does anyone have the version of overpower online (2.6b) with the green evil cards, new dc cards and new image cards?
Quote from: BasiliskFang on December 02, 2012, 01:06:32 AM
does anyone have the version of overpower online (2.6b) with the green evil cards, new dc cards and new image cards?
green evil?
and yes i do have 2.6
so what do ya wanna know
http://www.flickr.com/photos/48667404@N02/tags/op/
you have these cards in?
Quote from: BasiliskFang on December 04, 2012, 07:57:23 AM
http://www.flickr.com/photos/48667404@N02/tags/op/
you have these cards in?
yes
(http://farm9.staticflickr.com/8342/8243477553_f7d2d4c7a2.jpg)
more like what war machine(with the 4F and 7S) should be
but enough from me about that
i wonder what the dif is between 2.6 and 2.6b.
The level 5 if successful, choose any two cards in opponents dead pile and shuffle into his draw pile might be a good card for someone.
I would love to see Abomination guys.
An ultimate evil set would be awesome. I would love to see sets for Mephisto, Dormammu, Silver Samurai, Shatterstar. Has anyone created these guys and posted pics?
Quote from: Y2S on December 05, 2012, 01:52:58 AM
An ultimate evil set would be awesome. I would love to see sets for Mephisto, Silver Samurai, Shatterstar. Has anyone created these guys and posted pics?
courtesy of opo 2.6
mephisto 8157
hell-lord (CC) [OPD]
Acts as a level 9 Any-Power Power card. May be used to attack or defend. May not be combined with Universe cards (CC)
lord of the dammed (ah)
Avoid 1 attack with a Fighting icon. No Fighting Power cards may be played against Mephisto for remainder of battle (AH)
lord of lies [HW]
Acts as a level 5 Strength attack. If successful, Mephisto may sort through Opponent's Dead Pile, choose any two cards and put them into Opponent's Draw Pile. Reshuffle Draw Pile (HW)
dark magic (BD)
Target Character may not use Power Type of Mephisto's choice for remainder of battle (BD)
netherworld ruler (LB)
Avoid 1 attack from a Battlesite. Mephisto's Team may not be attacked by a Battlesite for remainder of battle (LB)
shatterstar 3753
may not be ko'd with fighting power cards
x-force (CD)
Only attacks made with Universe cards may be played against Shatterstar for remainder of battle (CD)
new mutant (AR)
Acts as a level 7 Energy attack (AR)
mojoworld legacy (LB)
Avoid 1 attack from a Battlesite. Shatterstar may not be attacked from a Battlesite for remainder of battle (LB)
gaveedra seven (AS) (OPD)
Acts as a level 10 Fighting attack (AS)
regenerate (EV) [OPD]
Shatterstar may remove all Hits with icon of Shatterstar's choice from his Permanent Record (EV)
silver samurai 5742
when ko'd silver samurai may continue to fight and is not discarded until end of battle
bushido (BL) (OPD)
Play when Opponent concedes battle. Opponent may not concede (BL)
kenjutsu [NW] (OPD)
Acts as a level 5 Fighting attack. If successful, and Target has Hits totalling 15 or more, then Target is KO'd regardless of Inherent Ability and other Special cards (NW)
kenuchio harada [CD]
Only Fighting attacks may be played against Silver Samurai for remainder of battle (CD)
tachyon field [FI]
Acts as a level 3 Strength attack. If successful, Silver Samurai may draw 2 cards from top of Draw Pile. Discard duplicates (FI)
viper [NK]
Acts as a level 3 Intellect attack. If attack is defended, Silver Samurai may draw 1 card from top of Draw Pile. Discard duplicates (NK)
I like them all. Should Dark Magic be a OPD? And Netherworld Ruler says Mephisto's "Team" while Mojoworld Legacy just says "Shatterstar." Is this intentional?
I think Samurai is my favorite. Maybe one more special card to give them 6 each?
Steve2275, Where can I downloaded Overpower Online 2.6. I would love to see these cards for Mephisto, etc and make actual print copies? Do you know anyone who has those files? Thanks!
Quote from: Y2S on December 05, 2012, 01:26:16 PM
Steve2275, Where can I downloaded Overpower Online 2.6. I would love to see these cards for Mephisto, etc and make actual print copies? Do you know anyone who has those files? Thanks!
its no longer available
and no i dont
speaking of evil
http://justabgkid.com/emporium/absoluteevilmain.html
i would like to get those cards, if only they werent so small.
im pretty sure theyre not available
i hear ya on that
i mean save them to my pc.
great stuff with the ideas nate! don't feel like you have to do multiple suggestions for every character though...it can burn you out!
if people suggested specials for characters they love to play, it would be great
here's a new one for me:
typhoid mary-destabilization: Avoids all attacks from 1 Teamwork card, or Target character must discard 1 Placed Teamwork card.
Apocalypse needs a dynamite special card. He's so expensive, one of my favorite X villains, and doesn't work well with anyone. He really needs more than one because he stinks at 23 points. He never dies. Maybe a OPD that you play before he is ko'd, and when he's ko'd his hits don't count to venture total that round, and he moves to the reserve.
Quote from: breadmaster on December 10, 2012, 05:10:06 PM
great stuff with the ideas nate! don't feel like you have to do multiple suggestions for every character though...it can burn you out!
if people suggested specials for characters they love to play, it would be great
here's a new one for me:
typhoid mary-destabilization: Avoids all attacks from 1 Teamwork card, or Target character must discard 1 Placed Teamwork card.
Thanks! Just trying to help out. But now that you mentioned it though, looks like I've been slacking off so here are some new ones.
Brood – Brood Infection OPD (MF) Target teammate may play any Brood Special cards for remainder of game.
Brood – Hive Mind (EE) Avoid 1 attack made with a Special card or remove 1 Special card hit from Brood or teammate
Bullseye – Disarming Throw (OQ) Avoid 1 Attack. Opponent must discard 1 card from Hand. Opponents choice.
Bullseye – Killing Strike OPD (AS) Acts as a level 10 Fighting attack. (AS)
Bullseye rules. I need one. Someone trade him to me.
How about a Shadowland Location, maybe a few other locations, and a new Mission set. Wait for it...
Messiah Complex.
Giving Carnage some better offense. ;)
Carnage – Symbiotic Tendrils (FU) Acts as a level 6 Energy attack. If successful, Target Character may not play Special cards for remainder of battle.
Carnage – Savage Attack (AR) Acts as a level 7 Strength attack.
Avoiding double posting by putting up my next daily ideas below:
Cerebro – Mutant Archive OPD (JA) Discard one Intellect Power card usable by Cerebro to draw 4 cards from top of the Draw Pile. May keep duplicates. (JA)
Cerebro – Scan and Store (AI) Opponent must discard 1 Placed card of Cerebro's choice. May be played while Cerebro is in Reserve.
I truly don't understand some of the OP's "Tier 3" characters.
Currently Magneto is the perfect reserve. One big attack, and an AV special if you like to put in two. There are so many other good energy heroes that he'd have to get several good cards to ever justify putting him up front.
Then there's Onslaught. This guy's got very good specials. Also he doesn't need anything better because his grid is great too.
Finally there's Marauders. Vertigo alone is a contender for best non OPD. Negates are another good candidate, but Vertigo is a huge threat. If your opponent is only attacking character X, and you've got a defensive special for character Y then the special does you no good. Vertigo puts it in play. You can also align like powertypes to force your opponent to cumulative KO, making your opponent's attacks less of a threat. From there just go on offense. They've also got two level 7s, Harpoon which can be a late hand threat, and Malice which is fantastic. Oh, and their grid has two 7s.
Not every character can, or should be Starjammers/ X-babies.
why does he have to be moved up front?
dr strange is the perfect example...he went from unused to THE go to reserve for energy decks with a simple 1-6 avoid
not everyone needs a brutally powerful card; just a card that makes them a more attractive option
Magneto is still a badass. 11 Anypower, AV special, AR 6 (Yes it's in his main type, but a 6 is still good) and he's got the 4 multipower + followup. Repel object isn't great, but teamwork attacks are pretty common, and placed it's a deterrent to these attacks, and gravity alteration isn't half bad either because placed teamworks are fairly common. Again, not every character needs to be great. He's got a great grid and respectable specials. I don't like the Mugen mentality that every character needs to have an array of crazy stuff. I like the idea of The Marvels, but quite a few of the cards are just way too strong. I think OP games should be a boxing match and not a slugfest.
You said "to ever justify putting him up front". Play him up front with some other cool energy characters and you won't ever have to say that again bro.
And making it a slugfest is what most people want. Have you ever enjoyed watching The Avengers "box" with Ultron? Nah... I'd rather see a slugfest!
I don't even know what part of what I said you're referring to, or what point you're attempting to make.
"Currently Magneto is the perfect reserve. One big attack, and an AV special if you like to put in two. There are so many other good energy heroes that he'd have to get several good cards to ever justify putting him up front."
You said this, then gave plenty of good reason to put him up front by justifying his specials. I just thought that was pretty strong language to say he would have to get several good cards to ever justify putting him up front. Just me...
And the slugfest comment speaks for itself!!! I hate it when it happens to me, but I like knocking out a dude in one turn! ;D
Glad you're joining the fun of posting about this awesome game, bud!
My point is that he's fine in reserve because he's got a great grid that'll probably backup your frontline characters and a big hitting special, but if you do decide to put him up front he's still very formidable. I just don't see the need to give him anything else.
i don't understand that statement...'he doesn't need anything else'
technically, noone 'needs' anything else. the point is, it's a set where each villain in the game gets a new card; why would magneto not get one? same with xbabies and marvels. even if it's a very weak card (anypower AA), they should at least get SOMETHING
How about:
Magneto: Brotherhood of Mutants - Acts as a level 6 Fighting or Strength attack. Magneto may follow up with a teamwork card. (OPD)
One more offensive booster?
MAGNUS (JV) [OPD]
Acts as a level 6 Intellect attack. If successful, Opponent must reveal Hand and play open handed for remainder of battle (JV)
course thats not an official card
Quote from: thetrooper27 on December 14, 2012, 04:47:47 PM
How about:
Magneto: Brotherhood of Mutants - Acts as a level 6 Fighting or Strength attack. Magneto may follow up with a teamwork card. (OPD)
One more offensive booster?
That doesn't exactly scream "balanced". If you want to go that route, I think either "all front line teammates" or "any front line teammate may make 1 additional attack" would be a more reasonable follow-up. And I would probably drop the value down to a 4 multi or 5 F/S.
Quote from: breadmaster on December 14, 2012, 04:19:46 PM
i don't understand that statement...'he doesn't need anything else'
technically, noone 'needs' anything else. the point is, it's a set where each villain in the game gets a new card; why would magneto not get one? same with xbabies and marvels. even if it's a very weak card (anypower AA), they should at least get SOMETHING
Don't be pedantic. You have to know I meant "need" as in something really good.
If you must give everyone a special and Magneto is going to get one it should be something on the defensive side. Magneto has 3 good offensive specials, but only 1 fairly weak defensive one. While there's no way this game can represent someone's strength relative to the comic Magneto is traditionally hard to hit. I think a DZ special would be in order. Maybe call it something like "EM field distortion." It's a special with a lot of flexibility, and makes him a team player.
A DZ would be good. With my example, I was trying to go with something new... since teamworks can't be followup actions, I thought it would be cool to make a special that broke that rule, cuz that's what specials do. I made it a 6 because it's a OPD but if it would be better at 4, that's fine. I was just going for something different. I do feel that Magneto is low on defense, so maybe a special in that direction is a better idea.
My brother gave Magneto a OPD:
Distort EM Field - For remainder of Battle, Opponent may not play cards with the word "teammate" on them.
Why would that be a OPD... Psycho Man has that exact card and it is non-OPD
Hate
"Opponent's team may not play any cards with the word "teammate" for remainder of battle. Affected cards do not have to be discarded."(KI)
I personally love this card, and it would be great to see it come up again with a more playable character... or we could make Psycho-Man more playable!
Quote from: rucker73 on December 15, 2012, 11:42:12 AM
Why would that be a OPD... Psycho Man has that exact card and it is non-OPD
Hate
"Opponent's team may not play any cards with the word "teammate" for remainder of battle. Affected cards do not have to be discarded."(KI)
I personally love this card, and it would be great to see it come up again with a more playable character... or we could make Psycho-Man more playable!
You were totally correct on both fronts ;)
Lots of villains. I'm still only on the Cs. :o You were right, Bread.
Crux – Spectrum Burst OPD (AQ) Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
Crux – Fire and Ice Shield (AD) Teammate may avoid 1 attack of 6 or less.
Quote from: ncannelora on December 15, 2012, 05:34:43 AM
My brother gave Magneto a OPD:
Distort EM Field - For remainder of Battle, Opponent may not play cards with the word "teammate" on them.
That's a good one!
hotobu, i KNOW he doesn't require a top flight card...that's why he's in a tier with other characters that are currently playable
anyways, all this magneto talk made me think of a quirky card for him. powerful, but not automatically put into every build
magneto-electromagnetic distortion: opponent may not place any cards next battle (opd)
for all of those who are students of theory:
I found all the articles in "Nuts & Bolts" series by Mark Rosewater on card set design very interesting and enlightening, here are the links in the order they should be read:
http://www.wizards.com/Magic/magazine/Article.aspx?x=mtg/daily/mm/21
http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/mm/78
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/132
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/184
perhaps these might assist some of you regarding ideas used for the new expansion?
Quote from: Hotobu on December 13, 2012, 11:04:21 PM
Currently Magneto is the perfect reserve. One big attack, and an AV special if you like to put in two.
Finally there's Marauders. Vertigo alone is a contender for best non OPD.
I dont know why anybody would use Magneto instead of Dr. Strange in reserve. Im not a fan of a reserve that cant play cards from reserve. I'd rather have Flash in reserve over Magneto. Flash's AI & JA are great cards for a reserve.
I thought vertigo was a OPD? I remember that rule change back when OP was still being played regularly.
Quote from: KObossy on December 16, 2012, 03:37:01 PM
Quote from: Hotobu on December 13, 2012, 11:04:21 PM
Currently Magneto is the perfect reserve. One big attack, and an AV special if you like to put in two.
Finally there's Marauders. Vertigo alone is a contender for best non OPD.
I dont know why anybody would use Magneto instead of Dr. Strange in reserve. Im not a fan of a reserve that cant play cards from reserve. I'd rather have Flash in reserve over Magneto. Flash's AI & JA are great cards for a reserve.
I thought vertigo was a OPD? I remember that rule change back when OP was still being played regularly.
I only put Mags in back thematically.
also, Vertigo was changed to Offense-only. although, I know BBH and his crew will play it as a OPD, still defensive... is that what you were remembering?
Vertigo is good, but not OPD good. If played offensively it should stay as non OPD. If you're going to play it defensively then I'll agree that that may make it a little too good, but still not quite OPD caliber.
i was looking at the touchy subject of negates
in my mind, energy and intellect are covered, while fighting and strength need a few
the tricky part it: who do you give a negate to in strength, that won't be substituted every time for the brute?
the one i came up with was scorpion. he has a great opd, and 3 good-great attack cards of different icons (something beast can't provide)
as for fighting, there were actually 3 different characters i thought it would complement nicely
taskmaster: fantastic BQ, and tricky 4m attack
carnage: some nifty offense, but no current reason to use him
rapture: 3 different attack cards with different icons, and a good personal defense card (LO)
some may feel that 4 characters with new negates (5 if we end up using my doom card) is too much, and i'd like to hear any criticism. i feel that more characters with negates will help to expand deck varitey
Quote from: breadmaster on December 18, 2012, 06:34:48 PM
i was looking at the touchy subject of negates
in my mind, energy and intellect are covered, while fighting and strength need a few
the tricky part it: who do you give a negate to in strength, that won't be substituted every time for the brute?
the one i came up with was scorpion. he has a great opd, and 3 good-great attack cards of different icons (something beast can't provide)
as for fighting, there were actually 3 different characters i thought it would complement nicely
taskmaster: fantastic BQ, and tricky 4m attack
carnage: some nifty offense, but no current reason to use him
rapture: 3 different attack cards with different icons, and a good personal defense card (LO)
some may feel that 4 characters with new negates (5 if we end up using my doom card) is too much, and i'd like to hear any criticism. i feel that more characters with negates will help to expand deck varitey
I think more negates would be great! I think it'd open up more creative decks (since a super-competitive deck pretty much requires one). Also, of those Fighters, I think Carnage could end up making the most of it.
He's only 18 points.
His DJ-Special might actually get some use (because he might finally be a target).
This would give him a defensive card to balance his 4 attacks (counting the AV-Special).
came up with 3 more ideas
reavers: acts as a level 2 intellect attack. may make 2 additional attacks (my thinking on this, was that whenever i play reavers, i'm often stuck with a bunch of their attacks in hand. it's also in pierce's main stat, slightly diminishing it's effectiveness there)
omega red: Opponent's team may not use cards with an Intellect icon for remainder of battle. (EY)
post: Play during battle. For remainder of game, any Special played by Post or Post's teammates may not be Negated until this special is Negated. (MP)
I thought of another original Special. I think it has incredible potential, and so I think it fits the character's canon. Also, I think it will redeem his playability some:
Apocalypse:
The Future Is Now - Sort through Draw Pile and choose any Event card to play immediately. (Redraw for played Event.) (This Special may not be negated.) -OPD-
I put those two phrases in parentheses, because I'm not sure how much it should be nerf'd. My initial thought is that the first parenthetical should be a gimme. The second parenthetical, in my mind, is crazy-powerful... but also perfect for Apocalypse.
For that matter, give this one to Dr.Doom, too ;D
All great ideas. Taskmaster needs something for sure. If not the negate, give him some new mimic style cards. Like Morph's OPD or Absorbing Man... maybe a OPD that lets him peek at opponents hand, and copy a special. That might be new and interesting to see. Maybe...
Quote from: ncannelora on December 21, 2012, 12:25:22 AM
I thought of another original Special. I think it has incredible potential, and so I think it fits the character's canon. Also, I think it will redeem his playability some:
Apocalypse:
The Future Is Now - Sort through Draw Pile and choose any Event card to play immediately. (Redraw for played Event.) (This Special may not be negated.) -OPD-
I put those two phrases in parentheses, because I'm not sure how much it should be nerf'd. My initial thought is that the first parenthetical should be a gimme. The second parenthetical, in my mind, is crazy-powerful... but also perfect for Apocalypse.
For that matter, give this one to Dr.Doom, too ;D
The biggest problem with this card isn't what's in parenthesis, it's that the special expires, and potentially very quickly. I can't think of any other special that does that. It should say Draw Pile or Dead Pile. I'd also suggest that after the event is played with this card the event should be removed from the game. Depending on draws there'd be the potential for an event too be played over 3 times which would be nuts. Beyond that I don't think redrawing for the event would be fair. With the way people chose events the player shouldn't get another card for something that's as potentially dangerous as an event. Also as annoying as negates are I don't really see any reason why this special should be immune to them, but either way is good I guess. Another thing that would make him better is to give him an inherent that makes all of his non OPD specials go into effect for the remainder of the game.
Quote from: Hotobu on December 22, 2012, 02:21:42 AM
The biggest problem with this card isn't what's in parenthesis, it's that the special expires, and potentially very quickly. I can't think of any other special that does that. It should say Draw Pile or Dead Pile. I'd also suggest that after the event is played with this card the event should be removed from the game. Depending on draws there'd be the potential for an event too be played over 3 times which would be nuts. Beyond that I don't think redrawing for the event would be fair. With the way people chose events the player shouldn't get another card for something that's as potentially dangerous as an event. Also as annoying as negates are I don't really see any reason why this special should be immune to them, but either way is good I guess. Another thing that would make him better is to give him an inherent that makes all of his non OPD specials go into effect for the remainder of the game.
I was well aware of the issue that this Special has an expiration (being the end of the Draw Pile), but there are ways around that. More importantly, the Special having a short window is also a balance to it's strength.
Ultimately, I figured this card to be a boost in getting a particular Event into play early. In my experience, it's not generally a problem to get Events earlier than later. I mean, if I had this card at the bottom of my Draw Pile, I wouldn't be too upset. It's function is to get Events into play, but that'd already be done... does that make sense?
Also, there are always DS cards ;)
As for the Event played 3 times... how is that? I can't see how this card would allow that (unless you CAN retrieve from Dead Characters Pile). Bishop's HD-Special allows that, but it gets reshuffled, not immediately played. I saw this card as a sort of reverse/opposite kind of card.
When it comes to the special expiring you're missing the point.
Quote from: ncannelora on December 21, 2012, 12:25:22 AM
Apocalypse:
The Future Is Now - Sort through Draw Pile and choose any Event card to play immediately. (Redraw for played Event.) (This Special may not be negated.) -OPD-
Let's say a player has 2 events. Those two events are played through the first two hands. Now this special is no longer good past the first 2 hands. I don't understand where you're getting the bottom of the draw pile from. The vast majority of other specials aren't that way. By changing it so that it can retrieve a played event this changes. Getting an event out early can obviously be nice, but so much so that it makes Apocalypse actually worth playing? ... meh. Chances are you're going to get the event eventually, and you've probably picked one that'll work in your favor anyway, so what's the big deal? Especially when there's the potential for having an expired card. Now make it such that an event can be played twice, or you can have it instantly, and it's far more attractive.
Quote from: Hotobu on December 22, 2012, 04:49:21 AM
When it comes to the special expiring you're missing the point.
Quote from: ncannelora on December 21, 2012, 12:25:22 AM
Apocalypse:
The Future Is Now - Sort through Draw Pile and choose any Event card to play immediately. (Redraw for played Event.) (This Special may not be negated.) -OPD-
Let's say a player has 2 events. Those two events are played through the first two hands. Now this special is no longer good past the first 2 hands. I don't understand where you're getting the bottom of the draw pile from. The vast majority of other specials aren't that way. By changing it so that it can retrieve a played event this changes. Getting an event out early can obviously be nice, but so much so that it makes Apocalypse actually worth playing? ... meh. Chances are you're going to get the event eventually, and you've probably picked one that'll work in your favor anyway, so what's the big deal? Especially when there's the potential for having an expired card. Now make it such that an event can be played twice, or you can have it instantly, and it's far more attractive.
I didn't miss anything. My point was worst-case-scenario. In the decks I've built where the Events are important, if I get them in hands 1 and 2, I'm usually in position to go FTW in hand 3 -
that is my point about the downside of an "expiration" being offset by the benefit of getting to your Events earlier in the game.
You throw in the fact that you can custom choose - not just which, but
when your Event can come in - you can have 7FTW hands. If I'm using Fatal Attractions and I've built for both the DBNO and Shockwave Events, and I get a hand that sets up one or the other, and
then I can pull the correct Event into play? that's huge!
What about if I'm facing a team with 3 characters left and I have 4... I KO one of them, leaving them with 2, and
then I search and pull my KO Event...!?
See, it's the ability to match your current hand to the Event you need to complement - that is it's biggest strength. Obviously, the card is useless once your Events have all come up - but again, if you have truly harsh Events, then getting to those earlier should be setting you up FTW anyway.
And again, how can I get the same Event played 3 times?
Quote from: ncannelora on December 22, 2012, 06:26:06 PM
Quote from: Hotobu on December 22, 2012, 04:49:21 AM
When it comes to the special expiring you're missing the point.
Quote from: ncannelora on December 21, 2012, 12:25:22 AM
Apocalypse:
The Future Is Now - Sort through Draw Pile and choose any Event card to play immediately. (Redraw for played Event.) (This Special may not be negated.) -OPD-
Let's say a player has 2 events. Those two events are played through the first two hands. Now this special is no longer good past the first 2 hands. I don't understand where you're getting the bottom of the draw pile from. The vast majority of other specials aren't that way. By changing it so that it can retrieve a played event this changes. Getting an event out early can obviously be nice, but so much so that it makes Apocalypse actually worth playing? ... meh. Chances are you're going to get the event eventually, and you've probably picked one that'll work in your favor anyway, so what's the big deal? Especially when there's the potential for having an expired card. Now make it such that an event can be played twice, or you can have it instantly, and it's far more attractive.
I didn't miss anything. My point was worst-case-scenario. In the decks I've built where the Events are important, if I get them in hands 1 and 2, I'm usually in position to go FTW in hand 3 - that is my point about the downside of an "expiration" being offset by the benefit of getting to your Events earlier in the game.
You throw in the fact that you can custom choose - not just which, but when your Event can come in - you can have 7FTW hands. If I'm using Fatal Attractions and I've built for both the DBNO and Shockwave Events, and I get a hand that sets up one or the other, and then I can pull the correct Event into play? that's huge!
What about if I'm facing a team with 3 characters left and I have 4... I KO one of them, leaving them with 2, and then I search and pull my KO Event...!?
See, it's the ability to match your current hand to the Event you need to complement - that is it's biggest strength. Obviously, the card is useless once your Events have all come up - but again, if you have truly harsh Events, then getting to those earlier should be setting you up FTW anyway.
And again, how can I get the same Event played 3 times?
I understood the nature of this card & the expiration risk. I dont think it needed to be explained. The 1st thing I thought was if I already went thru my event(s) in the early part of the game Im probably set up FTW anyways. So worrying I have a dead card in my deck isnt that big a deal. I love everything about this card except for it not being vulnerable to negates. Someone please put together the team that would play this card 3 times. Im curious to see how that team would fit together. :o
@KObossy, yeah, as I said initially, that's the one part that trips me, too. I honestly don't like that either, I just like the idea of it. Since the Event card is indefensible, I thought maybe the Special could/should be the same.
but, then again, that not-negate-able part of DoW is the worst part of that card, so... pro'ly better without that last parenthetical :D
Quote from: ncannelora on December 22, 2012, 06:26:06 PM
And again, how can I get the same Event played 3 times?
Easy. Apocalypse from a Battlesite. Bishop and Marauders on a team. Event is played. Bishop puts it back in the deck, Apocalypse card is played from Battlesite, Marauders plays Temporal Anomaly again with Malice. Same event 3 times.
Quote from: Hotobu on December 23, 2012, 12:36:23 AM
Quote from: ncannelora on December 22, 2012, 06:26:06 PM
And again, how can I get the same Event played 3 times?
Easy. Apocalypse from a Battlesite. Bishop and Marauders on a team. Event is played. Bishop puts it back in the deck, Apocalypse card is played from Battlesite, Marauders plays Temporal Anomaly again with Malice. Same event 3 times.
Oh right, the BQ; good call.
Then again, the Apocalypse card wouldn't really be getting it into play 3 times, would it? The BQ/HD are getting it into play the 2nd and 3rd times. Changing the Apocalypse card to pull from either the Draw or Dead Characters pile would actually let it be played a 4th time...
now:
Event is played at the start of the first hand (1) and Bishop pulls it back.
Event is played at the start of the second hand (2) and Marauders plays Bishop's card to pull it back.
Event is played at the start of the third hand (3).
then:
Event is played at the start of the first hand (1) and Bishop pulls it back.
Event is played at the start of the second hand (2) and Marauders plays Bishop's card to pull it back.
Event is played at the start of the third hand (3).
During the fourth hand, Apocalypse plays his card to pull the Event back (4).
Now, on the other hand, you could get a single Event into play twice in the same hand with this hypothetical card, and that's pretty cool:
Event is played at the start of a hand (1) and Bishop pulls it back, then Apocalypse could put it back into play (2).
There aren't a ton of Events that would really benefit from a double-up, but there are some. The KO Event, drawing additional cards (draw3, draw2 keep dup', search for first card with a ___ icon, etc), removing hits... now
THAT has some allure!
Sounds like a busted special if you ask me... man, all I thought of was searching for an event and how cool that would be relating to apocalypse, and you guys practically have built the new deck to beat! Someone please build this deck with this new special card, (I highly suggest it be a negatable special card), and post the decklist for others to try out with some feedback. Try it against a tier 1 OP deck. I would take a stab at it myself, but I promise it won't be a good deck in my hands. Promise. Not to mention, I have no one to play it against right now.
trooper...i love your idea for taskmaster
i was tweaking it a bit, and came up with this:
opponent must reveal all special cards in hand. this special acts as any one revealed card for remainder of battle
this is not opd. it has the potential to be really powerful!...too much so?
Quote from: ncannelora on December 23, 2012, 01:30:05 AM
And again, how can I get the same Event played 3 times?Easy. Apocalypse from a Battlesite. Bishop and Marauders on a team. Event is played. Bishop puts it back in the deck, Apocalypse card is played from Battlesite, Marauders plays Temporal Anomaly again with Malice. Same event 3 times.
Oh right, the BQ; good call.
Then again, the Apocalypse card wouldn't really be getting it into play 3 times, would it? The BQ/HD are getting it into play the 2nd and 3rd times. Changing the Apocalypse card to pull from either the Draw or Dead Characters pile would actually let it be played a 4th time...
First of all the Apocalypse would be doing a lot to get it into play. By taking the Apocalypse card out of the equation you're leaving the order of the shuffled event, Temporal Anomaly, and the BQ special up to randomness. The Apocalypse special eliminates a lot of that randomness. Furthermore I realize that allowing to draw from the Dead Character's pile would cause some issues which is why I said the clause to "remove the event from the game" should be added. If you want to try to get the same event multiple times, with random draws fine, but playing that card to force the issue shouldn't be an option.
Quotetrooper...i love your idea for taskmaster
i was tweaking it a bit, and came up with this:
opponent must reveal all special cards in hand. this special acts as any one revealed card for remainder of battle
this is not opd. it has the potential to be really powerful!...too much so?
That's a bit too abusable not to be an OPD because it's got two strong effects. You get to see their specials and have it be identical to one of them. The only drawback to it is its randomness, but playing it at the top of a hand should give you at least 3 decent cards to chose from. It has to be an OPD when you consider that, and the fact that there's a strong chance that it can be used to mimic an OPD special. In some cases you may even have your
choice of multiple OPD specials. That combined with getting to see part of a player's hand puts it in the OPD category. This has the potential to be as strong, if not stronger than Morph's Power Mimic which is also an OPD.
I would make the Taskmaster special a OPD. But other than that, I think its really neat idea. I don't usually play specials that let me see my opponents hand (what do you guys think of them?), but this one would be awesome. I do think that seeing the hand and duplicating a special would be quite powerful, but make it a OPD and you have something unique to Taskmaster that might get him in a deck or two! I like it. Anyone else?
well, it's not reveal the whole hand, just specials, so that carries it's own risks. the opponent would know taskmaster has this available and place the good (all?) specials.
i've used the reveal hand opds. they can be useful, but on the whole, aren't worth putting into decks. you're down a card when presumbably you want to venture big (taking advantage of the reveal). if you have a previous card advantage, they can be good
as for the AJ specials (reveal a specific part of hand), they almost never show up in decks
the reason i kept the taskmaster card non-opd, is that he doesn't appear on a site, and he could use a kickass card. also, the copy only lasts the battle, so if you don't ko someone with it, it's only good for venture
Well making the effect only last the battle weakens it, but the way you have the special currently worded that affect is not necessarily obvious.
Also if there is going to be an "Ultimate Evil" set Abomination, and Mephisto need to be included of for no other reason than the fact that they're on Battlesites. If Mephisto is only going to get one 8 it definitely needs to be in intellect. The current 8 intellect characters *suck a lot when compared with their E/F/S counterparts, and it doesn't help that they're very much outnumbered. Another idea would be to give Apocalypse an 8I alt. Not only would this make him more attractive, but his Ageless Evil special would be incredibly strong. It'd be killing two birds with one stone to give him a better grid, and make one of his specials better.
Oh also on the subject of Apocalypse what I forgot to mention before is one of my gripes with that special is that he doesn't have much in terms of defense. I think every character should have at least one reliable defensive option. Yes he can shift an attack away from him, but the attack still has to be dealt with.
...and finally when it comes to *sucking a lot. Dracula needs more than one special to make him viable... ugh...
Quote from: Hotobu on December 23, 2012, 04:47:26 PM
First of all the Apocalypse would be doing a lot to get it into play. By taking the Apocalypse card out of the equation you're leaving the order of the shuffled event, Temporal Anomaly, and the BQ special up to randomness. The Apocalypse special eliminates a lot of that randomness. Furthermore I realize that allowing to draw from the Dead Character's pile would cause some issues which is why I said the clause to "remove the event from the game" should be added. If you want to try to get the same event multiple times, with random draws fine, but playing that card to force the issue shouldn't be an option.
well, whatever. I'd never use the card anyway, because no way no how is Apocalypse ever anything, if not a bad guy. And, as you all should know by now, #badguysarelosers
So why doesn't the Taskmaster card count for anything other than venture if it doesn't ko someone? Do the other DY specials work the same way? (That wouldn't be cool!) Maybe it could be non-opd and copy non-opd specials revealed? ??? But I don't like the idea of it doing nothing beyond venture if it doesn't ko someone. It should be whatever it copies in the permanent record!!! The idea of a special like this is cool though, so we should continue to work on this one. A non- opd for Taskmaster would be cool because he has limited specials worth playing, and I'd like to see him in a deck... and for the record, he isn't very good on Marvel Vs. Capcom 3 either... just saying. Apparently, some guys have no luck. >:(
I would like to see an 8I Apocalypse... Give him a cool inherent ability, and one awesome special and suddenly he could be in all kinds of cool decks.
If every character needs a reliable defensive option, then Juggernaut needs something... but I'm okay with him not having one if he gets one more cool OPD or a nice non-opd offensive card.
Quote from: thetrooper27 on December 24, 2012, 12:31:34 AM
...
So why doesn't the Taskmaster card count for anything other than venture if it doesn't ko someone? Do the other DY specials work the same way? (That wouldn't be cool!)
...
I didn't go back to read the card proposal, maybe the wording alluded to it being battle-lasting. As for the other DY cards, they copy for the whole game. If it copied a level 9 AS, then it acts identical to that for as long as it is in play.
The only issue could have been if the card was a non-OPD, because the other DY cards could be "barrowing" the OPD=FROG rule. So, if the Taskmaster card is a non-OPD, maybe it gets reduced to FROB only.
On that note, I absolutely thing the Taskmaster card should be OPD. If for no other reason, than that it can copy another OPD. That would mean that you could potentially copy a OPD twice with Taskmaster, which would be an imbalance.
Yeah... I like the idea of it peeking at the specials in opponents hand, copying one of them just like a DY, and making it OPD.
Maybe in a few cases, we could make 2 cards for certain villains that just plain have shotty special cards. Give Taskmaster another OPD copies a special card placed to an opponents character. That's 3 great OPD's he would have, one good one, and lots of versatility. Just throwing ideas around here...
Another OPD wouldn't help Taskmaster. He needs a good card that he can keep throwing out like a Lil' Colossus or something.
You're probably right... but 3 OPD's that copy specials would be pretty neat, and would fit Taskmaster thematically.
How about a non OPD special that acts as any non-opd card on the table with a fighting icon to attack. He doesn't have an 8, so that could be good... lots of characters have 8Anypower special cards... he could copy level 8 fighting power cards, HY's and AR's that have a fighting icon. Even GJ's that have fighting icons. That way, you couldn't abuse big attacks, like 10's and 11's, but give him that versatility that Taskmaster should have. He can do anything that Cap, Daredevil, Wolverine, Spiderman, and anyone else can do, with limitations on flight, energy blasts, and superstrength, of course... making it duplicate only cards with a fighting icon are true to his power! Whaddya think? Thumbs up, soldier?
Quote from: thetrooper27 on December 24, 2012, 02:44:44 AM
You're probably right... but 3 OPD's that copy specials would be pretty neat, and would fit Taskmaster thematically.
How about a non OPD special that acts as any non-opd card on the table with a fighting icon to attack. He doesn't have an 8, so that could be good... lots of characters have 8Anypower special cards... he could copy level 8 fighting power cards, HY's and AR's that have a fighting icon. Even GJ's that have fighting icons. That way, you couldn't abuse big attacks, like 10's and 11's, but give him that versatility that Taskmaster should have. He can do anything that Cap, Daredevil, Wolverine, Spiderman, and anyone else can do, with limitations on flight, energy blasts, and superstrength, of course... making it duplicate only cards with a fighting icon are true to his power! Whaddya think? Thumbs up, soldier?
That'd be interesting, but incredibly random. There are plenty of decks and plenty of situations that'd make this card useless or paltry. Taking fighting decks out of the equation the best card that someone could hope to copy within reason would be a multipower or a teamwork card. The teamwork would be interesting for sure, but I think you'll find that in more situations than not this card would be a dud.
maybe taskmaster should have a DD special like what bane has
http://overpower.ca/wiki/DD
or would the one like bullseye's be more like it?
maybe an AM (or would that be too much along wth the DD....how come domino's AM isnt OPD like cyborg's is...and how come longshot and scarlet witch dont have one...with that whole luck and probability thing) and a BS
It was my intention to also suggest a negate for Taskmaster, but I do love the idea of him using an opponents special.
Moving on to the D's.
Doctor Octopus – Nuclear Physicist OPD (AS) Acts as a level 9 Energy or Intellect attack.
Doctor Octopus – Sinister Six (FE) Acts as a level 3 Strength attack. Each Front Line teammate may make 1 additional attack.
I like the first one for Doc Oc, but I'm not a fan of the second one. Not because it's bad, but Doc Oc has two major problems; Beast, and Donald Pierce. All three have similar power grids, but out of the 3 Doc Oc would be last on my list even with those two cards. Also he'd have a lot of attacks with both of them. How about Marrow's LO - Marrow or teammate may avoid 1 attack of 4 or less. Marrow may draw 1 card from the top of the Draw Pile. Discard duplicates?
Now he's a unique threat... he STILL probably isn't better than DP or Beast, but a special like that would go further towards bridging that gap. Also it'd help to bump "Nuclear Physicist" up to a 10. Then he doesn't have to worry about those "9 or less" avoids.
Oh and speaking of Doctors that need two cards to make them good.
Doctor Doom really sucks can use at least that many. I like the idea hit upon earlier of making Doom a reserve character. This fits thematically. One card that would help is a version of Spider-Woman's Marvel's card - 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.
That, and giving him Hawkeye's Avenging Archer special, "Acts as a level 6 Energy attack. May be made while Doctor Doom is in reserve." would make him a threat.
Quote from: Nate Grey on December 24, 2012, 12:45:21 PM
It was my intention to also suggest a negate for Taskmaster, but I do love the idea of him using an opponents special.
Moving on to the D's.
Doctor Octopus – Nuclear Physicist OPD (AS) Acts as a level 9 Energy or Intellect attack.
Doctor Octopus – Sinister Six (FE) Acts as a level 3 Strength attack. Each Front Line teammate may make 1 additional attack.
I like them both but I think you Gould change the FE to the OPD version, level 6... it fits the card name better.
also, speaking of Specials fitting thematically, since when does Doc Oc care to protect a teammate?
ever notice how it's mostly the good guys that have teammate avoids and the "Draw Fire" type of ACs?
Hotobu, I see what you mean about the Taskmaster special being a dud. How about we add/change that it can copy a defensive special in opponents hand?
Or how about a OPD that STEALS an opponents special card and plays it immediately? :o
Also, is Bullseye's DD special good? :-\
Doc Ock needs the 10. The LO would be cool, but might not fit with the theme of him being a villain. I think it would be cool to make a May Parker special for him... not sure what it would do though. Maybe it could be an LO that works for just him? Kinda like Dum Dum Dugan, only better. May Parker - Avoid one attack made with a special card. Draw one card from the top of draw pile. Discard duplicates?
Quote from: ncannelora on December 24, 2012, 02:31:35 PM
Quote from: Nate Grey on December 24, 2012, 12:45:21 PM
It was my intention to also suggest a negate for Taskmaster, but I do love the idea of him using an opponents special.
Moving on to the D's.
Doctor Octopus – Nuclear Physicist OPD (AS) Acts as a level 9 Energy or Intellect attack.
Doctor Octopus – Sinister Six (FE) Acts as a level 3 Strength attack. Each Front Line teammate may make 1 additional attack.
I like them both but I think you Gould change the FE to the OPD version, level 6... it fits the card name better.
also, speaking of Specials fitting thematically, since when does Doc Oc care to protect a teammate?
ever notice how it's mostly the good guys that have teammate avoids and the "Draw Fire" type of ACs?
"Mostly" being the keyword. Apocalypse, Sabertooth, and Serpent Society all have protection cards with the word "teammate" written on them. Furthermore that would be a valid counter argument if never in the case of comic book history villians were ever known to play nice on teams, yet it happens all the time. Simply call the card "If it suits my needs..."
Quote from: thetrooper27 on December 24, 2012, 03:31:05 PM
Hotobu, I see what you mean about the Taskmaster special being a dud. How about we add/change that it can copy a defensive special in opponents hand?
Well what I didn't think about is that Taskmaster himself is going to be played as part of a fighting deck, just have it copy any non OPD, and exclude activators, on the table then it'd be good. If you just limit it to opponent's cards then it'd suck.
