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Awesome Powers Book
- kroh
- Superhero
- Posts: 398
- Joined: Sun Apr 04, 2010 11:00 pm
Awesome Powers Book
Do we have an eta for this yet and how does it match up with the current book?
Regards,
Walt
Regards,
Walt
- AslanC
- Zenith Comics
- Posts: 1130
- Joined: Sat Apr 03, 2010 11:00 pm
- Location: Soviet Canuckistan
- Contact:
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
No I won't let that happen. The most of the work on this will be starting this summer. I envision the product being about 50 pages or so- so it won't be as long to put out as the CCG.AslanC wrote:I would have to say this is my number 1 "Must Have" that I can't wait for!
Just please, please, please don't let it turn into the "Castle Keepers Guide"
- BillionSix
- Costumed Crimefighter
- Posts: 124
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: Raleigh, NC
- Contact:
- Kinetic
- Minion
- Posts: 97
- Joined: Sat Apr 03, 2010 11:00 pm
- Location: Eugene, OR
- Contact:
And it has been TBA for a LONG time... With four printings of the core book, three of the monster book, and extra supplements coming out you'd think that this one wouldn't have been shelved. I actually gave up on C&C because of this.BASHMAN wrote:It is a GM's book for Castles & Crusades. It hasn't yet been released (and I am looking forward to buying it when it is).
- AslanC
- Zenith Comics
- Posts: 1130
- Joined: Sat Apr 03, 2010 11:00 pm
- Location: Soviet Canuckistan
- Contact:
- flyingcircus
- Sidekick
- Posts: 44
- Joined: Sun Jun 13, 2010 11:00 pm
- AslanC
- Zenith Comics
- Posts: 1130
- Joined: Sat Apr 03, 2010 11:00 pm
- Location: Soviet Canuckistan
- Contact:
- Dragonfly
- Superhero
- Posts: 351
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: Miami, Florida
Hey!AslanC wrote:Played C&C. No more.flyingcircus wrote:OMG, you play C&C, wow thought I was the only one who played that and wanted the CKG. Can't wait for a good powers book though.
Gave up waiting frankly.
Now nothing that the CKG has would be enough to impress me. Diminishing returns and all that
I DO play C&C. It'd be nice to have the CKG, but I enjoy the old school feel of the game enough to stick with it. My most successful campaign right now happens to be in C&C, actually (mostly because my Classic Champions campaign is on hold due to player availability).
Best,
Dragonfly
- Unknown_Blitz
- Sidekick
- Posts: 37
- Joined: Tue Apr 06, 2010 11:00 pm
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
No ETA yet, I'm afraid. But I've been spending today working on it. Here's a preview of a power from the Earth Suite:
Chasm
Cost: Level (3) +1 Points
Notes: Area (Medium Line) & Situational Limitation (targets must be touching the ground) (Both Figured into Cost)
Based On: Immobilization (Line, Situational Limit: Target must be on the ground)
With a mighty stomp of your foot or a wave of your hand, the earth cracks and opens up to swallow your enemies, holding them fast in its gaping maw.
The crack you open in the ground fills a medium line (2x8 squares). You roll a single attack roll (based on Agility) and all opponents caught in the area have a chance to roll Defense or Athletics/Acrobatics against your roll (Deflect is useless here). Any enemy who fails is caught in the Chasm you created.
An enemy caught in your Chasm must make a 30 Brawn check to escape it, which uses the effort of an entire panel. A 40 or better Brawn check allows the victims to break free and continue their panel as normal. Until the victim escapes (they get one try per panel), they are unable to move or take any physical action. However, since they are essentially buried underground, they cannot typically be attacked themselves. Of course, characters with Ghost Form 3, Terrakinesis, or Burrowing can easily get free of the Chasm without needing to roll Brawn. In addition, someone else can dig them out.
Possible Enhancements: You can of course, change the Area that the Chasm affects, maybe making a longer line, or making it affect a Burst, Cone, or Arc instead. Also you could add the Variable enhancement to choose the shape of your Chasm each time you use it.
Chasm
Cost: Level (3) +1 Points
Notes: Area (Medium Line) & Situational Limitation (targets must be touching the ground) (Both Figured into Cost)
Based On: Immobilization (Line, Situational Limit: Target must be on the ground)
With a mighty stomp of your foot or a wave of your hand, the earth cracks and opens up to swallow your enemies, holding them fast in its gaping maw.
The crack you open in the ground fills a medium line (2x8 squares). You roll a single attack roll (based on Agility) and all opponents caught in the area have a chance to roll Defense or Athletics/Acrobatics against your roll (Deflect is useless here). Any enemy who fails is caught in the Chasm you created.
An enemy caught in your Chasm must make a 30 Brawn check to escape it, which uses the effort of an entire panel. A 40 or better Brawn check allows the victims to break free and continue their panel as normal. Until the victim escapes (they get one try per panel), they are unable to move or take any physical action. However, since they are essentially buried underground, they cannot typically be attacked themselves. Of course, characters with Ghost Form 3, Terrakinesis, or Burrowing can easily get free of the Chasm without needing to roll Brawn. In addition, someone else can dig them out.
Possible Enhancements: You can of course, change the Area that the Chasm affects, maybe making a longer line, or making it affect a Burst, Cone, or Arc instead. Also you could add the Variable enhancement to choose the shape of your Chasm each time you use it.