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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.
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.
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/3pha8lv8eg9trbcjc090ht8f9p84p4l7Thanks and let us know what you think!
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!
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.
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?
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.
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.