badass rpg extra rules

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A BADASS Supplement Combat Options These are some optional things badasses can do in a fight, that any badass of the appropriate type can do. Any given one can only be used once per scene. "I Got You Covered!" [Any Badass] Spend 1 BP to take an attack meant for another person within 1 range band. You can do this after the attack and defense have been rolled (you roll your own defense against the attack). This doesn't take an action. "Double Dragon" [Any Badass] You and one other Badass acting at the same initiative can launch a combo attack. Each of you spend 1 BP, and roll your attacks as normal. Use the better of the two rolls to resolve both attacks. "It's Me You Want!"/"It was him, not me!" [Wiseass] When someone is attacked, you can spend 1 BP to give them a +2 to their defense. The attacker has to attack you with their next attack. This doesn't take an action. Alternately, you can spend 1 BP to make an enemy that's attacking you attack an ally of yours instead (your ally doesn't get a bonus on their defense!). "Finish Him!" [Kickass] When you make an attack on a Badass, you can wager up to 3 BP. If you defeat your target, get the wagered BP. If you fail to defeat them, you lose the wagered BP. "Hey Look, Your Shoe's Untied" [Smartass] You can spend up to 3 BP to reduce a target's single Defense or Attack roll by that amount. You have to be one range band from the target or closer. This doesn't take an action. Staredown [Wiseass] You can spend up to 3 BP to reduce a target's Initiative by that much. You can use this before the fight begins, or during the fight (it doesn't take an action). Any yes, multiple Wiseasses can use this move on the same target. No Look Punch [Kickass] When you attack one target, you can spend 1 BP to make that attack count against a mook target (other than one you attacked) as well. Normal range modifers apply (it doesn't have to literally be a punch!). "Just As Planned" [Smartass] When you spend a BP to improve your attack or defense, you can spend 3 BP instead to make the bonus die an automatic '6'.

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extra houserules for Badass rpg: new flavas, nasty flavas and sorcery added to the great Jay Steven Anyong’s BADASS game

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Page 1: Badass rpg Extra Rules

A BADASS Supplement

Combat Options These are some optional things badasses can do in a fight, that any badass of the appropriate type can do. Any given one can only be used once per scene. "I Got You Covered!" [Any Badass] Spend 1 BP to take an attack meant for another person within 1 range band. You can do this after the attack and defense have been rolled (you roll your own defense against the attack). This doesn't take an action. "Double Dragon" [Any Badass] You and one other Badass acting at the same initiative can launch a combo attack. Each of you spend 1 BP, and roll your attacks as normal. Use the better of the two rolls to resolve both attacks. "It's Me You Want!"/"It was him, not me!" [Wiseass] When someone is attacked, you can spend 1 BP to give them a +2 to their defense. The attacker has to attack you with their next attack. This doesn't take an action. Alternately, you can spend 1 BP to make an enemy that's attacking you attack an ally of yours instead (your ally doesn't get a bonus on their defense!). "Finish Him!" [Kickass] When you make an attack on a Badass, you can wager up to 3 BP. If you defeat your target, get the wagered BP. If you fail to defeat them, you lose the wagered BP. "Hey Look, Your Shoe's Untied" [Smartass] You can spend up to 3 BP to reduce a target's single Defense or Attack roll by that amount. You have to be one range band from the target or closer. This doesn't take an action. Staredown [Wiseass] You can spend up to 3 BP to reduce a target's Initiative by that much. You can use this before the fight begins, or during the fight (it doesn't take an action). Any yes, multiple Wiseasses can use this move on the same target. No Look Punch [Kickass] When you attack one target, you can spend 1 BP to make that attack count against a mook target (other than one you

attacked) as well. Normal range modifers apply (it doesn't have to literally be a punch!). "Just As Planned" [Smartass] When you spend a BP to improve your attack or defense, you can spend 3 BP instead to make the bonus die an automatic '6'.

