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Miniatures Adventure => SuperHero Adventures => Topic started by: fourcolorfigs on August 08, 2018, 02:05:23 PM

Title: Super Mission Force Extension!
Post by: fourcolorfigs on August 08, 2018, 02:05:23 PM
Hey, folks! We've collectively played a bunch of games of SMF games since we released in 2017. In that time Rusti, Kim, and others have made some pretty cool suggestions to add to and improve the game.

I've collected those ideas, and some of my own, into a new document to go along with the base rules. I'm calling it the Super Mission Force Extension! This stuff will eventually make it into a 2nd edition of the game, but in the meantime, we want you folks to try it out and give us some feedback!

Here's the link:

https://app.box.com/s/3pha8lv8eg9trbcjc090ht8f9p84p4l7

Thanks and let us know what you think!
Title: Re: Super Mission Force Extension!
Post by: Legionnaire on August 08, 2018, 04:46:54 PM
Excellent!!!

I have played several games with my 9-year old, and I love the simple, yet very functional system. It's definitely my 'go to' superhero rule set.

Thank you for making them Scott.
Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on August 09, 2018, 01:08:18 AM
Thanks! Very gratifying to hear this!

Title: Re: Super Mission Force Extension!
Post by: Basement Dweller on August 10, 2018, 07:24:43 PM
It's building some momentum on my end as my collection of random super hero models is increasing.

I haven't read the document yet, but did you tweak the blaster/archer profile at all?  It felt like you got a better "archer" model with a sorcerer and just wondered if in your playing you felt this at all...

Thanks for the file...looking forward to looking through it.
Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on August 10, 2018, 08:57:52 PM
It's building some momentum on my end as my collection of random super hero models is increasing.

I haven't read the document yet, but did you tweak the blaster/archer profile at all?  It felt like you got a better "archer" model with a sorcerer and just wondered if in your playing you felt this at all...

Thanks for the file...looking forward to looking through it.

Archer is its own Archetype now! Funny you should mention it!

Archer #
You use a bow and quiver loaded with gadget arrows. Grimly target your foes with pinpoint mastery of your bow, or crack wise as you swashbuckle your way across each panel! Customize your archer with whatever minor powers best capture the look and feel you’re after.

Basic Stats
Move: 6”
Body Damage Boxes: 5
Psyche Damage Boxes: 6

Major Powers
Archery

Minor Powers (choose two)
Enhance, Enhanced Senses, Fortune, Iron Will, Savant, Servitor / Sidekick, Super-Strength, Tough

Backgrounds (choose two)
Alien / Dimensional, Arcane, Art, Athletics, Blue Collar, Business, Criminal, Espionage, Exploration, High Society, Journalist, Medicine, Military, Monarch, Performance, Public Safety, Science, Social Science

Archery (major)
You’re a super-archer! You carry a bow and a quiver of high-tech arrows that come in handy for a number of situations! Your quiver includes plenty of blast arrows and a number of specialty arrows. You get unlimited use of the Power Blast (minor) power, and then a selection of four other minor powers from the following list: Entangle, Grenades, Melee Specialist, Obscurement, Save, Sonic Blast, Stun, Super-Agility. This list comprises your quiver of trick arrows. You can use one per turn, and its effects carry over to the beginning of your next turn. Once you use one of your trick arrows during a game, note it. You cannot use it again unless you make a 2+ recharge roll for it. You can change the contents of your quiver between games by expending a story point (see Chapter 5 for more on story points).

Archer Maneuvers
Use the following maneuvers to make your archers more deadly.
Nitro Rocket Arrow
You pull a nasty experimental arrow from the workshop out for a really explosive surprise! This ranged attack counts as Power Blasts (major).  Recharge 2+

Swing Line
You shoot a grapnel arrow that lets you easily move to a higher spot, or carries you over the heads of your foes! Trade your move action for one use of the Leaping power the turn you activate this maneuver. You cannot use the Death From Above aspect of this power. Recharge 1+

Shock Therapy
You use one of your damage dealing arrows to shock a KO’ed model in melee contact awake. Treat this as a single use of the Healing minor power. You may use this on yourself. Recharge 3+
 


Title: Re: Super Mission Force Extension!
Post by: Basement Dweller on August 10, 2018, 11:11:17 PM
Awesome news. I look forward to building some new profiles and trying them out.

You have a great little Gem in this game and looking forward to some improvements to make it even better.

Thank you for the reply.

Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on August 11, 2018, 01:59:15 AM
Awesome news. I look forward to building some new profiles and trying them out.

