Logan D. Hurricanes Posted December 21, 2005 Report Share Posted December 21, 2005 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. Then it's the Hot Room for you! Kidding! I do hope it wasn't anything too bad. Take some time. It's the holidays, fer pete's sake! We'll still be here Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted December 21, 2005 Author Report Share Posted December 21, 2005 Re: 12 Days of Christmas Project When you do get back, I had a potential idea for a bad sidekick. Blogger Boy. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted December 21, 2005 Author Report Share Posted December 21, 2005 Re: 12 Days of Christmas Project Voice Analyzer Cellphone 7 Voice Analyzer Cellphone: Multipower, 15-point reserve; OAF (Cellphone; -1) 1u 1) Detect Voice Pattern (INT Roll + 4; 13-) (Hearing Group) (9 Active Points); OAF (-1), Must be within 5" of Target for accurate recording (-1/4), INT Roll based on Phone, not User (-1/4) 1u 2) 15- Mimcry (15 Active Points); OAF (-1), Only to Replay last analyzed voice (-1/2) Sometimes an agent needs to get past a tricky voice locked system. Fortunately for these agents all they need to do is get near the target to let the phone get an impression of their voice. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 21, 2005 Report Share Posted December 21, 2005 Re: 12 Days of Christmas Project Thanks for the well-wishes. It's a bad jolt, and it's not going to "go away" or "get better" any time soon. But, surprisingly, I found myself able to create a character after all; it's a bit darker than I usually do, but considering what I'm feeling, perhaps that's understandable. Sidekick: Existential Angstrom Name suggested by OddHat [size=6][b]Existential Angstrom[/b][/size] (Aaron Smith) [i]Inspired by OddHat on the HERO forums[/i] Val Char Cost 10 STR 0 14 DEX 12 10 CON 0 10 BODY 0 13 INT 3 15 EGO 10 19 PRE 9 20 COM 5 2/15 PD 0 2/15 ED 0 2 SPD 0 4 REC 0 20 END 0 20 STUN 0 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 39 Cost Power 5 [b]What Can You Do To Me Life Hasn't Already?:[/b] Mental Defense (8 points total) 5 [b]Deadened To Pain By Despair:[/b] +13 PD; Increased Endurance Cost (x3 END; -1), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4) 5 [b]Deadened To Pain By Despair:[/b] +13 ED; Increased Endurance Cost (x3 END; -1), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4) 15 [b]Deep Reserves of Despair and Self-Loathing:[/b] Endurance Reserve (100 END, 5 REC) 27 [b]All The Colors Of Angst:[/b] Multipower, 62-point reserve, all slots Extra Time (Full Phase, -1/2), Restrainable (-1/2), Incantations (-1/4) 3u 1) [b]7000 angstroms (Red) Crushing Fatigue:[/b] Drain END 3d6, Ranged (+1/2), Area Of Effect Accurate (One Hex; +1/2); Extra Time (Full Phase, -1/2), Restrainable (-1/2), Incantations (-1/4) 3u 2) [b]6000 angstroms (Orange) I Can't Take It Anymore:[/b] Drain PRE 3d6, Ranged (+1/2), Area Of Effect Accurate (One Hex; +1/2); Extra Time (Full Phase, -1/2), Restrainable (-1/2), Incantations (-1/4) 3u 3) [b]5500 angstroms (Yellow) It's Coming At Me From All Sides:[/b] Negative Combat Skill Levels (-5 to opponent's DCV), Ranged (+1/2), Area Of Effect Accurate (One Hex; +1/2), Uncontrolled (+1/2); Extra Time (Full Phase, -1/2), Restrainable (-1/2), Incantations (-1/4) 3u 4) [b]5000 angstroms (Green) I Don't Know What To Do:[/b] Negative Combat Skill Levels (-5 to opponent's OCV), Ranged (+1/2), Area Of Effect Accurate (One Hex; +1/2), Uncontrolled (+1/2); Extra Time (Full Phase, -1/2), Restrainable (-1/2), Incantations (-1/4) 2u 5) [b]4400 angstroms (Blue) Overwhelming Fear:[/b] Entangle 3d6, 3 DEF (Stops A Given Sense Mental Awareness), Works against EGO, not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2); Extra Time (Full Phase, -1/2), Restrainable (-1/2), Cannot Form Barriers (-1/4), Incantations (-1/4) 2u 6) [b]4000 angstroms (Violet) Nameless Dread:[/b] Ego Attack 6d6; Extra Time (Full Phase, -1/2), Restrainable (-1/2), Does Not Provide Mental Awareness (-1/4), Visible (-1/4), Normal Range (-1/4), Incantations (-1/4) 3u 7) [b]3000 Angstroms (White [ultraviolet]) Why Go On Living?:[/b] RKA 1d6, Area Of Effect Accurate (One Hex; +1/2), Does BODY (+1), AVLD (Mental Defense; +1 1/2); Extra Time (Full Phase, -1/2), Restrainable (-1/2), Incantations (-1/4) 2u 8) [b]8000 angstroms (Black [infrared]) Pit of Despair:[/b] Ego Attack 2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1); Extra Time (Full Phase, -1/2), Restrainable (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4) Powers Cost: 78 Cost Skill 0 AK: Campaign City 8- 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 2 Conversation 13- 0 Deduction 8- 7 KS: Psychology 16- 0 Language: English (idiomatic) 1 PS: Radio Talk Show Host 12- 5 Oratory 14- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles Skills Cost: 15 Cost Talent 18 Combat Luck (9 PD/9 ED) Talents Cost: 18 Total Character Cost: 150 Pts. Disadvantage 15 Enraged: When a mental power is used against him (Uncommon), go 14-, recover 14- 15 Psychological Limitation: Depressed and angst-ridden (Very Common, Moderate) 10 Psychological Limitation: Wants to believe there are people worth saving (Uncommon, Strong) 10 Reputation: Emotional black hole, 11- 15 Social Limitation: Secret ID (Frequently, Major) 5 Unluck: 1d6 5 Vulnerability: Mental Powers (Uncommon) Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 [b]Height:[/b] 5'10" [b]Hair:[/b] Honey blond [b]Weight:[/b] 158 lbs. [b]Eyes:[/b] Blue [b]Background:[/b] Aaron Smith (not his real name, but the one he uses now) was one of the youngest and most popular radio talk show hosts ever; he put his knowledge of psychology to work to give answers to those who called in for help...answers that were more geared to entertain the audience than help the callers. Aaron didn't care; he was popular, it was easy 'work' and he enjoyed excercising his wit making flip, off-the-cuff pithy comments to the callers. Everything was golden, and the future looked assured. Until the day a distraught woman in her early twenties, eyes red from weeping, burst into the studio and tried to shoot him, screaming that he would pay for her brother's death! The incident stunned Aaron, but since he knew he hadn't done anything to kill anyone, he managed to brush off his concerns after the police had taken the hysterical woman away. It wasn't long after that, though, that he learned the whole story: the woman's brother had been one of his callers a few weeks ago, and had been looking for a reason to keep living, to not commit suicide. Aaron had given one of his usual snappy, throwaway answers, and forgotten about it. In his suicide note, the woman's brother mentioned that the thing that pushed him over the edge was that the last person he spoke to -- that radio talk show host -- had thought he and his problem were so unimportant they didn't deserve a serious answer...and that only confirmed his feelings that he was a worthless individual. So he shot himself. While there was the usual flurry in the press for a few days, no one seriously blamed Aaron for what happened; after all, if the man was that far gone, chances are he would have committed suicide anyway, even if he had received a serious, considered answer. No on, that is, except Aaron himself. Aaron had his cozy little world-view shattered, and he withdrew from public life. It absolutely appalled him that people were so shallow, so hopeless, so weak as to kill themselves just because a person they didn't even know except as a voice on the airwaves didn't treat them seriously. It also filled him with loathing that not only had he been a contributor, in whatever fashion, to that man's death, but that he had been catering to an audience composed of such shallow, uncaring people. Aaron came to the conclusion that people weren't worth saving, and didn't really deserve to live. And that included Aaron himself. The next day, Aaron committed suicide. Or rather, he attempted it. In a classic fashion, he filled his elegant bathtub with hot water (and lots of mineral salts, since he'd read that salt water conducted electricity better), climbed in, and then -- in a grand gesture of irony -- dropped a plugged-in radio into the bathwater. The electricity was shorted into the water and into