so i was thinking about ultimate evil

Started by breadmaster, August 12, 2012, 04:32:24 PM

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breadmaster

it seems if one wants 4, one wants 5, and one wants 6, then 5e is the way to go!

seems like his energy abilities are at least on the level of jubilee, but I guess their 'one-and-done' quality are keeping him down

thetrooper27

Quote from: Demacus on May 23, 2013, 04:36:57 PM
I would think Agility-type speed would be rolled into the fighting stat, which is slightly different from Flash/Quicksilver style of speed.

This is noteworthy when considering speed, I think.  To what extent a character uses a stat is worth considering when assigning values, as well.  I like 5E for Shatterstar in this case. 

Not to drift off too far from the ranch, I always felt Gambit should have been a 7F based on his agility, dexterity, speed, etc.  That's just me though.  Flash might be worthy of an 8E when you look at all he can do, but a 7 for sure.  He's strong with two 6's and I haven't heard too many complain about him, but Gambit on the other hand isn't as good as he should be on the table with two 6's.  In battlesites, he's quite good, but I like him and want to play him frontline. 

Meanwhile, back to current fantasy.
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

gameplan.exe

Quote from: thetrooper27 on May 24, 2013, 12:09:29 AM
Quote from: Demacus on May 23, 2013, 04:36:57 PM
I would think Agility-type speed would be rolled into the fighting stat, which is slightly different from Flash/Quicksilver style of speed.

This is noteworthy when considering speed, I think.  To what extent a character uses a stat is worth considering when assigning values, as well.  I like 5E for Shatterstar in this case. 

Not to drift off too far from the ranch, I always felt Gambit should have been a 7F based on his agility, dexterity, speed, etc.  That's just me though.  Flash might be worthy of an 8E when you look at all he can do, but a 7 for sure.  He's strong with two 6's and I haven't heard too many complain about him, but Gambit on the other hand isn't as good as he should be on the table with two 6's.  In battlesites, he's quite good, but I like him and want to play him frontline. 

Meanwhile, back to current fantasy.

lol @ "current fantasy"  ;D

anyway, lots and lots of people gripe (and justifiably, i think) about The Flash's Energy rating. it helps that he's such a phenominal Reserve character with his (relative) cheap cost, Reap The Whirlwind, and a pretty solid OPD for late-game stages (JA).

As for Gambit, it took me a long time to come to terms with his dual max-6 status. to help maximize him, I try to put him in decks that center on either of his two stats, so he fits, then keep his off-suit for an extra Teamwork card. Using the modified rules from PowerBalance helps too, so he essentially gets 2 Teamwork cards that are exclusive to him. That, with his HN and EJ cards usually makes him my main offensive firepower in a deck, which I'm pretty much fine with... having said that, have you seen my homemade Gambit Holo for him?
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

breadmaster

warlock is another interesting case.  at 23 points, he also needs kick-ass specials.  I don't agree with CoS's cards (that's a first!).  I DO like the idea of giving him 2 team-defensive cards (the run from slaughter and a specials EE).  anyone got any ideas for some offensive ones?

I was also thinking of a 'soulmerge' opd.  something similar to action leader/merciless conquerer

soulmerge: KO any one of Warlock's teammates and remove all of teammate's Hits from Current Battle.  Warlock may play any of Teammate's Special cards for remainder of game.  OPD

does that work?  does it make warlock too much of a target?

thetrooper27

That's a neat idea for that ability... I would test it well before finalizing it.  He will probably be a target with the 2 team defensive specials you're looking at.  I would give him a special similar to Morph's OPD or Absorbing man if you want to dumb it down a bit... something that copies.  After that, a dual icon 4, something like xmen leader or radar combat, or maybe something like Crux's coldforce, or even like bullseye's 4m that may attack the reserve.  I dunno... just a solid attack, but not one that's super powerful... nothing bigger than a 6, I would say.  That would make:

Run From Slaughter
EE
Venture OPD/Living Costume type
Copy OPD
4m of some kind

23 points, good teamwork ability, great specials.  Seems good to me.  You guys work him out from here... this is my vote.:)
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

breadmaster

sounds good

WARLOCK

Soulmerge: KO any one of Warlock's teammates and remove all of teammate's Hits from Current Battle.  Warlock may play any of Teammate's Special cards for remainder of game.  OPD
Lifeglow: Remove 1 Hit from Warlock's or teammate's Permanent Record or Hits from Current Battle. (AL)
Selffriend: Avoid 1 attack made with a Special card or remove 1 Special card hit from Warlock or teammate. EE
Douglock: This Special acts identical to any Hit in Warlock's Hits from the Current Battle or Permanent Record. (DY) OPD
Transmode Virus: 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. (MB) OPD
Technarchy: Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend. (AN)

I like those suggestions troop.  also added a techno-virus opd similar to hellfire club's.  may have to modify soulmerge, as he's definitely a target now, and the teammates won't have any hits!

thetrooper27

Maybe remove all hits from Warlock's hits from current battle instead of teammate?

