so i was thinking about ultimate evil

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

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TGW

Xaos does need a OPD special as he is lacking one. If he were to get a BJ or CW, which I'm not opposed to, he would have a nice variety of defensive specials.

One thing I haven't delved into that much when thinking of ideas for new specials is the impact to battlesites. I'm assuming breadmaster and others have considered the battlesites to make sure a particular site doesn't become too overpowered with the addition of new specials.

I'm stumped at the moment regarding an idea for a Hobgoblin special. Perhaps something related to energy as suggested by BasiliskFang?

breadmaster

i have been considering battlesites.  for most, it's not really even an issue, but there have been one or two. 

specifically cape citadel.  i'm worried that i have pumped this one up too much as both a homebase and battlesite. i'm thinking of changing raptures negate to an 'undead stamina' negate. 

again, though i've been testing these as we go along, there's alot of new stuff here.  so if anyone sees something that's breakable, shout it out

as for hobgoblin, those 2 suggestions are good cards, but i don't think they are enough for him.  i'm trying to come up with something that removes hits and manipulates venture like action leader.  the thinking is that there are multiple hobgoblins, and there's the mystery that the person you think is under the mask, isn't.  i haven't been able to come up with a good one though

halcyon1234

Quote from: TGW on February 28, 2013, 11:28:47 AM
Xaos does need a OPD special as he is lacking one.

XAOS - Reject Reality - Remove all Hits from Xaos or teammate. That character switches places with Reserve. OPD.

breadmaster

i like that, but not for xaos.  that's the kind of card i was thinking of for hobby.

as i said, i'm worried about pumping up citadel too much (i think i already have gone overboard as a site)

crux: tw avoid and one of her nasty little attacks
grey king: AG and 5i
landslide: CC and 5f
mercury: discard 1 and 6i
rapture: negate and LO
xaos: AD and 5s(NI) and either of the opds suggested (action leader or charm)

...you know, maybe i'm overreacting.  while that's definitely a good site, it's no more versatile than danger room/outback/stark enterprises

hmm

Jack

Someone needs to go through the entire thread and get all the ideas and make a concise list.

Back to post #2 of this thread about giving all the characters 10 specials, I don't think it's feasible to do so with just AE but I'd like for all the characters to have 7-8, at least from the Marvels sets. DC/Image will have its day after AE.

That said, here's a round up of characters, not all are particularly "Evil", and likely similar to the round up that breadmaster provided.

Marvel Characters with only 5 specials (not counting Marvels), ratio is non-OPDs to OPDs: (11)
Cerebro [XM] (4:1)
Crux [XM] (4:1)
Goblyn Queen [XM] (3:2)
Grey King [XM] (4:1)
Landslide [XM] (4:1)
Mercury [XM] (4:1)
Rapture [XM] (4:1)
Shadow King [XM] (3:2)
Taskmaster [XM] (3:2)
Typhoid Mary [XM] (3:2)
Xaos [XM] (5:0)

Characters with 6: (9)
Absorbing Man [CL] (4:2)
Baron Mordo [CL] (5:1)
Bullseye [CL] (5:1)
Dracula [CL] (5:1)
Leader [CL] (4:2)
Mole Man [CL] (4:2)
Psycho-Man [CL] (5:1)
Puppet Master [CL] (4:2)
Scorpion [CL] (4:2)

Characters with 7: (8)
The Enforcers [MN] (5:2)
Green Goblin [IQ] (5:2)
The Hand [MN] (5:2)
Hydra [MN] (3:4)
Kingpin [IQ] (3:4)
The Kree [MN] (4:3)
Red Skull [IQ] (4:3)
The Serpent Society [MN] (5:2)

If it's not apparently, the lists are in reverse order from their release dates. With X-Men being the most recently released, Classic, followed by Monumental and new characters from IQ.

The list seems to balloon when you do 8 specials: (28)

The Acolytes [MN] (6:2)
Apocalypse [OP] (5:3)
Blob [PS] (5:3)
Brood [MC] (5:3)
Doctor Doom [OP] (4:4)
Doctor Octopus [OP] (6:2)
The Hellfire Club [MN] (4:4)
Holocaust [MN] (6:2)
Juggernaut [PS] (6:2)
Magneto [OP] (6:2)
Mandarin [PS] (5:3)
The Marauders [MN] (5:3)
Mojo [PS] (6:2)
Morbius [MC] (6:2)
The Morlocks [MN] (6:2)
Mr. Sinister [PS] (5:3)
Mystique [OP] (7:1)
Omega Red [OP] (5:3)
Onslaught [MN] (5:3)
Post [MN] (6:2)
The Reavers [MN] (4:4)
Rhino [OP] (7:1)
Sabretooth [OP] (7:1)
Scarlet Spider [PS] (5:3)
Sentinels [MC] (5:3)
The Shi'ar [MN] (5:3)
Super Skrull [PS] (5:3)
X-Babies [MN] (6:2)

And to round up the list.. here's 9: (4)

Carnage [OP] (6:3)
Hobgoblin [OP] (7:2)
Mysterio [PS] (6:3)
Venom [OP] (7:2)

The sum is only 60 if we were to give all the characters a new special. Marvels had new specials for 82 old characters and for the 2 new ones. Adding up 73 for the number from DC and Image sets and we come to 217 -- the number of uniquely identifiable characters in OverPower.