You have a great little Gem in this game and looking forward to some improvements to make it even better.

Thank you for the reply.

Thanks! All of the feedback and online play reports have really inspired me to make the game better.

If you haven't seen the Angry Piper's blog, check it out:

http://angrypiper.com/?tag=super-mission-force

Great stuff!
Title: Re: Super Mission Force Extension!
Post by: MHoxie on August 12, 2018, 10:40:15 PM
The SMF Extension looks good. Some questions have come up from the main rules and 2nd printing changes.

1. Should the no knockback unless hit with Super-Strength effect be moved from the Armor power to the Massive and/or Growth power instead?  The tiny, hard-shelled super villain The Flea might be hard to injure, but he can be tossed around by anyone with mere ordinary hero strength.

2. Can you take a henchman squad as a Servitor/Sidekick?

3. Should Shrinking have an always-on option, like the Giant option for Growth? Maybe lose the momentum-attack ability, but gain +1 Re-roll when defending against Body attacks? The option could be called Diminutive or Tiny.

4. How does a Titan's Multi-Action (p. 223) power work when opposing heroes of different power levels (Powerhouse/Super/Ordinary/Street level)? How many extra actions would a Titan get if it fought two Powerhouses, for example? Is the formula (enemy power levels / 2) -1 = extra actions?

 
Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on August 13, 2018, 04:15:37 PM
The SMF Extension looks good. Some questions have come up from the main rules and 2nd printing changes.

1. Should the no knockback unless hit with Super-Strength effect be moved from the Armor power to the Massive and/or Growth power instead?  The tiny, hard-shelled super villain The Flea might be hard to injure, but he can be tossed around by anyone with mere ordinary hero strength.

2. Can you take a henchman squad as a Servitor/Sidekick?

3. Should Shrinking have an always-on option, like the Giant option for Growth? Maybe lose the momentum-attack ability, but gain +1 Re-roll when defending against Body attacks? The option could be called Diminutive or Tiny.

4. How does a Titan's Multi-Action (p. 223) power work when opposing heroes of different power levels (Powerhouse/Super/Ordinary/Street level)? How many extra actions would a Titan get if it fought two Powerhouses, for example? Is the formula (enemy power levels / 2) -1 = extra actions?

I have already implemented #3 in my ongoing rules manuscript. The others I will take a look at and see about adding  / clarifying.

Thanks!
Title: Re: Super Mission Force Extension!
Post by: obsidian3d on August 17, 2018, 06:44:57 AM
Looking forward to adding these to my games. Thanks for sharing Scott!
Title: Re: Super Mission Force Extension!
Post by: leonmallett on August 19, 2018, 03:25:10 PM
Hi Scott!

A few questions on the extension and core rules:

1. The Invulnerability (Major) Option for Bricks - so that means they can have either Super Strength or Invulnerability, correct?

2. In the core book, what happens to a Speedster's Move if it suffers Dispel on its Speed Major Power?

3. Street Level Characters have no Manoeuvres, correct?

Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on August 19, 2018, 09:55:42 PM
Hi Scott!

A few questions on the extension and core rules:

1. The Invulnerability (Major) Option for Bricks - so that means they can have either Super Strength or Invulnerability, correct?

2. In the core book, what happens to a Speedster's Move if it suffers Dispel on its Speed Major Power?

3. Street Level Characters have no Manoeuvres, correct?

All excellent questions!

1. Yes, one or the other.

2. Speed defaults to 6"; I will add this in as a note to Speed's text.

3. Yes, correct.
Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on August 31, 2018, 01:29:42 AM
This one's from Leon Mallet and is going right into future versions of the SMF rules!

Paralysis (minor)
You can paralyze foes with a ranged attack up to 10” away. Make a 5D Psyche-based paralysis attack that does no damage. On a success,your foe is entrapped by your power, and cannot move or make Body based melee and ranged attacks. Foes gain +1D on Body damaging attacks against him while entrapped. He cannot use move actions while paralyzed, but can use a special action to make a 4D breakout attempt (or use his Psyche Attack dice pool if it's higher). Make the attempt against a TN of 1 + the goal difference on the paralyze attack. The attacker can also spend a free action to simply release the target. If you paralyze a flying target he falls. You may paralyze only one target at any time - using Paralysis on a new target automatically releases a previous target still paralyzed from this Attacker.

