: Age of Apocalypse

Started by gameplan.exe, June 23, 2011, 12:21:46 PM

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gameplan.exe

As most of you know, I love the Age of Apocalypse (AoA) storyline. One of my favorite Overpower line-ups is X-Man, Magneto, Nightcrawler, Morph(r)

Anyway, awhile ago, I had made a Rogue: Age of Apocalypse variant card, because in the AoA, she didn't steal Ms. Marvel's powers, it was... some one else (no spoilers  ;)). So, I gave her the grid 7-5-3-2 (although I kept her IQ Inherent).

Lately, I've been wanting to make other variants, too. So many of the AoA characters were changed in that storyline and I'd love to see more of the uniqueness represented.

Does anyone have ideas for alternate grids or alternate Inherent Abilities?

Here are some other ideas I had:
Bishop 7-6-3-4 "Bishop may not be spectrum KO'd with Energy icons."
Cyclops 7-4-3-6 "???"
Forge ?-?-?-? "Forge may play Teamwork cards from Reserve"
Gambit 6-7-3-4 "Gambit's Basic Universe card bonuses are doubled."
Havok 7-5-3-4 "Havok's Fighting Power cards are +1 when used to attack."
Magneto ?-?-?-? " Magneto's Team +2 to Venture Total per battle if using 'Age of
                             Apocalypse' Mission with at least 1 Event card."
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

Kal-el

You could let Forge play some X-man specials?

BigBadHarve

Just a note about your inherents - one of the patterns I've noticed about inherent abilities in Overpower is that for the most part characters with an 8, or with a 7 and a 6 don't get inherents. Max 6 characters, and single grid 7 stat characters get inherents. (There are some exceptions of course, but they are few)

Going by that rule of thumb, none of your characters except Havok should have an inherent ability.

That being said. I like the grids you've given, I think they make sense. Especially Gambit's. That should be his normal grid!  >:(

My two cents.

-BBH

The Dude

I can't help you with AOA variants cuz I never read that story, but for X-men in general I did a Joseph variant of Magneto (single skill max 7 E, may use Magnetic Shield to defend teammates) and that disk I spoke of earlier had Maenza's teen versions of the original X-men all of whom were single max 6 (cyc, jean and iceman in E, Beast in F). I know cyc's inherant was energy power cards +1 to attack and iceman was playing ice tactics from reserve. Jean kept a duplicate special (probably AG but I'm not positive).

Demacus

Just a note about your inherents - one of the patterns I've noticed about inherent abilities in Overpower is that for the most part characters with an 8, or with a 7 and a 6 don't get inherents. Max 6 characters, and single grid 7 stat characters get inherents. (There are some exceptions of course, but they are few)

Going by that rule of thumb, none of your characters except Havok should have an inherent ability.

That being said. I like the grids you've given, I think they make sense. Especially Gambit's. That should be his normal grid! 

My two cents.

-BBH

Or at the very least, the characters who have high stats and an Inherant, don't necassarily have a "good" inherant.  Like Malebolgia. Yeah he's 23 for deckbuilding, but he can't defend himself with his best stat.

gameplan.exe

Quote from: ncannelora on June 23, 2011, 12:21:46 PM
As most of you know, I love the Age of Apocalypse (AoA) storyline. One of my favorite Overpower line-ups is X-Man, Magneto, Nightcrawler, Morph(r)

Anyway, awhile ago, I had made a Rogue: Age of Apocalypse variant card, because in the AoA, she didn't steal Ms. Marvel's powers, it was... some one else (no spoilers  ;)). So, I gave her the grid 7-5-3-2 (although I kept her IQ Inherent).

Lately, I've been wanting to make other variants, too. So many of the AoA characters were changed in that storyline and I'd love to see more of the uniqueness represented.

Does anyone have ideas for alternate grids or alternate Inherent Abilities?

Here are some other ideas I had:
Bishop 7-6-3-4 "Bishop may not be spectrum KO'd with Energy icons."
Cyclops 7-4-3-6 "???"
Forge ?-?-?-? "Forge may play Teamwork cards from Reserve"
Gambit 6-7-3-4 "Gambit's Basic Universe card bonuses are doubled."
Havok 7-5-3-4 "Havok's Fighting Power cards are +1 when used to attack."
Magneto ?-?-?-? " Magneto's Team +2 to Venture Total per battle if using 'Age of
                             Apocalypse' Mission with at least 1 Event card."

Okay, so I've taken that feedback and revisited this way (so far):
Bishop 7-5-3-5 "Bishop may not be spectrum KO'd with Energy icons."
Cyclops 7-5-3-5 "Intellect Power cards are +2 when used for defense."
Forge 5-5-3-7 "Forge may play Teamwork cards from Reserve."
Gambit 5-7-4-4 "Gambit's Basic Universe card Bonuses are doubled."
Havok 7-5-3-4 "Havok's Fighting Power cards are +1 when used to attack."
Magneto 8-3-5-6 " Magneto's Team +2 to Venture Total per battle if using 'Age of
                             Apocalypse' Mission with at least 1 Event card."
                             (if anyone in AoA deserved dual grid, max-8, and a good I.A., it's Magneto!)
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27