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Dragonfly's House Rules

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DRAGONFLY’S HOUSE RULES! FOR BASH UE BENCHMARKS FOR BASH UE Determining attributes for characters in games like Dungeons & Dragons is usually easy enough. You simply roll a set of numbers and assign them to the various Abilities. Point-build systems offer more flexibility but are also potentially more confusing, forcing players to think more about what the numbers mean as they struggle to assign values. What Strength score, for instance, makes sense for a lithe human swordswoman? Should I go with a Strength 24? That gives her a nice damage bonus, but it might also break concept if I imagined the character as something other than muscle-bound to an extreme. Such decisions abound in any role-playing game, but they are magnified in point-build systems, where players have more control over crafting their characters. TRANLATING STATS FROM OTHER GAMES TO BASH UE Gauging Stats, Powers, and abilities in BASH UE might be even more difficult than in other games for two reasons. First, the mechanics, while brilliant and innovative, involve values that are somewhat dissimilar from those of traditional table-top RPGs. Dungeons & Dragons, the most widely-played RPG of all time, uses an Ability mechanic, where 10 is human average and 18 is the maximum for starting human characters. Through level advancement, human characters can have their Abilities increased to a maximum of 23. Being derived from Dungeons & Dragons, Mutants and Masterminds used a similar model for Abilities in its 1 st and 2 nd editions. The HERO System employs a similar range of values, with average Characteristics set at 10, and the maximum for “normal” humans at least softly set at 20. Translating these values to BASH UE, with its unique use of Multipliers to quantify Stat values, can be somewhat daunting to players used to more traditional systems. I use the following tables to help my players understand what BASH UE values equate to in Dungeons & Dragons, Mutants and Masterminds, and even the HERO System. My hope is that this will aid them during character generation. It is important to note that we use the Heightened power as presented in BAM #5. This power adds a certain level of granularity to BASH UE Stats, and that fact is reflected in some of the tables below. Options, however, are provided for other styles of play.
Transcript
Page 1: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

BENCHMARKS FOR BASH UE Determining attributes for characters in games

like Dungeons & Dragons is usually easy

enough. You simply roll a set of numbers and

assign them to the various Abilities. Point-build

systems offer more flexibility but are also

potentially more confusing, forcing players to

think more about what the numbers mean as

they struggle to assign values. What Strength

score, for instance, makes sense for a lithe

human swordswoman? Should I go with a

Strength 24? That gives her a nice damage

bonus, but it might also break concept if I

imagined the character as something other than

muscle-bound to an extreme. Such decisions

abound in any role-playing game, but they are

magnified in point-build systems, where players

have more control over crafting their

characters.

TRANLATING STATS FROM OTHER GAMES TO BASH UE

Gauging Stats, Powers, and abilities in BASH UE

might be even more difficult than in other

games for two reasons. First, the mechanics,

while brilliant and innovative, involve values

that are somewhat dissimilar from those of

traditional table-top RPGs. Dungeons &

Dragons, the most widely-played RPG of all

time, uses an Ability mechanic, where 10 is

human average and 18 is the maximum for

starting human characters. Through level

advancement, human characters can have their

Abilities increased to a maximum of 23. Being

derived from Dungeons & Dragons, Mutants

and Masterminds used a similar model for

Abilities in its 1st and 2nd editions. The HERO

System employs a similar range of values, with

average Characteristics set at 10, and the

maximum for “normal” humans at least softly

set at 20.

Translating these values to BASH UE, with its

unique use of Multipliers to quantify Stat

values, can be somewhat daunting to players

used to more traditional systems. I use the

following tables to help my players understand

what BASH UE values equate to in Dungeons &

Dragons, Mutants and Masterminds, and even

the HERO System. My hope is that this will aid

them during character generation.

It is important to note that we use the

Heightened power as presented in BAM #5. This

power adds a certain level of granularity to

BASH UE Stats, and that fact is reflected in some

of the tables below. Options, however, are

provided for other styles of play.

Page 2: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

CONVERSION TABLE: HIGH GRANULARITY

D20/HERO STAT BASH UE STAT

1-2 x0

3-4 x0+1

5-6 x0+2

7-8 x0+3

9-10 x1

11-12 x1+1

13-14 x1+2

15-16 x1+3

17-18 x2

19-20 x2+1

21-22 x2+2

23-25 x2+3

Some players prefer a simplified use of

Heightened that grants a flat +3 Result Bonus to

the Stat modified by the power. The following

table should be used in those cases.

