The 2nd breakout of my DC stuff was all the Batman themed cards. I had done Oracle and Batgirl years ago. I polished em up here and added a lot more. There are proxies for the Batman Holo cards, a couple new variants and a mission/event set for No Man's Land.
Google Drive link:
https://drive.google.com/drive/folders/10uzIrZTcPFDg9DcrSa9lkYMHXaEM1I2q?usp=drive_link
Azrael: The Batman 4-8-5-3 20
May place and play Batman's "Shadow Of The Bat" and "Dark Knight" Specials. May not be on a team with Batman.
Batgirl 2-8-3-4 17
Batman:Avenger 4-8-4-4 20
Batman's MultiPower cards are +1 vs. any Character with a Villain code.
Batman:Detective 4-4-4-8 20
Batman may play Comm. Gordon & G.C.P.D. "Sting Operation" Special.
Black Mask 2-6-3-6 17
Black Mask's team is +1 to Venture Total for each Special card in opponent's Hit's From Current Battle. May be included on a team with Gotham Underground as a homebase.
Blockbuster 1-4-7-6 18
Catwoman:Whiplash 3-7-3-4 17
Catwoman's Fighting Power cards are +1 vs. any Character with a Hero code.
Clayface 4-4-7-2 17
May only be Spectrum KO'd by four Power Types.
Comm. James Gordon 5-6-4-5 20
Comm. Gordon & G.C.P.D. are +2 to Venture Total each battle.
Firefly 7-3-3-3 16
Firefly's Special cards use to attack a battlesite count toward Venture Total.
Harley Quinn 2-6-3-6 17
Huntress:Batgirl 4-6-3-6 19
Team is +2 to Venture Total per battle, +4 if No Man's Land is your Mission.
Hush 2-6-4-7 19
Lady Shiva 2-8-3-4 17
Mad Hatter 6-3-2-6 17
Opponent's characters may not remove cards with an Intellect icon from their Permanent Record or Hits to Current Battle. May be on a team with Arkham Asylum as homebase.
Man-Bat 3-5-6-2 16
Man-Bat may combine Fighting Power cards with Strength Power cards to defend. While Echolocation in play, Man-Bat may look at the top and bottom cards of the Draw Pile and return or switch them, once per battle.
Mr Freeze 7-2-5-6 20
Oracle 2-5-2-7 16
If Oracle's Homebase is Gotham Clocktower she may play Oracle's Agents from Reserve.
Ra's Al Ghul:Sword Master 4-7-4-5 20
Basic Universe cards are an additional +1 when used by Ra's Al Ghul.
Scarecrow 5-2-2-7 16
May discard "Scarebeast" Special from play to Dead Pile to draw up to 3 Intellect Power cards from Powerpack, may not be duplicates.
Spoiler 2-5-3-6 16
Once per battle, Spoiler may draw 1 card after playing a Universe: Training card. May keep duplicates.
Talia Al Ghul 2-7-3-6 18
Tarantula 3-7-3-3 16
Once per battle, may discard a Multipower Power card to subtract the value from opponent's Venture Total
Two-Face:Crime Boss 6-3-3-6 18
Two-Face may play "Flip of the Coin" from Reserve.
Zsasz 1-7-3-5 16
Zsasz may draw 1 card from Draw Pile when opponent's character is K.O.'d.
Azrael Shadow Of The Bat
Acts as a level 6 Intellect attack. If successful, opponent must discard one Tactic card. Card may be placed or in play.
Bane Gatling Gun
Acts as a level 4 Energy attack. May make 1 additional attack.
Bane Vicious Offensive
Play during battle. For remainder of battle, any Special card played must be a Special card that acts as an attack. Other Special cards may not be played.
Batgirl 1st Language
Acts as a level 10 Fighting attack.
Batgirl Deflecting Blows
Remove 1 Hit from Batgirl's Hits to Current Battle. Batgirl may make 1 attack with any card, usable by Batgirl and in Hand, of equal or less Value than removed Hit.
Batgirl Punctuation
Acts as a level 6 Strength attack, cannot be defended by a card with an Energy icon.
Batgirl Speaking Loud
Acts as a level 6 Fighting attack, +2 if made against a Character with a Fighting Power Grid of 7 or 8.
