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#61
Where to Buy/Trade / Wanted: Beyonder character car...
Last post by Tomlawson88 - March 29, 2024, 12:00:11 PM
Hi All,

I'm a UK based overpower collector and player, looking to complete my collection.  The only card I need is the Beyonder character card.  If you've got one and are willing to seek, message me to see if we can work something out.

Thanks

Tom
#62
Special Codes / Re: BK and activators
Last post by gameplan.exe - March 28, 2024, 10:05:57 AM
Quote from: Demacus on February 23, 2019, 10:36:01 AMI have a quick question on Activators, which kind of ties to this topic.

Back when Monumental released and the "Use old hero cards as Activators" rule came into play for the first time, my friends and I were very confused by how to use Activators.

The rules of the time seemed to indicate that if you were making an attack from a battlesite, that you would actually target an opponent's character with the Activator Card itself, and not the attack you intended to use, until the Activator itself was either defended against or not, at which point you would swap the activator for the attack that you planned to use under the battlesite.

Is this accurate, or do you simply reveal the Activator Card from your hand, and swap the attack/defense from under the battlesite immediately, then play that card itself?

Under the implied rules at the time, cards like "No cards with a fighting icon can be used against (x) for remainder of battle" would effectively halt the Activator Card cause it would contain a fighting icon, thus stopping the incoming battlesite attack, even if the attack card in question didn't have a fighting icon on it.

You're technically playing both the Activator and the Special at the same time. So, the icons on the Activator are considered part of the attack, even if the attack had no icons at all (like an AX special). Also, this would mean that a failed attack would still remove the Battlesite Special from the Battlesite, so you couldn't attempt that same attack Special again, later, when you drew another Activator for it.

Having said that, some circles are now using proxy activators that use Character cards. instead, they might have an Activator Icon, or some circles use a proxy that has no icons at all
#63
Custom Cards / Re: 10 plus from DC - justa fo...
Last post by fennshysa - March 20, 2024, 10:25:11 PM
Sweet! Liking them. I love Destructive Rage for Amazo! I was working on him last week and we definitely went different ways but had some specials overlap. However the mechanics for destructive rage are so perfect for him i may have to scrap one of my other cards and use that on mine too!
#64
Custom Cards / Re: 10 plus from DC - justa fo...
Last post by justa - March 17, 2024, 09:49:31 PM
a small addition to mirror the marvel thread.  i intended to continue the "attack of the clones" theme, but Comm. James Gordon is the only one, and it seemed redundant to do him solo, as it all comes back to the G.C.P.D.  but the research did point me do an un-done character:

Renee Montoya



Specials:
Crack Shot
Defining Moment
Off-Duty Operation
Protect & Defend
Quick Reflexes
Take-Down
The New Question

which pointed me to another un-done character:

Richard Dragon



Specials:
Bludhaven Brawl
Chi Channeling (several of you all have asked for something like this)
Death Match
Dragon Fists
Former Thief
Many Come- Some Learn
Martial Arts Master

for parity"s sake, since i did marvel's Super Adaptoid, i should present the DC predecessor (similar but different build):
Amazo



Specials:
Absorption-Cell Technology
Destructive Rage
Ivo's One-Man Justice League
Laser Vision
Mechanical Repairs
Object Duplication
Power Mimic

and again, for parity's sake, i did the Heralds of Galactus, so why not the
Heralds Of The Anti-Monitor (an actual team, short-lived as it was)



Specials:
Cyborg Superman
Manhunters
Parallax
Sinestro
Superboy-Prime
The Anti-Monitor
The Power Of Fear

and finally (to go completely off the rails), a short lived team, based on an interesting concept, with some cool art; but the story line...  built for attack only, no defense outside of the exaggerated Power grid, nothing but OPD Specials, i present to you my version of:

Barbatos' Dark Knights



Specials:
Barbatos
The Batman Who Laughs
The Dawnbreaker
The Devastator
The Drowned
The Merciless
The Murder Machine
The Red Death

that's all for now...
#65
Custom Cards / Re: some Marvels - justa for f...
Last post by justa - March 17, 2024, 08:38:24 PM
a small addition that started as the "attack of the clones".  several have been done independently, but not all.  they are NOT the characters/teams that their IAs allow for special cards.  they have their own stories.  if they were worthy of inclusion in legacy OP, then why not fully invest them?

first up: Callisto



Specials:
Bo Staff
Deadly Accuracy
Intuitive Tactician
Masque Modifications
Morlocks Leader
Strategic Strike
White Knight

Deathbird



Specials:
Broodling
Empress Cal'syee
Energy Javelin
Protective Pact
Talon Strikes
War
Warrior's Respect

Donald Pierce



Specials:
Anti-Mutant Antagonist
Back Again!
Hellfire Soldiers
Hydraulic Vengeance
Mutant Hunter
Totally Cybernetic
White Bishop

Doppelganger



Specials:
Arachnid Attacker
Doppel-Shock
Hardened Talons
Multi-Armed Menace
Protect "Mother"
Razor-Sharp Webbing
Scare Factor

and 1 last character, who might have been a clone, but not today... Karnak



Specials:
Flexible Fighter
Inhuman Anomaly
Magister
Meditative Focus
Secret Invasion
Stress-Point Detection
Super Kick

that's all for now...

