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12 Days of Christmas Project


Super Squirrel

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Re: 12 Days of Christmas Project

 

Deathtrap Button Bomb

3d6 RKA (45 Active Points); Charges 1 (-2), IIF (-1/4), Range Based on STR (-1/4), Inconveniently only seems to work for stopping Deathtrap Devices (-2) (total cost: 8 points) plus +5 OCV with Deathtrap Button Bomb (10 Active Points); Only to hit critical weakness in a Deathtrap Device (-2) (total cost: 3 points). Total Cost: 11 points.

 

Inevitably, all agents happen to find themselves in a death trap. Fortunately there is always that one device the agent thought was completely useless that seems designed perfectly for that trap. It may be a button explosive device on their shirt or a fingernail laser. Whatever it is, it seems to always do just what is needed to escape from the deathtrap device.

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Re: 12 Days of Christmas Project

 

Deathtrap Button Bomb

3d6 RKA (45 Active Points); Charges 1 (-2), IIF (-1/4), Range Based on STR (-1/4), Inconveniently only seems to work for stopping Deathtrap Devices (-2) (total cost: 8 points) plus +5 OCV with Deathtrap Button Bomb (10 Active Points); Only to hit critical weakness in a Deathtrap Device (-2) (total cost: 3 points). Total Cost: 11 points.

 

Inevitably, all agents happen to find themselves in a death trap. Fortunately there is always that one device the agent thought was completely useless that seems designed perfectly for that trap. It may be a button explosive device on their shirt or a fingernail laser. Whatever it is, it seems to always do just what is needed to escape from the deathtrap device.

As the project deathtrapper, let me just say this about that:

 

Curse you, Super Squirrel!

You'll pay for this :tonguewav

 

;)

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Re: 12 Days of Christmas Project

 

Blind Lemon Pie

Setting: Champions, Dark Champions

Type: Room

Consequence: Hindrance, humiliation. Warning: This trap designed for use by CLOWN (or similar group)

 

The heroes are in hot pursuit of Merry Andrew when he slips through a side door. When they enter the door they are hit in the face with the smell of stale tobacco smoke and beer. It seems to be a seedy blues bar, though deserted. What is a bar doing here? It doesn’t matter, because Merry Andrew is slipping out of a door on the other side of the room! When the heroes touch the opposite door they will find it locked. Not surprising. The surprise is the whiskey soaked voice coming from behind. “Nobody leaves without singing the blues.†On the stage is an old black man in dark shades holding a guitar and sitting on a stool. Blind Lemon Pie smiles at the heroes with a nearly toothless grin and gestures toward the microphone. A spotlight hits the microphone as he lets out a throaty coughing laugh.

 

The room looks very low tech, but it’s an elaborate illusion. The furniture is all real, but the old blues man is a hologram. If the heroes insist on trying the door, Blind Lemon Pie repeats his ominous statement as hidden blasters shoot at them. The blasters will attack anyone messing with the doors or trying to go through the walls. They cease when the heroes back away. If they attempt to blast through the doors or the walls, the image generators will conceal the damage. The same goes for the door they came in through, which is now closed and locked.

 

The way out is obvious. Someone has to sing the blues. When a hero steps up to the microphone, the bar is suddenly filled with a rowdy blues loving audience. The old man will play a basic blues riff, and the hero needs to sing. They don’t have to sing well, and it doesn’t need to be a whole song. If they sing at all, the door will swing open. If they do really well, however, they will be rewarded with a clue to Merry Andrew’s location. It’s the least he can do, considering the hidden video cameras…

 

Blind Lemon Pie: The old blues player has an artificial intelligence and can engage in some minor conversation. It all comes back to getting the players to sing the blues, though. He cannot be reasoned with, bribed or threatened. He has a full library of blues songs to choose from, or the hero can extemporize if they wish.

The Bar: Images and Change Environment to create the sights, sounds, and smells of a seedy blues joint.

The Blasters: 10d6 3 shot autofire, DEX 20, OCV 10. Trigger: Trying to open the door. Concealed by Images

The Doors/Walls: 9 DEF, 9 BODY. Damage concealed by Images. All walls and doors are also protected by a 5rPD, 5rED FF.

 

Options:

Too insidious? Tough. Maybe singing the blues will make you feel better.

Not insidious enough? Make each hero have to sing to get out. Up the damage of the blasters to 12d6.

Too restricting? Oh, waaaa. Ok, Ditch the FF. Reduce blasters to 8d6.

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Re: 12 Days of Christmas Project

 

Today you get a two-for-one special.

 

Smart Bungee Pack

12" Swinging, Reduced Endurance Cost (0 END; +1/2) (18 Active Points); Downward Descent Only (-1), OIF (-1/2), 36" Descent Limit (-1/4), Must Have Location to Attach Clasp (-1/4). Total Cost: 6 points.

 

The Smart Bungee Pack system has a built in range finder that calculates exactly how far the agent has until they reach the ground. They system safely cuts off descent to prevent the agent from landing at a high velocity.

 

Skyscraper Bungee Pack

24" Swinging, Reduced Endurance Cost (0 END; +1/2) (36 Active Points); Downward Descent Only (-1), OAF Bulky (-1 1/2), 84" Descent Limit (-0), Must Have Location to Attach Clasp (-1/4). Total Cost: 10 points.