Batgirl Shadow Of The Bat
Play during battle. For remainder of game, any Fighting attack made by Batgirl may not be moved from Target Character.
Batgirl Silent Vigil
Teammate may avoid 1 attack of 9 or less.
Batman Master Planner
Negates the effects of any 1 Special card. May not be used to avoid a numerical attack, or remove a numerical hit.
Batman Shadow Of The Bat
Opponent's team is -2 to all actions for remainder of battle.
Black Mask False Face Society
Acts as a level 4 Strength attack. May make 1 additional attack.
Black Mask Fit Of Pique
Only Black Mask and Target Character may attack, be attacked, or defend this battle.
Black Mask Masquerade
Acts as a level 6 Intellect attack. If successful, Opponent must reveal all cards playable by Target Character and play them open handed for remainder of battle.
Black Mask Sadist
Move all of Target Character's Hits from Permanent Record into Hits from Current Battle. Affects Venture total.
Black Mask Trim The Fat
KO any one of Black Mask's teammates. All of teammate's Hits from Current Battle are discarded and do not get added to Venture Total for this battle.
Black Mask Underworld Power Play
Acts as a level 6 Intellect attack. If not successful, draw top card from Draw Pile. If drawn card is an attack, Black Mask may use it. If drawn card is not an attack, discard it to the Dead Pile.
Blockbuster 180° Of Torque
Acts as a level 5 Fighting attack. If successful, when target character is K.O.'d they are placed out of play and may never be returned to play.
Blockbuster Anger Issues
Acts as a level 9 Strength attack. If successful, Blockbuster or Blockbuster's teammates may not defend Blockbuster with Special cards for remainder of game.
Blockbuster Disposable Flunkies
All attacks made on Blockbuster are made on target teammate until teammate is KO'd. Teammate may defend.
Blockbuster Massive Menace
Add 3 to Venture Total for this battle, +1 for each of Blockbuster's Specials in opponent's Hit's to Current Battle and Permanent Record.
Blockbuster Personal Attention
Play when opponent concedes battle. Opponent may not concede battle.
Blockbuster Roid Rage
Acts as a level 6 Strength Attack. If not successful Blockbuster may make as many Power and Special card attacks as possible. Opponent may defend.
Catwoman Shadow Of The Bat
Acts as a level 5 Energy or Intellect attack. May not be defended by a card from a Battlesite.
Clayface Assumed Form
Clayface may switch entire Permanent Record with any Front Line teammate.
Clayface Ball And Hammer
Acts as a level 9 Fighting or Strength attack.
Clayface Gaining Ground
Target Battlesite must discard 1 Placed card chosen at random. If discarded card has a numerical attack value, it is added to Clayface's Hits To K.O. number for remainder of game.
Clayface Mallebable Muck
Clayface may avoid any numerical attack.
Clayface Rebuild Body
Remove 1 Hit from Clayface's Hits to Current Battle. Clayface may make 1 attack with any card, usable by Clayface and in Hand, of equal or less Value than removed Hit.
Clayface Sucking Mudpit
Acts as a level 5 Fighting attack. If successful, Clayface and target character may not attack for remainder of battle.
Comm. Gordon & The G.C.P.D. Renee Montoya
Acts as a level 7 Intellect attack. If successful, opponent must move 1 Mission card from the Completed Missions Pile to the Reserve Missions Pile.
Firefly Flame-Retardant Suit
Avoid 1 attack with an Energy icon. Firefly is +2 to defense for remainder of battle.
Firefly Flash Point
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.
Firefly Flame Thrower
Acts as a level 4 Energy attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.
Firefly Napalm
Acts as a level 4 Energy attack. If successful, this hit may never be removed or switched to another character.
Firefly Pyromaniac
Firefly's Team's attacks with a Energy icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.
Firefly Pyrotechnics Expert
Firefly's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.
Harley Quinn Bud & Lou
Acts as a level 4 Fighting attack. May make 1 additional attack.
Harley Quinn I'm Not Listening
Harley Quinn and Target Character may not attack for remainder of battle.
Harley Quinn Just A Lil' Off The Top
Opponent must discard top 5 cards from Draw Pile into Dead Pile.
