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Post your BASH Archetypes (not characters).
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Post your BASH Archetypes (not characters).
There was a great thread that was started over at RPG.Net wherein people could post and discuss Archetypes of iconic super-hero types. Eventually it turned into postings of specific characters, rather than general templates, which is too bad. It was a great resource and tool for narrators and players to quickly model a specific character from; either as a hero or villain. What a timesaver resource for game night or convention play!
Let’s use this forum thread to resurrect this discussion. Please post your idea with a generic-type name which indicates the type of heroic/villainous theme of the Archetype as well as the campaign scale it is meant to target (i.e. Mystery Men, Street Level, World Class, or Cosmic). Try to keep these simple and to the point, so only list the main stats (Brawn, Agility, Mind) and not the secondary info like Hits, Soak, Priority, Movement and the like (as these are usually quite easy to determine from the stats or powers).
Next list the powers of your archetype (be they traditional super powers, super skills and/or devices); include the power’s point cost afterwards so that it will be easier for others to check the point cost of the template.
Make sure to suggest important skills, advantages, and disadvantages for the archetype and then finish off with the Stat + Powers – Weakness point breakdown. Don’t worry if your final point cost is a couple of points out from the Campaign Level recommendation: Setbacks and Hero points can balance these out.
As an option, it would be great for you to post comments on your build to help others understand why you made certain design choices. Also, keep an open mind as other forum members might be able to offer interesting ideas as to alternative methods of accomplishing the build or might even re-present your archetype at an alternative campaign level.
No one posted archetype is the definitive one so post alternatives or make a request for one you’d like to see.
Let’s use this forum thread to resurrect this discussion. Please post your idea with a generic-type name which indicates the type of heroic/villainous theme of the Archetype as well as the campaign scale it is meant to target (i.e. Mystery Men, Street Level, World Class, or Cosmic). Try to keep these simple and to the point, so only list the main stats (Brawn, Agility, Mind) and not the secondary info like Hits, Soak, Priority, Movement and the like (as these are usually quite easy to determine from the stats or powers).
Next list the powers of your archetype (be they traditional super powers, super skills and/or devices); include the power’s point cost afterwards so that it will be easier for others to check the point cost of the template.
Make sure to suggest important skills, advantages, and disadvantages for the archetype and then finish off with the Stat + Powers – Weakness point breakdown. Don’t worry if your final point cost is a couple of points out from the Campaign Level recommendation: Setbacks and Hero points can balance these out.
As an option, it would be great for you to post comments on your build to help others understand why you made certain design choices. Also, keep an open mind as other forum members might be able to offer interesting ideas as to alternative methods of accomplishing the build or might even re-present your archetype at an alternative campaign level.
No one posted archetype is the definitive one so post alternatives or make a request for one you’d like to see.
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Here’s a repost of an archetype from the original RPG.Net discussion to get things started. I renamed it somewhat to better reflect the build.
Unobtainium-Clawed Scrapper (Street Level)
B2 A2 M2 (12pts)
Powers:
Keen Senses (Smell). 1pt
Attack Weak Point [Limitation: only while using Unubtainium claws.] 1pt
Swift Strike. 2pts
Martial Arts Mastery 1 (Defensive). 1pt
Retractable Unobtainium Claws: Special Attack 3 (+1 to-hit, Brawn +2DM)
[Enhancement: Extra Effect (an additional +2DM versus general structural
material - like walls, support beams, steel reinforced doors, etc.).] 4pts
Reinforced Skeleton: Armor 2 [Limitation: Situational (doesn't work against impaling
attacks like bullets and sword thrusts).] 1pt
Healing 3. 3pts
Suggested:
Skills – Stealth /Moving Silently, Outdoor /Tracking.
Advantages – Frightening Presence and/or Never Surrender.
Disadvantages – Social Stigma (if your character is a mutant in an anti-mutant setting).
Breakdown: 12 Stats, 13 Powers = 25pts.
