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Adapting characters to BASH (updated)
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Sijo
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PostPosted: Sat Nov 19, 2016 9:51 pm    Post subject: Adapting characters to BASH (updated) Reply with quote

BASH Ultimate Edition provided some ideas on how to convert characters from other sources for use in the game. However translating characters can be tricky. The following is a method I developed for my personal use, and I’m sharing it here for those who might find it useful. It can also be used to create your own original characters. This time around I'm including the full trait lists I had posted before as well for ease of reference. Please keep in mind that this reflects my own personal idiosyncrasies that might not jibe with your own, but it should at least provide a starting point.

How to use this guide: First, do detailed research on the character (or write the background, if original.) Next, if the character is superhuman or non-human, use parts I, II and III listed below. If its only human (even if an extraordinary human) use only parts II and III.

Part I covers:

A) Powers

1- Power List

2- Power Level

3- Power Modifiers:

a) Enhancements

b) Limitations

c) Alterations

B) Weaknesses

Part II covers:

1- Advantages

2- Disadvantages

3- Mental Malfunction

4- Skills

5- Stats

6- Equipment

Part III covers:

1- Hits

2- Point Breakdown

Each section will be covered in a separate post.


Last edited by Sijo on Thu Dec 01, 2016 7:39 pm; edited 1 time in total
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Sijo
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PostPosted: Sat Nov 19, 2016 10:14 pm    Post subject: Reply with quote

PART I: Superhuman Traits

A) Powers: In BASH a superpower could be one of several things : Powers, Stats higher than 2, certain Advantages, or Special Equipment. All of these cost character points (except Advantages, usually.)

Note: A power could also be:

-A Power Stunt of another Power. If the power takes an effort to use and last only a few minutes (but has no specified Limitations for these) it might be this.
Power Stunts and Modifiers: Players may request that a mimicked Power include one or more Enhancements. Similarly, The Narrator may require the Power to have certain Limitations before approving the Stunt.

-Similarly, if the character has the X Mastery Power (or the Advantages Gadgeteer or Grimoire) any Power they use for only a few seconds at a time might be a Power Trick instead. The Power Level of a Trick is equal to the level of Mastery (for X Mastery) or the Skill Multiplier used (for Gadgeteer and Grimoire).

-Finally, any weak, utilitarian power not covered by any other Power might be a Special Effect. Examples include:
 Comlink
 Heads-Up Display
 High-Beams (of light)
 Loudspeakers
 Radio
 Wireless Internet Access

None of these cost character points.


Last edited by Sijo on Mon Dec 26, 2016 5:56 pm; edited 7 times in total
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Sijo
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PostPosted: Sat Nov 19, 2016 11:02 pm    Post subject: Reply with quote

1- Power List

Powers are listed by Category, which I have subdivided in two types: Theme Categories (useful for building Power Suites) and Effect Categories (good for rounding out characters.) Additionally I organized Powers by cost, on the assumption that the higher the cost, the more useful the Power is (in the case of Powers that can be bought at different levels, I used the highest available level.)
Note: Intense Training Powers are listed under Skills.

Power Suites: A character with several powers with similar causes has one or more of these. Any power within the Suite may be part of a Multi-Power for only 1 point. You can also put powers from a Related Suite inside the multipower. X Mastery may also always be considered in the same category. See the Awesome Powers books for details.

Note: The new Powers from the Awesome Powers series do not have official categories, so I listed them separately for now.

Page numbers refer to BASH Ultimate edition. AP= Awesome Powers

A) Theme Categories:

Bio-Manipulation Powers (Personal)
10 pts
Copycat p56 2-10 pts
6 pts
Density Increase p58 2-6 pts
5 pts
Duplication p56 1-5 pts
Growing p57 1-5 pts (Sustained)
Healing p59 1-5 pts (Concentration)
Shrinking p59 1-5 pts (Sustained)
Size (large) p58 1-5 pts (always on)
Size (small) p60 1-5 pts (always on)
Skill Mimic p56 1-5pts
Stretching p60 1-5 pts (Sustained)
4 pts
Astral Projection p57 4 pts (Maintained)
Mimic p59 3-4 pts (Maintained)
Shape-Shifting p59 4 pts
3 pts
Boost p55 1-3 pts (Situational)
Extra Limbs p57 1-3 pts (Sustained)
Ghost Form p57 1-3 pts (Maintained)
2 pts
Changeling p56 2 pts

