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Ry74's builds
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Ry74
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Joined: Mar 13, 2014
Posts: 10


PostPosted: Fri Sep 16, 2016 6:48 pm    Post subject: Ry74's builds Reply with quote

All right, time to dump stuff. One at a time, as is the custom.

GANG-OMNIS
A.K.A. The crawling Racket, the thousand voices with Ten Thousand irrefusable offers.

The grey slab of office on the corner of 8th and Main was like any other to outsiders- a legitimate place of business made for legitimate businessmen. Of course, anyone who lived in the neighborhood knew beyond a doubt it was home to a branch of one of the major organized crime syndicates of the country. Whatever they did, they kept it quiet, for the most part, and when it did get loud... Most people who knew what was good for them didn't see anything.

That is, until, the cult started putting the squeeze on their turf.

People didn't know who to be more afraid of- the cult of the Far Void or the tough guys who they paid for protection, and more than a few sought protection from the later in the inevitable coming of ancient things beyond the world of men to perceive in their totality, trusting in dark magic against the gun and the knife. The first confrontations were small, but things escalated. Especially when the 8th street mob used their own connections to scrounge up tomes of forbidden lore set down in the days before man walked.

Things eventually game to a head when the 8th street Gang misused the tablet of Zar-Gabberoth, merging the bodies and minds of the entire branch into a monstrous gestalt abomination, a crawling mass of organized crime that transcended human thought and reason. For all of its inhuman features and power, it still has a desire for crime, the last vestige of humanity that remains in its alien but powerful intellect.

The creature maintains a strong criminal network, and now has more power than ever with which to put the heat on those holding out on it.

Gang-Omnis (37 points, 18 pts Stats 19 pts powers.)
"Nice Sanity you-vvvvv'e got got got got there- Hate to see anything Happen to IT."

Stats:
Brawn: 3 Agi: 2 Mind: 4 (18 pts)
Defense x2 (-1 Dice penalty)
Soak x5+5

Powers:
It Thinks Mental Multipower, 6 pts
-Memory Altering 4
-Mind Spikes 5
Omni-linguist 2pts
Size 1 1pt
It Speaks Linked Power, 8pts.
-Special Attack 4 : x4 hit x6+5 Damage, Mid-range
-Confusion 2, Extreme Range
Cruel and Unusual biology: Armor 2 2pts.

Advantages:
Frightening Presence
Disadvantages:
Freak

Skills:
Physical: Escapology (Contortion), Athletics (Climbing)

Mental: Occultism (Rituals) Streetwise (Crime) Investigation (Questioning) Commerce (Bargaining)

Mental Malfunction: To Crime is to live. To live is to Crime.


Last edited by Ry74 on Tue Sep 11, 2018 5:52 pm; edited 1 time in total
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Solarblast
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PostPosted: Sat Sep 17, 2016 1:07 pm    Post subject: Reply with quote

Neat idea.
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MrJupiter
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PostPosted: Sat Sep 17, 2016 7:58 pm    Post subject: Reply with quote

And the moral of this story is that you should just stick with what you know best and leave the Cthullishness to the cultists!

Great post, btw.
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Ry74
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PostPosted: Wed Sep 28, 2016 2:28 pm    Post subject: Reply with quote

Thanks folks, I do try.

THE SOCIETY OF ALTERNATIVE PHYSICS

While WWII was the first armed conflict known to involve superpowers of a less geopolitical kind, there was a great deal of research going on behind the scenes. One of the items shared among the allies by the OSS after the end of the war was a Sorcery initiative spearheaded by Heinrich Himmler as part of his delves of the occult history of the German peoples. While his fanaticism was hardly a counterbalance to his ineptitude, the fact of the existence of true sorcery meant that there were some people after the war who decided to revisit old worldviews to see what physical truth might exist behind them.

Through a series of mishaps some decades later, a number of individuals believe they now possess the truth behind the older ways of science that they believe were carelessly discarded in the rush for progress. Calling themselves the Society of Alternative Phsyics, this group gathers around itself a cabal of other-thinking pseudoscientists who are willing to have their own theories indulged in the hopes that it may one day lead to the superhuman abilities its core leaders possess.

