DC3 pt2.

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

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justa

Coast City:  Green Lantern, Cyborg Superman, Parallax, Booster Gold, Mongul, and Star Sapphire (Carol Ferris).  of course, the last exists only in a few homemade cards, and the next to last, not at all.

not that i'm suggesting you increase your character set, but some of those locations you have listed (i think) would require you to add additional characters (unless you're relying on the homemade's of others).  titans tower, for instance.

other possible villain locations (just the ones i've seen):
Apokolypse, Keystone City, Oa, Prison Planet, Stryker's Island, and Suicide Slum(s) (both singular and /or plural).  keystone & Oa aren't particularly villain, but what the hey?  also, some would probably result in an increased character list.

you asked for ideas - here's a few.

fennshysa

#61
I had thought about Mongul but I wasn't sure i could get enough images to make a set for him. Star Sapphire is a character I've missed. If I do Mongul then Warworld would probably become an option too.

I am planning on another set, I just want to wrap this one up and make it finished. Maybe I'll hold off on Coast City til the next set. Titan's Tower too, I have cards started for Cyborg and Starfire and notes on Beast Boy.

Prison Planet? The Salvation Run story? I hadn't thought of that.  Good one.  Stryker's Island too.  I had never heard of the Hall Of Doom til today either.

I have Belle Reve for the next set. Apokalypse is lumped in with New Genesis under Fourth World.


I like the suggestions for Gotham Underground (and i'm keeping them for other locations) but I thought of one other I'd like to hear your opinion on. I'm thinking of jacking up the Venture total of their cards. The theme behind it is they always get beat by Batman eventually (KO) but the increase to Venture shows how if they operate fast enough they can finish their mission (venture win) before they are all beat. Maybe as simple as a +2 to each hit in hits to current battle.

I've got a Front for Mission cards worked out. Here is the first one


I did have a couple more variant characters i wanted to slip into this set. Here is the first one.
Azrael   The Batman   5   8   5   3   21   
May play Batman's "Shadow Of The Bat" and "Dark Knight" Specials.

The 5 strength is to represent all the upgrades he kept doing to his armor. I kept the Intellect at 3 to keep the total higher though i contemplated dropping it to 2 to represent how he went a bit crazy. The Dark Knight and Shadow Of The Bat seemed like the right themed specials for him to play but they are powerful ones in my set. I'm thinking about adding May not be played with a homebase to make his points be payed for.

Huntress:   Batgirl   4   6   3   6   19   
Team is +2 to Venture Total per battle, +4 if No Man's Land is your Mission.

Representing how she found she was more feared while in a batsuit. I tried changing some numbers so she didn't make her regular character obsolete but nothing really worked.

justa

i'm not really feeling the Venture boost for the Underground, but its just as good an idea as any i came up with.  another thought was keeping dupe power card of 6 or less ("swarm" strategy).  your card - your call.

i like Az-Bat, and he works as is - i recommend NOT changing it.  (some play with a homebase mandatory - if not character specific, then a generic must be used such as Marvel U or Team Overpower.)

hall of doom - i suggest Lex, Brainiac, & Grodd for sure, and probably Cheetah & Black Manta (using other's homades).  toss up on a 6th.

fennshysa

#63
Ok. Azrael: Batman stays as is.

Finished the Mission cards for No Man's Land. Front and backs, the link to the back is the number. Still working out the Events.

No Man's Land   The Bat Is Back      
1      Establish your presence in the city. Consult with Oracle. Confront the Huntress and gather your allies.   Batman

No Man's Land   Bane Is Back In Town   
2      Bane is back! Stop him from destroying City Hall and figure out who his mysterious employer is.   Batman

No Man's Land   Save Poison Ivy   
3      Clayface has captured Poison Ivy. Rescue her and her orphans from their torturer and ensure a steady supply of food for the resident's of Gotham.   Batman

No Man's Land   Riot At The Hospital      
4      Leslie Thompkins medical tent has become the center of a confrontation between Petit's Strong Men, Killer Croc and Zsasz. Defuse the situation before more lives are lost.   Batman

No Man's Land   Rescue James Gordon      
5      Two-Face has kidnapped James Gordon and put him on trial. Find and free him and Detective Montoya before it is too late.   Batman

No Man's Land   Stop The Joker      
6      The Joker has emerged from hiding and begun a Christmas killing spree. Find the babies that he and Harley Quinn have kidnapped and stop him before he hurts anyone else.   Batman

No Man's Land   Confront Luthor      
7   Lex Luthor has been behind the Events of No Man's Land. Confront him and Mercy Graves, stop his real estate grab and save Lucius Fox's life.   Batman


The Events are harder to come up with than the missions.  I'll take ideas. Plus i haven't got a template together for them yet.
Maybe superman being kicked out. (no activator or any character cards)
New Batgirl
Gang Warfare
Nation Guard Checkpoint (No cards may be drawn for remainder of battle after Events are played.)
Huntress masquerading as the Bat (Specials are an additional +2 to Venture total when they hit.)


