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12 Days of Christmas Project


Super Squirrel

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First, let me point out that in all reality, the Twelve Days of Christmas starts on December 25th. This project is using the incorrect start and ending point for the Twelve Days of Christmas.

 

The Christmas season is upon us. And what makes Chrismas wonderful but the giving of gifts. So here is my idea of how anyone out there can give gifts to the rest of Hero Games for Christmas. The answer, of course, is write-ups.

 

Here is how this 12 Days of Christmas Project works. First you pick a theme. This theme could be anything from Pulp Hero characters to cool tech gadgets. Just pick a subject matter you like designing for. Next, setup your initial post. Make a list using the list button in your reply tool for each of the twelve days of Christmas.

 

Then, all you need to do is edit your post starting on the 13th of December to add in write-ups. If you are creating characters or large sized write-ups you may simply want to post them into the thread and edit your first post to include a direct link to the post in question.

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Re: 12 Days of Christmas Project

 

Super Squirrel's 12 Days of Christmas Theme: Spy Gadgets

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Re: 12 Days of Christmas Project

 

So' date=' is anyone interested in participating in the 12 Days of Christmas project?[/quote']

Yes and no, and I've got a couple of questions, too. ;)

 

First, since I don't "do" Christmas, I probably wouldn't do a "12 Days of Christmas" thing, though this being the HERO System and all, I could probably be persuaded to do a "12 DCs" thing. ;)

 

Second, when you say "Initial Post" are we supposed to start a new thread for our project, or are we supposed to make a post in this thread, and edit it as we add things? And should the added things go in their own individual posts, or get tacked on to our 'initial' posts? If the latter, those are going to get to be pretty long 'initial posts'.

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Re: 12 Days of Christmas Project

 

Dr. Anomaly's 12 DCs Theme: Sidekicks

 

Some of these will be potentially useful, some just for laughs, some you wouldn't want for a sidekick on a bet! :)

 

- - - - - - - - - - - - Gestalt

- - - - - - - - - - - - Armstrong

- - - - - - - - - - - - Hijinx

- - - - - - - - - - - - Sunspot

- - - - - - - - - - - - Dusk

- - - - - - - - - - - - Codex

- - - - - - - - - - - - Centurion

- - - - - - - - - - - - Blink

- - - - - - - - - - - - Tempest

- - - - - - - - - - - - Zephyr

- - - - - - - - - - - - Peregrine

- - - - - - - - - - - - Legion

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Re: 12 Days of Christmas Project

 

I'm considering it, too. I don't really have time...but I like a distraction, and hard to resist the idea. I'm having trouble coming up with a good theme, though. Any suggestions, especially from anyone who can think of anything I do well in these boards on-topic?

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Re: 12 Days of Christmas Project

 

What I'm going to do, in all honesty, is design them all in advance. I'll just post them as each day comes around.

 

Just to throw a couple of themes out:

Pulp Power Skills

DC Power Skills

FH Power Skills

Pulp Gear

Mad Scientist Inventions

 

Heck, if someone wanted to do twelve spells for my Easthaven system I wouldn't mind.

 

Or maybe create some cybernetic stuff for Killershrike's Cyberpunk system if he doesn't mind.

 

Zornwil, you could do 12 Giant Lizard powers.

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Re: 12 Days of Christmas Project

 

I want to do one, too! But I doubt I'll be able to get here every day to add each post. So I'll probably do them when I can, filling in the ones I missed. Instead of one/day, I can probably do at least as good as two/two days. And I'll make it even easier on myself, since I'm Jewish, I'll do Eight Nights of Chanukah. Now the only question remains: What will be my theme?

 

8 Wierd Spells

8 Useful Magic Items

8 Blasphemous House Rules

8 Fantasy Monsters

8 Suggested Themes for One of These Lists

 

It will most likely be something fantasy-themed, from my FH world.

--------

Well, here I am, four nights late already. I had no idea how busy I would be. I'll try to make up for lost time:

 

8 Wierd Spells:

1st Night

2nd Night

3rd Night

4th Night

5th Night

6th Night

7th Night

8th Night

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Re: 12 Days of Christmas Project

 

And I'll make it even easier on myself' date=' since I'm Jewish, I'll do Eight Nights of Chanukah. Now the only question remains: What will be my theme?[/quote']Awesome and very much not a problem.

 

8 Wierd Spells

8 Useful Magic Items

8 Fantasy Monsters

I like all three of these but particularly the concept of weird spells. I look forward to seeing which one you use.

