DC3 pt2.

Started by fennshysa, January 12, 2017, 09:49:44 PM

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justa

#15
Power Girl:  better grid than old card.  some of the special card changes seemed unnecessary, but with no duplication, all seem usable.

Clock Tower: remake

Lexcorp:  needs Lex or the Brain in Reserve to benefit from IA.

No Man's Land: am i correct in assuming that "discarded" means only during Discard Phase?  great if discarding for duplicates, but poison if discarding unusable Power cards.

Watchtower:  hard enough to build a coherent team with the disparate grids.  at least Onslaught's Citadel's characters had some gimmicky specials to help compensate.

fennshysa

Yeah, that was my intention with LexCorp. Kind of the brains behind the scene directing the strategy.

No Man's Land: No, my intention was recycling a card that had been used to block or an attack that was defended. I couldn't say "one defended power card attack" or "one power card used for defense" because then it excluded the other option.  Maybe "Once per round, may reshuffle a Power card into the Draw Pile instead of placing it in the Power Pack".  Sound clearer?

Watchtower: That inherent was considering my redesigned special cards and new ones and the fact that all but Green Lantern are going to receive upgraded Character cards from me. I'm thinking by the time I'm done you might change your mind.  I can see your point with the current cards for the Heroes.

justa

Quote from: fennshysa on January 21, 2017, 01:49:09 PM

No Man's Land: No, my intention was recycling a card that had been used to block or an attack that was defended. I couldn't say "one defended power card attack" or "one power card used for defense" because then it excluded the other option.  Maybe "Once per round, may reshuffle a Power card into the Draw Pile instead of placing it in the Power Pack".  Sound clearer?


how about something like "after discard phase each battle, may reshuffle 1 Power card from Power Pack into Draw Pile"?  that allows choice of what you move (no poison), and specifies a "when" (helps keep track).

fennshysa

#18
Based on your good advice, i think this works with the least amount of wording.
Gotham: No Man's Land   
Oracle   
Huntress   
Comm Gordon   
Two-Face   
Batgirl   
Poison Ivy   
Gotham: No Man's Land team may reshuffle 1 Power card from Power Pack into Draw Pile after discard phase. If used as a Battlesite attacks targeting Gotham: No Man's Land are -2.


Daily Planet
Superman   
Batman   
Superboy   
Kara Zor-El: Supergirl   
Steel   
Metropolis SCU
Daily Planet Team's Intellect Power Cards are an additional +1 to Venture Total when they Hit.


I had trouble with the special cards for Wonder Girl. Nothing really stood out but this is what i ended up with. Since i used Daughter of Zeus in a title Demigod seems repetitive. If anyone has a better suggestion for the AR I'll take it. If i can find the right picture i think maybe one more special "Gift Of The Gods" that lets her look for a Tactic Artifact card in the deck, to reflect the artifacts she used at the beginning of her career.
Wonder Girl      3   6   6   5   20   
May play any Intellect Teamwork cards.

Wonder Girl   Daughter Of Zeus   
Avoid 1 attack.

Wonder Girl   Teen Titan   
Acts as a level 7 Strength attack.

Wonder Girl   Indomitable Spirit   
Acts as a level 5 Energy, Fighting, Strength, or Intellect attack, +1 for each Mission card in opponent's Completed Missions Pile.

Wonder Girl   Lasso Of Ares   
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Energy Power card.

Wonder Girl   Never Giving Up   
For remainder of game, if Opponent draws cards during battle, Wonder Girl may draw an equal number from Draw Pile. Wonder Girl must show drawn cards. May not keep duplicates.

Wonder Girl   Themysciran Training   
Acts as a level 4 Fighting attack. May make 1 additional Fighting attack against a different opponent.

justa

Daily Planet:  your post says Supergirl, but the card just says Kara Zor-El.  so Power Girl could be used?  seems wrong.

Wonder Girl:  6F feels a little high for her.  interesting IA.  Demigod could be called Teen Titan, maybe?  good take!

fennshysa

#20
Daily Planet... Since I don't want to change anything from the official sets that i don't have to change, I'm solving some of my conflicting character versions (such as Supergirl/Matrix and Cyborg Superman/Cyborg) by leaving the original alone and subnaming them. So Supergirl will be Kara Zor-El: Supergirl (and Vic Stone: Cyborg). Supergirl will still be large on the card, but since Kara Zor-El comes before the ":" technically she will be the Supergirl version of the Kara Zor-El character but still looks like it says Supergirl.

If that makes sense...... :-\

Changed to Teen Titan. Since this Wonder Girl is from more of the Teen Titan era, not Young Justice era, I'm ok with the 6 Fighting since she spent time getting trained by Artemis.

Wonder Girl   Teen Titan   
Acts as a level 7 Strength attack.

