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Aardvark's builds
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-HF-Aardvark892
Mystery Man
Mystery Man


Joined: Jun 03, 2010
Posts: 91
Location: Northeast Oregon

PostPosted: Wed Jun 09, 2010 6:12 am    Post subject: Reply with quote

gryfn wrote:
well i think he comes to 24 points
his mind of 5 is a very impressive stat but it isn't doing him much , consider adding a force field , it would have 10 soak and 80 dp increasing his defenses and best of all i think he could animate things right trough it as its basically a mental power, on the other hand concentration is a harsh disadvantages you might want to buy it off for a pt
oh and the art skill i think is for knowing about art
artist i think would be a craft skill and based on agility if your lucky


I haven't checked the math, so you're probably right about the 24. I don't want to add a forcefield unless it would be something he draws; the whole concept is based on only having the one power to draw and animate... although the defense sure could help. I made his Mind so high because I wanted to reflect an almost autistic genius; very withdrawn but brilliant. As far as the Art skill goes, I have it under Humanities because it was only listed there... and honestly Art as a Humanity and Art as a Craft both work out to someone who is truly skilled at sketching. And speaking of which (I'm not sure if I mentioned this), all of his "artifacts" (i.e. animated things) look like sketches even when animated. They are black outlines filled with white, kinda like he cut them out of the paper. How cool is that?

And BTW, anyone here figure I should use the "Extra Limbs" power for the spider horse? I mean, it's just the creature's mode of movement... it doesn't add anything in the way Extra Limbs does. 4 legs or 6, do I have to allocate a point to the Extra Limbs?
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BASHMAN
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PostPosted: Wed Jun 09, 2010 11:14 am    Post subject: Reply with quote

If the extra limbs don't grab things, then you don't need the power. That power is only if you use them like an extra pair of arms.
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MrJupiter
Cosmic Hero
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Joined: Apr 06, 2010
Posts: 1486
Location: Trenton, Ont. (Canada)

PostPosted: Wed Jun 09, 2010 9:29 pm    Post subject: Reply with quote

BASHMAN wrote:
MrJupiter wrote:
You could wrap clinging into a multi-power with Super Jump to save you a character point or maybe give The Cricket a damaging weakness (but what are crickets vulnerable to? is there anything that could symbolically fit with her theme?). Maybe there is something special that she needs in order to maintain her powers (an amulate or something). If she goes more than 24 hours without it she looses her powers until she gets it back!

A weakness would put her back into the 25 point range (use the multi-power combo and she'll have24 points with a hero point to boot!).


Clinging is only a 1pt power- so there is no cost savings putting it in a multi-power. I think it is just fine as is, especially for a first-time build!


Woops.
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MrJupiter
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PostPosted: Wed Jun 09, 2010 10:03 pm    Post subject: Reply with quote

-HF-Aardvark892 wrote:
…I made his Mind so high because I wanted to reflect an almost autistic genius; very withdrawn but brilliant…


One other way you could do this is to have Mind at some lower level but then apply the Boost power (as in Boost – Mind). That will allow you to add 1 to 3 levels of rank to a stat (Mind in this case) but it must have some kind of a limitation. In this case the Mind Boost might only apply to artistic creativity (skill rolls) and the character’s drawing power only.

-HF-Aardvark892 wrote:
…I don't want to add a forcefield unless it would be something he draws; the whole concept is based on only having the one power to draw and animate... although the defense sure could help…


For defensive purposes you could add some powers tailored to AnimAtonic’s art animating powers:

* Rendered Shield: Deflection 3 [Limitation: Concentration (character must sketch the shield before he may use it).]

Or, if a shield seems a little awkward for the hero to wield while also needing to draw other things then go with…

* Sketched Protection: Armor 3 [Limitation: Concentration (character must sketch the armor before it appears).]

-HF-Aardvark892 wrote:
And speaking of which (I'm not sure if I mentioned this), all of his "artifacts" (i.e. animated things) look like sketches even when animated. They are black outlines filled with white, kinda like he cut them out of the paper. How cool is that?


