Hey guys! Skirmisher productions has released new art for the Krampus game (all of it is by my friend Will T. Trasher, btw.) Here's what the transformed orphanage staff looked like: [1]
And these are the Krampminions: [2]
(Yeah they are rather cartoony, that's Will's style.)
I have even more cool images to show you- as soon as we get to those characters!
Krampus
Soak: x5+5
Move: 9
Defense: -1x3, Priority: x3
To Hit: x3 Chains, X 4 Switch
Mental Defense: x3
Hits: 100
Villain Points: Equal to the number of Krampminions (usually 5), loses 1 as each is taken out. Can gain more by “Contaminating” more adults.
Breakdown: Stats: 20 + Powers: 18 = 38 pts
Brawn 4 agility 3 mind 3
Powers:
Size 1 [1]
Armor 1 [1]
Chains: Immobilization (Brawn 20, Range 5 Squares + Extra Limbs 3) [4]
Sense Children [1]
Birch Switches: Special Attack x1 to hit, x1 dmg x5+5 damage [2]
Keen Senses: x1 Sight, x1 Hearing, x1 Scent [1] Dark Vision [1]
Roar of Terror: Daze 2, Medium cone, Fearless are immune [3]
Krampusnacht Contagion: Continuous Attack 3[5] – usable only on Adults – Short Range, area 5x5 squares, Krampus can cause any adults to undergo the terrible transformation to Krampusnacht Minions. Whatever they were before, they become shaggy hulking horned monstrosities, who live to torment children. They remain transformed until dawn. Contagion is Continuous Attack x4, When Hits = Zero, Transformation to a minion is complete: See ‘Krampminions’ Sheet for details.
Tagline: With a bestial growl, “Suffering is like the sweetest mead!”
Weakness: Sunlight: -3 Modifier to Brawn rolls, including Soak and Damage.
Mental malfunction: Demonic Tormentor of the Wicked.
Advantages: Frightening Presence, Fearless (as long as he has children in his chains), Vehicle: Hellcart.
Disadvantages: Freak.
Skills: Athletics -1x3/Running, Craftsmanship-1x3/Metalworking, Drive-1x3/Hellcart, Deceptionx 3/Manipulation, Occult x4/Legends.
edited 7th Jan '18 6:02:04 PM by Sijo
Rae's Hippo Form
Brawn 2 Agility 1 Mind 2
Powers:
Armor (though skin) 1
Special Attack (bite) +1 to damage
Super Swimming 1
Size 1 (free from Growing) (10’ long, 1,000 lbs weight, can lift 500 lbs, +5 Result Bonus to all Brawn rolls, +1 to Brawn to resist Knockback, -1 Dice Penalty to Defense rolls)
Weapon Technique (+ 1 to hit with Bite)
Skills:
Athletics/Swimming x 2
edited 10th Jan '18 5:47:32 PM by Sijo
I've decided that its better to update all the characters to the current BASH rules, so I'm doing it with the BASH online generator. I'll be posting the links here as soon as they are ready.
Btw if you want to save these sheets, hit the Character Sheet button, then either hit the print button or (better yet) just copy paste the whole thing into a document. I recommend you click the plain format option though, it looks less messy.
The Villains:
Evilized Orphange Officials (yes that's their official name )
edited 12th Jan '18 1:55:51 PM by Sijo
Scratch all that. We'll continue using the old rules for now. the New BASH WILL use the Ultimate Edition rules tho.
Teamwork
This is another option I forgot to mention, and that might prove useful against Krampus.
To use Teamwork, two or more characters must act on the same panel. That means the faster ones must hold their actions until the slowest acts.
Then, they combine specific Powers. The parameters do not add up, rather you use the best ones. Example if both Terryn and Perry punch together, they use Perry's Agility to hit and Terryn's Brawn for damage.
The good thing is that a Teamwork action gets a Hero Die *for free* which you could use to say, make an infallible roll.
Note however, that each Teamwork action works only *once* You can of course, make up a new one each page.
Tween Wolf
For years, Will has dreamt of hunting and fishing in the mountains, living like an old-time “Mountain Man” with no one to bother him. After running away a number of times, he was found filthy and howling in City Park. Lately his dreams have become bloodier. In his normal form, Will is reserved and quiet. In werewolf form, he is definitively neither, and not entirely in control of what he has become.