 

The Skyscraper Bungee Pack was built and manufactured back when the tallest building was 452 meters tall. Anticipating taller buildings, the system was built to accommodate 500 meters. The pack is much bigger and descent is faster. Agents are usually equipped with fast descent oxygen gear with these packs. It is worth noting that Taipei 101 is 509 meters tall. Should an agent leap from this building they would have to release the device 2" from the ground and fall the rest of the way.

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Re: 12 Days of Christmas Project

 

The Shard Lantern

Setting: Fantasy

Type: Item

Consequence: Maiming

 

The Lantern is a beautifully crafted item made of ivory and copper. Five panels of clear delicate crystal allow illumination in every direction. In place of a wick sits a pale blue crystal shard about two inches high. If a flame is held to the shard, it begins to glow with a clear soft light that shines with twice the power and distance of a normal lantern. The intensity of the light can be controlled with a lever near the base. To extinguish the light, the user simply blows on the shard. The lantern requires no fuel and never burns out.

 

“Lighting†the shard sets the trap. It will burn for one hour while being held aloft, then an invisible spike of deadly energy surges straight up through the top of the lantern slicing through the holder’s hand. Then the timer resets for another hour of illumination. The timer is paused if the lantern is blown out or set down, but it continues if held upon a hook or rope (which will most likely be destroyed). The energy spike is invisible and inaudible, but a ‘detect magic’ ability may notice it. Even the holder will not know exactly what happened. The party will notice the cry of pain as the lantern falls unbroken to the ground along with three or four fingertips and a great deal of blood dripping from the stigmata like hole punched through the lantern holder’s palm.

 

The Lantern: 3 DEF, 4 BODY

The Light: Images, Only to create light, 0 END Persistent, No Range, 5†radius, Independent

The Force Spike: 1d6+1 KA, IPE, Automatically hits location 6 (hand) of anyone holding lantern’s handle or any suspending hook. Trigger: 1 hour burning time, paused if set down on flat surface.

 

Options:

Too dangerous? Drop the damage to 1d6-1 KA

Not dangerous enough? Increase damage to 2d6 KA Penetrating

Too inevitable? The shard will throw spark one phase before firing.

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Re: 12 Days of Christmas Project

 

[size=6][b]Dr. Destroyer Girl[/b][/size]
(Anna Van Hout)

[i]Inspired by OddHat on the HERO forums[/i]

Val	Char	Cost
10/30	STR	0
14	DEX	12
10	CON	0
10	BODY	0
23	INT	13
10	EGO	0
10	PRE	0
16	COM	3

2/16	PD	0
2/16	ED	0
2/4	SPD	0
4	REC	0
20	END	0
20	STUN	0

6"/16"	RUN	0
2"	SWIM	0
2"/6"	LEAP	0
Characteristics Cost: 28

Cost	Power
13	[b]Experimental Gear:[/b] Variable Power Pool (Gadget Pool), 10 base + 3 control cost, Change Only In Lab (-1/2)

4	[b]Power Distribution Network:[/b] Endurance Reserve  (35 END, 3 REC) Reserve:  OIF Battery Pack (-1/2); REC:  OIF Power Supply (-1/2)

13	[b]Weapons Array:[/b] Multipower, 30-point reserve, all slots 2 clips of 4 Charges (-3/4), OIF Weapons Systems (-1/2)
2u	1)  [b]Electric Stunner:[/b] EB 3d6, NND ([not vs. cannot hear or 5+ Hearing Flash Defense]; +1); OIF Weapons Systems (-1/2)
2u	2)  [b]Lightning Blast:[/b] EB 6d6; OIF Weapons Systems (-1/2)
2u	3)  [b]Ball Lightning:[/b] EB 4d6, Explosion (+1/2); OIF Weapons Systems (-1/2)
2u	4)  [b]Electrical Arc:[/b] RKA 1d6-1, Area Of Effect Accurate (One Hex; +1/2), Penetrating (x3; +1 1/2); OIF Weapons Systems (-1/2)

10	[b]Destrinium Armor:[/b] Armor (5 PD/5 ED); OIF Armor (-1/2)
4	[b]Destrinium Bracing:[/b] +9 PD; OIF Armor (-1/2), Linked (Destrinium Armor; -1/2)
4	[b]Destrinium Plating:[/b] +9 ED; OIF Armor (-1/2), Linked (Destrinium Armor; -1/2)
2	[b]Energized Destrinium Plating:[/b] Power Defense (5 points); OIF Armor (-1/2), Linked (Destrinium Armor; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)
2	[b]Environmental Systems:[/b] LS  (Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum); OIF Armor (-1/2), Costs Endurance (-1/2)

10	[b]Personal Amplification Systems:[/b] Multipower, 20-point reserve, all slots OIF Armor (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)
1u	1)  [b]Power Assist:[/b] Running +10" (6"/16" total); OIF Armor (-1/2)
1u	2)  [b]Microturbines:[/b] Flight 10"; OIF Armor (-1/2)
1u	3)  [b]Linear Motors:[/b] +20 STR; No Figured Characteristics (-1/2), OIF Armor (-1/2)
1u	4)  [b]Neuro-Relay Booster:[/b] +2 SPD; OIF Armor (-1/2)

