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A DC Animated-style HeroMachine


Theron

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Re: Bluto does an encore...

 

If you make Bluto too much better looking than Popeye' date=' then it makes Olive Oyl's decision too obvious. I like the first one's build but, yeah, maybe a different hairstyle.[/quote']

 

According to this site Bluto can be quite handsome on occasion. Of course, I'm sure Popeye has other... attributes, to compensate for his comparative lack of good looks.

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Behold! the 4th - 6th wonders of the World

 

"You're so cool (cool) Everything u do is success

Make the rules (rules) Then break them all cuz u are the best"

C1C.JPG

 

 

oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

 

 

The sky was all purple

There were people runnin' everywhere

Tryin' 2 run from the destruction

P99.jpg:cheers:

 

oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

 

 

I wondered if I had enough class

And u say, baby, have u got enough gas?

 

L1C.JPG

 

 

 

 

Prince Hit Songs: Cream, 1999, Lil Red Corvette

sorry about all the purple spandex. it was the 90s, man

 

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Re: A DC Animated-style HeroMachine

 

Is he a mutant' date=' with the abilities of his rodent namesake?[/quote']

Actually, if you will indulge me my threadjack...

 

 

Beaverman

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

18 DEX 24 13- OCV: 6/DCV: 6

30 CON 40 15-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

21 PD 13 Total: 21 PD (10 rPD)

20 ED 14 Total: 20 ED (10 rED)

4 SPD 12 Phases: 3, 6, 9, 12

14 REC 0

60 END 0

50 STUN 0 Total Characteristic Cost: 160

 

Movement:

Running: 9"/18"

Leaping: 18"/36"

Swimming: 5"/10"

 

 

Cost Powers END

20 Armsweep: Up to 40 STR: Area Of Effect (up to One Hex; +1/2) for up to 40 Active Points (20 Active Points) 2

15 Distance Punch: Double Knockback on up to 40 STR (30 Active Points); Requires A Strength Tricks Skill Roll (-1/2), Increased Endurance Cost (2x END; -1/2) 6

10 Toughness: Damage Resistance (10 PD/10 ED)

10 Leaping +10" (18" forward, 9" upward) 1

6 Running +3" (9" total) 1

3 Swimming +3" (5" total) 1

 

 

 

Skills

10 +2 with HTH Combat

3 Brick Tricks: Power: Strength 13-

2 AK: Oregon 11-

2 KS: College Football 11-

4 KS: Oregon State University Athletics 13-

2 Survival (Temperate/Subtropical) 11-

3 Teamwork 13-

 

Total Powers & Skill Cost: 90

Total Cost: 250

 

150+ Disadvantages

15 DNPC: Henry Parker (Father) & Margaret Parker (Mother) 8- (Normal; Group DNPC: x2 DNPCs)

5 Distinctive Features: Goofey looking Costume (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Psychological Limitation: Code vs Killing (Common, Total)

20 Psychological Limitation: Thinks he's the physical embodiment of the state of Oregon. (Common, Total)

15 Psychological Limitation: puts the needs of others before his own. (Common, Strong)

10 Reputation: Looney Hero, 11-

15 Social Limitation: Secret Identity: Hank Parker (Frequently, Major)

 

Total Disadvantage Points: 250

 

 

 

Background/History: Reece Henry "Hank" Parker is a bit eccentric. If he were a villain he might be labled "crazy"; but as a decent, hardworking, and heroic man who just happens to think he's the living embodiment of the spirit of his home sate of Oregon, Hank is eccentric. Born two middle class teachers in Eugene, Hank spent many a weekend travelling north to Corvallis with his OSU alumnist father to watch the Beavers play football, basketball, and baseball. To this day, Hank's dad calls him during the weekends to discuss OSU Sports. Hank grew into a large and powerfull young man, he got a football scholarship to OSU and played linebacker as a four year starter. His superhuman physical attributes were tested but their origins were never found and in the early 90's supherhuman testing hadn't really been "perfected". The fact that Hank's teams never posted a winning record, and he never seriously injured anyone led people to disregard the occasional claim of inhuman power. After graduation, Hank took a job in Corvallis, working at the Hewlett Packard plant. Originally a laborer for CDI, he eventually applied for and got a job with HP proper.

