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List all your New Advantages HERE

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kevperrine
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List all your New Advantages HERE

Post by kevperrine »

I'd like to gather ALL the *new* Advantages that folks have suggested, including ones BASHMAN has unofficially approved here on the forums.

That's what this thread is for. I have a few to note and ask questions on...
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kevperrine
Paragon
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Joined: Wed Jul 28, 2010 11:00 pm
Location: Detroit, MI

Post by kevperrine »

These are a few Advantages I've seen on the Forums.
Do you think they're legit to allow? Any changes/suggestions?


Blaze of Glory
When reduced to 30 or less Hits, you get a +2 Dice Bonus to all rolls. You may also take an additional panel as soon as you fall in combat (they occur simultaneously). This extra panel can include an extra attack even if you have already made one this page.

Ritualist
Enchant temporary magical items or perform one-time magical rituals. 1/issue with time & Occult check, enchant new magical item. Alternatively, a single-use ritual cast to perform power stunt.

Silver Tongue
Fooling other people is what you do best. You get a +2 bonus to your Mind stat whenever you are trying to lie, trick, fast-talk, or in any way deceive someone.
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kevperrine
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Post by kevperrine »

The RAW lists several of the things you can do when spending a HERO DIE to be available to take as an Advantage to use per Issue (without spending HD).
They are:

Dumb Luck
Once per issue, re-roll any dice.
(as "Never underestimate me!")

Never Surrender
You are not one to give up easily. Once per issue, you may “snap out of it” when unconscious, immobilized, dazed, mind-controlled or under some other ongoing status effect, and restore your Hits to 20 (if they were lower) without spending a Hero die.
(as "Never say die!")

Quick-Thinking
You are always ready to react to danger. Once per issue, you can perform an interrupt action without having to spend a Hero Die.
(Take the Hit, Counter/weaken/turn off power, Dampen damage, Reactive Shrink)

Versatile
You are extremely creative in the use of your powers. Once per issue, you can perform a Power Stunt without having to spend a Hero Die.
(as "Power Stunt!")


=============
My question.
Can or Should some of the other 2 uses for Hero Die be made into Advantages. Is this a good idea? Would it bend/break the style of the RAW?
For example:


Right Place, Right Time
1/issue, come into a scene not previously in
(as “You weren't gonna start this party without me were you?")

Smarter Than I Look
1/issue auto success on any skill check, or 20 on untrained skill
(as “I do my best work under pressure.”)
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kevperrine
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Post by kevperrine »

My players (in making PCs for a new campaign) were a little frustrated that there were some good Advantages, Disads, and Limitations listed NOT in their sections - but rather in the back of the core rules (under Tropes).
I want to help them be aware of them all. Here's a list of what I've coellated. Do you see ones I missed?




ADVANTAGE - Grimoire:
A Grimoire is a magical tome that a sorcerer can consult to find the right spell for a task. Your grimoire can only be used by someone who has taken this advantage. A sorcerer consulting a grimoire can spend an hour or so researching a spell and make an Occultism/Ritual check [difficulty decided by Narrator]. Success allows the sorcerer to channel some of their existing supernatural powers to fuel the new one. Essentially you trade points in an old power (or powers) for a new one that can be used for the rest of the issue. At the end of the issue, your powers return as they were before. Instead of replacing an old power, you can take a number of Setbacks equal to the point value of the new one. You can also spend a Hero Point to cast a new spell. This is a Power Trick, and works like a Power Stunt, but only for a single use instead of the whole scene. The maximum level of the power that the spell has is equal to your Occultism skill multiplier.

ADVANTAGE - Lethal Weapons
Your fists are deadly weapons when you want them to be. Whenever you chose, you can declare that damage done by your punches, kicks, etc, is Lethal damage.

ADVANTAGE - Royalty:
You are a king, queen, prince, or princess. As a result, you have essentially a combination of Resources with Public ID, but also various diplomatic benefits. You have the power to speak for your country, and can put its resources to use on your behalf, even committing it to war if you must. Ruling is also a great responsibility, as you must see after your land’s welfare, but heavy is the head that wears the crown.

DISADVANTAGE - Addict
Your character is an addict of some kind- to drugs, alcohol, or some other harmful thing. If you go more than a few days without a fix, you have a -2 dice penalty to everything you do until you get it.

DISADVANTAGE - Cursed:
You have attracted the wrath of gods it would seem. No matter what you do or where you go, bad things always seem to happen to you. Once per issue, the Narrator can make you re-roll any die roll, and take the worse of the two. In addition, trouble always seems to come your way. You befriend someone who later turns out to be a traitor. You make the major faux pas at court that botches a potential alliance. You are essentially a living plot device for the narrator to put your Heroes in a sticky situation!


DISADVANTAGE - Honor Bound:
Your honor means more to you than life itself. You would die before you would engage in an action that dishonored you—lying, stealing, or cheating. You cannot lie, even to spare someone’s feelings, cannot steal medicine to save a dying child, or attempt to cheat an evil Villain you know will betray you. If you for some reason dishonor yourself, you have a -2 Dice Penalty until you atone.

DISADVANTAGE - Illiterate:
Like many people in a pre-industrial world, you cannot read or write.


LIMITATION: Casting
the Casting Limitation means that the character must make hand gestures and chant some magic words in order to use a power. Binding or gagging the character prevents the use of this power.
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