However, the superpowered leaders of the Society have put their powers to use in an agenda of their own- to sabotage the research and public demonstrations of the world's most distinguished and venerable geniuses in order to destroy their support and credibility, making it their project to dismantle the national scientific community to punish it for the rejection of their endeavors, and the fact that they tend to dress as though they are still members of that community can make things difficult.

The Phlogistonian (Dr. Archibald Grey)

Dr. Archibald Grey, while originally a respected but obscure thermochemist, picked up a side passion in the long and lonely hours of lab work that slowly grew to consume his life and his mental space. Given the discovery of certain lost alchemical elements brought forth by superhumans from both the distant past and the distant future, his attention turned to one of the classical elements, which supposedly was that part of matter which allowed things to burn. Insistent on the idea that the reason it had not yet been detected is because a sufficient apparatus had not been designed to do so, the doctor went to work to devise some means to launch himself out of obscurity, no matter how far-fetched.

While his mania might be seen as quaint by some, his experiments became ever more dangerous until they became disastrous. His alchemical pursuits led him to acquire an ancient substance known as Sunfire, in the belief that it might be a near-pure sample of Phlogistonbased on the Lemurian texts which described its properties. Unfortunately, something which, when unleashed, can burn things which aren't normally meant to burn, can have terrible effects on lab safety.

After the explosion, the bizarre devices created for his work somehow managed to transfer some of the Sunfire's properties to him, turning him into a pyrokineticist. He believes that this means he has mastered the ability to manipulate the Phlogiston inherent in other objects, which means that this is the ultimate final proof of his research.

And they called him mad.

His own, new laboratory serves the needs of the Society.

THE PHLOGISTONIAN (12 points stats + 13 points powers)

Brawn 1 Agility 2 Mind 3 12pts

Powers:
Spontaneous Combustion (Linked Power) 9pts
-Special Attack 5 x5 Hit, x5 Damage, Mid-range
-Continuous Damage x5, Mid Range
Immunity: Fire 1pt
Fire Mastery: 3 3pts

Skills: Science+1 (Thermochemistry), Occultism (Alchemy), Deception (Disguise) Drive (Acceleration)

Advantages: Headquarters
Disadvantages: Susceptibility (Mind) Extreme cold

THE ORGONE WONDER (Dr. Friedrich Hermann)

There have been some people who have had every right to get nervous when asked what they did during "The War", and Hermann Friedrich tried to keep his head down during the whole affair. Not because he wasn't dedicated to the cause, but rather he would prefer to avoid the attentions of the Fuhrer and his inner circle of murderous cronies and brown-nosers. finding a secret project of his own with which to serve the cause would not be difficult, as he came into the possession of the early work of Wilhelm Reich, which posited an anti-entropic force that could enhance the vitality of the human being to the point where it would not suffer from disease, neuroses, or other similarly debilitating conditions.

The abominable conditions on Germany's warfronts made this project particularly attractive, even if it was a sideshow to whatever the Fuhrer, Himmler or Goering had come up with when they woke up in the morning, but the fortunes of war ensured that Dr. Hermann's work on Orgone Energy would not come to fruition. While he was eventually released by the Allies and came to live in the Untied States, he had a hard time adjusting to the post-war world, but he continued work on his hobby well into his old age, with hope that the anti-entropic principle would restore what time was slowly taking from him. And he had no breakthroughs until an old colleague sent him a device that was recovered in the '40s from a strange crash site in Norway.

He rigged up his own Orgone Accumulator with the alien device to test it, and the results were dramatic- it entirely reversed his aging, restoring him to the appearance and vigor of his prime and then some, endowing himself with what he called a "hyper-vitality", the ability to move and react very many times faster than any ordinary man. He posited that it didn't work before not only because the technology was not yet understood, but that previous experiments were performed on inferiors strains of humanity unable to withstand this gift.

