Thanks for the updates Scott!
I like your variable options for power blasts, though the 5” reduction in range in exchange for +1 Re-roll is not quite a fair trade off for Power Blast (major). You’re giving up 1/3rd your range for the Minor power (15 down to 10”), but giving up only 5” out of 30” for a +1 Re-roll with the Major power is a no-brainer! It would be more equitable to have the Major power also be reduced by 1/3rd from 30” down to 20”. This way you are getting a fair trade off with either of the power levels, and it is a tougher choice to make.
After getting back from vacation (including a great trip to Alaska!) I’m starting to get my game table set up for some SMF games. Spent some time going through the rules in preparation of character creation and had these additional thoughts:
The Mentalist Maneuver “Power Attack” gives you Re-rolls for your normal Mentalism attack, but if you chose Healing (major) it is of no value! I suggest it should read …add +2 Re-rolls to your normal Mentalism attack, OR Healing roll!
Speaking of Healing, seems there should be a Healing (minor) power for those with medical training/kits or even a character like Swamp Thing who has been known to heal wounds. This would be similar to the major and minor Enhance powers…
Healing (minor)
“You can heal yourself, or a character in melee contact with you. Roll 5D. Every two goals you score restores one lost box of Body damage (only). You cannot restore more damage boxes than your target began with. Your power also grants you +1D on any pre or post-battle Arcane or Science checks.”
I have several characters that I will use this with. It’s also a good one for a Sorcerers grimoire.
Also, it looks like the Street-Level Archetype is pretty viable and will be in use often. One limiting issue for their choice I think is they have no Archetype Maneuvers! Even Henchmen get the “Concentrated Fire” maneuver. I plan on giving my Street-Level Archetypes this:
Street Maneuvers
Street Fighter
You know all the tricks of a back alley gang fight! Add +1 Re-roll to your normal melee or ranged attacks! Recharge 2+
Street Smart
You have seen and heard everything in your neighborhood and add +1 Re-roll to any non-combat situations. This includes initiative, movement, objective, perception, but not KO checks. Recharge 2+
I think this gives the Street types some competitiveness, but not out of proportion.
One final thing, for a bit more diversity I’m going to have another Boost choice:
Armed
You’re armed with a Firearm and a Close Combat Weapon!
• You can make a 10” body based ranged attack (4D)
• Add +1 Re-roll to your melee attack rolls
These are from the street henchmen's equipment list. This allows me to get my Swashbuckling Pirate Brawler armed with a pistol and cutlass, and super agility into action!
Love the diversity and ease of character creation this game has!
Thanks Scott
Kim