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#71
Custom Cards / Other Realms
Last post by fennshysa - February 13, 2024, 12:20:22 PM
This set is a little eclectic. I wanted to do some of the Dark Horse Characters from the 90's (Barb Wire, Ghost etc.). Then I decided to do some other Independent characters. Then someone was suggested non Superhero stuff.
Here's the link.
https://drive.google.com/drive/folders/1o8EsIbasYS_dn-RxEsJX6BQ1gbBAXO8D?usp=drive_link

So here goes.
Dark Horse Comics Greatest World characters.

Barb Wire 2-7-3-4 (16)        +1 to attacks vs characters targeted by "Most Wanted".

Barb Wire-Ball Buster   
Acts as a level 6 Intellect attack. If successful, Opponent is -4 to Venture.

Barb Wire-Collared   
Acts as a level 5 Fighting attack. If successful, target character may not play Special cards for remainder of battle.

Barb Wire-Don't Call Me Babe!   
Avoid 1 Attack. Opponent must discard 1 card from Hand. Opponents choice.

Barb Wire-Most Wanted   
Play on Target Character as an attack. When Target Character is KO'd, Barb Wire may move 1 Mission card from the Defeated Pile to the Completed Pile. If avoided or negated shuffle back into your Draw Pile.

Barb Wire-Equipment Maintenance   
Choose up to 2 Basic Universe cards from Draw Pile (reshuffle) or Dead Pile and place in Hand. May be duplicates. Barb Wire's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.

Barb Wire-Tactical Gear   
Target Character gains +1 to defense for remainder of game.


Ghost    5-7-2-4 (18)  Hits with Strength icons in Ghost's Hits From Current battle do not count for Venture Total.

Ghost-Almost Dead Already   
Remove all Hits from Ghost's Permanent Record and Current Battle, and switch places with the Reserve.

Ghost-Ghost Jump   
Acts as a level 6 Intellect attack. May be used against character in reserve, who may defend.

Ghost-Incorporeal   
Avoid 1 attack.

Ghost-Intangible Investigator   
Sort through opponent's Draw Pile. Choose any 1 card and remove it from the game. Reshuffle the Draw Pile.

Ghost-Straight To The Heart   
Acts as a level 2 Energy, Fighting, Strength or Intellect attack. Can only be defended by a defensive Special card.

Ghost-Two-Gun Justice   
Acts as a level 2 Fighting attack. May make 2 additional attacks.


Install is a mechanic I stole from other creators. It allows you to use a basic universe card to bump stats by 1. Like a built in Absorbing Man Special kind of.
The Machine    3-4-5-7 (19)        When The Machine Installs a Basic Universe card he may add the Bonus to his Venture Total that battle.

The Machine-Bulletproof   
The Machine may avoid any numerical attack.

The Machine-Datastream   
Look at top 8 cards of Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.

The Machine-Frankenstein Appearance   
Acts as a level 6 Intellect attack. If not successful, Opponent -3 to Venture total.

The Machine-Patchwork Parts   
Draw 3 cards. Discard duplicates. If any drawn cards are Basic Universe cards you may place or Install them (if possible) and draw another.

The Machine-One On One   
Acts as a level 5 Fighting attack. May not be affected by a card with the word "teammate" on it.

The Machine-Servo Mechs   
Acts as a level 7 Strength attack.


Motorhead    7-4-4-2 (17) When a Tactic: Artifact card is placed to Motorhead, Energy grid is 8 and Energy Power cards are +1.

Motorhead-Drifter   
Motorhead is not affected by Event cards for remainder of game.

Motorhead-Barb's Bouncer   
Play in current battle. Next battle, Opponent may not Place any cards.

Motorhead-Feisty Prey   
Avoid 1 attack made with a Special card. Motorhead may draw 1 card from the top of the Draw Pile. Discard duplicates.

Motorhead-Max RPM   
Acts as a level 11 Energy attack, Motorhead may not attack for  remainder of battle.

Motorhead-Partner Up   
Acts as a level 4 Intellect attack. Teammate may combine with 1 Fighting card for a single attack.

Motorhead-Telekinetic   
Target Character must discard 1 placed card of Motorhead's choice. Return the remainder of Target Character's placed cards to opponent's hand.


Wolf Gang    7-5-4-3 (19)    Energy and Fighting Power cards are +2 when defending a battlesite.

Wolf Gang-Bomber   
Acts as a level 4 Energy attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.

Wolf Gang-Breaker   
Acts as a level 6 Strength attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture Total.

Wolf Gang-Burner   
Acts as a level 5 Energy attack. If successful, Wolf Gang may sort through Opponent's Battlesite and discard any 2 Special cards. May be played from Reserve.

Wolf Gang-Cutter   
Acts as a level 6 Energy or Fighting attack.

