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Author Topic: [Goalsystem] Super Mission Force  (Read 55555 times)

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
Re: [Goalsystem] Super Mission Force
« Reply #315 on: 20 December 2016, 12:41:49 PM »

Offline kimryoung

  • Bookworm
  • Posts: 72
Re: [Goalsystem] Super Mission Force
« Reply #316 on: 20 December 2016, 01:56:53 PM »
I made adjustments to the Super-Clubs. Your comments made me re-look at the whole thing for SMF. Adding dice is really powerful in this system with its much smaller dice pools. Especially for the Brick, who has that killer base 6D pool.

So I re-worked the bennies as follows:

-- Small (mailbox, motorcycle) +1 Re-roll, +2” Reach
-- Medium (dumpster, sedan) +2 Re-rolls, +3” Reach
-- Large (dump truck, train car) +3 Re-rolls, +4” Reach

Measuring a model's height to calc reach is too fiddly for me. But I do like your idea that they should convey a bit of reach. So this addresses that. Is it simulationist that a large object only conveys +1" more than a medium? No. But SMF is not about that. So I think this will work better.

This will work fine. Good Job!

Kim

Offline Cait Sidhe

  • Scientist
  • Posts: 397
Re: [Goalsystem] Super Mission Force
« Reply #317 on: 20 December 2016, 03:42:41 PM »
I struggled to come up with something for Metamorph, ended up just going for DNA strand because you know... that whole changing DNA connection there.  ;D

Fitting everything onto A5 was rough so I ended up going with 2 sheets and presumably enough tokens to do 2 teams... Kinda guessed somewhat with what would be good numbers for each, the assumption being 2 characters with each power being the maximum (except flying as it's probably more common).

« Last Edit: 11 July 2017, 10:29:13 AM by Cait Sidhe »

Offline fourcolorfigs

  • Mastermind
  • Posts: 1916
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Re: [Goalsystem] Super Mission Force
« Reply #318 on: 20 December 2016, 03:47:23 PM »
These are brilliant! Can you e-mail me hi-res 300 DPI versions (.tif is best) to my gmail account?

srpyle at gmail.com

Thanks!
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

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Re: [Goalsystem] Super Mission Force
« Reply #319 on: 20 December 2016, 03:53:35 PM »
The U-Foes

Vector (Super, Blaster)
Major Power
Power Blasts
Minor Powers
Flight
Force-Field
Telekinesis

Backgrounds
Business, Science


Ironclad (Brick)
Major Power
Super-Strength
Minor Powers
Density Increase
Tough (Boost)

Backgrounds
Exploration, Science

Vapor (Street Level)
Minor Powers
Density Decrease
Gas Attack (re-skinned Sonic Blast)

Backgrounds
Exploration, Science


X-Ray (Wildcard)
Minor Powers
Density Decrease
Flight
Invisibility
Power Blasts

Backgrounds
Exploration, Science



« Last Edit: 22 December 2016, 03:11:36 PM by fourcolorfigs »

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #320 on: 21 December 2016, 02:23:44 PM »


Latest changes (1.34):

-- Adjusted Super-Clubs
-- Changed major Enhance to a free action
-- Added new minor power options for Archery based blasters
-- Edited and clarified aspects of the scenarios

https://app.box.com/s/4sx2qknhb2nd4ptn8o4wrvmqd3ldgoa6

Offline kimryoung

  • Bookworm
  • Posts: 72
Re: [Goalsystem] Super Mission Force
« Reply #321 on: 23 December 2016, 03:55:04 AM »
Thoughts on Metamorph Archetype

The Metamorph Major Power does a good job representing those with significant Shape Shifting ability that can assume alternate forms such as Beast Boy, Metamorpho, Chameleon Boy and the Metal Men. However characters that are primarily stretch types such as Mr. Fantastic, Elongated Man or Madam Rouge could benefit from a second Major Power choice.

Consider two major powers (chose one) Metamorph, Elasticity

Elasticity (major)

You possess a rubbery body that allows then to stretch and strike opponents at range in melee, climb, grapple, avoid holds, etc. you have the following abilities:

 -  15” reach for all melee attacks.

 -   +2D for all grappling attacks and holds, escaping any grapples and holds, breakout attempts from      entangle attack    and also all jumping and falling checks.

-  Immune to all Knockbacks

-  Climb up or over any obstacle up to 15” high as a normal move

-  Once per turn can catch any falling model within 15” canceling all damage to them.

I think this better delineates shape shifters from stretch and elastic characters within the Metamorph Archetype with a simple major power addition.

Kim
« Last Edit: 23 December 2016, 03:57:20 AM by kimryoung »

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #322 on: 23 December 2016, 11:42:10 AM »
Thoughts on Metamorph Archetype

The Metamorph Major Power does a good job representing those with significant Shape Shifting ability that can assume alternate forms such as Beast Boy, Metamorpho, Chameleon Boy and the Metal Men. However characters that are primarily stretch types such as Mr. Fantastic, Elongated Man or Madam Rouge could benefit from a second Major Power choice.

