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Sijo from Puerto Rico Since: Jan, 2001
#1: Jan 24th 2018 at 3:24:34 PM

Game Thread

Signup Thread

Chat Link (Sijogames room)

OK, let's go over the rules first. (Krampus players, pay attention, there are a few new rules)

  • Anti-Heroes: still gain Hero Points & Hero Dice, but they do not gaint Setback Points or Villain dice by acting “unheroic.” They pay 1 Hero-Point more than they intend to use. The exception to this is powers (like Attack Weak Point) that use Hero Points. Anti Heroes lose ties with Heroes or anybody else who is more Heroic than they are.
  • Stun vs. Lethal damage & Medical Aid: When a power is purchased, it should be declared Lethal or Stun. A special attack bought with the Variable enhancement will enable the user to choose to do Lethal or Stun damage as they wish. Weapons, like swords, knives, guns, explosives, are assumed to do Lethal damage, unless using rubber bullets, or hitting with the flat of the blade are specified.
    • Using the Healing power to repair Lethal damage also takes longer. Reduce the amount of healing by 1DM if using it to recover from a Lethal attack. Natural healing using the Healing power recovers 5 Hits of Lethal damage per hour per level of Healing.
  • No Killing: A character who takes more than their maximum Hits in Lethal damage will die only if he was attacked with the intention to kill it and if it does not receive surgery (or some sort of super healing) within 24 hours.
  • Experience Points: After every Story-Arc, A maximum of 5 XP is awarded to each player, based on performance and role-playing, with 3XP being a typical award. Players can spend these points between issues to improve their Hero’s abilities.
  • Renew Resource: You can spend 3 Hero Points to re-use an ability from an Advantage that is normally only usable once per issue, such as Dumb Luck or Quick Thinking.
  • Secondary Limitations: In addition to a Primary Limitation (that reduces a Power's cost by 1, minimum 1 point) other limitations will give the character 1 Hero Point when they come into play.
  • New Skill Specialties (Athletics/Aerobatics, Military/Demolitions, Occultism/Channeling)
  • Buying Advantages- for 1 Character Point, or get 1 Character Point in exchange for a Disadvantage. The Narrator should be careful to limit how many the players take, though, and may decide that some Advantages are worth more than 1 point.

Optional Rules (up to vote)

  • Cinematic Scale Combat
    • Ranged Attacks: For ranged powers, simply use the descriptors Close, Mid, Long, and Extreme, rather than numbers of squares. Alternatively, you can convert distances into feet by multiplying by 5.
    • Area: Instead of some area enhancement, a power gains the “Multiple Targets” enhancement. For 1 point, two targets. For 2 points, 5 targets. For 3 points, 10 targets. For 4 points, 20 targets. For 5 points, 40 targets. If the target area is crowded, you can hit double the number of targets. Likewise, if the area is sparse, you can hit half the number of targets. If you are trying to be very careful to avoid hitting someone, you hit half as many targets.
    • Movement: Simply convert the character’s movement from squares to feet by multiplying by 5.
    • Positioning: Each Hero should keep track of which enemies they are engaging and at what range, and the Narrator tracks which enemies are engaging which Hero. If a character flees the scene, a chase scene begins.
  • Static Soak Values- Instead of rolling to soak damage, every character has a set soak value of 5 times their soak multiplier
  • Fame- You keep track of Fame with a two scores- Acclaim and Infamy. For every full 10 points of Acclaim/Infamy, you have a x1 Acclaim/Infamy multiplier, up to a maximum of x10. Roll your Fame Multiplier with Acclaim or Infamy (whichever is higher). If the person has heard of you, give yourself +1 multiplier to your Mind or skill check to persuade, get information, or favors from them.

edited 27th Jan '18 3:14:27 PM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#2: Jan 24th 2018 at 3:47:19 PM

BASH Character Defining Quiz

Do you have a vague idea for your character but nothing too concrete? Maybe this will help:

  • Is your character's identity secret or public? If secret, who knows about it?
  • Is the character a Hero, Villain, Anti-Hero or someone else? (Remember, only Heroes and Anti-Heroes are playable)
  • How old is your character? Adult/under 18/over 50
  • What is his/her job?
  • How strong is your character? Below average/average/above average/superhuman.
    • if superhuman, is it: below average, average, top-level.
  • same question as above re: agility.
  • same question as above re: intelligence
  • What Powers does your character have? Describe them. (Note: make sure you list specific powers, not occasional tricks.)
    • Note: in BASH, combat skills, armed or unarmed, count as Powers.
    • In a scale of 0 to 5, how strong is each power? (3 is average)
  • Is your character hurt (or loses its powers) from something specific?
  • What physical, mental and social advantages, if any does the character have?
  • Similarly, what physical, mental or social disadvantages, if any, does your character have?
  • What is the character's main motivation?
  • What non-combat skills, physical and mental, does the character have?
  • Does the character carry any equipment? If so, does it have any special abilities?

edited 24th Jan '18 3:49:37 PM by Sijo

PossiblyQuiteInsane Where am I? What's going on? from the other side of the mirror Since: Oct, 2016 Relationship Status: Above such petty unnecessities
Where am I? What's going on?
#3: Jan 24th 2018 at 4:48:43 PM

  • Is your character's identity secret or public? If secret, who knows about it?
    • Public
  • Is the character a Hero, Villain, Anti-Hero or someone else? (Remember, only Heroes and Anti-Heroes are playable)
    • Hero
  • How old is your character? Adult/under 18/over 50
    • Adult
  • What is his/her job?
    • Government Agent
  • How strong is your character? Below average/average/above average/superhuman.
    • Average
  • same question as above re: agility.
    • Above Average
  • same question as above re: intelligence
    • Average
  • What Powers does your character have? Describe them. (Note: make sure you list specific powers, not occasional tricks.) In a scale of 0 to 5, how strong is each power? (3 is average)
    • Explosive Bubbles: Can create, control, and detonate explosive bubbles at will. 4.
    • Strong Swimmer: As mermaid, she takes to aquatic environments like, well, a fish to water. 5.
    • Physical Combat: Has recieved a good deal of combat training. 3
    • Explosion Immunity: Immune to explosions. 3
  • Is your character hurt (or loses its powers) from something specific?
    • She must soak in a body of water at least once a day or she dries out.
  • What physical, mental and social advantages, if any does the character have?
    • She has a high level of government clearance, and is authorized to make arrests.
  • Similarly, what physical, mental or social disadvantages, if any, does your character have?
    • As a mermaid, she quite stands out in most places, and she can’t act without proper authorization.
  • What is the character's main motivation?
    • To eliminate or subdue threats before they can harm civilians
  • What non-combat skills, physical and mental, does the character have?
    • Skilled at investigations and interrogations, as well as swimming.
  • Does the character carry any equipment? If so, does it have any special abilities?
    • Just her badge.

edited 24th Jan '18 5:53:22 PM by PossiblyQuiteInsane

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#4: Jan 24th 2018 at 5:47:32 PM

  • Is your character's identity secret or public? If secret, who knows about it?

    • Public

  • Is the character a Hero, Villain, Anti-Hero or someone else? (Remember, only Heroes and Anti-Heroes are playable)

    • Hero

  • How old is your character? Adult/under 18/over 50

    • 19

  • What is his/her job?

    • Self-employed mechanic/tech specialist

  • How strong is your character? Below average/average/above average/superhuman.

    • Below average

  • same question as above re: agility.

    • Average

  • same question as above re: intelligence

    • Superhuman (note: not an actual power of his)

  • What Powers does your character have? Describe them. (Note: make sure you list specific powers, not occasional tricks.) In a scale of 0 to 5, how strong is each power? (3 is average)

    • Electrokinetic Bolts: Can generate blasts of electricity from his fingertips, which can overload electronics and fry flesh ( not that he'd ever do the latter.) 4.
    • Electromagnetic Blast: Fires a short but wide ranged burst of electromagnetic force, enabling him to send metallic objects (and generally any person with metal in or on their person) flying. 5.
    • Electromagnetic Thrusters: Ability to direct electromagnetic energy towards the earth to glide short distances or break high falls. Non combat ability. 3.

  • Is your character hurt (or loses its powers) from something specific?

    • Yes, is damaged from deep water and direct contact with rubber substances.

