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BASH Creator site update 1.03: Awesome Powers #1 support
- DevastatingWeakness
- Vigilante
- Posts: 50
- Joined: Thu Sep 15, 2016 11:00 pm
BASH Creator site update 1.03: Awesome Powers #1 support
Good News Everyone! Release 1.03 of www.BASHCreator.net is up!
This includes: The Absorption, Imbue and Trample powers from Awesome Powers #1; Custom Powers that you can define; a new 'Multi-power (Same Power Suite)' enhancement which you can use with the power builds from the Awesome Powers line; a spot for Mental Malfunction; a free text area for other stuff; Lift is now calculated; and few other fixes. Enjoy!
This includes: The Absorption, Imbue and Trample powers from Awesome Powers #1; Custom Powers that you can define; a new 'Multi-power (Same Power Suite)' enhancement which you can use with the power builds from the Awesome Powers line; a spot for Mental Malfunction; a free text area for other stuff; Lift is now calculated; and few other fixes. Enjoy!
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
- DevastatingWeakness
- Vigilante
- Posts: 50
- Joined: Thu Sep 15, 2016 11:00 pm
Very cool! And timely, with her getting a new diplomatic status.
I'm going to have to think about how to implement weapons and related powers like Weapon Technique. I'm leaning towards treating a weapon as a zero-point power, so it'll have access to the character's stats and powers, and you can apply enhancements and limitations to them. I might have to tweak the tagging system so that you can tag Weapon Technique and specific weapons together.
I'm going to have to think about how to implement weapons and related powers like Weapon Technique. I'm leaning towards treating a weapon as a zero-point power, so it'll have access to the character's stats and powers, and you can apply enhancements and limitations to them. I might have to tweak the tagging system so that you can tag Weapon Technique and specific weapons together.
- DevastatingWeakness
- Vigilante
- Posts: 50
- Joined: Thu Sep 15, 2016 11:00 pm
- Solarblast
- Hero
- Posts: 306
- Joined: Thu Dec 09, 2010 12:00 am
Here is a character from my wife's superhero science fiction 60's game.
Space Marine
28 points (16 Stats, 12 Powers )
Former marine pilot, trained astronaut, Captain Hammer was on a flyby mission for NASA over the moon when his module crash landed. He received a transmission from the dark side of the moon. He and his three companions investigated and discovered aliens living on the moon! They told him of a secret between them and other alien races who seeked to control and eventually destroy earth. He was given a suit of futuristic powered armor and weapon and began a secret war to save the world from an alien menace.
Brawn 3 Agility 3 Mind 2
x3 Defence, x2 Mental Defence, x5 Soak
Powers
Mental Skills: Military/Tactics x2, Outdoor/Survival x2, Technology/Repair x3
Physical Skills: Athletics/Climbing x3, Pilot/Control x4
Advantages & Disadvantages
Security Clearance: You have access to top-secret contacts and information.
Leadership: Spend hero points on behalf of others; have effect of two points. Start with five team hero points.
Duty: You are a loyal servant of an organisation. U.S.A.F.
Normal: You are a normal person (max Brawn and Agility 2) when not in super form.
Other
Priority: x3, Defence: x3, Mental Defence: x2, Soak: x5, Hits: 100
Lift: 5 tons, Run: 9 squares, Jump: 9 squares, Climb: 3 squares, Fly: 10 squares, Swim: 3 squares
Space Marine
28 points (16 Stats, 12 Powers )
Former marine pilot, trained astronaut, Captain Hammer was on a flyby mission for NASA over the moon when his module crash landed. He received a transmission from the dark side of the moon. He and his three companions investigated and discovered aliens living on the moon! They told him of a secret between them and other alien races who seeked to control and eventually destroy earth. He was given a suit of futuristic powered armor and weapon and began a secret war to save the world from an alien menace.
Brawn 3 Agility 3 Mind 2
x3 Defence, x2 Mental Defence, x5 Soak
Powers
- * Alien Ray Gun : Special Attack (Ranged) 5 (Agility +1DM to Hit and Mind +4DM to Damage; total x4 to hit, x6 damage.) (4pts)
- * Limitation: Gadget (Easily Taken) (Gadget has 100 hits and Soak 50. Can be disarmed or taken by enemies.)