Consider two major powers (chose one) Metamorph, Elasticity

Elasticity (major)

You possess a rubbery body that allows then to stretch and strike opponents at range in melee, climb, grapple, avoid holds, etc. you have the following abilities:

 -  15” reach for all melee attacks.

 -   +2D for all grappling attacks and holds, escaping any grapples and holds, breakout attempts from      entangle attack    and also all jumping and falling checks.

-  Immune to all Knockbacks

-  Climb up or over any obstacle up to 15” high as a normal move

-  Once per turn can catch any falling model within 15” canceling all damage to them.

I think this better delineates shape shifters from stretch and elastic characters within the Metamorph Archetype with a simple major power addition.

Kim


This is, of course, text borrowed from SuperSystem. I could have used this from the beginning and I thought about doing so, but where I could in SMF I sought out ways to compact and abstract genre concepts.

One area was Metamorph. I think you can use the six forms of Metamorph to do just about everything Elasticity can do, save for maybe the rescue aspect.

I am not sure I am willing to add another major power just to cover this. I'll think about though.

As always, I really appreciate your feedback and contributions!

 :)

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #323 on: 23 December 2016, 07:37:53 PM »
Added another updated version, 1.35 this time.

https://app.box.com/s/4sx2qknhb2nd4ptn8o4wrvmqd3ldgoa6

The major change here is I added a little system of Faults & Weaknesses in the Appendix.

It's completely optional and very light.

I also tweaked Amphibious a little bit, lowered its bonus from +2D to +1D[1].

A few other tweaks and changes here and there. That's it!  :)

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #324 on: 24 December 2016, 02:46:27 PM »
I plan to work this into the Metamorph form selections:

=============
Save (minor)
You can assist a nearby character as things go bad! Once per round, as a reaction during another character's turn, you can cancel or mitigate the effects of knockdown, knockback, and falls on a character within 10" of you. You can completely eliminate the knockback if it starts within your 10" range, or cancel a knockdown effect on a character who passes within your 10" range. You can also cancel the negative effects of a falling character. You can completely eliminate a character's fall if it starts within your 10" range, or cancel a fall's damage if the character lands within your 10" range. If you cancel a character's knockback or fall, that character is not knocked down.

If you choose it, cancel the effects of a knockdown or knockback on yourself. If you choose it, cancel any falls you suffer, or suffer no damage when you land after falling. 

Example: Polymer looks on as his teammate Serpent gets knocked off of a high ledge! Checking the range, Polymer sees that Serpent is only 8" away, so he activates his Save for that round and cancels the knockback on Serpent, placing him at the edge of the drop-off, standing upright.
========

It will also of course be a minor power available to Wildcards and Street-Level archetypes.


Offline kimryoung

  • Bookworm
  • Posts: 72
Re: [Goalsystem] Super Mission Force
« Reply #325 on: 24 December 2016, 06:04:56 PM »
Scott,
If you are reluctant to add Elasticity, perhaps consider dividing the power packages into two groups, one for Shape Shifter types and one for Stretch Types.  Pick which type of Metamorph you are:

Shape Shifter (i.e. Beast Boy type)
- Armor, +6” move, Melee weapons (Rhino)
- Massive, Super strength, 3” reach (Elephant)
- Amphibious, Multiple limbs, 6” reach (Giant Squid)
- Flight, Enhanced senses, Sonic blast (Eagle)
- Super agility, Melee weapons, +6” move (Lion)
- Flight, Power blast, Armor (Dragon)

Stretch (i.e. Mr. Fantastic type)
- Entangle, +6” move, Super strength
- Density increase, Fortune, Regen
- Super agility, 5” reach, Melee weapons
- Obscurement, Enhance, +6” move
- Stun, Resistance, Leap
- Fast, 10” reach, Counter Attack

These are just examples. Obviously, there are lots of possible combinations for both and maybe you don’t need 6 forms for each. I do think there is a significant distinction between them to consider this.

Thanks for listening. I’m on board whatever you do.
Kim

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #326 on: 24 December 2016, 07:10:06 PM »
Scott,
If you are reluctant to add Elasticity, perhaps consider dividing the power packages into two groups, one for Shape Shifter types and one for Stretch Types.  Pick which type of Metamorph you are:

Shape Shifter (i.e. Beast Boy type)
- Armor, +6” move, Melee weapons (Rhino)
- Massive, Super strength, 3” reach (Elephant)
- Amphibious, Multiple limbs, 6” reach (Giant Squid)
- Flight, Enhanced senses, Sonic blast (Eagle)
- Super agility, Melee weapons, +6” move (Lion)
- Flight, Power blast, Armor (Dragon)

Stretch (i.e. Mr. Fantastic type)
- Entangle, +6” move, Super strength
- Density increase, Fortune, Regen
- Super agility, 5” reach, Melee weapons
- Obscurement, Enhance, +6” move
- Stun, Resistance, Leap
- Fast, 10” reach, Counter Attack

These are just examples. Obviously, there are lots of possible combinations for both and maybe you don’t need 6 forms for each. I do think there is a significant distinction between them to consider this.

