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Sentinels of the Multiverse Game 8

Started by catwhowalksbyhimself, August 20, 2015, 01:48:35 AM

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Reepicheep

I would say Rook City. I don't know why, but I seem to want to run in the other direction at the first mention of time travel.

catwhowalksbyhimself

Rook City is his hometown, as well as that of Wraith and Setback, so that would work too.  It's also the hardest envrionment deck in the game, with the possible exception of Omnitron-IV.
I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

Ouchers. 

If we're going with Rook City, I think I'll go with Rook City Detective Wraith.  That might help with the Environmental factors a bit.  What do y'all think?
-Glitch Girl

"Cynicism is not maturity, do not mistake the one for the other. If you truly cannot accept a story where someone does the right thing because it's the right thing to do, that says far more about who you are than these characters." - Greg Rucka

catwhowalksbyhimself

I would advise against it.  That version of Wraith is good mostly for bringing Environment stuff out faster.  With 13 out of 15 cards in the deck ranging from bad to very bad, it isn't all that useful.
I am the cat that walks by himself, all ways are alike to me.

Deaths Jester

Go with Rook City or The Block, I say.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

Since this is going no where fast, I'll just say Rook City for now since that's the one with at least some support.

I'll be getting things set up then.
I am the cat that walks by himself, all ways are alike to me.

Outcast

GG, i'm not quite sure but i think Rook City Detective Wraith is considered to be the weakest among the 3 variants available to Wraith. I believe normal Wraith would be the better choice.

Just my luck (or is it Setback's luck) that Rook City was chosen. Although thematically it does make sense, just like cat said. But i have a feeling i'm gonna die early this time around. :P

HarryTrotter

''Even our origin stories have gone sour.''
Jon Farmer

Outcast

I'm outnumbered really. So i have no choice. :)

While there's a part of me that wants to change my choice of hero, i do think its a little bit too late to back out now. :)

Glitch Girl

-Glitch Girl

"Cynicism is not maturity, do not mistake the one for the other. If you truly cannot accept a story where someone does the right thing because it's the right thing to do, that says far more about who you are than these characters." - Greg Rucka

Glitch Girl

Quick note: I'm heading out to dragoncon tomorrow and won't be back until Tuesday afternoon.  I'll just catch up when I can.
-Glitch Girl

"Cynicism is not maturity, do not mistake the one for the other. If you truly cannot accept a story where someone does the right thing because it's the right thing to do, that says far more about who you are than these characters." - Greg Rucka

catwhowalksbyhimself

Sorry for the delay, guys.  Setting this up now.

One warning to DJ.  The only targets in any of these decks are 2 in Rook City.  These are also the only good cards for the Heroes in the entire deck, so discarding them is not good.  Spite has none at all.  This means that Gimmicky Character will be next to useless.  Just so you are aware.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

#42
Start of game!

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects

Environment Ongoing Effects


Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 80/80
Deck: 23
Trash: 0
In Play: 2
-Potential Sidekick--Victim
-Safe House
--None

Spoiler

Potential Sidekick: Victim--At the start of each Hero turn, that Player may discard 3 cards. If they do, put this card under the Safe House card. At the start of the Villain turn, each Player draws 2 cards. When this card is destroyed, Spite deals each Hero 2 Psychic Damage, then regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.


HP: 26/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 36
Hand: 4
Spoiler

Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 0
Spoiler





HP: 27/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 36
Hand: 4
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 0
In Play: 0
Spoiler





HP: 28/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 36
Hand: 4
Spoiler

Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Danny-Boy: Equipment   Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.



HP: 31/31
Unlucky Pool: 0

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.

Deck: 36
Hand: 4
Spoiler

Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 0
In Play: 0
Spoiler





HP: 26/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 36
Hand: 4
Spoiler

Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.



Deck: 15
Trash: 0
In Play: 0

Spoiler


I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself



Start: All Heroes draw 2 cards.

Tempest
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.

Guise
Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.

Chrono-Ranger
Spoiler

Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.

Setback
Spoiler

Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.

Wraith
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.

Play: Forced Entry: One-Shot--Put all cards under the Safe House card into play. Destroy a Victim card.

There's nothing under the Safehouse, but Spite murders the Potential Sidekick. The guilt of letting a child die causes each hero to be dealt 2 Psychic damage.  Spite can't heal since he's at full HP.

