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Golden Age Champions/BASH

Your heroes, villains, vehicles, and HQs
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Solarblast
Hero
Hero
Posts: 304
Joined: Thu Dec 09, 2010 12:00 am

Post by Solarblast »

Just realized last night that I never finished this thread. So here goes with Major Victory using the Bash Creator.

Major Victory
25 points (18 Stats, 7 Powers )
Description...

Mental Malfunction: My country right and never wrong.

Brawn 5 Agility 3 Mind 1
x3 Defence, x1 Mental Defence, x10 Soak

Powers
  • * Armor 3 (+3 to Brawn to Soak damage.) (3pts)
    * Special Attack (Hand to Hand/Thrown) 1 (Agility +1DM to Hit and Brawn +0DM to Damage; total x4 to hit, x7 damage.) (1pts)
    * Boost (Brawn) 2 (Increase Brawn by 2 in specific conditions or circumstance.) Only when in a state capital or Washington D.C. (1pts)
    • * Limitation: Situational Power does not work (or only works) when certain conditions met, or certain time or place.
    * Super Jump 1 (Jump up to 490 squares, at 10 squares per panel.) (1pts)
    * Skillful 1 (Gain 2 extra skill slots.) (1pts)
Skills
Mental Skills: Commerce/Bureaucracy x2, Military/Tactics x1
Physical Skills: Athletics/Climbing x3, Drive/ x3, Pilot/ x3
Other
Priority: x3, Defence: x3, Mental Defence: x1, Soak: x10, Hits: 100

Lift: 500 tons, Run: 9 squares, Jump: 490 squares (10/panel), Climb: 7 squares, Swim: 7 squares
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Solarblast
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Joined: Thu Dec 09, 2010 12:00 am

Post by Solarblast »

Oops, now the complete character

Major Victory
25 points (18 Stats, 7 Powers )
Description...

Mental Malfunction: My country right and never wrong.

Brawn 5 Agility 3 Mind 1
x3 Defence, x1 Mental Defence, x10 Soak

Powers
  • * Armor 3 (+3 to Brawn to Soak damage.) (3pts)
    * Special Attack (Hand to Hand/Thrown) 1 (Agility +1DM to Hit and Brawn +0DM to Damage; total x4 to hit, x7 damage.) (1pts)
    * Boost (Brawn) 2 (Increase Brawn by 2 in specific conditions or circumstance.) Only when in a state capital or Washington D.C. (1pts)
    • * Limitation: Situational Power does not work (or only works) when certain conditions met, or certain time or place.
    * Super Jump 1 (Jump up to 490 squares, at 10 squares per panel.) (1pts)
    * Skillful 1 (Gain 2 extra skill slots.) (1pts)
Skills
Mental Skills: Commerce/Bureaucracy x2, Military/Tactics x1
Physical Skills: Athletics/Climbing x3, Drive/ x3, Pilot/ x3
Advantages & Disadvantages
Security Clearance: You have access to top-secret contacts and information.
Duty: You are a loyal servant of an organisation.
Other
Priority: x3, Defence: x3, Mental Defence: x1, Soak: x10, Hits: 100

Lift: 500 tons, Run: 9 squares, Jump: 490 squares (10/panel), Climb: 7 squares, Swim: 7 squares
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Solarblast
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Post by Solarblast »

I still have to finish the rest!
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Solarblast
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Post by Solarblast »

Here is Minute Man, fastest man alive, if he can only outrun his alimony payments!

Minute Man
26 points (14 Stats, 12 Powers )
Description...

Brawn 2 Agility 4 Mind 1
x4 Defence, x1 Mental Defence, x2 Soak

Powers
  • * Multi-power: (8pts)
    * Super Running 5 (Run 32 squares per panel. (Top speed is 320mph.))
    • * Enhancement: Multi-power (Same Power Suite) Pick a power worth up to 5 pts. Powers can not be used together.
      • * Flight 5 (Fly 25 squares per panel.) (4pts)
        • * Limitation: Situational Power does not work (or only works) when certain conditions met, or certain time or place. Must remain in contact with surface
      * Enhancement: Linked Linked to one power worth up to 5 pts. Both used simultaneously. Both must have same range/area.
      • * Force Field 3 (Force field has 100 hits. Soaks 10 damage when hit.) (3pts)
    * To Running : Boost (Agility) 3 Power deactivated (Increase Agility by 3 in specific conditions or circumstance.) (2pts)
    • * Limitation: Single Use Power can only be used once per issue (day), but acts as though were two levels higher.
    * 360 Degree vision, always looking around : Super Senses 1 (Pick 1 extra senses.) (1pts)
    * Boost (Brawn) 2 Power deactivated (Increase Brawn by 2 in specific conditions or circumstance.) (1pts)
    • * Limitation: Situational Power does not work (or only works) when certain conditions met, or certain time or place. Only to break out of bonds, immoblization
Skills
Mental Skills: Military/Tactics x1
Physical Skills: Athletics/Running & Swimming x6
Advantages & Disadvantages
Custom: Duty to Army
In a Relationship: You have a significant other that is a source of conflict. Numerous Ex-wives
Other
Priority: x4, Defence: x4, Mental Defence: x1, Soak: x2, Hits: 100

