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Recruiting for a Golden Age Bash! Game

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bigsteveuk
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Post by bigsteveuk »

Hi,

I have revised as stated above. The shield return was just going to be a special effect e.g it just happens, but if you want some limitation I can add one in. With regards to SMG I just used stats out of the book, so I am happy to change them.

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blockade cs by rpggeekuk, on Flickr
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BASHMAN
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Post by BASHMAN »

BigSteveUK- If you got the most recent BASH! UE you may want to look at the Martial Arts section: Tough style now works against ALL hand-to-hand attacks, even from weapons (you can roll with the hit).
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Heroglyph
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Post by Heroglyph »

LADY PARAMOUNT BUILD
Flurry of Arrows now seems a little… weak? The x3 DM seems a little light given her bow at "normal" power is x5.
This is true, but x3 is how much arrows do normally. I figure it is her rapidfiring arrows, without taking much time to aim precisely. Just blanketing an area with arrows (thus no benefit from Weapon Technique)

See won't have to make an attack roll due to the area enhancement, and I don't see her using this much, except against groups of minions or speedsters who are hard to hit.

So, I am OK with the x3 if you are.
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Harrigan
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Post by Harrigan »

Heroglyph -- makes perfect sense on the arrows. Good to go.

bigsteveuk -- just making sure the shield return is the SFX that you actually want. :) And the new helmet looks more in line with a WWII lid, so thanks. Other than looking at Bashman's suggestion, I think you're ready to roll.
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bigsteveuk
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Post by bigsteveuk »

Cheers of the heads up bashman.

I will amend that and do the new stats for the Thompson as the same time.

When you hoping to start?
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Harrigan
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Post by Harrigan »

Stand by on the new Thompson stats, bigsteveuk. Once we start I'll put up a post with sample WWII weapons and such.

We're getting closer on starting. Earliest would be this weekend, otherwise early next week (provided all these last character decisions get settled).
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kevperrine
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Post by kevperrine »

With Heroglyph's suggestion, I updated AMERICAN RUBBER to have BOUNCING. Cool power! I still prefer Super Running to any other movement power for what I'm thinking (it allows a faster speed and the Domino Effect at range between punches).

Here's his updated stats...
(Does anyone see any updates needed for the newest updated rules I need to check?)

Image
AMERICAN RUBBER
the Pliable Patriot; the Resiliant Reservist; Mr. Bouncy
Name: Kenny Kirby

"Mental Malfunction: The military wouldn't take Dr. Kirby due to being 4-F (just to scrawny!), so the solution? Make himself tougher! Dabbling into genetics of several snakes, lizards, and more pliable animals - Kenny Kirby became American Rubber! Determined to prove himself a hero.
Though the still technically 4-F."
Quote: "Sure, I'm, uh... flexible. But not with the American Dream, SCUM BAG!!"

----------Stats----------
BRAWN: 2
AGILITY: 3
MIND: 3
SOAK: x5, (Armor 3)
DEFENSE: x3
MENTAL DEFENSE: x3

----------Powers----------
RUBBERIZED! (Stretching 2) Reach 4 sq (20')
E: LINKED - (Boost Mind 2) Conditional usable only for Skill/Int.

GOOD 'EARING! (Super Sense) 1 senses.
L: must be able to stretch into place

RUBBER-HIDE! (Armor 3)
E: MULTI-POWER (Special Attack 3) Atk x5, Dmg x7.
L: can only "reflect" incoming attacks that hit armor.

SLINGSHOT (Super Running 4) 21 sq (105') and can move Vertical;
can Domino Effect (p.69) moving 4sq between atks.
E: Usable on others.

BOING!! (Bouncing)
Immunne: Slams, Falling, Knockback. Bounce twice distance.
+1DM cumulative momentum (10/20/40/80).

WRAP'EM UP!! (Force Field 1) 80 HITS; Concentration
E: Area Medium Burst 5x5 sq (25'x25')
To trap opponent: MIND x5 vs. Opponent's Defense
L: Damage to Force Field HITS is also Damage to personal HITS.

----------Advantages----------
Jack of All Trades, Photographic Memory, Quick-Thinking
----------Disadvantages----------
Cursed [1/issue must re-roll take worst; trouble always finds.], Honor Bound [the American Dream: can't lie,steal,cheat (-2DP until atoning)], Flashbacks [Mind is so pliable, memories rush in = Mind Diff 20 or Dazed.], In a Relationship [Engaged to Maggie Martin], Flashbacks [Mind is so pliable, memories rush in = Mind Diff 20 or Dazed.], In a Relationship [Engaged to Maggie Martin]

----------Skills----------
Athletics 2 (x6)/Acrobatics, Escapology/Contortion, Stealth/Shadowing
Medicine/First Aid, Investigation 2 (x6)/Analysis

----------Weakness----------
Devastating Negating-Cold sources/dmg: Lose all powers; Brawn/Agility = 1; take x3 Dmg each page within 5sq.

