Marvel's Cosmic Overpower

Started by fennshysa, April 19, 2017, 09:50:55 PM

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justa

not meaning to boost your bubble, but i've seen 3 other character cards for Fin.  (back in the day, a lot of people made character cards without any Specials - go figure.)  your grid is way better than 2 of those cards.
for Specials, i have your old one (Ancient Foe, KL) and a bunch that CCTelander had up on his "justabgkid" site.

i'm not strict adherent to the "unwritten rules" myself, but Fin's double IA is WAY too much.
     i get the CKO boost.  "rules" followers would say to make it a Special, but that would give you 5 OPDs unless you changed one of the other cards.
     i don't see any justification for the second part of the IA.  with the 8S, he's already at least 1-up on most other characters.  i know of nothing in his powers and abilities that would make his attacks more powerful against any particular subset of characters.  [the "unnamed herbal leaf" that puts him to sleep could function as a negative IA (such as can't attack ROB when it hits), but i have no clue which Power type would be appropriate for it.]

you used some nice art choices for the specials.

fennshysa

I think you are right. The 30 ko was originally the Makluan Physiology card.  for some reason I moved it over to his character card as an inherent ability. So I think I will move it back to that card. As for the strength power cards plus one against characters with a grid of less than eight strength, I was using that to represent just how big he is and that really only a character with eight strength can stand up to him. Does it make sense that way?

justa

not really.  the 6E & 8s say that, along with the "oversized" specials.  if you want to accent the size even more, i would suggest adding another "above-grid" attack value to Monster Island, maybe even make it non-OPD.  (but that would require a change of card mechanic.)  Crush adds to the size emphasis already, so it works as you intend.

justa giving my opinion... do what works for you.

steve2275

#18
Quote from: justa on October 21, 2017, 04:10:19 PM
an unusual grid for him, but the 6I is the only thing i haven't seen before.  i guess you could see it as a 6 for his abilities to adapt battle plans on the fly and to repair (or jury rig) most forms of machinery.

i am curious - do you use any special rules for basic universe cards that mitigate the card disadvantage they cause?
i think rockets F should be 6 for some reason

fennshysa

#19
I agree. It could be a 6, Justa's is a 6 i believe so i went for a little different interpretation. But it definitely could go that way .

I eliminated Fin Fang Foom's Inherent and moved the KO by 30 to the Makluan Physiology card. Updated in the original post.

Groot      2   5   8   4   19

Groot   Flora Colossus   
Acts as a level 9 Fighting or Strength attack.

Groot   Green Thumb   
Look at top 8 cards of Draw Pile and choose any 1 card. Put chosen card in Hand. Put "Green Thumb" on top of Draw Pile. Reshuffle Draw Pile.

Groot   Groot And Rocket   
Acts as a level 4 Fighting attack. Teammate may combine with 1 Intellect card for a single attack.
   
Groot   Guardian   
Teammate may avoid 1 attack.

Groot   I Am Groot   
Acts as a level 4 Strength attack. May be used against Reserve, who may defend. If successful against Reserve, Groot may attack Reserve for remainder of game.

Groot   Rapid Growth   
Groot may remove all hits with icon of Groot's choice from his Permanent Record.

justa

#20
nice work.  :)  not the same as mine, but i was not just thinking of the Guardian version.  i also liked the old pompous world-invader & biological-experimenter version too, and tried to factor that in.

i was going to put him at 8S, but i didn't feel he was in the same league as the likes of Hulk & Superman.  i thought his fighting and intellect skills added to the strength effect to make it seem like an 8.  (looking back, OP3's OL Special would have been a good choice for him.)
Green Thumb was a great idea! (it has an extraneous "A" at beginning of text.)

fennshysa

#21
I fixed the Green Thumb special and updated the link.

I had Groot as a 7 but all the descriptions of him i was reading classed him as a 100 ton plus, so i bumped him to an 8. I had no idea he was supposed to be that strong either. Some sources said that the old Groot might really just be a different Flora Colossus,  so i left any reference there out.

In the meantime....
Blastaar: Sheer destruction. No defense. Wrecks your plans by discarding lots of placed cards.
Star-Lord: I'm particularly fond of his Save The Galaxy special. And he gets a OPD for his Guardians special.

Blastaar      7   3   7   3   20

Blastaar   Bow Before Me   
Opponent must move 1 Mission Card from his Completed Missions Pile to his Reserve Missions Pile.

Blastaar   Concussive Blasts   
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.

Blastaar   King Blastaar   
Acts as a level 4 Intellect attack. If successful, Target Character must discard 1 Placed card of Opponent's choice.

Blastaar   Living Bomb   
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.

Blastaar   Negative Zone Tyrant   
Target character must discard all placed cards.

