Absolute Evil

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

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fennshysa

Psylocke: Betsy Braddock for Reserve? Captain Britain would be 1 point over i think.  Or Hawkman or Ra's Al Ghul: Swordmaster.

For not having really thought about Sauron before tonight his specials went together really easily. I wasn't planning on any more today, but they just made sense.

Sauron      5   5   6   2   18   
Sauron's Energy Power cards are +1 for each Sauron Special card in opponent's team's Hit's From Current Battle and Permanent Record.

Sauron   Channel Lifeforce
Remove 1 Hit from Sauron's Hits to Current Battle. Sauron may make 1 attack with any card, usable by Sauron and in Hand, of equal or less Value than removed Hit.

Sauron   Energy Vampire
Acts as a level 5 Energy attack, if successful remove 1 hit from Sauron's permanent record.

Sauron   Hypnotic Gaze
Acts as a level 5 Energy attack. If successful, Target character may not attack Sauron for remainder of battle.

Sauron   Mental Illusions
Acts as a level 3 Intellect attack. If successful, Target Character may not make any follow up attacks from Teamwork or Special cards for remainder of battle.

Sauron   Power Dive
Acts as a level 6 Fighting attack.

Sauron   Savage Land
Play during battle. At end of battle, opponent may only move 1 Mission card. Other Mission cards return to pile Ventured from.


justa

its fascinating how different people have different interpretations of characters.  for example:
this is the 9th version of the Sauron character card i've seen (only 4 creators have made specials.
out of the 9, all have different grids, 6 have different IAs.
grid ranges (high to low):
E (7-3), F (6-2), S (7-4), I (6-2), total cost (21-17)
yet all seem equally valid in their own way.  really fascinating.

for the Ultron 6.0 team, remember i also consider homemade cards.   :)  to get the max benefit, i was thinking more like a Hulk (1486) or Ironman: Original Armor (5167).  that would help merge grids better for power card usage, assuming some of those basic U bonuses get used, and to provide some more kick-ass attack power.  but the possibilities are virtually endless.

fennshysa

One of those Sauron's from before was probably mine but I like this one better. I did look at a couple other Sauron Characters when working on this one.  9 different is pretty crazy though.


justa

9 actually isn't that unusual.  there are 21 characters that i've seen 10 or more variations posted - each with a unique combination of grid and/or IA, or a variant with some specials that only they can play.  the top 3 are Supes (30!), Bats (20), and Spidey (18, or 24 if you count the 2099 versions).  (and this doesn't account for ones that identical but just have different art.)  17 are legacy character, the remaining 4 are Abomination, Lizard, Shatterstar, and Thanos.
at the other end of the spectrum, there are plenty of legacy characters that i've never seen remade & posted.  (grids spot on?  lack of interest?  who can say?)
i think its a combination of things - dissatisfaction with the grids/IA given by others and trying to narrow the character focus to 1 story arc/era probably being the main reasons.  but i can't say for sure.  i try to avoid over-done characters myself).

fennshysa

Ok. I'm currently working on Stryfe. I want one of his special cards to be the Legacy Virus. I don't want it to be a OPD. My first version had it only being defensible with a defensive Special card. Which i'm thinking is to powerful considering what the 2nd part of the card does.

So here are the two options. The first is a neutered version of the "can only defend with a defensive Special", which i think is probably still too strong. So 1st or 2nd?

Acts as a level 0 Any-Power attack. May only be defended by a defensive Special card. If successful, after each discard phase draw a random card from your Power Pack, you may exchange it with this card if you wish.

Acts as a level 5 Any-Power attack. If successful, after each discard phase draw a random card from your Power Pack, you may exchange it with this card if you wish.

justa

nifty card mechanic!  could create some instant KOs.  some opinions....

the 1st version feels more right of the 2, as the legacy virus was not easy to avoid.

the 2nd version has no real appeal to me.  its easier to defend, and the likelihood of exchanging it are less, which is the whole purpose of the mechanic to me.

might i suggest a 3rd option?  the NU mechanic provides a similar basis for the card as the BA of the first option, while being slightly easier to defend.  level 0 Any Power, defended only by Power card of 5 or greater.  if successful...etc.

whichever way you go - nice thinking!

fennshysa

#36
Perfect, you sold me on it. It does give me the longest text ever but i like it. You've also got me thinking a little more outside the box. There are quite a few new Special Codes coming and I stole one of your modified Specials.

Cable's clone. Not affected by the Techno-Organic virus like Cable his powers are really more of the chart like X-Man's but until the Messiah Complex storyline he never really used his powers well enough to justify the 8 Energy in my mind. So i made his Energy attacks two good OPDs.  Raised in the far future by Apocalypse to be his new host body. He's got serious abandonment and envy issues mixed with a total lack of a moral compass.   He's had some serious enhancement done to him hence the 6 Strength. Though he's not really that smart he always operated behind the scenes using patsies in the 90's X-Men titles, hence the Inherent. Also why i chose the MLF to be a CC special.

Stryfe      7   4   6   5   22
May play any Intellect Teamwork cards.