Lift: 400 lbs, Run: 32 squares, Jump: 4 squares, Climb: 2 squares, Fly: 25 squares, Swim: 2 squares
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Solarblast
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Post by Solarblast »

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Solarblast
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Post by Solarblast »

Vanguard
26 points (12 Stats, 14 Powers )
Description...

Brawn 3 Agility 2 Mind 1
x2 Defence, x1 Mental Defence, x5 Soak

Powers
  • * Armor 2 (+2 to Brawn to Soak damage.) (2pts)
    * Super Jump 1 (Jump up to 90 squares, at 10 squares per panel.) (1pts)
    * Attack Weak Point and Transform : Resistance 1 (Half effect (or double endurance) against 2 sources of harm.) (1pts)
    * Alligator Wrestling : Special Attack (Hand to Hand/Thrown) 5 (Agility +2DM to Hit and Brawn +3DM to Damage; total x4 to hit, x6 damage.) (6pts)
    • * Enhancement: Variable When you use this power, you can trade levels of this power for points in Area or Range effects.
    * Martial Arts Mastery (Fast, Defensive, Grappling Styles) 2 (<i>Fast</i>: Priority is Agility + 1.<i>Defensive</i>: +2 Agility to defend against hand-to-hand attacks (max 5).<i>Grappling</i>: Get reversal of 10+, even on foe's panel. +1 multiplier on wrestling rolls.) (2pts)
    * Disarm Expert 2 (+2 Dice bonus to attacks to disarm or break a gadget. Can swap a disarm for damage any time you make attack by 10.) (2pts)
Skills
Mental Skills: Outdoor/Flora & Fauna x1
Physical Skills: Athletics/Acrobatics & Climbing x2
Advantages & Disadvantages
Sidekick/Pet: You have a sidekick or pet built on 30 points.
In a Relationship: You have a significant other that is a source of conflict. Wife and Son
Other
Priority: x3, Defence: x2, Mental Defence: x1, Soak: x5, Hits: 100

Lift: 5 tons, Run: 6 squares, Jump: 90 squares (10/panel), Climb: 3 squares, Swim: 3 squares
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Solarblast
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Re: Golden Age Champions/BASH

Post by Solarblast »

So picking up where I left off, decided to keep on with the G.O.S.H. Superheroes. Here the obligatory kid sidekick Vanguard Jr.

Vanguard Jr.
18 points (10 Stats, 8 Powers )
Description...

Brawn 2 Agility 2 Mind 1
x2 Defence, x1 Mental Defence, x3 Soak

Powers
  • * Heightened (Agility) 1 (+3 Result bonus to Agility rolls.) (1pts)
    * Armor 1 (+1 to Brawn to Soak damage.) (1pts)
    * Vs. Weaken and attack weak point : Resistance 1 (Half effect (or double endurance) against 2 sources of harm.) (1pts)
    * Martial Arts Mastery (Grappling Style) 1 (Get reversal of 10+, even on foe's panel. +1 multiplier on wrestling rolls.) (1pts)
    * Super Jump 1 (Jump up to 40 squares, at 10 squares per panel.) (1pts)
    * Wrestling : Weapon Technique (1 to Hit, 1 Damage) 2 (+1 to Agility to Hit, and +1 to damage multiplier with specific weapon.) (3pts)
    • * Enhancement: Variable When you use this power, you can trade levels of this power for points in Area or Range effects.
Skills
Mental Skills: Social Science/History x1
Physical Skills: Athletics/Acrobatics x2
Advantages & Disadvantages
Mentor: You are guided by a knowledgeable mentor. Supehero Dad.
Age (Young, 1 less Mental skill): You are under 18; you have one less Mental skill slot.
Other
Priority: x2+3, Defence: x2+3, Mental Defence: x1, Soak: x3, Hits: 100

Lift: 400 lbs, Run: 6 squares, Jump: 40 squares (10/panel), Climb: 2 squares, Swim: 2 squares
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Solarblast
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Re: Golden Age Champions/BASH

Post by Solarblast »

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Re: Golden Age Champions/BASH

Post by Solarblast »

Here is American Beauty, ended being rather low point wise.

