Monday, 13 October 2014

Chain Actions & Chain Activations

While we retained the alternating Activations of the original game, what we chose to do was create the opportunity for key moments where momentum can suddenly shift - if your preparations are right, that is!

Normally during your Turn you can Activate a Supreme and in addition Command a Minion card.

A Supreme can normally use between 1 and 3 Actions. Only 1 Action may be an Exclusive Action (those Actions on the card), although a second Exclusive Action may be used if it is Combinable. Move Actions may be used in addition and/or in place of the basic Exclusive Action. Of course, all rules are made to be broken!
Chain Action Example (Figure 1): Some models have their own rules that allow the Actions limit per Activation to be exceeded. Chronin's Time Control Power allows her to Combine any number of Action in a single Activation, allowing her to theoretically use 5 Actions (2 Moves, and up to 3 Exclusive Actions). This can be extended further if she is lucky with her Flurry Action!

And of course, the rule about Activating a single Supreme in a Turn can be broken too!
Chain Activation Example (Figure 2): It is the start of the Round and the Heroes have won the Starting Roll against the Ulthar. Trail (1) starts the Hero Turn using Mind Strike against Stormblades. As Trail had not yet Activated this Turn, thanks to his A Second Ahead Power, a Friendly model may Activate. Dead Eye (2) Moves in and uses his Power Smash. If Stormblades is still standing, then with Dead Eye's Tactics Power Jade Hawk could Activate (3), Moving in to Attack with her Death Claw. And of course Stinger may use his Power to swap places with Stormblades....


Monday, 6 October 2014

Looking To The Future

Inside cover
Before I resume posts about the new rules in the next couple of weeks, I wanted to flag up one of the cool things I think we have done with the new book. There is more fluff than last time. Much, much more.

This time around we have told the story from the perspective of the various key Factions, so that will give more insight into the who, what, and why of your favourite Supreme Teams. More than just that, we also take a look into the future in more ways than one. We drop some hints that may take a bit of digging to find, and that connect some of the dots of what we plan for the future of the Pulp City storyline and new Factions, while also revealing a good number of Supremes not seen before and that we plan to introduce in the future. So to anyone picking the book up - from the KS or when the book is available through retail after fulfilment is complete -we hope you will find some pleasant surprises!


Sunday, 5 October 2014

Welcome

Okey dokey, another 'welcome' goes out, this time to supers and 7TV fan Blaxkleric of the Fantorical blog (click for link). Thanks for signing up, and I will be Following Blaxxcleric's own updates from now on!

There will be a Pulp City SE post tomorrow, nothing major, but just so you guys know. :)

Welcome

Welcome to Follower #140, Mark Rivera. It took a bit of digging but I *think* Mark is the 140th Follower signed up (it can be hared to tell with the Followers gadget!!).

Thanks as always for signing up. :)

There should be more content soon, in a couple of weeks, as I have a big (read important and lengthy) course essay to get out of the way first. That said, I will have a new quick post in the next couple of days. When proper posting resumes, I hope to get 'under the hood' (apologies to Mr. Moore) of the new rules a little more with the Pulp City SE game ahead as we are getting much closer to fulfilment.

I also have this year's Hallowe'en Madness game with Rob on the near horizon. Rob has been working a a terrain piece for this as we depart the mean streets of Pulp City for lush jungle. I have to re-base a mini today ahead of that game, so hopefully that will go well!

Tuesday, 9 September 2014

What's My Role?

Figure 1: Recruitment side of the card
One of the new features for Pulp City SE that emerged during the design process was the classification of Supremes (and Minions) into 'Roles' - a way of identifying for players what kind of rules or function to expect with specific models. Initially this was more about the type of Actions and Powers a model had, but pretty quickly we realised we could take things a step further.

So it was that we created a specific Power for each of our 8 Roles. For example, a Tank such as Iron Train has the same Tank Power as Rook. Because of their respective Tank Powers, both are good at protecting their allies. Rook has a further edge, because he has additional abilities specifically geared to protecting Team-mates.
Figure 1 & 2: Howler is a Blaster, so you pick him knowing he will offer decent ranged Attack options. His Blaster Power shows he gets extra dice in the right situation.