Very cool. An awesome character!
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-HF-Aardvark892
Mystery Man
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Joined: Jun 03, 2010
Posts: 91
Location: Northeast Oregon

PostPosted: Wed Jun 09, 2010 11:59 pm    Post subject: Reply with quote

Mr. J,

Thank you for a great review of the character. You've made some very unique things that I could use.

The only reason I've decided not to use the defense powers lies with the character's skills. Hiding and Running. He's really not a defensive character. It's all about letting his sketches do his work for him. It's like watching Saturday Morning cartoons (anyone else here old enough to remember those?) to this guy. Y'know, come to think of it, maybe I should used "Age" (young, like 14-15) with him. It might help draw the concept closer to an autistic child.

All that said, I really like the idea of "Boost", limited, instead of the high Mind. Having a limited boosted intellect that's focused on something so specific is a tendency of autistic children, or at least I believe so (please understand I mean NO disrespect towards Autism).

I'll rework him tonight and post the new stats... along with possibly another character.

I did notice that you didn't make any points about the Animation power or his "artifacts"... I'm taking that as good news that there's no problem with the math or how the power works!
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-HF-Aardvark892
Mystery Man
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Location: Northeast Oregon

PostPosted: Sat Jun 12, 2010 8:58 am    Post subject: Torment Reply with quote

Next character:

EDIT: This character now contains changes inline with Bashman's suggestions:

TORMENT!

Many people assume that with a name like Torment that he's a SuperVillain of some type. Couldn't be farther from the truth. Torment is the name the media gave him when they found out about his unfortunate circumstance; for you see, Torment can't turn the fire off!!

He's always covered in flames. He can't touch anything or anybody. The only time he can extinguish himself is when he's either completely submerged or in a vacuum. Other than that, he's a regular teenager. Unfortunately, he's taken to living underwater. His only possession is a bit of rope he's got tied to a dock so that he can sleep without drifting off. Only underwater can he be a (relatively) normal person. It's awful difficult to find a girlfriend who would spend all her time underwater or in a vacuum with him...

BRAWN 2
AGILITY 1
MIND 2
Attributes cost: 10

POWERS:
Damage Aura (Flame Body) 3 No area, cost 2
-limitation: always on
Flight 3 (15 sq./panel) Cost 3
Immunity 3; Cost 3
-suffocation, flame, pressure
Damage Shield (Fire) 4 (concentration) Cost 4
-hits 2 (100), Damage 2 (+2DM)
Special Attack (flamethrower) 2, Cost 4
-Range: Mid (20 sq/100') Damage 2 (+2DM, total +4DM)

Powers Cost: 16

WEAKNESS:
Negating 2: Loses all fire based powers when completely submerged or in a vacuum

SKILLS:
Athletics/acrobatics (I meant this primarily for in-flight)
Deception/lying (he's not a bad kid, but always trying to convince people to like him)
Humanities/Philosophy (his favorite subject in school before the accident)

ADVANTAGE:
Versatile
DISADVANTAGE:
Destitute

Mental Malfunction: Depression over solitude

Cost: Attributes 10, Powers 16 Weakness -2 total 24
Hero Points 1 Hero Die 1

I'm not positive I've represented him through his stats very well, but I'm pretty satisfied I've got him covered.

Any suggestions?


Last edited by -HF-Aardvark892 on Wed Jun 23, 2010 2:02 pm; edited 3 times in total
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BASHMAN
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PostPosted: Sat Jun 12, 2010 5:32 pm    Post subject: Reply with quote

for his force field wouldn't it be a "Damage Shield" that would seem appropriate
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-HF-Aardvark892
Mystery Man
Mystery Man


Joined: Jun 03, 2010
Posts: 91
Location: Northeast Oregon

PostPosted: Sun Jun 13, 2010 7:18 pm    Post subject: Reply with quote

Bashman, you're right. After several hours of trying to incorporate your suggestion and get the numbers "just right", I've reposted it. I think he's worked out pretty cool now. Thanks!
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-HF-Aardvark892
Mystery Man
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Joined: Jun 03, 2010
Posts: 91
Location: Northeast Oregon

PostPosted: Tue Jun 15, 2010 10:20 am    Post subject: Rocket Fist! Reply with quote

New Character!

