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kev's BASH!-BUILDS: Ameri'kid & Talon
- Sheller
- Supporting Character
- Posts: 8
- Joined: Sat Apr 09, 2011 11:00 pm
- Location: Texas
- Contact:
I like the Stingray one because it has a lot of thought put into his varied uses.
I'd say something like linking Gliding to Super-jump, but putting it as an enhancement works too, I guess. I'd do the former myself though.
Personally, I just think nobody tells you to do better because what you're doing is already pretty * good.
A bit of criticism though, would be to resize your images.
I don't have a jeweller's loupe just lying around here; the text size is ridiculous and my eyes are literally sore reading these.
I'd say something like linking Gliding to Super-jump, but putting it as an enhancement works too, I guess. I'd do the former myself though.
Personally, I just think nobody tells you to do better because what you're doing is already pretty * good.
A bit of criticism though, would be to resize your images.
I don't have a jeweller's loupe just lying around here; the text size is ridiculous and my eyes are literally sore reading these.
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
Sheller wrote:I like the Stingray one because it has a lot of thought put into his varied uses.
Double thanks here. I still don't think my builds are the best. My game gang helps me find my flaws sometimes - the ones that come with a mistaken understanding of the rules on my part. So I get curious as to why big-BASH!-forum-fans miss the same mistakes... I just assume no one's reading my builds. Which is fine. I just appreciate thought and help or questions when folks have them.Sheller wrote:Personally, I just think nobody tells you to do better because what you're doing is already pretty * good.
As for my builds, my thought is that the "lot of thought" you mention (while I appreciate it) sometimes seems to me like I'm thinking TOO MUCH for the style of the BASH! game. So many of the builds I see are not nearly as complex as I bang out. Not in a BAD way (in fact I feel that often simplicity is best for elegance). But in the end I build the complex/long way I do because I try to be complete and at the same time try to think of different ways to represent each character instead of the super obvious. Sometimes that comes out as a NEAT unique way... sometimes it's convoluted... I'd like YOU to be the judge! (which is why I post them here)
Good thinkin'... 'cause I actually began with a combo of Glide and Super Jumping as well as thinking about plain old Flight. Then after reading the rules and re-reading the character to convert... I decided I SHOULD either go with plain old Flight OR go more toward the actual theme with a limited flight.Sheller wrote:I'd say something like linking Gliding to Super-jump, but putting it as an enhancement works too, I guess. I'd do the former myself though.
After understanding more about how Flight, Super Jumping, and Gliding works by the rules... I determined that Super Jumping was the answer. as mentioned, I tested the idea with adding Gliding (LINKED) but then I didn't think the Glide power rules worked toward the goal so much and they didn't combine well with the Super Jumping movement/speed rules really well enough. But I liked the "glide" effect of no falling damage and the slower "in-flight" movement of Super Jumping... SO... I made that a simple "Extra Affect" that I called "glide". In hindsight, I might wanna change the name of that Enhancement so as not to be confused with the actual power Glide.
Stingray's flight IS limited to fly to an altitude of 100', then he glides... I even though the glide power sorta does this... I felt the Super Jumping rules reflected MORE what I could see him doing in action. Hence my choice.
Sheller wrote:A bit of criticism though, would be to resize your images.
Happy to do so... but I don't know HOW. Anyone?
I cleaned up some of the images and uploaded them to my Image Shack account, I like uploading them at full resolution/size, to see the best version of them... but I don't know how to make the images smaller when posting them on the BASH! forums. Anyone?
How can I help fix this... and what to change for the future to help that text size thing?Sheller wrote:I don't have a jeweller's loupe just lying around here; the text size is ridiculous and my eyes are literally sore reading these.
thanks again!
-kev-
- urbwar
- Cosmic Hero
- Posts: 1086
- Joined: Fri Apr 09, 2010 11:00 pm
- Location: Gresham, OR
I felt everything you did was appropriate. Yes, he costs a bit, but being a comic character, he has a lot of little things that eat up points.
And I'm far from someone to criticize builds. I find it my weakest part of running the game. The characters in my last one shot were under powered, and I only realized it while running the game.
And I'm far from someone to criticize builds. I find it my weakest part of running the game. The characters in my last one shot were under powered, and I only realized it while running the game.
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
urbwar wrote:I felt everything you did was appropriate. Yes, he costs a bit, but being a comic character, he has a lot of little things that eat up points.
YEAH! Yer not kiddin', the way I built him there are like 12 different "little things" (individual powers) that are mostly 1-2 costs for powers and such. And that's why it's funny... He's definitely a "B-list Avenger" as built, but he's got a ton a those "little things".

urbwar wrote:And I'm far from someone to criticize builds. I find it my weakest part of running the game. The characters in my last one shot were under powered, and I only realized it while running the game.
Neat (in a similar bonding way)... my "weakest part" is that I dread making characters for NPCs for games (even though my imagination has alot of their powers and stats, the actual statting is a tedious affair for my building, hehe). So what that means is that I end up having half written notes and ideas (which actually do me quite well) and then "ad libbing" during game-time for the totals as needed. Luckily BASH! is somewhat easy to guess at for the detail numbers and balancing rolls and multipliers.
I'm trying to get some more stats out (here) to practice and learn ... to be more quick at statting for BASH! It's fun, but still tedious in a way.
way cool... speaking of that, I may toy with Jack of Hearts tonight! Wait, watch and see...

-kev-
Last edited by kevperrine on Thu Apr 21, 2011 4:04 am, edited 1 time in total.
- Sheller
- Supporting Character
- Posts: 8
- Joined: Sat Apr 09, 2011 11:00 pm
- Location: Texas
- Contact:
You might want to just try a different host; even the direct host site images(imageshack I think?) are small.
I know most places resize thin or wide images to a set scale, so I only use a few select places for image uploads.
Sadpanda is a great host because they never moderate material or resize huge images, but the cost is that they go down from time to time thanks to lack of authority on the site.
Otherwise, I can't really complain about the size as long as I can still zoom in on MSPaint or what have you, hehehe
also, I wrote "linking Glide to SuperJump," but whoops, I meant making a multipower out of it so you'd be using one or the other but not both...
I know most places resize thin or wide images to a set scale, so I only use a few select places for image uploads.
Sadpanda is a great host because they never moderate material or resize huge images, but the cost is that they go down from time to time thanks to lack of authority on the site.
Otherwise, I can't really complain about the size as long as I can still zoom in on MSPaint or what have you, hehehe
also, I wrote "linking Glide to SuperJump," but whoops, I meant making a multipower out of it so you'd be using one or the other but not both...
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
Okay... returning back to my roots of looking for the bizarre "morts" to make up conversions in BASH! Here we see GOMI & BILL (sadly Don is no longer with us). They were/are members of the FALLEN ANGELS from waaaaaaaaay back in 1987!
Here's the weirdest part. The lobster Bill was so costly that HE ended up being the "master" with Gomi as a sort of "reverse" sidekick. HAHA!
But it's great, because I always saw it that way anyhow! (I always imagined that it was GOMI that was the "1" vote to not join the Fallen Angels out of the 3 buddies... hehe)


NARRATOR COMMENTARY:
Hope you folks enjoy this labor of love.
-kev-
Here's the weirdest part. The lobster Bill was so costly that HE ended up being the "master" with Gomi as a sort of "reverse" sidekick. HAHA!
