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ScrewySquirrel

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Everything posted by ScrewySquirrel

  1. Re: Brainstorming European bad guys? some possibles: L'Empereur -- A villian with delusions that he is the reincarnation of Napoleon, and must conquer the world. Has armies of blunderbuss-equipped minions. Perhaps he has powerful psionic abilities. Dykeman -- a water projector from the Netherlands. Baba Yaga -- an obvious Russian grey-level villian
  2. Re: Horizon Academy (Teen Champions) Notes I've always liked Teen Champions, probly because my favorite RPG system is still 1987's "Teenagers From Outer Space." some of the tropes In TFOS include: Superteens attend *regular* schools. Most superpowered teens in TFOS are exchange-student aliens (thus the title), but it can be extended to any world where maybe 1 in 1000 or so are supers. Rather than collect them all in one place, they attend regular high school. NO killing attacks should ever happen. Ban them from players, convert any premade KAs into equal nd6 attacks. The less the chance of death, the greater the chance that your players will try something stupid (and thus have fun doing it). As teens, try to enforce normal cha maxima on everything except strength. And even STR should probably be limited to probably 30 The weirder you look, the more crowds gather around you. Even if you're just going to the store for milk! Socially, being Cool is more important than Looks, and Looks are more important than Brains. A good put down can hurt more than a power blast, and being embarrassed is worst of all. -- PRE attacks can optionally do stun. Before parents accepted that superpowered teens would be attending schools with their kids, the government created the (in TFOS) Alien Control Squads. Federal agents in black suits and shades with way too much firepower and only bare competence ("We had to nuke the school to save it"). you could rename them the "Federal Anti-Super Truancy Officer Corps" -- they should worry your players in large groups. but more from their potential collateral damage than heavy damage to your PCs (a sizable group can still capture a lone teen and return him to school...but they'll destroy half the block doing it). The Coach: The P.E. Teacher is an ex-Marine drill instructor who quit the Marine Corps because they weren't tough enough. He's here to make 'men' out of you 'creampuffs' (even if you're female). Miss Maray. Art Teacher. Highly competent teacher, but COM 25. Art is a very popular class. Her competence is not the reason. Mrs. Tremaine. Dietician. Biddy-eyed cafeteria lady. Responded to the needs of dozens of alien physiologies in a unique manner: Keep serving the same slop they always have -- it wasn't really meant for Human consumption, anyway. The Vice Principal He's about 6-foot-6, 325 pounds and the only fat in there is the hot dog he had for lunch. flattop so perfect you could use it for a plumb line. Takes no nonsense from anyone. And wants to speak to you about your grade point average. If you don't mind, of course. Oversees most detentions (and no, you won't get past him) The Jocks: a roving gang of troublemakers. On the Football/Basketball/Baseball/etc team. has some member in there that can annoy each PC but cannot be taken on physically -- they're just better at whatever physical activity. Instead, they have to be outwitted. The Rival School -- The big Game is a good plot. The whole team fell sick and now the PCs have been pressed into service to replace them. Best with a game where the PCs powers don't break the game.. No football for teleporters, for instance. If this means the Big Game is golf, don't sweat it. Keep action moving (this is good for all RPGS) if the Players are getting bored or arguing with themselves what to do next, throw a monster at them!
  3. Re: X-Men: The Next Generation campaign on Hero Central Kyudo Kat -- The Professor, Scotty, and Marilyn Munster (from the Munsters rather than the Addams)
  4. Re: Wild Card's Hero actually: its 100 people. 90 dead. 9 Jokers. 1 Ace. no Deuces. there was one 'Super-normal' -- the Yeoman, who's up there: Because he's super-Normal, I'd give him Norma Cha maxima and add some CSLs and Mental Defense rather than DEX 26 and EGO 23.
  5. Re: X-Men: Don't think I can. Yes. The producers insist that the point was that if you transplant Americans anywhere, they'll make a little mini-America. The Howells represent wealth, the Professor is Science, Ginger is Hollywood, Mary Ann is Midwestern moral values, the Skipper is the Military, and Gilligan is an Everyman.