CONVERSION TABLE: MEDIUM GRANULARITY

D20/HERO STAT BASH UE STAT

0-6 x0

7-8 x0+3

9-10 x1

11-16 x1+3

17-22 x2

23-25 x2+3

Other groups prefer not to use Heightened at

all. The following table might be of use to you, if

you find yourself in this camp.

CONVERSION TABLE: LOW GRANULARITY

D20/HERO STAT BASH UE STAT

0-8 x0

9-16 X1

17-25 x2

ASSIGNING VALUES IN A WORLD OF SUPERS

The other reason why assigning Stats in BASH

UE might be hard on players is because it’s a

superhero game. As with all such games, the

range of possibilities is so vast that players can

often get lost in the options. Besides,

aficionados of the comic book genre have all

sorts of opinions regarding how strong, fast,

smart, hard-hitting, or resilient their favorite

comic book character is. It’s probably important

for narrator and players to be on the same page

with regards to what the numbers mean in their

particular campaign. Otherwise, the game can

lose cohesion pretty quickly.

The following tables provide benchmarks for

superhero gaming by providing values for iconic

comic book characters from Marvel Comics and

DC Comics. These are, of course, subject to my

particular interpretation of these characters, so

individual narrators should “season-to-taste” if

they are going to use these tables at all.

Furthermore, it should be noted that while I’ve

used the Heightened power as it appears in

BAM #5 for these benchmarks, I’ve opted for

Page 3: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

the “medium granularity” application of that

power, which grants a flat +3 Result Modifier to

the Stat in question. The reason for this is that

fiddling with +1, +2, or +3 Result Bonus’ on a

table like this would make the project unwieldy.

More discerning narrators could tweak these

values to enhance the level of granularity.

Narrators who don’t use Heightened could

simply collapse categories with like multipliers.

