Marvel's Cosmic Overpower

Started by fennshysa, April 19, 2017, 09:50:55 PM

Previous topic - Next topic

fennshysa

EDITED: Changing to list

Black Bolt      8   5   6   4   23

Blastaar      7   3   7   3   20

Drax      2   6   7   4   19
+1 to all attacks vs Thanos.

Fin Fang Foom      6   2   8   5   21

Firelord      8   3   7   4   22

Gamorra      2   8   5   5   20
Fighting Power cards are +1 to defense vs an attack with a Strength Icon.

Gladiator      6   5   8   3   22
While Gladiator's team has more completed Missions than opponent, may only be Spectrum KO'd by four Power Types.

Groot      2   5   8   4   19

Guardians 3000      6   6   4   3   19
May defend any Teammate with Power cards.

Jack Of Hearts      7   3   5   4   19
Intellect Power cards are +2 when used to contribute to a Teamwork attack.
   
Phyla-Vell      7   3   5   4   19
May play "Daughter Of Mar-Vell" from Reserve.

Quasar      7   5   4   5   21
May play "Protector Of The Universe" from Reserve.

Rocket      5   5   1   6   17
May play Teamwork cards from Reserve and may Draw 1 card from top of Draw Pile for each Basic Universe card he plays. Discard duplicates.

The Skrulls      4   6   3   7   20
   
Starlord      3   6   4   6   19
Attacks made with Intellect Power cards are not affected by Special cards already in play.

Terrax      7   5   7   2   21
+1 to all attacks against a Battlesite.

Thanos      7   1   8   7   23





Firelord      8   3   7   4   22

Firelord   Cosmic Staff
Acts as a level 5 Energy attack. May make 1 additional Energy attack.

Firelord   Energy Manipulation
Play with any Power card usable by Firelord. Opponent must discard one or more cards whose combined Value is equal to or greater than twice the Value of Firelord's card. Cards may be Placed or in Hand.

Firelord   Herald Of Galactus
Acts as a level 3 Intellect attack. Firelord may make 1 additional attack with a Teammate's Special card.

Firelord   Incinerating Aura
Avoid 1 Attack made with a Power Card. Opponent must discard 1 card from Hand. Opponents choice.

Firelord   Solar Flare
Acts as a level 6 Energy attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.

Firelord   Stellar Fire
Acts as a level 11 Energy attack, Firelord may not attack for remainder of battle.


EDIT:
The second one is a duplicate.

Gamorra      2   8   5   5   20
Fighting Power cards are +1 to defense vs an attack with a Strength Icon.

Gamora   Battlefield Leader
Gamora may play any Teamwork cards playable by her teammates for remainder of game.

Gamora   Deadliest Woman In The Galaxy
Acts as a level 6 Any-Power attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards.

Gamora   Godslayer
Acts as a level 5 Fighting or Strength attack. May not be defended by a defensive Special Card.

Gamora   Guardian
Target Character gains +1 to defense for remainder of game.

Gamora   Lethal Grace
Avoid 1 Attack. Opponent must discard 1 card from Hand. Opponents choice.

Gamora   Regenerative Healing
Remove up to 2 Hits that each have more than one icon each from Gamora's Permanent Record.

justa

i never expected such a quick turnaround!  you either work fast, or had this in your back pocket for a while.

glad to see Firelord - i've never seen him done other than what i tried in my HoG group from over 2 years ago.  (i hadn't figured out how to post back then, so the cards never were put up.)  you couldn't wipe the smile from my face!  my grid was similar to yours, and i used 3 mechanics identical to the ones you chose (my AB was a 4, not 5).  (makes me feel i'm not so far off-base as i sometimes think.)  your art selections are much better.  i guess my only comments (besides GREAT) is that the art of Energy Manipulation & Solar Flare are a little too similar for my tastes.

i see NO duplication in Gamora, other than some art choices.  different grid, different (yet similar) specials mechanics.  just as valid as mine, simply another viewpoint.  i'm all for it.

go with your gut & don't worry about "duplication".

additional:  i'm curious if you'll be including other Heralds in your set besides Firelord & Terrax (your old version of him convinced me to leave him alone), or will we just have to wait & see?  of course Silver Surfer is legacy, but i've never seen version done for The Fallen One, Air Walker, Destroyer Armor, Nova: Frankie Raye, Morg, Red Shift, & Stardust other than what i attempted.

fennshysa

#2
Those 2 were the ones i had the most notes on. So they came out pretty quick.