  6. Re: X-Men: The Next Generation campaign on Hero Central
  7. Re: X-Men: The Next Generation campaign on Hero Central Watch out, or I'll make Hyper-Lad The love child of Robbie Baldwin and Doreen Green.
  8. Re: X-Men: The Next Generation campaign on Hero Central Kyudo Kat: Super Normal. No real powers, just skills. Personality of a hard boiled detective.
  9. Re: X-Men: The Next Generation campaign on Hero Central Absolute Power Corrupts absolutely. Petty Power Corrupts all out of Proportion to actual power. This means Absolute Power actually corrupts the least!
  10. Re: Suppress CSL just a note: It didn't do anything to DCV, just OCV. (call it the Jedi effect: Imperial Stormtroopers are very elite troops (Tantive IV, Hoth) but not when a Jedi is around (Death Star, Endor) -- then they miss like mad.
  11. Re: Twist off the WWYCD Flaming Mystic barely notices (City of heroes character)
  12. Re: X-Men: The Next Generation campaign on Hero Central just a note for the bunny. Its Kyudo not Kyodo. Kyudo=The art of the Bow (Kyu=Bow, do=art) Oh, and yeah, I'm still interested in playing.
  13. Re: X-Men: The Next Generation campaign on Hero Central Hey, MMD. If you don't like Kyudo Kat, can I take the way-underpowered Mr. Immortal? His only power is: He doesn't die.. he gets killed almost casually, but gets back up. he's liek the superhero version of Nodwick.
  14. Re: Suppress CSL I built a character based on the City of Heroes 'Willpower' tanker defense, with 'Steely Gaze' as a -3 OCV Negative Skill Levels (Usable on others, Cone AOE) which was essentially his staredown unnerving an opponent. It also fits the "I'm outnumbered 9-to-1, I have them right where I want them!" of many action heroes
  15. Re: X-Men: The Next Generation campaign on Hero Central
  16. Re: X-Men: The Next Generation campaign on Hero Central Here is Kyudo Kat, my submission: BACKGROUND Benjamin Stearns was born in Pasadena. An obvious mutant from birth, he was abandoned by his parents. He grew up in an orphanage and in a series of foster homes. He grew up on the streets more than receiving much guidance until his 16th year. Unlike other mutants he didn't manifest any significant powers. At 16, he was caught shoplifting and sentenced to a boot camp for youthful mutant offenders. The MEF ran the camp for troubled youth, but the camp was administered by various known supergroups on a rotating schedule. Luckily for Benjamin, The West Coast Avengers were helping out while he was there. He caught Hawkeye's eye -- Ben, unlike any of the other mutants in the camp, showed no sign of powers. Hawkeye undertook to befriend the young catman. After getting out of the camp, Benjamin straightened his life out, finished high school, and got into college where he studied mechanical and electronic engineering. Hawkeye's skill in archery and his own interest in the martial arts lead Ben to study Jujitsu and Kyudo (the art of the Bow) while in college, becoming a master of both styles by the time he graduated. following in Hawkeye's footsteps, Benjamin made a variety of unique arrows as a way to practice his engineering skills. His Zen calm makes him a unflappable presence (High PRE) and helps him resist mental coercion (High EGO). His training has put him in the peak of human physical condition. With his skills second only to Hawkeye, Ben adopted the name Kyudo Kat and set about heroing in Los Angeles. A skilled detective, he has a legal detective liscence and doesn't bother to have a 'secret identity.' In the last few years, he has managed to upset the Yakuza by spoiling several of their plots. Only a few months ago, he managed to disrupt a major plot of the Hellfire Club in Van Nuys. It was this event that brought Kyudo Kat to the attention of Hank McCoy. McCoy has asked Sterns to join his New