2 setbacks in a game set for 25 pts- but as Narrator, I usually set the bar for game about 5pts higher than what it was during creation, so that people will have Hero points to use in game.-HF-Aardvark892 wrote:Okay, two things. The Fabrica picture ROCKS. Thank you.
I REALLY like the kick attack and push elements. Very very cool. Gives her a lot more depth.
With 27 points, would that mean two setbacks in a 25 point game?
I'll give flickr a try... used to have an account way back when...
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Aardvark's builds
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
You could wrap clinging into a multi-power with Super Jump to save you a character point or maybe give The Cricket a damaging weakness (but what are crickets vulnerable to? is there anything that could symbolically fit with her theme?). Maybe there is something special that she needs in order to maintain her powers (an amulate or something). If she goes more than 24 hours without it she looses her powers until she gets it back!
A weakness would put her back into the 25 point range (use the multi-power combo and she'll have24 points with a hero point to boot!).
A weakness would put her back into the 25 point range (use the multi-power combo and she'll have24 points with a hero point to boot!).
- -HF-Aardvark892
- Mystery Man
- Posts: 91
- Joined: Wed Jun 02, 2010 11:00 pm
- Location: Northeast Oregon
- Contact:
You're all talking about character generation choices way beyond my reading of the rulebook, i.e. I haven't gotten that far into the rules yet!
Mr. Jupiter (can I call you Jupe?), I think I'll go without the weakness only because I feel that the Public Identity is hard enough to deal with.
I really appreciate all the input I've had here with only my first character. Now I'm beginning to believe that the rules have a lot more depth... maybe M&M will be in that graveyard with a rose on it too, soon.
Mr. Jupiter (can I call you Jupe?), I think I'll go without the weakness only because I feel that the Public Identity is hard enough to deal with.
I really appreciate all the input I've had here with only my first character. Now I'm beginning to believe that the rules have a lot more depth... maybe M&M will be in that graveyard with a rose on it too, soon.
- AslanC
- Zenith Comics
- Posts: 1130
- Joined: Sat Apr 03, 2010 11:00 pm
- Location: Soviet Canuckistan
- Contact:
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
Sure -HF-Aardvark892, "Jupe" is fine. So is "MrJ". I know what you mean regarding the depth of possibilities with these rules. I used to have a bunch of the MnM 1ed books (and still have the main rulebook for MnM 2ed). MnM is a very, very, very flexible superhero creation system, but I've found that every quirky character concept I've been able to dream up has been do-able with these rules (one way or another). BASH is very satisfying!-HF-Aardvark892 wrote:You're all talking about character generation choices way beyond my reading of the rulebook, i.e. I haven't gotten that far into the rules yet!
Mr. Jupiter (can I call you Jupe?), I think I'll go without the weakness only because I feel that the Public Identity is hard enough to deal with.
I really appreciate all the input I've had here with only my first character. Now I'm beginning to believe that the rules have a lot more depth... maybe M&M will be in that graveyard with a rose on it too, soon.
- AslanC
- Zenith Comics
- Posts: 1130
- Joined: Sat Apr 03, 2010 11:00 pm
- Location: Soviet Canuckistan
- Contact:
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
Clinging is only a 1pt power- so there is no cost savings putting it in a multi-power. I think it is just fine as is, especially for a first-time build!MrJupiter wrote:You could wrap clinging into a multi-power with Super Jump to save you a character point or maybe give The Cricket a damaging weakness (but what are crickets vulnerable to? is there anything that could symbolically fit with her theme?). Maybe there is something special that she needs in order to maintain her powers (an amulate or something). If she goes more than 24 hours without it she looses her powers until she gets it back!
A weakness would put her back into the 25 point range (use the multi-power combo and she'll have24 points with a hero point to boot!).
- MrJupiter
- Cosmic Hero
- Posts: 1505
- Joined: Mon Apr 05, 2010 11:00 pm
- Location: Trenton, Ont. (Canada)
- Lindharin
- Paragon
- Posts: 612
- Joined: Sun Apr 04, 2010 11:00 pm
- Location: New York
Yep. Layering is one of the most useful approaches for more complex costumes, but it takes some getting used to (and good memory to remember which bit of the costume comes from which layer, if you want to make changes! ). But it is definitely worth it, since you get 4 layers (low to high) for each of the body suit pieces, and 2 layers for the jackets, capes, shirts, pants, boots, etc.MrJupiter wrote:Eitherprogram takes a little getting used to (say 3-5 tries) before some of the more complicated costuming arrangements become easy to pull off.
Also, I generally find they look better when you apply shading to them. Those shading buttons (down on the bottom near the transparncies) add depth and such really well.
- -HF-Aardvark892
- Mystery Man
- Posts: 91
- Joined: Wed Jun 02, 2010 11:00 pm
- Location: Northeast Oregon
- Contact:
AnimAtomic
Alright!
Just to start, I've changed my first posts Cricket build to incorporate suggestions here in this thread.
Next up; AnimAtomic!
This is a complex character concept. Let me start by giving you my concept. This character draws things, and then animates them. Pretty straightforward. He doesn't dress like a superhero, and he carries around a large drawing pad with him. Anything he draws, he can animate at the same size as the drawing (unless he gives it the Growth power per the Animation rules). I'll list the numbers next, and then I'm going to show you some ideas I had for animations he could create. PLEASE be critical of this build, you rules-lawyers guys... I really think I've got a kicking character here and I'd really like to make sure he's legit.
So here we go... Animatomic (like Animate and Atomic)
Character scale: Street Level
Cost: Attributes 18, Powers 5=23 (thanks Gryfn)
2 Hero Points
BRAWN: 2
AGILITY: 3
MIND: 4 (5 when sketching or drawing)
Attributes cost: 18 points
Powers:
Animation 5 - Concentration, Limit: Only what he can draw (his sketch pad is just usable, not a gadget; he could draw on anything). Gives attribute pool of 7 (Mind limited to 1) and 5 power points - Cost 4
Boost (Mind) 1 - Only when sketching or drawing - Cost 1
Power cost: 5
Skills:
Physical
-Stealth/Hiding (two slots, total x4)
-Athletics/Running (x3)
Mental
-Humanities/Art (two slots, total x6)
-Technology/Invent
-Science/Physics
-Deception/Disguise
Advantage: Versatile
Disadvantage: Age (he's 14)
Mental Malfunction - Views villains as the kind of people who pick on him, and so likes to use his drawings to get back at them (kind of a lame idea... still working on a good Ment. Malf. that would fit him)
EXAMPLES OF ANIMATED OBJECTS
(kind of like a menu of items he regularly uses)
1) "Xwing" - R/C sized Xwing fighter (60 hits)
-B2 A4 M1
Flight 2 (10 sq. per panel)
Special Attack (laser cannons) 2 (total x5 to hit, x2 damage)
Forcefield 1 (40 hits)
2) "Spybots"; a trio of eye shaped multi-legged little bot things (each has 20 hits)
-B1 A5 M1
SuperJump
Clinging
Telepathy 3 (limit: only with AnimAtomic, and visual input ONLY)
3) "Deflection Flies"; 6 little fast moving deflectors, each with 10 hits
-B1 A5 M1
Flight 1 (5 sq. per panel)
Deflect 3 (x8 defense0
SuperSpeed 1 (to reflect being able to move into the line of fire.)
NOTE: this little buggers use the "take the hit" rules
4) "Spider Horse"; a full size multi legged horse thingy (60 hits)
-B2 A3 M1 (used primarily for transportation)
Growth 1 (limit: grows only to regular horse size and cannot revert)
Clinging 1 (and yes, he would draw a seat belt!)
SuperRunning 3 (6 sq. per panel)
5) "Blaster Rifle" (60 hits)
-B1 A5 M1
Special Attack 5 (to hit + multi (total x8), dam +2 multi (total x3)
(this is really weird giving stats and powers to a weapon)
6) "The Mask" (60 hits)
-B5 A1 M1
Keen Sense (vision) 1
XRay Vision 3
Confusion 1 (blinding light ray)
---------------------------------------
So, whaddaya think??
-EDIT: changed disadvantage and added mental malfunction
-EDIT 2: dropped Mind by one, added Boost to compensate, fixed total cost figure
Just to start, I've changed my first posts Cricket build to incorporate suggestions here in this thread.
Next up; AnimAtomic!
This is a complex character concept. Let me start by giving you my concept. This character draws things, and then animates them. Pretty straightforward. He doesn't dress like a superhero, and he carries around a large drawing pad with him. Anything he draws, he can animate at the same size as the drawing (unless he gives it the Growth power per the Animation rules). I'll list the numbers next, and then I'm going to show you some ideas I had for animations he could create. PLEASE be critical of this build, you rules-lawyers guys... I really think I've got a kicking character here and I'd really like to make sure he's legit.
So here we go... Animatomic (like Animate and Atomic)
Character scale: Street Level
Cost: Attributes 18, Powers 5=23 (thanks Gryfn)
2 Hero Points
BRAWN: 2
AGILITY: 3
MIND: 4 (5 when sketching or drawing)
Attributes cost: 18 points
Powers:
Animation 5 - Concentration, Limit: Only what he can draw (his sketch pad is just usable, not a gadget; he could draw on anything). Gives attribute pool of 7 (Mind limited to 1) and 5 power points - Cost 4
Boost (Mind) 1 - Only when sketching or drawing - Cost 1
Power cost: 5
Skills:
Physical
-Stealth/Hiding (two slots, total x4)
-Athletics/Running (x3)
Mental
-Humanities/Art (two slots, total x6)
-Technology/Invent
-Science/Physics
-Deception/Disguise
Advantage: Versatile
Disadvantage: Age (he's 14)
Mental Malfunction - Views villains as the kind of people who pick on him, and so likes to use his drawings to get back at them (kind of a lame idea... still working on a good Ment. Malf. that would fit him)
EXAMPLES OF ANIMATED OBJECTS
(kind of like a menu of items he regularly uses)
1) "Xwing" - R/C sized Xwing fighter (60 hits)
-B2 A4 M1
Flight 2 (10 sq. per panel)
Special Attack (laser cannons) 2 (total x5 to hit, x2 damage)
Forcefield 1 (40 hits)
2) "Spybots"; a trio of eye shaped multi-legged little bot things (each has 20 hits)
-B1 A5 M1
SuperJump
Clinging
Telepathy 3 (limit: only with AnimAtomic, and visual input ONLY)
3) "Deflection Flies"; 6 little fast moving deflectors, each with 10 hits
-B1 A5 M1
Flight 1 (5 sq. per panel)
Deflect 3 (x8 defense0
SuperSpeed 1 (to reflect being able to move into the line of fire.)
NOTE: this little buggers use the "take the hit" rules
4) "Spider Horse"; a full size multi legged horse thingy (60 hits)
-B2 A3 M1 (used primarily for transportation)
Growth 1 (limit: grows only to regular horse size and cannot revert)
Clinging 1 (and yes, he would draw a seat belt!)
SuperRunning 3 (6 sq. per panel)
5) "Blaster Rifle" (60 hits)
-B1 A5 M1
Special Attack 5 (to hit + multi (total x8), dam +2 multi (total x3)
(this is really weird giving stats and powers to a weapon)
6) "The Mask" (60 hits)
-B5 A1 M1
Keen Sense (vision) 1
XRay Vision 3
Confusion 1 (blinding light ray)
---------------------------------------
So, whaddaya think??
-EDIT: changed disadvantage and added mental malfunction
-EDIT 2: dropped Mind by one, added Boost to compensate, fixed total cost figure
Last edited by -HF-Aardvark892 on Wed Jun 23, 2010 1:57 pm, edited 4 times in total.
- -HF-Aardvark892
- Mystery Man
- Posts: 91
- Joined: Wed Jun 02, 2010 11:00 pm
- Location: Northeast Oregon
- Contact:
This post was dumb. Got rid of the whole character concept. Sorry for the wasted space.
Last edited by -HF-Aardvark892 on Sun Jun 13, 2010 7:15 pm, edited 1 time in total.
- gryfn
- Costumed Crimefighter
- Posts: 121
- Joined: Fri Apr 16, 2010 11:00 pm
well i think he comes to 24 points
his mind of 5 is a very impressive stat but it isn't doing him much , consider adding a force field , it would have 10 soak and 80 dp increasing his defenses and best of all i think he could animate things right trough it as its basically a mental power, on the other hand concentration is a harsh disadvantages you might want to buy it off for a pt
oh and the art skill i think is for knowing about art
artist i think would be a craft skill and based on agility if your lucky
his mind of 5 is a very impressive stat but it isn't doing him much , consider adding a force field , it would have 10 soak and 80 dp increasing his defenses and best of all i think he could animate things right trough it as its basically a mental power, on the other hand concentration is a harsh disadvantages you might want to buy it off for a pt
oh and the art skill i think is for knowing about art
artist i think would be a craft skill and based on agility if your lucky