Valiant Overpower!

Started by fennshysa, April 01, 2022, 08:33:16 PM

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fennshysa

I've always wanted to do a Valiant set. Never read too many of them back in the day and they didn't have a lot of splashy art that translated well to overpower cards. A couple of years ago on vacation I read most of their new stuff on comixology. Lots of good art in there. I've been tinkering with it for a while and it's starting to come together now. Most of the first stuff is based on Archer and Armstrong and Timewalker as those were my favorites.

All of it is based on the current storylines but I am planning on adding Boutique set with Magnus, Solar and Turok.
Changed This........ They are now in a Google Drive and I will not be linking individual cards.
Here Are the Characters.
Here are the Specials.
I will keep a full text spoiler below.


Archer      3   8   3   5   19

Armor Hunters      6   7   4   4   21
Armor Hunters   GIN-GR   
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.
Armor Hunters   Helix   
Opponent must reveal the top card of their Draw Pile and discard it and any duplicates of it placed and in hand.
Armor Hunters   The Hounds   
Acts as a level 6 Any-Power attack. If successful, Target Character -2 to defense for remainder of battle.
Armor Hunters   Lilt   
Acts as a level 4 Energy attack. If successful, this hit may never be removed or switched to another character.
Armor Hunters   Primary Reebo   
Shuffle your Power Pack. Draw cards til you have 2 cards playable by Armor Hunters. Add those 2 cards to your Venture Total for this battle.
Armor Hunters   Quartz   
Avoid 1 attack.

Armstrong      1   6   7   4   18
Armstrong   Armstrong's Satchel   
Choose one Tactic: Artifact card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Armstrong   Let's Drink, Not Fight   
Play during battle. For remainder of battle, no Special cards that act as an attack may be played. Other Special cards may be played.
Armstrong   Lil Buddy   
Teammate may avoid 1 attack.
Armstrong   Nearly Immortal   
Armstrong cannot be Spectrum KO'd for remainder of game.
Armstrong   Tanked Up   
Acts as a level 9 Fighting or Strength attack.
Armstrong   Takes A Beating, Keeps On Drinking   
Move all hits from Armstrong's Hits from Current Battle into Permanent Record. Affects Venture Total.

Bloodshot      4   7   6   3   20

Eternal Warrior      2   8   5   4   19
Eternal Warrior   The Fist And The Steel   
Acts as a level 6 Fighting or Strength attack.
Eternal Warrior   Lived And Died Through Everything   
Eternal Warrior is not affected by Event cards for remainder of game.
Eternal Warrior   Earth's Protector   
Avoid 1 attack made on Eternal Warrior's battlesite.
Eternal Warrior   Reborn   
Play during battle. On your turn, after Eternal Warrior is KO'd, discard this Special to move Eternal Warrior from Defeated Characters Pile to Reserve. Play as normal.
Eternal Warrior   Protect The Geomancer   
Teammate may avoid 1 attack.
Eternal Warrior   Warrior Eternal   
Acts as a level 9 Fighting or Intellect attack.

Generation Zero      7   3   2   5   17   
May play "Cronus" to negate a Special played by opponent to remove a hit from a character's Hits from Current Battle or Permanent Record.
Generation Zero   Animalia   
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
Generation Zero   Cloud   
Opponent's character's are -1 to all actions for remainder of battle.
Generation Zero   Cronus   
Remove 1 Hit from Generation Zero's or teammate's Permanent Record or Hits from Current Battle.
Generation Zero   Headspace   
Acts as a level 5 Energy attack. If target is affected by any Special that reduces defense, may use 1 of target character's placed cards to make an additional attack against a different opponent.
Generation Zero   The Telic   
For the remainder of game; anytime opponent draws cards from their Draw Pile they must reveal the first card drawn and no face-down attacks may be played against Generation Zero.
Generation Zero   Zygos Twins   
Acts as a level 4 Intellect attack. If target already has a copy of this Special in their Permanant Record, acts as a level 8 Intellect attack.

Harada      8   3   3   7   21
Harada   Bend The World To Your Will   
Harada may attack with any Special cards or Power cards in Hand for remainder of battle.
Harada   Exert Control   
Acts as a level 5 Energy attack. If successful, may immediately make an additional attack against target's teammate using any card placed to target.
Harada   Harbinger Foundation   
Choose one Any Character or Any Hero card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Harada   Overbearing Will   
Acts as a level 5 Intellect attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.
Harada   Omega Level Psiot   
Acts as a level 12 Energy attack. If successful, Harada or Harada's teammates may not defend Harada with Special cards for remainder of game.
Harada   World Domination   
Add 3 to Venture Total this battle, +1 for each card in your Completed Missions Pile if your mission is Unity.

