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Sijo's Builds

Your heroes, villains, vehicles, and HQs
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Sijo
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Sijo's Builds

Post by Sijo »

Converting FASERIP to BASH!

The following is a quick-and-dirty set of rules I made to convert between the FASERIP and BASH systems. Note two things: 1) FASERIP is an Open-Source License game, no copyright infringement is intended and 2) this is untested, I welcome any feedback!

Stats
Brawn- Use the average of Strength and Endurance.
Agility- Use the average of Fighting and Agility.
Mind- Use the average of Reason, Intuition and Psyche.
Round down in all cases.

To find the Stat’s value, use the following table:
Ability / Stat
Zero [0], Terrible [2], Bad [4] / 0
Average [6] / 1
Decent [10], Great [20], World Class [30]/ 2
Fantastic [40] / 3
Astounding [50], Wondrous [75] / 4
Phenomenal [100] / 5
In Cosmic Scale campaigns, Stats go higher by using the Powers Cosmic Might, Cosmic Grace and Cosmic Thought, at +1 for every 5 levels; this is written the following way:
Ability/Stat
Single-Shift [150] / 5 (6)
Double-Shift [200]/ 5 (7)
Triple-Shift [500]/ 5 (8)
Planetary [1000]/ 5 (9)
Stellar [3000]/ 5 (10)
Cosmic [5000]/ 5 (11)
Infinite / Beyond

Hits: Heroes and Villains have 100 Hits. Normal People have 10, "Grunts" have 20, "Toughs" 30, Dangerous Minions 40, and Powerful Minions 50.

Powers
There are way too many Powers in FASERIP for me to convert, at least right now; however it should not be hard to do in a case by case basis, as BASH uses many similar names. A few notes:
-Most FASERIP Powers have multiple effects, so they correspond to more than one Power in BASH. Organizing them as Power Suites is probably a good idea.
-An “Alternate Power” is one with the Limitation: Same Source.
-Flexibilities are Enhancements.
-Limits are Limitations (duh.)
To find the corresponding Power Level, use the following table. (Note: in some cases ex. Super Speed, you’ll have to use the closest level available in the Power. Also note that past level 5, Cosmic Scale rules come into effect.)
Rank/Level
Terrible [2], Bad [4]/ 1
Average [6], Decent [10]/ 2
Great [20], World Class [30]/ 3
Fantastic [40], Astounding [50]/ 4
Wondrous [75], Phenomenal [100]/ 5
Single-Shift [150]/ 6
Double-Shift [200]/ 7
Triple-Shift [500]/ 8
Planetary [1000]/ 9
Stellar [3000]/ 10
Cosmic [5000]/ 11
Infinite / Beyond

Weakness:
Some Powers include weaknesses or disadvantages in their description, for example Alternate Form: Shadow Form has Susceptibility to Light Attacks.

Advantages
-If the character has Fame of Great (20) or higher, give it the Celebrity Advantage.
-Contacts are Contacts (duh). If the character has less than 3, give him more.
-A character with any Ranks of Infamy has Frightening Presence.
-If the character has a Wealth of Fantastic (40) or higher, he has Resources (or possibly Royalty, if he has Astounding (50) or higher Wealth.)

Disadvantages
-If the character has Bad (4) Wealth or less, he's Destitute.
-If the character’s true identity is known only to itself, that counts as a Secret. Conversely, a character with no secret id has the Public Id Disadvantage.

Skills
FASERIP Specialties are Skills, with a few exceptions. Just find the corresponding Skills on the table below and give them a level of 1 for every RS (Rank Shift) the Specialty has. (If this doesn’t jibe with the character’s Agility or Mind, give it the Skillful Power or the Unskilled Disadvantage.)

