Tim Posted December 25, 2005 Report Share Posted December 25, 2005 Re: 12 Days of Christmas Project Okay, here's my 12 DC piece: Multiple Personality Kid! Tim suggested the name, so I decided to write up such a character, but with a twist. I hope you like them, so here they are: All twelve of them! Dude, I love this one. You have outdone yourself. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 25, 2005 Report Share Posted December 25, 2005 Re: 12 Days of Christmas Project Dude' date=' I love this one. You have outdone yourself.[/quote'] Thanks, Tim; it was a lot of work, but that makes it worth it. Quote Link to comment Share on other sites More sharing options...
Michael Hopcroft Posted December 25, 2005 Report Share Posted December 25, 2005 Re: 12 Days of Christmas Project Sidekick: Kidthulhu I know I came to this thread late, but I must say this is a spectacularly good character concept and writeup. I'd read a webcomic about this character! Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 25, 2005 Report Share Posted December 25, 2005 Re: 12 Days of Christmas Project I know I came to this thread late' date=' but I must say this is a spectacularly good character concept and writeup. I'd read a webcomic about this character![/quote'] Michael, thanks for the compliment; believe me when I say I never think it's too late to be on the receiving end of a compliment like that. Quote Link to comment Share on other sites More sharing options...
Tim Posted December 25, 2005 Report Share Posted December 25, 2005 Re: 12 Days of Christmas Project Thanks' date=' Tim; it was a [i']lot[/i] of work, but that makes it worth it. Does your Supers character need a sidekick? Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 25, 2005 Report Share Posted December 25, 2005 Re: 12 Days of Christmas Project And because I got asked this question via email...yes, some of the personalities/powers are...um...'influenced' by certain people 'associated' with HERO. Some of them are pretty obvious (Codex), some obvious after a bit of thought (Centurion) others not so obvious. I'm not saying that all of them are so based, but there are a couple. I'll leave it to you to figure it out. Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 25, 2005 Report Share Posted December 25, 2005 Re: 12 Days of Christmas Project Well, it looks like I made my EGO check and successfully Pushed my Theme, so here's sidekick #13... Sidekick: Quantum Amoeba Name suggested by Trebuchet and OddHat [size=6][b]Quantum Amoeba[/b][/size] (Amoeba proteus) [i]Inspired by Trebuchet and OddHat on the HERO forums[/i] Val Char Cost -30 STR -40 20 DEX 30 10 CON 0 10 BODY 0 29 INT 19 20 EGO 20 0/20 PRE -10 20 COM 5 2/17 PD 2 2/17 ED 0 3 SPD 0 10 REC 16 20 END 0 15 STUN 0 1" RUN -10 1" SWIM - 1 0" LEAP 0 Characteristics Cost: 31 Cost Power 24 [b]Microscopic Lifeform:[/b] Elemental Control, 48-point powers 96 1) [b]Microscopic:[/b] +24 with DCV 16 2) [b]Microscopic:[/b] +24 with Concealment; Self Only (-1/2) 24 3) [b]Microscopic:[/b] +24 with Stealth 36 4) [b]Microscopic:[/b] Energy Damage Reduction, Resistant, 75% 36 5) [b]Microscopic:[/b] Physical Damage Reduction, Resistant, 75% 5 [b]Pseudopods:[/b] Extra Limbs (25) 23 [b]Pseudopods:[/b] Clinging (10 STR) 49 [b]Protoplasmic Lifeform:[/b] Shape Shift (Sight and Touch Groups, any shape), Reduced Endurance (0 END; +1/2) 32 [b]Protoplasmic Lifeform:[/b] LS (Expanded Breathing (Water); 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; Sleeping: Character does not sleep) 10 [b]Not Easily Impressed:[/b] +20 PRE; Only For Defense (-1) 30 [b]Quantum Energy Manipulation:[/b] Elemental Control, 60-point powers 120 1) [b]Quantum Bolt:[/b] EB 10d6, Variable Advantage (+1 Advantages; +2) 115 2) [b]Quantum Entanglement:[/b] Entangle 6d6, 12 DEF, Cannot Be Escaped With Teleportation (+1/4), Personal Immunity (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Area Of Effect Accurate (One Hex; +1/2), No Range Modifier (+1/2), Continuous (+1); Does Not Prevent The Use Of Accessible Foci (-1), 1 Continuing Fuel Charge lasting 1 Minute (-3/4), Cannot Form Barriers (-1/4), Vulnerable [Gravity-Based Attacks] (Uncommon; -1/4) 43 3) [b]Quantum Inhibitor:[/b] Suppress 17d6, any Nuclear or Quantum power one at a time (+1/4); 1 Continuing Fuel Charge lasting 1 Minute (-3/4) 49 4) [b]Quantum Tunneling:[/b] Tunneling 5" through 30 DEF material, Fill In, Reduced Endurance (0 END; +1/2); Restricted Path (-1), Instant (-1/2), no Noncombat movement (-1/4) 30 5) [b]Quantum Barrier:[/b] FF (15 PD/15 ED/10 Mental Defense), Reduced Endurance (0 END; +1/2) 30 6) [b]Quantum-Powered Lifeform:[/b] Absorption 12d6 (energy, BODY) 30 7) [b]Quantum Shield:[/b] Power Defense (60 points) 31 8) [b]Quark Conversion Stream:[/b] RKA 1 point, Personal Immunity (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2), No Range Modifier (+1/2), Continuous (+1), Penetrating (x4; +2), Variable Advantage (+3 Advantages; +6) Powers Cost: 829 Cost Skill 15 +5 with Quantum powers 2 AK: Campaign City 15- 0 Acting 8- 2 Climbing 13- 2 Concealment 15- 0 Conversation 8- 3 Criminology 15- 2 Deduction 15- 0 Language: English (idiomatic) 1 PS: Superhero 15- 0 Paramedics 8- 0 Persuasion 8- 11 Power: Quantum Manipulation 19- 2 Shadowing 15- 2 Stealth 13- 11 Teamwork 17- 3 Scientist 2 