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BASH Trait Lists rearranged

Let's talk about the very awesome BASH!
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Sijo
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Post by Sijo »

And finally, we get to the Skills List. Or rather, the Specialties List.

In BASH, every Skill must have an Specialty. Since the Specialty is the more important part, I decided to "reverse" the Skill descriptions, so that you can find the Specialty first and the Parent Skill that you must buy (with a Skill Slot) second. Another reason is that most characters are better known by the Specialties they have learned. Keep in mind that in BASH a Skill represents a professional level of knowledge, not a casual one.

All Skill descriptions can be found in BASH Ultimate Edition, pages 8-9. (exception: Aerobatics, Demolitions, and Channeling are from Awesome Powers vol. 8, page 9)

Skill Specialties List
Acceleration/Drive
Accounting/Commerce
Acrobatics/Athletics
Acting/Perform
Aerobatics/Athletics
Alchemy/Occultism
Analysis/Investigation
Appraisal/Commerce
Archeology/Social Science
Art/Humanities
Artifacts/Occultism
Astrology/Occultism
Bargaining/Commerce
Biology/Science
Building/Computers
Bureaucracy/Commerce
Carpentry/Craftsmanship
Channeling/Occultism
Chemistry/Science
Cleaning/Domestic
Climbing/Athletics
Command/Military
Command/Sailing
Construction/Craftsmanship
Contortion/Escapology
Control/Drive
Control/Pilot
Control/Ride
Cooking/Domestic
Cracking Safes/Security
Crime/Streetwise
Dance/Perform
Demolitions/Military
Detect Deception/Deception
Diagnosis/Medicine
Direction Sense/Outdoor
Disabling Security Alarms and Cameras/Security
Disguise/Deception
Encrypting/Computers
Evading Security Cameras and Alarms/Stealth
Evasion/Pilot
Finance/Commerce
Finding Clues/Investigation
First Aid/Medicine
Flora & Fauna/Outdoor
Foreign Cultures/Humanities
Galloping/Ride
Gambling/Streetwise
Gardening/Domestic
Gather Information/Streetwise
Genetics/Medicine
Geography/Social Science
Gunner/Military
Gunner/Sailing
Gut/Investigation
Gut/Streetwise
Hacking/Computers
Hiding/Stealth
History/Social Science
Improvising/Escapology
Invent/Technology
Jargon/Deception
Juggling/Perform
Jump/Ride
Jury-Rig/Technology
Knots/Escapology
Law/Social Science
Leatherwork/Craftsmanship
Legend/Occultism
Loosen Binds/Escapology
Lying/Deception
Manage/Domestic
Manipulation/Deception
Mathematics/Science
Metalwork/Craftsmanship
Modify/Technology
Monsters/Occultism
Navigation/Sailing
Palming & Planting items/Stealth
Paramedic/Medicine
Philosophy/Humanities
Physics/Science
Picking Locks/Security
Piloting/Sailing
Play Instrument/Perform
Programming/Computers
Prowling/Stealth
Pursuit/Pilot
Questioning/Investigation
Religion/Humanities
Repair/Technology
Repairing/Computers
Research/Medicine
Rituals/Occultism
Running/Athletics
Sabotage/Technology
Sewing/Domestic
Shadowing/Stealth
Shortcuts/Streetwise
Singing/Perform
Steering/Drive
Stonework/Craftsmanship
Strategy/Military
Surgery/Medicine
Surveillance/Security
Survival/Outdoor
Swimming/Athletics
Tacking/Sailing
Tactics/Military
Throwing/Athletics
Toxicology/Medicine
Tracking/Outdoor
Tricks/Drive
Tricks/Pilot
Tricks/Ride
Weaponry/Craftsmanship
Last edited by Sijo on Fri May 27, 2016 1:09 pm, edited 2 times in total.
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MrJupiter
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Post by MrJupiter »

Reversing the order (Specialty first, then the broad Skill) reveals an unexpectedly long list of "skills" that a number of other systems don't adequately address. Not bad for a comprehensive, "rules-lite" game system.
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Sijo
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Post by Sijo »

Indeed! That's exactly what I wanted to point out.

I thought I was done, but I realized there's one compilation missing: Equipment! I'm working on the list already, it'll be posted soon.
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MrJupiter
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Post by MrJupiter »

Sijo wrote:Indeed! That's exactly what I wanted to point out.

I thought I was done, but I realized there's one compilation missing: Equipment! I'm working on the list already, it'll be posted soon.
Go for it! :D
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Sijo
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Post by Sijo »

Equipment Compilation

Equipment is available to any Hero or Villain if they want it, unless they have the Destitute Disadvantage.

There are two kinds of Equipment, Standard and Special. Standard equipment is free. 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. Also note that the point cost is missing on two items.