Wolf Gang-Home Turf   
Wolf Gang's Battlesite's Hits to K.O. number is increased by 5 points for remainder of game.

Wolf Gang-Wolf   
Wolf Gang's Team's attacks with an Energy icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.


X    2-7-4-3 (16)    X's Hits From Current Battle of the same type as a hit already in X's Permanent Record do not count for Venture Total.

X-Arcadia's Avenger   
Acts as a level 6 Fighting attack, +1 for each Mission card in opponent's Completed Missions Pile.

X-Impulse Control Issues   
X may attack with any Special cards or Power cards in Hand for remainder of battle.

X-Mob War   
Play during battle. For remainder of game, all bonuses from Universe: Teamwork cards are "+0".

X-One Warning   
Acts as a level 4 Fighting attack. If target already has a copy of this Special in their Permanant Record, acts as a level 8 Fighting attack.

X-Regenerative Blood   
Remove 1 hit from X's Permanent Record. Place this card and removed hit beside X. X may not be attacked by a card of the same type and value for remainder of game.

X-Revenge   
Acts as a level 4 Strength attack. If Target Character is K.O.'d by this Hit, X may move 1 Mission card from the Defeated Pile to the Completed Pile.


Other Independent comics characters.......

Empowered was a different comic. It was Dark Horse but not part of the Comics Greatest World. You have to read up on it or read it to understand what I tried to do here. Basically her suit was really powerful but easily damaged......

Empowered    7-3-6-6    (22)    Counts as 18 Points for Tournament Deckbuilding. Energy and Strength Grids are -1 for each hit in Empowered's Hits To Current Battle.

Hypermembrane Suit-Avoid 1 attack.

Love Hurts-Acts as a level 7 Fighting or Strength attack, -1 for each Hit on Empowered's Permanent Record.

Pew-Pew-Pew!-Acts as a level 3 Energy attack. May make 2 additional attacks. (Additional attacks are +2 if Empowered does not have any Hits in Permanent Record. Bonus not applied to damage, or Venture Total.)

Previously Bound-Negates the effects of any 1 Special card. May not be used to avoid a numerical attack, or remove a numerical hit.

Resignation Letter-Play to Concede battle. Remove all Hits from Empowered's or teammate's Permanent Record and Hits from Current Battle.

Vorpp!-Acts as a level 8 Energy attack -1 for each hit on Empowered's Permanent Record.


Serigio Argones' Groo. The Conan parody. He is the best fighter ever but also reallllly dumb and chaos follows him everywhere. Even his allies usually suffer. That's what I tried to show with his "Epic Misadventures."

Groo    2-8-5-1    (16)       Groo begins the game with "Epic Misadventures" in play.

Clueless-Acts as a level 0 Intellect attack. May only be defended using a Power card with a Value of 5 or greater.

Epic Misadventures-For remainder of game, when Groo makes a successful attack, Groo must discard 1 random card from opponent's hand if possible. If discarded card has a numerical value subtract that value from Groo's Venture Total.

The Neverending Fray!-Groo will not leave the fray! Play when Opponent concedes battle. Opponent may not concede battle.

The Wanderer-Acts as a level 4 Fighting attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.

Walking Disaster-Opponent must immediately discard all Special cards in play that affect the "remainder of the Battle" or the "remainder of the Game".

What Groo Does Best-And now Groo does what Groo does best! Acts as a level 7 Fighting attack. May make up to 2 additional Fighting attacks.


Mike Allred's Madman....

Madman    5-7-3-5    (20)        Madman may play any teammate's Special that has only an Intellect icon.

Bizarre Journey-Play during battle. At the end of the battle, all Hits from The Current Battle for all characters are discarded and not added to the Permanent Record.

Intuitive Learning-Play during battle. Madman may exchange this card for any 1 Special card in Dead Pile with an Intellect icon and play it immediately.

One More Minute-Play when opponent concedes battle. Madman's team may discard any number of cards to top of Draw Pile.

Psychometry-Return 1 of target character's placed cards to opponent's hand. Search their Draw Pile for another copy of returned card and discard it to the appropriate pile.

Supernatural Synapses-Avoid 1 attack.

Yo-Yo-Acts as a level 5 Strength attack. If successful, Madman may sort through Draw Pile, select any Madman Special card and play it immediately. Reshuffle Draw Pile.


Art Adams Monkeyman and O'Brien comics....

Monkeyman & O'Brien    2-3-7-7    (19)

Axwell Tiberius-Acts as a level 8 Intellect Power card. May be used to attack or defend. May not be combined with Universe cards.

Brains & Brawn-Acts as a level 6 Strength or Intellect attack.

High & Low-Play when Monkeyman & O'Brien defend with a Power card. Power card is +3 for defense and is returned to Hand after attack is resolved.

Interdimensional Traveler-Draw the bottom 3 cards of your Draw Pile. Discard duplicates.