Mental Powers
5 pts
Invisibility p49 1/3/5 pts, Personal, Maintained
Mind Blast p50 5 pts (Ranged, Concentration)
Mind Control p49 5 pts (Maintained)
Mind Spikes p50 1-5 pts (Personal, Sustained)
Restore p50 2-5 pts (Range, Area)
Telekinesis p50 1-5 pts (Range 5 Squares, Maintained)
4 pts
Memory Tampering p49 4 pts
3 pts
Clairvoyance p48 1-3 pts (Concentration*)
Danger Sense p48 3 pts (Personal)
Illusion p49 1-3 pts (Range, Burst, Variable)
Mind Shield p49 1-3 pts (Personal, Sustained)
Telepath p50 1-3 pts (Sustained)
2 pts
Confusion p48 1-2 pts (Range, Area)
Daze p48 2 pts (Range, Area)
Omni-Linguist p50 2 pts (Personal, Sustained)
1 pt
Omni-Reader p50 1pt (Personal, Sustained)
Suggestion p50 1 pt (Concentration)

Mastery Powers
5 pts
Animation p53 1-5 pts (Concentration)
Conjuring p52 1-5 pts
Summoning p53 1-5 pts (Concentration)
Transmutation p53 1-5 pts
X Mastery p54 1-5 pts (Maintained, Concentration)
1 pts
Sense X p53 1 pt

Cosmic Powers- Note these have special rules- see page 99
30 pts
Creation p99 5+ pts
25 pts
Life pg 101 10+ pts
20 pts
Fate pg100 5+ pts
10 pts
Time & Space p103 10+ pts
5 pts
Cosmic Grace p99 5+ pts
Cosmic Might p99 5+ pts
Cosmic Thought p99 5+ pts
Omnipotence p102 5+ pts (Variable)
Omniscience p102 5+ pts

B) Effect Categories:


Combat Powers
6 pts
Damage Field p45 2-6 pts (Range, Area)
5 pts
Continual Damage p44 1-5 pts (Range, Area)
Damage Aura p44 1-5 pts (Personal, Area)
Damage Shield p45 1-5 pts (Range, Area, Concentration)
Force Field p45 1-5 pts (Range, Area, Concentration)
Immobilization p45 1-5 pts (Range, Area)
Immunity p46 1-5 pts (Personal, Sustained)
Nullify p46 1-5 pts (Range, Area)
Push p46 1-5 pts (Range, Area)
Resistance p46 1-5 pts (Personal, Sustained)
Special Attack p46 1-5 pts (Range, Area)
Weaken p46 1-5 pts (Range, Area)
3 pts
Armor p44 1-3 pts (Personal, Sustained)
Deflect p45 1-3 pts (Sustained)
1 pt
Slow p46 1 pt (Range, Area)

Movement Powers (Personal)
11 pts
Gateway p43 2-11 pts (Concentration*, Maintained)
10 pts
Teleportation p43 1-10 pts (Concentration*)
5 pts
Burrowing p43 1-5 pts (Sustained)
Flight p41 1-5 pts (Maintained)
Super Jump p42 1 pt (upgraded in AP #1, p5 1-5 points)
Super Running p42 1-5 pts (Maintained)
Super Speed p42 3 or 5 pts (Tiring)
Super Swimming p43 1-5 pts (Sustained)
3 pts
Bouncing p41 3 pts (Sustained)
Dimensional Teleportation p44 1 or 3 pts
2 pts
Swinging p43 2 pts (Maintained)
1 pt
Clinging p41 1 pt (Sustained)
Gliding p41 1 pt (Sustained)
Hovering p41 1 pt (Sustained)
Water Walking p44 1 pt (Maintained)

Perception Powers (Personal)
5 pts
Scan p47 1-5 pts (Concentration)
Super Senses p47 1-5 pts (Sustained)
3 pts
X-Ray Vision p47 3 pts (Maintained)
1 pt
Keen Senses p47 1 pt (Sustained)

