Bif! Bam! Pow! Breakdown Review

Bif! Bam! Pow! Breakdown Review

Click to access BBP.pdf

110 Pages – says Beta Test 8 2001. Therefore take it into account that really this is a draft.

Introduction

Explains the general idea and that of character classes. Heroes, Unsung Heroes, Fallen Angels, Mercenaries, Villains, Normals.

Character Creation

Abilities. 3d6 style Strength, Will, Constitution, Personality, Dexterity, with Vitality rolled as 5d20 being your mental and physical energy. Then 3d10 for Bonus Points to add to abilities – or higher if greater powered game. Combat Bonus is (Dexterity – 9)/3 rounded down with a minimum of zero. So oddball already.

POWERS

Roll of the Offense, Defense, Special and Limitation Powers and on the Money table. There are free powers with pluses and minuses you can take and minor powers to get later.

SKILLS

Everyone gets some common skills then 15 chosen skills. 1000 XP lets you train a new skill. Yet another game that assumes USA here.

EQUIPMENT

There’s a list of stuff to buy but suggests equating to real life, so guns, kevlar, infrared goggles, etc. A bit Superhero 2044.

A character sheet overview on page 12 and some suggestions on Backgrounds.

RULES OF PLAY

Page 14 leads with a saving throw explanation. These are on 3d6 versus an ability. Rules for movement. Jumping broadjump is your running speed in MPH – 1d4 minus encumbrance in pounds plus Strength. Movement and expending energy like lifting heavy things.

Money – rewards and expenses.

COMBAT

Initiative is 2d6 that some things can modify like Super Speed. The Combat Table has a defense class from powers and different columns based on level. This is a d20 table, not a 3d6 one. Various combat manoeuvres like the Champions Brace, Charge, Called Shots and other usual suspects a la Champions or d20. Carrier attacks, Intimidation for some variety. You are allowed as much Patter or snappy dialogue as you like in a fight as long as it doesn’t drag on too long.

Some examples of others:

Multiple Actions – The maximum you can perform is 1/5 of your INT. -1 penalty per extra action.
Second Wind – make a save versus PERS + WILL. On d100 this time.
Seize Initiative – go first in a fight if you say you are doing so.
Synchronize Attacks – combine attacks as one to overcome invulnerability for example if you both Save vs DEX on 4d6.

Costume Effect: This is different – attack a person dressed more strangely than you and get a penalty! -2 if a bit stranger, -4 if a lot!
Multiple Attack Powers: If defined as linked, can both go off at once.

Vitality is Hit Points but damage greater than CON may stun you. Also start taking serious CON damage depending on degree of overs.

Multiple Defenses and Powers and penetrating attacks that can bypass some is rather complicated.

There’s the 50% chance to hit the wrong person Pacesetter firing into combat rule.

Healing – Vitality is recovered at 1/5 of CON per rest minute. CON at one per day.

Page 26 starts a weapon table which leads into breaking things.

ADVANCEMENT

There’s an experience gained table, with modifiers like 0-20% off for Gross Stupidity and 0-50% for contributing to Good Story. Bad guys get experience in reverse manner to good ones.

Then a level table. Only one gain allowed per adventure.

When you go up a level, get Vitality equal to half CON + 1d4. You get a minor power every two levels like Athletic Physique or Tough Hide. Skill gains, too.

POWERS LIST

Starts on Page 31 and goes to 50 with the various details and Limitations possible.

SKILLS LIST

Page 51 start. Renaissance Man is one of them. Helps you out with others, so an interesting one. There are skills related to powers like Insta-Change. Several tables of Skill Packages for different occupations start on page 61. e.g. Detective, Soldier, Smuggler, Ninja, Knight. Law abiding and criminal varieties – so these are a useful addition.

APPENDIX A

Advanced Rules

Power description special effects, linking two to create a new power. e.g. Teleportation, Laser Attack and Insubstantiality to go all Monica Rambeau.

Additional Skills
Long-term Disabilities
Power Devices
Combat Options

APPENDIX B

Inventing Powers

Advice and a table of modifiers for Advantage/Disadvantage for these like Disintegrate or Target must Save vs Disability. Don’t do Instant Death powers is the suggestion.

APPENDIX C

Optional Rules

Appearance, Armor Piercing Weapons, Body Armour, Breaking Things, Collision Damage, Experience, Falling, Hit Location
Game Colour – gain Virtues per level like being put on a Pedestal by the public.
Coming back from the dead, super metals, combat options.