Intrepid Adventurers-Opponent must reveal any Power cards currently held in hand. Choose 1 and shuffle it back into opponent's Draw Pile.

Lab Partners-Monkeyman & O'Brien may make 1 follow-up attack after Monkeyman & O'Brien plays a Universe: Teamwork card for remainder of game. If follow-up attack is a Strength or Intellect attack, the bonus is +1.


Nexus    8-4-4-4    (20)

Cosmic Justice-Acts as a level 3 Intellect attack, +1 for each Mission card in Nexus' Defeated Missions Pile.

Fusion-Kasting-Choose 1 Power card usable by Nexus from Power Pack and place in hand. May be duplicate. Reshuffle Power Pack.

Executioner's Song-Acts as a level 5 Strength attack +1 for each of target character's Specials in all character's Permanent Records and Hits From Current Battle.

Judgement Of Merk-Play on target character who just KO'd Nexus' teammate. Nexus is +2 to attack for remainder of game against target character.

Haven Of Ylum-Nexus' battlesite may not be attacked for remainder of battle.

Power Of Nexus-Acts as a level 11 Energy attack, Nexus may not attack for  remainder of battle.


Shi    2-7-3-4    (16)    After Venture Total is determined, Shi may place any card she played to KO a charcter on top of her Draw Pile.

Death Mask-Acts as a level 7 Intellect attack. If Target Character is K.O.'d by this Hit, Shi may move 1 Mission card from the Defeated Pile to the Completed Pile.

Righteous Mission-Acts as a level 5 Fighting attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards.

Naginata-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.

Sohei-Add 3 to Venture Total this battle (5 if Shi does not attack this battle).

Take Cover-Avoid 1 attack.

Vengeful Obsession-Discard 1 Intellect Power card usable by Shi. Shi is +2 to all Power card attacks against Target Character for remainder of game.


The Tick    2-5-7-2    (16)        May only be Cumulative KO'd by 30 or more points.

Able To Leap Tall Buildings-The Tick may avoid any numerical attack.

Destiny Calls Me-Draw a random card from the Power Pack (may be duplicate) and immediately use it to attack.

Intrinsic Optimism-The Tick's team is +2 (+3 if opponent has more cards in Completed Missions Pile than you) to Venture Total for remainder of game.

Nigh Invulnerable-Negates the effect of any 1 Special card played by opponent against The Tick only.

Spoon!-Acts as a level 7 Any-Power attack. +3 when used to attack a Battlesite. Bonus counts toward damage.

Square Jaw Of Justice-Draw one card for each card discarded this battle, including duplicate and unusable cards. Do not discard if duplicate.




#72
Custom Cards / Re: Custom OP Cards Request
Last post by fennshysa - February 12, 2024, 08:39:12 AM
I have photoshop templates that are fairly easy to use. If you want them just pm me with a email address and let me know which kinds you want. (Character, Special - DC, Marvel etc)
#73
Custom Cards / Re: Custom OP Cards Request
Last post by justa - February 11, 2024, 05:25:36 PM
sent you a PM
#74
Custom Cards / Custom OP Cards Request
Last post by TGW - February 10, 2024, 11:27:44 PM
Would anyone be available to either assist with a handful of character card creations or point me in the direction of an easy to use template?

Thank you!
#75
Custom Cards / Re: teamwork project - justa f...
Last post by Majestic - January 30, 2024, 05:08:37 PM
Ah, makes sense now.  Thanks!
#76
Custom Cards / Re: teamwork project - justa f...
Last post by justa - January 18, 2024, 05:49:26 PM
SKO = Spectrum KO (3 power types)
CKO - Cumulative KO (20 or more points)
both (SKO & CKO) may be modified by the 1st rule of OverPower = "unless something says different"

so many views, so few comments.
#77
Special Codes / Re: Is there a Document with a...
Last post by Majestic - January 18, 2024, 01:47:17 PM
I've got that printed, plus the really old one (from the 90s) and others.  Looking forward to the day when all OP rules will be compiled in one place, so everyone is playing from the same set of rules.
#78
Custom Cards / Re: teamwork project - justa f...
Last post by Majestic - January 18, 2024, 01:40:47 PM
SKO?  ???
#79
Forum Management / Re: Major Forum Upgrade
Last post by Majestic - January 12, 2024, 03:09:38 PM
Thanks for all you do keeping this forum going, Palatinus.

I'd love to see more activity here.
#80
Custom Cards / Re: DC Teen Titans/Young Justi...
Last post by justa - December 27, 2023, 09:48:19 PM
i must admire the dedication involved in typing this all up.  sota gathering it all for "public viewing", so to speak.  i've been keeping up in the "lots & lots" google drive link & the ATL, so i seem to have seen these all already.  and as always, i much admire the thought and effort involved.  great work, fenn!