Calvin (
magicalworld) wrote in
goshdarnspam2012-11-06 05:49 pm
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CARD GAMES
Cape and Cowl: The Trading Card Game 2.0

As claimed, it's the return of the Cape and Cowl TCG! The rules of the game are here. Make cards, post them, praise each other’s work, discuss and react! The goal of this meme is to make lots and lots of cards, have fun adapting the setting to something new, and maybe come up with a neat playable game out of it!
I'd like to thank Britt for all the image stuff, Iola and Zoe for helping with playtesting and checking the new rules, and Theo for proofreading the final rules post. This meme is dedicated to AJ, who had a big role helping this project, especially playing out fun test matches.
So without further ado, let’s make some cards! Brit is a flawless person and has actually made up a downloadable template for editing your own card images. The colour code is Blue = Hero, Gray = Anti-Hero, Yellow = Civilian, Green = City Hall, Orange = Anti-Villain, Red = Villain, Black = City/Event cards.
Alternatively, forms for just card text and details:
Characters
Event cards
City cards
-Note: Make sure you’re brief but precise in your card descriptions! Specify if an ability if passive, if cards are discarded from the field or from the hand, if City effects take hold right away etc. Trust me on this, it comes up a lot in playtesting. By default, descriptions refer to cards currently in play and City effects take hold the same turn the card is played.
-Other note: multiple version of the same card are allowed and encouraged. Example, if you think you’ve got another idea for a Jack Bauer card, go ahead and make Jack Bauer (2.0). Cards from the last meme can be used in play, adjusted for the new rules. If you want a card made for something but can't think of how it should be, just volunteer them in this thread and someone will get on it for you. There is also this thread for people who actually want to try playing this thing.
Let me know if there are any questions!
REQUEST A CARD
IT SHALL BE DONE
(seriously the more characters we get in on this the better it will play)
Re: REQUEST A CARD
and by this I mean, I can access the layers but I can't edit text.
Re: REQUEST A CARD
Re: REQUEST A CARD
-the pie hole
-bimboyz
-beepug
-city hall
-bachelor auction
-dare meme (involves eating glass somehow)
-the institute
-city lights hq
-vermin invasion
-the virus (did it ever get an actual name?)
-imbargo act
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Re: REQUEST A CARD
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Re: REQUEST A CARD
Re: REQUEST A CARD
Re: REQUEST A CARD
i can provide quotations if you need them
Re: REQUEST A CARD
Superking Bender!
Re: Superking Bender!
Re: Superking Bender!
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ali's creatures
Re: ali's creatures
Re: ali's creatures
HUNTRESS
Re: HUNTRESS
Re: HUNTRESS
ZOIDBERG
Re: ZOIDBERG
Re: ZOIDBERG
FIRESTAR
Re: FIRESTAR
Re: FIRESTAR
Re: FIRESTAR
Re: FIRESTAR
MOCKINGBIRD
INVISIBLE WOMAN
HAWKEYE II
DAREDEVIL
JESSICA WAKEFIELD
Re: REQUEST A CARD
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Tadaa!
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DUEL ME
1. Build your 51-card deck! Have a list of your cards, with numbers assigned to each card. Feed the numbers into a Random Number Generator- use it for drawing cards.
2. Set up a google doc accessible by both players roughly like so:
PLAYING AREA
Discarded cards
Fugue, GODZILLA
The Porter
CP = 100 AP= 3
City Cards
[Roomba Man] [Iceberg Lounge] [ ] [ ]
Character Cards
[ ] [ ] [ ]
HP = HP = HP =
----
[Kanaya Maryam] [] [Negotiator]
HP = 30 HP = HP = 15
Character Cards
[] [] []
City Cards
CP = 100 AP= 3
The Porter
Discarded cards
Electro, Bucky, Superjail
Zoe
3. Play out your moves over AIM, editing the Google doc as you go. e.g. 'I play Carnivorous Plants to inflict 10 HP on Kanaya.'
Comment here and find people to try playing it out with!
TEXT EXAMPLES
Action Points: 1 AP
Hit Points: 5
Class: Civilian
Quote: "Ugh."
Ability: Select a Character card in play. That card will not take damage or be discarded this turn regardless of what happens. [1 AP]
Ability: Spirit Perception- +5 to another character’s Magic attacks when used. [0 AP]
Commonality: Common
Other notes: Ruka's mainly useful as a support character, defending a vital Character to your strategy.
