A Mighty response to Aldo!

Howdy!

I’ve just purchased The Mighty Six, but I didn’t buy it to run a superhero game. Instead, I purchased it as a much needed Mini-Six supplement. You see, I’m really jazzed by Mini-Six, which I plan on using to run an Imperium in Revolt campaign, but its lack of Perk construction system has left me wanting.

Mini-Six, cool as it is, simply doesn’t give me enough info to design new stuff on the fly. I tried deconstructing some of their Perks (like Elf, Dwarf, and Robot) to discern the design philosophy underpinning the rules, but I simply couldn’t make it work. Then I thought of The Mighty Six. I skimmed through some of the preview material that you released and noticed that your versions of Energy Blast, ESP, Flying, Regeneration, and X-Ray Vision are all priced the same as they are in Mini-Six. Also, Adaptation can be used to model some of the abilities possessed by Robots (and other creatures) at pretty much the same cost. Given this compatibility, I went ahead and purchased The Mighty Six, figuring that it would make a great resource to add Perks (esoteric or otherwise) to my Mini-Six games.

Thus far, I’m not disappointed. The Mighty Six will make a great resource. I do, however, have some questions. At least a couple of things are priced differently in The Mighty Six than they are in Mini-Six. Your Telekinesis is 5 rather than 4. Darkvision SEEMS to be 1 in Mini-Six (as far as I can tell from the Dwarf and Elf packages), but you price it at 3. Is there a reason for these changes?

Also, some of the more mundane Perks are either different or missing altogether. The Mighty Six, for instance, doesn’t seem to include Daredevil, Favors, Perceptive, Recall, or Sidekick. Also, Mini-Six’s Destiny has been slightly modified and renamed Lucky B$%#! in The Mighty Six. Are there any reasons for these omissions or differences?

Finally, do you have any advice for using The Mighty Six as a resource for Mini-Six? Are there any pitfalls? Are there any things you would tweak going from The Mighty Six to Mini-Six? To be honest, thus far the only big change seems to be regarding Darkvision. Using your cost structure would bump up the Dwarf and Elf racial packages by 2 points each. Otherwise, everything else seems negligible.

Thanks for your time and consideration, and thanks also for a great product!

All the best,

Aldo

Mighty Six Lead Developer Paul responds:

Dear Aldo,

Thanks so much for your awesome questions and kind words! We’re glad you like our product. We are mid production on “Six-celsior!”, essentially a reboot of Mighty Six, so your questions are timely, many of the changes we’re making address some of your questions.

In Mighty Six we chose to differentiate Perks from Powerks, fearing that the invasion of superpowered Perks would ruin a low powered game. Many of the Powerks are priced accordingly high to keep them out of reach of a regular 7 Skill Dice Campaign. Notice that there are separate point buy systems for powers versus just regular Perks (Power Points versus Skill Dice). In Six-celsior! all Perks and Powerks will simply be Perks, purchased using Skill dice and priced accordingly.

Some game-breaking Powerks (notably Mind Control etc) are veeeery costly, to offset the imbalancing effect a psionic can have on a campaign.

We avoided reprinting much of the material in Mini-Six (including most of the “mundane” Perks) because that information could easily and freely be found in Mini-Six. This will also be rectified in Six-celsior! Some of the Perks are very similar to the Mini-Six variants, they simply have a different spin on them. They are intended to be used alongside the Mini-Six Perks, to complement them so to speak, rather than replace them. So use them all!

I hope that answers your questions and thanks again for choosing to BE MIGHTY

Paul

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Print on Demand returns, Mightier than ever!

After a short hiatus to make corrections to lucky page 13, Mighty Six is once again available in glorious color print.

Drop by Drivethrurpg.com for details.

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The Mighty Six print-on-demand is under repair!

mightysixpodHey there MIGHTY gamers, you may have noticed the PoD (print-on-demand) version of The Mighty Six RPG is not currently available. FEAR NOT!

It is currently being repaired and should be up shortly (maybe a week or so).

Stay tuned, stay MIGHTY!

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Congratulations to a keen Mighty Six reader in Germany!

One of our valued Mighty Six customers has just won a free corrected copy of The Mighty Six, autographed by the author! She was the first to spot a minor (okay major) editorial SNAFU! You may notice that there are two (yes two!) page 14’s in the print edition, with a noticeable paucity of page 13’s. Do not be alarmed, everything is under control!

The new, corrected copy is being proofed as we speak and will be available shortly! In the mean time, you have a rare classic limited edition collector’s copy of The Mighty Six! For those who wish to fix it, please visit our Downloads page.

The author’s and contributor’s to Mighty Six wish to apologize for any inconvenience, mental anguish, moral distress or sanity loss from the above error. Thank you for being a proud Mighty Six customer, and from the staff here at Mighty Six Enterprises we hope you will continue to BE MIGHTY!