Harley Quinn No Shame In Running
Avoid 1 attack. May not be attacked for remainder of battle.
Harley Quinn Pop Gun
Acts as a level 0 Energy or Fighting attack. May only be defended by a Special card.
Harley Quinn Puddin'
Harley Quinn may Place and play any Joker Special cards for remainder of game. Choose one Joker Special from Draw Pile or Dead Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile and Dead Pile.
Harley Quinn Ridiculously Large Hammer
Acts as a level 7 Strength attack. If successful, Target Character must immediately discard 1 placed card.
Huntress Crash The Party
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
Huntress Shadow Of The Bat
Target Character gains +1 to defense for remainder of game.
Hush Breaking Their Morale
Acts as a level 5 Intellect attack. If successful, target character is -1 to defense for remainder of game.
Hush Collaborative Scheme
Play during battle. For remainder of game, all Intellect bonuses from Teamwork cards are doubled.
Hush In The Background
Acts as a level 6 Intellect attack, may be made while Hush is in Reserve.
Hush Pushing Buttons
All Intellect Power Card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.
Hush Selfish SOB
Discard all cards not usable by Hush from hand. Replace with same number of cards from Draw Pile. May keep duplicates.
Hush Strike And Fade
Acts as a level 4 Strength attack. If successful, Hush may not attack or be attacked for remainder of battle.
Joker Joker and Harley
The Joker may Place and play any Harley Quinn Special cards for remainder of game. Choose one Harley Quinn Special from Draw Pile or Dead Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile and Dead Pile.
Killer Croc Ambush
Killer Croc may play Power card attacks face down for remainder of battle. Opponent must guess defense.
Lady Shiva Counterattack
Avoid 1 Attack. Opponent must discard 1 card from Hand. Opponents choice.
Lady Shiva Deadly Assassin
Acts as a level 8 Energy, Strength, Fighting or Intellect attack.
Lady Shiva Deathmatch
Only Lady Shiva and Target Character may attack, be attacked or defend this battle. Neither player may concede this battle.
Lady Shiva Leopard Blow
Acts as a level 5 Any-Power attack. If successful, Target Character may be KO'd using normal KO rules, regardless of Inherent Abilities or other Special cards, for remainder of battle.
Lady Shiva Precise Kick
Acts as a level 6 Strength attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be placed or in hand.
Lady Shiva Sensei
Target teammate's Fighting Power cards are +1 for remainder of game.
Second part.....
Mad Hatter Compulsory Attendance
Play with any Power card usable by Mad Hatter. Opponent must discard one or more cards whose combined Value is equal to or greater than twice the Value of Mad Hatter's card. Cards may be Placed or in Hand.
Mad Hatter Insane Tea Party
Acts as a level 6 Intellect attack. If successful, Opponent must discard from Hand until both players have an equal number of cards in Hand. Opponent's choice.
Mad Hatter Mental Domination
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.
Mad Hatter Mind-Control Hat
Target Character must immediately make 1 attack against any Front Line teammate. Teammate may defend.
Mad Hatter Malicious Millinery
Mad Hatter's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.
Mad Hatter Wonderland Gang
Avoid 1 attack. May not be attacked for remainder of battle.
Man-Bat Animal Regression
For remainder of battle, Man-Bat's Energy and Strength actions are +2, Fighting and Intellect actions are -2.
Man-Bat Cloud Of Bats
Acts as a level 3 Energy attack, can only be defended by a defensive Special card.
Man-Bat Echolocation
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 Man-Bat.
Man-Bat Off To Roost
Target character may not attack Man-Bat for remainder of battle unless he attacks him first.
Man-Bat Sharp Claws
Acts as a level 4 Fighting or Strength attack. Attack is not affected by Special cards already in play.
Man-Bat Frightning Flight
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
Mr Freeze Cryogenic Suspension
Target Teammate moves into Reserve for remainder of battle.
Mr Freeze Freeze Ray
Acts as a level 5 Energy attack. If successful, opponent may not draw any cards for remainder of battle.
Mr Freeze Frostbite
Add 3 to Venture Total for this batttle, +1 for each Mr Freeze Special in opponent's Hit's to Current Battle and Permanent Record.