8/13/24 - I also add 5 more locations:  Axis Germany, Castle Dracula, Heliosphere Refuge, The Peak, & Symkaria

They can be found here: https://www.deviantart.com/justaopfan/gallery/62375527/miscellaneous-marvel

9/21/24 - added 4 characters (Carrion, Danger, Spidercide, & Swordsman) and 3 locations (France, Serval Industries, & Warren's Lab)

10/20 So many views, so few comments.

1/1/2025 - Happy New Year!  added Rama-Tut (clone of Kang, no specials, until something better comes along), Starfox, Monica Rambeau (Captain Marvel, Photon, Spectrum... it's all Monica), Ahmet Abdol (Living Pharaoh/Living Monolith - my first 2-sided character), Lockjaw, and the Bamfs
#66
Custom Cards / Re: Other Realms
Last post by fennshysa - February 15, 2024, 03:42:01 PM
Yeah, that was a lack of art. Working on it.
#67
Custom Cards / Re: Other Realms
Last post by justa - February 14, 2024, 08:36:39 PM
Your call - it was justa suggestion.
I noticed that Wolf Gang's "Home Turf" didn't make it into the google drive.
#68
Custom Cards / Re: Other Realms
Last post by fennshysa - February 13, 2024, 10:32:33 PM
I'm not against it. I'll look and see if I can come up with something.
#69
Custom Cards / Re: Other Realms
Last post by justa - February 13, 2024, 06:18:51 PM
any thoughts on adding Kabuki to this set?  (From Caliber/Icon/Dark Horse comics.)  A similar look to Shi, but less aggressive and more intrigue orientated.  I have 2 character cards (in my "unusable" file) from the old pre-Forum website, but no specials.  I'm not familiar enough with the character to do it myself.
#70
Custom Cards / Re: Other Realms
Last post by fennshysa - February 13, 2024, 01:22:50 PM
Then we get to various other cartoon characters. Sometimes not terribly super hero related.


From Phineas & Pherb we have Agent P and his nemesis. (At some point I'd like to add P&P too).

Agent P    3-6-3-4    (16)    Opponent may not prevent Agent P from attacking with Fighting Power cards.

Escape Artist-Avoid 1 attack.

High Stakes-Play during battle. Next battle Agent P may Venture up to 4 Mission cards with no penalty. May not Venture more than 4 Mission cards.

Nemesis-Only Agent P and Target Character may attack, be attacked, or defend this battle.

Secret Agent-For remainder of game, Agent P may play his first attack each battle face down. Opponent must guess defense. May be negated by any Special card ending in "ator".

Swift Kick-Acts as a level 6 Fighting attack. If successful, Target Character must discard 2 cards of opponent's choice (if possible opponent must choose Tactic cards first). Cards may be Placed or in Hand.

Undercover Decoy-Play during battle. For remainder of game, any attack made with a Special Card against Agent P's team may be moved to "Undercover Decoy". Agent P's team may not defend. "Undercover Decoy" is discarded after 1 Hit.

Dr Doofenshmirtz    6-3-1-6    (16)        Dr Doofenshmirtz may draw 1 card from Draw Pile immediately after playing a Basic Universe card. Discard duplicates.

Declutter-inator-Remove any cards from Dr Doofenshmirtz's Draw Pile and discard into Dead Pile. Reshuffle Draw Pile.

Deflate-inator-Opponent must discard 3 cards from Hand. Cards chosen by Opponent.

Dull And Boring-inator-Play during battle. For remainder of game or until any Character has been KO'd, Opponent may not Venture more than 2 Mission Cards per Battle.

Return To The Store-inator-Discard all cards not usable by Dr Doofenshmirtz from hand. Replace with same number of cards from Draw Pile. May keep duplicates.

Slow Motion-inator-Acts as a level 4 Fighting attack. If successful, Target Character may not make any follow up attacks from Teamwork or Special cards for remainder of battle.

Vaporizor-inator-Opponent must discard 1 placed card of Dr Doofenshmirtz's choice.


Darkwing Duck    3-6-2-5    (16)   Darkwing Duck may make his first attack of each battle face down. Opponent must guess defense.

Gas Gun-Opponent's characters are -1 to all actions for remainder of battle.

