Image Overpower

Started by fennshysa, October 04, 2017, 03:24:17 PM

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justa

quite the unique version of Spartan!  at only 18 points, he should be easy to build a team around, or add into a team with others.  looks good.

fennshysa

Thanks, I was having trouble placing his levels so I went with Hydra as inspiration for his starting design.

One more WildC.A.T.


Warblade      4   7   4   3   18
Attacks made with Fighting Power cards are not affected by Special cards already in play.

Warblade   Biomorphic Blade   
Acts as a level 5 Energy attack. May not be defended with a Special card.

Warblade   Kherubim Shaper   
All Fighting Power card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.

Warblade   Razor's Edge   
Opponent's Team with Power Grid of 7 or 8 in Power Type of Warblade's choice may not use Power cards of that Power Type to attack for remainder of battle.

Warblade   Slash And Cut   
Acts as a level 5 Fighting attack. If successful, Target Character -2 to defense for remainder of battle.

Warblade   Tortured Artist   
Acts as a level 3 Intellect attack, +1 for each Mission card in Warblade's Defeated Missions Pile.

Warblade   WildC.A.T.   
Target Character may follow up a Universe: Teamwork card with any Power card, regardless of Power Type.

justa

hey, it's the Cutlery Kid - popular patron of porterhouse purveyors and steakhouses everywhere!   :D
i had your old versions of both "Razor's" and "Slash", though only the names are the same now.  yours are the only Specials i've ever seen made for Warblade.

fennshysa

#33
Sweet, I think I've got another new one in this update. 

First, to finish of the WildC.A.T.s (not planning on Void or Emp)

Updated art from my first draft of his Character Card. And Justa's comment made sense, I don't think he really is a 8 Intellect so I moved a point from his Intellect to Energy so now he maxes out at a 7 Intellect if you bump him that way. His Specials are a little divided.

Maul      2   5   5   4   16   
Each battle before discard phase you may transfer up to 3 pts from Maul's Intellect to Strength (or vice versa) for remainder of battle.

Maul   Dr Stone
Acts as a level 5 Intellect attack. If successful, Maul may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.

Why he has Underwear and gloves on I cannot figure out.
Maul   Enraged Titan
Acts as a level 10 Energy, Fighting or Strength attack. If successful, Maul may not use cards with an Intellect Icon for remainder of game.

Maul   Mass Increase
Maul's Strength Power cards are +2 for remainder of battle.

Maul   Slap Down   
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Strength Power card.

Maul   Titanthrope
Acts as a level 8 Any-Power attack. Does not count toward Spectrum K.O.

Maul   WildC.A.T.
Acts as a level 9 Strength Power card. May only be used to defend. May defend Maul or teammate.

Of course with 6 WildC.A.T. characters completed now we need a location to tie them together. To my surprise when i started adding up the totals you can build any iteration of the team under points (if I counted right). So I gave them a positive Inherent emphasizing teamwork.

Halo Corp
Grifter   
Maul   
Spartan   
Voodoo   
Warblade   
Zealot   
Halo Corp team is +2 to Venture total each battle for every Special card entitled WildC.A.T. played that battle.


Don't know that his guy has made an Overpower appearance before. Seem's he is quite the villain over at DC now after the Wildstorm/DC merger, slapping Superman around. But he was the main bad guy when the WildC.A.T.s first started out. I'd like to add a few more Wildstorm bad guys too hopefully. Probably a Daemonite (team character) and hopefully Pike and maybe the Cabal.

Helspont      7   3   7   5   22

Helspont   Acurian Body
Helspont cannot be Spectrum KO'd for remainder of game.

Helspont   Daemonite High Lord
Acts as a level 3 Intellect attack. Each Front Line teammate may make 1 additional attack.

I appreciated justa's comments on specials that refer only to Activator cards of your opponent's , they are useless if your opponent is packing Any Character Specials so i made this one versatile.
Helspont   Long Range Plans
Play during battle. Next Battle, opponent may not play any Activator or "Any Hero/Character" cards.