C) No Category Given
5 pts
Imbue AP #1 p4 1-5 pts
Karma Battery AP #7, pg 13 1-5 pts
Karmic Credit AP #7, pg 15 1-5 pts
Luck Pool AP #7, pg 16 1-5 pts
Reverse Fortune AP #7, pg 12 1-5 pts
Transparency- AP #3 p13 1, 3, or 5 pts
4 pts
Absorption AP #1 p4 4 points
Curse of Unluck AP #7, pg 11 4 pts
Defy the Odds AP #7, pg 15 4 pts
Energy Battery AP #2 p27 4 pts
Luck Storing AP #7, pg 16 1-3 +1 pts
3 pts
Detachable Limbs AP #2, p32 1-3 pts
Temporal Displacement (AP # 9 p. 19) 3 pts.
Trample AP #1 p4 3 points
Undo AP # 9 p. 27 3 pts.
2 pts
Foresight (AP #7, pg 19 / AP #9 p23) 2 pts
Serendipity AP #7, pg 16 2 pts
Uncanny Intuition AP #7, pgs 16 & 22 2 pts
1 pt
Impossible Balance AP #8 p14 1 pt
Invasive Broadcast (AP #2, p33 / AP #6 p30) 1 pt
Speed Recovery AP # 9 p. 20 1 pt.


Last edited by Sijo on Wed Dec 07, 2016 9:29 pm; edited 13 times in total
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Sijo
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PostPosted: Sun Nov 20, 2016 1:28 pm    Post subject: Reply with quote

2- Power Level
Most BASH Powers can be bought at varying levels. To find the closest approximation, use the table below. (Note: this is based on the FASERIP game scale. I find it handy because of its use of descriptive terms.)

Note: A Power can be increased for one Page by Pushing, at 10 Hits per Level. So don't count any uses where the character got hurt from the extra strain.

Power Level Description - Bash Equivalent Level:
Terrible - 1
Bad - 1
Average - 2
Decent - 2
Great - 3
World Class - 3
Fantastic - 4
Astounding- 4
Wondrous - 5
Phenomenal - 5
Single-Shift - 5 (Cosmic Scale)
Double-Shift - 10
Triple-Shift - 15
Planetary - 20
Stellar - 25
Cosmic - 30
Infinite - Beyond rating


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Saker
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PostPosted: Mon Nov 21, 2016 9:43 pm    Post subject: Reply with quote

Wow. It's been 30 years, since I played Marvel. But I would make the following adjustments to your scale, IMHO.

Power Level Description - Bash Equivalent Level:
Feeble- 0
Poor- 0+3
Typical- 1
Good- 1+3
Excellent- 2
Remarkable- 2+3
Incredible- 3
Amazing- 3+3
Monstrous- 4
Unearthly- 5

cheers
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Sijo
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PostPosted: Mon Nov 21, 2016 11:10 pm    Post subject: Reply with quote

There's no Level 0 for powers in BASH. Only 1-5, plus the Cosmic Power levels.

Note that a Power's Level is equal to its base Point Cost, without any modifiers, so for example a Level 2 power with 3 points of Enhancements still is considered to be only Level 2 for its effects.
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Sijo
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PostPosted: Tue Nov 22, 2016 10:15 pm    Post subject: Reply with quote

3- Power Modifiers
After picking the right Powers, check to see if you need any of the modifiers listed below:

Note: UE = Ultimate Edition, AP = Awesome Powers, AF = ADEL File

a) Enhancements
-Note that you can add an Enhancement to a Power for a single Page by Pushing (this costs 10 Hits) so don't count any Enhancements that the character got hurt using, unless their use lasted for at least a minute. This is different from a Power with a Limitation such as Backlash (see Limitations.)

1- For Specific Powers:
Power- Enhancements
Absorption- Countering (AP #1, pg 4)
Armor- Kinetic Conversion (AP #4, pg 15)
Duplication- Original (+2 Pts) (AP #6, pg 10)
Energy Battery- Super-Charge(AP #2, pg 27)
Healing- Regenerative (AP #1, pg 6)
Nullify- Greater Nullification (2-4 Pts) (AP #6, pg 10)
Push- Collide Together (AP #4, pg 18)
Shape-Shifting- CP Proxy (+1-6 pts) (AF, pg 7)
Slow- Lethargic (AP #1, pg 6), Quagmire (AP # 9 p. 9)
Telekinesis- Very Fine Manipulation (AP #5, pg 11)
Telepath- Psychic Switchboard (AP #5, pg 18)

