Same thing here as the Top Cow post. Splitting my Image set up and formatted for print shops.
2 new characters here so far. Changed 1 Special for Freefall (you were right justa) and 1 for Maul.
Folder (https://drive.google.com/drive/folders/1JBFCOhBijM3ab4Y9ByXT0k1aqDyJ5d5J?usp=sharing)
Burnout 7-3-3-3 (16)
Burnout's placed Energy Power cards may not be discarded by opponent.
Burnout-Fire On The Seas
Acts as a level 4 Energy card. May be used to attack or defend. When played, Burnout's teammate may immediately search the Draw Pile for a valid Doubleshot card to combine with this card.
Burnout Fireball
Acts as a level 4 Energy attack, may make 1 additional Energy attack.
Burnout-Gen-Active
Play during battle. Burnout may defend any Front Line teammate that also has a "Gen-Active" Special in play for remainder of game.
Burnout-Searing Aura
Avoid 1 Attack with a Fighting Icon. Opponent must discard 1 card from Hand. Opponents choice.
Burnout-Thermal Updraft
Acts as a level 3 Fighting attack. If attack is defended, Burnout may draw 1 card from top of Draw Pile. Discard duplicates.
Burnout-Wall Of Flames
Acts as a level 7 Energy attack. If successful, Target Character must immediately discard 1 placed card.
Deathblow 3-7-4-4 (18)
Attacks made with Fighting Power cards are not affected by Special cards already in play.
Deathblow-And Then You Live
Play during battle. On your turn, after Deathblow is KO'd, discard this Special to move Deathblow from Defeated Characters Pile to Reserve. Play as normal.
Deathblow-Death Blow
Acts as a level 5 Fighting attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards.
Deathblow-Team 7
Acts as a level 5 Energy or Fighting attack. May not be defended by a card from a Battlesite.
Deathblow-Lone Warrior
All attacks by opponent's team must be made against Deathblow until Deathblow is K.O.'d or cannot be attacked.
Deathblow-Sister Mary
Acts as a level 3 Fighting attack. May make 1 additional Power card attack. Neither attack may be defended with a Special card.
Deathblow-Tactical Disengagement
Acts as a level 6 Any-Power attack. If successful, Deathblow may not attack or be attacked for remainder of battle.
Freefall 6-4-3-3 (16)
After discard phase, draw bottom card of Power Pack and Draw Pile, place cards on top of any pile(s) you wish.
Freefall-Battlefield Debris
For remainder of game, Freefall may draw 1 card from top of Draw Pile for each Basic Universe card played by Freefall. Discard duplicates. Freefall may play any "6 to use" Basic Universe card.
Freefall-Cheating The Scales
Draw the top cards of your Power Pack and Draw Pile. Discard duplicates. Then reveal the top card of opponent's Draw Pile. You may return it or place it on the bottom of their Draw Pile.
Freefall-Gen-Active
Play during battle. Freefall may defend any Front Line teammate that also has a "Gen-Active" Special in play for remainder of game.
Freefall-Gravitikinesis
Acts as a level 5 Strength attack +1 for each card placed to Target Character. If not successful, return 1 of Target Character's placed cards to opponent's hand.
Freefall-Levitation
Avoid 1 attack.
Freefall-Zero-G
Target Character must return all placed cards to their Hand.
Helspont 7-3-7-5 (22)
Helspont-Acurian Body
Helspont cannot be Spectrum KO'd for remainder of game.
Helspont-Daemonite High Lord
Acts as a level 3 Intellect attack. Each Front Line teammate may make 1 additional attack.
Helspont-Long Range Plans
Play during battle. Next Battle, opponent may not play any Activator or "Any Hero/Character" cards.
Helspont-Pyrokinesis
Acts as a level 6 Energy or Strength attack.
Helspont-Reunification
Both players reshuffle their Dead Pile and Power Pack into their Draw Pile.
Helspont-Telepathic Attack
Acts as a level 6 Energy attack. If successful, opponent must reveal any cards playable by target character and play them open handed for remainder of battle.
Maul 2-5-5-4 (16)
Each battle before discard phase you may transfer up to 3 pts from Maul's Intellect to Strength (or vice versa) for remainder of battle.
Maul-Dr Stone
Acts as a level 5 Intellect attack. If successful, Maul may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
Maul-Enraged Titan
Acts as a level 10 Energy, Fighting or Strength attack. If successful, Maul may not use cards with an Intellect Icon for remainder of game.
Maul-Mass Increase
For remainder of battle, Maul's Fighting and Strength actions are +2. Intellect actions are -2.
Maul-Slap Down
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Strength Power card.
Maul-Titanthrope
Acts as a level 8 Any-Power attack. Does not count toward Spectrum K.O.