But it's great, because I always saw it that way anyhow! (I always imagined that it was GOMI that was the "1" vote to not join the Fallen Angels out of the 3 buddies... hehe)

GOMI
Fallen Angel
Name: Alphonsus Lefszycic
Mental Malfunction: After saving Bill & Don from being eaten, along came the Fallen Angels on a membership drive. And we voted, 2 to 1, that we were sick of living alone, so we joined up.
Quote: "I'll just concentrate my powers of mind over matter, and…"
----------Stats----------
Brawn: 1 Agility: 1 Mind: 2
Soak: x1,
Defense: x1
Mental def: x2
----------Powers----------
"PILLAR OF PURE BRUTE FORCE" (Special Attack 3);
>(+1 Atk, +2 Dmg (x4), Close Rng 5 sq.;
>L: Only in front of him.
>L: Uncontrollable Power (DISAD);
"MY POWERS OF MIND OVER MATTER" (Telekinesis 1);
>R: 5 sq, maintained;
>L: Concentration, No fine motor control, Brawn 0 (1d6).
"I AM NOT AN EX-PRODIGY!!" (Skillful 2)
"LOBSTER LINK" (Telepath 2);
>L: Can only read Bill & Don's minds.
----------Advantages----------
Contacts [Fallen Angels, Sunspot, Warlock]
----------Disadvantages----------
Age, On the Run, Uncontrollable Powers
----------Skills----------
Stealth/Evading Security, Stealth/Hiding, Athletics/Running
Science x2/cybernetics (MIND x3), Streetwise/Gut, Streetwise/Crime
----------Breakdown----------
Breakdown: 13= Stats: 8, Ads/Disads: -1, Powers: 6, Weakness: 0
----------The Origin Of...----------
Gomi is a cyborg telekinetic and a member of the Fallen Angels. Alphonsus Lefszycic gains his powers from his older brother, a researcher in bionics. His brother's initial research results in two cybernetically enhanced lobsters named "Don" and "Bill". Alphonsus' brother and his partner treat him harshly and give him the nickname "Gomi" which comes from a Japanese word meaning 'junk'. When Gomi's new cybernetics produce a powerful, destructive blast, further funding for the project is denied. Gomi steals the lobsters, to save them from being eaten, and runs away. It soon turns out Gomi has a psychic link with the lobsters. Gomi eventually joins the Fallen Angels and their adventures take him out of this dimension entirely. Gomi suffers a tragedy when the team enlists the red tyrannosaurus Devil Dinosaur and his ape-like companion Moon-Boy. Devil Dinosaur accidentally steps on Don, killing him. Despite this, Gomi sticks with the team. Alphonsus is being considered as a "potential recruit" for the Initiative program, according to Civil War: Battle Damage Report.

BILL
brother of Don
Name: Bill the lobster
Mental Malfunction: After with Don from being eaten, a weird kid helped us. And we voted, 2 to 1, that we were sick of living alone, so we joined up with the boys friends Now Don is DEAD! He will be avenged! Soon, I shall KILL Moon-Boy & Devil Dinosaur!
Quote: "fish"
----------Stats----------
Brawn: 2 Agility: 2 Mind: 1
Soak: x2,
Defense: x2
Mental def: x1
----------Powers----------
"PINCER ATTACK!" (Special Attack 4) x2 Atk, +2 Dmg (x4);
>LINKED: (Boost Brawn 1) - Only when Grappling (x3).
(Immunity 1) Suffocation (outside of water).
"TRICHOID SENSILLAE" (Super Senses ) sense changes in:
>LINKED Keen Senses - touch, pressure, motion,
ambient chemicals (each at MIND x1+3).
"BIONIC BACKWARD SWIM" (Super Swimming 2).
"LOBSTER LINK" (Telepath 3).
----------Advantages----------
Never Surrender, Quick-Thinking, Sidekick/Pet [I shall care for the boy Gomi, now that Don is dead.]
----------Disadvantages----------
Freak [Green lobster], Physically Challenged, Duty [Avenge Don!! (Devil Dinosaur must die!)]
----------Skills----------
Stealth/Hiding, Athletics/Swimming
Deception/Manipulation
----------Breakdown----------
Breakdown: 27= Stats: 10, Ads/Disads: 0, Powers: 17, Weakness: 0
----------The Origin Of...----------
Bill is a genetcally engineered bionic lobster and a member of the Fallen Angels. Bill & his brother Don gained his powers from Gomi's brother, a researcher in bionics. Bill & Don agree to eventually join the Fallen Angels and their adventures take him out of this dimension entirely. Bill suffers a tragedy when the team enlists the red tyrannosaurus Devil Dinosaur and his ape-like companion Moon-Boy. Devil Dinosaur accidentally steps on Don, killing him. Despite this, Bill sticks with the team. Bill is assumed to be the "pet" of the boy Gomi.
NARRATOR COMMENTARY:
I have a fond place in my heart for Marvel's many goofy sidekicks and pets. Bill & Don were always a couple of my favorites.
The builds are more of a fun exercise than actual playable characters, but then again there's no reason you couldn't do a fun "FALLEN ANGELS" campaign - even lower powered than a NEW MUTANTS game but with a fun tough characters mixed in.
The Fallen Angels were essentially Marvel's *'s Pickpockets from Oliver Twist. So in that light Gomi and Bill are criminals (hence "on the run").
Gomi was the quicker build but came with some unique fun, if you notice Gomi's version of "Lobster Link" is only a one-way mind reading of Bill & Don and he can't use telepathy with others. Bill's however is universal telepathy - allowing for cross-communication WITH Gomi (even though he may think he's doing it) ... I built it that way because Bill CAN communicate with other humans via telepathy, Gomi is strickly one way with his lobster buds but he can still read their minds linked.
Gomi's powers were interesting. You'll note his blast is fairly tough, it's been compared to that of Iron Man's repulsor - though IM's would be "Variable", while Gomi's is just BOOM! He also has very very minor Telekinesis, so I had fun making it a "0" stat version of TK, meaning he can only roll a 1d6 when picking up things with it.
Bill's powers and such were fun to consider... I was surprised a sentient lobster would have some much little powers. But cross-referencing everything I could find online (not much), and my Handbook of Marvel Universe RPG books, plus my more recent Handbook for the Marvel Pets! it gave me plenty of info on the little green guy.
Hope you folks enjoy this labor of love.
-kev-
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
Now that I created the "Marvel conversion" thread... this will be where I post my custom original characters.
This is one of the villain characters from my recent COSMICS one-shot.
BUILD COMMENTARY:
Any corrections to my build? (numbers or rules I've missed/broken in the build style?)
Thanks!
-kev-
This is one of the villain characters from my recent COSMICS one-shot.

FROZEN-MAN
the Cold One
Name: Kristoffer Benjamin Brower
Mental Malfunction: Born on Earth nearly 300 years ago, the Frozen-Man is now mute and barely aware of his environment. Even still the chill that cheated his life must be taken or given to others!
Quote: "...murmur..."
----------Stats----------
Brawn: 3
Agility: 1
Mind: 4
Soak: x6, (Armor)
Defense: x1
Mental def: x4, (Mind Spikes 4), (Unliving)
----------Powers----------
(Cold Mastery 6) concentration, To the moon, 100k miles. Area 1000 miles.
L: Narrow - Elemental Force of Cold.
(Hovering);
3' above ground, Move 4 sq, halve fall Dmg.
L: Always on.
(Telepathy 3);
L: can only send simple thoughts or emotions.
