The Jabverse: An O.C. Thread (Cyber-Samurai, Lady of the Eternal Winter)

Where in all of your character write ups will go.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Re: Maximum

Post by Jabroniville »

Ken wrote: Tue Jul 18, 2017 7:54 pm
Jabroniville wrote: Tue Jul 18, 2017 6:25 pm "Maximum Human Potential"
Speed 11 (4,000 mph) (11) -- [12]
Maximum Human Potential is more than 5 times the speed of sound. Sweet.
it's the most a human body can take without exploding :). Anyone else either has inhuman anatomy, otherworldly energy flowing through them, or something else going through them. It's not like my version of "Peak Human" or anything!
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Reddar

Post by Jabroniville »

Image

Second row, fifth column.

REDDAR THE MYSTIC (Charles Malleroy)
Hgt:
5'10" Wgt: 175 lbs.
Role: Magic Hero
PL 8 (118)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+6)
Deception 3 (+6)
Expertise (Magic) 8 (+11)
Insight 2 (+5)
Intimidation 4 (+7)
Investigation 3 (+6)
Perception 3 (+6)
Ranged Combat (Magic) 1 (+8)

Advantages:
Ranged Attack 3

Powers:
Teleport 10 (Extras: Easy, Extended) (Flaws: Tiring, Requires Wand) (20) -- [24]
  • AE: "Hypnotic Charms" Affliction 6 (Will; Entranced/Compelled/Controlled) (Extras: Area- Visual Perception) (12)
  • AE: "Hex Bolts" Affliction 8 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged) (Flaws: Requires Wand) (8)
  • AE: "Disrupting Bolts" Blast 7 (Flaws: Requires Wand) (7)
  • AE: Nullify Magical Effects 8 (8)
"Levitation" Flight 2 (8 mph) [4]
Senses 2 (Detect Magic- Ranged) [2]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Hypnotic Charms +6 Area (+6 Affliction, DC 16)
Hex Bolts +8 (+8 Ranged Affliction, DC 18)
Disrupting Bolts +8 (+7 Ranged Damage, DC 22)
Nullify +8 (+8 Ranged Nullify, DC 18)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Defend Earth From Magical Realms)
Power Loss (Magic)- Reddar must be able to gesture and speak to cast spells.

Total: Abilities: 60 / Skills: 28--14 / Advantages: 3 / Powers: 30 / Defenses: 11 (118)

Origin: Charles Molleran discovered an ancient wizard while on a vacation with his lawyer friends in England. While most of his friends laughingly rejected the old man's pleas for help from some thugs, Charles snuck back later to help the man, fighting off the thieves. The wizard, Torugarr, revealed his true nature, and decided Charles was the one he'd been looking for, and took him as an apprentice back home in Chicago. Training as Reddar the Mystic, he was the chosen defender of earth from the Magical Realms, in a time before the Grand Magus had been chosen.

-Reddar defended Chicago and the Earth from the Magical Realms for many years, joining the Legion of Liberty in the meantime. He eventually fell in love with a street magician's servant Mariella, after the magician tried to sacrifice her to a demon. Many years later, after being trapped in the Magical Realms following WWII (which he's helped the Allies & the Legion during), he escaped to aid in a few Legion crossovers, eventually raising a daughter, Redda. He chose her as the new defender of Earth from the Magical Realms, and she joined the Legion revival eventually, as Reddar had long since retired from adventuring. Torugarr has long since passed away, ending his own life to stop the Magical Realm Lord N'aaroth from descending onto the earthly plane.

-Reddar was an able mage, utilizing hypnotic charms, teleportation powers, levitation, and mystical disrupting bolts from his wand, which he needed for most of his spells (the magic Torugarr specialized in was gesture-focused as well as rhyme-based). He could fight hand-to-hand better than most thugs as well.

"Real-Life Comics": Reddar the Mystic was the most successful 'magic man' character for the company, debuting in 1941, and lasting until 1944 (as the concept had long since passed on), where it was retroactively decided he had gone to the Mystical Realm to fight the monsters on their home turf. Since the concept of 'magic men' had long since died out, he didn't appear much until the 70s Legion revival, with his own daughter joining the team, and his story going full-circle as Torugarr died, and he trained Reddar to be his replacement. He still occasionally appears in large gatherings of mystic heroes.