Rocket Fist!
Real Name: Roger Floyd

B 2 Soak 4
A 2 / 4 (boosted) Def: 2 (4 when flying Rocket-Fist gadget)
M 1 Mental Defense 1
Attributes Cost 10

POWERS:
Rocket-Fist Multi-Power (easy to lose gadget)
- Flight 3
- Special Attack (Rocket Punch) 3 (no range or area)
Total Cost: 3
(see below for description of gadget)

Armor (suit) 2; Cost 2
Boost: Agility 2 (ONLY when flying the Rocket-Fist gadget!)
Cost 2

Rocket-Helmet Multi-Power (easy to lose gadget)
- Keen Senses (Vision)
- Keen Senses (hearing
Total Cost 2

Paired Weapons 2 (cost 2)
Swift Strike 2 (cost 2)
(NOTE: Those two powers together gives him 3 attacks per panel!)

Total Powers Cost: 13

SKILLS:
Pilot/Pursuit
Athletics/Throwing
Technology/Invent

ADVANTAGE: Police Powers
DISADVANTAGE: Public ID

Mental Malfunction: "Have a knuckle sandwich, Evil Doer!" (likes to fight)

COST TOTAL: Attributes 10, Powers 13 = 23

Roger Floyd was a pilot for the Air Force. His only super-power, Boost, made his reflexes superhuman, and that's what brought him to the attention of Team 47, a covert intelligence agency. They outfitted him with Rocket-Fist (which are a pair of brass-knuckles with a rocket attached that sits on the back of the hand (glove... they're hot LOL). With Rocket-Fist, Roger found he could fly by pointing his hands straight up, and use the rocket power to make his punches Knock Outs! Along with his armored suit and his vision and hearing extending helmet, Roger, now called Rocket Fist to the media, began his crime fighting career!

EDIT: Had to add a condition to his Boost power. Just found out about how it's required... and if I had actually READ the description of Boost I woulda already known that!


Last edited by -HF-Aardvark892 on Wed Jun 23, 2010 2:05 pm; edited 3 times in total
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-HF-Aardvark892
Mystery Man
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Posts: 91
Location: Northeast Oregon

PostPosted: Tue Jun 15, 2010 10:32 am    Post subject: Echo Reply with quote

ECHO
Real Name: Olivia Lawrence

B 1 - Soak 1
A 2 - Defense 2
M 2 - Mental Defense 2



POWERS:
Sonic Voice Multi-Power; Total Cost 10
- Forcefield 4 (Range 3, Area 2, Concentration) - A solid wall of sonic force that she sings into being! Cost 9
- Push 4 (Range 2, Ricochet 3)
It's a short, high pitched burst of scream that forms a solid beam of sonic force that she can shoot at people, and hit up to 4 targets if they are within 5 squares of each other, using Ricochet! Cost 9

Soundwave Form Multi-power; total cost : 3
Teleportation 3 (concentration) (limit - can only travel where sound waves can go)
Ghost Form (Soundwaves) 3
She can change into a solid being of sound waves, able to move at the speed of sound intangibly!

Total Power Cost: 13

SKILLS:
Craftsmanship/Jewelry
Perform/Singing
Occultism/Alchemy

ADVANTAGE: Appeal (Olivia's an amazing singer, and well known for it)
DISADVANTAGE: In a Relationship (She's got a husband and two children, none of which know about her SuperHero side)

Mental Malfunction: Glory Hound! Olivia likes to be in the spotlight, whether its on stage singing or on the streets defeating evil!

TOTAL COSTS: Attributes 10, Powers 13 = 23

Olivia Lawrence was a very promising singer on the local scene and about to break into the Big Times. She was on stage, and right on the verge of the best performance she'd ever had, in front of an agent and an adoring crowd, when the microphone malfunctioned and electrocuted her. When she awoke, she found her powers. She decided that a career fighting crime would get her even more famous... but it was in her families best interest that they never know.