Aaron; the circuit breakers blew, and Aaron experienced a moment of agonizing pain and violent muscle spasms before sinking into darkness. Aaron never expected to wake up, but he did...still in the tub, the lights off because the circuit breakers had blown. Emotionally numb and still tingling a bit, Aaron climbed out of the tub, almost like an automaton. He didn't know why he wasn't dead, and the fact that he was still alive frightened him terribly. He decided he'd better do something else to finish the job before his nerve failed. He retrieved his gun and put a bullet into his head. Perversely, he woke up with a pounding headache; somehow the bullet had managed to just graze his skull, knocking him out, but not giving him a serious injury. Aaron dressed, almost frantically, and tried several other things to kill himself or get killed: stepping into traffic (but he got bumped by another pedestrian and stumbled so the car only clipped him); walking through the 'bad' part of town, calling out to anyone that would hear him that he was carrying cash (only to have the scum avoid him, as they thought it had to be some kind of police trap); going to his health club late that night, when it was all but deserted, wrapping the cable of a freeweight stack around his neck, and dropping all 500 lbs down -- only to have the restraining pin shear under the sudden stress and leave him with a neck that was only sore, not broken. As the sun was rising, Aaron was more despondant than ever. Somehow, fate had kept conspiring to keep him alive. Even those things that had gone off perfectly and should have done him grave injury only scratched him. He came to the conclusion that perhaps he [i]couldn't[/i] die...or maybe something was [i]keeping[/i] him alive for a reason. More than a bit mentally unstable at this point, Aaron decided that fate, karma, or whatever was keeping him alive so that he could find a worthy human that deserved to be alive, and thus proving mankind was worth saving if it could produce an individual like that. Aaron dropped out of sight, simply abandoning his old life and walking away from it; fortunately, since he was a famous [i]radio[/i] talk show host, his face was virtually unknown. He managed to secure a legal ID under a new, assumed name, and set out to find that deserving human being. Also, not long after abandoning his old life, Aaron discovered he'd acquired some unusual abilities; he didn't know if maybe they were due to one or more of his failed suicde attempts (like the bathtub electrocution) or if the same 'force' that had conspired to keep him alive had granted them to him. In any case, he didn't care where or why they'd come, but he saw immediately how to put them to use in his quest. Some of the most-publicized do-gooders on the planet today were superheroes, selflessly putting their lives on the line for the sake of others. Surely, somewhere among them, would be the worthy human he sought. Aaron decided that he could observe them best by becoming one of them -- or better yet, an apprentice or partner to one of them -- and his new-found powers were his ticket to that rather exclusive 'club.' [b]Motivation:[/b] Aaron is despondant and filled with agnst and self-doubt, though he has given up on trying to kill himself. Now he searches for a 'deserving' human who will prove to him that humanity is worth saving. In some respects his actions as a costumed hero are merely going through the motions -- after all, why bother saving those who aren't worthy? -- but in other respects they're genuine...because, on some deep level of which Aaron isn't conciously aware, he's never truly given up on humanity or himself. [b]Quote:[/b] "What have you done today to justify the air you're breathing?" [b]Tactics:[/b] Aaron can project a strange type of energy that seems to work on people's emotions and sense of self, causing reactions via fear, dread, self-doubt, and feelings of being overwhelmed. Different colors of energy seem to produce different effects, and Aaron isn't convinced that he's discovered all of which he's capable. The energy doesn't seem to really impact someone, though, unless Aaron uses his knowledge of psychology to tell people what's wrong with them and their lives, why it's hopeless and they should just give up and stop trying, etc. [b]Campaign Use:[/b] Existential Angstrom is a moderate power sidekick intended for a darker but not hopeless campaign. His resistant defenses aren't great, and neither is his dexterity, so he's probably not a good choice for a [i]real[/i] Dark Champions-type campaign where gunfire is deadly if you don't have good protective clothing. [b]Appearance:[/b] Aaron is a stunningly good-looking man, standing 5'10" tall with flowing, slightly curly hair the color of sun-ripened wheat. His features are beautifully chiseled, with a somewhat Teutonic look. As Existential Angstrom he dresses in a black bodysuit, black knee-high boots, black gloves, and a black domino mask that does nothing to keep people from noticing just how good looking he is (though it does obscure his features enough to conceal his identity). The only bit of color on his costume is a series of colored concentric circles on his left breast and on each shoulder. The colors are those of the rainbow, though what looks like drips of black ink have run over the colors, leaving irregular tracks that break the perfection of the circles. Previous Sidekick (Citizen Cane) --- Return to the List of Sidekicks --- Next Sidekick (Auntie Ante / Auntie Anti) Quote Link to comment Share on other sites More sharing options...
OddHat Posted December 21, 2005 Report Share Posted December 21, 2005 Re: 12 Days of Christmas Project Sidekick: Existential Angstrom He's a good, playable character, though as always I'd probably tweak the build slightly. Most importantly I think I'd change the RKA AVLD into an RKA BOECV Does Body. And I'd re-do him to be funnier, for the obvious reasons. Thanks for posting him. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted December 21, 2005 Author Report Share Posted December 21, 2005 Re: 12 Days of Christmas Project He's a good, playable character, though as always I'd probably tweak the build slightly. Most importantly I think I'd change the RKA AVLD into an RKA BOECV Does Body. And I'd re-do him to be funnier, for the obvious reasons. Thanks for posting him. *kick* I like the write-up. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 21, 2005 Report Share Posted December 21, 2005 Re: 12 Days of Christmas Project He's a good, playable character, though as always I'd probably tweak the build slightly. Most importantly I think I'd change the RKA AVLD into an RKA BOECV Does Body. And I'd re-do him to be funnier, for the obvious reasons. Thanks for posting him. You're welcome. I kicked around a number of ways to do the "slit your wrists" slot (the RKA) and it was "six of one, half a dozen of another" so I just settled for using the last one I'd tinkered with. And don't let SS make you feel bad for saying you'd want to tweak him; I don't think I've ever used a published character "straight" (without any mods) because there's always something I'd have done different, or thought the creator left out, or I thought didn't fit, or whatever. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 21, 2005 Report Share Posted December 21, 2005 Re: 12 Days of Christmas Project I like the write-up. Thanks, SS. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 22, 2005 Report Share Posted December 22, 2005 Re: 12 Days of Christmas Project Today's two-for-one day; Basil originally suggested "Auntie Ante", but also "Auntie Anti", so I wrote them both up. Sidekick: Auntie Ante Name suggested by Basil [size=6][b]Auntie Ante[/b][/size] (Betty Goldstone) [i]Inspired by Basil on the HERO forums[/i] Val Char Cost 10 STR 0 17 DEX 21 10 CON 0 10 BODY 0 15 INT 5 13 EGO 6 18 PRE 8 20 COM 5 2/31 PD 0 2/31 ED 0 3 SPD 3 4 REC 0 20 END 0 20 STUN 0 5" RUN -2 2" SWIM 0 2" LEAP 0 Characteristics Cost: 46 Cost Power 9 [b]Probability Control:[/b] Elemental Control, 56-point powers, all slots Increased Endurance Cost (x3 END; -1), Restrainable (-1/2), Incantations (-1/4), Gestures (-1/4), Visible (-1/4) 8 1) [b]Luck Be A Lady:[/b] Luck 5d6, Usable By Other (+1/4), Ranged (+1/2), Persistent (+1/2); Increased Endurance Cost (x3 END; -1), Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4), Gestures (-1/4), Visible (-1/4) 8 2) [b]Lucky Break:[/b] Combat Luck (12 PD/12 ED), Usable By Other (+1/4), Ranged (+1/2), Persistent (+1/2); Increased Endurance Cost (x3 END; -1), Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4), Gestures (-1/4), Visible (-1/4) 8 3) [b]Lucky Shot:[/b] +5 with Ranged Combat, Usable By Other (+1/4), Ranged (+1/2), Persistent (+1/2); Increased Endurance Cost (x3 END; -1), Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4), Gestures (-1/4), Visible (-1/4) 9 4) [b]Zigged When You Should Have Zagged:[/b] Negative Combat Skill Levels (-5 to opponent's DCV), Costs END Only To Activate (+1/4), Ranged (+1/2), Area Of Effect Accurate (One Hex; +1/2); Increased Endurance Cost (x3 END; -1), Restrainable (-1/2), Incantations (-1/4), Gestures (-1/4), Visible (-1/4) 9 5) [b]Did I Spoil Your Aim?:[/b] Negative Combat Skill Levels (-5 to opponent's OCV), Costs END Only To Activate (+1/4), Ranged (+1/2), Area Of Effect Accurate (One Hex; +1/2); Increased Endurance Cost (x3 END; -1), Restrainable (-1/2), Incantations (-1/4), Gestures (-1/4), Visible (-1/4) 8 6) [b]Fortuitous Ricochet:[/b] Missile Deflection (Any Ranged Attack), Increased Maximum Range (1,250"; +1/4), No Range Modifier (+1/2), Full Range (+1); Increased Endurance Cost (x3 END; -1), Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4), Gestures (-1/4), Visible (-1/4) 7 7) [b]Just Missed Me!:[/b] +20 PD; Increased Endurance Cost (x3 END; -1), Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4), Gestures (-1/4), Visible (-1/4) [i]plus[/i] +20 ED; Increased Endurance Cost (x3 END; -1), Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4), Gestures (-1/4), Visible (-1/4), Linked (PD; -1/2) 8 [b]Seven Come Eleven:[/b] Telekinesis (2 STR), Fine Manipulation, Costs END Only To Activate (+1/4), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2); Only to affect the outcome of games of 'chance' (-2), Restrainable (-1/2), Affects Whole Object (-1/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Range Based On STR (-1/4), Increased Endurance Cost (x2 END; -1/4) 20 [b]My Luck Won't Run Out:[/b] Endurance Reserve (150 END, 5 REC) Powers Cost: 94 Cost Skill 1 AK: Las Vegas 11- 0 Acting 8- 3 Analyze: Gambling Style 12- 3 Bribery 13- 3 Bureaucratics 13- 0 Climbing 8- 2 Concealment 12- 2 Conversation 13- 2 Deduction 12- 6 Gambling (Card Games, Dice Games, Roulette) 12- 3 High Society 13- 3 KS: Vegas Casinos 12- 0 Language: English (idiomatic) 1 PS: Vegas Dealer 12- 0 Paramedics 8- 2 Persuasion 13- 3 Seduction 13- 0 Shadowing 8- 3 Sleight Of Hand 12- 0 Stealth 8- 3 Streetwise 13- 0 TF: Small Motorized Ground Vehicles Skills Cost: 40 Cost Perk 2 Money: Well Off Perks Cost: 2 Cost Talent 18 Combat Luck (9 PD/9 ED) Talents Cost: 18 Total Character Cost: 200 Pts. Disadvantage 20 Normal Characteristic Maxima 5 Age: 40+ 5 Distinctive Features: Amber eyes; nearly 60 and still 'hot' (Easily Concealed; Noticed and Recognizable) 10 Social Limitation: Public ID (Frequently, Minor) 15 Psychological Limitation: Can't resist a wager (Common, Strong) 15 Enraged: When called a 'cheat' (Uncommon), go 14-, recover 14- 10 Psychological Limitation: Thrillseeker (Common, Moderate) 20 DNPC: 'Boy toy' of the week 11- (Incompetent) Disadvantage Points: 100 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 [b]Height:[/b] 5'2" [b]Hair:[/b] Silver [b]Weight:[/b] 103 lbs. [b]Eyes:[/b] Amber [b]Background:[/b] Betty Goldstone grew up lucky; all her life, for as long as she can remember, things broke her way. She was very popular, especially in her teen years when it seemed that in some cases her luck really could 'rub off' on those with her. As soon as she became of legal age to do so, Betty went to Las Vegas and discovered the thrill of gambling and the bigger thrill of winning. She was a bright girl, though, and after a couple of 'talks' with representatives of a couple of the casinos, she learned not to win too much or too often. She branched out into other forms of 'gambling' (like the stock market) and did as well there as she did in other risky endeavors. She continued to play the casinos in Vegas, but mainly for the thrill. She even went so far as to get a job as a dealer, just to see what it was like from 'the other side of the table' -- but when she was dealing, the house [i]always[/i] won, and patrons began to murmer about cheating and 'fixed games', so the casino let her go. Betty didn't mind too much...doing it from the 'other side' hadn't proved as thrilling as she'd hoped. Betty lived the good life for many years, make and spending money hand over fist, never wanting, and never settling down, either -- she had a nearly continual stream of boyfriends, lovers, and the occasional fiance, though that never came to fruition. Betty never could say just when she became conciously aware that she was able to manipulate probability to suit her, but by the time she was in her early 40s she had learned how to do it at will. She couldn't usually control the outcome, just see to it that the odds were in her favor (or the favor of a friend) and against someone she disliked. Knowing this made the gambling at the casinos less fun; Betty still loved to gamble, but knowing she was influencing the odds at the casinos took some of the savor away from it. She began pursuing more dangerous pastimes...like BASE jumping and anything else physically dangerous that could give her a thrill. As she grew older, Betty kept her good looks and her health and made it a point to date men younger than herself -- often much younger -- because she felt it made her look more regal with an obvious age difference between herself and her latest 'conquest'. As she entered middle age, people began calling her 'Auntie Ante' because of her love of gambling and how when she spoke, she put everything into gambling metaphors. Betty liked and encouraged this practice, feeling that it emphasized the difference in age between herself and her boyfriend-of-the-moment...though she did NOT permit any man she was dating to call her "auntie"; she insisted they call her Betty or Beatrice. When Betty decided to take the next step in her thrillseeking -- becoming a costumed adventurer -- adopting the name "Auntie Ante" officially just seemed the obvious thing to do. [b]Motivation:[/b] Betty's lived a long, good life and isn't ready to stop any time soon! She likes parties, dating much younger men, and taking risks. A couple of years ago she hit on the notion of putting her life on the line as a superhero (or, better yet, a sidekick to some stunningly handsome superhero less than half her age) as the ultimate thrill; she hasn't tired of it yet. [b]Quote:[/b] "Don't blame me...you're the one who took the risk, and now you've got to play the cards you've been dealt. It's time to roll the dice and let the chips fall where they may!" [b]Tactics:[/b] Auntie Ante has no directly damaging offensive powers whatsoever; she is strictly a 'support'-type character. She'll use her ability to manipulate probability intelligently, helping allies and hindering foes as is most useful moment-to-moment. It's relatively rare that she would use more than one ability on a given foe at a time, unless there is only one foe, or one very powerful foe and a bunch of minions. [b]Appearance:[/b] Betty Goldstone is a petite woman, only 5'2" tall, but she's 'curved' very nicely and despite being nearly sixty years old, is still fit, trim, healthy, and quite the looker; she could easily pass for a vigorous woman in her early 40s if not for the silver (grey) hair. She doesn't dye her hair because she thinks it looks distinguished and likes getting compliments on it. As Auntie Ante, her costume is a black bodysuit, with a plunging neckline and cut-out panels on the side from armpit to waist. She also wears polished black high-heeled knee boots and a metallic silver belt. On the left breast of her costume is a symbol of a spread royal flush; on the right breast a picture of a pair of dice. A roulette wheel patch can be found on each shoulder. Sidekick: Auntie Anti Inspired by Basil's "Auntie Ante" suggestion [size=6][b]Auntie Anti[/b][/size] (Betty Goldstone) [i]Inspired by