DC3 pt2.

Started by fennshysa, January 12, 2017, 09:49:44 PM

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justa

kind of "posey" on the art, but i guess you have to go with what you can find.  i've never built a deck using him, but these 2 specials seem to improve him some.  (enough?  i'm not sure.)

fennshysa

#46
Yeah, they weren't my favorite art either. His new 52 series has really nice covers but he has a different look there so id didn't want to use them.

Here is my version of his character card.
Captain Atom      7   4   7   3   21
Captain Atom's numerical Specials are +1 for each hit with an Energy Icon in his Permanent Record and Hits from Current Battle.


I was looking at some of the DC statistics and realized that no Characters from BS or JL expansions have an AO Special. I have made 3 AO specials so far for Firestorm, Green Lantern, and the JSA. I was thinking about who else would deserve and AO special. Right now I'm leaning towards AO Specials for Batman, Deathstroke and Prometheus to represent their smarts and and how they always have a plan for taking down anyone regardless of their power level.

Who else do you think might deserve an AO special?

justa

Quote from: fennshysa on February 06, 2017, 09:23:05 AM
Who else do you think might deserve an AO special?
well, different people have different justifications for handing out negates.  and besides the unlimited negate (AO) there is the self-only negate (DO) and the non-numerical negate (ED).  the legacy DC cards had LOs:  Captain Marvel and Doomsday.
but rather than debate rationale, here's a quick list of what negates i've see others (including you) hand out to DC characters.

AO (23):  Aquaman, Blue Beetle, Captain Marvel, Comm. Gordon & GCPD, Firestorm, Flash, Green Lantern, Huntress, John Constantine, Joker, JLA Jr., JSA, Klarion the Witch Boy, Martian Manhunter, Parasite, Poison Ivy, Power Girl, Ra's Al Ghul, Saint Walker, Spectre, Star Sapphire, Superman, and Triad.

DO (3 besides legacy cards)):  Firestorm, Green Arrow, and Solomon Grundy

ED (1):  Black Adam

If you can see a pattern in that list for who should get them, you're doing better than i am.   :)
hope it somehow helps.

clericblackdave

FENSHYA can you send me a link to your DC3 cards?

For the event circuit I play in, I have been elected commissioner.  I would like to explore adopting DC3, or a vetted version of it, for our stuff.  But i'd like to have access to all of the cards.  Do you have like a zip file of them?

email me  david.b.mcmillan@gmail.com    Thanks!

fennshysa

Done.

Today's character is Prometheus. I remember some of the first DC stories I read had him in them and he made a big impression. Lately he has been described as the villain's Batman, inspiring fear and cooperation in his fellow villains. Genius, fighting skills and he always has a plan for everyone. In his first appearance he managed to take out Steel, Huntress, Martian Manhunter, Green Lantern, Flash and Batman before the JL started catching up to him. In his last appearance (Cry for Justice) he manages to beat Arsenal, Zatanna, Red Tornado, Star-Man, Black Canary, Flash, Congorilla, Firestorm, Green Lantern, Starfire, Animal Man, Donna Troy, Green Arrow, Doctor Lite II, Hawkman, Hawkgirl, and Guardian before Donna Troy comes back and stops him.
So I gave him all kinds of specials that can only be defended by certain conditions. An AO special, Spider-Man's Marvel special and the ability to use teammates cards for defense. And an AN special since 3 times he broke into the JL base without them knowing til he attacked.  I'm not sure if he'll be too good or not that great.

Prometheus      4   7   3   7   21   
Prometheus may play any teammate's Special to avoid a numerical attack by discarding 2 Power cards playable by Prometheus.                                 

Prometheus   Cosmic Key
Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend.

Prometheus   Distracting Lights
Acts as a level 0 Fighting attack. May only be defended using a Power card with a Value of 5 or greater.

Prometheus   Electrified Nightstick   
Acts as a level 5 Strength attack. Attack may not be defended with a Special card.

Prometheus   Exploit Weakness
Acts as a level 4 Intellect attack. If successful, may make 1 additional Intellect attack against same Character. Additional attack may not be defended.

Prometheus   Perfect Counter
Negates the effect of any 1 Special card played by opponent.

Prometheus   Precise Attack
Acts as a level 1 Energy, Fighting, Strength or Intellect attack. Can only be defended by a Power card with a Universe card.

Prometheus   Sociopath   
Acts as a level 2 Energy Attack. May be made after opponent has conceded the battle. Opponent may defend.

