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Example of Play

Chris, Michael, Evan and Andy are sitting down for a game of BASH. Evan is playing a character he named Black Raven, who uses magical powers to fly, teleport, and can stun people using his mind. Michael is playing Kid Dynamo, a fourteen-year-old brick with super-speed and jumping ability. Andy is playing Dodge Buckshot, a straight-shooting hero from old western movies, magically brought to life. Chris is the Narrator, and will be playing the part of every other individual, be they bystanders or villains, in this issue (that is what we call a session of play).

In the current scene, our heroes have tracked down Concrete, a dangerous villain, back to his hideout, where he and his henchmen ditched the armored car. Being an impulsive young man, Kid Dynamo begins the page (that is what we call one combat turn) by smashing through the front door. He needs to roll to see if he is able to break it. It is a wooden door with 20 Hits, and x1 Soak (you'll figure out what this means soon). Michael rolls 2d6 (two standard six-sided dice) and gets an 11. He multiplies this by 5 (Kid Dynamo's Brawn) for a total of 55 Hits of damage to the door. Chris rolls a 7 for the door's damage soaking, x1 =7. The door took 55-7=42 points of damage, and the Narrator proclaims that there is now a Kid Dynamo-shaped hole where the door used to be!

Dodge goes next (characters go in order of who has the highest Agility. Kid Dynamo's super speed power lets him go as if he had a higher Agility. Otherwise, Dodge would go first with his Agility of 4.  We call this order priority). He decides to sneak around the back and "head 'em off at the pass". To make sure that none of the henchmen see him, Andy rolls a Stealth skill check. He rolls doubles-- a pair of twos, and his dice explode. This allows him to roll another die. If the third die is a two as well, he gets to continue rolling till he rolls something other than a 2, and add up the results. This die comes up 4, for a total of 8. Eight times his Agility of 4 is 32. The Narrator secretly rolls to see if any of the henchmen noticed Dodge by rolling their Mind times his dice roll. Fortunatly for Dodge, they are not too bright, and he sneaks right by them!

Finally, Black Raven gets to go. He can see inside the hideout now through the convenient hole that Kid Dynamo made. He decides to teleport inside. He spends 5 points of energy (the "fuel" for characters' powers. Everybody has 10 points and they come back when you rest) and appears inside the middle of the hideout, surrounded by henchmen. Because all he has done this panel (what we call one character's action) is move, he can still use an attack (any power that affects an unwilling subject) and decides to Daze the nearby henchmen. Evan rolls 2d6 and gets a 5, and multiplies this by his Mind stat of 5 for 25. Chris then rolls for each of the henchmen, all of whom have a mind of 1. Not surprisingly, none of them got a 25 (to do so, Chris would have to roll two sixes, followed by two more sixes)! All the henchmen within 1 square (5 feet) of Black Raven are unable to do anything for the rest of the page!

Now it is Concrete's turn to go! He has an Agility of 2 like Black Raven, but in BASH, heroes always win ties! Concrete moves up to Kid Dynamo and swings his hammer at him! Chris rolls 2d6 and gets a 10, x2= 20. Michael rolls a 3 (the worst possible roll in the game because double ones allows another die roll) times 2 is 6. Concrete hit! Chris rolls 2d6 and gets a six. His Brawn of 4 is increased by 2 by the hammer, doing x6 damage. So his roll of 6x6= 36. Michael now has to roll to see how much damage Kid Dynamo soaks from the attack. He rolls a 5, times his Brawn of 5 is a 25. So Kid Dynamo took 36-25=11 Hits of damage. Every hero or villain has about 100 Hits total, so he is now down to 89 of his 100 Hits, a mere scratch.

The three henchmen who were not affected by Black Raven's daze attack open fire with their laser pistols at Kid Dynamo as well. Because these henchmen are mere minions, who are more a part of the background than part of the story, Chris does not roll for them to hit. Instead, he just assumes that each one rolled a 7 (the average roll on 2d6), giving them 14s with their Agilities of 2. Michael now has to make three Agility checks to get at least a 14 to avoid the lasers. After multiplying his results are 22, 18, and 10. That last laser nailed him! Chris rolls for damage that the henchman's pistol did and gets 8x4=32. Michael rolls against Kid Dynamo's Brawn and gets an 8x5=40. His soak was higher than the damage roll! The Narrator then declares that the laser blast bounced harmlessly off of Kid Dynamo's steely skin, leaving not a scratch!

That ends the first page of combat!

Free Demo

BASH!

About the System

Purchase from:

Steve Jackson Games

Rpgnow.com

Drivethrurpg.com

Also you can check out Megapolis: A City of Supers, a setting book created just for Basic Action Super Heroes! Cover image is on the left.

 

 

 



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