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Author Topic: [Goalsystem] Super Mission Force  (Read 49251 times)

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #225 on: December 02, 2016, 01:30:47 AM »
Had another quick question:

Clever gives you/your leader +1D to initiative rolls, but Enhanced Senses gives you initiative re-rolls that don't stack with other models that also have Enhanced Senses. Do Clever initiative bonuses stack from two or more models that have Clever, or are they restricted also?

It does not stack either. I'll be sure to clarify this. Enhanced Senses and Clever will stack with each other though.

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 fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #226 on: December 02, 2016, 01:49:52 AM »
I played two Fortress Assaults today and really liked the new tweaks. I will post an updated doc tomorrow with a few minor changes. Mainly clarifications of the Fortress Assault scenario, but also a few other odds and ends.

They were great games!

Effectively 5 units per side--my Inhumans had Lockjaw as a Sidekick, and Rico's villains had the extra henchmen (AIM Agents).

He fielded MODOK, Leader, Rhino, Whirlwind, Electro, AIM Agents.

I fielded Medusa, Gorgon, Karnak, Crystal, and Lockjaw.

We used the optional card based initiative, which I love.

Great games!

Offline kimryoung

  • Bookworm
  • Posts: 71
Re: [Goalsystem] Super Mission Force
« Reply #227 on: December 02, 2016, 08:59:20 PM »
Here is a thought for a bit more diversification for Character Builds (and also representing some Iconic comic book characters with a bit more detail):
This gives us something between a normal Archetype and a Powerhouse.

Super-Archetype:

Two Super-Archetypes count as 3 normal characters (or one normal character and one street level character).

The Super-Archetype is built as a normal character, but may have two (2) additional minor powers from their list. They have the option to trade two minor powers for any one minor power from any other archetypes list (trade is 2 for 1). You may also trade up to two (2) minor powers for up to two boosts.

Super-Archetype examples:

Green Lantern
Archetype: Blaster
Major Power: Power Blasts
Minor Power: Flight
Minor Power: Force Field
Minor Power: Iron Will
Boost: Clever

Spider-Man
Brawler
Major Power: Scrapper
Minor Power: Enhanced Senses
Minor Power: Super Agility
Minor Power: Super Strength (2 for 1 trade)

This should allow for greater distinction of those characters just a cut below the Powerhouse, but more abilities then the typical archetype.

Kim



Offline Bloodaxe

  • Scientist
  • Posts: 283
Re: [Goalsystem] Super Mission Force
« Reply #228 on: December 02, 2016, 10:40:55 PM »
Here is a thought for a bit more diversification for Character Builds (and also representing some Iconic comic book characters with a bit more detail):
This gives us something between a normal Archetype and a Powerhouse.

Super-Archetype:

Two Super-Archetypes count as 3 normal characters (or one normal character and one street level character).

The Super-Archetype is built as a normal character, but may have two (2) additional minor powers from their list. They have the option to trade two minor powers for any one minor power from any other archetypes list (trade is 2 for 1). You may also trade up to two (2) minor powers for up to two boosts.

Super-Archetype examples:

Green Lantern
Archetype: Blaster
Major Power: Power Blasts
Minor Power: Flight
Minor Power: Force Field
Minor Power: Iron Will
Boost: Clever

Spider-Man
Brawler
Major Power: Scrapper
Minor Power: Enhanced Senses
Minor Power: Super Agility
Minor Power: Super Strength (2 for 1 trade)

This should allow for greater distinction of those characters just a cut below the Powerhouse, but more abilities then the typical archetype.

Kim




Is there some kind of option for Spiderman to be able to shoot his webs?

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #229 on: December 02, 2016, 11:18:14 PM »
Is there some kind of option for Spiderman to be able to shoot his webs?

That would be Entangle. You can make a pretty accurate Spider-Man with the Wildcard archetype:

Enhanced Senses
Entangle
Super-Agility
Super-Strength (minor)


Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #230 on: December 02, 2016, 11:38:51 PM »
Here is a thought for a bit more diversification for Character Builds (and also representing some Iconic comic book characters with a bit more detail):
This gives us something between a normal Archetype and a Powerhouse.

Super-Archetype:

Two Super-Archetypes count as 3 normal characters (or one normal character and one street level character).

The Super-Archetype is built as a normal character, but may have two (2) additional minor powers from their list. They have the option to trade two minor powers for any one minor power from any other archetypes list (trade is 2 for 1). You may also trade up to two (2) minor powers for up to two boosts.

Super-Archetype examples:

Green Lantern
Archetype: Blaster
Major Power: Power Blasts
Minor Power: Flight
Minor Power: Force Field
Minor Power: Iron Will
Boost: Clever

Spider-Man
Brawler
Major Power: Scrapper
Minor Power: Enhanced Senses
Minor Power: Super Agility
Minor Power: Super Strength (2 for 1 trade)

This should allow for greater distinction of those characters just a cut below the Powerhouse, but more abilities then the typical archetype.

Kim


This looks interesting. I'd like to see some folks try it in play and see how it goes!


Offline Erny

  • Scientist
  • Posts: 361
    • Erny's Place.
Re: [Goalsystem] Super Mission Force
« Reply #231 on: December 04, 2016, 12:11:50 AM »
I've given my spiderman Telekinesis reskinned as webbing powers.

So now he can shoot his webs to leap up onto the side of a building using levitate, move objects at a distance with his webs, yank mailboxes and motorbikes at villains using the super club even wrap them in constricting webs. Using levitate he can even use his webs to fling or swing an ally.