I chose to put the limitation on the Armor 2 power toward impaling attacks as I figured these types of damage could easily bypass the protection offered by a skeleton (even one reinforced by alloys).
It would be great if you could repost your own archetypes from that thread here so that they could all be in one place.
Unobtainium-Clawed Scrapper (Street Level)
B2 A2 M2 (12pts)
Powers:
Keen Senses (Smell). 1pt
Attack Weak Point [Limitation: only while using Unubtainium claws.] 1pt
Swift Strike. 2pts
Martial Arts Mastery 1 (Defensive). 1pt
Retractable Unobtainium Claws: Special Attack 3 (+1 to-hit, Brawn +2DM)
[Enhancement: Extra Effect (an additional +2DM versus general structural
material - like walls, support beams, steel reinforced doors, etc.).] 4pts
Reinforced Skeleton: Armor 2 [Limitation: Situational (doesn't work against impaling
attacks like bullets and sword thrusts).] 1pt
Healing 3. 3pts
Suggested:
Skills – Stealth /Moving Silently, Outdoor /Tracking.
Advantages – Frightening Presence and/or Never Surrender.
Disadvantages – Social Stigma (if your character is a mutant in an anti-mutant setting).
Breakdown: 12 Stats, 13 Powers = 25pts.
I chose to put the limitation on the Armor 2 power toward impaling attacks as I figured these types of damage could easily bypass the protection offered by a skeleton (even one reinforced by alloys).
It would be great if you could repost your own archetypes from that thread here so that they could all be in one place.
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Alloy-Skinned Strong Man (Street Level)
B4 A2 M1 (14pts)
Powers:
Density Increase 1 (weighs 1000 lbs, +5 Result Bonus, -1 Defense). 1pt
Martial Arts Mastery (Grappling). 1pt.
Alloy-Tough Form: Armor 2. 2pts
Immunity 2 (Poison, Suffocation). 2pt
Resistance 3 (Acid, Cold, Heat, Starvation, Knock-back, Falling Damage). 3pts
Suggested:
Advantages – Instant Change.
Disadvantages – Normal (B2 A2).
Breakdown: 14 Stats, 9 Powers = 23pts.
I was grasping a bit when I added Resistance to Falling Damage and can understand if most people would swap that for something else: I was struggling to bring this template closer to the 25 point Street Level cost (dang but Bruiser-types are cheap)! I had a great vision of seeing this archetype jump from a plane to catch a villain that bailed, battling with this opponent as they fell, and climbing out of the crater victorious.
B4 A2 M1 (14pts)
Powers:
Density Increase 1 (weighs 1000 lbs, +5 Result Bonus, -1 Defense). 1pt
Martial Arts Mastery (Grappling). 1pt.
Alloy-Tough Form: Armor 2. 2pts
Immunity 2 (Poison, Suffocation). 2pt
Resistance 3 (Acid, Cold, Heat, Starvation, Knock-back, Falling Damage). 3pts
Suggested:
Advantages – Instant Change.
Disadvantages – Normal (B2 A2).
Breakdown: 14 Stats, 9 Powers = 23pts.
I was grasping a bit when I added Resistance to Falling Damage and can understand if most people would swap that for something else: I was struggling to bring this template closer to the 25 point Street Level cost (dang but Bruiser-types are cheap)! I had a great vision of seeing this archetype jump from a plane to catch a villain that bailed, battling with this opponent as they fell, and climbing out of the crater victorious.
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Half-Blood Vampire Hunter (Street Level)
B2 A2 M1 (12pts)
Powers:
Heightened Brawn (+3 Result bonus to Brawn stat rolls). 1pt
Heightened Agility (+3 Result bonus to Agility Stat rolls). 1pt
Healing 1. 1p
Brawn Boost 1 (Limit: Must drink blood and only lasts for this scene). 1pt
Healing 4 (Limit: Must drink blood and only lasts for this scene). 3pts
Heavy Leather Overcoat: Armor 1. 1pt
Silver Coated Weapons Multi-power (all have the Device Limitation): 7pts
> Pistol: Special Attack 2 (+1 to hit, +1 DM, Long range; Enhancement: +2 DM Extra Effect versus Vampires; Gadget Limit: Easily Taken).