End: Spite plays Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.

Spite deals Setback 4 damage.

Every since Spite had been given a reprieve to play guinea pig for Pike Industries, Wraith had been waiting for this to happen.  As soon as she heard the police report, she was out the door. When she arrives, other Heroes were already on the scene--Tempest, Setback, and Guise.  To her horror, they were gathered around the body of a young girl, dressed in a crude Wraith costume.  Moments later, a time portal opened and Chrono-Ranger stepped out.  "I hear ya'all have a pest problem."

Determined not to let Spite claim another victim, the heroes sprang into action.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

It is now Tempest's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects

Environment Ongoing Effects


Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 80/80
Deck: 23
Trash: 2
In Play: 2
-Innocent Bystander--Victim
-Safe House
--None

Spoiler

Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.


HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 34
Hand: 6
Spoiler

Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 0
Spoiler





HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 34
Hand: 6
Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 0
In Play: 0
Spoiler





HP: 26/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 34
Hand: 6
Spoiler

Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.



HP: 25/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 0

Deck: 34
Hand: 6
Spoiler

Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 0
In Play: 0
Spoiler





HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.



Deck: 15
Trash: 0
In Play: 0

Spoiler


I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

Quote from: catwhowalksbyhimself on September 07, 2015, 02:23:36 PM
One warning to DJ.  The only targets in any of these decks are 2 in Rook City.  These are also the only good cards for the Heroes in the entire deck, so discarding them is not good.  Spite has none at all.  This means that Gimmicky Character will be next to useless.  Just so you are aware.

I was wrong about this.  There is a third Rook City target which is not a good card.  Still not great odds though.
I am the cat that walks by himself, all ways are alike to me.

HarryTrotter

I play Gene-Bound Shackles,use my power and draw a card.
''Even our origin stories have gone sour.''
Jon Farmer

catwhowalksbyhimself

I will assume that anyone who does not say anything does not wish to save the Innocent Bystander (since that choice is made at the start of your turn)

You draw
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.

It is now Guise's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 1.

Environment Ongoing Effects


Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 77/80
Deck: 23
Trash: 2
In Play: 2
-Innocent Bystander--Victim
-Safe House
--None

Spoiler

Innocent Bystander: Victim--At the start of each Hero turn, that Hero's Player may discard (H) minus 2 cards. If they do, put this card under the Safe House card.When this card is destroyed, Spite regains (H) HP.
Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.


HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 1
-Gene-Bound Shackles--Equipment, Limited
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.



HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 34
Hand: 6
Spoiler

Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
X-treeeeeeeeme!!!: Ongoing, Limited--It's hard to tell if I'm the most awesome, or the most extreme. Probably both.Damage dealt by Guise is irreducible and cannot be redirected. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Look What I Found!: One-shot--Guise deals 1 target 3 melee damage. Is that target still around? You should do more damage next time. If that target is still in play, increase the next damage dealt by Guise by 1.
Gimmicky Character: One-Shot--Discard the top card of every deck. Guise regains HP equal to the number of target cards discarded. You may play a card. What's wrong with shark-jumping, anyway?
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 0
In Play: 0
Spoiler





HP: 26/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 34
Hand: 6
Spoiler

Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.



HP: 25/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 0

Deck: 34
Hand: 6
Spoiler

Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 0
In Play: 0
Spoiler





HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.



Deck: 15
Trash: 0
In Play: 0

Spoiler


I am the cat that walks by himself, all ways are alike to me.

Outcast

#48
I think there are a total of 9 victim cards in Spite's Deck. We just lost 1 (the potential side-kick) , so that leaves 8 more. If we could save them and put them under the safe house, it would help us deal more damage to Spite when he flips to his Drug Wracked monstrosity side (upon having 5 "drug" cards in play). Saving 8 victims (x 5) would deal him 40 hp damage if i understand it correctly.

I'm willing to volunteer to discard some cards (3 cards? right) to save a victim.


HarryTrotter

Sorry,I forgot about the hostage system.
''Even our origin stories have gone sour.''
Jon Farmer

Deaths Jester

I'll save the innocent by junking Look What I Found, Gimmicky Character, and X-treeeme! Then use power on Spite, draw two cards, and end my turn.
Avatar picture originally a Brom painting entitled Marionette.

catwhowalksbyhimself

You draw
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.