How do you feel about making Transmode Virus more like Rapture's Mercy Killing?  Just a thought before we finalize it...
"wow...never notice how JACKED pym is in that pic before!" -breadmaster


breadmaster

I like both of those changes

WARLOCK

Soulmerge:  Remove all hits from Warlock's Permanent Record and Current Battle.  Warlock's teammates may not attack for remainder of battle. OPD
Lifeglow: Remove 1 Hit from Warlock's or teammate's Permanent Record or Hits from Current Battle. (AL)
Selffriend: Avoid 1 attack made with a Special card or remove 1 Special card hit from Warlock or teammate. EE
Technarchy: Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend. (AN)
Douglock: This Special acts identical to any Hit in Warlock's Hits from the Current Battle or Permanent Record. (DY) OPD
Transmode Virus: Acts as a level 5 Intellect attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards. (NW) OPD

added a bit of a restriction to the venture card

thetrooper27

The name Soulmerge doesn't seem to fit if you remove the play a teammate's specials ability from it, which is ok, you could rename it.  But I like the Living Costume ability.  Here's more what I was suggesting, see how you like it:

Remove all hits from Warlock's Current Battle and Permanent Record.  KO any of Warlock's frontline teammates.  Warlock may play that teammate's specials for remainder of game. OPD
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

breadmaster

it seems to me that that would have too much negative, and not enough positive.  I got rid of the ko, since the merge wasn't irreversible.  I added the 'no teammates attack' stip, because the merged tm sort of cedes control to warlock.  the penalty could be upped, but I don't think ko is balanced, unless the card is switched to remove all hits from warlock OR tm.

but then that's back to being too powerful...

steve2275

#461
in spired by mvc2
sabertooth
let get outta here (JB) [OPD]
Remove all Hits from Sabertooths Permanent Record and Current Battle, and switch places with the Reserve.

he leaves then comes back in the next round
you get the idea

breadmaster

#462
that's an interesting one.  it has the problem that you wouldn't really attack sabretooth though.  good from a site!

I compiled the 11 new characters below.  probably missed some suggestions.  shout out any changes/problems

ABOMINATION

Energy: 1
Fighting: 5
Strength: 8
Intellect: 3

Brawler: Acts as level 4 Fighting attack, may make 1 additional attack. AA
Thunderclap: Acts as a level 7 Energy attack. AR
Abombinable: Acts as a level 10 Strength attack. AS OPD
KGB Agent: Acts as a level 7 Fighting or Intellect attack. If not successful, Abomination is -2 to attack for remainder of battle. NX
Impenetrable Hide: Only Intellect attacks may be played against Abomination for remainder of battle. CD
Tank the Hit: Cards with a Strength icon do not count toward Abomination's Spectrum or Cumulative KO for remainder of game. FQ OPD

BLINK (Attacks made with MultiPower Power cards may not be moved or shifted from Target Character.)

Energy: 6
Fighting: 6
Strength: 2
Intellect: 5

Broken Supply Lines: Opponent must discard 1 Placed card of the Blink's choice. AI
Exile: Target Character may not attack or be attacked for remainder of battle. DZ
Leadership: Acts as a level 9 Intellect Power card. May only be used to defend. May defend Blink or teammate. MH
Blitz: Acts as a level 2 Energy attack. May make 2 additional attacks. DG
Blink Wave: Acts as a level 9 Fighting or Strength attack. OPD HR
Eye for an Eye: KO Blink and any 1 of Opponent's Characters of Blink's Choice. May not be played if Blink is the last active character.  OPD

EXPEDITER (Draw 2 Cards from Draw Pile when K.O.'d. Keep Duplicates.)

