Icespawn's Quake Overpower

Another Overpower expansion idea, which a friend gave me. It combines Quake and Overpower into one fun frag filled card game! :)

Characters

Quake Guy - 6 6 6 3

Thunderbolt - Acts as a level 10 Energy attack. (o.p.d.)

Axe Fun - Acts as a level 2 strength attack, may make 2 additional attacks.

Hide in the Shadows - Avoid 1 attack.

Telefrag! - Immediatel k.o. target character, reserve is brought into play. Quake Guy's health is now 1.

Soldier - 3 7 7 3 (Rockets)

Rocket Launcher - Acts as a level 8 multi-power attack. (o.p.d.)

Nail Grenade - Acts as a level 5 Any-power attack, may make 1 additional attack.

Spike Trap - Target character may not attack for remainder of battle.

Rocket Jump - Avoid 1 attack, but take 1 anypower damage. (does not count towards spectrum k.o.)

Spy - 2 5 3 6 (Shotgun Shells, Nails)

Knife - Acts as a level 4 fighting attack, may make 1 additional attack.

Tranquilizer Gun - Target character may not attack for remainder of battle, but may defend.

Gas Grenade - Avoids all attacks made with a temwork, or forces opponent to discard a placed teamwork.

Feign Death - Avoid 1 attack.

Sniper - 2 8 3 4 (Shotgun Shells)

Sniper Rifle - Acts as a level 9 Fighting attack. (o.p.d.)

Flare Grenades - Negates any 1 universe card.

Airstrike - Acts as a level 11 any-power. Damage does not count towards spectrum k.o. (o.p.d.)

Leg Shot - Target character may not attack for remainder of battle.

Scout - 2 6 3 5 (Nails)

Flash Grenade - Avoid 1 attack.

Concussion Grenade - Target character may not use specials for remainder of battle.

Disarm - Negate the effects of any 1 special.

Nailgun - Acts as a level 2 fighting attack, may make 2 additional attacks.

Demoman - 4 7 5 3 (Rockets)

Detpack - Acts as a level 10 Strength. (o.p.d.)

MIRV Grenade - Acts as a level 4 multi-power, may make one additional attack.

Grenade/Pipebomb Launcher - Acts as a level 4 multipower attack, may make 1 additional attack.

Explosives Expert - Target character discards all placed universe cards.

Engineer - 6 5 3 3 (Shotgun Shells, Nails, Cells)

Railgun - Acts as a 4 Strength attack, may make 1 additonal attack.

Sentry Gun - Acts as a level 11 energy attack, may not attack for remainder of battle. (o.p.d.)

EMP Grenade - Target character must discard all placed universe cards.

Dispenser - Engineer can make 1 universe attack from reserve.

Medic - 3 5 2 6 (Nails, Shotgun Shells)

Medikit - May remove one hit from the permanent record of any one teammate.

Bioweapon - Target character loses 1 hit point this battle, and loses 1 hit point every battle thereafter. (o.p.d.)

Concussion Grenade - Target character may not use specials for remainder of battle.

Super Nail Gun - Acts as a level 4 strength attack, may make 1 additional attack.

Heavy Weapons Guy - 3 6 8 3 (Shotgun Shells)

Assault Cannon - Acts a level 5 Fighting may combine with any power card. (o.p.d.)

Heavy Armor - Avoid 1 attack.

MIRV Grenades - Acts as a level 4 multi-power, may make one additional attack.

Spike Trap - Target character may not attack for remainder of battle.

Pyro - 7 6 4 3 (Cells)

Flame Thrower - Acts as a level 4 Energy attack, may combine with an Energy, Fighting, Strength, or Intellect power card.

Incendiary Cannon - Acts as a level 10 Energy attack. (o.p.d.)

Napalm Grenade - Acts as a level 2 fighting attack, may make 2 additional attacks.

Lava Pool - Target character discards all placed cards, and may not attack for remainder of battle. (o.p.d.)

Chthon - 7 6 8 2

Creature Of Lava - Chthon may not be attacked for remainder of battle. (o.p.d.)

Lava Balls - Acts as a level 8 multipower attack. (o.p.d.)

Huge Claws - Acts as a level 4 fighting attack, may make 1 additional.