  • What physical, mental and social advantages, if any does the character have?

    • Gifted with an incredibly high IQ and is generally tech-savvy. Very quick to note small details in subjects.

  • Similarly, what physical, mental or social disadvantages, if any, does your character have?

    • Suffers from social anxiety and occasional panic attacks, and can also be easily manipulated. Also physically weak and gangly compared to most his age.

  • What is the character's main motivation?

    • To make the world an easier and better place to live in for the more unfortunate or physically sick in the world.

  • What non-combat skills, physical and mental, does the character have?

    • Skilled at inventing, computer programming and repairs, jury-rigging, and metalwork.

  • Does the character carry any equipment? If so, does it have any special abilities?

    • None on his person. Has a lot of miscellaneous gadgets in his apartment, however most if not all of them are left unfinished and non-functioning to be stripped apart later on.

bork
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#5: Jan 24th 2018 at 7:15:16 PM

So I wasn't around in Night of the Krampus (obviously) so I'm still not sure what half the rules mean up there. How do we tell our health? What are hero points? Are XP considered Hero Points?

Also what room are we using in Rolz? Or is it just the one called 'lobby' we get from the link?

Sijo from Puerto Rico Since: Jan, 2001
#6: Jan 24th 2018 at 8:09:22 PM

Setting Description

  • 1. The Prevalence of Technology- Because of so many super gadgets that are constantly being invented, the world of BASH has superior technology to our own.

    • Contact with actual alien civilizations has given us advanced laser technology, though they have not gone onto the public market, and slug rounds are still far more cost efficient. The same contact has made miniature cold-fusion reactors a (expensive) reality for those who can afford them, though they are not replacing combustion engines in the private sector anytime soon.
  • 2. The Prevalence of Mystical Forces- This is a world where our superstitions, myths, and legends are actual facts. Magic is real, though very few people indeed believe this to be so. The world is strewn with hidden magical artifacts of immense power. Many magical creatures have retreated into lost realms like Arcadia in order to avoid human contact.
  • 3. Lack of government control of experiments. For some reason, however, something that might make one person super will kill or sicken anyone else. (Those who support the mystical explanation for the rise of superheroes cite “destiny” as the reason). The obsession of some scientists with how some people develop powers while others perish is the reason why HUSH has grown so powerful so quickly.

The Dawn of Supers: The Golden Age

In the late 1930s and early 1940s, people began developing strange and mysterious “powers”. Whatever the reason, Megapolis developed more than its share of Supers -some heroes, some villains- in the early 1940s. Megapolis natives Kid Dynamo, American Wonder, Major Tank (a former villain who chose service instead of jail time), and a mysterious ghost of the revolution called The Unknown Soldier formed a group called “The Four Freedoms”.

Unfortunately, the Axis had “heroes” of its own, and none more dangerous than Uberman: The Man of Iron. In order for the invasion of Normandy to succeed, the US Army needed Uberman “distracted”. The Four Freedoms knew that all of the other heroes who’d distracted Uberman received medals— posthumously. They volunteered nonetheless, and set out to strike at a Nazi-controlled heavy water plant in Norway, where Nazi scientists were perfecting a “super bomb” (a nuclear device). Uberman arrived (as they planned) to defend the plant. A melee ensued, and a nuclear flash was seen over the horizon. All the Four Freedoms were presumed dead, but it was also the last anyone saw of Uberman! A statue was placed in Titan Park commemorating American Wonder, Kid Dynamo, and Major Tank, Megapolis’ native sons, and the sacrifice they made for their country.

The Silver Age

In the 1950s and 1960s, the amount of supers in existence increased exponentially. This also created more problems both for the police and the district attorney as they had more super villains to deal with and superheroes who left criminals tied up on their doorsteps without sufficient evidence to convict, or even testimony in court! As such the US House of Representatives took it upon itself to create the Superhero Registry Act, which called for all supers who wished to use their powers for law enforcement to register with the government. The hero license allows a hero to use their super identification as ordinary identification without compromising their secret identities. At this time, URGENT was also created so that the police would be able to deal with super villains, and Super Lock was created, so that they would have a place to put them!

