awesomepowers vol 3

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Premade powers for the BASH superhero RPG.

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    Timothy LeMaster (order #6399050)

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    Contents Credits .................................. 1

    Introduction ................................... 1 Notes .................................... 3 Power Suites ........................ 3 Suites & Multi-Powers .......... 3 Power Write-Ups .................. 3

    Creating New Powers .................... 4 Range & Area Master Charts ........ 5

    Range ................................... 5 Area ...................................... 5 Random Direction ................. 5

    Option: Random Character Creation ...................................................... 5

    Determining Power Suites .... 5 Using the Tables ................... 6 Fleshing Out the Character .. 7 Random Power Suites .......... 7 Phasing Random Powers ..... 8 Teleport Random Powers ..... 8

    Power Tricks ............................. 9 Rules Option ............................. 9 Updated Power ......................... 9

    Time & Space ....................... 9 New Advantages ....................... 9 New Disadvantages .................. 9 New Enhancements ................ 10

    New Limitations ...................... 10 Phasing .............................. 11

    ............. 11 Ghost Buster ...................... 11 Phase Disruption ................ 11 Phase Entrapment ............. 12 Phasing Fist ....................... 12 Possession ......................... 12 Shatter Force Field ............. 12 Solidify................................ 13

    ............ 13 Intangible Immunity ............ 13 Phantom Feedback ............ 13 Reflexive Phasing .............. 13 Transparency ..................... 13

    ................... 14 Air Walk .............................. 14 Clinging .............................. 14 Phase Gliding ..................... 14 Phased Flight ..................... 14 Skillful Phasing ................... 14 Tactile Telekinesis .............. 14

    .......... 15 Teleportation ...................... 15 Gateway ............................. 15

    ............. 16 Atomic Anchor .................... 16

    Gate Attack ......................... 16 Teleport Capture ................. 16 Teleport Daze ..................... 16 Teleport Pummel ................ 16 Teleport Trick ...................... 16 Spatial Tempest .................. 16 Spatial Vice ......................... 17 Sundering Teleport ............. 17

    ............. 17 Blink .................................... 17 Defensive Jaunt .................. 17 Spatial Armor ...................... 17 Spatial Distortion ................. 17 Spatial Imperviousness ....... 17 Port Shield .......................... 17 Teleport Whole ................... 17

    .................... 18 Dimensional Teleportation .. 18 Fold Space .......................... 18 Gate Reach ......................... 18 Hammer Space ................... 18 Remote Teleportation ......... 18 Spatial Awareness .............. 19 Spatial Anomaly Sense ....... 19 Trade Places ....................... 19

    Credits Writing: Chris Rutkowsky, Michael Mikulis Artwork: Ade Smith, Storn Cook

    Kickstarter Contributors Andy Antolick, Jim Ryan, Jeremy Clifton, Nestor Rodriguez, novaexpress, Matthew Slepin

    Super Contributors: Robert Newman, Aaron Teixeira, Scott, Jeremiah McCoy, Rob Roy, Justin Hall, Joshua Stull, George Alexander, Ulf Andersson

    Mega Contributors: Lee Langston, Andrew Morton

    Amazing Contributor: Brian Rogers

    Fantastic Contributors: Daniel Axelos, Mat Segal, Phillip Bailey, Richard Comfort, Thomas Frank, Jeffrey Allan Boman, Brian Rock, Rick Neal, Patrice Mermoud, Steven Ward, Svend Andersen, ketwyld, Nessalantha, Walt Robillard, Vigilance Press, JackM3, Tommy Brownell, Geek2theRight, Jason Childs, Kevin Schantz, Shane Stacks, Chris Tavares, Gerry Saracco, J.J. Robert Davis, Nick Poulimas, Baelor, Chris Starr, Dain Lybarger, Wyldstar, Theodore Miller, David Jenks, Robert H. Mitchell Jr., Kevin P. Boerwinkle, Don Arnold, Jonathan Siregar, Robert Miller, Kevin Donovan, Jeff Scifert, Chad Ryan, Seth Clayton, Maria Rivera, jtc1975, Adam Stein, James Stoner, Gary Brown, Thorsten Schubert, Steve Ovenell, Anthony Campa, Joseph Senecal, Matthew B, Wayne Kostencki, Patrick Alan DeMinico, James Santagate, Diogo Alvarez Tristo, MeetsInTaverns, Michael Novy, Michael Bradford, David Nielson, Richard Burley, Brett Easterbrook, Derrick Dodson, Keith, John Aslin,

    Incredible Contributors: Darzoni, David Mullins, Drew Bergstrom, Russ Mansky, Jeff Zitomer, Tony, Michael Blanchard, Jeremy Handler, Chris Harvey, Chris Perkins, Morgan Weeks, Brandon, Herb Nowell, Lonnie C. Daniel, John Skotnik, Stephen Tihor, Allen Turner, Stan Yamane, Duncan, Gene

    Ultimate Contributors: Oliver Peltier, Peter Kelly, Ben Norman, Mendou

    Power Creators: Betsy Lipes, Elfwreck, Andrew Collas

    Introduction Awesome Powers is a supplement for the BASH! Ultimate Edition RPG. Inside, you will find new Powers, new Enhancements, new Limitations, and new ideas to incorporate into your BASH! campaigns. Chiefly, this product is designed to allow you to create characters with themes, making use of pre-designed powers. You can use these powers for inspiration, or you can even create your character by rolling for powers at random. As the Awesome Powers library grows, so will the list of available powers. You may already be familiar with Awesome Powers #1, which covers Elemental Powers, and Awesome Powers #2 covering Mechanical Powers. Each of the powers presented here explains how to replicate the power described as closely as possible using the existing BASH! Ultimate Edition rules. In Awesome Powers #3, we present to you two themes, or Power Suites, each related to the occupation of space. Future supplements will include Plant, Animal, Sorcery, Psionic, and various other Power Suites.

    Timothy LeMaster (order #6399050)

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    Notes Enhancements and Limitations: In this document, Enhancements will be written in [square brackets], while Limitations will be written in . This saves space in writing and clearly defines them as separate.

    Power Suites This volume introduces the concept of Power Suites to BASH! Ultimate Edition. A Power Suite is a collection of powers that follow a common theme. They are put together in this way to help you quickly create a character with a certain theme and powers to match. Each suite begins with a brief description of the type of powers it contains. Each also has key words that might help you come up with an idea for naming your character. There is also a list of Power Suites that closely related to the existing Power Suite, which you might also consider adding to your character. For instance, a character with a magma theme might have Earth and Fire Suite powers. Some Power Suites also include some ideas of typical Weaknesses that a character is likely to possess. Lastly, some suites can be explained in more than one way, so weve presented some Re-Skinning Ideas that will allow you to change the description of how the powers work, without affecting what they do mechanically.

    Facets Some Power Suites are subdivided into multiple Facets. A Facet is an aspect of a Power Suite. For instance, the Luck Suite contains a Good Luck and a Bad Luck Facet. It is possible for a character to powers from just one or from several Facets within the Power Suite. These distinctions are here to help you customize the character.

    Suites & Multi-Powers Each Power Suite listed in this volume has a number of powers, divided into three categories: Offensive Powers, Defensive Powers, and Utility Powers. Within each of these are several powers for that Power Suite. Any power in an individual category within the Power Suite may be part of a Multi-Power with any other power in that same category for only 1 point. You can also put powers from a Related Suite inside a multi-power. An X Mastery based power may also always be considered in the same category as any power in the same Suite. Some Power categories within Power Suites have been further subdivided for ease of use, and to avoid redundant powers. For instance, in the Offensive Category, there are Destructive, Disabling, and Miscellaneous as subcategories. These subcategories have no effect on Multi-Powers; they are simply to help organize powers.

    Power Write-Ups Many of these powers are based directly on powers that already exist in BASH! Ultimate Edition. The point here is to help you come up with new creative ways to use those powers. There are also some powers that are completely new, and some that work differently from the power that it was based on. Reading the Write-Ups: Each power is written in a certain manner. This key will help you to make sense of what you are reading. Cost: This explains the point cost of the power. In some cases, it will give a flat number or range of numbers. In other cases, it will list (Level) as a factor. This means 1 point per level in the power (as a base cost). In addition to this, Area or Range might be listed, meaning that the point cost of Area and Range (if any) needs to be added as well. Finally if there are any inherent Enhancements or Limitations on the power, those are also taken into consideration. In some cases, where things cancel each other (like an Enhancement or Limitation) it is not noted at all in the point cost (no sense in confusing people). Notes: Any special notes that need to be added to better explain the power. Based On: This explains how the author came up with the power using existing powers from BASH! Ultimate Edition. Any Enhancements or Limitations that are specified against particular powers also work on any powers Based On those powers. For example, if a power that gives Extra Effect vs. Armor would work against the Rocky Shell power, because that power is Based On Armor. Descriptive Text: Each power has a brief prose description of the power in use, written in italics. Mechanics: Explains how the power works in terms of BASH! Ultimate Edition game mechanics. Common Enhancements: These are Enhancements that are not mandatory for the power, but are often paired with it. Common Limitations: These are Limitations that are not mandatory for the power, but are often paired with it. Common Stunts: This is a Power Stunt that is frequently used with this power. Alternative: This explains a variation that you might make to the power. Pairs Well With: This is a power that is often taken in conjunction with this power, because they work well when combined. Requisite: This is a power, Advantage, or Disadvantage that is required to take the power described.

