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Recruiting for a Golden Age Bash! Game

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kevperrine
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Post by kevperrine »

Harrigan wrote:Question for the gurus -- how do you model *really* fast (like Mach 5) speed?

NOTE.... I might be very wrong (I stink with math figuring, heheh) But if I'm correct...
I'd suggest 2-3 ideas.


The RAW notes...
Your maximum speed is 10 mph times your maximum squares/panel.
Mach 5 = 3806 MPH = 63 miles traveled


#1a. Using Teleportation as the model.
In a single action:
Teleportation 7 = 400 sq = 4000 MPH = Mach 5; Limitation: must travel distance directly. [6cp]

or
1b. Taking time for Concetration
Teleportation 2 = Into a nearby state (several hundred miles); Limitation: must travel distance directly. [1cp]

or

#2a. Using Flight with "Cosmic" aid.
Flight 5; Enhancement: Space 1 = several hundred miles [6cp]


Theoretically you can extend FLIGHT at Cosmic levels to what you need for Mach 5 speeds but the point cost would get out of control for the number of levels you need...
Are those right?

-kev-
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BASHMAN
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Post by BASHMAN »

Harrigan wrote:Okay, Unknown Soldier, report for duty!

-Looks like he's missing one advantage
-The weakness to silver is a "Damaging Weakness," correct?
Yeah, I need to think of an Advantage for him still. I think "Quick-Thinking" would work well.

His weakness to silver is NOT a Damaging Weakness. It is a Vulnerability. It is a new kind of weakness from the recent printing. What a Vulnerability means is that he takes damage, even from casual contact with silver, as if he were an ordinary person touching FIRE. His incorporeal form will not spare him from it either. So regular bullets fly through him; silver bullets blow holes in him.
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BeardedDork
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Post by BeardedDork »

Image
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bigsteveuk
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Post by bigsteveuk »

Image
blockade cs by rpggeekuk, on Flickr

(Just need to change Hand to Hand Toughness and SMG stats)
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urbwar
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Post by urbwar »

I started work on the Paragon version of Major Meteor. As soon as I finish, I'll post everything to see what Harrigan thinks.
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Saker
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Post by Saker »

Sky Marshall, ten hut!

-Numbers at the bottom of the sheet are vera tiny... hard to read. But looks like 12pts in stats + 18pts in powers for 30pts. Ja? Gut.
-Flight 4 = 20 squares per panel. Rocketing along. Question for the gurus -- how do you model *really* fast (like Mach 5) speed?
-Dig all the variable ray modes. Good stuff.
-The way I see it, the Normal disadvantage will mean he doesn’t have quick access to his gear. What’s the story on where it’s kept, how long he needs to don it, etc.?
1. Ja. The font size is a program format thing.

2. Flight 4 is 200 mph. Normally Mach+ get Flight 5 and Super Speed 5 (only movement) giving 583 mph (250 mph x 7 actions per 3 panels) which is effectively Mach 1. Even in real-life, vehicles traveling Mach 5 (about 50-60 miles per second (mps) depending on altitude) can't do much of anything else, so I agree with Kev... Teleport 1 would work giving 100's mps.

3. Cool.

4. I dunno. Normal means that all his powers come from stuff. So you could steal it or attack him when he's in the shower, working out, on a date, in the lab, sleeping, etc; all those comic plot lines. Or if he gets captured, they would remove his gear from him.

He would obviously keep his gear in as secure and secret location as he can depending on where he is. Whatever that means without resources or a paid HQ. Under his bed at home? In a trunk at the back of a closet? In a secret cave under his house? I dunno. If you want to start the story at his house, I can/will detail all that out for you. I suspected we were called to action, so he would arrive in outfit. Then, you would control where the team goes, like on a military base, cargo ship, airplane, incognito in Europe, etc. We can determine it from there. OK?

How long does it take to don? As long as you want depending on the situation. The jacket may take a panel to shrug into and button up. The helmet may take a panel to pop on and adjust. The gun may take a panel to pick up and dial in. Or not, because you can technically do a lot of non-attack things in a panel.

