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The story of a group of new Heroes Issue by Isue
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CaptainChris
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PostPosted: Tue Nov 10, 2015 12:02 pm    Post subject: The story of a group of new Heroes Issue by Isue Reply with quote

Hi
Just, at long last, started a BASH game.
Players not normally into Super hero stuff but they are willing to have a go
First session report here
https://chrisbrann.wordpress.com/2015/11/10/issue-one-beginnings-a-super-hero-adventure/

Stretch is good at taking down minions with his long reach and martial arts.

They do not know each others backgrounds, weaknesses etc as yet, nor are they a group so we went with a series of little encounters to learnt how the rules and the characters work.

Feed back welcome
Chris
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Last edited by CaptainChris on Tue May 10, 2016 3:03 pm; edited 3 times in total
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BASHMAN
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PostPosted: Tue Nov 10, 2015 2:01 pm    Post subject: Reply with quote

Very interesting and I liked that you broke it down into a page by page summary.
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fairytalejedi
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PostPosted: Wed Nov 11, 2015 5:14 pm    Post subject: Reply with quote

Nice! I hope they're game to team up and keep fighting baddies. Smile
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PostPosted: Wed Nov 18, 2015 9:32 am    Post subject: issue-two-a-chilly-time Reply with quote

Hi
Issue two from latest session
https://chrisbrann.wordpress.com/2015/11/18/issue-two-a-chilly-time/

Lots of hero points and Die used up this time.

One new player but others are missing so just two of them to follow.
Enjoy
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CaptainChris
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PostPosted: Wed Nov 18, 2015 9:46 am    Post subject: Reply with quote

The villains

Sergeant Chill [13pt]
B2 A2 M2 Attack 14 Defend 14 Hits 30 Soak 20
Negating Weakness. Powers will not work unless there is at least moisture in the air.
Chill Gun Fragile - 30hp 15 soak Your victims are flash frozen within an icy prison. Attack 21
Cost: Level 2 [2pts] + Area small cone 3x3sq Based On: Immobilization
Technique with Chill Gun powers +1dm to hit
Ice armour - [1pt] 2dm to soak Belt device Fragile 20HP 10 soak

Chill Henchmen [6pt]
B1 A1 M1 Attack 7 Defend 7 Hits 20 Soak 15
Negating Weakness. Powers will not work unless there is at least moisture in the air.
Chill Gun Fragile - 30hp 15 soak Your victims are flash frozen within an icy prison. Attack 14
Technique with Chill Gun powers +1dm to hit
Ice armour - [1pt] 2dm to soak Belt device Fragile 20HP 10 soak

Captain Chill
Brad Branagon has developed the ability to control ice due to his x-gene being effected by the deep cold of a failed experiment, he has developed technology to enhance his abilities and chill things quickly.
He has made a gun and other items and has set himself up as a mercenary to make money
He hires out Sergeants with some of this tech to others or himself and them for big jobs.
Mental malfunction Greed Are you feeling the cold dude?

B - 1 A -1 M-2 Defense x1 Soak x5 HP 100
Ice Mastery 3 cover a one sq mile with ice. only if there is moisture [3pt] Second Nature
Ice Body x4 armour [3pt]

Ice Warrior animate ice into ice-warrior. [3pt].
Move by sliding on ice 6sq
Brawn 3 Agility 2 Mind 1 Attack x2 Defense x2 Soak x4 60 Hits
Powers: Immunity 1 (Cold) Icy Carapace 1
Ice Weapon sword 2 (x5 Dmg)

Gadgets
Technique with Chill Gun powers +2dm to hit Skillful [2]
Chill Gun Multi-power Attack x3 [5pts] Fragile 50hp 25 soak
Freeze - Your victims are flash frozen within an icy prison. Cost: Level 2 [3] + Area small cone 3x3sq Based On: Immobilization
Ice Shards - you fire multiple shards of ice in a expanding cone +3dm cone attack Medium 7x7 sq [5] Dam x5

Ice Skates - your skates create ice for you to slide on. You move at x12 squares per panel.
Hovering and boost Agility 2 You can only hover above a stable surface. Fragile [2pts]

Skills - Craftsmanship/metalwork; Science+2/Physics; Technology+2/Invent
Devastating weakness to heat x3dam [-4pts]
Moral code only attacks those in his way.