> Katana: Special Attack 3 (+1 to hit, +2 DM; Enhancement: +2 DM Extra Effect versus Vampires; Gadget Limit: Easily Taken).
> Throwing Blades: Special Attack 1 (+1 to hit, +0 DM, Close range; Enhancement: +2 DM Extra Effect versus Vampires; Gadget Limit: Ammunition).
Suggested:
Skills – Stealth /Shadowing, Streetwise /Gather Information.
Advantages – Frightening Presence and/or Quick Thinking.
Disadvantages – Addict (Blood: -2 Dice penalty to all actions after a few days of going without serum or drinking blood), Susceptibility (-3 Dice penalty to Agility during daylight hours).
Breakdown: 10 Stats, 15 Powers = 25pts.
I’ve suggested the Susceptibility to emulate that this half-blood vampire is still a night creature and the Addict disadvantage (BASH:UE pg 86) to represent his/her need to still drink blood (or suitable substitute serum). The Boost and Healing 4 shows how much more potent this archetype can be when they get their mouths on the genuine crimson drink (even without it, and relying on the serum, the Heightened Brawn and Agility powers still put him/her above normal humans).
B2 A2 M1 (12pts)
Powers:
Heightened Brawn (+3 Result bonus to Brawn stat rolls). 1pt
Heightened Agility (+3 Result bonus to Agility Stat rolls). 1pt
Healing 1. 1p
Brawn Boost 1 (Limit: Must drink blood and only lasts for this scene). 1pt
Healing 4 (Limit: Must drink blood and only lasts for this scene). 3pts
Heavy Leather Overcoat: Armor 1. 1pt
Silver Coated Weapons Multi-power (all have the Device Limitation): 7pts
> Pistol: Special Attack 2 (+1 to hit, +1 DM, Long range; Enhancement: +2 DM Extra Effect versus Vampires; Gadget Limit: Easily Taken).
> Katana: Special Attack 3 (+1 to hit, +2 DM; Enhancement: +2 DM Extra Effect versus Vampires; Gadget Limit: Easily Taken).
> Throwing Blades: Special Attack 1 (+1 to hit, +0 DM, Close range; Enhancement: +2 DM Extra Effect versus Vampires; Gadget Limit: Ammunition).
Suggested:
Skills – Stealth /Shadowing, Streetwise /Gather Information.
Advantages – Frightening Presence and/or Quick Thinking.
Disadvantages – Addict (Blood: -2 Dice penalty to all actions after a few days of going without serum or drinking blood), Susceptibility (-3 Dice penalty to Agility during daylight hours).
Breakdown: 10 Stats, 15 Powers = 25pts.
I’ve suggested the Susceptibility to emulate that this half-blood vampire is still a night creature and the Addict disadvantage (BASH:UE pg 86) to represent his/her need to still drink blood (or suitable substitute serum). The Boost and Healing 4 shows how much more potent this archetype can be when they get their mouths on the genuine crimson drink (even without it, and relying on the serum, the Heightened Brawn and Agility powers still put him/her above normal humans).
Last edited by MrJupiter on Sun Jul 10, 2011 9:53 pm, edited 1 time in total.
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
*EDIT: Added Weapon Technique 2 for all melee weapons.