(Armor 3); LINKED: (Immunity 3) Cold, Electricity, Radiation
(Daze) Close Rng 5 sq, Large Burst Area 10x10 sq;
LINKED: (Shape-Shifting) rearrange Brawn/Agility pts;
L: Ice Crystal shape: may only reduce pool to 0, receive 2pts of Immunities as Ice Crystals;
E: Affects Others (Rng Atk); Close Range 5 sq;
E: Annihilation - x2 collateral dmg, ignores -5DM for Grid objects.
(Slow) Brawn to resist vs Mind;
Close Rng 5 sq, Large Burst Area 10x10 sq
(Damaging Aura 4);
E: Medium Burst Area 5x5 sq (making active Atk is Rng Atk)
L: Always on.
(Force Field 4) concentration, 80 Hits, Soak 10Dmg;
----------Advantages----------
Unliving, Versatile, Immortality
----------Disadvantages----------
Physically Challenged [Mute], Physically Challenged [Cannot move from Fetal Position], Age [80 Hits (brittle)]
----------Skills----------
Stealth/Moving Silently
Sailing/Navigation, Deception (x5)/Lying, Social Science/History
----------Weakness----------
Devastating Damage-x3 Fire attacks.
----------Breakdown----------
Breakdown: 62= Stats: 16, Ads/Disads: 0, Powers: 50, Weakness: -4
----------The Origin Of...----------
"In 1717, sub-lieutenant Brower found himself last survivors of a HMS tallship and was agressively 'recruited' as a deckhand aboard the Queen Anne's Revenge, the ship of Capt. Edward Teach (aka. Blackbeard). There he learned the hard life of a midshipman on a villain's vessel. It was on a high north journey that found his ultimate fate, forced to walk the plank into the icey waters - there he froze, until some cosmic being took what was left of his body and psyche. Granting him ultimate powers of control over all that is cold. He now plys the spacelanes nearly oblivious to the galaxy but hating all that is good and just, because he never recieved justice."
BUILD COMMENTARY:
Any thoughts or questions on the Commentary?Frozen-Man was quite fun to figure out how his powers might work. With BASH! you could have created his primary power in a few different ways.
I have not defined (ie. written) a detailed history for Frozen-Man yet, I tend to have a core idea then develop the backgrounds in-game on-the-fly and they tend to be better than when I labor over them before game use. So, the core idea is this creepy villain that is mostly oblivious to the world/universe. He was of Earth, fell off a ship, got frozen (al la Captain America), an alien intelligence took the shell and used him as a catalyst to make a cosmic being. He's oblivious and continually floating in fetal position (the way he frozen/died) and is now effectively some sort of unliving being - which defines many of his ADS/DISADS.
Others like Versatile and Age represent the brittle nature of his structure but still a need to survive through guile and creativity.
In my imagination of how he "deals" with others is mostly, that he's attracted to other "like minded" people, who end up being villainous that wish only to bring his disparage to the world/galaxy. I imagine he does this through his Telepathy (emotion reading).
I also envisioned a weird "hanging around" scene with him in a villain's lair just floating creepily near the buffet table the mastermind villain has set up with no one but the annoying crackpot villain even wanting to interact with him. Him just hanging there in the cold, being the "straight man" to others.
More of a cold somber "why me" automation...
Daze + [LINKED] Shape-Shifting with Affects Others
I imagined one of the main powers of this villain would be to use his Cold Mastery to literally flash freeze the bones and sinews of an enemy - then cracking that opponent into several thousand little bits and pieces! Since his powers are COSMIC and I wasn't creating a character that was a 100% killer - I decided that the power would flash freeze and crack the opponent for the scene and then after (or when Frozen-Man chooses) the opponent "re-assembles" back into the form they were formerly. Hence - using Shape-Change with Affects Others, and a limitation that the "stat change" is only to Brawn & Agility 0, with the points funneled into Immunities of his choice.
Cold Mastery
Frozen-Man's go-to power is his COSMIC level of X-Mastery power. I decided to call it "Cold" instead of "Ice", it may be semantics, I really don't know if that matters in the scheme of things with BASH! style (I'm curious as to what BASHMAN would say). But I thought that was an "Elemental Force" (than ice) and the fact it was only one force (cold) it was a limitation, as noted in the core rules chart.
Slow, Damaging Aura, and Force Field
All of these powers are just great powers to follow-up all the rest, rounding him out. His only real "attack" to harm power is (ironically) his Aura, which stops him from ever being "close" to anyone. And with that, it's an Aura when others get near, but via the rules if/when he wants to attack for damage - he uses the Aura to enclose others. To do so, according to the rules even though it's in a Burst to make an "active" attack he needs to make a normal Ranged Atk (not a Burst Atk). Which I think is neat.
Skills
Frozen-Man's skills were neat to consider. I mean...
A. this dude's been frozen/dead since the 1700s
B. he was really only a minor sailor, an HMS officer when alive
C. he can't really interact now
So........ it was fun figuring out what he might have. I coulda given him the disadvantage Unskilled, but I liked the creepy chill/quiet of having Stealth/Move Silent. And for mental skills some sailing, some history, and Deception/Lying (to represent his unemotional, straightman, hard to read style)
For the wrap-up...
Frozen-Man is by points a COSMIC villain. He's not out there and too powerful to be unbeatable by World Class or even lower hero teams. His stats are mostly pedestrian with some surprises and such to boost up his ability to hit and not get hurt easily (Boost Mind, Armor & Mind Spikes). I like the idea of Mind Spikes to his (overall) pedestrian Mind Defense, to represent the CHILL of his dispare and lack of emotion. Add in the "Unliving" Advantage and it makes it very hard to harm him mentally or control him (Mind Control, Suggestion, etc...).
Really his big big big Achilles Heel is (the obvious) heat/fire Weakness. Still... the COSMIC power of his abilities allow him to Soak and Defend from that upfront.
Any corrections to my build? (numbers or rules I've missed/broken in the build style?)
Thanks!
-kev-
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
I'd love to hear thoughts. I'm always open to hearing thoughts on the build, corrections in rules or math. THANKS! "Build Commentary" below.

BUILD COMMENTARY

COLONY
"BIG BUG"
Name: Dr. Lawerance Landers
Mental Malfunction:
Quote: "…you should watch what whom you step on."
----------Stats----------
Brawn: 1, Agility: 1, Mind: 3
Soak: x1,
Defense: x6, (Deflect 3), (Danger Sense +x2)
Mental def: x3
----------Powers----------
BUG MINDED (Skillful 2)
BUGGY! (Extra Limbs 2; Danger Sense; Clinging)
6-Leg/Antena, +1DB skill checks (balancing, repairs, Wrestling rolls)
BIG BUGS! (MP: Summoning 5)
Concentration (full panel, only 1/2 move & acts last panel)
Stats: 7 Ranks; Powers 5 Lvls. HITS: 1@60, 2@30, 3@20, 6@10)
E: summon any number of types of creatures
L: only insect types of creatures
L: narrow scope - only insects in area (if any) see randomize!
INSECT-LORD (MP: Insect-Mastery 5)
Sense: how many insects near/abundant.
Mind check to issue commands, fail check/take great loss they'll leave.
Can "alter environment" by making Mind or Power check.
