so i was thinking about ultimate evil

Started by breadmaster, August 12, 2012, 04:32:24 PM

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gameplan.exe

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...
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

BasiliskFang

That last blink is definitely going to be the opd for the battlesite!

breadmaster

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?

BasiliskFang

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

CoS

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. 


SnareguyUT

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!!!

TGW

Excellent work CoS. A lot of interesting ideas. I'd love to see these special cards in this set or a future Powerbalance expansion.

CoS

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).




PowerBalance

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.

Overpower: Power Balance - New Custom Expansion!
http://www.oppowerbalance.net
http://www.facebook.com/OPPowerBalance

breadmaster

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

thetrooper27

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.     
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

CoS

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!


breadmaster

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)

thetrooper27

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...
"wow...never notice how JACKED pym is in that pic before!" -breadmaster