It is now Chrono-Ranger's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 1.

Environment Ongoing Effects


Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 76/80
Deck: 23
Trash: 2
In Play: 1
-Safe House--1 Victim saved

Spoiler

Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.


HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 1
-Gene-Bound Shackles--Equipment, Limited
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.



HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 32
Hand: 5
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 0
Spoiler





HP: 26/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 34
Hand: 6
Spoiler

Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Sudden Contract: One-Shot--Search your deck for a Bounty card and put it into play. Shuffle your deck. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.



HP: 25/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 0

Deck: 34
Hand: 6
Spoiler

Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 0
In Play: 0
Spoiler





HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.



Deck: 15
Trash: 0
In Play: 0

Spoiler


I am the cat that walks by himself, all ways are alike to me.

Reepicheep

#52
Chrono-Ranger just now gets why he's called Spite. It's been bothering him for days.

I'll play Sudden Contract to grab The Ultimate Target and place it next to Spite. I'll then shoot him, then shoot him quickly and then draw a card.

Edit: or, wait, does the bounty have to be the first one I come across, or can I choose?

For future reference and morbid curiosity, can I play "kill on sight" next to a victim, and would it count as no longer in play when we save it?

catwhowalksbyhimself

#53
Quote from: Reepicheep on September 08, 2015, 11:22:55 AM
Edit: or, wait, does the bounty have to be the first one I come across, or can I choose?
No, you may pull any Bounty out of your deck that you choose.

QuoteFor future reference and morbid curiosity, can I play "kill on sight" next to a victim, and would it count as no longer in play when we save it?
Victims have no HP, so they are not considered targets and cannot have Bounties placed next to them.  I'm afraid you're going to end up putting most of your Bounties on Spite.  Which isn't bad, because you still get bonuses from other cards for doing so.

Ultimate Target is a really good choice, by the way, because Spite gets a drug that lets him hit back the first time per turn that he is hit.  They lets you fire back at him potentially on every Heroe's turn plus he own and also undoes the healing he does when he attacks.
I am the cat that walks by himself, all ways are alike to me.

catwhowalksbyhimself

You draw
Spoiler

Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.

It is now Setback's turn.

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 1.
Damage dealt to Spite is increased by 1.(The Ultimate Target)

Environment Ongoing Effects


Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 72/80
Deck: 23
Trash: 2
In Play: 1
-Safe House--1 Victim saved

Spoiler

Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.


HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 1
-Gene-Bound Shackles--Equipment, Limited
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.



HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 32
Hand: 5
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 0
Spoiler





HP: 26/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 34
Hand: 6
Spoiler

Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 1
-The Ultimate Target--Ongoing, Bounty
Spoiler

"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.



HP: 25/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 0

Deck: 34
Hand: 6
Spoiler

Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 0
In Play: 0
Spoiler





HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.



Deck: 15
Trash: 0
In Play: 0

Spoiler


I am the cat that walks by himself, all ways are alike to me.

Outcast

Although Setback knows how his luck can turn against his teammates, he just can't ignore the fact that Spite just killed "the potential side-kick" dressed like Wraith. He needed to do something. Anything, to avenge her. Setback clenches both his fists tightly and rushes recklessly towards Spite. Plays Reckless Rush. He manages to hit Spite but slips and loses his footing afterwards. He knows this is just how his power works. Sometimes the good comes with the bad, and vice versa.  Uses Risk Power. He knows he needs to take these kind of "Risks" if he wishes to help and be of some use to his teammates.

Draw a card to end my turn.

catwhowalksbyhimself

Risk Plays Exceeded Expectations: One-Shot--Remove any number of Tokens from your Unlucky Pool. Setback deals that many Targets 3 Melee Damage each.

Since Spite is the only enemy target, may I assume you are removing one token to deal damage to him?
I am the cat that walks by himself, all ways are alike to me.

Outcast

#57
Yes if only 1 is really needed. I'll save the rest of my unlucky tokens for later.

*It would seem that Setback's punch had really caught Spite off-guard as he sees Spite get knock backed by the blow. He figures that it must be due to the fact that Spite hasn't used any of his self empowering drugs on himself yet. So far, Setback's luck is good. And he is thankful.*

catwhowalksbyhimself

In that case you draw
Spoiler

Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.