 

One afternoon after stopping at his favorite convenience store, Hank saw three masked men running out of the bank across the street.

 

One of the men had a gun pointed to the head of a young woman, one of the tellers at the bank, and they were screaming. The police had surrounded the area and the robbers had taken a hostage to facilitate escape.

 

Hank put his groceries down and walked slowly towards the armed men, oblivious to the cries of the police around him.

 

"Hey, let the girl go man, that's not cool." Hank said calmly.

 

"F8ck you!" spit the robber, "We're getting out of here or this little girl's brains are going to be all over the sidewalk!"

 

The other two gunmen looked nervously from each other to their leader to the cops to Hank.

 

"Look, let me be your hostage. The girl's scared out of her mind and could panic and start a gunfight, we don't want that; all three of you guys will be killed."

 

The two lackeys began muttering under their breath, but the hostage taker simply pointed his gun at the large man in front of him, "You think you're a hero big man? Well let's see you stop bullets!"

 

With that he fired twice into Hank's chest, and Hank fell to the ground. He quickly returned the gun to the girl's head and angrily repeated his demands that the cops leave him and his friends alone.

 

He didn't even notice Hank's hand reaching towards his own until it was too late. In seconds, Hank's vice-like grip had crushed the gunman's hand and his weapon, the hostage was on the ground and the gunman in the air, suspended by Hank at arms length. The other two men dropped their weapons and raised their hands in surrender.

 

Later...

 

The emergency technicians shook their heads in disbelief, the bullets hand't pierced his skin. The two red welts where he had been shot were beginning to fade already. Hank left the ambulance under his own power.

Later that week Beaverman made his first official action. He moved to Portland and operates in the Portland/Vancouver area. He has faced off against true criminals and while they deride him for his name and beaver inspired costume, they often curse themselves for underestimating him.

 

Personality/Motivation: Hank wants to do good. His strength has grown steadily as he has aged and is at low-superhuman levels now. He also seems to have stopped aging. In his mid 30's now he looks just like he did when he was 20. He believed that he has been imbued with the collective spirit of his home state and that his powers are at their strongest in Oregon. This has kept him from relocating to the usual superhero "Hotspots".

 

Quote: "Be a Beaver Believer!"

 

Powers/Tactics: Straight up tough man stuff. He has a variety of low level brick tricks.

 

Campaign Use: Rather silly guy to use for comic relief in the northwest. If you want to make him a little more serious, advance him to his second incarnation as the Trailblazer, increase his STR to 50 and a similar increase in his strongman tricks. If he's too strong, drop some of his strongman tricks.

 

Appearance: A tall, muscular man with cropped brown hair and blue eyes.

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Prince-pirations

 

"Whenever evil wants 2 groove

Come let me fly U 2 the moon

Then U can see how love will bloom"

B1J.JPG

 

=========================================

 

"Body gets so weak I can hardly stand

My temperature's runnin' hot

Baby, U got 2 stop"

DEL.jpg

 

=========================================

 

 

"I never meant 2 cause u any pain

I only wanted 2 one time see u laughing"

P1R.JPG

 

 

 

 

Billy Jack B-Word . . . . Delirious . . . . Purple Rain

 

 

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Re: A DC Animated-style HeroMachine

 

the last 3 in my little trip down insanity lane...

 

Prince and the Most Beautiful Women in the World

 

the new ones, for the both of you loyal readers keeping track,

are Cherry Moon, Crazy, and the Clown Prince himself,

starring as Party Man from the Bat-Man soundtrack.

some adult lyrics, remember

 

and thus ends my silly little jaunt into a Champions universe GMed by VH1

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Re: A DC Animated-style HeroMachine

 

One of my favorite Champions campaigns of all time was Lord Mhoram's Watchtower campaign. The PCs were high-powered heroes, effectively that world's Avengers or Justice League. And each player had multiple character, so there were something like fifteen or twenty different heroes at the height of things.