Through this era, Megapolis had a number of superheroes and villains phasing in and out, but no champion outshone Titan, who adopted Megapolis as his home city. Eventually, prosperity meant little crime to speak of aside from occasional acts by egotistical super villains—and the growing hero community was more than a match for them. This led Titan to shift his focus from being Megapolis’ champion to protecting America from more global threats. He created an organization made up of the greatest superheroes from all over America and named it the Legion of Liberty. Their headquarters was established in Washington DC, and Titan left his city in the hands of the next generation of heroes.

The Bronze Age

With so many heroes having already moved to bigger cities like New York or L.A., Megapolis was also open to exploitation by super villains, and URGENT could not keep up with them all. What was more; the city was plagued by a corrupt government controlled behind the scenes by the mobster Vincent Flint. It was a bad time to live in Megapolis, until he arrived. Vincent Flint’s criminal empire was eventually toppled by a masked avenger calling himself The Guardian.

The Modern Era

The Guardian kept Megapolis safe for 20 years almost alone. Realizing he would not live forever, in the late 1990s he took on an apprentice— a young man using the name "Black Talon". In the year 2000, Black Talon was killed in an explosion, and the Guardian seemed to have disappeared from the city.

That is when the eccentric billionaire Ace Ashby donated a great deal of money to the city to create an organization known as the Defenders of Megapolis. He established a headquarters for them in Steel Town called Defender Center, and was able to somehow know when and where a crime would take place as it was happening and dispatch the team there. For this reason, Ashby got the nickname, “The Watcher”.

But with the rise of the Defenders of Megapolis, another threat has arisen in the modern age. Known only as HUSH, this group of villains seek not fame or riches by their actions, but to capture superheroes (and villains) in an effort to steal their powers, creating a veritable army of supers at their disposal. Their ultimate end (and what their initials stand for) is unknown, but they have a global network of slavishly loyal minions.

edited 24th Jan '18 9:35:46 PM by Sijo

BismuthOmega Magnet L0rd from School, Like, Always Since: Jan, 2018 Relationship Status: It was only a kiss
#7: Jan 24th 2018 at 8:17:34 PM

How similar is this system to Savage Worlds? Based on the character creation rules, it seems at least adjacent to it.

The man who sleeps with a machete is a fool every night but one.
Sijo from Puerto Rico Since: Jan, 2001
#8: Jan 24th 2018 at 8:20:11 PM

Truth: Don't worry I'll be explaining everything both here and when needed. In fact my next post will cover most of the game basics. But to answer your questions now:

  • All Heroes, Anti-Heroes and Villains have 100 Hits. Other characters have from 10 to 50 Hits. Normal people have only 10.
  • Hero Points are used to perform a variety of feats. Mainly, you can change a die roll. For example if you miss a villain by 1 point, you can spend 1 Hero Point and hit him! The points you earn from Character Creation are permanent- they refresh at the start of every Issue (Adventure.) You also gain Hero Points in-game by doing heroic deeds, like saving innocent bystanders. These points are temporary- once used they are gone.
  • Experience Points are not Hero Points. They are a reward given by the Narrator (Game Master) at the end for good roleplaying. You can use them to improve your character as if they were character points. But only between adventures.
  • We will be using my room on Rolz, Sijo'sRoom. (He said humbly. tongue) Please use the same Username there so I can recognize you.
  • I'm not familiar with Savage Worlds so I cannot tell. The basics of this game are:
    • rolling 2 d6 and adding them; them modifying the result (usually by multiplying it by Brawn, Agility or Mind) and comparing it to a Target Number. It is higher, you succeed.
    • If you ever roll the same number on both dice, that's called Doubles and you roll another dice and add it. This continues until you roll a different number.

edited 24th Jan '18 8:24:55 PM by Sijo

BismuthOmega Magnet L0rd from School, Like, Always Since: Jan, 2018 Relationship Status: It was only a kiss
#9: Jan 24th 2018 at 8:25:15 PM

Alright, thanks!