Specialty - Skill
Acrobatics - Athletics/Acrobatics
Art - Humanities/Art
Athletics - Athletics/choose a Specialty and Ride/choose a Specialty
Business - Commerce/Finance
Computers - Computers/Programming
Criminology - Investigation/Finding Clues or Gut
Driving - Drive/choose a Specialty and Sailing/choose a Specialty
Electronics - Technology/Repair or Invent
Investigation - Investigation/Analysis and Streetwise/Gather Information
Languages - Humanities/choose a Specialty (note this doubles the number of languages available, with the Foreign Cultures specialty tripling it)
Law- Social Science/Law
Medicine - Medicine/First Aid (or Medicine/Surgery for Medicine +3 RS)
Mechanics - Technology/Repair or Invent
Military - Military/choose a Specialty
Occult - Occultism/choose a Specialty
Perform - Perform (note: choose two talents, one of which is the specialty)
Pilot - Pilot/choose a Specialty
Psychiatry - no exact conversion, but Deception/Detect Deception is probably the closest
Science- Science/choose a Specialty
Sleight of hand- Stealth/Palming & Planting items.
Stealth - Stealth/Hiding or Prowling

The exceptions are:
Aerial Combat: This is the Power Martial Arts Mastery (Defensive Style) (Only while Flying or Gliding)
Leadership: This is the Leadership Advantage.
Martial Arts: This is the Weapon Technique Power (Unarmed) at level 1, with the Variable enhancement.
Mental Resistance: This the Power Boost (Mind, level 1-3, Only when Mental Powers are used against you.)
Underwater Combat: This is the Martial Arts Mastery Power (Defensive Style) (Limitation: Only while Swimming) plus 1 level of the Super Swimming Power.
Weapons: This is the appropriate Weapons Technique Power with the bonus going to attacking, not damage.
Wrestling: This is the Martial Arts Mastery Power (Grappling Style.)

Equipment: This is normal equipment. Just give the character the equivalent BASH weapon, armor, vehicle or utility item. Note: in the case of Restricted equipment, give the character an appropriate Advantage that would allow him to possess it.

Hero Points/Setbacks: Calculate the character’s point value in BASH, then compare it to the Campaign Level. If it is lower, the difference becomes Hero Points. If it is higher, the difference becomes Setbacks.

Mental Malfunction: If you want, give the character one based on its Origin.
Last edited by Sijo on Fri Apr 22, 2016 6:07 pm, edited 2 times in total.
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MrJupiter
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Post by MrJupiter »

This looks really solid. It might be okay to move the Decent ability score rank down to a level of 1 (not all athletic builds need be in the quarterback territory). I suggest this as a reminder that (Heightened aside) BASH only has 5 levels to represent the whole range of ability scores and each level is a range in itself. Remember: "Ones aren't wusses!"

If you are looking for any helpful ideas, I believe that the BASH Yahoo site has some conversion rules for TSR's MARVEL SUPER HEROES game.
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Sijo
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Post by Sijo »

BASHMAN also mentioned moving the Decent score down, so I'm seriously considering it. I'll go back and edit the rules as soon as I'm done with the Converted Powers List. And as usual, thanks for the imput! :)

Oh and I got the Original BASH/Marvel Conversion from the site you mentioned already- it's very interesting!
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fairytalejedi
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Post by fairytalejedi »

It's a bit tricky because MSH/FASERIP stats aren't all on the same scale. For example, Fighting and Reason of Amazing (50) represent maximum human potential (BASH 5) and higher than that would be cosmic scale in BASH. Whereas cosmic scale in other attributes wouldn't begin until ShX.

(I'm more familiar the MSH rank names. :) )
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Sijo
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Post by Sijo »

In this version of FASERIP 30 the is the absolute maximum human potential, anything above is superhuman. I guess we'll see how the characters turn out once I begin converting them.

Speaking of which, I decided to test FASERIP's character creation system by making my own original character, The Traveler. I posted this character here in BASH terms some time ago, but this is NOT a direct conversion from that.

The Traveler

Simon Jones (secret identity)
Fighting- Great [20]
Agility- Great [20]
Strength- Great [20]
Endurance- World Class [30]
Reason- Fantastic [40]
Intuition- Fantastic [40]
Psyche- Fantastic [40]
Health 90
Karma 120
Wealth: Zero [0]
Fame: Zero [0]
Powers
Adaptation- Fantastic [40] Flexibility: Defensive - Power Source: Genetic Mutation
Dimensional Travel- World Class [30] - Power Source: Magic
Specialties
Occult (+1 to Reason on Occult matters)
Power Use (+3 with Adaptation feats)
Origin: Simon Jones found as a child that he had the power to travel to other dimensions. This was an ability he inherited from an ancestor, a Spanish sorcerer. Since then, he's been going on adventures across the multiverse. During one such adventure he was exposed to chemicals that transformed him, giving him the ability to adapt to any environment. This made his survival more easy.