Helspont   Pyrokinesis
Acts as a level 6 Energy or Strength attack.

Helspont   Reunification
Both players reshuffle their Dead Pile and Power Pack into their Draw Pile.

Helspont   Telepathic Attack
Acts as a level 6 Energy attack. If successful, opponent must reveal any cards playable by target character and play them open handed for remainder of battle.

justa

#34
your old specials for Maul were again the only ones i've ever seen.  the new grid does feel better, but as i said, i'm no expert on Image characters (or anything else, for that matter.
your mechanic for Enraged Titan seems a little chancy.  it shuts Maul down from using his own Dr Stone special, plus lock him into being a Strength character.  while it is quite appropriate for him as is, i might have limited it to Power cards with an Intellect icon.  and despite the undies, that's a cool piece of a...rt.
i think Titanthrope should be HN, not HC.
Halo Corp has the same line-up as an old WildC.A.T.S. location i found years ago.  thanks for making it a "location" and not just a "team".  (your IA is more imaginative, too.)
from all the cards i've seen over the years, your Helspont is the first and only version.  more reading for me to catch up on!

fennshysa

Thanks man. Good catch on the Titanthrope card. I'll get that fixed next time I'm making Specials.  As to the "Enraged Titan", you are probably correct. But i think i'm going to leave it because of the thematicness of it. Since I didn't make any special that required Maul to be smart to play like i was originally planning I think Enraged Titan is balanced out by not being able to play Dr Stone. Though I might bump it to an 11 like Zealot's Special.

I need help. I've been tinkering with locations.
1st Cyberforce. I have the art. 1st problem, 7 characters. Team can be over grid totals.
Ballistic (19) 7F
Cyblade (20) 7E 6F
Heatwave (21) 6E 6F
Impact (16) 7S
Ripclaw (20) 7F
Stryker (20) 7F 6S
Velocity (16) 6E
(Cyblade could probably have a 7F and Heatwave a 7E)

Possibilities,  Ballistic didn't join til a few issues in, first she was bad, leave her off. Much later Impact got killed, leave him off. Or list all 7. That's what i'm leaning toward now.  They are already over grid total possibly when you build a team so get a negative inherent.  I don't think 7 choices makes much of a difference for homebase. For battlesite, I'm thinking just carry the negative inherent over to that also.
Thoughts?

GEN13
Burnout (16) 7E
Fairchild (17) 7S
Freefall (16) 6E
Grunge (17) 6E
John Lynch (??) F&E at least 6 High Intellect
Rainmaker (17) 7E

This team comes out under grid total no matter how you make it, so they should probably get a positive inherent.  I have no ideas yet. Any?

justa

thoughts:
Maul:  i do like Enraged Titan as it is, i just would never have the balls to build that card in the first place.  i might suggest lower it to 9, and changing ROG to ROB, but that would also open it up to the "9 or less" avoids.  as always, you cards, your call.

Cyberforce:  interesting dilemma.  i have seen locations with more than 6 characters (and less than 6).  hell, my Knowhere: Guardian Support location has 14 characters as a Battlesite, and 20 as a Homebase!  7 characters is not that far off the beaten path.  a negative IA is not mandatory, however.  several legacy locations allow teams of greater than 76 without one.  i certainly would not give them anything to benefit energy or fighting, as these are their strong suits.  and you can always limit the total team cost to prevent abuse.  to the best of my knowledge, IAs on Battlesites don't affect play in any way unless specifically stated on the location card (again, see Knowhere GS).  go with your gut on this one.  (maybe something to do with "Cyberforce" specials?  similar to what you did with the WildCATS on Halo Corp, but not the same.)

Gen 13:  i think Lynch would be F&I, not E, but again, i'm no expert.  given the disparate grids of the characters, maybe something similar to the legacy Danger Room location?  i don't think copying it "exactly" would be quite enough for this team, but it might be a start.

fennshysa

#37
Yeah, Lynch could very well go F-I. That's why I haven't tried to create him yet, I'm just not sure what i want to do.