1	[b]Destrinium Helmet:[/b] Sight Group Flash Defense (2 points); OIF Helmet (Destrium; -1/2)
1	[b]Destrinium Helmet:[/b] Mental Defense (4 points total); OIF Helmet (-1/2)
1	[b]Active Air Scrubbers:[/b] LS  (Extended Breathing: 1 END per 5 Minutes); OIF Helmet (-1/2), Costs Endurance (-1/2)

5	[b]Selectable Sensory Enhancement:[/b] Multipower, 10-point reserve, all slots OIF Helmet (-1/2), Costs Endurance (-1/2)
1u	1)  [b]Telescopic Vision:[/b] +3 versus Range Modifier for Sight Group; OIF Helmet (-1/2), Costs Endurance (-1/2)
1u	2)  [b]Thermal Imaging:[/b] IR Perception (Sight Group); OIF Helmet (-1/2), Costs Endurance (-1/2)
1u	3)  [b]Light Amplification:[/b] Nightvision; OIF Helmet (-1/2), Costs Endurance (-1/2)
1u	4)  [b]Magnification Viewer:[/b] Microscopic ( x10) with Sight Group; OIF Helmet (-1/2), Costs Endurance (-1/2)
1u	5)  [b]On-Board Communication System:[/b] Radio Perception/Transmission (Radio Group); OIF Helmet (-1/2), Costs Endurance (-1/2)
Powers Cost: 87


Cost	Skill
0	AK: Campaign City 8-
0	Acting 8-
0	Climbing 8-
3	Computer Programming 14-
0	Concealment 8-
0	Conversation 8-
5	Cramming 
2	Deduction 14-
3	Electronics 14-
3	Inventor 14-
0	Language:  English (idiomatic)
1	Language:  Latin (basic conversation)
3	Mechanics 14-
0	PS: Superhero 11-
0	Paramedics 8-
0	Persuasion 8-
3	Power:  Gadgeteering 14-
0	Shadowing 8-
0	Stealth 8-
0	TF: Small Motorized Ground Vehicles 
2	Weaponsmith (Energy Weapons) 14-
3	Scientist
2	1)  SS:  Mathematics 14-
2	2)  SS:  Metallurgy 14-
2	3)  SS:  Physics 14-
Skills Cost: 34

Cost	Perk
1	[b]Patents and Royalties:[/b] Money:  Well Off
Perks Cost: 1


Total Character Cost: 150

Pts.	Disadvantage
20	DNPC:  Adoptive Father 11- (Normal; Unaware of character's adventuring career/Secret ID)
20	Psychological Limitation:  Protective of adoptive father (Common, Total)
20	Psychological Limitation:  Superhero Code (Very Common, Strong)
15	Social Limitation:  Secret Identity (Frequently, Major)
10	Social Limitation:  Harmufl Secret (clone of Dr. Destroyer) (Occasionally, Major)
20	Watched:  Dr. Destroyer 14- (Mo Pow, NCI, Watching)

Disadvantage Points: 105
Base Points: 50
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

[b]Height:[/b] 6'0"	[b]Hair:[/b] Blond, long

[b]Weight:[/b] 180 lbs.	[b]Eyes:[/b] Piercing Blue


[b]Background:[/b] Anna was orphaned as a young child...a survivor of the destruction
of Detriot. She herself only knew her name as "Anna", and without any other 
method of IDing her -- and in the general chaos of the time, and with so many 
dead and missing -- the authorities quickly gave up trying to ID those 
apparent orphans and put them into the adoption system as soon as possible. 
Anna's bright, intelligent blue eyes, blond hair, and grasp of language that 
seemed rather beyond her years made sure she was adopted quickly. Dr. Klaus 
Van Hout, a professor of mathematics, adopted the charming little child and 
raiser her with true warmth and affection; it didn't hurt that Anna soon 
revealed herself to be a mathematical prodigy! Dr. Van Hout saw to it that 
Anna was educated in only the finest private schools, and brought in 
specialized private tutors for those subjects where Anna had outstripped her 
classmates and teachers. Despite some prodding from Anna, Dr. Van Hout gently 
but firmly insisted that Anna stay in school, even though she needed little 
in the way of the subject matter being taught. "School teaches you many 
things that do not come from books, Anna," he said on a number of occasions. 
"Learning about people, how to interact with them...the socialization that 
makes you grow as a human and as a person...it's very important. Many 
scholars and academics of the past made the mistake of cutting themselves 
off, walling themselves up in an ivory tower. That is a mistake I intend to 
see you do not make, Anna." As she grew older, Anna had to admit that her 
father was right; she began to really enjoy her friends and social life 
during high school, and was quietly grateful that he had not yielded to her 
requests to move to pure home schooling.