BUG-BARRAGE (MP: Special Attack 4) Dmg x4
Close Range 5sq; Small Burst 2x2sq
L: Gadget - Ammo/Charges 4 uses; Easily Taken (insects)
BUG-BITES (MP: Damaging Field 3) 3 fields, 3 pages
----------Advantages----------
Resources, Headquarters ["The Hill" (an old unobtanium mined mt.)], Unliving [Insect Physiology (Heal: Science)], Sidekick/Pet ["Roy" (giant Rhinoceros Beetle)]
----------Disadvantages----------
Freak [Six-Legged], Susceptibility ["Bug Nerd": -3DP in social situations], Rogue’s Gallery [Marabunta (aka. Army-Ant), Kid-Swarm, Pesticider, the W.E.B. (group)], Ward [Soon to be sidekick: Douglas "Dougie" Bugle], In a Relationship [Engaged: Samantha "Sammy" Jones]
----------Skills----------
Ride 3 (x3)/Control, Escapology/Contortion
Science 3 (x5)/Entomology, Security/Disabling Security
----------Weakness----------
Devastating Negating-"BUG-SOLUTION": The antidote keeping Colony alive also gives him his powers!
----------Breakdown----------
Breakdown: 24= Stats: 10, Ads/Disads: -1, Powers: 19, Weakness: -4
BUILD COMMENTARY
This is an idea I have for potentially playing in our new home campaign. The idea is based off the traditional Ant-man style hero mixed with Aquaman. "COLONY" cannot shrink or change size in any way.
What he can do is control insects and call them to him, he then "giant growths" them to the sizes of a horse to a bus (depending on the size of the actual insect).
I don't have a full background for him yet. I still need to think through HOW he's different than a Hank Pym completely. How and why he has the powers he has. I have alot of points that will help me with that origin built into his powers and weakness. I just need to think it through for the fiction.
So here's my breakdown...
I decided to play around alot this build with MULTI-POWERS (MP - for short). So his primary powers are MPs. But I wanted to start with the "BUGGY" block. These are not linked or multi-powered powers, I just felt they fit together on the character sheet.
My thought (at first) was a completely normal guy. Then I got to thinking about actual play in-game. I thought... well... what if one of my "Limitations" I'd set for his main power sets happened (ie. what if there were NO bugs to call/control?!?!). If so, I'd have nothing to play or contribute to my team... So... I thought, what could be fun?
How about: Extra Limbs (that are permanent, hence the DISAD-Freak), only two extra arms to have six legs like most insects. Colony isn't a spiderman type (he hates when people assume he could control spiders! I mean spiders are NOT insects!!). So he's not overly agile. However... I liked the idea of extra arms giving some ability to hang from ceilings and such - hence Clinging. Then I knew I'd want to be somewhat helpful in a scrap - so with NO armor and a low Brawn, I loaded up on things that would bump up Colony's ability to NOT get hit. Calling it his danger sense (which is actually his helmet and gear).
Colony's primary power(s) are "INSECT-LORD" which is his overall X-Mastery control over normal insects - which will be fun to play with for having them help him do little things. But his primary crime-fighter power is making said bugs BIG. I modeled this with the Multi-Powered "BIG BUGS" as Summoning. Both powers with a very limited scope of insects.
I like listing ALL the modifiers and actual little abilities that "come" with powers, that's why the sheet looks loaded up. All only to remind me about things like the Concentration both powers take...
Clearly the BIG BUGS will be Colony's primary gift to his teammate's aid in fighting crime. Instead of the classic bugs being itty-bitty under control doing all sorts of little things... I imagined the opposite! These little bugs called, then with my power modelling as though Colony "giant growthed" them to be massive bugs the sizes of Horses (medium size 0) all the way up to Buses (size 3).
I plan to build several varieties of bugs to represent ANY type I could call and growth. Most will be modeled after the Dinosaur templates in the BASH! UE core rules! But with notes on what individual bug-types can do. Giving each of them the "base" power of SIZE/Growing at a specific level, then individual powers from Burrowing to Super Jump to Flight to Special Attacks. ALL depending on the insect.
I'm having fun working up an "insect chart" for myself (and the Narrator). My thought is that Colony can use his Insect-Mastery to "sense" the bugs about, then the Narrator can choose if it makes sense that a bug is there, then also choose from the chart I make for which one (that will have a "normally found in" column). But just in case, I'll also have the chart with a randomizer in case that's more fun for the Narrator.
The REAL "fun" might come when it makes no sense that insects are around... Then Colony must rely on his other abilities. Such as "BUG-BARRAGE" but even with that, it's Limited for "ammo" with the idea that he has a bunch of bugs in a pouch, then tosses them at villains to create the various effects of the Multi-Power... but once he's out, there are no more! And on top of that... all have the "Easily Taken" Limitation because anyone COULD swat away the bunch of bugs!
My idea for Colony's ADS/DISADS are based on what will be his origin story. I imagine him a wealthy man... whose made an HQ (with the aid of his insects) in an old mine. And also having a sidekick/pet as his crime-fighting buddy and his steed! A permanently giant Rhino Beetle named Roy!
The "Unliving" Advantage is to represent his strangely changed physiology... the webbed brain of an insect.
As for DISADs... I had fun making up all sorts of classic problems to deal with - hence Ward and Relationship. I think its part of the fun and trope of comics to GIVE the Narrator something to torment a good hero with!
Lastly... the Devastating Negating weakness is something I love... The original Ant-man ALWAYS had to take a serum to keep up his heroic form and abilities... That just doesn't happen enough in comics anymore.
Again... overall another fun thing for the Narrator to USE.
And THAT is my ideas for Colony...
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
This is a character originally conceived for BASHMAN's online "play-test" in which we were all interested in seeing how well a more "normal" and lower Character Point valued PC-Hero could stand and fight with allies ranging in the high 30s and lower 40s Character Point levels.
That version can be seen HERE, and is more close to a standard Patriotic Shield Hero like Captain America. This version of Shield Bearer keeps the theme of my idea, advancing it to more of an original take on what I imagine him doing in the fight for justice!


BUILD COMMENTARY
What do you think?
-kev-
That version can be seen HERE, and is more close to a standard Patriotic Shield Hero like Captain America. This version of Shield Bearer keeps the theme of my idea, advancing it to more of an original take on what I imagine him doing in the fight for justice!


SHIELD BEARER
Founding Son
Name: Chief Warrant Officer Trevor Daniels
Mental Malfunction:
"When it comes down to it - I ask myself… Is that what the Founding Fathers woulda wanted? Is that what Lincoln woulda done? Would General Patton stand for it? If there's even a question I don't hesitate. It's just the right thing to do!"
Quote: "The road isn't easy, but it's clear… what would General Washington do, what would Thomas Paine think, how would Lincoln go at it? That's my guiding light. 'Nuff said."
----------Stats----------
Brawn: 3+3, Agility: 2+3, Mind: 1
Soak: x3+3, (Heightened)
Defense: Rng x4+3; HtH x9+3, (Heightened; Danger Sense [2],, Deflect [3], MA-Defensive [2])
Mental def: x5, (Mind Shield 2)
----------Powers----------
BETTER (Heightened - Brawn & Agility) +3RB Brawn/Agility.
INDOMIDABLE (Mind Shield 2) Mind +x4.
DON'T LIE TO ME (Telepathy) L: can only ESP for lies & emotions.
TACTICAL GENIUS (Danger Sense)
ARMY TRAINING (Martial Arts Mastery)
Fast: Priority +x1; Kickup w/20 Acrobatics.
