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FOUR-COLOR STUDIOS HOLIDAY SPECIAL

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By Scott R. Pyle

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Layout & Design: Todd S. Tuttle

Cover Artwork: Andreas Sfiligoi

Interior Artwork: William Caddell


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Copyright ©2023 Scott R. Pyle and Four-Color Studios
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Part I: Solo Skirmish Update . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Part II: Investigative Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6


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Part III: Battle at the Carravagio. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8


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PART I
SOLO SKIRMISH UPDATE
Both Techno-Fantasy Adventure (TFA) and Super Skirmish Gaming (SSG) employ
a combined roll mechanic in solo and co-op modes. Players use different colored sets
of six-sided dice thrown at the same time to cover contested actions between a player
character (PC) and a game or AI model. While this works just fine, it does slow play
down as players take a moment with each throw to tally up two different result sets,
factoring in stats and powers to each one.

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This supplement offers a streamlined approach to solo and co-op action resolution
against AI models. It adopts a variation of the static target number (TN) already
used for our minion mobs in the core rules. Using this system, players will build AI

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foes the same way they do their own characters, but they will use the included AI
character sheets to set any TNs before play begins.

These new rules set an AI character’s base TN based on their type.

Here are the base TNs for SSG characters:


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• Omega: TN15
• Major: TN13
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• Standard: TN11
• Minor: TN9

Here are the base TNs for TFA characters:


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• Major: TN12
• Standard: TN10
• Minor: TN8
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The above TNs work for contested actions like melee or ranged attacks. Powers or
traits that already have TNs based on a character’s type will continue to use those set
TNs. For example, Tarmac (Standard character, Fighting +3) is a super-strong brawler
with the Sticky power (TN13). Anytime Tarmac attacks a player character in melee
they defend against a TN14 (base TN11 + 3 for Tarmac’s Fighting stat). Anytime a
player character needs to overcome Tarmac’s Sticky power, they roll vs. a TN13.

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Players can use all of their existing profiles, but adding two lines for Static Attack and
Static Defense will make referencing an AI model’s TNs very easy. For example, here
is a profile for a Minor character with base TNs of 9:

The Hippo
(Minor Strongarm)
Ornery strong-gal
F +3 | S +1 | D +2 | B +3 | M -1 | W +2 | P +1
Static Attack: 12 (Fighting) / 10 (Shooting)
Static Defense: 11 (Dodge) / 11 (Will)

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Health: 21 | Move: 6" | Power Slots: 4 + 2
Powers: Damage Reduction (-1), Extra Power Level
(Super-Strength), Healthy, Massive, Super-Strength

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(+3 damage, 2" KB)
Fate Points: 2
Faults & Limits: Weak Stat (Mind)
Backgrounds: Criminal, Exploration e
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The DB and AI Characters
AI characters who possess powers or effects normally activated by rolling the DB
instead activate those powers or effects under the following conditions:
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• DB on double 6s: PC rolls double 1s


• DB on double 5s and 6s: PC rolls double 1s or double 2s
• DB on double 4s, 5s, and 6s: PC rolls double 1s, 2s, or 3s
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Powers like Growth which already rely on a character rolling double 1s on a Dodge
check still work the same way.

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AI Activation Powers
AI models with powers that require a roll to activate them still require a 3D6 roll for
the AI model. For example, Slip-Slide (Minor character, +2 Body) is an AI model
with the Frictionless power. She wants to employ her power to gain extra movement.
If Sky is playing a solo or co-op game using Slip-Slide as one of his foes, he would roll
3D6 + 2 vs. a TN13 to activate her power and gain the extra movement.

Variable TNs
In order to create some variability when using set TNs, employ the following rules.

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These rules require a deck of 52 standard playing cards.

At the beginning of each round, draw a card from a freshly shuffled deck. If you

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draw a face card (King, Queen, or Jack), reduce AI model TNs by -1 for the round.
You have a roughly 23% of drawing a face card from a shuffled deck. Make sure
you reshuffle the deck at the end of each round. You can further shake things up by
keying the TN adjustment to card colors:

• Black: -1 TN
• Red: -2 TN
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Spending Fate
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If you draw an Ace, 2, or 3 when using the deck, AI models with Fate will spend it on
their first attack or Defense check of the round.
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PART II
INVESTIGATE ACTIONS
Most skirmish games normally offer a character two options for their turn: movement
and combat.

Certain special scenario situations might allow characters to trade their combat
actions for specific non-combat actions. If you want to feature character types in your
games who always have these sorts of non-combat options open to them, we have
created Investigative Actions.

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Investigative Actions

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During any turn, a character with access to Investigative Actions can choose to make
an exploration/investigation roll as a special action. In order to do so, they must be in
contact with a piece of terrain or objective marker. Each piece of terrain or objective
marker can only be successfully interacted with in this way once per game. Treat
very large pieces of terrain as two objects for purposes of this check, so they may be
interacted with twice per game.
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To make an Investigation check, roll percentile dice on the chart listed in the next
section. Each result will present an Investigation TN for your character to roll against.
For Super Skirmish Gaming, use the character’s Mind stat to make these checks. For
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Techno-Fantasy Adventure, use the character’s Intellect stat. Use the first listed TN
for SSG characters, and the second listed TN for TFA characters.

Once a character rolls on the chart, they are committed and must make the appropriate
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stat check.
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D100 Investigation Table
• 01–10: Unveil dark mystery. TN15 / TN13. If you succeed, you gain a Story
Point for your crew.
• 11–30: Learn key knowledge. TN15 / TN13. If you succeed, you can swap the
initiative chits of two characters who have not acted yet this round, or during
the next round.
• 31–50: The land speaks. TN14 / TN12. If you succeed, you can grant any ally
within 2D6" of you an immediate free move action.
• 51–80: Intuit the curve of the universe. TN15 / TN13. If you succeed, grant

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a single ally a reroll token. At any point during this game, that ally may spend
their reroll token to reroll a 3D6 check they just made.
• 81–90: Time is a flat circle. TN17 / TN15. If you succeed, bring an out-of-action

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ally back into play. They possess only 1 Health but are otherwise unharmed.
• 91–100: Spoilers! TN16 / TN14. If you succeed, grant two allies each a reroll
token. At any point during this game, an ally may spend their reroll token to
reroll a 3D6 check they just made.

Backlash
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Karma can be rough. If your character fails a check on this chart, they suffer 1
unsavable damage and are moved D6" in a random direction.
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Special Origins
You might want to tie access to Investigative Actions to a specific character trait or
background. In our games, we have been using something like one of the following:
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Chrononaut (TFA)
You come from parts and times unknown, but your mastery of chronal energies and
coincidence makes you a valuable, if erratic, ally to your warband. You have access to
Investigative Actions (first outlined in the FCF Holiday Special #1).
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Time Jumper (SSG)


Cost: 1
Action: Special
Effects: You come from parts unknown, but your mastery of time and coincidence
makes you a valuable, if erratic, ally to your team. You have access to Investigative
Actions (first outlined in the FCF Holiday Special #1).

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