I'll see if can make a picture and add it in later.

Edit: here it is!

https://elsijoblog.files.wordpress.com/ ... .png?w=820
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Sijo
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Post by Sijo »

And finally, the Powers List!

FASERIP to BASH Powers Conversion List

Notes:
-This list only includes the basic effects of each Power, not Alternate Powers, Flexibilities or Limits.
-All levels are as per the Rank/Level conversion table above unless otherwise indicated.
- [ ] indicates an Enhancement, / \ indicates a Limitation, and { } indicates an Alteration. Other data is in ( ).
-This is untested. Comments are welcome!

Ability Boost - Boost (appropriate Stat, Only when using it the corresponding way. ex to hit, for damage etc.) /Limited Duration: Minutes\
Absorption - Absorption [Linked to Boost, Healing, or Special Attack.]
Adaptation - Immunity 1 [Variable] /Situational- type depends on environment; Gradual\
Affliction - Continual Damage
Alter Ego - Alter Ego Advantage
Alteration Ray- Either Density Increase, Growing, Shrinking, Invisibility, Ghost Form, Shape Shifting, Changeling, or Mimic, all with {Only Affects Others} and [Range].
Alternate Form- The Instant Change Advantage, plus more depending on the Form:
-Energy Form: Flight, Ghost Form 3 /All or Nothing, Always On\
-Explosive Form: Special Attack (Burst) [After Effect: Ghost Form 2 /All or Nothing\ ]
-Fluid Form: Armor and Stretching (being liquid is just a special effect)
-Gaseous Form: Ghost Form 2 /All or Nothing, Always on\ with Flight 1.
-Shadow Form: Ghost Form 2 /All or Nothing, Always on\, Clinging, Invisibility 2 /Only when standing sideways\ and Susceptibility to light-based attacks.
-Solid Form: Density Increase /Always On\
Aquatic - Immunity (Drowning), Boost (Agility, only for Defense, /Only underwater\), Boost (Mind, Only for senses, /only underwater\) and Super Swimming.
Astral Projection - Astral Projection [Linked to Invisibility 3], Flight
Aura - Damage Aura
Binding - Immobilization
Blast - Special Attack with [Range]
Burrowing - Burrowing [Can leave tunnels behind, +1 or 2 pts] /Diminished: no Movement increase\
Continuum Control - X-Mastery (either: Friction, Gravity, Probability, Space or Time.)
Corrosion- Continual Damage 3 /Fading\ and Special Attack /Only Affects Objects\
Danger Sense - Danger Sense
Dazzle - Confusion
Density - Density Increase /Clumsy\
Detection - Sense X
Dimension Control - depends on the form:
- 0D: Shrinking 5 /All or Nothing, Immobile\
- 1D: Invisibility, Ghost Form 3
- 2D: Ghost Form 2, Invisibility 2 /Only if sideways\
- 4D: Boost Brawn (Only for Strength feats), X-Ray Vision, Ghost Form 3
- 5D: X Mastery(Time)
- 6D: Dimensional Teleportation
Dimensional Travel - Dimensional Teleportation 3
Dream Control - Illusion /Only Affects sleepers\
Duplication - Duplication [Original] /Clones vanish if original is unconscious\
Element Control - depends on the type:
-Air Control - Telekinesis
-Earth Control- Transmutation /Only Affects Earth & Stone, Only to change their shape\
-Fire Control - X Mastery (Fire)
-Plant Control - Summoning (plant creatures, /requires plants\) plus Mind Control /Only affects Plants\
-Water Control - X Mastery(Water)
-Weather Control - X Mastery (Weather) plus Clairvoyance (Future) /Only to predict the weather\
Emotion Control - Mind Control /Only to give emotion-related commands\
Energy Control - depends on the type:
-Cold Control - X Mastery (Cold)
-Darkness Control - Confusion
-Electrical Control - Special Attack with [Range]
-Force Control - Force Field
-Light Control - Confusion
-Magnetic Control - Telekinesis /Affects Only Metal\
