Something I am thinking about is simplifying this to simply be "Charges". You get 5 charges. When you fail, you expend a charge, or you can burn an additional charge for +10 to the Result.
Once all charges are exhausted, all of your other related powers have a -2 Dice Penalty to all rolls, as your power is strained.
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Discussion on the topic of BASH Wizardry
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Well, that's a simpler solution. I like it!BASHMAN wrote:Something I am thinking about is simplifying this to simply be "Charges". You get 5 charges. When you fail, you expend a charge, or you can burn an additional charge for +10 to the Result.
Once all charges are exhausted, all of your other related powers have a -2 Dice Penalty to all rolls, as your power is strained.
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Good point, Sijo. How about the term, exaction?Sijo wrote:But that's slightly different from how the actual Charges Limitation works, so it might cause some contusion.
The oxford dictionaries dot com website defines it this way:
Exaction: "The action of demanding and obtaining something from someone, especially a payment."
Well, the "something", in this case isn't money, its the magical or cosmic (or whatever) force that the user is calling on. Additionally, the "payment" isn't financial either; it's the toll, or burn, on the user's being that comes from the failed usage of the power, or forcing it to completion despite the improper channeling of that energy.
Maybe call this limiting factor Exactment and that toll is reduced from the character's 5-level, Exaction Threshold.
- CaptainChris
- Vigilante
- Posts: 54
- Joined: Mon Dec 02, 2013 12:00 am
- Location: Bath England
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HI
Needing to create a Wizard NPC for my next scenario using an old Superworld adventure. I found this thread.
Working through it and the rules already presented in Awesome powers I have come up with this set of rules and character.
Just wondering what you think.
Wizardry
Based On: X Mastery [Wide Focus] <Finite>
Cost: Level (1-7)
Either through years of study, or some innate talent, you have the ability to shape the supernatural force of magic.
Special Mechanics: Wizardry allows you to cast spells which can emulate nearly any power. Essentially, casting a spell functions very similarly to performing a Power Trick, though you do not have to spend Hero Points. Instead, you must make a Power Check using a Occultism/Rituals check.
The TN is 10 times the Character Point value of the power you are trying to produce (though this can be altered in some fashion). So if you are trying to do Special Attack 2 (Mid Range), this would be a TN of 40. The maximum CP you can attempt is equal to your Rank in Wizardry.
If you succeed, the spell works, and you may make any attack rolls, checks, etc. necessary to use the power (these do not use your Occultism Skill).
If you fail, either you have a Spell Failure (and you lose the rest of your Panel) or you can try to force the spell. When you force a spell, you get a +10 Result Bonus to your roll in exchange for using a Power Charge. You can take multiple extra Power Charges to succeed at a spell.
Example: Supremo the Magnificent has Wizardry 4 and tries to cast Armor 3 on himself. Unfortunately, he rolls a 5, leaving him 20 short of the Target Number of 40, a Spell Failure. He decides to force the spell, taking two additional Power Charges (a total of 2) for a +20 Result Bonus to get the TN of 40 he needed.
Once you have used your normal 5 Power Charges in an issue, your Wizardry power ceases to work for the rest of the Issue. Any Ongoing Effects related to your Wizardry power immediately cease to function. Further, if you have any additional magical powers, they function at a -2 Dice Penalty for the rest of the Issue.
Modifierss:
The TN of the Occultism/Rituals Check to cast a spell can be modified in the following ways, with a minimum TN of 10:
• Ongoing Effect: The power you are creating with the spell will last more than 1 Panel. This would apply to
effects such as Armor, Force Field, etc. +10
• Rushed: If the power you are creating normally has the Concentration requirement, and you try to cast it
during your regular Priority (such as Force Field), or if you are doing an interrupt action (either by Holding
Off, or spending a Hero Die, or using Quick Thinking), such as to counter another person’s power or to
defend an ally: +10 (+20 if both these descriptions apply).
• Disrupted: If you are damaged, grappled, knocked back, or in some other way disrupted while casting +20
• Impeded: If you are gagged, muted, bound, had your focus item (like a wand) taken, or in some other way
prevented from casting in the “usual” way. +30
• Practiced: This is a spell you cast regularly, and therefore more easily. -10. You know 1 Practiced spell
per Rank in Wizardry (you should have a list of these written down somewhere, along with their effects and
the TN to cast them).
• Extra Time: You can take your time to cast the spell over the course of a minute or more, rather than in a
single Panel. -10.