As for the Cyberforce location, I was originally thinking about making an inherent where each character got +1 to their Hits to KO for each Cyberforce Special in play. Not a big advantage but a little bit.

The inherents from the legacy locations confuse me. I should really sit down and make a spreadsheet of all of them to try and figure out the logic behind them. Can you point me at a couple that let you build an over grid total team but don't have negative inherents? I'm sticking the two locations on the back burner for now.

In the meantime......

I have to admit, I've never read any spawn comics, and i left this guy off of my original list of Image characters i was going to do. However, he appears on the Spawn's Alley Location so i figured i should include him. I know he appears on the 8 Strength card in the Image set but i don't really think he is an 8 Strength, especially with Maul, Majestic and Supreme in my set. So he's coming in at 7 Strength with a really nice inherent.

Cy-Gor      3   4   7   2   16   
Cy-Gor's team is +5 to Venture Total when opponent's character is KO'd.

Avatar Of Death   
Acts as a level 5 Intellect attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards.

Beast Mode   
Only Cy-Gor and Target Character may attack, be attacked or defend this battle. Neither player may concede this battle.

Cybernetic Gorilla   
Acts as a level 4 Energy or Strength attack. May make 1 additional attack.

Frankenstein Creation   
Play with any Basic Universe card. Cy-Gor's Power Grid gets Bonus in that Power Type for remainder of game.

Project SIM   
Play during battle. In the battle that Cy-Gor is KO'd, Cy-Gor may continue to fight and are not discarded until the end of the battle.

I couldn't resist using this image when i found it.
Rampage   
Acts as a level 8 Strength attack. If successful, target character must immediately discard 1 placed card

justa

on Cy-gor: i've only seen 1 other version of him.  it was from the OPOnline version that had the homemade cards added into it, but i don't know who put them there.  your grid is MUCH different.  i'm not much of an Image reader either.  from the little i've learned about Cy-gor, his agility & speed seems to earn more than a 3 in Fighting, and he could rig up explosives, so 2 Intellect seems a little low.  but the IA is a killer, and the cost is wicked low.  on the Specials:
sorry to be a wet blanket, but Cybernetic Gorilla should be a GJ, not GI.
Frankenstein Creation would be much more effective if his Power grid "increased by the Universe card bonus" rather than "grid gains a bonus".  unless specifically stated, i don't believe a "bonus" counts toward damage or VT, and doesn't affect card usage.  (i know that while i'm not a fan of the basic U as is, you are trying to make them more attractive to use.)  this Special puts you down 2 cards with only a bonus - no attack, no defense, no VT gain, no increased grid; pretty much nothing to warrant using it.

on the research project you requested (>76 point teams from locations that do not have a negative IA):  i had time, so what the hey?  i only did legacy locations with legacy characters to keep the search reasonable.  (you'll have to look up the IAs on the cards; overpower.ca has them all if you need them.  i can't do it all for you.)  here's a bunch of examples:

Asteroid M:  Magneto, Mystique, Quicksilver, & either Scarlet Witch or Rogue
Avenger's Mansion:  Thor, Vision, Black Widow, & Captain America
Concrete Jungle:  New Warriors, Daredevil, & any 2 of Punisher, Serpent Society, & Silver Sable
Danger Room:  Bishop, Gambit, Beast, & Angel (Horseman of Apocalypse or The Fallen)
Department H:  Alpha Flight, Omega Red, & any 2 of Maverick, Sabretooth, & Wolverine
Fall's Edge Compound:  Mystique, Forge, Sabretooth, & Havok
Hellicarrier (legacy typo & all):  Black Widow, Nick Fury, Red Skull, & Captain America
Landau, Luckman, & Lake:  Wolverine, Venom, Psylocke, Captain America
Latveria:  Doctor Doom, Silver Surfer, Invisible Woman, & Human Torch
Madripor:  Psylocke, Omega Red, & any 2 of Hand, Mandarin, & Wolverine
Outback:  Reavers, Wolverine, Sentinels, & Longshot
Ravencroft:  Doctor Octopus, Hobgoblin, Mysterio, & Green Goblin
Ship:  Apocalypse, Cyclops, Beast, & Jean Grey: Dark Phoenix
Stark Enterprises:  Iron Man, Captain America, War Machine, & Spiderwoman
X Mansion:  Cable, Jean Grey: Dark Phoenix, Cyclops, & Domino
X World:  Storm: Bloodstorm, Beast, Havok, & Goblyn Queen