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So, what the heck does this mean? I want to try and bump up the characters with 5 specials to 7, give them at least 1 OPD and 1 non-OPD (except Xaos). The rest can be decided on the characters' needs. Everyone mentioned above gets specials in AE. I'm no comic book expert, but there are a few names in there that don't seem to be part of the bad guy's list.

Too bad, we're doing them anyway. If X-Men can sneak in Spider-Girl, I'm sure we can be excused for including Scarlet Spider.

We should be coming up with around 71 new specials for the above list.

Not to impede on PowerBalance's work, but we should also include the missing location characters. There are 10, each with 5 specials to start with. I'm very open to replicating the characters and specials from his set and adding upon it.

That's 121 new specials now.

I want to finish off the Aspects list as well. That's 19.

140 total.

Events that includes some of the "missing" ones, like No Intellect icons to attack for battle, etc., will probably go to DC3 or IM2. DC3/IM2 is where we'll get those specials/aspects/new characters for those sets. Absolute Evil will "complete" the Marvels side of things only.

TGW

Sounds like a great plan, Jack. Are the current special ideas listed throughout the thread set in stone for each character? I would assume that perhaps the Toronto group as a whole would vote on which special would be approved for each character as you guys consistently meet up for tournaments/casual game play the most?

Regarding the location characters; I would strongly encourage using the location characters and the single special each received in the Power Balance set as a starting point, while the group can fill in the rest of the specials for each character. Aside from the artwork being unique, it would really reflect a sense of community to work together as opposed to making different sets that some people on this forum ignore while other people use in decks. The specials in the Power Balance set work just fine without having to adapt to the revised rule set, and the character cards are the most official looking customs I've ever seen.

Have you given any idea about adding two characters to the set, Jack and company, as the Marvels provided us with Angel and Wasp? There still remains a handful of classic villains who never received an official Overpower card (Thanos, Kang, Ultron, Dormammu, Zemo to name but a few).

Between this set and the prior Marvels release, the Power Balance set, the OverPower Legion's OP Reboot and expansive custom sets from Bios, this game is still alive and kicking with a dedicated community which is so cool to see. I never would have expected this kind of commitment before I stumbled upon this forum last summer. Let's keep it going!

Jack

Nothing is set in stone, that's why I want to get a list of all the ideas and filter them out and get some actual play testing done. My post was merely a guideline as to how to divide up the OPD/non-OPD status and to rationalize which characters get new specials.

I'll talk to PowerBalance about the set, from my initial impression, they all don't seem bad but there needs to be more variety. Those will also be put to vote as well.

For new characters, there will be the 10 from the locations. I haven't decided if there should be new ones since I mainly want to focus on getting new cards out for existing characters and characters that should have existed. But being a set called Absolute Evil, I think that having an extra 2 wouldn't hurt.

----------

I'm also coming up with a list of Specials that certain power types don't have. This stems from a discussion BBH started at our last meetup. His previous idea about giving Taskmaster a Viking Pyre type card is one of those. I'm slowly working up the list since it's a bit more complex than I had imagined.

Kyoujin

I have some positive and negative opinions of some of the cards featured.

BLOB-Big Time: Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.(CC)

I think this is great, as it really fits the theme of Blob.

MAGNETO-Magnetic Personality: Acts as a level 5 Intellect attack. If successful, Magneto may sort through Draw Pile, select any Teamwork card and play it immediately. Reshuffle Draw Pile. (OB)

Again, FANTASTIC flavour for Magneto.

MYSTIQUE-Misdirection: Teammate may not be attacked for remainder of battle. OPD(BJ)

I'm not crazy about this one.  Mystique's character is usually infiltrating and mucking about the enemy.  Maybe something she could play from reserve?

Also, Crux and Typhoid Mary already have very similar Special.  Could we possibly give one of the the TW meta special and the other something else?

I understand the ideas for cards posted are just that, but I just wanted to put my two cents in.

PowerBalance

TGW, yes, I would be most happy to have the cards in the Power Balance expansion used by the community - will really save people the trouble of making the characters and specials again. As you mentioned, they do look very official, which really fits in the with the rest of the genuine character cards manufactured from IQ to Classic. The sheer number of people coming to me asking about the artwork is testament to this fact!

Feel free to pick up a set - so many others have done so already! I guarantee you won't be diasppointed. Many forum members should be receiving their copies in the mail shortly, so hopefully we'll hear what they have to say about the cards too.

You use use these cards with the existing Marvels set and the upcoming Absolute Evils set.