Stryfe   Chaos Bringer
Both Players Reshuffle their Power Packs and Dead Piles into their Draw Pile.

Stryfe   Body Armor
Avoid 1 attack.

Stryfe   Legacy Virus
Acts as a level 0 AnyPower attack. May only be defended using a Power card with a Value of 5 or greater. If successful, after each discard phase draw a random card from your Power Pack, you may exchange it with this card or discard it.

Stryfe   MLF
Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.

Stryfe   Telepathic Override
Acts as a level 7 Energy attack. If successful, Target Character must discard all Placed cards and move into Reserve for remainder of battle.

Stryfe   Telekinetic Attack.
Acts as a level 7 Energy attack. If successful, Target character may not attack for remainder of battle.


Just a slight bump in the effectiveness of this special than the Darkness one. I just wanted to make Post a better option for Reserve.
Post   Techno-Organic Weaponry
Acts as a level 4 Energy or Fighting attack, may be played from Reserve. If successful, Post may continue to attack while in Reserve.


I always like Rhino in a deck. His specials weren't too bad and his grid was very cost effective. One new special, which is old for me, and 2 modified. I stole the Animal Stamina idea from justa. When if found the artwork on Bowl Over i knew exactly what Special it would fit on so i made a special where the opponent chooses what happens. If they can't defend do they ditch a couple cards (effort to resist his charge) or let him knock them out of the game for a round.

Rhino   Animal Stamina
Acts as a level 4 Strength attack. If not successful, Rhino's Hits to KO number is increased by 3 for remainder of game.

Rhino   Bowl Over
Acts as a level 5 Strength attack. If successful, target character must discard 2 cards or move into Reserve for remainder of battle. Opponents choice.

Rhino   Sitting Bull
Target character must discard all Placed cards and may not attack for remainder of battle.

justa

quick sell.  and PLEASE! don't feel like you're "stealing" an idea i may have had.  i may have gotten it from one of the other boards on this site.  i justa like to float stuff out there sometimes, get a little creative - i'm sure plenty of others have thought of these things but never made the cards.  (it took me a long time to be able to produce cards i felt were worthy of posting, then figure out how to post them.)  i justa go too far in my tinkering sometimes....  if you like 'em, feel free to use 'em.

i think Stryfe works quite well, not at all what i expected.  unusual grid, but the IA makes it work just fine.  (he really wasn't any smarter than Apocalypse, but better with underlings.)  a mirror view of Cable, but at an angle.
i would have liked one of those Energy specials to be non-OPD, but i could find no better substitution, or suitable justification for such.  i was also hoping for a tie-in with either Apocalypse or the MLF somewhere, but again, no useful suggestion from here.

i'm glad you kept the original art on the Sitting Bull special.  we always got a chuckle over that one.   ;D

fennshysa

#38
I still love that picture too!
I thought about making the MLF Special card an HI or LJ but I've done that before. So i went with the CC for Stryfe. It seemed to fit.

I think i'm only going to have 2 more Characters in this set. I do want to do some more specials for Legacy characters and some Locations and Aspects.

But the next to the last will be....
Wrecking Crew      4   4   7   4   19
When The Wrecking Crew's Special cards are used against a Battlesite, damage counts toward Venture total.


Next set will be Cosmic Marvel (I really was planning that before you started posting your cool guys. I even bumped Thanos and Terrax out of this set to that one.)
Want to guess who the last one in this set will be?


EDIT: Finished the 4 main specials for the wrecking crew. They are all about damage. They only defensive card they will get is thunderball.

Wrecking Crew   Bulldozer   
Acts as a level 6 Strength attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.

Wrecking Crew   Piledriver
Acts as a level 6 Fighting attack.

Wrecking Crew   Thunderball
Acts as a level 5 Strength Power card. May be used to attack or defend. May not be combined with Universe cards.

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


And Sabretooth. 1 New card and a few revisions. I'm not sure he needed all these revised but these versions make more sense to me.

Sabretooth   Blood Hunt
Acts as a level 4 Fighting Attack. May be made after opponent has conceded the battle. Opponent may defend.

Sabretooth   Danger Scent
Avoid 1 attack with a Fighting icon. Sabretooth may draw 1 card from the top of the Draw Pile. Discard duplicates.

Sabretooth   Feral Rage
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.

Sabretooth   Healing Factor
Remove 1 Hit from Sabertooth's Permanent Record or Hits from Current Battle.

Sabretooth   Rabid Beast
Sabretooth may make as many Power card attacks as possible. Opponent may defend.

justa

you have to get creative with the Crew after the member specials.  have fun with it.

no, i won't guess.  you've had some new character thrown in, so i'm hoping its one of those types.  Cosmic Marvel sounds great!

the Tooth is loose!  the 7M was always good with his Wildcat Attack, the name doesn't matter.  you could have gone to 5 with Blood Hunt - i dropped to 4 on mine because of the MultiPower icons.  good card for him.

fennshysa

Just 2 for tonight.
One revised and one new for Mojo.