2- For Certain Types of Powers: These are good for Power Suites.
Power type - Enhancements
Attack Powers - Annihilation (5pts)
Attack Powers that inflict damage - Vampiric (AP #1, pg 7)
Confusion, Illusion, or similar powers - Friend From Foe (AP #6, pg 10)
Defensive Powers - Accidents Happen (AP #7, pg 10)
Defensive Powers that can avoid or mitigate attacks- Lightning Reflex (AP #3, pg 10)
Flight and Powers using Range or Area - Space (UE, pg 98)
Flight or Super Running- Mach Speed (AF, pg 7), Overdrive (AP #1, pg 6)
Force Field or any Power that is normally transparent - Opaque (AP #1, pg 6)
Gadget- Inseparable (1-2 pts) (AF, pg 7), Lockout (AP #6, pg 10), Resilient (AF, pg 8), Summon (AF, pg 8), Unbreakable (AP #1, pg 7)
Gadget Bundle (see Equipment) - Adjustable (AP #6, pg 9)
Growing, Size, or Density Increase - Graceful (AP #2, pg 11)
Invisibility or Ghost Form - Inaudible (AP #2, pg 11)
Mental Powers - Programmed Response (AP #5, pg 11)
Mind Shield and Mind Spikes - Psychic Deflection (AP #5, pg 11)
Offensive powers - Sidestep (AP # 9 p. 9), Tactical Shunt (AP #3, pg 10)
Personal Powers - Affects Others (UE, pg 38)
Powers that are normally visible - Unseen (+2 Pts) (AP #1, pg 6)
Powers that cannot affect a certain target - Affects X (UE, pg 38)
Powers that cover an area - Target Exclusion (AP #4, pg 11)
Powers that create barriers against attacks - Reinforceable (AP #2, pg 11)
Powers that deal no damage - Extended Duration (UE, pg 38)
Powers that have Range - Extended Range 1-5 (1-5 Points)
Powers that require a Stat or Power Check - Skill Substitution (AP #8, pg 10)
Powers usable only one time in a given span of time or that come to an end after a single disruption - Reusable (+2 Points) (AP #5, pg 11)
Powers where touching the target is involved - Reach (AP #1, pg 6)
Powers with Burn-Out or Charges - Recharge (UE, pg 39)
Powers with Maintained, Tiring or Concentration - Second Nature (UE, pg 39)
Powers with a continuing effect - Movable (AP #1, pg 6)
Powers with an effect that triggers on Doubles - Double-Maker (AP #7, pg 10)
Powers with an ongoing effect on a victim - Target Only (AP #1, pg 7)
Powers with effects that can be shaken off - Persistent (+2 pts) AP # 9 p. 9
Powers with no Range - Affects Range 1-5 (1-5 Points)
Powers with permanent effects - Reversible (AP #1, pg 6)
Powers without Area - Affects Area 1-5 (1-5 Points) (AP #4, pg 11)
Ranged Attacks - Cornering (AP #2, pg 11)
Special Attack, Immobilization, and similar powers - Ghost Strike (+2 pts) (AP #3, pg 10)
Special Attack, Martial Arts Mastery, Weapon Technique, or special equipment - Staggering (AP #6, pg 10)

3- For Most Powers:
After-Effect (+2 Pts) (AP #1, pg 5)
Automatic (+1-2 pts) (AP #1, pg 5)
Bypass (+2 Pts) (AP #1, pg 5)
Delay (AP #3, pg 10)
Doubles (AP #2, pg 11)
Esoteric Training (AP #1, pg 5)
Extra Effect (UE, pg 38)
Linked (UE, pg 39)
Multi-Power (UE, pg 39)
Overcharge (AF, pg 8)
Remote Use (AP #3, pg 10)
Undetectable (AP #7, pg 10)
Variable 2-5 (2+ Points) (AP #4, pg 11, updated in #6, pg 10)


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PostPosted: Fri Nov 25, 2016 7:18 pm    Post subject: Reply with quote

b) Limitations- You can choose to have more than one limitation, but the power's cost is only lowered by 1 point. In the case of level 1 powers, you can let two powers share a limitation, reducing the total cost to 1 point for both (good idea for Power Suites.)
-Secondary Limitations: This Optional Rule allows Limitations besides the main one to provide one Hero Point once per Issue the first time they come into effect. A Villain gets a Setback it can use instead. See AP #5.
-You can ignore a Limitation for a single Page by Pushing a Power (this cost 10 Hits) except for Gadget Powers. The Single Use Limitation cannot be ignored.
-Powers with the Energy Cost Limitation draw from the same reserve of energy points.