Thanks, Leon!
Title: Re: Super Mission Force Extension!
Post by: leonmallett on August 31, 2018, 09:42:03 AM
Thanks for the shout-out Scott. :)

For Mentalist and Wild Card maybe?
Title: Re: Super Mission Force Extension!
Post by: leonmallett on August 31, 2018, 10:58:30 AM
Archer archetype question. :)

Since Tough is a Boost available to all archetypes, is that supposed to be Resistance instead? Or am i missing something?
Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on September 03, 2018, 09:23:58 PM
Tough is now a minor power available to be added in to any archetype. I just threw it into Archer for now because I was not quite sure I wanted Resistance as an option for it.

I am open to other thoughts, but seeing Archers are already super-versatile, I am not sure their hurting too much by not having a different power in there.
Title: Re: Super Mission Force Extension!
Post by: leonmallett on September 04, 2018, 07:37:47 AM
Hi Scott, that clears things up so thanks for that. :)

Will there be a replacement for Tough in the Boost options or are Clever and fast also going into the general Minor Powers pool?
Title: Re: Super Mission Force Extension!
Post by: Cait Sidhe on September 04, 2018, 01:59:23 PM
Will there be a replacement for Tough in the Boost options or are Clever and fast also going into the general Minor Powers pool?

Aren't boosts already pretty much minor powers as they occupy the same slots? I assumed the only difference is that boosts are by definition universally available.
Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on September 05, 2018, 01:51:07 AM
Aren't boosts already pretty much minor powers as they occupy the same slots? I assumed the only difference is that boosts are by definition universally available.

All three boosts are now just minor powers that can be swapped into any Archetype's choices.  Their text will note this, just like Amphibious.
Title: Re: Super Mission Force Extension!
Post by: Cait Sidhe on September 05, 2018, 11:54:21 AM
All three boosts are now just minor powers that can be swapped into any Archetype's choices.  Their text will note this, just like Amphibious.

Makes sense, they were pretty much identical in how they were applied. Maybe in future editions separate them out as Universal Minor Powers or something? Just so there's an easy way to see what's available rather than reading through every power to see which might be open to all archetypes.
Title: Re: Super Mission Force Extension!
Post by: The Major on September 06, 2018, 07:50:19 PM
Hey, folks! We've collectively played a bunch of games of SMF games since we released in 2017. In that time Rusti, Kim, and others have made some pretty cool suggestions to add to and improve the game.

I've collected those ideas, and some of my own, into a new document to go along with the base rules. I'm calling it the Super Mission Force Extension! This stuff will eventually make it into a 2nd edition of the game, but in the meantime, we want you folks to try it out and give us some feedback!

Here's the link:

https://app.box.com/s/3pha8lv8eg9trbcjc090ht8f9p84p4l7

Thanks and let us know what you think!

Scott,
  Imagine my joy when returning to the LAF from a simply awesome summer break only to find NEW rules for SMF!  Fantastic!  I've already downloaded and read through the extension file you linked (above).  I like the Archer change though I'm sure you wrestled with moving the Archer out of the Blaster archetype.  While the archer IS a blaster archetype descriptively, I agree that *functionally* it should have its own archetype.  Speaking of which, you've done a remarkable job in encapsulating the descriptive super hero archtypes and also making them FUNCTION in the game as such.  Not an easy task. 
  Question about the Swing Line maneuver.  Have you thought about including this also as a Wildcard maneuver (removing the word "arrow" of course)?  Or perhaps including it as a recharge-able element of the Gadgets minor power?  Looking forward to the revised rules set. 

   
Title: Re: Super Mission Force Extension!
Post by: The Major on September 06, 2018, 07:56:34 PM
This one's from Leon Mallet and is going right into future versions of the SMF rules!

Paralysis (minor)
You can paralyze foes with a ranged attack up to 10” away. Make a 5D Psyche-based paralysis attack that does no damage. On a success,your foe is entrapped by your power, and cannot move or make Body based melee and ranged attacks. Foes gain +1D on Body damaging attacks against him while entrapped. He cannot use move actions while paralyzed, but can use a special action to make a 4D breakout attempt (or use his Psyche Attack dice pool if it's higher). Make the attempt against a TN of 1 + the goal difference on the paralyze attack. The attacker can also spend a free action to simply release the target. If you paralyze a flying target he falls. You may paralyze only one target at any time - using Paralysis on a new target automatically releases a previous target still paralyzed from this Attacker.

Thanks, Leon!