By the time she was sixteen, Anna had progressed with her learning and 
studies far more than anyone, even her beloved father, realized...Anna had 
become quite adept at misleading them so while they knew she was very smart, 
they had no idea she was easily of genius grade. Her private studies and 
experiments took on more and more esoteric qualities as Anna pursued her 
twin fascinations -- electricity and metallurgy. The real turning point, 
though, was one summer afternoon when, on a Milennium City riverbank, she 
became curious about an odd-colored bit of metal sticking out of the ground. 
She dug it up, and marveled at it...it was very, very light -- almost as if 
it had no weight at all -- and yet it seemed very strong, very durable...
despite how thin it was. It wasn't very large -- perhaps a few pounds, in a 
battered and scorched, slightly curved plate covering about two square feet 
of surface area -- so Anna had no trouble getting it home and into her 
basement lab without her father noticing.Over the next several days, Anna 
grew more and more puzzled as the metal stubbornly refused to yield to her 
analytical tools...heat, even up to almost 3500 degree...acids...scraping 
with diamond-edged samplers...nothing seemed to work. As she puzzled over it, 
Anna came to the conclusion that this odd metal must be none other than a 
fragment of Destreum, the incredible alloy created by the infamous 
Dr. Destroyer -- and this was doubtless a piece of debris dating from the 
destruction of Detroit, possibly a piece of Destroyer's own armor!

Anna DID eventually learn to work the metal, using an electrical induction 
furance technique of her own design. She never managed to replicate the alloy 
precisely, but she DID manage to create a somewhat inferior copy she dubbed 
"Destrinium".

While she was working on this project, Anna was thinking a lot 
about what she was going to do with her life...advanced study and college, 
surely...but what else? Money was not going to be a problem -- she already 
had a yearly income of over $100,000 because of royalties on patents for 
various materials and devices she'd created, flowing back through devious 
means so that she could not be easily or directly associated with them. So 
what was she going to do with herself?

One evening as Anna sat in her lab, staring at a photo of Dr. Destroyer, it 
came to her; she'd learned SO much just by examining and working with a 
fragment of the alloy created by Dr. Destroyer, it would only be right if she 
put that knowledge to use serving and protecting the city born from the ashes 
of the villain's hubris. In that way, she reasoned, Dr. Destroyer would, 
through her, be in some small way making amends for his crimes. Now with a 
purpose, Anna set to work with a will and had soon crafted herself a suit of 
sophisticated power armor, modeled on Destroyer's own design as seen in the 
photos (after all, Anna reasoned, why 'mess with success'?)

In addition to her strong sense of community and civic responsiblity, learned 
during her loving upbringing, Anna also had a strong sense of making sure 
that credit was given where credit was due; as a tribute to the man who had, 
albeit inadvertently, taught her so much...and so the general public could 
see that something of that greatest of villains was actually serving the 
public trust, she christened herself "Dr. Destroyer Girl." She was not so 
naive as to think this wouldn't cause some negative reactions with the 
public, but then again Anna had never let personal discomfort get in the way 
of doing what she perceived as right!

Unbeknownst to Anna, however, there was someone watching her closely, 
practically all hours of the day and night. From his hidden bases, through a 
thousand unsuspected agents, insect-sized spy devices, and more...
Dr. Destroyer was observing, recording, and pondering. Anna was one more thing 
that had ended up going wrong during the debacle that had resulted in the 
destruction of Detroit...but something that might yet be salvagable. With his 
own mortality becoming all-too apparent, the aging Dr. Destroyer had decided 
to try and exend his life via cloning. He lacked the skill of a Telios, 
however, and a minor error in the cloning process had yielded a female infant 
instead of a male one. While he had no intention of carrying out his original 
plan -- transferring his mind into the new body when it reached young 
adulthood -- Dr. Destroyer did not eliminate the 'flawed' copy of himself, 
but rather kept it...her...around to study as she grew. That study was cut 
short by the destruction of Detroit, and Dr. Destroyer had believed the 
girl-child lost along with everything else; only recently had he discovered 
that not only had the child survived, but had evidently prospered and was 
beginning to follow his own path of scientific discovery. To date 
Dr. Destroyer has not yet decided just what to do with -- or about -- Anna, 
but continues to watch, gather info, and plan.


[b]Motivation:[/b] Anna has a strong sense of noblesse oblige -- not in a pompous, 
overbearing, insufferble manner, but in a way of being concerned for her 
fellow man, feeling a responsibility to use not only her own intellect and 
creations for the betterment of her community and mankind as a whole, but all 
knowledge that has come into her possession...even that stemming from the 
greatest villain of all time. She dearly loves her adoptive father, though, 
and will do everything she can to spare him the worry he'd no doubt experience 
if he knew she was flying around in a suit of power armor and fighting 
villainy.

Anna is bright, intelligent, cheeful, and well-mannered. She is immediately 
liked by practically everyone she meets, and tends to make an impression on 
people because of her politeness and good manners...sadly lacking in most 
modern American teenagers. That said, Anna has an easy, outgoing manner and a 
ready laugh, and an almost childlike delight at new or clever devices and 
inventions.


[b]Quote:[/b] "The ghosts of the past need not always be dreadful specters...
	I, Dr. Destroyer Girl, am here to help you, citizen!"


[b]Tactics:[/b] Anna knows that her armor and weapon designs have a long way to go 
yet, and so is quite content to be the back-up, support, and recon for the 
hero who will take her on and be a mentor to her. She'll look for ways to use 
her armor's limited firepower to the best advantage (usually against 
low-powered or unpowered foes or thugs) but will avoid direct combat with a 
powerful villain when possible. In most cases involving a major villain, Anna 
will busy herself getting civilians to safety, putting out fires, and 
generally trying to keep collatoral damage contained.


