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Post by LarimusPrime on Mar 20, 2009 22:36:25 GMT -5
So I've come up with a new way to use attacktix (to my knowledge anyway). Tix Quest adds an RPG element to the game. Rather then beating on your friends in a slug fest, you work with your friends to accomplish missions and gain experience point to improve your tixs. In combat, your figures have hit points and do numeric damage based on the size of the missile and weather or not you knocked the figure over. Mission would include completing objectives like rescue the minicon, escape from the enemy, or perhaps defend your ship. You gain experience point by defeating enemies and completing missions. these points can be used to upgrade your figure to do or take more damage, or other features, like counter or defending, or abilities exclusive to each universe. Transformers have temporary upgrades with powerlinking or cyber keys. Star Wars gets jedi powers, sith power, and specials skills for launcher characters and other skills for strikers. So far marvel gets to create a team and get special effects when they are close together. So far i've been testing the game with defender, MM, Sindicator, defender's bother whoes name i don't know on the forum, and really nice guy. Everyone playing with me seems to like it, and reallyniceguy doesn't like anything, so that really means something I'm not sure how i would post the manual i wrote for this.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 21, 2009 0:15:09 GMT -5
Might be lengthy, but you could just copy from the original manual document and paste it here. That way people can get an idea of how it all works. This modified version of Attacktix really shines. Larimus went all out with this and put a ton of thought into it. It has just enough RPG elements to make it addictive, but not so much that the game slows down or becomes dull. It's still Tix at heart, but with character stats and upgrades. After each Mission we complete, I find myself itching to earn more EXP so I snag more upgrades. And I haven't even begun to tap the full potential of team building yet. Truly awesome. +1 Karma.
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Post by attacktixman on Mar 21, 2009 4:05:30 GMT -5
Sounds totally awesome!!!
Please, please post up your manual!!!
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Post by LarimusPrime on Mar 21, 2009 9:24:50 GMT -5
Introduction
Tix Quest is a gamer created from Hasbro's Attacktix. To all those who have played it before, Tix Quest is just a variation that uses missions, customization, and stories much like Role Playing Games such as DND. To New comers, its a strategy game that uses miniature action figures to complete missions, customize your character and build an army. The rules are pretty simple to learn, attack other pieces by either shooting or striking them (depending on how your figure attacks), complete tasks defined be the Mission Coordinator (MC), and get point for the people you defeat, completing tasks given to you, then you buy upgrades or subordinates to pound of the enemy even harder. And how often do you get to pretend to be your favorite heroes or villains from Star Wars, Transformers, and Marvel? Better get started now.
Getting Started
Assuming you have attacktix, you must first build your team. The ideal situation is three or more people on one team playing against one player, the MC. The team of players has points equal to 30 X the number of players on that team. For example, if there are three players working on a team, then they get a total of 90 points (30X3). These points are used purchase a figure you wish to use. The cost of the figure is indicated on its label. Each person doesn't have to spend 30 points on their character. Some people could get a cheaper figure and allow another character to get a more expensive one. Then its time to fill out the character sheet.
Character Sheet This sheet keeps track of you characters. And the description below will tell you what they mean and how they are used.
Character Name- The name of your character. You can make up your own name, as long as you remember which figure you're using. Player name- Your name goof ball. Points: How much your figure originally cost. Hit Points: How much damage your figure can take before they cannot fight anymore. This value is equal to half the points the figure costs plus the class modifier plus health upgrades. Alignment: which group your figure is associated with. Example, Rebel, Autobot, or Avengers. Class: These determine how much health you have, and gives discounts.
There is a Mega class, but it is limited to the MC's to use as vehicles, Special Bosses, or special Non playable characters. Nick Damage: Is damage done when you make contact with an attack, but do not knock the enemy over. Critical Damage: Is damage done when you attack an enemy and knock them over. Abilities: Are upgrades you buy for your character. Subordinates: Are other characters that you buy that are used in your team and work with you. Now is time to describe the flow of the game.
Flow of the Game
The game usually circulates between Mission Brief, Battle, Results, then Ability Shop. Mission Brief- The MC informs the players about the situation they are in and defines any objectives that he or she wants the players to know to complete the mission successfully. This is a key point to establishing a storyline. Battle- The team fights the MC's team(s) to complete objectives. Battle is further explain in the Combat Section. Results- The team is award Experience Points for completing missions to be used when buying upgrades from the ability shop. The team can also role play to interact with others to develop the story line. Ability Shop- This is where the players can purchase your upgrades. Upgrades include increases to the damage a figure does, how much health they have, Defending, and Countering. There are other abilities that are only available to certain universes. There are abilities only transformers can gain, others that can only be used for Star Wars characters, and others that only Marvel Characters can use. The game just cycles through this until the player make it through the storyline the MC has made up. Combat
This is the what most of the game consists of. Each side gets a turn with their team. The MC can chose whatever he or she wants to determine who goes first. During a team's turn, every character in that team may move, but only two may attack. Whenever a team learns certain abilities like Defend, they use that as one of their attacks. For shooter characters, if their missile they shoot hits, but does not knock the figure over, the figure takes Nick Damage. If the figure gets knocked over, the figure takes Critical Damage. These values are determined by the size of the missile indicated in the chart.