Defensive: Defense +x2 vs. Hand-to-Hand.
Tricky: Counter Atk on Doubles Defense vs. Hand-to-Hand.
QUICK SHIELD (Swift Strike) 2 HtH Atks both @ -1DP.
SHIELD JUSTICE (MP: Special Attack 5) Hit x5+3, Dmg x5+3.
ALL OUT - Hit x2+3, Dmg x8+3.
LONG SHOT - Hit x2+3, Dmg x4+3, Rng x20 sq = 80 sq(400').[4pts]
RICHOCHET - Hit x2+3, Dmg x3+3, Within 5 sq; 5pts to spend: 2nd+ targets cost 1, -1DP per Atk.
BOWLING FOR BAD-GUYS - Hit x3+3 Dmg: x5+3; Med.Line (8x2sq).[2pts]
CLEAR THE ROOM - Dmg x4; Med. Burst (5x5sq).[2pts]
DRIVE'EM! (MP: Push) Hit x5+3, Knockback x10+3. E: Moves w/Atk.
E: Variable; L: Gadget Easily Taken.
SHIELDED (MP: Deflect 3) Doubles reflect.
PROTECT'EM ALL (MP: Force Field 3) Mind 1x10+90 = 100 HITS, 10 Soak. [3pts]
Concentration (full panel, only 1/2 move & acts last panel)
L: Gadget Ammunition Burn-Out Roll D6, result =>2: spent. [-1pt]
----------Advantages----------
Leadership, Blaze of Glory, Dumb Luck, Never Surrender, Super Vehicle [modified Indian Motorcycle]
----------Disadvantages----------
Normal & Duty, Susceptibility [Unwavering to detriment for Founding Fathers & high Ethic/Morality.], Ward ["I love my dear old dad."], Rogue’s Gallery, Secret [SB's addiction (the "Upgrade Solution") is product of a villainous organization!], Addict ["Upgrade Solution" -2DP after a few days (BASH!Iron Age p86)], Age [He's tough for his age… at 52 he has 80 HITS.]
----------Skills----------
Athletics/Acrobatics, Driving/Motorcycles (x2+3DB/handling+3RB)
Military/Tactics
----------Weakness----------
Devastating Negating-It's not something he's proud of, but SB began his superheroing late in life - as such he's had to seek certain enhancements to keep him at physical peek. It's not something he's ashamed of, it's a resource. But it's something he hates needing to have (see: addiction + secret)., Damaging-
----------Super Vehicle----------
B:2 A:5 M:0
Advantages: Self-destruct [(Dmg x10, 5x5 sq)]
Disadvantages: No seat belts, Open
Powers:
EOI POWERPLUS V-Twin
(Super Running 2) Agility x5 sq = 25 sq.
(Super Speed 3) 1 extra panel. L: Move Only.
(Super Jump) 4 sq. (Vertical 2 sq) L: Must have moved at least 1 panel.
NOTE: Roll lower Agility, apply difference as DB.
----------Breakdown----------
Breakdown: 23= Stats: 12, Ads/Disads: -3, Powers: 18, Weakness: -4
----------The Origin Of...----------
Trevor Daniels isn't a man out of time; he ain't a product of mutant powers. Daniels had always been a soldier who followed orders & was better than anyone before him at getting the job done. But orders just can't be followed blindly - & it was on that day Daniels saw clear that justice needed a shield. Now his "civilian" life is consumed in doing the right thing anyway he can, bearing the burden of right - taking up a shield to fight. A watcher from within, Chief Warrant Officer Daniels (CW3) is liaison to the PoMD (Persons of Mass Destruction) Univt of the United States Military - privately monitoring the decisions of bureaucrates and power mongers, standing up for right.
BUILD COMMENTARY
That's the idea...To properly set ourselves to understand ol'SB, we should look at his weaknesses and disadvantages first. Face-Front True-Believers... Shield Bearer is an old man. At 52 years old the "Age" DISAD shows that a little having only 80 HITS. His other big DISADs and Weakness make up and support his drive to be a hero. He's like an athlete that just can't let go... but in superheroing there are no rules about enhancement supplements - HECK, they're encouraged. This is shown with SBs Devastating Negating Weakness, compounded by his DISADs: "Addict" and "Secret" [SB's addiction (the "Upgrade Solution") is product of a villainous organization!]. The idea is SB learned about (or busted up) a villainous bio-lab at some point (before getting "old") and then more recently went to those scientists secretly to maintain his abilities!
To his hope (and perhaps concern) these "enhancements" not only leveled his ability to what it was, but improved and gave other unique abilities...
But in the end... This is something he'll endure. The greater good must be upheld. He won't lie about it, he'll take them down if necessary... but until that time, he's using a villain's formula to remain a hero. It's just another weapon, fire vs. fire.
The rest of SB's ADs/DISADs make up who he's always been. Blaze of Glory (which gives bonus when below 30 HITS) is particularly helpful since hit HITS are lower at 80.
SB's Skills are simple but an interesting point is the Advantage of his {Super Vehicle) really bump up his Driving/Motorcycles skill with a heafty +3DB for the 'difference' in the handling of his Agility and the bike's Agility (as per the BASH! maneuver rules).
As I've noted before I enjoy "naming" my character's powers. So you'll see:
"BETTER" is the simple Heightened power for both Brawn and Agility, showing SB's natural ability. This would be something he's always had (before the Upgrade Solution).
[SIDEBAR: which makes me think, it'd be fun to make a pre-Upgrade Solution version of SB for contrast fun)
"INDOMIDABLE" is Mind Shield - again... likely he's always had this, being unwavering for justice...
"DON'T LIE TO ME" is Telepathy, which might seem odd for a "Patriotic Shield Hero". My thought is (with it's limitation for Telepath 2) which is "can only ESP for lies & emotions" basically means it's really hard to LIE to Shield Bearer. I thought it'd be fun... it's like he has a "real" BS-Detector. This is one of those powers I'd imagine "Upgraded" from his natural ability to see through other people's crap to a real telepathy of sorts. Still, it only gives emotion and basically a "YES/NO" when people might be lying...
"TACTICAL GENIUS" (Danger Sense) and "ARMY TRAINING" (Martial Arts Mastery) are obvious. I decided that he didn't need or would have been trained in ALL the forms. He's tough and has all he needs for his style of fighting with the 3 styles.
"QUICK SHIELD" (Swift Strike) might just be overkill with all his attack ability (explained below). I will see in-game how it functions and remove it if it's just too much. But the idea is lightning fast shield combat. Mostly with slams and upper-cut combos or swipes then slams with his shield.
With "SHIELD JUSTICE" (Special Attack 5) and DRIVE'EM! (Push) I was thinking - HEY! a cool way to show the attacks (hence listing out 4-5 ones he'll do in combat regularly with the Variable Enhancement), but ALSO wouldn't it be cool and fun to have a PUSH attack. I've experienced in many different RPGs that players (including myself) who's PC-Hero has a shield inevitably think about wanting to slam and push (or bullrush) an opponent into or off of things.
So I thought... MULTI-POWER on his Special Attacks!
Both with Variable and both being the Gadget Easily Taken.
I have the Push power the limitation for needing to travel with the Knockback, imagining him literally driving in and through the opponent - running with them as they topple backward - so it's not just a power PUNCH backward, he's gotta provide the leverage all the way through.