* Flight 2 (Fly 10 squares per panel.) (2pts)
* Suffocation and High Pressure : Immunity 2 (Immune to 2 sources of harm.) (2pts)
* Double Taps 1 (Make two ranged weapon attacks; cannot move or use any other powers this page.) (1pts)
* Skillful 1 (Gain 2 extra skill slots.) (1pts)
Mental Skills: Military/Tactics x2, Outdoor/Survival x2, Technology/Repair x3
Physical Skills: Athletics/Climbing x3, Pilot/Control x4
Advantages & Disadvantages
Security Clearance: You have access to top-secret contacts and information.
Leadership: Spend hero points on behalf of others; have effect of two points. Start with five team hero points.
Duty: You are a loyal servant of an organisation. U.S.A.F.
Normal: You are a normal person (max Brawn and Agility 2) when not in super form.
Other
Priority: x3, Defence: x3, Mental Defence: x2, Soak: x5, Hits: 100
Lift: 5 tons, Run: 9 squares, Jump: 9 squares, Climb: 3 squares, Fly: 10 squares, Swim: 3 squares
- Sijo
- Superhero
- Posts: 396
- Joined: Wed Aug 01, 2012 11:00 pm
- Location: Puerto Rico
Suggestion re: The Custom Powers. I think these should be put in their own Category. This is so that the player may customize the Category as well, ex. Invisibility that is a BioManipulation rather than a Mental Power. Also, that way Cosmic Powers can be included (that would require customizable point cost as well though.) Oh there's also the fact that most of the new powers in the AP books have no given Category.
- DevastatingWeakness
- Vigilante
- Posts: 50
- Joined: Thu Sep 15, 2016 11:00 pm
Hi Sijo - I added Custom Powers of level 1 to 5 for all of the categories - so if you want to create a custom form of invisibility that is a Bio Manipulation power, you'd use 'Custom Power (Bio Manipulation) 3'.
I haven't got the book handy, but I guess Cosmic powers don't have categories specified? For the new AP powers, I'm basically just assigning the powers to the category that makes sense (in fact, I checked your lists as a verification for Absorption, Imbue and Trample).
I haven't got the book handy, but I guess Cosmic powers don't have categories specified? For the new AP powers, I'm basically just assigning the powers to the category that makes sense (in fact, I checked your lists as a verification for Absorption, Imbue and Trample).
- Sijo
- Superhero
- Posts: 396
- Joined: Wed Aug 01, 2012 11:00 pm
- Location: Puerto Rico
Strangely, I can't seem to find any of the custom power options on the generator today?
In any case: what I mean, is that it would be simpler (and more practical) to have a Category called "Custom Powers" that left the actual category slot blank so the user could add say "Cosmic Power" (which I guess counts as its own Category) or simply leave it blank if the Category is unknown (and note that for my lists, I guessed most of the time, again no official Categories are given for the New Powers in the AP books.)
Also, the point cost could be customizable: (Cosmic Powers can go up to Infinite, though for NPCs only.)
In any case: what I mean, is that it would be simpler (and more practical) to have a Category called "Custom Powers" that left the actual category slot blank so the user could add say "Cosmic Power" (which I guess counts as its own Category) or simply leave it blank if the Category is unknown (and note that for my lists, I guessed most of the time, again no official Categories are given for the New Powers in the AP books.)
Also, the point cost could be customizable: (Cosmic Powers can go up to Infinite, though for NPCs only.)
- DevastatingWeakness
- Vigilante
- Posts: 50
- Joined: Thu Sep 15, 2016 11:00 pm
You need to tick the 'Custom' checkbox (just under the 'Code Name' textbox) or the Custom powers are not included in the powers dropdown.
There's a technical reason why I'd rather not create their own category names, or enter an arbitrary point cost - the resulting power wouldn't be recognised as an existing power when you run an Import. I could re-write the system to handle the case, but it's not one of my higher priorities at the moment.
There's a technical reason why I'd rather not create their own category names, or enter an arbitrary point cost - the resulting power wouldn't be recognised as an existing power when you run an Import. I could re-write the system to handle the case, but it's not one of my higher priorities at the moment.