Two-Face.......  He has two specials that were slightly nerfed compared to the Marvel versions of those Specials. Just a little too limited to play. So I fixed those plus his Criminal Mastermind Special. Added some type of an avoid and a non-OPD version of the FK special to help make Flip Of The Coin a better card.  Went with a non-OPD version for two reasons: 1. so it can be included more than one copy. 2. to fit the two theme. I also made it playable from Reserve to fit with his Crimeboss Character card.

Two-Face   Criminal Mastermind
Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total.

Two-Face    Double Trouble   
Play with any Fighting, Strength or Intellect Power card attack. Power card must be blocked twice.

Two-Face     Forewarned Is Forearmed
Avoid 1 attack with more than 1 icon. Two-Face may draw 1 card from the top of the Draw Pile. Discard duplicates.

Two-Face   Split Decision
Look at top 4 cards of Draw Pile and choose any 2 cards. Reshuffle Draw Pile. Put 2 chosen cards on top of Draw Pile. May be played from Reserve.

Two-Face   Tommy Gun
Two-Face may make as many Power card attacks as possible. Opponent may defend.



justa

Daily Planet... your explanation makes perfect sense - i was already using that same convention for Stone & Henshaw, but i had forgotten all about the Matrix.  some days i can be very slow on the uptake.

Two Face:  IMO minimal improvement to Double Trouble & Tommy Gun, but they can't all be gems, eh?
looking good.

fennshysa

#22
Great minds......   ;)

Yeah, They are not great but i'd be willing to try them in a deck now.


Thorn...I had done two thorn cards before. They are still here, one just became a revision. Added a second Revision and a 2nd new card. She actually has a pretty nice collection of specials now.
Thorn   Battle Instinct
Acts as a level 4 Intellect attack. May combine with 1 Fighting card for a for a single attack.

Thorn   Split Personality
Target opponent may not attack Thorn for remainder of battle unless she attacks him first.

Thorn   Street Fighter
Acts as a level 6 Energy or Fighting attack.

Thorn   Wild Rose   
Thorn gains a +2 to all actions for remainder of battle.

These are all 3 new. The Trickster still has only 1 attack Special but between Distinguished Allumnus and Bag Of Tricks he has lots of options now. I think I'm going to add a HI Trickster special to the Rogue's cards too.
The Trickster   Bag Of Tricks
The Trickster may have an unlimited number of Special cards Placed on him until The Trickster is KO'd. Specials may not be duplicates.

The Trickster   Distinguished Allumnus
The Trickster may Place and play any of The Rogues' Special cards for remainder of game.

I changed this one into a OPD special as i like the idea but it's hardly worth playing 2 at a time. I thought about making it 6 instead of 5 but 5 is congruent with the specials that allow you to discard out of the power pack.
The Trickster   I Have Gifts
Sort through opponent's Dead Pile. Choose any 5 cards and put them into opponent's Draw Pile. Reshuffle Draw Pile.

justa

Thorn:  few have added to her, but she's some better now.  i agree that Street Fighter needed a re-do, but others have done that.  Violent Tendencies was unique, and i'm sticking to it.

Trickster:  only 2 previous homemades, so a welcome addition.  i have an old character card for "Rogues Gallery" with grid = 7525. was that your old card?  the reason i ask is that the IA was to place and play Trickster specials.

fennshysa

#24
I almost stuck with it too.

That probably was my Rogues card. I had to revise some thing with this set since the extra cards for everyone make that a bit too much when they have their own specials.



Supergirl/Matrix
I would like to have modified her shapeshift and telekinetic shield specials a bit too but i haven't found the right art for them yet. Her Hero will be 7-4-6-3 With an inherent that lets her play telekinetic shield from reserve. Maid of Might, Levitation and Earthbound Angel I've done before.

Supergirl   Earth-Bound Angel
Target Character's Special cards may not be Negated for remainder of game.

Supergirl   Levitation   
Only attacks made with Universe cards may be played against Supergirl for remainder of battle.

Supergirl   Linda Danvers
Remove 1 hit from the Permanent Record of Supergirl or teammate for every card in the Defeated Missions Pile.

Supergirl   Maid Of Might
Acts as a level 7 Strength attack.

Supergirl   Psychokinetic Bolt
Acts as a level 4 Energy attack, may be played from Reserve. If successful, Supergirl may continue to attack while in Reserve.

My take on Supergirl... And a few others.
Supergirl    7   4   6   3   20
May play Telekinetic Shield from Reserve.



Batman      2   7   4   8   21

Flash      7   7   3   3   20
If the Flash makes a successful Fighting Power card attack against opponent's character he may immediately make another attack.

Nightwing      2   7   4   6   19



Big Blue himself. My version of him is 8 Strength.
The Specials are all ones i did before, but some are reworked, renamed and lots have new art. His Inherent makes him harder to KO and his Special makes him impossible to Cumulative KO..... Because he's Superman. Four are revised Specials. Honetly Man of Steel didn't absolutely need revised but it did deserve a better card to go with the title. I did drop the 8 multi special i had done earlier. He has a 7 S OPD, and 11 AP OPD and a 7 E with the revised Heat Vision. He didn't need it.