8+15 =23 -4 = 19 Setbacks = 11
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CaptainChris
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PostPosted: Wed Nov 18, 2015 9:49 am    Post subject: Reply with quote

Grenade
Stats 2 3 2
Powers
Mind Boost—[1pt] add 1 to Mind when defending against mind attacks or when using suggestion.
Mind Shield - [2pt] Sustained - add 4 to your mind to resist mental attacks
Heightened Brawn [1pt] +3 to Brawn rolls

Suggestion - [1pt] Concentration - You can tell someone what to do by contesting Mind against their Mind. If you succeed, they do it. It must be simple, and something that does not put them in immediate peril (you cannot tell someone to jump off a cliff). The most time this can last is equal to the 6 pages minus the target’s Mind. The target must be in a calm state of mind for this power to work- so it will not work in combat. You need eye contact, and the subject must be able to hear your suggestion

Explode Object - Special attack 3 variable [4pt] Any non living item touched will release its potential energy in an explosive burst when hit or hitting something or it explodes after a page anyway in a 2x2sq burst. You must touch the item and can throw it before it explodes doing x5DM on a hit and x4DM if it explodes. You can only throw things you can lift, Light ones like cards, marbles etc up to 10sq, heavy around 50lb to 2sq. Throw is done by a Agility check.

Skilful - [2pt] 2 extra Physical 2 extra Mental
Equipment
Walking Cane - Dam x2+10
Marbles loads

SKILLS -
Physical - Athletics +1/Throwing, Acrobatics, Climbing; Stealth/Palming & Planting Items
Mental - Deception+1/Manipulation; Security +1/Picking locks
Lang - English, Street

ADVANTAGES Contacts
1 - Karol - Mafia
2 - John - Local MI5 link
3 - Martha Millington - Local news reporter

DISADVATAGES
Doug is on the run wanted by the police and various underground groups

HISTORY-
Age 27 - You are a foster child and lifelong thief you have been in trouble since you were very young, in your teens you developed your mutant powers. You became a member of the mafia and worked for them as a enforcer for a while, you have also been used by MI5 due to your special abilities to secretly plant bugs or retrieve items. Your ability to get into places, plant or take items and get out has got better with use. Your secret identity is known to many, including the law, due to your past experiences. Although you live by the rule ‘I saw it Its mine’ you are happy to help out the authorities to gain freedom from your past. You make your living by theft, but not from the little people. You dislike bullies.

You have developed the mutant ability to tap into the potential energy contained within all objects. This ability has given you superhuman agility, improved Brawn as well as creating a static interference that shields your mind from detection and intrusion even by the most powerful telepaths. It has also given you a hypnotic charm that allows you to exert a subtle influence over any sentient mind, allowing you to compel others to believe what you say and agree with your suggestions.
You can convert that potential into explosive energy in non-living objects. You can throw that item before it explodes. You tend you keep a supply of marbles on you to do this although it works with anything you touch. Items that explode also take the damage they dish out so are often destroyed as a result.
You tend to carry a knife and a cane both of which you can use in a fight.
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Solarblast
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PostPosted: Thu Nov 19, 2015 11:34 am    Post subject: Reply with quote

I like how many of their adventures involve saving lives.
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PostPosted: Mon Jan 04, 2016 3:32 pm    Post subject: Reply with quote

Hi
Issue three story here
https://chrisbrann.wordpress.com/2016/01/04/issue-3-christmas-market/

Killjoy
Killjoy A Orange suited clown with mask make up of stark white face paint with bright red spots on his cheeks Juggling Clubs
[20 Task to recognise the mask see below]

Ayn Rand who rarely talks has taken to fighting crime as a vigilante and also those whose Joyful activities go to excess.
His natural abilities cause his sadness and despair to effect those around him, which is a function of his personality. While he has honed his club fighting skills to a high level.

Combat Tactics - run using Stealth towards main criminal and then keep hitting them with his clubs. Hides if things are going wrong.

Mental malfunction - Dislikes Joy, sees the world as dark.
Quote - You are all having to much fun, life is serious.

B 2 A 2 M 1 Attack x2* Defence x 2 Soak x 3 HP 100

Juggling Clubs - X 4dam* [2pt]
Paired Weapons [2pt] use two clubs to attack with great speed.
You can make 2 attacks per page at -1 die penalty.
*Weapon Technique [2[ Clubs - Variable add x2 to agility or damage. = 3pt

Orange Suite - Body armour 1 =1pt

Emotional Crippling Depression - Sadness, Anger and Despair. - Confusion [2] Area Burst 15x15 sq [4] Duration Days [3] Second Nature [1] Mind Boost 2 to over come targets [2]
Mind x3 V targets Mind or suffer -4 Die penalty =12pt

On the Run [1] Secret [1] Uncontrolled Despair [1]

Skills - Athletics/Acrobatics; Stealth/Hiding; Investigation/Gut

Cost - 10 + 20 - 3 = 27 3 setback


Notes - Ayn has based his persona on Grimaldi who was one of the earliest celebrities, which meant that the public were aware of his sad personal life behind his joyous performance. Grimaldi’s first wife died during childbirth and his son was an alcoholic who died aged 30. The effort of Grimaldi’s clowning acrobatics left him with painful joints and respiratory problems.
Stott, who wrote The Pantomime Life of Joseph Grimaldi: Laughter, Madness and the Story of Britain's Greatest Comedian, says that Grimaldi is a clear example of the downtrodden man behind the happy mask.
“Offstage he was an extreme melancholic who would say, “I make you laugh at night but am grim all day”. It’s the origin of the trope of a depressed comedian,” he adds.