Similar to the Attack portions of his SHIELD... I wanted some extra interesting Shield protection. I decided to make the Shield sort of "Ablative" with the Gadget Burn-Out Limitation... the idea being it always has a change to buckle and break.
Unlike Captain America's shield... his green star shield is NOT invulnerable at all. Luckily, if it breaks... he can go get another one in his storage pre-mades (which would likely take scenes/days in-game depending on the Narrator and story). But it's a BIG limitation. This MULTI-POWER set totals to 2 pts for either power, so anytime he uses THESE powers (below) he'll have to make a D6 roll, if he gets a 2 or less... the shield buckles and breaks! (luckily... his "Dumb Luck" might save him with a re-roll if he really needs).
Anyway... The powers in this protection portion of his Shield are:
SHIELDED (Deflect 3) and PROTECT'EM ALL (Force Field 3) Mind 1x10+90 = 100 HITS, 10 Soak. [3pts]
The idea being... Deflect as the "traditional" shield power and the addition of a "force field" with the idea that when absolutely necessary (hence Concentration) Shield Bearer can go "full defensive" and protect himself and others quickly rushing between attacks in the area to protect with his Shield as the description.
(OOPS! need to correct the power level by 1 to give it an area! that'd make it Force Field 2, Area Small Burst 2x2 sq for a field at 70 HITS).
What do you think?
-kev-
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
Pinnacle is another of my potential choices as a PC-Hero. Take a look... tell me what you think.


BUILD COMMENTARYPINNACLE
"the Perfect Man"
Name: Prof. Christopher King PhD
Mental Malfunction: The powers given Pinnacle are unparrelled. Unparrelled as his ego. Still, he is a hero and believes that with his given might, he must become the protector of even the strongest heroes.
Quote: "…Right, I don't care how powerful you think you are - stand down & let ME handle this."
----------Stats----------
Brawn: 4, Agility: 3, Mind: 3
Soak: x7, (Armor), (w/Boost: x9; Full Knockback)
Defense: x5, (Danger Sense)
Mental def: x7, (Mind Shield)
----------Powers----------
IMPENETRABLE (Armor 3)
GUARDED MIND (Mind Shield 2) MIND +x4.
CAT QUICK (Danger Sense)
BATTLE READY (Swift Strike) 1 extra HtH Atk @ -1DP.
MEZMERIZING (Suggestion) Concentration.
FORMOST AUTHORITY (Skillful 1)
**************************************
PINNACLE OFFENSE - MULTI-POWERED
**************************************
ENERGY IMPREGNABLE (Immunity 5) [5pts]
Acid, Electricity, Fire, Radiation, Lasers.
PHYSICAL IMPREGNABLE (Immunity 5) [5pts]
Slashing, Piercing, Bludgeoning, Suffocation, Poison.
STRONGEST (Boost Brawn 1, Cosmic Might 1) BRAWN x6 [5pts]
Conditions: Cannot use with DEF-Multi-Powers.
L: Does not apply to Knockback. [-1pt]
RECOVER (Healing 5) Concentration. [5pts]
Roll in combat; Outside combat: 50 HITS/hour.
**************************************
PINNACLE DEFENSE - MULTI-POWERED
**************************************
DEFY GRAVITY (Flight 5) 25sq [5pts]
BLINK OF AN EYE (Teleport 5) Moon - 100k miles. [5pts]
[NOTE: Cold & Sonic Dmg are still problems for Pinnacle]
----------Advantages----------
Celebrity, Headquarters, Resources, Immortality, Versatile
----------Disadvantages----------
Duty [Since I am better, I must protect them.], Arch-Enemy, Rogue’s Gallery, Public ID, Susceptibility [-3DP in arctic cold weather.], Unpleasant Quality [-2DP Social situations.]
----------Skills----------
Athletics 3 (x5)/Acrobatics
Science 3 (x5)/Genetics, Occultism 2 (x4)/Myth (Titans)
----------Weakness----------
Devastating Damage-Due to the nature of Pinnacle's fluxuating genetic-code structure, COLD based attacks = x3 Damage.
----------Breakdown----------
Breakdown: 37= Stats: 20, Ads/Disads: -1, Powers: 22, Weakness: -4
----------The Origin Of...----------
Christopher was a leading "Genetic Futurist" in the early 1990s when his experiments led in a direction he'd never have assumed. Finding what many colleagues now refer to a "god element", a genetic strand whose closest connection was the element "unobtanium". Confused & energized Christopher began intense private experiments on the strand. This led to something none remember, not even Christopher. But all know the story afterward. It was Pinnacle that saved nearly four dozen students from explosive decompression that warped the science hall. He became enraptured with the study of Mythic Titans of Greek legend. These were the beings that he now believed himself attuned with... perhaps genetically congruent with... But it was that first fire & the near deaths that set a compass of Heroics. Never again would anyone put themselves in dangerous situations when Pinnacle could do so without harm whatsoever!
My overall idea for PINNACLE was to build a Superman type powered hero that is the uttmost in the powers he has... But only a few at a time.
The idea being that he can funnel his power into an area and BE truly invulnerable to "all physical" damage or "all energy" damage. Or decide he needs to be the strongest one their is ramping up his strength to a Cosmic 6. Or pushing his powers into speed.
For this idea I made several Multi-Power suites of powers. I decided to allow him to have some abilities that he CAN do at the same time, hence having a couple seperate MP-suites. But as you can see with his Boost-Brawn the conditional is that he cannot be using his Defense-set (ie. he can't fly and be have Cosmic Might!). My enjoyment for this is to have some very limiting areas to deal with in-game in that way...
What do you do when you NEED to be Immune to fire but also need to lift a building?!?!
Okay... to start at the beginning though... The idea of Pinnacle is that his origin was finding a strain of DNA that was more closely related to "Unobtanium" than human tissue, yet it WAS a genetic biological makeup. With some unknown experiments Prof. King hit on something that transformed him - perhaps fusing this genetic strand with his own body. The only solution he could understand was that it was more closely related to "real" myths of legends, specifically the Titans of Greek myth. Perhaps that stand was a part of a Titan?!!
Pinnacle's ADs & DISADs are fairly straight forward. I liked the idea of a remote (Fortress of Solitude) style HQ, so I decided it would be on the moon... A place to relax where he's continued studies of the genetic code that "birthed" Pinnacle. Of note are his super computer with Clairvoyance (with input it can "predict" the future or past for investigation type effect). And his staff which are "uplifted" house pets, that he's bred from experiments on the genetic code.
His two more odd DISADs are Susceptibility (which I figured would be a good fallback to go around his Immunities) which also combines in a bad way for Pinnacle with his Devastating Damage weakness to triple cold damage.
Unpleasant Quality is a fun one, it simply shows that Pinnacle is an egotistical *. With his power levels he thinks/knows he's just better than anyone else - even other powerful heroes. So while the public view him at a distance as a Celebrity... those that know him - think he's a * sometimes.
Pinnacle has a set of basic powers when NOT "powered up" with one of his Multi-Power Suites. The idea is that I still wanted him to be "better" than many heroes, even without pushing himself into "Titan mode" with his Multi-Powers. They're pretty standard: armor, mind shield, danger sense, swift strike, skillful and I also decided to give him Suggestion for non-combat times to explain some of his celebrity and the AWE that can come with seeing a Titan. People LISTEN when he speaks...
PINNACLE's OFFENSE - MULTI-POWERED Suite sets up his first bunch of "god powers". I wanted to be MORE than just "Armor" for being invulnerable. So I looked up all the best sources of Damage types (from D&D 3.5 to help) and loaded him up with all of them except Sonics and Colds.
