Wraith
Brawn 2 Agility 2 Mind 2 12pts
x3 Soak (x4 vs. Unarmed), x4 Defense, x3 Priority
Powers
Attack Weak Point 2pts
Martial Arts Mastery (All) 3pts
Weapon Technique (Unarmed x3 Hit, x3 Dmg) 2pts
Body Armor: Armor 1 (x3 Soak) 1pt
Cape: Multi-power [Limitation: Easily Taken Gadget] 3pts
-Deflect 2 (x4 Defense)
- Glide 1
Cowl: Super-Senses (Dark-vision, Radio Hearing, [Limitation: Fragile Gadget 20 Hits, 10 Soaks]) 2pts
Grapple Gun: Swinging (8 squares) [Ammo Gadget] 1pt Grapple
Utility Belt: Conjuring 3 [Limitation: Easily Taken Gadget] 2pt
Utility Belt: Ghost Form 3 [Limitation: Easily Taken Gadget] 2pts
Weapon Multi-power 6pts
-Boomerangs: Special Attack 4 (Variable, [Limitation: Ammo Gadget])
-Smoke Bombs: Confusion 4 (Close Range, Small Burst, [Limitation: Ammo Gadget])
Mental Malfunction
Driven to protect those who can not protect themselves.
Advantages
Headquarters, Resources, Super Vehicle
Disadvantages
Arch-Enemy, Normal, Rogue's Gallery
Skills
Athletics /Aerobatics, Investigation/Finding Clues, Stealth/ Move Silently, Streetwise/Crime
36 Pts (12 Stats, 24 Powers)
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Jason Sunday's Builds
- Jason_Sunday
- Costumed Crimefighter
- Posts: 140
- Joined: Mon Jun 21, 2010 11:00 pm
- Location: Pensacola, Fl
- Contact:
- Jason_Sunday
- Costumed Crimefighter
- Posts: 140
- Joined: Mon Jun 21, 2010 11:00 pm
- Location: Pensacola, Fl
- Contact:
- Jason_Sunday
- Costumed Crimefighter
- Posts: 140
- Joined: Mon Jun 21, 2010 11:00 pm
- Location: Pensacola, Fl
- Contact:
Here is the final version of Techno. I scaled him back a bit and add some some stuff that was suggested in these forums. I didn't give him the disad Normal because he can still use some of his powers when his suit isn't on. The suit stays inside him like Venom or Guyver.
Techno
Brawn 3 Agility 3 Mind 3 18pts
x5 Soak
Powers
Armor 2 (x5 Soak) 2pts
Danger Sense 2pts
Immunity 4 (Suffocation) 1pt
Flight 4 (20 Squares) 4pts
Offhand Shooting 2pts
Resistance 1 (Cold, Radiation) 1pt
Scan 2pts
Special Attack Multi-power 6pts
-Repulse Chest Blast: Special Attack 4 LINKED Push 4 (+4 DM [x11 Dmg], Med Cone 6x6, Limitation: Single Use)
-Special Attack 4 (Variable)
--Commonly Used Powers
---Sword: Special Attack 4 (+4 DM [x7 Dmg])
---Dual Blaster Pistols: Special Attack 4 (+2 DM [x5 Dmg], Med Range)
Super-Senses (Dark-vision) 2pts
Mental Malfunction
Techno feels it is his duty to protect the Earth.
Advantages
Instant Change (B2 A2)
Disadvantages
Arch-Enemy
Skills
Athletics x5/Aerobatics, Social Science x5/ History
40 Pts (18 Stats, 22 Powers)
Techno
Brawn 3 Agility 3 Mind 3 18pts
x5 Soak
Powers
Armor 2 (x5 Soak) 2pts
Danger Sense 2pts
Immunity 4 (Suffocation) 1pt
Flight 4 (20 Squares) 4pts
Offhand Shooting 2pts
Resistance 1 (Cold, Radiation) 1pt
Scan 2pts
Special Attack Multi-power 6pts
-Repulse Chest Blast: Special Attack 4 LINKED Push 4 (+4 DM [x11 Dmg], Med Cone 6x6, Limitation: Single Use)
-Special Attack 4 (Variable)
--Commonly Used Powers
---Sword: Special Attack 4 (+4 DM [x7 Dmg])
---Dual Blaster Pistols: Special Attack 4 (+2 DM [x5 Dmg], Med Range)
Super-Senses (Dark-vision) 2pts
Mental Malfunction
Techno feels it is his duty to protect the Earth.
Advantages
Instant Change (B2 A2)
Disadvantages
Arch-Enemy
Skills
Athletics x5/Aerobatics, Social Science x5/ History
40 Pts (18 Stats, 22 Powers)
- Jason_Sunday
- Costumed Crimefighter
- Posts: 140
- Joined: Mon Jun 21, 2010 11:00 pm
- Location: Pensacola, Fl
- Contact:
Sentinel
Brawn 5 Agility 3 Mind 2 20pts
x8 Soak
Powers
Invulnerability: Armor 3 (x8 Soak) LINKED Immunity 5 (Cold, Electricity, Fire, Poison, Suffocation, 7pts
Flight 4 (Space, 20 Squares) 5pts
Healing 2 (x2) 2pts,
Super-Senses 3 (Telescopic Vision, Microscopic Vision) 3pts
Keen Senses 2 (Vision, Hearing x5) 2pts
Super Speed 3, 3pts
Special Attacks Multi-power 8pts
-Cosmic Vision: Special Attack 5 (Mid Range, +5 DM, x7 Dmg)
-Ice Breath: Immobilization 4 (Close Range, Med. Burst, Brawn 40)
-Super Punch: Special Attack 5 (+5 DM, x10 Dmg)
Advantages
Headquarters (The Fortress), Instant Change
Disadvantages
Arch-Enemy, In a Relationship
Skills
Athletics x5/Aerobatics, Humanities/Photography, Technology x2/ Repair
50 Pts (20 Stats, 30 Powers)
Not sure if ther is anything I can add to the Special Attack multi-power Super Punch but it has 2 points still free.
