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BASH - Basic Action Super Heroes :: View topic - Super Communicators

 
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Super Communicators

 
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BentonGrey
Sidekick
Sidekick


Joined: Mar 13, 2012
Posts: 39


PostPosted: Fri May 08, 2020 4:35 pm    Post subject: Super Communicators Reply with quote

Howdy folks, I am running a new superhero campaign for my group, and they want to get some super-science communicators, and I'm not really sure how to build that kind of thing. At the moment, they have mundane equipment, but several of them are shape shifters of various types, so they can't necessarily keep normal equipment with them. How would you build a communicator power for the team that could communicate across a city and be always with them, no matter what form they're in?
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MrJupiter
Cosmic Hero
Cosmic Hero


Joined: Apr 06, 2010
Posts: 1486
Location: Trenton, Ont. (Canada)

PostPosted: Sat May 16, 2020 12:14 pm    Post subject: Reply with quote

Basic equipment is considered to be free of character point cost in the BASH rules. Awesome Powers #6 has a substantially updated and expanded equipment list and on page 12, offers up the Communicator Earbud. You could give this piece of equipment an "Implant" enhancement for 1 CP, and allow those shape shifters to always be comms accessible, even while in one of their alternate forms.
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BASHMAN
All-Father of Bash!
All-Father of Bash!


Joined: Apr 04, 2010
Posts: 2511


PostPosted: Tue Jun 09, 2020 7:00 pm    Post subject: Reply with quote

Mr. Jupiter has it right. Another option would be if there is a Hero with Telepath 3 in the group that they take the "Psychic Switchboard" Enhancement from Awesome Powers 5. For convenience, I'll paste it here:

Quote:
You can allow anybody whose mind you can contact to contact one another, acting as a psionic conduit between them. If you also have Omni-Linguist, you can “dub” anything your friends hear in your vicinity as well as translate anything on the “Psychic Switchboard”.

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