Ninjak      3   8   4   7   22
Ninjak   Kevlar Titanium Armor   
Avoid 1 attack made with a Power card or remove 1 Power card Hit from Ninjak or teammate.
Ninjak   High Tech Gadgets   
For remainder of game, Ninjak may Draw 1 card from top of Draw Pile for each Basic Universe card played by Ninjak. Discard duplicates.
Ninjak   MI-6   
Ninjack may increase either his team's or Opponent's Ventured Mission cards by 1.
Ninjak   Ninja-K   
All attacks by Opponent's team must be made against Ninjack at -2, until Ninjack is KO'd or cannot be attacked.
Ninjak   Stealth Attack   
Play during battle, shuffle into opponent's Reserve Deck. When drawn by opponent they must reveal Hand, you choose 1 card to discard and opponent's characters are -1 to all actions for remainder of battle.
Ninjak   Melee   
Acts as a level 4 Fighting attack. Ninjak may make 1 additional Strength and/or 1 additional Intellect Power card attack.

Renegades      8   3   5   4   20
Renegades   Activate The Psiots   
Choose one Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Renegades   Faith   
The Renegades or teammate may avoid 1 attack of 6 or less. May be played from Reserve.
Renegades   Flamingo   
Acts as a level 4 Energy attack. May make 1 additional attack.
Renegades   Kris   
Acts as a level 6 Intellect attack. If successful, opponent must discard one Tactic card. Card may be Placed or in play.
Renegades   Stanchek   
Acts as a level 9 Energy or Intellect attack.
Renegades   Torque   
Acts as a level 7 Strength attack.

The Sect      4   5   3   7   19   
If you have no more than 1 Mission card ventured, you may move 1 Mission card from your Reserve Missions Pile to your Completed Missions Pile when opponent's character is KO'd.
The Sect   The Black Bloc   
Play during battle, for remainder of game The Sect's Venture Total is +1 for each AA, AB, AC, AD, AE, AG, AH and GJ Special card played by The Sect's team that battle.
The Sect   The Dominion   
The Sect may increase either their team's or opponent's ventured Mission cards by 1.
The Sect   Hashish-Eaters   
Acts as a level 4 Fighting attack. May make 1 additional attack.
The Sect   The Null   
For every hit in The Sect's Permanent Record, move 1 Mission card from the Defeated Missions Pile to the Reserve Missions Pile.
The Sect   The One Percent   
For remainder of game, if Opponent draws cards during battle, The Sect may draw an equal number from Draw Pile. The Sect must show drawn cards. May not keep duplicates.
The Sect   Sisters Of Perpetual Darkness   
Acts as a level 5 Fighting attack. If successful, Target Character -2 to defense for remainder of battle.

Timewalker      4   5   4   7   20   
During your discard phase, you may place your entire hand in the Dead Pile and draw a new hand with 1 less card.
Timewalker   Anti-Gravity Pads   
Timewalker may avoid any numerical attack.
Timewalker   Breaking History   
Opponent must immediately discard all Special cards in play that affect the "remainder of the battle" or the "remainder of the game".
Timewalker   Forever Walker   
Acts as a level 4 Energy or Intellect attack. Attack is not affected by Special cards already in play.
Timewalker   Tachyon Compass   
Sort through the Defeated Characters Pile and remove 1 Event card. Put Event card into Draw Pile. Reshuffle Draw Pile.
Timewalker   Try Again   
Reshuffle Power Pack into Draw Pile.
Timewalker   Timearc Escape   
Timewalker or target Teammate moves into Reserve for remainder of battle.

X-O Manowar      7   4   8   2   21

justa

#1
glad to see you back on the boards, fenn.  i'm also happy that someone is still active on this board creating.
i must admit to being ignorant of all of these characters save Ninjak.  that just means "i gots some reading to do".   ;D  someone else did a previous version of Ninjak on this board, i believe based on Acclaim.  i'm too lazy to look it up.  no overlap, though.
btw: you used the term "Reserve Deck" instead of "Draw Pile" on Ninja - Spy.  i think we discussed this in a previous thread.  i know what you meant.

extra:  i'm keen on seeing what direction you choose to go with the Sect.  on first look, you could overload them with Specials for each of their splinter groups, so 20+.  but then who would you team with them?  and how many individual splinter groups warrant development?

justa

#2
justa wanted to give you a bump to keep the thread current.  looking forward to your next additions.  (as always)

edit: also noted while filing these that Ninjak"s "MI-6" should be coded CF, not CG.

cyber0820

Its nice to see this place is still up & running!

fennshysa

Hey Justa. I changed the Ninja-Spy card anyway. Still have to fix the code. Changed Armstong's Nearly Immortal also. Added quite a bit.
With the Sect I went with Sister's Of Perpetual Darkness, Dominion, 1% and Null since they were the main groups. Black Bloc for fun and the Hashish Eaters.

justa

a lot to process, but some quick items....

i saw the Ninja-Spy change to Stealthy Attack on the Google drive, but on the name changed on the list above.  not sure if i like the BP mechanic for him, but i'll think about it.