APPENDIX D

Glossary

APPENDIX E

Sample of Play – 3 pages.

APPENDIX F

Designer’s Notes

Rationale on design choices, low early power, making it too D&D like. A page on being a good refereee and another on designing adventures.

APPENDIX G

Care and Feeding of Super villains

Design them…personality, how tough they are.

INDEX

Three pages.

A one page Power Table for printing. Weapon, experience, combat and other tables designed it appears to be printed and possibly GM screened. With a blank character sheet to finish.

Genre Suitability: Lower level heroics to start with, being a level growth and power growth game, increasing later unless you raise the defaults.
Artwork: Black and white minimal amateurish.

0 0ut of 10 Price (lower is cheaper per page)
5 out of 10 Length (lower is shorter)
8 out of 10 Complexity (lower is easier)
3 out of 10 Playability
3 out of 10 Artwork

This is one person’s ideal game it would appear. The criticism that is levelled at it for being very D&D like would be correct. With strange chunks of other things thrown in, too, to make it an oddball hodgepodge that doesn’t really gell. See Scott Lynch’s Deeds Not Words for throwing rather all in the d20 way and being more coherent, independent and also containing ninja.

Set category random power generation is a different way to do things, but not as much fun in general. A useful option though.

You could certainly play this game but I am not particularly sure why you would want to.

BASH Ultimate Edition Breakdown Review

BASH Ultimate Edition Breakdown Review

$9.99 – 137 pages http://rpg.drivethrustuff.com/product/65882/BASH-Ultimate-Ed…

Introduction

The overview gives the motivation and changes. No more energy points and changes to range and area. Key terms are defined again.

Chapter 1

Character Creation

Scale has been added into the point buy system…so suggestions for 20 point Mystery Men or 60 point Cosmic Heroes.

The three statistics are still from 0-5 and tables give benchmark descriptions for the levels.

Then power costs, levels and types, Skills and Descriptions, Advantages & Disadvantages with longer desciption.

Hero points and setbacks and mental malfunctions!

Chapter 2

Page 15 explains the 2d6 dice mechanic where if you roll a double you roll an extra d6 and add it to your total. If you have a triple, do it again, etc. Difficulty numbers and Hero Point use brings up the fact that rolls and numbers should be transparent to encourage their use. Then explains the multiplication by statistic in more detail listing modifiers and hindrances on a dice penalty level.

Basic Combat Rules

Per panel actions, appropriately comic flavoured titling. Move, attack, all that sort of thing. For example: Run, Spring, Swim, Climb, Jump, Creep. Not your usual heroic adjective. Unless your name is Jack Ryder. Half movement rate sneakiness possible speed that one. Knockback rules, which are always fun. Damage taken reduced by how tough you are and a multiplier.

Setbacks

The Narrator has points to use in the Hero Point economy as well. Some characters have them at creation but the Narrator gets two per Hero per issue to be used against any character. Earning Hero Points and the use of Hero Dice is also detailed…basically a Big Hero Point that has a variety of uses in a DC Adventures type fashion, automatic roll success number, recover damage, dodge, etc.

Special Rules

Called shots, wrestling, throwing people, teamwork and more advanced manoevures and tactics. Again, collateral damage and weapons appear as per the first edition. With tables for when you want to look up what whacking someone with a monkey wrench will do for you. Or with an evil monkey in the Improvised Weapons section.

Beyond Combat

Healing, exetended actions like inventing or social repartee, noticing, environmental conditions for when things get extremely toasty. Vehicles and headquarters.

Chapter 3

Powers

Starting on page 36, Limitations, Costs, Enhancements etc. Guidelines on Reading Descriptions in a table. Then you get the breakdown by type such as Movement and the details for each. Several times longer than the original edition this one.

Narrator’s Section

Chapter 4 Starting on Page 59

Running a Campaign advice, including let the players help. Setting, scale, created vs established.

More specifically, then Focus of the Issue: Mysteries, Brawls or subplots. With advice for each. Then Random Events table. Apparently people enjoy this sort of thing. Where you might even have a Monster Movie being filmed. Guidelines for your own random tables.

Villains

Motivation and type breakdowns, advantages. Villains have Villain Points. Minions have nada. No luck for them. A special use for villain Dice: Deus Ex Machina. This is a good one, actually codified as a rule for what it is for the miraculous escape move.