-Radiation Control- Special Attack with [Range]
-Sound Control - Confusion
-Vibration Control - Special Attack with [Range]
Energy Drain - Special Attack (no Range) [Vampiric]
Environmental Awareness - Scan /Only Affects Environments\
ESP - Clairvoyance (Present)
Evolution - Alter Ego (two extra forms, Caveman and Future Man)
Extra Body Parts - depends on the body part:
-Chitin: Armor
-Claws: Special Attack /no Range\
-Extra Arms: Super Speed /Attacks only\
-Extra Legs: Super Running and Super Leaping
-Tail: Extra Limbs 1 (tail) with Super Speed /Attacks only\
-Tentacles: Extra Limbs (tentacles or hair) with Boost (Brawn, only with tentacles or hair)
-Wings - Flight
Fast Attack - Super Speed /Attacks only\
Flight - Flight
Force Field - Force Field
Gestalt - Alter Egos with the Normal Disadvantage, defined as separate people who merge together
Growth - Growing
Healing - Healing {Affects Others Only}
Illusion/Images - Mental Illusions is Illusion; Images is Illusion with [Affects Machines]
Immortality - Immortality Advantage
Interface - Super Sense (code vision) and Telepath {Affects Only Computers}
Invisibility - Invisibility 3
Leaping - Super Leaping
Life Support- Immunity to suffocation, cold, starvation, heat, disease, pressure, radiation, sleep deprivation, toxins or vacuum.
Machine Control - Animation /machines only\ and Mind Control /sentient machines only\
Matter Control - Telekinesis or Transformation [Extended Duration- indefinitely +6 pts] /cannot change shapes\
Mental Blast - Mind Blast
Mimicry - Depends on the type:
-Animal Mimicry: Copycat [Affects Range] /Only Affects Animals\
-Material Mimicry: Copycat /Only Affects objects or energy\
-Nemesis: Omnipower /Only for Powers to defeat a current opponent\
-Plant Mimicry - Copycat /Only Affects plants\
-Power Mimicry- Copycat [lasts for an Issue]
Mind Control - Mind Control
Mind Shield - Mind Shield
Phasing - Ghost Form 3 [Linked to Immunity 5- 10 energy attacks] /Not Through Force Fields, Must Hold Breath\
Postcognition - Clairvoyance (Past) [Linked to Sense Emotions.]
Power Control - Depends on type:
-Empowerment - Imbue
-Power Boost - Boost (only for use with Powers) {Only Affects Others}
-Power Suppression - Nullify with [Range]
Precognition - Clairvoyance (future) and Foresight.
Reflection - Deflect
Regeneration - Healing [Regenerative]
Resistance - either Armor, Armor (Only protects from one type of damage) or Resistance (to a nondamaging effect)
Servant- Summoning /Creature must have Mind 0\
Shrinking - Shrinking [Does not affect Brawn rolls]
Spinning - Resistance to Immobilization and Boost (Brawn, Only for unarmed combat)
Spirit Control - Mind Control /ethereal creatures only\
Stretching - Stretching /Weakening\
Strike - Special Attack (no Range)
Stunning - Daze with [Range]
Super Senses - Keen Senses, Super Senses, Invasive Broadcast, Omni-Linguist with Omni-Reader, Sense X, X-Ray Vision, Scan (Known Persons only) or the skill Outdoor/Tracking.
Super Speed - Super Running
Swinging - Swinging
Telepathy- Telepath 3
Teleportation - Teleportation /Not through Force Fields, Disorienting\
Transformation - Shape-Shifting /Animals or Humanoid Animals Only\, Changeling, or Mimic
Wall Crawling - Clinging
Wizardry - Gadgets is the Gadgeteer Advantage, Reality Alteration is X-Mastery (Reality) and Sorcery is Omnipower /Casting, Activation\
Last edited by Sijo on Sat Apr 23, 2016 6:43 pm, edited 1 time in total.
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Post by Sijo »

I'll start converting some Marvel characters now. The first choice is, obviously, Spider-Man. ;) Note this is my own take on the character, not a direct conversion from a sourcebook.