Armstrong's Nearly Immortal didn't make it to the Google drive.

lovin' the synergy of Gen. Zero's Cloud+Headspace.  reminds me of an old Byrds song (8 miles high...).   ::)

fennshysa

Uploaded Nearly Immortal. I"m open to suggestions on Ninjak. It just fit the picture when i looked at it and he needed some attack cards.

That was exactly how Cloud/Headspace used their powers so that one came easily. I"m not 100% sure on The Telic but it is definitely the flavor of what i want her to have.

Have you read archer and armstrong now?

justa

i have read "about" Archer & Armstrong (and the others), but i have not read the actual comics.

on Ninjak - while I agree he could use an attack special, one "from Reserve" doesn't seem to fit the motif as well as the Spy card did.  i think Ninjak would be more in line with attacking Opponent's Reserve than being in reserve himself.  but i don't want to "drive" your cards one way or another, as you are more familiar with the character than i am.  (the previous version i saw of him was 2746=19 - your version of 3847=22 is much more powerful.)

Armor Hunters - Helix should be coded DR.  (reference Brainiac's Mental Illusions)

Eternal Warrior - Warrior Eternal text says F or S, but icons say F or I.  my guess is you made that card right after The Fist & The Steel.   ;)

Harada - Omega Level Psiot has no code - should be FT.  (reference Thor's Unfettered Might)

and a question - are you planning a Mission/Event set called "Unity"?  at first i thought the end of Harada's World Domination was a thematic way of saying you only ventured 1 Mission card (unity?).  then the question occured to me.  maybe put "Unity" in quotes?  (reference Shadowcat's Cat Claws)

some good stuff there.  thanks for sharing.

fennshysa

Thanks for checking my stuff. I fixed the 3 mistakes. They should show up corrected. If you have Comixology Unlimited all the archer and armstrong stuff is on there. I really enjoyed them.

Ninjack could be lower on the stats, the Intellect especially but I'm probably just going to leave him there. He's rather scary good for someone with no abilities in the comics. I'll probably switch to the attack the Reserve like you suggested.
Yes, I'm planning on a Unity Mission set.

In the meantime, here are the specials for Bloodshot. Yes the last card is cartoony art. It makes me laugh and the picture with him half blown away eating cow carcasses in a slaughterhouse was way to gross for me. I changed it to basic universe card just to try something different.  Loaded Weapon is a new mechanic though i think i did something like it on and Aspect card before.

Bloodshot   7.62 MM Rounds   
Acts as a level 4 Fighting attack. May make 1 additional attack.
Bloodshot   Full Loadout   
Acts as a level 8 Energy, Strength, Fighting or Intellect attack
Bloodshot   Loaded Weapon   
Bloodshot is +1 to all attacks for remainder of game and may always attack as the first action of the battle, regardless of Venture Total winner.
Bloodshot   Nanite Repair   
Remove 1 Hit from Bloodshot's Permanent Record or Hits from Current Battle.
Bloodshot   Project Rising Spirit   
Bloodshot's "Nanite Repair" and "Rebuild Mode" become Any Character Specials for remainder of game. Bloodshot's Hit's to KO number is increased by 3 for remainder of game.
Bloodshot   Rebuild Mode   
Discard 1 Basic Universe card to remove all Hits from Bloodshot's Permanent Record with an icon of the same type as discarded card.

justa

please DON'T change Ninjak!  he's Valiant's version of Batman - highly trained fighter, mad intelligence, lots of neat gadgets - he deserves the grid boost.

Quote from: fennshysa on June 12, 2022, 11:32:29 PM
Yes the last card is cartoony art. It makes me laugh and the picture with him half blown away eating cow carcasses in a slaughterhouse was way to gross for me.

my first thought was of the Preacher comic where Cassidy is all messed up, hiding from the sun in a hole in a field, enticing a cow to come closer.  (i probably would have gone with the gross.)

fennshysa

Quantum & Woody. The dysfunctional duo.

