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Thread: A DC Animated-style HeroMachine

  1. #2626
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    Re: A DC Animated-style HeroMachine

    Intergalactic bounty hunter and adventurer

    Pulsar


  2. #2627
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    Re: A DC Animated-style HeroMachine

    Now this one I really like, alas more widely scattered rep before you
    "Are you seeing what I am seeing? Because, I am seeing apes with blasters riding pterodons!" Plastic Man

  3. #2628
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    Re: A DC Animated-style HeroMachine

    Momenta



    (Details and story behind the spoiler for space.)

    Spoiler:
    "Science is a way of thinking much more than it is a body of knowledge."
    - Carl Sagan

  4. #2629
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    Re: A DC Animated-style HeroMachine

    Quote Originally Posted by Pariah View Post
    I'm reminded of an exchange from Justice League Unlimited:

    Huntress: So, what are you wearing?
    Question: Blue overcoat. Fedora.
    Huntress: You really stink at this.
    Questions: Orange socks?
    Huntress: <hangs up>

    The Question was probably my favorite second-tier character in JLU. Jeffrey Combs was perfect to do the voice work for the character.
    its a conspiracy aginst q i tell ya
    FRUSTRATED ACTION MOVIE HERO

  5. #2630
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    Re: A DC Animated-style HeroMachine

    Another version of Momenta:

    "Science is a way of thinking much more than it is a body of knowledge."
    - Carl Sagan

  6. #2631
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    Re: A DC Animated-style HeroMachine

    Quote Originally Posted by Pariah View Post
    Another version of Momenta:

    Is that "M" like a supermodel's mole? It moved from one side to the other between shots.

  7. #2632
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    Re: A DC Animated-style HeroMachine

    a renegade mutant in Belize; a flying brick; former mercenary employed by Professor M
    Attached Images Attached Images
    " One who brings
    A mind not to be changed by place or time;
    The mind is its own place and in itself
    Can make a heaven of hell, a hell of heaven."

    John Milton, Paradise Lost

  8. #2633
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    Re: A DC Animated-style HeroMachine

    Quote Originally Posted by Pariah View Post
    Another version of Momenta:

    Gotta love the redheads.
    Zardoz is a LIE!!!

    "HULK NO LIKE CLOWNS!"

    "Worst case of ninjavitis I've ever seen." Doctor Cuspid

    Check Out My Drawings on Photobucket

  9. #2634
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    Re: A DC Animated-style HeroMachine

    Quote: "Crime doesn't stand a chance when they get a whiff of me."



    La Mofeta
    Zardoz is a LIE!!!

    "HULK NO LIKE CLOWNS!"

    "Worst case of ninjavitis I've ever seen." Doctor Cuspid

    Check Out My Drawings on Photobucket

  10. #2635
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    Re: A DC Animated-style HeroMachine

    The Awesome Android
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    "Are you seeing what I am seeing? Because, I am seeing apes with blasters riding pterodons!" Plastic Man

  11. #2636
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    Re: A DC Animated-style HeroMachine

    This is PowerGlide, a PC of mine from my early teens. Generated in the Old Marvel Superheroes game he was a wonderful collage of powers and abilities thrown together as only a random hero generator could.

    With abilities that benchmarked at a strength roughly equal to the Beast, agility just slightly less than Spider-man, a constitution of near-God levels, and a mastery of fighting that placed him as Captain Americas equal. Moreover, his powers of Adaptation, meant that he rapid adjusted to new situations and grew more powerful as time went on. His wings came from being dropped from an airplane to his doom and are only one of the many adaptations he developed.

    His side ability to generate kinetic thrust (hence "Power" in PowerGlide) enabled him to overtake military jets, and perform powerstunts like hurl his knives and other small objects at supersonic velocity. This was all way before Gambit was even sketched out natch.

    He also has regeneration that works amazingly fast, for those that know it was rated at Unearthly, and meant that he was almost unkillable, and very difficult to put down for very long. His first outing was to find a subdue the Abomination. He lost...barely...Abby knocked him back about a 1/2 mile and leaped away. Still surviving *many* turns with an Unearthly 100 STR opponent cements your reputation.