Jab's Notes: Reddar is another pretty generic guy, as I wanted some more of those "Filler Mages" that were so common back in the day (but rarely made real super-teams- Zatara and other Mandrake clones of the '40s never joined the JSA).
Last edited by Jabroniville on Tue Oct 17, 2017 8:58 am, edited 1 time in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Captain Fireball

Post by Jabroniville »

Bottom right corner of the Big Pic.

CAPTAIN FIREBALL (Frank Mercer)
Hgt:
6'0" Wgt: 175 lbs.
Role: Burning Hero, Mighty Whitey
PL 8 (131)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+7)
Deception 2 (+5)
Expertise (Explorer) 10 (+12)
Insight 2 (+5)
Intimidation 3 (+6)
Investigation 4 (+7)
Perception 3 (+6)
Stealth 2 (+6)

Advantages:
Improved Critical (Fire), Power Attack, Ranged Attack 4, Startle

Powers:
"Chi Powers"
"Fireball" Blast 8 (Extras: Area- 30ft. Burst) (24) -- [29]
  • AE: Fire Blast 8 (16)
  • AE: "Ignite!" Damage 4 (Extras: Perception-Ranged +2, Sustained +2) (20)
  • AE: "Inferno" Damage 6 (Extras: Area- 30ft. Shapeable) (12)
  • AE: "Fire Stream" Damage 8 (Extras: Area- 30ft. Line) (16)
  • AE: "Hot To The Touch" Fire Aura 6 (24)
Immunity 7 (Fire Damage, Cold & Hot Environments) [7]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Fireball +8 Area (+8 Ranged Damage, DC 23)
Fire Blast +8 (+8 Ranged Damage, DC 23)
Ignite -- (+4 Perception-Ranged Damage, DC 19)
Fire Area Attacks +6-8 (+6-8 Damage, DC 21-23)
Fire Aura +8 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +6

Complications:
Motivation (Justice)

Total: Abilities: 62 / Skills: 30--15 / Advantages: 7 / Powers: 36 / Defenses: 11 (131)

Origin: Frank Mercer was an intrepid explorer who was searching for the mystical Shangri-La when, as is wont to happen in the remote regions of East Asia, accident befell him. He was trapped and nearly died, but was discovered and nursed back to health by the very inhabitants of the place he was searching for (or a close equivalent of it). There, he adopted the Shangri-La society & culture as his own, and began practicing their unique form of self-generated flame (now recognized to be a form of Chi martial arts). Quickly becoming the greatest practitioner of the form after a few years, he wished to show the outside world the wonders he'd seen. However, upon escaping to the outside world (after fighting some yetis, of course), he discovered that War had broken out across the world.

-Frank rechristened himself Captain Fireball, and began fighting the Japanese forces in Asia. He became a member of the Legion of Liberty, tending to focus on the Asian theatre of war, and excelled at damaging enemy combatants en masse with his wide-reaching fire powers. Tragically, however, he was captured by Japanese forces and sent to the infamous Unit 731 for experimentation. In their search for the nature of Fireball's flaming power, he tortured him brutally for months- hoping to find a scientific reason, or to discover the location of this mysterious Shangri-La. Fireball always refused. Eventually, the Greek Goddess Athena, while operating as a super-hero on behalf of the Allies, discovered his fate when several Japanese agents began using fire powers after having his fire-powers "grafted" onto them. When she discovered Unit 731, she freed the hero, who used the last of his strength to massacre many of his captors. News of the nature of Frank's death was meant to be hidden from the American people to keep morale up, but word got out- public disgust with this led to a great deal of Anti-Japanese sentiment.

"Real-Life Comics": Captain Fireball was a typical "White explorer finds foreign society and becomes their best fighter" type of character, and went on to a bit of success, lasting a couple of years during the Golden Age. He wasn't overly-popular, but joined the Legion for around a year. He was largely inspired by the more-popular Human Torch, and disappeared as the war went on. His sad final days were eventually revealed in a modern Athena comic, giving him a heroic send-off.

