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Sentinels of the Multiverse» Forums » Variants

Subject: Custom Hero - Haymaker rss

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All of my decks on this forum are conveniently listed and linked here.

I'm not sure that I'm satisfied with this one. The mechanic of discarding cards to pump damage went through several iterations, and none of them felt completely right to me. This was the simplest version, so it has that going for it.

I'm mildly proud of the cascading self-card destruction synergy. Should Loose Cannon be an Ongoing? I really don't know.

In art terms, she's more like a militarized state trooper than a proper superhero. Cocky woman with short brown hair; armor vest and big ol' aviators are the most conspicuous costume features. The monocycle looks like the ones from Venus Wars.


Bio: State Trooper Payton Walker comes from a family of cops. She knew she was gonna kick bad guy ass for a living even before she discovered her innate ability to project explosive energy. She knew she could bide her time and work her way up through the ranks, the same way her blasts got stronger the longer she held on to them. But when it came out that she had superpowers, she became a superstar supercop in her home state of Georgia. Some say that she’s just getting special treatment because of her mutation, but Walker believes her long record of punching out drug dealers and supervillains speaks for itself. Justice has a name, and it’s Haymaker!


HAYMAKER (27)

Charged Blast
(Power) Discard up to 3 cards. Haymaker deals 1 target X+1 Energy damage, where X = the number of cards discarded this way.

Incapacitated
- One player may draw 1 card now.
- One player may play a card now.
- One player may deal one target 1 Energy damage now.


Equipment (8)

Armor Vest (2): (Equipment, Limited) If Haymaker would be dealt 3 or more damage from a single source, prevent that damage and destroy this card.
“This still hurts!” - Haymaker, Crimebusters #5

Mirrorshades (2): (Equipment, Limited) If this card is destroyed, you may draw up to 3 cards immediately. (Power) Destroy this card.
“You’ve made a terrible mistake.” - Haymaker, Crimebusters #2

Monocycle (2): (Equipment, Limited) You may use an additional power during your power phase. (Power) Deal 1 target 2 Melee and 2 Fire damage, then destroy this card.

The Badge (2): (Equipment, Limited) If this card is destroyed, you may play a card immediately. (Power) Destroy this card.
“Something Justice something-or-other.” - Haymaker, Haymaker one-shot


One-Shot (26)

Call For Backup (2): (One-Shot) Choose 1 other Hero character. That Hero may deal 1 non-Hero target 2 Melee or Projectile damage.

Charging Up (3): (One-Shot) Draw 5 cards. Increase the next Energy damage dealt by Haymaker by 2. Immediately end your turn.

Door Knocker (2): (One-Shot) Destroy 1 Environment card. Haymaker deals 1 target 2 Energy damage. Draw a card.

Drop the Bomb (2): (One-Shot) Discard up to 2 cards. Deal each non-Hero target X+1 Energy damage, where X = the number of cards discarded this way.

Explosive Uppercut (3): (One-Shot) Haymaker deals 1 target 1 Melee and 1 Energy damage. Draw a card.

Final Flash (2): (One-Shot) Discard your hand. Haymaker deals 1 target X+2 irreducible Energy damage, where X = the number of cards discarded. Immediately end your turn.
“Lemme show you why I’m the law ‘round these parts.” - Haymaker, World Class #6

Fireworks (3): (One-Shot) Haymaker deals up to 3 targets 1 Energy damage each. Draw a card.

Loose Cannon (2): (One-Shot) Until the start of your next turn, increase all damage dealt by Haymaker by 2 and all damage dealt to Haymaker by 2. If The Badge is in play, destroy it.
“I’m taking you off the case!” - Cpt. Richter, Crimebusters #3

Roll Out (2): (One-Shot) Search your deck and trash for an Equipment card. Put it into play or into your hand. If you searched your deck, shuffle it. Draw a card.

Take Cover (3): (One-Shot) Draw a card. Until the start of your next turn, reduce all damage dealt to Haymaker by 1.

Trading Hits (2): (One-Shot) Choose 1 non-Hero target. That target deals Haymaker 2 Melee damage, then Haymaker deals that target 2 Melee and 2 Energy damage. If Mirrorshades is in play, destroy it.
“You’re gonna get tired of this before I do.” - Haymaker, Crimebusters #2


Ongoing (6)

Excessive Force (3): (Ongoing, Limited) Increase all damage dealt by Haymaker by 1.
“Are you kidding? This is the best part!” - Haymaker, Crimebusters #1

Hard Technique (3): (Ongoing, Limited) (Power) Haymaker deals 1 target 1 Melee damage. Draw a card.
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Joseph Guzman
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Love the mechanic of the deck as well as the flavor. I do feel that some of the names of the cards could be tweaked a little, but that is my opinion, but overall like the deck. Play wise, I feel it needs a little adjusting in the quantities of the cards, but hard to say which ones to decrease for some to be increased. Maybe reduce Charging Up to put in 1 more Maverick Tactics, and Switch out 1 Excessive Force for another Take Cover.
 
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My logic was that she needs lots of copies of key Ongoings to ensure they come up, and it's fine to have extras of Limited cards because she's planning on discarding most of her hands anyway. It's anyone's guess as to how much that logic holds up, since I've only done minimal playtesting.
 
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Take Walker
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This one, I really like. I definitely think Loose Cannon should be an Ongoing, with start-of-turn destruction, and I'd suggest swapping it with Drop the Bomb, since that acts more like Cricket's Chirp, which is a pretty devastating one-shot.
 
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Changelog 28MAY17

Switched Charging Up, Drop the Bomb, and Explosive Uppercut to One-Shots, with adjusted functionality.

Added draw to Fireworks.

Added Door Knocker.

Added Roll Out.

Removed Counter Blast.

Fiddled with damage bonus of Final Flash.
 
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