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Stuff From the Original Boards

Let's talk about the very awesome BASH!
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Dragonfly
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Stuff From the Original Boards

Post by Dragonfly »

Hi all!

What follows is a list of rules clarifications, powers, enhancements, articles, etc. that were posted on the original boards. I'd just finished compiling all of that stuff into a Word document for my own use when the move was announced, so I spent a week cleaning it up and I'm posting it here for all of us to enjoy.

NONE of this stuff is mine. It was all generated by other great and creative minds, but there is no attribution in the following posts. Why? Because I never intended to post these, so I didn't bother jotting down credit. In some cases it would be really hard, as what is being presented is a distillation of conversations between several individuals. If anybody wants me to add their name next to an entry that appears on this thread, just PM me and I'd be happy to edit the post to that effect.

Thanks to all of you who shared (and continue to share) your great ideas in this space!

Excelsior!

Dragonfly

P.S. Please forgive the "all caps" nature of the following posts. These were all cut and paste from the old forums, which had caps as the default (and only) setting.
Last edited by Dragonfly on Sat Apr 10, 2010 4:55 pm, edited 1 time in total.
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Re: Stuff From the Original Boards

Post by Dragonfly »

ERRATA

PAGE 8:
ADD THE FOLLOWING IMMEDIATELY AFTER THE ENTRY ON "DECEPTION" SKILL: DOMESTIC: ANYBODY CAN COOK AND CLEAN FOR THEMSELVES. THIS SKILL INDICATES YOU ARE GOOD ENOUGH TO BE A PROFESSIONAL CHEF, OR A SERVANT FOR A LARGE HOUSEHOLD.

PAGE 22:
YOU DO NOT NEED TO GRAB AN ENEMY FIRST TO USE BODY SLAM.

UNDER THE BODY SLAM SECTION, 2ND PARAGRAPH, 2ND TO LAST SENTENCE. IT READS: "IF YOU LOSE, YOU TAKE THE DIFFERENCE IN DAMAGE (OR YOUR ROLL, WHICHEVER IS LESS), EXCLUDING YOUR MOMENTUM BONUS (IT HURTS MORE WHEN YOU RUN INTO A BRICK WALL THAN WHEN YOU WALK INTO ONE)." CHANGE THE WORD "EXCLUDING" TO "INCLUDING".

PAGE 49:
2ND COLUMN "MIND SPIKES"

2ND PARAGRAPH "NOTE"

2ND LINE CURRENTLY READS: "RANGED ENHANCEMENTS TO THIS POWER, YOU AN ATTACK ENEMIES." SHOULD READ: "RANGED ENHANCEMENTS TO THIS POWER, YOU CAN ATTACK ENEMIES"

PAGE 70
THE CULTIST HAS MIND SHIELD 2 (42 MENTAL DEFENSE). TYPO?
Last edited by Dragonfly on Sat Apr 10, 2010 5:20 pm, edited 3 times in total.
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Re: Stuff From the Original Boards

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RULES CLARIFICATIONS

ENHANCEMENTS

LINKED
YOU CAN ONLY LINK TWO POWERS TOGETHER.

POWERS

DAZE
THE LAST SENTENCE IN THE "DAZE" POWER DESCRIPTION IS: "FOR ONE EXTRA POINT IN THIS POWER YOU CAN REPEL THE TARGETS YOU DAZE." WHAT DOES THIS MEAN? THE CREATURE RUNS AWAY ON ITS ACTION (FIRST IT GETS TO TRY TO BREAK FREE OF THE DAZE).

DEFLECT
DEFLECT IS ACTIVE IN THE SENSE THAT YOU HAVE TO ROLL TO DO IT, AND YOU HAVE TO BE DOING IT CONSCIOUSLY- IF YOU ARE KNOCKED OUT OR UNAWARE OF AN ATTACK, FOR INSTANCE, YOU CANNOT DEFLECT IT. BUT YOU ACTIVATE IT WHEN YOU ROLL TO DEFEND YOURSELF. DEFLECT DOES NOT REQUIRE YOU TO SPEND YOUR PANEL. IT IS A SUSTAINED POWER, YOU CAN USE IT S LONG AS YOU'RE CONSCIOUS WHENEVER YOU ARE ATTACKED.

IMMOBILIZATION
THE CURRENT BRAWN TESTS TO BREAK OUT OF IMMOBILIZE ARE FINE FOR MOST 0-SIZED CHARACTERS, BUT SIZE 4+ CHARACTERS OR MONSTERS COULD EASILY BREAK FREE OF EVEN A 50-STRONG IMMOBILIZATION. TO BUILD AN IMMOBILIZATION POWER THAT IS EFFECTIVE AGAINST LARGE BEINGS, YOU CAN ADD AN ENHANCEMENT: IGNORES SIZE.

MASTERY X
MASTERY X CAN BE IN A MULTIPOWER AS LONG AS THE OTHER POWERS IN THAT MULTIPOWER CONFORM TO THE SAME THEME. X-MASTERY ENVIRONMENTAL EFFECTS AT BEST WILL PROVIDE A +2/-2 HINDERENCE- OTHERWISE IT REALLY IS STEALING THE THUNDER OF ANOTHER POWER. (OF COURSE, IT MAKES PERFECT SENSE FOR POWER STUNTING). IT CAN BE USED TO SUMMON CREATURES FOR INSTANCE- BUT IS FAR LESS POTENT AT MAKING THEM FIGHT THAN THE ACTUAL "SUMMON" POWER.

MIND SPIKES
MIND SPIKES MAKEREADING ANOTHER PERSON'S MIND, ETC, UNCOMFORTABLE, BUT NOT IMPOSSIBLE. YOU CAN STILL READ A MIND PROTECTED BY MIND SPIKES. FOR MIND CONTROL, YOU'D TAKE THE DAMAGE WHEN YOU FIRST TAKE CONTROL AND EACH TIME YOU ISSUE A NEW COMMAND.

SPECIAL ATTACK
AREA AND RANGE CAN EXCEED THE 5 POINT CAP ON SPECIAL ATTACK (AND OTHER POWERS FOR THAT MATTER). THE 5 POINT CAP ONLY APPLIES TO DAMAGE AND TO HIT.

SUPER SPEED
A CHARACTER WITH SUPER SPEED AND A MULTI-POWER CAN SWITCH THEIR MULTI-POWER SETTINGS FROM PANEL TO PANEL WITHIN THE SAME PAGE.

MENTAL MALFUNCTION

MENTAL MALFUNCTION OFTEN IS A CHARACTER'S MOTIVATION, BUT IT DOESN'T HAVE TO BE. MENTAL MALFUNCTION COULD ALSO BE AMNESIAC, NAÏVE, CHIP ON YOUR SHOULDER, ETC. IN A WAY YOU COULD THINK OF MENTAL MALFUNCTION AS ANY KIND OF MOTIVATION, CHARACTER FLAVOR, OR BUILT-IN STORY HOOK THAT HAS NO DIRECT AFFECT UPON THE RULE MECHANICS OF THE GAME.