The Missile go from left to right as small, medium, large, and Optmius Missile. The figure Super Optimus Prime has his own bigger missile that only he uses. Some figures have to get close and strike enemies.
The figure on the left is a Striker with a weapon, while the striker on the right is a barehanded striker. Barehanded strikers can do more damage then weapon strikers when they do Nick Damage, but Weapon strikers do more Critical Damage then Barehanded one. Strikers may have to get closer then shooters just to do damage, but they do more damage then most shooters when in close range. Barehanded Strikers do more Nick Damage under the notion that while a punch much cause more damage then a small cut from a weapon, having a weapon will allow a greater overall amount of damage. But this arrangement is to allow each type of striker to have an edge so both can be useful. When someone takes more damage then they have hit points, they are “KO'ed” and removed from the mission. The character that dealt the final blow is awarded with Experience Points equal to the number of points that Ko'ed figure was worth. For Player's Ko'ed characters, they have two options after the battle is over. One option is that they or someone in their team pays half the Ko'ed figure's points to recover for the next mission, or just sit out a mission and return at full health. The only exception is that Troopers do not have to pay anything to recover. The price for being disposable lackeys. A Mission is over when an objective is completed. For example, “Defeat all enemies,” would require the players to defeat all the enemies to complete the mission. Some objectives may require you to capture a figure. So a figure would run away from both teams and the players would have to make contact with that figure before it reach a certain point and gets away. This point would be determined by the MC.
Ability Shop
There has been a lot of talk about Experience Points and Upgrades, this is were you will those things come into play. You can use your experience points to buy new figures that you would list under your subordinates. These figures are purchased as the value indicated on their label. They can be upgraded as well as the original character the player has. The first Abilities are General Abilities. Any Figure can buy these.
The abilities that increase Damage and Health are permanent upgrades. Defend and Count can only be used the same number of times that you purchased it. The Limit indicates how many time you can buy and ability. Power is the figure's base power or panel power. Those activate when the figure is knocked over or and the window for the power is white. Panel powers work as they are described. Transformers These figures get their own special Abilities (See Reference Sheet). Powerlink works when two transformers pay into this. One figure because the base figure, the other becomes the supporting figure. To actually powerlink, you figures must be in contact and they use their attack to preform this action. If the figures pay into speed, the base figure gains to supporting figure's speed or just an extra point of movement on their next turn. Power gives the base figure an attack bonus equal to half the points the supporting figure is worth. Power can also allow the figure to use Double Attack. The figure can attack twice and only count as one attack (no move between attack, rotating is fine). Ability allows the figure base power work without fail next time the figure gets knocked over. Power and speed last for a number of turns equal to the number of time you bought the powerlink. Ability last the number of time you get knocked over. Minicons don't have to pay anything on their part to powerlink. Figures can only powerlink with one other figure at a time. Cyber Keys are much powerlink, but do not require another figure to use. To use a Cyber Key in battle, use one of your attack to activate it, and the effect work on your next turn. The effects work as described in the reference sheet. To clarify, Ability for cyber keys allows a figure's ability to work without having to be knocked over. Transformers can get the transform ability when they have purchased their vehicle mode and have it in their back-up troops. Transform allows you to switch to your vehicle mode with your normal attack. Star Wars Star Wars' abilities are divided into different categories depending on what kind of attack the figures does. The exception is that all figures from this universe learn some move that restores hit points. Jedis get some force powers. For Mind Trick, the defending figure covers their movement window and grind the wheel. The jedi will have to guess the color that number will be. If the correct color is guessed, then the figure is stunned and can take no action on the enemy's next turn. The rest of the abilities for jedis works as described in the Abilities sheet. The Sith have Lightning to boost damage they do, Force Blast that makes enemy figures move, and the rest of their moves are like their jedi counter parts. The launcher figures' key moves are Quickdraw that is a special version of counter, and Lucky shot for when you miss. Strikers are figures that aren't jedi, but don't use guns either. One confusing area is Luke Skywalker. Any figure on him from A New Hope and Empire Strikes Back should be