SPIDER-MAN
(Peter Parker)
Brawn 3 (6 pts)
Agility 3 (6 pts)
Mind 2 (4 pts)
Hits 100
Powers
Clinging 1 (1 pt)
Conjuring 2 (items spun out of webbing) /Same Source: Immobilization, -1\ (1 pt)
Danger Sense 3 (3 pts)
Immobilization 4 [Close Range +1, Variable +2] /Burn-Out -1\ (6 pts)
Martial Arts Mastery 1 (Tricky and Cunning styles) (1 pt)
Swinging 1pt /Same Source: Immobilization\ (1 pt)
Sense X (Spider-Tracers) (1 pt)
Mental Malfunction
With Great Power, comes Great Responsibility.
Advantages
Contacts- Daredevil, Human Torch, Daily Bugle (as Peter Parker)
Disadvantages
In a Relationship (Mary Jane Watson)
Rogue’s Gallery (Sinister Six)
Unskilled
Ward (Aunt May)
Skills
Science/Chemistry
Technology/Invent
Equipment
Spider-Signal (Flashlight built into belt, 0 pts)
Breakdown: Stats 17 + Powers 14 = 31 points
Hero Points: +3 from Disadvantages

Notes:
-I decided that the main Webshooting Power is Immobilization, because it's usually after using it that Spidey runs out of webbing. He rarely runs out while Swinging around and spinning objects is used more rarely.
-I decided not to give his Powers the Gadget Limitation since his webshooters cannot usually be stolen or damaged while he's wearing them.
-Peter is hardly Unskilled, but since I ended up with 2 skills and his Agility gives him 3 more in BASH (and no, he doesn't have Acrobatics or such; I'm basing that on a story where his powers were nullified mid-swing and he could barely hang on to a flagpole) I had to reduce the number somehow.
-I considered giving Spider-Man the On The Run and Destitute Disadvantages, but those haven't really applied for a long time. (And no, I'm not making him a rich spy like he is right now- that's just a temporary storyline.)
-I used the "excess Disadvantages provide Hero Points" optional rule to allow for his many Disads.
-I gave him Science and Tecnology to explain his webshooters and other occasional gadgets, but in general he's not a Gadgeteer.
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Sijo
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Post by Sijo »

Here is the Sentinel of Liberty: Captain America! :)

(Note: This is the comics version, not the Movie version. Also, this my FIRST take and will likely be updated later.)

CAPTAIN AMERICA
(Steve Rogers)
Brawn 2 (4 pts)
Agility 2 (4 pts)
Mind 2 (4 pts)
Hits 100
Powers
Martial Arts Mastery (Defensive and Grappling Styles) 1 pt
Weapons Technique (Shields, +1 to hit) 1 pt
Weapon Technique (Unarmed) 1 [Variable] 2 pts
Advantages
Celebrity
Contacts (Avengers, Fantastic Four, SHIELD)
Leadership
Disadvantages
Public ID
Rogue's Gallery (Hydra villains)
Skills
Athletics/Acrobatics
Humanities/Art
Military/Command
Stealth/Hiding
Equipment
Shield (1 CP) [Unbreakable +1 CP, Long Range (10 squares) + 1CP] 3 CPs
Body Armor (2CP)
Mental Malfunction
Patriotic- Believes in the ideals of America, but is not beholden to its government.
Breakdown: 12 Stats + 4 Powers + Equipment 5 = 21 points
Setbacks: +1 from Advantages
Background
Steve Rogers wanted to join the USA army during World War II, but was rejected due to being physically unfit. However he was accepted into the Super Soldier program. The experiment enhanced his abilities to maximum human levels. However a * spy killed the scientist responsible and the formula was lost. With Rogers its only success, the army made him a private and created the costumed identity of Captain America for him so he could act as a morale booster.
Near the end of the war he was frozen in Artic waters but amazingly survived in stasis until he was found about a decade ago. He became active again as a hero, and found work as a comic book artist (ironically drawing the Captain America comic book for Marvel!)
After a major terrorist attack on American soil, Rogers revealed his identity to the public.