I Am The Terror That Flaps In The Night-Target Character's Special cards may not be Negated for remainder of game.

Inflated Ego-Reveal any cards in Hand playable by Darkwing Duck. Target character's team is -1 to Venture Total this battle for each card revealed.

Let's Get Dangerous!-Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.

Morgana Macawber-Acts as a level 5 Energy attack. Darkwing Duck may play 1 additional Special card.

Quack Fu-Acts as a level 5 Fighting attack. If successful, Target Character must discard all Placed cards into Dead Pile.


Elsa    7-3-3-3    (16)   Opponent's character's are -1 to all actions for each Energy Power card in their Hits From Current Battle.

Frozen-Acts as a level 6 Energy attack. If successful, Target Character may not play Special cards for remainder of battle.

Giant Ice Monster-Acts as a level 9 Fighting or Strength attack.

Ice Shield-Elsa or teammate may avoid 1 attack of 6 or less. May be played from Reserve.

Ice Slide-Acts as a level 4 Fighting attack, may be played from Reserve. If successful, Elsa may continue to attack while in Reserve.

Let It Go!-Opponent must immediately discard all cards with a Strength icon currently held in hand.

Snow Queen-Play during battle. At end of battle, opponent may only move 1 Mission card. Other Mission cards return to pile Ventured from.


Megamind    5-2-2-8    (17)

Brainbots-Acts as a level 4 Fighting or Strength attack. May make 1 additional attack.

Presentation-Discard 1 Intellect Power card usable by Megamind. Show Opponent up to 5 cards usable by Megamind from Hand. Draw equal number from Draw Pile. Discard duplicates.

Devious Plan-Opponent must reveal the top card of their Draw Pile and discard it and any duplicates of it placed or in their hand.

Giving Bad A Good Name-Remove all hits from Target Teammate's Permanent Record and Hits From Current Battle, and switch places with Reserve. May be played from Reserve.

Great Big Brain-For remainder of battle, If Megamind can block a Power card attack with an equal value Power card, Megamind's Power card hits attacker.

Escape Plan-Avoid 1 attack.

So..... all the card titles for Mighty Mouse are lines from his theme song.... ;)
Mighty Mouse    2-3-8-5    (18)

Here I Come To Save The Day-Mighty Mouse or teammate may avoid 1 attack of 6 or less. May be played from Reserve.

Join The Fight-Acts as a level 6 Strength attack. May be played while Mighty Mouse is in Reserve.

Mighty Mouse Is On The Way-Acts as a level 4 Fighting attack, may be played from Reserve. If successful, Mighty Mouse may continue to attack while in Reserve.

Never Dispair-Play in the current battle. Mighty Mouse is +7 to Venture total for next battle.

Situation Well In Hand-Acts as a level 6 Any-Power attack. Attack is not affected by any cards in play that affect the "remainder of the Battle" or the "remainder of the Game".

When There's Danger-Attack made on teammate is now made on Mighty Mouse, who may defend. If successfuly defended, Mighty Mouse may draw 1 card from Draw Pile. Discard duplicates. May be played from Reserve.


Someday I'd like to do the rest of the Incredibles....
Mr Incredible    1-4-8-3    (16)

Big Man-Acts as a level 8 Strength attack. If successful Target must immediately discard 1 Placed card, of Mr Incredible's choice.

Family First-Team gains +2 to all actions for remainder of battle.

Fighting Shape-Acts as a level 5 Strength attack. May combine with a Strength Universe: Training card bonus regardless of requirements. Bonus counts towards Venture Total.

Super' Hero-Avoid 1 attack.

Mostly Invulnerable-Mr Incredible's hits to K.O. number is increased to 30. MultiPower Power card hits on Mr Incredible are treated as Any-Power cards.

Save The Day-Attack made on teammate is now made on Mr Incredible, who may defend. If successfully defended, Mr Incredible may draw 1 card from Draw Pile. Discard duplicates.


Space Ghost    7-5-3-4    (19)    Space Ghost may use his numerical Special cards as Power cards to defend.

Energy Beam-Acts as a level 5 Energy attack. May make 1 additional attack.

Galactic Allies-Acts as a level 6 Intellect attack. +2 to attack if played as a follow up to an Ally card.

Galactic Peacekeeper-Add 3 to Venture Total this battle (5 if Space Ghost does not attack this battle).

Inviso-Belt-Avoid 1 attack. May not be attacked for remainder of battle.

Power Bands-Sort through Power Pack card by card. Put the first 3 cards playable by Space Ghost in Hand. May keep duplicates. Reshuffle Power Pack.

Power Blast-Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.


Then someone asked what else would fit in Overpower. Dungeons & Dragons? Drizzt was my first thought so here is his adventuring party. I might make a whole DnD themed set sometime.