COMBAT

DEFENSE
WHAT HAPPENS WHEN YOU ARE UNAWARE OF AN ATTACK? ARE YOU UNABLE TO ROLL DEFENSE? IS THERE A BASE DIFFICULTY TO HIT, OR SOMETHING? LIKE, THE ATTACKER STILL NEEDS TO ROLL AT LEAST A 10 OR SOMETHING TO HIT AN UNAWARE TARGET? OR IS IT JUST AN AUTO-HIT AGAINST A 0 DEFENSE? WHAT IF THE ATTACKER IS ATTACKING AN OBJECT, IS THERE ANY NEED FOR AN ATTACK ROLL? HOW DOES ATTACK WEAK SPOT WORK WITH THIS? IF THERE IS NO DEFENSE, DOES ANY ATTACK ROLL OF 20+ DO THE DOUBLE DAMAGE, SINCE IT WOULD BE 20 OVER A 0 DEFENSE?

HALVING AND DOUBLING DAMAGE
WHEN DEALING WITH RESISTANCES, ATTACK WEAK SPOT, AND OTHER DAMAGE MODIFYING POWERS AND EFFECTS, MODIFY THE DAMAGE BEFORE APPLYING SOAK.

IMPROVISED WEAPONS
ANY IMPROVISED WEAPON THAT DOES X4 DAMAGE COVERS A SMALL BURST, ONE THAT DOES X5 DAMAGE COVERS A MEDIUM BURST, AND ONE THAT DOES X6 DAMAGE COVERS A LARGE BURST. WHY? THINK OF WHAT YOU CAN LIFT UP WITH THAT MUCH STRENGTH. IT'S PRETTY BIG, RIGHT? A BUS, LET'S SAY. SO IF YOU HIT SOMEONE WITH A BUS, REASON WOULD FOLLOW THAT IT WOULD COVER AN AREA OF EFFECT. AT YOUR OPTION, YOU CAN ALWAYS TRADE THE BURST FOR EQUAL LEVEL OF LINE AREA (TO SIMULATE TELEPHONE POLES, FOR INSTANCE).
Last edited by Dragonfly on Sat Apr 10, 2010 5:24 pm, edited 3 times in total.
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Re: Stuff From the Original Boards

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NEW STUFF

MENTAL MALFUNCTIONS

WITHOUT A PAST: THE CHARACTER HAS AMNESIA AND BEGINS THE GAME WITHOUT ANY MEMORIES OF HIS OR HER PAST. THE NARRATOR WILL THEN REVEAL ELEMENTS OF THE HERO'S BACKGROUND AS THE CAMPAIGN PROGRESSES.

DISADVANTAGES

ALTITUDE ANXIETY: THE CHARACTER HAS A FEAR OF HEIGHTS AND SUFFERS A -1 MULTIPLIER PENALTY ON ALL ACTIONS WHEN WITHIN TWO SQUARES OF A LEDGE OR LARGE WINDOW AND AT LEAST 3 STORIES OR HIGHER ABOVE THE GROUND. THIS DISADVANTAGE DOESN’T NECESSARILY IMPLY THAT THE CHARACTER IS STRICKEN WITH AN EXTREME PANIC REACTION UNDER THESE CONDITIONS; JUST THAT HIGHER ALTITUDES ARE UNSETTLING ENOUGH TO DISTRACT HIS OR HER CONCENTRATION. MORE SEVERE REACTIONS TO HEIGHT CAN BE HANDLED AS A MENTAL MALFUNCTION.

BLIND: THE CHARACTER CANNOT SEE. EVEN IF OTHER SENSES COMPENSATE FOR MOST OF THE DRAWBACKS OF BEING BLIND, A CHARACTER WITH THIS DISADVANTAGE STILL CANNOT READ STREET SIGNS, KNOW WHAT COLOR SOMETHING IS, ETC.

FRAIL: A VARIATION OF THE OLD DISADVANTAGE, THIS CHARACTER'S MAXIMUM HITS ARE 80, AS HE/SHE SUFFERS FROM A CHRONIC, WEAKENING CONDITION OF SOME FORM, WHICH MAKES THE HERO SLIGHTLY MORE SUSCEPTIBLE TO TAKING DAMAGE. MAYBE THIS DISADVANTAGE REPRESENTS A HERO SECRETLY FIGHTING CANCER (OR SOME OTHER DISEASE), OR MAYBE THE CHARACTER JUST HAS WEAK BONES.

HINDERED MOVEMENT: FOR WHATEVER REASON, YOUR HERO’S MOVEMENT RATE IS IMPAIRED. THE REASON (WHETHER EXTREME AGE, ILLNESS, OBESITY, PHYSICAL HANDICAP, OR SOME OTHER CAUSE) MUST BE DEFINED BY THE PLAYER, AGREED UPON BY THE NARRATOR AND, IF ACCEPTABLE, THE CHARACTER’S NON-POWERED MOVEMENT SPEEDS ARE ½ OF WHAT THEY OTHERWISE WOULD BE. THE HERO CANNOT HAVE THE FLEET OF FOOT POWER. ADDITIONALLY, POWERS WHICH BYPASS THIS DISADVANTAGE, SUCH AS FLIGHT, HOVERING, SUPER RUNNING, AND SUPER SPEED MUST HAVE A LIMITATION APPLIED TO THEM (CHOOSE FROM ACTIVATION, BURN-OUT, CHARGES, CONCENTRATION, ENERGY COST, FADING, FINITE, SINGLE USE, SITUATIONAL, TIME OR TIRING; IF THE POWER COMES FROM A GADGET, THEN IT MUST HAVE THE AMMUNITION LIMITATION).

INEPT: THE CHARACTER CANNOT TAKE ANY PHYSICAL SKILLS, AND SUFFERS A -3 DICE PENALTY WHEN ATTEMPTING UNSKILLED USE OF A PHYSICAL SKILL.

NON-COMBATIVE: WHEN IT COMES DOWN TO THE TYPICAL HERO-VILLAIN SLUGFEST THIS CHARACTER LOOKS FOR SUPPORTING ROLES. THIS IS BECAUSE THEIR FIGHTING SKILLS ARE SOMEWHAT LACKING; THIS CHARACTER SUFFERS A -2 DICE PENALTY ADJUSTMENT [THATS ROLL THE DICE, SUBTRACT TWO FROM THE TOTAL, AND MULTIPLY] TO ALL COMBAT EFFORTS (WHETHER DUCKING A PUNCH, SHOOTING A GUN OR POWER BLAST, OR STRIKING AN OPPONENT). HEROES WITH THIS DISADVANTAGE CANNOT TAKE ANY POWERS FROM COMBAT POWERS OR INTENSE TRAINING POWERS (EXCEPT FLEET OF FOOT AND SKILLFUL). THIS CHARACTER CAN BE HELPFUL BY KEEPING BYSTANDERS OUT OF HARMS WAY WHILE THEIR TEAMATES ENGAGE THE VILLAINS. THIS DISADVANTAGE CAN BE TRADED OFF FOR ANOTHER IF THE GM FEELS THAT THE CHARACTER HAS MADE ENOUGH ATTEMPTS TO IMPROVE HIS OR HER FIGHTING SKILL.

