Haymaker

Rethinking Haymaker

First it must be agreed upon that Haymaker actually combines two elements to get the massive Damage Class bonus that it gives. The first is reaching deep into one’s self for more power. The second is taking careful aim to maximize the damage. If we use those two elements we can actually break them out and construct something that would be somewhat “realistic”.

Power Haymaker
When the character reaches deep within himself for more power he winds up and puts everything into his strike. Since it is raw power, the character isn’t truly focused on where he is hitting and is able to adjust his aim unlike the accuracy portion below. It could be constructed as a Martial Arts Maneuver as below. Since it is a standard maneuver I will ensure that it comes out as 0 overall points.
The Power portion of Haymaker can do up to +2DC on ANY attack (4 pts. I averaged the points to increase DC on Normal and Killing Attacks)
It is inherently inaccurate and receives a -1 OCV (-1 pt.)
It unbalances the user and as a result gets -2 DCV (-2 pts.)
It takes time to build up the power taking +1 Segment to land (-1 pt.)
Total Cost: 0 pts.

Accuracy Haymaker
When the character aims his attack carefully he takes the time to make the shot count. Doing so means that he will get a bonus to damage at the cost of being very focused on hitting a specific place. This would be constructed as a Martial Arts Maneuver like so.
The Accuracy portion of Haymaker can do up to +2DC on ANY attack (4 pts. I again averaged the points to increase DC on Normal and Killing Attacks)
It is inherently accurate and gets +1 OCV (1 pt.)
It makes the user stand still to aim for -2 DCV (-2 pts.)
It takes time to aim taking +1 Segment to hit (-1 pt.)
If the target moves even 1m the attack misses (-2 pts.)
Total Cost: 0 pts.

Notice that the Power portion isn’t restricted by target movement. If the target were to move out of LoS, behind cover or out of range the attack would miss as with any attack. On the other hand the Accuracy portion is effected by ANY movement of the target as the attacker is concentrating on hitting one particular spot.

I would say that either option could be used by itself thus making a Power Haymaker or an Accuracy Haymaker would be possible. But the real benefit is that the two can be combined for a True Haymaker which would look like this.

True Haymaker
Combining the Accuracy and Power results in a whopping +4DC on ANY Attack (8 pts. Even though the cost for normal attacks is doubled Killing is not so I settled on 2 points per DC)
It means that the character is both unbalanced AND stationary which results in an even worse penalty than the two combined -5 DCV (-5 pts. ya, ya, ya I know that per the Martial Arts rules you can subtract more than 2 DCV…deal with it)
It requires time to aim and build power taking +1 segment to hit (-1 pt.)
If the target moves even 1m the attack misses (-2 pts.)
Total Cost: 0 pts.

As a result we have what is exactly equal to the existing Haymaker maneuver. So what does it really do for us? Well I’m glad I asked. It gives the GM some leeway as to what attacks can be used with each option.

In this campaign the following rules for Haymakers will be in play.

Mental Attacks can only use a Power Haymaker since they don’t really benefit from Accuracy (Ultimate Mentalist Mind hit locations notwithstanding). Of course the attacker could always push the attack for an additional 2DC.

Beam Attacks (Bullets, Arrows, etc.) may only use an Accuracy Haymaker since the Power is beyond the user’s control.

Characters cannot use an Accuracy Haymaker vs. Barriers, Entangles, etc. (This addresses a particular pet peeve of mine). Of course they could always push as well.

To Sum up we now have the following options for Haymaker.

Maneuver Phase OCV DCV Effects
Power Haymaker 1/2* -1 -2 +2 Damage Classes to ANY Attack
Accuracy Haymaker 1/2* +1# -2 +2 Damage Classes to ANY Attack
True Haymaker 1/2* +0# -5 +4 Damage Classes to ANY Attack

*: This maneuver takes one extra Segment to perform and lands at end of Segment
#: If target moves even 1m in any direction the attack misses

Haymaker

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