He joined the society to continue his research and enhance himself further, eventually resulting in the Orgone Battery, something which he wears to store the alien energies that power him, but he isn't very free with his background, as even otherwise despicable persons would balk at making cause with a person with certain ideological affiliations.

Orgone Wonder (14pts stats 13 pts powers -2 weakness)
Brawn: 2 Agi: 3 Mind: 2

Hyper-Vitality Super Speed 5- 5pts
Orgone Force punch- Special Attack 4, X4 Hit X5 Dmg 4pts.
Immunity: Poison 1pt
Healing 2: 2pts
Resistance: Starvation, Suffocation. 1pt

Negating Weakness: Going without "Orgone Battery" for 24 hours -2pts

Skills: Science (Biology) Deception (Lying) Athletics (Running) Craftsmanship (Metalwork) Escapology (Improvising)

Advantage: Quick Thinking
Disadvantage: Secret (Actual Vintage Nazi)

MIASMA (Dr. Kathelyn Jane)

Given the existence of conjured plagues, it quickly became obvious to Dr. Kathelyn James that germ theory didn't necessarily cover all of the bases. The fact that there were being that seemed they could build their own diseases at a whim, the idea that there might be spontaneously occurring afflictions took her on a nationwide hunt, eventually leading her to a mass cattle die-off in the west. Managing to get on site before any other professionals, she managed to capture a sample of something powerful, virulent, and airborne that was hovering around the area to take back to the lab.

The afflicting cloud she captured, however, was not a misasma, but a swarm of aggressive micro-parasites droped off on Earth by a passing star-freighter who didn't want to have to explain things to customs at their destination. they eventually destroyed the container, and found the doctor to be exactly the host they were looking for- and gave her a few fringe benefits even beyond being able to spontaneously generate violent afflictions around herself, allowing her to take on the cloud-like form the parasites originally had in their search for a suitable biological home.

Of course, if no one believes that such problems can be generated in such ways, she'd be happy to give a demonstration....

MIASMA: (12 pts stats, 13 pts powers)
Brawn: 1 Agility: 3 Mind: 2

Wandering cloud: Ghost form 2 2pts
Free Floating: Flight: 3 3pts

Toxic cloud: Linked power 8pts
-Damage Aura x4 Medium Burst
-Weaken 4 (Agility) Medium Burst

Skills: Medicine (Toxicology) Science (Chemistry) Escapology (contortion) Stealth+ (Shadowing)

THE EMISSIONARY (Dr. William Bentley)

William Bentley lived the kind of upper-class lifestyle that one was expected to- without much worry or consequence, but also with the obligation that he would at least try to acquire something respectable about himself. Enrollment in a university was easy enough, he could pick and choose whichever he pleased, thanks to the family connections, and it helped that he demonstrated actual ability as an aspiring opthamologist, to the point he was making it through his training on actual merit without any rescues from the family. During those years, however, he took up the hobby of exploring the old assertion that the eyes acted as a sort of visual radar- instead of merely taking in light, they also radiated something of their own to allow the eye to process the information.

While this was thought to have been disproven by the lack of outgoing photons, William thought there might be something else which had not been discovered, so he used his contacts to acquire anything which might be used to intensify the workings of the eye and make any output easier to detect. Shortly after he finished his training, he received a package containing leftover equipment and mutagenic drugs from a canceled government project known as the Archimedes Program- and since he wasn't supposed to have any of this, the only person he could experiment on was himself. The results were dramatic, and destructive until he got his Uncle Sam-issue eye-lasers under control.

Joining the society was less for the common goal than for protection. He was quite happy to use them for himself without much care until he made the personal to-do list of a number of superheroes, and the only benefit to having so many enemies is that their revenge plots can sometimes collide with each other, and the thing that keeps him in the Society is the vast amount of wealth he brings with him.