THE BEAST WITHIN: THIS HERO HAS AN UNUSUAL NATURE IN THAT CERTAIN CIRCUMSTANCES COULD CAUSE THE CHARACTER TO TRANSFORM INTO AN UNCONTROLLABLE BEAST CONTROLLED BY THE GM. THE PLAYER MUST DEFINE WHAT CIRCUMSTANCES HAVE A CHANCE OF TRIGGER THIS CHANGE (20 OR FEWER HITS; THE NIGHT OF A FULL MOON; BEING IN A STATE OF EXTREME ANGER; WHATEVER FITS WITH THE CHARACTER CONCEPT AND IS ACCEPTABLE TO THE GM). TO RESIST THE TRANSFORMATION, ONCE UNDER THE INFLUENCE OF THIS CONDITION, THE PLAYER NEEDS TO PASS A SMARTS CHECK VS. THE DIFFICULTY SET BY THE GAMEMASTER (USUALLY BEATING A STANDARD ‘20’ DIFFICULTY IS ENOUGH). THIS SHOULD NOT AFFECT THE PLAYER MORE THAN TWICE PER ISSUE.

NOTES: THE IDEA OF THIS DISADVANTAGE WAS MEANT TO REFLECT A HERO THAT IS ALWAYS IN DANGER OF BEING DOMINATED BY SOME MALEVOLENT EVIL. THIS COULD BE AN ALIEN PARASITE OR DEMONIC ENTITY TRYING TO POSSESS THE CHARACTER'S BODY. MAYBE THE HERO SUFFERS FROM MULTIPLE PERSONALITY DISORDER AND HIS/HER 'HYDE' IDENTITY TENDS TO SURFACE DURING STRESSFUL MOMENTS.

THE PLAYER CAN DECIDE WHETHER THIS TRANSFORMATION JUST AFFECTS THE CHARACTER'S PERSONALLITY OR INCLUDES CHANGES TO HIS/HER APPEARANCE AS WELL.

THIS IS A DISADVANTAGE SO THE PLAYER TAKES RISKS WHEN SELECTING IT. THE NARRATOR WILL TAKE CONTROL OF THE CHARACTER DURING THE PERIOD THAT THE MALEVOLENT ESSENCE IS IN CONTROL. THE ACTIONS AND MEMORIES OF THIS DOMINATING FORCE ARE SEPARATE FROM THE PLAYER'S HERO SO HE/SHE WILL KNOW NOTHING OF 'ITS' ACTIONS DURING THIS TIME; EXCEPT FOR WHAT OTHERS TELL HIM/HER.

“THE BEAST WITHIN” COULD CURSE THE PLAYER WITH A COUPLE OF ADDITIONAL DRAWBACKS. FIRST, FAILING TO CONTAIN THE BEAST MIGHT RISK THE HERO'S FAME RATING (FOR THOSE NARRATORS USING IT) AS THE ACTIONS OF THE "BEAST" MIGHT BE EASILY LINKED TO THE PLAYER'S CHARACTER. ADDITIONALLY, SINCE THE HERO AND THE "BEAST" ARE INEXORABLY LINKED, IT'S EVIL ACTIONS MIGHT FORCE THE HERO TO LOSE A HERO DIE (OR GRANT THE BAD GUY A VILLAIN DIE). THE NARRATOR COULD DECIDE THAT A HERO WITH THIS DISADVANTAGE GAINS AN EXTRA CHARACTER POINT AS A SMALL MEASURE OF COMPENSATION.

SPEECH IMPAIRED: THE CHARACTER CAN ONLY TALK IF HE OR SHE MAKES A 40 MIND CHECK.

UNEDUCATED: THE CHARACTER CANNOT TAKE ANY MENTAL SKILLS, AND SUFFERS A -3 DICE PENALTY WHEN ATTEMPTING UNSKILLED USE OF A MENTAL SKILL.

WINDED: THIS CHARACTER IS OUT OF SHAPE. ANY PROLONGED, STRENUOUS ACTIVITY (SUCH AS COMBAT, RUNNING, CLIMBING, OR SWIMMING) CAN WEAR THE HERO OUT. AFTER 3 PAGES OF SUCH EXERTION THE CHARACTER MUST BEGIN TO ROLL A 1D6 BEFORE EACH SUBSEQUENT PANEL OF ACTION AND GET A RESULT EQUAL TO, OR LESS THAN, HIS/HER BRAWN SCORE. FAILURE FORCES THE CHARACTER TO REST FOR THAT PAGE. IF SUCCESSFUL, THE HERO MAY CONTINUE NORMALLY THAT ROUND; BUT MUST ROLL THE 1D6 AGAIN NEXT PANEL WITH A +1 ADDED TO THE RESULT. EACH SUBSEQUENT PANEL INCREASES THIS PENALTY BY +1. A CHARACTER IN COMBAT CANNOT ATTACK (AND INDEED MUST SPEND A HERO POINT TO DODGE/BLOCK AN ATTACK, SOMEONE RUNNING/CLIMBING/SWIMMING MUST STOP TO REST. A SWIMMER TREADS WATER AND A CLIMBER HOLDS POSITION - IN ALL CASES THERE IS NO FURTHER PROGRESS. AFTER ONE PAGE OF REST THE CHARACTER CAN RESUME THE ACTIVITY. BY SPENDING A HERO DIE, THE PLAYER CAN RESET THE COUNTER BACK TO ZERO.

ENHANCEMENTS

IGNORE SIZE: THIS ENHANCEMENT CAN ONLY BE APPLIED TO POWERS FOR WHICH SIZE ALTERS THEIR EFFECTIVENESS. ANY BENEFITS OR DRAWBACKS DUE TO GROWING, SHRINKING, OR SIZE ARE IGNORED BY THE POWER. THUS, LARGE TARGETS DO NOT GAIN BONUSES TO SOAK OR BRAWN ROLLS INVOLVING THIS POWER, NOR DO SMALL TARGETS GAIN DEFENSE BONUSES. NOTE THAT THIS CAN GO BOTH WAYS; A LARGE TARGET DOES NOT SUFFER A DEFENSE PENALTY IF HIT BY AN ATTACK WITH THIS ENHANCEMENT, AND IF THE ATTACKER ALSO HAS SIZE 1+, DOES NOT GAIN DAMAGE BONUSES IF THE ATTACK IS BRAWN-BASED. SINCE IGNORING SIZE IS NEVER ENTIRELY DETRIMENTAL THOUGH, THESE DRAWBACKS DO NOT COUNT TOWARD ANY SORT OF LIMITATION.

