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Probability Manipulation (Luck) - Mk 2
- BTolputt
- Supporting Character
- Posts: 15
- Joined: Sat Dec 28, 2013 12:00 am
Probability Manipulation (Luck) - Mk 2
I was wondering if BASHMAN had got around to the Probability Manipulation / Luck powers he mentioned would be in Awesome Powers back in 2010?
I ask because I'm setting up a one-shot to introduce my game group to BASH next weekend. I've bought all the Awesome Power releases I couldn't find a reference to said luck/probability powers mentioned in the master index.
I'm happy to use the four-year old suggestion of giving the character a power that allows 3D6 (pick any two) as a power but would like to know what folks think this should cost? Would also like to hear other ideas for the power as the character revolves around the concept.
I ask because I'm setting up a one-shot to introduce my game group to BASH next weekend. I've bought all the Awesome Power releases I couldn't find a reference to said luck/probability powers mentioned in the master index.
I'm happy to use the four-year old suggestion of giving the character a power that allows 3D6 (pick any two) as a power but would like to know what folks think this should cost? Would also like to hear other ideas for the power as the character revolves around the concept.
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
They are going to be in Awesome Powers #7. Currently we are working on #4, Gravity and Force powers.
The power mechanic you are referring to, which will be called a Bonus Die, I think (where you roll 3d6 and discard a die) will also be appearing in Awesome Powers #8, featuring Intense Training and Inner Strength powers.
The amount it costs should be relative to the breadth of its use.
The Intense Training powers that will feature this for example have something called Skill Mastery as a possible power. This would give you the bonus die for a certain skill. It would only cost 1 point.
A power that grants a bonus die more frequently would need to be worth more points.
If you are referring to probability manipulation as a general power suite (rather than this specific mechanic) I can give you some ideas of what can be done with it.
For instance, the Spatial Armor power in AP3 could easily be "re-skinned" as Luck Armor.
The Doubles Enhancement would really emphasize nature of luck in any power.
The power mechanic you are referring to, which will be called a Bonus Die, I think (where you roll 3d6 and discard a die) will also be appearing in Awesome Powers #8, featuring Intense Training and Inner Strength powers.
The amount it costs should be relative to the breadth of its use.
The Intense Training powers that will feature this for example have something called Skill Mastery as a possible power. This would give you the bonus die for a certain skill. It would only cost 1 point.
A power that grants a bonus die more frequently would need to be worth more points.
If you are referring to probability manipulation as a general power suite (rather than this specific mechanic) I can give you some ideas of what can be done with it.
For instance, the Spatial Armor power in AP3 could easily be "re-skinned" as Luck Armor.
The Doubles Enhancement would really emphasize nature of luck in any power.
- BTolputt
- Supporting Character
- Posts: 15
- Joined: Sat Dec 28, 2013 12:00 am
Thanks BASHMAN. I'm already giving the character armor (skinned as luck), confusion w/boosted mind (as skinned bad luck on the part of the attackers), and telekinesis (skinned as Rube Goldberg style "accidents").
I'd be very appreciative of how you would cost the Bonus Die advantage. I realise you'd probably want to keep it under wraps until AP 7/8, but I reckon that's not likely to be ready by Saturday when I run the game
I'd be very appreciative of how you would cost the Bonus Die advantage. I realise you'd probably want to keep it under wraps until AP 7/8, but I reckon that's not likely to be ready by Saturday when I run the game
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
It isn't written yet. Just outlined. Some things will be fueled by Hero Points, others will be persistent effects like with Skill Mastery.
There is also going to be a Karma Battery power where you can earn Hero points when bad things happen to you or you fail important rolls.
The Luck suite will also have a lot of powers that involve manipulating Hero Points and Setbacks.
There is also going to be a Karma Battery power where you can earn Hero points when bad things happen to you or you fail important rolls.
The Luck suite will also have a lot of powers that involve manipulating Hero Points and Setbacks.
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Fantastic character and great idea for her name. Just a note though that Roulette's Hits should remain at 100 as young people instead suffer from having 1 less skill slot than other characters.
