Difference between revisions of "Superagent"
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* <sidekick> takes a couple quick publicity shots and hands them to a nearby bird. Kids these days. | * <sidekick> takes a couple quick publicity shots and hands them to a nearby bird. Kids these days. | ||
* <sidekick> takes a couple candid publicity shots and sends them to a supermarket tabloid. Did you get the superagent book mixed up with the superpaparazzi book again? | * <sidekick> takes a couple candid publicity shots and sends them to a supermarket tabloid. Did you get the superagent book mixed up with the superpaparazzi book again? |
Revision as of 06:06, 10 August 2014
This page contains some non specific data which NEEDS SPADING: interference and chips formulae |
Superagent
How Obtained
Behavior
Your sidekick hasn't become a secret agent with superpowers or anything like that. That stuff is still all your job. Instead, they've become an agent for a superhero. The superhero is you. They're your agent.
Level cap: 20
How Obtained
Full-time sidekick.
Obtained from: Superagency and You
Behavior
Ability: Attracts villains, interferes with opponents, and can make mad chips
Messages
- During combat, 50% of the time:
- <sidekick> makes a gigantic fuss until your foe switches over to a new, kid-friendly weapon. (Lowers Offense)
- <sidekick> complains furiously until your opponent agrees to a costume change. It almost has to be less protective; fanservice and proper armor rarely go hand in hand. (Lowers Defense)
- <sidekick> insists your opponent aim in line with Interstellar Minions Local 501 regulations. (Lowers Accuracy)
- <sidekick> makes some updates to the choreography so there are more clean hits in the promo shots. Your opponent reluctantly agrees. (Lowers Dodging ability)
- <sidekick> gets tired of waiting for the fight to end and takes some promotional photos of your opponent. They're momentarily blinded by the brilliant flash. (Stuns for 1 round)
- At the end of combat, depending on how many rounds the fight lasted:
- By the time you've cleaned up after the fight <sidekick> has already sold the movie and toy rights for it. You gain 4X chips. (1 round)
- By the time the fight's done, <sidekick> is already selling the rights for the novelization. You gain 2X chips. (2 rounds)
- <sidekick> uses a few seconds after the fight to talk up your marketability with the studio. You gain X chips. (3 rounds)
- <sidekick> doesn't have time left over after the fight to handle the rights. It's a shame, because the choreography was top notch. (4 or more rounds)
- Noncombat adventures and running away (including fast runaways?):
- <sidekick> takes a couple quick publicity shots and hands them to a nearby bird. Kids these days.
- <sidekick> takes a couple candid publicity shots and sends them to a supermarket tabloid. Did you get the superagent book mixed up with the superpaparazzi book again?
- <sidekick> takes a couple quick publicity shots and forwards them to the studio.
- <sidekick> tells some passersby about your upcoming feature film... which they can see as soon as <sidekick> convinces the studio to make it.
Notes
- X seems to be level dependent and uncapped with an unknown range.