I'm going to change Gamora's Godslayer because i just discovered there was a Special that already did what i was looking for. JZ specials were in the Classic and X-Men set.

Firelord.  Thank you sir.  A lot of those art selections are newer. It was real hard to find enough a few years ago. The War of Heroes game has provided a lot of usable art for some more obscure characters lately. Which is why those two images have a good bit of the same look. I couldn't really find too many of him cutting loose with his powers. Mostly just him flying around. If i find any better i might swap one of them out.

Perhaps Morg. Probably not any of the other heralds though. They are just a little too obscure to find nice artwork for. Air-Walker might appear as a 7th special for Firelord though.

Another duplicate is up next. Phyla-Vell. She is going to be different than yours though. I tinkered with the function of the HU Specials a bit and added an additional reason to play them.  She is based a bit off of Thunderbird from the X-Men set. Her Martyr and Nega-Band Specials copy his specials but with the addition of Energy Sponge it becomes a better option of including her with Martyr and living after using it. Her Quasar and Daughter of Mar-Vell specials also give her access to other playable cards and increase her total hits to KO making Martyr a more usable Special too.

Phyla-Vell      7   3   6   4   20
May play "Daughter Of Mar-Vell" from Reserve.

Phyla-Vell   Daughter Of Mar-Vell
Phyla-Vell may Place and play Captain Mar-Vell's "Cosmic Awareness" and "Protector Of The Universe" Special cards and her hits to K.O. number is increased by 3 points for remainder of game.

Phyla-Vell   Martyr
Move any 1 Hit from Teammate to Phyla-Vell. Repeat until Phyla-Vell is KO'd or all Hits are on Phyla-Vell. Does not affect Venture Total. May be played from Reserve.

Phyla-Vell   Energy Sponge
Avoid 1 Energy attack. Remove all Hits with an Energy icon from Permanent Record of Phyla-Vell and Phyla-Vell's team.

Phyla-Vell   Nega-Bands
Acts as a level 2 Intellect attack. If successful, remove all Intellect Power card Hits from Phyla-Vell and teammate's Permanent Record and Hits from Current Battle.

Phyla-Vell   Quantum Sword
Acts as a level 6 Energy attack. If opponent has "Annihilation Conquest" Mission, opponent also -4 to Venture Total for this battle.

Phyla-Vell   Quasar
Phyla-Vell may Place and play Quasar's "Quantum Bands" and "Protector Of The Universe" Special cards and her hits to K.O. number is increased by 3 points for remainder of game.

justa

i don't see a duplicate, justa different view.  i used some of the art & titles you used, but the mechanics are all different.  the closest one was the MK, but i had made mine non-OPD by deleting the "team" part of the secondary effect.

the grid's fine, but maybe a little on the high side.  i'm curious to see where you'll put Wendell Vaughn - i see him as much more powerful the Phyla, not just a little.  and why Mar-Vell from Reserve & not Quasar?

the HU specials ARE appropriate to her, and the addition you made DOES make the more usable.  BUT i'm not really sure they go well together for her.  i didn't see where she had any special endurance powers (besides the bands) to justify a CKO boost.

to beat her - don't attack her with Energy after Martyr is played.  Nega-Bands can't come in.

and Quantum Sword SUCKS for targeting my Aladon Prime Prison team!   ;D

fennshysa

You know, you are right about the power levels. She should probably only be a 5 strength. I"m not sure why I slipped that 6 in there. As to the energy, i think the 7 is fine. I've only given Quasar a 7 also. Energy is a slippery thing to figure. 7 covers a wide variety of power levels and i find it a little hard to pin down. The Cosmic characters are especially slippery.

Why Daughter of Mar-vell from Reserve and not Quasar? Because both would be too powerful and Vell is her last name(nah i really just picked one, that happened to be it).

I know that's not how the energy sponge ability works but when you look at killrazor's MW special the gametext doesn't really match the title of the card or his powers. I was just trying to build some specials that work together well. All the cosmic characters tend to have a little more staying power than the street level characters so that's how i justify the HU specials.