Blastaar   Power Grab   
Target Character must discard 1 placed Power card of Blastaar's choice.


Starlord      3   6   4   6   19   
Attacks made with Intellect Power cards are not affected by Special cards already in play.

Star-Lord   Element Gun   
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.

Star-Lord   Guardian   
Team gains +2 to defense for remainder of battle.

Star-Lord   Kree Machine Pistols   
Acts as a level 2 Energy attack. May make 2 additional attacks.

Star-Lord   Legendary Outlaw   
Choose one Artifact card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

Star-Lord   Save The Galaxy   
Acts as a level 7 Intellect attack. If successful, Star-Lord may move 1 Mission Card from the Defeated Missions Pile to the Reserve Missions Pile.

Star-Lord   Team Leader   
Starlord may play any Fighting or Intellect Teamwork cards for remainder of game.


Man, I love those painted Guardians covers! They are awesome art.

justa

a few opinions...

Blastaar - that grid's not bad, & he's hard to put a grid on.  i feel like his fighting could be a little higher, but that would increase total cost.  the motif of the specials is different, and exceptionally good at what it does.

Starlord - you could delete the "Tactic:" from Legendary Outlaw similar to how you left the "Universe:" out of Team Leader.  that way its works no matter which way you play, and cleans up the text a little.  Outlaw also needs a "reshuffle Draw Pile", unless you meant to give his team a preview of what's to come next at the same time.
Guardian needs a little something, seeing it's a step down from "+2 for all actions".  maybe a DTR if played defensively, or a defensive action to trigger the effect.

over all, nice work.  (again)

fennshysa

Yeah, the wiki entries talked blastaar up as being trained in fighting arts but he is one of those character i've never seen do anything but rage attack. So i kept it at 3 to keep his grid total down.

I just copied the wording from the preexisting cards. Interesting how they are worded different. I probably will drop the Tactic part. I never thought about getting a look at the deck with legendary outlaw. I checked the meta rules on the LV code and they don't mention reshuffling. Unless there is an overall meta-rule about reshuffling when looking through a deck?

+2 to teams defense needs a little more to get played? I suppose a +2 to all actions wouldn't hurt. I was just on the defensive theme.

Right now I'm working on Gladiator. I stole an idea from you justa, and then i beat it into the ground. A number of the Specials and his inherent are going to be based on how many cards are in his completed missions pile or whether there are more cards in his Completed Pile than opponent's. I really liked how you used that to simulate his confidence wavering and his powers waning.

justa

on the LV, check out Spawn's Magickal Chains.  i don't think there's a meta-rule or anything, i just think it makes common sense to reshuffle whenever a player searches the draw pile for a specific card.

the +2 for defense is fine, i just thought it could use a little boost to eliminate the card differential.  +2 for all actions is an entirely different mechanic.

as far as Gladiator goes - you can't "steal" what is freely given.  i only offer up my interpretations.  if anything i come up with is worth anything, i consider it a compliment that someone else uses it.  and yes, i can see applying that theme heavily to him.  it really affects all his powers, not just strength.  he is really only as powerful as his confidence is high, just as Superman is only powerful under a yellow sun with the absence of kryptonite.  talk about the power of positive thinking...

fennshysa

#25
I see what i did. I looked at the one that pulls and artifact from the dead pile and then switched it to draw pile. Thank you for catching that.

I have a question. I'd like to hear any opinions on. I want to do a Skrulls Character card since the Kree, Inhumans and Shi'ar got one but the Skrulls got skipped.  What would you give them for grind ratings? I'm thinking Intelligence and Fighting as the high skills.  Maybe a 4-6-3-7? I thought about trying to do something fancy with their grid based off the Secret Invasion but decided just to keep it simple.


Gladiator      6   5   8   3   22
While Gladiator's team has more completed Missions than opponent, may only be Spectrum KO'd by four Power Types.

Gladiator   Devastating Attack
Acts as a level 11 Any-Power attack.

Gladiator   Heat Vision   
Acts as a level 3 Energy attack +1 for each Mission card in Gladiator's Completed Missions Pile.

Gladiator   Praetor
Acts as a level 3 Intellect attack. Each Front Line teammate may make 1 additional attack.

Gladiator   Shake It Off
Remove 1 hit from the Permanent Record or Hits from the Current Battle of Gladiator for every card in the Completed Missions Pile.

Gladiator   Strontian Biology
If Gladiator has more cards in Completed Mission Pile than opponent, he is +2 to all actions for remainder of battle and all Gladiator's Special cards are doubled when determining Venture total this battle.

Gladiator   Supersonic Speed
Acts as a level 5 Any-Power attack. Gladiator may make 1 additional Power card attack for every card in Gladiator's Completed Missions Pile. Opponent may defend.


