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him a secret identity of Spike Dexter. He gives Spike an appropriately quirky origin involving a pet store and radiation, and details his timid personality. Draw. Stan draws ten cards. They include: an 8 of Intellect; a 2 and 5 of Strength; a 1 and 2 of Willpower; a 3 and 4 of Agility; and a 3, 4 and 10 of Doom. Ability Scores. Stan assigns the 5 of Strength to Strength. he assignes the 10 of Doom to agility. he assigns teh 4of Doom to Intellect, and the 1 and 2 of Willpower to Willpower. Ability Codes. Because Stan played one Strength card for Strength, the Hedgehog gets a 5C Strength. The Doom cards in Agility and Intellect mean X codes there. He has played two Willpower cards in Willpower, so Spike has a 3B in that ability. Skills. Spike's codes call for two Strength skills and three Willpower skills. Since he's gonna have spines, Stan gives him Natural Weapons and spears. spike works in a pet store so he needs Animal Handling. Hedgehogs have acute senses, so Stan gives him Tracking and Observation. Edge and Hand Size. Stan doesn't want the Hedgehog to have a 1 Edge, so he amps his Edge to 2 by placing his 8 of intellect in the ability starburst. Stan's Hand Size is now 4 (Edge +2). Powers. Here's where Stan's going to blow the points (numerical not spiny). Spike's a hedgehog, so Stan gives him teeth +4 and Enhanced senses 3, using the 4 of Agility and the 3 of Doom. Spike alos gets Quills +2, because Stan plays the 2 of Strength. Stan wants the spines to work as defense beyond their normal powers, so he uses his last card, the 3 of Agility to get Body Armor +3. Stunts. Of the four powers only the Quills match in trump suit *because Stan used the 6 of Strength, which is Quills' trump suit). So he gets on stunt. The only stunt listed is Volley, and hedgehogs can't fire |
their quills. So Stan proposes that Spike gain an irritating liquid on the edge of his spines, much like real hedghogs have. the Narrator rules that this irritant stunt gives anyone Spike stabs a -2 Agility for one exchange, a pretty minor stunt but it keeps Stan happy. Limits. The Hedgehog's Body Armor +3 is too low for Stan's taste. He decides to make it Preventative of any acitons while the armor is in effect. This limit makes sense, as hedgehogs can't do much of anything whi8th their spines out. Stan draws and gets a positive 5 of Agility, so he adds that card to the Body Armor, making it +8. Hindrances. Whoops! Stan didn't reserve one card for Spike's Calling, which he'll need in a few instants. so he must either rearrange his cards, or try to get anew one by taking a hindrance. He goes for the latter option and selects the Monstrous hindrance. he draws and gets a neutral card, shich he doesn't get to keep. So he tries again. He takes the apropos Panicky hindrance (which he'll certainly regret), and draws a positive 4 of strength. At least he can use that for his calling. Calling. Tough call, Outcast seems obvious, but hedgehogs are so cute that Stan picks Animal Nature. (Hedgehogs aren't known for their ferocity, so Spike's animal nature is going to lean toward the fearful.) The 4 in Stan's hand shows a different calling (Thrill-Seeker), but Stan sees that the 2 of Strength representing Quills bears the feral countenance of Werewolf, whose calling is Animal Nature. Spike switches out the 4 for the 2 (making the Quill's bonus +4) and turns the 2 face down. Since this matches Spike's chosen calling, Stan gets to draw again, gaining for himself a 4 of Intellect. Stan decides to add this card to Spikes Quills power raising the intensity to +8. Reality Check. Stan's Narrator says everything's okay, so he's ready to play. It might be hard to find a superteam that'sll accept poor Spike, but then again, hedgehogs are solitary creatures.... |
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