    Timothy LeMaster (order #6399050)

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    Creating New Powers While the list of effects covered by the powers in BASH! Ultimate Edition and Awesome Powers may be able to cover just about anything you could think of, there are certainly many things we didn't think of already. For this, you may want to design your own powers. Doing so is as simple as answering a few questions. Is it similar to any powers that already exist? Which Power is most similar to what you want to make? Does the power you want do less, or do more than the existing power? If it does less than an existing power, could you simply build this by adding a Limitation? For example, if you wanted a Levitation power, you might notice that Flight is already similar, but less limited than the power you want. You could simply make it be Flight 2 . If it does more, can it be accomplished by simply adding an Enhancement to an existing power? For instance, if you have some sort of rotating buzz-saw like shield, you might take Deflect [Extra Effect: can reflect damage on Hand-to-Hand attacks as well as ranged]. Can it be accomplished by combining two existing powers? For this, you can simply use the Linked Enhancement. For instance, if you want an attack that stuns an opponent while it injures them, you can Link Daze with Special Attack.

    Is it vaguely similar to another power, but about equal in strength or usefulness? If it doesnt do more or less, but is about equally as powerful, albeit different, maybe you just change some of the wording for the power. For instance, the Impossible Balance power was created by taking a similar power Water Walking and applying it to enable you to walk on solid surfaces that are very skinny, even if they cannot support your weight. Is it stronger in some ways, but weaker in others than an existing power? If not directly able to just limit or enhance an existing power, maybe you can increase or add one aspect to the power while reducing or eliminating another aspect. Is the power completely unique? If the power is in no way similar to any existing power, you now have the task of coming up with an entirely new power. However, this would also involve a comparison between the new power and existing powers. If it is about equal in power to another power, its cost should be the same. If it is more powerful it should be +1pt more expensive, and if it is very much more powerful, it should be +2pts more expensive. Likewise, if it is weaker, it should be -1pt less expensive, and very much weaker, it should be -2pts less expensive. As always, the Narrator will determine the parameters.

    Timothy LeMaster (order #6399050)

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    Range & Area Master Charts Range There has been a slight modification to the way Range works. For powers of Level 1 or doing only 1 Damage Multiplier, there is a slight improvement on the existing figures, expressed in the chart below. For level or DM of 2 or greater, there is no change, but the range in Squares has been listed below for easy figuring. Remember, if the power does damage, use its Damage Multiplier when figuring range. If it does not do damage, use its level. You can use the Extra Effect Enhancement to increase the effective DM or Level of the power by 2 in terms of Range.

    DM or Level Close (1pt) Mid (2pts) Long (3pts) Extreme (4pts)

    1 5 SQ 10 SQ 15 SQ 30 SQ 2 5 SQ 10 SQ 20 SQ 40 SQ 3 5 SQ 15 SQ 30 SQ 60 SQ 4 5 SQ 20 SQ 40 SQ 80 SQ 5 5 SQ 25 SQ 50 SQ 100 SQ 6 5 SQ 30 SQ 60 SQ 120 SQ 7 5 SQ 35 SQ 70 SQ 140 SQ 8 5 SQ 40 SQ 80 SQ 160 SQ 9 5 SQ 45 SQ 90 SQ 180 SQ 10 5 SQ 50 SQ 100 SQ 200 SQ

    Area Below is a chart consolidating all Area effects in a single location for ease of use in constructing powers.

    Area Type Small/Short (1pt)

    Medium (2pts) Large/Long (3pts)

    Huge/Extreme (4pts)

    Burst 2x2 SQ 5x5 SQ 10x10 SQ 15x15 SQ Line 4x1 SQ 8x2 SQ 16x4 SQ 32x8 SQ Arc 4x1 SQ 8x1 SQ 15x1 SQ 30x1 SQ

    Cone 3x3 SQ 7x7 SQ 14x14 SQ 20x20 SQ

    Random Direction Sometimes an attack or effect may be out of control and move in a random direction. When this happens, roll 1d6 to determine the direction: 1 Short of Target, 2-3 Left of Target, 4-5 Right of Target, 6 Overshot Target. Unless otherwise stated, the effect goes 1d6 Squares off-target in that direction.

    Option: Random Character Creation In addition to the host of detailed powers provided by the Power Suites in Awesome Powers, we have also come up with a new method of making a character, allowing the player to roll for powers at random. This was created to be a fun option, however, not the new default method of character creation.

    When to Use the Random Powers Tables

    You dont have to make random characters. Indeed, you might decide just to roll for the first power to give yourself some inspiration, and go from there using the point-buy method. Likewise, you might build a character by the standard method, and decide to roll just one or two powers at random to see what comes up. Of course, you may find yourself just enjoying making characters. We sure did.

    Narrators may also find they like using the Random Powers Tables to quickly create a Villain on the fly.

    Some Power Suites are subdivided into Facets. The Facets within each Power Suite can be used to focus on a particular aspect of the Power Suite if you wish, but it is also fine for a character with a broader range to use powers from any Facet within the Power Suite.

    When to Stop Rolling

    You get to keep rolling until you run out of character points, or you are satisfied with the powers generated and wish to stop rolling randomly. This could either be because you want to keep the characters powers exactly as is, or it could be that you want to use your remaining Character Points in a non-random manner.

    Determining Power Suites You can either roll or choose for yourself what Power Suite you want to use when rolling powers randomly. As the list of Power Suites grows, the random Power Suite chart will grow with it.

    How Random Do You Want To Be?

    You can use the charts presented here to make a character with all powers in a single Suite, or you can roll a random Power Suite for every single Power the character has to make something truly random. As the library of Power Suites grows, you will find the possibilities grow with them.

    For a more thematic character, you might decide to roll random powers only for a single Power Suite. Many characters have powers from two or more Suites, however. The Related Suites options described in each Power Suite is there to give you suggestions on powers that might compliment your current choice.

    Timothy LeMaster (order #6399050)

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    Related Suites

    You might decide to stop rolling on the table for your current Power Suite, and begin rolling on the chart for a Related Suite, if you wish. If you want to be truly random, only do this after you have rolled Doubles. The Related Suite can be determined at random as well, simply by rolling a d6 (splitting the results as evenly as possible). With four possible results, roll a d6 and reroll 5-6 (unless you have a d4, which you could also use) and with five results roll a d6 and reroll if the result is 6.

    Using the Tables Once you have determined a Power Suite to use, you can roll for random Powers from that Suite.

    Offensive, Defensive, or Utility Tables

    In each Suite, there are three tables (Offensive, Defensive, and Utility Powers). Again, you can choose to be more random in determining the type of Power (roll a d6, 1-2 is Offensive, 3-4 is Defensive, and 5-6 is Utility) or you can roll on each table equally, or roll only on the tables you want to use.

    Subcategories

    In order to reduce the possible redundancy of some powers, some categories have been further divided into subcategories. It also made the random powers table easier to manage. The Offensive Powers category has been divided into Destructive, Disabling, and Miscellaneous subcategories. If you want to randomly determine which one, see the random power table for your Power Suite. If you want to avoid a repetitive result, simply choose a different one, or roll 1d6, assigning 1-3 to one option, and 4-6 to the other.

    The Roll

    On each table, you roll 2d6 and multiply, doubles explode. Obviously, the multiplier has a very strong effect on the result. Higher results generally indicate more rare and potent powers.

    The multiplier you use depends on how much emphasis you want in Offensive, Defensive, or Utility powers for the Suite.

    The default is to roll x5 for all three tables for a Street Level Hero, or to roll x5 on all three tables twice for a World Class Hero. However, you may want to add or remove rolls based on your current Character Point total.

    If the Narrator agrees, the player can also choose to adjust the multiplier roll to be something other than x5. You can take a -1 Multiplier to one Category to get +1 Multiplier to another category. You may raise a multiplier as high as x8 in this manner, or lower it to as low as x3. So you could choose to roll Offensive x8, Defensive x3, and Utility x4, if you wish. Likewise, you could choose to roll Offensive x7, Utility x3, and skip Defensive powers altogether. If you are randomly rolling for each category, you set the multiplier of the roll before the category is determined (so it really is blind luck). Simply roll 1d6+2 to determine a multiplier.

    Alternate Rolling Techniques

    If you want the excitement of random powers while retaining more creative control, the Narrator might allow you to roll twice and take the result you prefer. This method is recommended for Mystery Men and Street Level Heroes as they will be getting fewer powers in general, so it improves their odds of getting something they want.

    Reading Your Results and the Table

    When you roll the dice and multiply, your random power is determined by the table. So if you are using the Earth Suite Offensive Powers table, and roll 9-15 you get Ooze, 16-20 is Liquefaction, etc.

    In the case of a repeated result, choose between the next nearest powers to your roll that you do not already have. You can either choose which of the two powers you want, roll a d6 (on a result of 1-3, you take the lower value, 4-6 you take the higher value), or take the one that is closest to your own roll.