Card title: School of Thunder Dojo.
Action Points: 1 AP
City Points: 10 CP
Quote: "They'll toughen anyone up."
Effect: +5 to Physical Attacks while Dojo is in play.
Commonality: Common
Other notes: Standard attack buff card- useful due to how common Physical attacks are.
Card title: Coalition Recruiting
Action Points: 1 AP
Quote: "Violence. Chaos. Conflict. The best things that life has to offer."
Effect: Put up to three Villain characters into play this turn, free of AP.
Commonality: Common
Other notes: A way to instantly gain a full roster of evildoers in the field.
Re: TEXT EXAMPLES
Action Points: 2 AP
City Points: 0 CP
Quote: "Heroes of the City. You are, collectively, a disgrace."
Effect: Put the Porter into Overdrive while Iron Suit is in play. Has no effect if the Porter is already in Overdrive.
Commonality: Rare
Other notes: The Iron Suit was the first Import and the original game NPC looooong ago. It appeared to control the Porter at first - apparently it still has some influence.
Card title: Secret Identity
Action Points: 1 AP
Quote: "They're too mild-mannered to be involved in anything exciting."
Effect: Change a character's class to Civilian for the next two turns.
Commonality: Common
Other notes:
Card title: The Sentry [2 AP]
Action Points: 2 AP
Hit Points: 50 HP
Class: Hero
Quote: “Will the bad things come? Whether or not you want them to?“
Attack: 50 [Physical] [2 AP]
Ability: The Void- Passive ability. Every time the Sentry attacks, flip a coin. If tails, the damage is dealt to a friendly character instead of the intended target. If no other characters are on the field, damage is dealt to your CP.
Commonality: Rare
Other notes: Just using the Sentry is an all-or-nothing gamble. If he stays in control, he could win in two attacks. If he doesn't, his strength will be turned against his allies.
(Gabbie and olesia gave me permission to card their characters a while back)
different format because I'm c & ping
Secret Identity
Re: Secret Identity
Jesse has too many card ideas
Events related to Attack Type
More events
Jesse has too many card ideas, cont'd
Jesse has too many card ideas III, the cardening
Hero Team-Up
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GENTLY OPENS GIMP
COME AT ME BROS
I WILL MAKE ALL YOUR CARD DREAMS COME TRUE
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prepare to have your night ruined
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Klarion is actually a fairly decent attack card...however, his 'bum bum bum' ability makes him obscenely annoying and a pain in the butt to use. c:
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that is the best possible ability for him
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While I work on that, here is the text version, so people who know more about game balance can tell me if anything needs improvement?
Card title: Minako Arisato
Action Points: 1
Hit Points: 15
Class: Hero
Quote:
Attack: 10 [special - see ability] [1 AP]
Ability: Wild Card - Passive. Each time Minako attacks, the player may choose her attack type from the following: Physical, Fire, Ice, Electric, Air, Energy, or Magic.
Commonality: Uncommon (maybe? I really have no idea what would be appropriate)
Other notes: Minako's adaptable attack type makes her useful for setting up combos, circumventing immunities, and taking advantage of type-specific bonuses from other cards.
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And I think she looks very well-balanced- definitely has a neat Ability.
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Minako Arisato (completed card)
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LMFAO MADDIE NEEDS HER OWN THREAD FOR CARDS
abby
terry
angelica
ben grimm
danger
danger (organic)
jenny q
city & event cards
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Re: city & event cards
MILLENNIUM FALCON
Re: MILLENNIUM FALCON
PEE TEAM!!!
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Action Points: 1 AP
Hit Points: 20
Class: Hero
Quote: "I'm not afraid of anything any more!"
Attack: 20 [variable: see abilities]
Ability: okay i have two possible ones
Divided We Stand [0 AP, passive] The more Character cards in play on your side, the less damage this card does. (negative modifiers, max -5)
Power of Friendship [2 AP] If Character cards on field reach 3 or more, flip a coin each time this card attacks: if heads, attack power doubles. If tails, attack power doubles - but discard this card after playing it.
Commonality: Rare
Other notes: HELP ME PICK AN ABILITY BECAUSE I'M AWFUL...also mami is kind of a risky card to play: she can be a powerhouse in the right situations, she can also go down fairly easily.
