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Sijo from Puerto Rico Since: Jan, 2001
#1: Dec 22nd 2017 at 9:08:06 AM

As usual, this is for questions, game stats and die rolls. Note that BASH uses Comic Book Terms like "Panels" and "Issue".

Let's begin with the Forgotten Children's Stats:

Terryn's

Brawn 3, Agility 2, Mind 1

Hits: 80

Powers:

  • Body of the Earth Warrior: Terryn is able to transform her body into that of a hulking stony
figure that is resistant to damage, very heavy, and very strong [when boosted, she could lift close to a hundred tons]. She also has command of the earth and stone around her in this form. Her Agility in this form takes a -1 Dice Penalty because of her size. Note: When Terryn is not in Earth Warrior form, she cannot access any Earth powers, except her Multipower. On the plus side, she would not be a 10-foot-tall behemoth weighing near 2,000 lbs.
  • Earth Strength: When directly in contact with the ground, including things like worked stone,
concrete, and sand, Terryn’s Brawn increases to 4.
  • Earth Warrior: x1 to hit bonus with unarmed combat.
  • Stony fist of DOOM!: Terryn’s Earth Warrior form’s massive spiky fists do serious damage (x1 Damage bonus to unarmed damage)
  • Immunity: Suffocation, Poison.
  • Resistant: In Earth Warrior Form she takes only Half Damage from Fire and Earth effects. Note:
This means that Terryn is resistant to most of what Kindle can do.

  • Multipower: Only one of these powers can be in use at any time.
    • Terrakinesis: She can lift about 5 tons of earth or stone, and can exert Brawn 3 through it. She could use this to “fly” slowly [15 feet per panel] while riding a chunk of stone. Her control is best within 25 feet of her body, and her Brawn of 3 for the Terrakinesis is reduced by 1 for every 25 feet further.
    • Rock Shield: Terryn can use a form of Terrakinesis to create a floating shield of earth or stone to deflect incoming attacks to one target, herself, or another. Defense rolls for the “shielded” individual gain a x2 Multiplier bonus.
    • Rockslide: Terryn can manipulate the earth or stone under her feet to move much more quickly. When doing so, she can move 12 rather than her usual 6 Squares. Over long distances, Terryn can use Rock Slide to move up to 120 miles per hour, so long as there is ground under her feet.

Advantages

  • Frightening Presence: In her Body of the Earth Warrior form, Terryn is big, scary, and dangerous looking. When she tries to frighten or intimidate someone she gets a +2 Multiplier bonus.

Disadvantages

  • Kid: Tara has less experience than adults and thus one fewer Skill slot. She is also treated as a
child by others and expected to behave, go to school, not have a job, etc.

SKILLS: Athletics 2 (Running), Streetwise 3 (Crime).

Hero points: 5 Setbacks: 2

Keirin/Chiron

Brawn 2 Agility 3 Mind 3

Hits: 80

  • Centaur Form: Keirin can summon and inhabit a centaur form drawn straight out of his interpretation of Greek Mythology. Keirin’s physical body lies inert and vulnerable, while his mind
controls the powerful body of Chiron.
  • Chiron is fairly strong. He can easily lift about 1,000 lbs, or drag several times that. His Agility is at the level of an Olympic gymnast, as befits a seasoned Greek warrior, and his mind is also strong, reflecting Keirin’s intellectual pursuits.
  • His armor makes him quite resistant to damage, but it is not all-encompassing and can be bypassed by Called Shot attacks.
  • Chiron’s bow and sword may be knocked from his grip, or destroyed, but Chiron can manifest new ones by spending 1 turn to do so, so long as the action figure of Chiron – usually kept with Keirin– has them.
  • Chiron is linked to Keirin, and damage done to one appears on the other. Keirin takes such damage as Stun damage, while Chiron takes it as lethal or stun according to its type.
  • Chiron can re-manifest if he is destroyed by taking a turn to do so. Any damage done to Chiron
remains as Stun damage to Keiron.
  • If either Keiron or Chiron drops to 0 Hits, Chiron de-materializes and Keirin slips into a coma-like state too deep to manifest his alter ego.

Powers

  • Healing Power of Elysium: If you spend a Panel healing, you can heal x3 damage (lethal or
Stun) to yourself or another you can touch.
  • Bow: You have a normal bow, with an unlimited number of arrows as long as the quiver on the
Chiron action figure is not removed. You are x4 to hit, doing x3 damage out to a range of 20 Squares [100 feet].
  • Spear: Your spear can be used in melee for lethal or stun damage. You are x4 to hit, doing x3+15 damage.