1) SS: Chaos Theory 15- 2 2) SS: Mathematics 15- 3 3) SS: Nanotechnology 16- 4 4) SS: Nuclear Physics 17- 5 5) SS: Quantum Mechanics 18- Skills Cost: 72 Cost Talent 9 Ambidexterity (no Off Pseudopod penalty) 4 Double Jointed 5 Eidetic Memory Talents Cost: 18 Total Character Cost: 950 Pts. Disadvantage 50 Size (Microscopic) 15 Distinctive Features: Amoeba (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Simple Tests) 10 Dependence: Water Takes 2d6 Damage (Very Common, 1 Hour) 10 Hunted: The Fiendish Dr. Diatom 8- (As Pow, Harshly Punish) 10 Hunted: Pair-a-mecium 8- (As Pow, Harshly Punish) 20 Psychological Limitation: Superhero Code (Very Common, Strong) 15 Psychological Limitation: Champions the cause of rights for non-human sentients (Common, Strong) 10 Social Limitation: Not legally a 'person' (Occasionally, Major) 10 Vulnerability: 2 x Effect Drains, Supresses, Transfers (Uncommon) Disadvantage Points: 150 Base Points: 200 Experience Required: 600 Total Experience Available: 600 Experience Unspent: 0 [b]Height:[/b] 500 microns [b]Hair:[/b] None [b]Mass:[/b] 1.455E-9 kg [b]Eyes:[/b] Not Applicable [b]Background:[/b] Amoeba proteus was living happily in a pond near an experimental fusion power plant, not knowing or caring that a much wider world existed outside the tiny little area of the pond in which he swam. One day, however, there was an accident at the plant during a test-start of the reactor; something went terribly wrong and a massive wave of subatomic particles, most of them ordinarily having decay times of mili-microseconds, as well as a flood of previously-unknown particle radiation, blasted out of the plant and swept across the countryside, including the pool in which this particular amoeba lived. A dazzling burst of light flared in his mind (and that mind's first thought was "I have a mind? Hey! I have a mind!") gifting him with a hyper-intellect as well as the ability to manipulate quantum forces that bind and define the universe. He was no longer an ordinary amoeba; he had become Quantum Amoeba, The Mighty Microbe! [b]Motivation:[/b] Quantum Amoeba is a very responsible individual, and feels that with great power comes great responsibility. He's intensely curious about the wide world outside his pond, and even given the little he's found out so far, is shocked and saddened by the number of people who use their abilities (either normal or superhuman) in irresponsible ways that hurt others. When he stumbled across the concept of the 'super-hero', though, Quantum Amoeba immediately knew that was his calling, his destiny! But since it's almost impossible for him to get around on his own due to his size and limited mobility, he needs to partner with another superhero. His main difficulty is in getting people to believe in him; for while his voice can be heard by normal-sized humans (thanks to some delicate quantum enhancement of sound waves), they can't see him with the naked eye and his voice appears to be coming from thin air. [b]Quote:[/b] "I was born in a pond, so I know scum... and you, sir, give pond scum a bad name!" [b]Tactics:[/b] Quantum Amoeba has a number of very powerful effects at his command; his most often used one, as he doesn't like to hurt people (even evildoers) is his Quantum Entanglement ability, though it takes him about twenty-four hours to store up enough quantum flux to be able to enwrap a macroscopic object (like a human) in his field. If that's not practical to use, or he's already expended his reserve of power, he'll most likely use his Quantum Bolt unless his opponent has nuclear- or quantum-based powers, in which case he'll try his Quark Inhibitor Field. His most fearsome attack, which has proved unstoppable by any force, barrier, or material substance so far, is his Quantum Conversion Stream...a tightly-focused beam of unusually long-lived (and hence long-ranged) W and Z bosons (the particles of the weak nuclear force) which cause quarks to change type (known in quantum mechanics as 'flavor'), turning protons and neutrons into other types of particles, and thus causing the matter of which they're composed to rip itself apart. Fortunately, due to his extremely small size, this terrible attack affects only a miniscule amount of matter at a time. [b]Other Notes:[/b] Unfortunately for mankind, Quantum Amoeba was not the only superpowered lifeform created by that radiation wave; among others who were 'born' that day are his enemies The Fiendish Dr. Diatom (a microscopic gadgeteer with a speciality in nanotechnology) and the Pair-A-Mecium, a diabolical duplicating microbe. [b]Appearance:[/b] [img=http://www.castle-walls.org/hero/misc/amoeba_proteus.jpg] Fun facts about amoebas: The largest can reach 3mm in size, readily visible to the naked eye The smallest is about 10 microns in size, or .01 mm Some amoebas form hard shells around themselves for protection and reach out to snag food Though all amoebas are single-celled, some have more than one nucleus; there are species that have literally hundreds of nuclei in their single cell The human genome contains about 2.9 billion base pairs, but those of amoebas usually contain many more; that of Amoeba dubia contains 670 billion, or over 230 times as many as the human genome Quote Link to comment Share on other sites More sharing options...