Maul-WildC.A.T.
Acts as a level 9 Strength Power card. May only be used to defend. May defend Maul or teammate.
Mr Majestic 3-5-8-7 (23)
Mr Majestic-Advanced Alien Physiology
Mr Majestic cannot be Spectrum K.O.'d for remainder of game.
Mr Majestic-Brick Wall
Teammate may avoid 1 attack.
Mr Majestic-Eye-Beams
Acts as a level 7 Energy attack.
Mr Majestic-Lord Majestros
Play during battle. At end of battle, Opponent may not move any Mission cards from the Defeated Missions Pile.
Mr Majestic-Rescue Operations
If opponent just discarded cards from your Hand, Draw Pile or cards that were placed to your characters; draw an equal number from Draw Pile. May keep duplicates.
Mr Majestic-Tossing Tanks.
Acts as a level 10 Strength attack.
Rainmaker 7-4-3-3 (17)
Attacks made with Energy Power cards are not affected by Special cards already in play.
Rainmaker A Billion Volts
Acts as a level 10 Energy attack.
Rainmaker Chain Lightning
Acts as a level 2 Energy attack. May make 2 additional attacks.
Rainmaker Gale Force
Target Character must discard all Placed cards and move into Reserve for remainder of battle.
Rainmaker Gen-Active
Play during battle. Rainmaker may defend any Front Line teammate that also has a "Gen-Active" Special in play for remainder of game.
Rainmaker Inclement Weather
Opponent must discard all Placed Tactic cards, and is -3 to Venture total.
Rainmaker Electrostatic Charge
Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Spartan 6-5-6-5 (22)
Counts as 18-Points for Tournament Deckbuilding.
Spartan-Durable Android Body
For remainder of game, cards on Spartan's Hits to Current Battle with Fighting or Strength icons do not count towards Opponent's Venture Total.
Spartan-Buried Memories
On his turn, Spartan may exchange this card for any 1 card in Dead Pile and play it immediately.
Spartan-Bio-Synth Android Upgrade
Spartan's Strength and Intellect Ratings increase to 7 for remainder of game.
Spartan-Bio-Molecular Blast
Acts as a level 7 Energy attack.
Spartan-Charged Punch
Acts as a level 4 Energy attack. May combine with 1 Strength card for a single attack.
Spartan-WildC.A.T.
Teammate may avoid 1 attack.
TAO 5-3-3-8 (19)
TAO-Charmer
Avoid 1 attack. TAO may not be attacked for remainder of battle.
TAO-Exploiting Old Wounds
Move all of Target Character's Hits from Permanent Record into Hits from Current Battle. Affects Venture total.
TAO-Hypnotized Decoy
TAO may switch entire permanent record with any front line teammate.
TAO-Overwhelming Intellect
Acts as a level 5 Intellect attack. If successful, may immediately make an additional attack against target's teammate using any card placed to target.
TAO-Paralyzing Conversation
Target Character may not attack or play Special cards for remainder of battle.
TAO-Sowing Dissension
Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.
the new Mass Increase for Maul seems the perfect mechanic for the card. i believe the code should be EQ though. (see Prof X's Shi'ar Battle Armor)
Burnout & Rainmaker came out well. not sure what i expected of them, but they seem quite playable. (not just versions of other characters with similar powers)
i'm still not sure about Fire On The Seas - defensively its ok as is, but it seems too big offensively. that's a 2 color 8 attack (of course you need to have the right doubleshot in your deck, which nerfs it somewhat) - it doesn't seem to fit as a non-OPD. maybe if it were reduced to 3E? (some might argue there is no "valid" doubleshot because they require a "Power" card and this is a special, but i'm ok with that aspect.)
Added 2 more and updated the first post with the text. I have to fix Maul's card yet. I can see what you are talking about with "Fire On The Seas". I've been once again trying to find ways to make the less usable cards more usable. Since it pulls the combining card i think that the 3 might be better.
TAO was super fun and easy for creating the text, hard for finding the images. As I read the Gang War storyline I was coming up with exactly what i wanted the cards to be. He was super interesting. Didn't really have energy powers and the beginning (not telepath) He was just so smart he could talk people into a breakdown.
Mr Majestic is Superman with genius intellect and fighting skills. He could easily be all 8 and 7 but had to be cut down somehow.
Mr Majestic's specials don't show up on the drive.
Same with Freefall's character cards (just noticed). Might be normal since you don't seem to have changed it from your description...
Keep it up guys! I just love seeing the stuff you come up with (even though I'm not playing anymore :( ) !!
Bloodwurm - if you go to fenshysa's "lots & lots & lots" thread, scroll down to the Google hyperlink, and look in the Image 2 (old sets) folder, you can fimd Freefall's character card there.