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modified final ability!
isaac bowin
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BUT PLACEHOLDER.
cross marian
Action Points: Maximum
Hit Points: Varies
Class: Hero
Quote: "...one for my comrades, one for our home, but i was willing to forgive you until you went and ruined my clothes"
Attack: VARIES (see ability.)
Ability: If there are no other cards in play, more than 65% of deck is in graveyard and less than three cards in hand, Cross Marian will exhaust all action points available, but will gain a powerup for every card in the card in the graveyard, hit points are calculated by how many character cards are in the graveyard, character hit points of those in hand, supporting cards and how many shots the player has taken before playing this card. Clear the field of all supporting cards, but will also return straight to hand.
If played with supporting characters on the field, costs 2 AP to play and hit points are an average of hit points/attack points and how many characters are in play.
If played with an event, take all married couples in the deck and send one to the graveyard as he has probably ruined their marriage.
Commonality: Rare
Other notes: He's definitely the card that only the most hardened of gamers play because they have to be basically losing to play him and turn the tide in the game. Also, alcoholics like this game for some odd reason.
LARSA SOLIDOR
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Action Points: 2 AP.
Hit Points: 25
Class: Civilian
Quote: "Now there's a surprise! I don't have fingers and toes enough to count everyone who wants us dead!"
Attack: 15 [ground] [1 AP]
Ability: When Kang is on the field, allied characters gain +5 damage to their Attack
Commonality: Uncommon
Other notes: This is a decent attack card, but also useful for support
Image - http://i.imgur.com/QpwGW.jpg
Dalrint
And to start it off with the obvious.
Rapunzel
The Thunder Dojo
Lantern Season
Or alternately - Lantern Circus
X-23
Re: X-23
Misfit (fixed)
Drowned Ophelia and the Black Tear Rebellion
Kimiko Ross
Re: Dalrint
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ZOE'S LOSERS
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900 hours in photoshop
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It's really hard to find an exciting image of Lin that looks good, so I settled on a boring one.
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Black Bat - for yoooooou.
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For Kerry
And
I had a lot of new card ideas...
Action Points: 1 AP
City Points: 10 CP
Quote: “Whole pies or by-the-slice, and cup-pies too!”
Effect: While the Pie Hole is in play, your Civilian Characters can Act without AP cost.
Commonality: Common
Other notes: The Pie Hole’s wares are delicious enough to turn the tide of battle, especially for noncombatant characters.
Card title: Thugs/Mercenaries
Action Points: 1 AP
City Points: 0 [20 HP]
Quote: “Ruthless henchmen for hire, available for any villain needing a meat shield.”
Effect: While Thugs are in play, flip a coin each time an attack targets a Villain character you have in play. If heads, redirect HP damage to Thugs.
Commonality:Other notes: A weaker, Villain-specific Times Square version.
Card title: C.P.D. Tank Unit
Action Points: 1 AP
City Points:: 0 [20 HP]
Quote: “Heterodyne-designed battlewagon, complete with tear gas.”
Effect: While Tank is in play, flip a coin each time an attack targets a Hero, Civilian or City Hall character you have in play. If heads, redirect HP damage to Tank.
Commonality: Common
Other notes: A weaker version of Times Square for characters on the right side of the law.
Card title: Freudenfiend
Action Points: 2 AP
Quote: “...uh, anybody else ever had a friend from home get teleported in and just...light into them? He just wants to kill me and I didn't even do anything!”
Effect: Play this card as a Character duplicating the Attack and Ability of an opposing Character in play. This card does not take HP damage or take up a Character slot, nor does it screen CP. Discard this card when an opposing Character changes Class.
Commonality: Rare
Other notes: Based on one of the monsters from when Scarecrow and Calendar Man ruined Halloween. If the opponent has no way to change Character Class, this thing can be unstoppable.
Card title: Masquerade Ball
Action Points: 1 AP
Quote: “Who doesn’t appreciate the chance to be someone else for the night?”
Effect: Change the Class of a friendly or opposing character in play to anything you choose for this turn only.
Commonality: Common
Other notes: Simple, basic, class-switcher.
Card title: Porter Copy
Action Points: 2 AP
Quote: “It worked great, right up until it exploded.”
Effect: Inflict 10 CP on yourself. Gain 5 AP and draw two new cards.
Commonality: Rare
Other notes: Copying the Porter is always risky. This card boosts your position at the cost of damaging your City.
Card title: Hell Bus
Action Points: 2 AP
Quote: “Someone could have warned me about the evil spirit world.”