    Example: Shannon already has the Stalagmites power, and rolled a 45. She now gets to choose between Sandstorm (35+) and Stalactite Missiles (50+). The Narrator says she can choose for herself, and she goes with Stalactite Missiles because it fits the theme. She could have also rolled a d6 to pick the winner. Next time, Shannon rolls a 55. Because she already has Stalactite Missiles (50+) she takes the next nearest available power on the chart, Chasm (60+).

    In the case of a similar result, choose whichever of the two powers you prefer, and then delete the unwanted one. You can then roll again (this roll doesnt count).

    For Example: Russ already has the Air Walk power. He then rolls on the table and gets Flight. He decides that he would rather have Flight for his character, and erases Air Walk. He then rolls again on the table.

    Once you have your power determined, spend Character Points on the power as you like.

    Recommended and Mandatory Powers

    Before rolling for Powers of a certain category, you automatically gain any Mandatory Powers for that category. If there is a Recommended Power for the category, you can always elect to take it before rolling.

    Common Enhancements and Limitations

    You can always choose to take a Common Enhancement or Limitation listed with the power you rolled. In fact, you can add your own Enhancements or Limitations as well; these are merely suggestions.

    Pairs Well With X

    You can always choose to take a power that Pairs Well With the one you rolled. Doing so counts as a roll on the appropriate table.

    Rearranging with Linked and Multi-Powers

    You may decide after you have rolled that some of the powers would work well in a Multi-Power together or Linked together. This will probably save you some Character Points; just remember that those also limit the versatility with which the powers may be used.

    Timothy LeMaster (order #6399050)

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    Fleshing Out the Character Be Creative and Customize Once your powers are rolled, feel free to be creative in interpreting how they work, adding Limitations and Enhancements, or even re-skinning how the power functions. You also get to come up with a creative story as to how all these different powers work together. Its very possible for two players to roll up very similar powers and come up with completely different stories! One Electricity Suite character might be a scientist who was caught in an accident during a high-voltage experiment, while another is a robot.

    Buying Stats

    You could also decide to roll your stats randomly, but it may make sense to roll for your powers randomly, then buy your stats in a manner that you feel makes sense with the powers you have ended up with. For example, if you randomly rolled a lot of powers based on Mind, you might not need a randomly high Brawn and low Mind; it could even spoil your character.

    If you are determined to roll Stats at random, use the chart below based on the Scale for which you are trying to create a character. A result with +H indicates that the Heightened Power should be purchased for that Stat.

    Random Stats Table (Roll 2d6 x1)

    Roll Mystery Men

    Street Level

    World Class

    3 0 1 1

    4 1 1 1+H

    5-6 1+H 1+H 2

    7 2 2 2+H

    8-9 2 2+H 3

    10-11 2+H 3 4

    12+ 3 4 5

    Advantages, Disadvantages, and Skills

    You should also choose Advantages and Disadvantages that fit the themes youve created with your character. For example, if you create an Electricity Suite Hero, and you decided the character is a robot, you would give the character the Unliving Advantage. If you decided the character is a brilliant inventor who created a hyper-electric battle suit, you would probably take the Gadgeteer Advantage and the Normal Disadvantage. If the character were a thunder god from another time or dimension, you might take the Immortality Advantage and the Outsider Disadvantage.

    The same logic applies to skill choices. Choose skills that make sense for the background you have determined. The scientist would have the Science skill, and probably Technology as well. A thunder god from a magical realm would probably have Occultism skill, and so on.

    Random Power Suites Roll 1d6 on the table below if you want to determine a Power Suite at random.

    Random Spatial Power Suite Table

    Roll Suite

    1-3 Teleportation

    4-6 Phasing You may also want to roll to determine just how many Power Suites (and powers from each) the character should have.

    Random Power Suite Table

    Roll Suite

    1 One major Suite (roll 6 times for one)

    2 Two minor Suites (roll 3 times for each one)

    3 One Major, One Minor (roll 4 times for one, roll 2 times for the other)

    4 Three Minor (Roll 2 times for 3 Suites)

    5 Two Major (roll 4 times for each)

    6 One Major, Two Minor (Roll 4 times on major, 2 times each on two minor)

    Timothy LeMaster (order #6399050)

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    Phasing Random Powers Note: All characters automatically have the Phasing power as

    part of this Power Suite.

    RANDOM PHASING OFFENSIVE POWERS TABLE

    Result Power

    9+ Solidify 20+ Phase Disruption 30+ Phrase Entrapment 40+ Phasing Fist 50+ Shatter Force Field 60+ Possession 70+ Ghost Buster

    RANDOM PHASING DEFENSIVE POWERS TABLE

    Result Power

    9+ Intangible Immunity 25+ Transparency 40+ Reflexive Phasing 60+ Phantom Feedback

    RANDOM PHASING UTILITY POWERS TABLE

    Result Power

    9+ Clinging 16+ Phase Gliding 21+ Air Walk 30+ Skillful Phasing (Phasing Fixer) 35+ Skillful Phasing (Phasing Picklock) 40+ Skillful Phasing (Phasing Hacker) 45+ Skillful Phasing (Phasing Phantom) 50+ Skillful Phasing (Phasing Physician) 60+ Tactile Telekinesis 70+ Phased Flight

    Teleport Random Powers Note: First choose a Facet for this Suite.

    RANDOM TELEPORT FACET TABLE (Roll 1d6)

    Result Power

    1-2 Teleportation (Automatic: Teleportation) 3-4 Portal (Automatic: Gateway) 5 Spatial 6 Any (roll randomly each time)

    TELEPORTATION FACET OFFENSIVE POWERS

    Result Power

    9+ Atomic Anchor 20+ Teleport Daze 30+ Teleport Trick 40+ Teleport Capture 50+ Teleport Pummel 60+ Sundering Teleport

    PORTAL FACET OFFENSIVE POWERS

    Result Power

    9+ Teleport Trick 20+ Teleport Pummel 30+ Gate Attack 40+ Teleport Capture 50+ Sundering Teleport

    RANDOM SPATIAL OFFENSIVE POWERS TABLE

    Result Power

    9+ Atomic Anchor 20+ Teleport Capture 30+ Spatial Vice 40+ Teleport Trick 50+ Spatial Tempest 60+ Teleport Pummel 70+ Sundering Teleport

    RANDOM TELEPORTATION DEFENSIVE POWERS

    Result Power

    9+ Spatial Imperviousness 25+ Defensive Jaunt 40+ Blink 60+ Teleport Whole

    PORTAL FACET DEFENSIVE POWERS TABLE

    Result Power

    9+ Spatial Imperviousness 20+ Port Shield

    SPATIAL FACET DEFENSIVE POWERS TABLE

    Result Power

    9+ Spatial Imperviousness 20+ Defensive Jaunt 30+ Blink 40+ Spatial Armor 50+ Spatial Distortion

    TELEPORTATION FACET UTILITY POWERS TABLE

    Result Power

    9+ Spatial Awareness 20+ Spatial Anomaly Sense 30+ Dimensional Teleportation 40+ Hammer Space 50+ Trade Places 60+ Remote Teleportation

    PORTAL FACET UTILITY POWERS TABLE

    Result Power

    9+ Spatial Awareness 20+ Spatial Anomaly Sense 30+ Dimensional Teleportation 40+ Hammer Space 50+ Gate Reach

    RANDOM SPATIAL UTILITY POWERS TABLE

    Result Power

    9+ Spatial Awareness 20+ Spatial Anomaly Sense 30+ Gateway 40+ Teleportation 50+ Fold Space 60+ Hammer Space 70+ Trade Places

    Timothy LeMaster (order #6399050)

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    Power Tricks Many of the powers described here have Power Tricks written into them. This allows the particular power to be used as another power for a single use for the cost of a Hero Point. Note that a character with the Gadgeteer Advantage could do this to utilize nearly any power using a Power Trick.

    Rules Option New Options for Advantages and Disadvantages

    Instead of taking exactly one Disadvantage for each Advantage you take, you can take extra Disadvantages. You get extra Hero Points each issue for these extra Disadvantages (1 Hero Point per extra Disadvantage). Whenever the Narrator uses a Disadvantage against the character, that character gains a Hero Point (or possibly more than one if the situation is severe enough). Likewise, instead of getting exactly one Advantage for every Disadvantage you take, it is possible to take extra Advantages. Each additional Advantage causes you to begin each issue with 1 extra Setback. This does not "cancel out" Hero Points. It is simply additional Setbacks (Hero Points and Setbacks can be gained separately).

    Updated Power Time & Space Cosmic Power Cost: 10+ pts The cosmic forces of time and space are yours to command. Mechanics: This power is an update to the Time & Space cosmic power found in BASH! Ultimate Edition (pg 103). You have achieved mastery over a key component of the very universe itself. You can use every 5 levels of Time & Space as 2 levels of powers in the Teleport Suite, the Time Suite, or as Super Speed [Usable On Others] as you wish. This stacks with existing levels, and can be used to add Enhancements to those powers.

    You also have both Spatial Awareness and Spatial Anomaly Sense for free. You also have an innate sense of time. You always know the exact date and time, and will always know when somebody else has altered the timeline. In addition, you have unlocked the cosmic secret of time travel.