Basil on the HERO forums[/i] Val Char Cost 6 STR -4 10 DEX 0 9 CON -2 8 BODY -4 13 INT 3 13 EGO 6 18 PRE 8 18 COM 4 2/42 PD 1 2/42 ED 0 2 SPD 0 3 REC 0 18 END 0 16 STUN 0 3" RUN -6 2" SWIM 0 1" LEAP 0 Characteristics Cost: 6 Cost Power 1 [b]I Look Good For My Age:[/b] LS (Longevity: 200 Years) 33 [b]I Can Do This All Day:[/b] Endurance Reserve (320 END, 1 REC) 46 [b]I Said "No!":[/b] Multipower, 162-point reserve, all slots Restrainable (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, -1/2), Lockout (-1/2), Gestures (-1/4), Incantations ("I don't think so, young man!") (-1/4) 4u 1) [b]If You Can't Play Nice, I'm Taking It Away:[/b] Suppress 7d6, Area Of Effect Accurate (One Hex; +1/2), Any/All Special Effects At Once, Up To 4 Powers Simultaneously (+3); Restrainable (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, -1/2), Lockout (-1/2), Gestures (-1/4), Incantations ("I don't think so, young man!") (-1/4) 5u 2) [b]Stop That This Instant!:[/b] Dispel 12d6, Area Of Effect Accurate (One Hex; +1/2), Any/All Special Effects At Once, Up To 4 Powers Simultaneously (+3); Restrainable (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, -1/2), Lockout (-1/2), Gestures (-1/4), Incantations ("I don't think so, young man!") (-1/4) 4u 3) [b]I Don't Think So:[/b] Knockback Resistance -15"; Restrainable (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, -1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations ("I don't think so, young man!") (-1/4) [i]plus[/i] Power Defense (20 points); Restrainable (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, -1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations ("I don't think so, young man!") (-1/4) [i]plus[/i] Lack Of Weakness (-15) for Resistant Defenses; Restrainable (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, -1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations ("I don't think so, young man!") (-1/4) [i]plus[/i] +17 Mental Defense (20 points total); Restrainable (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, -1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations ("I don't think so, young man!") (-1/4) [i]plus[/i] FF (40 PD/40 ED); Restrainable (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, -1/2), Lockout (-1/2), Gestures (-1/4), Incantations ("I don't think so, young man!") (-1/4) Powers Cost: 93 Cost Skill 15 +3 with all PRE-Based Skills 0 AK: Campaign City 8- 2 Acting 13- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 0 Language: English (idiomatic) 0 PS: Actress 11- 0 Paramedics 8- 2 Persuasion 13- 3 Seduction 13- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles Skills Cost: 22 Cost Perk 1 Reputation: Aging glamor girl (A large group) 8-, +1/+1d6 Perks Cost: 1 Cost Talent 3 Perfect Pitch Talents Cost: 3 Total Character Cost: 125 Pts. Disadvantage 5 Distinctive Features: Amber eyes; nearly 60 and still 'hot' (Easily Concealed; Noticed and Recognizable) 25 DNPC: Numerous nieces and nephews 11- (Incompetent; Group DNPC: x2 DNPCs) 20 Normal Characteristic Maxima 5 Age: 40+ 10 Social Limitation: Public ID (Frequently, Minor) 15 Psychological Limitation: Still wants people to notice her and acknowledge her as beautiful (Common, Strong) 10 Psychological Limitation: Dotes on her nieces and nephews (Common, Moderate) 10 Reputation: "Aunt Betty's a pushover", 14- (Known Only To A Small Group: Nieces and Nephews) Disadvantage Points: 100 Base Points: 25 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 [b]Height:[/b] 5'2" [b]Hair:[/b] Silver [b]Weight:[/b] 103 lbs. [b]Eyes:[/b] Amber [b]Background:[/b] Betty Goldstone got her start in Hollywood as a child actor in the years immediately following World War II, and though she was never a major star, carried on with her career into the 1960s (when she was considered quite the beauty queen) and into the early 70s (where she had a few critically-acclaimed roles in some independent films that went virtually unnoticed by the general public). Unfortunately, pursuing those independent film roles caused her to drop from view in Hollywood, and she was never able to get a role in a major film again. Saddened by this, Betty spent several years as an agent for struggling actors, but her heart was never in it. As she grew older, Betty began to worry about her looks, and started spending more and more time, money, and attention finding ways to halt the aging process, or at least spare herself the ravages of time in regards to her beauty. The last one she tried was a spa called "New You" that was all the rage among the Hollywood elite, as they seemed to be able to work virtual miracles. The day after Betty had taken their treatments (including some unnamed injections) the spa was shut down by the authorities because several of their clients had died a few months after their treatments from massive organ failure. Betty herself became very ill and was hospitalized for several months, but she was luckier than most -- she lived. That was something of an eye-opening experience for her; though she still wanted to be regarded as beautiful and desirable, she realized such a goal was not worth her life or her health, and it also made her realize that she'd almost missed getting to see her nieces and nephews growing up (something she really treasured, as Betty herself had never married or had any children). Though the desire to be beautiful didn't leave her, Betty settled down to a quieter life and began spending most of her free time with her numerous nieces and nephews, and "Aunt Betty" quickly became their favorite. About two years after her lengthy illness, Betty was to have another eye- opening experience. She was taking a small herd of nieces and nephews to the opening night of a new children's movie, and the kids were very excited because Lisa Hill, one of the movie's stars, was making a personal appearance at the premire. During the autograph session outside the theatre before the movie, with Betty looking on indulgently as her nieces and nephews swarmed around the star like a flock of hyperactive birds, the minor supervillain who called himself Mass Driver showed up, lifted a car overhead with streamers of magnetic force, and prepared to hurl the car at Lisa, shouting that she never should have dumped him for her fancy-pants Hollywood prettyboy fiance...and he didn't seem to care there were dozens of children surrounding her. Horrified, Betty jumped in front of him, pointed at him and yelled "Don't you dare hurt those children! Stop this at once!" in the most commanding tone she could manage while being scared to death. Mass Driver sneered...then his expression turned to shock as his magnetic powers flickered, then faded out... and then the car fell on him with a resounding crash. No one was more surprised than Mass Driver except for Betty herself; later she decided that whatever had been in the spa treatment that had nearly cost her life was probably responsible for her manifesting superpowers. At the moment though, she was just as mystified and shaken up as everyone else. Mass Driver survived, albeit needing hospitalization, and Betty became a minor celebrity again...and she lapped it up. It made her realize, though, that as long as there are supervillains around, who could strike anywhere at any time, her nieces and nephews (and other children and people, of course) would never be safe. Further, since it seemed she had the power to stop supervillains in their tracks, there was something she could do about it. Her nieces and nephews had almost immediately dubbed her "Aunti Anti" for the way she could turn off people's powers, so Betty adopted that name as her superheroine ID, had a costume made, and set about finding someone who could show her the ropes as she did her part to keep the community safe. After all, an actor just starting out is wise to get an agent and an acting coach; shouldn't a just-starting-out superheroine get the suphero equivalent? [b]Motivation:[/b] While Betty still enjoys the fame and limelight, her main motivation is to protect her nieces and nephews (and by extension other innocents) from supervillains. It's a pretty simple goal, but then Betty never was one for over-complicating things. [b]Quote:[/b] "'No' [i]means[/i] 'No'!" [b]Tactics:[/b] Auntie Anti has the ability to shutdown