Robber Hood & his merry band
Robber has some high tech equipment backed up by good training. His merry band is a mix of followers equipped with high tech staffs alone with two enhanced humans.

Robber just want to redistribute wealth to his gang.


Robber Hood
Green suited with a Feather in his cap villain who with his Merry men believe that 'All wealth is stolen and we are here for our share'
Combat Tactics - Will gain height first using Grapple arrow, then use Glue to stop enemies and Stun ones if needed. He can fire twice a panel and can hit weak points on a +20 hit

Mental Malfunction - Greed 'All wealth is stolen and we are here for our share'

B2 A2 M1 Attack x2/ x3 with bow Defence x4 Soak x 3 HP 100

Long Bow - Easily Taken with Finite arrows Range 20 Sq X3 Dam x3 to hit
Gadgets Arrows Easily Taken, Finite roll d6 V power level, result 3 fails and out of that arrow.
Glue - the arrow delivers a strong glue to the area causing feet etc to become stuck
Brawn 20 Area 2x2 Sq [3pt] = 2pt
Deflect - this arrow is fired at a incoming non area physical attack to absorb it.
Armour x3 [3pt] Must hit the attacking object. = 2Pt
Grapple line - this arrow fires and attaches to the target leaving a rope behind which allows the user to Swing on it. Swinging [2pt] Move at x4 Agility = 1pt
Stun - a arrow that stuns the target with a electric charge. Special Attack 3 x4 = 2pt

Danger Sense - Defence and Priority +2 half penalties for fighting blind etc. = 2pt
Armour Green Suite - 1 pt of armour = 1Pt
Attack Weak point - [2pt] if hit by 20+ do double dam or use a Setback to use your attack die as dam roll.
Double Tap - [2pt] Fire bow twice per panel at same target can not move or use other powers at same time.
Bow & Arrow Training - Weapon Technique x3 to hit with bow or arrows = 1Pt

Duty to Gang [-1pt]

Skills - Craftsmanship/Bow making; Escapology/Loosen Bonds; Deception/Manipulation
Cost 10 + 15-1 = 24 1 setback 1 Villain Die to get away




Merry Men x 6
B1 A1 M1 Attack 14 Defence 14 Soak x 10 HP 20
Green Suite - 1 pt of Armour
Stun Quarterstaff - A electrical stun staff which has a range of 5Sq and does x4 Dam
Boost attack and defence with staff [2pt]
Skills Escapology / Improvising; Streetwise / Gut
Cost 6 +6 -3= 9
Combat Tactics - use their staffs at range or close up to drop any opposition they will stay away from each other but move to support each other if needed.

The Maid
A pretty petite female in a long green dress.
Her powers make all men want to obey her.

Mental Malfunction - Greed 'All wealth is stolen and we are here for our share'

B1 A2 M2 Attack x 2 Defence x 2 Soak x 2 HP 100

Emotion Control - Seduction all males fall in love with you. - Suggestion [2] Area Burst 15x15 sq [4] Mind Boost 2 to over come targets [2] Mind x4 V targets Mind or suffer -4 Die penalty =8pt
Long Bow - Easily Taken with Finite arrows Range 20 Sq X3 Dam x3 to hit
Gadgets Arrows Easily Taken, Finite roll d6 V power level, result 3 fails and out of that arrow.
Glue - the arrow delivers a strong glue to the area causing feet etc to become stuck
Brawn 20 Area 2x2 Sq [3pt] = 2pt
Deflect - this arrow is fired at a incoming non area physical attack to absorb it.
Armour x3 [3pt] Must hit the attacking object. = 2Pt
Grapple line - this arrow fires and attaches to the target leaving a rope behind which allows the user to Swing on it. Swinging [2pt] Move at x4 Agility = 1pt
Stun - a arrow that stuns the target with a electric charge. Special Attack 3 x4 = 2pt
Armour Green Suite - 1 pt of armour = 1Pt
Duty to Gang [-1pt]
Skills - Athletics / Acrobatics, Craftsmanship/Bow making; Deception/Manipulation, Investigation / Gut
Cost 10+16 -1 =25 1 Villain Die to get away
Combat Tactics - Uses her seduction on males to reduce there effectiveness, she will use arrows as needed.