• Ideal Conditions: You are in an area rife with magical energy, or have some other magical aid that you don’t
normally have. The Narrator will tell you when you have ideal conditions. -10.
• Assistants: An ally with Wizardry can spend a Panel to aid you in your roll as an Assistant, giving you a Dice
Bonus.
A common downside to Wizardry is the user’s need to cast spells by using magic words and gestures. This downside can be eliminated by taking the Second Nature Enhancement (which might be a good way to represent the powers of a genie, extra-dimensional being, or some other creature whose powers are inherent rather than the result of ritual.
Common Limitations:
Gadget (Easily Taken or Fragile): You have some focus you require to make your magic work.
No Effect vs. X, Side-Effect, Backlash, and Fluke are also quite common.
Diminished would make the power limited to only three Spell Failures per Issue.
Common Enhancements:
Reusable allows 1 additional Spell Failure per Issue.
Notes: Magical Heroes and Villains were perfectly possible from the beginning of BASH! Ultimate Edition, from the 20 CP “Stage Magician” to the 40 CP “Sorcerer” archetypes. Between Telekinesis, Conjuring, Summoning/Animation and the possibility to add some Omnipotence for extra oomph, and taking advantage of the Grimoire and Versatile Advantages could make magical characters that were extremely versatile. And those things should still be in a magician’s repertoire. The purpose of the Wizardry power is to have a power that
is specifically designed to represent magic, and its versatility, while at the same time not requiring Omnipotence or other Cosmic tier powers
NPC[ Black Enchanteress cost -2 +10 +22 =30pt /b]
B 1 A 2 M2
Weakness - Raw Iron does Double Damage -2
Powers
Mind Manipulation - 7pt Mind Control x10+3 [5] & Weaken Mind 4 [reduce target of mind control Mind Die by 4 before multiplier only for the effect of the Mind Control]
[Mind Control 5 [5pt]; Weaken Mind 4, Range 25sq 2 Limited to reducing Mind for Mind Control power only [5pt]; Linked 2;]
Wizardry - 7 Levels - 7pt requires a spoken Ritual roll at TN x10 used to succeed. All effects are full of mystical colour. Power Charges - 5 4 3 2 1 0
Practiced Spells see below
Go Home TN60 - Teleport [4] with a 2x2 area effect to bring friends ; Rushed
Blink - TN 30 - Teleportation [4] 100sq
Flight 10sq TN 20 - Ongoing +1
Force Field and Damage Shield TN 40 or 50 if Rushed - Soak 10, Hit Point = 80; Damage x2dm
Ongoing +1
Various Mystical Attacks - TN 50 Special Attack [5]; Variable +1 - Each level up to 5 can add x1 to base x2+3 attack, 1DM to base x2DM+3 damage, or Range [5, 25, 50sq], or Area [Burst 2x2, 5x5, 10x10; Line 4x1, 8x2, 16x4; Arc 4x1, 8x1, 15x1; Cone 3x3, 7x7, 14x14]
Transformation TN 50 - Shape-Shift - +1 use on others, called Mind attack +10; +2 Range 5sq; Concentration -1; Only effects others -1, Ongoing +1
Mystical Web TN 60 - Immobilization [5] - Ongoing +1; Range 25sq or Arc 8x1sq +2;
Skilful - 4 extra Skill slots for Rituals 4pt
Boost Mind 3 - only to use Mind Manipulation and defence 3pt *Heighted Mind +3 to result 1pt
Danger Sense - Defence and Priority multiplier increased by 2, halve any penalties (round down) imposed by Confusion, fighting blind, fighting an invisible opponent, etc. Activation .>1 on a d6. 2pt
SKILLS -
Athletics - Acrobatics;
Deception / Lying; Occultism / Rituals +4
ADVANTAGES
Magician [Gadgeter]; HQ; Instant Change
DISADVANTAGES-
Age -1 skill; Normal; Doesn't understand Tech
Needing to create a Wizard NPC for my next scenario using an old Superworld adventure. I found this thread.
Working through it and the rules already presented in Awesome powers I have come up with this set of rules and character.
Just wondering what you think.
Wizardry
Based On: X Mastery [Wide Focus] <Finite>
Cost: Level (1-7)
Either through years of study, or some innate talent, you have the ability to shape the supernatural force of magic.
Special Mechanics: Wizardry allows you to cast spells which can emulate nearly any power. Essentially, casting a spell functions very similarly to performing a Power Trick, though you do not have to spend Hero Points. Instead, you must make a Power Check using a Occultism/Rituals check.
The TN is 10 times the Character Point value of the power you are trying to produce (though this can be altered in some fashion). So if you are trying to do Special Attack 2 (Mid Range), this would be a TN of 40. The maximum CP you can attempt is equal to your Rank in Wizardry.
If you succeed, the spell works, and you may make any attack rolls, checks, etc. necessary to use the power (these do not use your Occultism Skill).
If you fail, either you have a Spell Failure (and you lose the rest of your Panel) or you can try to force the spell. When you force a spell, you get a +10 Result Bonus to your roll in exchange for using a Power Charge. You can take multiple extra Power Charges to succeed at a spell.
Example: Supremo the Magnificent has Wizardry 4 and tries to cast Armor 3 on himself. Unfortunately, he rolls a 5, leaving him 20 short of the Target Number of 40, a Spell Failure. He decides to force the spell, taking two additional Power Charges (a total of 2) for a +20 Result Bonus to get the TN of 40 he needed.
Once you have used your normal 5 Power Charges in an issue, your Wizardry power ceases to work for the rest of the Issue. Any Ongoing Effects related to your Wizardry power immediately cease to function. Further, if you have any additional magical powers, they function at a -2 Dice Penalty for the rest of the Issue.
Modifierss:
The TN of the Occultism/Rituals Check to cast a spell can be modified in the following ways, with a minimum TN of 10:
• Ongoing Effect: The power you are creating with the spell will last more than 1 Panel. This would apply to
effects such as Armor, Force Field, etc. +10
• Rushed: If the power you are creating normally has the Concentration requirement, and you try to cast it
during your regular Priority (such as Force Field), or if you are doing an interrupt action (either by Holding
Off, or spending a Hero Die, or using Quick Thinking), such as to counter another person’s power or to
defend an ally: +10 (+20 if both these descriptions apply).
• Disrupted: If you are damaged, grappled, knocked back, or in some other way disrupted while casting +20
• Impeded: If you are gagged, muted, bound, had your focus item (like a wand) taken, or in some other way
prevented from casting in the “usual” way. +30
• Practiced: This is a spell you cast regularly, and therefore more easily. -10. You know 1 Practiced spell
per Rank in Wizardry (you should have a list of these written down somewhere, along with their effects and
the TN to cast them).
• Extra Time: You can take your time to cast the spell over the course of a minute or more, rather than in a
single Panel. -10.
• Ideal Conditions: You are in an area rife with magical energy, or have some other magical aid that you don’t
normally have. The Narrator will tell you when you have ideal conditions. -10.
• Assistants: An ally with Wizardry can spend a Panel to aid you in your roll as an Assistant, giving you a Dice
Bonus.
A common downside to Wizardry is the user’s need to cast spells by using magic words and gestures. This downside can be eliminated by taking the Second Nature Enhancement (which might be a good way to represent the powers of a genie, extra-dimensional being, or some other creature whose powers are inherent rather than the result of ritual.
Common Limitations:
Gadget (Easily Taken or Fragile): You have some focus you require to make your magic work.
No Effect vs. X, Side-Effect, Backlash, and Fluke are also quite common.
Diminished would make the power limited to only three Spell Failures per Issue.
Common Enhancements:
Reusable allows 1 additional Spell Failure per Issue.
Notes: Magical Heroes and Villains were perfectly possible from the beginning of BASH! Ultimate Edition, from the 20 CP “Stage Magician” to the 40 CP “Sorcerer” archetypes. Between Telekinesis, Conjuring, Summoning/Animation and the possibility to add some Omnipotence for extra oomph, and taking advantage of the Grimoire and Versatile Advantages could make magical characters that were extremely versatile. And those things should still be in a magician’s repertoire. The purpose of the Wizardry power is to have a power that
is specifically designed to represent magic, and its versatility, while at the same time not requiring Omnipotence or other Cosmic tier powers
NPC[ Black Enchanteress cost -2 +10 +22 =30pt /b]
B 1 A 2 M2
Weakness - Raw Iron does Double Damage -2
Powers
Mind Manipulation - 7pt Mind Control x10+3 [5] & Weaken Mind 4 [reduce target of mind control Mind Die by 4 before multiplier only for the effect of the Mind Control]
[Mind Control 5 [5pt]; Weaken Mind 4, Range 25sq 2 Limited to reducing Mind for Mind Control power only [5pt]; Linked 2;]
Wizardry - 7 Levels - 7pt requires a spoken Ritual roll at TN x10 used to succeed. All effects are full of mystical colour. Power Charges - 5 4 3 2 1 0
Practiced Spells see below
Go Home TN60 - Teleport [4] with a 2x2 area effect to bring friends ; Rushed
Blink - TN 30 - Teleportation [4] 100sq
Flight 10sq TN 20 - Ongoing +1
Force Field and Damage Shield TN 40 or 50 if Rushed - Soak 10, Hit Point = 80; Damage x2dm
Ongoing +1
Various Mystical Attacks - TN 50 Special Attack [5]; Variable +1 - Each level up to 5 can add x1 to base x2+3 attack, 1DM to base x2DM+3 damage, or Range [5, 25, 50sq], or Area [Burst 2x2, 5x5, 10x10; Line 4x1, 8x2, 16x4; Arc 4x1, 8x1, 15x1; Cone 3x3, 7x7, 14x14]
Transformation TN 50 - Shape-Shift - +1 use on others, called Mind attack +10; +2 Range 5sq; Concentration -1; Only effects others -1, Ongoing +1
Mystical Web TN 60 - Immobilization [5] - Ongoing +1; Range 25sq or Arc 8x1sq +2;
Skilful - 4 extra Skill slots for Rituals 4pt
Boost Mind 3 - only to use Mind Manipulation and defence 3pt *Heighted Mind +3 to result 1pt
Danger Sense - Defence and Priority multiplier increased by 2, halve any penalties (round down) imposed by Confusion, fighting blind, fighting an invisible opponent, etc. Activation .>1 on a d6. 2pt
SKILLS -
Athletics - Acrobatics;
Deception / Lying; Occultism / Rituals +4
ADVANTAGES
Magician [Gadgeter]; HQ; Instant Change
DISADVANTAGES-
Age -1 skill; Normal; Doesn't understand Tech
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Chris, I was wondering what changes you made to the rules; at my first reading it looked the same, other than using the term "Power Charges".
Looking at the character, Mind Control is just based on your Mind (2) and Boost (3), giving what should be a x5 multiplier.
For her Boost, I would just say "with magical powers" and keep it at that.
It looks like she has a x6 to her Occultism/Rituals skill-- so on average she can make a TN40 spell check and sometimes (on a 9 or better) make a 50.
I don't get the "Called Mind attack" add-on you have on the Transformation spell. Does this mean a called shot to their Mental Defense? That might be OK, but I think typically an effect like that might be vs. the target's highest stat.
For her advantages, the magical version of Gadgeteer is called "Grimoire".
I like the idea of her Danger Sense having Activation Limitation, but is there some interesting explanation for how that works? I usually try to bake these descriptions into a power for the player's reference.
All in all, an interesting build.
Looking at the character, Mind Control is just based on your Mind (2) and Boost (3), giving what should be a x5 multiplier.
For her Boost, I would just say "with magical powers" and keep it at that.
It looks like she has a x6 to her Occultism/Rituals skill-- so on average she can make a TN40 spell check and sometimes (on a 9 or better) make a 50.
I don't get the "Called Mind attack" add-on you have on the Transformation spell. Does this mean a called shot to their Mental Defense? That might be OK, but I think typically an effect like that might be vs. the target's highest stat.
For her advantages, the magical version of Gadgeteer is called "Grimoire".
I like the idea of her Danger Sense having Activation Limitation, but is there some interesting explanation for how that works? I usually try to bake these descriptions into a power for the player's reference.
All in all, an interesting build.
- CaptainChris
- Vigilante
- Posts: 54
- Joined: Mon Dec 02, 2013 12:00 am
- Location: Bath England
- Contact:
Thanks for the reply
I
Just took out option to use Mind to castBASHMAN wrote:Chris, I was wondering what changes you made to the rules; at my first reading it looked the same, other than using the term "Power Charges".
YesLooking at the character, Mind Control is just based on your Mind (2) and Boost (3), giving what should be a x5 multiplier.
Then she gets no Mental defense and I didn't want her to get a magical boost just her mental powersFor her Boost, I would just say "with magical powers" and keep it at that.
I
That was the ideat looks like she has a x6 to her Occultism/Rituals skill-- so on average she can make a TN40 spell check and sometimes (on a 9 or better) make a 50.
From the rules - Effects Others: This enhancement cancels the Personal limitation. If the subject is unwilling, you must make a Called Shot attack against them to use the power. Shape change for transformation on others I thought that meant it had to be a called attack.I don't get the "Called Mind attack" add-on you have on the Transformation spell. Does this mean a called shot to their Mental Defense? That might be OK, but I think typically an effect like that might be vs. the target's highest stat.