Brawn 5 Agility 3 Mind 2 20pts
x8 Soak
Powers
Invulnerability: Armor 3 (x8 Soak) LINKED Immunity 5 (Cold, Electricity, Fire, Poison, Suffocation, 7pts
Flight 4 (Space, 20 Squares) 5pts
Healing 2 (x2) 2pts,
Super-Senses 3 (Telescopic Vision, Microscopic Vision) 3pts
Keen Senses 2 (Vision, Hearing x5) 2pts
Super Speed 3, 3pts
Special Attacks Multi-power 8pts
-Cosmic Vision: Special Attack 5 (Mid Range, +5 DM, x7 Dmg)
-Ice Breath: Immobilization 4 (Close Range, Med. Burst, Brawn 40)
-Super Punch: Special Attack 5 (+5 DM, x10 Dmg)
Advantages
Headquarters (The Fortress), Instant Change
Disadvantages
Arch-Enemy, In a Relationship
Skills
Athletics x5/Aerobatics, Humanities/Photography, Technology x2/ Repair
50 Pts (20 Stats, 30 Powers)
Not sure if ther is anything I can add to the Special Attack multi-power Super Punch but it has 2 points still free.
- Lindharin
- Paragon
- Posts: 612
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
Depending on concept, you might want to just leave it; the additional slots in a multipower can certainly be lower cost than the primary slot. But that said, here are two other options that jump out:Jason_Sunday wrote:Not sure if ther is anything I can add to the Special Attack multi-power Super Punch but it has 2 points still free.
You could add the Variable enhancement, so he could swap levels between a normal-speed haymaker (+5 DM) or a inhumanly fast and accurate blow (+5x attack), or anything in between.
You could also add something like an Extra Effect. Maybe extra knockback (so the DM modifier is +2x when calculating knockback), or extra effect for collateral damage so he can really tear through even reinforced walls, etc.
- Jason_Sunday
- Costumed Crimefighter
- Posts: 140
- Joined: Mon Jun 21, 2010 11:00 pm
- Location: Pensacola, Fl
- Contact:
These are some good ideas. I will give it some thought.Lindharin wrote:Depending on concept, you might want to just leave it; the additional slots in a multipower can certainly be lower cost than the primary slot. But that said, here are two other options that jump out:Jason_Sunday wrote:Not sure if ther is anything I can add to the Special Attack multi-power Super Punch but it has 2 points still free.
You could add the Variable enhancement, so he could swap levels between a normal-speed haymaker (+5 DM) or a inhumanly fast and accurate blow (+5x attack), or anything in between.
You could also add something like an Extra Effect. Maybe extra knockback (so the DM modifier is +2x when calculating knockback), or extra effect for collateral damage so he can really tear through even reinforced walls, etc.
- Jason_Sunday
- Costumed Crimefighter
- Posts: 140
- Joined: Mon Jun 21, 2010 11:00 pm
- Location: Pensacola, Fl
- Contact:
Here is my 1st BASH! UE character that I posted on RPG.NET.
Magnus
Brawn 1 Agility 1 Mind 3 10pt
Powers
Eye of Akatosh: Sense Invisible [limitation: Easily Taken Gadget]1pts
Boost Agility 1 [limitation: while using magic] 1pt
Force Field 3 [limitation: Casting] 2pt
Mass Chaos: Confuse 2, Burst 2 (5x5sq) [limitation: Casting] 3pt
Mind Control [limitation: Casting] 4pt
Mystic Bolts: Special Attack 3, Med Range, +3DM, [limitation: Casting] 5pts
Regenerative Shield: Armor 3 [limitation: Casting] Linked with Healing 3, [limitation: situational] 4pt
Telekinesis 3 [limitation: Casting] 2pt
Sense Magic 1pts
Super Movement Multipower, [limitation: Casting] 6pt
--Teleportation 6
--Flight 5
Skills
Escapology/ Loosen Binds, Occultism/ Artifacts, Occultism/ Monsters, Occultism/ Rituals
Advantage
Grimoire, Versatile
Disadvantage
Arch-Enemy, Public ID
Mental Malfunction
Sense of Responsibility
BREAKDOWN: 10 STATS + 29 POWERS = 39 TOTAL
Magnus
Brawn 1 Agility 1 Mind 3 10pt
Powers
Eye of Akatosh: Sense Invisible [limitation: Easily Taken Gadget]1pts
Boost Agility 1 [limitation: while using magic] 1pt
Force Field 3 [limitation: Casting] 2pt
Mass Chaos: Confuse 2, Burst 2 (5x5sq) [limitation: Casting] 3pt
Mind Control [limitation: Casting] 4pt
Mystic Bolts: Special Attack 3, Med Range, +3DM, [limitation: Casting] 5pts
Regenerative Shield: Armor 3 [limitation: Casting] Linked with Healing 3, [limitation: situational] 4pt
Telekinesis 3 [limitation: Casting] 2pt
Sense Magic 1pts
Super Movement Multipower, [limitation: Casting] 6pt
--Teleportation 6
--Flight 5
Skills
Escapology/ Loosen Binds, Occultism/ Artifacts, Occultism/ Monsters, Occultism/ Rituals
Advantage
Grimoire, Versatile
Disadvantage
Arch-Enemy, Public ID
Mental Malfunction
Sense of Responsibility
BREAKDOWN: 10 STATS + 29 POWERS = 39 TOTAL