1- For a Specific Power:
Power- Limitation
Flight- Maximum Altitude (AP #1 pg 7), Tethered (AP #1 pg 7)
Teleportation- Self Only (AP #3 pg 15)
Transparency- Translucent (AP #3 pg 13)

2-For Certain kinds of Powers (good for Power Suites)
Power Type - Limitations
Area, Attack or Teleportation Powers - Inaccuracy (AP #3 pg 10)
Armor, Growing, Density Increase, Stretching, Detachable Limbs, Telekinesis, or similar Powers - Poor Manipulation (AP #6 pg 11)
Defensive Powers - Avoidable (AP #4 pg 12)
Force Field, Damage Shield, or Immobilization - Permeable (AP #4 pg 12)
Gadget - Consuming (AF, pg 8), Impairment (AF, pg 9)
Powers normally designed to affect other people - Personal (UE, pg 38)
Powers that affect you in some beneficial way - Only Affects Others (UE, pg 37)
Powers that can be activated - Extreme Focus (AP #8, pg 10), Recoil (AP #2 pg 11)
Powers that can be bought at weaker versions - Fading (UE, pg 37)
Powers that can be partially activated - All or Nothing (AP #3 pg 10)
Powers that can be used on somebody else - Reciprocal (AP #5 pg 11)
Powers that have an ongoing effect (not Maintained) - Disruption (AP #1 pg 7)
Powers that require any type of Rolls - Difficult (AP #8, pg 10)
Powers that require extra focus or extra time - Concentration (UE, pg 36)
Powers where you can roll Doubles - Awkward (AP #2 pg 11)
Powers whose level govern multiple aspects - Diminished X (AP #1 pg 7)
Powers with Energy Cost - Energy Hog (AF, pg 9)
Sustained Powers - Always On (UE, pg 36), Maintained (AP # 9 p. 10)
Sustained or Maintained Powers - Limited Duration (AP #2 pg 11)
Weapon Powers - Retrieval Required (AP #6 pg 10)

3- For Most Powers:
Activation (UE, pg 36) (updated in AP #7, pg 10)
Addicting (AP #6 pg 10)
Backlash (AP #3 pg 10)
Burn-Out (UE, pg 36)
Casting (UE, pg 92)
Charges (UE, pg 36)
Clumsy (AP #6 pg 10)
Debilitating (AF, pg 8)
Distracting (AP #6 pg 10)
Disorienting (UE, pg 36)
Energy Cost (UE, pg 36)
Finite (UE, pg 37)
Fluke (AP #3 pg 10)
Gadget (Easily Taken, Fragile, Ammo) (UE, pg 37), (Frailty, AP #1 pg 7) (updated in AP #6, pg 11)
Gradual (UE, pg 37)
Half Effect vs. XY (AP # 9 p. 10)
Immobile (UE, pg 37)
No Effect Vs. X (AP #1 pg 7)
Only affects X (UE, pg 38)
Partial Effect (AP #1 pg 7)
Random (AF, pg 9)
Restrained (AF, pg 9)
Same Source (UE, pg 38)
Side Effect (AP #4 pg 12)
Silenced (AP #3 pg 10)
Single Use (UE, pg 38)
Situational (UE, pg 38)
Skill Check (AP #6 pg 10) (updated in AP #8, pg 10)
Time (UE, pg 38)
Tiring (UE, pg 38)
Vs. High-Stat (AP # 9 p. 10)
Warm-Up (AP #2 pg 11)
Weakening (AP #6 pg 11)
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Saker
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PostPosted: Fri Nov 25, 2016 11:16 pm    Post subject: Reply with quote

Sijo wrote:
There's no Level 0 for powers in BASH. Only 1-5, plus the Cosmic Power levels.


Yes, I was defining primarily the stats (BAM).