You can see that he can choose to either be 100% immune to either all Physical Damage or most all Energy Damage, but not at the same time.
It also means he can't be immune AND have Cosmic Might at the same time. Nor can he use his Healing when any of those are up.
For his Boost Brawn - I limited it to not allow it effect his being Knockedback... simply because I love when big heroes go flying. He's still got a base Brawn to not get knockedback, but it's less so if another big brick hits him he's gone likely...
For his "DEFENSE" Multi-Power. I narrowed it down only to movement abilities. Flight and Teleportation. Simple but something he can do with many of his powers above.
And that's the big guy!
- Saker
- Paragon
- Posts: 743
- Joined: Sun Jul 04, 2010 11:00 pm
- Location: Montreal
Kev
I love the Shield Bearer concept, but I'm not comfortable with your build. For what it's worth, I wouldn't allow him at my table. I've two issues:
1. The amount of disadvantages. I personally prefer the balance approach of ads/disds vs. points. For me, it is in the same vein as only giving 1 point for a power limitation. Generally, a Narrator will focus on one disad at a time to exploit. If you have six versus three, each disad is only getting half the exploitation as other characters. I don't know if that is terribly clear. I've played LOTS of Champions, and never liked characters with a list of disadvantages that was twice as many as other characters.
2. Your weakness seems to be getting points for the same thing as your disads. Coherent disads and weaknesses are good. However, it seems that you are getting additional points, because the "disad" is in a separate category. It's another Champions pet peeve of mine.
Don't get me wrong. I used to build these types of crunch characters all of the time back in the day getting an effective 500 pt character for total 285 points. Now that I'm old(er), I prefer the cleaner BASH rules, because it reminds me of Champs 3rd addition and simpler games.
Just my two cents
Cheers
I love the Shield Bearer concept, but I'm not comfortable with your build. For what it's worth, I wouldn't allow him at my table. I've two issues:
1. The amount of disadvantages. I personally prefer the balance approach of ads/disds vs. points. For me, it is in the same vein as only giving 1 point for a power limitation. Generally, a Narrator will focus on one disad at a time to exploit. If you have six versus three, each disad is only getting half the exploitation as other characters. I don't know if that is terribly clear. I've played LOTS of Champions, and never liked characters with a list of disadvantages that was twice as many as other characters.
2. Your weakness seems to be getting points for the same thing as your disads. Coherent disads and weaknesses are good. However, it seems that you are getting additional points, because the "disad" is in a separate category. It's another Champions pet peeve of mine.
Don't get me wrong. I used to build these types of crunch characters all of the time back in the day getting an effective 500 pt character for total 285 points. Now that I'm old(er), I prefer the cleaner BASH rules, because it reminds me of Champs 3rd addition and simpler games.
Just my two cents
Cheers
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
Thanks Saker. Glad you like the concept.Saker wrote:I love the Shield Bearer concept, but I'm not comfortable with your build. For what it's worth, I wouldn't allow him at my table.
...
Don't get me wrong. I used to build these types of crunch characters all of the time back in the day getting an effective 500 pt character for total 285 points. Now that I'm old(er), I prefer the cleaner BASH rules, because it reminds me of Champs 3rd addition and simpler games.
I've two issues:
I'll talk about what you're not comfy with, give you my thoughts and consider altering myself (as I may agree and am open to differences in builds in some points, hence asking for thoughts here).
So.
You like (or are "okay" with) all his other power build, etc... Other than the ADs/DISADs and Weakness? Correct? (just checking). Is the build okay to you, or anything you like about the stats or is it the theme and mini-background? Anything particular? (just curious)
I have a thought regarding your "crunch" and "getting an effective" comments.
I disagree, in that your thoughts at least come across as saying it's cheating the system or overall game fun to strive to BE "effective". You may or may not believe that. And even if you do, it's your table.... So I'm not taking offense, but rather starting up a curious conversation about it for the enjoyment. I hope you take MY comments that way.
My point.
As for "effective"... "Now that I'm older" I have realized there is a vast vast difference between what's thought of as "munchkining" in a RPGame and "min-maxing" a point build system.
I am NOT a power game. Not at all. I would much rather enjoy the "loses" in game and battles, etc... than always winning. So that might be reason for enjoying making so many DISADs and Weaknesses in my builds. All for the fun of challenge and potential failure than ONLY to get the points.
But then again... If I build a character WITH those DISADs or Weaknesses I will USE and enjoy the points for them. I also, in turn, expect the Narrator to USE them for challenges.
And having 5-6 "challenges" vs. 1-3 isn't that big a leap for the more elegant/simple BASH! rules really. Not hard for a good Narrator to deal with at all.
That said.
My thought on being efficient with points and getting the MOST you can from a build - "min-maxing" your points... I feel should ALMOST be an expectation of a player. Not for YOUR sake as the player, but for that of your fellow player/team and to go up against the NPC/Villains of the world or the expectations of challenges a good Narrator will have for the game.
What??
Yeah... Expectation.
I strongly dislike when people say "I don't min-max the crunch or munchkin" because I think that's a cop-out to be honest.
Power Gaming, munchkining, or downright cheating the rules is something I never want to do and HATE overall... from a GameMaster point of view and as a player.
That said...
Knowing the system you're using. Building with efficiency. That's just smart. That's the expectation.
Consider...
What if we have a set of five players.
- Two are familiar in passing with the rules, but have only made 1-2 characters and don't know all the sweet spots of the powers.
- One player is a master of the rules, has built 20+ characters and enjoys maxing point potential (without cheating).
- And two have never played before.
Now... we sit down to play and the game rolls. The two that sorta know the rules made their own PC-Heroes. The two that had never played got pre-gens (made by the Narrator, who is really good with the rules). And the one very familiar with the rules made 3 characters with great efficiency and chose the one that didn't step on any other's toes.
Then we play.
At the table the Pre-Gen-players are doing fine, holding their own with checks, skills, and powers... The one "master" player is averaging a little higher rolls because of his most efficient PC-Hero. And the two that sorta knew the rules are averaging about 5-10 points LOWER than any of the others on Result Rolls...
Now... Not only are those that know the rules a little "suffering" because of their non-efficient PC-Heroes BUT the Pre-Gens and "Master" PC-Hero are also loosing out BECAUSE of the nasty failures the first two are making for the team...
Okay.
I know everyone can't make characters the same... But if the players at the table don't even try or WON'T try because "that's being a power gamer" and THEY focus more on "ROLE-playing"...
That.
That is crap.
The other three players that have more efficient builds CAN (and in my experience do) role-play, enjoy the story and challenges JUST as much as the non-power-gamers... The only difference is the GAME itself is now skewed to the lowest common denominator of the players that won't try to be efficient because they've "grown" and think it's wrong in some weird way.
Not only have those players skewed the game rules (and Difficulty Checks) for the other players but also for the overall game rules that the Narrator is building challenges for.
Having a non-efficient 25 pts Character vs. an efficient 25 pts Character build can be vastly different.
And in my opinion is unfair to the rules, the game system, the other players (as a team), and the Narrator. Overall... "breaking" the game because of some strange resistance to USING the rules for their thought that being efficient is somehow LESS for role-playing and the fun of the game...