X-Men as a trainer and member. as Hank put it, "Kyudo Kat can remind us that all of us should use any ability, no matter how limited, to the betterment of mankind." Rumors have circulated among the X-Men both old and new that Ben's parent(s) could be Feral or Wild Child, or perhaps both, longer shots suggest Hank "Beast" McCoy is Ben's mutant Parent. Ben has no idea, but doesn't dismiss it either. Some wilder speculation suggests Kitty Pryde. (Its not true, but that doesn't stop the rumors). APPEARANCE: A fit, well muscled man with feline facial features including slit pupils, a feline split lip, whiskers and large ears, plus a long tail. usually seen in either a brown trenchcoat and suit, or a tiger-striped jumpsuit. Both are made from a high-tech, Kevlar-like substance that bends easily. He also usually carries a high tech compound bow and a quiver of many specialized arrows. Kyudo Kat Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 HTH damage [2] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 20 BODY 20 13- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 20 COM 5 13- 8 PD 4 Total: 8/33 PD (0/25 rPD) 8 ED 4 Total: 8/33 ED (0/25 rED) 4 SPD 10 Phases: 3, 6, 9, 12 10 REC 4 50 END 5 50 STUN 10 Total Characteristics Cost: 162 Movement: Running: 6"/[Noncombat]" Leaping: 4"/[Noncombat]" Swimming: 2"/[Noncombat]" Cost Powers END 43 Advanced Kevlar Tiger-striped Catsuit: Armor (25 PD/25 ED) (75 Active Points); OIF (-1/2), Real Armor (-1/4) 0 8 Laser targetting scope on Bow: Penalty Skill Levels: +4 vs. Range Modifier with All Attacks (12 Active Points); OIF (-1/2) 7 Bow as Staff: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1 2 Two Sets of Ears: +2 PER with Normal Hearing 0 50 Trick Arrows: Multipower, 75-point reserve, (75 Active Points); all slots OIF (Quiver+bow; -1/2) 4u 1) Normal Arrows: Energy Blast 12d6, 32 Charges (+1/4) (75 Active Points); OIF (Quiver+bow; -1/2), Beam (-1/4) [32] 3u 2) Serrated Arrows: Killing Attack - Ranged 5d6 (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2), Beam (-1/4) [8] 4u 3) Net Arrow: Entangle 5d6, 5 DEF, Area Of Effect (One Hex; +1/2) (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2) [8] 3u 4) Sonic Arrow: Drain Forcefield or forcewall 4d6+1, One a time (+1/4), Ranged (+1/2) (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2), Beam (-1/4) [8] 3u 5) Acid Arrow: Drain Armor or Damage Resistance 4d6+1, , One a time (+1/4), Ranged (+1/2) (75 Active Points); 8 Charges (-1/2), OIF (Quiver+bow; -1/2), Beam (-1/4) [8] 3u 6) Monomolecular Tipped Arrow: Energy Blast 10d6, Armor Piercing (+1/2) (75 Active Points); 6 Charges (-3/4), OIF (Quiver+bow; -1/2), Beam (-1/4), No Knockback (-1/4) [6] 3u 7) Taser Arrow: Energy Blast 15d6 (75 Active Points); 6 Charges (-3/4), OIF (Quiver+bow; -1/2), Beam (-1/4) [6] 3u 8) Explosive Arrow: Energy Blast 10d6, Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4) (75 Active Points); 6 Charges (-3/4), OIF (Quiver+bow; -1/2) [6] 3u 9) Flash Bulb Arrow: Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); 4 Charges (-1), OIF (Quiver+bow; -1/2) [4] 3u 10) Glue Arrow: Change Environment 2" radius, -2 DCV, -2 OCV, -6" of Running, -8" of Leaping, Multiple Combat Effects (74 Active Points); 4 Charges (-1), OIF (Quiver+bow; -1/2) [4] 3u 11) Smoke Arrow: Darkness to Sight and Hearing Groups 7" radius (75 Active Points); 4 Charges (-1), OIF (Quiver+bow; -1/2) [4] Martial Arts: [Martial Art Name] Maneuver OCV DCV Notes Archery 2 1) Weapon Element: Bows, Crossbows -- Can only be used with the 'Normal' arrows in the MP 5 2) Far Shot +1 -1 Strike 5 3) Offensive Ranged Disarm +1 -1 Disarm, +2 DC to Disarm 4 4) Quick Shot +1 +0 Strike, +2 DC 3 5) Defensive Shot -1 +2 Strike 4 6) Offensive Shot -1 -1 Strike, +4 DC Jujitsu 2 1) Weapon Element: Empty Hand, Staffs 5 