Another idea that you might consider is adding an Boost to Agility (to increase the odds of being able to take advantage of her Lucky Attack power (Attack Weak Point) more often.
Maybe:
Pre-destined strike: Agility Boost 2 (only applies to attack rolls) <Activation> (1pt)
It wouldn't always be 'on'. Roulette would have to consciously decide to use it and it would increase her average attack roll from 14 to 28. If you'd rather not have it so readily available, tehn you could swap out Activation for Charges (maybe 3 uses per scene).
Another idea that you might consider is adding an Boost to Agility (to increase the odds of being able to take advantage of her Lucky Attack power (Attack Weak Point) more often.
Maybe:
Pre-destined strike: Agility Boost 2 (only applies to attack rolls) <Activation> (1pt)
It wouldn't always be 'on'. Roulette would have to consciously decide to use it and it would increase her average attack roll from 14 to 28. If you'd rather not have it so readily available, tehn you could swap out Activation for Charges (maybe 3 uses per scene).
- BTolputt
- Supporting Character
- Posts: 15
- Joined: Sat Dec 28, 2013 12:00 am
Actually looking at the errata, it's both (page 12 talks about the lack of hits). Will alter the character sheet to remove one of the skillsMrJupiter wrote:Fantastic character and great idea for her name. Just a note though that Roulette's Hits should remain at 100 as young people instead suffer from having 1 less skill slot than other characters.
Not a bad idea, I'll ask the player about it. We're playing a street-level game, so the base points level is 25 and having five spare gave a hero die straight up... that said, we found that she was really hard to hit... but pretty ineffectual outside of basic TK.MrJupiter wrote:Another idea that you might consider is adding an Boost to Agility (to increase the odds of being able to take advantage of her Lucky Attack power (Attack Weak Point) more often.
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
That's cool. You could flip things around a bit and see if she'd like to drop her basic Agility to 1 (dropping 2 points from the character point cost) as this would still give her a x4 Defense and then bump up the Agility Boost power to level 3 (only adding back 1 character point). This would bring the character's total cost back to 20. Of course, then she would have one less skill slot and her base score for Agility skills would be x1.
Alternately, the player could maybe take on a Weakness (like becoming Normal when within 5 squares of a black cat). Then she could leave her Agility alone and still be within 20 points.
As for the character's skills and the Age disadvantage, she already has just 3 skills (Escapology, Streetwise, and Investigation), so she is fine on this front.
Just for clarification though, the description for Age on page 12 says that: Old characters are less resilient (80 Hits) - while – young characters are considered minors (etc.) and have 1 less skill slot due to inexperience. [paraphrased]
Alternately, the player could maybe take on a Weakness (like becoming Normal when within 5 squares of a black cat). Then she could leave her Agility alone and still be within 20 points.
As for the character's skills and the Age disadvantage, she already has just 3 skills (Escapology, Streetwise, and Investigation), so she is fine on this front.
Just for clarification though, the description for Age on page 12 says that: Old characters are less resilient (80 Hits) - while – young characters are considered minors (etc.) and have 1 less skill slot due to inexperience. [paraphrased]
- BTolputt
- Supporting Character
- Posts: 15
- Joined: Sat Dec 28, 2013 12:00 am
Noted and apologies. Will alter sheets for this next gameMrJupiter wrote:Just for clarification though, the description for Age on page 12 says that: Old characters are less resilient (80 Hits) - while – young characters are considered minors (etc.) and have 1 less skill slot due to inexperience. [paraphrased]
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Definitely a cool character!
I also think that your sheets are pretty cool! Maybe you can post them here and add to the collection. I'm sure some others would like to check them out too!
http://forum.rpg.net/showthread.php?494 ... es!/page16
Incidentally there is a "Luck Girl" build early in the thread (before we got fancy with all the character sheets). I think she's on page 6.
I also think that your sheets are pretty cool! Maybe you can post them here and add to the collection. I'm sure some others would like to check them out too!
http://forum.rpg.net/showthread.php?494 ... es!/page16
Incidentally there is a "Luck Girl" build early in the thread (before we got fancy with all the character sheets). I think she's on page 6.