Wait, a third thread for my builds?
Well, yeah. You see I screwed up and forgot that I had already made a builds thread when I made the second.
So why this one? Well, this will be a special thread. It will be dedicated to a specific topic: the game Silver Age Sentinels. Some of you might remember it; it was a superhero game that came out in the early 2000's. I liked it a lot; sadly the company that produced it went under. Not wanting its characters to languish in obscurity, I've decided to convert them to BASH here.
First however, we need a Conversion System. I'm going to be using my BASH Conversions Method and adapt it somewhat for the Tri-Stat System (the game was also available in D20 but I didn't have that version; also, the TriStatDX rules are available for free now.)
Identity: If known only to the character, give it the Secret Disadvantage; if known to everyone, give it the Public ID Disadvantage.
Status: Heroes, Villains, and Anti-Heroes should be obvious; Henchmen and Agents are Minions, as are low-power Servants.
Hits: 100; 10, 20, 30, 40 or 50 for Minions depending on their toughness.
Stats: 1-3 is 0 in BASH, 4 is 1, 5-11 is 2, 12 is 2 with the appropriate Heightened Power, and for anything 13 or higher, subtract 10.
Brawn: Use Body
Agility: Use Body
Mind: either SAS Mind or Soul, whichever is lower; if Mind is higher give the character the Power Boost (Mind, equal to the difference, Only for Mental Skills); if Soul is higher give it the Power Mind Shield (equal to the difference.)
Powers
Obviously, Power Attributes go here, as does any Characteristic Attribute of 5 or higher. Figuring out the BASH counterpart should not be too hard, tough some require Enhancements to convert properly. I will be working on a full list soon.
Level: If needed, assign the Power 1 level for every 2 SAS Ranks.
Power Modifier Values (PMVs): These are Enhancements. Area is Area (Burst), Range is Range.
Area- 0= none, 1 = Small Burst, 2 = Medium Burst, 3 = Large Burst, 4 = Huge Burst, 5 or higher = use Space Enhancement
Range- 0= Touch, 1 = Short, 2 = Mid, 3 = Long, 4 = Extreme, 5 or higher = use Space Enhancement
Duration and Targets are usually not necessary unless otherwise indicated, just use the BASH descriptions. (Personal Powers with Targets should have the Usable on Others Enhancement.)
Defects Linked to Power Attribute are Limitations.
Weaknesses
- Achilles Heel is Damaging Weakness
-Bane is BASH's Vulnerability
-SAS Vulnerability is Negating Weakness.
Advantages: Characteristic Attributes of Ranks 1-4 go here. So do any Advantages necessary to own Restricted or Hi-Tech Equipment (see below). Also note the Famous Defect is the Celebrity Advantage in BASH.
Disadvantages: All Defects not already covered go here.
Skills:
Combat Skills are Intense Training Powers, find the closest equivalent and list it under Powers.
The rest of the SAS Skill can be used as-is- they even have Specialties! Use their Level as the Skill Multiplier.
The only problem is that SAS characters tend to have a *lot* of skills. You can either give them the Highly Skilled Power to gain enough slots, or just par down the list to those Skills you feel its important for the character to have.
Equipment: The SAS Gadgets Characteristic converts to Standard Equipment. Items of Power are BASH Gadgets or Special Equipment.
Derived values: Ignore SAS ones; calculate BASH ones normally.
Character Point Value: As usual add Stats, Powers, Advantages and Special Equipment and subtract Weaknesses and Disadvantages.
OK, I'll be testing all that soon with a few conversions. But I'm doing the Powers list first.
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Sijo's Builds III
- Sijo
- Superhero
- Posts: 396
- Joined: Wed Aug 01, 2012 11:00 pm
- Location: Puerto Rico
- fairytalejedi
- Hero
- Posts: 311
- Joined: Tue Jun 05, 2012 11:00 pm