Quote from: thetrooper27 on December 24, 2012, 03:31:05 PM
Also, is Bullseye's DD special good? :-\
i think it accumulates
so id say so
http://overpower.ca/wiki/DD
Taskmaster - Your Every Move: This special acts as a copy of any non-OPD card with a fighting icon. Card may be placed or in play.
Change the name... that's the best I could come up with off the top. Did I cover the range of play we're discussing with this wording?
Yeah, and that would be an appropriate and dirty card. Just place an 8F on someone and toss it out.
Sweet. ;) So, we have the OPD that reveals special cards in opponents hand for remainder of battle, and acts as a copy of any special revealed, and the non-OPD mentioned above. Will this be enough for Taskmaster? I personally would like to see him have these, or maybe either one and something like Shang Chi's avoid/discard special.
x-babies:
mojovision: OR (hawkeye action leader) but adds x-babies and teammate must discard all placed cards
or
Increase ratings!: FE (Acts as a level 3 intellect attack. Each Front Line teammate may make 1 additional attack.)
Xbabies are already dumb awesome... but how about either of these for Mojo???
yeah
let mojo have em
Lil' Gambit - X-Babies +2 to Venture total for this battle. May be played from Reserve.
That's about the best card that the X-Babies deserve.
i'm not so convinced that the taskmaster card as i originally proposed it is too much. it's a powerful card to be sure, but it's designed to be. as i said, he's not on a location, so it can't be abused that way. also, i've played samson alot, and his discard 1 special from hand has come up dry as often as i get one. knowing that taskmaster has this card, the opponent will place his most powerful specials
anyways, i came up with some more ideas after tinkering around with cape citadel. i know nothing about the characters, so any cards i suggest come purely from a gameplay point of view
rapture: negate (as suggested previous)
crux: confusion
mercury: velocity's discard 1 (playable from reserve)
xaos is immediately targetted on this team (AD and his draw inherent). a personal defensive card seems apt, but i'm a little reluctant to add another one
grey king, i never find a reason to use. if i did, i'd put him in reserve with his 8i. so a card playable from reserve seems appropriate
landslide, i'm having a tough time with too. his gimmick is funky mid attacks. not sure how to best compliment that
i also looked back at my venom suggestion. i came up with alternate wording, cause it seemed really clunky
venom-destructive obsession: look at top 8 cards in opponent's draw pile. discard 1 to dead pile and reshuffle. exchange this card with top card in venom's draw pile
that gets rid of the re-place mechanic (which was too weird), and keeps the devastating effect. the only problem i have, is that it costs nothing to play (even initially)
I dig the Venom card. Its unique, and also, replacing the top card of Venom's draw pile it seems would be a good balance, because you might end up pitching your own good OPD's and power cards to the discard piles.
Are power cards discarded to the power pack or the dead pile from a special card like Industrial Waste? Just wondering.
dead
Opponent must discard top 5 cards from Draw Pile into Dead Pile. (BW)
Quote from: breadmaster on December 26, 2012, 06:27:26 PM
venom-destructive obsession: look at top 8 cards in opponent's draw pile. discard 1 to dead pile and reshuffle. exchange this card with top card in venom's draw pile
that gets rid of the re-place mechanic (which was too weird), and keeps the devastating effect. the only problem i have, is that it costs nothing to play (even initially)
...um... you don't think that this is ridiculously overpowered?
I think it was supposed to be like "With Great Power..." except opponent loses a card instead. Maybe the top 8 is too much. But top 4, or 3 might be alright.
i do think it's a powerful card, yes
ridiculously so...thats TBD
How about this?
Play when a hit ko's venom, opponent may not play placed cards nor place cards until the end of the next battle.
"Alien virus"
also, i thought of a hobgoblin/green goblin special that riffs off troopers (i think) idea
goblin armada: acts as level 5? attack. if successful, may search through draw pile for any tw playable by goblin and play immediately.
but, while i love how this complements wolverines tracking senses, it just might not be enough for either goblin. i feel like they need something special to be playable (great card from a battlesite though)
Yeah, just like Tracking Senses except it gets a teamwork. A few villains could use somethign like that. I think the important thing we should consider is if a character is currently weak for deckbuilding, how can we give them something that makes them considerable. I would like every character to be workable in decks. No character should just plain suck. But lots seem to.
Quote from: thetrooper27 on December 31, 2012, 02:22:36 PM
I think it was supposed to be like "With Great Power..." except opponent loses a card instead. Maybe the top 8 is too much. But top 4, or 3 might be alright.
Doesn't matter. I guarantee that this absolutely is ridiculously overpowered. It's not even comparable to Spiderman's card. Spiderman's card gives the player their choice of the next 8 cards. Cards that are in the player's deck, one of which would have come in the next hand anyway. Of course the ability to chose the 8th card is strong, but it doesn't change a deck.
The card you made is absolutely broken. Compare it to a GL special, a rare card which is amongst the best cards in the game. "Sort through opponent's Draw Pile. Choose any 1 card and remove it from game. Reshuffle Draw Pile."
The GL special lets the player go through the opponent's entire deck, but they have to pay by spending a card from their hand to do it. This card only lets the player go through the next 8, but there's no penalty for playing. Even if there were a penalty it's beyond broken. Continuously removing cards from an opponent's deck puts a player at a big advantage. Even if you can't get the specific card you want, getting to choose 1 of 8 will almost always yield a great card.
You know, on thinking about it, I am not too sure it would be broken. You'd find yourself at more of a disadvantage than you'd think.
Its maximum use would only come if you got it in the first hand. But at that point, what you're looking at is essentially being down one card for the rest of the game as the card does not add to venture, does not defend or attack. It gives you a tactical trick that can come in handy, but only so long as you keep Venom alive.
Played from the site is a one trick pony as Site specials are automatically pitched to dead heroes after use even with a 'recycle' clause.
Being 1 card down is a huge drawback - have you ever tried using Onslaught's Citadel as a homebase? It's brutal. Add discards to that and you're screwed.
So, as powerful as it might seem in theory, I think in practice you'd find yourself losing with it more often than not.
-BBH
im gonna agree with harve
appears i still re-worded it with ambiguity
by 'replace' with the top card in draw pile, i meant that the top card goes into venom's hand. again, i realize this is very powerful, but it's meant to be
as for 'ABSOLUTELY RIDICULOUSLY OVERPOWERED'...give it a rest man. when you sound the alarm so often, it loses it's effectiveness.
like any powerful card...you don't like it, negate it. it's not going to win venom a battle...ever. it's designed to win him the game. like in the comics, a drawn out war with venom is a bad idea, and this card is supposed to have that feel
Quote from: breadmaster on December 26, 2012, 06:27:26 PM
i also looked back at my venom suggestion. i came up with alternate wording, cause it seemed really clunky
venom-destructive obsession: look at top 8 cards in opponent's draw pile. discard 1 to dead pile and reshuffle. exchange this card with top card in venom's draw pile
i think the bolded part is what is 'ABSOLUTELY RIDICULOUSLY OVERPOWERED' ;)
venom should reshuffle as well
Quote from: BasiliskFang on January 01, 2013, 03:54:13 PM
How about this?
Play when a hit ko's venom, opponent may not play placed cards nor place cards until the end of the next battle.
"Alien virus"
oooo, ok I kinda took this idea from yugioh...
Play when a hit ko's venom, shuffle venom into opponent's deck face up. when venom is drawn, opponent's character- chosen at random is ko'd.
Quote from: Hotobu on December 24, 2012, 01:48:13 PM
I like the first one for Doc Oc, but I'm not a fan of the second one. Not because it's bad, but Doc Oc has two major problems; Beast, and Donald Pierce. All three have similar power grids, but out of the 3 Doc Oc would be last on my list even with those two cards. Also he'd have a lot of attacks with both of them. How about Marrow's LO - Marrow or teammate may avoid 1 attack of 4 or less. Marrow may draw 1 card from the top of the Draw Pile. Discard duplicates?
Now he's a unique threat... he STILL probably isn't better than DP or Beast, but a special like that would go further towards bridging that gap. Also it'd help to bump "Nuclear Physicist" up to a 10. Then he doesn't have to worry about those "9 or less" avoids.
Thanks for the feedback! I think I am going to agree with you that "Nuclear Physicist" should be up to a 10. As for the other card, I figured giving the Ravencroft Battlesite an EF would do nicely.
Thanks for everyone else's feedback. Been a while since I threw up other suggestions so here's some more:
Dracula – Vampirize OPD (BY) Opponent must immediately discard all cards with an Intellect icon currently held in hand.
Dracula – Fog Conversion OPD (BJ) Dracula may not be attacked for remainder of battle.
Enforcers – Hired Extortionists (HY) Acts as a level 6 Fighting attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.
Enforcers – Henchmen OPD (DU) Enforcers may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2 each, or 1 attack at +3. Bonus not applied to damage, or Venture total.
Quote from: Nate Grey on January 05, 2013, 03:52:09 PMDracula – Fog Conversion OPD (BJ) Dracula may not be attacked for remainder of battle.
maybe the other type that says unless he attacks them first.
Dracula literally is the worst 8 character I can think of. He really needs the boost of good specials. I like Fog Conversion as the OPD. The Southern Belle version doesn't seem to be good at all, because he can still be attacked by other characters. If anything, make it a hold down card, like Iron Curtain. But for the name "Fog Conversion" I can see it being a BJ. Might even be cool to give it to him as something like "Dracula or teammate may not be attacked for remainder of battle." I don't believe any other BJ gives you that option, and might make Dracula highly considerable.
QuoteEnforcers – Hired Extortionists (HY) Acts as a level 6 Fighting attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.
Enforcers – Henchmen OPD (DU) Enforcers may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2 each, or 1 attack at +3. Bonus not applied to damage, or Venture total.
sweet
2 more specials for hell's kitchen 8)
one change i think is required is the hydra card. the text, 'discard to dead characters pile after use' should be added, since you could retrieve a draw card (HQ), and a recycle card (BQ) and continuously draw cards
a bunch of other new mechanics were tested, and nothing was revealed as too powerful
as i said before, alot of characters have stuff suggested that i really like. the following is a list of characters that i think need a better card
doc ock: hq suggested-this is good, but i'm still not sure it bumps him enough
green goblin
hobgoblin
kree
leader
red skull
shadow king
hand
kingpin
marauders
mojo: i like harv's 'reruns' idea, but not the 1-6 avoid for the card
xaos
shiar
Quote from: BigBadHarve on January 02, 2013, 10:01:51 AM
You know, on thinking about it, I am not too sure it would be broken. You'd find yourself at more of a disadvantage than you'd think.
Its maximum use would only come if you got it in the first hand. But at that point, what you're looking at is essentially being down one card for the rest of the game as the card does not add to venture, does not defend or attack. It gives you a tactical trick that can come in handy, but only so long as you keep Venom alive.
Played from the site is a one trick pony as Site specials are automatically pitched to dead heroes after use even with a 'recycle' clause.
Being 1 card down is a huge drawback - have you ever tried using Onslaught's Citadel as a homebase? It's brutal. Add discards to that and you're screwed.
So, as powerful as it might seem in theory, I think in practice you'd find yourself losing with it more often than not.
-BBH
But the way the card is worded you aren't at a card disadvantage. As he said you get a card back
Quote from: breadmaster on January 02, 2013, 05:26:34 PM
appears i still re-worded it with ambiguity
by 'replace' with the top card in draw pile, i meant that the top card goes into venom's hand. again, i realize this is very powerful, but it's meant to be
as for 'ABSOLUTELY RIDICULOUSLY OVERPOWERED'...give it a rest man. when you sound the alarm so often, it loses it's effectiveness.
like any powerful card...you don't like it, negate it. it's not going to win venom a battle...ever. it's designed to win him the game. like in the comics, a drawn out war with venom is a bad idea, and this card is supposed to have that feel
And yes it is "absolutely ridiculously overpowered. First of all the "If you don't like it negate it" is not at all a valid means of assessing the power of a card. With a few exceptions all specials can be negated. Here's an idea for a special "For the remainder of the game target character may not attack." Is this too powerful? No, it isn't. If you don't like, it negate it. See how silly that is? A special being susceptible to a negate is not a valid means of assessing the power of a special since all specials share this weakness. Furthermore even though negates are good it's bad game design for them to be the safety net for balancing specials. In addition to this not every deck has to have, or should have a slew of negates to make it competitive.
Pretty much any random draw of 8 cards out of any deck is going to produce a good card. Getting to do this every hand with no penalty is what's broken. This is WAY better than a GL special and will more times than not gut the strategy of any deck. Event cards, strong OPDs, activators, artifacts, high level power cards etc. are pretty much guranteed in a random drawing of 8 cards. You're trading 1 card for any number of cards with no penalty. Also this special surviving until the power pack is all but a guaranteed win.
When balancing a special the card should always be thought of as being played under optimal circumstances not what can be done to combat it. Played in the first hand against a non negate deck this card will maul other decks.
------
Re: Dracula
The problem with giving him a pure BJ special is that he sucks so bad why would I want to attack him? In practice this special would have to be placed. Though that's what happens with some BJ specials there'd be the strong chance of this being AI special fodder from a character or battlesite. "Dracula or Teammate" would be more playable.
Re: Marauders
They don't need anything worth a damn. They're extremely good as it is. Maybe an AA, but even that's at least usable. I think that's why they got a shitty card in XM.
Quote from: Hotobu on January 13, 2013, 12:25:05 AM
But the way the card is worded you aren't at a card disadvantage. As he said you get a card back
[/quote]
Sorry, I had to go back and re-read it - I was thinking it simply got put on top like 'With Great power...' I didn't realize it was a switch for a card.
I still am not sure how broken it would be in the long run. Definitely handy - but the other points remain. It's a one-time use from a battlesite and not nearly as good as a Deathstrike, or other far more brutal cards - so that's not imbalanced. In order to get full use out of it, you'd have to use Venom on your team. Knowing that card is there, he becomes a target. Every try using Colossus on a team now? He's gone in 60 seconds baby! :P With his Siberian strength and now his Marvels? Hello target boy. I think you'd find Venom has the same problem.
I think your concerns are reasonable... but ultimately it's worth playtesting just to see the end result. And it is certainly good enough to make anyone consider using Venom. (Not that I overlook him myself, I find he's really only missing one more card to be good.)
Anyway, that's my thought on it. In the brainstorming period, there's nothing taboo.
-BBH
That's interesting. You're telling me you wouldn't take that card over Deathstrike? Granted Deathstrike let's you see a whole deck, and remove one card, but this one gets you a card back every time you use it. The only time I'd take Deathstrike over it is if I were playing against an Any Hero deck to get rid of DOW. Other than that I'm fine with getting to choose from the top 8 and still getting a card back.
Quote from: breadmaster on January 02, 2013, 05:26:34 PMlike in the comics, a drawn out war with venom is a bad idea, and this card is supposed to have that feel
Okay, simple change: "Look through top 8 cards and discard 1
Power Card to Dead Pile".
In the short term, you might be able to de-power a Teamwork next battle. Nothing game breaking.
But then Power Pack comes around. Best case, you've taken out 8 power cards. Chances are only 4. Still big. Because that means a 7 character has taken out the 8s and evened the battle. As the drawn out battle goes on, each round you're pegging out one of their Power Cards. If Venom's still standing-- THEN and only then does it become and absolute game winner. And deservedly so.
Edit: Forgot about the "replace" bit. That is powerful, though possibly dupe-causing so not overly broken. What if you did this:
Look at the top 5. Pitch 1 card to dead pile. DO NOT RESHUFFLE. Put on top of draw pile.
You're giving up the exchange to get rid of one card AND know what the next 4 cards are.
That said, I don't mind the exchange. It will make a medium-level character (Venom) all that more powerful, which is fine. It doesn't break in Battlesites. It keeps card parity for a non-attack action that only pays off in future battles.
Quote from: halcyon1234 on January 13, 2013, 01:07:35 AM
Quote from: breadmaster on January 02, 2013, 05:26:34 PMlike in the comics, a drawn out war with venom is a bad idea, and this card is supposed to have that feel
Okay, simple change: "Look through top 8 cards and discard 1 Power Card to Dead Pile".
In the short term, you might be able to de-power a Teamwork next battle. Nothing game breaking.
But then Power Pack comes around. Best case, you've taken out 8 power cards. Chances are only 4. Still big. Because that means a 7 character has taken out the 8s and evened the battle. As the drawn out battle goes on, each round you're pegging out one of their Power Cards. If Venom's still standing-- THEN and only then does it become and absolute game winner. And deservedly so.
Edit: Forgot about the "replace" bit. That is powerful, though possibly dupe-causing so not overly broken. What if you did this:
Look at the top 5. Pitch 1 card to dead pile. DO NOT RESHUFFLE. Put on top of draw pile.
You're giving up the exchange to get rid of one card AND know what the next 4 cards are.
That said, I don't mind the exchange. It will make a medium-level character (Venom) all that more powerful, which is fine. It doesn't break in Battlesites. It keeps card parity for a non-attack action that only pays off in future battles.
First of all the card needs to be OPD. That hasn't been said yet. Secondly I'd be fine with any wording if it said "discard after 2 uses."
Oh BTW here's a card for Mr. Sinister.
Genetic Alteration [OPD] - Remove one hit from Mr. Sinister or teammate's hits from current battle or hits to permanent record, and increase character's hits to KO by 3 points. Affects venture total.
How about Top 8, choose any card other than a power card, discard it, then reshuffle venom special into draw pile? That limits its use, you aren't likely to abuse it unless you get lucky enough to redraw it, and it doesn't replace itself. OPD. You might be able to try it with the draw to replace first, and if it's too good, then drop the redraw. It will really depend on how often you get the card at random... by limiting what kind of card you can pick, you spare them the advantage of crushing them in the power pack battle.
If not that, I like top 5 (maybe even top 8, but I won't push too hard for that), choose any one to discard, then put venom special on top of draw pile. Not replacing itself. However you word it, not drawing to replace might prevent the card from being played by many players. Playing down a card, which this wording would ensure, is never good for me and probably isn't for anyone else either.
Lots of good discussion on this one... I think finding the right fit for it could make it a really unique and also play boosting special for Venom.
Maybe instead of top of library, opponent reveals x number, say 5 cards from hand, you choose one to be discarded, and put venom special on top of draw pile. OPD.? I get to see part of your hand that you wish to reveal, I pick one card, we're both down the same card advantage wise (one for one), I had to play an action that didn't net me any venture at all, so if it's my first play of the turn, you pretty much get to attack first every round (sometimes twice!!!). It's a little bit better than Doc Samson's analytical assault, not extremely broken (that I can see, but you guys can fix that... broken... fix... anyway), and might mimic the dynamic of "With Great Power..." a little bit better. Any thoughts?
See now those suggestions make a lot of sense. Not replacing it, and reshuffling limits it nicely. Even then you wouldn't have to limit it because chances are you'd only get 3 uses. I'd also restrict its ability to be shuffled into the power pack. The main thing that breaks it is it being replaced.
The reveal 5 + discard is interesting though.
Quote from: Hotobu on January 13, 2013, 03:29:34 AM
See now those suggestions make a lot of sense. Not replacing it, and reshuffling limits it nicely. Even then you wouldn't have to limit it because chances are you'd only get 3 uses. I'd also restrict its ability to be shuffled into the power pack. The main thing that breaks it is it being replaced.
The reveal 5 + discard is interesting though.
I would agree that "replace" is a bit much. I wouldn't argue so much with a shuffle+draw. The number of cards seen in an opponent's deck-- and if the opponent should reshuffle-- should depend on one question: do you want Venom to know what's coming up in the opponent's next hand? Does this effectively count as a "must play next hand open handed" card?
Personally, I like top 8, one LIMITED card, don't shuffle opponent, shuffle Venom. Has a nice balance, pays off in Power Pack.
Well if that's the case and the opponent doesn't have to shuffle it should be top 5 max. Getting to see 7 of 8 cards of the opponent's hand multiple times in a game seems a bit much. At least if it's top 5 you only know 4 cards so there's some mystery to the hand.
"Personally, I like top 8, one LIMITED card, don't shuffle opponent, shuffle Venom. Has a nice balance, pays off in Power Pack."
How do these sound? We could go one or the other.
Item 1: Look at the top 8 cards of opponent's draw pile and choose one special card. Opponent discards that card. Reshuffle Venom special into draw pile. OPD.
Item 2: Opponent chooses and reveals 4 special cards from their hand, of which you choose and discard one. Place Venom special on top of your draw pile. OPD.
If we were to use either of these, would it make Venom a contender?
Quote from: thetrooper27 on January 13, 2013, 11:00:06 PM
"Personally, I like top 8, one LIMITED card, don't shuffle opponent, shuffle Venom. Has a nice balance, pays off in Power Pack."
How do these sound? We could go one or the other.
Item 1: Look at the top 8 cards of opponent's draw pile and choose one special card. Opponent discards that card. Reshuffle Venom special into draw pile. OPD.
Item 2: Opponent chooses and reveals 4 special cards from their hand, of which you choose and discard one. Place Venom special on top of your draw pile. OPD.
If we were to use either of these, would it make Venom a contender?
I like 1, but I don't like that it targets specials. I think its too powerful, and doesn't feel like its on theme with the "don't get into a prolonged battle with Venom". Being able to peg specials (which include OPD, any heroes, etc) repeatedly is a bit overpower. "Power or Universe" would be good. Or it needs a limiter.
"Look at top X. Discard 1 card to Dead Pile. If it is a Power Card, reshuffle this card. Opponent doesn't reshuffle".
I agree with the comment above that it should be between 5-7 cards, and not the full 8. I think 5 is the perfect number. It lets you know what exactly half of the opponent's next hand is, but not the entire hand.
That's reasonable, but I'd add a few more things.
Look at top 5 cards in opponent's draw pile. Discard 1 card to Dead Pile. If it is a Power Card, reshuffle this card, if not discard this card into dead pile. Opponent does not reshuffle. Do not reshuffle this card into Power Pack. Draw 1 card if power card is selected and discard duplicates.
It's powerful, balanced and flexible.
I don't like the idea of the card being shuffled into the powerpack. If Venom's been around this long the card's probably already done some damage, and if it's still allowed to be used then you're getting into auto-win territory. Having to reshuffle it is a good way to limit it as well; this was part of my problem with it initially. Being guaranteed to get it hand after hand is nuts. Limiting it to 5 cards also reduces the amount of cards that get to be seen, and can possibly lead to the card being discarded due to it having to get rid of a non powercard.
Quote from: Hotobu on January 16, 2013, 11:31:47 PM
That's reasonable, but I'd add a few more things.
Look at top 5 cards in opponent's draw pile. Discard 1 card to Dead Pile. If it is a Power Card, reshuffle this card, if not discard this card into dead pile. Opponent does not reshuffle. Do not reshuffle this card into Power Pack. Draw 1 card if power card is selected and discard duplicates.
Issues:
1) "if not discard this card into dead pile" can be dropped. That's what happens to played Specials anyways. Keep the text to a minimum
2) The game doesn't technically have a concept of a "power pack deck". It's just a term we use to describe the state of the game after the first reshuffle. In fact, technically, Power Pack is the discard pile for Power Cards. You can't even say "If you've reshuffled your deck once" or anything like that. Again, the game has no memory of when a deck's been shuffled, or how often, or under what circumstances. Does Phoenix Risen from the Ashes count? Does it count if you've reshuffled Power Pack, and then opponent plays it?
(FYI: Like Jack, I'm a computer programmer. So I come at the wording on cards from the standpoint of "If we had programmed OPO to be fully automated, could this card be played as written without creating a bunch of new programming and state management?)
3) I don't think the "draw 1 if you discarded a power card" is needed. You're already getting rewarded for picking the less-powerful Power Card: you get to recycle the Special. Maybe draw if you don't pick a Power Card. Short term gain (kill a powerful card, regain some resources) or long-term gain (remove a less powerful card that can harm you much later, and be able to repeat)
i was looking back, and i liked a bunch of suggestions that i pieced together into a couple specials that i think work
doc ock-superior strategy: ock may immediately play one of opponents placed cards-OPD (very powerful...superior? ;))
mojo-reruns: acts as a level 7 energy attack, discard to power pack-OPD
kingpin-protecting my interests: kingpin or teammate may avoid one attack of 6 or less. may be played from reserve (this one is 100% harv's. i was initially against it, but the name is just too damn good!)
green goblin/leader-patience is a virtue: play in front of ___. next battle, or later, acts as a level 12 intellect attack-OPD (this works for either of them...not sure which yet. i'm leaning towards leader, since i think goblin could use either an opponent discard type card, or a revive card similar to action leader)
also, i was looking back at scarlet spider. my suggestion was a JW, but i don't think it works. after using him a bunch, he's got the nice BQ, but nothing really worth retrieving with it. perhaps a juicy opd attack...
Some thoughts...
I like the Doc Ock special.
Love the Kingpin special. If there is anyone who should be able to defend (or even attack) from reserve, it's the Kingpin. Lex Luthor is another character who should have at least one or two 'reserve' specials, but he's not in this set.
For Mojo, I would modify the special to allow it to return to the deck if the attack is blocked. I think putting the special into the power pack even if it hits the target character is too much.
Can you explain the Leader special some more? When it's played in front of a character, does that mean the hit can be defended in the current round but will count towards the next round venture if not successfully defended? That it can't be used until the next round? I might be overlooking something, but the 'play in front of ___' is throwing me off some.
What about just simplifying the Venom special to just allow for the first five cards to be viewed and one of those cards discarded to the dead pile? Or maybe allow for two cards to be discarded with a one time use?
On the other hand, I do like the idea of Venom having a special that can return to the top of the deck, just like Spider-Man does with the OP special. What about taking the concept of the OP special, making it OPD and allowing Venom to discard one card from either the opponents deck or his own deck? It might be too strong if it can be used to target the opponents deck and the card can be reused over and over, but given the option to use to Venom's deck, it could be a nice way to filter unusable cards later in the game.
I have an idea for a Mysterio special that works a bit like Vertigo; Mysterio can shift any attack for the duration of the battle and either the hits don't count toward venture or the hits don't count on permanent record? It would be OPD of course and it might be too strong, but I think it would be intriguing to either have a round where you could intentionally lose venture by absorbing several attacks while saving your cards to use to setup spectrum KO's. Or from another angle, you could sacrifice a character to win venture.
yeah, that is confusing. the blank space was since i hadn't decided which character would use it
so if it was leader, you would 'play' the card the battle you get it, but the card just sits in front of leader. since it's a 'patience' card, you have to wait a battle (or more) to use it. so next battle, i could just attack any of the opponents characters with it. the other 12 attacks have funky penalties to use, so this switches it up a bit
Quote from: halcyon1234 on January 17, 2013, 01:04:17 PM
Quote from: Hotobu on January 16, 2013, 11:31:47 PM
That's reasonable, but I'd add a few more things.
Look at top 5 cards in opponent's draw pile. Discard 1 card to Dead Pile. If it is a Power Card, reshuffle this card, if not discard this card into dead pile. Opponent does not reshuffle. Do not reshuffle this card into Power Pack. Draw 1 card if power card is selected and discard duplicates.
Issues:
1) "if not discard this card into dead pile" can be dropped. That's what happens to played Specials anyways. Keep the text to a minimum
2) The game doesn't technically have a concept of a "power pack deck". It's just a term we use to describe the state of the game after the first reshuffle. In fact, technically, Power Pack is the discard pile for Power Cards. You can't even say "If you've reshuffled your deck once" or anything like that. Again, the game has no memory of when a deck's been shuffled, or how often, or under what circumstances. Does Phoenix Risen from the Ashes count? Does it count if you've reshuffled Power Pack, and then opponent plays it?
(FYI: Like Jack, I'm a computer programmer. So I come at the wording on cards from the standpoint of "If we had programmed OPO to be fully automated, could this card be played as written without creating a bunch of new programming and state management?)
3) I don't think the "draw 1 if you discarded a power card" is needed. You're already getting rewarded for picking the less-powerful Power Card: you get to recycle the Special. Maybe draw if you don't pick a Power Card. Short term gain (kill a powerful card, regain some resources) or long-term gain (remove a less powerful card that can harm you much later, and be able to repeat)
I agree that saying "if not discard into dead pile is redundant" and I thought of that even as I typed it, but I've noticed that at times if things aren't explicitly spelled out sometimes they're misinterpreted.
As far as "no concept of powerpack" that's false. The Power Pack is clearly defined in the rules of the game, and it's also referenced in Beast's "Brilliant Deduction" special. There's precedent for citing the Power Pack on a special.
As far as the "Draw 1 card if power card is discarded" not being needed I strongly disagree. First of all this card is sacrificing 1 card in the hand for a future benefit. A benefit which may never pay off. That's mitigated by getting a card back. Seeing as you only get to look at 5 cards you may only end up with a level 5 power card max. I'm not so sure that + getting to see half a hand is worth an OPD. Hell you could even end up helping out the opponent by getting rid of something that'd be duped. Giving the player the choice of sacrificing a reshuffled card + drawing a card in exchange for just getting rid of a special makes it a bigger decision.
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First of all how many specials is everyone getting? 1, 2? as many as "necessary?"
Re: Doc Oc - That's... questionable. It's one thing to get rid of cards, but another thing to turn it against the person. AI specials are non OPD, so it makes sense that the next step up would be something OPD, but... something about that doesn't sit right with me. I can't say it's broken, but it just doesn't feel right.
Re: Mojo - I actually like it as is. It makes him a pseudo level 7 character. That's not broken at all. It's essentially a Power Card that only Mojo can use. I really don't see how that's too strong.
Re: Leader/GG ... well they do need a good special I really don't like 12s. I know that there are only 2 as of now, and they're hard to use/ have drawbacks, but... 11 would be better.
Re: Mysterio - Either way is beyond broken. If the hits don't count toward venture you're saying you can't lose the round. I'll just play Mysterio and Scarlet Witch together, chose a site with a DS special, put in at leat 5 activators for that character, get one of those activators or the special the first round, or conceede until I do, venture as many as possible, play the special, KO Scarlet Witch and win the round. I can also just play Invisible Woman or someone with a similar IA and keep everyone alive.
Hits not going on the permanent record isn't much better either. In a normal draw you can arrange at least 8-9 hits before having to KO a character. There would be absolutely no need for you to defend. You may lose the venture, but that's not a big deal considering the damage you can do.
Funny thing about Mysterio is that I thought that he should have an LN special anyway. Just give him Vertigo, it fits and it's good enough on its own.
Quote
As far as "no concept of powerpack" that's false. The Power Pack is clearly defined in the rules of the game, and it's also referenced in Beast's "Brilliant Deduction" special. There's precedent for citing the Power Pack on a special.
"Power Pack" is the discard pile that power cards go into. If they get reshuffled, they form a new Draw Deck. There's not such thing as a Power Pack Draw Deck. So saying "Don't reshuffle into Power Pack" is wrong, since you're referring to a "Power Pack Draw Deck," which doesn't exist. If I read your wording right, you don't want to keep this Special alive when you get to a Power Pack battle-- ie: its recyclable until then, and then its a straight one-use. But the game engine doesn't support that idea.
Quote
As far as the "Draw 1 card if power card is discarded" not being needed I strongly disagree. First of all this card is sacrificing 1 card in the hand for a future benefit. A benefit which may never pay off. That's mitigated by getting a card back. Seeing as you only get to look at 5 cards you may only end up with a level 5 power card max. I'm not so sure that + getting to see half a hand is worth an OPD. Hell you could even end up helping out the opponent by getting rid of something that'd be duped. Giving the player the choice of sacrificing a reshuffled card + drawing a card in exchange for just getting rid of a special makes it a bigger decision.
Which comes back to the question of what is the theme of this card? Is Venom setting up a strategy for a prolonged battle? Is he beating down a near-future opponent? What, in essence, should the card be doing/called?
Getting rid of a Special potentially every battle is a huge, huge, huge bonus. Not negating, not discarding a placed-- but just straight up gone and never drawn. Without a big drawback, like being down a card this battle, it's hard to balance it.
What if you balanced out the card inequity?
"Play in current battle. At the start of next battle, after Events but before Discards, look at opponent's hand. Chose and discard 1 card to Defeated Heroes. Shuffle [this card] into Draw Pile."
You're down 1 card this round. Next round, your opponent is down 1 card AND his hand is exposed. AND you get this benefit repeatedly.
You can power it down a bit with "Opponent picks and shows you 6 cards from hand. Pick and discard one to Defeated Heroes." Your opponent can still hold back his two best cards, but he's losing something valuable. In Power Pack, you'll be able to whittle away mid-level power cards. Or power it up slightly by saying "... after Discards but before Placing...". If you want to be extra mean "May not be negated."
1 card per villain, plus 1 for the 4 heroes that didn't get one in marvels
mysterio's special is pretty much set in stone, in my mind. harv came up with the 1-4 omni-ad + discard 1, and it's going to take a hell of a suggestion to bump it
How about: Look at the top 5 cards of opponent's draw pile and choose one. Opponent discards that card. If a power card was chosen, venom special is discarded to the top of draw pile unless all cards revealed were power cards.
Now there's room to play more than one in your deck (in case you pick a special in an early hand), it's limited on how you can abuse it, and your pick list is much more slim. You only know half of opponents hand for the next turn as well.
Maybe 5 cards is too much/not enough?
couple more thoughts
hand: acts as a level 9f/i attack OPD
landslide: acts as level 5 intellect power card, may be used to attack or defend
how's this one sound for the four freedoms aspect
acts as a level 4e/f/s/i attack (not too powerful for a powerful team...keeps the '4' theme with 4 icons, and level 4)
The Hand card should have Shadowland Daredevil on it... not sure what to name it though. But I like it. They're an awesome offensive team. Keeps with the theme.
And the FF aspect needs a secondary ability, such as "if successful" or "may make one additional attack." Maybe something totally new!!! I really would like to see new abilities and mechanics. The discussion on the venom special card is pretty intense but might lead to a great unique card.
I was thinking about a new location card that would allow for any tournament legal team, using normal deckbuilding rules, with no stat higher than 6. It would have a cool inherent ability that would make max 6 characters playable. I'm not really onto a good ability though. I was thinking it would give team a +2 to defensive actions. That's just a consideration to build on. It could be tweaked like any other ability. We could make a few other locations as well, say around 5. New battlesite ideas, new homebases... new decks.
Quote from: breadmaster on January 20, 2013, 03:43:27 PM
couple more thoughts
hand: acts as a level 9f/i attack OPD
landslide: acts as level 5 intellect power card, may be used to attack or defend
how's this one sound for the four freedoms aspect
acts as a level 4e/f/s/i attack (not too powerful for a powerful team...keeps the '4' theme with 4 icons, and level 4)
that Aspect looks good, breadmaster.
@thetrooper27, idk if it should have anything else... it's not like FFP needs help, right?
Quote from: thetrooper27 on January 20, 2013, 08:05:30 PM
I was thinking about a new location card that would allow for any tournament legal team, using normal deckbuilding rules, with no stat higher than 6. It would have a cool inherent ability that would make max 6 characters playable. I'm not really onto a good ability though. I was thinking it would give team a +2 to defensive actions. That's just a consideration to build on. It could be tweaked like any other ability. We could make a few other locations as well, say around 5. New battlesite ideas, new homebases... new decks.
Inherent: Team may ignore the Sum Deck rule.
Ignoring the Sum Deck rule opens up a huge problem with Beyonder decks. The beauty of Beyonder decks is finding characters that fit the 48 points envelope to make a viable deck. I would never consider that as an Inherent due to the game breaking nature of such.
Aside from using Beyonder, I don't know if there's a max 6 team that is over the 76 point limit that would actually be worth making that ability to abuse them.:) I was thinking more in terms of bonuses because that's would help the max 6 guys out. But maybe there are some other good ideas. Anyone have any character specific locations in mind for new deck possibilites? Cool inherents? Aspects for the new location?
Quote from: thetrooper27 on January 23, 2013, 12:17:56 AM
Aside from using Beyonder, I don't know if there's a max 6 team that is over the 76 point limit that would actually be worth making that ability to abuse them.:) I was thinking more in terms of bonuses because that's would help the max 6 guys out. But maybe there are some other good ideas. Anyone have any character specific locations in mind for new deck possibilites? Cool inherents? Aspects for the new location?
I would LOVE to work out a new X-Men location that has Gambit on it ;D
It still breaks the game, having the restriction is what makes it fun. How many times have you thought of decks but realize after pulling out your calculator that the stats add up to 77?
Captain Mar-vell is one such character that's worth abusing. Two extremely good OPDs, with defense and a 7 from Marvels.
It's actually not that hard to make max 6 teams that are viable and stick within Sum Deck. BBH famously uses his max 6 Trick or Treaters to regular matches and has a solid win-loss record. He's even taken down a pure 8 Strength deck at one of our events with it.
Quote from: Jack on January 23, 2013, 12:45:12 AM
It still breaks the game, having the restriction is what makes it fun. How many times have you thought of decks but realize after pulling out your calculator that the stats add up to 77?
Captain Mar-vell is one such character that's worth abusing. Two extremely good OPDs, with defense and a 7 from Marvels.
It's actually not that hard to make max 6 teams that are viable and stick within Sum Deck. BBH famously uses his max 6 Trick or Treaters to regular matches and has a solid win-loss record. He's even taken down a pure 8 Strength deck at one of our events with it.
and you didn't even mention that Captain Mar-Vell has his own inherent ability which could easily be worked up to a max-8 with the Witchblade Artifact.
BBH is an OverPower ninja... that's why he can rock you with a max 6 team. I'm a deli ninja... not an OP ninja. I need max 8 characters and a zillion defensive cards to work a deck. Maybe if I offer my opponent a ham and cheese before the match, I can sneak all of his 7 and 8 power cards out of his deck while he's chewing.
Anyway, I thought bonuses would be cool, but you're right... there are lots of good max 6 guys. I just need someone to play against and I could figure all that out. I'm a lone wolf in my OP community.
a max has to have the motorcycle hero 8)
and a spider woman that can provide reserve defense
or a woman clad in silver
Cap Mar-vell
New Warriors
Beyonder
lastly either
Vision 3 grid or Gordon
16 points over sum deck either way.
beyonder jubilee mojo x-babies
avoids and negates two HO (+or-20 venture depending on viewpoint)
thats evil
what if everyone used that with different battlesites
i wonder how that would look
Quote from: Jack on January 22, 2013, 11:31:03 PM
Ignoring the Sum Deck rule opens up a huge problem with Beyonder decks. The beauty of Beyonder decks is finding characters that fit the 48 points envelope to make a viable deck. I would never consider that as an Inherent due to the game breaking nature of such.
Bah, forgot about Beyonder. Never mind. Any way I can think around that is either too complex, or is a magic bullet card. Best I could do:
"Ignore sum deck rule. May not use characters with an inherent that modifies their deck-point value."
That'd take out Beyonder, Malbogia, both Backlashes (boo hoo?).
Okay, back on theme-- it's a team of the B-list super heroes. They're not all that powerful. They need a boost. Chances are you could build a perfectly cromulant team of Max-6 without this homebase. So why use it (and give up your 1 venture OR ability to place Any Heroes).
Sure, they're underpowered-- but as a team, they gang up like no-one's business. All at once. How about:
Big Little's Team's reserve starts game in Front-Line, and may have 4 characters in Front-Line
JUGGERNAUT- Crimson Gem of Cyttorak: Opponent may not play any Activator Cards for remainder of battle. (LS)
This special was posted in the new thread, but I wanted to open up discussion in this thread to keep the new one tidy.
I had an idea for a Juggernaut card that's a little different. Might be too powerful, but I wanted to submit it for the approval of the OP society.
Crimson Gem of Cyttorak - Hits in Juggernaut's Hits to Current Battle do not count for venture and Juggernaut may not be ko'd for remainder of battle. OPD
Now, the activator special seems pretty good. But since we're still brainstorming, I wanted to see what you guys thought of something like this. Is it weak, strong, tweakable? You guys know me, I'll go with whatever, but the Gem makes Juggernaut who he is. A special of this name seems fitting that it should make him unstoppable for a turn. Any thoughts?
Quote from: thetrooper27 on January 28, 2013, 03:36:35 PM
JUGGERNAUT- Crimson Gem of Cyttorak: Opponent may not play any Activator Cards for remainder of battle. (LS)
I like the card name ;)
how bout this for shadow king
quick thinking: Acts as a level 1 Intellect attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture total. (ID)
Quote from: breadmaster on January 29, 2013, 03:15:51 PM
how bout this for shadow king
quick thinking: Acts as a level 1 Intellect attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture total. (ID)
Love it. I really like Shadow King. If anyone has any cool decks they've played him in, message them to me.:)
http://overpower.ca/cards/specials/1213.png theres a +2 for you
here's another idea for mojo's 'reruns':
choose any 1 special, and any 1 universe from dead pile, and place in power pack. OPD
characters that still require a card
BULLSEYE
CEREBRO
GREEN GOBLIN
GREY KING
HOBGOBLIN
KREE
MARAUDERS (someon suggested 4f+2 to damage if successful...this looks pretty good)
MERCURY
MR SINISTER
MORBIUS
RED SKULL
SCARLET SPIDER
SHIAR
XAOS
also, it occured to me that subconsiously, i must have been pumping up the cape citadel as both a homebase and site. do you think these are too much?
landslide: 5i CC
rapture: negate
crux: confusion
with these 3 not for sure
mercury: discard 1 placed from reserve
xaos: none
grey king: none
For Mojo.. don't be shy to suggest the most obvious choice for 'Reruns': BQ.