Minions and Gangs

Always useful for the Narrator, rules for use singly and together. Even if Eldritch Horrors. Includes some animal favourties as well.

Chapter 5

Detailing various settings and tropes.

Pulp Heroes, Golden Age, Silver Age, Bronze Age, Iron Age, Super Teens, Science Fiction, Fantasy.

Cosmic – The other settings are as expected, giving archetypes and notes of usefulness. The Cosmic setting gets more inventive. It includes rules for high levels of statistics and power and the multipliers. Cosmic Knock-Back! How far you go if hit in space by someone with Cosmic Might. Using grid ranges at this level. Excellent flavour. How many Hits can a planet take? Moving Planets. Any superhero GMw ould like to take a quick look at this if interested in this setting.

There are also notes on scale crossover.

Appendix

Page 108 gives Hero & Villain Archetypes by scale. So you can quickly make Barbarian Warrior Mystery Men level to World Class Amazons or Cosmic Harbingers of Doom.

Appendix A

Page 128 gives Alternate Game Mechanics. Cards, d12, d10, d6 pools, Fudge Dice for BASH! which involves changing multiples to modifiers.

Map & Miniature alternatives…using hexes instead of squares. Ranges. Advantges & Disadvantages and Static Defenses & Soaks.

Fame – how to put in a popularity rating and use it. Plus Experience Points.

Index – 2 pages

Character Sheet

BASH Quick Build Sheet for character scope and creation.

Genre Suitability: Many, see settings. Nasty and brutal is not its thing though. Definitely for brighter heroics.
Artwork: Colour, cartoon. Danilo Moretti shares a style with Dan Houser here.

5 out of 10 Price (lower is cheaper per page)
5 out of 10 Length (lower is shorter)
5 out of 10 Complexity (lower is easier)
6 out of 10 Playability
7 out of 10 Artwork

7.5 out of 10 Overall

I could even go towards 8, this is really a quite charming Advanced update. With a couple of innovations and four-colour flavour. This is somewhere between Villains & Vigilantes and Marvel Super Heroes Advanced I suppose in terms of difficulty. And length, too although considerably larger font style than either there. The artwork style certainly friendlier fun heroes compared to a later Champions or Heroes Unlimited variety in the original game. Lacks a random generation system that wouldn’t be hard to do at a basic level. Lacks any completely done and named characters, just having numerous archetypes.

In fact, speaking of Marvel, they have a table at the beginning for resolution lookup to prevent people who are multiplication challenged from having problems. This is definitely Universal Table Style with the resolution having a bit of the Pacesetter (Chill etc) with the extra check for the column instituted.

Overall well done and would also be a useful introductory game but also enough depth that people that like the style should be happy with it for ongoing play.

BASH Original Edition Breakdown Review

BASH Original Edition Breakdown Review

$1.99 – 30 pages http://rpg.drivethrustuff.com/product/19178/BASH-Basic-Actio…

Introduction

The overview says it was designed to be a game for kids, but others liked it too. Key terms are defined.

Character Creation

On page 3, assign 7 points between Brawn, Agility and Mind, get extra by taking a weakness or fewer powers. Ranked from 1-5.

Spend 9 points on powers or vary by changing with stats as above. Choose an origin and a power limitation to make them cheaper if you desire. Or power enchancments, which make them more expensive. You can take a bad weakness.

Types of Powers

Listed on Page 4-9 – a short but reasonable selection.

Skills

Starting on Page 9, a list of other things characters can do.

Advantages

From Page 11, even a short game like this has this nebulous other section. Things like Appeal, Celebrity, Contacts, Dumb Luck. Then the Disadvantage counterparts on page 13 and 14.

Dice Mechanic

Page 15 details the 2d6 multiplied by ability mechanic, trying to beat a difficulty number from 10 (easy) to 50 (nigh-impossible). With a tweak that if you roll doubles, you roll another d6 and add to your original 2d6. If you then have a triple, roll another one,e tc.

Combat Rules

Highest agility wins initiative and heroes win ties. All except Mental attacks are Agility vs Agility. Not a good sign when a writer can’t use loose and lose correctly, generally but this is better than the usual left-end of the curve type, thankfully. Damage is based on Brawn and you make a defense roll similarly. If the attack is higher than the defense, then damage. A bit Tunnels & Trolls style, but even simpler perhaps.

