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Multiple Instances

Posted: Sun Aug 15, 2021 8:26 pm
by ElSijo
One thing I have always wondered, is if you can take more than one instance of a Trait, such as Advantages (or Disadvantages) Here I present it as an Optional Rule:

OPTIONAL RULE: MULTIPLE INSTANCES
You can buy more than one of ^certain * Traits. Their effect are either cumulative or gives you more options.

Advantages
Here is a list from the BASH Unlimited Book's Advantages. Cost is normal- one disadvantage for each, or 1 Character Point if the Buying Advantages rule is used.
Alter Ego- your multiple alter egos must have different "triggers" (unless you can switch between them at will)
Appeal: each instance increases the charm multiplier by a cumulative 2
Contacts: each instance gives you 3 contacts willing to take risks for you. You are still limited to spending 1 hero point for help from others tough.
Dumb Luck: For each instance you can make a reroll that many times an issue.
Fearless: evert instance increases Intimidation attempts by X2.
Frightening Presence: evert instance increases Intimidation attempts by X2.
Gadgeteer: every instance allows you to exchange one gadget power for another one once per day. Making gadgets in combat is not cumulative- you still need to spend 1 Hero Point (or Setback) at a time for each.
Headquarters: One HQ per instance. Each has half your point value for Powers.
Leadership: You have 5 Hero Points per instance that can only be spent on those you lead.
Mentor: you can have more than one Mentor, but they decide when they advise you and might even give you contradictory advice.
Never Surrender: you can use this Advantage once per instance each issue.
Photographic Memory: each instance gives a cumulative +2 Dice Bonus to Skills
Quick-Thinking: For every instance, you get to make a free interrupt action that Issue.
Sidekick/Pet: one sidekick and/or Pet per instance
Super Vehicle: while there are rules for alternate super vehicles, you can have more full-cost Vehicles with every instance.
Versatile: you get one free Power Stunt per Issue for every instance

These Advantages cannot be taken more than once:
Celebrity
Immortality
Instant Change
Jack of All Trades
Non-Sentience
Police Powers
Resources
Security Clearance
Unliving

Re: Multiple Instances

Posted: Mon Aug 16, 2021 6:12 pm
by OmegaCrusader
I think this would work for the majority of them without any balancing issues. But certain ones like Dumb Luck or Leadership might be a little too powerful if taken too many times? So perhaps allow the advantage to be taken multiple times and stack like you say but with a limit? Maybe something like no more than three or four times?

Re: Multiple Instances

Posted: Mon Aug 16, 2021 7:20 pm
by ElSijo
Disadvantages
And now, let's see which Disadvantages can be taken more than once, and which cannot. Each instance requires that you take an Advantage, or get a Character Point.

Age (Old) A character with 2 instances of this Disadvantage has only 60 Hits. You cannot take any more.
Age (Young) For every instance the character has 1 less skill slot.
Arch-Enemy: Yes, you can have more than one enemy, but this is obviously very dangerous.
Duty: you could have a duty to more than one organization, as long as they approve (or are not aware of) the situation. If you get conflicting orders, you must make a choice, likely losing one of your Duty Disadvantages in the process (and gaining another, like a Rogue's Gallery)
Freak: Your appearance changes between two or more nonhuman appearances under certain conditions (or even at will). Note this does NOT change your other traits.
Hidden Powers: each instance of this Disadvantage represents a Power Suite or a Power Bundle. The Player of course does not know which Powers are in which.
In a Relationship: Oh yes, its possible to take this multiple times! Maybe the character is indecisive about love. Or an idiot. Needless to say keeping multiple relationships at the same time without their finding out will be hard (but losing your lovers will be easy.) Note in some cultures having multiple wives/concubines is perfectly acceptable.
Involuntary Change: To take this more than once every form must have a different "trigger" (optionally, if the character has multiple Alter Egos, all of them roll Mind Checks and whoever wins, takes over).
Normal: If you take 2 instances in this Disadvantage you have two forms: a Normal Form that you can buy Gadgets and Intense Training Powers for, and a Form with other Powers. Might seem redundant, but if the Super Form has a Weakness or major Disadvantage, changing to Normal might be useful.
Physically Challenged: you can have multiple disabilities, as long as (in the Narrator's opinion) they don't render your character helpless.
Rogue's Gallery: for every instance you have 3 enemies. Note that all of them only share one Villain Die.
Secret: you can have multiple secrets, as long as only your character knows about them.
Susceptibility: You can have up to 3 instances of this Disadvantage. Each can either affect a different Stat, or add the Dice Penalties (up to -9). Each might be triggered by the same thing, or different ones.
Social Stigma: sadly yes you can have multiple instances of this (being both a mutant and an illegal immigrant, for example.) The difficulty for dealing with people increases by 10 for each instance.
Uncontrollable Powers: If taken twice, two of the dice must show a 4, 5 or 6 or the power fails to work properly. When rolling to see if a power turns off (or on) roll 2d6 and if either is higher than the Power's level, that effect happens. You cannot have more than 2 instances of this Disadvantage.
Unskilled: with 2 instances of this Disadvantage, you cannot have more than 1/4 the number of skills you should have (round down) When Defaulting Skills, you have a -3 to the Skill multiplier. You cannot take more than two instances of this Disadvantage.
Ward: you can have plenty of Wards, your whole family for example. But the more you have the more likely something bad will happen!

You cannot have more than one of the following Disadvantages:
Destitute
On the Run
Outsider
Public ID

Re: Multiple Instances

Posted: Mon Aug 16, 2021 7:29 pm
by ElSijo
OmegaCrusader wrote: Mon Aug 16, 2021 6:12 pm I think this would work for the majority of them without any balancing issues. But certain ones like Dumb Luck or Leadership might be a little too powerful if taken too many times? So perhaps allow the advantage to be taken multiple times and stack like you say but with a limit? Maybe something like no more than three or four times?
I forgot to mention this, but as of Awesome Powers vol. 1, there is a New Rule that says you can reuse a spent once-per-issue Advantage by spending 3 Hero Points. Also in Awesome Powers vol. 7, several Powers that allow the gaining of Hero Powers were introduced. So IMO this isn't that farfetched? But of course you are right that its up to each individual Narrator to impose limits in their campaigns.