 

In this campaign, I played three characters. I present two of them, with their background stories, for your consideration.

 

(I've placed the stories behind spoilers, because I'm one of those freaks who writes novella-length character backgrounds. That way the text won't get in the way of the pictures, which is what this thread's primarily about in the first place.)

 

Jack Diamond

 

WTJDmdFH.png

 

 

BACKGROUND: Growing up, Steve Taylor wanted to be a cop. His father had been a cop, killed in the line of duty when Steve was only six. The man who'd killed his father was caught, convicted, and given a life sentence. Steve was sad but satisfied. The system worked--or so it seemed to a six-year-old.

 

At the age of fourteen, Steve was hit by a mysterious virus. It almost killed him, and he spent four months in the hospital recovering. But when he was released from the hospital, he found an unexpected after-effect of his sickness. His reflexes and reaction times, which had always been pretty good, were now positively inhuman. He was quicker, more dextrous, and more agile than should have been humanly possible. He recognized at once that the change could make him a great cop--able to do much more than criminals would expect. He didn't tell his mother or his family about his gift, though. The only person he told was Richard Bennett, his best friend.

 

During his junior year of high school, Steve and Richard were walking back to their car after a concert one night. As they entered the parking garage, they were stopped by a man with a gun who demanded all their money and valuables. Steve thought he could probably take the guy, but he wasn't sure he could do it without endangering his friend. So he handed over his wallet and admonished Richard to do the same. The robber thanked them for their generous donation and then, just for fun, shot Richard in the chest.

 

Steve was momentarily frozen with indecision: should he pursue the fleeing felon or call for help for his friend? The sight of Richard losing blood made up his mind. By the time Steve had called 911, the robber was nowhere to be found. By the time the ambulance arrived, Richard was dead.

 

The police caught the man, and Steve picked him out of a police lineup. The man was indicted for armed robbery and first degree murder. The trial date was set. Jurors were selected. Already possessing a keen interest in the legal system, Steve followed the trial with an unusual intensity.

 

He saw the looks of outrage and disgust in the courtroom as he told the jury how Richard had taken a 9 millimeter slug through the heart and lung. He saw other witnesses give damning testimony against his friend's killer. He saw the jury take less than an hour to convict the man on all charges. He saw the judge sentence the man to life without parole.

 

And then he saw the bastard appeal his conviction and get off on a technicality.

 

Steve smoldered. The man was guilty under the law, but he'd twisted the law to escape his fate. He'd slipped through a crack. Fine. Steve knew of some cracks, too. He'd find more, as many as it took, and he'd use them--along with his special gifts--to see that this man got what was coming to him. Richard would not die a useless death.

 

Steve went to college, graduating in criminal justice. Then, instead of applying to the police academy as he'd planned in his youth, he took work as a private investigator with a detective agency. Here he gained valuable on-the-job training in stealth, surveillance, security systems, and the fine art of finding clues that other people missed. He supplemented his skills with training in firearms and hand-to-hand combat. But perhaps most importantly, he met two people with the skills to help him in his mission, two friends and confidants. These were John Miller, information specialist and computer cracker extraordinaire, and Peggy Slade, a woman who always seemed to know what people to contact for information and favors.

 

Now, after almost seven years, Steve was ready to avenge his friend's death. He found the man who'd killed Richard and began watching him, gathering information. The man had graduated from robbing kids in parking garages to robbing banks and armored cars. He'd begun pushing drugs in the local high schools. He'd even killed again. But the man had never been convicted of anything, never done any time behind bars. Steve was disgusted. He set up surveillance on the man's home and took notes: when the man left, when he came home, who he brought home with him. He learned the man's routines and habits: when he went to bed and with whom, how late he slept in, where he shopped, where he ate, where he filled up his car. With John's and Peggy's help, he learned all about the man's finances, his associates, friends, and lovers, his business dealings and criminal activities. All the while, Steve was formulating a plan for just how he'd nail the scumbag.

