DC3 pt2.

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

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fennshysa

Added a number of old cards to the end of the MY DC3 thread and ran out of space.

Oracle. These are all the same as my last attempt at her. Just some updated art. She is the Ultimate Reserve Hero.
Oracle      2   5   2   7   16   
May play Oracle's Agents from Reserve.

Oracle   Behind The Scenes   
Team gains +2 to all actions.

Oracle   Birds Of Prey   
Acts as a level 4 Fighting attack, may be played from Reserve. If successful, Oracle may continue to attack while in Reserve.

Oracle   Database   
Target Character's Team loses Inherent Abilities and are considered to have no Inherent Abilities for remainder of battle.

Oracle   Mainframe   
Oracle's Team's attacks with an Intellect icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.

Oracle   Oracle Connection
Teammate may avoid 1 attack of 9 or less. May be played while Oracle is in Reserve.

Oracle   Oracle's Agents
Choose 1 Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

Oracle   Partner
Acts as a level 5 Energy attack. If successful, Oracle may sort through Opponent's Battlesite and discard any 2 Special cards. May be played from Reserve.

Oracle   Still Got Skills
Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.

justa

not a lot new here.  GA & Oracle character cards, Catwoman's Shadow of the Bat & GA's Canary Love.  i'm a little amazed by how much of your old stuff i already have.  love seeing the new, and most of the art changes have been great.

fennshysa

Thank you. Should have Special Sets for JSA and Legion done soon. I think I've got all the text ironed out. Just need pictures and to put them together. Plus I need to create grids for the Character Cards. 
Yesterday I put together a new Teamwork Template that looks much closer to the original cards.

I'm also working on duplicating all the Any Character Specials that are Marvel only into DC versions. (and vice-versa to flesh out the Marvels set)

DC needs:
God Of Mischief - -3 Venture (CP)
Power Leech - discard 4 cards (BY)
Savage Land - May not concede (BL)
Unlucky At Love - -2 to defense (AM)
Gamma Terror - 7 STR (AR)
Alien Symbiote  Remove Hit (AL)
Devourer Of Worlds (This one I"ve already done previously)
Bastion - Negate (ZZ)

For Mischief I'm thinking Mr Mxyzptlk, Power Leech - Parasite, Unlucky at Love - Catwoman.
Any better suggestions or alternatives for the above?

justa

my only suggestion on the AC Specials is:  don't get locked in on the card names.  focus more on the card mechanic.  the Image set remade some for their set, and used different names as appropriate.
Legion of Superheros is appropriate as a team character.  none of the members was remarkable enough to do individually, yet they were not a bad comic.
JSA i feel really should be done individually.  (which i also felt about the Authority, but i never got around to putting the work in.)
i only seen both teams done once before, both as part of 1 of bios's sets if memory serves.  (apologies to author if i got that wrong.)
good luck/have fun!   :D

fennshysa

#4
I kind of agree on the JSA. I have Alan Scott and Jay Garrick as ones in my notes that I'd like them to have their own sets of cards and maybe more of the charactrs down the line. But for now I'm going to make a JSA team one.

In the meantime..... Good Advice about the Any Characters.

Any Character   Devourer Of Worlds   
Play during battle. Opponent cannot use Activator cards for remainder of game or until this Special has been attacked with 4 Activator card attacks. This Special may not be negated.

Any Character   Krypto Runs Wild
Acts as a level 7 Strength attack. Counts as a duplicate of all "Any Hero/Character" AR Special Cards.

Any Character   Mister Mischief   
Mxyzptlk's Mischievous Magic! Opponent -3 to venture total for this battle. Counts as a duplicate of all "Any Hero/Character" AF Special Cards.

Any Character   Phantom Stranger
Negate the effect of any 1 Special card. This card may be Placed. If Placed, may only negate an "Any Hero/Character" Special.  Counts as a duplicate of all "Any Hero/Character" AF Special Cards.

Any Character   Power Leech
Opponent must immediately discard 4 cards of opponent's choice with icon of Parasite's choice currently placed or in hand.

Any Character   Unlucky At Love
Spurned by Catwoman! Any 1 of opponent's characters is -2 to defense for remainder of battle.

The JSA. No Character Card yet.

The JSA   Alan Scott   
Negates the effect of any 1 Special card played by opponent.

The JSA   Atom Smasher   
Acts as a level 7 Strength attack.

The JSA   Dr Midnight
Play to Concede battle. Remove all Hits from The JSA's or teammate's Permanent Record and Hits from Current Battle.

The JSA   Hourman   
The JSA may increase either their team's or opponent's ventured Mission cards by 1.

The JSA   Jay Garrick
Acts as a level 1 Strength attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture total.

The JSA   Mr Terrific   
Acts as a level 7 Intellect attack. If successful, Target Character may not use cards with an Intellect icon for remainder of battle.

The JSA   Stargirl
Acts as a level 5 Energy attack. The JSA may play 1 additional Special card.