counted as Striker. But Luke from Return of the Jedi may learn Jedi abilities. For full descriptions of the abilities refer to the ability sheet. Marvel Since most characters in the Marvel Universe have their own special powers, you can chose to form a team and customize the team's traits. The team should have at least three people to take part of it. This new team replaces their alignment. Teams generate bonuses from being in close proximity, and their synergy generates an effect. Your characters can increase their attack power and recover hit points. You can even chose a nemesis and pick an alignment to do extra damage to them. You can chose different alignments to do extra damage to two alignments. Trying to stretch your nemesis to three or more different alignments is possible but would reduce the bonus damage to a point where it wouldn't be worth the points. The teams roster has 5 places. To add more then 5 characters to the roster you can pay to recruit and gain more people to your roster. Class Change In addition to buying new characters and abilities, you can also pay to change your class. When you do this you can gain the benefits as your new class, but loose what you had with your old class. After buying all the abilities you want and the class doesn't benefit you anymore, you could change to another class with a higher health bonus. To become a Leader costs 200 points, Warriors cost 150 point to change to, Capitans and Specialists cost 100 points to become. No figure can class change to a Trooper and Troopers can class Change. To keep class changes under control, every time a character does a class change, the next class change will require cost 50 points more then last time. If you start as a Capitan and class change to a Specialist it would cost you 100 points. Then say the character wanted to be come a Warrior. The cost would be 200 points due to class changing once already. If the character would like to change from a Warrior to a Leader, it would cost 300 points. 200 points for the cost of becoming a leader and 100 point extra from class changing twice already.
Being the MC To the poor sorry soul that has to be the Mission Coordinator, your job is to make up missions. Play the enemy, and role play as any friendly NPC's. Your primary goal is to keep the game fun. It may be hard to play good enough to keep the players on their toes while loosing almost every battle. But you don't have to follow the rules to the letter like the players do. Since you loose most of the fights, your figures can't get experience like the players do, so you can just give your figures upgrades to make the more competitive. You could go without any major upgrades, then make a storyline event that involves a character getting a huge upgrade, like two weak characters powerlinking to become a force to be reckoned with. If the players are taking too long to complete a mission, like a rescue mission, feel free to step up your game and show them that you are not screwing around and they need to finish the mission now. Since they don't get much of a punishment for being a defeated, its not too devastating to take out a player. You might even want to use your characters to show the players how powerful some abilities can be. You can get help from another person that would control their own team and fight with you against the players. This could be helpful for people that cannot normally join the game, or for someone who wants to try out the game. Since managing the enemy is mostly judgment calls rather then rules, anyone can be the MC, so the burden isn't always on one person like other games such as dungeons and dragons.
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Midnight Majick
30 Point Captain
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Posts: 322
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Post by Midnight Majick on Mar 21, 2009 9:26:12 GMT -5
Tix Quest is really fun. Last night was great because we had a mission together 4 of us then we broke off into 2 teams of 2. Himura297 (played as Overhaul) and me (as the handsome Han Solo) had a S.H.I.E.L.D. mission where we encountered Hulk which was a total surprise. It was a great mix and balance of the universes and abilities. Larimus has gone above and beyond on the creation of this new adventure. +1 at least to your karma.
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Post by LarimusPrime on Mar 21, 2009 9:29:17 GMT -5
Tix Abitily List General Abilities Atk Up 50 Plus 1 to Nick Damage Limit 5 Crit Up 100 Plus 1 to Critial Damage Limit 5 Defend 200 Null Damage (once per battle per Rank) Limit 5 Counter 200 Attack target that attacked you Limit 5 Minor Health 50 Plus 5 to Max Health Limit 3 Major Health 100 Plus 10 to Max Health Limit 2 Power Pts times 10 Base power or Panel Power is usable Limit 1 Transformers Transform 10 Switch freely when other mode is in back-ups Limit 1 Powerlink Lasts one round per rank Speed 200 each Base Figure gains speed of support figure Limit 5 Power 200/300 each Base Figure gains Damage boost equal to half of support figure's points or Double Attack Limit 5 Ability 250 each Base Figure's power works no matter what Limit 5 Cyber Key Lasts one round per rank Speed 200 Figure gains one more speed Limit 5 Power 200 or 300 Figure gains 5 more Damage or Double Attack Limit 5 