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Enjoy. Shooter. Engage. Magician: The varied powers of this hero support the team with a compliment of useful abilities with a diverse application beyond ‘the fight’. and Technician.Welcome to the first issue of TYPE Casting! This issue. Muscle: This is the powerhouse that moves/breaks heavy obstacles and uses inhuman levels of physical force to subdue villainy. while a “5” indicates an extreme aptitude in this function. Scout: With superior movement capability. The role rating gives a quick glance at what the TYPE is good at and how they can be used in a group. Muscle. Infiltrator: This is the stealthy sneak whose abilities allow for easy access into restricted areas without raising suspicion. Whether used as a starting point for a PC's new character or as a new adversary for the players. gadgets or just good old fashioned guns. this hero can provide valuable reconnaissance or grant an early presence for the team at sites of trouble. Technician: With sharp intellect and/or skill. A 1 – 5 rating system helps to gauge the usefulness of a template toward filling a particular ‘role’ within a super group.. A super team will usually have one or more of these roles: Combatant. Magician. this engineering whiz provides technological expertise and gadgetry to the team. Each TYPE Casting. Combatant: With either raw natural talent or an extreme of training. and BASH! like you mean it! Archetype Role Rating: Each TYPE comes with a Role Rating. What started as simple musings have been turned into a product we can use to help Players and Narrators alike BASH! into terrific games. Scout. pick a TYPE and go! This issue is a presentation of the initial archetypes done from the forums. Shooter: This is the ranged blaster. . A rank of “1” means that this archetype has very little ability to be useful in this role. BASH! compatible product comes complete with five archetypes that have enough options to allow for the same TYPE to be used in multiple ways. focuses on the initial archetypes written by Ben Norman on the BASH Talk Forums (http://bashtalk. Each archetype brings a different set of capabilities to any team. able to engage enemies from a distance with their powers. this fighter dominates the scene of a conflict. unusual Suspects. Infiltrator.org).
. 2pts • Martial Arts Mastery 1 (Defensive).] 4pts • Reinforced Skeleton: Armor 2 [Limitation: Situational (doesn't work against impaling attacks like bullets and sword thrusts).).] 1pt • Healing 3. etc.Unobtainium-Clawed Scrapper Role Rating: Combatant-5. BRAWN 2 AGILITY 2 MIND 2 POWERS Keen Senses (Smell).like walls. Outdoor /Tracking BREAKDOWN: Stats 12 + Powers 13 = 25 Points (Street Level) Ben's Notes: I chose to put the limitation on the Armor 2 power toward impaling attacks as I figured these types of damage could easily bypass the protection offered by a skeleton (even one reinforced by alloys). 1pt Attack Weak Point [Limitation: only while using Unobtainium claws.] 1pt • Swift Strike. Scout-3 This TYPE brings combat up close and personal. support beams. steel reinforced doors. 3pts • • SUGGESTED: ADVANTAGES Frightening Presence and/or Never Surrender. 1pt • Retractable Unobtainium Claws: Special Attack 3 (+1 to-hit. With unbreakable claws and bones and the ability to heal from nearly any wound. Brawn +2DM) ◦ [Enhancement: Extra Effect (an additional +2DM versus general structural material . SKILLS Stealth /Moving Silently. Infiltrator-3. DISADVANTAGES Social Stigma (if your character is a mutant in an anti-mutant setting). the Scrapper is a close combat nightmare to any they face.
2pts Immunity 2 (Poison. 3pts SUGGESTED: ADVANTAGES Instant Change. DISADVANTAGES Normal (B2 A2). Starvation. SKILLS --BREAKDOWN: Stats 12 + Powers 13 = 25 Points (Street Level) Ben's Notes:I was grasping a bit when I added Resistance to Falling Damage and can understand if most people would swap that for something else: I was struggling to bring this template closer to the 25 point Street Level cost (dang but Bruiser-types are cheap)! I had a great vision of seeing this archetype jump from a plane to catch a villain that bailed. 2pt Resistance 3 (Acid. 1pt. battling with this opponent as they fell. 1pt Martial Arts Mastery (Grappling). Knock-back. Alloy-Tough Form: Armor 2. +5 Result Bonus. Cold. Suffocation). . BRAWN 4 AGILITY 2 MIND 1 POWERS • • • • • Density Increase 1 (weighs 1000 lbs. Heat. and climbing out of the crater victorious.Alloy Skinned Strongman Role Rating: Combatant-3. Muscle-5. Falling Damage). This TYPE presses the attack by transforming into an armored giant of strength and mayhem. -1 Defense).
Specializing in taking down supernatural threats. DISADVANTAGES Addict (Blood: -2 Dice penalty to all actions after a few days of going without serum or drinking blood). Close range. the Half-Blood Hunter is a curse against the undead. Enhancement: +2 DM Extra Effect versus Vampires. Gadget Limit: Easily Taken). Infiltrator-3. . Shooter-4 All of their strengths and none of their weaknesses. +1 DM. 1p • Brawn Boost 1 (Limit: Must drink blood and only lasts for this scene). Streetwise /Gather Information. Although he hunts down those that would prey on humanity. Gadget Limit: Easily Taken). 3pts • Heavy Leather Overcoat: Armor 1. SUGGESTED: ADVANTAGES Frightening Presence and/or Quick Thinking. Long range. ◦ Throwing Blades: Special Attack 1 (+1 to hit. ◦ Katana: Special Attack 3 (+1 to hit. The Boost and Healing 4 shows how much more potent this archetype can be when they get their mouths on the genuine crimson drink (even without it. BREAKDOWN: Stats 10 + Powers 15 = 25 Points (Street Level) I’ve suggested the Susceptibility to emulate that this half-blood vampire is still a night creature and the Addict disadvantage (BASH:UE pg 86) to represent his/her need to still drink blood (or suitable substitute serum). Gadget Limit: Ammunition). 1pt • Heightened Agility (+3 Result bonus to Agility Stat rolls). +0 DM. 1pt • Healing 1. 1pt • Healing 4 (Limit: Must drink blood and only lasts for this scene).Half-Blood Vampire Hunter Role Rating: Combatant-4. he feels far from human himself. +2 DM. BRAWN • 2 AGILITY 2 MIND 1 POWERS Heightened Brawn (+3 Result bonus to Brawn stat rolls). this TYPE can also take on more mundane superhuman targets. Enhancement: +2 DM Extra Effect versus Vampires. SKILLS Stealth /Shadowing. and relying on the serum. Susceptibility (-3 Dice penalty to Agility during daylight hours). 1pt • Silver Coated Weapons Multi-power (all have the Device Limitation): 7pts ◦ Pistol: Special Attack 2 (+1 to hit. the Heightened Brawn and Agility powers still put him/her above normal humans). Enhancement: +2 DM Extra effect versus Vampires.