Mojo   Exclusive Contract
Only Teammate of Mojo's choice and Target Character may attack, be attacked, or defend this battle.

Mojo   It's A Rap   
Play when opponent concedes battle. Mojo's team may discard any number of cards to top of Draw Pile.

justa

#41
nice re-do of It's A Rap.

does Mojo reminds anyone else of Cameron Hodge after he joined the Phalanx?

a reminder - still missing a Frightful 4 character card.

fennshysa

He kind of does. 

Here's the Frightful 4. Nothing special. Just kind of cheap.

Frightful Four      4   4   6   6   20
Counts as 17 points for Tournament deckbuilding. Energy and Strength Power cards are +1 to offense.

Wrecking Crews final 2 Specials. They're not exactly a subtle group so 2 straightforward cards.

Wrecking Crew   Property Damage
Target Battlesite must discard 1 Placed card chosen at random.

Wrecking Crew   Throwdown
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.


And the last one is nothing special. Though there might be two more. Looking through my spreadsheet i noticed one i'd looked over.


EDIT 3-27

Here is the last two characters for this set. The Missing characters from the locations.
Viper i was surprised was only on the Princess Bar location and not the Madripoor so that became her Inherent ability. I liked the Power Balance guys version of Viper but I wanted to do something different, sort of. Some of those abilities will show up in her specials.
The Silver Samurai I think I have done before.

Silver Samurai      5   7   4   3   19
Energy Power cards are +1 to attack.

Viper      3   7   3   6   19
May be included on a team with Madripoor as a Homebase.

justa

Frightful 4 is pretty cheap cost - should get them some playing time.

simple & straight forward is good for the Crew.

i forgot about the "missing" legacy characters - i should have expected that.
you did do a Silver Samurai before, but the Intellect was 2 instead of 3.
Viper look promising, though.  i've only seen 1 other set of specials for her - all others have used her IA to play Hydra or Serpent Society specials (or a combination of the 2).  good to see a new take.

fennshysa

#44
Been busy. Finished 1 more character though.

Silver Samurai   Bodygurard
Teammate may avoid 1 attack.

Silver Samurai   Clan Yashida   
Opponent's Fighting Power cards do not count in the Venture total for this Battle.

Silver Samurai   Energized Downstroke
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Energy Power card.

Silver Samurai   Kenjutsu Attack
Acts as a level 4 Fighting attack. May make 1 additional Fighting attack.

Silver Samurai   Skilled Samurai
Silver Samurai may use Fighting Power cards level 5 through 7 to avoid any attack made against Silver Samurai or teammate for remainder of battle.
(EDIT: 4-4 Changed to level 5-7)

Silver Samurai   Tachyon Charged Blade
Silver Samurai may combine Energy Power cards with Fighting Power cards to attack for remainder of battle. May not be combined with Universe cards.


Added 4-4:

3 HI specials gives viper the biggest possible selection of specials. Interestingly enough she can fit on a team with The Hand, Hydra and the Serpent Society if one wanted to build such a team. Oddly neither of those 3 have an avoid special.

Viper   Bullwhip
Acts as a level 5 Fighting or Strength attack. May not be defended by a card from a Battlesite.

Viper   The Hand   
Viper may Place and play any of The Hand's Special cards for remainder of game.

Viper   Hydra
Viper may Place and play any Hydra Special cards for remainder of game.

Viper   The Hive
Viper may remove all hits with icon of Viper's choice from her Permanent Record.

Viper   Ruler Of Madripoor   
Acts as a level 5 Intellect attack. If successful, Viper may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.

Viper   The Serpent Society   
Viper may Place and play any of The Serpent Society's Special cards for remainder of game.


These 5 specials I've done before. May have changed some artwork.

SuperSkrull   Army Of One
Super Skrull may make 1 or 2 follow up attacks after Super Skrull plays a Universe: Teamwork card for remainder of game.

Taskmaster   Advanced Training
Taskmaster's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.

Taskmaster   Basic Training   
Taskmaster's team's Training Universe cards used to attack count toward Damage (not Spectrum KO) and Venture Total for remainder of game.

Typhoid Mary   Pyrokinetic
Acts as a level 7 Energy attack.

Typhoid Mary   Split Minds
Avoid 1 attack. May not be attacked for remainder of battle.


These 4 Specials are new. I wanted to do a variant Nimrod character for the sentinels but could never get it right. Since they already had Bastion i decided to leave it alone. Viper for the Serpent Society was easy since she wasn't represented there and her joining had to do with the Serpent Crown.

Sentinels   Operation Zero Tolerance
Discard 1 Multipower Power card usable by Sentinels. Sentinels are +2 to all Power card attacks against Target Character for remainder of game.

The Serpent Society   Viper
Choose one Tactic: Artifact card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

Shadow King   Intangible Form
For remainder of game, cards on Shadow King's Hits to Current Battle with Fighting or Strength icons do not count towards Opponent's Venture Total.

Shadow King   Psychic Assault   
Acts as a level 5 Energy attack. If successful, Target character may not play Special cards for remainder of battle.