Absolute Evil

Started by fennshysa, December 09, 2016, 05:23:13 PM

Previous topic - Next topic

fennshysa

My take on Galactus. He is an 8-8-8-8 character with lots of OPDs but will take up so much of your deckbuilding points you'll have to play him with Jubilee and like gridded characters if you play him in a regular game. I will be making a location with him and his Heralds later that let you play a 3 character team of powerhouses. But i haven't worked out the details on that yet.

EDIT 2-23-17
Fixed the typo and redid the links. Changed his Power Cosmic to 30 pts to KO instead of may not be spectrum KOd. His character inherent requires 4 types for KO. I"m wondering if I should leave the cost at 28 like the Beyonder since he has his own specials and will be able to play every power card in the deck. (every time i revise his character i up the cost)

Galactus      8   8   8   8   32
Counts as 26 points for Tournament deckbuilding. May only be Spectrum KO'd by four Power Types.

Galactus   Cosmic Awareness   
For remainder of game, if Opponent draws cards during battle, Galactus may draw an equal number from Draw Pile. Galactus must show drawn cards. May not keep duplicates.

Galactus   Cosmic Blast   
Acts as a level 8 Energy, Strength, Fighting or Intellect attack.

Galactus   Create Herald
Target Teammate's Energy or Strength Rating increases to 7 for remainder of game.

Galactus   Destroyer Of Worlds
Acts as a level 1 MultiPower attack against Target Character, or a level 11 Any Power attack against Target Battlesite.

Galactus   The Devourer
Opponent must discard top 5 cards from Power Pack into Dead Pile.

Galactus   The Hunger
Opponent must discard top 5 cards from Draw Pile into Dead Pile.

Galactus   Power Cosmic   
Galactus' hits to K.O. number is increased to 30.

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

justa

not a big fan of the red background, but the motif does make sense, so don't take that as a complaint.  a bunch of characters could use some specials, so i hope you're not done yet.
it will be fun to compare what you come up with to the set breadmaster & his helpers were working on.
thanks for sharing!

fennshysa

Its the frame i got from eboladude back in the day when i started making them. I kinda still like it so that's what i was going with. 

They'll be plenty more coming. Sorry about the big pictures, it was taking me awhile to figure out how to post correctly.

ekemisvo

Destroyer of Worlds has 10 in the icon but 11 in the description. Look cool though!

fennshysa

#4
Thank you sir. And thanks for catching it. I'll get it changed.

Abomination, Apocalypse, Carnage & Enchantress are finished up. I'll try and get them posted soon.

Apocalypse was was one of those original set characters that just got hosed in the specials department. So he gets 4 revised specials and one new one from me.

Apocalypse   Enhance Strength
Apocalypse   The Four Horsemen
Apocalypse   Instant Evolution
Apocalypse   Shape Shift
Apocalypse   Survival Of The Fittest


Carnage also ended up with some less than stellar specials. He gets 3 revisions (1 of which probably wasn't necessary) and a new monumental style special, Shriek.
Carnage   Anarchy
Carnage   Climb
Carnage   Ruthless
Carnage   Shriek


Abomination      
Abomination   Communist Spy
Abomination   Deadly Rampage
Abomination   Enraged Attack
Abomination   Gamma Spawn
Abomination   Intimidating Tactics
Abomination   Sewer Dweller


Enchantress. An odd mix of specials. I opted not to add a "Negate" special.
Enchantress   Amora Of Asgard
Enchantress   Enchanted Bolts
Enchantress   Glamorie
Enchantress   Magic Of Nornheim
Enchantress   Seductress
Enchantress   Skurge

justa

... to give you more room on this thread...

fennshysa

#6
Updated the Galactus cards in the first post.

Electro      7   3   3   3   16
While Universe: Generator placed to Electro all his actions are +1.

Electro   Don't Touch
Avoid 1 Attack with a Fighting or Strength icon. Opponent must discard 1 card from Hand. Opponents choice.

Electro   Electric Bolt
Acts as a level 4 Energy attack, may make 1 additional Energy attack.   

Electro   Electro Unleashed   
Acts as level 9 Energy attack.   

Electro   Recharged
Reshuffle Power Pack into Draw Pile.

Electro   Shock Therapy   
Acts as a level 5 Energy attack. If successful, Target Character -2 to defense for remainder of battle.   

Electro   Tapping The Power Grid
Acts as a level 5 Energy attack. If successful, Electro may sort through Opponent's Battlesite and discard any 2 Special cards. May be played from Reserve.   


Loki, Not quite Oracle and he costs a lot more. But i designed him to be good from Reserve.
Loki      7   2   6   8   23

Loki   Asgardian   
Acts as a level 6 Fighting attack.

Loki   Deceptive Manipulations   
Acts as a level 6 Intellect attack. May be played from Reserve.

Loki   Grudge Match   
Discard 1 Intellect Power card usable by Loki. Loki is +2 to all Power card attacks against Target Character for remainder of game.