The rocket pack may take many panels to shrug into and buckle on, especially if he's been pushed out of an aircraft and needs to aerobatics to reach his falling rocket pack and to strap it on before they hit the ground at terminal velocity (10 squares per panel (50 feet per second). Not that I want you to push him out of a perfectly good aircraft without his jet pack, but it's not like Bond hasn't done it...

cheers
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Harrigan
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Post by Harrigan »

Alright, American Rubber, you're up!

1. Really cool power set, as I've said before. Nice work.

2. Just FYI if you hadn't noticed, the text is funky in your Excel builder's Ads/Disads/Skills section.

3. Question about Disadvantages -- should AR get 1pt back as you've got in the breakdown for having an "extra" Disadvantage? Where's the rule reference for that, I was unable to locate it. Overall they look fine, though he's a little "loaded" with disads.

4. Tell me a little about Maggie Martin...

5. Looks like he has one too many Physical skills?

6. Mental Skills -- are they calculating correctly? With the bonus from stretching, shouldn't they be x6 and x7?

7. Weakness -- both Devastating *and* Negating? If so, that should be -2 more pts, right?

All for now. Again, apologies if I'm getting any of this wrong due to still being a newbie...
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kevperrine
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Post by kevperrine »

Harrigan wrote: 2. Just FYI if you hadn't noticed, the text is funky in your Excel builder's Ads/Disads/Skills section.
On the end character sheet, that section (and others) "shrink to fit" the text you input. Due to my descriptions the font size gets small on the two middle DISADs. To fix that, I've tried to shorten the description but can't think of how to phrase it so that it's not so small. Oh well.

Harrigan wrote:3. Question about Disadvantages -- should AR get 1pt back as you've got in the breakdown for having an "extra" Disadvantage? Where's the rule reference for that, I was unable to locate it. Overall they look fine, though he's a little "loaded" with disads.

[BASH! UE updated p. 126]
APPENDIX ALTERNATIVE GAME MECHANICS
Buying Advantages

Normally, Advantages and Disadvantages are bought on a 1:1 basis with one-another. But what if you don’t want an equal number of them? This option lets you buy an Advantage for 1 Character Point, or get 1 Character Point in exchange for a Disadvantage. The Narrator should be careful to limit how many the players take, though, and may decide that some Advantages are worth more than 1 point.
PS... If you didn't know - "Cursed" & "Honor Bound" are both listed in the "Fantasy" section of the BASH! UE RAW. "Flashbacks" is based on an alternative rule idea for a DISAD (I found here on the BASH! forums) that is ruled by the "Create Your Own" DISAD. [BASH! UE update p.14]

Harrigan wrote:4. Tell me a little about Maggie Martin...

Maggie is a sweet gal... The father of company CEO that is the venture capitalist funding for Dr. Kirby's veterinarian hospital (a small local "hospital" on the edge of surburbia with maybe 2-3 nurse/employees). Her father funded the hospital building when Kenny and Maggie started to "get serious" shortly after high school. Maggie attended the same college as Kenny, while getting his degree in Pet Medicine, Maggie got a general degree in Humanities ("how to be a better housewife").
High School sweethearts, into adult life, Maggie now helps out at the Pet Hospital:
DOG & CAT REPAIR
Veterinary Hospital
"Animal Care Extraordinaire"

Image

and the lovely...
Maggie Martin
Image

Harrigan wrote:5. Looks like he has one too many Physical skills?
You are correct sir! (removed Stealth).

Harrigan wrote:6. Mental Skills -- are they calculating correctly? With the bonus from stretching, shouldn't they be x6 and x7?
No. I don't think so.
[BASH! UE updated p. 7]
"Your base multiplier to use a skill is equal to your Agility for physical skills, and your Mind for mental skills. You can choose to invest multiple slots into a single skill. Each additional slot increases your multiplier with that skill by one."

A.R.'s Mind is x3 + Boost x2 =
x5 Medicine
x6 Investigation 2

Am I missing something?

Harrigan wrote:7. Weakness -- both Devastating *and* Negating? If so, that should be -2 more pts, right?