Superman      7   2   8   4   21
May not be Spectrum KO'd with Fighting Power cards.

Superman   Defying Earth's Gravity
Avoid 1 attack.

Superman   Earth's Greatest Hero
Superman's Team is +8 to Venture total this battle.

Superman   Heat Vision
Acts as a level 7 Energy attack.

Superman   Man Of Steel
Superman cannot be Cumulative KO'd for remainder of game.

Superman   Defender Of Metropolis
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.

Superman   Unfettered Might
Opponent must immediately discard all Special cards in play that affect "the remainder of the battle" or "the remainder of the Game."

justa

Superman is the legacy character with the most home created Specials - and you added 3 more to his total!  (Thanos is #1 for non-legacy characters.)
decent art choices.  keep it going!   :)

fennshysa

#26
Interesting stats. 
Hulk, Apocalypse and Superman are characters who got hosed on specials compared to what they should have had IMO. But I'm not surprised Superman gets more love from homemade makers.

All Right.... some more of the Super Family.

Steel... He was way smarter than the DC set card gave him credit for.  So his intellect gets bumped to 6 (i debated 7 even). Two Revamped specials.  All changed somewhat from the two old cards I had made for him.  His 2 new specials are Basic Universe Themed. I even debated making tech genius something else and the card text for it his inherent.
Steel      5   2   6   6   19
May play Human Shield from Reserve.

Steel   Exo-Skeleton
Acts as a level 4 Strength attack. May be used against Reserve, who may defend. If successful against Reserve, Reserve must skip a battle before moving to Front Line.

Steel   Human Shield
Acts as a level 9 Strength Power card. May only be used to defend. May defend Steel or teammate.

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

Steel   Tech Genius
Steel's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.


I debated the power bumps on this one because he wasn't that powerful when he started. He has lots of specials that aren't great but are not completely useless in the right situation (IMO). So he only got 1 revised special and 3 new cards. .
Superboy    7   2   7   2   18

Superboy   Attitude
Play during battle. For remainder of battle, any Special card played must be a Special card that acts as an attack. Other Special cards may not be played.

Superboy   Hotheaded
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.

Superboy   Quick Save
Teammate may avoid 1 attack of 9 or less.

Superboy   Up, Up, And Away
Avoid 1 attack with more than 1 icon. Superboy may draw 1 card from the top of the Draw Pile. Discard duplicates.


Different from the card i did for her before. She already had 2 avoiding specials so the old card was not appropriate. What she didn't have were basic specials so she gets an AA and an AR.

Wonder Woman      1   8   7   5   21
May only be Cumulative KO'd by 25 or more points.

Wonder Woman   Themysciran Warrior
Acts as a level 4 Fighting attack. May make 1 additional attack.

Wonder Woman   Strength Of The Earth
Acts as a level 7 Strength attack.


EDIT: Fixed links. Thank you.
EDIT 2: Fixed Themysciran misspelling.

Bloodwurm

#27
Hi! Just an FYI that your link Steel's Steelworks is a copy of the link for Tech Genius. Also, the link for Superboy's Up, Up and away and WonderWoman's Strength of the Earth are bad. Continue the nice work!

fennshysa

Thanks!

I actually like the Riddler's special cards a lot. I only added 2 cards since he was lacking a bit attack and any avoid other than the query and echo.
Not a real high attack but something that has effects if it works.
Riddler   You Didn't See That Coming   
Acts as a level 7 Intellect attack, if successful target opponent may not attack for remainder of battle.

This is from the Hush storyline where he was actually behind events and even caught by Batman but let go because they didn't think he was smart enough to orchestrate what was happening. Seemed perfect for an avoid1, may not be attacked special.
Riddler   Strategic Manipulations
Avoid 1 attack. May not be attacked for remainder of battle.


Robin. Changed a few of these around some from before. Comes to 1 Revision and 3 new.  He got 1 higher attack and also a limited avoid like the Riddler.
Robin   Choke Hold
Acts as a level 3 Strength attack. If successful, Target Hero must discard 1 Placed card of opponent's choice.

Robin   Grappling Line
Robin or teammate may avoid 1 attack of 6 or less. May be played from Reserve.

Robin   Loyal Partner
Acts as a level 4 Intellect attack. Teammate may play 1 additional Special card.

Robin   Shadow Of The Bat   
Acts as a level 7 Intellect attack. If successful, target hero may not use cards with an Intellect icon for remainder of battle.

justa

very good, but a few comments.... :-\

Steel & Superboy: i feel like F should be 3 on both.  the only way i see to get there would be to knock 1 off E on each.  but their your cards, and they look good.

Wonder Woman: there's a typo on her 7S AR special.  the "e" and the "y" should be switched, and the second "i" deleted.  you had it right on Wonder Girl's 4F AB special.

Riddler:  the Hush storyline might be a good candidate for a set of Mission & Event cards.

Robin:  worthy of doing by individuals instead of as just the 1 character.  like the Green Lanterns.  its been done by a few.

all in all, very good.   ;D