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Creating Super Agents

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doktorelektron
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Creating Super Agents

Post by doktorelektron »

Hi,

I've had a quick search around but can't find anything that exactly answers my question, so...

I want to create an agency similar to S.H.I.E.L.D with fairly high-powered field operatives. My plan is to have these operatives organized into 4-man 'threat response units'. One of these units should definitely be able to challenge a street level super, maybe even able to put a minor dent in a world class foe.

So I was wondering what people think is a reasonable point value to base an agent build on.

Also, the agency will have some special operatives who are just a bit more badass than most. Think Nick Fury or Black Widow. 20pts? 25pts? All suggestions welcome.
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Sunslinger
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Post by Sunslinger »

I would just start from the other end: start to build them (with high B and A for normals and a load of Intense Training Powers) and see where that goes. The normal ones could be equipped with energy weapons (we have weapons made of special metals like unobtanium, vibranium, adamantium, ... that either increase the damage multiplier by one or add extra effect against armor).
The real badasses could be "pimped" with gadgets: injectors that increase A or B to superhuman level for a while, weapon-gadgets or the like. Probably you will end with 20 to 30 points characters. Going higher usually is not hard though :)

This might be the wrong forum for the question btw.
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WaylanderPK
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Post by WaylanderPK »

Seems more like this should be in Super Builds :)

I'd make them 20 Soak/50 Hit minions, around 18 points. B2 A2 M2, I'd give each of your Teams a speciality, one for Bricks, another for Martial Artists ect.

Probably the best things to give them are some super weapons designed for supers. Things like immobilise and weaken for the Martial Artists. Mental Attacks for the Bricks, Energy Attacks that exploit a known weakness things like that.
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bigsteveuk
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Post by bigsteveuk »

I would make them b1 a1 m1 then enhance depnding on specialty.

So cypbernetic arms may give the b2 or b3.
The sniper of the groups could have a targetting system granting a2 or a3.

Depends on how tough their opponents are going to be.
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WaylanderPK
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Post by WaylanderPK »

I think 1 for stats is bit a low for a shield type operative, the * Waffen SS in the Rulebook has 2 for all stats at 14 points, so a highly trained operative should be about the same IMHO :)
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urbwar
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Post by urbwar »

I'm with Waylander. A 2 is still normal human stats game wise, just the "peak" of non-powered people.

Personally, I'd go with between 30 (which represents a Navy Seal) and 40 (enhanced with tech, etc) minions. That seems to be a good range for SHIELD-like agents to me.
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Baelor
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Post by Baelor »

I would suggest coming up with a Shield Agent Template which covers stats and a standard training package. Then decide on a base equipment package to go with them. That becomes your Standard Operative.

Then determine a few equipment and training sets for special agents - sniper, melee, close combat support, whatever: with extra intense training powers, new or different skills, special gear, swap base weapon for a 'special' weapon. An officer would work the same way as a specialist with extras in terms of skills and gear [and maybe the leadership advantage]. These are the Special Operatives.

The advantage of this will show when the GM uses them, because you will only need to keep a handful of statblocks and skill/gear packages in mind.

It might be cool to come up with agent gear powers to equip these soldiers. here are a couple, not necessarily for the same gear package:

Close Combat Support Shield [CCSS]: Deflect 1, Armor 1, easily taken - Cost 1.

HUD Optimized Visor: Infrared Vision, x1 bonus ranged to hit, Skillful 1 Variable, easily taken - Cost 3.
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doktorelektron
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Post by doktorelektron »

Thanks to everyone for all the ideas so far :)

Some random thoughts:

Although I like the idea of individual specialists I am probably going to opt for a 4-man standard team in which each member is effectively identical. I'm choosing to do this for the sake of simplicity. Later on I might introduce specialist teams (heavy weapons, airborne etc).

I think that each team member will be issued with a standard firearm - an energy 'pulse carbine'. I was wondering what people thought about 'scratch-building' this item using point buy vs just using the equipment rules. I'm inclined to build the weapon myself from scratch but what do other people think?

I think I'm going to go with 2/2/1 for Stats (10pts). Maybe spend a point on Heightened Mind? I'm also thinking an overall point build cost of 16pts. This will include -3pts for only having 30 hits, if I'm reading the minion rules correctly.

Special agents I think I am just going to build as low-level supers using the suggested point values for Mystery Men.

I will eventually try to post some 'finished' builds in the builds forum.
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