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Author Topic: [Goalsystem] Super Mission Force  (Read 49254 times)

Offline kimryoung

  • Bookworm
  • Posts: 71
Re: [Goalsystem] Super Mission Force
« Reply #360 on: January 08, 2017, 05:32:35 AM »
Looks good Scott

Thanks!

Kim

Offline Nojoy

  • Student
  • Posts: 11
Re: [Goalsystem] Super Mission Force
« Reply #361 on: January 08, 2017, 03:27:46 PM »
Gunfighter (minor)
You are a firearms specialist armed with a machine gun, assault weapon, multiple pistols, etc. You can make a 15” ranged attack. Your shots are physical in nature and inflict Body damage.
In addition to your normal attack during your turn, you may make one (1) additional ranged attack in the round directed at an opposing character during their turn after they move and just before their combat action. You cannot shoot at a character you are already in melee with, but can shoot at a character the turn they charge you before their melee attack.

I like this, but fee like there should be a slight penalty on the second part. A defense reroll to the target or a -1D to the attack.

Just reread the latest draft, and I'm really liking the civilian and Titan rules that were added recently. This is really shaping up to be my favorite miniature rule set.

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #362 on: January 09, 2017, 12:47:33 PM »
I like this, but fee like there should be a slight penalty on the second part. A defense reroll to the target or a -1D to the attack.

Just reread the latest draft, and I'm really liking the civilian and Titan rules that were added recently. This is really shaping up to be my favorite miniature rule set.

Thanks! We're getting close to starting layout. Joe had been traveling for the holidays, so that gave us a bonus week to tweak, edit, and add stuff.

Once I get an initial layout in my hands, I'll need a group of dedicated editors to go through it and check for errors and other issues. I won't be posting the laid out version for general download, so PM me if you're interested. I figure five or so readers will  be good, and I have a few people in mind, so I just need one or two more to step forward and volunteer.

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

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #363 on: January 09, 2017, 01:08:12 PM »
Uploaded the latest version of the rules:

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

Highlights:

Version 1.41 Changes

-- Savant - added free move, re-worded it a bit
-- Added Dispel
-- Added Average Joe fault

And a few other minor edits...

Thanks!

Offline kimryoung

  • Bookworm
  • Posts: 71
Re: [Goalsystem] Super Mission Force
« Reply #364 on: January 09, 2017, 06:24:08 PM »
Quote
Once I get an initial layout in my hands, I'll need a group of dedicated editors to go through it and check for errors and other issues. I won't be posting the laid out version for general download, so PM me if you're interested. I figure five or so readers will  be good, and I have a few people in mind, so I just need one or two more to step forward and volunteer.

I'll be glad to help if you need. I sent you a PM

Kim

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #365 on: January 10, 2017, 07:37:10 PM »
I'll be glad to help if you need. I sent you a PM

Kim

Received, Kim. I had you in mind, anyway!  ;D

Thanks!

Offline MHoxie

  • Bookworm
  • Posts: 73
  • Peek-a-boo
Re: [Goalsystem] Super Mission Force
« Reply #366 on: January 17, 2017, 12:20:58 AM »
How would you make a power for a character who can give other characters bad luck?  I'm thinking:

Jinx (minor)

You can curse others with bad luck! Make a 4D, 15" ranged Psyche attack. If you score more goals than your opponent, then he will have the TNs for all rolls he has to make on his next turn increased by one.  Also, any movement actions taken will require a TN 3 test (not increased by the Jinx), with one Body lost per goal missed -- from tripping, exploding manhole covers, falling pianos, etc. A character can be under a only a single Jinx at a time.

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #367 on: January 17, 2017, 12:31:55 PM »
I like this Mike! It's in!

Offline kimryoung

  • Bookworm
  • Posts: 71
Re: [Goalsystem] Super Mission Force
« Reply #368 on: January 19, 2017, 03:46:12 AM »
Some other minor power ideas to consider:

Evasive (minor)

Whether from lighting reflexes, chicanery, or temporal displacement you have the knack of avoiding your opponent’s most deadly attacks. Your opponent’s do not receive the normal +1D when they charge you.  Also, when you attempt to break from melee, you add +1D for your opposed defense goal roll.

Firearms specialist (minor)

You are will armed and trained with an array of ballistic weapons such as a machine gun, assault rifle or pistols. You can make 15” ranged attacks (4D) with a +1 re-roll. Your blasts are physical in nature and inflict Body damage. You also have the Blaster archetype maneuver, Rapid Fire.