BRAWN 2 AGILITY 3 MIND 2
Size 1, No Downside [2]
Claw or Bite: x1 To Hit and Damage in HtH [2]
Enhanced Hearing x3, Scent x3 [2]
Healing 2: Self Only, Tiring [1]
Fleet of Foot [1]
Clinging: Claws can grip even concrete and similar materials [1]
ADVANTAGES: Frightening Presence.
DISADVANTAGES: Kid.
SKILLS: Athletics x3+3/Climbing, Stealth x3+3/Hiding, Outdoors x2/Tracking.
Priority: x3+3
Move: 14, Jump 4
To Hit: x3+5
Defense: x3+5, Mental Defense: x2
Soak: x3
Hits: 80
Villain Points: 5
BREAKDOWN: Stats: 16 + Powers: 9 = 25 pts
MENTAL MALFUNCTION: Blackouts of Feral Instinct
Tagline: What have I done?!
edited 16th Jan '18 7:20:22 PM by Sijo
DARKLORD
BRAWN 2 AGILITY 3 MIND 3
Powers
- Armor 2: Limitation – Partial: Soak is x2 vs. a Called Shot [1]
- Super Jump: 40 squares [1]
- Energy Blade Multipower: [4+1-1=4] [item – easily taken]
- x1 To Hit, x3 Damage
- x1 Damage, Range 10, Small Arc
- Martial Arts 1: Defensive [1]
- Telekinesis 3: Small Burst [3]; Limitation – Tiring
ADVANTAGES: Dumb Luck.
DISADVANTAGES: Kid.
SKILLS: Athletics x3/Acrobatics, Stealth x3/Shadowing, Computers x3/Programming, Technology x3/Invent.
- Soak: x4
- Move: 9 (Leap 40)
- Defense: x3/ x5 HtH
- Priority: x3
- To Hit: x4, Lightstave x5 Damage
- Mental Defense: x3
- Hits: 80
- Villain Points: 4
- BREAKDOWN: Stats: 16+ Powers: 10 = 26 pts
MENTAL MALFUNCTION: Believes that the Darkforce is the ultimate power in the universe.
Tagline: “Nothing can stand before the power of the Darkforce!”
GARGOYLE
BRAWN 3 AGILITY 2 MIND 2
Powers
- Density Increase 1 [2]
- Armor 1 [1]
- Flight 2 (Limitation: Wings) [1]
- Immunity – Suffocation [1]
- Claws: x1 To Hit and Damage in HtH [2]
- Paired Weapons: Attack once with each claw, at -1 Dice penalty to each attack [2]
- Invisibility 1: Not moving, only when clinging to stony surfaces [1]
- Dark Vision: Gargoyle’s glowing red eyes allow him to see equally well in darkness or light [1]
Stat Block
- Soak: x4+8
- Move: 6/Fly 10
- Defense: x2
- Priority: x2
- To Hit: x3, x4+8 Damage
- Mental Defense: x2
- Hits: 80
- Villain Points: 4
- BREAKDOWN: Stats: 15+ Powers: 11 = 26 pts
ADVANTAGES: Instant Change.
DISADVANTAGES: Kid.
SKILLS: Athletics x2/Climbing, Streetwise x2/Crime.
Motivation: Greed
Tagline: “I take what I want!”
Grim
BRAWN 1 AGILITY 2 MIND 3/4
Powers
- Deflect 2: Only vs. things controlled by a mind. “You don’t want to hurt me, do you?”[1]
- Telepathy 2 [2]
- Boost x1 Mind (Mind 4) with Psychic Powers [1]
- Suggestion [1]
- Psychic Distortion 1: Weaken Agility, Range, 10, Tiring [1]
- Mind Alteration Multipower: 5+1 [6]
- Crippling Emotions: Confusion 2, Range 10
- Brain Burn: Mind Blast 3, x4 To Hit, x3 Damage, Range 15
ADVANTAGES: Frightening Presence.
DISADVANTAGES: Kid.
SKILLS: Escapology x2/Bonds, Investigation x3/Gut
- Soak: x1
- Move: 4
- Defense: x2/ x4 vs. Things with a Mind to Affect
- Priority: x2
- Mental Defense: x3
- Hits: 80
- Villain Points: 6
- BREAKDOWN: Stats: 12 + Powers: 12 = 24 pts
MENTAL MALFUNCTION: Emotionless.
Tagline: “You are WEAK!”
edited 20th Jan '18 5:45:04 PM by Sijo
OK, to clarify some confusion over Priority: