A mutant with subconscious control over kinetic momentum and a superhuman physique,
Hype is a "speedster" of the first order. Hype spends about 23 hours a day patrolling
nonstop, and handles a lot of minor crimes before anyone else even knows that there
is a situation.
Hype has been a "professional superhero" since he turned 18. He served with a large
team called NewGen that was active globally
but based out of the southern states of the USA. Hype joined NewGen soon after it
was founded and was a mainstay of the team for a number of years until the team
disbanded after the death of Discus.
Hype worked solo for a few months and ended up in Millennium
City where he fought several villains and teamed up with
Gravitic, Agent X, and War-Man on several occasions. Hoping to recreate
the effective team environment he had enjoyed with NewGen, Hype spurred the formal
founding of the Millennial Men supergroup.
However John Wrath returned and formally joined
the Mill Men while the heroes pursued the dastardly Papa
Zombie; the old warhorse and Hype did not hit it off and the easily exasperated
Hype departed.
Then several members of NewGen got back together and formed a new group called Southern Justice, they extended an invitation
to Hype and he ran to Atlanta to join up for a couple of years.
But when the Millennial Men were captured by
Princess Primogen and were facing certain death,
Hype rallied an ersatz squad of supers and rushed to their rescue. Afterwards he
rejoined the team he had once founded and has been a Mill Man ever since.
Playing Hype
Hype is all about volume, with the ability to play a lot of cards that individually
do a little, but cumulatively are quite dangerous...all while building up a charge
for a big damage spike.
Hype has a few cards that need good timing to be useful, but is otherwise pretty
straightforward to play. Hyperspeed Momentum is Hype's most important card; playing
it wisely is the secret to success.
Hype (Defeated)
Defeated abilities
Hype (Cardback)
Art for the back of the hero deck cards.
Hype, Hyperdriven (Promo)
A more aggressive version of Hype. When using this version, Hyperspeed Recovery
becomes a much more key card. Best when paired with support Heroes who can help
Hype offset his self-damage.
Hype, Accelerated (Promo)
A more conservative version of Hype. You can get Hyperspeed Momentum into play and keep it out. As you can get it back, you can exercise the self-destroy option as frequently as you like.
Hype (Defeated, Promo)
Defeated abilities
Hyperspeed Momentum
# of copies: 3
This card is the deck's engine. Building up counters on it allows Hype to build up for a big hit, draw a lot of cards, or regain HP. Almost all of the other cards in the deck interact with Hyperspeed Momentum, and thus getting one into play and keeping it in play is critical to optimal results.
Hyperspeed Repetition
# of copies: 4
Note that this card is not a Momentum card and thus can't fetch another copy of itself.
Hyperspeed Recovery
# of copies: 3
This is Hype's only self-heal, and it comes at the cost of momentum counters.
Hyperspeed Charge
# of copies: 3
To get the maximum benefit out of his Momentum cards, Hype needs a big hand. Using this card allows him to fill his hand up quickly.
Hyperspeed Elusivity
# of copies: 3
This is a powerful card, especially when combo'd with Hyperspeed Omnipresence
Hyperspeed Omnipresence
# of copies: 3
This card allows Hype to protect the Heroes for a turn, particularly when paired with Hyperspeed Elusivity.
Hyperspeed Disassembly
# of copies: 3
Hyperspeed Lunge
# of copies: 6
Hyperspeedkick
# of copies: 6
Hyperspeed Rush
# of copies: 4
Hyperspeed Punch
# of copies: 2
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to the IP of Greater Than Games, LLC.