Adaptation Notes:
*I decided not to give Cap the Heightened Power because, given that he was such a weakling originally, it would give him stats of 0 (+3) in BASH. Worse, the bonus makes him virtually superhuman in some areas, and the whole point is that he’s not. So I went with giving him 2 on all Stats.
*I decided to build Cap’s Shield as Super Equipment to test that option. I may change my mind later and build it as a Gadget instead.
*Some people give Cap a lot of combat skills, but since I’m basing this on the Marvel RPG, the options are more limited. Again, I may change this later.
*Yes, he should have enemies as a Disadvantage. I’m working on a list.
*The fact Cap revealed his ID after 9-11 has become impractical due to the passage of time, so I made it more nebulous.
Last edited by Sijo on Sun May 01, 2016 7:57 am, edited 1 time in total.
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Post by MrJupiter »

Wow, Sijo. That is a great (and long) list for powers conversions for the FASERIP rules. I really like your Spiderman and Captain America conversions. I chuckled upon reading the listing for the web-slinger's "Spider-Signal". Putting Cap's shield as equipment was a cool idea as, I too, feel a little weird about statting it up as a device.

Thanks for all of that BASH dedication, and general awesomeness!
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Sijo
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Post by Sijo »

Aww, Thanks Mr Jupiter! :D I'm very grateful at BASH for giving me all this material to play with and the chance to share it with others. And the Spider-Signal is just a glorified flashlight- still useful, but you can tell they were mocking Batman, like they did with the "Spider-Mobile". XD

Btw, for anyone wondering about how I do my adaptations, I first build the character in FASERIP and then convert it to BASH using the rules above. It can be tricky, because the former game doesn't cover things like Advantages and Disadvantages as well as the latter, which is why my conversions are open to revision.
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Sijo
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Post by Sijo »

Image
MISTER FANTASTIC
‭(Hero, Hits 100)
‭Brawn 1 (2 pts)
‭Agility 1 (2 pts)
‭Mind 2 (4 pts)
‭Powers
‭Boost 3 (Mind, only for Skill rolls) (3 pts)
‭Shape-Shifting [CP proxy +4 pts] /only for stretched forms, -1 pt\ (7 pts)
-typical Power Tricks & Power Stunts:
*Stretching
*Deflect
*Martial Arts (Grappling Style)
*Changeling /hair, eyes and skin retain same colors\
*Gliding
*Mimic 4 /all forms look like him\
*Bouncing
*Ghost Form 1
*Skillful Phasing (Phasing Picklock)
*Push (turns hands into fans)
‭Armor 3 /Same Source: Shape-Shifting, -1 pt\ (2 pts)
‭Immunity (to puncturing damage) /Same Source: Shape-Shifting, -1 pt\ (1 pt)
‭Skillful 2 (2 pts)
‭Omni-Linguist /Gadget: Universal Translator, Easily Taken, -1 pt\ (1 pt)
‭Advantages
Celebrity
‭Contacts
Headquarters
‭Membership (Leader of the Fantastic Four)
Resources
Steward (Powerhouse: Franklin, his son)
Super Vehicle (Fastasticar)
‭Disadvantages
Arch-Enemy (Doctor Doom)
‭Freak (when asleep, parts of his body sag)
‭In a Relationship (Susan Storm, wife)
Public Identity
Rogue’s Gallery (Frightful Four)
Ward (Valeria, his daughter)
Skills
Escapology/Contortion
Computers/Programming
Science/Math, Physics, Biology AND Chemistry
Technology/Invent
Mental Malfunction
Intellectual- Reed is great at short-term thinking, but his ability to foresee the long-term consequences of his acts is more questionable.
Equipment
Fantasti-Flare- Flare Gun (1 CP)
Fantastic Four uniform: Reed’s suit has the following items built into it:
-Camera, Body
-Hacking Drive
-Smartphone (wrist-mounted)
Breakdown:
8 Stats + 16 Powers + 1 Equipment = 25 pts
Setbacks: +1 from Advantages

Background: Reed Richards was a genius who mastered several scientific disciplines. After an encounter with the hostile alien called Gormuu, Reed became obsessed with protecting the Earth from future invasions. He decided the only way to do this was to invent interstellar travel. With government backing, he built a starship prototype. But the government kept postponing the test launch. Finally Reed decided to steal his own ship. He convinced his old friend Ben Grimm, a jet pilot, to help him as a way of repaying an old debt. When his fiancee Susan found out, she insisted in coming along. Her teenage brother, Johnny, similarly insisted in coming with her.
Although they succeeded in stealing the ship and taking off into space, they encountered a cosmic ray storm more intense than Reed had expected. The radiation mutated them, causing them to gain superhuman powers. In Reed’s case, he gained stretching powers (and his mind was made even more brilliant.)
Shocked that he had inadvertently robbed his friends -especially Ben- of their normal lives, Reed tried to make it up to them by turning them into celebrity superheroes: The Fantastic Four!
Eventually, Reed and Sue married. They have two children.