superpowers well-nigh instantly (Dispel), slowly but surely sap them of their strength (Suppress) and to prevent them from affecting her (the various defensive powers). She will usually size up the situation, then zap whomever she judges to the the biggest, strongest, or most immediate threat...and then will switch to her defensive stance as quickly as possible. She keeps the defenses up as long as possible, dropping them only momentarily to zap another evildoer. She's aware she's a very fragile woman nearing sixty, and that without her glowing Negation Field, she'd be easily hurt or killed. [b]Campaign Use:[/b] Auntie Anti would make a good support character, though any hero who takes her on as a sidekick should be prepared to spend at least part of his time and attention during a battle defending her from the attacks of irate supervillains who don't appreciate getting told "No" in Auntie's fashion. [b]Appearance:[/b] Though she's nearing sixty years old, Betty is still a very beautiful woman and could easily pass for a mature woman in her early forties. The main giveaway as to her age is her head of beautiful, almost metallic silvery hair, which she refuses to dye. "I came by these grey hairs honestly," she says with some pride, "and I'm not about to cover them up." As Aunti Anti, Betty dresses in a costume that's a rather revealing skin-tight black bodysuit, with bright red gloves, high-heeled knee boots, and belt. Fortunately, even at her age, Betty has the looks and figure to more than pull it off! The only symbol on her costume is on the chest... a large, red circle with a red slash mark through it. She does not, of course, wear a mask...after all, if she did, how would her fans recognize her? Previous Sidekick (Existential Angstrom) --- Return to the List of Sidekicks --- Next Sidekick (Megafauna Lad) Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted December 22, 2005 Author Report Share Posted December 22, 2005 Re: 12 Days of Christmas Project groan Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 22, 2005 Report Share Posted December 22, 2005 Re: 12 Days of Christmas Project groan Hey, Basil suggested 'em; I only wrote 'em. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted December 22, 2005 Author Report Share Posted December 22, 2005 Re: 12 Days of Christmas Project Not saying they aren't good. I'm just expressing a heavy groan. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted December 22, 2005 Author Report Share Posted December 22, 2005 Re: 12 Days of Christmas Project Illusionary Projection Device Sight and Hearing Group Images, -4 to PER Rolls (32 Active Points); IIF (-1/4), 1 Fuel Charge Lasting 5 Minutes (-1/2), Image is an exact audio, visual duplication of the user of the device that mimics all movements of the user (-1/2), Image appears within 5" from the user, choosen at the time the device is activated (-1/2) (total cost: 11 points) plus Absolute Time Sense (3 Active Points); OIF (-1/2) (total cost: 2 points). Total Cost: 13 points. Sometimes an agent needs a device to act as a distraction or to at least attract half of the bullets being fired at them. The watch offers additional options to have the image mirror reflected or facing a direction different than the wearer. It also provides the time. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 22, 2005 Report Share Posted December 22, 2005 Re: 12 Days of Christmas Project I've come to the conclusion there are more sidekicks I want to write up than will fit in a one-per-day run (even counting yesterday's two-for-one as 'one'). Obviously, there's only one thing to do: If I make my EGO check, I'll be Pushing my Theme and should get an extra 10 points, or 2 more DCs, out of it! And if I'm really inspired, maybe I'll Haymaker it instead for a total of 16 DCs! Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 22, 2005 Report Share Posted December 22, 2005 Re: 12 Days of Christmas Project Sidekick: Megafauna Lad Name and power suggested by Haven Walkur [size=6][b]Megafauna Lad[/b][/size] (Ricky Landis) Inspired by Haven Walkur on the HERO forums Val Char Cost 5 STR -5 12 DEX 6 7 CON -6 7 BODY -6 12 INT 2 10 EGO 0 6 PRE -4 12 COM 1 2/22 PD 1 2/22 ED 1 2 SPD 0 2 REC 0 14 END 0 14 STUN 0 7" RUN 2 2" SWIM 0 1" LEAP 0 Characteristics Cost: -8 Cost Power 47 [b]Say Hello To My Little Friend:[/b] Growth (+75 STR, +15 BODY, +15 STUN, -15" KB, 1.245E6 kg, -10 DCV, +10 PER Rolls to perceive character, 47 m tall, 23.5 m wide), Uncontrolled (+1/2), 8 Continuing Fuel Charges lasting 1 Minute each (+1/2), Usable As Attack (+1); Not usable on self (-1), Only Usable On Animals (-1), Restrainable (-1/2), Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2), Incantations ("Say hello to my little friend!") (-1/4) 18 [b]Electro-Shield Belt:[/b] FF (10 PD/10 ED); OIF Belt (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2) plus +10 PD; OIF Belt (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2), Linked (FF; -1/2) plus +10 ED; OIF Belt (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2), Linked (FF; -1/2) Powers Cost: 65 Cost Skill 0 AK: Campaign City 8- 1 Acrobatics 8- 0 Acting 8- 1 Breakfall 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 2 KS: Animals 11- 2 KS: Megafauna of the last ice age 11- 0 Language: English (idiomatic) 0 PS: Junior High Student 11- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 1 Streetwise 8- 1 Teamwork 8- 0 TF: Equines Skills Cost: 8 Cost Talent 20 Animal Friendship 15 Beast Speech Talents Cost: 35 Total Character Cost: 100 Pts. Disadvantage 15 Social Limitation: Secret ID (Frequently, Major) 15 Social Limitation: Minor (Very Frequently, Minor) 15 Physical Limitation: Short (he's a kid) (All the Time, Slightly Impairing) 15 Psychological Limitation: Thrilled with the adventure of being a sidekick (Common, Strong) 15 Psychological Limitation: Superhero Code (Common, Strong) Disadvantage Points: 75 Base Points: 25 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 [b]Height:[/b] 4'10" [b]Hair:[/b] Red [b]Weight:[/b] 83 lbs. [b]Eyes:[/b] Green [b]Background:[/b] Like most kids his age, Ricky Landis has gone from one enthusiasm to another with about as much rhyme or reason as a ping pong ball bouncing around inside a washing machine; for the last year and a half, though, while other entusiasms have come and gone, one has stuck with him: a fascination with animals and megafauna -- the giant mammals of the last ice age -- in particular. His love of animals naturally translated into him wanting a pet, and one he could interact with -- not something like a fish, as his parents tried suggesting. After much begging and pleading (and maintaining a straight A average in school) his parents finally gave in and got him a dog: a chihuahua. Since they lived in the city and didn't have a yard, they reasoned, this would be the best compromise since the dog would have to live indoors. Ricky was both thrilled (he had a dog!) and disappointed (he wanted what he called a "real" dog and not something the size of a wind-up toy) but he didn't let that interfere with his love for his new pet, whom he named 'Monstro' after the whale in [i]Pinocchio[/i]. When his bemused parents asked him why he chose that name he replied "I can at least give him a big [i]name[/i]." Several months later, Ricky lay on his bed half-heartedly flipping through one of his beloved books about giant sloths and staring at Monstro as he lay curled up contentedly on the pillow. Ricky found himself wishing, with all his heart, that he could simply [i]make[/i] Monstro into a full-sized "real" dog... and then sat bolt upright as Monstro began to swell, growing larger and larger... Monstro awakened from his nap with a start as he felt the pillow shift under him due to his expansion. Ricky watched with fascination as Monstro continued to grow... Realizing that his parents would notice something very wrong when they got home and found a pony-sized chihuahua in his room, Ricky decided he'd better get Monstro outside and hide him -- somewhere. It turns out, though, that a pony-sized chihuahua, excited by the goings-on and eager to play, makes quite a mess of furnishings (broken vases, knocked-down pictures, etc.) on his way outside. Just has Ricky had succeeded in getting Monstro to the