The Emissionary (12 stats, 13 Powers)

Brawn: 1
Agility: 2
Mind: 3

Boost 2: Eye lasers only 2pts

Eye Lasers: Special Attack 5, Variable 6pts
-Cutter: x2 Hit, X9 Damage, Short Line
-Widescreen: x5 Hit, x5 Damage, Medium Cone
-Longshot: X3 Hit, X6 Damage, Long range
-Snap shot: x4 Hit, x7 Damage, Short Range

Super Sense 2: Infrared and Ultraviolet light 2pts

X-Ray vision 3pts

Skills: Medicine (Surgery) Science (Biology) Commerce (Bureaucracy) Drive (Tricks, Acceleration)

Advantage: Resources
Disadvantage: Paragons (Rogues) Gallery


Last edited by Ry74 on Sun Sep 02, 2018 12:27 pm; edited 1 time in total
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Solarblast
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PostPosted: Thu Sep 29, 2016 9:09 pm    Post subject: Reply with quote

I like these write ups. They are pretty cool
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Ry74
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PostPosted: Wed Feb 22, 2017 5:21 pm    Post subject: Reply with quote

BUTTERFLY

Temporal Agent Alteria Edison, known alternately by her code name "Butterfly", is a woman on a mission. Exactly what mission is not entirely clear, but it is a very important one, otherwise she would not have come back from the future to accomplish it. It is immediately apparent that she comes from some future timeline she believes worth saving, but the overall details are hazy, as it's uncertain exactly how much truth she is telling if pressed hard on the subject. While she claims to be an average person, she is either an extremely bad liar, or she comes from some point in the far future where the baseline human being possesses superhuman physical ability, low-genius intellect, and enormous psychic potential.

However, in light of the enormous importance which she places on her mission, a mission for which she would lay down her life, the actual discrete objectives of each of her visits to this time period have been, on the face of it, perplexing in how inconsequential they have been.

Over one year she made a total of four visits, and the objectives of each visit were as follows:

March 7th: Move a 1990 Subaru Loyale station wagon, license plate JMD229, four rows over and three spaces down at the Portertown Cineplex.

June 4th: Ensure that the South-facing window of Apartment 309 at Hallow Wood Heights was open from 5:30 PM to 5:45 PM.

August 23rd: Detonate an abandoned Yacht 20 miles off of the coast of Cape Cod.

December 13th: Incapacitate mall Santa Henry Reed so that his co-worker, John Cooper, would be called in to work his shift.

While time travelers working to preserve or alter a timeline often aim to influence important persons and or events, Alteria Edison's actions seem to be capricious, arbitrary, and trivial, lacking in any patterns of operation or any connection to important dates or significant locations in any of the appearances in which she has been observed. Despite the nature of her past interventions, she is quite dangerous.

Even aside from her equipment, she possesses mind-reading and mind-tampering abilities along with a natural charisma that allow her to mask her interventions when required, but that is not the limit of the threat she poses. Even though her acts may seem trivial to outsiders, they are often illegal, and attempts to hinder her from accomplishing these objectives cause her to retaliate with the maximum level of force at her disposal, and due to her mental abilities, it is uncertain how many injuries she is personally responsible for inflicting on law enforcement and private security personnel.

Agent Alteria 40 pts (Stats 18pts, Powers 22pts)

Str: 3 (Soak X5)
Agi: 3 (Movement: 9 squares)
Mind: 3

Advantage: Appeal
Disadvantage: Outsider (Future!)

Skills: Science (Temporal Mechanics) Security (Disabling Alarms + Cameras) Deception (Disguise) Stealth (hiding) Athletics (Climbing) Drive (Tricks)

Powers:
Time-Suit: Armor 2
Omni-Reader 1
Omni-Linguist 2
Special Attack: Chronon blaster (X4 Hit, X5 damage, Mid-range) 5
Memory Tampering 4
Telepathy 2
Agent Visor 4 (multipower)
-Scan 3
-Super senses: (Ultraviolet, Time Flux, IR) 3
Mind Shield: 2 (Mental Defense x5)

Mental Malfunction: MUH TIMELINE


Last edited by Ry74 on Wed Feb 22, 2017 8:00 pm; edited 1 time in total
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fairytalejedi
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PostPosted: Wed Feb 22, 2017 7:36 pm    Post subject: Reply with quote