Effect: Roll a die for each opposing character in play. 1-2, inflict 5 HP. 3-4, they cannot Act this turn. 5-6, they cannot Act or be withdrawn, and take 2 HP damage each turn until the opponent rolls a 5-6.
Commonality: Rare
Other notes: A trip on the Hell Bus is a nasty one- it invariably hits all opposing Characters in play, and depending on the luck of the die it can incapacitate them all at once.
Card title: Mind-radio Bus
Action Points: 2 AP
Quote: ” It sounds to me, like people who've been hearing voices lately may have had something else added into that, something of particular interest.”
Effect: Your opponent reveals a card in their hand for each character you have in play.
Commonality: Rare
Other notes:
Card title: Power-switch Bus
Action Points: 2 AP
Quote:
Effect: Change the Attack Type for a Character you have in play to the Type of another Character in play, friendly or opposing. This will not break any Combo that Character has.
Commonality: Uncommon
Other notes:
Card title: Exploding Bus
Action Points:
Quote:“The Imports did this! The Imports did this to us!”
Effect: Inflict 5 HP on all friendly and opposing Civilian characters in play.
Commonality: Common
Other notes:
Card title: Freak Science Accident
Action Points: 1 AP
Quote: “There’s gotta be a better way to get superpowers.”
Effect: Change the Attack Type of a character in play with Physical Attack to anything else. This change is permanent unless undone by other means, or if the Character is taken out of play.
Commonality: Common
Other notes:
Card title: Trapped in Nightmares
Action Points: 1 AP
Quote: “I am looking forward to seeing how you all react, as your friends plunge deeper and deeper into their own personal hells!”
Effect: Choose an opposing Character. They cannot Act or be withdrawn from play until the opponent rolls a five or six.
Commonality: Uncommon
Other notes:
Card title: Political Scandal
Action Points: 1 AP
Quote: “God damn it, did the raccoons have to bite them on camera?”
Effect: Opposing City Hall characters in play cannot Act on opponent’s next turn.
Commonality: Common
Other notes:
Card title: Thungerdome Royale of the Flies
Action Points: 2 AP
Quote: “Now, see, the rules to this game are real simple. All you gotta do is kill everybody else. That's it! What could be easier, right?”
Effect: Match up all your characters in play with all your opponents’, one-on-one. Subtract the HP of each matchup, discard whoever has less, and inflict HP damage on the victor equal to that of the loser. If characters have equal HP, discard them both.
Commonality: Rare
Other notes:
Card title: City Hall Overtime
Action Points: 1 AP
Quote: “We’re in a crisis, and that means we’re staying in the office until the job’s done.”
Effect: Your City Hall characters can Act twice this turn, at usual AP cost.
Commonality: Common
Other notes:
Card title: Plot Approval
Action Points: 1 AP
Quote: “The world of C&C may be a pretty large sandbox, but we like to know when someone is going to spray down some of that sand with paint and gasoline.”
Effect: Opponent cannot play any Event cards on their next turn.
Commonality: Common
Other notes:
Card title: Plot Calendar
Action Points: 2 AP
Quote:”...when you're thinking about scheduling, check the Plot Calendar out to see what's already on tap for the next few months!”
Effect: You may play two Event cards on your next turn, at usual AP cost.
Commonality: Uncommon
Other notes:
Card title: Activity Check
Action Points: 1 AP
Quote: “If you can prove your activity in posts, logs, and up to one main community comment thread, the character will be returned to standard activity requirements. Otherwise, they will be dropped from the game.”
Effect: Discard every Character on the field that did not Act at all last turn, excepting those only put into play last turn.
Commonality: Common
Other notes:
Card title: Random Street Crime
Action Points: 1 AP
Quote: “Muggers and drug dealers just never seem to learn, do they?”
Effect: Build a Hero or anti-Hero’s Combo by one level. Can be used to complete Combos and unleash an Effect.
Commonality: Common
Other notes:
Card title: Hapless Civilian Target
Action Points: 1 AP
Quote: “The people of this City are sheep, to be sheared and slaughtered at will.”
Effect: Build a Villain or anti-Villain’s Combo by one level. Can be used to complete Combos and unleash an Effect.
Commonality: Common
Other notes:
Card title: Savoletta Consulate
Action Points: 1 AP
City Points: 10 CP
Quote: “...at the first sign of trouble it usually shuts things, including import/export and travel into the country, down. Shit goes down? Yes, Savoletta is closed.”