Page 16 is detailing what actions you can do, movement, attack, wrestling, knock-back. Energy points are spent on powers a la Villains & Vigilantes or Champions. A simple number in that heroes have 10 and different powers have different cots. Then rules for falling, water, shooting and blowing up, improvised weapons, collateral damage and chase scenes on 17-18 with the Vehicle list on 19.

Minions

Ratings and rules on page 20, with a listing that follows, cops, ninjas, robots, aliens.

Sample Story Arc

The Gauntlet on page 22 to 25. Sample characters on pages 27-28.

Advice for Running Bash

A page on this, experience and more powerful characters with a character sheet on the final page.

Ratings

Genre Suitability: Four Colour Heroics
Artwork: Black and White

5 out of 10 Price (lower is cheaper per page)
2 out of 10 Length (lower is shorter)
2 out of 10 Complexity (lower is easier)
4 out of 10 Playability
6 out of 10 Artwork

3 out of 5 Overall

This is a solid, deliberately short and even old school type game that would indeed make a decent introduction for people. Also it would be quickly put together and explained one-shot. Somewhere in the area of the original Marvel Super Heroes Basic Game. Definitely good for kids.

People that want a bit more granularity and variety and options are likely to quickly become bored. There is certainly room to build a BASH Advanced though.

White Picket Witches

A New England USA island setting with five supernatural families and one defunct. Which means they still might be supernatural. Emphasis on playing the conflict as per tv soap opera drama, with explicit rules for Face Offs that could be conflict from basketball to teary accusations to drowning. Required some clever media analysis to come up with this.

Also deserving of taking this and making a more meta supplement for applying this to any particular setting, the various drama/tension/places of power type mechanics so that you can Soapy Drama up whatever you like.

Similarly for horror which obviously this rather more Practical Magic style urban fantasy has elements of. FATE Core could use a horror toolbox like the crime one and like this could one could . So a couple of possible spinoffs.

A really very interesting expansion, showing again that the people putting together FATE Core have an eye for the interesting and different in the broad range they have come up with here for inclusion.

4.5 out of 5

The Fate Freeport Companion – Elegant

An elegant adaptation of Dungeons and Dragons flavour with an interesting setting. Taking FATE Core type Skills and using a FATE Accelerated minimal list that are the classic six D&D abilities brings this rich setting to life.

Full of evil cults and Hobgoblin bartenders for some classic low fantasy possibilities along with the pirates and sea monsters.

An explanation of how to do the various classes with archetype builds, magic guidelines and a very nice beastie and flavourful NPC section make this a book well worth the time. Enough so I have now read it twice.

As has been suggested, a fine FATE gateway for d20 fantasy players as well as a good game.

The only thing lacking perhaps…although the downloads of FATE core and Accelerated are easily had: is a quick cheat sheet style ladder/action/outcome summary guideline page or four in the back.

9 out of 10

Super Squadron Rules Updates

From this online magazine and from Joe Italiano himself :-

I will go through in detail later, these are generally older ones. Although he says he is working on a second edition!

RPG Review – Super Squadron Rules Updates

Includes an Enhanced Charisma table.

Avengers Coast-to-Coast – Best Avengers Value supplement

An expanded Avengers heroes and villains book for the Marvel Super Heroes Advanced Set with more characters and information.