Advantages

  • Never Surrender: Once per issue, you can snap yourself out of a debilitating condition like
Dazed or Immobilized and restore yourself to 20 Hits (if you were lower than this).
  • Jack of All Trades: Your broad understanding allows you a chance to roll on any Mind Skill at
a -1 dice penalty, rather than the usual -1 multiple penalty.

Disadvantages

  • Kid: You have less experience than adults, and thus one less Skill slot. You are also treated as a child by others, expected to behave, go to school, not have a job, etc.
  • Disabled (Paraplegic): your mobility as Keirin is very limited. Your legs do not function, so for
tasks that require them your Agility is 0. As Chiron, you have the listed Agility Skills.

SKILLS: Computers x3/Hacking, Occult x3/Legends. As Chiron three Agility skills: Athletics x3/Running, Craftsmanship x3/Metalwork, Perform x3/Lyre.

Hero Points 5, Setbacks: 2

Peril

Brawn 2 Agility 3 Mind 2

Hits 80

Powers

  • Armor: As a simple action during Peril’s turn, he can project a glowing, crackling field of red hot
with purple around himself that reduces incoming damage. Although this seems more like a Force Field style of effect, it works more like Armor in the game, because it can be put up instantly and maintained indefinitely.
  • Regeneration: Peril is constantly healing damage done to him at a rate of 3 hits per turn. If he
spends a panel he can regenerate x3 damage.
  • Mind Shield: Peril’s Mind is very resistant to influence or domination, giving him a x4 Mental
Defense.

Multipower: Only one of these powers can be in use at any time.

  • Damage Aura: Peril can create a similar field to his Armor that causes damage to things that touch him. Anything that attacks him, including people using melee weapons, takes x4 damage. This occurs simultaneously with attacks and so it does nothing to prevent them, although it may discourage future ones.
  • Rage Blast: Peril can hurl forth a blast of roiling red-purple energy that pours from his outstretched hands, indiscriminately affecting an area 10 feet wide and 40 feet long. Anyone within range must roll Agility to evade the effect in whole or in part.

Advantages

  • Never Surrender: Once per issue, you can snap yourself out of a debilitating condition like
Dazed, Immobilized, etc, and restore yourself to 20 Hits (if you were lower).

Disadvantages

  • Kid: You have less experience than adults, and thus one less Skill slot. You are also treated as a
child by others, expected to behave, go to school, not have a job, etc.

SKILLS: Athletics x3/Acrobatics, Stealth x3/Prowling, Streetwise x2/Gut.

Hero points 5, Setbacks 0

(oops, turns out Peril is more of a Blaster than a Strongman, I misremembered. Sorry about that. tongue )

Red Shift

Brawn 1, Agility 2, Mind 2

Hits 80

Powers

  • Shapeshifting: Limitation: shape is always red.
    • Power Point Pool for Shapeshifting 5: Can be spent to add to Brawn, Agility,
or convert to 2 Power Points to purchase powers.
  • Changeling (human forms): Red-hair coloration persists.
  • Shrinking /Growth: Red can alter the size of her forms by one rank in either direction for free
(this is largely for simplicity of building forms. She effectively has “pre-paid” for a level of each of these. She can use her Pool of Shapeshifting Points, as described below, to purchase greater or lesser size).
  • Skillful: Much as above, Red has a single extra rank of a skill that her currently form might have
[e.g., Stealth/Hide for a snake, Athletics/Jump for a tiger, Athletics/Fly for a bat, etc.].
  • Weapon technique: Red’s fighting ability in whatever form is generally very good. She has
asingle attack form at a x1 <multiple Bonus to hit.

Advantages

  • Appeal: Red is cute and coy. She can usually use this to manipulate the soft-hearted into doing
things for her.
  • Instant Change: Red can shift from her normal form to another form, or between other forms in an instant. She is, however, limited to a single change per panel.

Disadvantages

  • Kid: You have less experience than adults, and thus one less Skill slot. You are also treated as a child by others, expected to behave, go to school, not have a job, etc.
  • Involuntary Change: In times of stress Red sometimes loses control of her shifting and may
transform partially or wholly into something else. If called upon to make a control check, roll Red’s Mind (Minimum 10 for partial success).

