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Conversion advice
Posted: Thu Aug 06, 2015 8:14 am
by dStones
Hi everyone,
we are currently playing a "creatures of the night" campaign with FATE (a campain where people are vampires, werewolves and so).
Some of my players grew uneasy with FATE, so I am considering a system change and bash came unto mind.
One problem is that one of the characters is a necromancer.
Essentially his powers are :
1) Evoke a horde of zombies. The operation is easy if there are dead bodies, difficult but NOT impossible if there are none (evoking them from another plane). In our current system, he does a check. If successful, he evoke a little number of living dead that merge into a mob. He can go on and continue to do it until he fail the roll, so he can raise quite an army but he needs a lot of time and luck with dices.
2) Drain life force at range (this is simple with bash)
How would you create #1 power in bash ?
Posted: Thu Aug 06, 2015 5:16 pm
by BASHMAN
I see, dStones. I think you have an issue with "Max # of Creatures Summoned." Consider that you can make a "Horde of Zombies" be for all intents and purposes, a single creature. Or that the 6 creatures summoned could each be a small crowd of zombies.
Essentially you are adding Size to the base creature when you do this.
In fact, see "Zombie Horde" in the book (page 73), and also the "Mobs" rules on 71.
Posted: Thu Aug 06, 2015 5:18 pm
by BASHMAN
Looking at your question in the other section, I think I see what you are getting at; you don't so much want to be able to summon many individually-acting creatures, but just represent a LARGE NUMBER of creatures. That is much easier. I will cross-post the means here:
I see, dStones. I think you have an issue with "Max # of Creatures Summoned." Consider that you can make a "Horde of Zombies" be for all intents and purposes, a single creature. Or that the 6 creatures summoned could each be a small crowd of zombies.
Essentially you are adding Size to the base creature when you do this.
In fact, see "Zombie Horde" in the book (page 73), and also the "Mobs" rules on 71.
Posted: Thu Aug 06, 2015 5:45 pm
by dStones
Oh yeah I see now.
So for example a Zombie Horde with summon would be like size 5 (to get to the 60 hits of a creature) ?
Or just 3 ?
Posted: Thu Aug 06, 2015 5:59 pm
by BASHMAN
The Size doesn't affect how many HITS it has; just how much soak and damage. But I think that the "making mobs" rules does suggest increasing the HITS of the Base Creature.
The thing is, that your summoned creatures don't need to follow the same guidelines as created "monsters"; just use the guidelines from the Summon power itself.
So Size 3 or Size 5 are both fine; how large do you want the horde to be?
Posted: Mon Aug 10, 2015 3:55 am
by dStones
So I can just summon the horde like it was a single character and if I want to have a bigger size I just buy "Growing" (Size) for it.
... well, I think I was over-complicating a simple matter then
Thank you BASHMAN!
Posted: Mon Aug 10, 2015 2:15 pm
by BASHMAN
Exactly right! And you're welcome.
Posted: Mon Aug 10, 2015 5:06 pm
by dStones
ok, I converted one character, but I am stuck on the second
so I would call for some help.
Another character has a "Irresistible question" : He make one question to a target and then there is a "will contest" with the target.
If he wins, the target must answer truthfully (though he can omit some detail if he does not roll make the roll by some value).
And if he roll a "critical hit" the target does not realize he has been manipulated (though it is quite uncommon).
How could I convert it ? I think it would be nigh-impossible to convert it exactly... or not ?
Thank you!
Posted: Mon Aug 10, 2015 7:06 pm
by MrJupiter
That might be an interesting limitation for the Suggestion power.
Suggestion with Situational limit (must be a question that only compel's an answer from target).
It doesn't reduce the point cost any, but it does make a cool power!
Posted: Tue Aug 11, 2015 4:45 pm
by BASHMAN
Creating New Powers
While the list of effects covered by the powers in
BASH! Ultimate Edition and Awesome Powers may be
able to cover just about anything you could think of,
there are certainly many things we didn't think of
already. For this, you may want to design your own
powers. Doing so is as simple as answering a few
questions.
Is it similar to any powers that already exist?
Which Power is most similar to what you want to
make? Does the power you want do less, or do more
than the existing power?
If it does less than an existing power, could you
simply build this by adding a Limitation?
For example, if you wanted a Levitation power, you
might notice that Flight is already similar, but less
limited than the power you want. You could simply
make it be Flight 2 <Situational>.
If it does more, can it be accomplished by simply
adding an Enhancement to an existing power?
For instance, if you have some sort of rotating buzz-
saw like shield, you might take Deflect [Extra Effect:
can “reflect” damage on Hand-to-Hand attacks as well
as ranged].
Can it be accomplished by combining two existing
powers?
For this, you can simply use the Linked Enhancement.
For instance, if you want an attack that stuns an
opponent while it injures them, you can Link Daze with
Special Attack.
Is it vaguely similar to another power, but about
equal in strength or usefulness?
If it doesn’t do more or less, but is about equally as
powerful, albeit different, maybe you just change
some of the wording for the power. For instance, the
Impossible Balance power was created by taking a
similar power – Water Walking – and applying it to
enable you to walk on solid surfaces that are very
skinny, even if they cannot support your weight.
Is it stronger in some ways, but weaker in others
than an existing power?
If not directly able to just limit or enhance an existing
power, maybe you can increase or add one aspect to
the power while reducing or eliminating another
aspect. You might also utilize an Alteration, introduced
in Volume 6.
Is the power completely unique?
If the power is in no way similar to any existing power,
you now have the task of coming up with an entirely
new power. However, this would also involve a
comparison between the new power and existing
powers. If it is about equal in power to another power,
its cost should be the same. If it is more powerful it
should be +1 pt more expensive, and if it is very much
more powerful, it should be +2 pts more expensive.
Likewise, if it is weaker, it should be -1 pt less
expensive, and very much weaker, it should be -2 pts
less expensive. As always, the Narrator will determine
the parameters.
Posted: Wed Aug 12, 2015 8:30 am
by dStones
Now I got it
Thank you both.