MENTAL ATTACK: YOU CAN CHANGE A NORMALLY PHYSICAL ATTACK POWER INTO A MENTAL POWER WITH THIS ENHANCEMENT. THIS CHANGES YOUR ATTACK ROLL TO USE MIND INSTEAD OF AGILITY, ALTHOUGH THE TARGET STILL DEFENDS WITH AGILITY. YOUR DAMAGE (IF ANY) IS BASED ON MIND, AND THIS CAN BE SOAKED BY THE TARGET'S NORMAL MENTAL DEFENSE OF MIND + MIND SHIELD. (NOTE: THIS IS PROBABLY OVERPOWERED IN CANON BASH. I'M USING HOUSE RULES TO ADD A FOURTH STAT, DISCUSSED IN ANOTHER THREAD, SO IN MY GAME MENTAL DAMAGE AND SOAK IS BASED ON THAT FOURTH STAT. IN CANON, WITH JUST 3 STATS, THIS ENHANCEMENT WOULD LET YOU INCREASE BOTH YOUR TO HIT AND DAMAGE BASED ON A SINGLE STAT, WHICH WOULD BE BAD IMO.)

EDIT: BASED ON ANOTHER THREAD I JUST SAW (SEE MIND BLAST POWER BELOW), YOU COULD BALANCE THIS IN CANON BASH BY HAVING THE MENTAL ATTACK ADVANTAGE REMOVE THE MIND STAT FROM THE DAMAGE DM. SO THE DM COMES ENTIRELY FROM THE POWER RANKS, AND THE MIND STAT IS ONLY BEING APPLIED ONCE, FOR THE ATTACK ROLL. THAT AVOIDS THE DOUBLE-DIPPING WITHOUT NEEDING A FOURTH STAT.

SELECTIVE: YOU HAVE THE ABILITY TO SELECT WHICH TARGETS ARE AFFECTED BY A POWER. TYPICALLY APPLIED TO AREA ATTACKS, YOU CAN APPLY DAMAGE ONLY TO THE TARGETS YOU CHOOSE (WHICH ALSO MEANS THEY DON'T AFFECT TARGETS YOU DON'T KNOW ABOUT DUE TO INVISIBILITY, ETC.) CERTAIN OTHER POWERS MIGHT ALLOW THIS ENHANCEMENT TO REPRESENT GREATER CONTROL, LIKE MAKING ONLY PART OF YOU INTANGIBLE WITH GHOST FORM, ETC.

SUBTLE: YOUR POWER IS HARD TO DETECT. FOR 1 PT, ONLOOKERS MUST MAKE A MIND CHECK AT 10 TO KNOW THAT YOU USED THE POWER IN QUESTION. FOR 2 PTS, THE MIND CHECK MUST BE MADE AT 20. ETC., ETC. MINIONS AND NON-POWERED NPCS AUTOMATICALLY FAIL THIS CHECK. NOTE THAT THIS ENHANCEMENT ONLY CONCEALS THE POWER'S USE; THE CONSEQUENCES OF THE POWER'S USE (E.G., A SMOKING HOLE IN THE WALL; AN OPPONENT STUCK TO THE FLOOR) ARE STILL READILY DETECTABLE.

LIMITATIONS

FOCUS: THIS LIMITATION CAN ONLY BE APPLIED TO POWERS THAT ARE NORMALLY SUSTAINED. THE POWER BECOMES MAINTAINED INSTEAD, AND IF IT IS DISRUPTED (DUE TO DAMAGE, STUN, ETC.) IT CANNOT BE REACTIVATED IN THE SAME PAGE.

OBVIOUS: MOST POWERS ARE ALREADY “OBVIOUS” IN THAT THEY HAVE SOME OUTWARD MANIFESTATION THAT BETRAYS THEIR BEING USED. SOME, HOWEVER, (SUCH AS TELEPATHY) ARE ONLY PERCEIVABLE BY THOSE WHO ARE AFFECTED BY THEM (OR THOSE WHO HAVE SPECIAL SENSES TO DETECT THEIR USE). THIS LIMITATION MAKES INOBVIOUS POWERS OBVIOUS TO ONLOOKERS. IT IS UP TO THE NARRATOR TO DECIDE WHICH POWERS ARE INHERENTLY INOBVIOUS AND THEREFORE QUALIFY FOR THIS LIMITATION.

POWERS

MIND BLAST 2-5PTS
RANGE, AREA

EACH LEVEL IN THIS POWER DOES 1DM TO THE TARGET. UNLIKE SPECIAL ATTACK, YOU DO NOT ADD MIND TO DAMAGE- INSTEAD MIND IS USED TO HIT VS. THE TARGET'S DEFENSE. ALSO THE TARGET DOES NOT SOAK THE DAMAGE NORMALLY- INSTEAD, USING MENTAL DEFENSE AS SOAK.

NOTE: THE POINT COST OF THIS POWER IS 1PT HIGHER THAN THE POWER'S LEVEL. WHAT ARE THE BENEFITS OF THIS POWER? 1) USE MIND TO HIT, NOT AGILITY. 2) ENEMY’S SOAK IS EQUAL TO MENTAL DEFENSE. THIS MEANS THAT YOU CAN HIT A GUY LIKE SUPERMAN- AND ACTUALLY HURT HIM WITH THIS. WHAT I THINK I WANT TO DO IS HAVE IT BE MIND VS. MIND TO HIT. BUT NOT SURE IF I SHOULD ALSO HAVE MENTAL DEFENSE BE SOAK THEN... IT MIGHT BE TOO LOP-SIDED THAT WAY. I SUPPOSE I COULD DO IT LIKE BODY-SLAM- YOUR HIT ROLL IS YOUR DAMAGE ROLL... SO YOU'D ROLL MIND BLAST VS. OPPONENT'S MENTAL DEFENSE. THEY TAKE THE DIFFERENCE IN DAMAGE. IF THEY HAVE MIND SPIKES UP, THE ATTACKER WILL ALSO BE ATTACKED BY THE MIND SPIKES.
Last edited by Dragonfly on Sat Apr 10, 2010 5:37 pm, edited 4 times in total.
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Re: Stuff From the Original Boards

Post by Dragonfly »

HOW WOULD YOU BUILD…?

BEAST LORDS
THEY EACH HAVE 3 FORMS. NORMAL HUMAN, ANIMAL AND HYBRID (WEREMAN TYPE). THEY HAVE NO POWERS IN HUMAN FORM, OTHER THAN BEING ABLE TO SENSE EACH OTHER. HOW WOULD I DO THAT IN THE BASH! RULES?