The man who sleeps with a machete is a fool every night but one.
Sijo from Puerto Rico Since: Jan, 2001
#10: Jan 25th 2018 at 7:07:50 AM

Basic Terms

  • Active Multiplier: The number by which any action is multiplied other than damage. The maximum active multiplier is normally x10.
  • Contest: When two or more characters are in direct opposition with one another at some task, they each roll dice. After multiplying by the relevant stat or power, the character with the higher result wins. Ties go to the Hero, or whoever is acting more heroic at that moment.
  • Dice Bonus/Penalty: A number that is added/subtracted from the 2d6 roll before multiplying.
  • DM, Damage Multiplier: The number by which 2d6 are multiplied to determine how much damage an attack does, how much damage is soaked, or how much damage is healed.
  • Domino Effect: The ability for Heroes or Villains to attack an additional minion in hand-to-hand combat if they have just taken one out.
  • Doubles: When both d6s display the same number. If this happens, roll another d6 and add it. If this also matches, roll and add until it doesn’t.
  • Issue: The current game session, within an ongoing plot known as a “story arc”.
  • Hero: Heroes have several advantages over Minions (more Hits, ability to utilize Doubles) and Villains (Heroes always win on a tie).
  • Hero Dice: Special Dice that can give Heroes an edge. They can be used for many purposes. A Hero Die is worth five Hero Points.
  • Hero Points: A pool of points that Heroes can spend to improve a dice roll result after seeing the initial result. When a Hero is created, any “left over” Character Points become Hero Points that refresh every issue.
  • Hits: This is how much physical damage a character can withstand before being knocked out. Heroes usually begin with 100 hits.
  • Intensity: This is how strong the effect of a power is, whether it is damage, healing, or knock-back.
  • Minion: Less important characters in the story. Minions may be a Villain’s army of henchmen, but may also be innocent bystanders, ordinary police, etc. In combat, Minions are less capable than Heroes & Villains.
  • Multiplier Bonus/Penalty: A number that is added to/subtracted from the multiplier. For example, a +2 Multiplier Bonus would change a x3 to a x5.
  • Narrator: The Narrator’s job is to set up the story, the backdrop of the setting, and portray all characters other than the Heroes- from innocent bystanders to Villains and their Minions.
  • Page: One round of combat is known as a “page”. On each page, there are several “panels” that take place.
  • Panel: During a “page”, each character takes an action, known as a panel. Panels are numbered according to the combatants’ priority.
  • Power Stunt: When a character uses one power in a creative way, to essentially emulate another power.
  • Priority: The order in which Heroes’ and their adversaries’ “panels” occur. This is based on whoever has the highest Agility, and is affected by speed-speed or similar powers.
    • Note: in order to accommodate IRL pbp issues, I will allow the players to post in any order. However they still get only one Panel each, and not posting before the end of a Page means you forfeit your Panel for that Page.
  • Setbacks: Somewhat similar to Hero Points, Setbacks are spent by the Narrator to reduce the dice rolls of Heroes.
  • Scene: A part of the issue that takes place at a given time and place. When the Heroes leave that place, or a significant amount of time passes in the game, that scene is over. There are usually several scenes per issue. Some powers have a duration that lasts for an entire scene.
  • Soak: The number by which 2d6 are multiplied to reduce the number of damage Hits taken from a given attack/accident. This is based on Brawn, and reinforced by the Armor power.
  • Square: The standard area of physical space used to measuredistances of movement, attack range, etc. A square is 5 feet by 5 feet.
  • Story Arc: The ultimate goal of the Heroes over a given time. Once that goal is achieved, players may move on to another story arc.
  • Stats: These are the fundamental raw aptitudes of any character. They are Brawn, Agility, and Mind.
  • Result Bonus/Penalty: A number that is added/subtracted from the total result of a die roll after multiplying. It is written after the multiplier.
  • Villain Dice: The evil equivalent to a Hero Die. Villain dice are used against Heroes.
  • x: A lowercase letter x represents multiplication. So if you multiply by 3, it would be written as x3.

edited 25th Jan '18 7:09:32 AM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#11: Jan 25th 2018 at 1:54:27 PM

Before we start the game, some more on the setting:

The Boroughs of Megapolis [1]

  • Bradbury Heights- is the home to the richest citizens of Megapolis,
  • Dorchester- has been the center of Commerce in Megapolis ever since its colonial roots as a port city.
  • Steel Town- is where the remnants of the mighty empire that was once Titan Steel now stand.
  • Kirby Row- is the least affluent area of Megapolis,
  • South Town- is where many of the various immigrant groups who came to work for Titan Steel settled into little neighborhoods of their own.
  • East View- is where the middle class of Megapolis tend to live.

