DC3 pt2.

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

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fennshysa

#75
I decided to go with the titles from the DC3 notes. I think it would have been easier to make my own up but maybe not.

I still haven't created an Event Template for the No Man's Land Events but i have been working on Aspects for the locations i have. Aspects are surprisingly hard to come up with.


Arkham Asylum    Homicidal Maniacs
For remainder of game, Arkham Asylum team's attacks made with Power cards may not be defended by Opponent's team's Special cards already in play.

Batcave   Alfred Pennyworth
For remainder of game, Batcave's team may use Intellect Power cards to remove 1 Hit from the Permanent Record of any Front Line Character.

Daily Planet   Investigative Journalists
Opponent must reveal hand and play open handed for remainder of battle.

DC Universe   Linear Men   
Each player is -3 to Venture Total for each Special card in play at the end of battle.

Fortress Of Solitude     Kryptonian Knowledge   
Sort through Draw Pile card by card. Put the first 2 cards with "Intellect" in the card text in Hand. May keep duplicates. Reshuffle Draw Pile.

Fourth World   The New Gods   
Acts as a level 7 Any-Power attack. If successful, Target Character must discard all Placed cards and move into Reserve for remainder of  battle.

Gotham Clock Tower   Information Network   
Opponent must reveal the first 2 cards that they Draw at the beginning of each Round for remainder of game.

Gotham Underground   Unholy Alliance   
Sort through Power Pack card by card. Put the first 3 cards with Intellect icons in Hand. May keep duplicates. Reshuffle Power Pack.


Hypertime   Waverider   
Each player is -3 to Venture Total for each Special card in play at the end of battle.

LexCorp   LexCorp Technology   
Team gains +2 to all actions for remainder of battle.

Multiverse   Rip Hunter   
Each player is -3 to Venture Total for each Special card in play at the end of battle.

New Earth   Time Masters   
Each player is -3 to Venture Total for each Special card in play at the end of battle.

Gotham   Gotham Knights
Gotham team is +2 to Venture total for each "Shadow Of The Bat" Special card in play or in a charcter's Hit's from Current Battle and Permanent Record.


Central City   
Flash   
Impulse   
Grodd   
The Rogues   
The Trickster   
Zoom   
During Discard phase, replace each unusable Power card with 1 card from Draw Pile. Discard Duplicate & Unusable cards.

Fourth World   
Big Barda   
Darkseid   
Forever People
Knockout   
Mr Miracle   
Orion   
Fourth World's MultiPower Power cards are -1 to Fourth World's Venture Total when they Hit.

Hypertime   
Any tournament legal team, using normal deck building rules. (Multiple OPD specials may be included. 1 for each Variant character who can play the Special.)                  
Hypertime team's Variant Characters may keep one duplicate Special card for each Variant Character on team. Duplicate Specials may not be played by the same Character.

Multiverse   
Any tournament legal team, using normal deck building rules.                  
Multiverse team keep 1 duplicate copy of non-OPD Special cards for each character that can play the card. Duplicate Specials may not be played by the same Character.

That's it for the locations in this set.


Okay, this leaves......
Central City
Hall Of Doom
Hall Of Justice
JLI Embassy
Happy Harbor
Metropolis
Watchtower
....needing Aspect cards. I'm open to ideas. I think Metropolis will be titled City Of Tomorrow but i have no idea what the text should be.

Gotham: No Man's Land is going to be...
Military Blockade   No cards may be drawn from any Draw Pile for the remainder of battle.
..I just need to scan the art for it.


justa

#76
i'm familiar with Arkham's aspect from you old cards.  the other ones are going to take some time to evaluate.

Hypertime:  extra OPDs are a massive improvement from your old DC Universe: Hypertime location (assuming it was yours).  but it might be too much.  i guess only time will tell.

for the ones without aspects, how about these?  (use or discard at you own choosing.)

Central City:  "Time Repeats" or "Flashpoint", allowing them to keep duplicate level 6 Power cards ROG.

Hall Of Doom:  how about a miniature two-way DOW to accentuate the evil?  "Evil Intent - Opponent may not play Activators or Any Character Specials until this card is attacked by 2 of either card type.  Attacks may not be defended."

Hall Of Justice:  "Fair Play" – same as Avalon's Mutant Refuge, but applying to both Activator and Any Character Specials.

Happy Harbor:  might as well continue on with the training card boost.  either a DTR for defending with a training card, ala Concrete Jungle, or allowing training cards to count for damage & venture total (but not SKO, that makes it too easy to win).  ("Learning Success" - picture of Red Tornado teaching?)

JLI Embassy:  same as for Muir Island, but MultiPower Power card.

Metropolis, City Of Tomorrow:  probably a good candidate for some sort of a negate aspect.  prevent property damage.