Adaptation Notes:
-Yes, Reed's intelligence is a Power. It was even stolen from him once by a villain. Besides in BASH just giving him a very high Mind Stat would imply things like having a superhuman mental defense.
-Reed can stretch up to 1500 feet, but in BASH Stretching has a maximum reach of 10 squares (50 feet.) So I decided to go for shape-shifting instead. This is also fits in that Reed grows weaker the farther he stretches, just as BASH shapeshifting depends on cannibalizing Brawn and Agility. Finally, doing it this way allowed me to roll in many of his Powers and Stunts- bouncing, gliding, etc. The only exceptions were his defensive Powers, since these are are "on" all the time.
-I'm having trouble with Contacts: after re-reading its definition, I'm not sure if other heroes should count, since these are meant more as sources of information and favors, but only 3 take some risks for you. Most heroes wouldn't hesitate to help him, tough. So I left it blank for now, while I decide. What do you think?
-I gave him Freak because, when knocked out, he looks all stretched out. That means he's consciously using shape-shifting to look normal.
Last edited by Sijo on Wed May 04, 2016 10:58 pm, edited 4 times in total.
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Post by Solarblast »

Sijo wrote:Here is the Sentinel of Liberty: Captain America! :)

(Note: This is the comics version, not the Movie version. Also, this my FIRST take and will likely be updated later.)

CAPTAIN AMERICA
(Steve Rogers)
Brawn 2 (4 pts)
Agility 2 (4 pts)
Mind 2 (4 pts)
Hits 100
Powers
Martial Arts Mastery (Defensive and Grappling Styles) 1 pt
Weapons Technique (Shields, +1 to hit) 1 pt
Weapon Technique (Unarmed) 1 [Variable] 2 pts
Advantages
Celebrity
Contacts (Avengers, Fantastic Four, SHIELD)
Leadership
Disadvantages
Public ID
Rogue's Gallery (Hydra villains)
Skills
Athletics/Acrobatics
Humanities/Art
Military/Command
Stealth/Hiding
Equipment
Shield (1 CP) [Unbreakable +1 CP, Long Range (10 squares) + 1CP] 3 CPs
Body Armor (2CP)
Mental Malfunction
Patriotic- Believes in the ideals of America, but is not beholden to its government.
Breakdown: 12 Stats + 4 Powers + Equipment 5 = 21 points
Setbacks: +1 from Advantages
Background
Steve Rogers wanted to join the USA army during World War II, but was rejected due to being physically unfit. However he was accepted into the Super Soldier program. The experiment enhanced his abilities to maximum human levels. However a * spy killed the scientist responsible and the formula was lost. With Rogers its only success, the army made him a private and created the costumed identity of Captain America for him so he could act as a morale booster.
Near the end of the war he was frozen in Artic waters but amazingly survived in stasis until he was found about a decade ago. He became active again as a hero, and found work as a comic book artist (ironically drawing the Captain America comic book for Marvel!)
After a major terrorist attack on American soil, Rogers revealed his identity to the public.

Adaptation Notes:
*I decided not to give Cap the Heightened Power because, given that he was such a weakling originally, it would give him stats of 0 (+3) in BASH. Worse, the bonus makes him virtually superhuman in some areas, and the whole point is that he’s not. So I went with giving him 2 on all Stats.
*I decided to build Cap’s Shield as Super Equipment to test that option. I may change my mind later and build it as a Gadget instead.
*Some people give Cap a lot of combat skills, but since I’m basing this on the Marvel RPG, the options are more limited. Again, I may change this later.
*Yes, he should have enemies as a Disadvantage. I’m working on a list.
*The fact Cap revealed his ID after 9-11 has become impractical due to the passage of time, so I made it more nebulous.
Cap never realy worked hard at secret id anyway.
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Sijo
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Post by Sijo »