kitchen door, though, his parents returned home...and stopped in shock. Ricky began to stammer an explaination -- not that he had one, really -- when Monstro abruptly dwindled back down to his normal size. Indeed, were it not for the damage to their home, Ricky's parents may have been prepared to believe they'd imagined it. This incident troubled them greatly, of course, and when it was repeated a few days later (when Ricky "just wanted to find out" if he could do it again), they decided something [i]must[/i] be done. Being good little trendy yuppies, they came to the conclusion is whole thing was [i]obviously[/i] some kind of personality or character flaw of Ricky's, and that he could probably be "trained out of it." To that end, they took Ricky to the best, my-views-are-currently-all-the-rage trendy child psychologist their money could buy. After hearing all about it (and never once bothering to talk to Ricky) the psychologist declared that simply getting Ricky to suppress his ability wouldn't be good enough; he had to [i]want[/i] to stop using it. The best way to do that, he said, is to show Ricky just what hard work it is to have a superpower, and reccomended they apprentice him to a superhero as a sidekick. "When he sees how much work it is, it'll stop being fun," the psychologist said. "Plus, as a sidekick, he'll see someone else getting all the attention and it will make him feel ignored and unimportant; it's sure to give him a real distaste for using his power -- problem solved!" Being the good little yuppies they were, Ricky's parents took the child psychologist's words as gospel truth and set about finding a superhero to whom to apprentice him; this took some doing, in part because they wanted to keep this secret from the rest of the world, so they had to go through some roundabout channels. Finally, though, they found a hero who, after talking to Ricky, agreed to take him on...with some conditions. First, due to the nature of the 'work' and the amount of time Ricky was going to have to spend away from home, Captain Incredible insisted on having legal paperwork drawn up that in essence gave him joint custody of Ricky, made him responsible for Ricky's health, well-being, and education during the times Ricky was under his supervision, and so on. Ricky's parents were a bit leery, but since this was what the child psychologist said would be best, they went along with it. Second, Captain Incredible insisted that he be the one to set Ricky's schedule, curfew, and so on and so forth. Once more, Ricky's parents agreed. Things didn't exactly work out as planned, however. Captain Incredible has been a very involved and caring if firm mentor, treating him like a real person, and making sure Ricky -- as Megafauna Lad -- got his proper share of the credit with the press. In short, he's turning out to be a better parent than Ricky's flesh-and-blood parents. Ricky is beginning to bloom under the tutelage of Captain Incredible, and he absolutely loves the superhero lifestyle. Ricky's parents are not at all happy about how this has backfired, but they're not sure what they can do about it, thanks to the legal documents they signed. [b]Motivation:[/b] Ricky is very much a bright, enthusiastic twelve-year-old boy who is currently having the time of his life, living the dream of being a comic book superhero. At this point it seems likely he'll continue with this calling as he grows up, but only time will tell for sure. [b]Quote:[/b] "Yaaaa-hoooo! You're gonna get it now, bad guys!!" [b]Tactics:[/b] Ricky's ability to cause animals to grow to huge size has gotten considerably stronger since he's been practicing with it every day; currently, he can turn a Great Dane into a giant almost 75' tall at the shoulder...it doesn't really bear thinking about what would happen if a fight with a supervillain were to take place in a zoo or at a circus, and Ricky decided to zap something already really large -- like an elephant -- with his power. Ricky's usual tactic is to find an animal ready-to-hand (usually a dog or a cat), enlarge them to giant size, then ask them to help out against the "bad guys" he points out. Since Ricky discovered he also has the ability to talk with animals, and that they respond to him in a friendly, helpful manner, this generally isn't a problem. Collateral damage, though, is something he's still working on. [b]Appearance:[/b] Ricky's of average height for a twelve-year-old boy, and already there are indications he's going to be a very good looking man when he grows up. He tends to dress the way most kids his age do...sneakers, jeans, and t-shirt. As Megafauna Lad, he dresses in a dark brown costume with black boots and gloves, a black force-field projector belt (given to him by Captain Incredible so he won't get hurt), and a black mask. On the chest of his costume, also in black, is a bear's paw-print. Ricky REALLY wanted a cape ("They're sooooo cool!!") but Captain Incredible talked him out of it. Previous Sidekick (Auntie Ante / Auntie Anti) --- Return to the List of Sidekicks --- Next Sidekick (Kid Supernova) Quote Link to comment Share on other sites More sharing options...
AliceTheOwl Posted December 22, 2005 Report Share Posted December 22, 2005 Re: 12 Days of Christmas Project Very nice, Dr. A! Just one very minor correction - not 'leary,' (that's a foul-mouthed comic), but 'leery.' Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 22, 2005 Report Share Posted December 22, 2005 Re: 12 Days of Christmas Project Very nice, Dr. A! Just one very minor correction - not 'leary,' (that's a foul-mouthed comic), but 'leery.' Thanks. Quote Link to comment Share on other sites More sharing options...
AliceTheOwl Posted December 22, 2005 Report Share Posted December 22, 2005 Re: 12 Days of Christmas Project Welcome. ^ v ^ Quote Link to comment Share on other sites More sharing options...
Logan D. Hurricanes Posted December 23, 2005 Report Share Posted December 23, 2005 Re: 12 Days of Christmas Project Ok, I didn't get to post one yesterday while on the road. (Dad forgot to bring the power supply for his laptop .) So, I owe two today. They may be a bit short, but I should get em in. Quote Link to comment Share on other sites More sharing options...
Logan D. Hurricanes Posted December 23, 2005 Report Share Posted December 23, 2005 Re: 12 Days of Christmas Project The Crystal Egg (Inspired by an idea from HG Wells) Setting: Any Type: Item Consequence: Imprisonment The egg is a beautifully carved piece of crystal about seven inches long at its largest dimension and weighing six pounds. The crystal is remarkably clear, though if a strong light is shown through the egg there appears to be something moving deep inside, something strange… A flash of light and the person closest to the egg has vanished from sight. In truth, they have been transported into the egg itself. The victim will find himself in an egg shaped cell with walls of crystal. There are no doors, no windows, no way in or out. Large distorted images dance around the walls with no possible way to discern them. There is no food or water, nor any need for any. The cell prolongs the victim’s life indefinitely. The Crystal Egg goes dull and cloudy after the trap is triggered. It stays this way for 24 hours, then turns beautifully clear again. Anyone else that gets trapped will end up in their own cell. There are a lot of things to do with this little trinket. Answering the question ‘how do we get them out?’ is only the beginning. The real question is who made this? And why? The Crystal Egg: Extra Dimensional Movement, UAA (One dimension: the cell); Trigger: Strong light source; Act 11-; Resets after 24 hours; only affects those looking into the Crystal Egg; Chooses Closest Target The Cell: Life Support: Total, UAO Options: Too insidious? Drop activation to 8- and give a one phase warning sound that something isn’t right. Not insidious enough? The cell isn’t empty when the trap is triggered, and the victim releases the previous victim…which isn’t friendly at all. Or, perhaps it never resets at all. Too inescapable? The victims could trade places, as above. Or the real owner of the Egg will come looking for it, now that it has collected a specimen… Quote Link to comment Share on other sites More sharing options...