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Re: 12 Days of Christmas Project

 

Count me in. I'm not sure I'll have computer access every day there, but I'll try. After careful consideration, I have finally chosen a theme. Back in college, I got a reputation as a trap weilding dungeon master. (With good reason. :eg:) I've never played with the idea in Hero, so my contribution will be

 

Twelve Tricky Traps. :sneaky:

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Re: 12 Days of Christmas Project

 

Sidekick: Kid Lamprey

 

Name suggested by Basil

 

[size=6][b]Kid Lamprey[/b][/size]
(Thomas "Tommy" Clearwater)

[i]Inspired by Basil on the HERO Forums[/i]

Val	Char	Cost
10	STR	0
13	DEX	9
10	CON	0
10	BODY	0
13	INT	3
13	EGO	6
12	PRE	2
12	COM	1

4/7	PD	2
4/7	ED	2
3	SPD	7
4	REC	0
20	END	0
20	STUN	0

8"	RUN	4
3"	SWIM	1
2"	LEAP	0
Characteristics Cost: 37

Cost	Power
15	[b]Stuck Like Glue:[/b] Multipower, 30-point reserve, Requires
	A Power: Clinging Tricks Roll To Change Slots (Active 
	Point penalty to Skill Roll is -1 per 20 Active Points; -¼);
	all slots Costs Endurance (Only Costs END to Activate; -¼),
	Increased Endurance Cost (x2 END; -½) 

2u	1)  [b]Way of the Limpet:[/b] Clinging (71 STR); Increased Endurance
		Cost (x2 END; -½), Costs Endurance (Only Costs END to Activate; -¼)
2u	2)  [b]Tar Baby Effect:[/b] Clinging (normal STR), Usable As Attack (+1),
		At Range (+½), Damage Shield (+½); Costs Endurance (Only 
		Costs END to Activate; -¼), Increased Endurance Cost (x2 END; -½)



6	[b]Sucks To Be You:[/b] Transfer 1d6 (STR to STR), Can Transfer Maximum
		Of 15 Points; Linked (Way of the Limpet; -½), Restrainable (-½),
		Requires An EGO Roll  (Active Point penalty to Skill Roll is -1 per
		20 Active Points; -½), Must follow successful Grab (-½)

6	[b]Protective Suit:[/b] Armor (3 PD/3 ED); OIF Costume (-½)
Powers Cost: 31


Cost	Skill
3	+3 with Grab
0	AK: Campaign City 8-
0	Acting 8-
1	Breakfall 8-
1	Climbing (Everyman Skill) 12-
1	Computer Programming 8-
0	Concealment 8-
1	Contortionist 8-
0	Conversation 8-
1	Criminology 8-
0	Deduction 8-
2	KS: Superheroes and Supervillains 11-
0	Lang:  English (idiomatic; Literate)
1	Lockpicking 8-
1	PS: Sidekick (Everyman Skill) 12-
0	Paramedics 8-
0	Persuasion 8-
3	Power:  Clinging Tricks 12-
0	Shadowing 8-
0	Stealth 8-
1	Streetwise 8-
1	Teamwork 8-
0	TF: Small Motorized Ground Vehicles 
Skills Cost: 17



Total Character Cost: 85

Pts.	Disadvantage
5	Social Limitation:  Sidekick (Occasionally, Minor)
15	Social Limitation:  Secret ID (Frequently, Major)
20	Psychological Limitation:  Code of the Superhero (Common, Total)
20	Psychological Limitation:  Devoted to his mentor hero (Very Common, Strong)
15	Hunted:  His mentor's Hunteds 8- (Mo Pow, Capture)


Disadvantage Points: 75
Base Points: 25
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0


Height: 5'8"	Weight: 140 lbs. (fit and athletic)

Eyes: Green	Hair: Sandy Blond


[b]Background:[/b] Tommy Clearwater was a more-or-less normal kid...athletic, 
	outgoing, and well-liked; it wasn't until his early teens 
	that his nearly uncanny ability to hold onto things (most 
	often noted in struggles with his older sister for possession
	of a particular toy, the TV remote, and so on) manifested as 
	a full-fledged superpower. Once Tommy realized he had real 
	powers, he did consider trying to become a superhero...after 
	all, wasn't that his clear civic duty?...but realized very 
	quickly that not only did he not really have any idea of how 
	to go about it, he'd likely get hurt or killed in the process
	of trying to learn. Instead of striking out on his own, then,
	Tommy dubbed himself "Kid Lamprey" (because of his ability 
	to cling to things) and sought out a superhero to be his 
	mentor and tutor in the ways of costumed crimefighters. Tommy
	has so far managed to keep his dual life secret from his 
	family, though it's beginning to cause some real tension 
	between him and his parents.

[b]Motivation:[/b] Tommy was raised to believe that you owed it to your 
	community to give back to it in return for all it's done for
	you...and since he developed powers, Tommy decided the best 
	way to do that would be as a superhero -- or, for now, a 
	sidekick. He's a bright, eager, idealistic kid who means well
	and isn't likely to be easily disillusioned.