BRAWN

MARVEL COMICS VALUE DC COMICS

X0

Bruce Banner Doctor Strange

Firestar Giant-Man / Ant-Man

Human Torch II Invisible Woman Mister Fantastic

Phoenix

Professor X Scarlet Witch

Wasp

X1

Changeling

Fire

Ice

Raven

Robin III

Zatanna

Cyclops Iceman

Nightcrawler

Quicksilver Shadowcat

Storm

X1+3

Black Canary II Blue Beetle II Booster Gold Doctor Fate II

Flash III Green Arrow

Green Lantern II Lex Luthor

Angel Daredevil Hawkeye

Wolverine

X2 Nightwing

Black Panther Captain America

X2+3 Batman

Beast X3 Starfire

Spider-Man X3+3 Cyborg

Colossus

Iron Man Rogue

X4 Aquaman

She-Hulk Sub-Mariner

Thing X4+3

Thor X5 Martian Manhunter

Wonder Woman

Hulk Silver Surfer

X5+3 Captain Marvel

Superman

AGILITY

MARVEL COMICS VALUE DC COMICS

X0

Bruce Banner

Colossus

Doctor Strange Hulk

Professor X

X1 Raven

Cyclops Firestar

Giant-Man / Ant-Man Iceman

Invisible Woman Iron Man Phoenix

Rogue Scarlet Witch

She-Hulk Thing

X1+3

Booster Gold Changeling

Cyborg Fire Ice

Lex Luthor Zatanna

Angel

Hawkeye Human Torch II

Shadowcat Storm

Sub-Mariner Thor Wasp

X2

Black Canary II Blue Beetle II Doctor Fate II Green Arrow

Green Lantern II Martian Manhunter

Robin III Starfire

Black Panther

Captain America Daredevil Wolverine

X2+3

Aquaman Batman

Nightwing

Beast Mister Fantastic

Nightcrawler X3 Wonder Woman

Spider-Man X3+3 Captain Marvel

Superman

X4

Quicksilver X4+3

X5

Silver Surfer X5+3 Flash III

Page 4: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

MIND

MARVEL COMICS VALUE DC COMICS

Hulk X0

X1

Colossus

Firestar Rogue

X1+3 Ice

Angel

Hawkeye Human Torch II

Nightcrawler Quicksilver

Thor

X2

Aquaman Captain Marvel

Changeling Fire

Green Arrow

Green Lantern II Starfire

Captain America Cyclops Iceman

Invisible Woman She-Hulk

Storm Sub-Mariner

Thing Wasp

Wolverine

X2+3

Black Canary II Cyborg Flash III

Martian Manhunter Nightwing Robin III

Wonder Woman Zatanna

Scarlet Witch

Shadowcat Silver Surfer

X3

Black Panther Bruce Banner

Daredevil Spider-Man

X3+3

Blue Beetle II

Raven

Superman

Beast

Giant-Man / Ant-Man X4

Iron Man Phoenix

Professor X X4+3

Batman Doctor Fate II

X5 Lex Luthor

Doctor Strange Mister Fantastic

X5+3

Page 5: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

DAMAGE

MARVEL COMICS STAT DC COMICS

x0

x0+3

x1

x1+3

x2 Robin III’s punch (standard)

Daredevil’s Billy Club (standard) *x2+13+ x2+3 Black Canary II’s punch (standard)

Robin III’s combat staff (standard) *x2+8+

Daredevil’s punch (standard) x3 Robin III’s punch (offensive)

Nightwing’s punch (standard)

Captain America’s punch (standard)

Daredevil’s Billy Club (offensive) *x3+13+ x3+3

Black Canary II’s punch (offensive) Robin III’s combat staff (offensive) *x3+8+

Daredevil’s punch (offensive) x4 Nightwing’s punch (offensive)

Captain America’s punch (offensive)

Wasp’s blast x4+3 Batman’s punch (offensive)

Beast’s punch

Hawkeye’s explosive arrows Wolverine’s claws (armor piercing)

x5

Captain America’s shield bash

Cyclops’ blast Spider-Man’s punch

x5+3

Human Torch’s blast X6 Aquaman’s punch

Iron Man’s blast Thing’s punch [x6+8]

X6+3 Flash III’s super speed punch (offensive)

Silver Surfer’s standard blast Thor’s punch

X7

Green Lantern II’s standard blast Martian Manhunter’s punch

Wonder Woman’s punch

Hulk’s punch *x7+13+ X7+3

X8

X8+3

Thor’s hammer strike X9

X9+3

X10

Hulk’s punch at maximum rage (x10+13) X10+3 Superman’s punch

Page 6: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

SOAK

MARVEL COMICS STAT DC COMICS

x0

x0+3

Wasp x1

Cyclops x1+3 Black Canary II [x3+3 vs. HTH]

Daredevil [x4 vs. HTH] Hawkeye

Human Torch II [x2, x4 vs. meltable weapons] x2

Nightwing [x4 vs. HTH] Robin III [x3 vs. HTH]

x2+3 Flash III

x3

Captain America [x4+3 vs. HTH] x3+3 Batman [x4+3 vs. HTH]

Green Lantern II

x4

x4+3

Beast [x5 vs. HTH] Wolverine [x5]

x5

Aquaman Martian Manhunter [x5+25] Wonder Woman [x7 vs. HTH]

Spider-Man [x5+3] x5+3

X6

Thing [x6+8] X6+3

Iron Man X7

Hulk [x7+13] X7+3

Silver Surfer Thor

X8

Hulk [x8+13 at maximum rage] X8+3 Superman

X9

X9+3

X10

X10+3

Page 7: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

TO HIT

MARVEL COMICS STAT DC COMICS

x0

X0+3

X1

X1+3

X2

X2+3

Colossus (w/HTH)

Doctor Strange (w/standard spells) Hulk (w/HTH)

Human Torch II (w/standard fire blast) Storm (w/weather powers)

Sub-Mariner (w/HTH) Wasp (w/bio-electric sting)

X3 Green Lantern II (w/standard blast)

Martian Manhunter (w/HTH)

Cyclops (w/standard blast) Giant-Man / Ant-Man (w/HTH)

Invisible Woman (w/force field attacks) Iron Man (w/standard repulse blast)

Thing (w/HTH)

X3+3 Aquaman (w/HTH) Superman (w/HTH)