 

While gathering information from the man's home one night, Steve heard an unexpected noise from outside--a car. The man was home almost an hour early. Thinking quickly, Steve wrote a quick note on the most convenient thing he could find--

 

"You are a murderer. Turn yourself in while you still have the chance. This is your only warning."

 

--and stuck it to the man's favorite recliner with an icepick. Then he left, only seconds before the man entered his home to find a threatening note scrawled on the back of the jack of diamonds.

 

The word on the street the next day was that the man was being stalked by a vigilante, a psychotic killer who left the jack of diamonds as his calling card. And rumor had it that the man was shaken, or at least nervous.

 

This unexpected development made Steve think. Although he hadn't planned it, he realized that this was where his life had been leading for the past seven years. He'd been learning to bring fear to a man who had brought fear to so many others, to bring justice to a man who thought himself above the law. He would teach this man that he had to pay for his crimes--him and all others like him. But he wouldn't do it as Steve Taylor. He needed an alias, and he looked to the rumors for a name.

 

Steve began gathering the equipment he'd need to insure success on his mission of justice. He started with surveillance gear and tools to bypass inconveniences like locks and alarm systems. A bulletproof vest was always a good idea when dealing with people like this man. A bodysuit and mask would conceal his identity. Then there was his Redhawk. It wasn't essential for the mission, but it could be useful for dealing with unforeseen complications.

 

It took six weeks of watching and waiting, but the time of resolution finally arrived. The man would be alone in his home for just over two minutes. That was more than enough time for Jack Diamond to break into the house, administer justice, and then vanish, leaving only a blue-backed Hoyle jack of diamonds on the broken and bleeding body of the man.

 

From his rooftop perch across the street, Steve watched with satisfaction as the ambulance drove away. Fine, he thought. If you don't want to spend the rest of your life in jail, you can spend it in a wheelchair.

 

Many things have changed in the years since that first case. Along with John and Peggy, Steve left the agency to establish the investigation and resolution firm of Miller, Diamond, and Slade. He has also been recruited by Watchtower, one of the world's foremost superhero groups, with whom he still serves today. He spends most of his time dealing with superpowered criminals now, and he's adjusted his tactics and his weaponry accordingly. And his attitude has changed. Crime fighting is no longer an obsession or even a mission. It's a job--one he does well, one he enjoys. He's even allowed himself to develop a sense of humor about it.

 

But beneath all of that one thing has never changed, will never change. That is his desire to rid the streets of people like those who killed his friend and his father. These two are his inspiration. As long as he can prevent others from sharing their fate, their deaths will not have been in vain.

 

QUOTE: "I'm tempted to break your leg. Not for justice, mind you, and not because I think it'll keep anyone from following in your footsteps. Mostly I think you just need it."

 

 

The gauntlets he wears are a trophy of sorts; he acquired them on one of his earliest (in-game) missions, where he defeated Vengeance, that world's Golden Avenger gone bad. Vengeance took exception, and he became Diamond's chief adversary in the campaign.

 

 

Magnetite

 

WTMagiFH.png

 

 

Background/History: "...and halfway through her final event, Elizabeth Brophy continues to look good."

 

"You're right, Cathy. She's attacking the uneven bars with power and confidence. This is usually her weakest event, but you'd never know that by watching her routine today!"

 

"She's already had an outstanding performance on the balance beam this evening, followed by solid routines in the vault and the floor exercise. If she can keep her energy level up for the rest of this routine, she's a lock to make the Olympic team."

 

"What a great story. She was an alternate for the Barcelona Games at the age of eighteen. Now, four years later, she would easily be the senior member of the team."

 

"You're right, Kurt. She's worked hard for the last four years to get here. She had an outstanding career at the University of Georgia, where she was an All-American her senior year. Now, almost a year after graduation, it looks like she'll get a chance to perform in Atlanta at the...Oh no, she's...."

 

A loud crack filled the arena, bringing the evening's commotion to a standstill. For a brief moment, everything was silent.

 

"I...I don't..."