Sites of Interest

  • KROW Chemical Group
  • LeBrand Air Force Base
  • Megapolis Museum of Antiquities
  • Megapolis Police Department
  • Megapolis University
  • Omega Labs
  • The Realm of Arcadia (magical dimension)
  • Super Lock (prison)
  • Titan Park Zoo
  • The Under-Rail (subway)
  • Willow Grove (cursed neighborhood)

Superhero Teams

  • The Defenders
  • URGENT
  • Fortune Inc.
  • Valiant

Villain Teams

  • The Sinister Circle
  • HUSH
  • The Dark Elements

edited 25th Jan '18 1:59:24 PM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#12: Jan 28th 2018 at 9:41:02 AM

For those who asked, XP (experience points) can be used to “buy” improvements to a character in the following manner:

  • A new power can be purchased by spending 6 XP times the power’s point cost.
  • An old power can be improved, or an enhancement added, by spending 6XP per point of improvement.
  • A new skill slot can be purchased by spending 3 XP.
  • A stat can be increased (to a maximum of 5) by spending 12XP x the current number,
but It is strongly recommended you not allow a stat to be increased more than once!
  • One XP can be permanently spent during play to give a character a Hero Die or 5 Hero Points.

(Please keep track of your XP in your sheets.)

edited 28th Jan '18 9:55:34 AM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#13: Jan 29th 2018 at 7:35:16 AM

HUSH Strike Team

The Blaster 18 points (14 Stats, 4 Powers)

Brawn 2 Agility 3 Mind 2

Priority: x3, Defence: x3, Mental Defence: x2, Soak: x2, Hits: 100 Lift: 400 lbs, Run: 9 squares, Jump: 4 squares, Climb: 2 squares, Swim: 2 squares

Powers

  • Special Attack (Ranged) 3- Agility +0DM to Hit and Mind +3DM to Damage; total x3 to hit, x5 damage. (4pts) Range (Close) Range of 5 squares.

The Martial Artist 23 points (14 Stats, 9 Powers)

Brawn 2 Agility 3 Mind 2

Priority: x6, Defence: x5, Mental Defence: x2, Soak: x2, Hits: 100 Lift: 400 lbs, Run: 9 squares, Jump: 40 squares (10/panel), Climb: 2 squares, Swim: 2 squares

Powers

  • Super Speed 3- Extra panel (or +1 Agility) per page. +1 Priority. Tiring. (3pts)
  • Danger Sense- 3 +2 to Defense and Priority checks. Half penalties from Confusion, blindness, invisible targets, etc. (3pts)
  • Special Attack (Hand to Hand/Thrown) 2 Agility +0DM to Hit and Brawn +2DM to Damage; total x3 to hit, x4 damage. (2pts)
  • Super Jump 1- Jump up to 40 squares, at 10 squares per panel. (1pts)

The Brick 22 points (16 Stats, 6 Powers)

Brawn 4 Agility 2 Mind 2

Priority: x2, Defence: x2, Mental Defence: x2, Soak: x6, Hits: 100 Lift: 50 tons, Run: 6 squares, Jump: 160 squares (10/panel), Climb: 4 squares, Swim: 4 squares

Powers

  • Armor 2- +2 to Brawn to Soak damage. (2pts)
  • Super Jump 1- Jump up to 160 squares, at 10 squares per panel. (1pts)
  • Healing 3- Take one panel action to heal self of 3x2d6 damage; heal 30 hits/hour. (3pts)

The Mentalist 23 points (14 Stats, 9 Powers)

Brawn 2 Agility 2 Mind 3

Priority: x4, Defence: x4, Mental Defence: x3, Soak: x2, Hits: 100 Lift: 400 lbs, Run: 6 squares, Jump: 4 squares, Climb: 2 squares, Hover: 8 square, Swim: 2 squares

Powers

  • Hovering 1- Hover 8 squares per panel, 3 ft off ground. (1pts)
  • Telekinesis 3- Attack using Mind x3 vs Agility, inflicting 3DM damage. (3pts)
  • Illusion 2- 2 levels for size/range/visual/audio/tactile/olfactory illusion. Last while in line of sight, plus 3 pages. Includes Variable for free. (2pts)
  • Danger Sense- 3 +2 to Defence and Priority checks. Half penalties from Confusion, blindness, invisible targets, etc. (3pts)

TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#14: Jan 31st 2018 at 4:38:59 PM

Hey, been kinda quiet here. Any idea when the RP will start?

