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A DC Animated-style HeroMachine


Theron
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Re: A DC Animated-style HeroMachine

 

Momenta

 

Momenta.png

 

(Details and story behind the spoiler for space.)

 

 

Background: From the time she was very young, Janna was different. She was always a little taller than her classmates, and a little stronger. She never had a broken bone, never even got sick. And at the age of 19, she was hit by a drunk driver. Not only did the crash not hurt her, it didn't even knock her down. Since nothing extraordinary had ever happened to her, she figured she must be a mutant.

 

The truth was something else entirely.

 

For the past fifty years or so, Zeus had been contemplating a comeback. Sure, those mortals he left in charge when he took his leave of Earth were never too bright, but this was just too much. Those impudent mortals had come to deny the need - even the existence - of any of the gods. And a few of them, superheroes and supervillains, as they called themselves, had even begun claiming to be gods - or at least acting like gods, which was no better. Something had to be done, and Zeus was just the god to do it.

 

Of course, for maximum effectiveness, Zeus realized that he needed an avatar (read: flunkie) to fight his enemies and carry out his plans while he schemed and plotted. Heracles and Ares had always served adequately in the past for such things. But Heracles no longer seemed interested in conquest, and Ares had become too treacherous and bloodthirsty to be trusted. He'd just have to get an avatar the old fashioned way....

 

For reasons unfathomable to any but himself, Zeus chose a rather average Chicago housewife, Stacy Allen. He abducted her husband George, a construction foreman, and gave him a one-day case of amnesia. Then, shapeshifted to resemble George in every particular, he appeared at Stacy's door with a dozen red roses and a bottle of wine (provided by Bacchus) guaranteed to increase both her desire and her fertility. Stacy was shocked to see such a display of affection and romance from her husband (or so she thought), and the rest, as they say, is history. Stacy still remembers that night fondly, and George still believes he hit his head on a steel I-beam the following morning, resulting in a concussion and slight memory loss.

 

Janna, of course, knows nothing of this. She just knows that she's got talents beyond what is normally considered 'human'. She never went into athletics, much to the chagrin of her school's basketball and volleyball coaches. She didn't think it would be fair. She was a cheerleader one year, but gave it up when it became apparent that she and the head cheerleader had a 'personality conflict'. So she tried to fit in, as best a girl of her height could. And she did quite a job of it.

 

Janna finished an average high school career, graduating somewhere in the top half of her class. She went to a local business college and got a particularly ordinary job as an administrative assistant at a real estate agency. She lives in a typical apartment, drives a nondescript car, and has a rather boring social life. To all appearances, Janna Allen is Ms. Average.

 

The truth is something else entirely.

 

 

Powers/Tactics: Like her many notable half-siblings (Heracles, for example), Janna is half human, half Olympian god. As such, she has extraordinary strength, endurance, and toughness. She is resistant to mental attacks, and she is immune to most terrestrial diseases and toxins, and can survive in almost any environment. She is effectively immortal.

 

She also has abilities that appear to be unique to her. When she strikes a target using her strength, she is able to impart additional kinetic energy above and beyond the force of her blow. As a result, she can knock her opponents tremendous distances. She is also apparently able to absorb a portion of the kinetic energy of an opponent's blow, and consequently is resistant to being knocked down or knocked back herself. (Note: Double KNB on her STR, as well as some KNB Resistance.)

 

Momenta has been in the superhero business long enough to have picked up some fighting tips from other heroes. She has received some martial arts training and is an above average hand-to-hand combatant.

 

In combat, Momenta fights pretty much like a typical brick. She doesn't use a lot of typical 'brick tricks', however, because she's not quite as strong as a lot of other bricks. She's not likely to try to cause shockwaves or throw buses at the opposition. Insted, she prefers to wade right in and mix it up one on one. She likes to try to hit an opponent so that he'll fly into a wall or something similarly damaging. Momenta tends to leave a lot of property damage in her wake.

 

 

Quote: "Cool it with the attitude, or I'll knock you to Buffalo."

 

 

 

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Re: A DC Animated-style HeroMachine

 

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:

 

The Question was probably my favorite second-tier character in JLU. Jeffrey Combs was perfect to do the voice work for the character. :thumbup:

its a conspiracy aginst q i tell ya

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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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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

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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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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.

 

I *DID* say it was a rough build...and you are right Succor is a better option.

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