Powers get murky. It also scales down the power ratings from what you had, and the +3 gives ranges, like you had.

cheers
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PostPosted: Sat Nov 26, 2016 4:51 pm    Post subject: Reply with quote

c) Alterations: an Alteration is both an Enhancement and a Limitation, with a value of 0 points. Some examples (all from AP #6):
Affects Animals Only
Affects Incorporeal Only
Affects Machines Only
Affects Plants Only
Affects Undead Only
Clips
No Effect on Living


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PostPosted: Sat Nov 26, 2016 6:07 pm    Post subject: Reply with quote

Other Power Options:
If the Powers listed above don't cover an ability you have in mind, try using a superhuman Stat, superhuman Advantage, or Special Equipment.

1- Super Stats: (See UE pg 4)
Brawn: This covers not just strength, but also damage resistance and endurance.
Brawn 3- 6 pts
Brawn 4 - 8 pts
Brawn 5 - 10 pts

Agility: This covers dexterity, speed and aim with physical attacks.
Agility 3 - 6pts
Agility 4 - 8 pts
Agility 5 - 10 pts

Mind- This covers intelligence, resistance to mental attack and the use of certain Powers (like Mental Powers).
Mind 3 - 6 pts
Mind 4 - 8 pts
Mind 5 - 10 pts

2- Super Advantages - You must have one Disadvantage for every Advantage, unless an optional rule is used. These include:
-buying Advantages for 1 character point each (UE pg. 126)
-Each Advantage that exceeds the number of Disadvantages causes the character to begin each Issue with 1 extra Setback (AP #3, pg 9)

Ascetic Discipline (AP #8, pg 10)
Brain in a Jar (AP #2, pg 11)
Cyborg (AP #2, pg 12)
Energy Efficient (AF, pg 3)
Energy Reserves (AF, pg 3)
Grimoire (UE, pg 92)
Healing Trance (AP #8, pg 10)
Immortality (UE, pg 11)
Instant Change (UE, pg 11)
Mental Link (AP #5, pg 10)
Multiple Suits / Bodies (AP #2, pg 12)
Non-Sentience (UE, pg 11)
Pocket Dimension (AP #3, pg 9)
Relic (AF, pg 4)
Unliving (UE, pg 12)

A Note on Skills: certain skills can be used to boost Powers. These include:
-Acrobatics/Aerobatics (for Flight and Gliding) see AP # 8 pg 9
-Occultism/Ritual (for Grimoire)
-Science and Technology (for Gadgeteer)
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PostPosted: Sun Nov 27, 2016 7:20 pm    Post subject: Reply with quote

3- Special Equipment- If a character has one or more Powers that come from an object, it might have this. Unlike Standard Equipment (see Part II) Special Equipment costs Character Points (CP) to buy. Note that some equipment is Restricted; the character must have an Advantage such as Resources or Security Clearance to own it. High-Tech Weapons might require Resources, Security Clearance, Contacts, or the Gadgeteer advantage to get. An item with N/A CP should not be allowed to be bought with Character Points at all, but is listed here as a potential plot device or scenery item.

All items are from Awesome Powers #6. Also note that the point cost is missing on two items.

All Equipment can be further modified with Equipment Enhancements (see below).

Weapons
Flare Gun (1CP) (pg 13)
Flashbang Grenade (1CP/3) (pg 13)
Lasso (1CP) (WT) (pg 14)
Smoke Bomb (1CP/3) (pg 14)
Sonic Screecher (1CP) (pg 14)
Stun Gun (1CP) (pg 14)(pg 14)
Tear Gas Canister (1CP/2) (pg 14)

Big Hardware & Explosives (all Restricted) pg 15
Artillery Piece, Heavy (N/A CP)
Artillery Piece, Light (N/A CP)
Artillery Piece, Ultra Heavy (N/A CP)
Bazooka (1CP)
C4 (1CP/1)
Detonating Cord (1CP/2)
Dynamite Stick (1CP/3)
Flamethrower (2CP)
Grenade (1CP/3)
Grenade Launcher (1CP)
Heavy Machinegun (2CP)
Molotov Cocktail (? CP)
Phosphorus Grenade (1CP/2)
Rocket Launcher (2CP)
TNT Bundle (1CP/1)

Defensive Equipment (pg 16)
Body Armor (2CP)
Body Armor, Medieval (1CP)
Gas Mask (1CP)
Kevlar Vest (1CP)
Riot Shield (1CP)
Shield (1CP)