Jab's Notes: You see that last little corner in the bottom of my Big Pic? That was empty, because I'd run out of pre-created heroes. And so I decided to add a random guy, with some generic powers. Hence Captain Fireball, the only Original Character ever created because someone had some extra space on some paper :). I came up with his backstory- a combination of Mighty Whitey and some real-world history (Unit 731 was a real thing, and absolutely as horrible as any Nazi Concentration Camp). I always thought it sucked how many atrocities from the Empire of Japan were glossed over in real-world history compared to their Nazi allies (many of whom were HORRIFIED at the human rights violations committed by the Japanese). And the real Unit led to very little public outrage, and the villains responsible went largely unpunished, so I re-wrote history to have many of them suffer horrific deaths. So this guy who had no real reason to exist ended up being one my more interesting guys, actually.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Selkie

Post by Jabroniville »

Image

Second row, fourth column.

SELKIE (Laurel Hanlon)
Hgt:
5'6" Wgt: 125 lbs.
Role: Shapeshifter, Bathing Beauty
PL 8 (101)
STRENGTH
2/4 STAMINA 3/4 AGILITY 4
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+6, +8 Seal Form)
Close Combat (Unarmed) 3 (+10)
Deception 2 (+5)
Expertise (Survival) 6 (+8)
Insight 2 (+4)
Intimidation 2 (+5)
Perception 5 (+7)
Persuasion 2 (+5)
Stealth 6 (+10)

Advantages:
Fast Grab, Favored Environment (Aquatic), Improved Critical (Unarmed), Move-By Action, Ranged Attack 2

Powers:
"Sealskin" (Flaws: Removable) [16]
Enhanced Strength 2 (4)
Enhanced Stamina 1 (2)

"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) (3)
"Seal Bite" Strength-Damage +1 (1)

"Sea Creature"
Swimming 5 (16 mph) (5)
Immunity 2 (Cold, Aging) (Flaws: Limited to Half-Effect) (1)
Immunity 1 (Drowning) (1)
Movement 1 (Environmental Adaptation- Arctic) (2)
-- (19 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Seal Form +10 (+4 Damage, DC 19)
Seal Bite +10 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+4 Seal Form), Fortitude +5 (+6 Seal Form), Will +6

Complications:
Motivation (Justice)
Normal Identity (Laurel Hanlon)

Total: Abilities: 48 / Skills: 32--16 / Advantages: 6 / Powers: 16 / Defenses: 15 (101)

Origin: Laurel Hanlon (the last name is part of a pseudonym she adopted on land) is one of a race of Selkies, ancient creatures able to switch between human and seal forms at will, who live off the coastal waters of Ireland and Scotland. Fearing the presence of Nazi U-Boats and ships in Irish waters, Laurel began sabotaging U-Boats on a constant basis, which made her somewhat of a folk hero in Ireland. After watching several members of the Legion of Liberty in action, Laurel adopted the "S" on her one-piece swimsuit, adopted the name of her race as a code-name, and joined the team as part of their foreign contingent to fight World War II on foreign soil.

-Selkie spent most of the War fighting the Nazis on her own terms, but having a fairly decent stint with the Legion as a team. Most of her adventures were watched or monitored by Irish scientist Mike O'Mally, who soon fell for the beautiful young woman, often coming into conflict with the leader of the Selkie tribe, Kehrehn, who also wanted her for his 'mate', but didn't want her to engage in heroics. Caught between the two men, Selkie instead avoided deciding on either one, finally settling down with Mike in Ireland after the war had ended. Tragically, Kehrehn had taken her rejection of him personally, and he stole away her half-selkie children one night, raising them amongst the colony, which had vanished over to Greenland since then, and she could not find them for years, even after teaming up in the Legion crossovers. It wasn't until her youngest daughter, Lorelai, was fully grown and a member of the Legion revival, that the children were found as adults, and brought back to meet their tearful mother for the first time in years. Kehrehn, to his credit, had grown to regret his decision, and begged for Laurel and Mike's forgiveness, finally proving his loyalty when he sacrificed his life to save the children he'd raised as his own from a resurrected Nazi U-boat crew. Laurel now spends all of her time at sea, Mike now possessing a spirit shell that allows him to join her in seal-form, which also has allowed him to maintain a late-fifties appearance well into his eighties. The two lead the new band of selkies, that include her three other children Marissa, Clarabel, and Claire.

