Absolute Evil

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

Previous topic - Next topic

justa

some comments:

Silver Samurai - very unique art & card mechanics!  however, i think the ES special is pretty useless in game conditions (too much planning required to be effective), and the HG seems out of place where he doesn't have an 8 Fighting.  (does that allow him to play 8F Power cards in that battle?  i guess the same question comes up for Dr Doom: 2099 and non-Submariner Namor, but since i never found the HG mechanic useful before, i never thought about it.)

Viper - very unexpected, and seems to work well.  i almost would rather see the HIs playable from reserve, but that might be too much.  BTW - incorporating justabgkid's homemades, Viper, Hand, & Hydra all have a version of an avoid.

Typhoid Mary - i never saw any of her cards in your old postings.

Sentinels - i seen "may play all Sentinel specials" versions of Nimrod (3), Master Mold (2) and Sentinels: Omega Class.  the problem is you can't fit more than 2 of the 4 on a legal team, even throwing in Bastion as a 4th.

Shadow King - great additions for him

question - did you intentionally skip over Mysterio?  or am i jumping the gun?

fennshysa

#46
Thank you sir! I agree that neither of those Silver Samurai Specials are the bomb but they seemed appropriate. I haven't looked for a ruling on the HG but the wording of the Special makes me think that he is not actually playing the Power card, just using it to avoid an attack. Kind of like it is a defensive Special instead of a Power Card defense.

I toyed around with making Viper's Inherent ability allow her to play 1 or more from Reserve but couldn't decide which one or if it would be too much. If I ran a team with all 4 I think i would start with her on the Front Line and the Serpent Society in Reserve perhaps.

I am just having trouble figuring out what i want Mysterio's to be. I want to redo Misdirection and add 1 more. Right now my best idea is from Kevin Smith's storyline where he tries to drive Daredevil insane as his last big play since he is dying. Maybe Grifter's level 12 attack only if you have 15 hits on the character. Maybe titled "Final Gambit" (Stunt, Plot, Scheme?)

I've got Psycho-Man, The Reavers and Venom about done.

In addition to the 2 Mysterios I still need a new one for Dr Doom, The Enforcers, Green Goblin, Hobgoblin (just need title), Goblyn Queen, The Kree, The Marauders (They actually had a member whose power was exactly represented by an AO Negate but I think they are too good already to get that card), Puppet Master, Red Skull and Scorpion.

Then some locations and Aspects.

Here are the 6 Locations. I have the Characters narrowed down, just have to find out what the grid totals are and come up with appropriate Inherent abilities. I have the Raft ready to go, just need the Inherent.

Negative Zone   
Annihlus   
Blaastar   
Blink   
Mr Fantastic   
Dr Doom   
Psycho-Man

The Raft   
ABSORBING MAN                     5-5-7-1 (18)
PUPPET MASTER                     6-3-1-6 (16)
TYPHOID MARY                      5-7-3-2 (17)
Electro                        7-3-3-3 (16)
Sinister Syndicate                6-6-4-3 (19)
Wrecking Crew                     4-4-7-4 (19)

With those grids it's going to need to be a pretty good Inherent.

The Cube   
Abomination   
Absorbing Man   
Doc Samson    
The Leader   
Thunderbolts   
Wrecking Crew

The Big House   
Electro   
Frightful 4
Rhino   
Scorpion   
Serpent Society   
Wrecking Crew

Ryker's Island   
CARNAGE                         3-7-7-3 (20) My version is 2pts higher.
DR./DOCTOR OCTOPUS   3-6-5 (14)   2-5-6-7 (20)
THE ENFORCERS                     3-6-4-3 (16)
MYSTERIO             6-3-4 (13)   6-3-4-6 (19)
RHINO                1-4-7 (12)   2-6-7-1 (16)
VENOM                6-6-7 (19)   5-6-7-2 (20)

Hellfire Club   
BLACK KING                        3-3-6-7 (19)
DONALD PIERCE                     4-2-6-7 (19)
GOBLYN QUEEN                      7-5-2-5 (19)
THE HELLFIRE CLUB                 6-4-4-7 (21)
Selene                            7-4-5-4 (20)?
WHITE QUEEN                       7-2-2-6 (17)

The Wrecking Crew spend a lot of time in prison according to Marvel Wiki. Absorbing Man too.

justa

regarding the HG - from the meta-rules link on overpower.ca, "#21 - If a Special calls for another card to be played with or after it, then the card must be playable by the Character who contributes the card - even if the Special indicates otherwise."  that seems to indicate that the 8 would NOT be playable by Silver Samurai, regular Namor, or Dr. Doom: 2099.

i hadn't really been keeping track, but i didn't realize you had som much more in store on this set.  its been great so far.  looking forward to Blaastar & Selene - i assume they are scheduled for future sets.

considering the line-up and grids for The Raft, it seems a good candidate for IA:  Team may play Special cards from Reserve.

fennshysa

#48
Well that does seem to cover that pretty well. I was thinking that was silly to give Namor a card he couldn't fully use but his 3 stat was an 8 Strength wasn't it?
I'm just going to change it to say 5-7. Problem solved.