American Beauty
20 points (12 Stats, 8 Powers )

Brawn 1 Agility 2 Mind 3
x2 Defence, x3 Mental Defence, x2 Soak

Powers
  • * Multi-power: (6pts)
    * Special Attack (Ranged) 3 (Agility +0DM to Hit and Mind +3DM to Damage; total x2 to hit, x6 damage.)
    • * Enhancement: Area (Medium Burst) Affects 5x5 square area.
      * Enhancement: Multi-power (Same Power Suite) Pick a power worth up to 5 pts. Powers can not be used together.
      • * Multi-power: (5pts)
        * Damage Aura 3 (Contact does 3DM damage.)
        • * Enhancement: Area (Small Burst) Affects 2x2 square area.
          * Enhancement: Multi-power (Same Power Suite) Pick a power worth up to 4 pts. Powers can not be used together.
          • * Multi-power: (5pts)
            * Special Attack (Ranged) 2 (Agility +0DM to Hit and Mind +2DM to Damage; total x2 to hit, x5 damage.)
            • * Enhancement: Extra Effect In certain situation, power gains +2 damage multiplier, or +2 multiplier on non-damaging effects, or double duration. Vs. Armor
              * Enhancement: Multi-power Pick a power worth up to 3 pts. Powers can not be used together.
              • * Multi-power: (3pts)
                * Daze 2 (Attack Mind x3 vs Mind to cause target to lose next panel, until target makes 20 Mind Check (one try per panel). Dazed target cannot dodge (but being hit un-dazes them).)
                • * Enhancement: Multi-power Pick a power worth up to 2 pts. Powers can not be used together.
                  • * Push (Hand to Hand/Thrown) 2 (Agility +1DM to Hit and double Brawn +1DM Knock-back Damage; total x3 to hit, x4 Knock-back damage.) (2pts)
    * Flight 1 (Fly 5 squares per panel.) (1pts)
    * Armor 1 (+1 to Brawn to Soak damage.) (1pts)
Skills
Mental Skills: Military/Demolitions x3, Science/Chemistry & Physics x3
Physical Skills: Perform/Acting & Dance x2
Advantages & Disadvantages
Appeal: You are charming; +2 multiplier bonus when being charming outside of combat.
Arch-Enemy: You have an enemy worth similar character points. Twin Sister the Boxing Brickette
Other
Priority: x2, Defence: x2, Mental Defence: x3, Soak: x2, Hits: 100

Lift: 50 lbs, Run: 6 squares, Jump: 1 squares, Climb: 1 squares, Fly: 5 squares, Swim: 1 squares
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Solarblast
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Re: Golden Age Champions/BASH

Post by Solarblast »

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Re: Golden Age Champions/BASH

Post by Solarblast »

Here is the last member.

G.I.A.N.T.
25 points (8 Stats, 17 Powers )
Description...

Brawn 2 Agility 1 Mind 1
x1 Defence, x1 Mental Defence, x8 Soak

Powers
  • * Heightened (Agility) 1 (+3 Result bonus to Agility rolls.) (1pts)
    * Heightened (Mind) 1 (+3 Result bonus to Mind rolls.) (1pts)
    * Armor 3 (+3 to Brawn to Soak damage.) (3pts)
    * Growing 2 (Grow to 20' tall, 2 tons (lift 1 ton); Size 2x2, Reach 2 square; +10 Result bonus to Brawn rolls; -2 Defence Dice penalty.) (1pts)
    • * Limitation: Always On Only applicable to Sustained powers. Power can never be turned off.
    * Only in Armor : Boost (Brawn) 3 (Increase Brawn by 3 in specific conditions or circumstance.) (3pts)
    * Super Running 3 (Run 6 squares per panel. (Top speed is 60mph.)) (3pts)
    * Suffocation : Immunity 1 (Immune to 1 sources of harm.) (1pts)
    * IR Vision and Radio Hearing : Super Senses 2 (Pick 2 extra senses.) (2pts)
    * Knockback, Daze, and Weaken. and Attack Weak Point : Resistance 2 (Half effect (or double endurance) against 4 sources of harm.) (2pts)
Skills
Mental Skills: Technology/Repair x1
Physical Skills: Drive/Control x1
Advantages & Disadvantages
Gadgeteer: Once per issue, swap one gadget power for another. Spend one hero point to pull out a novel gadget.
Social Stigma: You belong to group that suffers from discrimination. Black man in the 40's.
Other
Priority: x1+3, Defence: -2x1+3, Mental Defence: x1+3, Soak: x8+10, Hits: 100

Lift: 1 tons, Run: 6 squares, Jump: 25 squares (10/panel), Climb: 5 squares, Swim: 5 squares

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Solarblast
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Re: Golden Age Champions/BASH

Post by Solarblast »

Oops, sorry this is the updated version. The high Brawn is only when he is in the suit.

G.I.A.N.T.
26 points (12 Stats, 14 Powers )
Description...