SKILLS: Athletics */Climbing (multiple is equal to her current Agility), Deception x3/Physical Deception

Hero Points 5 Setbacks 1

Sample Forms

  • Crimson Cheetah Form: B2, A4, M 2, Attack – Claw/ Bite x5 to hit, x3 Damage, Move 20 [100
feet]; Soak x2, Defense x4, Priority x4.
  • Red Robin Form: B .5, A 4, M 2, Shrinking 3 (6" tall, -3 Dice Penalty to others’ Perception to see, +3 Dice Bonus to Defense, Stealth, et al; Knockback +6, Falling Soak x3 Multiple Bonus), Clinging 1, Deflection 2, Flying 2 (wings) (10 squares, 50 feet, 100 MPH over long distances). No effective attack; Soak 3 hits, Defense +3x6, Move 1, Fly 10, Priority x4.
  • Magenta Megasaur Form: B 3, A 3, M 2, Growth 3 (20-foot tall, 40-foot long, 10-ton tyrannosaur, -3 Dice Penalty to Defense, +15 to soak and damage), Armor 1, Terrible Bite 1; Soak x4+15, Def -3x3, Attack x4 to hit X4+15 damage, Move 15, Priority x3.
  • Vermillion Viper Form: B 1, A 4, M 2, (Boost Agility 1, Priority only), Continuous Damage 4
Venom, Clinging 1; Soak x1, Defense x4, Bite x5 to hit, x4 Damage Continuous, Move 12. Priority x5.

Kindle

Brawn 1 Agility 3 Mind 3

Hits 80

Powers

  • Body of Smoke: Kindle in “hero form” is composed of smoke with sparks and little flames appearing and shifting constantly. Her eyes are bright sparks, which ignite if she is angry. In this form she is invulnerable to most physical damage or manipulation, and can simply move past or around it.
    • Kindle can move around or through any barrier than is not air-tight, passing through keyholes,
under doors, etc., with a normal move action.
  • She is Immune to damage from fire and heat, and can absorb it to heal herself.
  • Kindle can fly, but not very quickly, and at full speed she can reach about 50 miles per hour. In
combat she floats like smoke but has control over her direction and altitude.
  • Kindle has no effective way to interact with the world physically while her body is smoke. She
cannot touch, pick up, hold, or manipulate physical objects or people. Her Mind and Agility are quite high, giving her very good ability in related skills. Her Brawn is about average for a fit young adult.
  • Kindle can see in the infrared spectrum, perceiving forms via their relative heat and cold.
  • Kindle can turn off her body of smoke power at will, and then is her normal physical self, with all her normal abilities and limitations. While in this form she cannot fly, absorb heat, or benefit from Body of Smoke. She can still use her Multipower (see below).

Multipower: Only one of these powers can be in use at any time.

  • Spark: Kindle can hurl a “Spark” of fire energy, hitting a single target on a successful attack at x3, and doing x4 damage, up to 100 feet away [20 squares].
  • Fire Mastery: Kindle can control fire, expanding or contracting its area, manipulating it remotely
or by touch, and even extinguishing it entirely. She can summon existing fire within about 10 miles, and control any fire within 100 feet of her. She can reduce damage anywhere within her area with a mastery check [x2 Additional Soak]. She can also spend 1 Hero Point to create a power for a single use, maybe saving her Versatile Advantage for something else or if she has already used it.
  • Smokescreen: Kindle can create a smoky area in a 10-foot radius around her, causing those within to make all Agility related checks [including attacks, Defense rolls, and skill checks with a -2 Dice Penalty].

Advantages

  • Versatile: spend 5 Hero Points to gain a new Power for one Scene.
  • Leadership: 5 Extra Hero Points when you are accepted as a leader.

Disadvantages:

  • Kid
  • Side Effects (If Kindle uses her multipower, Body of Smoke, or Absorption, roll 1d6. If the result is equal to or lower than the 2 (for Smoke Form) 4 (for Absorption) or 5 (for Multipower) , there is a smoky or fiery side effect nearby, with the same damage value or level, possibly endangering
others or causing other complications).

SKILLS: Athletics x3/Runing, Stealth x3/Prowling, Streetwise x3/Gather Information, Deception x3/Detect Deception.

Hero Points 5 Setbacks 2

And here are the Children's normal forms: [1]

edited 22nd Dec '17 10:50:48 AM by Sijo

Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#2: Dec 22nd 2017 at 11:13:29 AM

Oooh, this seems real cool! I'm not sure what these terms quite mean, but this is what I believe they might work like- please correct me if I'm wrong!