[b]Quote:[/b] "How's [i]this[/i] grab you?"

[b]Tactics:[/b] Kid Lamprey has some actual powers, but not much in the way 
	of skills just yet. He can form an almost unbreakable bond 
	between himself and other objects, including people. He 
	typically tries to circle around or above an opponent by 
	moving up a wall or across a ceiling or other high object of
	opportunity, then drop on them by surprise. Once he's 
	grabbed someone (and he's good at grabbing) he tries to suck
	some of their strength out of them to augment his own normal
	strength. He can't do much yet to supervillains, but with 
	henchmen or normal thugs, he can sap their vitality to the 
	point they have trouble standing up, let alone lifting a 
	weapon. He also has the ability to cause a "tar baby" effect 
	on someone else, meaning anything they touch clings to them. 
	Kid Lamprey is currently practicing the slowing down or 
	immobilizing of opponents by using this on them, then tossing 
	any loose objects that come to hand onto them; if he's lucky, 
	he can "tar" them just before they touch a large, immobile 
	object like a lamp post or a vehicle.

[b]Campaign Use:[/b] Kid Lamprey is intended as a serious, somewhat useful 
	sidekick for an established superhero. He currently has 15 
	points paid for by Disadvantages but not yet spent; these 
	should probably be used for rounding out his skill set 
	(including bumping some of his Familiarities up to full-
	fledged Skills) to reflect the training he's received under
	the watchful eye of his superhero mentor.

[b]Appearance:[/b] Tommy is fit and active, with a pleasant face, easy manner,
	and somewhat unruly sandy blond hair. He prefers jeans, 
	t-shirts, and sneakers for his normal mode of dress, so long 
	as they're clean and in good repair. His costume is a medium 
	green bodysuit with dark green trunks, belt, boots, and 
	gloves. It covers the top of his head, hiding his hair, and a
	black domino mask helps conceal his face. Tommy has 
	experimented with a number of different logos or symbols for 
	the chest of his costume, but hasn't really liked any of them 
	he's come up with, so currently that area is unadorned. His 
	costume was created for him by his mentor, and helps take the 
	edge off falls, blows, and even grazing bullet hits.


 

Return to the List of Sidekicks --- Go to next sidekick (Kidthulhu)

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Re: 12 Days of Christmas Project

 

Water Solidifying Polymer Autolockpicking Necktie

Lockpicking 25- (35 Active Points); IAF (-1/2), 1 Fuel Charge Lasting 20 Minutes (-1/4), Requires Contact with Moisture to Activate (-1/4). Total Cost: 17 points.

 

When a secret agent needs to get behind doors, having a lockpick available is never an easy task. The Water Solidifying Polymer Autolockpicking Necktie is a thin polymer device that fits easily into any ordinary tie. The polymer is flexible enough that any cursory search of the tie will not sense anything hidden. The agent need only remove it from the tie and breath on it to make the autolockpick system active and turn to a rigid form.

 

The drawback to the system is accidently getting wet. While a normal gentlemen would never get his suit wet, an agent jumping into swimming pools, being dunked into a fish tank, or setting off the sprinkler system does not have this luxury. This, of course, activates the tie system and uses up its precious fuel supply.

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Re: 12 Days of Christmas Project

 

Remote Listening Gum Dart

Clairsentience (Hearing Groups), x4 Range (600"), (Multiple Perception Points (up to four at once), 4 Charges lasting 8 hours (+3/4), (70 Active Points); Must Make an Attack Roll to "Hit" target (-1/2), Only picks up sounds on opposite side of Window (-1), OAF (-1), Perception points can be removed (-1/4). Total Cost: 19 points.

 

Sometimes a secret agent needs to listen in on conversations in hard to get locations. The Remote Listening Gum Dart is the perfect solution. It fires a tiny wad of gum that broadcasts conversations from vibrations on a window pane to a headset built into the gun. It can handle eavesdropping for up to four locations at once.

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Re: 12 Days of Christmas Project

 

I got my calendar all screwed up, so I owe two traps today.

 

The Hot Room

Setting: Most appropriate for fantasy or low supers

Type: Room

Consequence: Holding

 

The Hot Room is a very large (12†radiusâ€) domed room, carved from solid rock. The exact depth is concealed by a pool of molten lava. In the center of the pool is a small stone island (3†radius) rising 3 feet above the surface of the lava. The air itself is very dangerous in the room, but the center hex of the island has a stream of fresh air being pumped in through a small hole in the floor. If the victim stays in the center hex, they’ll be unaffected by the fumes. If there are several victims, they need to keep their heads in the center hex at least. A tiny hole at the very top of the dome focuses the excess gasses outside.