[b]Campaign Use:[/b] Dr. Destroyer Girl is intended as a medium-powerful sidekick 
for an established superhero in a serious campaign, and can easily serve as a 
convenient method to bring the superhero who is her mentor (or his team) into 
conflict with Dr. Destroyer...perhaps as Dr. Destroyer begins a series of 
events to test Anna and guage her capabilities and how mentally resiliant 
and adaptable she is.


[b]Appearance:[/b] Anna Van Hout stands six feet high on bare feet, an inch or so 
taller in shoes...and she avoids heels of any height if she can; she knows 
that a tall woman tends to make most males her age uncomfortable. Her chosen 
clothing is comfortable, practical, and high quality...whatever is suitable 
for the situation (she'd wear a swimsuit to the beach, not a business suit). 
As Dr. Destroyer Girl, Anna wears a suit of power armor of her own design, 
modeled closely on the photos of Dr. Destroyer's armor. Her weapon systems 
are rather bulkier than his, as are the power-assists and armor plating, but 
it still gives a definite impression of sleek smoothness, grace, and speed.

 

 

Previous Sidekick (Attorney-Eater Lad) --- Return to the List of Sidekicks --- Next Sidekick (Citizen Cane)

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Re: 12 Days of Christmas Project

 

Oh, and by the way...anyone reading this...though I've got enough picked out to finish out the "12 DCs Project", if you have nominations for ones you'd really like to see written up, please don't hesitate to put them forward. I won't promise to do them, but I will promise to at least look at and consider them. :)

 

(So far all the names I've taken to turn into sidekicks I've taken from the "Worst Sidekicks" thread down in the NGD, in part because there were some names down there that caught my attention, and in part because I thought it would be a challenge taking some of those names and turning them into viable characters, even if they're not ones your character would want for a sidekick! ;) )

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Re: 12 Days of Christmas Project

 

Chip Implantation Gun

6d6 Major Physical Transform (Person to Person with "They Put a Chip in My Brain!") (90 Active Points); Extra Time (1 Hour; -3), OAF (-1), Concentration (0 DCV Throughout; -1), Gradual Effect (1 Week; -2), No Range (-1/2). Total Cost: 11 points.

 

They Put a Chip in My Brain!

Vulnerability to Mind Scan, Mind Control, Telepathy (Uncommon, x2 Effect) 10 Character Points

 

Certain agencies dispatch agents to plant microchips into the brains of unsuspecting individuals. This allows the agencies to later locate and use the victim as needed without difficulty.

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Re: 12 Days of Christmas Project

 

Chip Implantation Gun

6d6 Major Physical Transform (Person to Person with "They Put a Chip in My Brain!") (90 Active Points); Extra Time (1 Hour; -3), OAF (-1), Concentration (0 DCV Throughout; -1), Gradual Effect (1 Week; -2), No Range (-1/2). Total Cost: 11 points.

 

The Put a Chip in My Brain!

Vulnerability to Mind Scan, Mind Control, Telepathy (Uncommon, x2 Effect) 10 Character Points

 

Certain agencies dispatch agents to plant microchips into the brains of unsuspecting individuals. This allows the agencies to later locate and use the victim as needed without difficulty.

 

Chipped...er...repped. :)

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Re: 12 Days of Christmas Project

 

Sidekick: Citizen Cane

 

Created by Dr.Anomaly; assistance provided by OddHat

 

[size=6][b]Citizen Cane[/b][/size]
(Caine Hudson)

[i]Created by Dr. Anomaly on the HERO forums with assistance by OddHat[/i]

Val	Char	Cost
0	STR	-10
14	DEX	 12
10	CON	  0
10	BODY	  0
13	INT	  3
13	EGO	  6
18	PRE	  8
18	COM	  4