GIVE THEM THE "NORMAL" DISAD THEN AND PUT A LIMITATION ON SHAPESHIFT- THAT IT CAN ONLY BE USED TO TAKE ON A SINGLE ANIMAL FORM. USE THE STATS FROM THEIR "WEREBEAST" FORM AS THEIR "REGULAR" STATS, THE SHAPE-SHIFTING POWER WITH A LIMITATION TO REPRESENT ANIMAL MODE, AND JUST USE THE NORMAL DISAD TO REPRESENT HUMAN MODE. THE ABILITY TO SENSE ONE ANOTHER MIGHT NOT EVEN BE CONSIDERED A POWER SINCE IT IS SUCH A NARROW FOCUS THAT SENSE X DOESN'T FEEL RIGHT FOR IT. MAYBE AN ADVANTAGE WOULD COVER IT.

EXPLODING MAN
BRAWN 2, AGILITY 2, MIND 1
POWERS:
EXPLODE SELF: SPECIAL ATTACK 5 [ENHANCEMENTS – VARIABLE (CANNOT BE RANGED), LIMITATIONS – DISORIENTING] 5 PTS
BOOST 3 (MIND) [WHEN HE EXPLODES] 3 PTS
GASEOUS FORM: GHOST FORM [ENHANCEMENTS – LINKED TO FLIGHT, LIMITATIONS – AUTOMATICALLY ACTIVATES AFTER USING EXPLODE SELF POWER] 4 PTS
FLIGHT 2 (10 SQUARES) 2 PTS
ADVANTAGES: DUMB LUCK
DISADVANTAGES: UNCONTROLLABLE POWERS
100 HITS/X2 SOAK
24 PTS (10 STATS, 14 POWERS)

GOO FORM
GHOST FORM 1
IMMOBILIZE
CONTINUAL DAMAGE (CONSTRICTION)
HOVERING (SLIDES AROUND ON A SLICK OF GOO)

GRAVITY / FORCE POWERS
FORCE BLAST: SPECIAL ATTACK [RANGE, AREA, ENHANCEMENT: EXTRA EFFECT VS. INANIMATE OBJECTS]
FORCE WAVE: PUSH [RANGE, AREA]
TRACTOR BEAM: TELEKINESIS
FORCE ARMOR: ARMOR 3 [LIMITATION: ENERGY COST, TREAT AS MAINTAINED] 2PTS
FORCE FIELD * NEED TO INCLUDE ALL SORTS OF VARYING AREAS, SIZES, ETC.
FORCE CAGE: FORCE FIELD [LIMITATION: HOLES (PEOPLE CAN ATTACK THROUGH IT, WATER WILL GO THROUGH IT, ETC)]
SCULPT FORCE: CONJURING 3
INCREASE GRAVITY: IMMOBILIZATION 5, ENHANCEMENT: VARIABLE (ABLE TO INCREASE GRAVITY OVER A LARGE AREA)

NULLIFY WITH TIERD EFFECT
BUY THE POWER AT NULLIFY 4 WITH THE LIMITATION "ONLY WORKS AT HALF STRENGTH IF TARGET NOT IN SAME SQUARE AS NULLIFIER." ANOTHER EASY SOLUTION IS BUY IT WITH "EXTRA EFFECT" VS. TOUCHED TARGET. YOU COULD ALSO BUY IT AS "FADING" BUT HAVE THE FADE BE BASED ON DISTANCE RATHER THAN TIME (-1 DM PER SQUARE OF DISTANCE MAYBE).

SENSE TRUTH POWER
BUILD IT WITH SENSE X AND CALL IT “SENSE LIES.”

IT MIGHT ALSO DEPEND ON THE WAY THE POWER OPERATES. IF IT'S SORT OF TELEPATHIC, THEN YOU CAN TAKE IT AS A LIMITED FORM OF TELEPATHY, BUT YOU COULD BE MISLEAD IF THE SUBJECT IS MISINFORMED.

IF YOU HAVE THE POWER TO SENSE COSMIC TRUTH, AND COMPARE PEOPLES' STATEMENTS TO IT, THEN IT MIGHT BE “SENSE TRUTH” INSTEAD, IN WHICH CASE YOU MIGHT GET SUCH RESPONSES AS "HE THINKS HE'S TELLING THE TRUTH, BUT IS MISTAKEN."

SHADOW DIVING
THIS POWER ALLOWS A CHARACTER TO MERGE/MELD WITH A TARGET’S SHADOW, EFFECTIVELY BECOMING THE TARGET'S SHADOW. THE CHARACTER BECOMES TWO-DIMENSIONAL, INSUBSTANTIAL, AND PARTIALLY CONCEALED (THE CHARACTER APPEARS AS A SHADOW AND THUS IS PARTIALLY HIDDEN). WHILE IN THIS FORM, THE CHARACTER IS TETHERED TO THE TARGET, GAINING THE TARGET'S MOVEMENT SPEED. THERE MUST BE A SHADOW FOR THE MERGER TO HAPPEN. LOSS OF SHADOW EJECTS THE CHARACTER INTO THREE-DIMENSIONAL FORM, RETAINING THE TARGET'S VELOCITY AT THE TIME. WHILE IN THIS FORM, THE CHARACTER CANNOT AFFECT THE PHYSICAL WORLD, BUT CAN AFFECT THE SHADOW GIVING IT ANIMATION AND LIMITED SHAPECHANGING (MAKE THE TAREGT SHADOW LOOK LIKE ANYTHING AND/OR MOVE AROUND THE TETHERED POINT). THE CHARACTER CAN ALSO TRANSFER FROM ONE SHADOW TO ANOTHER IF THEY INTERSECT. THE CHARACTER CAN ALSO USE THE POWER IN REVERSE, TRAPPING SOMEONE ELSE IN A SHADOW. TO DO THIS, THE CHARACTER CAN SET UP MULTIPLE TRIGGERED TRAPS. FINALLY, THE CHARACTER CAN ATTACK FROM THE SHADOWS, EMERGING FROM THEM AND ATTACKING WHILE IN THREE-DIMENSIONAL FORM.

SHADOW MASTERY [ENHANCEMENT: LINKED TO DIMENSIONAL TELEPORTATION (ENHANCEMENT: USABLE ON OTHERS)]

SHADOW MASTERY [ENHANCEMENT: LINKED TO SHRINKING 5 (ENHANCEMENT: USABLE ON OTHERS, LIMITATION: CHARACTER/TARGET DISAPPEARS INSTEAD OF CHANGING SIZE)]

AS FOR THE TRAPS: IF THE EFFECT IS THAT ANYONE WHO WALKS INTO AN AREA IS TURNED INTO A SHADOW, THE USE THE GATEWAY ALTERNATE POWER OF TELEPORTATION (DIMENSIONAL GATEWAY) WITH A LINGERING AREA. IF THE EFFECT IS THAT THE TRAP IS ACTIVATED AT A PRECISE MOMENT, THEN ADD RANGE TO THE POWER SO THAT IT CAN BE DONE REMOTELY.