Watchtower:  1st thought was +/- 4 to VT, ala Onslaught's Citadel.  but somehow it doesn't have the right flavor.  how about "Remote Location" (picture from inside looking out over Earth) which would function like one of the versions of an EB special.

fennshysa

#77
JLI Embassy - United Nations Mandate
For remainder of game, JLI Embassy's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a MultiPower Power card. Discard if duplicate.

I like Hall of Justice - Fair Play and the mechanic for it. I'm not sold on the card being for both activator and any character. My thought with Avalon - Mutant Refuge was always that i would play with Any Characters instead of a battlesite. That way if they have a battlesite I will be drawing while they get nothing. Of course they could always be using Any Characters and then i would get nothing.

Maybe two aspects for the Hall of Justice? One that let's you draw for Any Characters and one for Activators?

Granted you could do both and then you would always be guaranteed a draw from your opponent's plays but they would always be guaranteed a draw from yours too.

Prepare for ramblings......
My first thoughts with Hypertime and Multiverse was that it was just like having different characters that just happen to have the same type of specials. No problem at all. Thinking about it further these locations (hypertime) especially would actually be more powerful perhaps?  Because of the fact that when there aren't duplicate specials in your hand, that single special is actually more flexible, for instance the AG could defend all 3 front line characters depending on which was attacked. That scenario is true if you were playing Reavers and Donald Pierce with standard rules. But that flexibility is greater since if, oops you do draw two, you don't have to discard them.

But that flexibility may be canceled out by the limited amount of different special you would have if using multiple variants on a team. 


I really like the suggestion for Hall Of Doom (I might call it Dastardly Plan) but i'm not sure how it would work if you had Dastardly Plan and DoW out at the same time. That would be too much.

Actually, there are only 2 numerical Any Character attacks. Shoot, I liked the idea. Maybe an aspect that you can shift an attack to but can't be defended like some of the Marvels Specials do?

For Central City, I want to save the Flashpoint name. But that mechanic might work.


justa

my own ramblings here...
the thought behind Hall Of Justice was specifically to affect both sides.  (fair play!)  the team really doesn't need much help.
the thought behind Hall Of Doom was to screw over opponent no matter what deck they used.  maybe the wording was a little off - the Any Character specials wouldn't have to be attack specials, just like DOW only requires the Activator, not the attack special behind it.  i agree it should not be allowed to be used in conjunction with DOW.  adding that to the wording would make it rather long, and i don't think anybody wants more meta-rules, so maybe that idea can't fly.
i agree with your analysis of Hypertime & Multiverse.  my comment was regarding the multiple OPDs in the deck.  example: a team of 4 Beast variants would be allowed to have 4 Drop Kick specials - ouch!  i'm not saying it IS too much, just that it might be.  i'm sure others could find better ways of abusing the mechanic.  but until its payed & demonstrated to be broken, i say go for it.  i think that's one of the purposes in creating homemades - expand the game by pushing the boundaries, see how far you can go yet maintain a reasonable parity between players.
i agree the name "Flashpoint" has much better potential uses available.  but the grids of the character involved suggested the mechanic.
again, i'm justa floating ideas on request.  keep or trash at your own discretion.

fennshysa

#79
Fair Play makes sense when looked at that way. But i'm not sure i want a fair card. ;)

I hadn't really thought about the stacking effect of the OPDs. I see your point but like you said, they are homemades for fun, so i'm not going to worry.

photobucket will finally let me upload so.....

Thank you justa. As you can tell by the title i watch the CW shows.
Central City   Time Remnant   
Central City Team may keep duplicate Level 6 Power Cards of different Power Types for remainder of game.

JLI Embassy   United Nations Mandate   
For remainder of game, JLI Embassy's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a MultiPower Power card. Discard if duplicate.

Hall Of Doom   Distraction
Play during battle. For remainder of game, any attack made on Hall Of Doom's team may be moved to "Distraction". Hall Of Doom's team may not defend. "Distraction" is discarded after 1 Hit.

justa

i too watch the CW shows, as well as Gotham & Agents of Shield (which isn't nearly as good as the others), but none of the Netflix shows (yet).  Marvel seems to focus more on the movies, while the DC movies i've seen seemed pretty lame.  a discussion for another thread...

good name for the JLI card.
the Hall Of Doom card seems a little weak for them, but the art fits.  and the +5 VT in the IA does give them an adequate boost in itself.

fennshysa

Wow! Making Events and Missions kinda sucks. I'm not sure I'm going to do anymore. They were really hard.

But here are the Events for No Man's Land so the Missions aren't useless. Hopefully they're not too bad.

No Man's Land   Bridges Blown
THE DESTRUCTION OF THE CITY'S BRIDGES HAS MADE EVEN THE SMUGGLING OF RESOURCES INTO GOTHAM DIFFICULT. ONE MUST CHOOSE THEIR BATTLES CAREFULLY.   
No cards may be drawn for remainder of battle after Events are played.