Echo hit the scene!
--------------------------------------------------------------------------
EDIT: Had figured her power costs incorrectly:

http://bashtalk.org/modules.php?name=Forums&file=viewtopic&t=239

That actually dropped her total power cost, so I also got rid of her weakness (I didn't like it anyway... didn't fit with the character). The numbers are all fixed now!

EDIT NUMERO Billion, it feels like: I had to change Push back... I was wrong about Push and Range... again.


Last edited by -HF-Aardvark892 on Wed Jun 23, 2010 9:39 pm; edited 5 times in total
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-HF-Aardvark892
Mystery Man
Mystery Man


Joined: Jun 03, 2010
Posts: 91
Location: Northeast Oregon

PostPosted: Tue Jun 15, 2010 10:44 am    Post subject: CLUB Reply with quote

CLUB
Real name: Bertram Howard



B 3 - Soak 3/5 (for soak and knockback only)
A 3 - Defense 3/5 (only when defending HTH)
M 2 - Mental Defense 2

POWERS:
Mag-Grav Club Multi-Power (easy to lose gadget)
- Swinging 2
- Special Attack (as a club) 2 (+1DM to hit, +1DM damage, total=x4 Hit, x4 Damage)

Danger Sense 2

Attack Weak Point 2

Martial Arts Mastery 2
- Tae Kwon Do (AGL 5 when defending HTH)
- Kick Boxing (Brawn 5 only for soak and knockback)

SKILLS:
Athletics/Acrobatics (two slots)
Athletics/Climbing
Outdoor/Direction Sense
Investigation/Analysis

ADVANTAGE
Never Surrender!
DISADVANTAGE
On The Run

Mental malfunction
Up Close and Personal (never fights at a distance)

Total Cost: Attributes 18, Powers 9

Okay, I've got to explain The Club gadget that he has. It's a baton about 3 feet long and about 1" in diameter. It's got metal ends, with recessed buttons. When Club (not The Club... just Club) decides he needs to get somewhere, he can either just jump in the air or off a building with the club firmly in both hands. When he gets to the apex of his jump, he activates it by pushing one of the buttons. The gadget locks itself into the Earth's magnetic and gravity fields, locking it into place in space. He can then, just like a gymnast, begin flipping end over end getting momentum. Once he's ready, he pushes the button again and the baton releases. As he gets to the apex of his jump, he activates it again, and keeps at this. It's like spinning from building-side flagpole to flagpole, only the flagpole stays in his hand. The club (gadget) is also his primary weapon, using it just like...well, a club!

Get it?

I don't have a complete background for him yet, but I'm working on it!

NOTE: Edited 6/16/10 to incorporate changes suggested by Bashman!


Last edited by -HF-Aardvark892 on Fri Jun 18, 2010 2:40 am; edited 5 times in total
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-HF-Aardvark892
Mystery Man
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Joined: Jun 03, 2010
Posts: 91
Location: Northeast Oregon

PostPosted: Tue Jun 15, 2010 10:49 am    Post subject: Reply with quote

Three spankin' new characters! Check post #1 for the TOC, and meet Club, Echo, and Rocket-Fist!
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PostPosted: Tue Jun 15, 2010 1:08 pm    Post subject: Re: Echo Reply with quote

-HF-Aardvark892 wrote:
ECHO
Real Name: Olivia Lawrence

B 1 - Soak 1
A 2 - Defense 2
M 1 - Mental Defense 1

POWERS:
Sonic Voice Multi-Power:
- Push 4 (Range 2, Ricochet 3)
- Forcefield 4 (Range 2, Area 2)

Teleportation 3
-LINKED WITH:
Ghost Form (Soundwaves) 3

Total Power Cost: 19

SKILLS:
Craftsmanship/Jewelry
Perform/Singing
Occultism/Alchemy

WEAKNESS (damaging): Electricity, electric powers

ADVANTAGE: Appeal (Olivia's an amazing singer, and well known for it)
DISADVANTAGE: In a Relationship (She's got a husband and two children, none of which know about her SuperHero side)

Mental Malfunction: Glory Hound! Olivia likes to be in the spotlight, whether its on stage singing or on the streets defeating evil!