2) Disarming Throw +0 +0 Grab Weapon, 55 STR to take weapon away; Target Falls 4 3) Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 3 4) Legsweep +2 -1 11d6 Strike, Target Falls 4 5) Fast Strike +2 +0 12d6 Strike 4 6) Martial Strike +0 +2 12d6 Strike 5 7) Offensive Strike -2 +1 14d6 Strike 24 8) +6 HTH Damage Class(es) Perks 10 Vehicles & Bases: Base 13 Vehicles & Bases: Racing Cycle 8 Contact: Hawkeye (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 12- 3 Fringe Benefit: Black Belt, Private Investigator License Skills 20 +4 with DCV 20 +4 with Ranged Combat 20 +4 with HTH Combat 5 Combat Driving 14- 5 Streetwise 14- 5 Tracking 14- 3 AK: Internet 12- 3 Acrobatics 13- 3 Acting 13- 3 Breakfall 13- 3 Bureaucratics 13- 3 Climbing 13- 3 Combat Piloting 13- 3 Linguist 3 1) Language: Chinese (completely fluent; literate) (4 Active Points) 0 2) Language: English (idiomatic; literate) (5 Active Points) 3 3) Language: Japanese (completely fluent; literate) (4 Active Points) 3 4) Language: Spanish (completely fluent; literate) (4 Active Points) 3 Paramedics 13- 3 Concealment 13- 3 Deduction 13- 3 Electronics 13- 3 Fast Draw 13- 3 Forensic Medicine 13- 3 High Society 13- 3 Inventor 13- 3 Jack of All Trades 1 1) PS: Private Eye (2 Active Points) 11- 1 2) PS: Sensei (zen archery, Jujitsu) (2 Active Points) 11- 1 3) PS: Teaching (2 Active Points) 11- 3 Weaponsmith (Bows, Crossbows) 13- 3 Mechanics 13- 3 Persuasion 13- 3 Scholar 1 1) KS (2 Active Points) 11- 1 2) KS (2 Active Points) 11- 1 3) KS (2 Active Points) 11- 1 4) KS: The Superhuman World (2 Active Points) 11- 3 Scientist 2 1) SS: Electrical Engineering 13- (3 Active Points) 2 2) SS: Mechanical Engineering 13- (3 Active Points) 2 3) SS: Nanotechnology 13- (3 Active Points) 2 4) SS: Physics 13- (3 Active Points) 3 Security Systems 13- 3 Sleight Of Hand 13- 3 Stealth 13- 3 Tactics 13- 3 Teamwork 13- 2 CK: Los Angeles 11- 2 WF: Bows, Clubs, Crossbows, Fist-Loads, Unarmed Combat 1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, X-Jet Total Powers & Skills Cost: 438 Total Cost: 600 450+ Disadvantages 20 Normal Characteristic Maxima 10 Distinctive Features: Mutant: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 15 Distinctive Features: Looks Feline: cat-shaped face, tail, extra pair of ears (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Dependent NPC: Students 8- (Normal) 15 Hunted: Yakuza 8- (As Pow, NCI, Harshly Punish) 20 Hunted: Hellfire Club, Esp. Andrew Shaw 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: New X-Men 14- (As Pow, NCI, Watching) 10 Social Limitation: Mutant without Mutant Powers (Frequently, Minor) 15 Psychological Limitation: Protective of innocents (Common, Strong) 15 Psychological Limitation: Determined to prove he is as good as the powered Mutants (Common, Strong) 5 Psychological Limitation: collects Cat memorabilia (Uncommon, Moderate) Total Disadvantage Points: 600 [img=http://www.geocities.com/screwysquirrel69/kyudo-7.jpg]
  17. Re: X-Men: The Next Generation campaign on Hero Central I have a couple of ideas: Kyudo Kat: a mutant with no actual mutant powers, just in appearance. Not related to any previous X-man, instead a master of Zen archery, trained by Hawkeye as an archer in the Hawkeye/Green Arrow mold. Will have NCM! distrusted slightly by normal humans for being a mutant, but also looked down on by most mutants for not having powers. Squirrel Girl: I posted a 350 point version with generally 30AP abilities a few months ago. Since she's a current, known mutant, she might not be appropriate for someone 30 years in the future. Basically a martial artist with the ability to command Squirrels like Aquaman commands fish, and an uncanny ability to beat the most powerful villians in the Marvel universe -- usually by spotting a weakness and exploiting it.