No. It's a total of "Weakness: -4"

[BASH! UE updated p. 5]
"Even more debilitating effect than a standard weakness is the Devastating Weakness. Choose one of the following effects: You take triple damage from a given type of attack or you have a Negating Weakness that in addition to losing stats and powers as above, also causes you to take x3 damage each page whenever you are within 5 squares of the substance or without the source of your powers! This is worth 4 Character Points."


zat correct now?
Anything else?
-kev-


Image
AMERICAN RUBBER
the Pliable Patriot; the Resilient 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 & IQ.

GOOD 'EARING! (Super Sense) "Directional Hearing".
L: must be able to stretch into place

RUBBER-HIDE! (Armor 3)
E: MULTI-POWER (Special Attack 3) Atk x3, Dmg x6; Rng Close: 5sq (25')
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. L: Tiring (cannot use 2+ consecutive pages)

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

WRAP'EM UP!! (Force Field 1) 60 HITS/10 Soak; Concentration
E: Area Medium Burst 5x5 sq (25'x25')
To trap opponent: MIND x3 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 re-roll take worst; trouble magnet.], Honor Bound [USADream:can't lie,steal,cheat(-2DP/atone)], Flashbacks [Pliable-Mind, thoughts-overcome=Mind(20)/Dazed], In a Relationship [Engaged to Maggie Martin]

----------Skills----------
Athletics 2 (x4)/Acrobatics, Escapology (x3)/Contortion
Medicine (x5)/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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Harrigan
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Post by Harrigan »

I almost missed Lady Paramount!

So… looks pretty sound overall, nice little build. Couple of items:

1. Weaken agility with Linked to the Recurve Bow… neat mechanic with the “must damage target to activate” bit. I do think this power could be modeled a lot more simply if you just don't worry about the fact that you're not necessarily reducing hits as you pin arms and legs, but I'm happy to roll with this as written.

2. Mental Malfunction -- the Lady needs one!

That's it!
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Heroglyph
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Post by Heroglyph »

1. Weaken agility with Linked to the Recurve Bow… neat mechanic with the “must damage target to activate” bit. I do think this power could be modeled a lot more simply if you just don't worry about the fact that you're not necessarily reducing hits as you pin arms and legs, but I'm happy to roll with this as written.

2. Mental Malfunction -- the Lady needs one!
1. True, but I really couldn't see it working on Bricks and the like. She'd have to get past their armor first. That's what was bugging me about it initially.

2. Mental Malfunction: If she can't be a be a hero in the field (like her father was) , then she will be one at home, as Lady Paramount.
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Harrigan
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Post by Harrigan »

1. Yeah. If it were my build, I'd probably go with "Limitation: Doesn't Work on Arrow-Proof Enemies."

But seriously, what you have works just fine.

2. Cool, please add it to her official sheet...
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Heroglyph
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Post by Heroglyph »

Maybe a thread for approved builds should be created. Either in the Play by Post area or the Builds section. That way they can all be in one place for easy reference. Just a thought
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Harrigan
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Post by Harrigan »

Yeah, I had the same thought, Heroglyph. Just trying to determine the best place to put it, since it'll fall off the list unless stickied. I'm thinking of having an IC game thread, and an OOC thread for all mechanics -- perhaps I should just start the OOC thread off with all the approved builds, as the OOC chatter will then keep it alive...
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Harrigan
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Post by Harrigan »

Who’s next? Scary old Cauchemar, that’s who!

(Really glad we have a Mystery Man type, btw.)

And hrm... not much to comment on, everything looks good. I guess one question:

1. What’s his mental malfunction?
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Harrigan
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Post by Harrigan »

Blockade, that’s you, son!

...

Uh... all looks good, soldier! (Really dig your "mild" Ubermensch formula, with the Heighteneds.)
bigsteveuk wrote: (Just need to change Hand to Hand Toughness and SMG stats)
Not sure what you mean on the HTH... but here are them new WWII weapon stats I mentioned in another thread...

Image

(For those interested, have a gander at the bazooka. That the best way to handle armor piercing / shaped charge / anti-tank rounds?)
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