SLEEP SPELL
INDUCE SLEEP: DAZE [ENHANCEMENT: EXTENDING DURATION]

SONIC POWERS
SONIC DISRUPTION: DAZE (RANGE, AREA)
SONIC BLAST: SPECIAL ATTACK [RANGE, AREA, ENHANCEMENT: EXTRA EFFECT VS. INANIMATE OBJECTS]
SONIC WAVE: PUSH [RANGE, AREA]
IMMUNITY: SONICS
SONIC SHIELD: FORCE FIELD
SOUND EFFECTS: ILLUSION 1 [LIMITATION: AUDIO ONLY]
DISTRACTION: WEAKEN (MIND)
SONAR: DANGER SENSE

VEHICLES WITH LIMBS
IF IT NEEDS A PILOT, IT'S A VEHICLE. IF IT WILL WORK WITHOUT ONE, IT IS A HERO/VILLAIN/SIDEKICK. I WOULD CONSIDER HAVING ARMS/LEGS AN ADVANTAGE FOR THE VEHICLE, WHICH I ALSO IMAGINE IS CRAMPED, SO THAT ADVANTAGE IS EASILY PAID FOR.

WONDER WOMAN'S LASSO
MIND CONTROL [LIMITATION: ONLY WORKS TO MAKE SUBJECT TELL THE TRUTH; SUBJECT MUST BE CAUGHT BY LASSO]
Last edited by Dragonfly on Sat Apr 10, 2010 5:40 pm, edited 3 times in total.
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Re: Stuff From the Original Boards

Post by Dragonfly »

CONVERTING FROM MARVEL SAGA TO BASH!

FIRST OFF, ALLOW ME TO SAY THAT I DON'T ADVOCATE EVER USING A STRAIGHT FORMULA FOR CONVERSIONS...HOWEVER, GUIDELINES ARE GREAT.

THAT SAID, MARVEL SAGA TO BASH IS SURPRISINGLY SIMPLE.

BRAWN = STRENGTH
AGILITY = AGILITY
MIND = THE AVERAGE OF INTELLECT AND WILLPOWER

NOW, THE SCORES DON'T TRANSLATE EXACTLY, BUT INSTEAD ON APPROXIMATELY THIS SCALE:

0 = 1-2
1 = 3-4
2 = 5-8
3 = 9-12
4 = 13-16
5 = 17-20

NOTE THAT I HAVE YET TO CONVERT ANY COSMIC LEVEL CHARACTERS. FOR POWERS, YOU USE A SLIGHTLY DIFFERENT SCALE:

1 = 1-4
2 = 5-8
3 = 9-12
4 = 13-16
5 = 17-20

WITH POWER STUNTS, YOU JUST HAVE TO WEIGH HOW FREQUENTLY THEY WILL BE USED WITH YOUR BASH CHARACTER. WITH A COMMON STUNT, GO AHEAD AND BUY IT AS THE PROPER POWER, MAKE IT LINKED IF YOU NEED TO, OR MAKE IT A MULTIPOWER IF YOU NEED TO. IF IT’S NOT A COMMON STUNT, USE THE STANDARD POWER STUNT RULES FROM BASH.

NOTE THAT ONE OR TWO SKILLS TRANSLATE TO POWERS (LIKE SONIC SLAM, WHICH IS THE OLD TRICK OF SLAMMING YOUR FISTS TO THE GROUND AND MAKING A SHOCKWAVE). YOU WILL ALSO HAVE TO EVALUATE YOUR CHARACTERS ON A CASE BY CASE BASIS, AS SOME MY REQUIRE MORE SKILLS THAN THE BASE RULES ALLOW, SO YOU MAY NEED TO TAKE JACK OF ALL TRADES OR SKILLFUL. THE CALLING SHOULD GIVE AN IDEA AS TO YOUR HERO'S MENTAL MALFUNCTION, AND OFTEN TIMES THE HINDRANCES WILL GIVE A GOOD INDICATION AS TO PROPER DISADVANTAGES.

EDGE AND TRUMP DON'T CONVERT, BUT THIS IS MOST NOTICEABLE FOR COSMIC LEVEL CHARACTERS AS, FOR INSTANCE, CAPTAIN AMERICA BUILT ON LOWER POINTS THAN A THOR OR IRON MAN WOULD GET A MUCH LARGER AMOUNT OF HERO POINTS WITH WHICH TO INCREASE HIS CAPABILITIES IN THE GAME.

WE'LL USE NIGHTCRAWLER FOR AN EXAMPLE.

FIRST, ATTRIBUTES. HIS SCORES IN SAGA ARE: STRENGTH 6C, AGILITY 12A, INTELLECT 5D AND WILLPOWER 7C.

STRENGTH BECOMES BRAWN 2, AGILITY TRANSFERS TO A 3 AND HIS MIND WINDS UP AT A 2.

POWERS: ADDITIONAL LIMB (PREHENSILE TAIL) 4, BLENDING (DARKNESS ONLY) 4, TELEPORTATION (FUSILLADE, QUICK TURNAROUND) 3 AND WALL-CRAWLING 2.

EXTRA LIMB 1 GIVES NIGHTCRAWLER A TAIL.

INVISIBILITY 3 (DARKNESS ONLY) LETS HIM SLIP AROUND IN THE DARKNESS UNSEEN AND ONLY COSTS HIM 2 POINTS DUE TO THE LIMITATION. (NOTE THAT I OPTED TO MOVE UP THE RANK FROM THE STRAIGHT CONVERSION TO BETTER FIT THE CONCEPT).

TELEPORTATION 1 FITS NIGHTCRAWLER PRETTY WELL. GIVE HIM THE LIMIT: REQUIRES SIGHT OR FAMILIARITY AND THE ENHANCEMENT: AFFECTS OTHERS. I WANT TO LINK SWIFT STRIKE TO TELEPORTATION, BUT THAT MEANS TELEPORTATION CAN'T BE USED WITHOUT IT.

SO, THAT SAID, GIVE HIM SWIFT STRIKE (2) AND WEAPON TECHNIQUE (SWORDS) 1.

CLINGING (1) ROUNDS OUT HIS POWERS SET.

FOR HIS THREE AGILITY SKILLS I SAW ATHLETICS/ACROBATICS AND ATHLETICS/CLIMBING, PERFORM/CIRCUS SHOWMANSHIP. FOR MIND WE HAVE HUMANITIES/RELIGION AND TECHNOLOGY/REPAIR.

FREAK AND SOCIAL STIGMA BOTH CLEARLY APPLY AS DISADVANTAGES. BALANCE THESE WITH LEADERSHIP AND FRIGHTENING PRESENCE.

THAT'S A MERE 8 POINTS ON POWERS AND 14 FOR STATS, MEANING NIGHTCRAWLER HAS ALL KINDS OF AWESOME HERO POINTS TO PLAY AROUND WITH IN MOST GAMES. ALTERNATELY, YOU CAN BOOST HIS TELEPORT UP A BIT, BUT "TENS OF MILES" WITH CONCENTRATION IS ACTUALLY A BIT ABOVE HIS USUAL POWER LEVEL ANYWAY.