 

There are two ways into the room, depending upon the creators intentions. The first is through a simple shaft in the ceiling. The shaft is angled, however, so that the opening is above the lava rather than the island. Anyone falling into the shaft will slide down and be propelled onto the island. If the victim manages to slow their descent, they may not have the momentum to reach the island and will fall directly into the lava. At the base of the shaft is a spring hinged flap that closes concealing the way out.

 

There is a door opening on one side of the room. This is how the creator gets in and out. There is no ledge, just the opening, which can’t be clearly discerned due to the heat distortion. If it could be seen clearly, then the very thick glass covering the doorway might be seen. When the glass door opens, the trapper can place victims on the island or retrieve them via a retracting bridge. The bridge cannot stay out for more than a few minutes or it will burn and collapse. (Telekinesis is a good alternative for the trapper where appropriate.)

 

The Shaft: 15†fall onto stone-10d6 normal damage.

The Lava: 4d6 KA in the lava, 1d6 KA in the air over the lava.

The Heat: On the island: Change Environment temperature level +3. Directly over the lava is level +5. plus -2 visual perception rolls.

The Fumes: 2d6 NND (vs. LS: Breathing) plus 2d6 KA NND Gradual Effect: 20 minutes.

The Glass Door: 9rPD, 9rED.

 

Options:

Too dangerous? Lower the ceiling so that the fall is only 8â€. Reduce lava damage to 3d6 KA and Fumes gradual effect to 1d6 KA.

Not dangerous enough? Make lava penetrating and up the fumes damage by 1d6.

Too restricting? Put a ledge in front of the glass door and replace the flap at the base of the shaft with a grating. A perception roll may reveal a mechanism to release the bridge.

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Re: 12 Days of Christmas Project

 

Swing Swing Swing

Setting: Dark Champions or low supers

Type: Deathtrap

Consequence: Long, hideously painful demise

 

The victim awakens to find themselves lying on a cold hard surface stretched out between chains attached to their feet and hands. The large iron chains are attached to the opposite walls of this 15 foot cube room. The stark, cold metal walls are spattered with dried blood. A foul slaughterhouse stench comes from the pieces of previous victims still decaying in the corners. There is one steel door as well as a viewing window.

 

Once the victim is conscious, the points where the chains are attached to the walls raise leisurely so that the victim is lifted until they are suspended about 7 feet above the floor. Slowly, ominously, the chains start to swing. After a few swings to build momentum, the victim will begin to be swung around like a giant chain jump rope. A panel in the floor slides away to reveal a deadly sharp curved blade. Bit by bit, the blade elevates toward the disoriented victim’s midsection. It takes five long minutes to reach the point where it will draw blood. (The anticipation is killing me!) After the initial cutting swing, the blade slows down further. It takes five more minutes to cut all the way through the intended victim, but they rarely live that long.

 

This sadistic device gives the deathtrapper plenty of time for gloating, questions or whatever other monologues they desire. The first swing draws blood. The next swing draws a little more. Soon, intestines will be fully exposed and the centripetal forces will rip them from the torso as the blade slices them up. The victim will live through this, but not much longer. A scant few survive until the spine is severed and the body is ripped apart. The jackals will tend to whatever is left.

 

The Chains: DEF 10, BODY 8

The Swinging: -2 to EGO and sight perception rolls

The Blade: DEF 4, BODY 4

The Damage: 4d6 KA, Gradual Effect 5 minutes

 

Options:

Too dangerous? Drop the roll penalties to -1. Reduce damage to 3d6 KA

Not dangerous enough? Replace the blade with a diamond tipped ripsaw, 5d6 KA Penetrating

Too restricting? Make chains DEF 8, BODY 6 and blade DEF 3, BODY 2

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Re: 12 Days of Christmas Project

 

Sidekick: Kidthulhu

 

Name suggested by "V"

 

[size=6][b]Kidthulhu[/b][/size]
(Jason Winter)

[i]Inspired by "V" on the HERO Forums[/i]

Val	Char	Cost
13	STR	3
13	DEX	9
13	CON	6
13	BODY	6
13	INT	3
13	EGO	6
13/23	PRE	3
13	COM	2