It is now Wraith's turn

Villain Ongoing Effects
When Spite deals damage, he regains that much HP.(Spite)

Hero Ongoing Effects
Damage dealt by Tempest to the Villain target with the highest HP is increased by 1.
Damage dealt to Spite is increased by 1.(The Ultimate Target)

Environment Ongoing Effects


Side: Transhuman Serial Killer
Spoiler

Transhuman Serial Killer
At the start of the Villain turn, if there are 5 Drug cards in play, flip Spite's Villain Character card. When Spite deals Damage, he regains that much HP.At the end of the Villain turn, play the top card of the Villain deck. Then, Spite deals the Hero Target with the highest HP (H) minus 1 Energy Damage.

Drug-Wracked Monstrosity
When Spite's Villain Character card is flipped to this side, destroy all Villain cards in play other than Drugs and Spite's Villain Character card.Whenever a Villain card would be played, instead Spite deal each Hero Target other than the Hero Target with the lowest HP 1 Projectile Damage.
HP: 65/80
Deck: 23
Trash: 2
In Play: 1
-Safe House--1 Victim saved

Spoiler

Safe House: When this card enters play, reveal cards from the top of the Villain deck until a Victim card is revealed. Put it into play. Shuffle the rest of the revealed cards back into the Villain deck. When Spite flips to his "Drug-Wracked Monstrosity" side, he deals himself X Toxic Damage, where X = the number of cards under this card times 5. This card and cards under this card are indestructible. Cards under this card have no text.


HP: 24/26

Available Powers
Squall: Tempest deals all non-Hero Targets 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Shielding Winds:Ongoing, Limited--Whenever a Hero Target would be dealt 5 or more Damage from a single source, reduce that Damage by 2.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Lightning Slash:One-Shot--Tempest deals 1 Target 5 Lightning Damage.
Otherworldly Resilience:Ongoing,Limited--Reduce Damage dealt to Tempest by 1.
Into the Stratosphere: One-Shot--Select 1 non-indestructible Villain card in play, other than a Character card, and put it on top of the Villain deck. Tempest deals the Villain Target with the highest HP 2 Projectile Damage.
Trash: 0
In Play: 1
-Gene-Bound Shackles--Equipment, Limited
Spoiler

Gene-Bound Shackles: Equipment, Limited--Increase Damage dealt by Tempest to the Villain Target with the highest HP by 2.



HP: 24/27
Available Powers:
Tough Choices: Draw a card or play a card. How to choose?! Also, Guise deals 1 target 1 melee damage. But Who?!

Deck: 32
Hand: 5
Spoiler

Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
I Can Do That, Too!: One-shot--Guise uses a power printed on an active hero character card in play. If that power has the name of a hero in it, treat that name as if it were Guise instead.
Total Beefcake:Ongoing, Limited--Who would want to hurt such a beauty? The first time Guise would be dealt damage each turn, redirect that damage to the non-hero target with the lowest HP. At the start of your turn, destroy this card.
Guise The Barbarian: Ongoing, Limited--I am mighty and fearsome, like the fabled alpaca! Increase damage dealt by Guise by 2. At the start of your turn, destroy this card.
Retcon: One-shot--Destroy 1 ongoing or environment card. Awesome! I'm a great hero. You may draw a card or play a card.
Trash: 3
In Play: 0
Spoiler





HP: 26/28

Available Powers
Quick Shot: Chrono-Ranger deals 1 Target 1 Projectile Damage.

Deck: 33
Hand: 6
Spoiler

Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
Hunter and Hunted: Ongoing, Limited--Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play. Power: Destroy this card.
Danny-Boy: Equipment--Power: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play.
Displaced Armory: One-Shot--Search your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Eye on the Prize: One-Shot--Chrono-Ranger may deal 1 Target 1 Projectile Damage. You may draw a card. You may play a card.
"Just Doin' My Job": One-Shot--Each Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way. Chrono-Ranger may deal 1 Target 1 Projectile Damage.
Trash: 0
In Play: 1
-The Ultimate Target--Ongoing, Bounty
Spoiler

"The Ultimate Target": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt by Chrono-Ranger to that Target by 1. The first time that Target deals Damage each turn, you may use a Power.

All Equipment in your deck
Spoiler

Compounded Bow: Equipment--Power: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice.
Jim's Hat: Equipment--You may play an additional card during your play phase.At the start of your turn, you may destroy a Bounty card.
The Masadah: Equipment--Power: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play.
Neuro-Toxin Dart Thrower: Equipment--Power: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn.
Temporal Grenade: Equipment--Power: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card.