The JSA   Wildcat
Play during battle. In the battle that The JSA are KO'd, The JSA may continue to fight, are +1 to attack and are not discarded until the end of the battle.

justa

cool - no overlap  in mechanics.
i can see why you used Scott & Garrick's names instead of character name to differentiate from the other GLs & Flashes.  but there have been 2 Dr. Midnights, 3 Hourmen, 2 Mr. Terrifics, & 2 Wildcats;  they're just not as well known.  (your pics were Cross, Tyler, Holt, & Grant, respectively.)

fennshysa

I think those are all the ones i was aiming for. I was shooting for the versions that were in the 90's JSA series.

Now to Legion. This was all from wikipedia because I have never read Legion books before. What I was shooting for in pictures was post zero hour pre 52 versions. Hopefully I got it right.

The Legion  Brainiac 5
Acts as a level 4 Intellect attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.

The Legion   Cosmic Boy
The Legion may avoid any numerical attack.

The Legion Invisible Kid
The Legion may not attack or be attacked for remainder of battle.

The Legion   Kinetix
On their turn, The Legion may exchange this card for any 1 card in Dead Pile and play it immediately.

The Legion   Livewire
Sort through Power Pack card by card. Put the first 3 cards with Energy icons in Hand. May keep duplicates. Reshuffle Power Pack.

The Legion   Saturn Girl   
Acts as a level 3 Energy attack. If successful, opponent must reveal Hand and play open-handed for remainder of battle.

The Legion   Triad   
Acts as a level 2 Strength attack. May make 2 additional attacks.

The Legion   Ultra Boy   
Acts as a level 12 Strength attack. If successful, The Legion or The Legion's teammates may not defend The Legion with Special cards for remainder of game.

justa

#7
not bad.  i miss Bouncing Boy; i would have expected better from Brainiac 5, and Triad to be Fighting rather than Strength, but good all-in-all.
the JSA & LoS character cards may well make-or-break them.  (ain't team grids a bitch?   ;D)

fennshysa

#8
I agree on triad. Switched it already. I'm not against brainiac 5 being better. Just from reading his bio that was the best i came up with. He was smart and had a penchant for blowing up his labs therefore the LC special.

Yeah, finding the art that fits is a pain for team cards too.

Revised Triad special. One changed Oracle special and one new Oracle special. What i think is the last DC Any Character Special. And a Phantom Stranger with the correct text (ZZ was still AF before).

The Legion    Triad
Acts as a level 2 Fighting attack. May make 2 additional attacks.

Oracle   Behind The Scenes   
Oracle's team is +1 to all numeric Special cards for remainder of battle. Bonus not applied to damage or Venture total. May be played from Reserve.

Oracle   Shadow Of The Bat   
Opponent must discard 1 Placed card of Oracle's choice. May be played from Reserve.

Any Character   League Of Assassins
On your turn, play before opponent concedes. Opponent may not concede battle. This card may be placed. Counts as a duplicate of all "Any Hero/Character" BL/DF Special Cards.

Any Character   Phantom Stranger
Negate the effect of any 1 Special card. This card may be Placed. If Placed, may only negate an "Any Hero/Character" Special.  Counts as a duplicate of all "Any Hero/Character" ZZ Special Cards.


Nightwing, These are the same as the last cards except for 1 new art and 1 new title.

Nightwing   Circus Acrobat   
Only Energy attacks may be played against Nightwing for remainder of battle.

Nightwing   Expert Sleuth   
Opponent must reveal hand and play open handed for remainder of battle.

Nightwing   Glider Wings   
Nightwing may avoid 1 attack of 9 or less.

Nightwing   Midnight Ambush   
Acts as a level 6 Intellect attack. If successful, opponent must discard 1 Tactic card. Card may be Placed, in play or in opponent's Hand.

Nightwing   Shadow Of The Bat   
Acts a level 3 Intellect attack. If attack is defended, Nightwing may draw 1 card from top of Draw Pile. Discard duplicates.

The Locations are coming........

Arkham Asylum   
Joker   
Harley Quinn   
Scarecrow   
Two-Face   
Poison Ivy   
Riddler   
All of Opponent's Universe Teamwork card bonuses are +0.

Batcave   
Azrael   
Batgirl   
Batman   
Nightwing   
Robin   
Spoiler   
Once per game the Batcave team may play one Oracle Special card from under their homebase.

Gotham   
Batman   
Robin   
Oracle   
Comm Gordon   
Huntress   
Catwoman   
"Shadow Of The Bat" Special cards may be played by any Gotham character.

justa

i think Oracle has now become the character with the most reserve-capable special cards.  wow!
i like the change on Nightwing's Midnight Ambush.  (addin "or in hand")
for Batcave, did you intend the Oracle special to be invoked by an Activator in the deck?  i'm unaware of any other method to play it from under the homebase.
looking forward to Spoiler - Stephanie hasn't gotten a lot of love from card creators so far.

fennshysa

#10
Yeah, Oracle might be too much. If she was real she'd probably go in every deck. But i'm sticking with her.