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New Flavas Acrobat - You get +3 on your rolls to pursue or flee during a Chase, if you're moving through a crowded or cluttered area. Once per scene, you can spend 3 BP to increase your running movement by one. Driver - You get +3 to all driving wheeled vehicles rolls, stunts and repair cars and motorbikes. Crazy Prepared - During Downtime, you can forgo your chance to regain BP to instead prepare a certain location to give you some advantage in the future. Simple traps, caches of weapons, etc. can be prepared in one Downtime, but if you have the chance to prepare over several Downtimes, you can get really crazy! Work out the details for what you want to do with the GM. Dangerous Forbidden Technique - You spend 2 BP to power up and unleash your secret power! Decide what this means when you take this Flava (consult your GM!). There's always some drawback to using this technique. You can end your technique (if it's a continuous thing) at the start of your turn. You can only use this once per fight. Example: Trigger Form - Once per fight, you can unleash a second form that supercharges your power but puts an enormous strain on your body. You get +2 on attack rolls, but you take 1 BP of damage for every round that you are in this form. Everything and the Kitchen Sink - You never count as unarmed. Even if you're stripped naked and tied up... well, then you have a rope, don't you! If you're running on fumes, you can narrate using something improbable as a weapon to regain 1d3 BP. Exotic Dancer - +3 to rolls using physical attractiveness to seduce/distract, limited by target's orientation. "Fool Me Twice..." - Once per fight, you can spend 1 BP to use a Combat Option that you've already used in the fight. Gun Fu – You get +1 to all attack rolls using handguns and you can make a single gun attack count as 1 BP of damage for every 2 points over the defender when fighting mooks. "Hang in There!" - Once per fight, as your action, you can give up to 3 BP to one of your buddies.

Heroic Comeback - The first time in a fight that you roll snake-eyes or boxcars, gain 1d3 BP. "I Believe in You!" - You can spend 1 BP to add a d6 to someone else's Attack or Defense roll. This counts as your once per turn chance to boost a roll. A given roll still can't be boosted by more than 1d6 total, so if multiple people use this Flava (or if the beneficiary spends BP to boost their own roll), use the highest of the bonus rolls. "I know this place!" - You can spend 1-3 BP once a scene to add some advantageous bit of detail to the location. Illusionist - +2 on non-combat actions involving illusions. This can include stealth, distraction, or whatever else you can think of, as long as you can justify it. If it's a big enough effect, you might have to spend BP on it. Marked For Death - Whoever pissed you off is going to pay. Spend 3 BP to mark your target, once per fight. Every time you hit them, they take an extra 1 BP of damage. PhD in Kicking Ass - Pick one Combat Option belonging to a different type of Badass than yourself. You can use it as if you were the right kind of Badass. Roll With It - When you're hit, you can spend 1 BP to raise the number needed to score extra damage by 1 (usually to a 5). "Sometimes I'm an X, sometimes a Y, but I'm really..." - You can spend 1 BP to change your appearance instantly. You can also spend 3 BP to also get access to a single Profession Flava that matches your new appearance for the rest of the scene. Actually using the Flava costs twice as much BP as normal, or 1 BP if it's normally free. "Sniper!" - You're a dead shot with a rifle, and you can punish fools like an angel of death. Your range modifiers are -1 at medium through extreme range. If your target isn't in a fight and doesn't know you're there, you can spend 1 BP when you hit to do 1 damage for every 2 points over the target's defense. Naturally, you can only do that once a scene! "You Wouldn't Like Me When I'm Angry" - When you get mad, you get dangerous. You may spend 3 BP to get mad during a fight. While you're mad, you do 1 BP of damage for every 3 points above the roll of guy whose ass you're kicking, instead of the usual 4.

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Wily Veteran - Once per round, if you have already spent BP on a bonus die for attack or defense, you may spend 2 BP to gain a bonus die for the other.

New Nasty Flavas "I Am Become Death, The Destroyer of Worlds!" - Spend 3 BP when you attack. Make a single attack roll and apply it against every enemy in the fight, Range modifiers apply as normal. You can only take this Flava as result of using "Behold my TRUE Form!" or "That Was Not my Final Form!". Familiars, having by default revealed their true forms long ago, can choose this Flava freely. "Your Soul Is Mine!" - Spend 1 BP when you make an attack. If you do damage, you gain BP equal to the damage you inflict. "You're Worthless and Weak!" - Spend 1 BP when you make an attack. If you hit, instead of taking damage, the target loses access to one Flava of your choice for this scene. They can take a 3 BP Setback to reverse this. "Puny Mortals! I am Invincible!" - Increase the number that attackers have to beat your defense by in order to cause extra damage by 1. So normally they will do 1 BP per 5 they beat your defense by. If they use Martial Arts, they will do 1 BP per 3 past your defense. "That Was Not My Final Form!" - You must have already have used "Behold my TRUE Form!" You can only use this Flava once. If you're reduced to 0 BP, gain two more Flavas, and BP equal to the amount of BP you've spent this fight. Familiars can't take this Flava. "Through a Mirror Darkly" - Spend 1 BP. You can uses a Flava that an enemy in the scene has. If that Flava has a cost, you have to pay the BP as usual. "To the Pain!" - If your defense roll and the attack roll are both odd or even (before bonuses or BP), the attacker takes 1 BP of damage. "You're All Alone Now!" - Spend 3 BP and pick a target. Space and time distort such that everyone else in the fight besides you and your target is 4 range bands away. You can attack on the same turn you do this. The other people in the fight can move back and make ranged attacks normally.

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Sorcery

Some badasses can use magic in a more generalized way. If they want to be particularly good at it, they can pick up a Supernatural Flava to enhance it (see the Supernatural Flava 'Illusionist' for an example). If the type of magic fits their badass type, they can add their badass bonus to any required rolls. Sorcerers usually have a theme to their magic, reflecting their nature, element, or their affinity, such as Blood Maiden being focused on, well, blood.

Sorcery works as follows:

If it just affects you, and gives a role-playing (non-mechanical) benefit, it just works.

If it doesn't directly affect another person, it succeeds on a 2d6 roll of 5 or higher (but there can be modifiers, keep reading).

If it affects someone else, it's an opposed roll. The target can add their respective Badass bonus if it applies, but weapons and armor don't modify this roll. If they have any Flavas or bonus that might apply, they can add them.

o Example: Sensei Homura is a Smartass, trying to track a sneaky demon using sorcery, an example of using magic to conveniently accomplish a mundane task. He doesn't have any related Flavas, but it's Smartass related so he rolls 2d6+2. The demon is a Kickass, which applies to physical things, like sneaking, and has the Ninja Flava. It rolls 2d6+5 to oppose Homura.

Degree of success (+1 per 4 points above opposing roll or target number) applies, if it makes sense. Some effects will be all or nothing.

If the sorcery is outside the scope of the general theme, they get a -1 on their roll.

The broader the effect, and the degree to which it alters the world can make it harder to pull off the sorcery. Generally speaking, if it's just using magic to conveniently do something you could do

normally, it's +0 to your roll. If it's doing something that's impossible without magic, but doesn't majorly distort the normal world, it's a -1. If it could be done mundanely, but has a major effect, it's also a -1. If it can only be done with magic, and has a major effect, it's a -2. These modifiers assume a relatively small scope, the extent of a scene, more or less. Greater penalties apply if a sorcerer wants to go beyond that.

o Example: Sensei Homura wants to ignite every piece of paper in town. He has the Supernatural Flava 'Pyrotechnician', which gives him a +2 on her roll, and it's in theme for him, as he mainly uses fire, however it's not Smartass related. It's a major effect, but one that could be accomplished mundanely, so he gets a -1. It's also way beyond the scope of one scene, so the GM scratches his head and decides to assign a further -4. Homura has to roll a 5+ with a total of a -3 on his roll. If he wanted to ignite all the gasoline in town, the GM would make it even harder!

Demonology

Any sorcerer can use Sorcery to try to summon and control demons. Awakened Demons or Familiars can only be affected if the sorcerer is in possession of the corresponding tome.

Summon: A Sorcery check with a difficulty equal to 5+1/5 BP the summoned demon has. This assumes that it's being done out of combat as a lengthy ritual. The difficulty is increased by 5 if the Summoning is attempted quickly or in combat.

Control: An opposed Sorcery check vs the demon to be controlled. The Demon resists with the higher of its Attack or Defense, +1 per 10 BP it has. A controlled demon will generally do what the sorcerer wants to the best of its ability. Control lasts until the next dawn where the sorcerer is.

Bind: An opposed Sorcery check vs the demon to be bound. The demon must be controlled first. The Demon resists with the higher

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of its Attack or Defense, +1 per 5 BP it has. Attempting to bind a demon costs 10 Awesomeness, whether it succeeds or fails. Bound demons may be summoned or dismissed at will by the sorcerer, and are permanently controlled. Once per round (or scene out of combat), she can do one of the following:

o She may spend 1 BP to use any Flava one of her bound demons has (except for True Form/Final Form).

o She can siphon up to 3 BP from one of her bound demons or transfer up to 3 BP to one of her bound demons.

o She can release a bound demon. This gives her 1d3+3 BP, but frees the demon from its binding and control.

o She can spend 1 BP to allow one of her bound demons to use one of her Flavas.

The Demonologist Flava grants a +2 bonus to all attempts to summon, control and bind a demon, as well as reducing the Awesomeness cost of a binding attempt by five. Non-Badass bad guys (hereafter known as summoners) can also have this flava, but this mainly serves to allow the summoner to use Demonology without being Badass, and does not grant any bonuses.