All Equipment can be further modified with Equipment Enhancements (see Awesome Powers, page 11) or with Powers and Power Enhancements, at normal cost.

Restricted equipment is marked with a (*).

Items marked N/A CP cannot be bought with Character Points at all.

Weapons with (WT) can be used in special ways by a user who has the appropriate Weapons Technique Power (see description).

Most items listed here are from Awesome Powers vol. 6.; a few are from BASH Ultimate Edition (UE).

Standard Equipment

Hand to Hand Weapons (pgs 14-15)
Axe (WT)
Axe, Great (WT)
Ball Bearings/Oil Slick
Baseball Bat (WT)
Bayonet
Boomerang (WT)
Brass Knuckles (WT)
Caltrops
Chain (WT)
Club/Escrima Stick (WT)
Fire Poker (UE, pg 25)
Halberd/Pole-Arm (WT)
Hand Claws (WT)
Knife (WT)
Knife, Throwing (WT)
Lead Pipe (UE, pg 25)
Mace/Hammer (WT)
Mallet/Maul (WT)
Monkey Wrench (UE, pg 25)
Net (WT)
Nunchaku (WT)
Shuriken (WT)
Spear (WT)
Staff (WT)
Sword (WT)
Sword, Great (WT)
Sword, Katana (WT)
Sword, Rapier (WT)
Tonfa/Nightstick (WT)
Whip (WT)

Ranged Weapons (pgs 13-14)
Aerosol Mace
Bolas
Bow
Bow, Compound
Carbine
Crossbow
Crossbow, Hand
Paintball Gun
Pistol
Pistol, Cheap
Pistol, Flintlock
Pistol, Heavy
Pistol, Machine *
Pistol, Pocket
Pistol, Revolver
Rifle, Assault
Rifle, Hunting
Rifle, Repeating
Rifle, Sniper *
Riot Gun
Scope
Shotgun
Shotgun, Double Barreled
Shotgun, Sawed-Off
Shotgun, Semi-Auto
SMG *

Utility Equipment (pg 16-17)
Acid Vial
Aerosol Mist
Antivenom
Binoculars
Cable, Steel
Camera, Body
Camera, Hidden
Chain
Communicator Earbud
Compass
Coolant Spray
Crowbar
Disguise Kit
Duct Tape
Earplugs
Fire Extinguisher
Fire Extinguisher, Mini
Flashlight
Glass Cutter
Goggles
Grappling Hook
Hacking Drive
Handcuffs
Lock Pick Gun
Lock Picks
Magnifying Glass
Multi-Tool
Parachute
Rope
Shark Repellant
Smartphone
Voice Scrambler
Whistle
Zip-Ties

Special Equipment
Lasso (1CP) (WT) (pg 14)
Flare Gun (1CP) (pg 13)
Flashbang Grenade (1CP/3) (pg 13)
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)

High-Tech Weapons (pg 16)
Energy Blade (2CP)
Blaster Pistol (2CP)
Blaster Rifle (2CP)
Blaster Carbine (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)

Big Hardware & Explosives (all *) 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 * (? 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 Utility Equipment (pg 17)
Bugs (1CP) (pg 16)
Camera, Remote Flying (1CP)
Gravitic Armcuffs (? CP)
Med Kit (1CP)
Telepathic Earbud (1CP)
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Sijo
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Post by Sijo »

Weaknesses Rearranged

Ok, this list isn't *that* necessary because there's just a handful of them. Still, a quick-reference is always useful. Besides, I'm a completionist. :P

I divided Weaknesses in two categories, Damage and Power. All Weaknesses provide Character Points instead of costing them. 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.

Damage Weaknesses

Damaging Weakness: character takes double damage from a specific attack type (before soak). -2 CP.

Devastating Weakness type 1: character takes triple damage from a specific type of attack. -4 CP.

Vulnerability: A normally harmless substance causes the character damage, depending on contact (x1 dmg for casual contact, x2 for moving through it, x4 if surrounded by it, x6 if enveloped). -2 CP.

Power Weaknesses

Negating Weakness type 1: character loses all Powers and Brawn and Agility drop to 1 if within 5 squares of a specific thing. -2 CP. (Presumably, recovers once moving out of range)

Negating Weakness type 2: character loses all Powers and Brawn and Agility drop to 1 if going over a day without the source of its powers. -2 CP. (Presumably, recovers as soon as source is accessed.)

Devastating Weakness type 2: As Negating Weakness type 1 plus character takes x3 damage each page near substance. -4 CP.

Devastating Weakness type 3: As Negating Weakness type 2 plus character takes x3 damage each page without power source. -4 CP.

Note: Presumably, in all cases where damage is taken Hits are not recovered immediately but may be healed normally.
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