TOTAL COSTS: Attributes 8, Powers 19 = 25

Olivia Lawrence was a very promising singer on the local scene and about to break into the Big Times. She was on stage, and right on the verge of the best performance she'd ever had, in front of an agent and an adoring crowd, when the microphone malfunctioned and electrocuted her. When she awoke, she found her powers (along with her phobia of electricity). She decided that a career fighting crime would get her even more famous... but it was in her families best interest that they never know.

Echo hit the scene!


She's cool- but what is the point of LINKING Ghost Form and Teleportation... Teleport means you can move between locations without having to travel through the intervening space- and Ghost Form lets you travel through intervening space that is solid. If her ghost form only works when she teleports, I don't really get why it is useful. I think that a Multi-Power though between Teleport and Ghost Form would be useful- then she could turn intangible when she isn't teleporting. The cost would be teh same (Linked is +2 points, and Multi-Power is +2 points if the powers aren't in the same categories [Ghost form is Bio-Manipulation, Teleport is Movement].
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PostPosted: Tue Jun 15, 2010 1:12 pm    Post subject: Re: CLUB Reply with quote

-HF-Aardvark892 wrote:
CLUB
Real name: Bertram Howard

B 3 - Soak 3/5 (for soak and knockback only)
A 3 - Defense 3/5 (only when defending HTH)
M 2 - Mental Defense 2

POWERS:
Mag-Grav Club Multi-Power (easy to lose gadget)
- Swinging 2
- Special Attack (as a club) 2 (to hit only)

Danger Sense 2

Attack Weak Point 2

Martial Arts Mastery 2
- Tae Kwon Do (AGL 5 when defending HTH)
- Kick Boxing (Brawn 5 only for soak and knockback)

SKILLS:
Athletics/Acrobatics (two slots)
Athletics/Climbing
Outdoor/Direction Sense
Investigation/Analysis

ADVANTAGE
Never Surrender!
DISADVANTAGE
On The Run

Mental malfunction
Up Close and Personal (never fights at a distance)

Total Cost: Attributes 18, Powers 9

Okay, I've got to explain The Club gadget that he has. It's a baton about 3 feet long and about 1" in diameter. It's got metal ends, with recessed buttons. When Club (not The Club... just Club)decides he needs to get somewhere, he can either just jump in the air or off a building with the club firmly in both hands. When he gets to the apex of his jump, he activates it by pushing one of the buttons. The gadget locks itself into the Earth's magnetic and gravity fields, locking it into place in space. He can then, just like a gymnast, begin flipping end over end getting momentum. Once he's ready, he pushes the button again and the baton releases. As he gets to the apex of his jump, he activates it again, and keeps at this. It's like spinning from building-side flagpole to flagpole, only the flagpole stays in his hand. The club (gadget) is also his primary weapon, using it just like...well, a club!

Get it?

I don't have a complete background for him yet, but I'm working on it!


Another cool build. Just so you know his club has x4 Hit, x3 Damage. Is this what you wanted? With Attack Weak Point, I think that may have been what you were going for... Don't forget to make Called Shots for Damage, too!
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-HF-Aardvark892
Mystery Man
Mystery Man


Joined: Jun 03, 2010
Posts: 91
Location: Northeast Oregon

PostPosted: Tue Jun 15, 2010 1:13 pm    Post subject: Reply with quote

About Echo:
I didn't even think about that. Good suggestion, thanks! I'll make the change... it goes along with what I had in mind anyway.

Club's better at clubbin' bad guys than I figured... as in I can't figure out how you came by those numbers. I think I may have unnecessarily doubled up on a power or two.

To hit with any melee weapon is 2d6 x A, right? Damage is 2d6 x B? Club should be at x3 to hit and x3 damage with any melee weapon, right?

So... what does the Special Attack power do in this case? I see how Weak Point gives him the potential for double damage, but I think I'm confused about the special attack part. I thought I was using it to give him an additional x2 to hit... x5 altogether.
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