Olympian Demigod of Might (World Class)
B5 (6) A3 M2 (20pts)
Powers:
Cosmic Might 5 (+1 multiplier to Brawn). 5pts
Super Jump (360 sq). 2pts
Nemean Lion-skin Cloak: Armor 1 (Enhancement: Extra Effect vs. cutting/impaling weapons). 2pts
Martial Arts Mastery 1 (Grappling Style). 1pt
Martial Arts Mastery 1 (Tricky Style). 1pt
Paired Weapons. 2pts
Skilled Archer: Weapon Technique 2 (+2 to hit with a bow). 2pts
Combat Veteran: Weapon Technique 2 (Enhancements: Variable and All Melee Weapons). 4pts
Suggested:
Advantages – Fearless (BAM #5, pg 12) [Optionally: Special Weapon (Mighty Bow with the special quality of Greater Range*).]
Disadvantages – Arch-Enemy (Olympian queen of the gods).
Breakdown: 20 Stats, 19 Powers = 39pts.
* Special Weapon: This hero carries a specially made bow made to utilize the character’s incredible strength. It has the special quality of Greater Range allowing it to be accurately fired at a target up to twice the normal maximum distance (in this case 40 squares away).
[See post for this advantage at: http://www.bashtalk.org/modules.php?nam ... 1574#11574 for more info on the this advantage.]
Olympian Demigod of Might (World Class)
B5 (6) A3 M2 (20pts)
Powers:
Cosmic Might 5 (+1 multiplier to Brawn). 5pts
Super Jump (360 sq). 2pts
Nemean Lion-skin Cloak: Armor 1 (Enhancement: Extra Effect vs. cutting/impaling weapons). 2pts
Martial Arts Mastery 1 (Grappling Style). 1pt
Martial Arts Mastery 1 (Tricky Style). 1pt
Paired Weapons. 2pts
Skilled Archer: Weapon Technique 2 (+2 to hit with a bow). 2pts
Combat Veteran: Weapon Technique 2 (Enhancements: Variable and All Melee Weapons). 4pts
Suggested:
Advantages – Fearless (BAM #5, pg 12) [Optionally: Special Weapon (Mighty Bow with the special quality of Greater Range*).]
Disadvantages – Arch-Enemy (Olympian queen of the gods).
Breakdown: 20 Stats, 19 Powers = 39pts.
* Special Weapon: This hero carries a specially made bow made to utilize the character’s incredible strength. It has the special quality of Greater Range allowing it to be accurately fired at a target up to twice the normal maximum distance (in this case 40 squares away).
[See post for this advantage at: http://www.bashtalk.org/modules.php?nam ... 1574#11574 for more info on the this advantage.]
Last edited by MrJupiter on Sun Jul 03, 2011 10:11 pm, edited 1 time in total.
- Baelor
- Hero
- Posts: 323
- Joined: Tue Sep 21, 2010 11:00 pm
- Location: Winnipeg, Manitoba, Canada
- Contact:
This makes me think of one of the things I did like about M&M - templates. As a resource, having a baseline template for things like:
Atlanteans, Asgardians, vampires, etc.
Then you can minion-ify them or turn them into full PCs or NPCs with relative ease, and consistency.
And keep these write-ups coming, Mr Jupiter, great stuff!
Atlanteans, Asgardians, vampires, etc.
Then you can minion-ify them or turn them into full PCs or NPCs with relative ease, and consistency.
And keep these write-ups coming, Mr Jupiter, great stuff!
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Templates are a great way of handling preset requirements for certain origin types (like Asgardians or Vampires). It's a great way of making sure that those origins are unified. I could definately see templates varying based upon the campaign being played. Look at the difference between Blade vampires and those from Twilight! That's a great idea Baelor!Baelor wrote:This makes me think of one of the things I did like about M&M - templates. As a resource, having a baseline template for things like:
Atlanteans, Asgardians, vampires, etc.
Then you can minion-ify them or turn them into full PCs or NPCs with relative ease, and consistency.
And keep these write-ups coming, Mr Jupiter, great stuff!