Iron Grip (minor)

You have a large mechanical claw, or use your body to constrict your foe, etc.  and can lock him in a deadly hold. All grappling attacks you make grant you a +1 Re-roll.


Berserker (minor)

When you suffer your last box of damage, and pass your KO test you go berserk! Add +1D to all melee attack and defense goal rolls until you are finally knocked out.


Iron Jaw (minor)

You are beat to a pulp, but still won’t go down! If you have passed your first KO check and suffer additional damage you may continue to take a KO check. As long as you keep passing your KO check, you can stay in the fight. You may not use any modifiers for these additional KO checks.

Immune (minor)

Your alien morphology, protective suit and face mask, or mutant genes, etc. provide you immunity against all poison, disease, toxins, spores, gases, biological weapons, radiation, etc. You may ignore any such attacks or effects in scenarios or otherwise if the character is exposed to such agents. This should be considered to be fairly encompassing against a wide variety of possible effects.


More possible options for WILD CARD types.

Kim

Offline kimryoung

  • Bookworm
  • Posts: 71
Re: [Goalsystem] Super Mission Force
« Reply #369 on: January 23, 2017, 03:30:41 AM »
Scott,

Here is a curious question that came up. 

A character has the minor powers Mimic and Duplicate. He copies 2 powers from his opponent that are now his powers. Next turn he then duplicates his self. The rules say he possesses all your boost and powers. Since the copied powers are now part of the character, per the rules the duplicate now has these powers as well!

Just want to make sure that is how you want this rule to work.

Thanks, hope everything is progressing well.

Kim

Offline infoholico

  • Student
  • Posts: 18
Re: [Goalsystem] Super Mission Force
« Reply #370 on: January 23, 2017, 01:31:42 PM »
That's pretty interesting, do you have some Character sheets for trying this game?

How would you do Deadpool?

Offline mellis1644

  • Mad Scientist
  • Posts: 573
    • Adventures in painting
Re: [Goalsystem] Super Mission Force
« Reply #371 on: January 23, 2017, 03:31:31 PM »
This looks great... I'll have to think about the suicide squad as I got that box set recently, although it's still in the long to be painted pile.
My painting blog is at: http://mellis1644.wordpress.com/

Offline Nojoy

  • Student
  • Posts: 11
Re: [Goalsystem] Super Mission Force
« Reply #372 on: January 23, 2017, 04:53:10 PM »
That's pretty interesting, do you have some Character sheets for trying this game?

How would you do Deadpool?

I've been stating the X-Men and Brotherhood of Mutants for playtesting using the very basic archetypes as much as possible.
For Deadpool, I'd go with

Deadpool (Wildcard)
Move: 6"
Body: 6
Psyche: 6
Minor Powers: Immortal (Healing Factor), Melee Specialist (Swords), Power Blast (Guns-a-plenty)
Backgrounds: Criminal, Espionage

The thing I love most about this system is how easy it is to make a character... I cut my superhero teeth on the Champions RPG. This system gives that customizable aspect, with minimal number crunching.
« Last Edit: January 23, 2017, 05:16:40 PM by Nojoy »

Offline infoholico

  • Student
  • Posts: 18
Re: [Goalsystem] Super Mission Force
« Reply #373 on: January 23, 2017, 11:11:56 PM »
Thanks, about Deadpool it seems you missed one minor power, I think it could be teleport or explosion. Captain America would be wildcard too, right? because he fights at melee but also throws his shield.

Captain America (Wildcard)
Move: 6"
Body: 6
Psyche: 6
Minor Powers: Melee Specialist, Shield, ¿Power Blast (Shield throwing)? ¿Super-Agility?
Backgrounds: Military, athletics

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Re: [Goalsystem] Super Mission Force
« Reply #374 on: January 24, 2017, 02:06:02 AM »
Thanks, about Deadpool it seems you missed one minor power, I think it could be teleport or explosion. Captain America would be wildcard too, right? because he fights at melee but also throws his shield.

Captain America (Wildcard)
Move: 6"
Body: 6
Psyche: 6
Minor Powers: Melee Specialist, Shield, ¿Power Blast (Shield throwing)? ¿Super-Agility?
Backgrounds: Military, athletics

Cap works just fine as a Brawler with the Shield minor power. That covers very short ranged attacks, extra defense, and a melee bump.

But your write-up is fine too! You could also write him up as a Mastermind to play-up his ability to give tactical advice.

Or as a Super to give him some extra oomph...

Lots of options!

 

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