Thx Justa, that's exactly what I did considering I had all his content already.
I justa ( ;) ) wanted to warn him in case he wanted to keep everything tidy.
Thanks guys! I apparently forgot to re-do the Freefall character card. That's why i never uploaded it. Must have forgotten to upload Mr Majestic's Specials. That's done now.
now that i've had time to go through them, i have a few comments on these last two characters.
Mr Majestic's "Rescue Operations": i can appreciate you trying to make a version of Longshot's "Purity of Thought" as a non-OPD, but i can't convince myself that it is valid. (i'm assuming the word "just" translates to "immediately after" here, in that you can't save it up for later in the battle. if my assumption is wrong, let me know.) this sort of functions like a limited negate, but instead of stopping the action, it allows you to replace the cards. keeping duplicates, especially with a level 8 character, is just too much. and having it non-OPD allows it you to draw 3 (OC), 4 (Power Leach), or even 5 (BW) cards in different hands, where "Purity" is "this battle" only. not sure of where to recommend you go with this one, but i don't think it works as is.
TAO's "Overwhelming Intellect": should be OPD. others have used the QM & QN codes for different mechanics, so i won't say that the code is wrong, but i think you need to review your own cards in these codes for consistency. for comparisons, i cite SHOCs "Misery", Masters of Evil "Enchantress", Generation Zero's "Headspace", Harada's "Exert Control", Cameron Hodge's "Phalanx Collective", Phalanx's "Overwhelm and Infect", & Nocturne's "Temporary Possession". (I apologize if 1 or more of these is not yours. i wouldn't have noticed this but for my spreadsheet.)
otherwise, some great stuff there!
Yes, as an immediate action in reaction to. I intended it as a "response special" like "Avoid 1 attack" or a negate. Yes potentially you could avoid a power leech or BW but more likely would be something smaller. You would have to have it in your hand. If it's placed it can be discarded by opponent before it can be played. But you could be right.
Ahhh the QM QN codes. When i first made them i had a hard time deciding if they should be OPD. Apparently i used both originally. I usually stick with the OPD version but once in awhile i use the non OPD when it seems appropriate. I probably should just keep them all OPD though. ( think those were all mine too)
Uploaded Freefall's Character card.
One more today. Savant. She was Zealot's sister. Not nearly as deadly. Appeared in Wildcats as an archaeologist. Later it was revealed she was actually Majestic and Zealot's daughter
Savant 2-6-5-6 (19)
May play Intrepid Explorer and Tesseract Tote from Reserve.
Savant-Ancient Archaeologist
Target Character's Tactic: Artifact cards may not be removed from play for remainder of game.
Savant-Digging Up The Past
Acts as a level 5 Strength attack. If successful, sort through opponent's Dead Pile. Choose any 2 cards to shuffle into opponent's Draw Pile.
Savant-Hidden Heritage
Play during battle. For remainder of game; if Savant, Mr Majestic or Zealot make a follow up attack to a Teamwork card played by the other character, the bonus is doubled.
Savant-Intrepid Explorer
Acts as a level 5 Intellect attack. If successful, Savant may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
Savant-Seven League Boots
Acts as a level 4 Energy attack, may be played from Reserve. If successful, Savant may continue to attack while in Reserve.
Savant-Tesseract Tote
Choose one Basic Universe or Tactic: Artifact card from Draw Pile and place in hand. Savant may have an unlimited number of Basic Universe and Tactic: Artifact cards placed on her until Savant is KO'd. Placed cards may not be duplicates.
i'll agree to disagree with you on Rescue Ops. i feel either a "draw 1 keep dues" or "draw equal number dump dupes" would go a long way towards justifying the non-OPD, but that's justa me. they are your cards.
the QM/QN bit was not just the OPD. you seem to have 2 codes for the same mechanic. (Gen 0's mechanic is a different condition, but essentially the same.) my point was also that you accidentally created the same HW (Super Skrull Alien Methods)/HZ (Red Skull Depraved Evil) blip that the legacy game "enjoys".
Savant - 1st thought was that Intrepid Explorer should be front line only (thematic only, not mechanic), but then i thought she might be off on an expedition away from the battle site, so why not? Tote is a cute variation of War Drone. and "Ancient Archaeologist" belongs in the Department of Redundancy Department. (she's really not THAT old, is she?) ;D
You're probably right. I'll probably hang on to it for awhile then go back and change it in the end. :D
I"m probably going to hang on to the double codes one for OPD versions and one for not. Maybe i'll go back and bump the OPD version
s attack up a number or two
OR I could just keep one code and adjust the values for OPD and non-OPD. That might work.
I think Savant is a couple thousand years old. +Ancient Archaeologist alliterates awesomely. ;D Tesseract Tote is something else I've started doing more. Taking cards like "may place 1 extra card" "draw 1 special" "+3 to Venture Total"; none of which are really good enough to play and sticking them together. (Star Wars CCG started doing that after awhile with Interrupts and Defensive Shields. Take 3 situational cards and put them together. Then they were worth including in a deck.)
Finished Voodoo and Warblade's Special cards. All the same as last time. Just on the new template.
Voodoo 6-5-4-2 (17)
Energy Power cards are +2 when used for defense and opponent may not play face down attacks against Voodoo.
Voodoo-Coda Training
Acts as a level 4 Fighting attack. May combine with 1 Energy card for a single attack.
Voodoo-Daemonite Heritage
Voodoo may remove all hits with icon of Voodoo's choice from her Permanent Record.
Voodoo-Kherubim Halfbreed
Move all hits from Voodoo's Hits from Current Battle into Permanent Record. Affects Venture Total.
Voodoo-Psi Blast
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.
Warblade 4-7-4-3 (18)
Attacks made with Fighting Power cards are not affected by Special cards already in play.
Warblade-Biomorphic Blade
Acts as a level 5 Energy attack. May not be defended with a Special card.
Warblade-Kherubim Shaper
All Fighting Power card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.
Warblade-Razor's Edge
Opponent's Team with Power Grid of 7 or 8 in Power Type of Warblade's choice may not use Power cards of that Power Type to attack for remainder of battle.
Warblade-Slash And Cut
Acts as a level 5 Fighting attack. If successful, Target Character -2 to defense for remainder of battle.
Warblade-Tortured Artist
Acts as a level 3 Intellect attack, +1 for each Mission card in Warblade's Defeated Missions Pile.
Warblade-WildC.A.T.
Target Character may follow up a Universe: Teamwork card with any Power card, regardless of Power Type.
mucho my bad on the Savant comment. i sincerely apologize over that one - it read back more bitter than i intended. that will teach me to open my fat mouth type things without doing the research first. i did not realize the storylines were set on such a time scale. she carries her years well, as do they all.
i have 18 Special cards in the folder for Voodoo (includes legacy cards). you created 9 of them (1/2). ;D
Didn't think that at all. While I don't really know you, we've had enough online communication I realize you are no troll sir but a decent human being.
I remember in one of the comics I read back in the 90s Lee implied that they were the Greek Gods, so i knew they'd been on earth awhile. I'm pretty sure some of those early Voodoo cards should be deleted. :(
but those were good Voodoo cards! ::)
Brass and Wynonna Earp. Proxys for their OPD and 4 new cards. Brass' specials are mostly the same as the last time I made them. Just one changed. Wynonna Earp's are significantly changed and has much clearer and better art.
Brass-Armored Powerhouse
Acts as a level 6 Any-Power attack. If successful, Target Character is KO'd by next level 2 Energy Power Card Hit, regardless of Inherent Abilities and other Special cards.
Brass-Brass Virus
Target teammate may play any Brass Special cards for remainder of game.
Brass-Jamming Suite
Avoid 1 attack.
Brass-Internal Infection
Choose one Brass Special from Draw Pile and place it to him. Cannot be a duplicate. Reshuffle Draw pile. Brass may have 1 additional card Placed on him until Brass is KO'd.
Brass-Techno-Organic Weapons
Acts as a level 4 Any-Power attack, may combine with 1 Energy, Fighting, Strength, or Intellect Power card for a single attack.
Brass-Weapons Array
Acts as a level 11 Energy, Strength, or Fighting attack. Brass's Team may not attack for remainder of battle.
Wynonna Earp-Black Badge Division
All Any-Power cards on Target Character's Permanent Record become Fighting cards for remainder of game.
Wynonna Earp-Gunslinger
Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Wynonna Earp-Shootout
Only Wynonna Earp and Target Character may attack, be attacked, or defend this battle.
Wynonna Earp-Smoking Guns
For remainder of game, if Opponent draws cards during battle, Wynonna Earp may draw an equal number from Draw Pile. Wynonna Earp must show drawn cards. May not keep duplicates.
Wynonna Earp-Troubleshooter
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
Wynonna Earp-US Marshall
Acts as a level 4 Intellect attack. If successful, sort through opponent's Power Pack and remove any 3 cards of Wynonna Earp's choice. Discard chosen cards into Dead Pile. Reshuffle Power Pack.
technically it 2 new Brass cards, as you welded the DS mechanic to a BR mechanic with Infection. good idea. "Jaming" Suite appeard to be missing an "M" on the card.
interesting move on Wynonna - now 3 any power attacks with a JF-Black Badge follow up. cool.