Energy: 2
Fighting: 6
Strength: 2
Intellect: 6

The Price of Information: Move 1 of Expediter's missions to the Defeated pile. Draw 4 cards. Do not discard duplicates. [OPD]
Intergalactic Resources: Expediter may play any Power cards playable by Target Teammate for remainder of game. NF [OPD]
Overboss Gem: Negates the effect of any 1 Special card played by opponent. AO
Cloaking Technology: Avoids all attacks from 1 Teamwork card, or target hero must discard 1 Placed Teamwork card. DB
Scanner Surveillance:  For remainder of game, if Opponent draws cards during battle, Expediter may draw an equal number from Draw Pile. Expediter must show drawn cards. May not keep duplicates. LX OPD
What can Expediter do for you?: Choose one of Teammate's specials from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. DS

KLAW

Energy: 7
Fighting: 2
Strength: 5
Intellect: 6

Sound fuels my power: Avoid 1 attack with an Energy icon. Klaw may draw 1 card from the top of the Draw Pile. Discard duplicates. LO
Disposable Allies: Discard one card not usable by Klaw to draw 4 cards from top of the Draw Pile. May keep duplicates. JA [OPD]
Wakanda is Mine!: Only Klaw and Target Character may attack, be attacked, or defend this battle. FD [OPD]
Vibranium: Acts as a level 2 Energy attack. If successful acts as a level 10 Any-Power card. EJ
Sound Constructs: Acts as a level 4 Intellect attack. If successful, Opponent must discard 1 card of Opponent's choice from Hand. EM
Genius or Madman?: Opponent -3 to Venture Total for this battle. If Klaw has "Secret Wars" Mission, opponent -6 to Venture Total for this battle. KH

LIZARD (Power cards are +2 when used for defense.)

Energy: 4
Fighting: 6
Strength: 6
Intellect: 2

Dr. Connors: Play during battle. For remainder of game, any Special played by Lizard or Lizard's teammates may not be Negated until "Dr. Connors" is Negated. (MP) OPD
Bio Geneticist: Remove 1 Special card Hit from Lizard's or teammate's Permanent Record or Hits from Current Battle. (AL)
Cold Blooded: Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total. (HO)
Back to the Sewer: Avoid 1 attack. AG
Twitching Distraction: Play during battle. For remainder of game, any attack made with a Power Card against Lizard's team may be moved to Twitching Distraction. Lizard's team may not defend. Twitching Distraction is discarded after 1 Hit. EB
Tail Whip: Acts as a level 10 Strength or Energy attack. If not successful, Lizard is -2 to attack for remainder of battle. OPD

MEPHISTO

Energy: 8
Fighting: 2
Strength: 6
Intellect: 7

Altered Reality: Play to concede battle.  All Mission cards Ventured this battle return to piles Ventured from. EN (OPD)
Pact made in Hell: Mephisto's Hits to KO is reduced by 5 points. Mephisto's actions are +2 for the remainder of the game. [OPD]
Captured Soul: For remainder of game, Mephisto's team may draw 2 cards when a character on either team is KO'd. OPD
Devil is in the Details: Sort through opponent's Power Pack and remove any 3 cards of Mephisto's choice. Discard chosen cards into Dead Pile.  Reshuffle Power Pack. HB
Fire and Brimstone: Acts as a level 2E attack. If successful remove all special card hits from Mephisto's and teammate's permanent record and hits to current battle. Affects venture total.
Servant of the Mad Titan: Opponent -3 to Venture Total for this battle.  If opponent has "Infinity Gauntlet" Mission, opponent -6 to Venture Total for this battle. If both players have "Infinity Gauntlet" Mission, opponent is -9 to Venture Total for this battle.  KH

SAURON (May not be Spectrum or Cumulative K.O.'d with Universe cards.)

Energy: 6
Fighting: 6
Strength: 6
Intellect: 2

Karl Lykos: Acts as a level 7 Intellect attack. AR
Weapon X Initiate: Acts as a level 5 Fighting attack. If successful, Sauron may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile. OB
Breathe Fire:  Acts as a level 4 Energy attack. Sauron may make 1 additional Fighting and/or 1 additional Intellect Power card attack. CY
Energy Vampire: Avoid 1 Energy attack. Sauron's Energy skill is increased to 8 for remainder of battle. AY
Mesmerize: Target hero must discard all placed cards and may not attack for remainder of battle. CH (OPD)
Absorb Lifeforce: Acts as a level 5 Energy attack. If successful, remove 1 hit from Sauron's Permanent Record. AL

SHATTERSTAR (May play any Level 6 Teamwork cards.)