    Traveling in time gets easier the further away you are traveling

    from the present. Time traveling to the time of the dinosaurs, is for some reason much easier than traveling back five minutes ago. Likewise, it is easier to travel a millennium into the future than it is to travel a century. When you try to time travel, you need to spend a Hero point, and then make a power check using your level in Time & Space. Because it has already happened, the past is easier to travel to than the future. Any trips to the future have +20 difficulty. Return trips have no modifier to difficulty. It is very possible that when you time travel, you will "overshoot" your destination. You travel as close as your roll will get you to your destination, but you cannot abort your time traveling. So if you "miss" you will have to try again. Each time you roll, it is relative to your exact position in time. Even if you succeed, you may be a little bit off. The Narrator can spend a Setback to as much as double or halve the distance you are trying to travel. So if you try to travel 4 weeks into the future, the

    Narrator could spend a Setback to put you anywhere between 2 weeks and 8 weeks in the future. Example: A Cosmic Being decides to travel to the 7th century AD. Since it is more than a thousand years in the past, this is a 120 difficulty check. It has 15 Time & Space, and rolls x10 with a +5 Dice bonus. The Cosmic Being succeeds with a result of 11 on the roll (11+5= 16x10= 160).

    The closer you travel to the present, the more real impact your actions will have on the present. The universe resists change like friction resists motion. The farther away you are from the present, the stronger that friction will be, and the less your actions will alter history. If you travel back to the 12th century, you might change events so that your ancestor becomes the king of England... but history will still unfold in much the same way it already had, with your actions as some minor footnote, as if some force were guiding it back the way it is "supposed" to be. The more recently you travel, the less this force can "correct" the past. If you travel back a few minutes into the past and grab a spare key, you'll be able to get out of the cage that was going to be dropped on you. Of course, Super Speed or powers from the Time and Teleport Suites can be used to mimic many effects of time travel without having to spend a Hero point or risk being trapped in the wrong time! At times when the Narrator wants to allow precise time travel to a specific date as part of the plot, no rolling is necessary.

    New Advantages Pocket Dimension: You have your own personal region of

    space-time. This functions as the Headquarters Advantage (see BASH! Ultimate Edition page 34) with the Remote Location HQ Disadvantage, requiring Teleportation, Gateway, or Dimensional Teleportation in order to access it. Otherwise, you can customize it as any other Headquarters.

    New Disadvantages Clone: You are not unique. You are either a clone of

    somebody else, or perhaps, you yourself have a clone out there. While this can have some psychological baggage attached to it (which might make for a fine Mental Malfunction), there are also a number of more tangible problems it creates. Legally, which one is the "real" you? Is "your" family really "yours"? If you are a clone of a full grown adult, you might only be a few weeks old despite your appearance, with no real memories (or implanted with false ones). Having a clone is also a possible problem. If your clone becomes an enemy of yours, they can make a great deal of trouble for you, even worse than any "evil twin". Because you have the same fingerprints, retina, and DNA, any biometric scan can by foiled by your clone. A clone could easily ruin any relationship with loved ones by doing / saying terrible things

    TIME TRAVEL TABLE

    Difficulty Amount of Time Traveled 80 Billions of Years

    100 Millions of Years 120 Millennia 130 Centuries 140 Decades 160 Years 180 Weeks 200 Hours 220 Minutes 240 Seconds

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    while masquerading as yourself. They could get the law to pursue you by committing crimes in your name, etc. Cosmic Conscript: Every once in a while, you involuntarily

    teleport to a place (or possibly time or dimension) where people need your help. While this Disadvantage may annoy the character, it certainly opens up many interesting story possibilities for the Narrator to insert into a campaign. The downside is not only are you put into suddenly dangerous situations without warning, you are taken away from whatever it was you were dealing with prior. It is probable you will not be able to teleport out of the place until after youve fulfilled some sort of mission. If you shirk the mission destiny has given you, you earn a Setback and you get teleported back to the place you were needed.

    New Enhancements Ghost Strike (+2 pts): Normally, while you are using Ghost Form, you cannot affect the physical world. This Enhancement allows you to use the power in question on physical creatures and objects even while you remain incorporeal. This Enhancement normally applies to Special Attack, Immobilization, and similar powers. Delay: You can set your power with a time delay, so that it

    goes off after a set amount of time, rather than immediately. This could allow you to make a Special Attack power that functions as a time bomb, for instance. Unless the Narrator makes an exception, the typical maximum delay is for the scene. Lightning Reflex: This Enhancement is meant to apply to

    defensive powers that allow one to avoid or mitigate attacks, like Blink or Deflect. You can also use this power as a reflex whenever you fall, are knocked-back into an object, are in a vehicle crash, get caught in an explosion, objects fall on you, etc. You may use the power on your Athletics/Acrobatics rolls to evade the damage. If no such roll is normally allowed, you may do so anyway. A result of 20 or greater means you take half damage, 30 or greater means you take one-third damage, and 40 or greater means you take no damage at all. Example: Cheshire Cat uses Blink to avoid a fall and reappear on the ground. Adding a +3 Multiplier from Blink to her Agility of 3, she gets a total result of 42 after multiplying. All momentum she built up in the fall is gone the moment she reappears, and she is deposited safely on the ground. Example 2: Captain Shield is attacked by a bomb that explodes for 120 damage in a Large Burst. He normally uses his shields Deflect power to defend most attacks, but normally Deflect has no effect against a Burst. Because Captain Shield has Lightning Reflex, he is allowed to use the bonus from Deflect on his Athletics/Acrobatics check anyway. He adds his Agility 2 to his +2 Multiplier Bonus granted by the shield for a result of 36 (Multiplier of 4 x roll of 9). Captain Shield raises his shield in time to bear most of the brunt of the explosion, and he takes only 40 damage (before rolling to Soak). Remote Use: A power with this Enhancement can be activated

    from far away on a person or area that has been set up in advance. Unless there is some means of seeing the location (a video feed, Clairvoyance), you are blindly activating the power

    in a distant location. When combined with the Automatic Enhancement, you can set up traps that go off when someone enters a certain area. Tactical Shunt: As a secondary effect to an offensive power,

    you can force the target to teleport. This replaces the usual Knock-Back effect with a low-grade teleportation effect. The distance moved is 1 Square for every 10 damage before Soak (ignore fractions). This is unmodified by the targets Brawn or resistance to Knock-Back. For non-damaging powers, simply

    roll 2d6 and multiply by the powers level in place of damage. The target moves that distance (or less) in any direction, including straight up (remember, however that falling takes time). The direction the target is facing can also be changed. Because you are teleporting the target, they can move through objects as well (thus you could use an attack with Tactical Shunt to put an enemy inside a nearby empty cage). If you want use the Tactical Shunt to cause some serious inconvenience to an enemy, like putting them inside a cage, the Narrator can require the attack to be made as a Called Shot. If the attack succeeds by less than 10, the attack hits, but the forced movement doesnt occur. Example: Presto uses his Teleport Pummel power with Tactical Shunt on a zombie. He hits the zombie for 44 damage, allowing him to also teleport the zombie 4 Squares. The zombie appears 20 feet straight up, and plummets to the ground for another x2 damage.

    New Limitations All or Nothing: You cannot choose to partially activate this

    power. You must use it at full strength or not at all. For movement powers, this means you must move at maximum speed. If you have some ability that alters you, like Ghost Form or Growing, you must change your entire body to the full extent possible. So if you have Growing 3, you cannot choose to grow only to 10' tall. If you have Ghost Form 3, you cannot choose to take on a semi-solid form nor can you choose to just phase your hand. Backlash: Whenever you use this power, you usually suffer

    some sort of injury, depending on the power. This could be some psychic backlash, or it could be actual physical trauma. Whenever you use the power, take the lowest d6 rolled to utilize it and multiply by the powers level. If you roll doubles, you do not suffer the Backlash. If no die roll was required to use the power, just roll 1d6 and multiply by the powers level). You lose that number of Hits immediately with no chance to Soak damage. Example: Gravitic is experimenting with a new weapon shes invented and it has the Backlash Limitation. She fires the weapon and rolls 2d6 to hit and 2d6 for damage. Of these dice rolled, the lowest result was a 3. The weapon had the Special Attack 5 power, and so Gravitic takes 15 damage from the Backlash of the weapon. Back to the drawing board Fluke: There is a strange effect that might take place

    whenever you use this power. Roll a d6 each time you use the power. On a 1 the Fluke takes effect. The Fluke can be something you and the Narrator work out in advance as a chronic problem, or it can be random; something the Narrator declares whenever the Fluke comes up. Example: Ripple has a tendency to accidentally open Gateways to the Hudson River instead of his chosen destination. Inaccuracy: A power with this Limitation is likely to miss its

    mark. An Area effect with this Limitation hits an area 1d6-1 Squares in a random direction from the intended area. A non-area attack with this Limitation gives its target a +1 Multiplier Bonus to their Defense against this attack. A Teleportation

    power with this Limitation moves the target 1d6 Squares in a random direction from the point she or he wished to move to with a quick teleport, and 1d6 miles in a random direction for a long range teleport. Silenced: This Limitation works like the Inaudible Enhancement, but it is involuntary and continuous. While this power is turned on, you cannot make any sound. In addition, you cannot hear any sound either. (Sound simply goes right through you). It goes well with Phasing or Immunity (Sonics).

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    Requisite: Phasing Suggested Advantages: Quick-Thinking Related Suites: Necrotic (ghosts), Shadow, Light, Cold, Teleportation, Wind Name Ideas: Phantom, Ghost, Spirit, Apparition, Shadow, Dream

    Phasing Cost: Level (3) pts Based On: Ghost Form 3 You become immaterial, able to pass through completely solid matter as if it were air. Mechanics: This power functions exactly as Ghost Form 3,

    making you fully incorporeal, able to pass even through airtight matter. However, against other creatures or objects with Phasing, Astral Projection, or Ghost Form 3, you are considered solid (and vice-versa). Common Enhancements: Inaudible, Bypass Force Fields,

    Affects Fire, Affects Electricity, Affects Lasers, Affects Sonic Energy, Affects Ghost Form (so you phase through even things with Ghost Form 3). Linked with Transparency. Usable on Others. Usable on Others will also allow you to phase an object you touch. Common Limitations: Tiring or Warm-Up (you have to

    hold your breath while you are Phasing or must catch your breath between uses), Energy Cost. No Phasing Through X (Define what X is when you take this power; you always interact with this substance as if it were solid. So a ghost with No Phasing Through Silver as a limitation could be shot by silver bullets). Pairs Well With: Transparency, Tactile Telekinesis.

    Ghost Buster Cost: Level (1-5) +1 pts + Range, Area Note: This power is available to characters without Phasing. Based On: Special Attack [Affects Ghost Form] This attack can damage nearly any intangible creature. Mechanics: This power functions exactly like Special Attack, and is specifically made to damage creatures with Ghost Form or Phasing as if they were solid. This might be explained as a magical effect, or some energy that affects all frequencies simultaneously. Common Enhancements: Extra Effect vs. Supernatural,

    Linked with Solidify Common Limitations: Only Affects Ghost Form,

    Phase Disruption Cost: Level (2) Pt s Based On: Daze

    Those you phase through grind to a halt. Mechanics: This power functions just like Daze and

    functions by disrupting electrical currents that run through the target when the user phases through them. It can be especially disruptive to machines, and non-sentient machines are automatically affected (no Mind roll allowed), but thinking robots, super vehicles, etc. should be afforded a Mental Defense roll to avoid the effect. Common Enhancements: Extra Effect vs. Machines (you

    get a +2 Multiplier Bonus to your Mind contest), Automatic (affects anybody that touches you while Phasing), Target Only, Vampiric Common Limitations: Only Affects Machines

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    Alternative: Mystical Disruption: As above, but instead of

    machines, magical creatures and objects are disrupted.

    Phase Entrapment Cost: Level (3) Based On: Immobilization 3 [Doubles] You phase your target through solid matter just long enough to leave them stranded in it. Mechanics: This power functions just like Immobilization 3 by

    making the target you touch become incorporeal, then stranding them in solid matter. When you roll Doubles on a successful attack, you can leave the target completely submerged in the matter (assuming it is deep enough). A submerged target will also be unable to breathe or see until they break free from the matter; however they will also be protected from other harm by it as well. The difficulty to escape this matter depends on what youve stranded them in. Common Enhancements: Doubles: Secondary Power Continual Damage. If you wanted this power to be some sort of beam instead of by touch, you can simply add Range to it. Common Limitations: Partial Effect (you only get their arm or

    their legs; not the whole body. This also means you lose the Doubles Enhancement that allows you to submerge a target completely, effectively making this Limitation lower the powers cost by 2, since it also sheds an Enhancement).

    Phasing Fist Cost: Level (4) + 2 pts Based On: Special Attack 4 [Bypass Armor] You can punch right through solid matter. Mechanics: This power functions just like Special Attack 4,

    granting you +1 Multiplier Bonus to Hit, and +3DM to damage (based on Brawn). It ignores any Armor that the target may have, and the fact the attack phases through matter also makes it harder to block. Common Enhancements: Linked: Daze, Linked: Immobilization both account for a possible stunning effect this power may have on its victim. Linked: Weaken would indicate a strength-sapping effect on a victim. Extra Effect vs. Machines also may be appropriate. Doubles: Secondary Power: Phase Entrapment. Affects Ghost Form. This power is often bought in a Multi-Power with Phasing as the attack requires you to solidify to deliver the attack. A ghostly Phasing Fist may well

    have the Vampiric Enhancement. Pairs Well With: Phase Entrapment, Phantom Feedback

    Possession Cost: Level (5) -1 pts Based On: Mind Control

    You are able to take control over a body you walk into. Mechanics: This power works just like Mind Control, allowing

    you to dominate the victims mind, making them a puppet to your will. However, it only works on a person whose body you have used Phasing to pass into. Because you occupy the same space as the host, you do not need to verbally issue commands; your mind has essentially taken over their body. You do however, have to make a Mind contest to maintain control, as the subordinated mind of the host tries to wrest control. You must make this contest at the beginning of every scene, and at the start of every Page you are in a combat or otherwise dangerous situation. You must also roll if you

    attempt to make the host do something greatly outside their nature. If your Mind contest to against the host ever fails, you are forcibly shunted out of the body, disoriented (as if by Daze), and unable to attempt Possession on it again for the rest of the Issue. It might also be possible for an exorcism or similar effect to force you to leave the body. While you are inside the body, you can perceive through its senses and feel what it feels. While your phased body may not take damage from physical trauma that injures the host body, you will feel the pain of it. You must roll your Soak against the damage. If you fail by 20 or more, the pain is too much and you are forced to leave the body (although you take no damage unless the source will also harm your body while Phasing). If the body dies, the psychic trauma is so severe that you take half the damage the body took, as if affected by an equivalent Mind Blast. Thus it is generally a bad idea to let a host body be destroyed. While inside the body, you also have access to its physical prowess, using its Brawn and Agility instead of your own. Likewise, you can utilize any purely physical powers, like claws, wings, or extra arms, that the body possesses. Powers that require training and concentration to utilize, however, require you to learn how to use them. So a body with a fire breathing power will likely take practice for you to learn how it works. Powers that require specialized knowledge, like magic spells or martial arts techniques will be completely unavailable to you. While you possess the body, you do not automatically gain knowledge of the host. Your skills are completely unaffected, though you Agility skills will utilize the hosts Agility instead. Likewise, you do not automatically know how to act like the host. People will think you are behaving strangely and get suspicious if you suddenly stop recognizing people, make mistakes in your everyday routine, etc. Alternative: Ghost in the Machine: This power works nearly identically to Possession, but specifically only works on

    machines. The cost is the same as the equivalent level in Possession, because that does not work on machines at all. Common Enhancements: Affects Machines Pairs Well With: Telepath 3

    Shatter Force Field Cost: Level (1-5) pts Requisite: You must have Phasing with the [Bypass Force

    Fields] Enhancement. Based On: Nullify You are not only able to move through a force field; you can bring it down in an instant. Mechanics: This power functions similar to Nullify, specifically

    to turn off force fields that you touch while Phasing. Because it only functions against force fields, your Nullification Factor is double your rank in Shatter Force Field. You roll this in a contest against the level of the Force Field you are trying to bring down. If you win, the Force Field disintegrates for the rest of the scene. This does not prevent other force fields from being raised later, however. This can also affect Damage Shield variants of Force Field,

    however each time you touch one, you also take the damage. Common Enhancements: Automatic (whenever you touch a force field while Phasing) Common Limitations: Concentration, Disorienting, Warm-Up,

    Energy Cost, Immobile, Fading, Limited Duration (instead of for the scene, the force field is only disabled for 2 Pages), Backlash.

    PHASE ENTRAPMENT TABLE

    Example Matter Escape Difficulty

    Glass, Ropes, Mud 5 Thick Glass, Drywall 10 Earth, Wood 20 Solid Metal, Concrete 30

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    Solidify Cost: Level (1-5) pts Based On: Nullify Note: This power is available to characters without Phasing. You can force a Phasing creature to manifest physically! Mechanics: This power functions similar to Nullify, specifically to turn off Phasing or Ghost Form powers. Because it only

    functions against the intangible, your Nullification Factor is double your rank in Solidify. You roll this in a contest against the level of the Ghost Form you are trying to turn off. If you win, the creature materializes for the rest of the scene, even if its natural state is intangible. If the creature normally cannot manifest physically, it does so anyway and is weakened, taking a -2 Dice Penalty on all rolls. Common Enhancements: Linked with Ghost Buster.

    Intangible Immunity Cost: Level (1-6) -1 pts Based On: Immunity While you are Phasing, you do not need to worry about the frailties of the body. Mechanics: This power functions exactly as Immunity

    because your body is no longer physical. For each rank, choose one of the following items; your lack of physical presence makes you immune to them: Cold, Radiation, Suffocation, Hunger, Thirst, Vacuum. Note that while Phasing, you are already effectively immune to

    most physical attacks (including Knock-Back, poisons, entanglements). This power goes above and beyond that. Alternative: Instead of full Immunity, you have Resistance to

    two items per level.

    Phantom Feedback Cost: Level (1-5) -1 pts Based On: Damage Aura When someone passes through your phased form, they feel intense pain. Mechanics: This power functions just like Damage Aura, and

    does 1DM per level to anybody that touches you while you are Phasing. The source of this damage is dependent upon the source of your Phasing power; a ghost might cause intense cold to chill with a touch, while a molecular manipulator might cause electrons, tachyons, or some other energy to burn anybody occupying the same space. Common Enhancements: Same as Phasing Fist. Common Limitations: Always On Pairs Well With: Phasing Fist

    Reflexive Phasing Cost: Level (2) -1 pt Based On: Boost 2 Agility You are so in tune with your phasing ability you can use it as a reflex to instantly evade attacks. Mechanics: This power functions exactly as Boost 2 raising

    your Agility by 2 for the purposes of Defense only. Because the power works by causing your Phasing ability to blink on the moment before you get hit, it has no effect against anything that you cannot phase through. Common Enhancements: Lightning Reflex. Usable On

    Others (you can aid in the Defense of an adjacent ally as an interrupt or if you hold off on taking your panel). You might also increase the powers level (and cost) by 1 to raise the Defense Multiplier bonus 1 higher as well.

    Transparency Cost: Level (1, 3, or 5) pts Based On: Invisibility You vanish from sight. Mechanics: This power performs exactly as the Invisibility

    power as written in BASH! Ultimate Edition. It functions by causing your molecules to become transparent, allowing light to pass through them. Because it physically changes your body, it is not a Mental power but a personal Bio-Manipulation power. It makes you invisible to the visible light spectrum, but you are still detectable by alternate means (infrared, sonar, etc.). As a 1-point Enhancement, you can extend your Transparency

    to one additional means of detection. Thus for 2 extra points, you can be transparent to visible light, sonar, and ultraviolet. Common Enhancements: Linked with Phasing, Multi-Power with Phasing. Inaudible. Common Limitations: Translucent: Instead of being fully

    transparent, you are merely translucent. Instead of a -4 Dice Penalty, opponents have a -2 Dice Penalty against you (when they are tipped off to your presence). A person can make a Vision check to see you when you are standing still, but you get a +10 Result Bonus to any Stealth rolls made to hide. If you are not trying to hide, a person must still make a 10 Vision check to notice you unless you get their attention.

    Phasing and Cover

    The Periscope Effect: The Phasing Phantom power

    assumes you have mastered the use of concealment while Phasing, but even someone who is not a master gains some benefit. Without Phasing Phantom, you get a +1 Multiplier Bonus to Stealth checks to avoid being noticed if you can conceal yourself inside objects. Cover: One downside to the Phasing power is you are

    still vulnerable to energy attacks as well as attacks meant to strike Phasing targets. However, you can mitigate this by taking cover inside an object. You may be vulnerable to a laser blast, but maybe the wall can take it! If you are half-inside a wall, your enemy will have a smaller target, requiring a Called Shot to hit you. If you are completely inside, the opponent will have to blast through the wall to hurt you, with the wall bearing the brunt of the damage (only the excess damage hits you).

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    Air Walk Note: This Power is also in the Wind Suite. Cost: Level (1) pt Based On: Flight 1 [Second Nature]

    You can stand on air as if it was solid ground, and can even ascend by stair climbing in midair. Mechanics: This power functions as Flight but can only be used while Phasing, as your body literally becomes lighter than air. This power also functions with Second Nature, and it is so natural to you that you cannot be knocked out of the sky, and can even sleep in the air if you wish, so long as you remain phased. Pairs Well With: Clinging, Phase Gliding

    Clinging Cost: 1 pt By phasing your fingers or feet into a surface, and lowering your body weight, you can climb vertical surfaces with ease. Mechanics: This is the Clinging power from BASH! Ultimate Edition. Pairs Well With: Air Walk, Phase Gliding

    Phase Gliding Cost: Level (1) pt Based On: Gliding When you start to fall, you activate your Phasing ability to prevent injury, slowly drifting like a feather. Mechanics: This power functions as Gliding, automatically triggering if you fall. You are only partially Phasing while this power is activated. Pairs Well With: Air Walk, Clinging

    Phased Flight Cost: Level (1-5) -1 pts Based On: Flight By phasing weightlessly at the moment you shift your momentum, you not only free yourself from the bonds of gravity, you can control your flight path with precision. Mechanics: This power functions exactly as the equivalent level of Flight, but can only be used while you are also using Phasing. If you materialize, you begin to fall, although you maintain any forward momentum. In this way, it is possible to materialize for less than a second, shift your weight, begin Phasing again, and thus change direction. Likewise, you can come to a stop by Phasing at the moment your momentum is equal to gravitys pull. Because you must materialize momentarily to change directions, an observant opponent can physically attack you using expert timing with a Called Shot and holding off on their panel till the moment you shift direction.

    Skillful Phasing Cost: Level (1) pts Based On: N/A

    By phasing and partially materializing inside what you are working with, you can work much more efficiently. Mechanics: This power allows you to use your Phasing power

    to accomplish some incredible feats of skill. Note that without Skillful Phasing, the Narrator may still consider your Phasing ability to be beneficial for the use of some skills, but in these instances will just assign a Moderate or Major Benefit. Skillful Phasing goes above and beyond this. Below is a list of possible uses of Skillful Phasing. Each one counts as a

    separate 1 point power.

    Phasing Fixer Instead of locks, you can phase into delicate machinery and make repairs; assuming all the needed parts are at hand. You can also sabotage or jury-rig machinery in this manner. Any difficulty of 30 or less on a Technology/Repair, Sabotage, or Jury-Rig check automatically succeeds. Difficulties of greater than 30 require a roll, but you get a +2 Multiplier Bonus.

    Phasing Picklock If you phase your hand into a lock with a difficulty of 30 or less, you can automatically pick the lock without rolling. This will even allow you to pick a lock from the wrong side of the door. If the locks difficulty is over 30, you can still pick the lock by phasing into it, but you must roll. However, you have a +2 Multiplier Bonus to the attempt. You can also use this ability to disable traps and alarms in a similar manner.

    Phasing Hacker Your technical skills are such you can also interact with a computer directly by phasing into it. This would allow you to bypass the computers security automatically on any difficulty of 30 or less, with a +2 Multiplier Bonus vs. any difficulty above 30. If you have a means to store data, you can immediately transfer it.

    Phasing Phantom While you are phasing, you make very little noise, and you have learned to use your intangibility to hide inside of objects, making you much harder to notice. You automatically succeed on any Stealth/Hiding, Palming, or Prowling check of a difficulty of 30 or less, and have a +2 Multiplier Bonus vs. any difficulty above 30 while you are phasing.

    Phasing Physician By being able to phase your hands inside an injury, you can treat it with much less severity than an ordinary surgery. For instance, you could phase your hand into a gunshot wound, and pull out the bullet, without needing to cut into the patient. You automatically succeed on any Medicine/Surgery, Paramedic, or Toxicology (specifically to remove toxins) check of difficulty of 30 or less. For difficulty greater than 30, you get a +2 Multiplier Bonus if phasing might be able to help.

    Tactile Telekinesis Cost: Level (1-5) pts Based On: Telekinesis

    You have the ability to move objects with your mind while you are touching them, even if you could not budge them physically. Mechanics: This power functions just as Telekinesis with the

    odd caveat that you must physically touch an object to manipulate it; it has no range at all. Because the power still requires mental focus as well as physical contact, you use the lower of your Agility or Mind in order to hit or manipulate something, and use your level in Tactile Telekinesis as if it were Brawn to determine damage or how much you can lift. The main uses for this power are that it could allow you to lift much more than you might with Brawn alone, and it is also usable simultaneously with Ghost Form. Common Limitations: Tiring, Warm-Up, Energy Cost,

    Concentration

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    Facets: Teleportation, Portal, Spatial Requisite Power: Teleportation (Teleportation Facet),

    Gateway (Portal Facet). Related Suites:

    Teleportation Facet: Phasing, Light, Matter Manipulation, Force Gateway Facet: Time, Light Spatial Facet: Growth, Shrinking, Density, Time, Gravity, Plasticity Common Restrictions: Teleportation by its nature is a very

    powerful ability that can be greatly abused. To make it more conducive to good story-telling, there is often some limits that are placed on the power. Such limits, if chosen, should be considered with regard to all powers the character takes for the Power Suite.

    Self Only: (Teleport normally only works on yourself; however this limitation would also limit what feasible other Teleport powers one could take. You could not, for example, simply teleport people or objects out of thin air).

    Situational: Familiarity: You can only teleport to places

    you can see or have been to before. Likewise, you can only teleport people or objects that you are familiar with. You could never, for instance, teleport an unwilling subject.

    Situational: Focus: You require a certain medium to

    teleport through. Shadows, mirrors, water, or doorways are all common foci that a teleporter might require in order to use their abilities.

    Teleportation Note: Required for the Teleportation Facet Cost: Level (1-10) pts Mechanics: This power is the Teleportation power from BASH! Ultimate Edition, and functions exactly as written. Below are

    some rules clarifications and suggestions for customizing this power. Usable On Others: This Enhancement is necessary if you

    want to be able to teleport a person or object other than yourself. Many powers in the Teleportation Suite will not work unless you have this ability. The number of people you can teleport is three unless you also take the Area Enhancement. Unwilling Targets: A target that is unwilling to be affected by

    Teleportation requires you to make an attack roll against them with a Called Shot. Note that this is only to move the target by Teleportation. You can use other offensive powers (like Teleport Daze), on the target without needing a special Called Shot. Range: Adding Range to Teleportation makes it possible for

    you to use a Teleportation Ray effect, allowing you to teleport people or objects at a distance. Remember that Teleportation normally does not have the Range descriptor, so you must pay for this as an Enhancement on top of the points you put into Range. Thus adding Mid Range to Teleportation adds 3 points to the cost. Without Range, Teleportation always requires you to touch the target. An exception to this would be if you have certain powers that let you summon specific familiar people or objects to you, such as Remote Teleportation or Hammer Space, but in these cases those summoned appear touching you unless you have Range.

    Gateway Note: Required for the Portal Facet Cost: Level (1-10) +1 pts Mechanics: This power is the Gateway variation of the

    Teleportation power from BASH! Ultimate Edition, and

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    functions exactly as written. Below are some rules clarifications and suggestions for customizing this power. Common Enhancement: Area of Effect (used to increase the

    size of the Gateway from 1 Square to be much larger). So for 3 points of Enhancement, you can have a Gateway that opens in a Medium Burst (1 point for Area of Effect Enhancement, 2 points to make it a Medium Burst).

    Atomic Anchor Cost: Level (1-5 pts) + Range, Area Based On: Nullify You can prevent people from leaving this part of the physical world. Mechanics: This power functions as Nullify, specifically

    against Teleport, Gateway, and Phasing, by forcing the atoms in the affected area to remain in the physical world. This means the power will have no effect on creatures that turn into mist or liquid, as their atoms continue to exist as physical objects. For creatures that are naturally phased (with Second Nature Enhancement on their Phasing power), like ghosts or astral projecting sorcerers, this power forces their form to manifest physically. If the creature normally cannot manifest physically, it does so anyway and is weakened, taking a -2 Dice Penalty on all rolls. Because it affects a rather narrow range of powers, your Nullification Factor with Atomic Anchor is double your level in the power.

    Gate Attack Portal Facet Only Requisite: Gateway Cost: Level (1-5) +1 pts + Range, Area Based On: Special Attack [Variable]

    You open a gateway to something harmful and unleash it. Mechanics: This power functions just like Special Attack with

    the Variable Enhancement, and is usually bought with Range. Each rank can add +1DM (based on your Mind) or +1 Multiplier Bonus to hit (based on your Agility) or increase the Range or Area of the attack. You might open a gateway to a volcano to spew lava at an enemy, to the surface of Neptune to spew frozen gas, etc. Alternatively, you may simply use your collapsing gateway to bite an opponent.

    Teleport Capture Cost: Level (2) -1 pts + Range, Area Based On: Immobilization 2

    You teleport an object to ensnare an enemy. Mechanics: This power functions as Immobilization, generally

    with the Partial Limitation, because it usually works by teleporting some object to tie up or hamper the opponents arms or legs. You might teleport a pair of handcuffs onto their wrists, or teleport a dagger to pin their cape to the wall, etc. The difficulty to escape this Immobilization effect is 20, and it can be escaped using Brawn or an appropriate Escapology skill check. If the power is bought without Range or Area, you must touch the target to make the capture device suddenly appear on their person. Common Enhancements: Linked with Teleport Pummel.

    Teleport Daze Cost: Level (2) +1 pts Based On: Daze [Tactical Shunt] You teleport an enemy around and then place them back where they were. The experience is so disorienting that it takes them a few precious seconds to recover. Mechanics: This power functions as Daze, generally with a

    range of Touch. The concept is that people unready (or

    untrained) for you to teleport them find the experience slightly disorienting. By purposefully teleporting a target several times in a second, you are maximizing the disorientation effect, such that the target becomes Dazed.

    Teleport Pummel Cost: Level (2) + 1 pts + Range, Area Based On: Special

    Attack 1 [Doubles: Repeat Use], Confusion 2 You teleport behind an enemy and hit him with all youve got. When he wheels around to face you, you do it again, and again, and again. Mechanics: This power functions as Special Attack, granting

    you +1DM to your attack. Your target also has a -4 Dice Penalty to defend against this attack, as the opponent is continually caught off guard by several punches as you continually teleport around them. Because you teleport as part of the attack, you can buy this power with Range. Buying it with Area allows you to Teleport Pummel multiple targets at once. It is assumed that this power is a hand to hand attack; and therefore can be blocked or countered as such. If you teleport and punch someone with Damage Aura turned on, for instance, it will still hurt you despite the range. Alternative: Teleport Barrage: This variant works as above,

    but in concert with ranged attacks. You must therefore have some sort of ranged attack to use. Common Enhancements: If you are not merely punching the

    opponents, or want to enhance the impact it has, you can simply raise the powers level to raise the DM. Tactical Shunt, Linked with Teleport Capture, Mulit-Power with Sundering Teleport. Pairs Well With: Attack Weak Point

    Teleport Trick Cost: Level (2) pts + Range, Area Based On: Confusion 2 You teleport an object to befuddle an opponent, like teleporting a bag over their head. Mechanics: This power functions as Confusion, typically by

    teleporting some object to cover the opponents face so they cannot see. Make a Mind Check against the target; if they fail they are effectively blinded, having a -4 Dice Penalty to all Agility rolls for 3 pages or until they can make a 20 Mind Check to escape the effect on their Panel. A result of 30 or greater means that they not only end the effect, but do so quickly enough that they may still take their Panel as normal. An area effect might mean you teleport a bank of fog to fill the area, or perhaps teleport a bag over the head of each person caught in the area.

    Spatial Tempest Spatial Facet Only Cost: Level (1-5) +1 pts + Range, Area Based On: Damage Field

    You cause space in an area to constantly bend, stretch, or compact, like a surreal painting, causing severe damage to anything inside it. Mechanics: This power works just like the Damage Field

    variant of Damage Aura, and is made up of distorted space. It must be bought with an Area (usually Burst or Arc) and may be bought with Range. It does 1DM per level in the power in the area. Spatial Tempest persists for 3 pages. The maximum

    number of zones you can have active at once is equal to your level in Spatial Tempest, though you may create only one on any given panel. When a character moves into or starts their panel inside the area, the warping space automatically damages them.

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    Characters with the Stretching power take half damage from the Spatial Tempest. Common Enhancements: Movable

    Spatial Vice Spatial Facet Only Cost: Level (1-5) +1 pts + Range, Area Based On: Continual Damage [Target Only] By condensing or expanding the space in a persons body, you can crush or rend them apart. Mechanics: This power works just like Continual Damage of

    the same level by either crushing an opponent from within or by pulling them apart; perhaps you teleport a foreign object directly into their body. Needless to say, this power is more commonly used by Villains than Heroes. Common Enhancements: Unseen (+2 points) Pairs Well With: Fold Space, Spatial Distortion

    Sundering Teleport Cost: Level (4) + 1pt Based On: Special Attack 4 [Extra Effect vs. Objects] You teleport a piece of an object away from the rest, causing severe structural damage. You can rip the arms off giant robots or tear holes in the wall in this manner. Mechanics: This power works like Special Attack and is used

    to tear objects apart. You grab a part and teleport it away from the whole, leaving a gaping hole in it. This power will not affect organic tissue; only objects, but robots and other machines qualify. If you successfully touch the target (remember that it requires a Called Shot to attack somebodys equipment) you do Mind +6DM to it. Common Enhancements: Multi-Power with Teleport Pummel.

    Blink Cost: Level (3) pts Based On: Boost 3 Agility When you are attacked, you can disappear for a brief moment, reappearing after the danger passes through empty space. Mechanics: This power functions exactly as Boost 3 raising

    your Agility by 3 for the purposes of Defense only. Common Enhancement: Lightning Reflex.

    Defensive Jaunt Cost: Level (1) pt Based On: Teleportation 1 [Automatic] Poof! Your attackers miss you as you teleport away. Mechanics: Whenever you are attacked, and the attack misses you, you may Teleport up to 5 Squares away in any

    direction you can see. Pairs Well With: Blink

    Spatial Armor Spatial Facet Only Cost: Level (3) +2 pts Based On: Armor 3 [Linked to Deflect 3] Attacks that come towards you have a tendency to miss or glance off you. Mechanics: This power works like Deflect and Armor,

    increasing your Defense and Soak multipliers by 3. The power works by warping the space around you, causing bullets to go around you, or even turn back on your attacker when you roll Doubles. If you are hit, it will usually only be a grazing injury. Common Enhancements: Lightning Reflex,

    Pairs Well With: Spatial Distortion, Fold Space

    Spatial Distortion Spatial Facet Only Cost: Level (1-5) pts +Range, Area Based On: Damage Aura Anything that comes too close to you is crushed or rent apart. Mechanics: This power functions exactly as Damage Aura of

    the same level by pulling apart or compacting the space around you. Pairs Well With: Fold Space, Spatial Vice, Spatial Tempest, Spatial Armor

    Spatial Imperviousness Cost: Level (1) pt Based On: Immunity You cannot be involuntarily moved via teleportation. Mechanics: You are completely immune to the effects of Teleportation, Fold Space, Gateway, and similar powers whenever you do not wish to be moved by this means. Likewise you are immune to attacks that warp space in your body to cause injury like Spatial Distortion, Spatial Tempest, or Spatial Vice.

    Port Shield Portal Facet Only Cost: Level (3) Pts Based On: Deflect 3 You open a portal in front of you like a shield. When an enemy sends a blast your way, you might even open a second portal behind them to give them a taste of their own medicine! Mechanics This power functions like Deflect 3, giving a +3

    Multiplier Bonus to your Defense. When your successful Defense roll is Doubles, your portal also manages to strike the enemy. Perhaps they stuck their arm through the portal and found something nasty on the other side. Maybe the lasers they fired through come back at them through the other side of the Port Shield, which happens to open right next to them. Common Enhancements: Extra Effect: You have more control over the other side of the Port Shield can direct the reflected attack to any target within 10 Squares of yourself or the attacker; it need not be the person who attacked you.

    Teleport Whole Teleportation Facet Only Cost: Level (5) +2 pts Based On: Healing 5 [Linked with Restore 5 , Multi-Power with Transmutation ] Teleportation involves the disintegration and reassembling of molecules. You can choose to reassemble an injured body without the injuries, or broken parts of an object complete. Mechanics: When you perform a teleport with Concentration,

    instead of transporting long distance, you can instead focus on reassembling the molecules of the body into a non-injured state. Immediately following such a teleport, the subject is healed x5 Damage and is also affected by a Restore effect which can remove any physical ailment affecting the character. It will remove poisons, illnesses, foreign objects, etc. from the character. However, it offers no effect against purely mental maladies. Because it works at a molecular level, this power will also "heal" unliving beings (robots, zombies, etc.) as long as they have a physical form. You can also collect broken parts of an object and they will reappear completely repaired when you teleport them. Common Enhancements: Usable on Others would allow you to Teleport Whole allies. Adding the Area Effect Enhancement

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    would allow you to potentially repair extremely large objects like vehicles or buildings.

    Dimensional Teleportation Cost: Level (1 or 3) pts Variant On: Teleportation

    You transport to an entirely separate reality. Mechanics: This power functions similar to Teleportation,

    except instead of traveling through space to another location, you travel to another dimension entirely. One level allows you to teleport to a single dimension. Three levels allow you to teleport to any dimension. Alternative: Dimensional Gateway: This functions similarly,

    but exists as a gateway rather than instant teleportation. It functions similarly to the Gateway power, and costs +1 pt than the equivalent Dimensional Teleportation.

    Fold Space Spatial Facet Only Cost: Level (1-5) +1 pts Based On: X Mastery You can increase or decrease the space between two points, making areas bigger or smaller. Mechanics: This power allows you to fold and unfold space

    between objects. Each level beyond the first allows you to add or subtract a Range or Area to the use of another power, assuming your Panel is ready to do so. You can also increase or decrease the distance between two people or objects by inserting or removing Range increments between them. You can increase or decrease the size of a place by shrinking or growing it to fill a Burst of a different size. You may rearrange the people and objects within an area as well. When you try to Fold Space, make a Mind or Power check

    (your choice) against a difficulty based on how much space you are trying to fold. Your level in Fold Space determines the maximum difficulty you can attempt. In addition, when you are affecting an unwilling target, you must make a separate Mind roll against their Defense and succeed by 10 or more. If you fail, they are unaffected (but other targets may be). When affecting an area, you roll once and every unwilling person inside rolls against that roll. When you are affecting someone elses powers and they are unwilling, you each may use your respective powers level or Mind; whichever you prefer. You must beat them by 10 in order to alter their powers area or range. As a possible Limitation, you must always serve as an anchor, placing yourself at the center of any Area or at one end of any Range you alter. Example: Curveball has Fold Space 4. At a busy shopping mall, he sees the villain Rubberman fleeing the scene of a smash and grab robbery. To aid his escape, Rubberman chopped down a heavy decoration that was hanging from the ceiling, endangering the shoppers below. With lots of innocent bystanders in the way, there is no way Curveball can get there in time. So he decides to rearrange the situation. The area of the mall he wants to affect is a Huge Cone. He makes a Power check against a difficulty of 40 and rolls 11, getting 44. He moves the falling decoration to an area where there are no

    people, and sets it on the ground so it doesnt crash to the floor. He then moves all the innocent shoppers to safety. They are not unwilling, so he is able to move them with ease. Lastly, he brings Rubberman to him. He makes another Power check and rolls 8, getting 32 against Rubbermans Defense. Rubberman ended up getting a 21; Curveball beat him by at least 10. Suddenly Ruberman is standing near Curveball instead of near the mall exit. Common Enhancements: Automatic (+1 point) allows you to

    reduce the Area of any Area attack that targets you. Pairs Well With: Spatial Vice, Spatial Armor, Spatial

    Distortion, Spatial Tempest

    Gate Reach Portal Facet Only Cost: Level (3) pts Based On: Stretching Note: Maintained Requisite: Gateway You create a small gateway you can put your arm through. You can make attacks or grab and manipulate objects on the other side. Mechanics: This power functions similar to Stretching

    because it allows you to hit, take, or manipulate objects from a distance. Unlike Stretching, however, your arm does not cross the intervening space. The power also requires focus, and is Maintained, rather than Sustained. The maximum range for this power is equal to your range using Gateway. You open a gateway and put your arm through. Another small gateway is opened on the other side, and your hand comes out of this to make an attack, grab an object, etc. Remember, if you cannot see what you are doing, you are doing it blindly, so this power works best within visual range. Unless you have some superhuman vision, objects more than 10 Squares away have a Minor Hindrance to interact with, and objects more than 20 Squares away have a Major Hindrance. This power is most effective for using sleight of hand to lift or manipulate objects without being noticed. Common Enhancement: Multi-Power with Gate Attack. Pairs Well With: Hammer Space

    Hammer Space Cost: Level (1-5) pts Based On: Conjuring

    You pull objects seemingly from nowhere, teleporting them to your current location Mechanics: This power functions exactly as the equivalent level of Conjuring. Pairs Well With: Remote Teleportation, Gate Reach

    Remote Teleportation Cost: Level (1-10) + 2 pts Based On: Teleportation [Usable on Others, Remote Use]

    You can teleport distant allies to your present location. Mechanics: This power functions as Teleport, but specifically

    brings allies to your location. For this to work, you must know where the target is (within range), and they must be willing to allow you teleport them. Common Enhancements: Multi-Power with Teleportation Pairs Well With: Hammer Space Power Trick: You can spend a Hero Point to use this power as

    Summoning to teleport in some generic reinforcements.

    FOLD SPACE TABLE

    Level Max Task Difficulty Example Task

    1 10 Change one Area type to Another of equal points (Line into Cone, Burst into Arc, etc.) Rearrange a Small Area

    2 20 Increase / Decrease Range / Area by one increment; Rearrange a Medium Area 3 30 Increase / Decrease Range / Area by two increments; Rearrange a Large Area 4 40 Increase / Decrease Range / Area by three increments; Rearrange a Huge Area 5 50 Increase / Decrease Range / Area by four increments

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    Spatial Awareness Cost: Level (1) pt Based On: Super Senses 1 (Space) No matter where you go, you always know where you are. Mechanics: You know your exact position at all times. You

    also know where you have just been, and where you are about to (willingly) go, preventing you from accidentally teleporting into a wall. Common Enhancements: As a 1-point Enhancement, you

    can tag an object. You will always know the exact location of this object as if it were part of your person. The number of objects you may have tagged at once is five (but you can add a point to this Enhancement to increase it by five more). Pairs Well With: Danger Sense (You know your position

    relative to everything and everyone around you as well).

    Spatial Anomaly Sense Cost: Level (1) pt Based On: Sense X You know whenever somebody teleports or utilizes gateways. Mechanics: You have an innate sense of the use of powers such as Teleportation and Gateway. You will immediately know if the power has been used within 1 mile, and may be able to discern more. The Narrator will secretly make a Mind check for you. The difficulty is 10 per level of Teleportation or Gateway that was necessary to make the jump plus 10 more per page that has elapsed since the transport took place. Example: Doctor Dimension senses the use of Teleportation nearby. The Narrator figures out the difficulty is 40, because the traveler teleported several hundred miles (requiring 2 levels in Teleportation) and did so two pages ago. He then makes a secret Mind check for Doctor Dimension. If you are successful, you can tell the following:

    A. Whether they were coming or going and in what general direction

    B. Discern how many people were transported and/or if a large amount of mass was transported

    C. The exact time of the transport and relative distance D. The exact location the traveler came from (or went)

    If you have successfully tracked the exact location, it is considered familiar to you until the end of this scene. If you fail, you may still get some information. If you were within 10 of the difficulty, you learn A, B, and C. If you were within 20 of the difficulty, you learn A and B. If you were within 30 of the difficulty, you learn A.

    Trade Places Cost: Level (2) +3 pts Based On: Teleportation 1 (Mid Range) [Usable On Others,

    Range] You teleport yourself and another person distant from you at the same time, each appearing in the spot the other had been. Mechanics: This power allows you to teleport somebody that

    you can see within 20 Squares to your present position. Simultaneously, you teleport to their position. If the target is unwilling, you must make a Mind roll against their Defense, and succeed by 10 or more. If you fail, the teleportation does not take place for either of you. Common Enhancements: This is usually in a Multi-Power with Teleportation or Fold Space.

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    Timothy LeMaster (order #6399050)