0/15	PD	  0
2/17	ED	  0
2	SPD	  0
2	REC	  0
2	END	- 9
15	STUN	  0

0"	RUN	-12
0"	SWIM	- 2
0"	LEAP	  0
Characteristics Cost: 0

Cost	Power
2	[b]I'm A Cane:[/b] +10 STR, Usable By Other (+1/4), Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Not usable on/by Self (-2), Only to help people stand up or remain standing (-2), No Range (only while user is holding Citizen Cane) (-1), Restrainable (-1/2), Only When In Contact With The Ground (-1/4)
1	[b]A Cane Is Called A Walking Stick For A Reason:[/b] Running 2", Usable By Other (+1/4), Reduced Endurance (0 END; +1/2); Not usable on/by Self (-2), No Conscious Control (-2), Only usable by those with less than 6" of Running (-2), No Range (only while user is holding Citizen Cane) (-1), Linked (I'm A Cane; -1/2), Restrainable (-1/2), Only When In Contact With The Ground (-1/4)
1	[b]Reach Out And Touch Someone:[/b] Stretching 1", Usable By Other (+1/4), Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Not usable by Self (-2), No Range (only while user is holding Citizen Cane) (-1), Restrainable (-1/2), no Noncombat Stretching (-1/4)
7	[b]Poke Me Around A Corner:[/b] Clairsentience (Sight Group And Normal Hearing), Usable By Other (+1/4), Reduced Endurance (0 END; +1/2); Not usable by Self (-2), Gestures (poke cane around a corner, though a hole, etc.), Requires Gestures throughout (-1/2), Incantations (Citizen Cane must describe what he sees) (Requires Incantations throughout; -1/2), No Range (only arm's length / the length of the cane) (-1/2), Restrainable (-1/2), Only while holding Citizen Cane (-1/2), One Sense Only (Normal Sight) (-1/4), Physical Manifestation (cane) (-1/4), Requires Light To Use (Citizen Cane can't see in the dark) (-1/4)
6	[b]Welcome To The Club:[/b] HA +3d6, Usable By Other (+1/4), Reduced Endurance (0 END; +1/2); No Conscious Control (Cannot prevent someone from using him; -1), No Range (only while user is holding Citizen Cane) (-1), Hand-To-Hand Attack (-1/2), Gestures (Requires full body; -1/2), Restrainable (-1/2)
30	[b]Mahogany Is Tough Stuff:[/b] Armor (15 PD/15 ED); Always On (-1/2)
17	[b]Made Out Of Wood:[/b] LS  (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), Inherent (+1/4); Always On (-1/2), Linked (Mahogany Is Tough Stuff; -1/2)
4	[b]Made Out Of Wood:[/b] LS  (Self-Contained Breathing), Inherent (+1/4); Still affected by attacks built as gases or by NNDs with the defense "Doesn't Need to Breath" (-1), Always On (-1/2), Linked (Made Out Of Wood; -1/2)
8	[b]Forever Cursed:[/b] Healing (slow Regeneration) 1d6, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Hour, -3), No Conscious Control (-2), Self Only (-1/2), Always On (-1/2)
4	[b]Inexplicable Floating:[/b] Flight 2", Reduced Endurance (0 END; +1/2); Restrainable (-1/2)
5	[b]Take One For The Team:[/b] Flight 6", Reduced Endurance (0 END; +1/2); Only for Dive For Cover Manuever to intercept an attack (-2), Restrainable (-1/2), Linked (Inexplicable Floating; -1/4)
7	[b]I Said Drop It!:[/b] +20 STR, Reduced Endurance (0 END; +1/2); Only for Martial Disarm (-2), No Figured Characteristics (-1/2), Restrainable (-1/2)
11	[b]I Can Still Serve And Protect:[/b] Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2); Gestures (Requires full body; -1/2), Lockout (-1/2), Restrainable (-1/2), Physical Manifestation (cane) (-1/4)
Powers Cost: 103

Cost	Martial Arts Maneuver
Cane-Fu
3	1)  Takedown:  1/2 Phase, +1 OCV, +1 DCV, Strike; Target Falls
4	2)  Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 10 STR to Disarm
4	3)  Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4	4)  Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 2d6 Strike
4	5)  Weapon Bind:  1/2 Phase, +1 OCV, +0 DCV, Bind, 10 STR
Martial Arts Cost: 19

Cost	Skill
15	+5 with Cane-Fu
10	+5 with Missile Deflection
10	+5 with DEX Roll for Dive For Cover
6	Penalty Skill Levels:  +4 vs. Distance Penalties with Dive For Cover

2	Acting 13-
3	Bribery 13-
2	Bureaucratics 13-
2	Conversation 13-
2	Deduction 12-
6	Gambling (Board Games, Card Games, Roulette) 12-
2	High Society 13-
3	Lipreading 12-
2	Oratory 13-
1	PS: Superhero 12-
2	Paramedics 12-
2	Persuasion 13-
3	Seduction 13-
2	Streetwise 13-
3	Tactics 12-
3	Teamwork 12-

3	Linguist
0	1)  Language:  English (idiomatic)
1	2)  Language:  French (completely fluent)
1	3)  Language:  German (completely fluent)
1	4)  Language:  Spanish (completely fluent)

25	+5 with Knowledge Skills

1	AK: Campaign City 11-
2	AK: Europe 11-

3	Scholar
1	1)  KS: Curses, Enchantments and Black Magic 11-
1	2)  KS: Metanormal Heroes of present day 11-
1	3)  KS: Metanormal Villains of present day 11-
1	4)  KS: Police Procedures 11-
1	5)  KS: Sorcerers, wizards, and magic-slingers 11-
1	6)  KS: Superheroes and Supervillains of a bygone age 11-
1	7)  KS: The Mystic World 11-
1	8)  KS: World War II 11-

Skills Cost: 126

Cost	Perk
2	Reputation:  Former superhero with a "never-say-die" attitude (A large group) 11-, +1/+1d6
Perks Cost: 2


Total Character Cost: 250

Pts.	Disadvantage
20	Distinctive Features:  Talking, somewhat animate walking stick (Not Concealable; Always Noticed and Causes Major Reaction)
5	Enraged:  Innocents hurt (Uncommon), go 8-, recover 14-
15	Hunted:  Old WWII Enemy 8- (Mo Pow, Harshly Punish)
10	Hunted:  Supervillains he's managed to thwart despite being just a cane 8- (As Pow, Capture)
20	Physical Limitation:  No Fine Manipulation (All the Time, Greatly Impairing)
5	Physical Limitation:  Small (Infrequently, Slightly Impairing)
20	Psychological Limitation:  Wishes to be human again (Very Common, Strong)
25	Psychological Limitation:  Superhero Code (Very Common, Total)
20	Social Limitation:  Now just a fashion accessory (Very Frequently, Major)
10	Social Limitation:  Secret ID (Frequently, Minor)


Disadvantage Points: 150
Base Points: 100
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