besides grid total & thematic reasons (which was probably not much taken into account for legacy cards), there's also team traits & team cohesion (similar power types).  things like:  are the power grids similar or varied?; is there a major weakness in a particular power type?; are the characters lacking in defense?; & probably tons of things that don't come readily to mind at the moment.  there's not much logic in the legacy location IAs that i could ever determine.  it's more of a hit or miss, go with your gut, & feel your way along kind of thing.  have some fun with it!   :D

fennshysa

Those stats were a guess, i am quite willing to modify, how about 3-4-7-3?
That's the same code i messed up before isn't it?  ::) oops.
For the KN codes i think they do alter the actual grid. Look at meta rule #115  here.

And Thank you so much! I didn't expect you to do that but thanks! I'm not sure I've figured anything out from it yet but it's nice to have.


justa

as i said, i'm not familiar enough with Cygor to really recommend his stats, i only did some reading on him.  what was done before (2585) was just that person's interpretation.  your version is your interpretation.  its all good.

thank you for showing me my error on the KN special.  Absorbing Man's Molecular Mimic becomes worth playing now.

you're welcome for the list.  i had plenty of time, and it sounded like a fun thing to do at the time.  i think if i included all homemade locations & characters, i'd still be working at it!   ;D

fennshysa

I tweaked Cy-Gor to 3-4-7-2 and updated the post. (I left him at 2 Intellect because the wiki article described his mind as 80% gorilla, 20% human when he first decanted. ) Also updated the two miscoded specials that justa caught for me.

One addition for today. A Savage Dragon villain. I didn't read more than a few of the first issues of the Savage Dragon but this was the guy that I remembered. I'm going to try to add enough Savage Dragon characters that I can make a Chicago location for him. I discovered that Larsen's comic is the longest running color comic by a single author/illustrator. I've got plans for Overlord (villain), Superpatriot, and FreakForce (team character). Haven't decided on the 6th. Trying to stick with characters from the beginning of the series.

Mako      1   5   7   3   16   
Draw 1 Card from Draw Pile when opponent's character KO'd. Keep Duplicates.

Mako   Disarming Attack   
Acts as a level 6 Fighting attack. If successful, target character is -1 to defense for remainder of game.

Mako   Feeding Frenzy   
Target Character may not attack for remainder of battle.

Mako   Leathery Skin   
Avoid 1 attack of 6 or less. Mako may draw 1 card from the top of the Draw Pile. Discard duplicates.

Mako   Out Of The Depths   
Acts as a level 6 Intellect attack, may be made while Mako is in Reserve.

Mako   Savage Shark-Man   
Acts as a level 5 Any-Power attack. May make 1 additional attack.

Mako   Terrifying Visage   
Acts as a level 5 Intellect attack. If successful, Target Character may not play Activator cards for remainder of battle.

justa

#42
another "new" character for OP!  i don't know him, so i can't comment much.  he looks the Image version of DC's King Shark.  but where Mako is a Man-Shark (or Shark-Man, either way), Nanuae is a "*&^%$#@ sharrrrrrrrk"!

(great one in there - "disarming"... gotta love it!)

fennshysa

I was particularly proud of the Disarming Attack.  ;)
Yeah, I was actually looking at pictures of King Shark from the CW shows when i was looking for art for his character card. That would be a fan art of the DC character that I ended up using. I trimmed the fins off of his back and arms with photoshop and it was close enough to Mako for me.

justa

i couldn't tell, so good job on that.