Quantum & Woody      7-3-3-3   (16)   
Quantum & Woody may follow up a Universe: Teamwork card with an Energy Power card, regardless of Power Type.

Dumb Luck   
Cards with an Intellect icon do not count toward Quantum & Woody's Spectrum or Cumulative KO for remainder of game.

Energy Bolt   
Acts as a level 4 Energy attack, may make 1 additional attack.

Klang!   
Choose 1 Energy Power card usable by Quantum & Woody from Power Pack and place in hand. May be duplicate. Reshuffle Power Pack. Quantum & Woody's Energy Power cards are +2 for remainder of battle.

Shameless Self-Promotion   
Quantum & Woody's team is +2 to Venture Total for remainder of game.

Shields   
Avoid 1 attack.

Vincent Van Goat   
Acts as a level 6 Energy or Intellect attack.


justa

#11
what a hoot and a half!  you've given me my laugh for the day.
when i saw the first 5 specials posted, i justa knew Van Goat had to be the 6th.  [although the thought occurred to me that the goat was stolen for Volstagg, but that's another story (finally getting around to finishing my next foray into creating).]  still waiting for the goat to show up on the google drive.
Shields should be AG vice AD (see Any Character Guardian Angel).

fennshysa

Glad I could give you a laugh. I couldn't leave the goat out. He was originally going to be any Any Character AR but then i decided just to put him with the boys. He was a 7 multi to start but then they had 4 OPD so i trimmed him down to a HF.
I'm not sure why he isn't showing up for you. He looks to be in the drive to me but i'll reload when i fix the Shields special later. Thanks.

So what do you have coming next?

justa

the goat shows now.  not sure why it took a while.

up next from me will be my usual scattershot assortment of characters.  i started late this year for some reason.

fennshysa

#14
Looking forward to seeing them.

One more for today.....  Roku. Ninjak's main villain in the new series.


Roku      6-7-3-3 (19)

Deadly Assassin   
Acts as a level 6 Any-Power attack. If successful, Target Character is KO'd by next level 2 Fighting Power Card Hit, regardless of Inherent Abilities and other Special cards.

Hidden Past   
Roku may place cards face down for remainder of game. Cards placed to Roku do not count as duplicates when discarding.

Lacerating Locks   
Acts as a level 5 Fighting attack. If successful, Target Character -2 to defense for remainder of battle.

Personal Vendetta   
Only Roku and Target Character may attack, be attacked, or defend this battle.

Shadow Seven   
Play during battle. For remainder of game, when Roku makes a follow up to a teammate's attack or makes a combined attack with a teammate, that attack is +2 to damage and Venture Total. May be played from Reserve.

Thieving Tresses   
Acts a level 5 Energy, Fighting, Strength or Intellect attack. May combine with 1 of opponent's placed Basic Universe cards.




Geomancer: Kay McHenry   7-2-3-5 (17)   Energy Power cards are +2 when defending a battlesite.
Geomancer: Tama   7-4-1-6 (18)

Geomancer-Earth's Bounty   
Shuffle your Power Pack. Draw cards til you have 2 cards playable by Geomancer. Add those 2 cards to your Venture Total for this battle.

Geomancer-Earth's Power   
Acts as a level 5 Energy attack. If successful, Geomancer may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.

Geomancer-Earth's Song   
Acts as a level 5 Strength or Intellect attack. May not be defended by a card from a Battlesite.

Geomancer-Geomancer's Legacy   
Target Teammate may play any Geomancer Special cards for remainder of game.

Geomancer-Heal The Earth   
Remove 1 Hit from Geomancer's Battlesite.

Geomancer-Reality's Code   
Negates the effect of any 1 Special card played by opponent.   


HARDCorps      6-6-3-5 (20)   Once per battle, H.A.R.D. Corps may play one teammate's AA or AG Special card.

HardCorps-Explosive Implants   
Immediately KO H.A.R.D Corps or any one of H.A.R.D Corps teammates. All of KO'd character's Hits from Current Battle are discarded and do not get added to Venture Total for this battle.

HardCorps-Gunslinger   Acts as a level 5 Fighting attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.

HardCorps-Muscle Mode   
Acts as a level 7 Strength attack.

HardCorps-Psiot Catalogue   
Play during battle. H.A.R.D. Corps may exchange this card for any 1 Special card in Dead Pile not playable by H.A.R.D. Corps and play it immediately.

HardCorps-Psiot Dampeners   
Target character may not play Specials for remainder of battle.

HardCorps-Shields   
H.A.R.D. Corps may avoid any numerical attack.