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Thanks for the appreciation
Thanks for the imput Saker. Adding a Weapon Technique for melee weapons is a great idea. I didn't add Swift Strike as Paired Weapons is useful here but having and using both of them together just seemed scary. I wouldn't want to be pummelled by a guy with an effective Brawn of 6!
Thanks for all the imput! Feel free to add your own Archetypes to theis discussion!
P.S. Here comes another...

Thanks for the imput Saker. Adding a Weapon Technique for melee weapons is a great idea. I didn't add Swift Strike as Paired Weapons is useful here but having and using both of them together just seemed scary. I wouldn't want to be pummelled by a guy with an effective Brawn of 6!
Thanks for all the imput! Feel free to add your own Archetypes to theis discussion!
P.S. Here comes another...
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Density-Altering Android (World Class)
B3 A2 M3 (16pts)
Powers:
Variable Density Multi-power: 9pts
> Density Increase 5 linked with Armor 3 (Limit: Immobile).
> Density Increase 4
> Ghost-Form 3
Flight 3 (Limit: Only while using Ghost-Form). 2pts
Materializing Grasp: Special Attack 3 (+3 DM; Limit: Only while in Ghost Form). 2pts
Healing 1 (Enhancement: Affects Machines; Limit: Requires character to 'shut-down'). 1pt
Heat Beam: Special Attack 5 (Enhancement: Variable; Limit: Energy Cost). 5pts
Suggestions:
Skills: Pilot /Control, Technology /Repair.
Advantages: Unliving.
Disadvantages: Public ID.
Breakdown: 16 Stats, 19 Powers = 35pts
I decided to break Density Increase into separate powers within the mult-power so that the archetype becomes almost invulnerable at maximum density; but is to compact to move.
B3 A2 M3 (16pts)
Powers:
Variable Density Multi-power: 9pts
> Density Increase 5 linked with Armor 3 (Limit: Immobile).
> Density Increase 4
> Ghost-Form 3
Flight 3 (Limit: Only while using Ghost-Form). 2pts
Materializing Grasp: Special Attack 3 (+3 DM; Limit: Only while in Ghost Form). 2pts
Healing 1 (Enhancement: Affects Machines; Limit: Requires character to 'shut-down'). 1pt
Heat Beam: Special Attack 5 (Enhancement: Variable; Limit: Energy Cost). 5pts
Suggestions:
Skills: Pilot /Control, Technology /Repair.
Advantages: Unliving.
Disadvantages: Public ID.
Breakdown: 16 Stats, 19 Powers = 35pts
I decided to break Density Increase into separate powers within the mult-power so that the archetype becomes almost invulnerable at maximum density; but is to compact to move.
Last edited by MrJupiter on Sun Jul 03, 2011 10:51 pm, edited 1 time in total.
- Saker
- Paragon
- Posts: 743
- Joined: Sun Jul 04, 2010 11:00 pm
- Location: Montreal
Cool. I always picture gods of might fighting a lot and would pick up some techniques along the way.MrJupiter wrote:I just added Saker's suggestion of Weapon Technique for Olympian Demigod of Might.
Why don't you increase the Combat Veteran Weapon Technique by 1 for all weapons, so you can remove the skilled archer WT. Save yourself one point, and I don't think there's any special effect difference.
cheers
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Interesting idea but always thought that you'd need to invest in a whole new Weapon Technique as ranged and melee are in entirely different broad groups. I get the impression that "Each time you purchase this power, it applies to a different weapon" can be broadened by the enhancement for the entire weapon group but that a different group of weapons would require another Weapon Technique power.Saker wrote:Cool. I always picture gods of might fighting a lot and would pick up some techniques along the way.MrJupiter wrote:I just added Saker's suggestion of Weapon Technique for Olympian Demigod of Might.
