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Super Gachapon Fighter Omega Infinity! - what?

Started by brettmb, January 30, 2009, 02:31:53 PM

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brettmb

Has anyone tried Super Gachapon Fighter Omega Infinity!? It looks really cool, apparently a tabletop Streetfighter game. I can't seem to find any real info on it and it's a little pricey for PDF. I really want to try it, but I don't want to spend that much without knowing more about it.

Ghost Whistler

how is a streetfighter tabletop game ever going to work?

I make my Spot Hadoken roll?
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Silverlion

Hrms. I wonder if its compareable or better to White Wolf's Streefighter game. I've a friend who'd run it. What I need to know is "How many pages? Is it printable? What's the system like?" None of which is answered at IPR's site. Meh.
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Hearts & Souls 2E Coming in 2019

brettmb

That's my problem. I searched but I couldn't find.

kryyst

It's a tabletop mini game where each player has several fighters on his side and they battle it out.  I don't know how the rules work only that you spec out each one of your mini's like little characters then fight.   About the closest way I could describe it would be saying it's like playing only the combat portion of 4e using full mini-rules.
AccidentalSurvivors.com : The blood will put out the fire.

oldSalty

Hello All,

My Name is John and I am one of the creators of the game. The PDF itself is an 84 page, full color book, and we offer a printable and a screen version in the game download. Our idea for the game was to have a team-based game that would have the feel of Street Fighter Series and the Power Stone Series. Players bring their gashapon, which are Japanese capsule toys (or any toy or mini, one demo I ran, a player brought his Warhammer 40k Space Marine Chaplain), lots of d6s, stat up a fighter, pick teams, and start playing.

Here are some pictures from a recent game I ran at NerdNYC's Recess event, this past Sunday:


A match starts by rolling for combat order, once the order is set (the yellow and blue numbers on the bases indicate order) players take their turns by moving their "gachafighter." The attack you want to make, modifies the movement range of your piece. Once you are in position to make an attack, the game mechanic is essentially rolling d6s to roll a specific target number or over. Count the number successes you have and compare that to the amount of successes the defending player has. If the attacker has more then the defender he/she hits. Teams receive points and battle dice for successful attacks and blocks.

There are bonus dice called "Battle Dice." These can be added to your roll for attacking of defending. Once used they are discarded, you can get more from fighting and blocking attacks.

Gachafighter also have Techniques (or Techs), which is the real meat of the fight. These give your pieces attacks like fireballs, dive attacks, stat enhancement, or reversing attack damage. The Techs are Ball and Beam Projectile, Torpedo, Radial, Grab, Counter and Reflect Reversal, and finally Boost. Each Tech can have modifications attached to it to slightly change how the Tech works, these are called EVO(lutions). We tried to make it so that player can replicate the movelists of many video game fighting characters, stuff like, Scorpion's Spear from MK, Captain America's Shield attack, Ryu's Fireball, etc.

As you fight, your gachafighter also builds "Charge," which allows you to attack with a Super version of a Tech. This causes more damage and give the player more dice to roll with.


The example above shows the Ball Projectile (the red disc with the #4 on it). This attack stays in play and moves on it's owner's turn. If it touches any piece on map, the player would have to roll to defend. This has been used many different ways, either as a straight up attack or as a kind of moving wall for the originating attacker can follow, all depends on your tactics.


Right above the Ryu figure is the "Gachafighter Sheet" it's used as the fighter record and also used during play. D6's are used to keep track of the Health Bar, the Charge Bar and the Battle Dice of your piece.

There is a row of dice at the top of the sheet that indicate your piece's Health Bar, as you take damage, you tick down the dice and remove them. As you gain charge, you keep track of them at the bottom. When you have a full die (of 6 charge) you take that die and add that to your Tech attack roll to show that you are "Super-ing" your Tech attack. Finally, your pool of Battle Dice are kept on the left of the sheet.

Once everyone has had a turn, the Timer ticks down one. When the timer reaches zero, the team with the most points win. Any player that gets KOed (Health Bar reaching zero) starts over at the edge of the battlefield and the other team gets a large point award.

Game pieces used are all available on the PDF or for download at the gachafighter.com forums. What I did for my demo pieces is print them out two-sided and laminated them. This works out great because it makes them stiff and resistant to liquid! Printing them out on card stock works too.

Here are some sample pages in the book:

Silverlion

Ah, thanks for explaining. Not my kind of game. (I'm more Roleplayer, less mini gamer, albeit the silly side of me wants to use the Gundam gashapon I own to play it for a lark.)

It sounds cool, and I REALLY do appreciate the information. I may pick it up at some point.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

brettmb

I DO like minis games, but I don't like having to use a lot of props. Is there any way to play without the tiles/flats?

oldSalty

Quote from: brettmb;281785I DO like minis games, but I don't like having to use a lot of props. Is there any way to play without the tiles/flats?

When I run SGFOI, I like to pull out the stops, but if you like to keep it to a minimum, you need to use 2 things, something for increments (the game's unit of measure) and circular shape to represent the Ball Projectile on the game field. Like I posted previously, that stuff is in the PDF.

For the Barriers (the square tiles) you can use any object (cans, boxes, etc.) or not use them at all. Team dynamics change a bit if you don't have any barriers on the field.

brettmb

So can this be played like a regular 25mm minis game then? For example, using regular scenery, area effect template, and ruler.

oldSalty

Quote from: brettmb;281844So can this be played like a regular 25mm minis game then? For example, using regular scenery, area effect template, and ruler.

The way we explain it in the book is the "standard" way to set up a game. I love to see what people do to fit any game to their needs and wants. If all the players want to go in the direct your example describes, by all means.

Personally, I want to recreate a stage from Street Fighter for my demos.

brettmb

Sorry, got backed up with work.

Is there a printed version of this? I can print it myself, but I'd rather get a softcover if it's more economical. $11 for a PDF is a bit much for me.

oldSalty

Quote from: brettmb;282912Sorry, got backed up with work.
Is there a printed version of this?...

We are currently looking to do a small print run and get that started early next month.