Loki   Jealousy   
Opponent must discard 1 Placed card of Loki's choice. May be played from Reserve.

Loki   The Trickster   
Acts as a level 5 Intellect attack. If successful, Loki may sort through Opponent's Battlesite and discard any 2 Special cards. May be played from Reserve.

Loki   Unseen Hand   
Acts as a level 4 Energy attack, may be played from Reserve. If successful, Loki may continue to attack while in Reserve.


An off skill special for the Acolytes. She has become more of a featured character after many years. Couldn't find a good picture of her in her Acolytes uniform though.
The Acolytes   Frenzy
Acts as a level 7 Strength attack.



Blob   Simple Strategy
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Intellect Hit. Hit goes on Target Character's Permanent Record. Does not count for Venture Total.



The Brood   Swarm   
Play with any Power card attack. The Brood may make as many additional Fighting or Strength Power card attacks as possible. Opponent may defend.



Bullseye   Deadly Arsenal
For remainder of game, Bullseye may Draw 1 card from top of Draw Pile for each Basic Universe card played by Bullseye. Discard duplicates.

Bullseye   Insane Strategy
Acts as a level 8 Intellect atttack. If not successful, attack hits Bullseye instead.

MHC

Flavor-wise it seems like Blob's special should be the reverse: a 2I attack (simple strat) that turns into a big hit 8F.

fennshysa

Yeah that does make more sense though I will probably let it stay since I was trying to find a way to give him a off grid special. Unless you've got a different idea.... I take ideas.


Lizard      2   6   6   2   16
If The Lizard's Homebase or Battlesite is "The Sewer", The Lizard may play his first attack face down each battle.

I'm not super happy with some of these titles, I think i'm OK with the mechanics. If anyone has a title to fit the card better i'll hear it.
Lizard   Ambush   
Acts as a level 6 Intellect attack. Cannot be defended by a card with an Intellect icon.

Lizard   Intimidation   
Lizard gains a +2 to attacks for remainder of battle.

Lizard   Regeneration   
Remove 1 Hit from Lizard's Hits From the Current Battle. Affects Venture Total.

Lizard   Savage Attack   
Acts as a level 5 Fighting attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.

Lizard   Tail Attack   
Acts as a level 7 Fighting attack.

Lizard   Subterranean Fighter   
Acts as a level 5 Strength attack. Attack may not be defended with a Special card.

justa

Electro: i expected Tapping The Power Grid to = Flash's Tapping The Speed Force.  this is more effective, provided Opponent has a Battlesite instead of Any Character Specials.
Loki: it makes sense that he would be a Reserve (why sacrifice yourself when others are available?), but what an expensive Reserve?!?  seems a little weird in practice.
Bullseye:  "Insane" defines it.
Lizard: feels kind of one-sided, with no Dr. Curt Conners presence in grid or Specials.  but what the hey; Curt was a little boring anyways.

fennshysa

#10
Electro... Pulling power from the grid seemed like something that should affect a location.
Loki....  There is the Asgard Location card.... And his specials don't suck. The off skill AR helps in my opinion.
Lizard.... I did have an AY Curt Connors the first time I did him. But i didn't really like it.

Next...... I'm pretty sure it will be an Overpower 1st! Going to try to get the Specials done tonight.

The Sinister Syndicate.
Sinister Syndicate      6   6   4   3   19
Strength Power Grid Rating is 7 for offense if Rhino is on your Front Line with The Sinister Syndicate.

This was the best piece of art i could find for the character card. I like it, I just wish I could fit it better.  The Specials were actually pretty easy to find art for. One of the first (if not the 1st) comics i bought was a Spider-Man with the Beetle and maybe Hydro-Man.


EDIT: And here they are....

Sinister Syndicate   Beetle
Acts as a level 5 Intellect attack. May combine with any 1 Power card for a single attack.

Sinister Syndicate   Boomarang
Acts as a level 2 Fighting attack. May make 2 additional attacks.

Sinister Syndicate   Hydro-Man
Sinister Syndicate may avoid any numerical attack.

Sinister Syndicate   Payday
Discard all cards not usable by Sinister Syndicate from hand. Replace with same number of cards from Draw Pile. May keep duplicates.

Sinister Syndicate   Rhino
Acts as a level 6 Strength attack. If successful, opponent must discard one Tactic card. Card may be Placed or in play.

Sinister Syndicate   Shocker
Acts as a level 4 Energy attack. May make 1 additional attack.

Sinister Syndicate   Speed Demon   
Sinister Syndicate may switch any two Power cards of equal value on any two of opponent's heroes.

justa

yes, sir - you are correct!  i've never seen the Sinister Syndicate done as a team before.  for that matter, outside of Rhino & Shocker, i've never seen them done as individuals, either.

the links to Boomerang & Payday are not working.

team grids are tough, so i can't argue too much with it.  IMHO, S could easily be a 5.  to keep total cost at 19, maybe subtracting an I point since somebody else was usually pulling their strings.  but increasing S would lessen the effectiveness of the IA.  it works the way it is.

fennshysa

#12
Fixed.

