Valiant Overpower!

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

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justa

did Roku's hair get them to name her after the "streaming" service?
HARD Corps - i won't even start with the jokes.  but they kind of remind me of Suicide Squad.
Geomancer - elegant build.
i also saw you had the rest of Archer posted.  i had to do a double take on Bouncer.  it's not your run-of-the-mill non-OPD BM special.  could've been coded as non-OPD AV.  but then i realized OP3 did a similar version of BM at level 3, so i can accept it for what it is.
slow but sure, i'm getting there.  character cards are done, and specials have been fleshed out, so no its time to go into production mode.
great to learn about characters that i'm unfamiliar with.  thanks fenn.

fennshysa

Roku's name has always bugged me too. I had to look it up, Roku means "six" in Japanese. I'm guessing she must be the 6th of the Secret 7. HARDCorps is definitely a little Suicide Squad like.

Thank you on Geomancer.
Here's The Archer cards justa mentioned.

Archer  3-8-3-5 (19)
Archer-Bouncer
Acts as a level 4 Fighting attack. If successful, Target Character may not attack for remainder of battle.

Archer-Crossbow
Acts as a level 4 Strength attack. May be used against Reserve, who may defend. If successful against Reserve, Archer may attack Reserve for remainder of game.

Archer-Infinite Potential   
Discard any number of cards from Hand to appropriate Discard Piles. Sort through Power Pack and draw an equal number of cards. May not be duplicates.

Archer-Fighting Withdrawal   
Play on your turn to Concede battle. Archer's Mission cards Ventured this battle return to pile Ventured from. Opponent's Mission cards advance as normal.

Archer-Tapping The Akashic Plane   
Play during battle. Archer may exchange this card for any 1 Special card in Dead Pile not playable by Archer and play it immediately.

Archer-Instinctive Reaction
Avoid 1 attack made with a Power card. Archer may draw 1 card from the top of the Draw Pile. Discard duplicates.

Livewire   7-6-3-5 (21)

Livewire-Blackout   
Opponent may not draw any cards for remainder of battle.

Livewire-Electrical Overload   
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.

Livewire-Protect The Powerless   
Teammate may avoid 1 attack of 9 or less.

Livewire-Salvaged Tech Augmentation   
Acts as a level 4 Energy or Fighting attack. May combine with a Universe card from the Dead Pile. Universe bonus added to Venture total for this battle.

Livewire-Tapping The Data Stream
For remainder of game, if Opponent draws cards during battle, Livewire may draw an equal number from Draw Pile. Livewire must show drawn cards. May not keep duplicates.

Livewire-Technology Control
For remainder of game, Livewire may Draw 1 card from top of Draw Pile for each Basic Universe card played by Livewire. Discard duplicates.

justa

6 of 7 sounds like a Borg designation.  maybe one could watch them on their Roku video streaming player, if one owned the device & subscribed to the service.  i'm lucky i didn't try to make a career as a comedian.

i filed Livewire as Livewire-V for disambiguation purposes (V for Valiant).  she's the Amanda McKee version.  DC has a Leslie Willis version (i have a character card from the "old" site).  Marvel had a male version - Rance Preston was Live Wire (he got eaten by Princess Python's pet snake).

fennshysa

6 of 7. 7 of 9. It's pretty close.  ;)
Marvel's Livewire was a great little piece of trivia also. Thanks justa!

Another Valiant baddie.   Master Darque! I originally had him as a 7-7 character but realized I had no level 8 Intellect in the set so far so I bumped him. Although if i ever make Dr Silk he might come in as a level 8 Intellect too.

Master Darque      7-3-2-8 (20)

Master Darque-Corrupting Power   
Acts as a level 5 Intellect attack +1 for each Master Darque Special in all character's Permanent Records and Hits From Current Battle.

Master Darque-Darque Will   Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.

Master Darque-Deadside Monsters   
Acts as a level 4 Strength attack. If successful, target character is -2 to defense for remainder of battle.

Master Darque-Power Mad   
Master Darque may play any Artifact card on himself for remainder of game.

Master Darque-Reaper's Blade   
Acts as a level 4 Fighting attack, may make 1 additional attack.

Master Darque-Reborn   
Play during battle. On your turn, after Master Darque is KO'd, discard this Special to move Master Darque from Defeated Characters Pile to Reserve. Play as normal.


justa

not sure what you intended on Deadside Monsters, but if you up it to level 5, it is a legacy JH code.  outside of Unlucky At Love, AM is usually used to up the character's own power.

fennshysa

#20
That's what I wanted but somehow couldn't find all 10 of those specials when i was looking for them. I will definitely change it to that.

I usually text search on gdmjrs checklist but the wraparound text gets me sometimes. I think this was one -2 is on one line and to defense is on the next line.

justa

i go by my spreadsheet.  i copied it, and then resorted the Specials by code (instead of by character) so that it groups them.  makes the right mechanic easier to find.  (the word file is only good for legacy codes.)

fennshysa

So you have a spreadsheet with the full text of all the characters specials? Could i maybe have a copy of that?

justa

to begin with, it does not contain "full text".  it is much abbreviated and paraphrased here & there to save space.  and it was my understanding that you don't like seeing what other people have done so as not to influence your creations.  the actual spreadsheet would force you to see that.

so i will rephrase your request as follows:  can i give you a spreadsheet showing card codes & mechanics used by both legacy cards & custom (or homemade) cards?  and the answer to that question is YES.  it will take me some time to gin it up, so be patient.  i will need to disassociate the specials from specific characters, then scrap all the duplicate entries.  clerical grunt work - tedious, but easily do-able.  i've got time.

