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Awesome Powers: Power Previews
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Awesome Powers: Power Previews
Here is a preview of what's coming in Awesome Powers #2:
Corrosive Spray
Cost: Level (1-5) + 2 pts + Range, Area
Based On: Continual Damage [Linked to Nullify <Armor>[Affects Inanimate Objects]]
A blast of this burning acid spray renders even the thickest of armor brittle and weak.
Mechanics: This power shoots a stream of acid capable not only of causing terrible chemical burns to the target, but ruining the target’s Armor power as well. This power functions as Continual Damage, doing 1DM of acid damage to the target per level. It may be bought with range and area, but otherwise will work with a range of Touch. Whether or not the target soaks the damage, This power also works like Nullify of the same level by making the target’s protective Armor fail. Metal armor turns to rust, impervious skin blisters and cracks, scales slough off, even stony hide becomes brittle and flaky. The roll to Nullify the Armor power of a target is equal to the damage from the acid in the first panel when the spray is applied. Subsequent panels only do Continual Damage. You can re-attempt to burn through Armor by attacking a foe with this power again, however.
The Corrosive Spray is also very effective against inanimate objects. If the spray managed to do damage in excess of the object’s Soak, not only does the object continue to take Continual Damage, but the object’s Soak is reduced to 0 in the area affected by the spray. Thus, it is possible to burn through a stone wall.
Common Limitations: Burn-Out, Charges
Pairs Well With: Immunity (Acid)
Corrosive Spray
Cost: Level (1-5) + 2 pts + Range, Area
Based On: Continual Damage [Linked to Nullify <Armor>[Affects Inanimate Objects]]
A blast of this burning acid spray renders even the thickest of armor brittle and weak.
Mechanics: This power shoots a stream of acid capable not only of causing terrible chemical burns to the target, but ruining the target’s Armor power as well. This power functions as Continual Damage, doing 1DM of acid damage to the target per level. It may be bought with range and area, but otherwise will work with a range of Touch. Whether or not the target soaks the damage, This power also works like Nullify of the same level by making the target’s protective Armor fail. Metal armor turns to rust, impervious skin blisters and cracks, scales slough off, even stony hide becomes brittle and flaky. The roll to Nullify the Armor power of a target is equal to the damage from the acid in the first panel when the spray is applied. Subsequent panels only do Continual Damage. You can re-attempt to burn through Armor by attacking a foe with this power again, however.
The Corrosive Spray is also very effective against inanimate objects. If the spray managed to do damage in excess of the object’s Soak, not only does the object continue to take Continual Damage, but the object’s Soak is reduced to 0 in the area affected by the spray. Thus, it is possible to burn through a stone wall.
Common Limitations: Burn-Out, Charges
Pairs Well With: Immunity (Acid)
- Baelor
- Hero
- Posts: 323
- Joined: Tue Sep 21, 2010 11:00 pm
- Location: Winnipeg, Manitoba, Canada
- Contact:
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Well folks, Awesome Powers #2 is turning out to be a real beast, but it is going to be worth your wait, we hope. This Volume includes the Power Armor, Robotics, and Bionics Power Suites. Right now there are over 40 Offensive Powers. There is also going to be a very versatile variety of Defensive and Utility Powers as well, and new Advantages and Disadvantages included in this Volume (so you could have your own Support Squad of power armored suits on auto-pilot help you when the chips are down). Even though the Gadgets Suite is still further down the queue, gadget lovers will find a lot they can use in this Volume too, as many of the powers herein can be very easily converted to gadgets.
The focus of Awesome Powers #2 is Technological / Mechanical in nature, but Magic and Biological machines are given some thought as well. It's possible that suit of "Power Armor" could be some alien exo-skeleton or something crafted by Hephestus himself!
Last time we previewed an Offensive Power for you (Corrosive Spray); so this time we decided to give you a taste of some Defensive Powers:
Inertial Dampener
Cost: Level (1) pt Based On: Immunity 1 (Forced Movement)
You cannot be moved against your will.
Mechanics: An object at rest, remains at rest, unless acted upon by an outside force. Your Inertial Dampener, however, ensures that you remain at rest at all times. You are immune to Knock-Back and Falling. Not only do you take no damage from these effects, you cannot be moved in this way unless you deactivate your Inertial Dampener. If the floor disappears from beneath your feet, you will simply hang in place in mid-air (though this power grants no means of propulsion on its own). In situations where you are acted upon by a very strong outside force (an enemy using Telekinesis or Brawn to physically move you), you may avoid being moved by rolling a contest against them, using either Brawn or Mind, with a +2 Multiplier Bonus. If you succeed, you remain unmoved. Even if you fail, you are moved only up to a maximum number of feet equal to the difference between the two rolls. If you take damage as a result of this movement, again, it is only equal to the difference between these two rolls, and that is before you get to roll to Soak the damage.