----------Breakdown----------
Breakdown: 29= Stats: 16, Ads/Disads: -1, Powers: 18, Weakness: -4

----------The Origin Of...----------
"Dr. Kenny Kirby always had a vibrant & flexible mind. He always thought out of the box. So when the army wouldn't take him due to his scrawny size he came up with an idea that would transform him into the power hero he is today. Subjecting his own DNA to the more ""pliable"" DNAs of mutiple plant & animal types, he found that he could manipulate his DNA to become as rubber!
With this amazing discovery he used the formula to permanently change his structure. Now able to stretch as rubber, he uses his powers under the guise of AMERICAN RUBBER, the pliable patriot!!"
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Heroglyph
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Post by Heroglyph »

What city is the campaign supposed to be taking place in?
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Harrigan
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Post by Harrigan »

Likely will start in Capital City.

(See Paragons cities here: http://dangermutt.net/paragons/locations.html -- though these are old descriptions of "modern" rather than Golden Age cities. Still, you should be able to get the gist.)

Don't get to tied to one locale; we'll be moving around.

So, Mr. Bouncy, some notes. :twisted:

1. Dig the Boost Mind. Cool stuff.
2. For Good 'Earing, should you also look at adding range to keen sense?
3. Using one of the powers in Rubber Hide means the other two will be inactive... correct?

All for now. Wrapping up the business trip tomorrow and back on a plane. Plotting and villains still under construction...
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kevperrine
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Post by kevperrine »

Harrigan wrote: So, Mr. Bouncy, some notes. :twisted:

LOL
Being less of a "jokester" stretchy hero, AMERICAN RUBBER prefers his other nicknames: "the Pliable Patriot" or "the Resilient Reservist".... DARN those tabloid rags for Mr. Bouncy!! hehe

Harrigan wrote: 1. Dig the Boost Mind. Cool stuff.
Thanks!
Dr. Kirby is/was a veterinarian before transforming himself. So he was pretty smart as is. I liked the idea that now his "pliability" can "stretch" his out-of-the-box thinking for solutions and ideas to mysteries, investigations and other problems to solve.

Harrigan wrote:2. For Good 'Earing, should you also look at adding range to keen sense?

Would I need that??
The idea is he literally stretches his ear into the area needed. So with having the Keen Sense (giving him the bonus to that perception) added onto his super stretching ability, why spend the extra points?
Not only can he stretch an ear far away (to hear things far away) but he's also got a bonus to the sense as is.

I'm confused why you'd think he needs range?

Harrigan wrote:3. Using one of the powers in Rubber Hide means the other two will be inactive... correct?..
Yes.
As a Multi-Power the armor would "turn off". But the idea (explained up-thread) is that when something hits him (on his "armor" body) he "absorbs the shot" taking it in, then on his turn he can fling it back (i.e. the Special Attack) with force. That said... his "armor" is stretched to the max so his rubberized skin is maxed out and won't be able to flex with another incoming attack until he "gets rid" of the attack that hit his armor in the first place - whether it be a missle or someone's fist.

It's one of those concept things. It's not the most effective build idea, it doesn't help a ton with points. It's just what I imagined in-character would happen with the way I'm thinking his rubberized skin flexes...

make sense?
-kev-
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Harrigan
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Post by Harrigan »

kevperrine wrote:
Harrigan wrote:2. For Good 'Earing, should you also look at adding range to keen sense?
Would I need that??
The idea is he literally stretches his ear into the area needed. So with having the Keen Sense (giving him the bonus to that perception) added onto his super stretching ability, why spend the extra points?
Not only can he stretch an ear far away (to hear things far away) but he's also got a bonus to the sense as is.

I'm confused why you'd think he needs range?
He might not! Just trying to get my head around how things need to be modeled in Bash. In most effects-based systems, if you want to use a power (super-sense stuff) in the way you're describing (at range), you'd have to buy the effect. Might be that we can just hand-wave that kind of thing here, though.