"Real-Life Comics": Selkie was a semi-popular book, beginning in 1941 and continuing on till 1946, mostly with young girls interested in the males fighting for their affections. In fact, the company failed in a calling to continue such stories elsewhere, as the 40s and 50s would prove a dominant era for such romance comics. Instead, it was half-action, half-romance, with Selkie often confronting evil selkie bands allied with Nazis or other such sea-related menaces. She joined the Legion after the company producing her books made a deal with the Legion's writers, and she became a long-running member, though usually went several issues at a time without appearing, since she never left Ireland except for a grand adventure. She actually outlasted the Legion briefly on the strength of her female following, but they quickly left for the pastures of Archie books, and she was cancelled in 1946, not brought back until the crossovers, which had only mentioned her marriage to Mike, with only the mention of her choosing him over Kehrehn. Kehrehn and her children's disappearance was added later as part of Selkie II's history in the Legion revival of the 70s, as one of her daughter's long-running goals was to find the adult siblings she'd never met. The writer paid off the storyline with the death of part of Selkie I's history, but allowed her a happy 'ending'. Selkie II had the full run of the Legion revival to become a fairly known and accepted B-level hero (in spite of her seemingly useless powers, she was used as more of a covert fighter and was given water-controlling powers later), popping up once in a while post-80s, including a battle in the Maritan Invasion where many of her band were killed, and more. Selkie II is now a member of the modern-age revival of the Legion as well, almost viewed as old-guard by the others.

Jab's Notes: Selkie is one of the first Golden Age characters I created, and one of the ones least-likely to exist in real life- not a lot of people know about the Selkie myth, y'know? She's a combination "Bathing Beauty"/"Leggy Dame" kinda thing, and has a legacy that extends into modern times. Quite possibly the only Seal-themed comic book character if she were in the actual funny-books (though Namor foe Sea Leopard would almost count), she's no major powerhouse, and the outfit is pretty plain, but I could see it being a quirky kind of legit thing.
Last edited by Jabroniville on Tue Oct 17, 2017 8:58 am, edited 1 time in total.
Horsenhero
Posts: 941
Joined: Fri Nov 04, 2016 9:01 pm

Re: The Jabverse: An O.C. Thread (Legion of Liberty! Capt. Guts! Miss Adventure!)

Post by Horsenhero »

Hah! I have a Selkie/Roane character as well. If you dig around the "Castellan Mythos" folder in my DA gallery you'll find Echtra the Seal Maiden, so you aren't alone Jab!
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Major Power

Post by Jabroniville »

Third row, last column in the Big Pic.

MAJOR POWER (Kit Garrett, aka Power Boy)
Hgt:
6'3" Wgt: 275 lbs.
Role: Flying Brick
PL 11 (160)
STRENGTH
9/11 STAMINA 10 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+11, +13 Boosted)
Close Combat (Unarmed) 2 (+10)
Deception 2 (+5)
Expertise (Science) 3 (+5)
Expertise (Space Explorer) 8 (+10)
Insight 2 (+5)
Investigation 3 (+6)
Perception 2 (+5)
Ranged Combat (Blasts) 3 (+10)
Technology 3 (+5)
Vehicles 6 (+8)

Advantages:
Great Endurance, Improved Aim, Improved Critical (Unarmed), Power Attack, Ranged Attack 5, Teamwork

Powers:
"Alien-Given Abilities"
Power-Lifting 1 (25-100 tons) [1]
Protection 2 (Extras: Impervious 9) [11]
Leaping 5 (250 feet) [5]
"Invisibility" Concealment 2 (Visuals) [4]
Immunity 2 (Aging, Poisons) (Flaws: Limited to Half-Effect) [1]

"Alien Super-Suit" (Flaws: Removable) [39]
Enhanced Strength 2 (4)
Flight 10 (2,000 mph) (20)
"Power Blasts" Cosmic Blast 12 (24)
-- (48 points)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Suit-Boosted Strength +10 (+11 Damage, DC 26)
Power Blasts +10 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +12, Fortitude +10, Will +7

Complications:
Motivation (Justice)

Total: Abilities: 60 / Skills: 36--18 / Advantages: 10 / Powers: 61 / Defenses: 11 (160)