For Hall of Doom I have..... Cheetah   Dr Light   Grodd   Joker   Lex Luthor   Parasite
I already have a character card for Dr Light. Just don't have any specials yet or he would end up in this set.

justa

cool take on NML.  glad to see you have events planned; otherwise new missions aren't worth much.  i never really cared for the style of the legacy DC events compared to Marvel.

superman "kicked out"(?) - didn't he give up & leave because he didn't want to have to kill everybody?  better phrasing would be nice, with an effect of "no level 7 or 8 Power cards may be played".  (lack of high power)
new batgirl - Fighting Power cards are +2 for all actions  (Cain's 8F vs 6F for other Batgirls)
gang warfare - "chain attacks and their follow-up(s) get +X bonus" (1 or 2 for the X, and it applies to teamworks, ally cards, and chain specials such as AA, DG, etc. - pile it on!)
the other 2 seem complete, though Bat Pretender might be a better name for the last.

ever wonder why DC only did 5 events per Mission, where Marvel did 6?

fennshysa

#65
Yeah, i never liked their event format either. I've been thinking about doing a daily planet in the marvel style. But for No Man's land a Batman files style might fit better.

I'd always assumed that the lack of a 6th event was because they never issued more sets. I think the original marvel set with events only had 5 in them.

true on the superman. i was just being lazy with my description. No 7 or 8 power cards would fit better with the characters anyway.

Metropolis
Booster Gold   
Lex Luthor   
Metropolis SCU   
Steel   
Supergirl   
Superman   
Metropolis Team's Special Cards are an additional +1 to Venture Total when they Hit.

Hall Of Doom   
Cheetah   
Dr Light   
Grodd   
Joker   
Lex Luthor   
Parasite
+5 to venture when opponent KO'd

Gotham Underground
Killer Croc   
Penguin   
Bane   
Two-Face   
Hush   
Riddler   
Gotham Underground Team's Power Cards are an additional +2 to Venture Total when they Hit.


justa

metropolis - no obvious reserve from their specials, although Lex feels right.  interesting possibilities.
hall of doom - i understand why you left off Brainiac (just using them), but Parasite still doesn't feel right.  (i'll get over it.)  cool IA.
underground - that IA makes more sense than per HCB.  with the addition of hush to the game, it should be promising both as a homebase or a battlesite.

fennshysa

#67
Thanks!

DC Universe
Any tournament legal team, using normal deck building rules.                  
Opponent's Team is -1 to Venture Total per Battle.

New Earth
Any tournament legal team, using normal deck building rules.                  
New Earth Team may Place Any-Character Specials and Aspects to HomeBase, using normal Placing rules. Only one of each card may be Placed. Any-Character Specials may be played by Any Character on team.

Fortress Of Solitude
Eradicator   
Kara Zor-El   
Power Girl   
Superboy   
Supergirl   
Superman   
Fortress Of Solitude Team's Special Cards with Strength Icons may not be negated by opponent's Characters.


Hall Of Justice   
Aquaman   
Batman   
Firestorm   
Robin   
Superman   
Wonder Woman   
When the Hall Of Justice Team makes 2 successful attacks with a single Universe: Teamwork card they may immediately place 1 card from their Power Pack on top of their Draw Pile.

JLI Embassy
Blue Beetle   
Booster Gold   
Captain Atom   
Fire & Ice   
Guy Gardner   
Martian Manhunter   
JLI Embassy's Reserve Character may enter battle immediately upon KO of Front Line Character.

Happy Harbor   
Impulse   
Red Tornado   
Robin   
Secret   
Superboy   
Wonder Girl   
Happy Harbor Team's Universe: Training cards are an additional +1 to attack, +2 to defense.

justa

quite the promise of "things to come" in some of these locations.

fennshysa

#69
YUP!  ;)

If anyone saw the captain atom card that appeared briefly yesterday, ignore it. This is the card i wanted it to be.