The Hand   Lady Bullseye
Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.

Holocaust   AOA Refugee
Holocaust is not affected by Event cards for remainder of game.

Hydra   Footsoldier Swarm
Avoids all attacks from 1 Teamwork card, or target character must discard 1 placed Teamwork card.

Juggernaut had some nice attack specials but his defensive specials were weak for being the Juggernaut. 3 Got upgraded and one more Juggernaut like attack special got added.

Juggernaut   Collateral Damage
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.

Juggernaut   Ignore Blow
Juggernaut may avoid any numerical attack.

Juggernaut   Smash Incoming Object
Juggernaut or teammate may avoid 1 attack made with a Universe card. Opponent must discard 1 card from hand. Opponent's choice.

Juggernaut   Unstoppable Force
Juggernaut cannot be Spectrum KO'd for reamainder of game.


Kang! Time Traveling Temporal Tyrant. I designed Kang as a Venture winner. 2 Specials affect Events, 1 provides a Mission rest if things are going badly, 2 attacks that affect venture total or missions. While his various identities and versions make him a prime candidate for a special that resets his hits to healthy that seemed like overkill so i just gave him an AG avoid. I"m thinking maybe i'll make a clone hero for him like an Immortus version.

Kang      5   5   3   8   21

Kang   Change The Past
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.

Kang   Destiny War
Sort through Defeated Heroes Pile and remove 1 Event card. Put Event card into Draw Pile. Reshuffle Draw Pile.

Kang   Energy Shield   
Avoid 1 attack.

Kang   Rewrite History
Acts as a level 7 Intellect attack. If successful, opponent must move 1 Mission card from the Completed Missions Pile to the Reserve Missions Pile.

Kang   Scarlet Centurion
Acts as a level 7 Fighting attack.

Kang   Temporal Tyrant
Play in current battle. Negates the effect of next Event card played by Opponent. Opponent may still draw for played Event. Kang may draw 1 card from top of Draw Pile.

Kang   The Conqueror   
Acts as a level 6 Fighting attack. If successful, Opponent is -4 to Venture.

justa

Lady Bullseye seems like AnyPower overkill for the Hand, but a decent card for them.
People really think Juggs needed that 10 - yours is the 3rd i've seen, though all have different secondary effects.  (one was defense only, other was +3VT if negated.)
i was ready to suggest a Rama-Tut version of Kang, but then i looked it up.  my memory was faulty - that was just an alias he used, not a separate version of Kang like Immortus.  good take on him.

fennshysa

#14
Thanks!

Annihilus      6   3   7   6   22
If Annihilation Wave is your Mission, Annihilus' Team is +3 to Venture Total each battle.

Annihilus   Annihilation Wave
Acts as a level 6 Fighting attack, +1 for each Mission card in opponent's Completed Missions Pile.

Annihilus   Chitinous Exoskeleton
Annihilus may avoid any numerical attack.

Annihilus   Cosmic Control Rod   
Annihilus hits to K.O. number is increased to 30 for remainder of game.

Annihilus   Insectoid Army   
Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May make 1 additional attack.

Annihilus   Negative Zone Tyrant
Acts as a level 6 Energy or Strength attack.

Annihilus   Remorseless Conqueror
Move all of target character's Hits from Permanent Record into Hits from Current Battle. Affects Venture total.

EDIT 3-2

Some More

Dr Octopus   Flurry Attack   
Acts as a level 2 Strength attack. May make 2 additional attacks.

Dr Octopus   Villianous Shield   
All attacks made on Dr Octopus are made on Target teammate for remainder of battle or until teammate is KO'd. Teammate may defend.


Dracula   Drain Life   
Acts as a level 6 Energy attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.


Haven't finished a character card for them yet.
Frightful Four   Constrictor
Acts as a level 5 Fighting attack. If successful, Target character may not attack Frightful 4 for remainder of battle.

Frightful Four   Hydro-Man
Only Intellect attacks may be played against Frightful 4 for remainder of battle.

If I find a good picture of the Red Ghost 'ghosting' I'll substitute it for this picture.
Frightful Four   Red Ghost
Play during battle. All Hits in Frightful 4's Hits from Current Battle do not count for Venture Total and are subtracted from Opponent's Venture Total.

Frightful Four   Thundra
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.

Frightful Four   Trapster
Acts as a level 6 Fighting attack. If successful, Target Character may not play Special cards for remainder of battle.

Frightful Four   Wizard
All Intellect Power Card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.


Goblyn Queen   Mistress Of Limbo
Avoid 1 attack. May not be attacked for remainder of battle.


The Hellfireclub   Inner Circle
Choose one Hellfire Club Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.