3	PD	0
3	ED	0
2	SPD	0
6	REC	0
26	END	0
27	STUN	0

6"	RUN	0
2"	SWIM	0
2 ½"	LEAP	0
Characteristics Cost: 38

Cost	Power
20	[b]Welcome To My Nightmare:[/b] Multiform (200 Character Points in the most expensive form); Costs Endurance (Only To Change; -½), Increased Endurance Cost (x2 END; -½)
12	[b]I've Seen Things No Mortal Eyes Should Behold:[/b] Mental Defense (15 points total)
1	[b]I Escaped The Dreamlands:[/b] LS  (Sleeping: Character only has to sleep 8 hours per week)
3	[b]I Am A Cousin To Horror:[/b] LS  (Longevity: 200 Years; Safe in Intense Cold)
5	[b]I Myself [u]Am[/u] Strange And Unusual:[/b] +10 PRE; Only for Defense (-1)
5	[b]Night Is Home To Terrors Like Me:[/b] Nightvision
5	[b]I've Seen Lots of Anime:[/b] Extra Limbs (Tentacles)  (6)
3	[b]I'm Not Really Human Anymore:[/b] Damage Resistance (3 PD/3 ED)
10	[b]I'm Not Really Human Anymore:[/b] Power Defense (10 points)
Powers Cost: 64


Cost	Skill
0	AK: Campaign City 8-
0	Acting 8-
0	Climbing 8-
0	Concealment 8-
1	Contortionist 8-
0	Conversation 8-
0	Deduction 8-
1	Forensic Medicine 8-
0	Language:  English (idiomatic; Literate)
1	Language:  Latin (basic conversation; literate)
1	Language:  Blasphemous language of the Lovecraftian horrors (basic conversation; literate)
0	PS: Student 11-
0	Paramedics 8-
0	Persuasion 8-
0	Shadowing 8-
1	Sleight Of Hand 8-
0	Stealth 8-
1	Streetwise 8-
0	TF: Small Motorized Ground Vehicles 
3	Scholar
1	1)  KS: Anatomy 11-
1	2)  KS: Hentai Anime 11-
1	3)  KS: Lovecraft Mythos 11-
1	4)  KS: Things Man Was Not Meant To Know 11-
Skills Cost: 13


Cost	Talent
5	Magesight
Talents Cost: 5

Total Character Cost: 120

Pts.	Disadvantage
10	Accidental Change:  When startled or hurt 11- (Uncommon)
10	DNPC:  Tricia Masters (Girlfriend) 8- (Normal)
15	Hunted:  Cultists and Dark Magicians 8- (Mo Pow, Capture)
20	Psychological Limitation:  Code of the Superhero (Very Common, Strong)
20	Psychological Limitation:  In love with Tricia (Very Common, Strong)
5	Reputation:  "That creepy kid", 8-
15	Social Limitation:  Secret ID (Frequently, Major)

Disadvantage Points: 95
Base Points: 25
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0


Height:	5'9"	Weight: 132 lbs.

Hair:	Black	Eyes:	Brown


[b]Background:[/b] Jason Winter is sane, though he really shouldn't be.

	One summer when he was fourteen, he fell in with a group of
	other social outcasts and felt for the first time that 
	perhaps he belonged somewhere. That group was always a fringe
	element, and one night, in an attempt to gain some control 
	over their lives and power over others, they went too far. 
	The leader of the group led them in a ritual he'd found in a 
	book he'd stolen from an occult bookstore; it was supposed to 
	grant them inhuman power. Instead, some THING appeared out of 
	the smoke, grabbed the closest person -- Jason -- and 
	disappeared back from whence it came. The rest fled in 
	terror, abandoning Jason to his fate.

	When he didn't come home, Jason's mother filed a report with 
	the police, who tentatively listed him as a runaway. Jason 
	was missing for just over a week when he showed up at home 
	with no explainations and refused to talk about where he'd 
	been or why he'd 'run away.'

	He also looked almost two years older.

	So far the only person who knows Jason is no longer fully 
	human...in fact, knows all about it, including his monstrous 
	other form...is his girlfriend, Tricia Masters. One night a 
	couple of months after his return to the mortal realm while 
	he was walking home from a midnight movie, Jason saw a 
	classmate of his -- Tricia -- being physically assaulted by 
	a group of teenaged boys. They'd gotten to the point of 
	ripping open her blouse when Jason took a hand. He charged 
	into them, manifesting unwholesome greenish-grey tentacles, 
	and pulled them off Tricia. When they turned on him with 
	knives, Jason manifested his full monstrous form...and they 
	ran screaming.

	Tricia, oddly enough, didn't; perhaps she should have, or 
	maybe she was in shock because of what her assailants had 
	been about to do...but she took Jason's transformation very 
	well, and didn't shy away from him after he returned to human 
	form. From that night on she's been his staunch friend and 
	confidant. No one else in school can figure out why an 
	upper-class girl like Tricia would give the time of day to a 
	creepy kid like Jason, and she refuses to say why...but just 
	smiles.