Quantum Sword   ;D

I think i'll change Phyla-Vell's character to a 7-3-5-4 along with the fix to Gamora's card.

justa

#5
Quote from: fennshysa on April 20, 2017, 08:34:36 PM
I know that's not how the energy sponge ability works but when you look at killrazor's MW special the gametext doesn't really match the title of the card or his powers.

??? Killrazor doesn't have an MW.  but i get the gist of what you're saying.  and they're your cards - i can only offer opinions from my own point of view.   ;)

in fact, i also used a somewhat "different" method to portray the "energy sponge" effect.  (i didn't want to just copy how they did Bishop.)  i gave her an IA to draw a card after taking a hit with an Energy icon, trying to reflect how she absorbed the energy and got more power out of it.  then my non-OPD version of the MK (Quantum Bands) would keep her alive by removing all Energy icons.

fennshysa

I like your build of her too.

Been busy but here are the 2 'fixes'.
Phyla-Vell      7   3   5   4   19
May play "Daughter Of Mar-Vell" from Reserve.

Gamora   Godslayer
Acts as a level 5 Strength attack. Attack may not be defended with a Special card.


And here is one new one. I know someone else did him recently, but i tried not to look at his either.

Black Bolt      8   5   6   4   23

Black Bolt   Illuminati
Black Bolt may increase either his team's or opponent's ventured Mission cards by 1.

Black Bolt   Inhuman King
Black Bolt may Place and play any Inhuman Special cards for remainder of game.

Black Bolt   Particle Channelling
Sort through Power Pack card by card. Put the first 3 cards with more than one icon in Hand. May keep duplicates. Reshuffle Power Pack.

Black Bolt   Quasi-Sonic Voice
Acts as a level 5 Strength attack. If successful, target character must discard 2 cards or move into Reserve for remainder of battle. Opponents choice.

Black Bolt   Scream
Acts as a level 12 Energy attack. If successful, Black Bolt or Black Bolt's teammates may not defend Black Bolt with Special cards for remainder of game.

Black Bolt   Whisper
Acts as a level 9 Energy or Strength attack.

justa

i keep hearing in my head Elvis Costello & Glen Tillerson singing "From a Whisper to a Scream"...  ;D

i'm glad you gave Black Bolt the full 23 points.  the legacy Inhumans was 21, & that's with the others averaging him down.  kinda dark art for the character card, i guess to emphasize the Black.  but great choices otherwise.  any chance we'll see other Inhumans done individually?

i'm starting to really like your version of the QH special.  your use of them for characters that destroy (Black Bolt, Rhino) seems to fit well to me.

fennshysa

Thanks man. I don't think that i will do any of the other Inhumans individually.

Terrax i have done before. But these have lots of new nicer art. All cards are the same except for one remamed and one that i dropped and added his inherent instead.

Terrax      8   5   7   2   22    +1 to all attacks against a Battlesite.

Terrax   Cosmic Axe   
Acts as a level 7 Energy or Fighting attack. If not successful, Terrax is -2 to attack for remainder of battle.

Terrax   Herald Of Galactus
Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May make 1 additional attack.

Terrax   Geokinetic
Target Battlesite must discard 1 Placed card chosen at random.

Terrax   Tectonic Control
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.

Terrax   The Power Cosmic
Terrax may make 1 Strength or Fighting attack at +4.

Terrax   Tyros The Tyrant
Play during battle. At end of battle, Opponent may not move any Mission  cards from the Defeated Missions Pile.

justa

Quote from: fennshysa on May 08, 2017, 12:14:42 PM
I don't think that i will do any of the other Inhumans individually.

oh well.  i was thinking Medusa, Crystal, & Triton might be worth a shot at a stand-alone due to their work outside of the group.  maybe someday i'll give 'em a try.

on Terrax - if you dropped one off your old specials, then i never saw it.  i only have the 6 you reprinted here (+5 from other creators).  the only one i don't like is the BI.  its like a basic U that only he can use, complete with card disadvantage.  the code needs something to make it more usable.
i'm not sure which character card was your old card, but the new character card is different than any i've seen.  i like the IA - quite appropriate for him.