Origin: Kit Garrett was a teenager living in Kansas City, MO when he came upon a crashed alien spaceship. Saving the lives of the miniature alien crew within, he received a gift from them- a costume that gave him great powers, one for each of the aliens. Inspired by the heroes of the day, he took the name Power Boy and joined the good fight. Power Boy started out a solo hero, but soon after joined the Legion of Liberty as a teen sidekick to the whole team, usually looking at the others with wide-eyed wonder (and with youthful infatuation with Miss Adventure and Miss Mystery). As WWII came to a close, he left the team and headed for the stars, following a message the aliens he'd rescued had left him, becoming an interspacial hero. He took a dunk in the Fountain of Youth on Planet Beyturr, and so appeared to have barely aged to adulthood by the time the Legion crossover occurred, and was looked middle-aged by the time of the Legion revival, taking the name Major Power and dating teammates Miss Maximum, Miss Mystery II (inspired by his crush on the original) and later Freebooter V (a short, passionate affair from the intense government agent). The aliens (now revealed to have been Pallaxians from Pallax, who had a history of making costumed gifts like the one Kit recieved to anyone who helped their falsely-crashing ships, their four-powered selves being an invented lie) took him in, and let him lead their Power Corps of interspacial do-gooders. Still spending most of his time across the universe, Major Power returned to earth in the modern era to help out the new version of the Legion of Liberty. He has been known to have had many relationships across the stars, but has yet to lay claim to any Earth women just yet, though he's always carried a bit of a torch for Miss Adventure.

"Real-Life Comics": Power Boy was a youthful power-fantasy adventure series debuting in 1941, inspired by the success of Superman, with a teen hero kick to it as well. The first teen solo hero ever created, his stories were more silly wonder than dark vigilantism, often involving weird aliens and crazed girlfriends. He joined the Legion as the end-result of his wish-fulfilment fantasy leanings, and was a popular addition, but his popularity was short-lived, and he disappeared in 1945 after leaving the team earlier on. His latter appearances in the Legion crossovers explained his absense as star-hopping, and the Power Corps were given to explain the somewhat odd gift-giving origin story, and lead to some more adventures in the vein of the Green Lantern Corps, but the adventures were short-lived, though they did inspire one of the only solo series to spring off of the Legion members- it lasted only a year and a half. He was renamed Major Power later on (Power Man was a Marvel hero), joining the '70s revival, now with middle age and a reputation as a galactic ladies' man (to give some romance to the title). It was originally planned for him to marry Miss Maximum, but editors wished him to remain a bachelor, and he later moved on to Miss Mystery (capitalizing on an old storyline where he became infatuated with her), and, upon Miss Adventure's rejection, Freebooter V. The two split soon after as the team and book were ended, and most of the Power Corps were killed in the War Against Hell, letting the character float about in limbo for a while, until being brought back for the revival in modern times.

Jab's Notes: I called him "Captain Power" early on, in a deliberate mimicking of the "Soldiers of The Future" TV show/toyline, coming up with the idea that he was a Teen Hero (unusually, not a sidekick) who aged into an experienced, older hero. Oddly, I kind of deliberately made the character a bit of a smarmy, smiling Ladies Man, and kind of disliked him- though none of my bio stuff actually shows that negativity. He's more like a... Hal Jordan type. Kind of unlikable in terms of being a smiling douchey older guy than anything- he's a rather upstanding hero otherwise. The modern sentiment would likely be that he's an old man who sleeps around- kind of an embarrassing relic.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Re: The Jabverse: An O.C. Thread (Legion of Liberty! Capt. Guts! Miss Adventure!)

Post by Jabroniville »

Horsenhero wrote: Thu Jul 20, 2017 3:19 am Hah! I have a Selkie/Roane character as well. If you dig around the "Castellan Mythos" folder in my DA gallery you'll find Echtra the Seal Maiden, so you aren't alone Jab!
Neat! I found them kind of interesting when I heard about the story. There's something just so WEIRD about them- I mean, SEAL maidens?

There's a neat Irish cartoon called The Song of the Sea involving some Selkies. It's absolutely beautifully-animated:

https://www.youtube.com/watch?v=2QD9h4lZUDU
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Blonde Bombshell

Post by Jabroniville »

Second row, third column of the Big Pic.