    I gotta do a HERO verison of him soon.
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    "Are you seeing what I am seeing? Because, I am seeing apes with blasters riding pterodons!" Plastic Man

  12. #2637
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    Re: A DC Animated-style HeroMachine

    Continuing the Lost characters

    Here's Desmond Hume


  13. #2638
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    Re: A DC Animated-style HeroMachine

    Turnabout


  14. #2639
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    Re: A DC Animated-style HeroMachine

    PowerGlide's very rough character sheet. Remember this is a conversion of a very powerful, and very experienced hero from a game system with the possibility of very high capabilities w/o thought to cost. So he has a vast number of MA maneuvers and new abilities gained through mastery of relatively cheap power stunts .

    PowerGlide

    Player:

    Val Char Cost
    35 STR 25
    29 DEX 57
    30 CON 40
    30 BODY 40
    18 INT 8
    18 EGO 16
    25 PRE 15
    20 COM 5

    20/26 PD 13
    20/23 ED 14
    6 SPD 21
    13 REC 0
    60 END 0
    65 STUN 2

    11" RUN 10
    7" SWIM 5
    8" LEAP 1
    Characteristics Cost: 272

    Cost Power
    56 Adaptation: Variable Power Pool, 30 base + 26 control cost, all slots No Skill Roll Required (+1), Can Apply (Remove) Adders (+1) (75 Active Points); all slots Character Has No Choice Regarding How Powers Change (Only to create defenses versus attacks or overcome hostile situations; -1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4)

    Adaptations
    17 1) Feathered Wings: Flight 10", x4 Noncombat (25 Active Points); Restrainable (-1/2)
    10 2) Active Defenses: Lack Of Weakness (-10) for Mental Defense
    10 3) Active Defense: Power Defense (10 points)
    10 4) Infrared Perception (Sight Group), Discriminatory
    15 5) Radar (Radio Group)
    8 6) Ultrasonic Perception (Hearing Group), Discriminatory

    20 Unearthly regeneration: Elemental Control, 40-point powers
    38 1) Regeneration: Healing 10 BODY, Can Heal Limbs (105 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4)
    21 2) Life Support (Eating: Character only has to eat once per week; Expanded Breathing; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) (41 Active Points) [Notes: Underwater and High Altitude Breathing]

    35 Kinetic Boosting: Elemental Control, 70-point powers
    29 1) Thrown Weapon Boosting: Aid 10d6 (standard effect: 30 points) (100 Active Points); Limited Power Power loses about half of its effectiveness (AID only lasts for one attack; -1), Limited Special Effect Very Common SFX (Nonpowered attacks only; -1/4)
    17 2) Aid Flight 5d6 (standard effect: 15 points) (50 Active Points); Limited Power Power loses about half of its effectiveness (AID only lasts one phase; -1)
    35 3) Local Burst: Energy Blast 10d6, Personal Immunity (+1/4), Explosion (+1/2) (87 Active Points); No Range (-1/2)
    59 4) PowerGlide: Flight 25", x64 Noncombat, Reduced Endurance (1/2 END; +1/4) (94 Active Points)
    27 5) Blast Shielding: Force Field (20 PD/20 ED) (Protect Carried Items), Ranged (+1/2) (75 Active Points); Instant (-1/2)

    22 Adamantium alloy fighting knives: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1)
    1u 1) Pommel Punch: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
    2u 2) Knife Slash: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF (-1)
    2u 3) Knife Throw: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), Range Based On Strength (-1/4)

    8 Balistic Cloth Armor: Armor (6 PD/3 ED), Hardened (+1/4) (17 Active Points); OIF (-1/2), Activation Roll 14- (Does not cover head; -1/2)

    8 SHIELD Communicator: High Range Radio Perception (Radio Group), Concealed (-4 with High Range Radio Perception PER Rolls) (16 Active Points); OAF ("credit card"; -1)
    Powers Cost: 450

    Cost Martial Arts Maneuver
    Master of All Known Fighting Arts
    16 1) +4 HTH Damage Class(es)
    8 2) Weapon Element: Blades, Chain & Rope Weapons, Clubs, Fist-Loads, Karate Weapons, Staffs, Three-Section Staff, Thrown Knives, Axes, and Darts
    4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
    4 4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 13d6 Strike, Must Follow Block
    4 5) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 13d6 Strike
    5 6) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    5 7) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 65 STR for holding on; FMove
    3 8) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 11d6 +v/5 Strike; You Fall, Target Falls; FMove
    5 9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2 1/2d6 , Disable
    4 10) Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 8d6
    3 11) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 65 STR for holding on
    4 12) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike
    3 13) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 11d6 +v/5, Target Falls
    4 14) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
    5 15) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 11d6 +v/5; FMove
    5 16) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 65 STR to take weapon away
    3 17) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 11d6 Strike; Target Falls
    4 18) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 65 STR
    4 19) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6
    4 20) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4 21) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 65 STR to Disarm
    4 22) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
    4 23) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 70 STR vs. Grabs