  18. Re: City of Heroes - Online Hero Game to that list you can add me: I'm @Hervy and have characters on every server, but usually I'm in Freedom. Usually you can find me operating with the Repeat Offenders metaSupergroup
  19. Re: Is Gotham City a substitute for Sin City? I always liked a different decription: Metropolis is Midtown Manhatten on a sunny day in May. Gotham City is Manhatten below 14th Street on a rainy night in November.
  20. Re: Humans are "Special" So Sayeth Teenagers from Outer Space In addition Humans were the slick used car salemen...able to exchange the aliens advanced tech for a billion tons of Rock CDs, Blue Jeans, and Soggy Hamburgrs.
  21. Re: [Character] Squirrel Girl This thread from a completely different forum lists all Squirrel girl's victories, complete with scans http://www.killermovies.com/forums/437077_1-respect-squirrel-girl
  22. A favorite of mine from the Marvel Universe, a cosmic joke on the entire Marvel line (she can beat ANYONE, in spite of being justifiably goofy). To reflect her 3rd rate Superhero position, most powers (except the Summon and find weakness) are at 30 Active Points. Even the Exceptions have low values after limitations are taken into account. The 'Forcefield' is just natural toughness, and could be Armor if a GM wishs to allow it in the EC. Find Weakness is my choice instead of insane levels of Luck to explain how she beats MODOK, Thanos, Doctor Doom, etc. She regularly seems to be able to spot an exploitable weakness, but never seems to display overwhelming powers. Here she is (I'd put it in the usual table if I knew how): Squirrel Girl Val Char Points Total Roll Notes 30 STR 20 30 15- HTH Damage 6d6 END [3] 30 DEX 60 30 15- OCV 10 DCV 10 20 CON 20 20 13- 15 BODY 10 15 12- 10 INT 0 10 11- PER Roll 11-/14- 11 EGO 2 11 11- ECV: 4 20 PRE 10 20 13- PRE Attack: 4d6 16 COM 3 16 12- 14 PD 8 14/24 14/24 PD (0/10 rPD) 14 ED 10 14/24 14/24 ED (0/10 rED) 5 SPD 10 5 Phases: 3, 5, 8, 10, 12 10 REC 0 10 40 END 0 40 40 STUN 0 40 6" Running 0 6" 2" Swimming 0 2" 6" Leaping 0 30" Total Characteristics Cost: 153 Cost Powers END 5 Semi-Prehensile Squirrel Tail: Extra Limb (1) 0 5 Nightvision 0 3 +3 PER with Normal Smell 0 30 Squirrel Powers: Multipower, 30-point reserve 2u 1) Claws: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3 3u 2) Knuckle Spikes: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Penetrating (+1/2) (30 Active Points) 3 3u 3) Claws: Clinging (50 STR), Inherent (+1/4), Persistent (+1/2) (30 Active Points) 0 3u 4) Leaping +24" (30" forward, 15" upward) (Accurate) (29 Active Points) 3 1u 5) Gliding 20", Position Shift, x4 Noncombat (30 Active Points); Limited Power Power loses about half of its effectiveness (Only in Trees; -1), Ground Gliding (-1/4) 0 15 Squirrel Powers: Elemental Control, 30-point powers 15 1) Tough: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points) 0 14 2) Summon 32 20-point Squirrels, Loyal (+1/2) (43 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) 4 10 Fearless: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Only to defend against PRE attacks; -1) 14 Find Weakness 12- with All Attacks (35 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. those who exceed her point value by more than 100 total character points; -1), Costs Endurance (-1/2) 3 Notes: Find Weakness is how Squirrel Girl tends to 'Punch above her weight class' -- defeating cosmic-level villians: defeating Modok by throwing Tippy Toe