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Lucky Page 13! Download now available!

Hey folks, perhaps you have one of our limited edition print copies with an extra page 14 instead of page 13. Huzzah !!! You are now in possession of a rare, soon to be priceless collector’s edition of Mighty Six. The corrected print edition is being proofed as we speak and will soon be available on Drivethrurpg.com.

But if you’re one of those DIY kind of MightySixers we have a fun and cheap way for you to fix it yourself! First you’ll need a printer (color optional), glue (but don’t sniff it), scissors or hobby knife (no running please).

  1. Print page 13 from the Downloads section of MightySixEnterprises.com.
  2. Cut to size
  3. Affix to the first page 14 with your choice of adhesive
  4. Wait for it to dry
  5. Enjoy your rare and wonderful (and now unique) first run collector’s edition of Mighty Six!

Stay MIGHTY friends!

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A Mighty Six Adventure is now available!!

d6 Magasine Issue 6The latest edition of D6 Magazine, number 6, contains the first official Mighty Six adventure entitiled “Scratch and Kill; Convenience Store Crackdown!”. D6 Magazine is available through Drivethrurpg.com!

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The Mighty Six is now live on Facebook!

Be sure to Like us and tell your friends about the Mighty Six on Facebook here!

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Question and Answer!

We received a couple questions from someone who bought the Mighty Six RPG and we wanted to share their question and the answer here!

Question (well actually three…):

I just purchased Mighty Six and am currently reading through the rules. I have been playing out a few basic fights with characters in the back of the book, just simple toe to toe slug fests to see how damage and soak work. I don’t know if I’m doing it wrong but just about every damage roll causes the person’s wound levels to drop right to dead even after soaking. If I am understanding this right an unharmed character with a 20 soak get hit for 36 damage, 16 gets past soak which drops them to dead since they can’t shrug that off. Is this correct or am I missing something?

The second question I have is about designing new powers. Is there a rule of thumb for setting point costs for powers?

Lastly, when you release future suppliments/adventures/etc. do you plan to have a default baseline power point total for the power level of the products?

Thank you for your time. I am really enjoying this product and am looking forward to future releases!

Answer from Paul, one of the authors of the Mighty Six RPG:

These are great opening questions because they cut right to some of the biggest challenges we faced when designing and testing this game. I’ll go after the low hanging fruit here and answer your questions in reverse, saving your first question for last because it requires a lot of thought.

With respect to your last question, absolutely. Every supplement will contain a statement about recommended power levels, and maybe suggestions on how to either reduce or increase the challenge level of the scenario. If you look at the sample adventure, it recommends 3 to 5 heroes of at least 100 points each. And that’s probably an LD 50 (lethal dose 50, or dose required to kill 50% of the time for those who are not science nerds like myself). Unlike some games where one can determine down to the last hit point how things are going to turn out, we’re probably going to have way more unpredictability and eschew things like “threat ratings” or “creature ratings”. To me, that kinda sucks the soul out of a game a little. We will however have recommendations about how powerful characters need to be to have a reasonable chance of success.

Regarding your second question, the answer is both no and yes. I wish I could reveal to you the golden table that enumerates the relative values of all abilities and powers and permits side by side comparison in order to properly assign point costs to every new Powerk. Unfortunately such a table (to my knowledge) does not exist, yet. We arrived at the values of our Powerks using a couple of different methods. First, if it already existed in the Mini Six Bare Bones Edition text then we didn’t change it (except when you Amplify that Perk to make it more powerful, then each bump costs the Perks baseline cost, or in some cases its “therafter” cost). We did this to make this game as seemlessly connected to Mini Six as possible, so that characters from both Mini and Mighty Six could be easily interchanged. The second method was just raw trial and error and game esthetics. Powers that rapidly dominated a game became relatively more expensive than weaker ones. Crude, but I think somewhat successful. Everybody’s tolerance for Min/Maxing Munchkinism is different, and there are always more ways to skin this cat, but in our playtests we found this mixture effective.

Now, having said this, our intention with Powerks was not have an exhaustive list of every super power under the sun. Instead, our intention was to allow you to construct your own Powerks using our list of “simple” Powerks all mixed into a Power Source or an Invention. So we don’t have for example, Weather Control as a listed Powerk. Lots of comic book characters do, but each of them does it in very different ways with very different abilities. If I wanted to make a Weather Control Power Source I would decide what abilities I wanted to have because of Weather Control and include the corresponding Powerks as part of my “Weather Control” Power Source. So my Weather-Dude character would buy a ten level Power Source (costing me 50 Power Points). That lets me have a Power Source with slots for ten Powerks that I can distribute and redistribute 30 Power Points among, as needed. The slots might contain Energy Blast (lighting bolts), Flight (carried by the wind), Energy Blast (wind), Energy Blast (frost), Create Matter (rain water), Telekinesis (other things carried by the winds), Dazzle (an obscuring fog), Super Defense (enveloped in a vortex of wind). This still leaves 2 empty slots that I can fill later (at a cost of 10 Character Points) as my character develops and new ideas come to mind.

