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Kenny's Build

Your heroes, villains, vehicles, and HQs
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Kenny_N
Unknown Quantity
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Posts: 4
Joined: Fri Jul 30, 2010 11:00 pm

Kenny's Build

Post by Kenny_N »

My idea for this character is a pre-cog who can fight.

Brawn: 2
Agility: 2
Mind: 2
[Stats: 12]

Danger Sense [2] (Knows what's coming)
Clairvoyance: Future [1] (Well he is a pre-cog)
Attack Weak Point [1] (He gets glimpses of where he can cause most pain)
Immobilization [5-1 = 4] Activation (He knows what the other guy is going to do and can shift his hold to keep the other guy from either doing it or making it useless)
Martial Arts: Grappling [1] (He's trained, either before or after getting his powers)
Skillful [4]
[Powers: 13]

Skills
Deception x2 / Disguise
Security x2 / Picking Locks
Stealth x2 / Palming & Planting
Streetwise x2

I get confused by skills, with 2 levels in a skill and attribute level 2 is it 3 or 4d6 they get to roll?

Advantages / Disadvantages
Quick Thinking / On the Run
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Lindharin
Paragon
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Joined: Sun Apr 04, 2010 11:00 pm
Location: New York

Post by Lindharin »

Cool concept, Kenny! :)

I noticed a few things in the build:

Attack Weak Point costs 2 points, unless you have a limitation on it.

For your Immobilization, you could use a limitation of "Can't do anything else while maintaining it" to represent that you can't wander away or move to attack another target while keeping your Immobilization. See the archetype for the Stretcher in the book for one implementation of that. You can't get extra points off for two limitations so you could either replace the Activation limit or have two limits but only 1 point off, whichever fits the concept.

Alternatively, instead of using Immobilization 5 for your wrestling hold, you could instead do something like Boost Brawn 3 Only For Wrestling for 3 points, representing your mastery of wrestling and foreknowledge of your foe's moves rather than actual strength. That would let you restrain people similar to Immobilize, but also do a lot of other things too - see the page on wrestling maneuvers in the book.

I think you might be misunderstanding how skills work. In Bash, when using skills, powers or stats, you only ever roll 2d6 - never 3d6 or 4d6. It's always 2d6 times whatever your stat/skill/power multiplier is. (The only exception is if your multiplier is x0, in which case you roll 1d6).

You have Agility 2 and Mind 2, so you get two physical skill picks and 2 mental skill picks, which is what you did. Then you have Skillful 4 which gives 8 more skill picks. When you apply extra skill picks to a skill you already have, you can either increase your multiplier OR choose another specialty. It looks like you wanted to boost your multiplier in those same four skills, so here's how I'd personally write it:

Deception +2=x4 (Disguise)
Security +2=x4 (Picking Locks)
Stealth +2=x4 (Palming & Planting)
Streetwise +2=x4 (???)

In each case you have a +2 multiplier added to your x2 stat, so you'd roll with a total of a x4 multiplier. And if you are using the specialty like Picking Locks, you'd roll twice and use the better result. Does that help?
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BASHMAN
All-Father of Bash!
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Post by BASHMAN »

Nice character build- reminds me of Dream Girl from Legion of Super Heroes.
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MrJupiter
Cosmic Hero
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Joined: Mon Apr 05, 2010 11:00 pm
Location: Trenton, Ont. (Canada)

Post by MrJupiter »

I like the use of a bracketed description informing us of how the charcter uses the power.
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