Issue: I assume that this is more or less like a "session" or "game?" IE, a single plot, when resolved, is one issue, or when playing in real time a single meeting is an Issue? Or is it more a "Long Rest" type of deal?

Panel: Is this like a "round," more or less? I saw something that mentioned a Simple Action- his Armor field- so does everyone have a Simple Action and a Major/Standard Action? For example, can Peril throw up his armor and use his Rage Blast? (Assuming that's the power he's using, and not using Damage Aura.)

Wooze looks at Glass with a 'please take her away' look
emilyorthoclase from Chicago, IL Since: Dec, 2015 Relationship Status: [TOP SECRET]
#3: Dec 22nd 2017 at 2:36:47 PM

Posted! Sorry for being late, I overslept and then I had to make brownies.

Sijo from Puerto Rico Since: Jan, 2001
#4: Dec 22nd 2017 at 3:15:54 PM

Ok, definitions:

Panel: Your turn. Note that you can do several things, but the moment you attack, the Panel ends.

Page: The time it takes for all characters (friends and foes) to act.

Scene: Either the duration of a battle, or of a particular situation.

Issue: A game session.

Note about the darkness: Right now, only silhouettes can be seen EXCEPT by Kindle, whose Thermal Vision allows her to see in the dark! Gee, if only there were someone with, I dunno, Fire Powers around! wink

edited 22nd Dec '17 3:31:48 PM by Sijo

Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#5: Dec 22nd 2017 at 3:34:26 PM

Ironically, I was writing my post as you posted, Siijo xD So I threw in an attack at the end since it seemed like the proper reaction to a demonic invasion.

I intended for him to use his Armor first, and then use his Rage Blast at the demons on the ceiling- preferably without whacking anyone with it.

KRAMPUS IS KING! KRAMPUS IS KING! KRAMPUS IS KING!

edited 22nd Dec '17 3:36:19 PM by Cwest5538

Wooze looks at Glass with a 'please take her away' look
Sijo from Puerto Rico Since: Jan, 2001
#6: Dec 22nd 2017 at 3:51:54 PM

Forgot to mention that in Battle, Priority goes in order of Agility, from highest to lowest. This is modified by certain powers and abilities.

Sijo from Puerto Rico Since: Jan, 2001
#7: Dec 22nd 2017 at 4:01:30 PM

Currently posting the rolls on my room on Rolz [1]

Sijo from Puerto Rico Since: Jan, 2001
#8: Dec 22nd 2017 at 4:32:37 PM

OK, two Monsters were knocked out. One is trying to mystically Confuse Peril. Going to see if he saves.

Edit: he did, thanks to his Mind Shield.

OK, both Perry and the monster who attacked him have used their Panels this Page. But the other two monsters can act. So can the other four Children. Remember, your Panel ends when you attack (fluttering wings doesn't count :P )

Note: everyone has Priority 3, except Terryn in Earth Warrior form, who is priority 2. So she comes last.

edited 22nd Dec '17 4:43:44 PM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#9: Dec 22nd 2017 at 7:14:56 PM

I forgot to explain Hero points. These are points you earn for doing heroic deeds, like rescuing people. They can be used for several things, such as modifying dice rolls. So act bravely, and when in a tight spot, remember to ask "can I use Hero Points for that?"

Conversely, Setbacks are earned for unheroic behavior, and cause problems at unwanted moments such as when fighting villains.

Dragon573 Sanity not included from Sitting at a bonfire Since: Jun, 2016 Relationship Status: Wishfully thinking
Sanity not included
#10: Dec 22nd 2017 at 8:48:31 PM

What's the floor made out of, so we're clear? Sorry, was at work all day.

It's kind of funny. Sufficiently advanced stupidity is like sufficiently advanced science; eventually, you find something you can't solve.
Sijo from Puerto Rico Since: Jan, 2001
#11: Dec 23rd 2017 at 6:11:34 AM

Wood. There's a more solid foundation beneath -concrete, most likely- but the smashed boards prevent contact with it (so no Brawn bonus.)

Note: In order not to slow down the game, I've decided that Priority will be based on post eg. characters will act whenever their players can post, you don't have to wait for each other. You're still limited to one post per "Page", tho. Enemy Priority will still be based on their Agility (and tie-breaker rolls.)