Energy Battery
Cost: Level (4) pts Based On: Absorption
You can draw on external sources of energy to fuel your own powers.
Mechanics: This power works very similarly to the Absorption power. Instead of healing damage, however, you recover points of Energy to your Energy reserve (this is only really useful if you have powers with the <Energy> Limitation). Choose from Electricity, Heat, Lasers, Magnetism, or Radiation (as a 2-point Enhancement, you can make a second choice, for 4 points, you can choose a third, etc.); you are immune to damage from this effect and can absorb it to help fuel your powers. Whenever you would be damaged by a source that you can absorb, not only do you take no damage, you multiply the dice roll that was rolled for damage by 2. A total of 10 or more recovers 1 point of Energy, a total of 20 or more recovers 2 Energy, a total of 30 or more recovers 3 Energy, etc. Intentional use of this power to recover Energy uses an entire page (even if you have multiple panels), only allowing you to move Agility x2 squares in a page in which you recover in this way. When you do so, roll 2d6x3 regaining Energy as above, and you recover an additional 5 Energy. You can also choose to absorb ambient high amounts of the energy simply to recover Energy. Just having an Energy Battery increases your maximum Energy reserve by 5 points. As a 1-point Enhancement, however, you can Super-Charge your battery, allowing your maximum Energy reserve to fill up to double its regular maximum in this manner. All such excess energy is lost by the end of the scene, however. Energy Battery also allows you to use your Energy Points in lieu of taking damage when you need to “Push Yourself” (see BASH! Ultimate Edition page 26). One Energy point spent in this way is equivalent to 5 Hits of damage. So if you needed 2 Hero Points to succeed on a Brawn check, you could spend 3 Energy points and take 5 Hits of damage to give yourself the necessary push, instead of taking 20 damage.
The focus of Awesome Powers #2 is Technological / Mechanical in nature, but Magic and Biological machines are given some thought as well. It's possible that suit of "Power Armor" could be some alien exo-skeleton or something crafted by Hephestus himself!
Last time we previewed an Offensive Power for you (Corrosive Spray); so this time we decided to give you a taste of some Defensive Powers:
Inertial Dampener
Cost: Level (1) pt Based On: Immunity 1 (Forced Movement)
You cannot be moved against your will.
Mechanics: An object at rest, remains at rest, unless acted upon by an outside force. Your Inertial Dampener, however, ensures that you remain at rest at all times. You are immune to Knock-Back and Falling. Not only do you take no damage from these effects, you cannot be moved in this way unless you deactivate your Inertial Dampener. If the floor disappears from beneath your feet, you will simply hang in place in mid-air (though this power grants no means of propulsion on its own). In situations where you are acted upon by a very strong outside force (an enemy using Telekinesis or Brawn to physically move you), you may avoid being moved by rolling a contest against them, using either Brawn or Mind, with a +2 Multiplier Bonus. If you succeed, you remain unmoved. Even if you fail, you are moved only up to a maximum number of feet equal to the difference between the two rolls. If you take damage as a result of this movement, again, it is only equal to the difference between these two rolls, and that is before you get to roll to Soak the damage.
Energy Battery
Cost: Level (4) pts Based On: Absorption
You can draw on external sources of energy to fuel your own powers.
Mechanics: This power works very similarly to the Absorption power. Instead of healing damage, however, you recover points of Energy to your Energy reserve (this is only really useful if you have powers with the <Energy> Limitation). Choose from Electricity, Heat, Lasers, Magnetism, or Radiation (as a 2-point Enhancement, you can make a second choice, for 4 points, you can choose a third, etc.); you are immune to damage from this effect and can absorb it to help fuel your powers. Whenever you would be damaged by a source that you can absorb, not only do you take no damage, you multiply the dice roll that was rolled for damage by 2. A total of 10 or more recovers 1 point of Energy, a total of 20 or more recovers 2 Energy, a total of 30 or more recovers 3 Energy, etc. Intentional use of this power to recover Energy uses an entire page (even if you have multiple panels), only allowing you to move Agility x2 squares in a page in which you recover in this way. When you do so, roll 2d6x3 regaining Energy as above, and you recover an additional 5 Energy. You can also choose to absorb ambient high amounts of the energy simply to recover Energy. Just having an Energy Battery increases your maximum Energy reserve by 5 points. As a 1-point Enhancement, however, you can Super-Charge your battery, allowing your maximum Energy reserve to fill up to double its regular maximum in this manner. All such excess energy is lost by the end of the scene, however. Energy Battery also allows you to use your Energy Points in lieu of taking damage when you need to “Push Yourself” (see BASH! Ultimate Edition page 26). One Energy point spent in this way is equivalent to 5 Hits of damage. So if you needed 2 Hero Points to succeed on a Brawn check, you could spend 3 Energy points and take 5 Hits of damage to give yourself the necessary push, instead of taking 20 damage.