Mr Freeze Shatters On Impact
All Energy Power Card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.
Mr Freeze Ice Prison
Acts as a level 6 Fighting attack. If successful, Target Character may not play Special cards for remainder of battle.
Mr Freeze Sub-Zero
Acts as a level 9 Energy or Fighting attack.
Nightwing Shadow Of The Bat
Acts a level 3 Intellect attack. If attack is defended, Nightwing may draw 1 card from top of Draw Pile. Discard duplicates.
Oracle Birds Of Prey
Acts as a level 4 Fighting attack, may be played from Reserve. If successful, Oracle may continue to attack while in Reserve.
Oracle Shadow Of The Bat
Oracle's Team's attacks with an Intellect icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.
Oracle Oracle Connection
Teammate may avoid 1 attack of 9 or less. May be played while Oracle is in Reserve.
Oracle Oracle's Agents
Choose 1 Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.
Oracle Loyal Partner
Acts as a level 5 Energy attack. If successful, Oracle may sort through Opponent's Battlesite and discard any 2 Special cards. May be played from Reserve.
Oracle Still Got Skills
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Penguin Bad For Business
Play on your turn to Concede battle. Penguin's Mission cards Ventured this battle return to pile Ventured from. Opponent's Mission cards advance as normal.
Poison Ivy Respect The Green
Remove 1 Hit from Poison Ivy's Battlesite.
Riddler Strategic Manipulations
Avoid 1 attack. May not be attacked for remainder of battle.
Robin Shadow Of The Bat
Acts as a level 7 Intellect attack. If successful, target hero may not use cards with an Intellect icon for remainder of battle.
Scarecrow Fear Toxin
Acts as a level 4 Energy attack. If successful, Target Character may not attack for remainder of battle.
Scarecrow Paralyzing Fear
Target Character may not attack for remainder of battle.
Scarecrow Scarebeast
Scarecrow's Strength Rating increases to 7 for remainder of game.
Scarecrow Stuff Of Nightmares
Move all of target opponent's Hits from Permanent Record into Hits from Current Battle. Affects Venture Total.
Scarecrow Super Toxin
Acts as a level 7 Energy attack. If successful, Target Character may not attack for remainder of battle.
Scarecrow Your Worst Fears
Play during battle as an attack. Target Character must discard 1 card for each Hit currently in his Hits to Current Battle and Permanent Record. Cards may be Placed or in Hand.
Spoiler Batman & Robin
Batman's "Batarang", Robin's "Loyal Partner" and Spoiler's "Grappling Hook" become Any Character Specials for remainder of game. Spoiler's Hits to K.O. number is increased by 5 points for remainder of game.
Spoiler Dynamic Duo
Acts as a level 4 Fighting attack. Teammate may combine with 1 Intellect card for a single attack.
Spoiler Evasion Tactics
Play when Spoiler defends with a Power card. Power card is +3 for defense and is returned to Hand after attack is resolved.
Spoiler Grappling Hook
Choose 1 Spoiler Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. Spoiler's Fighting Power cards are +2 for remainder of battle.
Spoiler Inside Information
Look at top 8 cards of Opponent's Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put four chosen cards on top of Draw Pile.
Spoiler Trained By The Best
Spoiler gains +1 to defense for remainder of game. You may immediately choose 1 Universe: Training card from Draw Pile or Dead Pile and place in hand. May not be a duplicate. Reshuffle Draw Pile.
Talia Al Ghul Assassinate
All Any-Power cards on Target Character's Permanent Record become Strength cards for remainder of game.
Talia Al Ghul Daughter Of The Demon
Acts as a level 4 Energy attack. May make 1 additional attack.
Talia Al Ghul Deadly Woman
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Talia Al Ghul Lazarus Pit
Talia Al Ghul may remove all hits with icon of Talia Al Ghul's choice from teammate's or her Permanent Record.
Talia Al Ghul The League
Play during battle. For remainder of game, all Fighting bonuses from Teamwork cards are doubled.
Talia Al Ghul Sword Master
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.
Tarantula Acrobatics
Tarantula or teammate may avoid 1 attack made with a Universe card. Tarantula may draw 1 card from the top of the Draw Pile. Discard duplicates.
