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Immortal Peril Immortal Peril Immortal Peril Immortal Peril
Immortal Peril Immortal Peril Immortal Peril Immortal Peril
Immortal Peril Immortal Peril Immortal Peril Immortal Peril
Written by: Chris Rutkowsky Publisher: Basic Action Games Game System: BASH! Ultimate Edition
Artwork by: Flora and Cyclops by Ade Smith, Fauna by Thom Chiaramonte, Hermes by James Dawsey and
Dan Houser, and Icarus and Triton by Various Artists, from Image Portfolio, by Louis Porter Jr. Design.
Immortal Peril is a free adventure for the BASH! Ultimate Edition role-playing game. The adventure is meant to introduce
you to an upcoming BASH! UE product called Age of Olympus, a Fantasy Superheroes campaign setting. The Heroes are
the powerful types youve come to recognize from your superheroic campaigns, but instead of doing battle with costumed
villains atop a modern skyscraper, the action takes place in the mythical backdrop of Ancient Greece. The Heroes and
Villains did not get their powers from radioactive accidents, but more likely have a magical, even divine origin. With some
adaptation, just about any superheroic archetype can be re-worked to play well in the Age of Olympus setting. Weve also
provided four sample characters for players to choose from.
This adventure is meant to be run assuming Heroes of 30 Character Points.
Roll Result
30+ A group of Cyclops, shouting at each other
to take no prisoners
20+ A large group of giant beasts approaching
through the forest
10+ Trees snapping in the woods to the north
<10 A loud pounding noise coming from
outside, people shrieking in terror
Roll Result
30+ There are two beasts, a Chimera and a
Manticore, and they seem to be moving
together
20+ Some giant quills embedded in a tree.
Inspecting them finds an oily venom
coating each.
10+ One monster with four hooves, another
with clawed forelimbs and hooved back
feet.
<10 Several very large sets of animal tracks.
Scorch marks on several trees.
Chimera Manticore,
A legendary three-headed beast, it has This monster has the body of a lion, the wings, of a bat, the tail of
the head of a lion, goat, and its tail is a a scorpion, and the head of a man. Essentially, it resembles an
great serpent. infernally corrupted sphinx. Manticores range over hills and
mountains surrounding human settlements, where they take
B4 A3 M2
sheep (or small groups of humans) for food.
Powers:
Size 2 (+10 Dmg & Soak, 2x2 Size, B3 A3 M1.
Reach 2, -2 Def) Powers:
3 Heads: Super Speed 5 [Limit: Not for Size 1 (+5 Dmg & Soak, -1 Def)
Movement] Claws do +1DM (x4+5 Dmg)
Lion Head: Bite- (x4 hit, x6+10 Dmg) Paired Weapons
Dragon Head: Breathe Fire- Medium Line Venomous Tail can fire a poison dart Close Range that does x4
(x5+10 Dmg) continual damage
Goat Head: Horn Gore- (x5 hit, x5+10 Tough Hide: Armor 1
Dmg) Wings: Flight 3
Super Running 1 (12 Sq) Keen Senses 1 (x4 to Smell)
Keen Senses 2 (x5 Hearing, Smell) 100 Hits/x4+5 Soak
100 Hits /x4+10 Soak
Once the Heroes can see the beasts up close, they will notice that each one is wearing a key around its neck.
The front entrance to the fortress requires both keys to be unlocked. It can be smashed open (it has 40 Hits/20
Soak) but doing so will make a lot of noise. The lock is magical, and while it can be picked (a 30 Security/Locks
check), it will sound an alarm unless the keys are used.
Powers:
Tidal Wave: Push 4 [Enhancement: Variable, Limit:
Conch Easily Taken]
Movement Multipower: 7pts
Super Swimming 4 (20 Squares)
Jet from the Sea: Flight 4 (20 Sq)
Surf: Hovering (10 Sq)
Water Walking
Deafening Blast: Confusion 2 (Medium Line) [Limit:
Easily Taken gadget: Conch Horn of the Sea]
Water Control Multipower
Hydrokinesis: Telekinesis 4 [Limitation: Needs Water]
Conjuring 4 [limitation: Same Source as Tidal Wave. All
things conjured are made of water or ice. Favorites are are
rain, fog, and hail]
Skills
Athleticsx3/Swimming, Science/Oceanography,
Outdoor/Marine Survival, Occultism/Artifacts
Weakness
Double Damage from Electricity.
Advantages
Headquarters: Tritons Undersea Palace, Immortality
Disadvantages
Freak: (Tritons body is covered in scales and he has webbed feet)
Enemy: Medusa
Mental Malfunction
TerraphobiaTriton cannot stand to touch dry land. It makes him very uncomfortable to be out of the ocean, so wherever
he goes, he brings the ocean with him. When on land, he travels around on an enchanted wave. If he needs to fly, he
propels himself by jets of water that shoot him skywardso he is always in contact with the sea.
Powers:
Wings: Flight 3 [Limit: Fragile Gadget]
Magic Sword: Special Attack 4 (x4 Hit, x4 Dmg)
[Limit: Easily Taken Gadget]
Magic Shield: Deflect 2 (x4 Defense)
[Limit: Easily Taken Gadget]
Magic Breastplate: Armor 2 (x4 Soak)
Attack Weak Point
Thunder Flasks: Confusion 2 (Close
Range, Small Burst) [Limit: Charges
OOOOOO]
Skills
Athletics/Aerobatics, Stealth/Hide,
Technology/Invent, Science/Alchemy,
Military/Tactics
Advantages
Advanta ges
Gadgeteer: Icarus can invent new
gadgets
Leadership: Icarus can spend Hero
points on allies, with double effect.