 

"That looks really bad. Really, really bad."

 

"Even with the mats, we could hear it up here when her head hit the ground. The whole arena heard it."

 

"She's not moving. There are trainers from every team running onto the floor to try to help her. "

 

"This is the worst fall I've ever seen, Kurt, just awful. It's hard to be sure now, with all the people around her, but it looks like she's still lying right where she fell."

 

The two announcers talked for a moment or two, having little to say, until they received news from one of the event officials.

 

"We just got word from an official on the floor. She's unconscious, and there are already signs of bruising on her shoulder, neck, and face. They've called for an ambulance and a back board."

 

"What a terrible sight!" >sniff< "If you're just joining us, Elizabeth Brophy, on the verge of earning a spot on next year's Olympic team, has suffered a catastrophic fall during her parallel bars routine...."

 

Elizabeth woke up in a Paris hospital nine days later. She had a broken collarbone, a hairline fracture on her skull, a cracked vertebra, and strained ligaments in her neck and shoulder. She had experienced some intracranial swelling, but it had subsided within forty-eight hours. Three days of tests concluded that beyond the fractures and sprains, she had suffered no serious physical or neurological damage. It was, the doctors said, miraculous.

 

Elizabeth stayed at the hospital, and then at a rehabilitation clinic, for another month and a half. She worked hard on her physical therapy; it wasn't that much harder than her usual training routine, after all. At the end of her therapy, she walked out of the clinic and returned to her normal life.

 

Except that she carried a secret out with her.

 

In the hours after regaining consciousness, Elizabeth found herself desperately wanting a drink of water. She saw a pitcher and a cup on a cart a few feet away from her. But the cart was beyond her grasp, and she could only wish it were close enough for her to reach. And suddenly, the cart began to move toward her.

 

For the next few days, she continued to experiment in secret-as much secrecy as one can expect in a hospital, anyway-with her newfound abilities. She found that she could affect metal, especially iron-based metals, more easily than non-metallic objects. She found that with great concentration, she could even cause herself to levitate. She also found that when she used her powers beyond a certain level, it would mess with the electronic systems the hospital was using to monitor her condition, sending the doctors and nurses into a panic. So she tried to be careful.

 

After her release, Elizabeth returned home and got a job with a local radio station as a sports reporter. She also started exploring the extent of her abilities in earnest. Once she had determined what she could do, she started a training regimen even more strenuous than her Olympic tryout preparations. She learned to use her powers efficiently and with great effectiveness. And before long, she was recruited into the planet's premiere superhero team, the Watchtower.

 

After serving for several years with the team, she had grown particularly close to Phoenix, a girl a little younger than herself who also had electromagnetic powers. Phoenix decided to leave the team to join StarGuard, a group of interstellar heroes with whom her mentor, The Marshall, had once served. Elizabeth was despondent at the thought of losing her best friend, until Phoenix invited her to come with her. So she resigned from the team and left to seek adventure between the stars.

 

After several years of exemplary service, Elizabeth's superiors in StarGuard became concerned that she was growing homesick. Her assignments were almost always on the other side of the galaxy, and she hadn't been able to return to Earth even once since she'd left. So Elizabeth was given an indefinite leave of absence and told to return to her homeworld. She'd been home only a few weeks when she received an invitation to serve once again as a member of one of Earth's most powerful superhero teams.

 

Quote: "I've seen the wonders of the galaxy, but this world is still my home. And I'm not going to let you threaten it."

 

 

 

The third character from that campaign is my namesake, Pariah. I have yet to come up with a picture from Fábrica de Heróis with which I'm really satisfied. When (/if) I do, I'll post his information as well.

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Re: A DC Animated-style HeroMachine

 

You know, I looked at him with the great sword, but for some reason, the katana just looked better to me. Shows what I know, I guess.

 

Anyway, here's a submission in honor of our friend, the Happy-scrappy Hun. May I introduce to you the scourge of the skies, Manfred Albrecht Freiherr von Richthofen, better known as....

 

der Rote Baron!

 

RedBrnFH.png

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