X-Men 2 Set

Started by fennshysa, December 05, 2017, 11:01:28 PM

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justa

also - i believe Feral's Pounce should be coded AP instead of AR.

fennshysa

#31
Good catch. Thank you, I fixed it.

I actually had a ton of fun with this next one. Once i started the ideas kept pouring out. The location was important so it got multiple Aspect cards which may make it a little too powerful.

I am not very satisfied with the character card. I will be working on a better graphic for it at some point but i needed to finish it for now.
Arcade      4   3   2   7   16
When used as an Activator may be used to play any card if your battlesite is Murderworld.

Arcade   Fun And Games   
Acts as a level 6 Fighting attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, Arcade may use it. If drawn card is not an attack, discard it to the Dead Pile.

Arcade   Game Over
Play as Arcade concedes battle. Arcade's team may discard 3 cards to top of Draw Pile.

Arcade   It's A Trap!
Target character must choose 1 card from Arcade's hand. If card is an attack, Target is Hit. If not, chosen card is discarded to the Power Pack.

Arcade   Murder For Hire
Acts as a level 4 Intellect attack. If Target Character is K.O.'d by this Hit, Arcade may move 1 Mission card from the Defeated Pile to the Completed Pile.

Arcade   Murderworld
Acts as a level 5 Strength attack. If successful, Arcade may sort through Draw Pile, select any Aspect card and play it immediately.  Reshuffle Draw Pile.

Arcade   No, Really, It's A Trap!
Arcade plays numerical attacks face down for remainder of battle. Opponent must guess defense.


Murderworld
Arcade   
Captain Britain   
Deadpool   
Hercules   
Nightmare   
Spider-Man   
Opponent may rescue a Prisoner from under here each time they make a succesful attack against Arcade.

Murderworld   Bait The Trap
Search Opponent's Dead Pile for 1 Activator or Any Character/Hero card. Imprison it under Murderworld. Add +3 to Venture Total for each Prisoner under Murderworld.

Murderworld   Conveyer Belt Of Fire   
Acts as a level 6 Energy attack. If successful, Target Character must discard all Placed cards and move into Reserve for remainder of battle.

Murderworld   Gamesmaster   
Reserve Character may attack and play Special cards for remainder of battle.

Murderworld   Hall Of Mirrors   
Play during battle. For remainder of game, any Special played by Murderworld team may not be Negated until "Hall Of Mirrors" is Negated.

Murderworld   Pinball Of Doom   
Acts as a level 2 Energy, Fighting, Strength or Intellect attack. If succesfully defended shuffle back into Draw Pile.

Also, a bonus location.
Excalibur's Lighthouse
Captain Britain   
Cerise   
Meggan   
Nightcrawler   
Phoenix   
Shadowcat   
Excalibur's Lighthouse team may include 3 Psylocke Special cards in their deck that may be played as "Any Character" Specials.


Edit.
Just realized hall of mirrors is a catch22. It can't be negated since its an aspect. Ill fix that later.

Photonicide

#32
Love the new cards! You have made a lot of them! I like the art on Excalibur's Lighthouse, while the Murderworld text covering his face is a little jarring. I would tell you to flip the image horizontally but the Murderworld text in the image would not read correctly then. One balance comment, Having 5 aspects for Muderworld feels like a lot, with only one of them being a OPD. It feels very strong for a homebase. The IA for Excalibur's Lighthouse is great! Giving you a set of specials to choose from while also limiting the number you can add to your deck feels like a great alternative to aspect cards!

justa

#33
Arcade's another OP 1st for me.  Fun & Games and It's A Trap are perfect for him in that they involve a level of chance.  from what i remember about Murderworld, it was all about a game of chance, with little in the line of fatalities.  unfortunately, i don't see much of that in the Aspects.  but 5 Aspects should not make it too much - after all, most winning decks are geared for minimum deck size, so you can only put in so many cards.  this just gives you more options.
and i fully agree with Photonicide - the Lighthouse's IA is great (wish i thought of that one).  having the cards played by the Homebase instead of any character might make more sense if they are to take the place of Aspects.

an idea for Hall Of Mirrors:   For remainder of game, any Special played by Murderworld team may not be Negated until this card has been hit by "X" or more points.  Attacks on this card may not be defended and do not count for Venture Total.  the "X" can be any limit you choose to make it work to your satisfaction.  the concept is that you have to break the Hall to get out of it.  (i don't think "reflection" mechanics wold work for this one.)

question on Bait The Trap:  WHY?  if it was "search Opponent's Draw Pile" it would make sense, in that it would prevent opponent from using the cards.  but otherwise, it just doesn't seem worth it.

fennshysa

#34
Thanks. The Muir Island location just wasn't quite what i wanted.

I agree about the Murderworld picture being off. I have a copy of the avengers academy book with Arcade coming in the next week. If i can find a better picture there I'll switch it out. The 5 Aspects might be a little much but Murderworld is one of the few locations that actually matter as a "Location" not as a team card so they made sense to me.

The Murderworld team is a mixed bag.  I contemplated also adding a negative inherent to them but i'm not sure they need it.  I picked the lineup with Arcade, Cap Brit, and Spidey because that was the first comic Arcade appeared in. I added Nightmare, Herc and Deadpool from another story just because that makes 1 wacky team. Stat wise it's wacky too, there is an Intellect character, a S-I, a F, a F-S, a E-I, and a F-S character.