(warning: it gets really ugly in the P's, especially PN.  back on the old site where you used to post, one creator used the PN code as his signature regardless of the card mechanic.)

fennshysa

#24
No don't worry about it. I have a spreadsheet I made that has the abbreviations and paraphrases.  And i'm currently in the E codes of another spreadsheet that has full text of every variation of the codes.

From what you said, I just thought that maybe you had a full text spreadsheet of everything. My goal is one day to to import the GDMJR checklists to a database format. 20+ years ago i used to write little programs for an insurance company that would import info like that. These days i have no idea how to do that anymore.  :)

I think i remember those PN codes. did it have something to do with his name?


Added Rai.

Rai      3-7-6-3 (19)

Rai-Father's Enforcer   
Acts as a level 9 Strength or Intellect attack.

Rai-Gathering Allies   
For remainder of game, Rai may Draw 1 card from top of Draw Pile for the first Universe: Ally card played by Rai each battle. Discard duplicates.

Rai-Investigation   
Look at top 4 cards of Draw Pile and choose any 1 card. Reshuffle Draw Pile. Draw chosen card into hand, may be a duplicate.

Rai-Katanas   
Acts as a level 4 Fighting attack. May make 1 additional attack.

Rai-New Japan's Protector   
Rai's battlesite or teammate may avoid 1 attack of 9 or less.

Rai-Spirit Guardian   
Play in the current battle. Rai is +7 to Venture total in the next battle.

Added the first of the Gold Key Characters that are no longer with Valiant. Magnus, Robot Fighter. Oddly enough only 1 piece of art is actually from valiant. Most are from Dark Horse's latest interpretation, 1 piece of fanart and 1 from the original Gold Key. I couldn't find a good picture of 1A from valiant, just gold key.   Tried a few new things here. I'm pretty satisfied with my new version of the LG special.

Magnus      2-8-6-3 (19)

Magnus-1-A   
For remainder of game, Magnus' team may Draw 1 card from top of Draw Pile for each Universe: Training card played by team. Discard duplicates.

Magnus-Devastating Blow
Acts as a level 5 Strength attack. If successful, target character must discard 2 cards or move into Reserve for remainder of battle. Opponents choice.

Magnus-Final Stand
Play during battle. In the battle that Magnus is KO'd, any Hits in Magnus' Hits to Current Battle do not count for Venture Total and Magnus may continue to fight and is not discarded until Magnus has taken 1 additional Hit, or until the end of the battle.

Magnus-Robot Fighter
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.

Magnus-Scale Armor Tunic
Avoid 1 attack with an Energy icon. Magnus is +2 to defense for remainder of battle.

Magnus-Steel Hands
Acts as a level 6 Fighting or Strength attack.

justa

i can't even remember the name of the old web site, never mind the names of those who posted on it.  i didn't even recognize YOUR name when you started posting here, but i sure recognized your work.

i'm not familiar with either of these characters, but i did look them up.  (love the art choices.)  in general, both characters stories seem similar - social tension & upheaval between the haves & the have-nots - one with mostly humans, one with sentient robots.  looking forward to "Unity".

fennshysa

One more before vacation. He's been hovering around 3/4 done. One of my favorites that i did read some of from the old Valiant comics. Once again some valiant art, fanart and newer versions art combined.

Turok, Dinosaur Hunter (or Son Of Stone if you prefer).


Turok      3-7-4-4 (18)   
Turok's Basic Universe cards used to defend may be returned to your Hand.

Turok-Dinosaur Hunter   
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.

Turok-Down The Gullet   
Acts as a level 4 Fighting attack. May not be defended by a Placed card or shifted. If successful, target character may not play placed cards for remainder of battle.

Turok-Patient Stalker   
Play as Turok concedes battle. Turok's team may discard 3 cards to top of Draw Pile.

Turok-Son Of Stone   
Avoid 1 attack.

Turok-Tooth And Claw   
Acts as a level 2 Strength attack. May make 2 additional attacks.

Turok-Weapons Upgrade   
Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.


justa

another one i'll have to read up on.
i'm not too keen on the IA, though.  what with defense and teamwork attacks, i'm not so sure there would be many times you have an extra Power card to drive the re-use of the basic U.  worth a try, i suppose (if you're into using basic U, that is.
enjoy your vacation.

fennshysa

#28
I think i enjoyed the Turok comics the most of the old Valiant stuff i've read. I've never read the Gold Key stories or the newer versions. Though i did steal some art from them. I felt the same about the IA, i contemplated it a IA like i did for Electro a long time ago. "+1 to defense while a Basic Universe Card placed" or even "while a Basic Universe Fighting card placed, gains +? to defense (all around [not just fighting], but that seems a little too powerful?)

And thank you, vacation was nice. I think I sunburned my scalp though. Fortunately nothing else.

justa

your call on that - i got nothing.