Energy: 5
Fighting: 7
Strength: 5
Intellect: 5

Luck of the Father: Teammate may avoid 1 attack with a Fighting icon.  Shatterstar may draw 1 card from the top of the Draw Pile.  Discard duplicates. LO
Genetic Upgrades: Acts as a level 5 Strength attack. Attack may not be defended with a Special card. (JW)
Arena Tactics: Acts as a level 3 Intellect attack. If attack is defended, Shatterstar may draw 1 card from top of Draw Pile. Discard duplicates. (NK)
Vibratory Shock Wave: Acts as a level 11 Energy attack. Shatterstar may not attack for remainder of battle. (AS) OPD
X-Portal: Avoid 1 attack. May not be attacked for remainder of battle. CW [OPD]
Swordplay: Acts as a level 4 Fighting attack.  May make 1 additional attack. AA

SILVER SAMURAI

Energy: 6
Fighting: 7
Strength: 3
Intellect: 3

Tachyon Field: Acts as a level 10 Fighting attack. AS [OPD]
Shin Harada: Remove all hits from Silver Samurai's hits to current battle and permanent record then switch places with the reserve.  OR [OPD]
Shuriken:  Acts as a level 3 Strength attack. If attack is defended, Silver Samurai may draw 1 card from top of Draw Pile. Discard duplicates. NK
Master of Kenjutsu: Acts as level 1F attack. Silver Samurai may make one additional attack at +2,  two additional attacks as +1, or 3 additional attacks. Bonus does not apply to damage or venture total.
Yakuza Connections: Acts as a level 6 Intellect attack. If successful, Target Character must discard 2 cards of Opponent's choice. Cards may be Placed or in Hand. HO
Samurai Armor: Silver Samurai may avoid any numerical attack. (AD)

VIPER: May play any Serpent Society Specials.

Energy: 3
Fighting: 7
Strength: 2
Intellect: 6

WARLOCK

Soulmerge:  Remove all hits from Warlock's Permanent Record and Current Battle.  Warlock's teammates may not attack for remainder of battle. OPD
Lifeglow: Remove 1 Hit from Warlock's or teammate's Permanent Record or Hits from Current Battle. (AL)
Selffriend: Avoid 1 attack made with a Special card or remove 1 Special card hit from Warlock or teammate. EE
Technarchy: Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend. (AN)
Douglock: This Special acts identical to any Hit in Warlock's Hits from the Current Battle or Permanent Record. (DY) OPD
Transmode Virus: Acts as a level 5 Intellect attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards. (NW) OPD

TGW

Looking good. I have a few suggestions:

I'd have Abomination at 5 fighting to allow for a 17 point strength character with an 8 in his grid that can only play strength teamworks. I'd suggest Mephisto swap his 8 and 7 but I think that would make him too close to Malebolgia stat wise so I understand why you have him the way you do. Finally, I think Shatterstar has too strong of a grid. I'd have his energy and intellect at 4 instead of 5 for a total of 20 points.

The specials are looking good, I like the variety and they really seem appropriate for each character. Good job everyone.

thetrooper27

My suggestions:

I agree about Abomb's grid... he shouldn't have the teamwork advantage.  I would agree that dropping his Fighting to a 5 is fair, and you could up his intellect to a 4.  He's still probably too cheap though... he has amazing specials.  He's better than the Hulk hands down... probably better than every max 8 strength character, minus H4H.  Maybe an inherent ability... may not defend with level 8 power cards???

For Blink, I think the Eye for an Eye card is one of the most original cards suggested, and will be really cool to use.  I would change the stipulation on it from "may not be played if Blink is the last active character" to "may not be played if this would end the game."

For Klaw, I would toss the Venture card and give him something different.  It doesn't have to be broken, just efficient.  Same for Mephisto.  I'm just not a fan of venture cards like this.  Even Thunderbolts Marvels card doesn't make them an option.  Even something like a dual icon 4 (Radar Combat) is better than these.  Just my opinion, bro's.

Make Shatterstar a dual grid.  At 22 points, he's needs just a little bit of a boost.  Probably in energy or strength (energy I would say is the most logical, but strength might work), and drop his intellect to a 4.  Just seems like a better fit for him.

For Samurai, should Master of Kenjutsu be a OPD?  Would his strength be justified at 4, making him 20 points?  He's a hoss in the special department... just don't want him to be too cheap.

After this, you should post a recap of all the other specials we've discussed!!!  We're almost there!
"wow...never notice how JACKED pym is in that pic before!" -breadmaster