Why don't you increase the Combat Veteran Weapon Technique by 1 for all weapons, so you can remove the skilled archer WT. Save yourself one point, and I don't think there's any special effect difference.
cheers
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Insubstantial Youth (Street Level)
B1 A3 M2
Powers:
Ghost Form 3 (Enhancement: Second Nature; Limit: Cannot breathe while ghosting into something). 3pts
Daze (Limit: Only while using Ghost Form; Limit: Only affects electronics). 1pt
Resistance 2 (Electricity, Radiation, Lasers, Fire; Limit: Only while using Ghost Form). 1pt
Swift Strike. 2pts
Weapon Technique 1 (+1 DM unarmed). 1pt
Skillful 1 (+2 Skill Slots). 1pt
Suggested:
Skills – Athletics /Acrobatics, Computers /Programming (with points from Skillful power).
Advantages – Pet, Quick-Thinking.
Disadvantages – Age, Relationship.
Breakdown: 12 Stats, 9 Powers = 21pts.
This is a rather specific build for an archetype. Went with the Daze power affecting machines during Ghost Form as I was inspired by a discussion elsewhere on the forum, but couldn’t find it to properly link to it (thanks to whomever suggested it).
You know, Ghost Form has a really sucky drawback in that you cannot rise out of the ground. Immagine your character is thrown from a plane! Naturally, you would ‘Ghost’ to prevent becoming a broken mess when you land – but in doing so you’re now trapped 20 feet underground (and hoping for some Narrator mercy on finding a cave).
As a fix, how about allowing a 1d6 straight loss of Hits (no Soak!) for every foot you have to solidify thin layers of hand and foot tissue to climb your way up and out?
B1 A3 M2
Powers:
Ghost Form 3 (Enhancement: Second Nature; Limit: Cannot breathe while ghosting into something). 3pts
Daze (Limit: Only while using Ghost Form; Limit: Only affects electronics). 1pt
Resistance 2 (Electricity, Radiation, Lasers, Fire; Limit: Only while using Ghost Form). 1pt
Swift Strike. 2pts
Weapon Technique 1 (+1 DM unarmed). 1pt
Skillful 1 (+2 Skill Slots). 1pt
Suggested:
Skills – Athletics /Acrobatics, Computers /Programming (with points from Skillful power).
Advantages – Pet, Quick-Thinking.
Disadvantages – Age, Relationship.
Breakdown: 12 Stats, 9 Powers = 21pts.
This is a rather specific build for an archetype. Went with the Daze power affecting machines during Ghost Form as I was inspired by a discussion elsewhere on the forum, but couldn’t find it to properly link to it (thanks to whomever suggested it).
You know, Ghost Form has a really sucky drawback in that you cannot rise out of the ground. Immagine your character is thrown from a plane! Naturally, you would ‘Ghost’ to prevent becoming a broken mess when you land – but in doing so you’re now trapped 20 feet underground (and hoping for some Narrator mercy on finding a cave).
As a fix, how about allowing a 1d6 straight loss of Hits (no Soak!) for every foot you have to solidify thin layers of hand and foot tissue to climb your way up and out?
- Saker
- Paragon
- Posts: 743
- Joined: Sun Jul 04, 2010 11:00 pm
- Location: Montreal
I think the 1 point Enhancement lets you have all weapon groups. I've seen many characters with 5 pts for Weapon Technique 2 (variable, all weapon groups).MrJupiter wrote:Interesting idea but always thought that you'd need to invest in a whole new Weapon Technique as ranged and melee are in entirely different broad groups. I get the impression that "Each time you purchase this power, it applies to a different weapon" can be broadened by the enhancement for the entire weapon group but that a different group of weapons would require another Weapon Technique power.Saker wrote:Cool. I always picture gods of might fighting a lot and would pick up some techniques along the way.MrJupiter wrote:I just added Saker's suggestion of Weapon Technique for Olympian Demigod of Might.
Why don't you increase the Combat Veteran Weapon Technique by 1 for all weapons, so you can remove the skilled archer WT. Save yourself one point, and I don't think there's any special effect difference.
cheers
cheers
PS You are a character creation machine! Keep it up!