[b]Height:[/b]	1.00 m	[b]Hair:[/b]	None

[b]Weight:[/b]	3.00 kg	[b]Eyes:[/b]	None


[b]Background:[/b] Caine Hudson, scion of a well-off but not rich family, took on 
the role of superhero during World War II. Though his powers were limited...
some superhuman strength and durability...he nevertheless made a real 
difference in Europe under the name "Captain Courageous."  During the final 
days of the war, though, his life was to change forever. Captain Courageous 
was participating in a raid with several other Allied 'hyper-men' (as 
metanormals were called in those days) with the objective of stopping one of 
Hitler's dark sorcerers from releasing an avenging horde of demons to 
rampage across Europe. When it all came to a head -- every hero hitting the 
sorcerer with everything they had just as he was about to complete the 
ritual -- everything sort of blew up in a wild release of uncontrolled magic 
and mis-cast spells. When the smoke cleared, the sorcerer was dead, the 
gateway was sealed...and Captain Courageous, struck by the sorcerer's last 
attempt to take one of his foes with him as he died, had been transformed 
into a handsome mahogany walking stick.

Unfortunately for the former Captain Courageous, with the caster of the spell 
dead, there seemed to be no way to reverse the transformation. Several 
mystically-themed heroes he consulted in the immediate aftermath, after 
examining the residual energies of the spell, told Caine that whatever the 
spell was supposed to have done, this sort of transformation wasn't it, and 
the result was likely caused by the spell being miscast by the sorcerer as he 
was dying; and without knowing what the original spell was, and the way in 
which it was fumbled, they had no way of working out a way of undoing it.

Caine was devestated, and took a long time to recover emotionally; when he 
did, though, he vowed that just because he'd been turned into a walking stick 
didn't mean he was relieved of his responsiblity to protect the innocent and 
uphold the right. He renamed himself "Citizen Cane" and set out to find a way 
for a barely-mobile walking stick to fight evil...


[b]Motivation:[/b] More than anything else, Caine desperately wants to be human 
again. Until he finds a way, though, he's committed to doing what he can in 
his current form to fight the forces of evil. His views and opinions are 
a bit 'dated' by modern standards, and he's increasingly uncomfortable in and 
disapproving of the modern world, which tends to come across as his being a 
'cranky old man.'

Being almost completely helpless physically, Caine has concentrated on his 
'people' skills rather than the physical skills that once were his speciality.

He also has a real fear of being thought useless or helpless.


[b]Quote:[/b] "Everyone needs someone to stick up for them...even if that someone 
	is just a walking stick."


[b]Tactics:[/b] Citizen Cane serves best in an advisory capacity, since his 
physical capabilities are extremely limited. The same magic that turned him 
into a mahogany walking stick also left him nigh-impervious to harm, though, 
meaning that he can be quite useful to others by interposing himself between 
them and danger -- something he's become very good at doing -- or being 
grabbed and used as a club or as a way to block an incoming attack, whether 
he wants to be used that way or not! Most of the time Citizen Cane will hold 
his action so he can abort to a defensive action like a block, missile 
deflecting, or hurling himself into the path of an attack aimed at someone 
else when the situation calls for it.

Caine is also good at recon...his partner can poke him around a corner, under 
a door, through a gap in a fence or grating, and let Caine have a look around 
to get the lay of the land. Further, if left in an inconspicuous location, he 
can keep an eye on the area and listen in on any conversations that take 
place in the room, with the speakers never knowing their every word and 
action is being scrutinized.

He can, of course, also be used as a walking stick.


[b]Campaign Use:[/b] Citzen Cane, though somewhat whimsical in concept, is a serious 
character and should be treated as such. He would make a good partner for a 
martial artist-type character, or other primarily skill-based and not 
power-based character.


[b]Appearance:[/b] Citizen Cane is an elegant mahogany walking stick, topped with a 
silver-inlaid ivory handle carved to resemble a lion's head...the symbol of 
courage.

 

 

Previous Sidekick (Dr. Destroyer Girl) --- Return to the List of Sidekicks --- Next Sidekick (Existential Angstrom)

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Re: 12 Days of Christmas Project

 

A Shock in the Dark

Setting: Fantasy, possibly Dark Champions or low supers

Type: Room

Consequence: Intense damage, possibly death

 

Beyond the door is darkness. Inky black darkness. No light penetrates the void, but the sickly smell of ash and mildew is easily detectable. There is a step down into the room, which can cause the unwary to stumble forward. The room is flooded to a depth of six inches with a foul smelling liquid. Sound isn’t muted here, and the splashing of footsteps seems to echo eerily. It is a fairly large room and the heroes can venture in twelve feet safely. There is a safe path through the room, but it is known only to the creator. This is an excellent evasion trap for anyone being pursued, but it also makes a good antechamber to any private areas.

 

Beyond twelve feet at seemingly random locations large metal rods hang from the low ceiling. The rods hang down to about one foot above the water. Anyone touching any of the rods while standing in the water will be electrocuted by intense magical lightning. Further, anyone touching them will likewise be shocked. In fact, anyone standing in the water near them will feel some effect. Flying is not safe, as touching the chains in the air can still create an arc with the low ceiling or another chain. Heroes will hear the attack but even the light from the electrical arc will not penetrate the darkness.