Abiltiy 250 Figure's power activitales now Limit 1 Star Wars Jedi Mind Trick 100 Stuns trooper of 10 point figures if you guess the speed color Limit 3 Reflect 100 Luncher attack takes Damage, requires Lightsaber Limit 5 Force Heal 100 Recover 5 Damage Limit 5 Force Dash 100 Plus 3 to move next turn Limit 3 Sith Lightning 100 Plus 5 to damage Limit 3 Reflect 100 Luncher attack takes Damage, requires Lightsaber Limit 5 Force Dash 100 Plus 3 to move next turn Limit 5 Force Blast 100 Move a Figure 3 ticks Limit 3 Launchers Quickdraw 400 Attack before being attacked, ala Han Solo Limit 3 Advance 200 Move again instead of attacking Limit 5 Medic 100 Recover 5 Damage Limit 5 Lucky Shot 500 If you miss, attack again, once per battle only Limit 1 Strikers Advance 200 Move again instead of attacking Limit 5 Medic 100 Recover 5 Damage Limit 5 Restrain 150 Stun a target if you guess the target's speed color, must make contact Limit 3 Rush 150 For your attack, move at half speed, and do nick damage on contact Limit 3 Marvel Team 400 Form a team for replaces alignment, roster of five Recuperate 50 each Each figure in team within a 2 tix radius gain 1 damage back Limit 3 Growth 100 each Attacks do 10 more damage when entire team is within 2 ticks of each other Limit 1 Nemesis 250 Do 1 extra damage to a chosen alignment Limit 5 Recruit 100 Add figure to team roster Limit 3
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Post by LarimusPrime on Mar 21, 2009 9:31:56 GMT -5
Tix Quest Reference Sheet Class Modifiers Leader: Plus 30 to health Warrior: Plus 25 to health, 10% discount on General Abilities Capitan: Plus 20 to health, 10% discount on subordinates Specialist: Plus 15 to health, 10% discount on Universe Abilities Trooper: Plus 10 to health, free recovery after battle Max Health: points/2 plus Class Modifiers Damage Small Missile Nick: 1 Critical: 10 Medium Missile Nick: 5 Critical: 15 Larger Missile Nick: 10 Critical: 20 Optimus Missile Nick: 10 Critical: 25 Striker barehand Nick: 15 Critical: 20 Striker weapon Nick: 10 Critical: 25 Damage with Dice Small Missile 1D6 Critical: Plus 5 Medium Missile 1D8 Critical: Plus 10 Larger Missile 1D10 Critical: Plus 10 Optimus Missile 1D12 Critical: Plus 10 Striker barehand 1D8 Critical: Plus 10 Striker weapon 1D10 Critical: Plus 15 When Defeated When your HP hits zero, you are KO'ed from battle. To recover, the figure can sit out on battle or someone can pay half your point cost to fight in the next battle. Class Change Any class other then trooper can change to another class. Can take full advantage of new class. To Leader 200 Pts Must be in charge of the unit. To Warrior 150 Pts. To Capitan 100 Pts. To Specialist 100 Pts. Additional class changes will require an additional 50 points.
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AWOL
40 Point Warrior
Warning: Kissing Chihuahua On Head Causes Sporadic Pooping, Urination, and Biting
Posts: 820
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Post by AWOL on Mar 24, 2009 11:09:21 GMT -5
WOW!!! Fantastic idea for Tix!! Someone finally formulated a well-thought-out system for incorporating RPG into the Tix realm!! The potential of this game ceases to amaze me, and kudos to you Larimus for tapping into its potential!! Nice work!!
+1 Karma!!!
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MadTix
20 Point Captain
Posts: 198
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Post by MadTix on Mar 24, 2009 23:16:40 GMT -5
Very cool idea! I can't wait to try this out!
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Post by LarimusPrime on Mar 28, 2009 22:58:02 GMT -5
Everytime we play i final problems and exceptions that need to be made. As long as the person in charge (the MC) interprets the rules to be fair and keep the game fun, you don't need to play by the rules to the letter. In fact, I cheated on one mission and gave the players' npc a new ability in the middle of a mission just to speed things up.
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Post by LarimusPrime on Apr 22, 2009 21:55:32 GMT -5
This is the picture i'm using for the cover of my tix Quest Manual! It pretty much sums up the story so far, but you wouldn't know what it was unless you played it. I might talk about it for those who ask
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Post by ionicdesign on Apr 23, 2009 12:16:01 GMT -5
This is the picture i'm using for the cover of my tix Quest Manual! It pretty much sums up the story so far, but you wouldn't know what it was unless you played it. I might talk about it for those who ask Looks like fun.
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Post by benman on Apr 23, 2009 12:26:07 GMT -5
This is the picture i'm using for the cover of my tix Quest Manual! It pretty much sums up the story so far, but you wouldn't know what it was unless you played it. I might talk about it for those who ask I wish I had your hulk .
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Post by LarimusPrime on Apr 24, 2009 22:25:05 GMT -5
you could have a hulk like mine, if u go to steel city con :-D
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Post by benman on Apr 25, 2009 7:39:39 GMT -5
you could have a hulk like mine, if u go to steel city con :-D no way I could go I live in Virginia.
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