BLONDE BOMBSHELL (Veronica Rivers, aka The Spirit of Inspiration)
Hgt:
5'5" Wgt: 135 lbs.
Role: Powerhouse
PL 9 (124)
STRENGTH
9 STAMINA 9 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 4 PRESENCE 5

Skills:
Close Combat (Unarmed) 1 (+9)
Expertise (History) 12 (+14)
Expertise (Soldier) 8 (+10)
Insight 4 (+8)
Perception 2 (+6)
Persuasion 5 (+10, +15 Attractive)

Advantages:
Attractive 2, Great Endurance, Improved Critical (Unarmed), Inspire, Power Attack, Ranged Attack 4, Set-Up, Teamwork

Powers:
"The Spirit of Inspiration"
Immunity 1 (Aging) [1]

Offense:
Unarmed +10 (+9 Damage, DC 24)
Suit-Boosted Strength +10 (+11 Damage, DC 26)
Power Blasts +10 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +9, Fortitude +10, Will +7

Complications:
Motivation (Justice)

Total: Abilities: 84 / Skills: 32--16 / Advantages: 12 / Powers: 1 / Defenses: 11 (124)

Origin: Veronica Rivers is the name chosen by The Spirit of Inspiration, a bodiless entity that exists to give men and women a fighting spirit and a reason to fight in times of dire need. The Spirit has taken many forms over the years, including most-importantly Liberty during the French Revolution, and generally takes female form to entice the soldiers (in wars that she finds just) to victory. During World War II, The Spirit felt a dire need to inspire the troops of the Allies as never before, and as such, copied the form of the leggy, buxom models that men painted on their airplanes and carried pictures of to keep them warm on lonely nights in the trenches, and giving herself super powers as well, aiding the soldiers and heroes of the day as the Blonde Bombshell, using the Rivers name as a pseudonym to make her seem more real.

-The Blonde Bombshell identity lasted the full course of the war, as the Spirit kept its secret from everyone, including male soldier (and Ms. Rivers' suitor) Yvon Dereks and the Legion of Liberty, which she joined soon after making her presence felt on the battlefield. Having served as a glowing figure in the American and French Revolutions, as well as several other wars throughout the years (she took place in one of the Crusades before abandoning it due to endless massacres and power struggles on both sides), usually without taking the direct approach, here she felt it was important enough to physically intervene and lead by example. She left the Legion and the world soon after, giving Yvon one final departing kiss before entering the spirit world once again. Heartbroken, Yvon eventually married and had children of his own, while The Spirit of Inspiration desperately searched for more just wars to fight in across the 20th century. Sadly, none had taken place (at least big enough to require her intervention), and as such, the Spirit finally revealed itself to its former allies in the war during the Legion crossovers, taking the Bombshell's form again. It has taken the Bombshell's form a few times since, mostly for crossovers and to see off the Legion revival, but has remained mostly distant, searching for a just war. The last one she found was during the Martian Invasion, where she aided Earth's troops as a modern-day, toned and sexier Bombshell.

"Real-Life Comics": Blonde Bombshell was a mostly T&A comic designed to titillate the male readers old enough to enjoy such things, but took part in the super-hero world as well. Using the images on airplanes as a basis, the artist made a buxom blonde beauty (even giving her the Veronica Lake-inspired name, "Rivers"), and she was given some origin about Nazi nerve agents giving her super-strength, allowing her to leave a modelling career behind and fight. Starting in 1942, the comics were fairly popular for a short time, but as most of the young men were sent off to fight, she mostly vanished by 1944, a forgotten soul. Her true nature as the Spirit of Inspiration came out during the Legion crossovers, in order to explain her still-youthful appearance and get her out of the way. Revealing her nature to the Legion and Yvon (who'd been brought in simply to explain where he was), the Spirit aided in a few adventures, but slowly drifted away from comics (the character an old-time gimmick which would never sell today) using a modern-day critique of "no just wars" to do away with her.

Jab's Notes: Another "early creation" for the team, inspired by the girls painted on Airplane sidings. One of three women on the team to essentially wear a one-piece swimsuit instead of the more-typical skirts of the day.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Mr. Black

Post by Jabroniville »

Image

MR. BLACK (Robert Windham)
Hgt:
5'10" Wgt: 175 lbs.
Role: Hero Gone Bad, Magical Supervillain
PL 14 (398)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Deception 10 (+14)
Expertise (Magic) 20 (+24)
Expertise (History) 8 (+12)
Insight 6 (+10)
Intimidation 10 (+14)
Perception 6 (+10)
Persuasion 4 (+8)
Stealth 4 (+7)