Effect: While Savoletta Consulate is in play, any time one of your City cards is destroyed your opponent loses 1 AP at the start of their next turn.
Commonality: Common
Other notes:
Card title: Vulcanus Agents
Action Points: 2 AP
Quote: “Impeccably-trained- they can strike anywhere, at any time.”
Effect: Your opponent must discard three cards of their choice from their hand.
Commonality: Rare
Other notes:
Card title: Salvage Project
Action Points: 1 AP
Quote: “I promise, it will rise again.”
Effect: Retrieve a destroyed City card from your Discard pile and return it to your hand.
Commonality: Common.
Other notes: Playing a Salvaged City card a second time still carries its usual CP value.
Card title: Peaceful Demonstration
Action Points: 1 AP
Quote: “They’re not rioting? How often does that happen?”
Effect: Gain 1 AP and 5 CP for each Civilian character you have in play.
Commonality: Rare
Other notes:
Card title: Merida Import Festival
Action Points: 2 AP
Quote: “Music swells in the air, the stars above are glistening. Everyone is here, waiting for you!”
Effect: Play, remove and discard as many Characters as you want this turn without any AP cost.
Commonality: Rare
Other notes: The next step from ‘Crisis Team-Up’ in rapidly deploying teams and changing line-ups.
Card title: Vulcanus Plague
Action Points: 2 AP
Quote: “...beware the dark figures scheming in the shadows, those poisoners with swift hands.”
Effect: Roll a die for every opposing Character in play. 1-2, that character is now Poisoned. 2-4, that character cannot Act next turn. 5-6, that character directly Attacks opposing CP (Characters with no Attack inflict 5 CP).
Commonality: Rare
Other notes: Vulcanus cards are just generally pains in the ass.
Card title: Airship Bombardment
Action Points: 2 AP
City Points: 0 (30 HP)
Quote: “Now, let’s up the tempo! Let’s really start to dance! Prepare a fresh air-to-ground barrage!”
Effect: While the Zeppelin is in play, roll a die each turn for the chance to destroy an opposing City card. A 5-6 denotes a successful attack. This card may be targeted for HP damage by opposing Characters.
Commonality: Rare
Other notes: Can refer to the Major’s Zeppelin or the HIVE’s flying dreadnaughts. I just really like airships okay.
Card title: Sipsky Pets
Action Points: 2 AP
City Points: 0
Quote: “Bio-engineered insectoid horrors with an appetite for metal and a tendency to self-destruct.”
Effect: Inflict 3 CP each turn Sipsky Pets are in play. When this card is discarded for whatever reason, flip a coin. If heads, choose an opposing City Card to destroy.
Commonality: Rare
Other notes: The Pets were one of the earliest monsters to attack the City.
Card title: Port-out Sensors
Action Points: 1 AP
City Points: 0
Quote: “What we have here is a sensor which, when attached to your communicator, is designed to send out a signal to our computers here at the moment you get exPorted.”
Effect: While Sensors are in play, your Characters cannot be sent back to your hand by opposing action.
Commonality:
Other notes: A very specialized card, but still useful- it defends against cards like Port-Out and the Banishing effect Magic Combos have.
Card title: WinnerCorp
Action Points: 2 AP
City Points: 10 CP
Quote: “Advanced Import construction company. They specialize in rebuilding after disasters.”
Effect: While WinnerCorp is in play, flip a coin every time one of your City cards is destroyed. If heads, return it to your hand instead of discarding it.
Commonality: Rare
Other notes: A beautiful card for those who rely on City cards and on building CP to win.
Card title: Tribble Swarm
Action Points: 1 AP
Quote: “They might look cute, but these fuzzballs are getting in the way of everything!”
Effect: All opposing Combos are now broken.
Commonality: Common
Other notes: C-c-c-combo breaker.
Card title: Polymorph
Action Points: 1 AP
Quote: “Emotion-eating shapeshifters. Killing them is the only way to return the victim to normal.”
Effect: Keep this card in play with 5 HP, and change a friendly or opposing Character’s Class. This Effect continues until the Polymorph is defeated.
Commonality: Common
Other notes:
Card title: Taxxons
Action Points: 1 AP
Quote: “Ravenous alien centipedes- they’ll go straight for the smell of blood!”