Bruenor    1-6-5-6    (18)    Bruenor's Power cards < 5 are +2 to defense.

Dwarven Warrior-Acts as a level 4 Strength attack, may make 1 additional attack.

Courage Of A King-Acts as a level 12 Fighting attack. May only be played if Bruenor has Hits totaling 15 or more in his Permanent Record.

Inspiring Leader-Bruenor may have an unlimited number of Teamwork cards placed on him until Bruenor is KO'd. Teamwork cards may not be duplicates.

Master Smith-Choose one Tactic: Artifact or Basic Universe card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

Mighty Shield-Avoid 1 attack.

Reclaiming Mithril Hall-Add 3 to Venture total for this battle. Add 6 if opponent's Battlesite has been successfully attacked this battle.


Cattie Brie    5-7-3-3    (18)    May defend Front Line with Power cards from Reserve.

Adventuring Party-Cattie-Brie or teammate may avoid 1 attack of 6 or less. May be played from Reserve.

Comrades In Arms-Play during battle. For remainder of game, Cattie Brie and Target Teammate may defend each other and may contribute any type Power card to a Tactic: Doubleshot played by the other character. Power card is +2 if played for defense.

Enchanted Arrows-Acts as a level 4 Energy or Fighting attack. Attack not affected by Special cards already in play.

Mage Training-Acts as a level 5 Intellect attack.  If successful, sort through opponent's Dead Pile. Choose 2 cards to shuffle into Draw Pile.

Mielikki's Favor-Catti-Brie gains a +2 to all actions for remainder of battle.

True Shot-Acts as a level 2 Fighting attack. If successful, acts as a level 8 Strength Hit. Hit goes on Target Character's Permanent Record. Does not count for Venture Total.


Drizzt    4-8-4-4    (20)
   

Back To Back-Play during battle. For remainder of game, Drizzt and Target Teammate may defend each other and may draw 1 card from top of Draw Pile immediately after playing any Tactic: Doubleshot cards. Discard if duplicate.

Champion Of The North-Add 3 to Venture Total for this batttle, +1 for each hit in the Permanent Record and Hit's to Current Battle of the Character directly across from Drizzt.

Hunter In The Dark-Play during battle. For remainder of game, Drizzt's attack, defense and Hits to KO may not be modified by opponent. Draw the bottom card of your Draw Pile, discard duplicates.

Faithful Companion-Acts as a level 4 Intellect attack. Teammate (including Reserve) may combine with 1 Fighting card for a single attack.

Ranger-Acts as a level 5 Fighting or Intellect attack. If successful, Drizzt may look at the top 2 cards of opponent's Draw Pile and return them in any order to the top and/or bottom of the Draw Pile.

Twinkle & Icingdeath-May be used as a level 2 Energy, Strength or Intellect Power card to attack, or a level 7 Fighting Power card to defend. May not be combined with a Universe card.


Guenhwyvar    3-6-6-3    (18)    Guenhwyvar must begin the game in Reserve. While in Reserve, may make a follow-up Power card attack anytime a teammate plays "Faithful Companion", a MQ Special or a Tactic: Artifact.   

Astral Being-Remove up to 2 Hits that each have more than one icon each from Guenhwyvar's Permanent Record.

Distracting Swipe-Acts as a level 4 Fighting attack. Teammate may combine with 1 Fighting card for a single attack.

Inseperable Bond-Play during battle. For remainder of game, Guenhwyvar and Target Teammate may defend each other with Power cards. Power cards are +2 to defense when defending each other.

Pounce-Acts as a level 6 Strength attack, may be played from Reserve.

Stalk-Acts as a level 4 Intellect attack, may be played from Reserve. If successful, Guenhwyvar may continue to attack while in Reserve.

True Companion-Guenhwyvar or teammate may avoid 1 attack of 6 or less. May be played from Reserve.


Wulfgar    1-7-5-3    (16)        Strength Power cards are +1 to attack for each wounded teammate.

Aegis-Fang-Acts as a level 5 Strength attack. If defended by a Special Card, place on top of Draw Pile.

Berserker-Acts as a level 2 Intellect attack. Wulfgar may make as many Power card attacks as possible. Opponent may defend.

Big Swing-Acts as a level 4 Strength attack. May combine with 1 Figting Power card for a single attack.

Barbarian Warrior-For remainder of game, Wulfgar's attacks are not affected by Special cards already in play.

Hammer Time-For remainder of battle, if Wulfgar can block a Power card attack with an equal value Power card, Wulfgar's Power card hits attacker.

Companion Of The Hall-Play during battle. For remainder of game, Wulfgar and Target Teammate may defend each other and opponent's Teamwork card bonuses are +0 when attacking them.