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Super Communicators
- BentonGrey
- Sidekick
- Posts: 40
- Joined: Mon Mar 12, 2012 11:00 pm
- Contact:
Super Communicators
Howdy folks, I am running a new superhero campaign for my group, and they want to get some super-science communicators, and I'm not really sure how to build that kind of thing. At the moment, they have mundane equipment, but several of them are shape shifters of various types, so they can't necessarily keep normal equipment with them. How would you build a communicator power for the team that could communicate across a city and be always with them, no matter what form they're in?
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Basic equipment is considered to be free of character point cost in the BASH rules. Awesome Powers #6 has a substantially updated and expanded equipment list and on page 12, offers up the Communicator Earbud. You could give this piece of equipment an "Implant" enhancement for 1 CP, and allow those shape shifters to always be comms accessible, even while in one of their alternate forms.
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Mr. Jupiter has it right. Another option would be if there is a Hero with Telepath 3 in the group that they take the "Psychic Switchboard" Enhancement from Awesome Powers 5. For convenience, I'll paste it here:
You can allow anybody whose mind you can contact to contact one another, acting as a psionic conduit between them. If you also have Omni-Linguist, you can “dub” anything your friends hear in your vicinity as well as translate anything on the “Psychic Switchboard”.