Effect: Deal 10 HP (Physical) to all opposing Characters on the field that have taken any damage.
Commonality: Uncommon
Other notes: FINISH OFF THE WOUNDED
New Character cards, made with player permission
214. Card title: Geddoe
Action Points: 1 AP
Hit Points: 10
Class: Anti-Hero
Quote: “Hmph.”
Attack: 15 [Electric] [1 AP]
Ability: Generalship [0 AP]- play a Character on to the field without AP cost.
Commonality: Common
Other notes:
215. Card title: Sanji
Action Points: 1 AP
Hit Points: 10
Class: Anti-Hero
Quote: “In the worst situation lies our best chance....I'll do whatever you cannot do. And you do whatever I cannot do!”
Attack: 15 [Physical] [1 AP]
Ability: Master Chef [1 AP]- Heal another character for 5 HP of damage.
Commonality: Common
Other notes: Sanji and Geddoe are both useful in that they can each do heavy damage while also supporting their allies.
216. Card title: Alastair
Action Points: 1 AP
Hit Points: 5 HP
Class: Civilian
Quote: “Besides, it's not like I'm exactly the poster child for Imports who behave and use their powers responsibly.”
Ability: Hack [1 AP]- your opponent chooses a card to reveal in their hand.
Ability: File Corruption [1 AP]- choose a card you know to be in your opponent’s hand. They cannot play this card on their turn.
Commonality: Common
Other notes: I decided not to include Alastair’s Oricalchos power because I didn’t know how to represent all its aspects and rules. Besides, Alastair can be an absolute pain in the ass just with his laptop.
217. Card title: Wild Tiger
Action Points: 1 AP
Hit Points: 15 HP
Class: Hero
Quote: “Let's all just remember to do our best, and don't forget –protecting the people of our fair city is the most important thing!”
Attack: 10 HP [Physical] [1 AP]
Ability: Hundred Power [2 AP]- increase Wild Tiger’s Attack and HP to 50 for next turn only. After the next turn, return his stats to normal. This Ability cannot be used again for the next four turns.
Commonality: Uncommon
Other notes:
218. Card title: The Amazing Spider-Man
Action Points: 1
Hit Points: 15
Class: Hero
Quote: “With great power comes great responsibility.”
Attack: 10 [Physical]
Ability: Spider-Sense [Passive]- Every time Spider-Man is attacked, flip a coin. If heads, he evades and takes no damage.
Commonality: Common
Other notes: Spider-Man’s a basic but useful card. Despite his average attack and defense, his agility lets him stay on the front line and keep going against much heavier hitters.
219. Card title: The Invincible Iron Man
Action Points: 1 AP
Hit Points: 30
Class: Hero
Quote: “He lives! He walks! He conquers!”
Attack: 15 (Tech) (1 AP)
Ability: Extremis Security (Passive): While Iron Man is in play, opponent cannot reveal any of your cards.
Commonality: Uncommon
Other notes: Extremis Security guards against attacks like Network Hack and Skrull Infiltrator, which make the player reveal part of their hand.
220. Card title: Tony Stark
Action Points: 1 AP
Hit Points: 10
Class: Anti-Hero
Quote: “I know a lot of you out there don't agree with me, or my methods. Either due to preconcieved notions, experience with me from my own world, or because you don't agree with my stance on many issues. However, I promise all of you this. Everything I do, I do because someone has to do it, and I will continue to protect every single person that I can.”
Ability: Futurist [passive]- While Tony Stark is on the field, you may play two City cards during your turn, at usual AP cost.
Ability: Philanthropy [1 AP]- Gain 5 CP
Commonality: Uncommon
Other notes: Tony is a fantastic card for players who want to win by building their City.
221. Card title: Mitchell Hundred
Action Points: 2 AP
Hit Points: 15 HP
Class: City Hall
Quote: “You might knock us to the ground, but you sure as Hell won’t keep us there.”
Ability: Mechanopathy [passive]- while Mitch is in play, all opposing Tech attacks are ineffective, while friendly Tech attacks gain 5 damage.
Ability: Crisis Management [passive]- while Mitch is in play, subtract 5 damage from HP or CP inflicted by opposing Event cards. All opposing Event cards can only be played once.
Commonality: Rare
Other notes:
222. Card title: The Shade
Action Points: 0 AP
Hit Points: 15 HP
Class: Anti-Villain
Quote: “Be a hero, there are villains, it’s all a familiar song and dance, and it strikes me, I’m intensely curious now.”
Attack: 10 [Shadow] [1 AP]
Ability: Functional Immortality [Passive]- Whenever Shade is discarded, flip a coin. If heads, return him to your hand instead of sending him to Discard.
Commonality: Uncommon
Other notes: Shade’s 0 AP cost represents his ability to teleport onto the field.
223. Card title: Oswald Cobblepot
Action Points: 1 AP
Hit Points: 7 HP
Class: Anti-Villain
Quote: “Well now, I've noticed there are a few markets around here that could use a guiding hand. Have you people had no real businessmen here at all? The opportunities are practically endless.”
Ability: Connections [2 AP]- Search through your deck for a card and draw it into your hand. Then shuffle.
Ability: Squealer- Inflict 2 HP on Oswald to make your opponent reveal a card in their hand.
Commonality: Uncommon
Other notes: Ozzie is fragile and needs to be defended- the opponent will *not* want to let you draw any card you want using his Connections.
224. Card title: Mara Jade
Action Points: 1 AP
Hit Points: 15 HP
Class: Anti-Hero
Quote: “I'm a fighter. I've always been a fighter. The few times when I have been at leisure, I've been miserable. I want challenges, I crave them.”
Attack: 10 [Physical] [1 AP]
Ability: Deniable Op [1 AP]- your opponent discards a card from their hand. It has nothing whatsoever to do with the Emperor’s Hand.
Commonality: Common
Other notes:
225. Card title: Allison Dillon
Action Points: 1 AP
Hit Points: 10
Class: Anti-Villain
Quote: “I'm only out for one person, and that's me! I'm not in the business of taking care of anybody and I'm not about to start now.”
Attack: 10 [Electric] [1 AP]
Ability: Paralyzing Shock [1 AP]- choose an opposing Character and flip a coin. If heads, they cannot Act on opponent’s next turn.
Commonality: Common
Other notes:
226. Card title: Jack Hawksmoor
Action Points: 1 AP
Hit Points: 10
Class: Anti-Hero
Quote: “I'll pass on some friendly advice. Behave. You never know when the City could bite back.”
Ability: King of Cities [passive]- cut all damage to your CP by 10 while Jack Hawksmoore is in play.
Ability: Urban Guardian [1 AP]- choose a City card you have in play. It cannot be destroyed by any means on your opponent’s next turn.
Commonality: Uncommon
Other notes: Jack’s an absolute brick wall (heh), and a valuable asset to any defensive or City-focused player.
227. Card title: The Comedian
Action Points: 1 AP
Hit Points: 10 HP
Class: Anti-Villain
Quote: “Once you realize what a joke everything is, being the Comedian is the only thing that makes sense.”
Attack: 7 [Physical] [1 AP]
Ability: Flamethrower [1 AP]- Flip a coin. If heads, inflict 5 CP. If tails, destroy an opposing City card.
Commonality: Common
Other notes:
228. Card title: Arya Stark
Action Points: 1 AP
Hit Points: 5 HP
Class: Anti-Hero
Quote: “Fear cuts deeper than swords.”
Attack: 5 [Physical] [1 AP]
Ability: Bluff and Deception [passive]: any time Arya is attacked or targeted by an opposing Ability, flip a coin. If Heads, choose an opposing Character to redirect the attack onto.
Commonality: Common
Other notes:
229. Card title: Spider-Girl
Action Points: 1 AP
Hit Points: 15 HP
Class: Hero
Quote: “...it looks like my luck's holding true and I got here just in time for some major trouble.”
Attack: 10 HP [Physical] [1 AP]
Ability: Spider-Tracer [1 AP]- Attach Spider-Tracer to an opposing Character in play. That Character can now be targeted for HP damage even after being withdrawn to the opponent’s hand.
Commonality: Common
Other notes:
230. Card title: Talia al Ghul
Action Points: 1 AP
Hit Points: 10 HP
Class: Anti-Villain
Quote: “A mere handful gather to the banner of the Demon's Head for now. But still a handful more than had only a week ago.”
Attack: 10 HP [Physical, 1 AP]
Ability: Summon Ninjas [1 AP]- Select an opposing Character in play and roll a die. 1-2, inflict 5 HP. 2-4, they cannot Act next turn. 5-6, discard target from play.
Commonality: Common
Other notes:
and for Stacey
oh I forgot someone