Edit: Oh, I almost forgot- Terryn earned one Hero Point for saving that child! [awesome] She now has 6.

edited 23rd Dec '17 6:20:11 AM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#12: Dec 23rd 2017 at 4:00:18 PM

OK, I think its fair to post the monster stats by now:

Unknown Monsters

Brawn 2 Agility 2 Mind 1

Hits 30

POWERS

Weapon Technique: Yardstick/Baton/Switch x1 to hit [1]

Melee Weapon (Yardstick/ Baton/ Switch) Infused with Hellish Energy [1]

Clinging [1]

Fleet of Foot [1]

Confusion 1: Whispers from the Abyss, Small Cone [2]

Villain Points: 0

Note: as Minions, they are much weaker than true Villains

edited 23rd Dec '17 4:01:55 PM by Sijo

CenturyEye Tell Me, Have You Seen the Yellow Sign? from I don't know where the Yith sent me this time... Since: Jan, 2017 Relationship Status: Having tea with Cthulhu
Tell Me, Have You Seen the Yellow Sign?
#13: Dec 23rd 2017 at 6:33:31 PM

I suppose that means all the demonic things are down and out then?

Look with century eyes... With our backs to the arch And the wreck of our kind We will stare straight ahead For the rest of our lives
Sijo from Puerto Rico Since: Jan, 2001
#14: Dec 23rd 2017 at 6:35:20 PM

Yep. But, don't stop reading just yet... ;)

CenturyEye Tell Me, Have You Seen the Yellow Sign? from I don't know where the Yith sent me this time... Since: Jan, 2017 Relationship Status: Having tea with Cthulhu
Tell Me, Have You Seen the Yellow Sign?
#15: Dec 23rd 2017 at 6:47:32 PM

No such intent! I had particular post idea for after combat.


For the purposes of that post note Kendall explained that reasoning to whoever asks—albeit in the tone of a know-it-all.
And I swear & affirm that they won't always be that long...

edited 23rd Dec '17 7:08:00 PM by CenturyEye

Look with century eyes... With our backs to the arch And the wreck of our kind We will stare straight ahead For the rest of our lives
Sijo from Puerto Rico Since: Jan, 2001
#16: Dec 23rd 2017 at 8:08:26 PM

OK, guys I'm going to sleep. Tomorrow is of course Christmas Eve and I'm sure many of us have plans so we might not be able to play. Still we will hopefully pick up afterwards. So far I've had a blast and I hope you have too! :)

edited 23rd Dec '17 8:09:03 PM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#17: Dec 24th 2017 at 6:14:23 AM

Turkey Stats:

Evil Turkey

Brawn 3 Agility 3 Mind 0

Hits 60

POWERS

  • Size 1 (10' tall)
  • Peck/Claw: x1 to hit and damage
  • Enhanced Hearing
  • Daze: Somnolence: x3+3 vs. Mind, no range, Medium Burst: Within 2 squares of the turkey, the scent of cooked turkey is overwhelming, instilling a potent memory of turkey dinners past in the mind of a target. If a target does not eat, or has not olfactory sense, it is immune to this Daze.
  • Boost: Mind 3, for Daze attack only.
  • Mental Defense 1
  • Animate Tableware: Special Attack 3, Range 5, Small Burst: Any tableware in the area animate and attack enemies within the burst (x3+3 Dmg)

MENTAL MALFUNCTION: All but Mindless.

ADVANTAGES:

  • Frightening Presence
  • Unliving.

DISADVANTAGES:

  • Freak
  • Not all there: Parts of the turkey are missing, so it has only 60 Hits.

SKILLS: Athletics x2/Running.

Villain Points: 0

Sijo from Puerto Rico Since: Jan, 2001
#18: Dec 24th 2017 at 6:43:22 PM

Guys if you want you can make your character rolls by yourselves on my room at Rolz. [1]. Let me know and I'll tell you when and how.

If you do, you can use your Hero Points to modify any roll. For example if you are 2 points short of hitting a foe, subtract them from your Hero points and add them to the roll. Used Hero Points refresh by the next Issue (adventure.) You also earn more points every time you do something heroic.

edited 24th Dec '17 6:44:29 PM by Sijo

CenturyEye Tell Me, Have You Seen the Yellow Sign? from I don't know where the Yith sent me this time... Since: Jan, 2017 Relationship Status: Having tea with Cthulhu
Tell Me, Have You Seen the Yellow Sign?
#19: Dec 24th 2017 at 11:02:22 PM

Posted. And please excuse the delay. Christmas Eve shenanigans.