Logan D. Hurricanes Posted December 23, 2005 Report Share Posted December 23, 2005 Re: 12 Days of Christmas Project Breaking The Chains Setting: Champions (but possible for any) Type: Deathtrap Consequence: Multiple deaths Imagine that there are three rooms (more rooms for more victims). The first room is in the center, and it is larger than the other rooms, which are adjacent to this room but on opposite sides from each other. In the center room is a pedestal, six feet high, of shoddy wooden construction. Standing on top of this pedestal is the team brick. The brick has heavy chains attached to his outstretched hands, which extend through holes in opposite walls. On the other side of those walls are his teammates. They stand up against the wall with the chains attached to razor lined collars wrapped around their necks. If the brick pulls his arms together, which he could easily do, they will likely be decapitated. At best, they will take massive damage. The teammates also have chains attached to their outstretched arms. These chains lead through holes back into the center room, where they attach to the base of the pedestal. If they flex, they will pull the pedestal out from under the brick, who will fall and pull his chains down choking his teammates. But that pedestal is very rickety, and could go all on it’s own. To make matters worse, there is a diamond tipped drill aimed at the brick’s chest. If he doesn’t move, the drill will fire piercing even him. Once fired, the drill will hold him suspended so that even if the pedestal moves he won’t fall. So the teammates will be safe as long as nobody moves and the drill goes off. The brick will be safe if he falls and chokes or decapitates his teammates. Of course, the deathtrapper will make them aware of the situation, not that they’ll be able to confirm it really. And he’s a notorious liar. Decisions, decisions… The Chains: DEF 7, BODY 8 The Collars: Adds Armor Piercing to brick’s STR The Drill: 4d6 KA double penetrating; no knockback; extra time: one minute plus Entangle 4d6, 4 DEF; takes no damage, only if Drill does BODY, just to hold victim in place The Pedestal: DEF 1, BODY 1 Options: Too fiendish? Replace the collars with normal chains so that when the brick flexes there is less chance of instant decapitation. Drop drill damage to 2d6, so even after impalement he still lives. (Of course, that’s pretty fiendish in it’s own way, too.) Not fiendish enough? Simple: Don’t tell the brick what the situation is. Or don’t tell any of them. Or worse, tell them, but give the drill knockback and take the entangle effect away so that they all die anyway. Too inevitable? Increase the time on the drill to five minutes. Reduce Chains to DEF 5, BODY 6 Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 23, 2005 Report Share Posted December 23, 2005 Re: 12 Days of Christmas Project It's after midnight my time, so it's technically Friday; since there's a very good chance I'm going to be away from home most all day tomorrow, and won't have time to write up and post a character, I'm going to go ahead and post Friday's character now. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 23, 2005 Report Share Posted December 23, 2005 Re: 12 Days of Christmas Project Sidekick: Kid Supernova - Earth's Most Powerful Sidekick! Name suggested by OddHat And yes...I managed to create a character for 100 points who can make a star go supernova! (Oh...and for you picky 'science types', yes, I know there's a lot of wrong stuff in this write-up. I'm creating a comic book character here, not writing a textbook! See my notes at the end of the write-up.) [size=6][b]Kid Supernova - Earth's Most Powerful Sidekick[/b][/size] [i]Inspired by OddHat on the HERO forums[/i] Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 20 PRE 10 16 COM 3 2/17 PD 0 2/17 ED 0 2 SPD 0 4 REC 0 20 END 0 20 STUN 0 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 13 Cost Power 36 [b]Best Bang Since The Big One:[/b] Summon Star At The End Of Its Life, About To Undergo Gravitational Collapse 227-point object, Ranged (+1/2), No Range Modifier (+1/2), MegaRange (1" = 100 lightyears; +4); OAF Star Immobile Expendable (Easy to obtain new Focus; -2), 1 Charge (-2), Restrainable (-1/2), Extra Time (Full Phase, -1/2), Conditional Power Power Only Works At Night (-1/2), Concentration (0 DCV; -1/2), Incantations ("Let there be light!") (-1/4), Gestures (-1/4) 13 [b]Protected By The Stars Above:[/b] FF (15 PD/15 ED); 1 Continuing Fuel Charge lasting 1 Minute (-3/4), OIF Pendant made of a piece of neutron star material (Focus [personal]; -1/2) Powers Cost: 49 Cost Skill 0 AK: Campaign City 8- 2 Acting 13- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 2 KS: Stars 11- 0 Language: English (idiomatic) 0 PS: Sidekick 11- 0 Paramedics 8- 2 Persuasion 13- 2 SS: Astronomy 11- 0 Shadowing 8- 0 Stealth 8- 0 TF: Small Motorized Ground Vehicles Skills Cost: 8 Cost Perk 30 Reputation: Earth's Most Powerful Sidekick (large group) 14-, +10/+10d6 Perks Cost: 30 Total Character Cost: 100 Pts. Disadvantage 15 Social Limitation: Secret ID (Frequently, Major) 15 Social Limitation: Minor (Very Frequently, Minor) 15 Reputation: He just might do it..., 11- (Extreme) 10 Psychological Limitation: Superhero Code (Common, Moderate) 5 Psychological Limitation: Enjoys seeing the fear in their eyes when he threatens to blow up a star (Uncommon, Moderate) 15 Psychological Limitation: Acts aggressive and trigger-happy to cover his fear (Common, Strong) Disadvantage Points: 75 Base Points: 25 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 [b]Height:[/b] 5'8" [b]Hair:[/b] Brown [b]Weight:[/b] 132 lbs. [b]Eyes:[/b] Blue [b]Background:[/b] Philip Douglas had an early interest in astronomy and the stars, but he didn't pursue it seriously; he prefered to lay in the grass, look up at the stars, and think of strange and wondrous possibilities rather than read up and study on the subject. He began to take it a little more seriously, though, a few weeks before his sixteenth birthday. He was laying out in his back yard when he saw a shooting star, very bright, but it looked a bit odd: instead of being a streak of light, it was very nearly spherical. Philip realized what that had to mean just before the meteor blew a small, two-foot crater in the ground a few feet from where he lay. When Philip got over his shock and fright, he went to investigate. At the bottom of the crater, glowing with a soft, silvery light, was a small irregular lump of what looked like metal. Knowing it would be hot, Philip extended his hand toward it slowly, and was very surprised to find it radiated almost no heat. Encouraged by this, he picked it up...or tried to pick it up. It was heavy...[i]really[/i] heavy! Even though it was only about an inch across, it took a huge effort to pull it up out of the ground. Philip realized, of course, that this was no ordinary metal...it must be something very dense indeed! Knowing a bit about astronomy, Philip decided this must be a fragment of a neutron star, the ultra-dense stellar corpse left by a supernova. (He [i]didn't[/i] know enough to realize why this couldn't possibly be correct.) He gazed back up into the sky in awe, imagining what it would be like to be able to see the awe-inspiring spectacle of a supernova in person, or better yet -- to have godlike power, to be able to stretch out your hand, point at the star of your choice, intone "Let There Be Light!" and watch it explode! Philip did this, pointing at a random star in the sky, and let his imagination run wild, picturing what the resulting blast would look like. The next day, the newspaper carried a minor story about a puzzle in the astronomical community...observatories around the world had detected a new supernova last night, and what was causing a stir was the star had been too small to undergo the type of collapse necessary to trigger a supernova. Theories and counter-theories were being tossed back and forth, but no one had a real answer yet. Philip was horrified...the picture in the newspaper of the night sky had an arrow pointing out the pinpoint of light that was the star that had exploded...and he recognized it as the one he'd playfully imagined blowing up! Almost in a panic, Philip dialed the emergancy hotline number of the local superhero team and left a rather incoherant message on their voicemail system. Though they were used to crank calls, and the voice in the message was obviously a young one, it also sounded genuinely terrified, so they investigated anyway. Philip told his story, and they found it hard to believe, to say the least. Finally the team leader proposed a test to prove to Philip he hadn't been responsible and thus