Saker wrote:1. The amount of disadvantages. I personally prefer the balance approach of ads/disds vs. points. For me, it is in the same vein as only giving 1 point for a power limitation. Generally, a Narrator will focus on one disad at a time to exploit. If you have six versus three, each disad is only getting half the exploitation as other characters. I don't know if that is terribly clear. I've played LOTS of Champions, and never liked characters with a list of disadvantages that was twice as many as other characters.
Well...
I disagree overall. But I can agree that cutting back might be cool too. Let me think on this.
Any suggestions on what to cut?
The entire reason FOR having those DISADs is NOT only for the points, but because I thought they'd be fun to have in-game.
Saker wrote:2. Your weakness seems to be getting points for the same thing as your disads. Coherent disads and weaknesses are good. However, it seems that you are getting additional points, because the "disad" is in a separate category. It's another Champions pet peeve of mine.
Again.
Not a pet peeve to me. And I can see that those two things:
- the DISAD as a -3 situational
- the weakness as a BIG problem
Can be used in seperate situations and/or used together. Both have different mechanical effects for situations to be enjoyed.
Same as above though.
I'll consider altering and revising. Any suggestions?
And in the end... my reply here is to let you know - THANKS! I post here specifically FOR this type comment. I do enjoy and endevour to "tone down" my builds or correct myself when I confuse a rule or mix up math on a build.
I appreciate the feedback. And I like considering how YOUR thoughts can improve my idea without comprimising my idea for the fun.
With that.
I'd ask... How could this (and other) character's I've built be MADE to be "legal" at your game table. Again - I know I don't need to do that, but I'd like your thoughts for the excercise and consideration in relooking at my build later (before I bring him to MY group's table).
Thanks!!
-kev-
- urbwar
- Cosmic Hero
- Posts: 1086
- Joined: Fri Apr 09, 2010 11:00 pm
- Location: Gresham, OR
Just wanted to pipe in that I like Pinnacle; he's kind of like old school sub-mariner or early Majestic (who is also a superman type) in attitude. I do like the fact that he can't do all this stuff at once.
As for Shield Bearer: My only issue is with his Susceptibility. Honestly, I find your description kind of confusing. You should try and make it clearer, imho. Past that, I don't have any issues with the character, as I actually use the optional system for ads/disads costing/giving points
As for Shield Bearer: My only issue is with his Susceptibility. Honestly, I find your description kind of confusing. You should try and make it clearer, imho. Past that, I don't have any issues with the character, as I actually use the optional system for ads/disads costing/giving points
- Saker
- Paragon
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- Location: Montreal
Kev
I'm glad that you took the comments well. I also take your comments positively. Too often, discussion/debate gets ugly, because email is difficult to communicate tone and humor.
You've asked me a lot of questions, so I'm going to respond to them in separate posts.
I'm luke warm about the Protect'em all and would personally replace it with Enhancing the Deflect with Affects Others (+1) and Range Small Burst (+2). The concentration on Force Field and its mechanics don't feel right to me with the shield. By combining with Deflect, you effectively have one Defensive multi-power slot that protects him and those around him.
EDIT: The Small Burst enhancement should also let him Deflect Special Attacks with the Small Burst Enhancement, like full auto machine guns
And I LOVE the Indian.
More in a bit
Cheers
I'm glad that you took the comments well. I also take your comments positively. Too often, discussion/debate gets ugly, because email is difficult to communicate tone and humor.
You've asked me a lot of questions, so I'm going to respond to them in separate posts.
I genuinely enjoy the build. I especially like Don't Lie to Me, Tactical Genius and Drive'em.You like (or are "okay" with) all his other power build, etc... Other than the ADs/DISADs and Weakness? Correct? (just checking). Is the build okay to you, or anything you like about the stats or is it the theme and mini-background? Anything particular? (just curious)
I'm luke warm about the Protect'em all and would personally replace it with Enhancing the Deflect with Affects Others (+1) and Range Small Burst (+2). The concentration on Force Field and its mechanics don't feel right to me with the shield. By combining with Deflect, you effectively have one Defensive multi-power slot that protects him and those around him.
EDIT: The Small Burst enhancement should also let him Deflect Special Attacks with the Small Burst Enhancement, like full auto machine guns
And I LOVE the Indian.
More in a bit
Cheers
Last edited by Saker on Sat May 21, 2011 6:49 pm, edited 1 time in total.
- Saker
- Paragon
- Posts: 743
- Joined: Sun Jul 04, 2010 11:00 pm
- Location: Montreal
OK Post 2:
1. Normal - With a Brawn of 3+3, this guy is not normal. Brawn 2+3 yes. He's always on the drugs to supe him; otherwise, he hits the Weakness. You could shift the Brawn to offense and defense boosts.
2. Ward - You can role-play him, but with everything else going on with this character I don't think that you need to make him a pawn for villains... like Spidey's Aunt May.
3. Addict - You're taking the Weakness with the super-drug. If you truly don't care about the points, just set his post Weakness Stats to 0.
4. Ethical Susceptibility can always be role-played if you don't care about the points.
Personally I like the BASHMAN limit of three maximum disadvantages. It forces players to prioritize the top 3 that they want. I think this is important due to spotlight time.
Every character has a certain amount of spotlight time, energy and drama. For good campaigns, this spotlight should be shared equally to ensure everyone is getting equitable story attention.
When characters have excesive disadvantages, the Narrator is forced is to bring them into play a lot, because the character is always getting the bonus points for them. In my experience, this skews the spotlight toward these heavily disaded characters.
And if the Narrator doesn't skew the spotlight, then players of low disad characters get aggravated that they are being affected as often as a character with lots of disadvantages... and getting fewer points for their character build.
Bottomline its my philosophy of equal character time that becomes the contraint on lots of disads. I've been in too many campaigns where overly neurotic characters drive the storyline over and over and over again.
OK next up... Effectivity and Power-Gaming.
cheers
I would remove in order of preference:I disagree overall. But I can agree that cutting back might be cool too. Let me think on this.
Any suggestions on what to cut?
The entire reason FOR having those DISADs is NOT only for the points, but because I thought they'd be fun to have in-game.
1. Normal - With a Brawn of 3+3, this guy is not normal. Brawn 2+3 yes. He's always on the drugs to supe him; otherwise, he hits the Weakness. You could shift the Brawn to offense and defense boosts.
2. Ward - You can role-play him, but with everything else going on with this character I don't think that you need to make him a pawn for villains... like Spidey's Aunt May.
3. Addict - You're taking the Weakness with the super-drug. If you truly don't care about the points, just set his post Weakness Stats to 0.
4. Ethical Susceptibility can always be role-played if you don't care about the points.
Personally I like the BASHMAN limit of three maximum disadvantages. It forces players to prioritize the top 3 that they want. I think this is important due to spotlight time.
Every character has a certain amount of spotlight time, energy and drama. For good campaigns, this spotlight should be shared equally to ensure everyone is getting equitable story attention.
When characters have excesive disadvantages, the Narrator is forced is to bring them into play a lot, because the character is always getting the bonus points for them. In my experience, this skews the spotlight toward these heavily disaded characters.
And if the Narrator doesn't skew the spotlight, then players of low disad characters get aggravated that they are being affected as often as a character with lots of disadvantages... and getting fewer points for their character build.
Bottomline its my philosophy of equal character time that becomes the contraint on lots of disads. I've been in too many campaigns where overly neurotic characters drive the storyline over and over and over again.
OK next up... Effectivity and Power-Gaming.
cheers