Advantages:
Accurate Attack, Artificer, Benefit 4 (Allied With Demons), Diehard, Eidietic Memory, Improved Critical (Magic) 2, Improved Defenses, Improved Initiative, Jack-Of-All-Trades, Power Attack, Ranged Attack 4, Ritualist, Startle

Powers:
"Ochre Magic"
Flight 4 (30 mph) [8]
Summon Monsters & Demons 8 (Extras: Horde, 16 Minions +8, Heroic +2) [104]

Teleport 15 (Feats: Change Direction & Velocity, Increased Mass 8, Dynamic) (Extras: Easy, Extended, Portal +2) (101) -- [124]
  • Dynamic AE: Teleport 14 (Feats: Increased Mass, Dynamic) (Extras: Easy, Extended, Portal +2, Attack Only +0, Ranged) (101)
  • Dynamic AE: "Sidestep Reality" Enhanced Defenses 5 (Feats: Dynamic) (11)
  • Dynamic AE: "Dimensional Cascade" Movement 3 (Dimensional Travel 3) (Feats: Dynamic) (Extras: Portal +2) Linked to Movement 3 (Dimensional Travel 3) (Extras: Portal +2, Attack Only +14, Ranged) (42)
  • AE: "Sidestep Reality" Insubstantial 4 (20)
  • AE: "Scrying" Remote Senses (Vision & Hearing) 8 (24)
"Black Magic"
  • Dynamic AE: "The Icy Black Hand of Death" Snare 14 (Feats: Dynamic) (Extras: Area- 30ft. Shapeable) (61)
  • Dynamic AE: "Death Bolt" Blast 14 (Feats: Dynamic) (Extras: Perception-Ranged, Penetrating) (57)
  • Dynamic AE: "DeSoul" Blast 14 (Feats: Dynamic) (Extras: Perception-Ranged, Will Save) (61)
  • Dynamic AE: "Black Wave" Damage 14 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (29)
  • Dynamic AE: "Black Hand" Blast 14 (Extras: Area- 60ft. Line +2) (43)
  • Dynamic AE: "Black Storm" Concealment 2 (All Visual Senses) (Feats: Dynamic) (Extras: Attack, Area- 60ft. Burst +2) (15)
  • Dynamic AE: Nullify Magic 14 (Extras: Broad, Simultaneous) (42)
  • AE: "Lifetaker" Blast 8 Linked to Healing 8 (Flaws: Self Only, Healing Depends on Damage Effect) (20)
"Untouched by Death's Hand"
Immunity 3 (Poison, Disease, Aging) [3]
Immortality 10 (Flaws: Requires Reliquary) [10]
"Black Wall" Force Field 4 [4]

"Magical Might"
Senses 8 (Detect Magic- Ranged 4, Analytical, Acute) [8]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Icy Black Hand of Death +14 Area (+14 Affliction, DC 24)
Death Bolt/DeSoul -- (+14 Perception-Ranged Damage, DC 29)
Black Area Attacks +14 (+14 Damage, DC 29)
Nullify Magic -- (+14 Nullify, DC 24)
Teleport & Movement Attacks -- (DC 24)
Initiative +4

Defenses:
Dodge +10 (+15 Sidestep Reality, DC 20-25), Parry +10 (+15 Sidestep Reality, DC 20-25), Toughness +4 (+8 Force Field), Fortitude +6, Will +10

Complications:
Motivation (Power & Knowledge)- Mr. Black sees knowledge as power- when there are mysteries afoot, he is often at the forefront, trying to figure them out.
Responsibility (Dark Forces)- Mr. Black has made some deals with dark forces, and knows that his life is almost always at risk, especially if he can't give various demonic entities what they want. He manages to get most of them off his back by dealing with even MORE powerful creatures (often gobbling up the lesser ones), but he still always ends up owing them.
Phobia (Death)- Like many Black Mages, Mr. Black has a fear of death, and seeks to control it. His Reliquary is kept hidden on Earth, lest any of the demons he owes come looking for his immortal soul.