calm his fears. He obtained from an alien explorer he knew the location of a star with no planets and far enough away from any life-bearing systems to not pose a threat to them. That night, he showed Philip which star in the sky it was and Philip, more than a bit frightened, stretched out his hand to point at the star, intoned "Let there be light!" and imagined it blowing up. The team leader thanked Philip for his cooperation, and said he would come by the next morning with a newspaper to show Philip no unexpected supernova had been reported. The next day, the newspaper carried the story of yet [i]another[/i] unexpected and so far unexplainable supernova...the star the team leader had pointed out to Philip. Needless to say, the superheroes were taken aback by these results, and held a hurried conference about it. They came to the conclusion that a sixteen year old boy, with that kind of power, was likely to use it if he wasn't monitored & taught how to control himself. They offered to make Philip a team sidekick and teach him how NOT to blow up stars anymore; Philip accepted in a heartbeat. A few weeks later, the team held a press conference announcing their new member to the world, and arranging a demonstration of Kid Supernova's power. The press laughed, taking it for a joke...until the next morning... (Note: no actual team name, or names of team members, was specified because as with the other sidekicks I've written up, Kid Supernova is intended to be used in someone else's campaign, and they will doubtless have an already-existant team that's appropriate for this purpose.) [b]Motivation:[/b] Philip is actually rather afraid of the power he wields, and tends to act aggressive and a bit trigger-happy to cover up that fear. He hopes that his time with the team can teach him how to better use and control his power; until then, he'll settle for helping to get villains to surrender by intimidation. Also...and Philip wouldn't admit this to anyone, and barely admits it to himself...he really gets a charge out of seeing the expression on a crook's face when they recognize him, and the fear that immediately shows in their eyes... [b]Quote:[/b] "Back off, man! I'll do it! I'll really do it!" [b]Tactics:[/b] Since his only known innate power has no direct application to any Earthly situation or predicament, Kid Supernova relies on his reputation and his acting ability to bluff people into giving up. In case the bluff doesn't work, though, he's not entirely vulnerable...the pendant he wears (containing the piece of "neutron star material") can prevent most harm from reaching him due to intense gravitational distortions that deflect attacks or rob them of most of their force. It doesn't last for very long, though, and then must spend the next twelve hours or so soaking up ambient gravitational radiation before it can function again. (So far, the pendant only works when Philip wills it -- no one else can activate it -- and no one but Philip seems able to lift it; for anyone else, even those superhumanly strong, it's too heavy to budge.) [b]Appearance:[/b] Philip is a handsome young man, and it's a good bet that he'll be considered quite a dashing figure by the time he's in his early twenties. As Kid Supernova, his costume is a deep blue flecked all over with bits of silver, and a large silver "sunburst" symbol on his chest. His belt, gloves, and boots are as black as the night sky, as is his cape. The pendant containing the fragment of "neutron star" hangs around his neck. [size=4][b]Star At The End Of Its Life, About To Undergo Gravitational Collapse[/b][/size] 227 [b]Spontaneous Gravitational Collapse:[/b] Summon Collapsing Star That Will Supernova 9100-point creatures, Trigger (When Summoned) (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; +1/4); 1 Charge which Never Recovers (-4), OAF Star Immobile Expendable (Extremely Difficult to obtain new Focus; -3), No Conscious Control (-2) [size=4][b]Collapsing Star That Will Supernova[/b][/size] 9100 [b]Let There Be Light:[/b] RKA 975d6, Trigger (when Summoned) (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; +1/4), MegaArea (1" = 10 million km; +2), Explosion (-1 DC/10"; +2 3/4), Armor Piercing (x8; +4), Penetrating (x8; +4); 1 Charge which Never Recovers (-4), OAF Star Immobile Expendable (Extremely Difficult to obtain new Focus; -3), Side Effects, Side Effect occurs automatically whenever Power is used (-2), Side Effects, Side Effect occurs automatically whenever Power is used (-2), Side Effects, Side Effect occurs automatically whenever Power is used (-2), Side Effects, Side Effect occurs automatically whenever Power is used (-2), Side Effects, Side Effect occurs automatically whenever Power is used (-2), Side Effects, Side Effect occurs automatically whenever Power is used (-2), No Conscious Control (-2), No Range (-1/2) [i]Side Effect (Hard Radiation):[/i] RKA 840d6, Affects Desolidified Any form of Desolidification (+1/2), NND (+1), Does BODY (+1), Invisible Power Effects (Fully Invisible; +1), Difficult To Dispel (x16 Active Points; +1), MegaArea (1" = 10 million km; +2), Explosion (-1 DC/10"; +2 3/4), +24 Increased STUN Multiplier (+6); 1 Charge which Never Recovers (-4), No Range (-1/2) [i]Side Effect (EMP):[/i] RKA 505d6, Double Knockback (+3/4), Does BODY (+1), Invisible Power Effects (Fully Invisible; +1), Difficult To Dispel (x16 Active Points; +1), AVLD (Power Defense; +1 1/2), MegaArea (1" = 10 million km; +2), Explosion (-1 DC/10"; +2 3/4), Armor Piercing (x16; +8), Penetrating (x16; +8); 1 Charge which Never Recovers (-4), No Range (-1/2) [i]Side Effect (Light Pulse):[/i] Sight and Radio Groups and Spatial Awareness Flash 1948d6, Affects Desolidified Any form of Desolidification (+1/2), Double Knockback (+3/4), Difficult To Dispel (x16 Active Points; +1), Does BODY (+1), MegaArea (1" = 10 million km; +2), Explosion (-1 DC/10"; +2 3/4), Armor Piercing (x8; +4), Penetrating (x16; +8); 1 Charge which Never Recovers (-4), No Range (-1/2) [i]Side Effect (Neutrino Pulse):[/i] Detect/Sense Neutrinos Group Flash 2416d6, Does Knockback (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Double Knockback (+3/4), Invisible Power Effects (Fully Invisible; +1), MegaArea (1" = 10 million km; +2), Explosion (-1 DC/10"; +2 3/4), Difficult To Dispel (x65536 Active Points; +4), Armor Piercing (x16; +8), Penetrating (x16; +8); 1 Charge which Never Recovers (-4), No Range (-1/2) [i]Side Effect (Nucleosynthesis):[/i] Major Transform 467d6 (Element Into Element With Higher Atomic Number), Does Knockback (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Double Knockback (+3/4), Invisible Power Effects (Fully Invisible; +1), Improved Results Group (+1), MegaArea (1" = 10 million km; +2), Explosion (-1 DC/10"; +2 3/4), Difficult To Dispel (x65536 Active Points; +4), Armor Piercing (x16; +8), Penetrating (x16; +8); 1 Charge which Never Recovers (-4), All Or Nothing (-1/2), No Range (-1/2) [i]Side Effect (Nebula Creation):[/i] Change Environment 2,048" radius (2,048" Any Area; +0), -10 to Sight Group PER Rolls, -10 to Radio Group PER Rolls, +20 Temperature Level Adjustment, -25 levels of FTL travel, Long-Lasting Permanent, Multiple Combat Effects, Hole In The Middle (+1/4), Varying Effect Very Limited Group (+1/4), Variable Special Effects (Limited Group of SFX; +1/4), Does Knockback (+1/4), Conforming (+1/2), Double Knockback (+3/4), MegaArea (1" = 10 billion km; +2 3/4), Difficult To Dispel (x65536 Active Points; +4); 1 Charge which Never Recovers (-4), No Range (-1/2) General note about the 'nested' Summons: according to Steve Long himself, there's nothing to prevent a Summoned creature or object from itself having a Summon, so this is book legal. Whether you could get GM permission to declare an entire star an expendable focus or not, though, is another matter entirely. Previous Sidekick (Megafauna Lad) --- Return to the List of Sidekicks --- Next Sidekick (Coming Soon) Notes Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted December 23, 2005 Author Report Share Posted December 23, 2005 Re: 12 Days of Christmas Project Dork. But good. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 23, 2005 Report Share Posted December 23, 2005 Re: 12 Days of Christmas Project Dork. But good. When OddHat suggested the name, I immediately wondered if there was any way in heck to write up a character on a reasonable number of points -- let alone a sidekick -- that could actually make a star go supernova. Turns out the answer's yes, though it takes a bit of GM permission in regards to what's an Expendable Focus. Quote Link to comment Share on other sites More sharing options...
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