Overpower: Power Balance - New Custom Expansion!
http://www.oppowerbalance.net
http://www.facebook.com/OPPowerBalance

breadmaster

#324
so here are the 18 homebases i counted without aspects.  as i said, i've been kind of dreading this part.  i added a few of my suggestions.  as you can see, they're all pretty much on the conservative side, and i'm not married to any of them

AVENGERS MANSION-Cast of Hundreds!: Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards. A8

BIG APPLE-The City That Never Sleeps: Play when Opponent concedes battle. Opponent may not concede battle.  OPD C3

BLUE AREA OF THE MOON-Uatu: Team +2 to all actions for remainder of battle. OPD C4

CONCRETE JUNGLE-Street Smarts:For remainder of game, Concrete Jungle's team may draw 1 card from top of Draw Pile immediately after playing any  Universe: Training card. Discard if duplicate. OPD B2

DAILY BUGLE-Smear Campaign: Acts as a level 6 Intellect attack. If successful, Target Character must discard all Placed cards and move into Reserve for remainder of battle. A9

FOUR FREEDOMS PLAZA-H.E.R.B.I.E.: Opponent -4 to Venture Total for this battle.  If opponent has any Non-Marvel Mission, opponent -8 to Venture Total for this battle. C5

GAMMA BASE-Gamma Healing: For remainder of game, Gamma Base's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a Strength Power card.  OPD C1

HELLICARRIER-Shield Agents: Play during battle. For remainder of battle, any attack made on Hellicarrier's team may be moved to Shield Agents. Hellicarrier's team may not defend. Shield Agents is discarded after 1 Hit. C6

HELL'S KITCHEN-Gang Mentality: Opponent must reveal all special cards in hand, and discard one of Hell's Kitchen's choice. C7

LATVERIA-Time Machine:Play during battle. Both players move all Mission cards to Reserve Missions Pile. Mission cards Ventured this battle are now Ventured from Reserve Missions Pile. OPD C8

OUTER SPACE-The Vacuum: Negates the effect of any one non-special card played by opponent. C9

RAVENCROFT-Solitary Confinement: Target may not attack or be attacked for remainder of battle. D1

SANCTUM SANCTORUM-Wong: Acts as a level 6 Fighting attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand. D2

SAVAGE LAND-High Evolutionary: Negates the effect of any 1 Special card played by opponent D3

SEWER-Cover of Darkness:  Any front line character may avoid 1 attack. D4

STARK ENTERPRISES:For remainder of game, if Opponent draws cards during battle, Stark Enterprises may draw an equal number from Draw Pile. Must show drawn cards. May not keep duplicates. OPD D5

VAULT-Rehabilitation: Remove 1 Hit from any Vault Character's Permanent Record or Hits from Current Battle. D6

WAKANDA-Vibranium: Any Character may avoid 1 Energy attack. May draw 1 card from top of Draw Pile. Discard duplicates. D7


breadmaster

here's a couple thoughts i had for daily bugle

smear campaign: opponent -3 to venture total for remainder of game. OPD

OR

smear campagin: Acts as a level 6 Intellect attack. If successful, Target Character must discard all Placed cards and move into Reserve for remainder of battle. (riffing off falls edge)

gameplan.exe

#326
Quote from: breadmaster on March 11, 2013, 05:10:23 PM
here's a couple thoughts i had for daily bugle

smear campaign: opponent -3 to venture total for remainder of game. OPD

OR

smear campagin: Acts as a level 6 Intellect attack. If successful, Target Character must discard all Placed cards and move into Reserve for remainder of battle. (riffing off falls edge)

Awhile back, I made this homemade Aspect for Daily Bugle for my brother (a huge Spidey fan)...






it never seemed broken, but certainly gave the Homebase some UMPH!

It made it the STRENGTH version of Asteroid "M" and Muir Island. While it has 2 max-7 Strength characters, giving it an edge over the precedent, the overall potency of the Homebase was lower to begin, so it seemed to balance out.
"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

that is an interesting one

venom 7s
scorpion 7s

then 2 of goblin/scarlet spider/spidey (all 6s)

it would give it the highest base requirements for the redraws, but as you said, unlike muir/asteroid m, it has a negative inherent

i was looking at which homebases to give the energy/strength redraws.  i was actually considering gamma base for the strength, but was to reluctant due to the 2 8s

breadmaster

i've been mulling over what to do with expediter

here's what i came up with: 3/5/2/5, with no specials

her inherent : may play any teammates' specials when using landau, luckman and lake.

there's a few reasons behind this.  i can find virtually no information on her, so creating specials is tough.  even though her stats are lousy (from what i gather, she's human), her inherent makes her a 'mini-beyonder'.  if LLL is used as a site, she can play any specials (so i guess you could add 3/character and be pretty versatile).  if its used as a homebase, this really makes the warp chamber aspect sing

TGW

Not sure the mini-Beyonder idea is the best solution. I know a bit about her, having read a couple issues where she was involved with Wolverine (and helped him out by blindsiding a foe), and while I don't have my Powerbalance character card in front of me, I'd say you are pretty close to nailing her grid already, breadmaster. Powerbalance has her at a 7 for intellect (and you could make a fair case for the 7), but I'd keep her stats at 3/5/2/ and add 6 for intellect; 16 points and give her a special she can play from reserve, which kinda fits her character a bit, IMO.