That might be what it takes for the Raft. Though I might limit it to non-OPD specials. Or 1 Special per battle. Then again, I made Oracle who can play almost anything from Reserve and her potential teams are not as limited as this one.

All Specials or a limit on it? Opinion?

I had been thinking maybe making an ability where they were +1 to Venture total for each point below the Tournament deck-building total. Then i realized they were so weak you could build a team where you get +9VT.
But that could be a good idea for an aspect card maybe.


Blastaar will be in the Cosmic Set and Selene in a small X-Men themed set.


What do you think about the idea for Mysterio? Too much for him or OK?



Psycho-Man   Advanced Armor Shell
Acts as a level 9 Fighting or Strength attack.

The Reavers   Cylla   
Acts as a level 3 Fighting attack. The Reavers may make 1 additional attack with a Teammate's Special card.

Venom   Lethal Protector
Teammate may avoid 1 attack made with a Power Card. Venom may draw 1 card from top of Draw Pile. Discard duplicates.

Venom   Panic Attack
Target character must discard all Placed cards. Target Character may only have 1 card Placed to him at any time, for remainder of game.

Venom   Wall Crawler
Target Battlesite must discard 1 Placed card chosen at random.





justa

Raft - i would lean towards all specials, but i also have a habit of over-powering cards, so take it for what its worth.

Mysterio - your thought of an NM special could work an an Intellect attack.  i've never seen an attack given to him higher than his legacy 6I.  but then again, is he a character that really needs (or uses) high level attacks?  my thought is no.  so my 1st thought was a ZY (Spawn's Finite Power), but even that seemed too much.  so, kicking in the old imagination, how about taking a KT (Dracula's Children of the Night), change it to ROG, and make it OPD.  that would gum up the works for opponent and provide player with a positive benefit, while not being too extreme.  using your basis for card, "I'll Drive You Mad" for a title?

Negative Zone - i guess i don't fully understand the IA.  Doom is the only character who has been given any sort of negate (non-numerical only), so unless you're planning on handing any more out, it won't help them.  not that they need any help - Doom & Annihilus provide a big plus, and Blaastar would be right up there, too.  but it wouldn't hurt much either unless playing against a team with multiple negate characters.  seems like "Team may not retrieve and cards from the Dead Pile." would have a better blunting effect.

fennshysa

#50
You are correct "team may not retrieve cards from the Dead Pile" is much more effective and easier to understand.
I was trying to be thematic, Negative zone - Negated cards......... I'm probably going to switch it to your suggestion.

I might use both of those for Mysterio. I know he's not really a high number card but the more i think about it the more i like it. I thing your's would fit under Misdirection just fine.


Negative Zone
Annihilus   
Blastaar   
Blink   
Dr Doom   
Mr Fantastic   
Psycho-Man   
The Negative Zone team may not retrieve any cards from the Dead Pile.

The Raft
Absorbing Man   
Electro   
Puppet Master   
Sinister Syndicate   
Typhoid Mary   
Wrecking Crew   
The Raft's Team's Reserve Character may play Specials from Reserve.

The Hellfire Club
Black King    
Donald Pierce   
Goblyn Queen   
Hellfire Club   
Selene   
White Queen   
The Hellfire Club Team is +2 to Venture Total per battle if using "Dark Phoenix Saga" Mission with at least 1 Event card.

justa

i once considered Hellfire Mansion as a location, but i would have defaulted to Jean Grey as a 6th.  Selene is much more appropriate.

i have changed my mind on the OPD-KT.  i tried to fit it in on a character, and it actually worked out to be less useful than the non-OPD version.

i liked the idea of negative zone/negates but it didn't seem enough of a nerf for a really powerful location.  And someone could do a Prison 42 (in the Negative Zone) using other characters to complement this location (several of the GotG ended up there for a while).

fennshysa

#52
Ok. I still haven't done anything for Mysterio yet. In the meantime.....

The Hellfire Club
The Rich & Powerful   Draw 3 cards. Discard duplicates.

Latveria   Doombots
Acts as a level 7 Any-Power attack. If successful, Opponent must discard all Special cards and Activator cards in Hand.

The Raft   Breakout!   
All Special cards in your hand may be played by any Character, for remainder of battle.

Ravencroft   Criminally Insane
Ravencroft Team must discard all cards with an Intellect icon currently in Hand. Opponent must discard all cards with an Intellect icon currently Placed and in Hand.