Prometheus   Tactical Genius   
Look at top 8 cards of Draw Pile and choose any 1 card. Put chosen card in Hand. Put "Backup Plan" on top of Draw Pile. Reshuffle Draw Pile.

justa

for the 1st time ever, we welcome Prometheus into the wonderful world of OP!
nice spread of specials for him.  but the IA - well, the only ways i could see to ever make use of it would be to have a large card advantage, or to avoid a hit before conceding.  but it certainly is unique.
nice work

fennshysa

I had originally had "discard 1 power card usable by Prometheus" in the the text. I changed that to 2 because I didn't want it to be too easy for him to use his teammate's avoids. Do you think it would still be a balanced ability if I went back to discard 1?

justa

i don't know about balanced - only play testing could say for sure.  but you are correct in that 1 card might make it too usable, even though it's still a 2-for-1 defense.  another defensive special besides the AO would not be appropriate IMHO.

so, while sticking to what i said earlier, i guess my opinion is to leave it at 2 - the ability shouldn't be used much anyways...

fennshysa

#53
Prometheus stays as is.

Killer Croc. He actually had decent cards for a B/S character. He gets 1 Revision from me. The totally random Increase Energy to 8 Rampage. I like my version better. +2 new ones.

Killer Croc   Ambush
Killer Croc may play Power card attacks face down for remainder of battle. Opponent must guess defense.

I couldn't find a good picture of him actually biting someone or I would have used that. (If anyone has a good one I'll take it.....)
Killer Croc   Overbite
Target Character must discard all Placed cards. Target Character may only have 1 card Placed to him at any time, for remainder of game.

Killer Croc   Rampage
Killer Croc may make as many Power card attacks as possible. Opponent may defend.


Lex Luthor had decent specials. I revised 2 though only 1 really stunk. And he gets 2 new specials for a total of 4.

Lex Luthor   Executive Order
Play during Battle. Each player may only have 1 Mission Card Ventured this battle. Move all other Mission cards back to piles Ventured from.

Lex Luthor   Global Resources
Discard 1 Intellect Power card usable by Lex Luthor. Show Opponent up to 5 cards usable by Lex Luthor from Hand. Draw equal number from Draw Pile. Discard duplicates.

Lex Luthor   Mercy Graves
Acts as a level 5 Fighting attack. Lex Luthor may play 1 additional Special card.

Lex Luthor   Power Hungry   
Sort through Power Pack card by card. Put the first 3 cards with Intellect icons in Hand. May keep duplicates. Reshuffle Power Pack.


Martian Manhunter needed a higher power grid than he got.
Martian Manhunter      7   2   7   7   23

Martian Manhunter   John Jones
Draw 3 cards. Discard duplicates.

Martian Manhunter   Shapeshifter
Martian Manhunter may switch entire permanent record with any front line teammate.


Metropolis SCU probably had the best set of specials out of all of the B/S characters. So i didn't want to add anything too powerful. Since they had decent attacking specials they seemed like a good fit for a CQ Special.
Metropolis SCU    Dan Turpin
Acts as a level 2 Intellect attack. If successful, attacks made on Target Character may not be moved to any of Target's teammates for remainder of game.

Metropolis SCU    Maggie Sawyer
All Metropolis S.C.U. Special cards are doubled when determining Venture total for this battle.

clericblackdave

I actually like the current global resources.  Its a good way to, at any time, grab an any 8, any 7, or any 6 and put it in your hand.  Takes a turn, but i dont mind starting a battle off that way if I got first and that any power can help complete my hand defensively.

fennshysa

#55
Power Hungry? That was the one card I really didn't like. But I never thought about using it to grab an Any-Power I always looked and thought it could only draw up to a 4. Sometimes I miss applications of cards.

Mister Miracle was an interesting case. I have never read any of Kirby's New Gods stories. I've only encountered Scott Free in the pages of JLA. He only has 1 attacking special (Big Barda) but that seems to be in line with his personality according to the wiki page. I thought about a straight up avoid but he already has 4 defensive type specials so that would be overkill. I gave him a CC (5 attack or defend) and a KL to show how he can get around any obstacle.

Mister Miracle   Alpha Effect
Acts as a level 5 Energy card. May be used to attack or defend. May not be combined with Universe cards.

Mister Miracle   Last Second Escape   
Opponent must immediately discard all Special cards in play that affect "the remainder of the battle" or "the remainder of the Game."


Metallo   Assimilate   
Play with any Basic Universe card. Metallo's Power Grid gets Bonus in that Power Type for remainder of game.

Metallo   Kryptonite Fueled Revenge
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.


Knockout had some pretty decent cards too. I revised Killer Physique to be a little better of a defensive special and added 1 more. I really wanted to give her a KO Special but it didn't really fit her.  :(
Knockout   Killer Physique   
Only Strength attacks may be played against Knockout for remainder of battle.

Knockout   Ruthless Beating
All Strength Power Card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.


I changed 2 Eradicator specials and added 1 more.
Eradicator   Self Healing
Discard 1 Power card usable by Eradicator to remove all Hits from Eradicator's Permanent Record of equal or lesser value.