And fixed Star-Lord's Legendary Outlaw in the original post

justa

i have no concrete suggests for specific Skrull grid numbers.  are you basing it on the rank & file original Skrulls (which apparently are all gone now)?  the deviant Skrulls (which are now dominant)?  what about the vampire-like Dire Wraith offshoot (probably best left for someone who also wants to do the Spaceknights)?

the grid you suggested makes a good starting point.  it seems fair, except maybe just a 6 on Intellect, as the rank & file of any race drags down the score from the "stars" (i think).  20 points seems too much, considering other races like the Brood.  your Specials can accentuate the "above grid" abilities you wish to convey.

not bad at all on Gladiator.  rather than decreases for less completed missions, you've used bonuses for more completed missions.  the positive IA on an 8 high 22 point character might be considered a bit much, but what the hey?  that IA would be pretty "iffy" to use as a Special card.

fennshysa

The specials are going to cover mostly stuff from the Secret Invasion storyline. So I think i'm going to go with the 7 for Intellect, I've been pondering it all afternoon while i worked.

I'm actually going to add the Dire Wraiths and Rom to the set at some point. IDW had been publishing the Micronauts and Rom for more than a year now so i just got my hands on the 1st to collected editions of Rom last week in case i need any art i can't find on the internet i'll borrow from idw.

justa

you're doing Rom, i did Ikon.... why not a Spaceknights team-type character to go with other races?  justa thought...

fennshysa

#29
Maybe.
I was just reading Genis-Vell's story. That might be worse than Carol Danver's or Jean Grey's and he hasn't been around nearly as long. I have no freaking idea how to approach that yet. Maybe 1 special card for every different identity he has had.  :-\

In the meantime.....

These Skrulls are mostly influenced by the secret invasion storyline. I'm pretty happy with the thematicness of the specials. I slightly modified the CL specials wording so that it was more useful, being able to use it to play a KO teammate's specials in the current battle.
The Skrulls      4   6   3   7   20

The Skrulls   Duplication   
This Special acts identical to any Special currently on the table.

The Skrulls   Infiltration   
Sort through opponent's Draw Pile. Choose any 1 card and remove it from the game. Reshuffle Draw Pile.

The Skrulls   Pai'bok   
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.

The Skrulls   Replacement   
The Skrulls may play any KO'd teammate's Specials for remainder of battle.

The Skrulls   Shapeshifters   
The Skrulls may switch entire permanent record with any front line teammate.

The Skrulls   Veranke   
Avoids all attacks from 1 Teamwork card, or Target character must discard 1 Placed Teamwork card.


My take on Quasar, The Eon Special is what it is since he was always looking for one specific coming event that he had to stop.
Quasar      7   5   4   5   21   
May play "Protector Of The Universe" from Reserve.

Quasar   Eon   
Sort through opponent's Draw Pile. Choose any 1 card and remove it from game. Reshuffle Draw Pile.

Quasar   Project Pegasus   
Reshuffle Power Pack into Draw Pile.

Quasar   Protector Of The Universe   
Quasar or teammate may avoid 1 attack of 9 or less.

Quasar   Quantum Bands   
Discard one Energy Power card usable by Quasar to draw 4 cards from top of the Draw Pile. May keep duplicates.

Quasar   Quantum Battering Ram   
Acts as a level 7 Energy or Strength attack. If not successful, Quasar is -2 to attack for remainder of battle.

Quasar   Quantum Blast   
Acts as a level 5 Energy attack. If successful, Target Character -2 to defense for remainder of battle.


Jack Of Hearts may get an inherent ability yet.
Jack Of Hearts      7   3   5   4   19


EDIT: This is what i am thinking for an Inherent. "After discard phase draw 1 random card from Power Pack, if it has an Energy icon you may add it to your hand (may keep duplicates)." Two things: Can that be worded better? Is keeping the duplicate too much?

Jack Of Hearts   Avenger   
Teammate may avoid 1 attack made with an Activator card or Any Character/Any Hero card. Jack Of Hearts may draw 1 card from top of Draw Pile. Discard duplicates.

Jack Of Hearts   Ganymede   
Acts as a level 5 Fighting attack. Jack Of Hearts may play 1 additional Special card.

Jack Of Hearts   Mutagenic Armor   
Jack Of Hearts may avoid any numerical attack.

Jack Of Hearts   Scanalyzer   
Acts as a level 7 Intellect attack. If successful, Opponent must discard all  Activator cards and Any Character/AnyHero cards in Hand.

Jack Of Hearts   Zero Blast   
Acts as a level 9 Energy attack.

Jack Of Hearts   Zero Energy Generation   
Jack Of Hearts gains a +2 to all actions for remainder of battle.