    Knife Fighting
    16 1) +4 Ranged Damage Class(es)
    5 2) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike +4 DC , +1 Segment
    5 3) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +6 DC to Disarm
    4 4) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +8 DC
    5 5) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +4 DC +v/5, Target Falls
    Martial Arts Cost: 144

    Cost Skill
    Skills you pick up over time
    3 1) Contortionist 15-
    3 2) Paramedics 13-
    3 3) Stealth 15-

    Experienced
    7 1) Power: Kinetic Thrust 15-
    3 2) Power: Adaptation 15-

    Ultimate Warrior
    3 1) Acrobatics 15-
    7 2) Analyze: Combat 15-
    3 3) Breakfall 15-
    20 4) +4 with HTH Combat
    5 5) Defense Maneuver I-II
    5 6) KS: Martial Arts World 15-
    6 7) Penalty Skill Levels: +3 vs. Throwing modifiers with a tight group of attacks
    5 8) Rapid Attack (HTH)
    12 9) WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Energy Weapons, Small Arms, Flying Claw/Guillotine, Three-Section Staff

    3 Linguist
    2 1) Language: Arabic (fluent conversation; literate) (3 Active Points)
    3 2) Language: Japanese (completely fluent; literate) (4 Active Points)
    2 3) Language: Mandarin (fluent conversation; literate) (3 Active Points)
    1 4) Language: Russian (basic conversation)
    3 5) Language: Spanish (completely fluent; literate) (4 Active Points)

    SHIELD Training
    3 1) Criminology 13-
    3 2) Demolitions 13-
    3 3) Electronics 13-
    3 4) Interrogation 14-
    4 5) KS: A.I.M. 14-
    4 6) KS: Criminal Organizations 14-
    3 7) Security Systems 13-
    3 8) Tactics 13-
    3 9) Teamwork 15-

    3 Traveler
    5 1) AK: Los Angeles (6 Active Points) 16-
    4 2) AK: West Coast of North America (5 Active Points) 15-
    2 3) CuK: S.H.I.E.L.D. procedures (3 Active Points) 13-

    16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 13-
    Skills Cost: 158

    Cost Perk
    15 Fringe Benefit: Black Belt, Federal/National Police Powers, Security Clearance, SHIELD Agent
    5 Money: Well Off
    4 Reputation (A small to medium sized group) 14-, +4/+4d6
    4 Reputation (A large group) 11-, +2/+2d6
    Perks Cost: 28

    Cost Talent
    3 Ambidexterity (-2 Off Hand penalty)
    12 Combat Luck (6 PD/6 ED)
    4 Double Jointed
    17 Danger Sense (self only, in combat, Function as a Sense) 13-
    3 Perfect Pitch
    3 Simulate Death
    Talents Cost: 42

    Total Character Cost: 1094

    Pts. Disadvantage
    25 Hunted: AIM 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    15 Hunted: Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    20 Hunted: SHIELD 14- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
    15 Social Limitation: Public ID (Frequently, Major)
    10 Rivalry: Professional (Red Tiger), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

    Disadvantage Points: 85
    Base Points: 500
    Experience Required: 509
    Total Experience Available: 509
    Experience Unspent: 0
    Attached Files Attached Files
    Last edited by The Hawk God; Mar 22nd, '09 at 08:12 AM.
    "Are you seeing what I am seeing? Because, I am seeing apes with blasters riding pterodons!" Plastic Man

  15. #2640
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    Re: A DC Animated-style HeroMachine

    The Hawk God,I hate to point this out,but Aid being an 0 END power,isn't supposed to be put into Elemental Controls.Wouldn't two Succors,both bought to 0 END,be a better representation of the character?
    Furthermore,you can't have a 50 point Power (the second Aid) in a EC with a 35 point base.
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