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12 Days of Christmas Project


Super Squirrel

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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.

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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. :)

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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. ;)

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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

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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.

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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

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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

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