[b]Motivation:[/b] Jason was taken to an otherdimensional realm of horror and
	mind-shattering vistas; how he escaped, and why he's still 
	sane, are things he refuses to talk about. He also hasn't 
	told anyone, even Tricia, how he came by his powers and his 
	'monster' form. Jason is still very shaken and though he 
	seems stable enough from the outside, on the inside he's 
	always one step away from curling up into a shrieking ball 
	and wedging himself into a corner. He wants to find someone 
	who can explain to him what happened, and help him deal with 
	it; he also very much wants to protect those unable to 
	protect themselves and keep any form of horror, from the 
	mundane to the supernatural, from befalling them.

[b]Quote:[/b] "Wanna see something [i]REALLY[/i] scary?"

[b]Tactics:[/b] Jason is physically a bit stronger than he looks like he 
	should be. When there's a problem he can't solve by 
	intimidation...either refusing to be intimidated by someone 
	else, or backing them down...he'll solve it by assuming his 
	'monster' form and dealing with it. He's very bright, and 
	always makes it a point (after that first time) to transform 
	out of sight of anyone else so no one connects the Horror 
	From Beyond with Jason Winter.

[b]Campaign Use:[/b] Jason is a young man just barely holding onto his sanity;
	he desperately needs some guidance and reassurance from 
	someone experienced in dealing with Horrors From Beyond. He 
	has the potential for great power, and very much wants to use 
	that power to shield others from danger and horror, whether 
	it be 'mundane' dangers like goons with guns, supervillains, 
	or the unspeakable Things to which he was exposed. If he 
	doesn't find a mentor soon, though, he may end up drifting 
	into mental instability and use his power to prey on the 
	weak, instead of protecting them.

[b]Appearance:[/b] Jason always has an unkempt look and a haunted air about him.
	His clothing, though clean, is usually worn with holes in it 
	here and there. He wears a battered leather jacket day in 
	and day out, summer or winter. Most people find him "creepy" 
	and avoid him when they can.

 

[size=6][b]Kidthulhu (Monster Form)[/b][/size]
(Jason Winter)

[i]Inspired by "V" on the HERO Forums[/i]

Val	Char	Cost
25	STR	15
17	DEX	21
13	CON	6
13	BODY	6
13	INT	3
13	EGO	6
25/45	PRE	15
-20	COM	5

 5/15	PD	0
 5/15	ED	2
 3	SPD	3
 8	REC	0
26	END	0
33	STUN	0

 6"	RUN	0
 2"	SWIM	0
 5"	LEAP	0
Characteristics Cost: 82

Cost	Power
5	[b]Night Is Home To Terrors Like Me:[/b] Nightvision
12	[b]I've Seen Things No Mortal Eyes Should Behold:[/b] Mental Defense (15 points total)
10	[b]Horror From Beyond:[/b] +20 PRE; Only for Defense (-1)
10	[b]Horror From Beyond:[/b] Power Defense (10 points)
5	[b]Horror From Beyond:[/b] Extra Limbs (Tentacles and Wings)  (8)
8	[b]Horror From Beyond:[/b] Flight 8"; Restrainable (-½), Increased Endurance Cost (x2 END; -½)
11	[b]Horror From Beyond:[/b] Energy Damage Reduction, 50%; STUN Only (-½), Costs Endurance (Only to Activate; -¼)
11	[b]Horror From Beyond:[/b] Physical Damage Reduction, 50%; STUN Only (-½), Costs Endurance (Only to Activate; -¼)
5	[b]Horror From Beyond:[/b] Damage Resistance (5 PD/5 ED)
8	[b]Unspeakable Aura:[/b] +10 PD; Costs Endurance (Only to Activate; -¼)
8	[b]Unspeakable Aura:[/b] +10 ED; Costs Endurance (Only to Activate; -¼)
7	[b]Regeneration:[/b] Healing 1d6, Reduced Endurance (0 END; +½), Persistent (+½); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Self Only (-½)
Powers Cost: 100


Cost	Skill
0	AK: Campaign City 8-
0	Acting 8-
0	Climbing 8-
0	Concealment 8-
1	Contortionist 8-
0	Conversation 8-
0	Deduction 8-
1	Forensic Medicine 8-
0	Language:  English (idiomatic; Literate)
1	Language:  Latin (basic conversation; literate)
1	Language:  Blasphemous language of the Lovecraftian horrors (basic conversation; literate)
0	PS: Student 11-
0	Paramedics 8-
0	Persuasion 8-
0	Shadowing 8-
1	Sleight Of Hand 8-
0	Stealth 8-
1	Streetwise 8-
0	TF: Small Motorized Ground Vehicles 
3	Scholar
1	1)  KS: Anatomy 11-
1	2)  KS: Hentai Anime 11-
1	3)  KS: Lovecraft Mythos 11-
1	4)  KS: Things Man Was Not Meant To Know 11-
Skills Cost: 13


