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BIMBO-Fate Utility POINTS

Now we come to a statistic that is thoroughly unique to the Super Babes system, BIMBO POINTS! What
are they? Where do they come from? Why are they here? Why do they sound like invading space aliens? And
why do they have such a silly name?

Well, BIMBO POINTS (or BP's) are what are used to cover those incredible moments in the comics that
you can never seem to get quite right in a gaming system. They work a little something like this; when a
character wants to do something extremely lucky, such as make that impossible shot, or use her power in a way
that's not quite in the definition of the power, then the player must state to the gamemaster, "I wanna do
(impossible action). I take a BIMBO POINT!". As long as the character has an action, then the BP takes effect,
and the impossible action occurs. Bimbo Points always succeed, though how well they succeed is decided by
the GM. They can affect a character's powers so that it can perform in a way that it was never intended to; on
the other hand, they cannot be used to affect another character's powers.

BP's can be used only for the character's own actions. Once the action has occurred, the GM assigns the
character a number of BP's from the chart below, and the character accumulates 1 to 2 BP's (which a smart GM
will keep track of). The GM may choose to inform the players of their BP totals if he so desires, but it is not
mandatory that the players know their character's current BP score. A character may only accumulate a
maximum of 3 BP's per adventure, though why anyone would want more is beyond us. Unless they really want
to run the ultimate Bimbo...

1 Bimbo Point: Any action that a character could ordinarily perform can automatically succeed for one BP.
No matter how many minuses the action would incur, if the character takes a BP for it, then it will succeed. A
good example of this is a character trying to shoot a terrorist's gun out of his hands while he's holding a hostage.
That's a trick shot behind 75% cover; -15 to hit. And if the character misses, she's liable to hit the hostage. A BP
would cover that nicely, and that's what 1 BP is for.

2 Bimbo Points: Any action that is not covered by the rules that a character wants to perform requires 2
BP's. You know how the Green Lama used to rip open all those holes in space so that other characters could Go
Places? Well, according to the power, he couldn't do that, right? So every time that the Lama did that stunt, he
was collecting BP's. Too bad he's gone to that big frat house in the sky now- it was always neat seeing him run
into nuclear radiation for BE #63 to make his Immortality go nuts!

Now so far, this sounds like a great deal. "I can perform impossibly lucky actions and I only get some kind
of points for them? Great!" Well, don't let it fool you. With good luck comes bad luck, and with high BP's
comes... Bimbohood! Yes, that's right, if you get too many BP's people are going to see just what a bimbo your
character can be!

How does it work? At the beginning of each game, the GM rolls a secret roll on 1d20 to find out if your
number's up. If he rolls under your character's current BP total, then your character will have a BIMBO EVENT
sometime during that particular game. Note to you clever GM's out there, if you work your BE's into the
storyline, or even base the adventure on it, then the players will enjoy them considerably more, and perhaps
even look forward to them. But how does the GM decide what will happen during a BE? Why, he rolls
percentile dice and consults the BIMBO EVENT CHART on the following pages.

Remember, the specifics of a BE are up to the GM, but the basic guidelines are as previously described. If
the GM feels that a specific BE would fit the situation better than the BE rolled, then he may overrule the chart
to use it, just as long as he tries to be sure that the BE fits both the character and the current storyline. Please
note that characters may not use BP's while suffering a BE!
Once a character has endured a BIMBO EVENT, her BP's are wiped clean and she is ready to start all over.
However, even if a character endures a BE during a gaming session, that still does not mean that she can exceed
the 3 BP per game limit. And GM's, bear in mind that BE's are supposed to be generally lighthearted. They are
not there for you to take out your frustrations or petty vengeance on the characters; they are a way of adding an
extra dimension to the game, as well as a little of the flavor and humor found in Americomics.