I think i might go the easy way out with Hall Of Mirrors and just add "This card may be negated" at the end.

Bait The Trap: It's a +3 VT so not totally useless but if you can pull of 3 of them without arcade getting hit it's a +9 VT.
Related Question? Which Pile do used Activators go in?

I should have the fixes done in the next couple days and I might have Spiral finished. I have a good Idea for Ahab also, I just need to find some art I can use for his Character card.

justa

Quote from: fennshysa on January 25, 2018, 09:15:49 PM

Bait The Trap: It's a +3 VT so not totally useless but if you can pull of 3 of them without arcade getting hit it's a +9 VT.
Related Question? Which Pile do used Activators go in?


ok - i think i get it now.  its meant to be a pure Venture boost, not to "Bait The Trap" by stealing a card that Opponent could use.  and where there is limited ability to remove Aspects from play, it works.  thanks for edumacatin' me - as much as i try, there are sometime that i justa don't get it the first time.

Photonicide

Quote from: fennshysa on January 25, 2018, 09:15:49 PM

Related Question? Which Pile do used Activators go in?


I always put them in the dead pile. I put the specials that they used in the dead characters pile. This made it easier to put my deck back together as I didn't have to sort through my dead pile for the battlesite specials after every game. I'm not sure if this is where they are supposed to go but it always worked great for me  ;D

steve2275

#37
the dead pile is correct
really liking the cards too

fennshysa

Sometimes I'm not sure what I mean justa.  ;)

Thanks for the nice words guy! I'm still contemplating a final edit to the Murderworld cards but I have something for today.

The slightly insane time dancer of death, Spiral. Of course her inherent had to allow her onto a Mojoworld team. Body Shoppe might be too powerful since it allows her to affect other character grids so I worded it so she can't bump anyone past a 7. I don't know if that's enough considering her Deadly Woman card allows her to replace any used Basic Universe cards. She definitely gives a bump to Basic Universe cards. Her other Specials are a bit of random mess.

Spiral      7   6   5   3   21
May be included on a team with Mojoworld as a Homebase.

Spiral   Body Shoppe
Play with any Basic Universe card. Teammate's Power Grid with level of 4 or less gets Bonus in that Power Type for remainder of game.

Spiral   Dance Of Death
Acts as a level 6 Energy or Fighting attack.

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

Spiral   Mojo's Enforcer
Acts as a level 4 Fighting attack. Teammate may play 1 additional Special card.

Spiral   Teleportation Spell   
Avoid 1 attack. May not be attacked for remainder of battle.

Spiral   Time Dancer
Sort through Defeated Heroes Pile and remove 1 Event card. Put Event card into Draw Pile. Reshuffle Draw Pile.

justa

and another OP first.
Body Shoppe should be KN, not KL.

Quote from: fennshysa on January 27, 2018, 09:11:42 AM
Her other Specials are a bit of random mess.
did they spiral out of control?   ::)  (i couldn't resist...)

fennshysa

#40
Ah! I see what you did there with your twisted humor. We could go round and round with these descriptions, circling back on ourselves, dizzying as it is. :o

I suppose I should say that one of my forthcoming characters will have a more random selection of special cards if i can ever gather the artwork for him. I have the specials all mapped out, just need graphics.

ADDED:

A few missing cards that have always bothered me (but not too many other people I think).

Xavier Protocols
Shield Database
Reed's PDA

I'm trying to finish Sunspot and Random but I think they may have to wait. Can't find fresh ideas for Sunspot and can't find decent art for Random. I have a lot of X-Factor comics from the government team days but all the pics with Random have way too many word bubbles to clean out well.

Here are the character cards in the meantime.
Random      6   5   5   2   18
Random may avoid any attack with a level 1 MultiPower card.

Sunspot      6   4   7   4   21

justa

the Universe cards look good.  but yeah, the missing ones never bothered me.  at least they're things, not tactics like the ridiculous DC versions.

now i know where the old Random character card i have came from.


fennshysa

Yeah, Random was me from before.

I could see an argument being made for Sunspot being a 6 Strength but even back in his New Mutant days he was higher than a 5. The increase to the 7 level is in the last 5 years or so but wiki lists him at 50 tons now which gets him a 7 in my book. His lack of durability is going to get him no defensive specials to leave him a little weak in the defense department.

I see a 5 as up to 2 tons, easily able to throw people and dumpsters.
6 as around 3-30 tons, has to be able to at least pick up a car and hit you with it.
A 7 as 31-99 ton range, should be able to pick up a semi and smack you.
And an 8 as the 100+, more able to pick up a train and bash it on your head.

justa

one of the things i like about homemade cards is seeing the differing interpretations of grid.  most characters have been retconned several times, and their powers usually have slight variations.  some people go by what comics they've read, some go by what wiki character summaries say, some by other means entirely.

while i've never seen any Sunspot Specials, i have seen his grid in a 4473(18)[may not be attacked with Energy Power cards] and a 6463(19)[may not be SKO'd with Strength Power cards].  so your 6474(21)[none] is a higher total cost, but not unreasonable.  it all depends on your point of view.  and besides, they'll probably be different in another 3 to 5 years.   :)