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Author Topic: Super Mission Force Extension!  (Read 6591 times)

Offline fourcolorfigs

  • Mastermind
  • Posts: 1912
    • http://www.four-colorstudios.com/
Super Mission Force Extension!
« on: August 08, 2018, 01:05:23 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!
« Last Edit: August 08, 2018, 01:24:00 PM by fourcolorfigs »
Scott P.
http://scott-pyle.tumblr.com/
http://www.four-colorstudios.com/


======
"The world breaks everyone, and afterward, some are strong at the broken places."

--Ernest Hemingway

Offline Legionnaire

  • Mad Scientist
  • Posts: 763
  • So many ideas, so little time for games...
Re: Super Mission Force Extension!
« Reply #1 on: August 08, 2018, 03:46:54 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.
"Who knows what Evil lurks in the heart of men?"
"The Shadow knows!!! Hahahahaha!"

Offline fourcolorfigs

  • Mastermind
  • Posts: 1912
    • http://www.four-colorstudios.com/
Re: Super Mission Force Extension!
« Reply #2 on: August 09, 2018, 12:08:18 AM »
Thanks! Very gratifying to hear this!


Offline Basement Dweller

  • Librarian
  • Posts: 163
Re: Super Mission Force Extension!
« Reply #3 on: August 10, 2018, 06:24:43 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.
leadadventureforum.com/gallery/16/1338_04_02_14_4_41_04_1.jpg

Offline fourcolorfigs

  • Mastermind
  • Posts: 1912
    • http://www.four-colorstudios.com/
Re: Super Mission Force Extension!
« Reply #4 on: August 10, 2018, 07:57:52 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+
 


« Last Edit: August 10, 2018, 08:00:35 PM by fourcolorfigs »

Offline Basement Dweller

  • Librarian
  • Posts: 163
Re: Super Mission Force Extension!
« Reply #5 on: August 10, 2018, 10:11:17 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.


Offline fourcolorfigs

  • Mastermind
  • Posts: 1912
    • http://www.four-colorstudios.com/
Re: Super Mission Force Extension!
« Reply #6 on: August 11, 2018, 12:59:15 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!

Offline MHoxie

  • Bookworm
  • Posts: 73
  • Peek-a-boo
Re: Super Mission Force Extension!
« Reply #7 on: August 12, 2018, 09:40:15 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?

 

Offline fourcolorfigs

  • Mastermind
  • Posts: 1912
    • http://www.four-colorstudios.com/
Re: Super Mission Force Extension!
« Reply #8 on: August 13, 2018, 03:15:37 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!

Offline obsidian3d

  • Scatterbrained Genius
  • Posts: 2009
    • o2media
Re: Super Mission Force Extension!
« Reply #9 on: August 17, 2018, 05:44:57 AM »
Looking forward to adding these to my games. Thanks for sharing Scott!
obsidian3d
www.o2media.ca

Offline leonmallett

  • Mastermind
  • Posts: 1761
    • Kitbash Games
Re: Super Mission Force Extension!
« Reply #10 on: August 19, 2018, 02:25:10 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?

Kitbash Games' web-page: http://www.kitbashgames.co.uk/

Offline fourcolorfigs

  • Mastermind
  • Posts: 1912
    • http://www.four-colorstudios.com/
Re: Super Mission Force Extension!
« Reply #11 on: August 19, 2018, 08:55:42 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.

Offline fourcolorfigs

  • Mastermind
  • Posts: 1912
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Re: Super Mission Force Extension!
« Reply #12 on: August 31, 2018, 12:29:42 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!

Offline leonmallett

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  • Posts: 1761
    • Kitbash Games
Re: Super Mission Force Extension!
« Reply #13 on: August 31, 2018, 08:42:03 AM »
Thanks for the shout-out Scott. :)

For Mentalist and Wild Card maybe?

Offline leonmallett

  • Mastermind
  • Posts: 1761
    • Kitbash Games
Re: Super Mission Force Extension!
« Reply #14 on: August 31, 2018, 09:58:30 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?