Cost	Talent
5	Magesight
Talents Cost: 5

Total Character Cost: 200

Pts.	Disadvantage
10	Accidental Change:  Takes BODY from Holy Item/Effect 11- (Uncommon)
10	DNPC:  Tricia Masters (Girlfriend) 8- (Normal)
25	Distinctive Features:  Cthulhoid Horror (Not Concealable; Extreme Reaction)
15	Enraged:  When attacked with a Holy item/effect (Uncommon), go 14-, recover 14-
20	Hunted:  Cultists and Dark Magicians 11- (Mo Pow, Capture)
10	Physical Limitation:  Enormous (15' tall) (Frequently, Slightly Impairing)
20	Psychological Limitation:  Code of the Superhero (Very Common, Strong)
20	Psychological Limitation:  In love with Tricia (Very Common, Strong)
15	Reputation:  Monster!!!, 14-
15	Social Limitation:  Secret ID (Frequently, Major)
5	Unluck: 1d6
5	Vulnerability:  Holy Items/Effects (Uncommon)
5	Vulnerability:  Sight Group Flashes (Uncommon)

Disadvantage Points: 175
Base Points: 25
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0


Height:	15'0"	Weight: 1000 lbs.

Hair:	None	Eyes:	Black; no pupils


[b]Quote:[/b] "Yes, as a matter of fact...I [i]AM[/i] your worst nightmare!"

[b]Tactics:[/b] Kidthulhu likes to scare opponents into surrendering, and for 
	thugs and goons, just turning his gaze on them is often 
	enough. When it's not, he doesn't hesitate to wade into 
	hand-to-hand combat. He can fly, though it's clumsy and takes 
	a lot of effort.

[b]Appearance:[/b] In his 'monster' form, Kidthulhu stands 15' tall and 
	resembles depictions of Great Cthulhu...greenish-grey skin; 
	a bald, bulging skull; eyes that are empty pits of blackness; 
	a writhing mass of tentacles where his mouth should be; great 
	leperous bat wings; claws on hands and feet; long, 
	greenish-grey tentacles that reach around from his back and 
	act as extra arms.

 

Previous Sidekick (Kid Lamprey) --- Return to the List of Sidekicks --- Next Sidekick (Kid Trivia)

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Re: 12 Days of Christmas Project

 

I wonder what kind of girl Tricia Masters is in that case. Because Kidthulu took her on both forms. Ewwwww.

Well, he took her as a DNPC in both forms because, fundamentally, it's only a massive physical change...his memories, personality, etc. remain pretty much the same. (That's the reason the skill sets are also identical, despite the fact I have a hard time imagining a time when a 15' Cthulhoid monstrosity would be able to drive a car or do sleight-of-hand tricks.)

 

And also...note that she's not listed as being "incompetent", which you'd expect most highschoolers/teenagers to be, in HERO terms; no, she's worth a few more points than that, so obviously there's more to this young lady than anyone realized, even herself. She evidently had a deep reserve of strength of will and character that not even she knew about because, up until that night, she'd never truly been put to the test. :)

 

Besides, you know what they say...it's the person inside that matters, not the form outside... ;)

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Re: 12 Days of Christmas Project

 

Sidekick: Kid Trivia

 

Name suggested by Enforcer84

 

[size=6][b]Kid Trivia[/b][/size]
(Mark Zumwalt)

[i]Inspired by Enforcer84 on the HERO Forums[/i]

Val	Char	Cost
10	STR	0
10	DEX	0
10	CON	0
10	BODY	0
13	INT	3
10	EGO	0
10	PRE	0
10	COM	0

2/5	PD	0
2/5	ED	0
2	SPD	0
4	REC	0
20	END	0
20	STUN	0

7"	RUN	0
2"	SWIM	0
2"	LEAP	0
Characteristics Cost: 3

Cost	Power
3	[b]More Than You Ever Wanted To Know:[/b] Multipower, 13-point reserve, 
	all slots Requires A KS: Useless Trivia Roll  (Active Point 
	penalty to Skill Roll is -1 per 5 Active Points; -1), Extra 
	Time (Full Phase, -½), Target must be able to hear the 
	Incantations and understand the language in which they're 
	spoken (-½), Incantations (-¼), Limited Range (-¼), 
	Restrainable (By means other than Grabs and Entangles; -¼)

1u	1)  [b]...And They Just Glazed Over:[/b] Ego Attack 1d6+1; Requires A 
	KS: Useless Trivia Roll  (Active Point penalty to Skill Roll 
	is -1 per 5 Active Points; -1), Extra Time (Full Phase, -½),
	Target must be able to hear the Incantations and understand 
	the language in which they're spoken (-½), Does Not Provide 
	Mental Awareness (-¼), Normal Range (-¼), Incantations (-¼),
	Limited Range (-¼), Restrainable (By means other than Grabs 
	and Entangles; -¼)