High-Tech Weapons (pg 16)
Blaster Carbine (2CP)
Blaster Pistol (2CP)
Blaster Rifle (2CP)
Energy Blade (2CP)
Gravitic Mace (2CP)
Gravitic Maul (2CP)
Gravitic Net (1CP/3)
Needle Gun, Flechette Shotgun (1CP)
Needle Gun, Pistol (1CP)
Vibro-Axe (1CP)
Vibro-Knife (1CP)
Vibro-Sword (1CP)

High Tech Utility Equipment (pg 17)
Bugs (1CP) (pg 16)
Camera, Remote Flying (1CP)
Gravitic Armcuffs (? CP)
Med Kit (1CP)
Telepathic Earbud (1CP)

Equipment Enhancements (AP #6 pgs 11-12) Cost is +1 CP each unless otherwise stated:
Acidic
Armor Piercing
Booby-Trapped
Capture
Conductive
Cryo
Disguisable
Electro
EMP
Energy Weapon (+2 Pts)
Envenomed
Explosive
Gravitic
Gyrojet
Hampering
Heat Seeking
Hellfire
Incendiary
Laser Sight
Long Range
Nonlethal (+0 Pts)
Overload
Pneumatic
Secret Compartment
Secure
Silvered
Soulfire
Suppressor

Other Equipment Options:
If none of the ones listed above fits what you need, try one of the following:
-Standard Equipment (see Part II) with Enhancements.
-A Power with one or more Gadget Enhancements or Limitations.
*If one Gadget has more than one Power, it can be designed as a Gadget Bundle. (see AP #6 pg 33)
-The Relic Advantage (see above)
-If all the Powers come from a suit, give the character the Normal Disadvantage.
-It could also be a trick: the device could be an illusion, or actually part of the character.
-If the object is just used to recharge the Powers after 1 day, its really the Negating Weakness.


Last edited by Sijo on Tue Nov 29, 2016 8:39 pm; edited 1 time in total
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Sijo
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PostPosted: Mon Nov 28, 2016 3:40 pm    Post subject: Reply with quote

B) Weaknesses

In BASH, what is considered a weakness in other sources might, in addition to an actual Weakness, instead be a Disadvantage or a Power Limitation. See below.

All Weaknesses provide Character Points instead of costing them (don’t be confused by the use of the minus sign.) All Weaknesses are described in BASH Ultimate Edition pages 4-5. (Vulnerability is expanded upon in Amazing Powers vol. 1 page 3) Protective Powers do not protect from Weaknesses.

Negating Weakness: loses all Powers and Brawn and Agility drop to 1:
- when exposed to a specific substance. -2 pts.
- when going over 1 day without your power source. -2 pts.

Damaging Weakness: takes extra damage from a specific type of attack (before soak)
- double damage: -2 pts
- triple damage: -4 pts.

Vulnerability: Something that is harmless to humans affects you like fire. -2 pts.

Devastating Weakness: a Negating Weakness of either type that also does x3 damage every Page. -4 pts.

Super Disadvantages- remember that you must take one Advantage for every Disadvantage, unless one of these rules is in effect:
-Disadvantages provide 1 Character Point each instead.
-Each Disadvantage over the number of Advantages provides 1 Hero Point.

Clone (AP # 3, pg 9)
Cosmic Conscript (AP # 3, pg 10)
Cursed (UE pg 92)
Detrimental Metabolism (AP # 9 p. 11)
Freak (UE pg 12)
Hidden Powers (UE pg 12)
Involuntary Change (UE pg 13)
Limited Reserves (AF, pg 5)
Maximum Capacity (AP # 2, pg 12)
Mental Hook (AP # 5, pg 10)
Normal (UE pg 13)
Obtrusive (AF, pg 5)
Onerous Change (AF, pg 6)
Susceptibility (UE pg 13)
Techno-Jynx (AP # 6, pg 9)
Time Paradox (AP # 9 p. 11)
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Sijo
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PostPosted: Wed Nov 30, 2016 9:40 pm    Post subject: Reply with quote

Part II: Normal Traits

UE = Ultimate Edition, AP = Awesome Powers, AF = ADEL File CB = Crook Book

1-Advantages- For each Advantage the character must also take a Disadvantage (see below) unless one of these rules is in effect:
-Advantages can be bought for 1 character point each.
-The character gains one Setback for every Advantage over its number of Disadvantages.

I classified Advantages in five types: physical (those relating to the body), mental (relating to the mind) equipment-related, social (those that depend on interaction with others) and karmic (luck and destiny.)