Wow, what an intriguing story! And I love the mental malfunction. Smile
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Ry74
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PostPosted: Sat Feb 25, 2017 12:09 pm    Post subject: Reply with quote

HENCH-MAN (Harold Smith)

Harold Smith was an ordinary American man who lived in an ordinary American suburb, and if you asked him what he did for a living, he would tell you he was a "private security expert". And, indeed, if you asked him to show you his resume, that's what it would look like, just a string of normal-sounding companies that pretty much any joe might work for. However, he has only a few references to give, and that's because his bosses prefer to stay off the radar or any other kinds of detection equipment that might be employed by anyone who prefers that cities, counties, or higher not be held hostage.

It wasn't that Harold thought that his first employer, Dr. Killjoy, was an especially stand-up guy. In fact, he thought the guy was a little more on the bonkers side than the sane side, but the check always cleared, and every day he came in, the coffee machine was ready, the vending machines were stocked, and no one pranked him by hiding the key to his gun locker. And, doggonne it, he thought he looked pretty smart in that black uniform with the white skull on either shoulder. It was good work, and Harold knew these jobs tended to be temporary.

Especially if a superpowered fight breaks out and blows the whole lab sky high.

But he knew the risks, really- when your boss actually legally changes their name to Dr. Killjoy he's not a guy who's gonna go quietly when the cops come to take him away, and he knew having a reputation as a loyal employee makes you go far in his kind of work, and so he didn't have trouble finding employers after, with some pretty top-flight folks in the villain field, like The Shadowed Seven, Pride & Prejudice, SKAM Inc., Ultimus Exalt, and others. Of course, working for people with little concern for industrial safety and with a tendency to have their lair and equipment go up in a mushroom cloud, meant that Harold began to notice some... Changes.

Now, he knew he had never been in as good shape in his life, but that could be attributed to the company obstacle course, but he began to be suspicious when he caught fire from the grill at a neighborhood barbecue. He was pretty sure he should've died when he went up like a torch, but he willed himself not to, and his body returned to top shape during the ride to the hospital, as though he'd never let up and had to douse himself in the back pool. And he was also pretty sure he didn't used to be able to know exactly what his neighbor thought of him borrowing his power tools. And he was absolutely certain he never replaced his real hand with the Jade Hand of Lao Zheng under his skin. At least, he didn't do it.

So, as he called up some of the other guys from places he used to work trying to suss out what happened where, he eventually came around to the idea that his job had exposed him to so much alien bacteria, cosmic radiation, ancient Olmec sorcery, interdimensional backwash, Lemurian alchemy fumes, and more, that he had brought his job home in ways that he wasn't quite prepared for.

Now, with all the guys he knew from his previous jobs, he did occasionally think about calling in some muscle and becoming the undisputed overlord of his subdivision while waiting his turn at the Bowl-A-Rama, but he was always more of a follower than a leader kind of guy. Which his bad news for would-be heroes, as his favorite way of operating these days is by blending in with the regular jumpsuited minions and giving the capes a suckerpunch when they least expect it.

HENCH-MAN 31 pts (12pts stats, 19pts powers)

Brawn 2
Agility 2
Mind 2
100 hits, x4 Soak, x4 Defense.

Advantages: Contacts
Disadvantages: Susceptibility (silver)

Telepathy 2
Healing 2
Jade Hand of Lao Zheng (Multipower, he's pretty sure he didn't replace his hand himself) 4pts
-Deflect 3
-Special Attack 3 (x3 Hit x4 DMG)
Danger Sense 2
Armor 2 (Probably from when he got some blood of the Great Earth Dragon spilled on him that one time by an intern)
Mark of Malphas (Multipower, doesn't quite remember how he got this either) 6 Pts
-Memory Tampering 4
-Earth Mastery 4
Super Running 1

Skills: Security (Surveillance) Deception (Detect Deception) Athletics (Running, Climbing)