Thanks for listening. I’m on board whatever you do.
Kim


Funny you should mention this. I ran a couple of games yesterday and I was feeling the Metamorph was a bit too potent with so many options. So your post couple with that spurred me to re-work things like this:

======

Metamorph (major)
You possess ultimate control over your body. You may be elastic and malleable, or a shapeshifter capable of assuming multiple forms! You maintain a somewhat normal humanoid form that allows you to wear clothing and communicate normally, but you can will this form to stretch or change at your whim. Chose either the Elasticity or Shape-Shifter tracks when you select this power.

At the beginning of each game, and then at the beginning of each turn, spend a free action and select one of the packages of powers and benefits listed under your track. These each represent different forms or shapes your body can take:

Elasticity
-- Form 1: Melee Weapon, +6” Move, +10” Reach
-- Form 2: Multiple Limbs, Save, Super-Agility
-- Form 3: Save, Super-Agility,+6” Move

Shape-Shifter
-- Form 4: Leaping, Melee Weapon, +4” Reach
-- Form 5: Enhanced Senses, Entangle, Super-Agility
-- Form 6: Armor, Flight, Power Blasts (minor)

If you take the Shape-Shifter track you can give up the minor power selection the Metamorph archetype grants you and instead choose one of packages from the Elasticity track to give yourself even more versatility!

=====

Offline kimryoung

  • Bookworm
  • Posts: 72
Re: [Goalsystem] Super Mission Force
« Reply #327 on: 24 December 2016, 11:39:20 PM »
Like This!

A couple questions on Multiple Limbs:

How is there an extra Ranged attack?

It says you gain 10” reach with your extra attacks, is it both, or just the second? Needs clarity.
Perhaps it should just say you get two attacks, but only one attack gets a charge bonus.
Not sure the range break for dice reduction is worth it, just make it all -1D up to 10"

Not sure why extra limbs give you 10”reach either. Tentacles make sense like Doc Octopus, but not for a 4 armed Ape or human size Bug. Maybe you could get a choice of Reach, or Re-rolls to differentiate this.

Like the Save Power also!

SMF is looking good.

Kim

Offline fourcolorfigs

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Re: [Goalsystem] Super Mission Force
« Reply #328 on: 25 December 2016, 01:13:59 AM »
Like This!

A couple questions on Multiple Limbs:

How is there an extra Ranged attack?

It says you gain 10” reach with your extra attacks, is it both, or just the second? Needs clarity.
Perhaps it should just say you get two attacks, but only one attack gets a charge bonus.
Not sure the range break for dice reduction is worth it, just make it all -1D up to 10"

Not sure why extra limbs give you 10”reach either. Tentacles make sense like Doc Octopus, but not for a 4 armed Ape or human size Bug. Maybe you could get a choice of Reach, or Re-rolls to differentiate this.

Like the Save Power also!

SMF is looking good.

Kim



I removed the extra ranged attack from Multiple Limbs. That was old text and needed trimmed. I clarified some of the other text as well.

Thanks!

Offline kimryoung

  • Bookworm
  • Posts: 72
Re: [Goalsystem] Super Mission Force
« Reply #329 on: 26 December 2016, 08:59:33 PM »
This one has been bugging me for a while.
 
Issues with Leaping

Models currently can leap up 20” plus 1” for goals rolled on 4D and 30” long plus 4D goals. Then, add chance check at the end before landing to see if you are on target. That’s a lot of rolling for a single leap.

Also it says you melee a flying foe if they’re in your path, than can land in contact with another model and make an attack. Is that two attacks in one turn? Doesn't seem right.

But the biggest issue is the length of the leap. 30" plus the goals for leaping compared to only 20” for the Flight Power is just too much.

Ok, Hulk with his super strength can go pretty far, but Iron Man and Thor can fly at supersonic speed, and a Green Lantern, or Superman even faster! Then there is the less then Hulk strength type leapers like the Beast, or even the street level villain Leap Frog, who in no way could leap away from Iron Man.

Soooo…… consider this for Leaping:

“Exchange your standard move for a 4D action check. Declare where you want to land. You may leap 15” high and long, adding 1” for each goal scored from your single roll to both. If you fail to score at least 2 goals, your opponent can decide where you land within 5” of your intended landing spot.

Super strength (minor) allows you a 20” leap instead of 15”, and Super strength (major) 25”,  plus the 4D roll for both powers.*

If you land in base contact with an enemy model, the leap counts as a charge and you may attack them. If your leap path takes you past a flying foe, you can make a single melee attack against them instead, but then you cannot land in base contact with another enemy model.”

*<side note, remove the +1D and +2D leaping bonus under super strength of both>.

Then add to the Flight Power:

“You can take a Special action and fly up to 40” instead of 20”. If so, you must remain in flight and not land, nor take any combat actions. Add +2D to your body defense rolls when you take this action. Street level archetypes with Flight may not take this special action.”

Comment - I think this puts Flying and Leaping powers in better proportion to each other. Also it reduces to a single roll for Leaping instead of multiple rolls.

Kim 

 

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