Big 'n' Ugly - Target character may not attack for remainder of battle.

Fiend - 2 7 6 2

Fiendish Leap - Acts as a level 10 Fighting attack. (o.p.d.)

Claws - Acts as a level 4 fighting attack, may make 1 addional attack.

Growl - Target character may not attack this battle.

Speedy Attacker - Acts as a level 2 strength attack, may make 2 additional attacks.

Ogre - 2 5 8 1

Grenade Launcher - Acts as a level 4 multipower attack, may make 1 additional attack.

Chainsaw - Acts as a level 5 strength attack, may make 1 additional attack.

Ogrish Attitude - Gives +1 to attack for remainder of battle.

Big Brutish Skin - Avoid 1 attack.

Shambler - 7 5 7 1

Thunder Clap - Acts as a level 10 Energy attack. (o.p.d.)

Giant Claws - Acts as a level 5 fighting attack, may make 1 additional attack.

Bubba - Target character and Shambler may not attack, nor be attacked for remainder of battle.

Big Menace - Gives +1 to all attacks made by Shambler until end of turn.

Vore - 4 6 5 2

Homing Balls - Acts as a level 4 fighting attack, may make 1 additional attack.

Shriek - Target character may not attack for remainder of battle. (o.p.d.)

Vore Claws - Acts as a level 2 strength attack, may make 2 additional attacks.

Spider-like - Avoid 1 attack.

Death Knight - 6 5 6 2

Fire Spread - Acts as a level 2 energy attack, may make 2 additional attacks.

Big Sword - Death Knight may make 1 attack at +3, 2 attacks at +2, or 3 attacks at +1. (o.p.d.)

Sword Slice - Acts as a level 6 any-power.

 

Artifacts (Runes)

Rune Of Haste - You may attack twice each round in this battle. You also make a cool growly sound.

Rune Of Weirdness - Ethereal little bubbles float off your body...target character cannot attack for remainder of battle.

Rune Of Fire Walking - Acts as a level 2 energy attack, may make 2 additional attacks each round this battle.

Rune Of Strength - Each attack is made at double the damage (bonus does not count towards damage). 'Nuff said.

Rune Of Resistance - You take only 1/2 damage from attacks. Makes the invincible sound when damaged.

Rune Of Regeneration - You may remove one hit from the permanent record of target character each battle.

Impact Rune - You bodycheck someone...acts as a level 4 fighting attack, may make one additional attack. Big kickback for those hit.

Rune Of Floating Spiky Death Cloud - Acts as a level 2 fighting attack, may make 2 additional attacks each round this battle. Shoots little spiky pieces of chaff that hurt people a lot.

Rune Of Good Health - Remove all hits from permanent record of target character, that character may not attack for remainder of battle.

Rune Of Environmental Protection - Slime and lava GIVE health instead of damaging you. Water also gives health if you stay in long enough. The Button is Enviro-Jump. When in liquids it makes a high jump upwards. This is helpful to get out of the many would-be lava traps. You can't drown. You're immune to spike traps, lavaballs, falling real far, getting squished, ice traps, death spots, radiation damage, death orbs, Electric Rune zaps, and other stuff.

Rune Of Flight - Unbound jumping. Avoid 1 attack.

Berserker Rune - Each attack you make is at 6 times the original damage, but you also take 3 times that damage. You also bleed a lot and shake like you got too much coffee.

Rune Of Recall - Press The Button, and your recall point is set. From now on, every time The Button is pressed, you'll teleport back to that spot. Good for getting out of tough situations into a nice safe place to rest. It's almost a porta-camper.

Electric Rune - You're electrified! Acts as a level 3 energy, may make 1 additional attack at +2, or 2 additional attacks at +1. Do NOT jump into the water if you're electrified. This would be BAD.

Rune Of Camouflage - Don't move, don't shoot, and they can't see you. Avoid 1 attack.

Rune Of Divine Wind - Press The Button, and in three clicks you'll explode, gibbing ANYONE in sight. Target character and character who made this attack are immediately ko'd.