YOU COULD ALSO GIVE HIM A LEVEL OF SKILLFUL, AS HIS PILOT SKILL FROM SAGA GOT LEFT OFF, AND YOU COULD JUSTIFY A STEALTH/HIDING SPECIALTY FOR THE SECOND SKILL, I SUPPOSE, THOUGH I HAVE A FEELING THAT HE'S RELIED SO LONG ON HIS FUR FOR HIDING THAT HE WOULD BE LOST WITHOUT IT.

MENTAL MALFUNCTION DEPENDS ON THE THE TIME YOU CATCH HIM, BUT I WOULD SAY "THRILL OF ADVENTURE" CAPTURES THE SWASHBUCKLING NIGHTCRAWLER WELL.
Last edited by Dragonfly on Sat Apr 10, 2010 5:13 pm, edited 2 times in total.
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Post by Dragonfly »

ORIGINS, COMPLICATIONS, AND MOTIVATIONS

ORIGIN (BIOLOGY): BEFORE YOUR HERO WAS EXPOSED TO SOME BIOLOGY-ALTERING AGENT; YOU WERE A PRETTY ORDINARY ANIMAL, PLANT OR INSECT... THAT'S RIGHT YOU AREN'T HUMAN BUT REALLY A RELATIVELY HUMANOID AND MUTATED VERSION OF SOME NATURAL EARTHLY CREATURE. [YOU MUST FIGURE OUT WHICH CRITTER IS BEST REPRESENTED BY SOME OR ALL OF YOUR POWERS - OTHER POWERS THAT ARE NOT EASILY EXPLAINED, SUCH AS TELEPORTATION, ARE SIMPLY A SIDE-EFFECT OF THE MUTAGEN.]

ORIGIN (SUPER-SCIENCE): YOUR HERO IS MORE OF A CONTEMPORARY CRAFTSMAN THAN A SUPER-SCIENCE ENGINEER. [THE TECHNICAL DEVICES YOU BUILD AND USE FOR CRIMEFIGHTING COME FROM REAL-WORLD TECHNOLOGY: YOU COULD HAVE YOUR CHARACTER BUILD A ROCKET OR JETPACK WITH WHICH TO FLY, BUT NOT AN ANTI-GRAVITY FIELD GENERATOR.]

ORIGIN (MAGIC): YOUR HERO IS THE UNLIVING CONSTRUCT CREATED/ANIMATED BY A WITCH, WIZARD OR SOME OTHER SUPERNATURALLY TRAINED BEING. [YOU COULD BE AN ANIMATED CORPSE OR A GOLEM - YOUR HERO, THOUGH A CREATION, IS SELF AWARE: MAYBE YOUR CONSTRUCTED FORM HOUSES THE ESSENCE OF A GHOST OR SPIRIT.]

COMPLICATION: YOUR HERO EXPERIENCES FLASHES OF MEMORIES WHICH, YOU ARE SURE DON’T BELONG TO YOU. [ARE THESE RECOLLECTIONS OF A PAST LIFE, OR SUPPRESSED MEMORIES THAT ARE RESURFACING? MAYBE YOUR HERO BELIEVES THAT HIS/HER MIND HAS BEEN TAMPERED WITH!]

COMPLICATION: YOUR HERO HAS BEEN PHYSICALLY ALTERED AND NOW LOOKS COMPLETELY DIFFERENT. [IS THIS BECAUSE OF AN ACCIDENT, OR WAS HE/SHE PERMANENTLY, COSMETICALLY ALTERED FOR SOME PURPOSE? MAYBE THIS WAS A SIDE EFFECT FROM THE EVENT THAT BESTOWED THE CHARACTER HIS/HER POWERS.]

COMPLICATION: YOUR HERO HAS DEVELOPED STRONG FEELINGS OF LOVE TOWARD A CERTAIN VILLAIN WHICH COMPLICATES YOUR DUTIES AS A CRIMEFIGHTER. [YOU TEND TO HOLD BACK YOUR PUNCHES YOUR PUNCHES SOMEWHAT WITH THIS CHARACTER. THOUGH YOU WILL STOP THEIR EVIL-DOINGS YOU MIGHT BE TEMPTED TO LET THEM ESCAPE; HOPING THAT THIS PERSON WILL EVENTUALLY REFORM THEIR WAYS.]

COMPLICATION: YOUR HERO HAS SOMEHOW MANAGED TO ATTRACT AN OBSESSED FAN WHOSE EFFORTS TO STALK YOU THREATENS TO BLOW YOUR SECRET IDENTITY.

COMPLICATION: YOUR HERO IS UNDUELY CREDITED WITH SOME HEROIC ENDEAVER THAT YOU HAD NO ACTIVE PARTICIPATION IN OR WITH. THIS EVENT IS CONSTANTLY MENTIONED IN THE MEDIA. [HOW DOES THE HERO THAT ACTUALLY PERFORMED THIS ACT FEEL ABOUT YOU STEALING HIS/HER/ITS GLORY?]

COMPLICATION: YOUR HERO IS CONSTANTLY INFORMED THAT ANOTHER SUPER (HERO OR VILLAIN) GOES BY THE SAME NAME. [THIS COULD BE A SUPER FORM ANOTHER NEARBY CITY OR MAYBE HE/SHE IS FROM ANOTHER COUNTRY BUT IS VERY WELL KNOWN - AT LEAST TO EVERYONE ELSE; AS YOU'VE NEVER HEARD OF THIS PERSON BEFORE!]

MOTIVATION: YOU BECAME A SUPER HERO IN ORDER TO IMPRESS SOMEONE. [THIS PERSON COULD BE A TOTAL SUPER-GROUPIE FAN, OR MAYBE YOU JUST THINK THIS PERSON WILL FIND YOU MORE DESIRABLE IF HE/SHE KNOWS YOU ARE A SUPER!]

NOTES: I WROTE THE ARTICLE BEFORE I HAD GOTTEN MY HANDS ON BASH! UE, SO SOME OF THE MATERIAL DOESN'T MESH TO THE NEW RULES 100% (SOME OF THE ORIGIN IDEAS KINDA STEP ON THE TERRITORY OF ADVANTAGES AND DISADVANTAGES). ALSO, I WAS OF THE MINDSET THAT A CHARACTER'S MENTAL MALFUNCTION WAS HIS/HER MOTIVATION: NOW I REALIZE THAT IT CAN BE SO MUCH MORE.

THE ARTICLE WAS INTENDED TO HELP NEWBEE, SUPERS-GAMERS QUICKLY CREATE CHARACTERS WITH INTERESTING BACKSTORY ELEMENTS, POWER THEMES, AND HEROIC INDUCEMENTS. I HOPE THESE ADDITIONS ARE HELPFUL. PLEASE FEEL FREE TO ADD YOUR OWN IDEAS.
Last edited by Dragonfly on Sat Apr 10, 2010 5:42 pm, edited 3 times in total.
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Post by BASHMAN »

Just so you know an easier way to port stuff over- without the all caps- is to hit "Quote" on the old forums- then copy and paste it here. The all-caps should be gone.
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Re: Stuff From the Original Boards

Post by Dragonfly »

Now you tell me! :wink: Hmm....when and IF I have time, I'll try to correct the caps issue. The problem I'm having now, though, is getting the Bold and Size functions to work. Bold will work if I manually input the code, but not if I click the "B" on the toolbar. I can't get the size to work either. The result is a very confusing set of postings, as you can't make out the headings and subheadings. Suggestions?