Or if you want to keep Mojo inline with X-Babies, related to Lil' Cyclops and missions, try a KK special.
I like the BQ special for Mojo. Puppet Master has that special as well, and if you play an Any Hero deck with those two it could prove to be very dangerous. Perhaps have the special worded like the Marauders BQ special. Mojo is a beast as it is, possibly a tier one character in my opinion (I like all of his specials in a deck except for his CI). He's always been one of my favorites and a BQ special would be very nice.
The KK special also makes sense for Mojo. Only two characters have that special to begin with, and I think it would be a good idea to scan the list of existing specials and provide some of them that not many characters have, like Spawn's ZY special, to characters in this new set (ZY for Red Skull, perhaps).
Quote from: Jack on January 31, 2013, 07:38:26 PM
For Mojo.. don't be shy to suggest the most obvious choice for 'Reruns': BQ.
Or if you want to keep Mojo inline with X-Babies, related to Lil' Cyclops and missions, try a KK special.
Either one of these Specials would instantly give Mojo a lot more play! He'd be a near "must" in a max-6 setting. I honestly don't think he deserves that, does he? I know we can't get hung up too much on scaling the OP Characters to their Comic-counterparts (when making homemades, that is), but I'm just not sure he should really get such a great card...
Then again, I won't ever use him in a deck - regardless - since he is, in no way, shape, or form, a good guy :P
Quote from: TGW on January 31, 2013, 09:01:15 PM
I think it would be a good idea to scan the list of existing specials and provide some of them that not many characters have, like Spawn's ZY special, to characters in this new set (ZY for Red Skull, perhaps).
I think this is a good idea.
Quote from: ncannelora on February 01, 2013, 10:25:19 AM
Quote from: Jack on January 31, 2013, 07:38:26 PM
For Mojo.. don't be shy to suggest the most obvious choice for 'Reruns': BQ.
Or if you want to keep Mojo inline with X-Babies, related to Lil' Cyclops and missions, try a KK special.
Either one of these Specials would instantly give Mojo a lot more play! He'd be a near "must" in a max-6 setting. I honestly don't think he deserves that, does he? I know we can't get hung up too much on scaling the OP Characters to their Comic-counterparts (when making homemades, that is), but I'm just not sure he should really get such a great card...
Then again, I won't ever use him in a deck - regardless - since he is, in no way, shape, or form, a good guy :P
I have no problem using Mojo in a regular game as he is now. Beyonder be lovin himself some Mojo! Sh*t, I usually eliminate Mojo myself when I use The Crossing anyways! :o
lol. not 'shy' about a BQ for reruns...just didn't cross my mind. sometimes the obvious answers are the best!
i think it fits him too, since he has very good specials, but no single 'great' one
Negate is pretty great. But the BQ would be really cool.
Green goblin - oscorp sponsorship
search draw pile by card for the first 2 special cards not usable by green goblin. Reshuffle draw pile. May be played from reserve. Opd.
I originally thought this up for iron man as "stark expo". The wording on my file may be different/better, if you guys like the concept, let me know.
I think its cool, but it seems really powerful. Have you tested it?
Quote from: thetrooper27 on February 05, 2013, 10:58:06 PM
I think its cool, but it seems really powerful. Have you tested it?
Agreed. Either have it be 1 card and from reserve, or two cards and remove the ability to play from reserve. And add a "discard duplicates" to it.
no testing havent played in some weeks.
yeah
jut make it a BQ
1 card is pointless...you're trading a opd for a random card
2 is a stretch, especially if you discard duplicates
3 seems like a good number to me, actually, with discarding dupes. your opponent will get to see the 3 cards you get
Quote from: breadmaster on February 06, 2013, 06:38:51 PM
1 card is pointless...you're trading a opd for a random card
2 is a stretch, especially if you discard duplicates
3 seems like a good number to me, actually, with discarding dupes. your opponent will get to see the 3 cards you get
Reminds me of Storm's Gathering Winds... could be neat. Discarding duplicates seems necessary for the 3, but keeping duplicates would be okay for 2. 3 is a good number, but this card would have to be tested... it could be very good, considering you can construct your deck around it. Would make Goblin much more powerful.
3, may not be duplicates
2, may be duplicates?
so
make it an HQ instead?
Quote from: steve2275 on February 07, 2013, 02:10:26 AM
so
make it an HQ instead?
No, this would be pretty distinct from an HQ, with different usefulness. For one thing, you don't have to worry about drawing Events. For another, you'd have to reshuffle the Draw Pile. Plus, if you construct your deck with limited (or even no) duplicate Specials, you'll have no discards from that property.
Then again, this card is almost worthless if it's drawn late into your deck (close to the Power Pack), where a regular HQ is perhaps the most useful.
How about 2 cards not usable by gg, dupes are ok?
also, i didn't mention that i think this is a great suggestion for gobby. he needs a juicy opd
i really think it should be 3, discard dupes. as mentioned, there seem to enough drawbacks to balance it. the character may be ko'd/you may get the special close to pp/opponent sees which cards you get/you may draw the reserve's place card. to me, 2 doesn't seem to be powerful enough, even if you allow duplicates
Quote from: breadmaster on February 07, 2013, 04:30:07 PM
also, i didn't mention that i think this is a great suggestion for gobby. he needs a juicy opd
i really think it should be 3, discard dupes. as mentioned, there seem to enough drawbacks to balance it. the character may be ko'd/you may get the special close to pp/opponent sees which cards you get/you may draw the reserve's place card. to me, 2 doesn't seem to be powerful enough, even if you allow duplicates
I would say lock it in, unless testing proves too powerful. But I like it.
Sweet! Glad you like it!
Also, is scarlet spider getting a card in this set? Or are we waiting for the completion set for that?
The word was his hillshire card was going to be reprinted, but in the marvels we had done only new cards were pushed thru.
For him:both of these are evil incarnations of the scarlet spider name.
Spider-carnage - may play any teammate's special cards in the next battle.
Joe wade- dg energy
Alright, been a while since I threw out some more suggestions. When coming up with my thoughts, I figured the Villains set should pretty much mirror the Marvels set in any new special card dynamics so that's why no original specials at my end. I think I left off in the G's. Haven't posted in a while. :-[
Goblyn Queen – Psionic Shield (AD) Goblyn Queen or teammate may avoid 1 attack of 9 or less.
Goblyn Queen – Eldritch Magic Burst OPD (AS) Acts as a level 11 Energy attack, Goblyn Queen may not attack for remainder of battle
Grey King – Psionic Power (HN) Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
Grey King – Telekinetic Wall (AD) Teammate may avoid 1 Strength attack. May be played while Grey King is in Reserve.
Hand – Return from the Dead OPD (CK) Play in current battle to resurrect any KO'd teammate next battle. Teammate is discarded at end of next battle.
Hand – Subterfuge OPD) (FS) The Hand's Team's Placed cards may not be played, moved or discarded by Opponent for remainder of game.
nate: these are the characters that still need a suggestion:
BULLSEYE
CEREBRO
GREY KING
HOBGOBLIN
KREE
MARAUDERS (someon suggested 4f+2 to damage if successful...this looks pretty good)
MERCURY
MR SINISTER
MORBIUS
RED SKULL
SCARLET SPIDER
SHIAR
XAOS
grey king is interesting. the strength AD fits, since he's only good for reserve currently.
My OCD only allows me to go in alphabetical order. :P LOL Just kidding. I'll see what I can come up with for those listed above. It was certainly awesome seeing a couple of my suggestions on your updated list.
Quote from: breadmaster on February 11, 2013, 06:29:58 PM
nate: these are the characters that still need a suggestion:
BULLSEYE
CEREBRO
GREY KING
HOBGOBLIN
KREE
MARAUDERS (someon suggested 4f+2 to damage if successful...this looks pretty good)
MERCURY
MR SINISTER
MORBIUS
RED SKULL
SCARLET SPIDER
SHIAR
XAOS
grey king is interesting. the strength AD fits, since he's only good for reserve currently.
look at my previous post in this thread, I suggested 2 scarlet spider cards.
Maybe Bullseye could have a One in a Million type special... since he never misses. A level 3 Strength attack that can only be defended by a certain type of card. I'm liking One In a Million much more after the discussion and think it would be cool for a villain to have one. Level 3 power card to defend would be good, or something different if you guys think that's necessary. I would say the Strength icon won't get the vote since it's offsuit, but I think even Longshot's should've been something other than Fighting. But that's my suggestion for him, or something like a 4I if successful, opponent discards one card. I guess maybe a good defensive card would be nice, but he has some great offensive specials... I'm thinking a further push would get him played much more.
what if it was a 1m, only defended by a card with more than 1 icon.
Seems fine to me. Would likely ko a character in most cases, but isn't totally unblockable.
Love the ideas, especially Special types which are not something that don't already exist in OverPower.
How about a special that is specifically useful for max 6 characters. "Avoid 1 Numerical attack greater than 6."
Another type of defense that could benefit max 6 characters could be "Teammate or [initiating character] may avoid 1 attack made with a [power type] icon. [Power type] rating increases to 8 for remainder of battle." Then they could be used with max 8 characters on a team effectively.
Quote from: BasiliskFang on February 13, 2013, 02:00:59 AM
what if it was a 1m, only defended by a card with more than 1 icon.
I like this. It makes it a little more deadly than Longshot's, but also a little easier to defend. Also, if play-testing proves it to be a little too good, you could always make it a dual-icon attack, so it's not infinitely useful for Spectrum. You could (if needed) nurf it even more by making 1 of the icons Fighting. All that said, a 1EFSI attack would make his JX, AN, and KB cards get more play and the card would definitely fit his bill as one of the deadliest in Marvel.
Looking at the flipside...
it could be defended by Multi Power cards, lv.1-5,
it could be defended by Nightcrawler's CC
it could be defended by Riddler's CC
...
what else?
it could be defended by quicksilver's CC ;)
youre right
Quote from: steve2275 on February 13, 2013, 10:02:51 AM
it could be defended by quicksilver's CC ;)
Quicksilver doesn't have a CC. his multipower is attack only (BV)=>(BX)
i like that one for a bullseye special too. initially i was thinking a big opd attack, but i do like the precision aspect of this suggestion better
i also like the DG for scarlet spider. it gives his bq another offensive choice. howbout a opd like crawlers
scarlet spider: Acts as a level 3 Intellect attack. May make 2 additional attacks at +2. Bonus not applied to damage, or Venture total.
still go go:
CEREBRO
GREY KING
HOBGOBLIN
KREE
MERCURY
MR SINISTER
MORBIUS
RED SKULL
SCARLET SPIDER
SHIAR
XAOS
non-OPD DG for hobglobin, but i'd like to see a jc or jw. my first choice would be JC, so he can combo with his AR, AT or universe AI.
Quote from: breadmaster on February 13, 2013, 04:13:01 PM
i like that one for a bullseye special too. initially i was thinking a big opd attack, but i do like the precision aspect of this suggestion better
i also like the DG for scarlet spider. it gives his bq another offensive choice. howbout a opd like crawlers
scarlet spider: Acts as a level 3 Intellect attack. May make 2 additional attacks at +2. Bonus not applied to damage, or Venture total.
still go go:
CEREBRO
GREY KING
HOBGOBLIN
KREE
MERCURY
MR SINISTER
MORBIUS
RED SKULL
SCARLET SPIDER
SHIAR
XAOS
Lets talk Sinister. He's one my favorite badguys, and I KNOW there's some awesome Ramos artwork we can use from Messiah Complex. 8) So what's he missing? He has a big 9 of 2 icons, a 6 of an off type, and a hard avoid. Still not getting much use though... what would put him over? Merciless Mutant would be good if it didn't only use fighting attacks. Maybe another fighting offensive special card? With a cool secondary effect?
Quote from: BasiliskFang on February 13, 2013, 07:13:52 PM
non-OPD DG for hobglobin, but i'd like to see a jc or jw. my first choice would be JC, so he can combo with his AR, AT or universe AI.
or with http://overpower.ca/cards/specials/501.png http://overpower.ca/cards/specials/500.png
Red skull - Sinthea - MB, 5f, ko by 3i.
Quote from: ncannelora on February 13, 2013, 09:51:22 AM
Quote from: BasiliskFang on February 13, 2013, 02:00:59 AM
what if it was a 1m, only defended by a card with more than 1 icon.
I like this. It makes it a little more deadly than Longshot's, but also a little easier to defend. Also, if play-testing proves it to be a little too good, you could always make it a dual-icon attack, so it's not infinitely useful for Spectrum. You could (if needed) nurf it even more by making 1 of the icons Fighting. All that said, a 1EFSI attack would make his JX, AN, and KB cards get more play and the card would definitely fit his bill as one of the deadliest in Marvel.
Looking at the flipside...
it could be defended by Multi Power cards, lv.1-5,
it could be defended by Nightcrawler's CC
it could be defended by Riddler's CC
...
what else?
It could be defended by a Doubleshot. Or, an Activator.
Quote from: halcyon1234 on February 14, 2013, 09:18:13 AM
It could be defended by a Doubleshot. Or, an Activator.
Not if the Bullseye card is written like Longshot's One In A Million.
that card (CV) is very restrictive. Longshot's cannot be defended by a level 3 Power card "with" anything else, it must be by itself. The special does
not say defended "with" a level 3, it says defended "by" a level 3, which is much more restricted.
So, if the Bullseye Special was written like this:
Quote* [Deadly Accuracy] (CV) [OPD]
Acts as a level 1 Energy, Fighting, Strength, or Intellect attack. Can only be defended by a card with more than one icon. If defended, the defensive card hits Bullseye.
Then it could only be defended by a single card, not a combination.
- - - - - - -
Seeing it written out, though, brings up a crucial point:
Is there any defensive-only card that could defend this hit? because if there is (or ever is), then it makes the secondary effect of this Special a little trickier (see MH Specials for referrence).
* [Deadly Accuracy] (CV) [OPD]
Acts as a level 1 Energy, Fighting, Strength, or Intellect attack. Can only be defended by a card with more than one icon. If defended, the defensive card hits Bullseye.
but if it was like this:
* [Deadly Accuracy] (CV) [OPD]
Acts as a level 1 Energy, Fighting, Strength, or Intellect attack. Can only be defended using cards with more than one icon. If defended, the defensive card hits Bullseye.
if he gets hit by a DS he could get spectrumed KO'd bc the 2 cards making the DS would separate.
think about it like this...how many cards would the opponent have to defend 1 in a million? 1? tops 5?
maybe we can do a survey to see how many multi icon defenses people have in their decks.
what scale in playtesting do you use to see if a card is fair? if it hits 50% of the time? according to statistical theory, 50% Win/Loss is fair.
Quote from: BasiliskFang on February 14, 2013, 05:20:44 PM
what scale in playtesting do you use to see if a card is fair? if it hits 50% of the time? according to statistical theory, 50% Win/Loss is fair.
First of all, I think this should have a much higher hit rate than 50% - fair has nothing to do with this (IMO).
Secondly, I was thinking more about this and I think it should even just read:
"May only be defended by a Power card with more than one icon..."
It takes out any future guess work. It makes it much more clear and able to be "played as written." It's really only excluding (near as I could tell) two other cards.
Like I said initially, it's more deadly than Longshot's, but that's appropriate based on character. It's more deadly, but easier to block, and carries more risk to Bullseye (since he's subject to the same Spectrum, plus there is Venture/Cumulative capital to gain).
this was how i worded the bullseye card
Crosshairs: Acts as a level 1 Multipower attack. May only be defended by a card with more than 1 icon. (BA)
I don't like the idea of it hitting him if defended. This is a OPD, and it's only a level 1 attack. if you know the opponent has this card, and still decide to let 2 icons hit, you're playing with fire.
good points about sinster. he already has all 4 icons with different attacks, as well as a chunky one. it seems a gimmicky card would work best. i was thinking of giving him posts kherubim, and pumping up post with a devastating opd
also, with skull, i was thinking of reflecting caps energy shield card, riffing further off the evil super soldier reflection.
so, how do these look:
Mr. Sinister-Eugenics: Play during battle. For remainder of game, any Special played by Sinister or Sinister's teammates may not be Negated until "Eugenics" is Negated. OPD (MP)
Post-Elimiate Variables: Opponent may not use Activators or Any Hero/Character cards for remainder of battle. OPD
Red Skull-Cloned from the Best: Acts as a level 6 Fighting attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, Red Skull may use it. If drawn card is not an attack, discard it to the Dead Pile. OPD (OF)
Quote from: breadmaster on February 14, 2013, 07:03:21 PM
this was how i worded the bullseye card
Crosshairs: Acts as a level 1 Multipower attack. May only be defended by a card with more than 1 icon. (BA)
I don't like the idea of it hitting him if defended. This is a OPD, and it's only a level 1 attack. if you know the opponent has this card, and still decide to let 2 icons hit, you're playing with fire.
good points about sinster. he already has all 4 icons with different attacks, as well as a chunky one. it seems a gimmicky card would work best. i was thinking of giving him posts kherubim, and pumping up post with a devastating opd
also, with skull, i was thinking of reflecting caps energy shield card, riffing further off the evil super soldier reflection.
so, how do these look:
Mr. Sinister-Eugenics: Play during battle. For remainder of game, any Special played by Sinister or Sinister's teammates may not be Negated until "Eugenics" is Negated. OPD (MP)
Post-Elimiate Variables: Opponent may not use Activators or Any Hero/Character cards for remainder of battle. OPD
Red Skull-Cloned from the Best: Acts as a level 6 Fighting attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, Red Skull may use it. If drawn card is not an attack, discard it to the Dead Pile. OPD (OF)
Oh! well, as a (BA) it's a totally different feel. I think that's completely fine! In our group, we gave Catwoman a card "AristoCAT" and it's a level 1M that may not be defended by males :-*
I think that ba for bullseye is cool.
The red skull energy replica is nice too.
Quote from: breadmaster on February 14, 2013, 07:03:21 PM
this was how i worded the bullseye card
Crosshairs: Acts as a level 1 Multipower attack. May only be defended by a card with more than 1 icon. (BA)
I don't like the idea of it hitting him if defended. This is a OPD, and it's only a level 1 attack. if you know the opponent has this card, and still decide to let 2 icons hit, you're playing with fire.
good points about sinster. he already has all 4 icons with different attacks, as well as a chunky one. it seems a gimmicky card would work best. i was thinking of giving him posts kherubim, and pumping up post with a devastating opd
also, with skull, i was thinking of reflecting caps energy shield card, riffing further off the evil super soldier reflection.
so, how do these look:
Mr. Sinister-Eugenics: Play during battle. For remainder of game, any Special played by Sinister or Sinister's teammates may not be Negated until "Eugenics" is Negated. OPD (MP)
Post-Elimiate Variables: Opponent may not use Activators or Any Hero/Character cards for remainder of battle. OPD
Red Skull-Cloned from the Best: Acts as a level 6 Fighting attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, Red Skull may use it. If drawn card is not an attack, discard it to the Dead Pile. OPD (OF)
rather nice
As I was reading all these replies, I was getting a little worried about the cool Bullseye card that was losing all its coolness until I got to the end. The BA is more what I was hoping for. I really don't think Longshot's should hit him if defended, but the card is what it is. Sorry Mr. Four-Fingers. :P Is the Bullseye BA a OPD? I'm assuming so.
Sinister... Kherubim, eh?... well, I can appreciate that. But Merciless mutant STILL sux. I guess this is good unless someone has another suggestion.
Post's card is pretty sweet, and I think the only one of it's kind. I'm a Post fan!!!
And I can go for the Skull special as well.
Good chat here, fellas.
Quote from: thetrooper27 on February 15, 2013, 11:10:37 PM
As I was reading all these replies, I was getting a little worried about the cool Bullseye card that was losing all its coolness until I got to the end. The BA is more what I was hoping for. I really don't think Longshot's should hit him if defended, but the card is what it is. Sorry Mr. Four-Fingers. :P Is the Bullseye BA a OPD? I'm assuming so.
It would really need to be OPD.
Quote from: thetrooper27 on February 15, 2013, 11:10:37 PM
Sinister... Kherubim, eh?... well, I can appreciate that. But Merciless mutant STILL sux. I guess this is good unless someone has another suggestion.
You mentioned that lame lv.2 Fighting attack...
QuoteActs as a level 2 Fighting attack. May make up to 2 additional Fighting attacks against the same hero. (DH)
So then I was thinking, what if he had an EJ that was a 2F/8E or 2F/8S...? or what if he had a GJ (lv.4 EFSI, may make 1 add'l)...? EJ cards are always helped if you can bleed off some defense before firing them off, and leading with the DH, then maybe a low Power card, you could get that EJ to land. Or, with the GJ, you could lead with the DH and bridge with the GJ and finish with either his AR (lv.6 S) or his HR (lv.9 EI).
But then I wondered, if he had another attack (either one of those), would it really prompt someone to use the DH? It seemse more likely that a player would just go something like: 9, 6, 6, NEW, NEW, AG, and BZ or HS, and that gives him 7 Specials...
So, would some other attack really make the DH more appealing? Is there any point in trying to make the DH appealing? lol
It really does need more than one special to make it better... I would play 2 GJ's instead, so as good as that would be, it wouldn't amp up the 2. He needs more than one Fighting special to make it good. Since he will only get one this set, we would be waiting a long time for him to get another. I'd say the MP is good enough. It would be neat to see a new card for him, or a mirror of something in the Marvels, but halting negates is never bad, is it?
yeah, bullseyes BA would be opd
*edit*: here are the remainders
CEREBRO
GREY KING (a strength tm ad from reserve suggested...it fits, but he'd be forever doomed to reserve)
HOBGOBLIN
KREE
MERCURY (i suggested an AI from reserve, but i'm not too sure yet)
MORBIUS
SHIAR
XAOS
I recently read Amazing Spiderman: Big Time, featuring Hobgoblin. He was a new guy (Phil Urich, nephew of Ben Urich), and he had a sonic scream that was so awesome that it killed the previous Goblin (who returned to work for Kingpin... straight made his ears and nose bleed out) and Spidey had to make this new suit just to take the guy on. In addition, he had some new Goblin weapons, like a flaming plasma sword and some new Goblin wings for flying/gliding.
All of this drawn by??? Humberto Ramos.:)
Someone PLEASE make my day.
Quote from: thetrooper27 on February 16, 2013, 05:34:26 PM
It really does need more than one special to make it better... I would play 2 GJ's instead, so as good as that would be, it wouldn't amp up the 2. He needs more than one Fighting special to make it good. Since he will only get one this set, we would be waiting a long time for him to get another. I'd say the MP is good enough. It would be neat to see a new card for him, or a mirror of something in the Marvels, but halting negates is never bad, is it?
The MP certainly fits his mold as uber-smart, too. Like, in a chess match, he's one step ahead of you (which is kinda how the MPs play).
i've been looking at kree
they are dual grid with some good specials, yet are 22 for sum deck, and don't see much use. they have
AR: 7f
JV: 3e
EL: 7s OPD
but then they have 3 lousy cards (sentry/supreme intelligence and zarek)
the 7th card is yon-rogg, which is a weird one: Move all Hits from Current Battle into the Permanent Records of all Characters. Affects Venture total. (GF). this can be very powerful, or more or less useless, depending on the situation
since kree is so expensive, i think they need some sort of gimmick that compliments this card...not sure what that is though
Why doesn't Galactus have any special cards? I know he's all 8s on the grid, but wouldn't specials named for his heralds be appropriate?
I consider Galactus' ability to play all (...maybe not the Intellect ones if you use the old version) teamwork cards as the main reason why he doesn't have any Special cards.
Quote from: Jack on February 22, 2013, 11:44:28 AM
I consider Galactus' ability to play all (...may not the Intellect ones if you use the old version) teamwork cards as the main reason why he doesn't have any Special cards.
I didn't think of that. Good point.
maybe he can have really weak opds. for instance, a 4 ar. 1-4 ag...
how bout a vertigo card for kree? i also thought a 1-9 omni ad sounds good for shiar. i changed grey king's 'strength attack', to 'strength icon' and added it to the list
KREE-interstellar empire: Play during battle. Any attack made on Kree or teammate may be made on Front Line Character of Kree's choice for remainder of battle. Character may defend. (LN)
SHIAR-oracle: Shi'ar or teammate may avoid 1 attack of 9 or less. (AD)
GREY KING-psychic warning: Teammate may avoid 1 attack with a Strength icon. May be played while Grey King is in reserve. (AD)
still needed
CEREBRO
HOBGOBLIN
MERCURY (i suggested an AI from reserve, but i'm not too sure yet)
MORBIUS
XAOS
I'd give Cerebro the same special Dr.Strange received in Marvels (1-6 avoid can be played from reserve). It would fit his character in a sense, especially in regards to Cerebro's X-Men.
I don't know if I would recommend giving the Kree an LN special. Have you playtested Kree with the LN? I worry about another 'Monumental' team gaining access to Vertigo, as that set was loaded with amazing specials.
you don't see marauders too often anymore. if you think you can break the special, by all means, give me a decklist
thought of a morbius card
MORBIUS-midnight son: Acts as a level 9 Intellect Power card. May only be used to defend. May defend Morbius or teammate. (MH)
CEREBRO-the creator: Cerebro or teammate may avoid 1 attack of 6 or less. May be played from Reserve. (AD)
that leaves HOBGOBLIN and XAOS. as i said before, xaos could REALLY use a personal defensive card, but i think it might be too much. would a BJ or CW be too overpowered? hobgoblin needs a real nasty card though, and i'm still stumped as to what that is...
Energy replica or tracking senses for hobgoblin?
Xaos does need a OPD special as he is lacking one. If he were to get a BJ or CW, which I'm not opposed to, he would have a nice variety of defensive specials.
One thing I haven't delved into that much when thinking of ideas for new specials is the impact to battlesites. I'm assuming breadmaster and others have considered the battlesites to make sure a particular site doesn't become too overpowered with the addition of new specials.
I'm stumped at the moment regarding an idea for a Hobgoblin special. Perhaps something related to energy as suggested by BasiliskFang?
i have been considering battlesites. for most, it's not really even an issue, but there have been one or two.
specifically cape citadel. i'm worried that i have pumped this one up too much as both a homebase and battlesite. i'm thinking of changing raptures negate to an 'undead stamina' negate.
again, though i've been testing these as we go along, there's alot of new stuff here. so if anyone sees something that's breakable, shout it out
as for hobgoblin, those 2 suggestions are good cards, but i don't think they are enough for him. i'm trying to come up with something that removes hits and manipulates venture like action leader. the thinking is that there are multiple hobgoblins, and there's the mystery that the person you think is under the mask, isn't. i haven't been able to come up with a good one though
Quote from: TGW on February 28, 2013, 11:28:47 AM
Xaos does need a OPD special as he is lacking one.
XAOS - Reject Reality - Remove all Hits from Xaos or teammate. That character switches places with Reserve. OPD.
i like that, but not for xaos. that's the kind of card i was thinking of for hobby.
as i said, i'm worried about pumping up citadel too much (i think i already have gone overboard as a site)
crux: tw avoid and one of her nasty little attacks
grey king: AG and 5i
landslide: CC and 5f
mercury: discard 1 and 6i
rapture: negate and LO
xaos: AD and 5s(NI) and either of the opds suggested (action leader or charm)
...you know, maybe i'm overreacting. while that's definitely a good site, it's no more versatile than danger room/outback/stark enterprises
hmm
Someone needs to go through the entire thread and get all the ideas and make a concise list.
Back to post #2 of this thread about giving all the characters 10 specials, I don't think it's feasible to do so with just AE but I'd like for all the characters to have 7-8, at least from the Marvels sets. DC/Image will have its day after AE.
That said, here's a round up of characters, not all are particularly "Evil", and likely similar to the round up that breadmaster provided.
Marvel Characters with only 5 specials (not counting Marvels), ratio is non-OPDs to OPDs: (11)
Cerebro [XM] (4:1)
Crux [XM] (4:1)
Goblyn Queen [XM] (3:2)
Grey King [XM] (4:1)
Landslide [XM] (4:1)
Mercury [XM] (4:1)
Rapture [XM] (4:1)
Shadow King [XM] (3:2)
Taskmaster [XM] (3:2)
Typhoid Mary [XM] (3:2)
Xaos [XM] (5:0)
Characters with 6: (9)
Absorbing Man [CL] (4:2)
Baron Mordo [CL] (5:1)
Bullseye [CL] (5:1)
Dracula [CL] (5:1)
Leader [CL] (4:2)
Mole Man [CL] (4:2)
Psycho-Man [CL] (5:1)
Puppet Master [CL] (4:2)
Scorpion [CL] (4:2)
Characters with 7: (8)
The Enforcers [MN] (5:2)
Green Goblin [IQ] (5:2)
The Hand [MN] (5:2)
Hydra [MN] (3:4)
Kingpin [IQ] (3:4)
The Kree [MN] (4:3)
Red Skull [IQ] (4:3)
The Serpent Society [MN] (5:2)
If it's not apparently, the lists are in reverse order from their release dates. With X-Men being the most recently released, Classic, followed by Monumental and new characters from IQ.
The list seems to balloon when you do 8 specials: (28)
The Acolytes [MN] (6:2)
Apocalypse [OP] (5:3)
Blob [PS] (5:3)
Brood [MC] (5:3)
Doctor Doom [OP] (4:4)
Doctor Octopus [OP] (6:2)
The Hellfire Club [MN] (4:4)
Holocaust [MN] (6:2)
Juggernaut [PS] (6:2)
Magneto [OP] (6:2)
Mandarin [PS] (5:3)
The Marauders [MN] (5:3)
Mojo [PS] (6:2)
Morbius [MC] (6:2)
The Morlocks [MN] (6:2)
Mr. Sinister [PS] (5:3)
Mystique [OP] (7:1)
Omega Red [OP] (5:3)
Onslaught [MN] (5:3)
Post [MN] (6:2)
The Reavers [MN] (4:4)
Rhino [OP] (7:1)
Sabretooth [OP] (7:1)
Scarlet Spider [PS] (5:3)
Sentinels [MC] (5:3)
The Shi'ar [MN] (5:3)
Super Skrull [PS] (5:3)
X-Babies [MN] (6:2)
And to round up the list.. here's 9: (4)
Carnage [OP] (6:3)
Hobgoblin [OP] (7:2)
Mysterio [PS] (6:3)
Venom [OP] (7:2)
The sum is only 60 if we were to give all the characters a new special. Marvels had new specials for 82 old characters and for the 2 new ones. Adding up 73 for the number from DC and Image sets and we come to 217 -- the number of uniquely identifiable characters in OverPower.
--------
So, what the heck does this mean? I want to try and bump up the characters with 5 specials to 7, give them at least 1 OPD and 1 non-OPD (except Xaos). The rest can be decided on the characters' needs. Everyone mentioned above gets specials in AE. I'm no comic book expert, but there are a few names in there that don't seem to be part of the bad guy's list.
Too bad, we're doing them anyway. If X-Men can sneak in Spider-Girl, I'm sure we can be excused for including Scarlet Spider.
We should be coming up with around 71 new specials for the above list.
Not to impede on PowerBalance's work, but we should also include the missing location characters. There are 10, each with 5 specials to start with. I'm very open to replicating the characters and specials from his set and adding upon it.
That's 121 new specials now.
I want to finish off the Aspects list as well. That's 19.
140 total.
Events that includes some of the "missing" ones, like No Intellect icons to attack for battle, etc., will probably go to DC3 or IM2. DC3/IM2 is where we'll get those specials/aspects/new characters for those sets. Absolute Evil will "complete" the Marvels side of things only.
Sounds like a great plan, Jack. Are the current special ideas listed throughout the thread set in stone for each character? I would assume that perhaps the Toronto group as a whole would vote on which special would be approved for each character as you guys consistently meet up for tournaments/casual game play the most?
Regarding the location characters; I would strongly encourage using the location characters and the single special each received in the Power Balance set as a starting point, while the group can fill in the rest of the specials for each character. Aside from the artwork being unique, it would really reflect a sense of community to work together as opposed to making different sets that some people on this forum ignore while other people use in decks. The specials in the Power Balance set work just fine without having to adapt to the revised rule set, and the character cards are the most official looking customs I've ever seen.
Have you given any idea about adding two characters to the set, Jack and company, as the Marvels provided us with Angel and Wasp? There still remains a handful of classic villains who never received an official Overpower card (Thanos, Kang, Ultron, Dormammu, Zemo to name but a few).
Between this set and the prior Marvels release, the Power Balance set, the OverPower Legion's OP Reboot and expansive custom sets from Bios, this game is still alive and kicking with a dedicated community which is so cool to see. I never would have expected this kind of commitment before I stumbled upon this forum last summer. Let's keep it going!
Nothing is set in stone, that's why I want to get a list of all the ideas and filter them out and get some actual play testing done. My post was merely a guideline as to how to divide up the OPD/non-OPD status and to rationalize which characters get new specials.
I'll talk to PowerBalance about the set, from my initial impression, they all don't seem bad but there needs to be more variety. Those will also be put to vote as well.
For new characters, there will be the 10 from the locations. I haven't decided if there should be new ones since I mainly want to focus on getting new cards out for existing characters and characters that should have existed. But being a set called Absolute Evil, I think that having an extra 2 wouldn't hurt.
----------
I'm also coming up with a list of Specials that certain power types don't have. This stems from a discussion BBH started at our last meetup. His previous idea about giving Taskmaster a Viking Pyre type card is one of those. I'm slowly working up the list since it's a bit more complex than I had imagined.
I have some positive and negative opinions of some of the cards featured.
BLOB-Big Time: Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.(CC)
I think this is great, as it really fits the theme of Blob.
MAGNETO-Magnetic Personality: Acts as a level 5 Intellect attack. If successful, Magneto may sort through Draw Pile, select any Teamwork card and play it immediately. Reshuffle Draw Pile. (OB)
Again, FANTASTIC flavour for Magneto.
MYSTIQUE-Misdirection: Teammate may not be attacked for remainder of battle. OPD(BJ)
I'm not crazy about this one. Mystique's character is usually infiltrating and mucking about the enemy. Maybe something she could play from reserve?
Also, Crux and Typhoid Mary already have very similar Special. Could we possibly give one of the the TW meta special and the other something else?
I understand the ideas for cards posted are just that, but I just wanted to put my two cents in.
TGW, yes, I would be most happy to have the cards in the Power Balance expansion used by the community - will really save people the trouble of making the characters and specials again. As you mentioned, they do look very official, which really fits in the with the rest of the genuine character cards manufactured from IQ to Classic. The sheer number of people coming to me asking about the artwork is testament to this fact!
Feel free to pick up a set - so many others have done so already! I guarantee you won't be diasppointed. Many forum members should be receiving their copies in the mail shortly, so hopefully we'll hear what they have to say about the cards too.
You use use these cards with the existing Marvels set and the upcoming Absolute Evils set.
so here are the 18 homebases i counted without aspects. as i said, i've been kind of dreading this part. i added a few of my suggestions. as you can see, they're all pretty much on the conservative side, and i'm not married to any of them
AVENGERS MANSION-Cast of Hundreds!: Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards. A8
BIG APPLE-The City That Never Sleeps: Play when Opponent concedes battle. Opponent may not concede battle. OPD C3
BLUE AREA OF THE MOON-Uatu: Team +2 to all actions for remainder of battle. OPD C4
CONCRETE JUNGLE-Street Smarts:For remainder of game, Concrete Jungle's team may draw 1 card from top of Draw Pile immediately after playing any Universe: Training card. Discard if duplicate. OPD B2
DAILY BUGLE-Smear Campaign: Acts as a level 6 Intellect attack. If successful, Target Character must discard all Placed cards and move into Reserve for remainder of battle. A9
FOUR FREEDOMS PLAZA-H.E.R.B.I.E.: Opponent -4 to Venture Total for this battle. If opponent has any Non-Marvel Mission, opponent -8 to Venture Total for this battle. C5
GAMMA BASE-Gamma Healing: For remainder of game, Gamma Base's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a Strength Power card. OPD C1
HELLICARRIER-Shield Agents: Play during battle. For remainder of battle, any attack made on Hellicarrier's team may be moved to Shield Agents. Hellicarrier's team may not defend. Shield Agents is discarded after 1 Hit. C6
HELL'S KITCHEN-Gang Mentality: Opponent must reveal all special cards in hand, and discard one of Hell's Kitchen's choice. C7
LATVERIA-Time Machine:Play during battle. Both players move all Mission cards to Reserve Missions Pile. Mission cards Ventured this battle are now Ventured from Reserve Missions Pile. OPD C8
OUTER SPACE-The Vacuum: Negates the effect of any one non-special card played by opponent. C9
RAVENCROFT-Solitary Confinement: Target may not attack or be attacked for remainder of battle. D1
SANCTUM SANCTORUM-Wong: Acts as a level 6 Fighting attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand. D2
SAVAGE LAND-High Evolutionary: Negates the effect of any 1 Special card played by opponent D3
SEWER-Cover of Darkness: Any front line character may avoid 1 attack. D4
STARK ENTERPRISES:For remainder of game, if Opponent draws cards during battle, Stark Enterprises may draw an equal number from Draw Pile. Must show drawn cards. May not keep duplicates. OPD D5
VAULT-Rehabilitation: Remove 1 Hit from any Vault Character's Permanent Record or Hits from Current Battle. D6
WAKANDA-Vibranium: Any Character may avoid 1 Energy attack. May draw 1 card from top of Draw Pile. Discard duplicates. D7
here's a couple thoughts i had for daily bugle
smear campaign: opponent -3 to venture total for remainder of game. OPD
OR
smear campagin: Acts as a level 6 Intellect attack. If successful, Target Character must discard all Placed cards and move into Reserve for remainder of battle. (riffing off falls edge)
Quote from: breadmaster on March 11, 2013, 05:10:23 PM
here's a couple thoughts i had for daily bugle
smear campaign: opponent -3 to venture total for remainder of game. OPD
OR
smear campagin: Acts as a level 6 Intellect attack. If successful, Target Character must discard all Placed cards and move into Reserve for remainder of battle. (riffing off falls edge)
Awhile back, I made this homemade Aspect for Daily Bugle for my brother (a huge Spidey fan)...
(http://i1211.photobucket.com/albums/cc422/ncannelora/BugleAspect.jpg)
it never seemed broken, but certainly gave the Homebase some UMPH!
It made it the STRENGTH version of Asteroid "M" and Muir Island. While it has 2 max-7 Strength characters, giving it an edge over the precedent, the overall potency of the Homebase was lower to begin, so it seemed to balance out.
that is an interesting one
venom 7s
scorpion 7s
then 2 of goblin/scarlet spider/spidey (all 6s)
it would give it the highest base requirements for the redraws, but as you said, unlike muir/asteroid m, it has a negative inherent
i was looking at which homebases to give the energy/strength redraws. i was actually considering gamma base for the strength, but was to reluctant due to the 2 8s
i've been mulling over what to do with expediter
here's what i came up with: 3/5/2/5, with no specials
her inherent : may play any teammates' specials when using landau, luckman and lake.
there's a few reasons behind this. i can find virtually no information on her, so creating specials is tough. even though her stats are lousy (from what i gather, she's human), her inherent makes her a 'mini-beyonder'. if LLL is used as a site, she can play any specials (so i guess you could add 3/character and be pretty versatile). if its used as a homebase, this really makes the warp chamber aspect sing
Not sure the mini-Beyonder idea is the best solution. I know a bit about her, having read a couple issues where she was involved with Wolverine (and helped him out by blindsiding a foe), and while I don't have my Powerbalance character card in front of me, I'd say you are pretty close to nailing her grid already, breadmaster. Powerbalance has her at a 7 for intellect (and you could make a fair case for the 7), but I'd keep her stats at 3/5/2/ and add 6 for intellect; 16 points and give her a special she can play from reserve, which kinda fits her character a bit, IMO.
yeah. this is the info i could find on her. but she doesn't seem to have that many appearances
i guess i can try to cobble together some specials from it:
Abilities
Zoe Culloden appears to be a normal human who is physically fit and possesses moderate knowledge of combat and weapon's handling most notably a sword. Due to her employment with LL&L she is charged with maintaining and protecting the interest of the Firm even if it means safeguarding or endangering realities by allowing certain events to take place or helping change certain timelines.