but... i can't say i'm a big fan of the grid itself.  the 8E and 23 total seem too much to me.  leaving all the stats you have alone (i'm ok with them), i would probably dial his energy down to a 6 for a total of 21.  but that's justa my opinion.

fennshysa

I don't think i ever made a character card for him before. I originally had him as 7-5-8-3. When reading the wiki entry again he is only 75 tons without power cosmic enhancement with he can cross the 100 ton threshold which is where my level 8 strength kicks in. The reason i upped the Energy to 8 is because between his natural geokinetic abilities and the power cosmic everything he does is energy influenced even if it doesn't' seem that way. He can use the geokinetic to move giant asteroids, powers the axe, ups his strength. Its sort of unseen but seems 8 qualified. I left his specials a little weaker than most of the other cosmic characters since his grid and inherent were better. Does that possibly change your mind?

justa

#11
its not an exact science.  from your explanation, i guess i could go as far as 7 on Energy with a 22 total.  but if he gets the 8 because energy powers up his other abilities, then maybe he needs a point dropped off somewhere else.  but what do i know?  he just doesn't seem to me to be a character worth a 23.  he is to you, and that's ok.

also - most people frown upon a positive IA on a level 8 character.  for that matter, a dual 7 character as well.  while i personally am against the first, the second doesn't bother me.  i'd rather see those characters better defined with an IA (where appropriate, when the character trait isn't really appropriate to be represented by specials).  justa my own 2 cents...

fennshysa

Well, I had a bunch of ideas for some Marvel cards so i switched back to here. My version of Rocket. Not that much like Justa's, I looked at his after I finished this one.

Rocket      5   5   1   6   17   
May play Teamwork cards from Reserve and may Draw 1 card from top of Draw Pile for each Basic Universe card he plays. Discard duplicates.

Rocket Blam! Blam!   
Acts as a level 5 Any-Power attack. May make 1 additional attack.

Rocket Guardian   
Teammate may avoid 1 attack of 9 or less. May be played while Rocket Racoon is in Reserve.

Rocket Mechanical Genius   
Play with 1 action involving a Universe card, Universe card bonus is doubled.

Rocket Rocket And Groot   
Acts as a level 4 Energy attack. Teammate may combine with 1 Strength card for a single attack.

Rocket Stockpile   
Acts as a level 9 Energy or Fighting attack.

Rocket Tinkerer
Rocket Racoon's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.

justa

an unusual grid for him, but the 6I is the only thing i haven't seen before.  i guess you could see it as a 6 for his abilities to adapt battle plans on the fly and to repair (or jury rig) most forms of machinery.

i am curious - do you use any special rules for basic universe cards that mitigate the card disadvantage they cause?

fennshysa

#14
Yeah I tried Rocket a couple different ways, this one was my favorite. I have no special rules for Basic Universe cards. I"m just a sucker for them. I remember how cool they were when i opened packs of the Original Marvel Overpower. So I always try to include cards that make use of them, and that theme seemed to fit Rocket.

Next, (maybe a whole new character? I haven't seen him before) Fin Fang Foom. Yes, I broke the rule of positive Inherent for a 8 grid character but it seemed quite appropriate. Fin Fang Foom is one of those larger than life (pun intended) characters that don't really fit into Overpower. So he has 4 OPD. He is vulnerable to a Spectrum KO though.

Fin Fang Foom      6   2   8   5   21   


Fin Fang Foom   Acid Breath   
Acts as a level 7 Energy attack.

Fin Fang Foom   Crush   
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.

Fin Fang Foom   Giant Freaking Space Dragon   
Acts as a level 9 Strength or Intellect attack.

Fin Fang Foom   Makluan Physiology   
Fin Fang Foom's hits to K.O. number is increased to 30.

Fin Fang Foom   Monster Island   
Fin Fang Foom may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2 each, or 1 attack at +3. Bonus not applied to damage, or Venture total.

Fin Fang Foom   Scaly Hide
Fin Fang Foom may avoid any numerical attack.


Also, just the character cards for now, but i think I've got them worked out to where i want them. The Inherents are more thematic than particularly useful.

Drax      2   6   7   4   19   
+1 to all attacks vs Thanos.

Drax   The Destroyer   6   2   8   1   17   
-1 to defense vs Intellect attacks. +1 to all attacks vs Thanos.