1u	2)  [b]Wow, That's Fascinating...:[/b] Entangle 1d6, 1 DEF, Works Against
	EGO, not STR (+¼); Requires A KS:Useless Trivia Roll (Active
	Point penalty to Skill Roll is -1 per 5 Active Points; -1), 
	Extra Time (Full Phase, -½), Target must be able to hear the
	Incantations and understand the language in which they're 
	spoken (-½), Cannot Form Barriers (-¼), Incantations (-¼), 
	Limited Range (-¼), Restrainable (By means other than Grabs 
	and Entangles; -¼)

2	[b]Trivial Pursuit:[/b] Running +1" (7" total)
Powers Cost: 7


Cost	Skill
0	AK: Campaign City 8-
0	Acting 8-
0	Climbing 8-
0	Concealment 8-
0	Conversation 8-
5	Cramming 
2	Deduction 12-
16	KS: Useless Trivia 25-
0	Language:  English (idiomatic; Literate)
1	PS: Game Show Contestant 12-
0	Paramedics 8-
0	Persuasion 8-
0	Shadowing 8-
0	Stealth 8-
0	TF: Small Motorized Ground Vehicles 
Skills Cost: 24

Cost	Perk
1	Reputation:  Famous Game Show Contestant (A large group) 8-, +1/+1d6
Perks Cost: 1

Cost	Talent
5	Eidetic Memory
4	Speed Reading (x10)
6	Combat Luck (3 PD/3 ED)
Talents Cost: 15

Total Character Cost: 50

Pts.	Disadvantage
5	Distinctive Features:  Constantly talking; never shuts up (Easily 
				Concealed; Noticed and Recognizable)
10	Psychological Limitation:  Must answer any and all trivia-type 
			questions he sees, hears, or reads (Unc, S)
10	Social Limitation:  Public ID (Frequently, Minor)

Disadvantage Points: 25
Base Points: 25
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0


Height:	5'10"	Weight: 119 lbs.

Hair:	Brown	Eyes:	Blue


[b]Background:[/b] From an early age, Mark Zumwalt demonstrated an almost 
	supernatural mastery of useless trivia. Unfortunately, while 
	he could memorize and spout back a nearly infinite amount of 
	information, somehow that never seemed to extend to 
	potentially useful things...like the information he was 
	supposed to be learning in school, and needed to pass the 
	tests. Mark barely managed to graduate, with the lowest 
	passing scores ever recorded at his school. His life changed 
	not long after high school, when he became a contestant on a 
	TV game show. His mastery of trivia catapulted him to the top 
	for one brief, glorious moment...and now hardly anyone 
	recognizes him. Mark's spent all the prize money, and misses 
	the attention he got as a famous game show contestant, so he 
	decided to take up the costumed lifestyle to earn a bit more 
	fame and maybe make a few bucks.

[b]Motivation:[/b] Mark's in this mainly for the fame and money...or whatever 
	he can squeeze out of it. That doesn't mean he won't do the 
	'superhero thing' and face villains or rescue people, but it 
	will only be after some significant urging that he'll put 
	himself at risk to do that. He's actually quite content to be 
	the sidekick, let the REAL superhero do the work, and then 
	bask in the resulting attention.

[b]Quote:[/b] "Did you know that eight point unbleached cornwall matte was the 
	card stock used for computer punch cards in North America from 
	1972 to 1976?"

[b]Tactics:[/b] In battle, Kid Trivia's main goal is to avoid being hurt; he 
	does this for the fame and recognition it brings him (he got 
	hooked on that during his time as a game show contestant). 
	If he actually has to engage a foe, he'll try to 'talk them 
	to death' -- either completely confusing them with an 
	avalanche of trivia (Entangle) or cause them to descend into 
	a glazed-over, slack-jawed stupor (Ego Attack).

[b]Campaign Use:[/b] Mostly Kid Trivia should be used for the annoyance factor, 
	or for comedy relief. On occassion, though, his mastery of 
	useless trivia MAY give the correct answer to an obscure 
	question that's vital to the story or adventure...but that 
	should be by far the exception, and not the rule.

[b]Appearance:[/b] As Kid Trivia, Mark dresses in a all-over bodysuit that looks 
	as though it's made out of Trivial Pursuit cards fitted 
	edge-to-edge (but it IS actually fabric). The symbol on his 
	chest looks like a multi-colored 'pie' chart, with all six 
	pieces the same size.

 

Previous Sidekick (Kidthulhu) --- Return to the List of Sidekicks --- Next Sidekick (The Astonishing Echidna!)

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