Brawn 4 Agility 1 Mind 1
x1 Defence, x1 Mental Defence, x7 Soak

Powers
  • * Heightened (Agility) 1 (+3 Result bonus to Agility rolls.) (1pts)
    * Heightened (Mind) 1 (+3 Result bonus to Mind rolls.) (1pts)
    * Armor 3 (+3 to Brawn to Soak damage.) (3pts)
    * Growing 2 (Grow to 20' tall, 2 tons (lift 1 ton); Size 2x2, Reach 2 square; +10 Result bonus to Brawn rolls; -2 Defence Dice penalty.) (1pts)
    • * Limitation: Always On Only applicable to Sustained powers. Power can never be turned off.
    * Super Running 3 (Run 6 squares per panel. (Top speed is 60mph.)) (3pts)
    * Suffocation : Immunity 1 (Immune to 1 sources of harm.) (1pts)
    * IR Vision and Radio Hearing : Super Senses 2 (Pick 2 extra senses.) (2pts)
    * Knockback, Daze, and Weaken. and Attack Weak Point : Resistance 2 (Half effect (or double endurance) against 4 sources of harm.) (2pts)
Skills
Mental Skills: Technology/Repair x1
Physical Skills: Drive/Control x1
Advantages & Disadvantages
Gadgeteer: Once per issue, swap one gadget power for another. Spend one hero point to pull out a novel gadget.
Headquarters: You have a Headquarters built on 13 points.
Social Stigma: You belong to group that suffers from discrimination. Black man in the 40's.
Normal: You are a normal person (max Brawn and Agility 2) when not in super form.
Other
Priority: x1+3, Defence: -2x1+3, Mental Defence: x1+3, Soak: x7+10, Hits: 100

Lift: 50 tons, Run: 6 squares, Jump: 16 squares (10/panel), Climb: 4 squares, Swim: 4 squares
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Solarblast
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Re: Golden Age Champions/BASH

Post by Solarblast »

Got two more independent heroes and then it's the villains.
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BASHMAN
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Re: Golden Age Champions/BASH

Post by BASHMAN »

Very nifty. I've been running a Golden Age game set in 1935 (off and on) myself for my BASH! games most recently.
Chris Rutkowsky
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Solarblast
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Re: Golden Age Champions/BASH

Post by Solarblast »

Here is a sort of Anti-Hero or Anti-Villain depending on who you are. She is a victim of Japanese bigotry in the 40's.

Madam Moonlight
25 points (14 Stats, 11 Powers )
Description...

Brawn 1 Agility 4 Mind 2
x4 Defence, x2 Mental Defence, x2 Soak

Powers
  • * HTH combat Martial Arts : Weapon Technique (2 to Damage) 2 (+2 to damage multiplier with specific weapon.) (2pts)
    * Martial Arts Mastery (Fast, Defensive, Grappling Styles) 2 (<i>Fast</i>: Priority is Agility + 1.<i>Defensive</i>: +2 Agility to defend against hand-to-hand attacks (max 5).<i>Grappling</i>: Get reversal of 10+, even on foe's panel. +1 multiplier on wrestling rolls.) (2pts)
    * Armor 1 (+1 to Brawn to Soak damage.) (1pts)
    * Earrings and Tassle Bombs : Confusion 1 (Attack Mind x2 vs Mind to cause target -2 Dice Penalty to Agility, until target makes 20 Mind Check or 3 pages elapse.) (1pts)
    • * Enhancement: Area (Small Burst) Affects 2x2 square area.
      * Limitation: Gadget (Ammunition - Charges per Day) Gadget has 20 hits and Soak 10. Power has 9 uses (charges) per day.
    * Teleportation 2 (Teleport 20 squares as a move; teleport to near state with concentration (hundreds of miles).) (1pts)
    • * Limitation: Activation When you use the power, roll 1d6; on a 1, the power fails and will not work this page.
    * Swinging 2 (Swing 16 squares per panel.) (2pts)
    * Fleet of Foot 1 (Run 16 squares per panel. Jump 2 squares. Does not stack with other forms of super movement.) (1pts)
    * Skillful 1 (Gain 2 extra skill slots.) (1pts)
Skills
Mental Skills: Deception/Disguise x2, Technology/Invent & Repair x2
Physical Skills: Athletics/Acrobatics x4, Drive/Tricks x4, Ride/Control x4, Stealth/Evade Security Cameras & Alarms & Prowling x4
Advantages & Disadvantages
Appeal: You are charming; +2 multiplier bonus when being charming outside of combat.
Outsider: You are an alien, and do not understand the world very well.
Other
Priority: x5, Defence: x4, Mental Defence: x2, Soak: x2, Hits: 100

Lift: 50 lbs, Run: 16 squares, Jump: 2 squares, Climb: 1 squares, Swim: 1 squares, Swing: 16 squares, Teleport: 20 squares

Madam Moonlight is essentially an Anti-Hero.: Colt .45 x4 to hit, x2 damage.
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