For Nightwing's Midnight Ambush card, I"m not sure why or when i added that last bit of text. It's different from Nightcrawler's FP. Don't remember changing it.

For the Batcave i guess i didn't really think about it enough. I had just intended that once per game you could pull out an Oracle special and play it. But that might be too much to be just able to pull it out of thin air whenever you want. What do you think. Should it require an activator or go in you deck?
If it's not too much I'd like to leave it that way. Thematically I just envision it as the team placing a call to Oracle when the going gets tough.

justa

Quote from: fennshysa on January 17, 2017, 09:55:10 PM
Yeah, Oracle might be too much. If she was real she'd probably go in every deck. But i'm sticking with her.

glad to hear you say that you're sticking with it.  Oracle should be a Reserve character, only coming out when forced.  i had the same design considerations when making Global Frequency, who never got involved in a problem until after "the feces hit the rotating blades" and the locals couldn't handle the problem.  another wicked Reserve character is justabgkid's Black Knight.  i don't see Oracle as a lock for reserve anymore than these other 2 characters, or Dr. Strange or Hawkeye from legacy (+ Marvels) cards.  but if your team is built to use any of them, they'll work better in Reserve than most other characters.

Quote from: fennshysa on January 17, 2017, 09:55:10 PM
For the Batcave i guess i didn't really think about it enough. I had just intended that once per game you could pull out an Oracle special and play it. But that might be too much to be just able to pull it out of thin air whenever you want. What do you think. Should it require an activator or go in you deck?
If it's not too much I'd like to leave it that way. Thematically I just envision it as the team placing a call to Oracle when the going gets tough.

for the stated effect, neither the Activator method or placing the Oracle card in the deck really works.  maybe once per game, to play the card you either A) discard 1 card placed or in hand, or B) discard 1 (or more) from Draw pile to Dead pile.  that way you could do it whenever you choose without just getting a free card.  of course, either option would require you to tweak the IA on the card.

fennshysa

#12
I like that idea. Discard a card to play an Oracle special from underneath the Homebase. I'll have to think about where i want it to come from.

In the meantime.....  Power Girl. I had made a few cards for her previously. I think only Headlock made it through without any changes to it. All the rest got modified somehow. 5 Energy? Yes, I realize she's a Kryptonian but in all the stories I've read with her in them I don't remember her using heat vision at all.  I think I may change her Inherent to read "Attacks made with Strength Power cards may not be defended by target's teammates."

Power Girl      5   3   7   3   18   
Attacks made with Strength Power cards may not be moved or shifted from target character.

Power Girl   Blonde Bombshell
Acts as a level 3 Intellect attack. Cannot be defended by a male hero.

Power Girl   Brawl
Acts as a level 3 Fighting attack. Each Front Line teammate may make 1 additional attack.

Power Girl   Earth-Two Survivor
Power Girl is not affected by Event cards for remainder of game.

Power Girl   Headlock   
Target Character may not attack or play Special cards for remainder of battle.

Power Girl   Kryptonian Heritage   
Avoid 1 attack.

Power Girl   Power Attack
Acts as a level 9 Fighting or Strength attack.

Power Girl   Woman Of Steel
Sort through Power Pack card by card. Put the first 3 cards with Strength icons in Hand. May keep duplicates. Reshuffle Power Pack.

Bloodwurm

FYI, there are issues with two of your links (the Power Girl character card and for Power Girl Headlock).

Really nice work btw, love the art choices.
Continue on!


fennshysa

#14
Thank you sir! I'm planning on a few more for now at least.  Think i got those links fixed too.

EDIT: A couple more DC locations.


Gotham Clock Tower
Batgirl   
Black Canary   
Catwoman   
Huntress   
Oracle   
Power Girl   
Gotham Clock Tower team's Intellect Power cards are +1 to attack.


Inherents are meant to represent Gotham's isolation at the time.

Gotham: No Man's Land   
Oracle   
Huntress   
Comm Gordon   
Two-Face   
Batgirl   
Poison Ivy   
Gotham: No Man's Land team may shuffle one just discarded Power card back into their Draw Pile each round. If used as a Battlesite attacks targeting Gotham: No Man's Land are -2.


You can make some pretty heavy teams with the Watchtower location so with serious thought i knew it needed a detrimental Inherent Ability.  I finally settled on the 7 cards one.

The Watchtower
Batman   
Flash   
Green Lantern   
Martian Manhunter   
Superman   
Wonder Woman   
The Watchtower Team may only draw 7 cards during the Draw Phase.


LexCorp   
Bizarro   
Brainiac   
Hazard   
Lex Luthor   
Metallo   
Supergirl   
LexCorp's Reserve Character may play Intellect Teamwork cards from Reserve.