Her one innate talent is her ability to adapt her speech and inflection, changing her voice pattern and accent to match her environment, a talent nurtured by Mr. Chang in the Company. A handy talent to have when she is employed for a firm with Geographically scattered interest.
Tech
As an employee of LL&L she possesses a myriad of advance future, alien and alternate dimensional technology. Her standard technology is a technological wrist band and wrap around goggles. Her wrist bands are an advance scanner able to scan an individual down to the cellular and molecular level, It is also able to transport individuals into a surreal realites through an energy blast. notable character she used this on is Juggernaut sending him to a completely different universe to prevent him from intervening with certain events on a global scale and allowing certain traumatic events to Marvel to take place.
She also possesses aura-cloaking dampers, infrared shields and psi suppressors making her invisible to humans, electronic sensors and psi talents. she uses this technology for prolong observation individuals of interest and remaining out of phase with reality.
I remember her being in a good run of Deadpool... I think she's 6 Intellect worthy.
Quote from: thetrooper27 on March 16, 2013, 10:15:17 PM
I remember her being in a good run of Deadpool... I think she's 6 Intellect worthy.
Expediter had runs in both Deadpool (1997) from around issue #8 to #17 and Wolverine (1988) between issues #79 to #100 and #111 for thoes involved in finding images for cards.
I have both runs of those comics, but I do NOT have a scanner.
Quote from: breadmaster on March 15, 2013, 04:32:14 PM
Her one innate talent is her ability to adapt her speech and inflection, changing her voice pattern and accent to match her environment, a talent nurtured by Mr. Chang in the Company. A handy talent to have when she is employed for a firm with Geographically scattered interest.
So she uses this ability not to distract, disguise or deceive, but to fit in-- to make her seem like a native or one of the locals. Probably cuts through a lot of red tape. How about Dazzler's Pinpoint Laser?
4EI: Acts as a level 4 Energy or Intellect attack. Not affected by Special cards already in play. (NJ)
Quote
Tech
As an employee of LL&L she possesses a myriad of advance future, alien and alternate dimensional technology. Her standard technology is a technological wrist band and wrap around goggles. Her wrist bands are an advance scanner able to scan an individual down to the cellular and molecular level
Good non-OPD fodder. Looks to be a very passive, non-damaging but highly informative item.
Scanning Goggles
Play on target as an attack. If successful, opponent must play open handed for remainder of battle OR look through opponent's Battlesite OR look at the top 8 cards of opponent's draw pile and return in same order.
Quote
It is also able to transport individuals into a surreal realites through an energy blast. notable character she used this on is Juggernaut sending him to a completely different universe to prevent him from intervening with certain events on a global scale and allowing certain traumatic events to Marvel to take place.
The boring card would be "Target may not attack for remainder of battle".
I'd want to make that a bit more fun and interesting-- taking them out for multiple rounds somehow.
"Acts as a level 5 energy attack. If successful, target may not play non-defensive cards for remainder of game. At the start of each battle, opponent may remove a hit from target. This special may not be remove while there are other Hits on target's record. OPD."It could be a useful anti-hit-stacking card. On a normal character, it would take them out for 1-2 rounds. Maybe instead move them into reserve and don't allow them back up? It's possibly game-breaking if they're the only character left on a team. Not 100% sure how the rules handle an empty front-line, but I wouldn't be opposed to massively punishing a hit-stacker deck. It's not like this is unblockable.
Or if we want to go crazy:
"Acts as a level 5 energy attack. If successful, opponent shuffles Character into draw deck. When drawn, immediately place character into Frontline. OPD."
Quote
She also possesses aura-cloaking dampers, infrared shields and psi suppressors making her invisible to humans, electronic sensors and psi talents. she uses this technology for prolong observation individuals of interest and remaining out of phase with reality.
Boring: a version of Vision's card. "Avoid 1 attack with an Energy icon. For remainder of battle, E may not be attacked with Energy power cards."
More exciting: "Avoid 1 Energy attack. For remainder of game, until Expediter attacks or this special is attacked, Expediter may not be attacked."
We should keep in mind LL&L as a battlesite. Right now they don't have much of a variety, and a lot of redundancy in there-- AD and AG avoid, a shift, a heal, a couple AA. They have a few tricks: Wolverine "Tracking Senses", Deadpool "Knock 'Em Silly", Psylocke "anti-negate for a round".
I do like the mini-Beyonder IA mentioned, but cards whose ability are tied to another named card are often fairly weak. But we can give her a version of Skeletal Summoning. "Chose 1 teammate's non-OPD special from Draw Pile and place in hand. Shuffle drawpile afterwards."
And something to play into her "exceptionally fit, combat-savvy human" role:
"Acts as a level 1 Fighting/Intellect attack. May make any number of additional attacks of 4 or less."
good stuff
about her stats: to anyone who's read her appearances, is she deserving of a double 6?
keep in mind that cyclops only has a 4f...is she alot better than him?
also, peter parker has 5i...should she be higher than that?
i honestly have no idea. she'd have a tough time cracking the front line of any LLL team. so it seems best to cater her specials around battlesite usage (as halcyon mentioned), and her being in reserve
breadmaster: the stats you posted on the prior page works just fine, replace the 5 intellect with a 6 and you're good to go. She should be 16 points and able to do something from reserve, be it playing one of her specials, attack/defend, etc.
another thought for an aspect
outer space-the vaccum: negates the effect of any one aspect card played by opponent
Awesome aspect!
About Zoe:
I see what you mean about Spidey and Cyclops, but really Cyclops is a much better fighter than a 4, just as Spidey is much better in the brain department than a 5. To keep her playable and well rounded, I would say dual 6's is a good bet for her. She probably won't get up there in many competitive deckbuilds, unless you really crank out some mean specials for her. I would think it's harmless to grant her the two 6's. I always liked her in the Deadpool run... she's neat.
Quote from: breadmaster on March 19, 2013, 11:12:54 PM
another thought for an aspect
outer space-the vaccum: negates the effect of any one aspect card played by opponent
How about you bump it up a bit: "Negate the effects on any one non-Special card played by opponent".
If it only targets aspects, it'll just use up a deck slot, and almost never get any use. Against 75% of the decks, maybe you'll take out an A-Next. If you're lucky enough to draw this card at the same time they draw their A-Next.
I had a couple written down at home, will have to post later. I think one was:
Outer Space - Infinite Void (non-OPD)
Target Character must discard 1 placed card of Outer Space's choice. If successful, target may not have more than 1 placed card for remainder of game.
Good idea on the Outer Space aspect, Bread. Halycon makes some valid points about usefulness and a non-special card negate could really up it's usefulness. Shutdown a double-shot, teamwork, ally, lvl 8 Power card that would be unblockable otherwise. I'd toss a couple of those in a deck, unless it was OPD, of course.
The vacuum is really cool!
Ya know, I like the idea of negating a non special card, but I personally wouldn't include power cards. Teamworks, allies, etc... all fine. Just not power cards. The air supply of a deck is its power cards. It just seems wrong to be able to negate a power card.
yeah, vaccuum is too narrow minded to be of great use. it'll have to be expanded somehow
some more ideas
latveria-castle doom: Latveria's team's actions with Intellect Power cards are +1 for remainder of game.
gamma base-gamma healing: For remainder of game, Gamma Base's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a Strength Power card.
that last one is juicy!
Quote from: breadmaster on March 29, 2013, 06:51:13 PM
yeah, vaccuum is too narrow minded to be of great use. it'll have to be expanded somehow
some more ideas
latveria-castle doom: Latveria's team's actions with Intellect Power cards are +1 for remainder of game.
gamma base-gamma healing: For remainder of game, Gamma Base's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a Strength Power card.
that last one is juicy!
gtamma juicy even
an idea for hellicarrier
hellicarrier-shield agents: Play during battle. For remainder of battle, any attack made on Hellicarrier's team may be moved to Shield Agents. Hellicarrier's team may not defend. Shield Agents is discarded after 1 Hit.
Quote from: breadmaster on March 30, 2013, 04:12:36 PM
an idea for hellicarrier
hellicarrier-shield agents: Play during battle. For remainder of battle, any attack made on Hellicarrier's team may be moved to Shield Agents. Hellicarrier's team may not defend. Shield Agents is discarded after 1 Hit.
that's a great, non-OPD Aspect!
You should add the line "Then search your Draw Pile for "Shield Agents," reshuffle Draw Pile, then put "Shield Agents" on top of Draw Pile"
it occurs to me that the 'city that never sleeps' aspect for big apple, while neat, isn't near powerful enough
but i do like the name. how bout an anti-concede similar to taunt. that way if you build the deck with spidey, you have a nice gimmick to build around.
Quote from: breadmaster on March 31, 2013, 04:11:13 PM
it occurs to me that the 'city that never sleeps' aspect for big apple, while neat, isn't near powerful enough
but i do like the name. how bout an anti-concede similar to taunt. that way if you build the deck with spidey, you have a nice gimmick to build around.
ooh, that would be cool and it would fit the name 8)
Should it be just like Taunt, or have some kind of twist? Any ideas?
i was thinking identical to taunt, but am not against tweaking it. i don't have any ideas personally
how does a wong-theme card sound for the sanctum?
wong: Acts as a level 6 Fighting attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.
Quote from: breadmaster on April 02, 2013, 12:58:06 AM
how does a wong-theme card sound for the sanctum?
wong: Acts as a level 6 Fighting attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.
i like it
after a lull, these are coming to me quicker
ravencroft-solitary confinement: Target hero may not attack or be attacked for remainder of battle.
latveria-time machine: Play to concede battle. All Mission cards Ventured this battle return to piles Ventured from.
(i realize doom already has a time machine card, but it sucks hard)
avengers mansion-cast of hundreds!: Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
sewer-cover of darkness: Any front line character may avoid 1 attack.
Coverof Darkness is great!
And it's okay to name a card the same thing as something else... take gen active for example. And this is on a different card type, so I think it's okay to call time machine time machine.:)
Good ideas breadmaster. Can you think of something totally new for a location?
totally new? i guess i can try to. you got any ideas?
concrete jungle- :For remainder of game, Concrete Jungle's team may draw 1 card from top of Draw Pile immediately after playing any Universe: Training card. Discard if duplicate.
this riffs off of mojoworlds aspect while taking advantage (somewhat) of the jungle's inherent
hey. i FINALLY got the joe wade reference that fang (i think) was making earlier for scarlet spider. that's genius man. we can use the same picture of SS, but it keeps the 'evil' theme of the set
that makes me think we can come up with an evil card for the four 'good guys'
scarlet spider-joe wade
morlocks-dark beast
shi'ar-vulcan
xbabies-...i'm stumped
were there any little bad guys?
Vulcan for Shiar would be SWEET!
i agree. i'm not sure the avoid 9 or less fits him though, so that might be changed
some more aspect ideas i've tested
savage land-high evolutionary: Negates the effect of any 1 Special card played by opponent
vault-rehabilitation: Remove 1 Hit from any Vault Character's Permanent Record or Hits from Current Battle.
A really great offensive card would suit him nicely, I think.
A big attack? Card advantage?
Ooh... how about something new and awesome? "Opponent must discard 2 placed cards of Shi'ar's choice. OPD"
maybe. i gave rhino a discard 3 placed though
had a thought for hell's kitchen, but i'm not sure if it's too powerful, not powerful enough, or just plain crappy!
hell's kitchen-gang mentality: any front line character may defend any other character with power cards for remainder of game
Gang Mentality isn't bad, provided it can be played defensively, along with a block. That would make for a really nice defensive grid for the team.
Make sure its worded just for Hell's Kitchen though! hahaha
Do you think Shi'ar should have a discard 3 placed of Shi'ar's choice?
Quote from: breadmaster on April 12, 2013, 05:18:53 PM
maybe. i gave rhino a discard 3 placed though
had a thought for hell's kitchen, but i'm not sure if it's too powerful, not powerful enough, or just plain crappy!
hell's kitchen-gang mentality: any front line character may defend any other character with power cards for remainder of game
This is essentially what I did with my X-Men Blue and X-Men Gold teams ;)
http://www.beenhereandthere.com/SMF/custom-cards/new-homebases/15/ (http://www.beenhereandthere.com/SMF/custom-cards/new-homebases/15/)
Quote from: ncannelora on September 05, 2011, 05:41:02 PM
(http://i1211.photobucket.com/albums/cc422/ncannelora/BlueLocation.jpg)(http://i1211.photobucket.com/albums/cc422/ncannelora/BlueAspect.jpg)
(http://i1211.photobucket.com/albums/cc422/ncannelora/GoldLocation.jpg)(http://i1211.photobucket.com/albums/cc422/ncannelora/GoldAspect.jpg)
Hey n, I like those! Are the Jubilee specials considered OPD?
Quote from: thetrooper27 on April 15, 2013, 05:50:16 PM
Hey n, I like those! Are the Jubilee specials considered OPD?
We initially played them as OPD, but it seemed a little weak. We never actually tried to play them as coded. The biggest help would obviously be the duplicate AG, AD, & DB. I'm not sure, but I always thought that might tip the balance too far the other way.
Seems a little strong to be able to play 3 hard avoids and 3 teammate hard avoids, plus confusion, a 7M, a 4 one additional, and now the Wolvie style.... still way cool though. The aspects are sweet for sure.
it's powerful, but remember they can't use anys or sites.
need an aspect for stark enterprises...hmmm
Quote from: breadmaster on April 16, 2013, 05:39:53 PM
it's powerful, but remember they can't use anys or sites.
need an aspect for stark enterprises...hmmm
well, when you compare across to A.H., here's what you have:
(these seem to be the 11 most used A.H. cards):
4F, 7S, DoW, BY, AG, DB, ZZ, BQ, EN, AL/AC
(these are all 9 of Jubilee's cards, including her MARVELS)
4E, 7A, 7M, AV, AC, AD, AG, DB, HK
So, she's definitely less potent than A.H., which (by some arguments (http://www.beenhereandthere.com/SMF/general-discussion/any-heroes-vs-battlesites-head-to-head/)), might also make her less potent than any Battlesite. On the flipside, if you gave her even a single duplicate of her non-OPDs, that makes her significantly better... but better than A.H.?
If you could have duplicates in your deck, the boost in team defense would make up for not having Bastion and Power Leech. Getting that aspect in play would help even more.
When you say you never tried to play them as coded, do you mean as duplicates of other AG's and AD's in hand?
What kinds of teams did you build with the Blue Strike Force, and how did they play against standard teams?
Quote from: thetrooper27 on April 18, 2013, 12:21:11 PM
If you could have duplicates in your deck, the boost in team defense would make up for not having Bastion and Power Leech. Getting that aspect in play would help even more.
Yeah, as I was typing that out I considered that it would maybe balance that way... then you throw in the fact that you don't have DoW to counter a battlesite and it makes me wonder even more...
Quote from: thetrooper27 on April 18, 2013, 12:21:11 PM
When you say you never tried to play them as coded, do you mean as duplicates of other AG's and AD's in hand?
Yes, that's what I mean. We only ever played that her Specials would be OPD, even if they weren't printed that way.
Quote from: thetrooper27 on April 18, 2013, 12:21:11 PM
What kinds of teams did you build with the Blue Strike Force, and how did they play against standard teams?
Usually some variation of Cyke, Wolvie, Beast, and Gambit. Sometimes I'd pull Cyke or Wolvie in favor of Psylocke. In general, the teams didn't fare too well. Mostly, I always compared it to the X-Gold team, which fared MUCH better. The combo of it's I.A. and the Aspect made it like a time-released FFP, with the boon of Storm's I.A., and it still had the option of a Battlesite or A.H.s
You know, I could technically build the X-Blue team in OPO and just sub the Aspect with a proxy of some kind... but then I'd have to find time to play OPO :-\
so here were my abomination ideas. i took a few ideas suggested for other charcters (i think it was a hulk special), and really ramped up his offense. i might even get rid of the one defensive card i gave him. his stats mirror hulks, with intellect and fighting flipped
ABOMINATION
Energy: 1
Fighting: 6
Strength: 8
Intellect: 3
___: Acts as level 4 Fighting attack, may make 1 additional attack. AA
Thunderclap: Acts as a level 7 Energy attack. AR
Abombinable: Acts as a level 10 Strength attack. AS
___: Acts as a level 7 Fighting or Intellect attack. If not successful, Abomination is -2 to attack for remainder of battle. NX
Impenetrable Hide: Only Intellect attacks may be played against Abomination for remainder of battle. CD
Tank the Hit: Cards with a Strength icon do not count toward Abomination's Spectrum or Cumulative KO for remainder of game. FQ
anyone got any ideas for card names for the AA/AS/NX (or the others for that matter...the only one i like is thunderclap)
I really like Abomination, but I'm not thrilled about him being better than Hulk. :'(
I wouldn't make him a dual grid. Hulk might not find his way in decks anymore (unless making use of Savage... that's really all he has going for him other than his dual stats, and a deck has to be built around that card, making it hard to fit him on your squad)... I would go 1585. Blonsky's no dummy, so you could amp up the intellect stat, and this will still leave him some availability in decks. He could still fit in a s/f or s/i deck. I just don't think he should get the extra teamwork option. Other than that, he seems really solid to me!
His NX special could be titled something relating to his work as a Russian agent... not sure about the other two.
I really wish they had done more with Hulk. He's the best.:(
I created a Thuderclap card for the Hulk a while back. It was an HN special. 8 Any power attack. I went this route because a really loud hand clap requires immense strength, but does not actually strike the opponent with his use of strength. The sounds, which can be deafening, and resulting shockwave, are not actually energy manipulation either. Hence the choice of the harder hitting, statless attack. Just my thoughts behind the one I designed with similar name and function.
You could always title the AS special "Abominable"
Change "Thick Hide" to "Impenetrable Hide." That really shows why only Intellect attacks can get through.
The AA... I'm at a loss for a name here, as Abomination is a character I do not know too much about.
thanks for the suggestions guys!
here was my start on blink
BLINK
Energy: 6
Fighting: 6
Strength: 2
Intellect: 5
Broken Supply Lines: Opponent must discard 1 Placed card of the Blink's choice. AI
Exile: Target Character may not attack or be attacked for remainder of battle. DZ
Leadership: Acts as a level 9 Intellect Power card. May only be used to defend. May defend Blink or teammate. MH
Blitz: Acts as a level 2 Energy attack. May make 2 additional attacks. DG
Blink Wave: Acts as a level 9 Fighting or Strength attack. OPD HR
Eye for an Eye: KO Blink and any 1 of Opponent's Characters of Blink's Choice. OPD
sounds good to me man
you too demacus
Quote from: breadmaster on May 02, 2013, 10:30:46 PM
thanks for the suggestions guys!
here was my start on blink
BLINK
Energy: 6
Fighting: 6
Strength: 2
Intellect: 5
Broken Supply Lines: Opponent must discard 1 Placed card of the Blink's choice. AI
Exile: Target Character may not attack or be attacked for remainder of battle. DZ
Leadership: Acts as a level 9 Intellect Power card. May only be used to defend. May defend Blink or teammate. MH
Blitz: Acts as a level 2 Energy attack. May make 2 additional attacks. DG
Blink Wave: Acts as a level 9 Fighting or Strength attack. OPD HR
Eye for an Eye: KO Blink and any 1 of Opponent's Characters of Blink's Choice. OPD
Dang! that last one is a DOOSIE! i think it should be nerf'd like the KO Event, tho, so it can't end the game...
That last blink is definitely going to be the opd for the battlesite!
good call on the nerfing. i'm also open to a name change for it. it's based on the time when she sacrificed herself to destroy the phalanx that were after generation x. I was thinking 'ultimate sacrifice' but t-bird already has that one cornered
i think i'll keep it so she can use it to ko the last opposing character, but not if she is the last one on her team (since she's doing it to protect her teammates) how does this sound?
Eye for an Eye: KO Blink and any 1 of Opponent's Characters of Blink's Choice. May not be played if Blink is the last active Character on her team. OPD
also, she needs an inherent ability; any suggestions?
Quote from: breadmaster on May 03, 2013, 05:05:22 PM
also, she needs an inherent ability; any suggestions?
may play multi power cards from reserve
So i realize that i have not contributed to this discussion yet. but i wanted to throw out those cards that I had been working and playtesting for the PowerBalance expansion (remember these were designed for the power balance rules and the power balance missing hero grids in mind), I didn't 2 letter code them, as some of them will need new codes. Thoughts?
Finishing Out the Missing Heroes:
Klaw
Sound fuels my power: Avoid one attack with an energy icon. Klaw may draw 1 card from top of draw pile. Discard duplicates.
Disposable Allies: Discard 1 card not usable by Klaw to draw 4 cards from top of draw pile. May keep duplicates. [OPD]
Wakanda is Mine!: Only Klaw and target opponent may attack be attacked or play special cards this battle. [OPD]
Vibranium: Acts as a level 2E attack if successful acts as a level 10 anypower attack.
Sound Constructs: Acts as a level 4I attack, if successful target opponent must immediately discard one card of opponent's choice from hand.
Blink
Teleportation Portal: Teammate or Blink may avoid one attack of 9 or less may be played from reserve.
Quiver: Blink may have unlimited number of special cards placed under her. May be played from reserve.
Out of Phase: Acts as a level 5F attack may make an additional fighting attack
Group Teleport: Draw the top 6 cards from top of your draw deck. Discard duplicates, then discard an additional one card with an energy icon (card may be placed or in hand). [OPD]
Exiles: Acts as a level 3F attack, each front line teammate make may one additional attack.
Shatterstar
Luck of the Father: Teammate may avoid one attack that contains a fighting icon. Shatterstar may draw 1 card from top of draw pile. Discard duplicates.
Genetic Upgrades: Acts as a level 5S attack may not be defended by a special card.
Arena Tactics: Acts as a level 3I attack. If attack is defended Shatterstar may draw the top card from top of draw pile. Discard duplicates.
Vibratory Shock Wave: Acts as a Level 2F attack if successful acts as a level 8 energy power card.
X-Portal: Avoid one attack. Shatterstar may not be attacked for remainder of battle. [OPD]
Silver Samurai
Tachyon Field: Acts a level 10F attack. [OPD]
"Shin" Harada: Remove all hits from Silver Samurai's hits to current battle and permanent record then switch places with the reserve. [OPD]
Bodyguard for Madam Hydra: Silver Samurai may place and play all special cards playable by Viper for remainder of game.
Master of Kenjutsu: Acts as level 1F attack. Silver Samurai may make one additional attack at +2, two additional attacks as +1, or 3 additional attacks. Bonus does not apply to damage or venture total.
Underworld Connections: Acts as a level 6I attack if successful opponent must immediately discard 2 cards. Cards may be placed or in hand.
Lizard
Dr. Curt Connors: Target Character's Special Card's may not be negated for the remainder of game. [OPD]
Bio Geneticist: Remove any special card hit from Lizard's or Teammates hits to current battle or permanent record. Affects Venture total.
Cold Blooded: Acts as a level 6I attack if successful opponent is -4 to venture total.
Back to the Sewer: Avoid one Attack.
Twitching Distraction: Place this card in front of Lizard. For the remainder of battle any attack made with a power card may be re-directed to Twitching Distraction. Twitching Distraction my not be defended. Twitching Distraction is KO'ed with one hit.
Mephisto
Captured Soul: All attacks made against Mephisto are made against target front line teammate until teammate is KO'ed. [OPD]
Pact made in Hell: Mephisto's Hits to KO is reduced by 5 for remainder of the game. Mephisto's actions are +2 for the remainder of the game. [OPD]
A "Fantastic" Intellect: Acts as a level 7I attack.
In My Domain. Acts as a level 2E attack. If successful remove all special card hits from Mephisto's and teammate's permanent record and hits to current battle. Affects venture total.
A Servant of the Mad Titan: Opponent is -3 to venture total. If one player has the Infinity Gauntlet mission then opponent is -6 to venture total. If both players have the Infinity Gauntlet mission then opponent is -9 to venture total.
Expediter
The Price of Information: Move 1 of Expediter's missions to the loss pile. Draw 4 cards. Do not discard duplicates. [OPD]
Intergalactic Resources: Expediter may place and play any powercard playable by target teammate for remainder of game. [OPD]
Overboss Gem: Negate the effect of any special card played by Opponent.
Cloaking Technology: Avoid one attack. Expeditor may draw one card from top of draw deck. Discard Duplicates.
Scanner Surveillance: For remainder of game, if opponent draws cards during battle, Expediter may draw an equal number of cards from top of draw pile. Expediter must show cards to opponent. May not keep duplicates. [OPD]
Sauron
Karl Lykos: Saruon's intelligence increases to 7 for the remainder of the game. [OPD]
Weapon X Initiate: Acts as a 5F attack. If successful Sauron may search his draw pile for any Aspect Card and play it immediately.
Breathe Fire: Acts as a level 4 energy attack. Sauron may make one additional fighting and/or intellect attack.
Energy Vampire: Saruon may avoid one attack that contains an energy icon. Saruon's energy power grid increases to 8 for remainder of battle.
Mesmerize: Target opponent may not play special cards for remainder of battle.
Abomination
Unleash the Beast: Only Special Cards that act as attacks may be played this battle. Other specials may not be played.
A Banner Obsession: Play after Abomination takes a hit. Abomination is +2 to all actions against character who hit him for the remainder of the game. [OPD]
Gamma Rage: Acts as a level 11S attack. If successful, Abomination may not attack for remainder of battle. [OPD]
Thick Skinned: Negate the effect of any special card played against Abomination only.
KGB Trained: Acts as a level 2I attack may be played after the opponent concedes. Opponent may defend. If opponent defends, opponent may not concede.
Warlock
Lifeglow: Remove one power card hit from Warlock or teammate's hits to current battle or permanent record. Affects venture total.
Not about Self: Warlock's teammate may not be attacked for remainder of battle. [OPD]
Douglock: Reshuffle Warlock's dead pile into draw pile. [OPD]
Cypher: Avoid one attack made with a special card or remove one special card hit from the permanent record of Warlock or teammate.
Kvch: Warlock's team gains +1 to all actions.
I gotta say, I really like everything you come up! Very clever on Expediter...she doesn't have any attacks, but impacts the game in a different sense, mainly through hand/card advantage...not sure if there's another character out there with that kind of power!
Have you run these by PB yet? I'd love to see these get mocked up and added to what he's made, so I can finally start using those characters!!!
Excellent work CoS. A lot of interesting ideas. I'd love to see these special cards in this set or a future Powerbalance expansion.
For Expediter, I was hoping to have a hero on L,L&L that wasn't about attacks but about hand manipulation... It fit's her role as the leader of a cabal of intergalactic space meddler's. She also brings the Negate to a 7I character. Something that an all intellect deck needs in a 16 point hero. (Let's face it, not all intellect decks have the points for Beast or Dark Beast).
CoS, damn - those are some really well thought out cards. Perhaps just be mindful that this particular topic is in regards to Breadmaster and co.'s Absolute Evils.
I do like it how you have actually considered the impact on Locations as well, and even tried to give Onslaught's Citadel and The Outback "a run for their money". Fantastic ideas - definitely keen on playtesting them further and seeing how they go. Even as it seems now, the ideas are quite solid.
SnareguyUT/TGW - Yes, it has always been the plan to to continue producing new cards, and definitely would be happy to make them as desired by you guys and the rest of the community (in a "Power Balance 2.0?" LOL!).
Breadmaster - Would you be keen on working together? Would be awesome to work together with you, if you're up for it. Pooling our resources could create an even bigger benefit for the OverPower community.
CoS, love a whack of those suggestions. it's ok for me to use em?
PB, I said before i'd be willing to work together, but you seemed to want nothing to do with it after I didn't want to pay your artists
Good suggestions here. I think breadmaster has the better Blink, and that ko OPD is interesting for sure. About that OPD, the really cool thing is that you likely won't play it with all of her other good specials, since you won't want to discard all those unusables. This will give her tons of deck versatility. And yes, I'm sure people will play that as the OPD with the battlesite... that's my biggest fear, but then again, there aren't really many good AOA OPD's... this might make it a viable option as a battlesite.
Though CoS designed his specials for PowerBalance, I really think that the PowerBalance characters are nicely designed, and would fit well with the Evils set. The grids fit for the most part, none are overpowered... I think that you could use those as a blueprint for the Evils versions. CoS' specials are for the most part pretty nice. I would give Sauron something better, though, and might consider some changes for a few others. I'll go one by one. Keep in mind these are my suggestions and this is only at a glance. I just wanted to say this because my aim is not to criticize, but to keep the good ideas and tweak the others. These suggestions are all for the Evils set, but I think the PowerBalance prints have laid some good groundwork to build on, and are worth considering for the Evils set addition of missing location characters and specials, espcially since PowerBalance wants to work collectively:
Klaw: I think "Sound fuels my power" is good, but was likely an ideal card for the Wakanda battlesite. Here's what I would do:
Sound Fuels My Power - Discard one card not usable by Klaw and draw 4. Keep dupes. OPD
Disposable Allies - All attacks made against Klaw are made on target teammate until teammate is ko'd. OPD
Blink: I like her PowerBalance grid at 7523, but she could go higher in fighting and intellect. I would go 7625. She's pretty awesome, and a fan favorite, so making her accessable and also strong is key with her. 20 points, max 7, dual grid, great cards... an ace choice for many players, I would say. As I said above, I think breadmaster has the better specials, though the Group Teleport is very interesting, and I love Exiles as well. Maybe the two groups of specials could be reconciled for one great set. But I think the ko OPD will be received well, is all new (which I would love to see more of in the Evils set), and fits the theme of the character.
Shatterstar: I lke his PowerBalance grid at 3753, with the inherent ability that he may not be cumulative ko'd by fighting power cards. He should have some better offense... I would change Vibratory Shockwave to a flat 11A OPD, or make it an 8A non OPD. I also would remove the "avoid one attack" text from X-portal to allow offensive use as well as defensive. I would like to add that I feel Shatterstar has the weakest PowerBalance special card, but that's just me.
Silver Samurai: I think this PowerBalance character is perfect thus far (5743, when ko'd may continue to fight until end of battle), and CoS' additional specials are great! I would leave out the Viper card. I just don't feel that its necessary, and she doesn't have any special cards technically, which could create some rules issues when other cards are involved. I would instead give him a solid offensive card bearing a strength icon, making him a spectrum character. I'm thinking a 5S, play one additional special card. You could even call it by the same name. This would give him a great spectrum spread, AND give him some chain potential. I think he could be quite formidable. Also, his PowerBalance card is a 3E JW, named Tachyon Field, so the 10F OPD should be renamed.
Lizard: With PowerBalance, he's a 2466, power cards are +1 to attack. CoS has provided a nice mix of specials here, and the PowerBalance special is a nice special for him. I would only change Twitching Distraction to a Marvels style EB (for remainder of game, any attack made with a power card may be moved to Twitching Distraction. TD ko'd with one hit).
I also would like to say that CoS original idea for Lizard's EB would be a nice errata for the XMEN set EB's that stink so badly. If you could move any attack to Trained Lackeys instead of any attack made on Taskmaster, it would've been SO much better, even with the remainder of battle duration. Moving on...
Mephisto: Ah, here's an interesting character. PB has him at 7277. That's a unique grid, and he can play 7 different teamworks. His PowerBalance OPD is pretty good already, so he's on his way. 23 points is whopping, though. I have a different idea for Captured Soul, since I wanted to give the CT special to Klaw.
Captured Soul - For remainder of game, Mephisto may place and play one per deck special cards of teammates in his defeated heroes pile. May be played from reserve. OPD
This will turn him into a Beyonder of sorts. I think it would give him a unique OPD, and I can't see that it's broken, but I'm just talking here. I like CoS' suggestions here, though I don't see "Servant of the Mad Titan" getting alot of play (I've never seen anyone use Cable's +6 to venture OPD), but I could be wrong. Couple his broad teamwork capability with these specials and he could find a good spot in some decks.
Expediter: There was some talk about her grid. PowerBalance has her at 2527. I think this is good. Her inherent ability is where she shines, though. "May place and play "Warp Chamber" aspect." I love this. Everyone seems to be loving Hawkeye's Action Leader from Marvels. This one is non negateable. The special card included in PowerBalance was Doc Samson's EC special (opponent must discard any 1 special card currently held in hand, opponent's choice). Overboss Gem (negate) might make this card obsolete, but more importantly, she's climbing the scale of power with a negate and a draw 4, and a non negateable Action Leader. And her avoid is REALLY awesome! The negate has to go. She's only 16 points, and she could stand to be 20 or 21 by way of inherent ability based on how awesome her specials are. "The Price of Information" is a great new take on the draw 4. In place of the negate, and keeping with the "no numerical attack" theme, I suggest a DB special for Expediter (avoid all attacks from a teamwork card or target opponent must discard one placed teamwork of Expediter's choice). This is a good battlesite card as well.
Sauron: 6555, mulitpower cards are +2 when used for defense. 21 points, max 6. He needs GREAT cards. PowerBalance is designed to make him great with multipower teamworks and doubleshots, but for standard, he needs some great specials, or he'll end up like Gambit and only find his way in battlesites. His PowerBalance special is an NZ (remove one hit from hits to current battle, make one attack of equal or lesser value than removed hit). I like it, but he needs alot more. None of these specials move him to front line playability. I guess you can't win them all, but I think every character needs something to get them in a deck, for whatever reason. I think Marvels accomplished that for the good guys, and Evils is attempting to do that for the bad guys. So all new characters should be playable. Sauron isn't with these suggestions, I'm afraid. But I don't have any good advice for amping him up. I don't see even much battlesite potential with his specials as they are. Maybe he could use the negate here, and that might fit his powers as well. Looking at the location card, I'm not seeing Savage Land being a battlesite option, or even a homebase, with these Sauron suggestions.
Abomination: I still like him at 1585. That's my proposal. I don't think its a good idea for Abomination to have Hulk's best special. Hulk will never get played. Hulk really got the short end of the stick in specials. Marvels put him on the map again. So Abomination needs to be as good in a different way. I like breadmasters specials for this character, even though I think pound for pound he will be better than Hulk, which makes me weep. :'( But Savage will still set the Hulk apart for particular decks. I wanted Hulk to get my special (Strongest One There Is - cards with a strength icon do not count to Hulk's cumulative or spectrum ko, and Hulk is +1 to all strength actions OPD), but I suppose Abomination can have it (dropping the +1 bonus) since there probably won't be any new Hulk specials. Aerial Combat for Angel (Marvels) seems good, so maybe we could make one for each icon to appropriate characters, and Abomination is a good fit for the strength version.
Warlock: The grid is locked in since he's a reprint. I like the PowerBalance special (DY This special acts identical to any hit in Warlock's hits to current battle or permanent record OPD), which could potentially be huge, and CoS other suggestions are all fine here in my opinion. He's 23 points, so he needs some good cards to make him appealing to a team. He can protect himself and his teammates, the reshuffle card could be handy, and he can play 5 teamworks. Not bad. The Kvch (not sure what the name is from) special being nonOPD could be interesting as well...
So this is my take on the cards presented. I like PowerBalance's characters and specials, and think they would be good for STANDARD OverPower in the Evils set. We can discuss these idea's for PowerBalance in the other thread, but I think all of these would be great for BOTH projects, and I hope that everyone else does, too.
Quote from: breadmaster on May 05, 2013, 04:25:50 PM
CoS, love a whack of those suggestions. it's ok for me to use em?
/quote]
I would be happy with you to take these and use them as you will Breadmaster. I don't have any control on the use of the heroes ideas as I simply submitted them to Alex (PowerBalance) at his request after he saw me design 10 decks using power balance rules. I did research into the marvel universe trying to match the heroes specials with their story-lines but I was also mindful to think about the impact on activators and battlesite use. I hope I didn't detract from your Evil's thread, I am simply throwing my suggestions into the mix.
For what it's worth: I play a great deal of a deck building card game called Ascension, and I love the game text of the Void faction. The ability to draw and banish/discard cards is very powerful especially when a card game is about seeing as much as your deck as quickly as possible. This is what I was going at with the Blink Special ... a large view of the deck, but a hefty draw back.
Keep up the collaborative effort and I hope that my thoughts on these "missing" battlesite heroes can in some way influence or assist in your design for the Ultimate Evil release (as I know i am the kind of guy to buy sets of everything).
Cheers!
excellent. i'll definitely be using a whack of those
an aspect is still needed for stark enterprises. I was thinking of something that represents iron man's armory, and the versatility it provides (an armor for every situation). having trouble coming up with something good though...any suggestions? (this is assuming he keeps his different suits there, correct me if i'm wrong)
Savage Land needs a good aspect to search for... Wolvie and Sauron would both have the aspect search special. Maybe something rocking that isn't a OPD...
Breadmaster - Great to hear we are able to work together. I don't recall saying I wanted nothing to do with working together. You had asked to use the Power Balance artwork for the Absolute Evils set, so I tried to work something out with you, including offering information on the commissioned artist I used.
In any case, it would be great to work together with those who are willing to contribute to the OverPower community, like yourself who has put a lot of thought and effort into Absolute Evils. I could even arrange to get Absolute Evils printed together with the next installment of Power Balance to save you some cost if you wished.
The Power Balance expansion had always intended to add more specials to the location characters, as CoS has so kindly worked very hard on. Would you be OK with this happening, as our two projects do overlap somewhat. Would you prefer we covered different ground? What are your thoughts?
any card ideas you want to throw out will be considered, PB
I love what CoS did with sauron's specials. tweaked the lykos one a bit, and added one at the bottom
SAURON
Energy: 6
Fighting: 6
Strength: 6
Intellect: 2
Karl Lykos: Acts as a level 7 Intellect attack. AR
Weapon X Initiate: Acts as a level 5 Fighting attack. If successful, Sauron may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile. OB
Breathe Fire: Acts as a level 4 Energy attack. Sauron may make 1 additional Fighting and/or 1 additional Intellect Power card attack. CY
Energy Vampire: Avoid 1 Energy attack. Sauron's Energy skill is increased to 8 for remainder of battle. AY
Mesmerize: Target hero must discard all placed cards and may not attack for remainder of battle. CH (OPD)
Absorb Lifeforce: Acts as a level 5 Energy attack. If successful, remove 1 hit from Sauron's Permanent Record. AL
I like the theory behind absorb lifeforce, but it's identical to 2 other specials (morbius/holocaust) and retreads abilities covered by the energy vampire card (and even steps on breath fire, as an energy attack). perhaps another opd would work better?
regarding viper, I think her inherent will be 'May play any Serpent Society specials.' I keep going back and forth on her grid though! can't decide if she should get a 7i, 7f, or 6 in both. i'm leaning towards 7i
VIPER: May play any Serpent Society Specials.
Energy: 3
Fighting: 6
Strength: 2
Intellect: 7
I dig the PowerBalance version of Viper, but that's probably because I put her in a deck.:) I like her as a dual grid max 6. I would love to see more Max 6ers that are just too good to pass up. I like her better than serpent society, and also keep in mind that if Hydra's special isn't a OPD in the Evils set, she could use it. But I'll play her whatever you come up with... she's Wolverine's wife!!!
sauron look fine breadm
absorbing life is what sauron does
changed the name from 'underworld', to 'yakuza' conncections since kinpin has 2 similar sounding ones. also got rid of the bodyguard one, since viper probably won't have specials, and him playing SS cards doesn't sit right
SILVER SAMURAI
Energy: 6
Fighting: 7
Strength: 3
Intellect: 3
Tachyon Field: Acts as a level 10 Fighting attack. AS [OPD]
Shin Harada: Remove all hits from Silver Samurai's hits to current battle and permanent record then switch places with the reserve. OR [OPD]
Shuriken: Acts as a level 2 Strength attack. If attack is defended, Silver Samurai may draw 1 card from top of Draw Pile. Discard duplicates. NK
Master of Kenjutsu: Acts as level 1F attack. Silver Samurai may make one additional attack at +2, two additional attacks as +1, or 3 additional attacks. Bonus does not apply to damage or venture total.
Yakuza Connections: Acts as a level 6 Intellect attack. If successful, Target Character must discard 2 cards of Opponent's choice. Cards may be Placed or in Hand. HO
Samurai Armor: Avoid 1 Fighting or Strength attack. (AD)
For Sauron, why not make a similar to the Swift Counteract card that Chang-Shi received in the Marvels set. Personally, I think that kind of avoid is a nice, unblockable surprise that could be utilized by more characters, and Lykos could be one of them... Maybe a "Sudden Transformation" card or something, to show the surprise of the human who is now a humanoid dinosaur. Watching that would throw just about anyone off their game for just a moment or two, i.e. discarding 1 card from hand. Personally, I would find this kind of avoid slightly more beneficial then an avoid that ups my stat for one battle. Then again, that's just my opinion.
I would drop the avoid for Samurai, make the Shuriken a 3S instead of a 2, and give him the 3E JW special. He might be the only character with a special featuring each icon, I can't recall and I can't pull up the tool to check right now. Strength seems off a little as well. But I still dig him.