Opinions from others?
Harrigan wrote:3. Using one of the powers in Rubber Hide means the other two will be inactive... correct?..
Yes.
As a Multi-Power the armor would "turn off". But the idea (explained up-thread) is that when something hits him (on his "armor" body) he "absorbs the shot" taking it in, then on his turn he can fling it back (i.e. the Special Attack) with force. That said... his "armor" is stretched to the max so his rubberized skin is maxed out and won't be able to flex with another incoming attack until he "gets rid" of the attack that hit his armor in the first place - whether it be a missle or someone's fist.

It's one of those concept things. It's not the most effective build idea, it doesn't help a ton with points. It's just what I imagined in-character would happen with the way I'm thinking his rubberized skin flexes...

make sense?
Absolutely, and I'll have to remember to throw some cannonballs, anvils and safes your way. ;)
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Harrigan
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Post by Harrigan »

urbwar -- thoughts on your character selection?
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Post by Saker »

He might not! Just trying to get my head around how things need to be modeled in Bash. In most effects-based systems, if you want to use a power (super-sense stuff) in the way you're describing (at range), you'd have to buy the effect. Might be that we can just hand-wave that kind of thing here, though.

Opinions from others?
I already expressed my opinions up-thread, but I'll repeat. Since he is limiting himself to where he can stretch, I suggested Clairvoyance (present) for 1 pt. That power let's you perceive as if you were there when you aren't, as opposed to Super Sense which gives you a sense that you don't normally have.

I also suggested that if he had Ghost Form, he would just be able to go anywhere anyway except air-tight containers; therefore, I think making the Good 'earing power unnecessary. However, Kev doesn't imagine him that flexible.

cheers!
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Post by BASHMAN »

Kevin, I'm wondering how his Mind Boost works. It says that it only works for "skills & int" (which I presume is "intelligence") but you have the boost affecting his forcefield power.

As for that, I think if you are turning your body into a cage, that Mimic+Area would be the way to go. Then you wouldn't have to differentiate between your Force-Field hits/soak and your regular hits/soak. I get that having "its my hits" as a limitation on the Force Field- but regardless the Force Field's soak will always be 10; you wouldn't be able to use Armor with it. You'd get creamed by anything that hit you in force field mode.

If you turn into walls, cages, etc- I think Mimic would be the way to go. Adding an Area enhancement (and Variable I think) would really help represent your plasticity.

OR- by default, you would have a range of size of -2 to 1 when using the power. Maybe an Enhancement can expand this range. I think "Extra Effect" would expand the size range by 2 Size levels either direction. So for 2 points, you'd be able to assume a shape between Size -2 and Size 5 (a 5x5 Area).

So Mimic 3
L: Everything transformed into Looks like You
E: Extra Effect x2 (+4 Size range)
Total Cost: 4 points.

That's the version where you transform entirely into a new object. The version where you can transform just part of your body if you want (to turn your hand into a mace for instance) to would be 5 points.

Mechanically when you try to trap someone, it would still near the same as the force field- there would be a contested roll to see if they could run outside it before you finished closing the trap. Personally I'd make it an Agility roll though since you are physically encircling them with your body, rather than making a wall of energy appear around them.

Having it be Mimic might also be fun that everything you morph into happens to be Red, White, and Blue with gold trim. I can just picture a bunch of * running from the team, only to run into a nice big Red, White, and Blue wall!
Last edited by BASHMAN on Thu Aug 18, 2011 12:10 pm, edited 1 time in total.
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BASHMAN
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Post by BASHMAN »

Saker wrote:
He might not! Just trying to get my head around how things need to be modeled in Bash. In most effects-based systems, if you want to use a power (super-sense stuff) in the way you're describing (at range), you'd have to buy the effect. Might be that we can just hand-wave that kind of thing here, though.

Opinions from others?
I already expressed my opinions up-thread, but I'll repeat. Since he is limiting himself to where he can stretch, I suggested Clairvoyance (present) for 1 pt. That power let's you perceive as if you were there when you aren't, as opposed to Super Sense which gives you a sense that you don't normally have.

I also suggested that if he had Ghost Form, he would just be able to go anywhere anyway except air-tight containers; therefore, I think making the Good 'earing power unnecessary. However, Kev doesn't imagine him that flexible.

cheers!
Two things:

I think he could have a hearing super-sense. This isn't "Keen Hearing". It is "Directional Hearing" that he would be using. He could use it to hear a pair of * spies whispering around the corner, for instance.

Personally, I would buy up Stretching a bit more though, as you have a point regarding the limited range (and stretching is so much stretchier when you can literally leap a tall building in a single... stride.

Second; I think ghost form is a good power for this archetype- but I would probably only take Ghost Form 1, which would allow him to SLOWLY squeeze through tight spaces.
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