Heroes — Villains

Ant-Man I, Ant-Man II, — Absorbing Man, Ares, Armadillo, Arnim Zola, Attuma,
Beast, Black Knight, Black Panther, Black Widow, Byron Justinian Gamble, — Baron Zemo I, Baron Zemo II, Black Knight [Nathan Garrett], Blackout, Black Talon, Bob Cat,
Captain Marvel, Captain Ultra, — Collector, Controller,
Drax the Destroyer, — Deathurge,
Edwin Jarvis, — Egghead, Enchantress, Enclave [Carlo Zota, Maris Morlak, Wladyslav Shinski, Him,], Executioner,
Falcon, Firebird, — Fixer,
Guardsman, Giant-Man I, Goliath I, Goliath II, Ghost Rider [Hamilton Slade], — Goliath, Grandmaster, Graviton, Grey Gargoyle, Grim Reaper,
Hellcat, Hulk, Henry Pym,
Iron Man [Tony Stark, James Rhoades: Mark II, III, IV armours, — Immortus,
Ka-Zar, — Kang, Korvac,
— Lava Men, Living Laser,
Jocasta,
Mantis, Moondragon, Ms. Marvel, Mentor, Ms. Marvel, — Mad Thinker, Maelstrom [and Gronk, Helio, Phobius,], Man-Ape, Master Pandemonium, Melter, Mister Hyde, Modred the Mystic, Moonstone, Metallus,
Namorita, — Nebula [Gunthar of Rigel, Kehl of Tauran, Levan of Sark, Skunge the Laxidazian Troll,], Nekra,
Paladin,
Rick Jones, Red Wolf, — Radioactive Man, Rama-Tut, Ronan the Accuser,
Quicksilver, Quasar,
Stingray, Scarlet Witch, Starfox, Swordsman, Shooting Star — Sentry [Kree], Scarlet Centurion, Shocker, Scourge, Screaming Mimi, Space Phantom, Squadron Sinister [Doctor Spectrum, Hyperion, Nighthawk, Speed Demon], Stankowicz, Spinner, Fabian, Super Skrull, Supreme Intelligence, Spinner, Shadow,
Thor [update], Texas Twister — Taskmaster, Tiger Shark, Thanos, Titania,
— Ultron-5, Ultron-6, Ultron-8, Ultron-12,
Vision,
Yellowjacket, Yellowjacket II,
Whirlwind, The Wrecking Crew [Wrecker, Thunderball, Bulldozer, Piledriver,],

So a good deal as you can see…also has an adventure and The Avengers charter at the start among other things…hence some out of order characters…plus grouping them to save space in smaller print where the […] lists boost the bad guy numbers

I believe they leave out people like Captain America as they were in the Judges book…which maybe should get added..and the Thor is an update and Iron Man has various armour versions

ICONS Hero Pack 1

Hero Pack 1

$10.00 – http://rpg.drivethrustuff.com/product/87767/ICONS-Hero-Pack-…

This is a good one, done in the Hauser ICONS style…complete with Saguaro and friends at the end. A bunch of characters other people made up…with some standup cutouts included to print out, which is a nice addition. Lots of characters of different variety. Not really differentiated into Good vs Evil directly, only artistically.

Archer, Adamant Levinbolt, All-Star, All American Girl, Alchemist, Atomic Roach,
Bodhivajra, Black Box, Bombardier Beetle, Blacklight, Bramble, Blue Blaze, Ballerophon, Bubba Watley, Big Ben, Bilius Vert, Blakatoa, Blue Marble, Billy Powers,
Crashman, Captain Liberty, Centurion, Catalyst, Cougar, Calamity, Camazotz, Cloud, Collider, Conquistador, Crimson Circlet, Crude,
D’Bat-Set, Diamondstrike, Doc Pliable, Doc Ignus, Dr Axiom, Dark Impetus, Dr Barracuda, Dr Sinisterfield, Desert Storm, Dr Adharma,
Englishman,
Fire-Ant Man, Frostwitch, Fulcrum, Ferd Watley,
Green Knight, General Entropy, Gravedigger, Gauntlet, Galacticron, Grey, Graykallen,
Hellbrand, Hangman,
In43ction, iRon,
Jester, Jack of the Lantern,
Kinetic, Kali,
Lady Bug, LeTraceur, Landshark, Lady Omega, Landspatrioten, Lulabelle Watley,
Mazen Wilder, Mantis-Man, Monkey’s Paw, Magic Gecko, Mentuhotep, Mephiston, Miss Tikal, Mighty Saguaro,
Nocturnal Squirrel, Nighthawk, New King in Yellow, Nightstrike, Nightgaunt, Necromancer,
Omegutan, Old Man Watley,
Phoenix, Phoenix Knight,
rONIn, Red Mountain, Rex Radium, Revenant, Rex Monday,
Speed Demon, Saurian, Spider-Fridge, Scorched Irv, Sparke, Swami, Silvermoth, Sparky the Dharma Dog, Shock Value, Skromtet,
Tinman, Tempus Fugit, Tiger Tom, Talisman, Technologist, Tinman, Trigger Mortis,
Ultraviolet, Utburden,
Vengeance, Volcano,
Whiteout, Weaver, White Witch, Whisper,
Y’Nigma,
Zeppelin, Zeno Faraday, Zen Tao, Zeitgeist,

0.08 Character Cost
1.33 Character Density

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