No Man's Land   Helena's Masquerade
WHILE I CANNOT CONDONE HELENA'S USE OF THE BAT SYMBOL IT HAS INCREASED HER EFFECTIVENESS. PERHAPS EVEN KEPT HER ALIVE.   
Special Cards are an additional +2 to Venture total when they hit.

No Man's Land   Superman Must Go
I HAVE NOTHING BUT THE UTMOST RESPECT FOR CLARK BUT HE MUST LEAVE MY CITY. HIS MERE PRESENCE IS A DESTABILIZING INFLUENCE.   
No Activator or Any Character cards may be played for the remainder of battle.

No Man's Land   Daughter Of Cain
HER COMBAT SKILLS ARE UNPARALLELLED IN SOMEONE SO YOUNG. SHE HAS PROVEN HERSELF BY HER ACTIONS AND BARBARA HAS GIVEN HER BLESSING.   
Fighting Power cards are +2 for remainder of battle.

No Man's Land   Gang Warfare   
THE REALITY OF LIFE IN NO MAN'S LAND IS SURVIVAL OF THE FITTEST. THE LONE WOLF STANDS LITTLE CHANCE. GROUPING TOGETHER IN PACKS BETTERS THE CHANCE OF SURVIVAL.   
All cards which allow a follow up attack are +1 to initial attack and follow up attack(s).

justa

shame you didn't enjoy the Event-making process - i found it kind of fun.

these look plenty good for the format.  the black background seems a little oppressive, but it make the text wicked easy to read.  and they seem to lose a little of the flavor when the art has to be shrunken than much, but that's the DC format.

fennshysa

The shrunken art was good for me in this case because some of my source pics weren't real big.  :D  I like the marvel format better too. But this one seemed better as Batman Files DC format than a newspaper story anyway so that's why i didn't make a marvel looking one.



justa

are you doing more aspects for this set?  i was a little dismayed to realize your New Earth is just a repeat of Team Overpower.  you even gave them the same aspects.
a reminder - still missing the LEGION character card.

fennshysa

Yeah, I went with the same generic Aspects as Marvel for the generic DC Locations.

Here is the Legion
This idea is stolen from someone else. I forget who but credit does not go to me. Justa told me about it and lacking any other idea I thought it would be neat to try.

The Legion      4   4   4   4   19
Begin game with Basic Universe cards providing no more than a total bonus of 5. The Legion's Power Grid gets Bonuses in the chosen Power Types for remainder of game.

I think that just leave 5 or 6 Aspect cards to wrap this up.

justa

i'm not sure where the disconnect came from, but this is neither the grid nor the IA i told you about.  (that one was done by bios - its available on a different thread on this board, but i think you have to download a card set to find it.)  and there's no point in repeating what's already been done, is there?  i have no plans on doing them, so i'll try to help you find something.

your version seems salvageable.  judging your intent from what you have: 4s across for a basic grid, player adds 5 points (to make actual total 21), and total cost is capped at 19.  good so far?

the way the IA is worded, it seems to indicate that the 5 points are a "bonus", not a grid increase.  "bonus" usually refers to an increase in card value, not the ability to use cards.    i don't think this is what you meant.  and while using Basic U cards to "mark" the grid modification is one way to do it, i don't see why it needs to be specified or required.

possibly reword IA to something like "Before game starts, increase The Legion's Power Grid by 5 points, distributed as player wishes."  its close to what bios used, but the numbers are all different, so its not the same card.

fennshysa

It does sound weird when you read it. The reason i went with that wording is that it is what Absorbing Man's KN Special reads like. I figured that way it might help it to be clearer what was intended. Or maybe not.   :-\ 
I think I'm going to leave it that way, maybe just put a small read-me file in the zip with all the cards that answers any odd questions.

justa

fair enough.  i never cared for how Molecular Mimic was worded either.
so, just to be sure i understand your intent, The Legion will be able to play Teamwork cards of whatever Power type you kick up to 6 or more, yes?

fennshysa

Yes. You could slap 2 +2 Energy and 1 +1 Fighting on them and have a 8-5-4-4 character OR a +3 Strength and +2 Energy and have a 6-4-7-4 character....


I am finished with my DC3 set also. Here are the remaining Aspect cards.

Gotham: No Man's Land   Military Blockade
Play during battle. Next battle, opponent draws 1 less card than normal for their opening Hand and may not draw any more cards for remainder of battle.

Hall Of Justice   Wonder Twins
Duplicates the effect of any Special currently on the table.

Happy Harbor   Tornado Training
For remainder of game, Happy Harbor team may draw 1 card from top of Draw Pile immediately after playing any Universe: Training card. Discard if duplicate.

Metropolis   City Of Tomorrow
Remove 1 Hit from Metropolis Team's Battlesite.

Watchtower   Monitor Duty
Play during current battle. Next battle, opponent must reveal any Activator or Any Character cards in hand and play those cards open handed for remainder of battle.