Mister Fantastic (w/HTH) X4 Black Canary II (w/accurate punch)

Robin III (w/accurate punch)

Captain America (w/accurate punch) Daredevil (w/accurate punch)

Wolverine (w/claws) X4+3

Batman (w/accurate punch) Nightwing (w/accurate punch)

Beast (w/accurate punch) Hawkeye (w/archery)

Nightcrawler (w/accurate punch) Thor (w/hammer strike)

X5 Wonder Woman (w/HTH)

Spider-Man (w/HTH) X5+3

X6

Quicksilver (w/super speed attacks) X6+3

X7

Silver Surfer (with standard cosmic blast) X7+3 Flash III (w/standard super speed attacks)

X8

X8+3

X9

X9+3

X10

X10+3

Page 8: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

DEFENSE

MARVEL COMICS STAT DC COMICS

x0

x0+3

Colossus

Doctor Strange Hulk (-1x1)

X1

Cyclops (x3+3 w/Deflect) Giant-Man / Ant-Man (-5x1+3 w/Growing)

Giant-Man / Ant-Man (+4x3+3 w/Shrinking Dodge) Invisible Woman

Iron Man Thing

X1+3

Hawkeye (x4 w/Dodge, x5 vs. HTH) Human Torch II

Storm Sub-Mariner

Thor (x4 w/Deflect) Wasp (+3x4 w/Shrinking Dodge)

X2

Black Canary II (x4 w/Dodge, x5 vs. HTH) Green Lantern II

Martian Manhunter (x3 w/Super Speed)

Robin III (x4 w/Dodge, x5 vs. HTH)

Captain America (x4+3 vs. HTH, x5+3 w/Shield) Daredevil (x4+3 w/Dodge, x5+3 vs. HTH) Wolverine (x4+3 w/Dodge, x5+3 vs. HTH)

X2+3

Aquaman Batman (x4+3 w/Dodge, x5+3 vs. HTH)

Nightwing (x4+3 w/Dodge, x5+3 vs. HTH)

Beast (x5 w/Deflect) Mister Fantastic

Nightcrawler (x5 w/Deflect) X3 Wonder Woman (x5 w/Deflect)

Spider-Man (x5+3 w/Danger Sense) X3+3 Superman (x4+3 w/Super Speed)

X4

Quicksilver (x6+3 w/Super Speed) X4+3

X5

Silver Surfer X5+3 Flash III (x7+3 w/Super Speed)

X6

X6+3

X7

X7+3

X8

X8+3

X9

X9+3

X10

X10+3

Page 9: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

EXPANDED WEAPONS AND ARMOR RULES There is nothing wrong with the weapon Stats

presented in BASH UE. They are perfectly

adequate for most superhero fare, which is

what the game is designed to emulate. Some

gaming groups, however, might benefit from

slightly more defined weapon write-ups.

I went through three steps to provide that for

my players. First, I decided to apply the logic of

the Heightened power to the weapon and

armor rules. This allows for more granularity in

terms of damage and defense, without really

changing the system. Second, I created a

system to convert damage from the HERO

System to BASH UE. Why the HERO System?

Because I think its game designers have put a

great deal of thought into their weapon

lists, and because I am very familiar with the

system, having played it for over 20 years.

Finally, I converted most of the weapons on

the HERO System basic equipment list over to

BASH UE. I went through a similar (albeit far

less structured) process to convert HERO

System armors over to BASH UE.

In most cases, damage for the converted HERO

System weapons pretty well matched the

damages already appearing in BASH UE. BASH

UE pistols, for instance, do x2 damage.

Although some of the converted pistols do as

much as x3 damage, they tend to hover around

the x2 range, with the average being x2.4 or so.

The only glaring exception occurred with rapid

fire weapons. This is because HERO System

uses a multiple damage roll mechanic to model

such weapons, while BASH UE uses a single

Page 10: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

damage roll mechanic. As a consequence,

converted rapid-fire weapons end up with

damage values far below what appears in the

BASH UE rulebook. To correct this I simply

added a +2 DM to all converted rapid-fire

weapons.

You can find the results of my work below. I

also provide the conversion system for anybody

who might be interested in the Appendix to this

document.

MUSCLE-POWERED RANGED WEAPONS

BOWS

Bow (heavy) x2+3

Bow (light) x1+3

Bow (medium) x2

Crossbow (heavy) x2+3

Crossbow (light) x2

Longbow (heavy) x3

Longbow (light) x2

Longbow (medium) x2+3

SIDEARMS

REVOLVERS

.357 M Colt Python x2+3

.38 Derringer x1+3

.38 S&W Model 10 x1+3

.44 M Llama Super Comanche x3

.45 Colt Peacemaker x2+3

SEMI-AUTOMATIC PISTOLS

.22 LR High Standard Trophy x1

.30 Luger P-08 x2

.380 A Walther PPK/S x1+3

.44 Automag x3

.45 ACP Colt M1911/M1911A1 x2+3

.50 AE Desert Eagle x3+3

9mm Browning Hi Power x2

RIFLES AND ASSAULT WEAPONS

SUBMACHINE GUNS

.45 ACP Ingram MAC-10 x4+3

.45 ACP Thompson M-1928 x4+3

9mm H&K MP5 x4

9mm Uzi x4

RIFLES

.30-06 M-1 Garand x3+3

.30-06 Springfield M1903 x3+3

.450 M H&H African x4

7.62R SVD Dragunov x3+3

ASSAULT RIFLES

.30 M-2 Carbine x4+3

5.56mm Colt M16/M16A1 x5

7.62mm FN-FAL x5+3

7.62mm R AK-47/AKM-47 x5

SHOTGUNS

12 gauge Shot x3

12 gauge Slug x4

ARTILLERY AND EXPLOSIVES

HEAVY WEAPONS

.50 M2HB HMG x6+3

57mm M18 Recoilless Rifle x7

7.62mm M60 LMG x5+3

M72A3 LAW Rocket x7+3

EXPLOSIVES

Dynamite (1 stick) x2+3

Dynamite (2 sticks) x3

Dynamite (4 sticks) x4

Fragmentation Grenade x3

Heavy Bomb x6+3

Howitzer Round x6

Mortar Round x5

Plastic Explosive (1 block) x6

Page 11: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

MELEE WEAPONS

WEAPON

Axe (battle) x3

Axe (great) x3+3

Axe (hand) x1+3

Baton x1+3

Club (great) x3

Club (war) x2+3

Club x2

Dagger x1

Hammer (small) x1

Hammer (war) x2

Hammer x1+3

Javelin x2

Knife x1

Mace (great) x3

Mace (small) x1+3

Mace x2

Pole Arm x3

Spear (long) x3

Spear (medium) x2+3

Spear (short) x2

Sword (bastard) x2+3

Sword (great) x3

Sword (long) x2

Sword (short) x1+3

ARMOR

ARMOR VALUE

ANCIENT ARMOR

MODERN ARMOR

SUPER SKIN

x0+1 Cloth

x0+2 Leather

x0+3 Boiled Leather

x1 Brigandine

x1+1 Scale

x1+2 Chain Soft Body Armor

x1+3 Plate and Chain

x2 Full Plate Stone Skin

x2+1 Hard Body Armor

x2+2

x2+3 Advanced Body Armor

x3 Advanced Polymers

Metal Skin

x3+1

x3+2

x3+3 Plasteel

Page 12: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

ALTERNATE LIFTING RULES

In one of my favorite moments in comic book history, the Molecule Man picks up a mountain range and drops it on the team of superheroes assembled by the Beyonder to fight in his Secret Wars. Being who he is, the Hulk catches the mountain and holds it up, while Reed Richards frantically jury rigs Iron Man’s armor to blast a hole large enough for the heroes to escape before being crushed. One of the things I loved about that moment was the tension. Strong as he was, the Hulk had to strain to hold up the mountain, and his success was hardly assured. In short, the moment was dramatic. These alternate lifting rules attempt to introduce that level of drama to the lifting dynamic in BASH UE. Currently in BASH UE, lifting is simply a function of a character’s Brawn score; either a character can lift something, or he can’t – no roll required. The following rules maintain an aspect of that mechanic, as there are minimum values that characters will always be able to lift according their Brawn. However, a lifting check mechanic is also introduced, allowing characters to lift beyond their limits in strenuous situations. THE RULES The Lifting Difficulty Table below lists weights along with corresponding Difficulty Numbers and real-world benchmarks. When a character wants to lift an object, the Narrator consults the table to determine an appropriate difficulty number. The character’s Brawn is then rolled to see if the attempt is successful. Not every lift attempt, however, requires a Brawn check. Characters have a Casual Lift value determined by their Brawn. Characters can lift any weight up to this value without rolling.

Similarly, characters also have a Maximum Lift value determined by their Brawn. Characters cannot lift weights in excess of their Maximum Lift regardless of what they roll. Casual Lift and Maximum Lift values are listed on the Character Lifting Capacity Table below. A Compressed Character Lifting Capacity Table is included for use by groups who do not use the Heightened power published in BAM #5.

Page 13: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

LIFTING DIFFICULTY TABLE

DIFFICULTY WEIGHT EXAMPLE

3 10 lbs

4 20 lbs Shotput

5 30 lbs

6 40 lbs

7 50 lbs TV

8 100 lbs

9 200 lbs Man

10 300 lbs

15 400 lbs

16 500 lbs

17 900 lbs Motorcycle

18 1 ton

22 2 ton Small Car

23 3 tons Truck

24 5 tons Truck

25 10 tons

30 20 tons Jet Fighter

31 30 tons

32 50 tons Tank

33 100 tons

37 200 tons

38 300 tons Large Plane

39 500 tons

40 1,000 tons Trawler

45 2,000 tons

46 3,000 tons

47 5,000 tons

48 10,000 tons Destroyer

52 20,000 tons

53 30,000 tons Cruiser

54 50,000 tons

55 100,000 tons

Character LIFTING Capacity TABLE

BRAWN STANDARD LIFT RANGE

CASUAL LIFT

MAXIMUM LIFT

x0 1-10 lbs 10 lbs 20 lbs

x0+1 11-20 lbs 20 lbs 40 lbs

x0+2 21-30 lbs 30 lbs 60 lbs

x0+3 31-40 lbs 40 lbs 80 lbs

x1 41-50 lbs 50 lbs 100 lbs

x1+1 51-100 lbs 100 lbs 200 lbs

x1+2 101-200 lbs 200 lbs 400 lbs

x1+3 201-300 lbs 300 lbs 600 lbs

x2 301-400 lbs 400 lbs 800 lbs

x2+1 401-500 lbs 500 lbs 1,000 lbs

x2+2 501-900 lbs 900 lbs 1,800 lbs

x2+3 901 lbs - 1 ton 1 ton 2 tons

x3 2 tons 2 tons 6 tons

x3+1 3 tons 3 tons 9 tons

x3+2 4-5 tons 5 tons 15 tons

x3+3 6-10 tons 10 tons 30 tons

x4 11-20 tons 20 tons 80 tons

x4+1 21-30 tons 30 tons 120 tons

x4+2 31-50 tons 50 tons 200 tons

x4+3 51-100 tons 100 tons 400 tons

x5 101-200 tons 200 tons 1,000 tons

x5+1 201-300 tons 300 tons 1,500 tons

x5+2 301-500 tons 500 tons 2,500 tons

x5+3 501-1,000 tons 1,000 tons 5,000 tons

COMPRESSED CHARACTER LIFTING CAPACITY TABLE

BRAWN STANDARD LIFT RANGE

CASUAL LIFT

MAXIMUM LIFT

0 1-40 lbs 20 lbs 80 lbs

1 41-300 lbs 100 lbs 600 lbs.

2 301 lbs-1 ton 500 lbs 2 tons

3 2-10 tons 3 tons 30 tons

4 11-100 tons 30 tons 400 tons

5 101-1,000 tons 300 tons 5,000 tons

Page 14: Dragonfly's House Rules

DRAGONFLY’S HOUSE RULES! FOR BASH UE

APPENDIX BASH UE – HERO SYSTEM

DAMAGE CONVERSION BASH UE DAMAGE

HERO SYSTEM DAMAGE CLASS

x1 1

x1+3 2

x2 3

x2+3 4

x3 5

x3+3 6

x4 7

x4+3 8

x5 9

x5+3 10

x6 11

x6+3 12

x7 13

x7+3 14

x8 15

x8+3 16

x9 17

x9+3 18

x10 19

x10+3 20


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