Villainous Advantages can only be taken by Villains.

Physical
Appeal (UE, pg 10)
Frightening Presence (UE, pg 10)
Furtive Movements (AF, pg 3)
Lethal Weapons (UE, pg 88)
Perseverance (AF, pg 3)
Quick-Thinking (UE, pg 11)

(I classified Quick-Thinking as physical because in-game its more about reacting quickly that coming up with ideas.)

Mental
Alter Ego (UE, pg 10)
Composure (AF, pg 3)
Fascinating (CB #1, pg 2) (villainous advantage)
Fearless (UE, pg 10)
Gadgeteer (UE, pg 10)
Jack of All Trades (UE, pg 11)
Leadership (UE, pg 11)
Never Surrender (UE, pg 11)
Photographic Memory (UE, pg 11)
Versatile (UE, pg 12)

Equipment-related
Contingency Program (AP #2, pg 11)
Headquarters (UE, pg 10)
Portable Suit (AP #2, pg 12)
Remote Control (AP #2, pg 12)
Resources (UE, pg 11)
Security System (AP #2, pg 12)
Super Vehicle (UE, pg 12)
Time Machine (AP # 9 p. 10)

Social
Celebrity (UE, pg 10)
Contacts (UE, pg 10)
Devoted Henchmen (villainous advantage) (UE pg 69)
ID Unknown to Authorities (CB #1, pg. 2) (Villain Advantage)
From the Future (AP # 9 p. 10)
Membership (AP #4, pg 9)
Mentor (UE, pg 11)
Police Powers (UE, pg 11)
Royalty (UE, pg 92)
Security Clearance (UE, pg 12)
Sidekick/Pet (UE, pg 12)
Steward (AF, pg 4)
Support Squad (AP #2, pg 12)
Untouchable (villainous advantage) (UE pg 69)

Karmic
Arch-Villain (villainous advantage) (UE pg 69)
Dumb Luck (UE, pg 10)
Elusive (CB #1, pg 2) (villain advantage)
Right Place: Right Time (AP #7, pg 10)


Last edited by Sijo on Sun Feb 18, 2018 11:21 am; edited 2 times in total
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Sijo
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PostPosted: Thu Dec 01, 2016 1:39 pm    Post subject: Reply with quote

2- Disadvantages- the character must have one for every Advantage it has unless one of these optional rules is used:
-Each Disadvantage provides a character point.
-The character gains 1 Hero Point for every Disadvantage in excess of the number of Advantages.

I classified Disadvantages as Physical, Mental, Social and Karmic.

Villainous Disadvantages can only be taken by Villains.

CB = Crook Book #1

Physical
Addict (UE pg 88)
Age (UE pg 12)
Headaches (AF, pg 5)
Non-Combatant (AP # 4, pg 11)
Old Injury (AF, pg 5)
Physically Challenged (UE pg 13)
Vertigo (AF, pg 7)

Mental
Honor Bound (UE pg 92)
Illiterate (UE pg 92)
Moral Code (villainous disadvantage) (UE pg 69)
Short Temper (AF, pg 6)
Suppressed Persona (CB #1 pg 3)
Unskilled (UE pg 14)
Voices (AF, pg 7)

Social
Arch-Enemy (UE pg 12)
Destitute (UE pg 12)
Duty (UE pg 12)
Hunted (CB #1 pg 3) (villainous disadvantage)
In a Relationship (UE pg 13)
Nemesis (CB #1 pg 3) (Villainous disadvantage)
On the Run (UE pg 13)
Outsider (UE pg 13)
Public ID (UE pg 13)
Pursued (AF, pg 6)
Revolting Development (AF, pg 6)
Rivalry (CB #1 pg. 3) (villainous disadvantage)
Rogue’s Gallery (UE pg 13)
Secret (UE pg 13)
Social Stigma (UE pg 14)
Ward (UE pg 14)

Note: A secret identity is not considered a Disadvantage in BASH unless only the character itself knows about it, then it has the Secret disadvantage. Conversely, not having a secret identity requires taking the Public ID Disadvantage.

Karmic
Bad Luck Rubs Off (AP #7, pg 10)
Dark Future (AP # 9 p. 11)


Last edited by Sijo on Sun Feb 18, 2018 11:19 am; edited 2 times in total
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