I decided against super senses because really his spider sense just warns him I'n time to use his uper agility unlike say DDs radar. So now we have:

Wild card:

Super strength
Super agility
entangle
Telekinesis

Not to mention the wild card special moves.

I don't see anything major unbalancing about chucking the odd extra minor power at a hero or villain. If I want spidey to have super senses perhaps I can take that if my opponent gets to take an extra minor power for one of his street level villains to make them a bit more of a boss or perhaps the green goblin wants to ad an extra gadget or type of pumpkin bomb.

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #232 on: December 04, 2016, 01:18:34 AM »
I've given my spiderman Telekinesis reskinned as webbing powers.

So now he can shoot his webs to leap up onto the side of a building using levitate, move objects at a distance with his webs, yank mailboxes and motorbikes at villains using the super club even wrap them in constricting webs. Using levitate he can even use his webs to fling or swing an ally.

I decided against super senses because really his spider sense just warns him I'n time to use his uper agility unlike say DDs radar. So now we have:

Wild card:

Super strength
Super agility
entangle
Telekinesis

Not to mention the wild card special moves.

I don't see anything major unbalancing about chucking the odd extra minor power at a hero or villain. If I want spidey to have super senses perhaps I can take that if my opponent gets to take an extra minor power for one of his street level villains to make them a bit more of a boss or perhaps the green goblin wants to ad an extra gadget or type of pumpkin bomb.

Brilliant use of the rules, Erny! I like your Spidey better than mine!  ;)

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
Re: [Goalsystem] Super Mission Force
« Reply #233 on: December 04, 2016, 01:52:32 AM »
Wild card:

Super strength
Super agility
entangle
Telekinesis

Not to mention the wild card special moves.


Agreed, very clever :)

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
Re: [Goalsystem] Super Mission Force
« Reply #234 on: December 04, 2016, 01:53:48 AM »

or perhaps the green goblin wants to ad an extra gadget or type of pumpkin bomb.


Ok, I throw the gauntlet Erny!  Let's see your Green Goblin :)

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #235 on: December 04, 2016, 12:50:15 PM »
Ok, I love the Great Lakes Avengers and Mr. Immortal. Love them.

I've been toying with a way to get Mr. Immortal into SMF. Here's a try:

Immortal (minor x 2)
You can't die! While this might sound great, it does have its drawbacks. You automatically fail all KO checks. If you fail a KO check you miss your next turn. On the following turn, you spring up with all of your Body and Psyche damage restored. If you're KO'ed again in the battle, you go down again, lose your next turn, and spring back up on the following turn with all damage restored. And so on. You never make post-battle injury checks if you happen to end a game KO'ed. You also never gain experience bumps with the rest of your team. This power counts as two minor power selections and can only be taken by Wildcard archetypes.


Any thoughts on this?

Offline Nojoy

  • Student
  • Posts: 11
Re: [Goalsystem] Super Mission Force
« Reply #236 on: December 04, 2016, 04:12:37 PM »
I don't understand the need for the Super Archetype. Did I mis-read the powerhouse or wouldn't you get the same results combining blaster/wildcard or scrapper/wildcard?


Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #237 on: December 04, 2016, 06:20:14 PM »
I don't understand the need for the Super Archetype. Did I mis-read the powerhouse or wouldn't you get the same results combining blaster/wildcard or scrapper/wildcard?

I think Kim's idea is to create an Archetype between Normal and Powerhouse. So it would go:

Street Level
Normal
Super
Powerhouse

I am not sure yet we need it, but it is an interesting idea. It's just hard to parse out it's resource "cost" in relation to the Normal archetypes.

Powerhouse = Normal x 2
Normal = Street Leve x 2

Anyway, it's good discussion fodder as we get closer to finished product.


Offline Erny

  • Scientist
  • Posts: 361
    • Erny's Place.
Re: [Goalsystem] Super Mission Force
« Reply #238 on: December 04, 2016, 07:53:57 PM »
Ok, I throw the gauntlet Erny!  Let's see your Green Goblin :)

Well nothing clever, he would be another wild card with minor super strength, armour or resistance, minor power blasts and flying. If I were to bump him up by one minor power he would be able to take both armour and resistance or perhaps some specialised smoke pumpkin bombs for concealment.

Offline Erny

  • Scientist
  • Posts: 361
    • Erny's Place.
Re: [Goalsystem] Super Mission Force
« Reply #239 on: December 04, 2016, 08:28:18 PM »
Ok, I love the Great Lakes Avengers and Mr. Immortal. Love them.

I've been toying with a way to get Mr. Immortal into SMF. Here's a try:

Immortal (minor x 2)
You can't die! While this might sound great, it does have its drawbacks. You automatically fail all KO checks. If you fail a KO check you miss your next turn. On the following turn, you spring up with all of your Body and Psyche damage restored. If you're KO'ed again in the battle, you go down again, lose your next turn, and spring back up on the following turn with all damage restored. And so on. You never make post-battle injury checks if you happen to end a game KO'ed. You also never gain experience bumps with the rest of your team. This power counts as two minor power selections and can only be taken by Wildcard archetypes.


Any thoughts on this?

Looks fun though I'm not sure what character would have this pwoer other than Mr immortal or a carbon copy of him. It could sort of work for Wolverine I guess except he'd end up with a sort of glass jaw.


 

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