EXAMPLE: Synn tricked the Femparagon into a stasis cell in the Colorado Project in FF issue # 41 by “...
(placing) a fantasy into her mind that gave her everything that she wanted." Now, if you read Synn's character
sheet, then you'll realize that Synn isn't really capable of such a feat. Ah, only according to our rules system. In
the FemForce comic book, Synn is limited only by what the writer (working within the guidelines of the editor)
allows her to do within the story structure. However, in a RPG situation this sort of loose power interpretation
can be disastrous. After all, if Synn (as a RPG character) could do this all the time, then logically, why wouldn't
she? It would save her and the rest of the Femforce an awful lot of time and bruises. But, for occasions like this,
we invented BP's. Now, if Synn wanted to do something like this in the Super Babes system, then her player
would only have to declare it to the GM and she would take 2 BP's. Nothing to it!
BIMBO EVENT CHART
1-4) Character erroneously linked to public 2) Unable to claim the prize money in heroic
figure in tabloids. id.
5) Cult begins worshiping character, either 3) Publicly besieged by sleazy charities.
publicly or secretly. 4) Unable to find the ticket.
6-8) Character is sexually harassed by Superior. 5) Can't to get to claim office in time.
10-11) Character or Headquarter’s phone number 6) All of the above.
confused with local radio station's number; begin 66-70) person that character has been dating turns
receiving calls at all hours for 'special requests'. out to be;
12-13) Character suffers incredible angst attack 1) A spy.
during combat, suffering the following penalties; 2) A supervillain.
1/2 actions & character may not do it twice till 3) A wanted criminal.
combat is over. 4) A sociopath.
12-16) Embarrassing photo of character published. 5) A reporter for a sleazy tabloid.
17-19) Character fired from job, either in secret ID 6) Gay.
or heroic ID. 71-77) Innovative and popular TV comedy show
20-22) someone usurps character's identity, does scathing parody of character.
Attempting to either; 78-79) Character's image and identity are bought by
1) Assume the character's identity. company to use in embarrassing manner.
2) Destroy the character's image. 80-81) Character accused of sexually harassment.
3) Both 82) Three words; bad hair day.
23-24) Two words; IRS audit. 83-86) Character is kidnaped by aliens or extra-
25-35) Character's costume destroyed during battle dimensionals;
in public. 1) To be their queen.
36-39) Character gains 10 pounds- and everybody 2) For experimentation purposes.
notices. 3) For breeding stock to repopulate planet.
40-44) Men's magazine publishes compromising 4) As a sacrifice to their dark god.
photos of character. 5) For a zoo exhibit.
45) Government decides that character is a 6) To save their planet from slimy ravaging
threat to national security. hordes.
46) Two words; blind date. 87) Character is evicted or mortgage foreclosed.
47) Character loses fortune/savings. 88-89) Character's costume shrinks 1d6 sizes (due
48-50) Character is forced into public relations to chemical bath, shrunk in the wash, shrinking
disaster power goes awry, etc.)
51) Cult decides that they must sacrifice 90-92) Hidalgo does scathing 'expose' of character
character. on national TV.
52-57) Outrageous lie printed about character in 93) Character suffers from a head cold or allergy
tabloid. attack, sneezing and sniffling for 1 game.
58) Someone discovers character's secret id (if 94) Character gets bad hair dye job (i.e. a
applicable) or deep dark secret. strange color), & can't re-dye it for 4d6 days.
59-62) Character gets 'slimed' or covered in muck 95-98) Character featured prominently in ridiculous
during public battle. commercial that catches on.
63-64) One of the character's powers becomes 99) Character's acne flares up for 1 game,
temporarily (1 game) unreliable due to freak reducing her looks by 1d6.
phenomenon (sunspots, etc.). 100) Character's brain is somehow (GM's
65) Character wins the lottery in heroic id, only discretion) temporarily (1 game) switched with
to be; someone else's brain (multiple character bimbo
1) Besieged by the press as to plans for the event).
money.
Fate Utility Points
Fate Utility points or FU points can be used as an alternate method of covering those nearly impossible rolls
that you absolutely MUST make. Why call them Fate Utility points? Because of the abbreviation obviously.
They give the player a reason to say “F.U.” to the GM later on when they are paid back.

You can on a roll either spend Karma or take an FU point. As long as you have an action to take you can
take an FU point. On taking an FU point you will always succeed at the roll and the player can pick what color
of success they want. The specific effects of that success however are up to the GM. They can be used to affect
a power in a way that the power has never been used before and can count as one attempt toward perfecting a
power stunt. The very improbable can be accomplished with only one FU point however the potentially
impossible can be accomplished by taking two FU points. The GM will let you know if your idea is a one or
two FU point stunt before you are committed to it. Not all impossible stunts or feats can be accomplished in this
way however and the GM has final say. Any impossible tasks accomplished this way are one off freak
occurrences that may or may not be reliably duplicated in the future and will always continue to cost FU points
if they are allowed by the GM. FU points cannot however, ever be used to affect or be taken for another player
nor can they affect another characters powers or power sets. There is also a limit of three FU points per session
and more cannot be taken per session.