Best,

Dragonfly
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Re: Stuff From the Original Boards

Post by Dragonfly »

Okay, I can now resize the font manually. I was just inputting the code incorrectly. I'm still learning how to do to the coding using the buttons. I thought I could just highlight something, hit the button, and get the desired effect. I now realize I was wrong. :oops:

Anyway, still getting the hang of it. I'll be editing things later tonight.

Best,

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Post by MrJupiter »

Awesome work Dragonfly.
Dragonfly wrote:ORIGINS, COMPLICATIONS, AND MOTIVATIONS

ORIGIN (BIOLOGY): BEFORE YOUR HERO WAS EXPOSED TO SOME BIOLOGY-ALTERING AGENT; YOU WERE A PRETTY ORDINARY ANIMAL, PLANT OR INSECT... THAT'S RIGHT YOU AREN'T HUMAN BUT REALLY A RELATIVELY HUMANOID AND MUTATED VERSION OF SOME NATURAL EARTHLY CREATURE. [YOU MUST FIGURE OUT WHICH CRITTER IS BEST REPRESENTED BY SOME OR ALL OF YOUR POWERS - OTHER POWERS THAT ARE NOT EASILY EXPLAINED, SUCH AS TELEPORTATION, ARE SIMPLY A SIDE-EFFECT OF THE MUTAGEN.]

ORIGIN (SUPER-SCIENCE): YOUR HERO IS MORE OF A CONTEMPORARY CRAFTSMAN THAN A SUPER-SCIENCE ENGINEER. [THE TECHNICAL DEVICES YOU BUILD AND USE FOR CRIMEFIGHTING COME FROM REAL-WORLD TECHNOLOGY: YOU COULD HAVE YOUR CHARACTER BUILD A ROCKET OR JETPACK WITH WHICH TO FLY, BUT NOT AN ANTI-GRAVITY FIELD GENERATOR.]

ORIGIN (MAGIC): YOUR HERO IS THE UNLIVING CONSTRUCT CREATED/ANIMATED BY A WITCH, WIZARD OR SOME OTHER SUPERNATURALLY TRAINED BEING. [YOU COULD BE AN ANIMATED CORPSE OR A GOLEM - YOUR HERO, THOUGH A CREATION, IS SELF AWARE: MAYBE YOUR CONSTRUCTED FORM HOUSES THE ESSENCE OF A GHOST OR SPIRIT.]

COMPLICATION: YOUR HERO EXPERIENCES FLASHES OF MEMORIES WHICH, YOU ARE SURE DON’T BELONG TO YOU. [ARE THESE RECOLLECTIONS OF A PAST LIFE, OR SUPPRESSED MEMORIES THAT ARE RESURFACING? MAYBE YOUR HERO BELIEVES THAT HIS/HER MIND HAS BEEN TAMPERED WITH!]

COMPLICATION: YOUR HERO HAS BEEN PHYSICALLY ALTERED AND NOW LOOKS COMPLETELY DIFFERENT. [IS THIS BECAUSE OF AN ACCIDENT, OR WAS HE/SHE PERMANENTLY, COSMETICALLY ALTERED FOR SOME PURPOSE? MAYBE THIS WAS A SIDE EFFECT FROM THE EVENT THAT BESTOWED THE CHARACTER HIS/HER POWERS.]

COMPLICATION: YOUR HERO HAS DEVELOPED STRONG FEELINGS OF LOVE TOWARD A CERTAIN VILLAIN WHICH COMPLICATES YOUR DUTIES AS A CRIMEFIGHTER. [YOU TEND TO HOLD BACK YOUR PUNCHES YOUR PUNCHES SOMEWHAT WITH THIS CHARACTER. THOUGH YOU WILL STOP THEIR EVIL-DOINGS YOU MIGHT BE TEMPTED TO LET THEM ESCAPE; HOPING THAT THIS PERSON WILL EVENTUALLY REFORM THEIR WAYS.]

COMPLICATION: YOUR HERO HAS SOMEHOW MANAGED TO ATTRACT AN OBSESSED FAN WHOSE EFFORTS TO STALK YOU THREATENS TO BLOW YOUR SECRET IDENTITY.

COMPLICATION: YOUR HERO IS UNDUELY CREDITED WITH SOME HEROIC ENDEAVER THAT YOU HAD NO ACTIVE PARTICIPATION IN OR WITH. THIS EVENT IS CONSTANTLY MENTIONED IN THE MEDIA. [HOW DOES THE HERO THAT ACTUALLY PERFORMED THIS ACT FEEL ABOUT YOU STEALING HIS/HER/ITS GLORY?]

COMPLICATION: YOUR HERO IS CONSTANTLY INFORMED THAT ANOTHER SUPER (HERO OR VILLAIN) GOES BY THE SAME NAME. [THIS COULD BE A SUPER FORM ANOTHER NEARBY CITY OR MAYBE HE/SHE IS FROM ANOTHER COUNTRY BUT IS VERY WELL KNOWN - AT LEAST TO EVERYONE ELSE; AS YOU'VE NEVER HEARD OF THIS PERSON BEFORE!]

MOTIVATION: YOU BECAME A SUPER HERO IN ORDER TO IMPRESS SOMEONE. [THIS PERSON COULD BE A TOTAL SUPER-GROUPIE FAN, OR MAYBE YOU JUST THINK THIS PERSON WILL FIND YOU MORE DESIRABLE IF HE/SHE KNOWS YOU ARE A SUPER!]

NOTES: I WROTE THE ARTICLE BEFORE I HAD GOTTEN MY HANDS ON BASH! UE, SO SOME OF THE MATERIAL DOESN'T MESH TO THE NEW RULES 100% (SOME OF THE ORIGIN IDEAS KINDA STEP ON THE TERRITORY OF ADVANTAGES AND DISADVANTAGES). ALSO, I WAS OF THE MINDSET THAT A CHARACTER'S MENTAL MALFUNCTION WAS HIS/HER MOTIVATION: NOW I REALIZE THAT IT CAN BE SO MUCH MORE.

THE ARTICLE WAS INTENDED TO HELP NEWBEE, SUPERS-GAMERS QUICKLY CREATE CHARACTERS WITH INTERESTING BACKSTORY ELEMENTS, POWER THEMES, AND HEROIC INDUCEMENTS. I HOPE THESE ADDITIONS ARE HELPFUL. PLEASE FEEL FREE TO ADD YOUR OWN IDEAS.
For those who are curious, the "article" in question with this post, refers to BASHing Out An Origin from the free BASH magazine BAM; issue 4.
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