The Cosmic Powers category was originally designed for Cosmic-Level campaigns only. However I've long believed that, since they offer options no other BASH Powers do, they could be reworked to fit into a standard campaign. Here are my takes; of course, The Narrator is the final arbiter of which, if any, of these are allowed in his or her campaign.
Creation
Category: Mastery
1-6 pts
You can use every level of this power as 1 level of Conjuring, except anything you create is permanent.
At Level 4 you can also create nearly inexhaustible sources of energy- like miniature stars. They are enough to power a building, but the usefulness of this energy source depends on people’s ability to harness it. You can also snuff-out energy sources; any energy you disrupt will eventually correct itself.
If what you create is a machine, or some other complicated thing, it counts as 2 levels higher.
You lose 1 level of the power with every creation; however you can dismiss a creation at any time, causing it to vanish and regaining the level spent on it.
Fate
Category: Mastery
1-4 pts
You can spend a page to grant a Hero point to someone for every level of Fate you have. These points must be spent on their next panel or they are gone. You cannot affect yourself in this manner. You can also spend another character’s personal Setbacks.
You also have the ability to alter reality. This ability requires one minute of intense concentration. The target must be of a lower Character Point cost than you. To work, you must make a Mind check with a difficulty equal to the target’s Character Point cost +20. Reversing a fate you have already placed on a character requires no roll.
You have a number of fate points equal to your level in Fate. This is the maximum effect you can have on any given individual. Reversing the effects returns these fate points back to you.
1 pt: Add or remove an advantage or disadvantage.
2 pts: Alter their powers and stats.
3 pts: Alter their role in the universe (change Heroes into Villains and vice-versa).
4 pts: Remove their powers entirely. For another 1 pt you can add the Normal disadvantage so that their stats remain within normal human parameters as well.
The effects lasts for an Issue and then the character will return to normal (you regain your Fate points then.)
A player can only use this power on another player’s Hero with that player’s permission.
Life
Category: Bio-Manipulation
1-5 levels, 2 pts x level
You can alter another life-form. Every 1 level can be used to add/subtract/change 1 level of powers, and every 2 levels can be used to add/subtract 1 from its stats. The changes last for an issue. Cosmetic changes are automatically applied. Each time a creature is affected, use its original stats and powers for figuring what can be done to it. Sentient beings can choose to resist the effects by rolling their highest stat. The difficulty is equal to ten times your level in Life.
At Level 2 and above, you can turn inert matter into a living creature, as per Summoning of the same level, except it lasts for an Issue. You can make it permanent, but you permanently lose 1 Hit per level used.
At Level 4, you can create an intelligent life-form, as above. An intelligent being must be permanent.
At Level 5, you can bring a dead creature back to life. You must sacrifice another creature in its place tough. Heroes should never be allowed to this, unless they sacrifice themselves.
A player can only use this power on another player’s Hero with that player’s permission.
Omnipotence
Category: Mastery
1-5 pts
You can use every level in Omnipotence as 1 level in any other power except those in the Intense Training category. Any existing powers stack with any powers in Omnipotence, and Omnipotence can be used to place Enhancements on any existing powers.
Omniscience
Category: Perception
1 pt
Whenever there is great change in the universe (such as the use of Fate or when someone alters the timeline), you will know. You will also be aware whenever somebody uses (or is under the influence of) Mental category powers in your vicinity.
Super Grace
Category: Bio-Manipulation
1-5pts
Every level gives you +1 multiplier to all Agility rolls (including skills, defense, etc) to a maximum of x5. It does not apply to your movement speed, or grant more skill slots, or have any other effects that do not involve rolling.
Super Might
Category: Bio-Manipulation
1-5 pts
Every 5 level gives you +1 Multiplier to all Brawn rolls (including soak, damage, etc) to a maximum of x5.
Super Thought
Category: Bio-Manipulation
1-5 pts
Every level gives you +1 multiplier to all Mind rolls (including skills, mental defense, etc) to a maximum of x5. It does not grant more skill slots, or other effects that do not involve rolling.
Time
Category: Movement
1-5 levels, 2 pts x level
You have an innate sense of time. You always know the exact date and time, and will always know when somebody else has altered the timeline. In addition, you have unlocked the secret of time travel. See the rules for Time Travel in BASH Ultimate Edition pages 102-103 or in Awesome Powers #3 page 9.
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Cosmic Powers Reinvented!
- Sijo
- Superhero
- Posts: 396
- Joined: Wed Aug 01, 2012 11:00 pm
- Location: Puerto Rico
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
- Sijo
- Superhero
- Posts: 396
- Joined: Wed Aug 01, 2012 11:00 pm
- Location: Puerto Rico
Yeah, calculating point values is the hardest part for me. But then that's why I ask for feedback here.
My reasoning here was: Boost is basically a Stat point (worth 2 CP) per level with the Conditional Limitation (-1), while the Super Stats are Stat with <Diminished> so also 1 point per level. Also, note both these powers can be Nullified, copied etc. unlike Stats (I assume.)
My reasoning here was: Boost is basically a Stat point (worth 2 CP) per level with the Conditional Limitation (-1), while the Super Stats are Stat with <Diminished> so also 1 point per level. Also, note both these powers can be Nullified, copied etc. unlike Stats (I assume.)