At the start of each session the GM will roll 2D10 and total them for each player in secret and if the total
rolled is under the FU points for that character then the character is due an FU event. The GM will roll on the
FU Event Table and apply that event in either the gaming session or the next one, depending on narrative flow.

Once you endure an FU event your FU points are wiped clean and you start over again with them. This does
not affect the three-point limit per session. Also an FU point cannot be taken to improve the results of an FU
event. Nor can Karma be spent on rolls during that event. You borrowed from Fate and must pay back that
credit. The severity of the even can also at the GM’s discretion be more or less intense depending on just how
many FU points are being paid back.

GM bribery may or may not be an option to lower the severity of the FU Event. Check with your GM each
time. Also note that their answer may vary from event to event.
Fate Point Events Table
Roll Event
2 Character linked to a public figure in Tabloids scandal / Tabloids publishes an outrageous lie
about the character
3 A cult begins to worship the character either in secret or publicly in the open
4 An impostor takes (or tries to take) the character’s identity attempting to: assume the characters
identity, destroy the character’s image, or both
5 PR disaster of some sort. Parodied by popular comedy show, old embarrassing photo or
interview published, another hero spills embarrassing info about the character, etc...
6 Character is kidnapped by aliens or extra-dimensional beings for one or more of the following
reasons;
1) To be their ruler
2) For experimentation
3) For Breeding Stock
4) As a sacrifice
5) For a zoo exhibit
6) As a champion to save their world
7) Some other reason your devious GM thinks up
7 Character’s public hero identity and image purchased by a company who uses them in an
embarrassing way.
8 Someone the character rescued brings a lawsuit against the character
9 Allergies or illness dogs the character for at least one gaming session or major battle. The GM
will assign negative column shifts as required depending on the number of FU points being paid.
10 Someone discovers the character’s secret ID or a deep dark secret of the character’s
11 One of the character’s powers becomes temporarily (one session or potentially adventure)
unreliable due to a freak phenomenon of some sort.
12 Character loses their life savings / fortune
13 A government agency decides that the character is a threat to it’s security or national security
14 Character’s or Headquarter’s phone number is confused with a local radio station’s number; they
begin receiving calls at all hours for “special requests”.
15 Character’s costume is destroyed during a battle in public (note this could compromise a secret
identity if things go even more poorly for the character)
16 A cult decides the character needs to be sacrificed
17 Character suffers severe angst attack during combat, suffering a negative column shift for the
whole battle. The severity depends on the number of FU points being paid off.
18 One of the character’s loved ones turns out to be a supervillain
19 Character’s identity is confused with a supervillain’s and another hero or hero team comes after
them.
20 GM and player come up with something suitably severe and embarrassing for the character.
I feel like the main table could be expanded upon with additional sub-options for each of the possible rolls, like
# 6: Character is kidnapped by aliens or extra-dimensional beings. Roll 2d10 for the event, and then an
additional 1d10 to pick from a list of variations on the theme. Would help to prevent the list from getting stale if
you hit the same option more than once, especially since you'll be rolling for multiple characters.

"I'm getting sued? By someone I rescued? Didn't that happen to Captain Awesome last week?"

So turn that entry into just "Lawsuit," make one of them the someone previously rescued scenario, and then
come up with nine more possible super lawsuit ideas.
1. Property damage from a previous fight
2. Some community action group against masked vigilantes demanding the hero's identity be exposed
3. Alleged trademark violation when a fiction publisher insisting the character's heroic identity was the basis for
some old story they own
4. Parent group suing over injuries to a number of children who attempted to mimic character's heroic activities.
5. Paternity suit
6. Breach of (fake) contract, possibly created to help expose hero's secret identity by forcing them to defend
themselves in court
7. Villain suing hero for medical expenses, claiming unnecessary brutality during apprehension
8. Emotional damages... someone claims to have seen the hero changing into costume before a battle and s/he
wasn't wearing anything else, damaging their puritan mind with public indecency.
9. ...and something else.

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