Death Spots - Press The Button to create a death spot. You lose 20 health. Run away fast, and in a few seconds the spot will become invisible. The first person who touches it, explodes. It blows up on it's own after a while, but it's more fun just to watch someone run into it and spontaeously gib. :)

HoloRune - Press The Button and create an image of yourself where you stand. It looks like you, it turns like you, it moves like you, but it remains stationary. Each goes away in about 30 seconds. You can have a maximum of five out at a time.

Orb Of Death - A cool yellow orb (yes, we've seen this effect before) rotates around out slowly. It severly bashes anybody who gets in its way, besides you. When you get killed, it bounces around for a while, lost without its master.

Blink Rune - Press The Button and you'll randomly teleport. It uses up one cell per teleport. Once cells are depleted, you can only teleport in two-second intervals. Sometimes it doesn't work. The teleport is noisless and there's no teleport fog, so you can easily take someone by surprise. Players with this rune have a small dot floating above their head.

Rune Of Uncontollable Jumping - Anybody who sees you from a certain distance is just so excited, they can't stop jumping! Target character cannot attack for remainder of battle.

Action Movie Arsenal - Your ammo comes from an endless supply. It fills up slowly and steadily. You may place an unlimited amount of cards on target character.

Vampiric Rune - Acts as a level 5 fighting attack, if it hits, may remove one hit from character who attacked.

Rune Of Shielding - Press The Button, and for a few seconds you're invincible. It takes a few seconds to recharge though. Avoid 1 attack with a universe card.

Rune Of Radioactivity - Press The Button, and in 5 seconds the area will be irradiated for 45 seconds. Anyone in that area will slowly die of radiation poisoning until they move out of the area. You can only set three irradiation points at a time, and you can't set one in view of another. When you die, you also set radiation points.

Switch Rune - Aim at another, and press The Button. You'll instantly switch places, ammo, health, weapons, and items with them.

Ice Traps - Much like the Death Spots, you set a spot and in a few seconds, stay away from that area. The first unfortunate soul to walk there will become frozen for some time. They will be comepletely immobile until their time is up, or they're dead.

Gravity Rune - Press The Button to drop a powerful gravity well. It sucks players in, making them nice pretty targets. it doesn't affect you. Press The Button again to remove it. The gravity wells also affect rockets, nails, ice traps, death spots, and some other stuff.

The Teleport Shuffle - Point somewhere, press The Button, and you'll probably get there if you aimed right. It's transportation via multiple sight2sight teleports. If you aim at another being, you'll switch positions with them.

Rune Of Vengeance - Target character now deals an amount of anypower damage equal to the amount of damage recieved to attacker. People with this rune have a REALLY huge head on them. Scary!

Shub Hat - This one is silly. It puts a huge rotating Shub over the player. Target character cannot attack for remainder of battle. And opponents are vulnerable because of their constant laughter.

Rune Of Repulsion - You push back people, rockets, and nifty stuff like Death Spots and Ice Traps.

Phased Rune - VERY hard to get the hang of, but can be quite useful. If used with care, allows the player to pass right through walls.

Shambler Helper - Your very own shambler to love and to hold and you can name him George. Play this card in front of target character. Character may not be attacked until this special is attacked. Character may not defend this card.

Rune Of Dual Recall - Press The Button and you teleport back and forth between the last two spots you were at previously. Yes, you CAN telefrag people this way.

Phoenix Rune - When target character is ko'd, that character is brought back into play with full health.

Rune Of Cloaking - You're very quiet and ninja-like. Sneak up on people, shoot 'em, and they'll never hear it.

Any Hero Specials

Quad - All attacks made by target character are made at +4, for remainder of battle (bonus does not count towards damage). (o.p.d.)

Pentagram Of Protection - Target character may not attack or be attacked for remainder of battle. (o.p.d.)

Ring Of Invisibility - All attacks made by target character are made face down, opponent must guess defense for remainder of battle. (o.p.d.)

Red Armor - All attacks made against target character this battle are made at -3 for remainder of battle.

Yellow Armor - All attacks made against target character this battle are made at -2 for remainder of battle.

Green Armor - All attacks made against target character this battle are made at -1 for remainder of battle.

Medikit - Target character may remove 1 hit off his or her permanent record.

Hook - Avoid 1 attack.

-- "vdeth6" --

I believe this is a midi off a game :)