The Vault   Rogues Gallery   
Choose one Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

justa

Hellfire - i like it.  rich & powerful, definitely.
Latveria - a Benassi Rocket might be too much for them considering the line-up.  but it fits the location well.
Raft - might be too much combined with the location IA, but its only 1 battle, so why not?  good fun!
Ravencroft - i mistook Green Goblin for a Skrull at first.   :D
Sewer - the idea is great, but... card becomes unusable if 1 character on team has already been KO'd (no Reserve)?  also, it can't target opponent's Reserve?  Reserve vs. Reserve would be the ideal outcome of this aspect in my opinion.  maybe modify wording to something like "Only "The Sewer" Reserve and Opponent's Reserve", and add "If either team has no Reserve, "The Sewer" picks replacement(s)." at the end?  or do i read your intent wrong?
Vault - there's the one i was looking for before.  glad you didn't change the art.

fennshysa

#54
After 2 days and 3 revisions i finally figured out a wording that made sense and still kept the idea of what i wanted to do and it was exactly what you suggested.  ::)

The Sewer   Tunnel Vision
For remainder of battle only Reserve Characters may attack, be attacked, or defend this battle. If no Reserve, choose a Front Line Character instead.

I deleted the old one above.

Actually think i am done with locations and Aspects for this set. All the other Prisons were hard to find a good photo of.

Here is the Aspect for The Negative Zone. It could be pretty powerful if played right.
The Negative Zone   Anti-Matter Universe
For the remainder of battle the Negative Zone Team's defended numerical attacks may be reshuffled into their Draw Pile.


Also finished Mysterio. I went with an EB from the Marvels set rather than a KT. I just like their function more.

Mysterio   Hallucinations
Acts as a level 3 Intellect attack. If successful, target character must discard 1 placed card of opponent's choice.

Mysterio   Misdirection
Play during battle. For remainder of game, any attack made with a Power Card against Mysterio's team may be moved to Misdirection. Mysterio's team may not defend. Misdirection is discarded after 1 Hit.


Also decided on a title for Hobgoblin's card. I figured he already had 2 AI Specials. Might as well keep the theme.

Hobgoblin   Goblin Mayhem   
Target character must discard 1 placed Special Card of Hobgoblin's choice.


Green Goblin   Vengeful Nutcase
Discard 1 Energy Power card usable by Green Goblin. Green Goblin is +2 to all Power card attacks against Target Character for remainder of game.



I've sprinkled a few other LJ cards through my sets but i was thinking of one thing justa said about there being a number of cards that deal with activators and battlesites but nothing that deal with Any Characters. So i adjusted this LJ to pull an Any Character instead of a Activator.

Kree   Korath The Pursuer   
Choose one Any Character card from Draw Pile and place in hand. Reshuffle Draw Pile.

justa

Sewer - much better.

Negative Zone - it kinda negates their IA for that battle, but i like the line of thinking.

Mysterio - that works.

Hobgoblin - somebody else (can't remember who) made a similar card, allowing opponent the choice of "placed or in hand".  but just "placed" fits the theme well - destroy the other guys stuff.

Kree - i think this card would be perfect for a Sanctum Sanctorum character (no Battlesite allowed).

fennshysa

#56
Good idea for the Sanctum. I'll try and make it happen.

Red Skull   Master Of Manipulation
Red Skull may move 1 Mission Card from the Defeated Missions Pile to the Reserve Missions Pile.

The Marauders   Sabretooth
The Marauders may Place and play Sabretooth's "Blood Hunt," "Bloodlust," and "Wildcat Attack" Special cards for remainder of game.

Enforcers   Career Criminals
Choose one Enforcers Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

Scorpion   Scorpion Claws
Acts as a level 4 Strength attack. May combine with 1 Fighting card for a single attack.

Puppet Master   Take Control
This Special acts identical to any Special currently on the table.

I'm particularly proud of the title on this one.
Goblyn Queen   A Woman Scorned
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.

Doctor Doom   The Quest For Power
Doctor Doom's Energy Rating increases to 7 for remainder of game.


I think that is it for my Absolute Evil set.
All the Villains have at least 1 new special.
23 new characters with at least 6 Special cards each.
A few clone/variant characters.
Carnage with new Stats.
Dark Phoenix that plays as a special of Jean Grey.
Aspects for any remaining Marvel Locations that were missing them.
3 New Locations with Aspects.

Did i miss any characters? (I left Cerebro and all his Nanotech X-Men out on purpose.)

I'll put together a zip file with everything if anyone wants a copy.

I just need to finish out the DC3 set now.

justa

i don't think you missed any, but i haven't been keeping a full list.
Marauders don't really need access to another 7 attack, but its thematically correct.
Doom's card also seems a little much, but just as appropriate.

fennshysa

Doom's grid has always bothered me. I've made a few different variations of his hero card but then they all end up really costly so i figured this solved my problem.