BASHMAN
Basic Action Games
Sure! Let's do two. I'd say Captain America and Thor, but since it can be argued endlessly what their particular powers are, not to mention the fact that they are veteran heroes, let's say "a mortal hero like Captain America" and an "immortal hero like the Mighty Thor."![]()
Sure. Why don't we also assume that they are part of the same team, being played by two different players in the same 40-point campaign.
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Patriotic Shield Leader 23 Pts (12 stats 11 powers) 17 Hero Points, 5 "Team" Hero Points
Brawn 2 Agility 2 Mind 2 12 Pts
x3 Soak, x5 Defense, Reflect & Retaliate, x4 Mental Defense
Powers
• "Unobtainium" Shield: Special Attack 4 [Enhancement: Variable; Limitation: Easily Taken Gadget] 4pts
• Deflect 3 (x5 Defense) [Limitation: Stealable Gadget (the shield) 2pts
• Chainmail Weave: Armor 1 (x3 Soak) 1pt
• Fleet of Foot (Run 8 squares, Jump 5 squares) 1pt
• Martial Arts Mastery 2 (Tricky, Tough, Grappling Styles) 2pts
• Skillful 1pt
Skills: Athletics/Acrobatics, Stealth/Hide, Military+1/Tactics, Investigation+1/Gut, Drive/Motorcycles, Pilot/Evasion
Advantages: Contacts (US Government), Never Surrender, Quick-Thinking, Leadership
Disadvantages: Normal, Outsider (originally from a bygone era, he missed a lot of history), Arch Enemy: Uber-Nazi!, Public ID
Mental Malfunction:' True Believer. He takes his word, work, and his honor (and the honor of his Country) very seriously
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God of Thunder 36 Pts (20 Stats, -2 Weakness, 18 Powers) 4 Hero Points
Brawn 5 Agility 3 Mind 2
x7 Soak, x3 Defense, x4 Mental Defense
Weakness: If separated from his hammer for more than 1 minute, he loses all powers and reverts to his human form. Note that while most powers actually need him to use the hammer to work, the hammer does not count as an “Easily Taken” gadget, since nobody else can actually use it. However, it can be trapped beyond his reach, making him vulnerable.
Powers:
• Invulnerability: Armor 2 (x7 Soak) 2pts
• Resistance 2: Half damage from Fire, Cold, Radiation, Poison 2pts
• Magic Hammer: Special Attack 5 [Variable] 6pts
• Flight 4 [Situational: Only while holding Hammer] 3pts
• North Wind: Push 3 (x10 Knock-Back, in a Long Line) 3pts
• Virtuous: Mind Shield 1 (x4 Mental Defense) [Limitation: only works against attempts to make him betray his friends, honor, etc] 1pt
• Weather Mastery 3 [Limitation: Must continue holding hammer or weather disapates] 2pts
• Dimensional Teleportation 1 (to realm of the gods) 1pt
Advantages: Appeal, Immortal, Alter Ego* , Instant Change
*Because it is inconvenient to have no access to the other Ego’s skills or abilities, and dangerous to lose powers in battle and become “normal”, this Advantage has no cost.
Disadvantages: Arch Enemy: King of Evil Gods, Normal (human form has B1 A1, and no powers), Outsider (medieval speech, poor understanding of technology)
Thunder God Skills: Athletics/Aerobatics, Occultism/Legends, Social Science/History
Human Form Skills: Drive/Steering, Medicine x3/Surgery
Mental Malfunction: Honor. The Thunder God takes his honor very seriously and is capable of being goaded into fighting or making foolish choices because of it.
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To see how these two very different scale characters could function in the same team, you need to know a little about Hero Points and Hero Dice.
Hero Points are spent to add to the results of dice rolls, each point giving a +1 bonus. They can be spent after the roll is seen. This means that an underdog like the Patriotic Shield Leader above has a good edge to use so that his character still can shine. In addition, 5 Hero Points can be transformed into a Hero Die, which can have various different effects from "power stunts" to reviving from a status condition, to just adding to rolls. The Patriotic Shield Leader also has an advantage called "Leadership" which lets him spend his own Hero points on the rolls of other characters- and when he does so, each point he spends counts as 2. He also gets 5 free Hero Points that can only be spent on his team (the Team points).