where his weapons couldn't reach, defeating Bi-Beast by smell (He had to hold both noses, leaving him defenseless), defeating Deadpool by bleeding injuries too small for his healing factor to kick in, and so on. Squirrel-Fu 4 1) +1 HTH Damage Class(es) 4 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR / 20 STR vs. Grabs 4 4) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 9d6 / 3d6 Strike 3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 / 2d6 Strike, Target Falls 3 6) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 7d6 / 1d6 +v/5 Strike; You Fall, Target Falls; FMove Perks 10 Follower: Tiipy Toe (earlier Monkey Joe) 50+50 Squirrel Talents 7 Beast Speech (15 Active Points); Limited Power Power loses about half of its effectiveness (Only Squirrels; -1) Skills 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 Concealment 11- 9 KS: All Marvel Supers 18- 2 AK: Central Park 11- 0 CK: Milwaukee (Everyman) 11- 3 Paramedics 11- 3 Stealth 15- 3 Streetwise 13- 3 Teamwork 15- Total Powers & Skills Cost: 197 Total Cost: 350 200+ Disadvantages 10 Distinctive Features: Squirrel Features: Buck Teeth, claws, giant tail (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 15 Enraged: When teammates are hurt (Uncommon), go 14-, recover 14- 20 Hunted: Doctor Doom 8- (Mo Pow, NCI, Harshly Punish) Notes: He wants revenge 15 Hunted: Various minor Supervillians 11- (As Pow, Harshly Punish) 10 Hunted: S.H.I.E.L.D. 11- (As Pow, NCI, Watching) 10 Hunted: Great Lakes Avengers/X-Men/Champion/Initiative 14- (As Pow, Watching) 5 Money: (Student Income) Poor 5 Physical Limitation: High Metabolism, must eat frequently (Infrequently, Slightly Impairing) 20 Psychological Limitation: Code vs. Killing (Common, Total) 5 Psychological Limitation: Naive (Uncommon, Moderate) 10 Psychological Limitation: In love with Speedball (Uncommon, Strong) 5 Psychological Limitation: Always cheerful (Uncommon, Moderate) 5 Reputation: Member of the 'Worst Superteam in the Marvel Universe', 11- (Known Only To A Small Group) 10 Social Limitation: Under 18 (Frequently, Minor) Total Disadvantages Points: 150
  23. Re: I am a comic book dinosaur. Speaking of this, the MMO City of Heroes comic (the first, 12-issue series, made 2004-2005) is a good read of two heros fighting villainy in a city so full of supers they seem to be 10% of the population. The MMO itself has a silver age sheen over some VERY dark storylines.
  24. Re: I am a comic book dinosaur. I'll agree with the animated Justice League (the whole DCAU from 1992-2006 in fact: Batman: The Animated Series, Superman, New Batman Adventures, Static Shock, Justice League, Justice League Unlimited, Batman Beyond, and the animated Batman Movies: Mask of the Phantasm, Sub-Zero, Batman Beyond: Return of the Joker). these form a single continuity, where Batman was the first superhero (the Origin Episode of Superman has Martha Kent telling Clark to beware of that crazy guy in Gotham City) -- probably starting around 1987 or 88 (Mask of the Phantasm), Supes gets startted in 1995, Staic in 1996, the Justice League is founded in 2000, and so on, and going forward into the 2040s (Batman Beyond). Of course, I like the cosmic joke on the Marvel Universe that is Squirrel Girl, and her statement about the dark, angsty world of comics since the late 1980s: "I prefered when comic book worlds were places you wanted to escape to, not escape from!"
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