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: Jan 31st 2018 at 4:48:22 PM

It's started: https://tvtropes.org/pmwiki/posts.php?discussion=15169190710A35252600&page=4#83

There are currently two plots going. The second job for one group (probably the same arc though), and an ongoing mystery for the other. Most of the talk is on the discord. https://discord.gg/ZmNxMn

edited 31st Jan '18 4:48:32 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
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#16: Jan 31st 2018 at 4:53:53 PM

Oh, wait, it already started? How'd I miss that?

Sijo from Puerto Rico Since: Jan, 2001
#17: Jan 31st 2018 at 5:10:54 PM

Sorry, I thought you were busy or something. I should have sent you a PM.

Anyway there's a Scene going on that is perfect for newcomers to enter, so jump in!

Sijo from Puerto Rico Since: Jan, 2001
#18: Feb 3rd 2018 at 7:57:19 PM

Shape Shifting

OK, I think I need to clarify how this Power works in BASH.

It has three specific effects:

1) change appearance. You can take any form- human, animal or even an object. However, this does not change your power or abilities. Even in the form of a chair, for example, you can still see and hear. To gain new Powers, see below. (Note: to imitate specific people, you need the Changeling Power)

2) rearranging Stats: You can lower your Brawn by any number of points (down to 0) and raise your Agility by that same amount (max 5) Similarly you may lower Agility and Raise Brawn. Mind can never be changed.

3. Buying new powers: Instead of changing your stats, you can use their points to buy new Powers. Every Stat point is worth 2 Power points. These Powers do not replace any Powers you already have. They last until you change forms again.

Character Point Proxy: This is an enhancement for shape shifting. Every point you buy of CP Proxy goes into a Pool that you can use to raise stats or buy Powers when Shape Shifting. You can buy a maximum of 6 Points of CP Proxy.

Other options: Your character can change form in other ways. It can be a side effect of your Powers. For example you can define Density Increase as "Turning into Stone" and say the character's appearance changes when he's using the power.

And then there are Super Forms.

Super Forms: Certain abilities allow you to have special extra forms. You then decide which of your powers is available on each form. These are:

  • Instant Change: This Advantage allows an instant change of forms (or costumes). Additionally you don't have to spend an action to change. With this advantage you can design an extra form/identity and divide your powers between them in any way you choose (you still have to buy the Powers normally).
  • Normal: This disadvantage either prevents your character from having Powers (other than Intense Training ones and Gadgets) OR requires all your Powers to go to a superform that you must spend an action to change into (unless you also have Instant Change)
  • Accidental Change: Another Disadvantage, this is like Normal except the change is triggered by something of your choice (anger, moonlight etc.) You may resist changing with a successful Mind check.
  • Onerous Change: Again, you have a normal + superform combination but can only change if you roll 3 or higher on a single D6. Even then the transformation takes a full Page to complete. If you fail you can try again next Page.

edited 4th Feb '18 9:54:01 AM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#19: Feb 8th 2018 at 7:53:10 PM

Tips on creating a balanced character.

In order to be useful in most situations, a character should have at least one of each of these Powers:

  • an Offensive Power
  • a Defensive Power
  • a Movement Power
  • a Perception Power

You can find Offense and Defense Powers in the Combat Category. And the Movement and Perception Categories are obvious.

Note that the other Categories do contain some Powers of these types. For example Mind Blast is an Offensive Mental Power, and Sense X is from the Mastery Category.