- Mendou
- Sidekick
- Posts: 21
- Joined: Fri Mar 22, 2013 11:00 pm
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
There is more to Awesome Powers than just Powers. In addition there will be new Enhancements, Limitations, Advantages, and Disadvantages to make the game even more versatile.
Check out the Doubles Enhancement:
Doubles: When you roll to use this power, and the dice match, you can forgo adding the exploding die to trigger a second effect. These include:
• Additional Use: You get to use this power again, either on the same target or another one within 5 Squares.
• Secondary Power: You get to use this other power on the same target or on yourself. When figuring the cost of a power with the Doubles Enhancement, use whichever power is more expensive, then add 1 to the cost, regardless of which power is primary or secondary.
• Create Your Own: Work with the Narrator to come up with another secondary effect. Because this only occurs when your dice match, it is relatively rare, and can be more powerful than the Extra Effect enhancement. Remember, the Narrator has final say on if this can be allowed or not.
Examples: Michael builds a character with a “Chain Gun”. This is simply a Special Attack 4 (Mid Range) with the Doubles Enhancement allowing him to make a second attack in lieu of exploding the dice. This costs 7 Character Points (Power’s Level (4) + Range (2) + Enhancement (1). Evan builds a character with a power called “Sunday Punch” that is Special Attack 1 with Doubles Enhancement giving it the Secondary Power of Immobilization 3. Evan’s power costs 4 Character Points (Immobilization 3 is the more expensive power (3) + Enhancement (1). Shannon creates a character with a “Mega Blade” power, based on Special Attack 4 [Extra Effect vs. Supernatural]. She also wants a Doubles Enhancement and asks the Narrator if she can have the attack ignore Armor and Size when it rolls Doubles to hit. The Narrator agrees, since the Bypass Enhancement is 2 points, and this would occur only about a 1 in 6 chance, for 1 point; it seems fair.
The "Sunday Punch" power might be an easy way for people to add stunning effects to their regular attacks, but have it be an occasional occurrence that accompanies a good roll.
Check out the Doubles Enhancement:
Doubles: When you roll to use this power, and the dice match, you can forgo adding the exploding die to trigger a second effect. These include:
• Additional Use: You get to use this power again, either on the same target or another one within 5 Squares.
• Secondary Power: You get to use this other power on the same target or on yourself. When figuring the cost of a power with the Doubles Enhancement, use whichever power is more expensive, then add 1 to the cost, regardless of which power is primary or secondary.
• Create Your Own: Work with the Narrator to come up with another secondary effect. Because this only occurs when your dice match, it is relatively rare, and can be more powerful than the Extra Effect enhancement. Remember, the Narrator has final say on if this can be allowed or not.
Examples: Michael builds a character with a “Chain Gun”. This is simply a Special Attack 4 (Mid Range) with the Doubles Enhancement allowing him to make a second attack in lieu of exploding the dice. This costs 7 Character Points (Power’s Level (4) + Range (2) + Enhancement (1). Evan builds a character with a power called “Sunday Punch” that is Special Attack 1 with Doubles Enhancement giving it the Secondary Power of Immobilization 3. Evan’s power costs 4 Character Points (Immobilization 3 is the more expensive power (3) + Enhancement (1). Shannon creates a character with a “Mega Blade” power, based on Special Attack 4 [Extra Effect vs. Supernatural]. She also wants a Doubles Enhancement and asks the Narrator if she can have the attack ignore Armor and Size when it rolls Doubles to hit. The Narrator agrees, since the Bypass Enhancement is 2 points, and this would occur only about a 1 in 6 chance, for 1 point; it seems fair.
The "Sunday Punch" power might be an easy way for people to add stunning effects to their regular attacks, but have it be an occasional occurrence that accompanies a good roll.
- Baelor
- Hero
- Posts: 323
- Joined: Tue Sep 21, 2010 11:00 pm
- Location: Winnipeg, Manitoba, Canada
- Contact: