Defenders of Chicago (Inactive)

Game Master Jubal Breakbottle

Mid-January 2016
Roll20 map


GM Screen of BASH



BASH Basics:
Translate some BASH terms into Pathfinder:
* Issue = Module
* Scene = Encounter
* Page = Turn
* Panel = Round
* Priority = Initiative

Rolling dice: You always roll 2d6 and multiply your levels. For example, a x2 Ride check would be 2d6 x2. If you have a dice penalty, e.g. Paired Weapons always two attacks each with a -1 Dice penalty, the roll is (2d6-1) x3, if the attacks are x3.

Doubles If you ever roll doubles on your 2d6, you get to add another 1d6. If that 1d6 matches, you continue adding 1d6, until you roll something different. This is called exploding dice.

Combat: Attacker rolls to attack and damage. The defender rolls defense and soak. If the attack is higher than defense, you hit. If the damage is higher than soak, you do the difference in damage. There's other stuff but that is the basics.

Skills: Stealth/Hiding. Stealth is the skill and has many specialties, like Moving Silently, Shadowing, etc. With Stealth on your character sheet means they are trained and usually rolls their Agility as the multiplier vs. difficulty levels. If you roll a specialty like Hiding, you actually roll twice and take the better.

Skills are either Agility or Mind related. There are no Brawn skills. If you are untrained in a skill, you roll your multiplier is (Stat -1). For example, with Agility 3 and you want to ride a horse without training, you would roll x2. This is called skill defaulting. There are advantages and disadvantages that change this like Jack of all Trades and Outsider.

Skill difficulties:
10 = Typical for a professional
20 = Challenging for a professional
30 = Typical for superhero
40 = Challenging for a superhero
50 = Nigh-impossible


Hero Dice and Points:
Hero Dice Hero Dice can really turn the tide in a desperate situation. All characters begin with one Hero Die each issue. Alternatively, a character can spend 5 Hero Points to use as a Hero Die.

* “I do my best work under pressure.” Automatically succeed on any skill check, or automatically get a 20 on an untrained skill. In the case of an extended check, you automatically get a result as if you had rolled a “20” on 2d6!

* “Never say die!” Have an unconscious, dazed, immobilized, mind controlled, (or any other status effect) character “snap out of it” and be instantly restored back to 20 Hits (if they were below 20).

* “Whew! That was close!” Reactively use a power (turn on a force field, deflect an attack aimed at someone else, use Ghost Form as bullets approach you, etc.) even when it is not your panel or have already gone. You can counter the use of a power either with a similar power or an opposing power, i.e. you can block an enemy’s heat vision with your own heat vision or with ice beams.

* “You weren’t gonna start his party without me were you?” Use a Hero Die to enter a scene you were previously not in. This might mean burst through the wall, or were there all along in a cunning disguise or by chance. You can use this to bring in your Sidekick or Super Vehicle as well (this is when the sidekick shows up in the nick of time to save his guardian from the slow death trap, etc.)

* “Never underestimate me!” Roll another die and add it to your regular 2d6 roll. If this die matches either of the other two, it counts as doubles, and you may roll another die and add it, continuing until the last die rolled doesn’t match.

* “Power Stunt!” Temporarily gain a new power by using an existing power creatively. This is seen all the time in comics when the super-fast character vibrates his molecules so fast he can phase through shackles or runs in circles so fast he makes a tornado. To do a power stunt, choose a power you want to
gain and explain to the Narrator how you are doing it. Spend a Hero Die, and you can use this power for the rest of the scene.

Hero Points Hero Points represent a pool of luck, skill, and pure determination that heroes can draw upon to enable them to succeed when others would expect them to fail. Any number of Hero Points can be spent from the pool in an issue to add an equal Result Bonus to any roll. So if a character fails a dice roll by 3, she can spend three of her Hero Points to turn the failure into a success! The player can declare to use Hero Points after seeing the dice roll. Five Hero Points can be spent to gain a Hero Die. Each issue, these Personal Hero Points (gained at Character Creation) are refreshed. Characters can also earn Hero Points for a variety of reasons.