Good one Leon!  This has potentially broad functional application to emulate all sorts of 'denial' powers. 
Title: Re: Super Mission Force Extension!
Post by: Supercollider on September 08, 2018, 06:56:55 PM
Some great updates and ideas here!  Looking forward to the official update, it's a great game already and can only get better :)

I have a quick question regarding Sidekicks (Which I may have overlooked): Do they get 4D Atk/Def, etc? Do they act on the same initiative as the character with the Sidekick skill?

Thanks.
Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on September 09, 2018, 12:23:19 AM
Some great updates and ideas here!  Looking forward to the official update, it's a great game already and can only get better :)

I have a quick question regarding Sidekicks (Which I may have overlooked): Do they get 4D Atk/Def, etc? Do they act on the same initiative as the character with the Sidekick skill?

Thanks.

Thanks!

On the Sidekick, yes, he / she gets 4D on Attack / Defense dice pools. Also, the Sidekicks is a team member, so they get their own initiative turn or card (if using card based initiative).

Hope this helps!
Title: Re: Super Mission Force Extension!
Post by: The Major on September 11, 2018, 12:17:25 AM
Scott,
   ...
  Question about the Swing Line maneuver.  Have you thought about including this also as a Wildcard maneuver (removing the word "arrow" of course)?  Or perhaps including it as a recharge-able element of the Gadgets minor power?  Looking forward to the revised rules set. 
 

I may have overlooked this in the SMF rules.  I was looking for a power that behaved like the new swing line maneuver but without the additional powers included in Super Agility.  Kind of like Batman's "bat-grapple" gizmo.  Or is this ability assumed in the dice bonus included in the Gadgets power?
Title: Re: Super Mission Force Extension!
Post by: leonmallett on September 11, 2018, 07:25:49 AM
I may have overlooked this in the SMF rules.  I was looking for a power that behaved like the new swing line maneuver but without the additional powers included in Super Agility.  Kind of like Batman's "bat-grapple" gizmo.  Or is this ability assumed in the dice bonus included in the Gadgets power?

X-Factor Swing Line covers this; I had a similar need for a character of my own.
Title: Re: Super Mission Force Extension!
Post by: The Major on September 11, 2018, 08:18:35 PM
X-Factor Swing Line covers this; I had a similar need for a character of my own.

That's one solution.  After giving it some thought since posting this originally, I have opted to 'house rule' swing line as a wildcard maneuver.  Scott can write whatever he wants. lol
Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on September 13, 2018, 03:27:30 AM
That's one solution.  After giving it some thought since posting this originally, I have opted to 'house rule' swing line as a wildcard maneuver.  Scott can write whatever he wants. lol

I did add Swing Line to the Wildcard's maneuvers! How's that for service?  ;)
Title: Re: Super Mission Force Extension!
Post by: The Major on September 13, 2018, 04:22:23 AM
Scott,
  That is cause you are the MAN!  I can't tell you how much I enjoy SMF.  Can't wait to purchase the new version. 
Title: Re: Super Mission Force Extension!
Post by: fourcolorfigs on September 13, 2018, 09:23:27 PM
Scott,
  That is cause you are the MAN!  I can't tell you how much I enjoy SMF.  Can't wait to purchase the new version.

Thanks! It'll be a little while, but in the meantime we'll keep kicking the tires on the current rules and the extension and making improvements.
Title: Re: Super Mission Force Extension!
Post by: Supercollider on September 19, 2018, 02:29:18 AM
I had a try at making an Acrobatics power.  I wanted something that allowed for more mobile combat but was somewhere between Leaping and Super Agility, ish.


Acrobatics (minor),  6D+2” additional movement, up to half total can be single leap at any point during the maneuver (Leap Height = Half Leap Distance), cannot be used with Charge.  Atk up to 2 targets during move with no parting blow, split Atk dice between targets. +1D Vs knockdown.  1+ Recharge.

Example: Aromag, ‘The Most Dangerous Man in the Universe’ wants to attack a target 11” away and 3” up on a catwalk, and notices there’s another enemy between him and his desired target. 

He decides to use his Acrobatics power, planning to attack both of them.  To determine his Acrobatic movement, he rolls 6 dice and gets 4 goals +2, for an additional 6 movement; adding this to his base Move of 6 gives 12” of movement, with 6 inches of that a single leap (up to 3” high) .  This is more than enough to execute the planned movement – he decides to use 2 of his attack dice on the enemy on the way to his main target, and 4 dice on the target itself. 


Any thoughts? Should it be a 2+ recharge? Is it overpowered?  ;D

Also, quick Q: should the bonuses for Super Strength add to the Leaping power's roll?