Equipment: Assault Rifle x4 DMG, upgrade to energy if working for someone whose name is preceded by "Dr." or "Professor"

Mental Malfunction: Hey, it's just a job, all right?
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MrJupiter
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PostPosted: Sun Feb 26, 2017 2:44 pm    Post subject: Reply with quote

Ry74, your Hench-Man character is fantastic. His story was interesting to read and the idea of this super baddie blending in with all the other mooks is genius!
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Ry74
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PostPosted: Tue May 30, 2017 3:46 pm    Post subject: Reply with quote

ASSAULT & BATTERY

Robert and Alma Cooper were not what one would call a typical American family. He was a single dad looking to provide the best life that he could for his daughter, and being the only thing he had left of his wife, he was somewhat overprotective of her, even though she had proven herself to be superpowered- Alma herself was a supercharged human being, and she could share that excess energy with others, which first manifested when she utterly dominated any three-legged race she cared to take part in as a kid. However, even though she could heal from any injury while dear dad was still looking through the medicine cabinet, he still feared for his daughter getting into bad company, he put his robotics skills to work to build his daughter a companion robot. A Very Large companion robot. With lasers. It seemed like a good idea at the time.

However, this idea soon drew some unwanted attention, and Robert probably should've invested in some protection for himself. His little stint in the field of killer robotics attracted some powerful criminal attention, and the only thing Alma found after coming home on a semester break from her first year at college was a ransom note, asking her for $100 million. After spending weeks fretting about whether or not she could ever find any way to raise that much money, she panicked, and then pondered.

Well, she did have a killer robot...

So now she has been taking her robot for a ride, sitting on its back or shoulders and using her powers to enhance its already formidable capabilities. With its immense firepower and strength, she has been pillaging Reserve Banks, Bitcoin server farms, and other high-value targets in order to draw up the bill that she has been asked to pay- but rather than use the money to pay the ransom, she plans to hire the best superhuman muscle that a hundred million dollars can buy to help track down her dad and give the people who took him the hardest punishment you can give outside the law.

Assault (36 pts, 18 pts stats, 18 pts powers)
Brawn 4 x7+5 Soak
Agi 3 (9 Squares movement)
Mind 2

Advantage: Unliving
Disadvantage: Duty (Obey and Protect Battery)

Size 1 (+5 result to damage, soak, and brawn rolls, -1 Dice penalty to defensive rolls)
Armor 3 (Battle plating)
Walking Arsenal (Attack 5, Mid-Range, Variable)
-Laser cannon (Range 35, x7+5 damage)
-Grenade launcher (x5+5 Damage, Range 25, Medium burst)
-Shrapnel pod (Cone 2, x5 hit, x5+5 DM)
Energy shield (Force field 3, Small burst, Second nature, 110 hits)

Skills: Computers (Hacking), Humanities (Philosophy), Athletics (Running, Climbing, throwing)

Mental Malfunction: To Serve and Protect. With Lasers and Explosions.

Assault is the well-intentioned but questionably conceived brainchild of Dr. Robert Cooper, a robotics professor who liked to tinker in his spare time. It's is incredibly easy to say that he may have gone overboard in creating a guardian robot for his daughter, as most who do such a thing create a more modest construct than a ten-foot tall vaguely humanoid slab of armor, weapons, and twitchy directives. While having a killer robot on hand did give both Robert and Alma a certain peace of mind, it certainly did no favors to her romantic life as a teenager or, currently, a young adult. Even if its threat response didn't include mere flirting, the watchful sensors of an independently-minded war machine were intimidation enough.

However, on the offensive, Assault's formidable capabilities mesh well with Battery's abilities to supercharge the same- a battle robot that any supervillain would be prod to build becomes an absolute monster in her hands. While the machine doesn't have much of a personality beyond "Protect and Obey Battery", the fact that its creator was of a certain kind of educated background means that the robot is somewhat more eloquent about explaining its purpose than most of your garden-variety killer robots.