Eradicator   Vengeful Protector
Play when teammate is wounded. Eradicator gains +2 to all attacks for remainder of battle.


Eradicator   Vessel Of Krypton
Choose one Tactic: Artifact card from Dead pile and place in hand. Cannot be a duplicate.


Changed this Doomsday special from a revision of Out For Blood into a New Special.
Doomsday   Bloodlust   
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.

justa

The art for Overbite is perfect!  (At least my dentist would think so.)
Great choice of mechanics for Power Hungry.
Good cards for Metallo - greatly improves his usability.
And John Jones will help that Watchtower location.

fennshysa

#57
Thanks man!

More idea questions. I want to make a "Streets Of Gotham" or "Gotham Underground" location. Kind of a more Batman villains who are in the organized crime club. The Characters would be:
Bane
Penguin
Two-Face
Killer Croc
Riddler
Hush

Other than The Riddler and probably Hush this is almost a max 6 team. Though the totals might be higher than tournament deckbuilding I feel like it needs a nice Inherent to encourage play. I'd like it to be something that maybe increases the value of the Power cards or venture total but i want it to feel themed. I"m drawing blanks. Any ideas?

This made me realize that the Arkham location has 4 max 6 characters and 2 max 7. But the teamwork bonuses to 0 for opponent is a pretty good inherent.

Fixed the Batcave Location per earlier discussion.
Batcave
Azrael   
Batgirl   
Batman   
Nightwing
Robin   
Spoiler   
Once per game, the Batcave team may discard 1 card from top of Draw Pile to play one Oracle Special card from under their homebase.

justa

#58
aaahhh, variety - my choices (clap, clap)....

IA suggestions:  the bat comics are primarily Fighting/Intellect based.  the fighting on the foes-side seems based more on planning & numbers rather than any individual skills.

#1 - so maybe boosting Fp +X to attack and Ip +Y for defense would work.  (you pick the X&Y #s, but  it would take some play testing to get the right balance - you don't want to make them too powerful).

#2 - another possible theme could be to let them draw a card after defending 1 type of attack, or after using a certain type of card to defend any attack.  (you may want to whittle that down by specifying after 1 type of defense against 1 type of attack to keep them from drawing too much.)

#3 - since this location would be a case of the bat-foes banding together, another choice might be to allow character to use any power card usable by a teammate for defense.  i've seen this one used on a Sinister 6 location with the addition of the text "regardless of KO status", so it ultimately translates to any power card in the deck.  (who puts power cards that can't be used by anybody in their deck?)

#4 - as they are teaming up, maybe they could share non-OPD specials?

many options, hard to decide, and someone might come up with something even better.

hope this helps.   :)

fennshysa

#59
Thank you. Some interesting ideas. I"m going to think about them over the next few days. (I'll take other ideas too. I've got lots more locations coming.)

I'm actually approaching a point where i'm going to consider this set wrapped up. I'd like to include 2 new specials for Brainiac (having troubles coming up with ideas for them) and 1 for Catwoman. Hazard will not be getting any due to lack of art and information about him (Bout all I know is he was a Steel villain). I'm also thinking about trying to slip Impulse into this set too since he was in the DC3 notes.

Current counts are 18 new characters (Batgirl, Black Adam, Cheetah, Deathstroke, Dr Fate, Firestorm, Grodd, Harley Quinn, JSA, Legion, Lobo, Oracle, Power Girl, Prometheus, The Rogues, Solomon Grundy, Spectre, Wonder Girl), 3 Variants (Bizarro, Flash: Barry Allen, Green Arrow: Oliver Queen), 1 new art Green Arrow (Oliver Queen) and 14 Revised Legacy characters (Batman, Blue Beetle, Booster Gold, Captain Atom, Captain Marvel, Flash, Martian Manhunter, Nightwing, Parallax, Steel, Superboy, Supergirl, Superman and Wonder Woman).


Plans are for some Tactic: Artifact cards, more teamworks (maybe some DC Training cards just because i can), lots more Locations and Aspects, and I've started to put together templates for some Mission and Events (No Man's Land and Reign Of the Supermen in particular).

Locations I'd like to add:
Central City
Coast City (Not coming up with enough characters for this one)
Fortress Of Solitude
Fourth World
Gotham Underground
Hall Of Doom
Hall Of Justice
JLI Embassy
JSA Mansion
Justice Cave (Young Justice)
Metropolis
Metropolis: Reign of the Supermen
Outer Space
Speed Force
Star Labs (Who should be here? I'm very influenced by the Flash TV show.)
Titans Tower

What am I missing? What other Villain based locations could I use?

Then I"m going to go back to my Marvels set and finish Shatterstar and tie up a few loose ends and I'll have 2 "complete sets".