So even though Weather Control isn’t on the menu, you can make it yourself using the MIghty Six ruleset and a little creativity, without being limited by someone else’s notion of what a weather controlling character should be able to do.

Your first question is the best one, and speaks to the huge variability in roleplaying and story telling culture. Ask anyone who I’ve GM’d and they’ll all tell you that I’m a bastard, but fair. No stranger to the TPK (total party kill) am I, and that goes for my super hero games as well. But I would never claim that my style is the best and only style anyone should play. Far from it. The genre of the super heroic is a many colored beast, containing both the gritty and the grandiose. Gritty titles like The Watchmen, The DarkKnight, Kick-Ass and so on, are full of blood, guts, broken teeth and littered with the bodies of named characters. More Grandiose titles like the Avengers, JLA etc occasionally kill off characters with much fanfare and gnashing of teeth and accompanying drama. I’m more of a fan of the former than the latter, and some of that has probably leaked into my game.

Yes, if you inflict 16 or more damage beyond someone’s Soak, they’re dead, kaput, pushing up the daisies, taking a prolonged dirt nap, pining for the fjords, an ex-character. If the Hulk ever managed to land a solid blow on DareDevil, I imagine the results would be the same. Splat. For my tastes, this is fine and is as it should be. All is well. Pass the player another character sheet.

But for many, this is not what they signed up for when they play super heroic RPGs damn it! DareDevil can’t die, he’s my favorite character! Amen to that brother, so we’ve got a few solutions in the rules.

  1. Character Points can be burned to bump up your Soak on a point by point basis reducing the damage to something less lethal like Mortal Wound (still pretty bad but salvageable) or Incapacitated.
  2. Hero Points can be burned the same way, each point yielding a +6 bonus to Soak in the similar fashion. Up to three points can be used in this way. Alternately a Hero Point can be used to lower a Wound result by one step, and arguably, turning a Dead result into a Mortal Wound instead. Hero Points can also be used in more narrative ways as stated in The Mini Six Bare Bones Edition pg 6 “Make a small change to their location (locating an unlocked window, finding a can of WD40 and a roll of duct tape, etc.)”. One could potentially extrapolate this to cover any setting element. So the plasma blast that would have incinerated your head instead gets deflected by a hunk of falling debris, causing the shrapnel to blind you for the scene (or perhaps longer). Maybe the Menacing Mass slipped on leaking transmission fluid from all the wrecked cars around him all the time, and instead of inflicting lethal damage, only manages Knockout damage. As a GM< if a player suggested such uses for their Hero Points, I'd go along with it, since they're somewhat entertaining.
  3. Shrugging It Off. In MIghty Six, some, if not all Wound results can be Shrugged Off, trading Stuns for Wound levels. Technically, a Dead result can’t be Shrugged, but who’s to say in your campaign such a House Rule couldn’t exist. It would certainly make things a little less lethal. Maybe one could give the player the option of taking a new physical Complication like Lame, One Eye, Ugly etc in exchange for reducing the Dead to Incapacitated.
  4. Declare the default damage in the Campaign to Knockout instead of Wounding. All damage causes Wound levels by default, unless otherwise stated. Damage can be declared as Knockout even after it’s inflicted. One could say that unless otherwise specified all damage is Knockout, and fatalities bear significant repercussions (vendettas, legal process, bad karma etc) as it does in real life. This moral dimension tends to get forgotten in most RPG scenarios.

Any way, I hope my ramblings have helped. Remember, it’s your game now, tweak it, re-write it, scrap everything but the cover page if you wish and don’t be afraid to write in your questions.

Cheers
Paul

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Under the hood of the Mighty Six RPG!

The developers of the Mighty Six RPG have put together an excerpt of the rules system! Download now!!!

under-the-hood

It includes 33 pages of great information that you can use to get a better idea of what the Mighty Six role-playing game has to offer!

  • Skill synergy
  • Velocity and Collisions
  • Breaking Stuff
  • Lift Capacity
  • Perks and Complications
  • Super Hero Construction 101
  • Example Powerks (power perks)
  • Example Power themes
  • Pages of useful Mighty Six tables
  • A Mighty Six Character sheet and more!!
  • All in one easy to download PDF!Take a look!
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A mighty thanks to Antipaladingames.com

Mighty Six Enterprises would like to graciously thanks Antipaladin Games for helping create the Mighty-verse! We offer them fist-bumps of justice!

Exemplar

Please check out their site at antipaladingames.com.

We look forward to many more products using this fantastic system! Thanks guys! Exemplar would be a pale shadow of himself without your hard work!

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