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INVISIBLE WOMAN (Susan Storm-Richards)
(Hero, Hits 100)
Brawn 1 (2 pts)
Agility 2 (4 pts)
Mind 2 (4 pts)
Powers
Transparency 3 [Affects Others +1 pt, transparent to infrared and ultraviolet +2 pts] (6 pts)
-typical Power Tricks & Stunts:
*Nullify /Invisibility Only\
*Sense Invisibility
Conjuring 4 [Unseen, +2 pts, Extra Effect: Immune to Telekinesis and Telepathy, +2 pts ] /simple objects only\ (force fields) (7 pts)
-typical Power Tricks & Stunts:
*Special Attacks
*Flight /Tethered\
Boost 1 (Mind, only with Conjuring) (1 pts)
Omni-Linguist /Gadget: Universal Translator, Easily Taken, -1 pt\ (1 pt)
Weakness
Damaging Weakness (x 2 Knockback from attacks on her force fields) (-2 pts)
Mental Malfunction
Repressed- Despite being normally happy and kind, Sue has a lot of repressed frustrations.
Advantages
Alter Ego (Malice,Villain personality, Inconvenient, changes when her emotions are manipulated)
Appeal
Celebrity
Contacts (SHIELD, The Initiative, The Uhari)
Membership (in the Fantastic Four)
Steward (Franklin, son)
Disadvantages
In a Relationship (Mister Fantastic, husband)
Public Identity
Rogue’s Gallery (Frightful Four)
Ward (Valeria, Daughter)
Skills
Athletics/Climbing
Perform/Acting and Dance
Domestic/Manage
Social Science/History
Equipment
Fantastic Four Uniform (has a built-in smartphone)
Fantasti-Flare (Flare Gun, 1 cp)
Breakdown
10 Stats + 15 Powers - 2 Weakness +1 Equipment = 24 pts
Setbacks:
+1 from Advantages (Inconvenient Alter Ego doesn’t count)

Background:
Susan Storm was a model who developed a crush on Reed Richards. That motivated her to get a doctorate of her own. She was present when Reed defeated Gormuu. Therefore she understood his urgency to get his space program started, and when she found out he intended to test the ship by himself she insisted in coming along. After the cosmic rays they were exposed to mutated them, she found she could become invisible, thus the press dubbed her The Invisible Girl (years later she would change it to Invisible Woman.) She and Reed were eventually married and had two children, Franklin and Valeria, tough both have caused them grief involuntarily (Franklin has latent godlike powers, Valeria died in childbirth but Franklin later resurrected her.)

Adaptation Notes:
-Transparency is a form of Invisibility with almost the same mechanics. It's from Awesome Powers #3.
-I used Conjuring instead of Force Field because the maximum size of a (solid, not hollow) force object she can create is 100 feet, just as for Conjuring (note that with the simple objects limit, she only needs Level 4 to make this.)
-from now on I'll save time (and space) by writing up many powers as Power Stunts or Tricks.
-Sue's force fields appear to be psionic, and block other psionic powers.
-Yes, she is affected by inertia on her fields. Don't ask me how.
-The Mind Boost is so she can make the Mind roll for her maximum size fields.
-The Uhari are a race of Fish-men she actually became the Regent of.
-After much thinking I decided Franklin is best described as a Powerhouse (see ADEL file pg. 4) which makes Sue his Stewart (I guess Reed is, too. Haven't worked that out yet.)
-On the other hand, while Valeria also has a potential powerful future self, she currently is just a (genius) kid, so I classified her as a Ward.
-Her skills reflect her careers as a former actress and substitute teacher. I admit I had to stretch things a bit to fill up all the slots (I insist: the BASH skill system needs an update.)
Last edited by Sijo on Wed May 04, 2016 10:55 pm, edited 1 time in total.
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fairytalejedi
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Post by fairytalejedi »

Nice work on the FF so far. :)

Most of Reed's contacts would probably be part of his Membership advantage. Depending on what era you use him, his personal contacts could include the Illuminati members or the Council of Reeds, stuff that he kept to himself.
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Sijo
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Post by Sijo »

Thanks! I'm purposely leaving the details of the FF Membership package vague because I haven't sat down to design it yet. I'll probably have to adjust all of their character sheets once I do.

As for Contacts, I've decided to stick to the rules' definition and only list persons who take some risks for the character. Most Heroes never hesitate to help no matter the risk, so they don't really fit.
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