Battery (25 pts: 14 Stats, 11 Powers)
Brawn 2 (x2 Soak)
Agility 3 (9 Squares movement)
Mind 2

Overclock (Super-Speed 5, Affects others)
Universal restoration (Healing 3, Affects others, Affects machines)

Skills: Technology (Repair), Security (Disabling), Athletics (running), Escapology (Improvising), Stealth (Evading devices)

Mental Malfunction: Ain't no rest for the wicked/Money don't grow on trees

Alma Cooper, also known as Battery is, quite simply, a supercharged human being. While her suite of superhuman abilities is relatively modest, the distinguishing factor of her being is the fact that the overwhelming superhuman energies that power her being can be transferred to other subjects at her leisure, making her, when younger, the queen of the three-legged race. She us a superhuman who works best with a partner, and her father gave her what is probably the best partner once could ask for considering her current scheme to extort, steal, and outright pillage very large amounts of money from unsuspecting high-value victims.

While Battery herself was never officially scouted, she does have the potential to become an excellent speedster if trained, but she tends to let Assault do all of the heavy lifting. She prefers to go along for the ride, using her powers to give her partner the need for speed while using its robotic form to protect her against any return fire, while also using the powers that help her mend at tops speed to also fix any damage that might get through its battle plating. After all, the robot is far better at fighting than she is, so why not leave the hard work to the professionals?


Last edited by Ry74 on Wed Jun 07, 2017 2:43 pm; edited 2 times in total
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MrJupiter
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Joined: Apr 06, 2010
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Location: Trenton, Ont. (Canada)

PostPosted: Sat Jun 03, 2017 12:42 pm    Post subject: Reply with quote

Great name inspirations for Assault and Battery. The
background descriptions for these two "villains" are fun to read. Having battery act like a super-charger for others is a great power concept.
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Ry74
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PostPosted: Mon Jun 05, 2017 7:31 pm    Post subject: Reply with quote

No probs- one of the reasons I switched to BASH full-time over other supers systems is that even odd ideas feel much easier to implement, since the system doesn't have the same sort of sticker shock problem that others do.
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Ry74
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PostPosted: Thu Aug 30, 2018 6:37 pm    Post subject: Reply with quote

Too large to be an emissary, it's...

EMBASSY

Who is this mysterious traveler? Where did she come from?

Her story begins in the distant reaches of the galaxy, on a planet called Zyrgonia, home to a race of superintelligent scientists with an almost monastic-level of dedication to understanding the deep secrets of the cosmos. However, their desires were not matched by the capabilities of their physical forms. For you see, due to the effects a rare, natural element native and natural only to their homeworld, the Zyrgonians were unable to survive long outside of the the specialized environment of their home planet. So, marooned in space but with a desire to explore the furthest corners of the universe through living eyes, they bent their incredible scientific apparatus to an equally incredible task...

To create a life form which could explore the cosmos for them.

Mustering their vast mastery of the biological, physical, and behavioral sciences, they set about creating their new links to the peoples of distant stars. They had to be hardy and strong to withstand the great hazards of other worlds. They had to understand and speak all languages. They had to defend themselves against deadly hostiles. They had to be personable, but resolute. In the end, perhaps, they may have overestimated the dangers of the outer world, as their powerful and magnificent creations were about 15 times larger than most forms of humanoid life in the galaxy, but in the end they gave their creations their star pods and sent them forth to the stars to discover other worlds that contained creatures which could possess super-genius intellects for the ambitious goal of creating a galaxy-spanning network of collaborative science.

Emissary-F-24, a blue-skinned, humanoid female, was the one who landed on Earth, and after causing a bit of a stir, made contact with Earth's greatest minds and divulged the means by which they could communicate with her creators, taking the first steps towards moving forward the plan of her creators. But their instructions to her were also to keep an air of goodwill between herself and the people of distant Earth, so that mutual trust would exist between the two worlds. After observing the travails of other creatures on this Earth who were endowed with superhuman might, she decided that there was one way, one proper way by which she could do such a thing, and that was to fight for the common defense of the human race against the terrors of the void.