Trebuchet Posted December 25, 2005 Report Share Posted December 25, 2005 Re: 12 Days of Christmas Project :rofl: Repped! Quote Link to comment Share on other sites More sharing options...
OddHat Posted December 26, 2005 Report Share Posted December 26, 2005 Re: 12 Days of Christmas Project Well, it looks like I made my EGO check and successfully Pushed my Theme, so here's sidekick #13... Sidekick: Quantum Amoeba Name suggested by Trebuchet and OddHat DUDE! DUDE! Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted December 26, 2005 Report Share Posted December 26, 2005 Re: 12 Days of Christmas Project I'm glad you liked it; now I'm contemplating writing up The Fiendish Dr. Diatom and Pair-a-mecium, but they're not really sidekicks and so wouldn't fit the theme... Quote Link to comment Share on other sites More sharing options...
Logan D. Hurricanes Posted December 26, 2005 Report Share Posted December 26, 2005 Re: 12 Days of Christmas Project I'm glad you liked it; now I'm contemplating writing up The Fiendish Dr. Diatom and Pair-a-mecium' date=' but they're not really sidekicks and so wouldn't fit the theme... [/quote'] You are such an "Oy!"veracheiver... Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted December 26, 2005 Report Share Posted December 26, 2005 Re: 12 Days of Christmas Project Dr. A ... really man I was trying to spread the rep just to get you for participating in this .. now I owe you AGAIN for Quantum Amoeba who is, by far, the coolest character I think I've ever seen. Anyways .. Rep coming when I can hit ya with the Rep Stick. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted December 26, 2005 Author Report Share Posted December 26, 2005 Re: 12 Days of Christmas Project I'll have my last one up tonight, promise. Long story. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted December 26, 2005 Author Report Share Posted December 26, 2005 Re: 12 Days of Christmas Project Rudolf's Red Nose Napalm Bomb 1d6 RKA Explosive (+1/2), No Normal Defense (Defense is Covered Skin or appropriate LS; +1), Does BODY (+1), Continuous (+1) (68 Active Points); 1 Charge Lasting 1 Turn (-1 1/4), IAF (Red Nose; -1/2), Range Based On Strength (-1/4), No Knockback (-1/2). Total Cost: 19 points. Secret Agents always need to be prepared for any special missions that come up. Some missions involve getting close to someone rich and powerful. And what makes a better way to get close to the rick and powerful than to disguise yourself as Rudolf for a Christmas party. But all agents needs weapons available for emergencies and what makes a better secret weapon than your very own nose. Quote Link to comment Share on other sites More sharing options...
PhilFleischmann Posted December 29, 2005 Report Share Posted December 29, 2005 Re: 12 Days of Christmas Project The first two spells are an example of Dream Magic, a fairly rare style occasionally seen among elvish mystics (who are often a little wierd, even to other elves). Nightmare Glimpse This spell causes a brief moment of subconscious recognition in the target. The caster seems, for a brief instant, to be something out of the target's nightmares. It's fairly subtle in its effect. The target won't see the caster as some horrifying monster, but it can be a rather unsettling appearance (think Richard Dreyfus's reaction to various cone-shaped objects in Close Encounters). +20 Presence (20), Only for Presence Attacks (-1), One Target Only (-0.25), Only against creatures that can dream and have nightmares (-0.5), Concentration 1/2 DCV (-0.25), Costs END (-0.5) Real Cost: 6 END Cost: 2 Quote Link to comment Share on other sites More sharing options...
PhilFleischmann Posted December 29, 2005 Report Share Posted December 29, 2005 Re: 12 Days of Christmas Project Dream Manipulation This is a long-term behavior-modifying spell. The target will feel no ill effects when the spell is cast, but will start to have nightmares every night, which will gradually have an effect on his waking personality and actions. This spell is very useful for political intrigue. The extra time of one day means that the spell takes effect only at night, while the victim sleeps. 3d6 Mind Control, Continuous, Uncontrolled, Cumulative x4 (max 72 points of effect) (52), Extra Time: One Day (-4), Concentration 0 DCV (-.5), One Charge per Day (-2), Costs END (-.5), Incantations (-.25) Real Cost: 6 END Cost: 5 Quote Link to comment Share on other sites More sharing options...
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