Captain Atom   Ground Zero   
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.

I was looking at the cards i made and realized that if i was making locations for the DC Universe then i should make more specials that interact with them. Captain Atom - Ground Zero was a title from the DC3 list that i didn't use. I thought this would be perfect for an attack against battlesties. I couldn't find the card i wanted but then i realized it was from the Marvels set. So here is my official Captain Atom Ground Zero. And a few more cards that affect Battlesites will be coming.


Nightwing    Titans Together
Nightwing's Team's attacks with a Fighting icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.

Flash   Scarlet Speedster
Opponent may not attack or defend with cards from Battlesite for remainder of battle.

Catwoman   Cat Burglar
Target Battlesite must discard 1 Placed card chosen at random.

Brainiac   City In A Bottle   
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.

One more Brainiac and Impulse's cards and the Specials are done.

justa

by my count, that makes 15 DC locations (ignoring DCU & New Earth).  out of those, after Impulse, there will still be 9 characters you have not addressed yet:  Scarecrow, Spoiler, Kara Zor-El, Guy Gardner, and Red Tornado (who all have at least some presence in homemade cards), and Doctor Light, Hush, Fire & Ice, and Secret (4 i've never seen done before).
next "set" on those?

fennshysa

Wow. No one's done hush yet? Hmmmm... cool!
Though probably not right away.

In the meantime.....

The JSA      7   5   4   7   23

Spectre      -   -   -   -   28   
Counts as 28 points for Tournament Deckbuilding. May play any teammate's Special cards. May not play "One Per Deck" Special cards.

Alt Art
Azrael   The Batman   5   8   5   3   21   
May play Batman's "Shadow Of The Bat" and "Dark Knight" Specials.

Batman   Avenger   4   8   4   4   20   
Batman's MultiPower cards are +1 vs. any Character with a Villain code.

Batman   Detective   4   4   4   8   20   
Batman may play Comm. Gordon & G.C.P.D. "Sting Operation" Special.

Catwoman   Whiplash   3   7   3   4   17   
Catwoman's Fighting Power cards are +1 vs. any Character with a Hero code.

Comm. James Gordon      5   6   4   5   20   
Comm. Gordon & G.C.P.D. are +2 to Venture Total each battle.

Alt Art
Huntress   Batgirl   4   6   3   6   19   
Team is +2 to Venture Total per battle, +4 if No Man's Land is your Mission.

Two-Face   Crime Boss   6   3   3   6   18   
Two-Face may play "Flip of the Coin" from Reserve.


Ra's Al Ghul   Sword Master   4   7   4   5   20   
Basic Universe cards are an additional +1 when used by Ra's Al Ghul.

justa

your post reminded me - The Legion character card is still missing, too.

fennshysa

Getting much closer to done on the DC3 set. Some time on other things let me come back to this one and finish Impulse tonight. He's not super cool or anything. But he is done. The art for Cape Wedgie came from a story i read. Couldn't pass it up. Hold Still was the cover to 48, I really wanted to use it because it was awesome.  I didn't give him a lot of power and the Inherent doesn't really fit with his cards but might make him a little more tempting to use with Happy Harbor.

Impulse      6   6   3   2   17
May make 1 follow up attack to a Universe: Teamwork card from Reserve.

Impulse   Cape Wedgie
Acts as a level 7 Intellect attack. If successful, Target Character may not attack for remainder of battle.

Impulse   Game Over
Play on your turn to concede battle. Impulse's Mission cards return to pile Ventured from. Opponent's Mission cards advance as normal.

Impulse   Hold Still
Avoid 1 attack.

Impulse   Life In The Fast Lane
Acts as a level 4 Fighting attack. If successful, Impulse may not attack or be attacked for remainder of battle.

Impulse   Max Mercury
Play with any Power Card usable by Impulse. For remainder of game, Impulse does not have to discard duplicates of chosen Power Card's Power Type and Value.

Impulse   Reckless Youth   
Acts as a level 7 Fighting or Strength attack. If not successful, Impulse is -2 to attack for remainder of battle.

Impulse   Showing Off
Impulse may make 1 follow-up attack after Impulse plays a Universe: Teamwork card for remainder of game.

justa

shame he has no specials that he can play from Reserve to go along with the IA.  still, the specials fit him.
your Impulse is the first that i've ever seen - another unique! yay!