Tarantula Blades
Acts as a level 3 Fighting attack. May make 2 additional attacks at +2. Bonus not applied to damage, or Venture Total.
Tarantula Bullets
Acts as a level 4 Strength attack. If Target Character is K.O.'d by this Hit, Tarantula may move 1 Mission card from the Defeated Pile to the Completed Pile.
Tarantula FBI Training
Shuffle your Power Pack. Draw cards til you have 2 cards playable by Tarantula. Add those 2 cards to your Venture Total for this battle. Reshuffle cards into Power Pack.
Tarantula Poison Dart
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Energy Hit. Hit goes on Target Character's Permanent Record. Does not count toward Venture Total.
Tarantula Suction Gloves
Only attacks made with Universe cards may be played against Tarantula for remainder of battle.
Two-Face Forewarned Is Forearmed
Avoid 1 attack with more than 1 icon. Two-Face may draw 1 card from the top of the Draw Pile. Discard duplicates.
Zsasz Hitman
Discard 1 Intellect Power card usable by Zsasz. Zsasz is +2 to all Power card attacks against Target Character for remainder of game.
Zsasz Knives Out
Choose 2 Basic Universe cards from Draw Pile (or Dead Pile) and place in hand. Reshuffle Draw Pile. Sort through Power Pack card by card. Put the first 2 cards with Fighting icons in Hand. May keep duplicates. Reshuffle Power Pack.
Zsasz Liberating The Zombies
Acts as a level 4 Strength attack. If Target Character is K.O.'d by this Hit, Zsasz may move 1 Mission card from the Defeated Pile to the Completed Pile.
Zsasz Serial Killer
Acts as a level 5 Fighting attack, +1 for each Character K.O.'d this game.
Zsasz Tally Marks
Add 5 to Venture total for this battle, +1 for each Character K.O.'d this game.
Zsasz Next Target
Play during battle on Target Character. When Target Character is KO'd, Zsasz is +5 to Venture Total. Draw 2 Cards from Draw Pile if KO'd by Zsasz. May keep duplicates.
Locations and Aspects
Bludhaven
Batgirl
Black Mask
Blockbuster
Nightwing
Robin
Tarantula
For every Value of 2 or less on Character's Power Grid, that Character may not be Spectrum KO'd by that Power Type.
Gotham Clock Tower
Batgirl
Black Canary
Huntress
Oracle
Power Girl
Spoiler
Gotham Clock Tower team's Intellect Power cards are +1 to attack.
Gotham Underground
Killer Croc
Penguin
Bane
Two-Face
Hush
Riddler
Gotham Underground Team's Power Cards are an additional +2 to Venture Total when they Hit.
Gotham: No Man's Land
Oracle
Huntress
Comm Gordon
Two-Face
Batgirl
Poison Ivy
Gotham: No Man's Land team may choose 1 card from Power Pack and shuffle it into Draw Pile after discard phase. If used as a Battlesite attacks targeting Gotham: No Man's Land are -2.
Eh Alth' Eban
Bane
Batgirl
Bronze Tiger
Lady Shiva
Ra's Al Ghul
Talia Al Ghul
Eh Alth' Eban's team's attacks made with Fighting Power cards may not be moved or shifted from Target Character.
Gotham Clock Tower Information Network
Opponent must reveal the first 2 cards that they Draw at the beginning of each Round for remainder of game.
Gotham Underground
Unholy Alliance Sort through Power Pack card by card. Put the first 3 cards with Intellect icons in Hand. May keep duplicates. Reshuffle Power Pack.
Gotham: No Man's Land Military Blockade
Play during battle. Next battle, opponent draws 1 less card than normal for their opening Hand and may not draw any more cards for remainder of battle.
Bludhaven Rampant Corruption
Play on your character. For remainder of game, if Opponent draws cards during battle, Target character may draw an equal number from Draw Pile. Target character must show drawn cards. May not keep duplicates.
Eth Alth' Eban Minions
Play during battle on any of Eth Alth' Eban's Front Line Characters. At end of battle, no Hits are added to Character's Permanent Record. Discard at end of battle. Does not affect Venture total.