 

[Note: It is best to use a map to determine the odds of touching a rod. Assign each hex a value like 11- or 8- and let each player roll when entering that hex. Each player should have their own map, though, to mimic the darkness. They’ll soon learn that holding hands is very, very bad here.]

 

The Shock (in water): 4d6 KA Electricity, Sticky, plus Blast

The Blast: 4d6 NND (Not vs. those with electricity/lightning powers or immunity), explosion, only affects those in the water

The Shock (in air): 11d6 EB Electricity

Bonus: Any character clad in metal that touches a rod (i.e. a gauntlet) takes an additional 1d6 KA

 

Options:

Too dangerous? Drop voltage to 3d6 KA and 8d6 EB

Not Dangerous enough? Increase voltage so that KA is an NND that does body, and the EB goes to 15d6

Too restricting? Raise the chains a bit so that crawling underneath is possible (though still risky)

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Re: 12 Days of Christmas Project

 

Chip Implantation Gun

6d6 Major Physical Transform (Person to Person with "They Put a Chip in My Brain!") (90 Active Points); Extra Time (1 Hour; -3), OAF (-1), Concentration (0 DCV Throughout; -1), Gradual Effect (1 Week; -2), No Range (-1/2). Total Cost: 11 points.

 

They Put a Chip in My Brain!

Vulnerability to Mind Scan, Mind Control, Telepathy (Uncommon, x2 Effect) 10 Character Points

 

Certain agencies dispatch agents to plant microchips into the brains of unsuspecting individuals. This allows the agencies to later locate and use the victim as needed without difficulty.

That's ingenious, SS; giving them a Vulnerability to the mental stuff! :thumbup:

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Re: 12 Days of Christmas Project

 

There is a very, very, very, very good chance I won't be posting a sidekick today. I have been hit very hard emotionally, and find myself unable to think of much of anything, let alone writing up a character. I keep finding myself staring blankly at the keyboard.

 

I apologize in advance for not keeping up with the obligation I agreed to, but I really just don't see myself being able to create a character tonight.

 

I'm sorry. :(

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Re: 12 Days of Christmas Project

 

There is a very' date=' very, very, [i']very[/i] good chance I won't be posting a sidekick today. I have been hit very hard emotionally, and find myself unable to think of much of anything, let alone writing up a character. I keep finding myself staring blankly at the keyboard.

 

I apologize in advance for not keeping up with the obligation I agreed to, but I really just don't see myself being able to create a character tonight.

 

I'm sorry. :(

I say skip for now. I hope you feel better come tomorrow.

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Re: 12 Days of Christmas Project

 

There is a very' date=' very, very, [i']very[/i] good chance I won't be posting a sidekick today. I have been hit very hard emotionally, and find myself unable to think of much of anything, let alone writing up a character. I keep finding myself staring blankly at the keyboard.

 

I apologize in advance for not keeping up with the obligation I agreed to, but I really just don't see myself being able to create a character tonight.

 

I'm sorry. :(

 

Sorry to hear you've had a jolt today Doc.

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Re: 12 Days of Christmas Project

 

The Impossible Ice Tunnel

Setting: Fantasy (but can work for any)

Type: Corridor

Consequence: Eternal capture

 

Seeking shelter from the blizzard our intrepid heroes find an ice filled cave. The crystals on the wall reflect any light so the inside can be seen fairly well. It is clearly a tunnel passage of some sort, perhaps it is even a hidden entrance to the mad wizard’s castle! The passage has some slight curves as it continues at a constant yet slight descent. After a long way in, the curve turns subtly to the left, and stays in that direction with almost no change, still descending, seemingly forever. At some point the heroes will undoubtedly give up and turn back, following the passage as it turns subtly to the right, and stays in that direction with almost no change, still ascending…

 

Our heroes are caught in a closed loop, and the slope of the floors is an illusion. Any small items dropped here will roll downwards; liquids will flow downhill (before freezing). If a party member goes to scout ahead they will travel some distance and finally find themselves coming up behind the party. There is no way out except through the solid rock of the walls, which is thousands of feet thick at the minimum. There is no way to tell where the passage altered. I hope the party brought plenty of food and warm clothes; they’re going to be here a long, long time.

 

The Capture: The tunnels are a Base with Shapeshift. Trigger: When entire party passes a certain point.

The Eternal Slope: Change Environment: 1 STR TK, affects whole, limited power: always pulling in same direction, IPE: Source

The Ice: Change Environment: -3 Temperature levels plus Shapeshift: only to slightly alter surfaces and conceal footprints and marks.

The Cave: DEF 8, 13 BODY per hex. And there are a lot of hexes.

 

Options:

Too insidious? There’s really not much to be done about that, as avoiding it isn’t an option. However, it may only be a trap to capture while the mad wizard watches, waiting to pull them out at his leisure (and invariably into another trap).

Not insidious enough? The tunnels keep shifting. Still a closed loop, but with no regular pattern to reveal the situation. Perhaps there are even side passages.

Still not insidious enough? The heroes are not alone. They’ll wish it was only a minotaur after they see who they’re trapped with!

Too restricting? The trap is mechanical, rather than magical. This means that there is a tell tale rumble that something has changed. If the can see through the shapshift they might find the seams where the tunnel changed. Still a hell of a dig, but only three hexes of rock thick at one spot.

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