EMBASSY
40 pts hero (18 stats, 22 Powers)
B4 A3 M2

Soak X5+20, Defense X3 -4

Size 4 (100')
Immunity 5 (Suffocation, cold, heat, radiation, acid)
Armor 1 (spacesuit)
Omnilingual 2
Bioenergy blast (Special attack 3, x5+20, Mid-range 25 squares)
Mind Shield 1 (x4 Mental defense)
Fleet of foot 1
Healing 1

Advantages:
Appeal
Versatile

Disadvantages:
Outsider
Freak

Skills: Athletics (Running), Pilot (Control), Drive (Control), Science (Physics), Outdoor (Survival)

Mental Malfunction: It seemed like a good idea at the time...
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Ry74
Supporting Character
Supporting Character


Joined: Mar 13, 2014
Posts: 10


PostPosted: Fri Aug 31, 2018 2:20 pm    Post subject: Reply with quote

CONTEMPT OF COURT

Karl Robinson Esq. was a brilliant legal mind, perhaps one of the best that had ever come through the other end of the bar exam. He came out of there with a burning desire to lock up the worst of the streets behind bars, and made his name as a criminal prosecutor in record time. Supers did their work on the streets, and he did his work at the bench, the way that it should be. However, the toll on working the Super circuit of criminal law began to take its toll on his agile and logical mind, as he felt like he was working the same cases in the same ways in the same courts, around and around and around.

The fact that the charges ranged from the mundane to the nonsensical wasn't the problem for him, as fitting the kinds of superpowered shenanigans that went on around him into the framework of law merely took time and not that much effort- it was the fact that nothing ever seemed to stick- no one ever seemed to stay behind bars, no matter how tremendously guilty they were- they either were institutionalized, or were helped from the inside, or any other of crazy things that just shouldn't be happening, meaning that there were times he ended up having to work seven cases on the same villain in the same year.

The conclusion he came to was the only way to keep them off the streets was to put them in the morgue.

Not that he would leave the courtroom to try that at first, but his actions in the court began to lean towards seeking the death penalty for the costumed kooks that landed up on the docket. His descriptions of crimes became ever more lurid and vile to tug at the hearts and viscera of the jury, and if there wasn't any evidence that the villain had committed a crime worthy of being sent to the chair, there were times where he put his powerful, agile mind to the task of creating some.

This was eventually discovered, and he was disbarred for life.

This was not the end of Karl Robinson Esq., as now broken by his fanatical belief that the system was broken, he decided to take his case outside the law. Using gadgets and other evidence confiscated from supervillains and their lairs and modifying them for his own sinister purposes, the ex-prosecutor has turned his legal battles into street battles as he wages a destructive one-man war against the criminal underworld by any and all means at his disposal.

Contempt of Court
Villain, 30pts (16 Stats, 14 Powers)
Soak x4, Defense x2 (x4 Unarmed)

Body 2
Agi 2
Mind 4

The Dapper Gentleman's Three-piece Combat Suit(Armor 2)
Corporate Raider's Briefcase Laser (Special attack 5, x3 attack, x6 DM, Mid-range)
Skilled 1
Dr. Feelgood's Charisma Tonic (Suggestion 1)
Martial arts 1 (Defensive)
Weapon technique 2 (Unarmed, x3 attack x3 DM)
The Crab's climbing gloves (Clinging 1)

Skills: Social science (Law), Streetwise (crime), Security (Surveillance), Investigation (Finding Clues), Athletics (Running), Deception (Disguise), Drive (Tricks), Escapology (Loosen binds)

Advantage: Untouchable (Knows the system inside and out)
Disadvantage: Rogue's Gallery

Mental Malfunction: The Defense Rests... In Pieces.
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BASHMAN
All-Father of Bash!
All-Father of Bash!


Joined: Apr 04, 2010
Posts: 2496


PostPosted: Fri Aug 31, 2018 6:14 pm    Post subject: Reply with quote

I am loving these; keep them coming
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Chris Rutkowsky
Basic Action Games
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