Figure 2: Howler's Blaster Power
Those Role Powers changed a little over time as we developed Pulp City SE, but that is what led us to the stage that when you select a Supreme for your Team, its Role will tell you what it is good at, and its Role Power will emphasize that contribution.

Your front-line fighters will be Brawlers, Blasters and Powerhouses.

Infiltrators, Speeders and Supports have more specialist functions, either for objective grabbing or AP fuelling. 

Leaders are there to buff your Team and most of them can handle front-line battles.

Tanks are useful because they straddle a couple of functions: they are highly durable; most pack a decent primary Attack; and they can protect your more fragile models.

As I continue to add to the blog, I will be sure to add the appropriate Role tags to update the various Supremes and Minions I have posted over the years.

Friday, 5 September 2014

Team Building Reloaded (SE Version)

With the upcoming Pulp City Supreme Edition Kickstarter delivery, I thought I would take an opportunity to talk about what amounts to some significant changes to Team construction.

In the previous edition, a Team had to have an equal or as equal as possible Level 1 and Level 2 Supremes. It could have a Level 3 model if playing a Level 12 game or above. All models had to be Hero or Villain (Hero/Villains could be fielded on either side).

We have changed that for Supreme Edition!

We set out to stream-line and improve the game, but also improve the game experience. One of the things we had to change was to make Team recruitment more permissive. Now you can field you own combination of Levels, with the restriction of no more than one Powerhouse (a 'big guy' model) and no more than one Leader. Teams can be built according to Alignment (Hero or Villain as before), or they can be built around Factions. And some of those Factions have quite an eclectic line-up to say the least. Better yet, some Supremes qualify for more than one Faction...

Consider the following models:


As well as their usual respective Factions, they are all members of The Way, which means that models that previously could not be fielded in the same Team now can take the table together.

So those models could be fielded as a Level 8 The Way team. or a level 5 Hero Team, or a Level 5 Villain Team.

Sunday, 31 August 2014

Combat Actions & Dice Pooling

One of the main and earliest settled on adjustments for Pulp City SE was to replace the Opposed Roll which mostly produced either results based on difference - Damage; or binary results - success or fail achievements.

What we wanted and what we have created is a mechanic that allows Actions to have multiple results, and that the spread of results is not limited to Damage alone.

Consequently most Actions have a menu of extra Effects (EFX) that can be chosen from and added when you have an especially successful roll. Success is measured by winning the basic roll (your best die plus Trait vs. opponent best die plus Trait or target Number), and additional success is through each result of 5 or 6 (Trump Traits) or 6 (no-Trump), or for Powerhouses each 4, 5, or 6. Enemies cancel those successes with their own dice achieving the same values (except for Powerhouses Defending don't achieve cancels on a 4+).

One of the keys to success is to maximise the number of dice you roll. This is done through Combat Bonuses, spending Power Up dice, Effects (bonuses to Attack or Defend) and any situational benefits such as from Powers.

Example: Six Feet Under Activates. He Moves in to engage Night Fright & Leech in Base to Base (BtB), and uses his Ashes to Ashes Action before Attacking with his Power Smash Action.

Normally you can you one Exclusive Action (the Actions on cards) per Activation, but because Ashes to Ashes is Combinable you can use it as well as Power Smash.
Six Feet Under succeeds with his Ashes to Ashes Action, but does not get any EFX.

For the Power Smash Each player rolls a basic 1d6 plus dice for appropriate modifiers:
Six Feet Under: Strength Trait + 1d6 +
  • Momentum (from Moving) 1d6
  • Size Matters (Six Feet Under has a bigger base) 1d6
  • Strong/NonLiving (from his Undertaker Power) 1d6
  • Attack 1 (from Ashes to Ashes) 1d6
  • Power Up dice (Six Feet Under gets 3 new Power Up dice per round in addition to any unused dice) 3d6
For a whopping 8 dice; if he wins, any dice results of 4+ yield EFX.
Night Fright & Leech: Defense Trait  + 1d6+
  • High Ground (because they are Flying) 1d6
For a less spectacular 2 dice. This will probably hurt. A lot.

So it is a good idea to learn how to maximise your modifiers to get the best advantage you can.
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