All Bounties in your deck
Spoiler

"By Any Means": Ongoing, Bounty--Play this card next to a non-Hero Target. Increase Damage dealt to that Target by 1. When that Target leaves play, destroy this card.
"Dead or Alive": Ongoing, Bounty--Play this card next to a non-Hero Target. At the start of your turn, Chrono-Ranger regains 1 HP. When that Target leaves play, draw 1 card and destroy this card.
"Kill on Sight": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, draw 3 cards and destroy this card.
"No Executions": Ongoing, Bounty--Play this card next to a non-Character card Target. When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"The Whole Gang": Ongoing, Bounty--Play this card next to a non-Hero Target. When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.



HP: 23/31

Available Powers
Risk: Add 1 Token to your Unlucky Pool. Play the top card of your deck.
Unlucky Pool: 2

Deck: 32
Hand: 6
Spoiler

Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Plucky Break   : One-Shot--Remove 2 Tokens from your Unlucky Pool. If you do, draw 1 card and Setback deals 1 target 2 Melee Damage. If there are zero Tokens in your Unlucky Pool, Setback regains 3 HP.
Cause and Effect: One-Shot--You may destroy 1 Ongoing or Environment card. Setback deals 1 Target and himself as much Psychic Damage as there are Tokens in your Unlucky Pool.
Karmic Retribution: One-Shot--If you have fewer than 7 Tokens in your Unlucky Pool, remove 1 of them. If you do, Setback regains 2 HP. If you have 7 or more Tokens in your Unlucky Pool, remove 7 of them and Setback deals 1 Target 7 Melee Damage.
Uncharmed Life: Ongoing--When a Hero Target would be dealt Damage, you may remove 2 Tokens from your Unlucky Pool to redirect that Damage to Setback. Power: Setback regains 3 HP. Destroy this card.
Reckless Rush: One-Shot--Setback deals 1 Target 2 Melee Damage. Setback deals himself 2 Melee Damage. Add 2 Tokens to your Unlucky Pool
Trash: 2
In Play: 0
Spoiler





HP: 24/26

Available Powers
Stealth: Reduce the next Damage that would be dealt to The Wraith by 2.

Deck: 34
Hand: 6
Spoiler

Trust Fund: One-Shot--Draw 4 cards, then discard 2 cards.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Micro Targeting Computer:Equipment,Limited--Increase Projectile Damage dealt by The Wraith by 2.
Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Trash: 0
In Play: 0
Spoiler



All Equipment in your deck
Spoiler

Utility Belt: Equipment, Limited--You may use an additional power during your power phase.
Razor Ordinance: Equipment, Limited--Power: The Wraith deals 1 Target 3 Projectile Damage.
Mega Computer:Equipment--Reduce Damage dealt by Environment cards by 1.
Throwing Knives:Equipment, Limited--Power: The Wraith deals up to 3 Targets 1 Projectile Damage each.
Infrared Eyepiece: Equipment, Limited--Power: Reveal the top 2 cards of the Villain deck. Put 1 of them on top of the Villain deck and the other on the bottom. Draw a card.
Smoke Bombs: Equipment, Limited--Whenever a Villain card would deal Damage to the Hero Target with the lowest HP, redirect that Damage to the Hero Target with the highest HP. Reduce Damage redirected this way by 1.
Stun Bolt: Equipment--Power: The Wraith deals 1 Target 1 Projectile Damage. Until the start of your next turn, reduce all Damage dealt by that Target by 1.
Micro Targeting Computer:Equipment, Limited--Increase Projectile Damage dealt by The Wraith by 2.



Deck: 15
Trash: 0
In Play: 0

Spoiler


I am the cat that walks by himself, all ways are alike to me.

Glitch Girl

(back from DragonCon - t'was awsome, will detail later)

Spite, back like a dive-bar taco and about as messy.  Better gear up...

I'm going to activate Utility Belt.  I don't think I can activate Stealth as well, but if I can, I do so.

 
-Glitch Girl

"Cynicism is not maturity, do not mistake the one for the other. If you truly cannot accept a story where someone does the right thing because it's the right thing to do, that says far more about who you are than these characters." - Greg Rucka