New to Bash... build questions
Posted: Sat Aug 06, 2011 4:03 am
Hi folks. Brand new BASHer here, just found the game and then obviously this forum. Looooong time roleplayer, I do pretty much only PBP type gaming these days. Lots of history with the classic supers systems, MSH, Hero, GURPS (I know, I know), SAS and most recently Mutants and Masterminds. While I actually like large portions of most of those games, the simplicity of BASH! is appealing.
So... to make sure I understand the system, mind if I post a couple of builds here to see if I'm even in the right ballpark?
I like to challenge new systems (I'm also messing with ICONS) with tough builds at the start to see how they handle non-simple angles... like, for example, a Supes-type heroine who has to recharge every 24 hours at her base in orbit. And who gets weaker and weaker as she uses her powers, but not *quickly*, just over time. So if she didn't expend major energy, her powers might last a few days or a week instead of 24hrs.
I can see two ways of modeling this... one simple, one complex, complex with Hero / M&M splitting of powers to apply limitations separately.
Thoughts?
(Forgive the formatting... will be a while before I grok the best way to put these down...)
----------------
Simple:
THUNDERCHILD (31Pts)
Might 5, Soak 8
Agility 3, Defense 3
Mind 2, Mental Defense 2
Hits 100
Mental Malfunction
Burned Out
Powers
Flight 5
Invulnerability – Armor 3
Immunity 4 (Vacuum, Cold, Radiation, Suffocation) (limited: Tiring)
Skills
Athletics 3 (Soccer, Throwing, Running) [x5]
Investigation (Gut) [x2]
Social Science (Law) (x2)
Advantages
Appeal
Celebrity
Leadership
Police Powers
Security Clearance
Disadvantages
Arch-Enemy
Public ID
Rogue’s Gallery
Secret: Power Source
Involuntary Change (Power Drain) << here's the perhaps too simplified recharging bit
And then, complex, and quite possibly illegal (don't stone me!):
THUNDERCHILD (32Pts)
Might 2, Soak 2 (5/8 with Boost)
Agility 2, Defense 2 (3/3 with Boost)
Mind 2, Mental Defense 2
Hits 100
Mental Malfunction
Burned Out
Powers
Boost Might 3 (Charges)
Armor 3 (Same Source – Boost Might 3)
Boost Might 2 (Charges, Situational – only when Boost Might 3 is Exhausted)
Armor 2 (Same Source – Boost Might 2)
Boost Might 1 (Finite, Situational – only when Boost Might 3 & 2 are exhausted)
Armor 1 (Same Source – Boost Might 1)
Flight 5 (Situational – Only when Boost Might 3 is active)
Flight 4 (Situational – Only when Boost Might 2 is Active)
Flight 3 (Situational – Only when Boost Might 1 is Active)
Boost Agility 1 (Situational – only when Boost Might is active)
Immunity 4 (Vacuum, Cold, Radiation, Suffocation) (limited: Tiring) (Situational – Only when Boost Might is Active)
This one tries to slowly ramp her powers down, and when they're gone, they snuff out all other associated powers like flight, boost agility and immunity.
Skills
Athletics 3 (Soccer, Throwing, Running) [x5]
Investigation (Gut) [x2]
Social Science (Law) (x2)
Advantages
Appeal
Celebrity
Leadership
Police Powers
Security Clearance
Disadvantages
Arch-Enemy
Public ID
Rogue’s Gallery
Secret: Power Source
Secret: Heritage
Hero Points 3
Hero Dice 1
Setback Points 0
Thanks in advance for any time spent looking at this stuff.
-Harrigan
So... to make sure I understand the system, mind if I post a couple of builds here to see if I'm even in the right ballpark?
I like to challenge new systems (I'm also messing with ICONS) with tough builds at the start to see how they handle non-simple angles... like, for example, a Supes-type heroine who has to recharge every 24 hours at her base in orbit. And who gets weaker and weaker as she uses her powers, but not *quickly*, just over time. So if she didn't expend major energy, her powers might last a few days or a week instead of 24hrs.
I can see two ways of modeling this... one simple, one complex, complex with Hero / M&M splitting of powers to apply limitations separately.
Thoughts?
(Forgive the formatting... will be a while before I grok the best way to put these down...)
----------------
Simple:
THUNDERCHILD (31Pts)
Might 5, Soak 8
Agility 3, Defense 3
Mind 2, Mental Defense 2
Hits 100
Mental Malfunction
Burned Out
Powers
Flight 5
Invulnerability – Armor 3
Immunity 4 (Vacuum, Cold, Radiation, Suffocation) (limited: Tiring)
Skills
Athletics 3 (Soccer, Throwing, Running) [x5]
Investigation (Gut) [x2]
Social Science (Law) (x2)
Advantages
Appeal
Celebrity
Leadership
Police Powers
Security Clearance
Disadvantages
Arch-Enemy
Public ID
Rogue’s Gallery
Secret: Power Source
Involuntary Change (Power Drain) << here's the perhaps too simplified recharging bit
And then, complex, and quite possibly illegal (don't stone me!):
THUNDERCHILD (32Pts)
Might 2, Soak 2 (5/8 with Boost)
Agility 2, Defense 2 (3/3 with Boost)
Mind 2, Mental Defense 2
Hits 100
Mental Malfunction
Burned Out
Powers
Boost Might 3 (Charges)
Armor 3 (Same Source – Boost Might 3)
Boost Might 2 (Charges, Situational – only when Boost Might 3 is Exhausted)
Armor 2 (Same Source – Boost Might 2)
Boost Might 1 (Finite, Situational – only when Boost Might 3 & 2 are exhausted)
Armor 1 (Same Source – Boost Might 1)
Flight 5 (Situational – Only when Boost Might 3 is active)
Flight 4 (Situational – Only when Boost Might 2 is Active)
Flight 3 (Situational – Only when Boost Might 1 is Active)
Boost Agility 1 (Situational – only when Boost Might is active)
Immunity 4 (Vacuum, Cold, Radiation, Suffocation) (limited: Tiring) (Situational – Only when Boost Might is Active)
This one tries to slowly ramp her powers down, and when they're gone, they snuff out all other associated powers like flight, boost agility and immunity.
Skills
Athletics 3 (Soccer, Throwing, Running) [x5]
Investigation (Gut) [x2]
Social Science (Law) (x2)
Advantages
Appeal
Celebrity
Leadership
Police Powers
Security Clearance
Disadvantages
Arch-Enemy
Public ID
Rogue’s Gallery
Secret: Power Source
Secret: Heritage
Hero Points 3
Hero Dice 1
Setback Points 0
Thanks in advance for any time spent looking at this stuff.
-Harrigan