You can always add extra powers for flavor, but the 4 types above are the most important.

edited 8th Feb '18 8:36:30 PM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#20: Feb 9th 2018 at 8:59:21 AM

Succubus

  • 24 points (14 Stats, 12 Powers, -2 Weaknesses)
  • Succubus is from the dimension of Infernal Pandemonium (like Speed Demon) who was summoned by an unknown individual. She came to Earth looking for a good time and found it in Willow Grove, where her powers seem to be augmented.
  • Mental Malfunction: Lusty- Succubus loves to drain the life out of men, and is continually trying to get men to fall in love with her.
  • Brawn 2 Agility 2 Mind 3
  • Priority: x2, Defence: x2, Mental Defence: x3, Soak: x2, Hits: 100, Lift: 400 lbs, Run: 6 squares, Jump: 4 squares, Climb: 2 squares, Fly: 10 squares, Swim: 2 squares
  • Powers
    • Damage Aura 4 Contact does 4DM damage. (3pts) Always On limitation
    • Healing 3 Take one panel action to heal self of 3x2d6 damage; heal 30 hits/hour. (2pts) Situational limitation: ( can only use after she has done damage with Damage Aura)
    • Flight 2- Fly 10 squares per panel. (2pts)
    • Summoning 3 Summon one type of creature with stat pool of 5 and 3 power points. One creature with 60 hits, two with 30 hits, three with 20 hits, or six with 10 hits. (Imps) (3pts)
    • Changeling 2- Change appearance, clothing and voice. Mind contest to pass unnoticed. (2pts)
  • Weaknesses
    • Negating Weakness (Exposure): When exposed to holy ground, lose all powers, and Brawn and Agility become 1. (-2pts)
  • Advantages & Disadvantages
    • Appeal: You are charming; +2 multiplier bonus when being charming outside of combat.
    • Freak: You look very obviously weird.

Imps

  • Attack 14, Def 14. 20 Hits
  • Brawn 2 Agility 2 Mind 1
  • Powers: Flying 2 (10 squares) 2pts, Poison Sting: x3 Continual Damage 3pts.
  • Weakness: Negating weakness to holy ground -2 pts.
  • Disadvantage: Freak

Imps are minor beings from the dimension of infernal pandemonium. Succubus has the power to summon them at will.

edited 9th Feb '18 9:01:19 AM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#21: Feb 11th 2018 at 2:31:17 PM

More character-design tips:

How Powers work:

  • Activation: Most Powers require an Action to activate (obviously, Attack Powers require an Attack action). Since you only get one Attack action per Panel, you can only use one Attack Power each Panel (unless they are Linked). Powers that are "Always On" (like Size) do not need to be activated. Powers with Concentration must be used on the last Panel of the Page.
  • Visibility: Unless otherwise indicated, all Powers must have a visible effect (or a sound, smell etc.) so that people using only their normal senses can tell who used them. The exception are Mental Category Powers, which are totally imperceptible. The player is free to design the FX (but it cannot be changed once designed.)
  • Range: Powers have no Range by Default (except Mental Powers- their Range is either 50 feet, or sight, whichever is shorter; except Telepath, which is the reverse- whichever is longer) You must buy Range for all other Powers.
  • Similarly you must buy Area for all Powers.
  • Attacking: roll 2d6 x Agility vs the target's Defense (also 2d6 x Agility). For Mental Attacks use Mind for both Attack and Defense. (certain Powers are an exception to this).
  • Resisting effect: Damage is usually resisted with a Brawn roll (called soaking) which lowers damage by the rolled amount. Other effects use a Contest of either the enemy's Mind, Agility or Power's Level vs the character's.
  • Duration: Damage heals over time (Brawn +Agility per hour) Other effects either you roll each Page until they are broken, or they fade away in 3 Pages or when the scene is over.
  • Other: This varies depends on the Power, as well as the Enhancements, Limitations and Alterations the Power has. For Example, a Power with the Energy Cost Limitation will lose an amount of Energy Points from his Reserve equal to the Level of the Power after using it. They are recovered by resting.

Alterations: This are combinations of an Enhancement and a Limitation. Each is worth 0 points. Example: {Only Affects X} = [Affects X] + <No Effect on X>

edited 11th Feb '18 2:59:23 PM by Sijo

Sijo from Puerto Rico Since: Jan, 2001
#22: Feb 11th 2018 at 4:13:03 PM

Edited Out.

edited 11th Feb '18 4:18:15 PM by Sijo

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