Hey Bread. Are you already set on all the specials for the Absolute Evils? I know I didn't finish coming up with specials for all the characters and was just wondering if you are taking in anymore suggestions.
Quote from: thetrooper27 on May 09, 2013, 01:04:29 PM
I would drop the avoid for Samurai, make the Shuriken a 3S instead of a 2, and give him the 3E JW special. He might be the only character with a special featuring each icon, I can't recall and I can't pull up the tool to check right now. Strength seems off a little as well. But I still dig him.
Nightcrawler has all 4, plus a multi (including the Marvels)
9E - AS
4F - AA
3S - DG(?)
6I - [Marvels]
5M - CC
dem: i'm not against upgrading the avoid if enough people feel that way. I think the OQ is too powerful though (shang chi is the only character that has it, and he's not on any location).
nate: no specials are set in stone yet, but there are definitely some front-runners. if you have any ideas for characters that you think are better (or that the one suggested doesn't work), shout it out. the following still need a solid card
hobgoblin (something really good...i'm thinking venture manipulation like action leader, but possibly without the switch to reserve)
xaos (needs something low-mid level. possibly a opd, since he/she doesn't have one)
shi'ar (I think we'll go with 'vulcan' for the name of the special...need an idea to match it now)
stark enterprises (need an aspect for this baby)
EXPEDITER
Energy: 2
Fighting: 6
Strength: 2
Intellect: 6
The Price of Information: Move 1 of Expediter's missions to the Defeated pile. Draw 4 cards. Do not discard duplicates. [OPD]
Intergalactic Resources: Expediter may play any Power cards playable by Target Teammate for remainder of game. NF [OPD]
Overboss Gem: Negates the effect of any 1 Special card played by opponent. AO
Cloaking Technology: Avoids all attacks from 1 Teamwork card, or target hero must discard 1 Placed Teamwork card. DB
Scanner Surveillance: For remainder of game, if Opponent draws cards during battle, Expediter may draw an equal number from Draw Pile. Expediter must show drawn cards. May not keep duplicates. LX OPD
What can Expediter do for you?: Choose one of Teammate's specials from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. DS
kept most of CoSs stuff. changed the avoid to troopers suggestion, but kept the negate. added one of halcyon's ideas
I'm very interested to see how she fits into LL&L homebase. With ZERO attack specials she fits the bill as the boss lady who pulls the shots and has others take out her laundry :)
Quote from: breadmaster on May 09, 2013, 10:58:55 PM
shi'ar (I think we'll go with 'vulcan' for the name of the special...need an idea to match it now)
doesn't Vulcan manipulate energy on an Omega-level? what about a clone of Booster Gold's?
Quote* ENERGY ABSORPTION FIELD (AH) <JL> {VR} [OPD]
Avoid 1 attack with an Energy icon. No Energy Power cards may be
played against Booster Gold's team for remainder of battle.
Or possibly a Teammate/personal avoid E icon?
Seems like it should go defensive, though. I think Shi'ar has enough attacks (though they're mostly low-level).
didn't change a thing from CoSs klaw suggestions, and added a 6th
KLAW
Energy: 7
Fighting: 2
Strength: 5
Intellect: 6
Sound fuels my power: Avoid 1 attack with an Energy icon. Klaw may draw 1 card from the top of the Draw Pile. Discard duplicates. LO
Disposable Allies: Discard one card not usable by Klaw to draw 4 cards from top of the Draw Pile. May keep duplicates. JA [OPD]
Wakanda is Mine!: Only Klaw and Target Character may attack, be attacked, or defend this battle. FD [OPD]
Vibranium: Acts as a level 2 Energy attack. If successful acts as a level 10 Any-Power card. EJ
Sound Constructs: Acts as a level 4 Intellect attack. If successful, Opponent must discard 1 card of Opponent's choice from Hand. EM
Genius or Madman?: Opponent -3 to Venture Total for this battle. If Klaw has "Secret Wars" Mission, opponent -6 to Venture Total for this battle. KH
not really sure if that last one works or not, but I thought i'd throw it out there
Vulcan is pretty awesome, and that doesn't seem to be a strong card to represent him. I also don't think it will put Shi'ar in the game at all. If I'm wrong, help me see what I'm missing.
And just as a suggestion, the -3/-6 to venture for certain missions don't seem to be that good. When making new cards, it would be nice if every card is at least good, and optimal in deckbuilding. Again, I could be wrong, so sell me on why this is a thought for Klaw (other than, thematically, it fits).
The teammate DS for Expediter seems really nice, and work for battlesites (since you can't Gift of the Gods for anything but a Thor special if played from a battlesite).
I agree with Demacus about the Sauron avoid... that Shang-Chi style avoid would help Savage Land as a battlesite, as well. Sauron's intellect should be better... maybe you could up his intellect stat to a 5, and give him an inherent ability that makes him ** points for tournament deckbuilding?
does sauron retain lykos' intellect when in dinosaur form? the only comics I've really read with him are early appearances, where he can form basic plans, but retains an animalistic intellect. that's why I gave him the 2 (will probably suggest the same for lizard)
for the -3/-6; as you said, klaw was in secret wars, where he was made insane. ties into gameplay because it's 'insane' to use secret wars mission, as there aren't any round-winning events really. the other 3/6 cards are all tied to opponent's mission, whereas this one is tied to your own. i'm not married to it, so i'll replace it if a better card is thrown out there
I wouldn't go 2I for Lizard. He's always boasting about how his reptilian brain is so much smarter then the mammalian brain, plus he's a level 7I as Connor's easy. I wouldn't go lower then a 4I for Lizard, as the only appearances of his that I've read personally where he seems to be acting on pure instinct alone was the "Torment" mini-series, which was issues #1-5 of Spider-Man, back in like '90/'92ish. McFarlane did those issues, so pre-Spawn. Lizard has always shown cunning while in combat with Spider-Man, which is why I would vote for a 4I or better on that particular character.
as I see it, 2 intellect puts you in the 90-110 iq range, or 'normal'.
as it is, intellect is one of those stats that doesn't even matter at low levels. they are just raised or lowered arbitrarily to get characters into that 16-20 sum deck 'sweet spot'
To be fair, I read the -3/-6 as "if opponent plays" so it might be better if you can get 6 points... but again, Askani's Son doens't make it into Cable decks, but he has a slew of good specials, and that could be why.:) Sorry I overlooked that. :-[
As far as the intellect discussion goes, I get that you can't have a bunch of 23 point characters floating around, or they'll never get played, but there should be a good blueprint for setting power values, with room to raise or lower particular stats get their grid in the playable range, even though so many characters have skewed grids. You can drop a secondary stat by a point or two, or even raise them, but it should still be pretty close to an accurate portrayal. Everyone can't be a perfect 19 points or you could just play anyone you wanted and there would be no sum deck rule. If the proper grid makes a character 21 points, then they need great specials to make them optimal for deckbuilding. If a character holds a 17 point grid, then they can have good utility specials, or be strong offensively, but should suffer in some other way since they fit so nicely into the deck and make room for a bigger character. I'm sure this has been taken to its closest end, but all of this to say that grids should accurately reflect the abilities of the character. Cable is a justified 23 point character by his ablities. Onslaught is as well. They're epic. Cable has great cards, and Onslaught has some nice ones, too. Iron Man is 22, and with Marvels, he's justified in that point total not only by ability, but also in special cards. I like Iron Man so much more with the LO.
I'm no Lizard expert either, but I agree that he's worthy of greater than a 2I. If that raises his grid to a high value of 20-23, then give him great specials to make him playable.
I can kind of see what you are getting at as far as the game mechanics making Intellect the "arbitrary" stat, but what about Energy? The Lizard has 0 known energy powers. Make his E rating a 1, then, even with a 4I, you've still got 11 points between Fighting and Strength, and that's JUST to get him to the 16 minimum. You could claim that his ability to telepathically control lizards is justifiable of a higher energy rating, but it's not something he's always relying on, so I would argue against that. Give him an energy special that reflects his use of Reptilian Telepathy. Something new. Acts as a level 4E attack. If successful, Lizard may search the draw pile or dead pile for a Lizard special and put it in hand. May not be duplicate. Now you've covered this ability of his without unjustifiably increasing 1 stat that he really doesn't use otherwise.
Beast is another character who's Energy stat is too high. What kind of energy powers does Beast have to justify a level 2 Energy stat?
I can understand the higher Intellect stat for Lizard and Beast, but there are a ton of characters who have above a 1 in Energy that just shouldn't. Pressed for time at the moment, so I'm not gonna list more, but you know they are out there. Let Lizard have his Int rating. It's really far more of who he is as a character then most any other stat. Not even his fighting skill should be above a 4 or 5, giving you room for a 6/7 strength and a 6/7 Intellect.
Again, just my two cents...
dem, I think you make a great point about the Energy stat being a "slider" for sum totals too. really, I think we can find examples for all 4 stats being used this way in various characters, but there are just fewer INT-primary characters (or good ones). I mean, Wolvie has a 2E and I'm pretty sure it's solely to bump him to 19 points.
also, i agree that the 3> stats for character become much less important in deck build balancing
I think it makes sense that if a character has a transformation ability or a healing ability, that explains the 2E. Wolverine, Sabretooth, Savage Dragon, etc. Characters off the top that have a 1E and probably should have a 2E based on this line of thinking are Hulk and Colossus. Marrow has a 2E and a transformative type of power. Spidey has a 3E and only the Spider-sense as a power relating to energy, so he's off a bit, and would get more playtime in the 20 point slot, since he's weak on specials except for the Marvel's addition. Cap has a 2E, and should probably have a 1E based on my reasoning above... Cap at 19 would be cool.:) In any case, none of these really change anything except how you design your power pack. I think its fun to play with the grids, because if OverPower could be revamped, grids would likely be first established, and then the specials for each character designed based on the point value of the character. Whether Lizard has a 2 or a 1E doesn't really matter in the grand scheme, but I would go with a 2 when matching him up to other characters with Energy being their arbitrary stat based on his abilities.
I really dig the special Dem threw out there for Lizard... can you work that in?
here's what wiki has to say about lizard's intellect
'Based on various physiological and environmental factors, the Lizard's intelligence can range from bestial and animalistic to normal human intelligence. The Lizard personality has most often manifested with human intelligence, capable of speech and higher reasoning, although some versions have been more feral than others. During the Secret Wars in particular, he appeared less ruthless than his normal portrayal, showing concern for Volcana and the Wasp after they showed him kindness despite his usual disdain for humans. However, even when operating at the level of a human, the Lizard is rarely as intelligent as Dr. Connors, showing on many occasions an inability to understand his human-self's work and use it to further his own ends despite his best efforts.'
LIZARD
Energy: 4
Fighting: 6
Strength: 6
Intellect: 2
Dr. Connors: Play during battle. For remainder of game, any Special played by Lizard or Lizard's teammates may not be Negated until "Dr. Connors" is Negated. (MP) OPD
Bio Geneticist: Remove 1 Special card Hit from Lizard's or teammate's Permanent Record or Hits from Current Battle. (AL)
Cold Blooded: Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total. (HO)
Back to the Sewer: Avoid 1 attack. AG
Twitching Distraction: Play during battle. For remainder of game, any attack made with a Power Card against Lizard's team may be moved to Twitching Distraction. Lizard's team may not defend. Twitching Distraction is discarded after 1 Hit. EB
Pheromones: Team gains +2 to all actions for remainder of battle (BG) OPD
once again, kept all of CoSs stuff, making the change troop suggested to the EB. if CoS reads this, what exactly is a 'twitching distraction'? I kept it cause it sounds awesome, despite not understanding it ;)
the last opd is an odd choice I added. not sure if that best represents that particular ability or not. however, it does pair up nicely with sewer's inherent (intellect cards +2 to defense). I was even thinking of making lizards inherent power cards +1 or 2 to defense, but it may be too much
Blocking a ten for a round doesn't seem too powerful... Maverick can do that. Power cards being +2 to defense would basically make him an 8 on defense, and that's okay, I think. What made you go with the 4E? Just wondering... after reading that bit from wiki, I looked further, and it says that he has Superhuman level strength, so I thought 2672 might be good. If you go with the 7 Strength, I would only make his inherent +1 instead of +2. If another name was needed, the EB could be something like Reptilian Guards, or something. Reptile hoards protecting Lizard. That's a lame name, but you get the idea. :P
I do wish that there was a special representing the Tail Whip... he's pretty ferocious, actually. I'm kinda scared of the Lizard. I thought he needed to keep the labcoat in the Amazing Spider-Man movie for cosmetic purposes, but they really brought him to life as a villain for me. I always thought he looked kinda weak until I saw him on screen breaking stuff and shedding bullets. :o
Bank that 4*, search for a special from draw pile or dead pile that Demacus suggested for another character. That's a new card, it seems fair, yet great, and would fit nicely in someone's arsenal. I like it!
"once again, kept all of CoSs stuff, making the change troop suggested to the EB. if CoS reads this, what exactly is a 'twitching distraction'? I kept it cause it sounds awesome, despite not understanding it ;)"
- I don't know how many of you watched the newest incarnation of the Spiderman franchise but obviously the Lizard played an important role. There is a scene in it where the tale of the lizard is cut off and it keeps twitching... they are distracted by this and the lizard makes good his escape. I thought a image of a twitching lizard tale would be cool! :P
Quote from: CoS on May 13, 2013, 10:26:39 PM
- I don't know how many of you watched the newest incarnation of the Spiderman franchise but obviously the Lizard played an important role. There is a scene in it where the tale of the lizard is cut off and it keeps twitching... they are distracted by this and the lizard makes good his escape. I thought a image of a twitching lizard tale would be cool! :P
so
make that a BJ special?
tail whip...of course! can't leave that baby out. we'll axe pheromones to make room for it. should it be a opd, or a normal card?
-acts as a level 7s attack
-acts as a level 10s attack OPD
what about a opd nx?
Acts as a level 10 Strength or Fighting attack. If not successful, Lizard is -2 to attack for remainder of battle. OPD
also, i'm kinda stuck on what stats to give mephisto. i'm leaning towards an 8e and 7i. marvel lists his fighting abilities as 7 (out of 7) as well as his strength (but I think his strength is dependant upon being in his own realm). from the stories I've read with him, he's never displayed any kind of fighting prowess, but maybe I've just read the wrong stories ;). my initial lean is to make him a 23 with the same stats as onslaught (8/2/6/7). we could also make him one of those variable grid characters. example: 4/4/4/7 with an inherent something like 'counts as 23 points for deck building, may add 4 points to grid at beginning of game
I don't think reptiles strength merits a 7. That would put him at the strength level of colossus. She-hulk and rogue. I don't think he's capable of ripping apart steel like they can.
Quote from: breadmaster on May 15, 2013, 06:41:55 PM
tail whip...of course! can't leave that baby out. we'll axe pheromones to make room for it. should it be a opd, or a normal card?
-acts as a level 7s attack
-acts as a level 10s attack OPD
what about a opd nx?
Acts as a level 10 Strength or Fighting attack. If not successful, Lizard is -2 to attack for remainder of battle. OPD
also, i'm kinda stuck on what stats to give mephisto. i'm leaning towards an 8e and 7i. marvel lists his fighting abilities as 7 (out of 7) as well as his strength (but I think his strength is dependant upon being in his own realm). from the stories I've read with him, he's never displayed any kind of fighting prowess, but maybe I've just read the wrong stories ;). my initial lean is to make him a 23 with the same stats as onslaught (8/2/6/7). we could also make him one of those variable grid characters. example: 4/4/4/7 with an inherent something like 'counts as 23 points for deck building, may add 4 points to grid at beginning of game
don't trust the stats on Marvel's site, they always seem screwy. Also, I'd shy away from a variable grid, if you intend to make this a streamlined expansion. It seems like that kind of system is too foreign (although I've seen some custom Homebases with a similar mechanic).
Cloning Onslaught's grid seems about right for mephisto... maybe actually swap the INT and ENG, tho?
http://marvel.wikia.com/Mephisto_(Earth-616) (http://marvel.wikia.com/Mephisto_(Earth-616))
perhaps 8348
Quote from: steve2275 on May 16, 2013, 03:13:01 AM
http://marvel.wikia.com/Mephisto_(Earth-616)
perhaps 8348
I think it's a bad idea to create a dual-8 stat character...
Quote from: ncannelora on May 17, 2013, 01:18:23 PM
Quote from: steve2275 on May 16, 2013, 03:13:01 AM
http://marvel.wikia.com/Mephisto_(Earth-616)
perhaps 8348
I think it's a bad idea to create a dual-8 stat character...
I agree. It might be justified, but probably not the best idea.
Quote from: ncannelora on May 17, 2013, 01:18:23 PM
Quote from: steve2275 on May 16, 2013, 03:13:01 AM
http://marvel.wikia.com/Mephisto_(Earth-616)
perhaps 8348
I think it's a bad idea to create a dual-8 stat character...
he is a god. galactus has quad 8s.
I agree with with dual 8 people...I think its time we start taking a look at potential dual 8s
Mephisto certainly is worthy of at least an 8/7 grid, not unlike his Image counter-part Malebolgia, but comics-wise I think he gets the bump to dual 8s. you can always have a restrictive IA such as Energy power cards can't be used to defend, but I certainly think he's in line. Similarly, if we ever create a Thanos (which we should!!!), there's NO way you can argue against a a dual 8 grid, with an off 6. We've had a handful of 8/7s (Prof X, Onslaught, Malebolgia, Spawn, Heroes for Hire-who by the way could have the case made for being a dual 8 with iron fist in there, if you ask me), so I think it's time to step into the next realm of possibilities!
I won't disagree that there aren't characters that could fit the dual 8 category, but as cards and characters are more powerful, they render other choices obsolete. At the very least, we should be careful not to make their specials too good. With 6 playable icon specific teamworks, they will be already very strong, not to mention their defensive capability. I'm open to exploration... we're having fun here, afterall, but as we think about this option, we should tread carefully.
I completely agree troop. Take a look at Malebolgia...he's got a huge grid, and his specials are some of the worst in the game! We could very easily have Meph (or Thanos...GAH...we NEED to make a Thanos hero!) be a dual 8, and balance him out in the specials. No avoids, no negates, no AR..etc etc. Maybe one decent special as an OPD, but nothing that people are going to be like "meph is always going to be in my deck!"
If breadmaster is okay with it, I think Thanos being a new character in the set would be okay.:) Maybe he could have a cool inherent ability that relates to the Gauntlet and he wouldn't really need a bunch of specials. One OPD, and an inherent ability that does something like:
Thanos does not need a teammate to play "The Infinity Gauntlet" Tactic card.
That might be too powerful, but I'm just getting the discussion started.
I've been working on an alternate Overpower game over the last several months. It basically has become its own game that shares multiple OP elements. I plan on posting something in the near future to get some feedback, but the reason I opened with this description is because I've created new grids and cards for the majority of the characters that are featured in Overpower, along with new characters.
Regarding Mephisto: You could argue that he deserves dual 8's in his grid, but at the same time, you could make the same case for Malebolgia who only has one 8. For me, I've used the triple 7 grid from the PowerBalance character card for Mephisto. Even though this grid doesn't contain an 8, it also doesn't have a negative inherent ability, so I feel it places both Mephisto and Malebolgia on the same level in certain respects. It's also a unique grid, as a triple 7 grid would make Mephisto the only character in the game with three 7's (even in my version of OP, only Mephisto and Iron Man have three 7's).
Dual 8 characters should be extremely rare. I have three in my game, not counting Galactus and Anti-Monitor who have four 8's. I agree that Thanos should have two 8's, and I have three Thanos character cards in my collection. One of those three is the character card Bios created, but here are the grids I have for my three Thanos cards:
Bios version of Thanos: 7-2-8-8 counts as 26 points for deck building.
TGW Thanos v.1: 8-4-7-6
TGW Thanos v.2: 6-5-8-7
There are a few existing OP characters who could be considered for dual 8's. Malebolgia and Onslaught are good examples, but for the sake of game balance, it's required sometimes to take a powerhouse character and make sure they aren't too overpowered. In the case of Thanos and for the sake of gameplay balance, I'd consider using the Bios grid if you insist on a dual 8 character. If not, perhaps a revised grid with an inherent ability should be considered. Perhaps something like this:
Revised Thanos: 6-5-8-6
I'd give Thanos a similar inherent ability to Malebolgia, where he couldn't use a certain power type for defense. I'd also make sure he has no avoids of any kind for his specials. This could be attributed to his fetish with Death, and being that Thanos would cost 25 points, maybe the inherent could stick with the Malebolgia theme and allow for his cost to be 23 points but not allow for him to use strength power cards for defense. Going off the revised grid, you suddenly have a 25 point grid, 23 point cost Thanos who can't defend with strength power cards, leaving his only usable power cards (excepting anypower of course) to defend at a max 6, making him vulnerable to attack. Malebolgia has a 7 energy to boost his defense, but his specials are weak. He's better suited as a reserve character that takes the game into the power pack and uses his OPD to not be cumulative KO'd for the remainder of the game. Thanos should be given stronger attacking specials due to not having a 7 in his grid and not being able to use strength power cards to defend.
In a way, he'd be sorta like a glass cannon. Not helpless of course, but also not invincible. Most players would target him immediatly in a game, so I'd give him strong attacking specials so Thanos could do maximum damage before being take out. I'd give Thanos the same special Cyclops received in The Marvels expansion. It would allow for a powerful non-OPD attack while removing the ability for teammates to defend Thanos with special cards for the remainder of the game.
Thoughts, fellas?
Hmmm... If a character costs 23 points and has an 8 at all, they should be able to defend with their 8. Being 23 points doesn't make them a threat on their own. I might not target Malebolgia if Scarlet Witch, or Xman or anyone with awesome specials were on the team, but that's just me. ;) Similarly, unless Thanos has amazing cards, he's probably gonna hang tight, especially if he can't block anything higher than a 6. If the game goes to Power Pack, he'll get creamed there with no defense. :o I do think that dual 8's should be extremely rare, but at this point there are none, so it might be okay to experiment.
Thanos is supposed to be a big bad. Even with a high point value, we should do him justice. And we shouldn't really base him on anyone else. Lots of characters could be redone... we can't worry about them. I don't think Malebolgia's restriction is fair for him to have nothing but the one good OPD. Just make Thanos strong, but not broken, and give him justified stats. 23 points is probably a good enough point cap for a standard character. Even Galactus is hard to play because he's only really bringing teamworks to the table at 24 points. Beyonder needs to be 27 points because hes stupid good. 2 8's might not be a bad thing... just needs to be balanced for playing.
Remember, Thanos would have a 25 point grid but would only cost 23 points, just like Malebolgia, who also can't use his 8 grid to defend. Being that Thanos is a big bad, he would receive four or five high powered specials, including the 9 stat non-OPD that Cyclops received in Marvels. You could focus your attacks on another character, but that would leave Thanos around to lay the smack down with strong attacking specials.
Temporarily shifting gears a little bit, I had a new thought today...
What about designing a few specials for this set that create some synergy with cards that don't get much playtime, such as AT specials. I was reading a thread about Spidey's "With Great Power..." and Onslaught mentioned that Cable's Battle Tactics was actually pretty strong in a deck that uses that card's mechanic. So what if we designed a few specials that went back to the top of the deck, but don't work like Spidey's card... that one is his, and I think it should stay that way. But how about this nonOPD:
Acts as a level 4* attack. If successful, search through Power Pack for any 2 power cards, place one in hand, and one on top of draw pile.
It's not hard to block, but its probably a must block since it replaces itself and will in most cases yield another strong attack, but in the right situation, you could follow up with an AT, and potentially have a devastating turn. This could be given to a character that needs just enough push, and then might make some characters such as Gambit, Punisher or Doc Ock (maybe Ock could even use this special), etc. a consideration where they didn't get much play time before. I'm brainstorming for more specials that might set up AT's, since they're OPD's and don't get any play.
I also had this idea for a neat OPD for someone:
*Character playing special* may choose a power card placed to target opponent and attack any frontline opponent with it. OPD
It steals, and makes a venture contributing attack, making it effectively a 2 for 1. It could be avoided since it targets an opponent, or you could make it even better by just having it say "may choose a power card place to opponent's team", then it could only be negated! The wording might need to be adjusted for rules purposes, but it seems cool enough to me. You could probably make a version that says "special" card instead of "power" card for a character with mimic powers, such as Warlock or Taskmaster. You could do one that says "universe" card instead of "power" card, as well.
For a defensive special, maybe something such as:
*Character playing special* or teammate may avoid one attack of 6 or less. Discard this special the top of draw pile. OPD.
6 or less doensn't stop the big special attacks or teamwork followups, but it's midrange enough to be strong, and stops a bunch of good attacks in the game. I thought about making it a 6A that could only be used to defend so and so or teammate, much like Sabra or Wasp's 9. In this case, numerical bonuses would make it better but I'm not sure if that would make it too strong, so weigh in on it and the others if you think they have some potential. These are untested ideas and if they're bad, everyone's input would help make them better. Just wanted to see what everyone thought.
i'm not opposed to dual 8s (superman and batman come to mind), but is mephisto worthy of it? he seems like a trickster and mischief maker more than a great intellect like most of the other 8s (excepting Dracula). for characters like him, I try to balance what I know of the character, with what other 'power rankings' say. again, maybe I've read the wrong stuff (mephisto vs/infinity gauntlet/silver surfer) so if someone has examples of him showing 8-worthy intellect, i'd love to hear em
MEPHISTO
Energy: 8
Fighting: 2
Strength: 6
Intellect: 7
Captured Soul: All attacks made against Mephisto are made against target front line teammate until teammate is KO'd. [OPD]
Pact made in Hell: Mephisto's Hits to KO is reduced by 5 points. Mephisto's actions are +2 for the remainder of the game. [OPD]
The Devil is in the Details: For remainder of game, Mephisto's team may draw 2 cards when a character on either team is KO'd OPD
Fire and Brimstone: Acts as a level 9 Strength attack. If successful, Mephisto or Mephisto's teammates may not defend Mephisto with Special cards for remainder of game. (FT)
In My Domain: Acts as a level 2E attack. If successful remove all special card hits from Mephisto's and teammate's permanent record and hits to current battle. Affects venture total.
Servant of the Mad Titan: Opponent -3 to Venture Total for this battle. If opponent has "Infinity Gauntlet" Mission, opponent -6 to Venture Total for this battle. If both players have "Infinity Gauntlet" Mission, opponent is -9 to Venture Total for this battle. KH
I changed a few specials around. also added an FT and new opd. it may be too much, or maybe not.
as far as thanos goes, for this set we'll just be sticking to the 10 characters on locations and warlock for new stuff. he's a great center piece for someone who wants to make a new set of homemades. i did think of a neat negative inherent for him though (assuming he's a triple eight) 'thanos is automatically ko'd at the end of round 3'. this reflects his tendancy to sabotage his own plans
Just for rules clarification purposes in designing Mephisto, how would the FT 9 work in conjunction with Captured Soul? If I've played the 9, then I play the Captured Soul, aren't the attacks being shifted, which would be considered a defense from a special?
I like your Mephisto... except giving him Cyke's card. I think Cyke needs that one exclusively. A 9 E or S OPD might be good though.
the way I understand it, once the shift is in play, playing the FT wouldn't affect it. the attacks would still shift. in fact, I believe you could still play the shift AFTER the FT as long as you're playing it offensively
if someone interprets this differently, shout it out!
If this is the case, do you suppose having the FT 9 with the shift might be too strong?
I personally don't think so. he needs good specials to justify his 23 points. these specials are good, but I don't think they're TOO good. we'll see what testing reveals
his only great card as I see it, is the draw for ko'd characters. I think he needs another one (ie the FT) to make him worth attacking. otherwise, the shift doesn't really serve a purpose. he does have a built in strategy of trying to get to power pack (the +2 FROG with the shift)
Quote from: breadmaster on May 20, 2013, 05:47:50 PM
I personally don't think so. he needs good specials to justify his 23 points. these specials are good, but I don't think they're TOO good. we'll see what testing reveals
his only great card as I see it, is the draw for ko'd characters. I think he needs another one (ie the FT) to make him worth attacking. otherwise, the shift doesn't really serve a purpose. he does have a built in strategy of trying to get to power pack (the +2 FROG with the shift)
I kinda agree with thetrooper27 on Cyke having the only non-OPD FT... but beyond that sentiment, if you want something that will make him a target, add a new strategy, and may even be more powerful, what about this:
Opponent must discard the top 5 cards from the Power pack into the Dead Pile.
- or -
For remainder of Battle, any Power card played by opponent must be discarded into the Dead Pile.
These would take the Power Pack goal to another level.
p.s., I don't think a 23 point character needs great specials to justify use, when they are also a Max-8,
with a 7,
and a 6.
Top 5 from power pack to dead pile seems fair as a OPD, and its new, which I love. The other would also be good, as long as it's OPD.
Quote from: thetrooper27 on May 20, 2013, 09:34:12 PM
Top 5 from power pack to dead pile seems fair as a OPD, and its new, which I love. The other would also be good, as long as it's OPD.
i agree with you
I'm with the rest of the group; I like all the Mephisto specials except for the FT, it just doesn't fit his character IMO. A discard special as listed by ncannelora would be a better fit. Mephisto works best as a manipulator and he should have a set of specials to take advantage of that strength.
Quote from: TGW on May 21, 2013, 01:49:05 AMA discard special as listed by ncannelora would be a better fit. Mephisto works best as a manipulator and he should have a set of specials to take advantage of that strength.
how about an IA? http://overpower.ca/wiki/IA
Quote from: steve2275 on May 21, 2013, 02:03:35 AM
Quote from: TGW on May 21, 2013, 01:49:05 AMA discard special as listed by ncannelora would be a better fit. Mephisto works best as a manipulator and he should have a set of specials to take advantage of that strength.
how about an IA? http://overpower.ca/wiki/IA
having an un-targeted IA Special would go a long way, too. It seems like the only 2 characters that have them that get a lot of use are Ghost Rider and Scarlet Witch.
I really like the idea of the discard 5 to pair with the +2 FROG. I don't think the other card works, since it's just FROB. I don't agree that the discard 5 makes him more of a target though, so we should axe the shift then.
if we replace it with another opd, an EN (new universe) fits in perfectly with his other 2 opds and 'power pack' goal. altering the past also fits in with mephisto, ie: erasing spidey's marriage
Altered Reality: Play to concede battle. All Mission cards Ventured this battle return to piles Ventured from. EN (OPD)
not nuts about that name though...
sounds fine to me man
so i'm reading up on shatterstar, and it turns out this guy's abilities are far greater than in the early x-force books I read about him. from the wiki:
His strength is superhuman enough that he is capable of wielding a heavy barbell as easy as a bo-staff and slam the Thing of the Fantastic Four through a window of the Baxter Building.
Shatterstar's speed and agility are considered enhanced enough for members of the Mutant Response Division to expect him capable of dodging point-blank automatic weapons firing from at least three trained agents.
He is an excellent military strategist and has had extensive training in many forms of the martial arts and interpersonal combat of Mojoworld; in particular, he is a master swordsman. His bones are hollow, making him far lighter than he looks and further increasing his athletic and acrobatic skills. He also has enhanced learning capabilities, being able to quickly learn and master languages and technology.
After Shatterstar returned from the Mojoverse, he demonstrated the ability to open an "X" shaped portal capable of teleporting individuals to their desired locations. This ability requires another individual to serve as the 'focus', picturing the destination. Creating such portals generates enough energy that it must be done outside, otherwise risking significant damage to any structure within which they are built. Shatterstar also requires a minimum of three to four hours to recharge between portal creation and since it requires his own energies this ability is not actually artificial but merely another aspect of his ability to channel his energies through his swords
...
now, anyone more familiar with the character, feel free to correct my interpretation of these in the stats below. it also seems his teleportation and vibratory shockwaves should be opd, as it states they take a lot out of him.
SHATTERSTAR
Energy: 6 (this may be too high, but if he can indeed dodge bullets, i'd say it's justified for speed alone)
Fighting: 7 (again, with all the stuff outlined above, it seems he could be an 8, let me know)
Strength: 5 (throwing thing around and that bo staff/barbell thing confuse me. 5 or 6 seems right)
Intellect: 5 (tactics/languages/tech savvy puts him in the Cyclops/cap/shadowcat tiers)
I tended to go on the lower side for most of those rankings, since he still comes in at 23 points!
Luck of the Father: Teammate may avoid 1 attack with a Fighting icon. Shatterstar may draw 1 card from the top of the Draw Pile. Discard duplicates. LO
Genetic Upgrades: Acts as a level 5 Strength attack. Attack may not be defended with a Special card. (JW)
Arena Tactics: Acts as a level 3 Intellect attack. If attack is defended, Shatterstar may draw 1 card from top of Draw Pile. Discard duplicates. (NK)
Vibratory Shock Wave: Acts as a level 11 Energy attack. Shatterstar may not attack for remainder of battle. (AS) OPD
X-Portal: Avoid 1 attack. May not be attacked for remainder of battle. CW [OPD]
Swordplay: Acts as a level 4 Fighting attack. May make 1 additional attack. AA
didn't change too much for the specials from CoS. beefed up shockwave to a opd, and added a boring ol AA (which could use a better name if anyone has one)
didn't know all that about Shatterstar either... I will say that it seems his energy is specific to abilities, tho, as opposed to a constant energy availability... does that make sense? seems like his E should mostly be rep'd through Specials...?
on that note, seems like the CW should be changed to cover a teammate (a la Spider-Girl's BJ to Gambit's (but still a CW-type)).
That's a good idea on the CW. I don't think any other character has that card played that way.
So based on Ncann's assessment, E: 4 F: 7 S: 5 I: 5? 21 points. Not too heavy, but still stronger then average for deck building.
keep in mind, in op speed is rolled into the energy stat
Quote from: breadmaster on May 23, 2013, 03:18:39 PM
keep in mind, in op speed is rolled into the energy stat
this is true, but Nightcrawler can teleport and he's a 6. Also (to the dismay of many) The Flash has a 6, too. I'm just not too sure he should really have anything higher than a 5...
I would think Agility-type speed would be rolled into the fighting stat, which is slightly different from Flash/Quicksilver style of speed.
it seems if one wants 4, one wants 5, and one wants 6, then 5e is the way to go!
seems like his energy abilities are at least on the level of jubilee, but I guess their 'one-and-done' quality are keeping him down
Quote from: Demacus on May 23, 2013, 04:36:57 PM
I would think Agility-type speed would be rolled into the fighting stat, which is slightly different from Flash/Quicksilver style of speed.
This is noteworthy when considering speed, I think. To what extent a character uses a stat is worth considering when assigning values, as well. I like 5E for Shatterstar in this case.
Not to drift off too far from the ranch, I always felt Gambit should have been a 7F based on his agility, dexterity, speed, etc. That's just me though. Flash might be worthy of an 8E when you look at all he can do, but a 7 for sure. He's strong with two 6's and I haven't heard too many complain about him, but Gambit on the other hand isn't as good as he should be on the table with two 6's. In battlesites, he's quite good, but I like him and want to play him frontline.
Meanwhile, back to current fantasy.
Quote from: thetrooper27 on May 24, 2013, 12:09:29 AM
Quote from: Demacus on May 23, 2013, 04:36:57 PM
I would think Agility-type speed would be rolled into the fighting stat, which is slightly different from Flash/Quicksilver style of speed.
This is noteworthy when considering speed, I think. To what extent a character uses a stat is worth considering when assigning values, as well. I like 5E for Shatterstar in this case.
Not to drift off too far from the ranch, I always felt Gambit should have been a 7F based on his agility, dexterity, speed, etc. That's just me though. Flash might be worthy of an 8E when you look at all he can do, but a 7 for sure. He's strong with two 6's and I haven't heard too many complain about him, but Gambit on the other hand isn't as good as he should be on the table with two 6's. In battlesites, he's quite good, but I like him and want to play him frontline.
Meanwhile, back to current fantasy.
lol @ "current fantasy" ;D
anyway, lots and lots of people gripe (and justifiably, i think) about The Flash's Energy rating. it helps that he's such a phenominal Reserve character with his (relative) cheap cost, Reap The Whirlwind, and a pretty solid OPD for late-game stages (JA).
As for Gambit, it took me a long time to come to terms with his dual max-6 status. to help maximize him, I try to put him in decks that center on either of his two stats, so he fits, then keep his off-suit for an extra Teamwork card. Using the modified rules from PowerBalance (http://www.beenhereandthere.com/SMF/custom-cards/overpower-power-balance-new-custom-expansion!/) helps too, so he essentially gets 2 Teamwork cards that are exclusive to him. That, with his HN and EJ cards usually makes him my main offensive firepower in a deck, which I'm pretty much fine with... having said that, have you seen my homemade Gambit Holo (http://www.beenhereandthere.com/SMF/custom-cards/gambit-holo-hero/) for him?
warlock is another interesting case. at 23 points, he also needs kick-ass specials. I don't agree with CoS's cards (that's a first!). I DO like the idea of giving him 2 team-defensive cards (the run from slaughter and a specials EE). anyone got any ideas for some offensive ones?
I was also thinking of a 'soulmerge' opd. something similar to action leader/merciless conquerer
soulmerge: KO any one of Warlock's teammates and remove all of teammate's Hits from Current Battle. Warlock may play any of Teammate's Special cards for remainder of game. OPD
does that work? does it make warlock too much of a target?
That's a neat idea for that ability... I would test it well before finalizing it. He will probably be a target with the 2 team defensive specials you're looking at. I would give him a special similar to Morph's OPD or Absorbing man if you want to dumb it down a bit... something that copies. After that, a dual icon 4, something like xmen leader or radar combat, or maybe something like Crux's coldforce, or even like bullseye's 4m that may attack the reserve. I dunno... just a solid attack, but not one that's super powerful... nothing bigger than a 6, I would say. That would make:
Run From Slaughter
EE
Venture OPD/Living Costume type
Copy OPD
4m of some kind
23 points, good teamwork ability, great specials. Seems good to me. You guys work him out from here... this is my vote.:)
sounds good
WARLOCK
Soulmerge: KO any one of Warlock's teammates and remove all of teammate's Hits from Current Battle. Warlock may play any of Teammate's Special cards for remainder of game. OPD
Lifeglow: Remove 1 Hit from Warlock's or teammate's Permanent Record or Hits from Current Battle. (AL)
Selffriend: Avoid 1 attack made with a Special card or remove 1 Special card hit from Warlock or teammate. EE
Douglock: This Special acts identical to any Hit in Warlock's Hits from the Current Battle or Permanent Record. (DY) OPD
Transmode Virus: 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. (MB) OPD
Technarchy: Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend. (AN)
I like those suggestions troop. also added a techno-virus opd similar to hellfire club's. may have to modify soulmerge, as he's definitely a target now, and the teammates won't have any hits!
Maybe remove all hits from Warlock's hits from current battle instead of teammate?
How do you feel about making Transmode Virus more like Rapture's Mercy Killing? Just a thought before we finalize it...
Quote from: thetrooper27 on June 03, 2013, 12:42:46 AM
How do you feel about making Transmode Virus more like Rapture's Mercy Killing? Just a thought before we finalize it...
i agree
I like both of those changes
WARLOCK
Soulmerge: Remove all hits from Warlock's Permanent Record and Current Battle. Warlock's teammates may not attack for remainder of battle. OPD
Lifeglow: Remove 1 Hit from Warlock's or teammate's Permanent Record or Hits from Current Battle. (AL)
Selffriend: Avoid 1 attack made with a Special card or remove 1 Special card hit from Warlock or teammate. EE
Technarchy: Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend. (AN)
Douglock: This Special acts identical to any Hit in Warlock's Hits from the Current Battle or Permanent Record. (DY) OPD
Transmode Virus: 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. (NW) OPD
added a bit of a restriction to the venture card
The name Soulmerge doesn't seem to fit if you remove the play a teammate's specials ability from it, which is ok, you could rename it. But I like the Living Costume ability. Here's more what I was suggesting, see how you like it:
Remove all hits from Warlock's Current Battle and Permanent Record. KO any of Warlock's frontline teammates. Warlock may play that teammate's specials for remainder of game. OPD
it seems to me that that would have too much negative, and not enough positive. I got rid of the ko, since the merge wasn't irreversible. I added the 'no teammates attack' stip, because the merged tm sort of cedes control to warlock. the penalty could be upped, but I don't think ko is balanced, unless the card is switched to remove all hits from warlock OR tm.
but then that's back to being too powerful...
in spired by mvc2
sabertooth
let get outta here (JB) [OPD]
Remove all Hits from Sabertooths Permanent Record and Current Battle, and switch places with the Reserve.
he leaves then comes back in the next round
you get the idea
that's an interesting one. it has the problem that you wouldn't really attack sabretooth though. good from a site!
I compiled the 11 new characters below. probably missed some suggestions. shout out any changes/problems
ABOMINATION
Energy: 1
Fighting: 5
Strength: 8
Intellect: 3
Brawler: Acts as level 4 Fighting attack, may make 1 additional attack. AA
Thunderclap: Acts as a level 7 Energy attack. AR
Abombinable: Acts as a level 10 Strength attack. AS OPD
KGB Agent: Acts as a level 7 Fighting or Intellect attack. If not successful, Abomination is -2 to attack for remainder of battle. NX
Impenetrable Hide: Only Intellect attacks may be played against Abomination for remainder of battle. CD
Tank the Hit: Cards with a Strength icon do not count toward Abomination's Spectrum or Cumulative KO for remainder of game. FQ OPD
BLINK (Attacks made with MultiPower Power cards may not be moved or shifted from Target Character.)
Energy: 6
Fighting: 6
Strength: 2
Intellect: 5
Broken Supply Lines: Opponent must discard 1 Placed card of the Blink's choice. AI
Exile: Target Character may not attack or be attacked for remainder of battle. DZ
Leadership: Acts as a level 9 Intellect Power card. May only be used to defend. May defend Blink or teammate. MH
Blitz: Acts as a level 2 Energy attack. May make 2 additional attacks. DG
Blink Wave: Acts as a level 9 Fighting or Strength attack. OPD HR
Eye for an Eye: KO Blink and any 1 of Opponent's Characters of Blink's Choice. May not be played if Blink is the last active character. OPD
EXPEDITER (Draw 2 Cards from Draw Pile when K.O.'d. Keep Duplicates.)
Energy: 2
Fighting: 6
Strength: 2
Intellect: 6
The Price of Information: Move 1 of Expediter's missions to the Defeated pile. Draw 4 cards. Do not discard duplicates. [OPD]
Intergalactic Resources: Expediter may play any Power cards playable by Target Teammate for remainder of game. NF [OPD]
Overboss Gem: Negates the effect of any 1 Special card played by opponent. AO
Cloaking Technology: Avoids all attacks from 1 Teamwork card, or target hero must discard 1 Placed Teamwork card. DB
Scanner Surveillance: For remainder of game, if Opponent draws cards during battle, Expediter may draw an equal number from Draw Pile. Expediter must show drawn cards. May not keep duplicates. LX OPD
What can Expediter do for you?: Choose one of Teammate's specials from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. DS
KLAW
Energy: 7
Fighting: 2
Strength: 5
Intellect: 6
Sound fuels my power: Avoid 1 attack with an Energy icon. Klaw may draw 1 card from the top of the Draw Pile. Discard duplicates. LO
Disposable Allies: Discard one card not usable by Klaw to draw 4 cards from top of the Draw Pile. May keep duplicates. JA [OPD]
Wakanda is Mine!: Only Klaw and Target Character may attack, be attacked, or defend this battle. FD [OPD]
Vibranium: Acts as a level 2 Energy attack. If successful acts as a level 10 Any-Power card. EJ
Sound Constructs: Acts as a level 4 Intellect attack. If successful, Opponent must discard 1 card of Opponent's choice from Hand. EM
Genius or Madman?: Opponent -3 to Venture Total for this battle. If Klaw has "Secret Wars" Mission, opponent -6 to Venture Total for this battle. KH
LIZARD (Power cards are +2 when used for defense.)
Energy: 4
Fighting: 6
Strength: 6
Intellect: 2
Dr. Connors: Play during battle. For remainder of game, any Special played by Lizard or Lizard's teammates may not be Negated until "Dr. Connors" is Negated. (MP) OPD
Bio Geneticist: Remove 1 Special card Hit from Lizard's or teammate's Permanent Record or Hits from Current Battle. (AL)
Cold Blooded: Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total. (HO)
Back to the Sewer: Avoid 1 attack. AG
Twitching Distraction: Play during battle. For remainder of game, any attack made with a Power Card against Lizard's team may be moved to Twitching Distraction. Lizard's team may not defend. Twitching Distraction is discarded after 1 Hit. EB
Tail Whip: Acts as a level 10 Strength or Energy attack. If not successful, Lizard is -2 to attack for remainder of battle. OPD
MEPHISTO
Energy: 8
Fighting: 2
Strength: 6
Intellect: 7
Altered Reality: Play to concede battle. All Mission cards Ventured this battle return to piles Ventured from. EN (OPD)
Pact made in Hell: Mephisto's Hits to KO is reduced by 5 points. Mephisto's actions are +2 for the remainder of the game. [OPD]
Captured Soul: For remainder of game, Mephisto's team may draw 2 cards when a character on either team is KO'd. OPD
Devil is in the Details: Sort through opponent's Power Pack and remove any 3 cards of Mephisto's choice. Discard chosen cards into Dead Pile. Reshuffle Power Pack. HB
Fire and Brimstone: Acts as a level 2E attack. If successful remove all special card hits from Mephisto's and teammate's permanent record and hits to current battle. Affects venture total.
Servant of the Mad Titan: Opponent -3 to Venture Total for this battle. If opponent has "Infinity Gauntlet" Mission, opponent -6 to Venture Total for this battle. If both players have "Infinity Gauntlet" Mission, opponent is -9 to Venture Total for this battle. KH
SAURON (May not be Spectrum or Cumulative K.O.'d with Universe cards.)
Energy: 6
Fighting: 6
Strength: 6
Intellect: 2
Karl Lykos: Acts as a level 7 Intellect attack. AR
Weapon X Initiate: Acts as a level 5 Fighting attack. If successful, Sauron may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile. OB
Breathe Fire: Acts as a level 4 Energy attack. Sauron may make 1 additional Fighting and/or 1 additional Intellect Power card attack. CY
Energy Vampire: Avoid 1 Energy attack. Sauron's Energy skill is increased to 8 for remainder of battle. AY
Mesmerize: Target hero must discard all placed cards and may not attack for remainder of battle. CH (OPD)
Absorb Lifeforce: Acts as a level 5 Energy attack. If successful, remove 1 hit from Sauron's Permanent Record. AL
SHATTERSTAR (May play any Level 6 Teamwork cards.)
Energy: 5
Fighting: 7
Strength: 5
Intellect: 5
Luck of the Father: Teammate may avoid 1 attack with a Fighting icon. Shatterstar may draw 1 card from the top of the Draw Pile. Discard duplicates. LO
Genetic Upgrades: Acts as a level 5 Strength attack. Attack may not be defended with a Special card. (JW)
Arena Tactics: Acts as a level 3 Intellect attack. If attack is defended, Shatterstar may draw 1 card from top of Draw Pile. Discard duplicates. (NK)
Vibratory Shock Wave: Acts as a level 11 Energy attack. Shatterstar may not attack for remainder of battle. (AS) OPD
X-Portal: Avoid 1 attack. May not be attacked for remainder of battle. CW [OPD]
Swordplay: Acts as a level 4 Fighting attack. May make 1 additional attack. AA
SILVER SAMURAI
Energy: 6
Fighting: 7
Strength: 3
Intellect: 3
Tachyon Field: Acts as a level 10 Fighting attack. AS [OPD]
Shin Harada: Remove all hits from Silver Samurai's hits to current battle and permanent record then switch places with the reserve. OR [OPD]
Shuriken: Acts as a level 3 Strength attack. If attack is defended, Silver Samurai may draw 1 card from top of Draw Pile. Discard duplicates. NK
Master of Kenjutsu: Acts as level 1F attack. Silver Samurai may make one additional attack at +2, two additional attacks as +1, or 3 additional attacks. Bonus does not apply to damage or venture total.
Yakuza Connections: Acts as a level 6 Intellect attack. If successful, Target Character must discard 2 cards of Opponent's choice. Cards may be Placed or in Hand. HO
Samurai Armor: Silver Samurai may avoid any numerical attack. (AD)
VIPER: May play any Serpent Society Specials.
Energy: 3
Fighting: 7
Strength: 2
Intellect: 6
WARLOCK
Soulmerge: Remove all hits from Warlock's Permanent Record and Current Battle. Warlock's teammates may not attack for remainder of battle. OPD
Lifeglow: Remove 1 Hit from Warlock's or teammate's Permanent Record or Hits from Current Battle. (AL)
Selffriend: Avoid 1 attack made with a Special card or remove 1 Special card hit from Warlock or teammate. EE
Technarchy: Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend. (AN)
Douglock: This Special acts identical to any Hit in Warlock's Hits from the Current Battle or Permanent Record. (DY) OPD
Transmode Virus: 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. (NW) OPD
Looking good. I have a few suggestions:
I'd have Abomination at 5 fighting to allow for a 17 point strength character with an 8 in his grid that can only play strength teamworks. I'd suggest Mephisto swap his 8 and 7 but I think that would make him too close to Malebolgia stat wise so I understand why you have him the way you do. Finally, I think Shatterstar has too strong of a grid. I'd have his energy and intellect at 4 instead of 5 for a total of 20 points.
The specials are looking good, I like the variety and they really seem appropriate for each character. Good job everyone.
My suggestions:
I agree about Abomb's grid... he shouldn't have the teamwork advantage. I would agree that dropping his Fighting to a 5 is fair, and you could up his intellect to a 4. He's still probably too cheap though... he has amazing specials. He's better than the Hulk hands down... probably better than every max 8 strength character, minus H4H. Maybe an inherent ability... may not defend with level 8 power cards???
For Blink, I think the Eye for an Eye card is one of the most original cards suggested, and will be really cool to use. I would change the stipulation on it from "may not be played if Blink is the last active character" to "may not be played if this would end the game."
For Klaw, I would toss the Venture card and give him something different. It doesn't have to be broken, just efficient. Same for Mephisto. I'm just not a fan of venture cards like this. Even Thunderbolts Marvels card doesn't make them an option. Even something like a dual icon 4 (Radar Combat) is better than these. Just my opinion, bro's.
Make Shatterstar a dual grid. At 22 points, he's needs just a little bit of a boost. Probably in energy or strength (energy I would say is the most logical, but strength might work), and drop his intellect to a 4. Just seems like a better fit for him.
For Samurai, should Master of Kenjutsu be a OPD? Would his strength be justified at 4, making him 20 points? He's a hoss in the special department... just don't want him to be too cheap.
After this, you should post a recap of all the other specials we've discussed!!! We're almost there!
I agree with shatterstar's energy being 6. there was some pushback there, so I settled on 5. based on the wiki, his intellect is at least a 5, and possibly a 6. as I said before, i'm no shatterstar fan, so if the wiki is inaccurate, let me know
abomination's fighting will probably be dropped to 5. i'm not too concerened about scaling him based on hulk...hulk sucks. i'm not handicapping another character based on his crap specials. should his energy be bumped to the standard 2?
samurai's card is very similar to the quicksilver/goblin ones, the difference being the 3rd option of 3 attacks with no bonus. I don't see it as broken, but the 3 attacks could be done away with, bringing it in step with the other 2.
I kind of like those venture specials. they're more useful than first thought. sometimes, a team will have a couple ADs placed at the end of a round. being able to pull one on these babies from a site is a nice little trick. I agree with the thunderbolts card not working for them because they all around suck, but if you gave it to an already useful character, it would find some play
First post here, only been reading the forum for like a day and its been almost 15 years since I've played Overpower, so forgive me if I'm a little out of touch with the game in my remarks.
At first glance my thoughts, really just in general, is that some of the suggestions getting thrown around are, well, Overpowered lol. I guess that's the nature of Fan driven work, start at the top right? Kinda wished they asked your guys two cents when they designed things like the I.Q. Doctor Doom character card (5-3-4-8, ugh, and its not like he has boss specials to support the score) and, while I'm strictly-ish a Marvel guy, even I know Superman gets an 8 of strength.
To get on point, wanted to offer some thoughts on one of the characters Breadmaster is working on. Some thoughts on:
Quote from: breadmaster on June 08, 2013, 04:19:14 PM
BLINK
Energy: 6
Fighting: 6
Strength: 2
Intellect: 5
Broken Supply Lines: Opponent must discard 1 Placed card of the Blink's choice. AI
Exile: Target Character may not attack or be attacked for remainder of battle. DZ
Leadership: Acts as a level 9 Intellect Power card. May only be used to defend. May defend Blink or teammate. MH
Blitz: Acts as a level 2 Energy attack. May make 2 additional attacks. DG
Blink Wave: Acts as a level 9 Fighting or Strength attack. OPD HR
Eye for an Eye: KO Blink and any 1 of Opponent's Characters of Blink's Choice. May not be played if Blink is the last active character. OPD
Quick thoughts on the grid: 6-6-2-5 (19), how about getting her in at 18? can make the difference up in the I.A. and solid specials, take every point possible for deckbuilding and 18 is still solid. gets her in with the likes of Morph, Iceman, Shadowcat and fan favorites like Deadpool and Punisher. As far as the numbers go, really regardless of where they ultimately end up overall, I'd like to suggest dropping the fighting. Kinda think it should be below the Wolverine trained phasing Shadowcat. No! No! I'm not suggesting a 2 lol. (Seems thats another card that would have different numbers if it debuted today). The Age of Apocalypse version has a 6 and is armed... perhaps 5 is a better number for Shadowcat so I propose either a 4 or 5 for Blink (its a 8 point scale, each tier is pretty broad so I dont think Im out of line saying X hero should grade higher than Y, and then give them the same grade)
If you go 4 you get to run with a 7 in energy and hit 18, though I think 6-5-2-5 is pretty solid. Let's be honest though, I didn't take the time to post over numbers. That OPD you've got cooking up on the other hand... love the concept, worried about the delivery though.
My concern is three fold, the first is just the thought that Blink just gets to off anyone in the Overpower universe at will (Beyonder for example?) and the second doesnt even involve Blink. Its one thing to give a single-cat max 6 and/or a 17/18 ranked character this weapon... its entirely another to put it in the hands of a Cable. With these Battle (is it ground or field?) decks anyone gets to get their hands on it. Oh, sure, you wouldnt KO a guy like him flippantly, but I guarantee you'd love to have that card when your best hero is sitting on a high teen hit count and the player across from you has more cards in his hands than you in yours.
The third may be off base, we're about to test my understanding:
QuoteKO Blink and any 1 of Opponent's Characters of Blink's Choice. May not be played if Blink is the last active character.
The way that's worded; does this card directly target a character, or does it target the Opponent directly? In other words can I use an Avoid or Teammate May Avoid... to defend against this? Im under the impression that that's a no and that a Negate card more or less would be my only defensive recourse, is this correct?
I understand wanting minimal opportunities to shut this card down, but at the same time there's got to be a balanced way to go about this. Further, not sure a "KO your own character" mechanic is the best way to go. What if you reversed it? What if the card read that its effect triggers when Blink is KO'd by an attacker. Actually lets make it Spectrum KO'd. The choice part sounds great, but I think its too much. Have the card take the attacker out with Blink.
Give her an I.A. that gives you some synergy with the OPD. Something like Blink may put the top two cards from your draw pile into your dead pile in order to shift an attack from Blink to one of her Frontline teammates. That would allow you to stall out a cumulative KO. (As an aside, strategy wise, I'd be looking to find a way to get shift specials in your deck so you can dump an attack on her at any time to trigger the Spectrum KO as close to on your terms as possible).
Perhaps thats too strong, maybe just "May have Duplicates of 'whatever the name of Blink's AC special that shifts the attack away from her'"
Oh and instead of "Eye for an Eye" maybe call that one "Blink Wave" and the one currently listed could as such be named in a way to represent the javelins she used to throw. Or replaced with something themed around The Tallus, maybe a BG like Maverick's, but properly worded to include duration?
Welcome Jake!!! Thanks for jumping in. Good feedback to consider.
How about: Play during current battle. For remainder of game, if Blink is ko'd by an opponent's character, that character is also ko'd. OPD.
This limits it's targeted abusive quality, yet maintains the ko tradeoff. It gives the opponent some room to choose who they want to lose (likely a non-target with a low special count, or any frontline team member close to a ko), and it will also protect Blink, since she will be a target with all of her neat specials, but on the other hand if she finds herself being the last character, she will have her work cut out for her as a max 6. I think this makes it a more fair card... am I missing anything?
As far as the grid goes... I think Blink is justified at a 6F, and also at 19 points. Her specials alone seem to make her play worthy. And if 6-8 represents a prominent fighter, I think Blink works a 6 from my experience with her. She might not be able to stomp every other 6 fighter out there, but she can definitely hang with many of them. Being able to play that other teamwork card is good for her, as well. I could settle on 5F, but I think 6 is justifiable. Maybe make her 18 points if you go 5F, and 19 if you go 6F.
i'm not familiar with blink outside of her genx/aoa appearances. most homemades seem to place her around 6/7 fighting. if you have evidence she shouldn't be there, i'll surely take a look
you are correct jake (welcome to the boards, btw!) that 'opponent' affecting cards can only be negated, and 'eye' is one of them
if 'eye for an eye' is changed to an anti-ko, it really has nothing to do with the comic. she wiped out herself and the opponent to protect her teammates. testing hasn't revealed it to be too powerful. if any limitation could be placed, I think it would be that it couldn't be used from a site. It hasn't been tested with a redundant deck yet, so we'll see. the KO event paired with the blink special from a site could be a powerful mechanic
I like that limitation. I would go with that.:) May not be played from a battle site.
Quote from: thetrooper27 on June 20, 2013, 12:35:01 PM
I like that limitation. I would go with that.:) May not be played from a battle site.
I'm not saying there should be (lots and lots of these good creative cards don't), but does this have a precedent? I don't recall any cards having a restriction that says you can't play them from a Battlesite...
looking over the official cards, I noticed something. with the AE cards, every marvel character will have at least 6 specials with 5 exceptions:
adam warlock
reyes
marrow
angel
wasp (she only has 4)
should we make cards for these characters too? warlock and angel are easy to come up with 'evil' cards with the magus and death personas. marrow shouldn't be too hard either. has wasp ever had any evil stints? I know virtually nothing about reyes, so does anything apply to her?
Quote from: breadmaster on June 21, 2013, 01:16:49 AM
looking over the official cards, I noticed something. with the AE cards, every marvel character will have at least 6 specials with 5 exceptions:
adam warlock
reyes
marrow
angel
wasp (she only has 4)
should we make cards for these characters too? warlock and angel are easy to come up with 'evil' cards with the magus and death personas. marrow shouldn't be too hard either. has wasp ever had any evil stints? I know virtually nothing about reyes, so does anything apply to her?
Doesn't Marrow have KR AI KD CC CG LO (with Marvels)?
Quote from: ncannelora on June 21, 2013, 04:22:01 AM
Quote from: breadmaster on June 21, 2013, 01:16:49 AM
looking over the official cards, I noticed something. with the AE cards, every marvel character will have at least 6 specials with 5 exceptions:
adam warlock
reyes
marrow
angel
wasp (she only has 4)
should we make cards for these characters too? warlock and angel are easy to come up with 'evil' cards with the magus and death personas. marrow shouldn't be too hard either. has wasp ever had any evil stints? I know virtually nothing about reyes, so does anything apply to her?
Doesn't Marrow have KR AI KD CC CG LO (with Marvels)?
indeed she does
and NK http://overpower.ca/cards/specials/800.png
http://overpower.ca/cards/specials/801.png
http://overpower.ca/cards/specials/802.png
http://overpower.ca/cards/specials/803.png
http://overpower.ca/cards/specials/804.png two level 5 intellect power cards cards=c ko ;)
http://overpower.ca/cards/specials/805.png
whoops, meant maggot...very similar names. was he ever evil?
wonder why they (maggot/marrow/reyes) only got 3 specials. perhaps because they were less known, and more specials would come as they were fleshed out?
Quote from: breadmaster on June 21, 2013, 06:01:46 PM
whoops, meant maggot...very similar names. was he ever evil?
wonder why they (maggot/marrow/reyes) only got 3 specials. perhaps because they were less known, and more specials would come as they were fleshed out?
could very well be... they all got pretty good Specials in the Marvels, so maybe they were kinda waiting to see which direction to take them...?
Anyway, Maggot was never expressly evil, I don't think, but he did have connections to Magneto... if memory serves...
He DID have connections to Magneto... and PLEASE tell me you're serious about this.:) Maggot rules!
Quote from: thetrooper27 on June 22, 2013, 09:57:13 PM
He DID have connections to Magneto... and PLEASE tell me you're serious about this.:) Maggot rules!
given that Maggot has a DO-negate, it'd be great if he had some kind of card to compliment that... maybe a KC or teammate BJ? also, he has 2 cards playable from Reserve, so another could be good... maybe an MT?
or maybe a BR http://overpower.ca/wiki/BR
it relates to his slugs
maybe make it for specials only
I think you're the only person I've ever seen use the BRs steve. hard to justify them taking up space in a deck
I like the idea of taking advantage of his DO with a teammate-related card. I also like the idea of something from reserve. they can't work together, so my lean would be teammate related, but then that falls into the 'evil doesn't protect others' problem.
on the wiki, it says he was resurrected by the transmode virus. a 'kirigi' type card might work (LG), but i'm not really a fan of that card. plus that wouldn't really give the opponent a reason to attack maggot.
i'm stumped folks. should an evil concept be abandoned for maggot all together? if anyone has a good gimmick involving resurrection or magneto, shout it out
Quote from: breadmaster on June 25, 2013, 05:35:36 PM
I think you're the only person I've ever seen use the BRs steve. hard to justify them taking up space in a deck
I like the idea of taking advantage of his DO with a teammate-related card. I also like the idea of something from reserve. they can't work together, so my lean would be teammate related, but then that falls into the 'evil doesn't protect others' problem.
on the wiki, it says he was resurrected by the transmode virus. a 'kirigi' type card might work (LG), but i'm not really a fan of that card. plus that wouldn't really give the opponent a reason to attack maggot.
i'm stumped folks. should an evil concept be abandoned for maggot all together? if anyone has a good gimmick involving resurrection or magneto, shout it out
Well, there are a few bad guys with a KC, aren't there? you could even make it the good kind, just so another person has it (i.e., Grunge's)... also, what about a card that could shift attacks to Reserve for the Battle? It'd be just like the Event from Dark Phoenix Saga (Hellfire Club Attacks), but it'd be a Special for Maggot... it could be very, very useful... play on some kind of death wish... does he have one?
Quote from: breadmaster on June 25, 2013, 05:35:36 PM
I think you're the only person I've ever seen use the BRs steve. hard to justify them taking up space in a deck
I like the idea of taking advantage of his DO with a teammate-related card. I also like the idea of something from reserve. they can't work together, so my lean would be teammate related, but then that falls into the 'evil doesn't protect others' problem.
on the wiki, it says he was resurrected by the transmode virus. a 'kirigi' type card might work (LG), but i'm not really a fan of that card. plus that wouldn't really give the opponent a reason to attack maggot.
i'm stumped folks. should an evil concept be abandoned for maggot all together? if anyone has a good gimmick involving resurrection or magneto, shout it out
what can i say
i like that they accumulate
and never know whan the ko heroes event will show up
and yeah he isnt all that evil
http://marvel.wikia.com/Maggott_(Japheth)_(Earth-616) (http://marvel.wikia.com/Maggott_(Japheth)_(Earth-616))
how about this?
Insatiable Appetite - For remainder of Battle, any attack made on Front Line teammates may be moved to Maggot. May be played from Reserve.
i got no problem with that
good name, good effect...sounds like a good card, nic!
anyone know anything about reyes? would another defensive card be too many?
Quote from: breadmaster on June 28, 2013, 12:29:45 AM
good name, good effect...sounds like a good card, nic!
anyone know anything about reyes? would another defensive card be too many?
thanks!
idk about Reyes... she's a doc... could we conceive a good healing card? maybe like a JB or EV for a teammate?
she really does seem to be all about healing/defense
what about:
-a teamwide AL (like morlocks)
-a second EE, but dealing with specials
either of these cards would really bump her up to the top. combined with her quasi-8, she'd see a lot more play!
Quote from: breadmaster on June 29, 2013, 03:55:29 PM
she really does seem to be all about healing/defense
what about:
-a teamwide AL (like morlocks)
-a second EE, but dealing with specials
either of these cards would really bump her up to the top. combined with her quasi-8, she'd see a lot more play!
i replied in here
but then decided to make em custom instead
http://www.beenhereandthere.com/SMF/custom-cards/colossus-special-cards-(no-pics)/msg15309/#msg15309
Take a look at classic x-men 12, magneto saves a woman and girl from a burning house.
Looks pretty neat for a special even if it is circa 1986. It's after the ack up story.
Give me some time with Maggot... I'll dig up something good, I promise.
magus has been shown to be warlock from the future or the manifestation of his dark-side. the future version was always using tiny attacks since he knew he couldn't kill warlock (killing himself). how does this sound as a 'must-negate'
acts as a level 1 multi attack. if not successful, opponent -10 to venture for this battle. OPD
if you place this or the discard 3, and then wait for the other one to show, you can venture for a big round
just spouting here:
play as an attack. In the battle that this card is discarded, opponent's team is -10 to venture. opd
Acts as a level 6 F/S attack, may make 1 additional attack. opd
it was suggested to me to make the magus card a 2/10, like soulsword. it gets rid of the clunkiness of the other one, and is no longer opd
Quote from: breadmaster on July 15, 2013, 06:13:48 PM
it was suggested to me to make the magus card a 2/10, like soulsword. it gets rid of the clunkiness of the other one, and is no longer opd
I <3 Soulsword
2 ideas for wasp
Makeover!-Opponent must immediately discard all Special cards in play that affect the "remainder of the battle" or the "remainder of the game." KL
Variable Size-Acts as a level 10 Any-Power attack. If successful acts as a level 2 Fighting card.
the first one speaks for itself. the second one is a riff on the ol 2/10, and references wasp's ability to grow, as well as shrink.
Quote from: breadmaster on July 16, 2013, 05:58:48 PM
2 ideas for wasp
Makeover!-Opponent must immediately discard all Special cards in play that affect the "remainder of the battle" or the "remainder of the game." KL
Variable Size-Acts as a level 10 Any-Power attack. If successful acts as a level 2 Fighting card.
the first one speaks for itself. the second one is a riff on the ol 2/10, and references wasp's ability to grow, as well as shrink.
how closely does that 10a/2f resemble this?
Quote* MAKE THE BLOOD BOIL (GD) <JL> {VR} [OPD]
Acts as a level 7 Any-Power attack. If successful, acts as a level 0
Energy, Fighting, Strength or Intellect power card.
... and should that make it a OPD also? since it's harder to block and has Venture value (despite no multi)?
I was thinking non opd. the fact that it's only 2 damage, and a single icon shouldn't be too overpowering
as for that joke of a polaris card, I wouldn't scale anything relative to it. they messed up that one BAD
Quote from: breadmaster on July 17, 2013, 05:42:15 PM
I was thinking non opd. the fact that it's only 2 damage, and a single icon shouldn't be too overpowering
as for that joke of a polaris card, I wouldn't scale anything relative to it. they messed up that one BAD
fair enough ;D
Quote from: breadmaster on July 17, 2013, 05:42:15 PM
I was thinking non opd. the fact that it's only 2 damage, and a single icon shouldn't be too overpowering
as for that joke of a polaris card, I wouldn't scale anything relative to it. they messed up that one BAD
what do you think mt blood boil should have been?
considering doc's power level, 10 multi. I brought it up in another topic, but why the heck they didn't just give him a 7m is beyond me. mole man is another one that sucks, with his 1m/11a, but at least that one has some versatility. 'blood boil' is a nerf of a nerf! (8m->7m->7a/0m)
anyways, how does this sound for shatterstar's inherent. 'may play any level 6 teamworks'
he needs a good inherent, since he's 23 points, and this reflects the fact that the wiki implies he could get a 6 in e/s/i
Quote from: breadmaster on July 18, 2013, 06:33:27 PM
considering doc's power level, 10 multi. I brought it up in another topic, but why the heck they didn't just give him a 7m is beyond me. mole man is another one that sucks, with his 1m/11a, but at least that one has some versatility. 'blood boil' is a nerf of a nerf! (8m->7m->7a/0m)
maybe if it was 11a/0m
Quoteanyways, how does this sound for shatterstar's inherent. 'may play any level 6 teamworks'
he needs a good inherent, since he's 23 points, and this reflects the fact that the wiki implies he could get a 6 in e/s/i
what are his stats? make sure not to have people read it as only 6 tw if he has a 7.
5/7/5/5 iirc
granting additional tws shouldn't restrict the fighting 7 he can play
Quote from: breadmaster on July 18, 2013, 07:23:36 PM
5/7/5/5 iirc
granting additional tws shouldn't restrict the fighting 7 he can play
I agree. Seems pretty hard to misinterpret the A.I. when it's worded like that. (but also, 5-7-5-5 is only 22...)
22, of course. that was sloppy on my part
so, testing has revealed that a mephisto card is very powerful
Captured Soul: For remainder of game, Mephisto's team may draw 2 cards when a character on either team is KO'd. OPD
I see 3 solutions
1) leave it as is-mephisto is costly and powerful, and should have a special that cripples the opponent
2) make is so mephisto draws rather than the team-if you ko him, no more drawing
3) make it 'draw 1, keep duplicates'-still useful, but no longer a top tier special
thoughts?
"testing has revealed that a mephisto card is very powerful" -
I am a huge fan of this guy being on par with Onslaught. He needs to have some great specials and deserves to be the #1 target on your team. There are "anti-draw" cards out there to prevent draw strategy synergy if the meta heads in that direction.
My vote is leave it as is :)
ya, people will just start playing the counter team anyways, Tiffany, Wynonna Earp, NightCrawler, Mauraders just so that they can use the LX special and draw twice as many cards as you...lol..
yeah
leave it as is
that's pretty neat, never thought of stacking those 2 cards before (maybe cause I don't have any image ;))
was looking at earp's specials, and this one seemed kind of cruel, considering she has only 3 specials
'Only Wynonna Earp and Target Character may attack, be attacked, or defend this battle. (FD)'
the above card/the copy draw/and a 5any AA. then again they gave the same card to adam warlock who had only 3 cards, but at least he had 2 other attack cards
Character:?
Sabotage weaponry
Play during battle. Shuffle this card face into opponents deck. Once drawn they must place this card. If can not be placed, discard to top of draw pile. when placed, Acts as a level 0 any power attack.
Quote from: BasiliskFang on August 01, 2013, 03:15:07 AM
Character:?
Sabotage weaponry
Play during battle. Shuffle this card face into opponents deck. Once drawn they must place this card. If can not be placed, discard to top of draw pile. when placed, Acts as a level 0 any power attack.
I like the concept, but the execution seems a bit iffy... I have a hard time shuffling one of my cards into my opponent's deck... plus there is the sleeving issue...
do you know about Curse's NF Special?
(http://overpower.ca/cards/specials/297.png)
How about this:
Character:?
Sabotage weaponry (2.0)
Target character must discard one placed card to draw pile face up and one card to dead pile. Shuffle draw pile. Once drawn, opponent chooses one character who may not place any cards frog.
are you looking to make this a delayed effect? I mean, why not simply say,
"Target character must discard 1 placed card. If successful, target may not place any cards for remainder of game."
?
Kinda, I want it to be different.
Kinda like parasite paracide in yugioh.
yeah, that's why I thought my wording was a little different... just not enough? lol
they lose 2 cards when i play it. and are 1 less card in their hand in the battle they draw it in.
3.0:
Target character must discard one placed card to draw pile face up and one card to dead pile. Shuffle draw pile. Once drawn, opponent may not concede that hand/battle.
I really like the idea going here. what if we make it playable from reserve, and give it to hobgoblin! is that enough to make him playable?
i'm thinking non-opd, but a slimmed down version of 3.0. maybe only discard 1. I like the delayed effect too. would the opponent get to keep the face-up card that hand, or is it simply signifying that this is 'the' round, and they would draw a 9th?
No redraw. Discard as unusable or since this special will be non-opd, let them keep it in their hand. Maybe an incentive to discard a decent card, hmm?
And what I'm saying there is they can not concede 'before the battle starts' either.
How about double discard but one goes to power pack?
From reserve would be very fun and interesting.
Quote from: BasiliskFang on August 06, 2013, 01:14:28 PM
No redraw. Discard as unusable or since this special will be non-opd, let them keep it in their hand. Maybe an incentive to discard a decent card, hmm?
And what I'm saying there is they can not concede 'before the battle starts' either.
How about double discard but one goes to power pack?From reserve would be very fun and interesting.
now THAT is very interesting to me! It doesn't really break any game mechanics, since there are lots of cards that tell you to discard to a specific pile, and it has a good risk/reward factor... you might even consider making it a non-OPD, but make it Specific to Special cards (to ensure they don't choose to just pitch a Power card to the Power Pack). how about -
"Target character must discard 2 Special Cards of Opponent's choice, the first to the Power Pack, the second to the Dead Pile. Cards may be placed or in hand."
I figure specifying the order of the discards will help clarify things if they only have 1 Special.
what about a card similar to deadpool's marvels, but playable from reserve?
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. (OM)
is that enough to get hobby into decks, or would he still be left by the wayside
I don't know, a big part of his character was finding osbornes stash and the fact no ne knew who he was.
Maybe one way of another, he can share or gain the ability to play a mate's specials?
Meh.
that would be an interesting card
scavenger: may play any special cards. may be played from reserve. OPD
would that be enough to get hobby some play?
very interesting, so this special makes him 50% beyonder
Quote from: breadmaster on August 16, 2013, 05:19:05 PM
that would be an interesting card
scavenger: may play any special cards. may be played from reserve. OPD
would that be enough to get hobby some play?
ABSO-FREAKIN-LUTELY!! I gotta think that would get Hobgoblin into LOTS of decks!
Identity Adoption: may place and play any KO'd teammates specials FROG. may be played from reserve. OPD
less is more fair.
I like the Omni-special one a lot, but i'll throw another idea out there that is REALLY powerful
scavenger: This Special acts identical to any Special currently on the table. May be played from reserve. OPD
Potential Spoiler alert for those of you who read comics, but haven't read them in a while. This is in reference to events from Amazing Spider-Man #700/ Superior Spider-Man #1-current.
Just a thought, based on the current "Superior Spider-Man" story that Marvel is running, how about a hero card for him. Might slip nicely into this set.
Superior Spider-Man
E:1
F:6
S:6
I:7
I.A. May play any Doctor Octopus and Spider-Man Special cards.
I've been milling over that one for a couple of weeks.
love the card!
there probably won't be much 'new' stuff included, because the set is already huge. also, you'll notice a reference already slipped in with the ock card (name AND effect)
it's a great card for a new expansion if someone wants to undertake it. thanos is also begging for some overpower goodness!
I don't think I saw the post to which you are referring. Can you link it?
you bet
http://www.beenhereandthere.com/SMF/custom-cards/absolute-evil-image-suggestions/
the genius of your character card is that ock and spidey both have passable specials, but nothing too great. once you combine them, you get a playable character
Quote from: breadmaster on January 27, 2013, 05:14:59 PM
DR./DOCTOR OCTOPUS-Superior Foe: Opponent must discard 1 placed card of Ock's choice, and this special immediately acts identical to card chosen. OPD (PC)
OOooohhhh I LIKE this! Totally usable card for Doc Oct.
So now I have been thinking about absolute evils set. I am under the want, to attempt a play test tournament with this set. Can we start finalizing this set up. What exactly is still being debated and can we please have maybe a new post with a correlated checklist. Start finalizing cards and characters lets get it going. So we can announce the first new (new) overpower set since its demise. Please do not misunderstand this, I want no credit. Just want to have it summed up for the end of the year?
What's your thoughts toasty?
OP GOD
i'll work on one big post with all the frontrunning ideas
bios is working on images, and i'm currently shopping around for a printer (hard to find one that is good quality, at a reasonable price for a relatively small print run...~20 sets)
also, just to clarify, this is far from the first overpower set. lots of people have come up with their own stuff. bios' fantastic homemades, legion's stuff, and OPbalance's set come to mind
the following is stuff that isn't 'finalized' yet
INHERENT ABILITIES:
blink 6/6/2/5
expediter 2/6/2/6
sauron 6/6/6/2
SPECIALS:
hobgoblin (we'll probably go with the 'may play any specials, playable from reserve' OPD)
angel: death (need a good solid card for him...8m?)
ASPECTS:
stark enterprises (i'm stumped as to what to use. I like the idea of representing stark's armory, but not sure how to translate it)
Quote from: breadmaster on September 06, 2013, 05:25:49 PM
SPECIALS:
hobgoblin (we'll probably go with the 'may play any specials, playable from reserve' OPD)
angel: death (need a good solid card for him...8m?)
are you talking about an additional Special? how about this?
"Target Character may be Spectrum KO'd with only 2 icons for remainder of game."
essentially, this would act like a "spectrum hit" in and of itself, without the block-ability of any actual icons or numerical value. So, it would still take this card + 2 more hits (3 total), but it makes it tougher to block. It also has the lethality that would be in line with his Death persona...
That card is a kill off for angel. I'd use that as abs opd.
I would also like to see a compiled list of all the new card proposals.
does that angel card have enough oomph? what if it was 'opponent's team' instead of target?
here's a tentative card list (I may have missed some newer changes)
aspects: http://www.beenhereandthere.com/SMF/custom-cards/so-i-was-thinking-about-ultimate-evil/315/
(6th post from the bottom)
specials for existing characters: http://www.beenhereandthere.com/SMF/custom-cards/absolute-evil-image-suggestions/
(1st post)
character cards and specials for new characters: http://www.beenhereandthere.com/SMF/custom-cards/so-i-was-thinking-about-ultimate-evil/450/
(3rd post from the bottom)
Quote from: breadmaster on September 13, 2013, 06:08:29 PM
does that angel card have enough oomph? what if it was 'opponent's team' instead of target?
I don't know, man... that seems too potent... I could see taking this in two directions to dilute it a little:
1) Make the card a non-OPD
2) Phrase it, "Target's team's characters may be Spectrum KO'd with only 2 icons." OPD
The first obviously makes it more potent by proliferation. The second makes it more potent by effect, but still nerf's the card some by making it AG-avoidable.
Thoughts?
my preference would be towards the 2nd option
On an unrelated topic (Sorry Guys). Does any know how to top align text in Photoshop?? I'm creating some Location cards and can't figure out how to top align the Location card name when using Warped text. I know how to make the text go from large to smaller, but can't get it to angle upward and top align. Anyone know how to make this happened? I'm stuck. Thanks guys!
breadmaster; how is this project coming along? Is this still happening or being put on the shelf for now?
Also, have you been in contact with Bios lately? He hasn't posted since late March. Do you know if he ever finished that Spider-Man set?
Bread - same question from me.
I started work on my own set of homemades, and If there's some overlap I wouldn't want to step on your toes. If this is still in process, I'd love it if we could connect on this.
the set is coming along great!
we are zeroing in on a printer, and there's been a lot of testing lately (not very exciting stuff for updates ;))
bios tells me he's about 80% done on the images, and we should have a new set of sample cards from the printer this Friday! I'm not sure about his spider-man set
teesaw, don't worry about stepping on this set's toes. I take no offense, regardless of what you plan to release. homemades are a wide open field, and there's always room for more. what kind of set were you thinking of doing?
Quote from: breadmaster on December 21, 2013, 02:43:12 PM
teesaw, don't worry about stepping on this set's toes. I take no offense, regardless of what you plan to release. homemades are a wide open field, and there's always room for more. what kind of set were you thinking of doing?
I framed out a rough set based on the current marvel "tier one" properties, the stuff that they've got the biggest emphasis on. A few key elements (without hijacking your post, of course)
-Four new missions
-new locations/aspects
-new BU (6/7/8 +4 and a 8+5 OPD)
-new teamwork cards (req 4 and req 5)
-tactic:defend card type (http://www.beenhereandthere.com/SMF/custom-cards/new-card-type-tactic-defend/)
-20 new heroes
-15 variant heroes
I posted in the op online board, but I wish it was open source or something - would love it if I could use opo to play test.
Once the set is a bit further to completion I will post on the boards and get some feedback.
sounds great. love the idea of a big opd basic universe!
opo is still good for testing. you can just use an existing card as a proxy for whatever you want to test
speaking of testing, there's been another contender for the hell's kitchen aspect
undercover cop: opponent must reveal all special cards in hand, and discard one of hell's kitchen's choice
this is a lot different from the 'ffp-inherent' aspect that was tested, but it adds a different flavor. especially paired with ghost rider's AI. do you place the key special, or keep it in hand, vulnerable to the aspect?
another weaker one in testing was big apple's aspect (taunt opd). it was ok, but not good enough to overcome the negative inherent
2 other ideas were floated that keeps the same 'city that never sleeps' idea
-acts as a level 6e/I attack, may be made after opponent concedes the battle
-acts as a level 2e/I attack, each front line character may make 1 additional attack. all attacks may be made after opponent concedes the battle
-something like a DoW, that prevents the opponent for conceding for remainder of game, until some action is taken
Quote from: breadmaster on January 07, 2014, 04:57:12 PM
another weaker one in testing was big apple's aspect (taunt opd). it was ok, but not good enough to overcome the negative inherent
2 other ideas were floated that keeps the same 'city that never sleeps' idea
-acts as a level 6e/I attack, may be made after opponent concedes the battle
-acts as a level 2e/I attack, each front line character may make 1 additional attack. all attacks may be made after opponent concedes the battle
-something like a DoW, that prevents the opponent for conceding for remainder of game, until some action is taken
I've got two ideas:
- For the remainder of the battle, Big Apple team may draw 1 card for each power card used to attack or defend. Drawn cards other than power cards are discarded to the power pack. Do not discard duplicates
- All front line heroes K.O.'d in the current battle may continue to fight and are not discarded until the end of the battle
Quote from: breadmaster on January 07, 2014, 04:57:12 PM
another weaker one in testing was big apple's aspect (taunt opd). it was ok, but not good enough to overcome the negative inherent
2 other ideas were floated that keeps the same 'city that never sleeps' idea
-acts as a level 6e/I attack, may be made after opponent concedes the battle
-acts as a level 2e/I attack, each front line character may make 1 additional attack. all attacks may be made after opponent concedes the battle
-something like a DoW, that prevents the opponent for conceding for remainder of game, until some action is taken
you could take a riff from the Marvels card for X-Men: Original Team and go something like this:
"For remainder of game, or until a character is KO'd, opponent may not concede any battle."
so a bunch of these were tested and they were all pretty underwhelming. this is one aspect where it's better to go overboard than under, since it's not a great team, and the homebase has a negative inherent
hmm...
What about this (reworked from previous post):
- For the remainder of the battle, Big Apple team may draw 1 card for each card played. Drawn power cards are placed in hand; all other cards drawn in this way are discarded to the power pack. Do not discard duplicates.
Some other things that could make this better:
1) the opponent will likely concede on the turn when this is played...maybe allowing it to be placed to the home base will give a lasting effect, since the opponent might be hesitant to make a big venture.
As the player who has this card, if you can keep it until you get to the pp you have an auto-win unless opponent has a dirty trick up their sleeve to block this
2) maybe instead of power cards, it's cards that can be placed to a fl hero and played in current battle...the showing of Cards to the opponent serves to weaken the card, and also reduces the exploit factor when u hold it until the pp
3) not sure how WHW interacts with aspect cards but maybe make it a OPG (is after use remove from the game)
Anyone want to address directly why this card might be over/under powered? A turn that never ends seems like a city that never sleeps to me...
I was going to make a suggestion but another user have said the EXACT same thing in a earlier post
"Looking good. I have a few suggestions:
I'd have Abomination at 5 fighting to allow for a 17 point strength character with an 8 in his grid that can only play strength teamworks. I'd suggest Mephisto swap his 8 and 7 but I think that would make him too close to Malebolgia stat wise so I understand why you have him the way you do. Finally, I think Shatterstar has too strong of a grid. I'd have his energy and intellect at 4 instead of 5 for a total of 20 points.
The specials are looking good, I like the variety and they really seem appropriate for each character. Good job everyone."
thanks for the kind words sunspot!
abomination was switched to a 5f, but I guess I didn't go back and edit any old posts he was listed in
Found these online the other day. Anyone know whos' site it is?
http://justabgkid.com/emporium/absoluteevilmain.html
I've tried to e-mail, but the address is dead.
so testing is going well. the set is really starting to take form, but some of the newer mechanics are still clunky. are the following cards clear, and any suggestions to tighten up the wording are welcome
absorbing man: Absorbing Man or teammate may avoid 1 attack. On Absorbing Man's turn, this special acts identical to card defended, against character of Absorbing Man's choice. OPD
blink: KO Blink and any 1 of Opponent's Characters of Blink's Choice. May not be played if Blink is the last active character. OPD
leader: Play in front of Leader. May be used next battle, or later. Acts as a level 12 Intellect Attack. OPD (the wording has never been clear on this one. the idea is similar to the defensive EBs, in that you charge up a card for later. an attack instead of defense for this one)
morlocks: Morlocks may not be attacked with cards having icons containing values 6 or less for remainder of battle. (this one went through some changes to get here, just want to make sure it's clear now)
psycho man: Next battle, opponent must discard all cards with icons containing values greater than 5. OPD
taskmaster: Opponent must reveal all special cards in hand. Opponent takes turn as normal. This special acts identical to any card revealed for remainder of battle.
outer space: Negates the effect of any one non-special card played by opponent.
Quoteabsorbing man: Absorbing Man or teammate may avoid 1 attack. On Absorbing Man's turn, this special acts identical to card defended, against character of Absorbing Man's choice. OPD
absorbing man: Absorbing Man or teammate may avoid 1 attack. Discard defended card to Absorbing Man's placed cards. Discard during next draw phase if it is still placed.
Quoteblink: KO Blink and any 1 of Opponent's Characters of Blink's Choice. May not be played if Blink is the last active character. OPD
Play as an attack. If not negated Blink and Target are removed from play. May not be played if it would end game. OPD.
Quoteleader: Play in front of Leader. May be used next battle, or later. Acts as a level 12 Intellect Attack. OPD (the wording has never been clear on this one. the idea is similar to the defensive EBs, in that you charge up a card for later. an attack instead of defense for this one)
Acts as a level 0 Any-Power Attack. When moved to permanent record acts as a level 12I attack.
Quotemorlocks: Morlocks may not be attacked with cards having icons containing values 6 or less for remainder of battle. (this one went through some changes to get here, just want to make sure it's clear now)
im not clear on this one.
Quotepsycho man: Next battle, opponent must discard all cards with icons containing values greater than 5. OPD
idk
Quotetaskmaster: Opponent must reveal all special cards in hand. Opponent takes turn as normal. This special acts identical to any card revealed for remainder of battle.
this is gonna be weird. kinda stepping into legion's new wave territory.
Quoteouter space: Negates the effect of any one non-special card played by opponent.
ok
thanks for the feedback
the wording on absorbing man was initially similar to what you proposed, but it was pointed out that it would create an issue with card collection after the game. is it unclear to you the way it's worded now?
the morlocks card is a reflection of the ka-zar one, that stops any attacks greater than 7. so this one stops attacks 6 or under
Quoteabsorbing man: Absorbing Man or teammate may avoid 1 attack. On Absorbing Man's turn, this special acts identical to card defended, against character of Absorbing Man's choice. OPD
Quoteabsorbing man: Absorbing Man or teammate may avoid 1 attack. Discard defended card to Absorbing Man's placed cards. Discard during next draw phase if it is still placed.
Momentary Absorption: Play during battle. For remainder of battle, the next attack made on Absorbing Man's team may be moved to a new target on either team. New target may defend.
Prepared Absorption: Play during battle. For remainder of battle, any 1 attack made on Absorbing Man's team may be moved to a new target on either team. Opponent's team may defend.
that leader one will definitely have to be changed. it's created nothing but confusion. it was supposed to be an offensive version of the EBs. you set it up, and get the benefits later. ah well
those absorbing man suggestions are still the same as the original. the problem as was pointed out to me, at the end of the game, the special will be lumped in with the wrong player's cards. I like the idea of the effect being immediate, as it was originally meant to be. I tried to come up with something where the absorbing man special acts as the shift AND the attack, but it got too wordy. hmm...
Quote from: breadmaster on March 24, 2014, 07:01:30 PM
that leader one will definitely have to be changed. it's created nothing but confusion. it was supposed to be an offensive version of the EBs. you set it up, and get the benefits later. ah well
those absorbing man suggestions are still the same as the original. the problem as was pointed out to me, at the end of the game, the special will be lumped in with the wrong player's cards. I like the idea of the effect being immediate, as it was originally meant to be. I tried to come up with something where the absorbing man special acts as the shift AND the attack, but it got too wordy. hmm...
smart players wont forget where their cards are.
will there be a notification here when the set is finalized and up on facebook?
i'm pretty sure Breadmaster isn't on Facebook, so you'll have to stay tuned to this forum ;)
yeah, I'm not on facebook. you may be thinking of op legion, who I hear is also putting together an evils expansion, great stuff
we're still putting together images and testing. as I said before, it's a long haul, with not many interesting updates
testing has been going great, and the assembly of the cards is well underway
here's a sample of one of my favourites so far (hope I did the link right!)
(http://s23.postimg.org/d24pwlapj/SP019_BUL_CROSSHA.jpg) (http://postimg.org/image/d24pwlapj/)
Quote from: breadmaster on July 06, 2014, 07:05:53 PM
testing has been going great, and the assembly of the cards is well underway
here's a sample of one of my favourites so far (hope I did the link right!)
(http://s23.postimg.org/d24pwlapj/SP019_BUL_CROSSHA.jpg) (http://postimg.org/image/d24pwlapj/)
i like this link
Quote from: breadmaster on July 06, 2014, 07:05:53 PM
testing has been going great, and the assembly of the cards is well underway
here's a sample of one of my favourites so far (hope I did the link right!)
(http://s23.postimg.org/d24pwlapj/SP019_BUL_CROSSHA.jpg) (http://postimg.org/image/d24pwlapj/)
not bad at all.
yep, all visual credit goes to bios though, I have very little to contribute artistically
another one I liked
(http://s4.postimg.org/5q2wn2ugp/SP038_HYD_TWOMORE.jpg) (http://postimg.org/image/5q2wn2ugp/)
Quote from: breadmaster on July 07, 2014, 05:57:11 PM
yep, all visual credit goes to bios though, I have very little to contribute artistically
another one I liked
(http://s4.postimg.org/5q2wn2ugp/SP038_HYD_TWOMORE.jpg) (http://postimg.org/image/5q2wn2ugp/)
who doesn't the hydra card just say discard this card to DC pile. then draw any 2 cards from DP not usuable by hydra.
These look great! Any idea when we can start putting our names in for sets?
it's still a few months away, but things are starting to take shape!
(http://s16.postimg.org/d915wujvl/SP013_BLI_LEADERS.jpg) (http://postimg.org/image/d915wujvl/)
These cards look AWESOME, and seems all very useful (of the ones I've seen so far). Just wanted to say great job and I cant wait until they are ready for play!
if everything goes smoothly, hopefully the set will be ready by the end of September
*fingers crossed*
here's another one I like, with a new mechanic. I love how Osborn is so relaxed in the image, different from the flex-posing with clenched teeth
(http://s9.postimg.org/wcmo7nwnv/SP033_GRE_OSCORPS.jpg) (http://postimg.org/image/wcmo7nwnv/)
Quote from: breadmaster on July 15, 2014, 04:52:34 PM
if everything goes smoothly, hopefully the set will be ready by the end of September
*fingers crossed*
here's another one I like, with a new mechanic. I love how Osborn is so relaxed in the image, different from the flex-posing with clenched teeth
(http://s9.postimg.org/wcmo7nwnv/SP033_GRE_OSCORPS.jpg) (http://postimg.org/image/wcmo7nwnv/)
i had a simialar card called stark expo.
yep, iirc, it was you who suggested that card for norm
Quote from: breadmaster on July 16, 2014, 06:51:51 PM
yep, iirc, it was you who suggested that card for norm
yay me, my idea is included!
I haven't been about on here for a little while so I'm glad I haven't missed out on this project. The cards you've posted so far look fantastic.
thanks for the kind words!
here's another
(http://s9.postimg.org/8qtt7nkln/SP006_ABO_TANKTHEv1.jpg) (http://postimg.org/image/8qtt7nkln/)
What design are you using for the backs?
bios came up with the design. it's supposed to be rocky like the onslaught border, and brick-y like the monumental one. I'm not sure if he pulled it from somewhere, or designed it himself
he means the back of the card, will it be spider-man vs logan?
Breadmaster should use this one :D
(http://i.imgur.com/UUiTPY9.jpg)
thats pretty sick and fresh. wow great work
ah yes, apologies for misreading your question garose
the original samples that chuu's friend printed for us had no backs, so chuu was kind enough to construct that as a temp. it turned out so well on the samples, that it's the leading contender for the cards!
Thats a sweet looking card back
Hi All,
Just back from Columbus, great event and great seeing some old faces back in the game. Most of us old timers kinda realize the only way to keep the momentum of this game and its unique fanbase moving forward is we will have to a) look at revamping the mass of rules together coherently b) do our own card releases that address some of the imbalances in the game.
So yes, most of us are interested in an Ultimate Evil set. However, I am concerned about balance issues. The collective feeling after the Friday night event in Buffalo was that DCIII wasn't really balanced, it needed way more playtesting.
So I'm also concerned with Ultimate Evil. It's hard to be critical here, obviously a lot of work went into these current and future releases, thinking about cards, mechanics, selecting artwork, getting it printed. But if a set is broken it will get relegated to use in a "Friday Night" event, and won't enter the mainstream of the game. That is what most of us want, cards we can use in the core game, so we can keep the game moving forward.
For example: The Blink KO card should not be used to end a game. That has been a principle in OP from day one. I'd also suggest characters with an inherent are immune, since one-shotting Beyonder ain't cool, OR make it opponents choice. The Osborne Draw 3 card. You need to look at its average venture per card vs. a Draw 3 or a Draw 4 with a cost. Even after two-hands its way, way better.
So if we could get a set of test cards out in time for the OverPower Championship in October, this might be a good time to test a potential Ultimate Evil set with a good group of players. I can't speak for everyone, but I'm certainly up for that.
PtG
Quote from: chuu on August 03, 2014, 09:52:15 PM
Breadmaster should use this one :D
(http://i.imgur.com/UUiTPY9.jpg)
Just Wow!
hey ptg, thanks for the thoughts
regarding 'oscorp sponsorship', play testing has not revealed this to be imbalanced at all. there are enough drawbacks that keep the card in check. a big one is that you have to use green goblin, and he's just not that good!
the blink card has also proven to be powerful but balanced. it's greatest impact is from a battlesite, but doesn't to be any greater that other negate-only cards that can end the game
of course, testing can only reveal so much when there's so many cards to look at, and a limited number of players involved, so if you have any decks that you believe can be game-breaking, post em on here, and we'll give em a look. or you could test yourself and report how the results look (most of the evils characters have really bad cards that can be used as proxies for the new ones, just more of a pain with the 10 new characters)
Hi,
I believe Hot Rod and others have asked for an updated checklist of all the proposed cards. Given that list, we're happy to playtest same in detail. The October event might be a good framework to playtest a lot of these cards, as we did with DCIII. Again, I'm of the opinion that in order for a set to enter the mainstream we have to work hard at breaking it. Playing with a good cross-section of all the current players is way better than the local crew of players IMHO, as the teams will be way more creative, and don't suffer from deck design "blindness". Again, I'm concerned with a card that can oneshot a 28 point character in exchange for an 18 point character, so please convince me otherwise re the balance issue.
PtG
yep, the links are here, 5th post from the bottom
http://www.beenhereandthere.com/SMF/custom-cards/so-i-was-thinking-about-ultimate-evil/525/
how can I convince that the card tested as balanced? it was tested, and it did not appear unbalanced. do you have a specific threshold for when a card becomes broken? we simply played with the cards, and addressed the problems as they revealed themselves (ex, original hydra text and the mephisto opd)
Don't take this the wrong way, breadmaster, because it's not meant to offend; I think the concern a handful of people have expressed in the Ultimate Evil threads is related to both the limited playtesting (I would suggest having at least a dozen people test these cards in an attempt to 'break' them before setting anything in stone) and the one sided control over the abilities of the cards themselves.
Now, if this is a set like DC3 that is meant to be used for fun in casual play with friends or whatever, then I don't see any issues with the cards. This is primarily your project (with Bios assisting on the artistic side), you've put in the most work and it should come down to your final word, just like Overpower Legion on Facebook, who created sets like DC3 and supplied them to the community for free.
On the other hand, if your intention is to have these cards be deck eligible in the tournaments that are organized on this site (OP Cup, etc.), this shouldn't come down to one person making the final call on the card abilities. I've seen a handful of requests from BigBadHarve and Pass the Gestalt requesting the list of card candidates, so that the group can playtest them in a similar manner to DC3. It would be in the best interest of the thriving, yet small, OverPower community to come together and agree in a democratic process as to which cards should make the final cut.
The interest is there, and at some point soon, this game will require new cards and characters. The DC3 set is a ton of fun, but there is certainly balance issues. I think the character grids are much improved across the board, and they should really be taken into consideration to be allowed into tournament play. It would be a start, at least. With new cards, this game could get an injection of life and might even attract people who have never played the original OverPower. While I haven't been able to attend a tournament yet, I do live in the Buffalo area, and I can tell you first hand that there are quite a few people that would be interested in coming back to OverPower if there was new content accepted by the current community.
This set could be the first step, but in order for that to happen, I think at least the Toronto/Buffalo group needs to get together and playtest the heck out of the card list, and make adjustments where needed. I hope everything works out and appreciate the work breadmaster and bios have contributed to Ultimate Evil so far and another shout out to bios for his custom card sets (I'd still love to get a link to that Spider-Man set, if it's available). Just my thoughts...
I can't provide a comprehensive list, because I don't have one. what I had was a sheet of paper that had the post numbers for each character, but that is long gone
with regards to testing, anybody can test anytime, and it would be fantastic! just report the results here
here's a new one
(http://s8.postimg.org/xjpb5wei9/SP053_LIZ_SWAMPLA.jpg) (http://postimg.org/image/xjpb5wei9/)
This where play testing would be a good thing. This says for remainder of game BUT is not opd. Also it only takes one hit. There has to be at least one PC follow up on a TW. It would be nice to have in play to handle the bold few that use basic universe cards to make a 10+ attack to 'go over the top' of AD specials that block 1-9 attacks. Looking forward to the release!
My guess is without the input from the OverPower community, or at least the Toronto/Buffalo guys that get together on a consistent basis and manage the new rankings and tournaments, this set will just be used for 'fun' play like DC3, and will not be legal for tournament play. The cards are looking very nice, so far, and it'll be interesting to see the final product, but I do hope that one day soon, new cards can be introduced into the tournament scene.
I vowed to keep my head out of this set, however, I can only agree with TGW. I IMPLORE YOU BREADMASTER. Take the couple of hours to compile your list and release it. Then we will play test it, before you go through the hassle of printing sets. We could have an amazing set that you have invested so much time in. With enough play testing. We could eventually petition it to be a tournament worthy set. However, as stated if this set is just released without input. I can probably say with all certainty it would never see the light other then in fun games.
How is bios making the cards if he doesn't have a list to work off? Is he scrolling through old posts?
If so can he compile the ones he has already made ?
M
OP GOD
i agree, if this much time energy and work has been already done, take a few more little steps to work out any kinks.
might as well make something that is going to last
I've never been implored before!
bios is working off an excel spreadsheet that was literally copy/pasted from those links I provided a year ago
I just went back, and edited the 3 posts with about a dozen changes, so they are now up to date (I didn't bother changing the special card names, but a few of those will be different).
the site won't let me post a list with all 3 together (it exceeds the character limit/post) .here are the links again
aspects: http://www.beenhereandthere.com/SMF/custom-cards/so-i-was-thinking-about-ultimate-evil/315/
(6th post from the bottom)
specials for existing characters: http://www.beenhereandthere.com/SMF/custom-cards/absolute-evil-image-suggestions/
(1st post)
character cards and specials for new characters: http://www.beenhereandthere.com/SMF/custom-cards/so-i-was-thinking-about-ultimate-evil/450/
(3rd post from the bottom)
as a one-time special, I will even offer to copy/paste those lists into a notepad file, and send them to anyone who really wants them, but can't spare the 60 seconds to do it themselves. just send me a PM with your email
I will try and playtest as many cards as I can. :) It would be nice if this would become a tournament legal set :) We might see new decks and more variety. Who knows? :)
P.S I disagree with some effects but hey, that is just me :P
here's another new one
(http://s14.postimg.org/lagcm0mt9/SP043_KLA_WAKANDA.jpg) (http://postimg.org/image/lagcm0mt9/)
Hurry up and take my money! :D
I love seeing art match my minds concept for some of my card suggestions! If this set is printed, I will pick it up for sure!
Quote from: breadmaster on September 15, 2014, 06:27:56 PM
Shere's another new one
(http://s14.postimg.org/lagcm0mt9/SP043_KLA_WAKANDA.jpg) (http://postimg.org/image/lagcm0mt9/)
thanks for the encouragement
originally, I thought searching for images would be a drag (since there are over 150 unique ones), but it actually turned out to be quite fun...still time consuming though
sometimes you'd find an image that fit the text perfectly, but was low quality. sometimes it was a great image, but didn't match the text. other times, we just changed stuff around. an example of that is the lizard image I posted earlier on this page. you called it 'twitching distraction' which I adored, but I could NOT find an appropriate image. it was suggested to change it into a universe absorbing EB, which makes it different, and matches a beautiful image, with a fitting card name for the character
love when it works out like that!
Quote from: AO user on August 13, 2014, 09:57:48 PM
This where play testing would be a good thing. This says for remainder of game BUT is not opd. Also it only takes one hit. There has to be at least one PC follow up on a TW. It would be nice to have in play to handle the bold few that use basic universe cards to make a 10+ attack to 'go over the top' of AD specials that block 1-9 attacks. Looking forward to the release!
so
a lot of EB specials are that way
another issue came up during testing with psycho man's card
PSYCHO-MAN-Microverse: Next battle, opponent must discard all cards with icons containing values greater than 5. OPD
an unintended consequence was that opponent must discard placed cards, as well as hits in the user's permanent record. it seemed kind of strong, but any thoughts are welcome
ideas:
change it to 'discard from hand...'
change it to 'discard placed and from hand...'
leave it as is
it was awesome seeing a psycho man deck at the tournament yesterday!
also, seems as good a time as any to post the image for that one
(http://s15.postimg.org/6umuvp11z/SP074_PSY_MICROVE.jpg) (http://postimg.org/image/6umuvp11z/)
That looks like a'big boy card. Negate only, right? Cuz it's not targeted attack so no avoids. I think from hand would be enough. Placed are vulnerable ti penance stare, raza or witch/ iron man's IA. Btw nice meeting you! -john
great meeting you as well!
I'm also leaning towards your thoughts on the card. you are correct that it is negate only. it's worded in such a way, that it plays like an event for next battle. it's worth nothing in the hand you draw/play it, but once you see those discards next discard phase, you can venture big to capitalize.
a similar card is the puppet master one (opponent may not play activators next battle). the problem (i think) is that a front line character can still negate that card next battle, allowing them to keep the activators in hand. getting 2 battles to negate a BBC (I'm really digging that acronym btw!) seems to take the bite out of it...not to mention that currently the majority of tournament decks are any heroes.
anyway, that's a long way of saying that i agree that it should be 'discard from hand...'
Snap. I didn't catch the effect on activators:ALL of them are icons of 5 or greater. But meta 95 suggests you can't negate in battle after played. From lil cyclops wiki "Meta #95 Specials which affect how things occur in the next battle prior to the Battle phase (e.g., before placing begins in the next battle) can be negated in the battle in which they are played. Once the next battle begins (and the effect has already taken place) the Special is no longer in play (it is discarded to the Dead Pile) and cannot be negated. Specials which last longer than the placing phase can still be negated." The ability to place instead of discard would take some of the sting out of it but if you already have specials on everyone already that's a big ouch.
yeah, that's why it was specifically worded with 'discard'. otherwise they could keep the cards in hand if they had access to a negate that battle
also, 5s are ok with that card. I was worried about that being unclear. perhaps it should be worded '...with values greater than or equal to 6'?
here's another one that I loved. is the wording clear on it?
(http://s2.postimg.org/5nvdz6ucl/SP023_DOO_SUPERIO.jpg) (http://postimg.org/image/5nvdz6ucl/)
maybe you could say, this special acts identical to the discarded card.
It's spontaneous combustion + power mimic. Chuu's idea about power mimic text seems on point. This forum needs a like button.
Is there a photobucket, pinterest, instagram, or picasa web album that has all of the Ultimate Evils cards that you've shared to date?
(Picasa Web is probably the easiest, because all you need is a gmail account, and you dont have to sign up for anything new...and you can limit the sharing to a specific album).
I'm happy to help with set-up if needed.
The Doc Ock card reads fine to me as-is. The "card chosen" is the card Doc Ock chose to be discarded.
My question is: Any ETA on the Ultimate Evil set? I realize things get can get bogged down in play testing, and its a lot of work to make everyone involved happy, or more aptly less-unhappy, with each card. I applaud the effort so far and antici........pate its completion.
this is another one I really dig due to the marriage of image/name/effect
(http://s12.postimg.org/4dsk47x89/SP075_PUP_BEHINDT.jpg) (http://postimg.org/image/4dsk47x89/)
justa: it's hard to give a date. I was aniticipating getting them out this fall (2014), but people wanted more time to test. there's yet to be any imput, so who knows. production has started chugging again on the art side, so we're still alive. I've also been logging the hours testing away.
as for tee's question, we have chatted about this, and the completed cards are in a dropbox account that is bios', so it's not really my decision to release them.
Thanks for the update, breadmaster. And thanks to all involved, for the 10 cards you've shared with us so far, and all the rest of the set to come. I know this has been years in the making, so a few more weeks/months ain't no big deal, really. Maybe when this set is out, bios will get to finish up and publish his Spiderman set.
Merry Christmas to all!
OP Lives!
yeah, it's been a long haul. there have been some creative and ambition droughts along the way, but overall it's been a fun experience
here's another one of my favourites. along with his negate, this would bump morbius into A LOT of decks (though one particular player has always backed him!)
(http://s9.postimg.org/rzfczxn6z/SP067_MOR_MIDNIGH.jpg) (http://postimg.org/image/rzfczxn6z/)
always like seeing those less known characters making it onto cards
ive always liked overpower morbius
Are any of Legion's Ultimate Evil cards being integrated into this set? Has he had any input?
I'm pretty sure that they are totally different sets and the creators are not collaborating.
Quote from: chuu on January 01, 2015, 09:22:13 AM
I'm pretty sure that they are totally different sets and the creators are not collaborating.
With all of these great custom cards being made by people like Bios, OP3, teesaw and yourself, it's a shame you don't all collaborate and make some new sets and updated cards.
That's exactly what this Ultimate Evil thread is all about! Go back and read from the beginning. A group of people had an idea, enlisted the help of every one and any one on the forum to participate, and designed a set of Ultimate Evil cards that will (hopefully) be accepted by all the way the Marvels are. When play testing is completed, I'm sure the rest of the cards will be posted as well.
Quote
With all of these great custom cards being made by people like Bios, OP3, teesaw and yourself, it's a shame you don't all collaborate and make some new sets and updated cards.
bios designed the special card borders, and finished just under half of the artwork for the cards. teesaw and drsleepless are stepping in to assist with aspect/character card designs. chuu designed the back of the card (and hooked me up with a printer!), as well as helping me refine the image choices for specials. and it's a good thing too, cause as I've stated before, I'm just not artistically inclined.
on the other hand, I do know what I like, and here's another example
(http://s28.postimg.org/pr6trlvg9/SP055_MAG_MAGNETI.jpg) (http://postimg.org/image/pr6trlvg9/)
I love how strong this is. magneto will draw a lot of premature concedes with it
good card
Is bios actually creating the art himself?
Also, why the decision to create a new back?
Quote from: justa on January 01, 2015, 02:06:48 PM
That's exactly what this Ultimate Evil thread is all about! Go back and read from the beginning. A group of people had an idea, enlisted the help of every one and any one on the forum to participate, and designed a set of Ultimate Evil cards that will (hopefully) be accepted by all the way the Marvels are. When play testing is completed, I'm sure the rest of the cards will be posted as well.
I know what the basis for Ultimate Evil is, I have been following it since the idea was first brought up. The point I was trying to make was that with all the talented people making custom cards on here, rather than have several people making the same custom Characters. It would be good if there was more collaboration between the different customizers so that some of the 100's of characters that have yet to be seen in OP are made. The comment was a general observation about custom card sets not just about UE.
I apologize for the misunderstanding.
While I agree in sentiment, I don't think it's really possible on a grand scale for all the un-official characters without some kind of central authority. OverPower groups are too scattered, and many people have their own idea for a character to the exclusion of other's ideas. This leads to multiple versions of the same characters and specials, which can sometimes be totally incompatible. I've seen the character card for Abomination in 8 unique grid combinations, the constants being an 8 Strength and no IA. The creator's view of the character fills in the rest without an "official" status. Who's to say what's "right"?
And quite frankly, to have a comic-characters hobby at some of our ages, I'd wager that a LOT of us are highly individualistic anyways.
But I DO enjoy seeing all those differences in opinion, and trying to understand how they relate back to the "real" histories and abilities of the characters.
OP LIVES!
Quote from: garose74 on January 02, 2015, 11:12:56 AM
Quote from: justa on January 01, 2015, 02:06:48 PM
That's exactly what this Ultimate Evil thread is all about! Go back and read from the beginning. A group of people had an idea, enlisted the help of every one and any one on the forum to participate, and designed a set of Ultimate Evil cards that will (hopefully) be accepted by all the way the Marvels are. When play testing is completed, I'm sure the rest of the cards will be posted as well.
I know what the basis for Ultimate Evil is, I have been following it since the idea was first brought up. The point I was trying to make was that with all the talented people making custom cards on here, rather than have several people making the same custom Characters. It would be good if there was more collaboration between the different customizers so that some of the 100's of characters that have yet to be seen in OP are made. The comment was a general observation about custom card sets not just about UE.
I had a very long written response to this. Unfortunately, I hit the back button, and lost it all.
Type it again! We got time! :)
In the meantime, as bread mentioned in a previous post, I've volunteered to assist with this project - Because bios has been wrapped up with other things, we've taken the time to reverse-engineer his special card template. Please evaluate the below comparison and provide any feedback you may have. If the feedback is mostly positive, I'm going to pick up where bios left off, and I won't be re-creating the stuff that's already finished, even though they cards will be slightly different. What do you guys think?
The major difference that I can spot is in the icons, and I'm more than happy to upgrade the icons in my template to use bios's, which seem to be a bit better (and something happened to my fighting fist's thumb...)
(https://lh5.googleusercontent.com/-s-k8W19u3_g/VKbhtLR9S6I/AAAAAAAAERw/TeC1QK9zFuE/w250/Abom_Brawler_Bios.jpg) (https://lh5.googleusercontent.com/-LabU8LgpdEY/VKbhtbkSpZI/AAAAAAAAER0/LfVlDbfWvWc/w250/Abom_Brawler_TS.jpg)
I guess my question really is, do these pass as being from the same set, if you get a box of specials and 1/2 are like the one on the left and 1/2 are like the one on the right, do you stamp your feet and jump up and down about it, or do you accept is as all being part of your love for a 15-years-defunct card game?
I think it looks pretty darn close. I'd have no problem with the slight differences.
I recommend leaving the corners square on the .picture file. Either way requires corner cutting, and it make the file picture look cleaner (to me) and more consistent. (See other UE specials that have been released.)
Very nice work teesaw :) i would accept the changes :) wouldn't it be easier to start from the beginning if you're worried that people will complain? i know the set is about 200 cards, but we've only seen about 20. So couldn't you go back and remake the 20 that have been shown? i'd be ok either way anyways...just saying...
Quote from: chuu on January 02, 2015, 01:54:47 PM
Very nice work teesaw :) i would accept the changes :) wouldn't it be easier to start from the beginning if you're worried that people will complain? i know the set is about 200 cards, but we've only seen about 20. So couldn't you go back and remake the 20 that have been shown? i'd be ok either way anyways...just saying...
I've been very fortunate to have been allowed a peek behind the curtain...I can tell you that there are more than 20 cards finished.
Looking at the two cards side by side they look good to me. Though I agree with you that it might be worth using Bios' icons as that is the only thing that stands out.
Quote from: garose74 on January 02, 2015, 02:22:34 PM
Looking at the two cards side by side they look good to me. Though I agree with you that it might be worth using Bios' icons as that is the only thing that stands out.
Does anyone have a line on where I can find those?
From the looks of it, they're not the ones that are posted for download on Jack's site. I get the sense that Bios is an actual graphic designer (I'm an accountant, and I know nothing about drawing original art) and these icons might have been his original work.
If anyone knows, please share. Otherwise, I'll build the cards with the icons I used on my original set, and we can swap them out as needed.
i'll send you my Icons which where made by taking pictures of icons on cards and then photoshopped.
I have copies of all of Bios sets if that helps. You should be able to get usable icons off of them, if you wish to use that option.
Is there a public list of new characters in this set?
I would love to see X-Men villians Toad, Pyro and Avalanche!
Quote from: Wolverine1 on January 06, 2015, 10:56:30 PM
Is there a public list of new characters in this set?
I would love to see X-Men villians Toad, Pyro and Avalanche!
The only characters added in this set are the "missing" characters from location cards.
Klaw, Sauron, Mephisto, Abomination, Lizard...
Am I missing one?
10 'missing' characters
the 5 tee mentioned, plus: blink/shatterstar/expediter/silver samurai/viper (serpent society clone, no specials)
plus 6 specials for warlock
to wolverine: bios was not actually drawing the art for the cards, just assembling the pieces necessary
This had fallen to page 2, & its been another 6 weeks since the last post, so I justa thought I'd ask how progress is going on the set.
A few years back I put quite a few hours into design/playtesting these characters and special cards .... Interested in seeing a final product!
yeah, mostly its been a lot of testing recently. it's not something that makes for very interesting updates, but i'll try to keep adding images periodically.
here's another one of the blinks that I love
(http://s8.postimg.org/x5kpwq901/SP012_BLI_EXILE.jpg) (http://postimg.org/image/x5kpwq901/)
Thanks, breadmaster.
here's one that's gone through a bunch of testing
(http://s10.postimg.org/6mrn3fvz9/SP079_SAB_DANGERO.jpg) (http://postimg.org/image/6mrn3fvz9/)
we tested it as opd/non-opd, and level 1/2/3, with 1/2/3/4 icons. this seems to be the most popular version. it has a ton of oomph (up to 4 attacks), but slight drawbacks
I think the game needs more attacks from reserve. Hawkeye yes but most of rest are defend defend defend & that includes sabretooth! An FE from reserve is exciting!
not a fan of the -2
-1 i think would be better
Cool, breadmaster. I like the mechanic - possibly 4 attacks at once! I can see why the "minus 2" to nerf it down. Seems a little risky, though. You shoot your load all at once, it gives the opponent the opportunity to do the same back (1 at a time) with little left over for defense. Nice give & take.
thanks for sharing.
Quote from: justa on March 03, 2015, 09:36:28 AM
Cool, breadmaster. I like the mechanic - possibly 4 attacks at once! I can see why the "minus 2" to nerf it down. Seems a little risky, though. You shoot your load all at once, it gives the opponent the opportunity to do the same back (1 at a time) with little left over for defense.
He said it was dangerous!
I wanna suggest a new special. It's probably broken but I thought of it during the tourney today (K2). I was waitng for my event to appear & it/they refused to show up. So the special is related to Malice special " go through dead pile and choose a special and play it immediately." I'd like to see a special that "goes to draw pile choose event & play it immediately. ". Or "do to KO'd player pile choose an event ( that's already drawn/ played and or discarded ) and play immediately". Opd if it's not broken from start? Who should get it? Or maybe any character? Or like Beyonder for battle sites: any activator EXCEPT Beyonder can draw it instead but every battlesite may use it as a opd
I'm just venting my spleen but it sounds intersecting . Thanks for your time
Oh those pesky events, when they show up they are great! When they don't and your deck is geared around them it's the worst. You know what I actually hate the most? Drawing an event and drawing the one you NEEDED for the replacement draw...
Quote from: AO user on March 14, 2015, 08:16:35 PM
I wanna suggest a new special. It's probably broken but I thought of it during the tourney today (K2). I was waitng for my event to appear & it/they refused to show up. So the special is related to Malice special " go through dead pile and choose a special and play it immediately." I'd like to see a special that "goes to draw pile choose event & play it immediately. ". Or "do to KO'd player pile choose an event ( that's already drawn/ played and or discarded ) and play immediately". Opd if it's not broken from start? Who should get it? Or maybe any character? Or like Beyonder for battle sites: any activator EXCEPT Beyonder can draw it instead but every battlesite may use it as a opd
It sounds like a fair idea on the surface, AO. The Wolverine/Longshot OB cards allow doing that with an Aspect after a successful attack, why not an Event? Only play testing can tell. But its probably not something to try for in this set, as they're into play testing already.
OP is full of unbalanced cards. What is the DoW equivalent against Any Character decks? (People have tried.) Other than the Ultimate Nullifier, what can touch an Artifact once its in play? And where is the negate for Aspect cards that last for remainder of game, like there is for Specials? And, to try to be open-minded, SHOULD there be these type of cards? This is fodder for justa whole 'nutha thread.
that event search is definitely interesting, but I imagine it would be a bear to test. there are a ton of variables. I heard some thoughts about allowing event effects to take place during battle, so if that was ok'd, it would be a simpler place to start
about the sabretooth card, we tried to balance positive effects with negative ones from the standard FE (3+2 attacks). with sabretooth, you get an extra attack, and multi, but the two drawbacks are that it is a level 2, and the -2/attack. the -2 symbolizing that fact that even if sabretooth is on your team, you can't trust him, and have to divert a portion of your focus on him.
the final balance was to be playable from reserve/opd, but testing revealed that it wasn't powerful enough. non opd also makes it a pretty sweet battlesite card
next up is a mephisto card that underwent a lot of testing
(http://s15.postimg.org/69ojd6v0n/SP060_MEP_CAPTURE.jpg) (http://postimg.org/image/69ojd6v0n/)
this card is POWERFUL, but the feeling was that mephisto is already 23 points to use, so having a killer card didn't unbalance things
Quote from: breadmaster on March 18, 2015, 04:55:42 PM
(http://s15.postimg.org/69ojd6v0n/SP060_MEP_CAPTURE.jpg) (http://postimg.org/image/69ojd6v0n/)
this card is POWERFUL, but the feeling was that mephisto is already 23 points to use, so having a killer card didn't unbalance things
Are you sure "POWERFUL" is a strong enough word, breadmaster? It certainly seems to make Mephisto a primary TARGET.
2 questions on the wording ("Mephisto's team", rather than "Mephisto"):
1) Since the team draws the cards, do they draw 2 when Mephisto is KO'd?
2) Does the special go away when Mephisto is KO'd?
My own intuition says the answers should be 1) NO and 2) YES, based on the same reasoning. It is Mephisto capturing the souls, not the team. (Unless you've got Neron or Malebolgia on the team, but that's a whole different mechanic...)
If my answers are correct, the card would probably be better worded "Mephisto" without the "'s team".
Great card, breadmaster. My thanks to you and all those working on them.
yeah, she's a doozy!
it is the team that draws, so the card remains after his ko. even though we've tested this card in dozens of games, the absurdity of mephisto collecting his own soul was never brought up...thanks!
not sure whether to change the wording, or leave as is. it will definitely be wordier if changed. do you think simply adding '...draw 2 cards when ANOTHER character on either team...' is clear enough, or should it be something like '...either team is ko'd, except mephisto. discard if duplicate.'
Quote from: breadmaster on March 19, 2015, 05:50:32 PM
it is the team that draws, so the card remains after his ko. even though we've tested this card in dozens of games, the absurdity of mephisto collecting his own soul was never brought up...thanks!
not sure whether to change the wording, or leave as is. it will definitely be wordier if changed. do you think simply adding '...draw 2 cards when ANOTHER character on either team...' is clear enough, or should it be something like '...either team is ko'd, except mephisto. discard if duplicate.'
on third or fourth thought, the existing wording works as is, and the effect is the same as what you describe above, IF you look at it in the right way. as it reads, it translates to me that Mephisto's soul inhabits another team member when he is KO'd. it loses the raw ability it had (grid) and most of its magic powers (specials), but it retains the power to obtain souls.
my thought was that it was Mephisto capturing the souls (non-transferable to teammate), so the effect should leave when he leaves, and the team gets nothing for him. but that disagrees with your stated intent, and the effect that has been play tested. my thought seems to require deleting the word "team" and the "apostrophe s", and possibly changing the word "a" to "any other" to clarify that it doesn't pertain to when he is KO'd. but that may nerf it too much from what's been tested, so i'm not hard over on changing it.
like most everything else in this wonderful world of OverPower, it all depends on how you choose to look at it. OP LIVES!
this wasn't the clearest image, but it worked with the effect
(http://s18.postimg.org/5om65a8vp/SP072_ONS_MUTATED.jpg) (http://postimg.org/image/5om65a8vp/)
do you think the text should stay as is, or more in line with goblin queen's card (discard this special when KO'd to draw 3 cards from pp)?
Seems fine as it. I think, unless a Special says different, the Special goes away when the using character is KO'd if its not a hit on someone.
This card kinda makes Onslaught "damned if you do, damned if you don't" as to whether to attack him first or not. I can envision him being used much more with this card.
Justa
Cards do not always leave when ko'd
Invisible woman conceal is a great example
M
OP GOD
OP GOD: As I said,
Quote from: justa on March 26, 2015, 09:06:16 PM
unless a Special says different
Conceal specifies "for remainder of game".
I do realize a general rule of OverPower is the rules are the rules unless something says different, and there are exceptions to just about every rule.
Since the effect of the card happens "when Onslaught is KO'd", I seems only natural to me that the card goes away when the effect takes place, and adding "discard this card to" seems superfluous.
Quote from: justa on March 27, 2015, 09:55:51 AM
I do realize a general rule of OverPower is the rules are the rules unless something says different, and there are exceptions to just about every rule.
Since the effect of the card happens "when Onslaught is KO'd", I seems only natural to me that the card goes away when the effect takes place, and adding "discard this card to" seems superfluous.
I think this sort of thing is what makes aspects of the game confusing and consequently, why cards should be more specific. Many cards seem to have "intuitive" or "natural" interpretations, but because of how those cards interact with or compare to other cards, the intuitive/natural interpretation is not how the card ends up working. For example, imagine if the Goblyn Queen card did not have the "discard after after KO'd clause" (call this the alternative-reality card). With the alternative-reality card one could argue that Goblyn Queen could be resurrected an indefinite number of time. Based on the wording of the legacy card, it is clear to us that this is not what the designers intended. However, if the alternative-reality card were the one we were given, we would have no way of truly knowing the intended function of the card.
Going back to the Onslaught card, because the current version of the card does not say to discard the card when Onslaught is KO'd, the wording is ambiguous as to whether the effect should happen a second time should the conditions be satisfied (e.g., Onslaught is KO'd a second time after Mad God Raises Dead event or Morph's Substitute Death.) Since the intended function of the card is that it only occur once, I think it would be much less ambiguous (and much safer) to include the "Discard when KO'd" clause.
MHC: Point made, and conceded on this end.
breadmaster: I withdraw the first two sentences of my post from yesterday.
QuoteMHC: Point made, and conceded on this end.
Justa: please don't take my argument personally (if you have, my apologies for coming off that way).
Until recently, I was only annoyed a minor amount by the OP rules and the errata that existed for various cards and mechanics (e.g., meta-rules). Having played MtG competitively for a very long time (which has a lot of errata), the rules for OP seemed relatively tame in comparison. However, I have been teaching other people how to play OP and that experience has revealed that there are
a lot cards in this game with ambiguous wording.
Here is one example that has come up with every person I have taught: Cable's Body Slide ("Avoid 1 Attack") versus Beast's Analyze ("Negates the effect of any 1 special played by opponent"). Experienced players know that Cable's Body Slide can only be used to defend Cable and that Beast's Analyze can be used to defend anyone on Beast's team. This is partially because we have seen specials like Spawn's Protector of the Innocent where the special states "Spawn or teammate", i.e., we have intuited that Cable's Body Slide only protects Cable. However, there is nothing on Cable's Body Slide or Beast's Analyze that makes the distinction between those two specials obvious. Consequently, every person I have taught has at some point thought that Cable's Body Slide can defend anyone on the team (because it would then act like Beast's Analyze) or they have thought that Beast's Analyze can only be used to defend Beast (because it would then act like Cable's Body Slide).
Given the wording on the cards, the above confusion is completely warranted. Yet, it could easily be avoided by changing the text on Cable's Body Slide to "Avoid 1 attack made against Cable". For some of us (myself included), those extra three words are going to seem redundant. However, those extra three words are a very minor cost to pay for making it easier for other people to pick up the game and understand how cards work. I also think that adding more precise wording to cards would remove the need for much of the errata that exists. For example, if Mr. Sinister's Cloning Process was changed to "Play in current battle. In the next battle, Mr. Sinister's team does not discard duplicates during the Discard Duplicates phase", then we would avoid the confusion about discarding duplicates if a Draw 3 is played in the next battle.
Unfortunately, we cannot replace the wording on old cards (not counting creating a large text file of errata'd text or getting the game rebooted). So, I think our best option it to make the wording on new cards as precise as possible so as to avoid creating the need for more errata or meta-rules. This is easier said than done, but I think the effort is worthwhile since it will help keep the game going.
\StepDownFromSoapBox
No offense taken, interpreted, or even considered on this end. After reading your post and reconsidering, I agreed with you.
I was always a "for fun" player, not a "tournament" player. So I never had to deal with the "sea lawyer" types looking to do something not intended, just because "the card doesn't say you can't". If people are more comfortable by adding extra wording to "clarify" specials, I can't say I have a problem with that.
I tend to agree with clarity, but otoh, you want to keep the text as minimal as possible. that being said, it seems the goblin queen text is the way to go on the onslaught card
here's one of the first cards created for this set. finally puts doom in the game!
(http://s18.postimg.org/hlmxtw7zp/SP022_DOC_MYSTICI.jpg) (http://postimg.org/image/hlmxtw7zp/)
Quote from: breadmaster on March 29, 2015, 04:09:58 PM
I tend to agree with clarity, but otoh, you want to keep the text as minimal as possible. that being said, it seems the goblin queen text is the way to go on the onslaught card
here's one of the first cards created for this set. finally puts doom in the game!
(http://s18.postimg.org/hlmxtw7zp/SP022_DOC_MYSTICI.jpg) (http://postimg.org/image/hlmxtw7zp/)
Doesn't this card break one of the rules in designing OP cards, namely 'don't give 8-stat characters a negate'? More importantly, it seems to me that by giving Dr. Doom such a card, you are in effect creating a new Dr. Strange. My reasoning for why Dr. Doom is analogous to Dr. Strange is below:
Dr. Strange is one of only two 8-stat characters in the game that has a team-wide avoid (the other being Spawn, who we all know is a very powerful character). In addition, Dr. Strange is the only 8-stat character that can play a good defensive special from reserve (all other characters with such species are max-6 characters; Sabretooth's avoid does not count as a "good" defensive special). This means that Dr. Strange fills 3 very useful niches (team defender, reserve defender, and 8-stat character) and no other character in the game can fill those three niches at once. (In fact, Spawn and the Inhumans are the only characters that can be argued to fill 2 of those roles; all other characters fill 1 or zero of those roles.) Yes, it is true that Dr. Strange's avoid is a weaker form of Spawn's or Spider-Woman's avoid, but that only slightly diminishes how powerful of character he is. In total, Dr. Strange can protect teammates, has an 8-stat, and he can do this from the reserve. He is the only character that can do this, which is why he shows up in sooo many decks.
Let's now compare this to Dr. Doom and his negate. We now have an 8-stat character that fills a particularly important niche (negator) and he can fulfill that niche from reserve (reserve negator). There are no characters in OP that fill two of those roles (i.e., there are no 8-stat characters with negates and no characters that can play a negate from reserve). The closest we can get is the Inhumans, who have a pseudo negate and an 8-stat, and they are already considered a strong character. Yes, it is true that Dr. Doom's negate is a not a full negate (e.g., Beast's Analyze), but that doesn't really limit how useful or powerful he is. In total, we have an 8-stat character that can defend his teammates and he can do it from reserve. Again, no other character in the game can do this.
Combining all of the above, it seems to me that by giving Dr. Doom a negate special, you are in effect creating another character that is by far more powerful than most other characters in the game. This worries me because doing so is very likely to reduce team diversity even more than it is now (just look at what percentages of decks play Dr. Strange). One option to reduce his power level would be to remove the "may be played from reserve" clause. However, this still does not fix the issue that Dr. Doom would be the only 8-stat character in the game with a negate, which would keep him at the same power level as Spawn.
MHC does make some good points, 8 Stat characters shouldn't have negates, even if they are limited. It's one of the many unwritten rules in OP.
As a "for fun" player, I don't have a problem with Doom getting a non-numerical negate. But it was my understanding that this UE set was intended to be the "universally accepted" equivalent of The Marvels. How could the thought of violating this "unwritten rule" have even made it to the design floor, never mind to posting?
No offense is intended by this post. I honestly don't know if I'm being sarcastic or not. One of my earliest observations about OP (back in 95) was that the higher ranked characters usually didn't get a lot of "choice" cards, supposedly to balance out characters between grids & specials. (edit. note - my original interpretation; but Onslaught changed that) But for this case, the card isn't an AO or even an LO. Doom, the character, has shown the ability in comics to justify this card, at least as much if not more so than, oh, say Mole Man? And does it make Doom "overpowered"? I don't think so. Yes, he fills multiple slots, as do many other characters once you start defining the different types of "slots". Maybe the game needs more "multiple slot" type characters to widen the variety of characters that are on winning tournament teams. I don't know, I played for the fun of it.
And quite honestly, I don't like the excuse/reason that "well, this is the way it's always been done". If we can't expand & explore the game, if we lock into only what has been done before, doesn't that tend to strangle and kill off the game?
Whichever way you guys go, breadmaster, OP LIVES!!!
Let's not throw the baby out with the bathwater. No 8's with negates....but an AO from reserve is exciting Maybe a clone/variant with IA that lets 'em play AO from reserve. Velocity and Flash can 'blow up stuff' from reserve sort of a pre-emptive negate. That would add permutations to usual reserve peeps.
this is a game that literally breaks its written rules. I find it hard to get concerned about the 'unwritten' ones. the card was made to balance the game/character, and it fulfilled those criteria well
on the other hand, if the card is broken it should definitely be axed. testing has revealed that to be far from the case. but as always, it's hard to examine with so many permutations, so if anyone has results that indicate otherwise, they can post them here
I defer my opinion to the play testers, breadmaster. It does make Doom more attractive to use.
Quote from: AO user on April 02, 2015, 07:48:15 PM
Let's not throw the baby out with the bathwater. No 8's with negates....but an AO from reserve is exciting Maybe a clone/variant with IA that lets 'em play AO from reserve. Velocity and Flash can 'blow up stuff' from reserve sort of a pre-emptive negate. That would add permutations to usual reserve peeps.
I understand your hesitation at acceptance of the card. You site Velocity & Flash above. While you could justify an AO for these characters through use of speed to reverse time, both already have Reserve capabilities. I guess this would "add permutations to usual reserve peeps", but its still the "usual peeps." Why not expand the list of Reserve capable characters? That might add more permutations of winning decks, and really create more deck variation.
here's a beaut for goblyn queen. I'm not sure, but this may be fanart
(http://s16.postimg.org/gqxd223fl/SP032_GOB_TABULAR.jpg) (http://postimg.org/image/gqxd223fl/)
that's by Ebas, Eric Basaldua, he's a comic artist but I don't think that image ever made it into any comics..
ah yes. I see the signature now at the bottom left
thanks chuu!
Makes me want to say "ooooooooh". I can see why OPD.
Justa wondering.... If it was just a reverse-NN (see Landslide Appetite For Destruction, and then reverse the effect to only allow non-attack specials), would it be non-OPD like a regular NN, or OPD like this card?
that would be an interesting one. my first thought is that it should be opd, but you never know what testing reveals.
cant use avoids
cant use negates
cant use power leech
cant use use D O W
i can see why its OPD
For my own usage in the Dr Who cards, I made the reverse-NN a non-OPD under the theory that the attack version is non-OPD, the reverse should be as well. It might not work for regular OP, but for the Dr Who stuff, "all non-attack" is more realistic than "all attack". But thank's for the feedback, breadmaster.
Any ETA on the full UE OP set?
it's hard to say a date. there's still testing being done, but the meat of the cards, as well as most of the art is already chosen. it's assembling the cards that is proving time consuming. a couple people have chipped in, but we're not there yet. I wish I could help with that aspect, but I have no idea about photoshop, and the few I've tried assembling have looked more or less like crap
for your 'reverse-NN', thinking about it a bit more, I'd lean towards non-opd. it's very powerful, but then again, so is regular NN, and that is not dominating the game right now. and heck, cards can always be errata'd
here's a nifty one for sinister
(http://s10.postimg.org/8yr6w5n79/SP064_MRS_EUGENIC.jpg) (http://postimg.org/image/8yr6w5n79/)
seems very appropriate for Sinister. thanks, brreadmaster. (that's 20 so far!)
you bet!
here's a beefy one for mordo
(http://s12.postimg.org/3o07y79s9/SP010_BAR_ASTRALC.jpg) (http://postimg.org/image/3o07y79s9/)
you cannot fight back
Considering what Dr Strange got in the Marvels, I guess its fitting that Mordo would get something "beefy". I trust it doesn't "over-power" him. ;) thanks!
I forget who suggested this one, but it seems to fit the brood perfectly, and would see them in a lot more decks
(http://s28.postimg.org/9j9axobyh/SP018_BRO_HIVEMIN.jpg) (http://postimg.org/image/9j9axobyh/)
Quote from: breadmaster on May 25, 2015, 04:43:21 PM
I forget who suggested this one, but it seems to fit the brood perfectly, and would see them in a lot more decks
(http://s28.postimg.org/9j9axobyh/SP018_BRO_HIVEMIN.jpg) (http://postimg.org/image/9j9axobyh/)
yes sir i like it
It certainly improves their use as a supporting character. Good card.
nothing too sexy about this card, but it's a usable one for an already usable character
(http://s14.postimg.org/oy4dsms99/SP037_HOL_HORSEMA.jpg) (http://postimg.org/image/oy4dsms99/)
So that code can't be shifted to EBs like stars and garters?
This is more of what "Horrifying Image" should have been.
correct, it ignores shifts like EBs, and defensive cards in play like charm or acrobatics
on the negative side, it ignores any bonuses holocaust's team might have due to specials, and could be defended by an activator if dow was in play
I guess you should wait for them to chain activators THEN throw this bad boy. Better than his "DC Style" AR attack!
here's another one that's not too exciting, but a decent card for ol fred
(http://s13.postimg.org/tihbs755v/SP017_BLO_BIGTIME.jpg) (http://postimg.org/image/tihbs755v/)
it fits him
Hey, they can't all be gems... :-) A good usable card for Blob. I like.
here's one with a little more oomph, after the last 2
(http://s27.postimg.org/k7j1881cf/SP073_POS_ELIMINA.jpg) (http://postimg.org/image/k7j1881cf/)
Hope I have a negate or lil iceman handy when that shows up!
Ya, that's a pretty beastly card..
Strong card, but not enough to make make me want to fit him into a team.
I would now, lethal tester, obfuscate, a GL and CW, great tactics type character.
Quote from: breadmaster on April 08, 2015, 04:43:20 PM
here's a beaut for goblyn queen. I'm not sure, but this may be fanart
(http://s16.postimg.org/gqxd223fl/SP032_GOB_TABULAR.jpg) (http://postimg.org/image/gqxd223fl/)
can it be negated at play?
yes it can
the cards that can't be are dow, and the ones that state what can/can't be used to defend it (the BAs)
am I missing any?
continuing with powerhouse cards, here's a doozy for omega red
(http://s2.postimg.org/qm5izm7vp/SP071_OME_SINGLEM.jpg) (http://postimg.org/image/qm5izm7vp/)
Nice cap for the character. Great card, breadmaster.
These EY cards are badassed...
yeah, the 2 in this set compliment the 2 in the marvels set, with one in each icon. it was a debate whether to include the intellect one, since superboy already has it, but what the heck...omega red can sure use it
back to the more vanilla cards
(http://s14.postimg.org/4g8bexq59/SP014_BLI_BLITZ.jpg) (http://postimg.org/image/4g8bexq59/)
a definitely usable card for blink
vanilla, maybe, but she needs cards.
27 - at this rate the full set should be done in a year or 2! :)
I feel that the owner of the card's name should be less brown and more bright.
So any idea when about this set might become available, even a rough estimate at all? Like are we thinking months, years? Either way, looking great what I'm seeing so far!
BF: I agree about the name; we'll see what can be done
eke: there have been some more snags, so it's hard to say when. our printer went belly up, so we're searching for a new one (if anyone knows a good one, list it here, or PM me!). if I had to put a number on it, I'd estimate within a year
here's another standard-type card
(http://s21.postimg.org/wepf5896r/SP052_LIZ_BACKTOT.jpg) (http://postimg.org/image/wepf5896r/)
Thanks for the info! Looking forward to it, keep up the good work.
Any chance in an updated list of Characters and the intended specials that are being put together for this set? I don't know about anyone else but I am interested in knowing how many cards have been finalised and how many are left to be done.
G.
certainly
aspects: http://www.beenhereandthere.com/SMF/custom-cards/so-i-was-thinking-about-ultimate-evil/315/
(6th post from the bottom)
specials for existing characters: http://www.beenhereandthere.com/SMF/custom-cards/absolute-evil-image-suggestions/
(1st post)
character cards and specials for new characters: http://www.beenhereandthere.com/SMF/custom-cards/so-i-was-thinking-about-ultimate-evil/450/
(3rd post from the bottom)
staying on the lizard train:
(http://s21.postimg.org/r5d17rqw3/SP051_LIZ_COLDBLO.jpg) (http://postimg.org/image/r5d17rqw3/)
http://overpower.ca/wiki/NY
maybe call it "clone of sinister"
Quote from: breadmaster on July 28, 2015, 03:39:40 PM
eke: there have been some more snags, so it's hard to say when. our printer went belly up, so we're searching for a new one (if anyone knows a good one, list it here, or PM me!). if I had to put a number on it, I'd estimate within a year
I'll accept your ETA on the full set, but I admit to being highly skeptical on it. In the year plus since you released the 1st card, Cold Blooded makes 29, which isn't even one third. Maybe 2 years?... :)
Thanks for keeping 'em coming, bread. no matter how slow!
OP LIVES!
yeah, that's totally fair...iirc, I made a rough estimate of last fall before (kind of why I was hesitant to give a date)
there are more completed cards than what have been posted, but I'm inefficient at this, so it's usually one at a time
example: another abomination
(http://s1.postimg.org/i0s45w3kb/SP004_ABO_KGBAGEN.jpg) (http://postimg.org/image/i0s45w3kb/)
7 Intellect attack for Blonsky? never would have expected it. makes SKOs a little easier (FSI). i like!
here's a good defensive card for him, and a beaut for the battlesite
(http://s28.postimg.org/xg8gf8iah/SP005_ABO_IMPENET.jpg) (http://postimg.org/image/xg8gf8iah/)
sweet!
sticking with abomination, the standard brute card
(http://s15.postimg.org/5k2mq3v6v/SP003_ABO_ABOMINA.jpg) (http://postimg.org/image/5k2mq3v6v/)
with this and the non-OPD/2-color 7, he seems to be more valuable than Hulk with the 8 & 9 OPDs. Hulk still has the 6I, though.
very appropriate.
yeah, that was a concern. ultimately, we couldn't worry about hulk, and had to make him as appealing to use as possible. but hulk gets an upgrade with this set as well with the gamma base aspect
it's the same as muir islands, but with strength power cards
abomination was built with the idea that he's a nonstop flurry of attacks. he got an attack in every icon
(http://s11.postimg.org/5390gh9nj/SP002_ABO_THUNDER.jpg) (http://postimg.org/image/5390gh9nj/)
I believe this finishes his 6 cards
WOW! A rush deck DREAM! 2 level 7 non-OPDs, a 10 OPD, AND an 8 in the power grid. plus all 4 power types covered, to boot.
the gamma base aspect will help abomination as well as hulk.
Kinda reminds me of my rush babe characters :) just uglier :P
Quote from: justa on August 21, 2015, 09:10:00 AM
WOW! A rush deck DREAM! 2 level 7 non-OPDs, a 10 OPD, AND an 8 in the power grid. plus all 4 power types covered, to boot.
the gamma base aspect will help abomination as well as hulk.
Being a hulk fan aside, I think Abomination may be overpowered for his points cost. Sort of a no-brainer strength character. I always thought if hulk got a "thunder clap" special it would be a 6 or 7 any-power. I wonder was this considered for Abomination's 7e special?
On a broader note, I was wondering if the stats of the new characters were considered in comparison to what Power Balance came up with? Also how were the 6? specials given to the unofficial characters decided on? Was it a "these are the specials unless there are objections" situation or committee research/vote/consensus or what? Just curious since these seem to be on track to be as 'official' as the marvels are within our circles. (Or is that not the intent of this set?)
it was probably the "these are the specials unless there are objections" situation rather than the committee approach. As much as people talk about forming card testing committee, they never really take off. I've offered my Babe Set as a project set and got no takers, and my set was pretty much complete....
with abomination, you're damned if you do, damned if you don't. I originally wanted to make him 7 in fighting, giving him a 19 cost, but people felt that makes him much better than hulk, so it was dropped to 5. but now at 17, his specials are too good. and if you compromise, then you're left with an average cost character, with average specials, and then, what's the point of including him since nobody would use him
I would have liked to have used power balance's images and grids for the characters, but he wanted money for the use (which is fair), and that would have driven the cost per set way up. I think he wanted to sell 300 sets, which seems about 90%+ more than will probably happen
as for how specials were chosen, CoS provided a fantastic skeleton for the 10 characters, with 5 specials each. a 6th was needed, and some were changed, but it was a great backbone at a time when this project needed a shot in the arm
the specials have been listed for some time, and have been tested. as I've stated before though, stuff falls through the cracks, so if anyone finds through testing that some card is broken, let us know so we can give it the heave ho
here's a nice opd for ol mojo
(http://s30.postimg.org/4uqltp1gt/SP065_MOJ_RERUNS.jpg) (http://postimg.org/image/4uqltp1gt/)
This is one that allows mojo specials/teamworks to be fetched, unlike Malice variant Botha allows special NOT usable by marauders: correct?
at least Mojo has some decent cards that you could fetch AND use immediately, unlike Wonder Woman...
Tru...Tru
very appropriate for Mojo. fits in well with his other cards, makes him more than just ok. i like.
Quote from: breadmaster on August 28, 2015, 07:02:46 PM
with abomination, you're damned if you do, damned if you don't. I originally wanted to make him 7 in fighting, giving him a 19 cost, but people felt that makes him much better than hulk, so it was dropped to 5. but now at 17, his specials are too good. and if you compromise, then you're left with an average cost character, with average specials, and then, what's the point of including him since nobody would use him
I would have liked to have used power balance's images and grids for the characters, but he wanted money for the use (which is fair), and that would have driven the cost per set way up. I think he wanted to sell 300 sets, which seems about 90%+ more than will probably happen
as for how specials were chosen, CoS provided a fantastic skeleton for the 10 characters, with 5 specials each. a 6th was needed, and some were changed, but it was a great backbone at a time when this project needed a shot in the arm
the specials have been listed for some time, and have been tested. as I've stated before though, stuff falls through the cracks, so if anyone finds through testing that some card is broken, let us know so we can give it the heave ho
here's a nice opd for ol mojo
Cool beans. Thanks for the background and reasoning. I pretty much agree with everything given that summary. Look forward to playtesting. My gut on Abomination's 'Thunderous Impact' special is that it should be an 4e AA or 7ap AR, but it's probably fine as is so no big deal. How these specials impact the battlesite scene will truly be interesting since all kinds of combos are possible and various teams will have access to them. The first tournament to use them, and I hope one does, will be a dozy.
Edit:
I will say I think Abomination should have a FD instead of the FQ special. The FD lends itself to him "pinning" a character using a flurry of attacks. The FQ seems made for a Juggernaut (unstoppable) or better still the Hulk (strongest there is).
I'm happy to hear the work I put in in design and testing the initial batch provided some encouragement and a background to this project. Looking forward to the final versions! :-\
here's a monster for ol mysterio
(http://s2.postimg.org/etaey07s5/SP069_MYS_OOPSTRY.jpg) (http://postimg.org/image/etaey07s5/)
certainly makes him more usable. thanks bread!
a powerhouse card for a character who can use it
(http://s24.postimg.org/g4udx6ks1/SP036_HOB_SCAVENG.jpg) (http://postimg.org/image/g4udx6ks1/)
wow, when testing, what did negates and lil' ice man do to your hands?
it crippled them if they succeeded
of course hobgoblin himself would have negates to defend himself
doesn't really make sense for lizard's powers to heal a teammate, but what the heck!
(http://s3.postimg.org/t3gouxlfz/SP050_LIZ_REPTILI.jpg) (http://postimg.org/image/t3gouxlfz/)
it makes enough sense to me. Dr. Conners... it's concievable....
Great card for Hobby, BTW Bread, that make him TOTALLY usable!
Quote from: justa on October 05, 2015, 10:48:33 PM
it makes enough sense to me. Dr. Conners... it's concievable....
Great card for Hobby, BTW Bread, that make him TOTALLY usable!
Yea Lizard and Abomination make The Sewer Location a "go-to" battlesite. It even has the trusty negate.
funny you should mention doc Connors...
(http://s11.postimg.org/fh7mvuedr/SP049_LIZ_DRCONNO_v1.jpg) (http://postimg.org/image/fh7mvuedr/)
not too thrilled about that image, but it really was the best we could dig up...not too many pin ups of the human form of lizard kicking around!
yeah, i have to agree with you on the art - it doesn't even show the missing arm. but they can't always be gems....
i'll need to fall back to your previous comment on this card:
Quote from: breadmaster on October 05, 2015, 07:07:15 PM
doesn't really make sense for lizard's powers
maybe if Dr Connors was the last one, and this one was, well , "???".
oh whatever, its all good, breadmaster. OP LIVES!
as if we needed more evidence that picture isn't so hot
it actually DOES show the missing forearm...it's just so muddied against his body
That picture needs some photo shop, send it to me.
OK - i stand corrected. on 2nd, 3rd, some look, i finally saw the stump over his chest. guess i have to increase the magnification on my glasses.
the only other similar picture i've ever seen was on a card someone made ~10-15 years ago; Doc had dark hair instead of light, and they reversed the picture when they made the card so that the Left forearm & hand were missing, not the right. go figure.
pic has been sent
here's another lizzie
(http://s21.postimg.org/y8xenvx37/SP051_LIZ_COLDBLO.jpg) (http://postimg.org/image/y8xenvx37/)
henry managed to tag my battlesite for the 4 venture in the tournament when I had a block off with mojo's version of this baby!
that's a repeat from 8/1/15, breadmaster.
bummer. I'm not really keeping track which have been posted, and am relying on a faulty memory
here's a lizard card with a gnarlier image, but it was hard finding one which featured his tail. I kind of like the pic anyways
(http://s28.postimg.org/dibh2ofeh/SP054_LIZ_TAILWHI.jpg) (http://postimg.org/image/dibh2ofeh/)
good to get multiple takes on the character. picture is fine, and card is a killer! thanks again breadmaster.
i"ve been keeping track, having a keen interest in the set. so far you have posted:
existing character specials:
absorbing man
apocalypse
baron mordo
blob
brood
bullseye
cerebro
dr. doom
dr. octopus
goblyn queen
green goblin
hand
hobgoblin
holocaust
hydra
magneto
mr. sinister
mojo
morbius
mysterio
omega red
onslaught
post
psychoman
puppet master
reavers
red skull
sabretooth
missing character cards: 0
missing character specials:
abomination - all 6
blink - all 6
klaw - all 6
lizard - all 6
mephisto - Captured Soul
hope that helps!
that list DEFINITELY helps!
another beaut for blink
(http://s21.postimg.org/q0nkgh1mb/SP011_BLI_BROKENS.jpg) (http://postimg.org/image/q0nkgh1mb/)
looks good, bread. keep 'em coming. list has been updated for your reference. (glad it helps :))
btw, BBCA aired "The Keeper of Traken" this past weekend. what a co-inkiedink!
I'm hoping for the new year that more of the UE cards will be posted. This set has been long coming, but some of us haven't given up!
Hear, hear!
hey
I've been spending the last couple months trying to put together the character and aspect cards. I've learned 2 things...
-my skills at photoshop are garbage tier
-my skills at graphic design are even worse
chuu was kind enough to supply me with a sweet template for putting together cards, but all my attempts look positively amateur. i'll keep plugging away, but I have no idea when (if ever) they'll be presentable
anyways, i'll keep posting from the stock of specials that were already completed. I think this is a new blink
(http://s29.postimg.org/hltvvlfs3/SP015_BLI_BLINKWA.jpg) (http://postimg.org/image/hltvvlfs3/)
her next opd is the controversial one!
Welcome back, breadmaster! A huge thanks to you, and to chuu and anyone else helping.
I'll keep the list on page 50 updated for you.
Still waiting to see where this project ends up. If printed I'm committing now to buying a set :)
I think that blink card looks pretty decent, just brighten up the image a little and it's good.
Is Bios no longer working on the set, breadmaster?
bios had other stuff to take care of, and contributed a great deal already. the border and fonts, as well as over half of the specials!
chuu, I didn't put together that blink card. that's still from the bios stash. I've tried assembling some specials, but they don't have anywhere close to the quality of the stuff already done
here's the blink card that's been feared. testing has shown it not to unbalance the game though. as always, is someone can break the game with it, we'd love to hear how, and make any necessary changes
(http://s7.postimg.org/rdw6z8307/SP016_BLI_EYEFORA.jpg) (http://postimg.org/image/rdw6z8307/)
also, LOVE the image he chose for this one
Heavy card! Can this be used if Opponent only has 1 character?
(pg 50 list updated)
Wow, that one is daring. Should probably not be playable if your Opponent only has one character left.
that was a concern brought up initially. we tested it with and without that restriction, and it didn't make any significant difference. if you know your opponent still has the card, you can venture aggressively late, since they will effectively be down a card
it's most potent from a battlesite
here's the always usable EJ for klaw
(http://s14.postimg.org/421is49u5/SP044_KLA_VIBRANI.jpg) (http://postimg.org/image/421is49u5/)
nice to see another, breadmaster! :D (wish i had the abilities to help complete the set faster. :'( )
me too m'man (meaning my own abilities, not yours!)
another dandy for klaw, best from the battlesite
(http://s30.postimg.org/imh1kwqu5/SP041_KLA_SOUNDFUE.jpg) (http://postimg.org/image/imh1kwqu5/)
halfway there on Klaw! updated pg50 list.
stayin on the klaw train
(http://s28.postimg.org/6ap991l55/SP042_KLA_DISPOSA.jpg) (http://postimg.org/image/6ap991l55/)
i would assume you could keep (in your hand) a card usable only by a KO'd character during the discard phase in order to use it with this special.
i believe this is the first card in the set with a text bubble. not that i'm knocking it, because i have no photoshop skills myself, and the artwork doesn't suffer in any way because of it.
again, the list on pg 50 is updated.
thanks, breadmaster!
I believe you CANNOT keep an unusable special for the purpose of discarding
Yet having Disposable Allies placed or in hand makes the otherwise unusable Special "usable". Interesting paradox. Severely nerfs the use of the card.
Any updates?
Question about the aspect cards (from another thread): Why are SEWER-Cover of Darkness and SAVAGE LAND-High Evolutionary not one per decks? Those aspect cards are at the same power level as the Any Character card Guardian Angel and Bastian. It seems like they should have the same OPD status based on power level.
tempus fugit...
delayed answer, MHC:
those cards are not opds for a few reasons
-with respect to anys, they are opds since any team can use them. aspects are quite restrictive, so they are generally more powerful. ex, the any 7s vs the wundagore 7a aspect, which can attack or defend)
-comparing them to other aspect cards, mainly the most powerful aspects are opds. very useful ones (wundagore again, or falls edge 6) are not.
-from a gameplay perspective, those sites needed powerful aspects to entice players to use them. basically we gave them the most powerful card that let them win a 'fair' amount of games against control decks.
hey, breadmaster - nice to see you back on the boards again. any chance any more of the UE cards will be posted? (I've already made cards from your list so I could do my own play testing using the gedanken method, but it would be neat to see your crew's version. And no, I didn't save them at high enough resolution to post my versions.) but if not, that's OK. Even though several people have told me through their own experience, I'm personally learning the hard way that life takes precedence over OP.
sure, I can post more. I think there's around 20 left. 70 total were finished out of 154 unique cards (little over half)
another pretty standard klaw card
(https://s14.postimg.org/i0dyzghdp/SP045_KLA_SOUNDCO.jpg) (https://postimg.org/image/i0dyzghdp/)
thanks, man. others have used that art for other cards, while I had used a pic that fit the title that I had never seen used before; but if you look at some of the stuff I made and posted, I think you'll agree that the people putting the together for you do a much better job that what i'm capable of. (I focus more on functionality than attractiveness.
things like this are a small pleasure for me when I've got the downtime during this difficult period, so I appreciate it greatly. the little things make all the difference. I will update my list on page 50 to include this one and any others you'll post in the future, as I did before. maybe someday someone more capable than I can finish the others?.... feel free to speak up people, you know who you are.
finishing klaw, a boring ol card (or is it...)
(https://s14.postimg.org/uih8tz1dp/SP046_KLA_GENIUSO.jpg) (https://postimg.org/image/uih8tz1dp/)
yeah, you'll tend to see the art recycled among homemades, especially when you have multiple people requiring multiple images for new characters. only so many pinups to go around. I looked at a bunch of your customs justa; they're better than you're giving credit for!
yes, I have seen the same art used by several people at times. and you are correct - for most characters it is difficult to find usable pics that are unique from all others.
I thank you for the compliment, breadmaster, though I really wasn't looking for one. the cards are good enough for me, and a way to get ideas across visually. but I usually make the text bold, and bigger than what is used by most creators, primarily to make it easier for me to read. some people don't care for cards that don't fit one of the established (legacy) styles - I myself don't really care how they look as long as they are readable and work well.
I find it fun to try new things with new characters, in the hopes that some will find it useful & spur them to some novel ideas. several other people also have made it a point to try to tweak existing mechanics, or create brand new ones, hoping to expand the game and keep it growing. I won't specify names - they know who they are - and I for one really appreciate the effort. you had some new things in the UE set that I loved.
here's apocalypse's new big boy card
(https://s14.postimg.org/ucxeq45hp/SP009_APO_FOURHOR.jpg) (https://postimg.org/image/ucxeq45hp/)
Love the theme of this card! It is also an incredibly powerful special. Fitting for apocalypse.
breadmaster - I like the pic you used. its a darn sight better than the one I had (with Mikhail, Sinister, Holocaust, & Abyss), not just in art but also resolution.
Photonicide - yes it is a little better than the legacy HQ (draw 3), but if you like to place a lot of cards, chances are the extra card will be lost as a duplicate. no risk no reward, though.
thanks, I rather like that image too
here's another powerhouse
(https://s14.postimg.org/vokbq1ey5/SP007_ABS_ABSORBAv2.jpg) (https://postimg.org/image/vokbq1ey5/)
the text is a little wordy, but hopefully it's clear
yes, it is very powerful. we had some disagreements on how to use the card in 2 situations:
1) when an additional attack is allowed (example - AA special). was it intended to allow Absorbing Man the additional attack also?
2) when an additional attack or special is required (example of each - teamwork or ally card). again, is Absorbing Man required/allowed to play the additional card?
we had finally come to the agreement that the additional attack or card was NOT allowed to be played by him because the card seemed too strong, so that the "acts identical" applied only to the attack value and type, without the extra allowances. but I was curious as to the creator's intent.
pretty much the same intent. so no follow ups, but you do use secondary effects, like draws or discards.
here's another MASSIVE card for cerebro...enough to use him? (he does not appear on any locations)
(https://s14.postimg.org/6s4vvvz3h/SP021_CER_THECREA.jpg) (https://postimg.org/image/6s4vvvz3h/)
I guess that's another one that changed. from my records (I built the missing ones for my own use, like I said), it used to be a standard AI - Opponent discard 1 Placed card. new change is much more effective, even if it's OPD. enough to use him? - i'd have to work at it to build a worthy team around him to evaluate. I've always felt that Intellect based teams were at a disadvantage over any other power type. but I am glad DC forced that stat in to better define characters.
the storyline this one was based off of seems so long ago!
(https://s14.postimg.org/chcursoh9/SP034_HAN_SHADOWL.jpg) (https://postimg.org/image/chcursoh9/)
it was a decent storyline. I thought that Kingpin would have been a better art choice because of the chosen power types, but I couldn't find a pic I liked for him. I ended up using a gang attack/ambush type pic for the additive effects. nice addition for the Hand.
not the greatest image, but it fits the card. a very useful card for an already useful character
(https://s14.postimg.org/g4oxmz025/SP076_REA_SKULLBU.jpg) (https://postimg.org/image/g4oxmz025/)
funny how I couldn't find any better pics to use for her, either. I did sacrifice some of the top of her hair so that the width fit the space in the frame. but we definitely found the card to be a productive little addition for a character that really didn't need much.
I also caught up on the list that's on page 50, so it should be a complete listing of all cards in the set posted up to now.
thanks justa
here's one that is a dandy for the character, and the battlesite
(https://s14.postimg.org/6odd4x6fh/SP068_MRL_DARKBEA.jpg) (https://postimg.org/image/6odd4x6fh/)
that one is nice, and makes the Morlocks even more "self-defensive".
I always felt Dark Beast deserved his own set of specials, since the 2 Beasts were so different in character. yet in all my years of looking for homemade OP cards, I've only seen 1 special ever created. maybe someday i'll give it a go. (justa not very soon.)
something about this image never sat right with me...maybe it's the red glove against the red skull. anyways, it fits the theme of the card
(https://s14.postimg.org/twwi35qul/SP077_RED_CLONEDF.jpg) (https://postimg.org/image/twwi35qul/)
yes - I think the person doing the coloring could have used a brighter red on Cap A to differentiate the hand & boots more. as it is you might think Cap's picking something out of Red Skull's teeth.
another card to keep the 2 character's specials roughly parallel or equivalent.
Is it just me, or did Breadmasters images dissapear from the forum ?
no, Arctursa, its not just you. even the cards from 3 years ago have disappeared.
Aw man what happened? I was really enjoying those.
odd; I can still see them all...
how far back did they get erased?
I am afraid I Dont know what page you started posting them.
EDIT: Justa would probably be able to tell, but I went back about 10 pages and dont see anything other than links which is a shame, because these cards are all brand new to me.
near as I can see, breadmaster, all of the cards have gone dark. I went back to page 38 (2014), and all look the same - justa small black square with an X in it. opening it to a new tab results in a "can't reach this page" message. where I have been following the thread for years, and grabbing copies of the cards as they go up, I still have the posted cards. but if future ones don't show it would be a shame.
i'm no computer guy to be guessing where the problem is, but the pics still showed when you put the Red Skull card up.
I would love to get the proper permissions to get a copy of that file with all of the cards justa and breadmaster.
you'll have to deal with the breadmaster on that one. I only save them at screen resolution, and I won't post other people's work.
I'd like a copy of the file too if possible.
is there a way to save images directly to the forum?
otherwise, I guess I can go back through the posts and host on a new site...anyone know a reliable site for hosting images for extended periods?
once I post them, it's fine by me if you guys want to save them and use as you see fit
Pinterest might be an option. I found these https://www.pinterest.com/olegion/ there.
i've tried to upload pics directly from my computer to the forum before, and failed.
I use deviantart myself for posting. besides pinterest, I've seen used imgur, sta.sh, mediafire, flickr, and photobucket. I can't help you on how these others are to use as I've never used them. there are probably many more options available.
drop box could be a place to store files to share as well
So apparently Orange King is selling these now?
Hey Man! Our playgroup / tournament circuit worked on a different project to fill in some gaps and mix up our tournament play - this is separate / different from whatever the Ultimate Evil set was (but probably similar in intent)
Its for fun, and Nothing is being "sold", its for use in our play groups and the US tournaments (Buffalo, Columbus, Baltimore).
so Dave, will your "Ultimate Evil" set ever be available to view on-line by those of us that are unable to attend these tournaments, or is it restricted to only those select people that can get there?
We called ours Masters of Evil. well . . . ideally, you could attend one tourney and grab it there. Where do you live?
If you couldn't, thats slightly more complicated, logistics wise. Email me if you have more interests or questions.
e-mail has been sent.
Quote from: clericblackdave on August 05, 2018, 10:03:59 PM
Hey Man! Our playgroup / tournament circuit worked on a different project to fill in some gaps and mix up our tournament play - this is separate / different from whatever the Ultimate Evil set was (but probably similar in intent)
Its for fun, and Nothing is being "sold", its for use in our play groups and the US tournaments (Buffalo, Columbus, Baltimore).
Are yours the orange king ones and how are they ordained? Are they the same ones that were in this thread? Can a zip file be made available?
To breadmaster- your computer has a cache of the images and they're only visible to you. So what you need to do is go to each page in the thread and save them again and upload them to somewhere else or email them to someone so they can do that upload
I got this set from Larry and I've gotta say it's really well done.
I had a lot of fun updating some deck builds with the new cards.
I know I participated and volunteered some card ideas and specials for this project. Was it ever implemented into a set that could be printed or ordered?
Quote from: CoS on August 19, 2018, 07:23:50 PM
I know I participated and volunteered some card ideas and specials for this project. Was it ever implemented into a set that could be printed or ordered?
orange king is offering a set, but im not sure where all the card ideas came from.