Little John
A very tall [10'] and large male wearing a green boiler suite.
Super strength and size.

B3 A1 M1 Attack x 2* Defence x 2* Soak +5x5 HP 100
Fists Attack x2 Dam +5x3
Grow 1 [+5 brawn] 1,000lb Size 1x1sq [1pt]
Hard Skin Armour 1 due to growth. [1pt]
Agility boost to hit with fists. Agility +x1 [1pt]
Armour Green Suite - 1 pt of armour = 1Pt
Stun Quarterstaff - A electrical stun staff [Sp Attack 3 range close (3Pt)]
Has a range of 5Sq and does x4 Dam
*Boost attack and defence with staff [2pt]
Duty to Gang [-1pt]
Skills - Athletics / Throwing, Outdoor / Tracking
Cost 10+ 9 -1= 18 2 setbacks 1 Villain Die to get away
Combat Tactics - uses stun staff on lesser enemies and his fists on tough opponents.
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MrJupiter
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PostPosted: Fri Jan 15, 2016 7:08 pm    Post subject: Reply with quote

That was a lot of fun to read. I really liked seeing Grenade as the 'hero' with a criminal background. That was a fun twist. Robber Hood, The Maid, and the Merry Men were another enjoyable addition to the story. Killjoy was a cool character idea.

Thanks for posting these adventure stories.
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CaptainChris
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PostPosted: Fri Jan 15, 2016 7:17 pm    Post subject: Reply with quote

MrJupiter wrote:
That was a lot of fun to read. I really liked seeing Grenade as the 'hero' with a criminal background. That was a fun twist. Robber Hood, The Maid, and the Merry Men were another enjoyable addition to the story. Killjoy was a cool character idea.

Thanks for posting these adventure stories.


Glad you enjoy it.

My players are not really in to Supers but we will play it between other RP games, when not enough of them turn up.
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PostPosted: Sat Feb 27, 2016 11:41 am    Post subject: issue-4-terror-in-bath Reply with quote

Hi
the next part of the story

https://chrisbrann.wordpress.com/2016/02/27/issue-4-terror-in-bath/
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PostPosted: Sat Feb 27, 2016 11:43 am    Post subject: Reply with quote

Exterminator Robot stats for you
Tough humanoid robots used as minions against Supers. [12+14-6 -2 for low hp] 18pts
B= x3+5 A= -1x2 M= x1 40 Hits/30 Soak
Attack 12 [18 with Gamma ray] Defence 12 Move run 6 Sprint 12
Weapon Systems: The Exterminator is equipped with a host of weapon systems
Hand weapons Multi Power (4pt)
Flame-throwers located in gauntlets: Small Cone 3x3, Dam x4 fading due to limited fuel [3]
Sharpened spikes fired from knuckles: Mid Range 15, x3 Damage, only 6 attacks [3]
Fists x3+5 dam
Energy weapons Multi Power (6pt) Energy reserve 11
Gamma ray projector behind eyes: Range 20 x4 Dam +6 to hit 5 Energy to use
[Special Attack 4 +1 to hit x3 Dmg, Mid Range, Fading] [5]
Electrical Field: Contact only, x4 electrical Damage Aura [3] 3 Energy to use
Armor 2 Growth size 1 10' [add 1 to B to resist Knockback =4]
Advantage: Unliving Disadvantage - Duty obey programming

Debilitating Weakness to Electro Magnetic attacks x3 Damage, lose all powers and Brawn and Agility become 1.

The Exterminator's have the following programming: Eliminate anyone witnessing their activation; then proceed to the Baths - they are to blast the a cornerstone, inside the old building, away and take that stone to the fountain in the Parade Gardens where they are to dump it into the Fountain then return to their boxes.
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PostPosted: Tue Apr 05, 2016 2:22 pm    Post subject: Reply with quote

Hi another session
This time with two of the other heroes.
Story here
https://chrisbrann.wordpress.com/2016/04/05/issue-5-drone-terror/

Roughhouse is a published villain in Adversaries Zero

Lots of Hero Die and Hero points used this game.

Players not happy about the end but glad that they managed to control the situation to some degree.

Think Roughhouse might use some of his unused points to learnt how to fight better.
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PostPosted: Tue May 10, 2016 10:27 am    Post subject: Reply with quote

Hi Issue six was played at the weekend
Story here
https://chrisbrann.wordpress.com/2016/05/10/bash-issue-6-a-frozen-city/
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PostPosted: Mon Jun 13, 2016 12:22 pm    Post subject: Reply with quote

Hi
Issue 7 is here
https://chrisbrann.wordpress.com/2016/06/13/bash-issue-7-druid-cornered/

Lots of skill and ability use rather than combat
Particularly X Mastery

I do like this system and so do the players much the best Supers game I have used
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