He gets 5 Team Hero points for
free.
Disadvantages
Normal: Icarus is a mortal with no inherent powers
Duty: Zeus
Mental Malfunction
Overconfidence. Though he is a mere mortal, Icarus has bested enough beasts and demigods that he is
beginning to get cocky. And that is, after all, what got him into trouble in the first place
Powers:
Weakness
Double Damage from Cold.
Skills
Athletics/Running, Stealth/Hide, Outdoor/Flora & Fauna, Medicine/Poisons, Science/Botony
Advantages
Appeal (x5 to all Social Rolls)
Disadvantages
Outsider: Flora was raised by her mother, away from mortals, and especially men. Her mothers gift of a
poisonous touch was meant to help shield her from mens advances. While Artemis taught her to be suspicious
of men, she is a bit more curious and nave about the mortal world.
Mental Malfunction
Sweet and nave. Flora always looks for the good in all beings, even men.
Powers:
Keen Senses 1 (x4 to Smell)
Skills
Athletics/Running/Climbing, Stealth/Hide,
Outdoor/Tracking
Advantages
Appeal (x3 to all Social Rolls)
Never Surrender (Recover from any status effect & regain 20 Hits 1/Issue)
Disadvantages
Outsider: Fauna was raised by her mother, away from mortals, and especially men. Artemis teaching for her
to be suspicious of men has only served to increase her curiosity about them.
Freak: She has a bestial appearance that makes her immediately recognizable as something other than an
ordinary human.
Mental Malfunction
Aggression. Fauna has felt the call of the wild and on occasion she has difficulty controlling her feelings,
especially anger.
Bat- B1 A2; Flight 3 (15 squares); Danger Sense [echolocation] 2pts, Clinging 1pt, +Shrinking 4,
Bear- B3 A2; Berserk: Swift Strike, +Growing 1
Whale- B3 A1, Super Swimming 1 (8 squares); Boost 1 Agility while in Water, +Growing 4 - cannot
move in this form outside of water, only uses it to land on enemies, but can do wrestling damage this
way if he has an enemy pinned.
Boa Constrictor- B2 A2; Immobilize 40 [limitation: cannot move while enemy is immobilized] 3pt,
Scaly HideArmor 1 (x3 soak); bite does x3 dmg,
Cheetah- B2 A3 Super Running 1 (12 squares) claw/bite does x3 dmg
Crocodile- B2 A2; Super Swimming 2 (6 squares); Armor 1 (x3 soak); Special Attack: +1 to A to hit
with Bite (x3) 1pt; +Growing 2pts.
Electric Eel- B1 A2; Super Swimming 1; Electric Shock: Special Attack, +3 DM from electricity;
+Shrinking 1; Weakness: Must be underwater to use powers
Elephant - B4 A2, Tusk attack does x5 dmg +Growing 2,
Flying Squirrel- B1 A4; Clinging 1 Gliding 1 +Shrinking 4
Gorilla- B3 A3
Lion/Tiger- B3 A2 Fleet of Foot (8 squares) +Growing 1pts claws/bite does x4 dmg
Monkey- B1 A3 clinging 1, Swinging 2 [limitation: must be vines/wires/trees, etc around] 1pt,
+Shrinking 3
Drake- B2 A2, Flight 2 (10 squares), Armor 1 (x3 Soak), Claws (x3 Dmg) +Growing 4 (+20 Dmg &
Soak)
Rhino- B3 A2; Super Running 1 (8 squares), Armor 1 (x4 soak), Horn gores for x4 dmg, +Growing 1
Wolf/Dog- B2 A2; Fleet of Foot 1 (8 squares); Hamstring: Attack Weak Point 2; Bite does x3 dmg
Favorite Animal Powers (Drop Brawn or Agilty by 1 to use any one of these, without fully transforming
into an animal)
Fins/Flippers: Super Swim 2
Clinging + Swinging [Brachiating]
Super Senses (pick one: Echolocation, Thermal Vision, Tremor Sense)
Danger Sense
Claws/Bite/Horns: Special Attack 2 (+2 DM)
Leaping: Super Jump
Chitonous Shell: Armor 2
Reptilian Regeneration: Healing 2
Swashbuckling Action
It is a dangerous and cruel world, but fortunately there are men and women who laugh in the face of danger and
fight injustice. They swing into action on chandeliers, and meet their foes with flashing steel and a sharp tongue.
The action in Honor + Intrigue should be as high-flying as any swashbuckling movie. Yes, you can swing from
a tapestry, crash through the window, lunge at your enemy, and parry his attack all in a single turn!
Intrigue
Among the tangled webs of intrigue, friends can become bitter rivals, enemies can become allies, and lovers
can betray you to your death. Rival nobles who smile cordially at one another at court plot against one another
in secret, and often, heroes are caught in the middle.
Other Features:
Features:
The power of Fortune to overcome overwhelming odds, and a system that rewards players for taking swift
action. After all, Fortune favors the bold...
Fencing rules that emphasize using maneuvers and pressing advantage over your opponent-- you don't simply
take turns hitting each other. There are also 9 Dueling Schools, each with their own unique style.
A Gazetteer containing a brief history of the swashbuckling world, as well as a number of secret societies and
powerful groups that can be joined by the heroes, or their enemies...
An optional section covering Mysteries, Horrors, & Wonders, allowing the GM to incorporate alchemy, sorcery,
and clockwork-punk mad science into the game.
Simple dice mechanics and character creation-- so you can dive right into the 17th century action and swing
from the chandelier.