Look with century eyes... With our backs to the arch And the wreck of our kind We will stare straight ahead For the rest of our lives
Sijo from Puerto Rico Since: Jan, 2001
#20: Dec 25th 2017 at 4:58:29 AM

No, that was entirely expected! In fact I was surprised anyone posted yesterday. I myself only posted because our party wrapped up earlier this year. Thanks for the zeal guys (and Merry Christmas!)

edited 25th Dec '17 5:46:53 AM by Sijo

Dragon573 Sanity not included from Sitting at a bonfire Since: Jun, 2016 Relationship Status: Wishfully thinking
Sanity not included
#21: Dec 25th 2017 at 6:22:29 AM

Wait, can Terryn be affected by the scent while transformed? I interpreted her immunity to suffocation as not breathing in that form.

I mean, either way she'd still go for it, but just for clarification.

It's kind of funny. Sufficiently advanced stupidity is like sufficiently advanced science; eventually, you find something you can't solve.
Sijo from Puerto Rico Since: Jan, 2001
#22: Dec 25th 2017 at 4:41:11 PM

I considered it, but in the end, decided that her description does not indicate that Terryn lacks a sense of smell in her Earth Warrior form. However, now that she's aware of the turkey's hypnotic smell, she *can* resist it by simply holding her breath (which she can do indefinitely, unlike the others.)

(btw, only Perry, RaeAnn and Tara know about the cause; nobody has yet told Keirin or Kendall.)

A note on Setbacks: These are the opposite of Hero Points. They are gained when the characters do unheroic things, or fail to do the right thing (like, say, letting the orphanage burn down.) Setbacks are used by the Narrator (GM) to modify rolls in inconvenient ways, usually when the heroes fight villains.

edited 25th Dec '17 4:42:26 PM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#23: Dec 25th 2017 at 5:46:07 PM

Oh Btw, I now have my own server on Discord. If you want to chat about the game go here [1]. And look for the #sijogames channel.

Sijo from Puerto Rico Since: Jan, 2001
#24: Dec 28th 2017 at 2:20:52 PM

Btw guys, the devopers of this game are friends of mine. They are watching us play! grin

Here are some more useful BASH rules:

Power Stunts and Power Tricks

You know how superheroes are always using their powers in unexpected ways? For example, when The Flash runs in a circle to stop a tornado? Those effects can be replicated in BASH with Power Stunts and Power Tricks.

A Power Stunt allows any Power to duplicate the effects of any other (as long as you come up with an explanation that The Narrator accepts.) You must also spend a Hero Die (see below). Once activated you can use the Stunt for a whole Scene.

Power Tricks cost only one Hero Point but last only one Page. You may extend the effect by continuing to pay one Hero Point every Page. Note that only characters with the X Mastery Power, or the Advantages Gadgeteer or Grimoire, can use Power Tricks.

Hero Die: All characters begin every Issue with a free Hero Die. Or two if they have the Versatile Advantage. Hero Dies can also be used for other kinds of heroic feats. You may trade 5 Hero Points for 1 Hero Die.

Pushing: Finally, if you're out of Hero Dies and Hero points and MUST absolutely achieve something, you can Push. This is an automatic success BUT it costs 20 Hits! If you have 20 Hits or less left, you succeed and THEN you faint.

Sijo from Puerto Rico Since: Jan, 2001
#25: Dec 29th 2017 at 6:12:59 PM

Kampusminion Stats

BRAWN 2 AGILITY 2 MIND 1

POWERS

  • Size 1 [1]
  • Armor 1 [1]
  • Birch Switches: Special Attack: Hits of 14, x2+15 Damage
  • Keen Senses: Sight Perception is x4, Dark Vision [1]
  • Fleet of Foot [1]

Tagline: Bestial growling

Soak: 20 Move: 8/Jump 4

Defense: 14 Priority: x3

To Hit: 14, Birch Switch x2+15 Damage Mental Defense: x1

Hits: 20, 20, 20, 20, 20, 20 Villain Points: 0

WEAKNESS: Undone by Dawn: At Sunrise, or if exposed to Sunlight, Krampminions revert to their former selves.

MENTAL MALFUNCTION: Tormentors of Wicked Children.

ADVANTAGES: Frightening Presence.

DISADVANTAGES: Freak.

SKILLS: Athletics -1x2/Running, Stealth -1x2/Hide, Occult x1/Demons


Total posts: 35
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