Total: Abilities: 66 / Skills: 68--34 / Advantages: 20 / Powers: 261 / Defenses: 17 (398)

Origin: The Golden Age hero, and future super-villain, known as Mr. Black was originally a voracious reader named Robert Windham. Windham loved books and all sorts of knowledge- his boundless curiosity led him to finish off most of his local library in small-town Illinois, then greater libraries beyond. Always moving on to the next thing, Robert uncovered some mysterious books that described sorcery. Intrigued but doubtful, Robert began researching further, and to his astonishment, uncovered more and more secrets- including those of long-lost Wizards' Libraries, belonging to great historical figures such as Merlin!

-Reading ever-further, Robert discovered the secrets of magic itself, teaching himself through scriptures, scrolls and elaborate books on wizardry. With his natural intelligence, and willingness to accept his lessons, Robert became the finest sorcerer of his era- the illustrious Mr. Black. Using his powers to right wrongs and battle the demonic forces that often took interest in practitioners such as him, he attained quite the reputation, and even joined the Legion of Liberty. Other Wizards envied him, but this often turned to disgust- there were not many self-taught wizards, and Mr. Black was casting some extremely dangerous spells, sending his victims to Hell and other nefarious dimensions! Robert shrugged off their concerns, passing them off as mere envy and nothing more, even while his obsession with more information and power grew. Over time, he grew distant from the rest of his team, even during World War II, and quietly left them to find out more, assuming that the war would turn out well. Eventually, Mr. Black disappeared.

-Mr. Black was only rediscovered in modern times- more powerful than ever, he was now standing beside some of the darkest forces in the known universe- powerful Demon Sorcerers and the like. His shocked teammates soon learned that his time in exile had been spend making further and further deals for more power, repaying the favors for demons he'd invoked during the '40s, protecting himself from the ravages of magic (which can damage even the most powerful wizards), and unlocking the true mysteries of the universe. Now so far beyond "normal humanity" that such things just amused him, Mr. Black had completely supplanted "Robert". Having sold out his humanity entirely, he threatened to create a Hell on Earth, necessitating both the Legions of Light and Liberty to stop him. The second Barred Avenger was killed in the conflict, Mr. Black escaped (though his plan was foiled), and a pall was cast over the team, as they now had a villain in their history.

-Mr. Black has returned repeatedly throughout history- he was the arch-nemesis of the hero Mr. Magi, opposes most good heroic magician enclaves, and even other magical villains (such as Wonder Witch) refuse to deal with him. He is generally referred to as one of the world's worst villains- a true example of the warnings against power-hungry wizards, and his allies are some of the most evil creatures imaginable. Despite a cocky self-assurance, almost as if he's dissociated from the consequences of any of his actions, he knows damn well to fear some of the creatures he counts among his allies- he owes way too many beings way too many things, and only a constant juggling game of varied alliances can keep his soul on the mortal plane.
"Real-Life Comics": Mr. Black was a short-lived 'magic-man' story that debuted in 1943 as a last-ditch effort to make the genre more popular, but it failed to take off, even after a two-issues stint with the Legion of Liberty, and it was cancelled shortly thereafter. The Legion crossovers of later years inspired writers to take this one-off forgotten character, and used his excellent character design to become a grand villain and enemy of the world's heroes, becoming one of the first epic mage villains. His forced ejection from the Legion was retroactively added to explain his sudden disappearance (he simply did not show up again and was written out of the team), and to give his eventual corruption to the power of the daemon more cadence. He also was chosen as the Legion's greatest villain, serving to battle the '70s revival several times, including killing The Barred Avenger II, and was used as a villain during the Martian Invasion, where he was allied with the Martians for a brief time, before being slaughtered by the Titans of Mars and his magicks used to allow the Mother Martian to fully prepare herself for the battle. The character has not appeared since, perhaps waiting for the modern-day revival.

Jab's Notes: Mr. Black is another of the first creations for the Legion of Liberty, but has a completely separate origin. See, he was originally a creation for a "Sailor Moon" RPG campaign- my friends had long ago created a FanFic-Verse of "Sailor Moon", featuring themselves as Guardians- basically like Tuxedo Mask, but with giant muscles and American-style comic book tropes instead of manga-based ones (Manga was REALLY hard to come by in the late 1990s, let me tell you). Years later, when I'd met them, they referred to this 'verse, and we got to talking about making a go of the actual "Sailor Moon RPG" based off of the "Big Eyes Small Mouth" game mechanics. We also created evil villains, keeping the "ore-based" Naming Themes. My guy was named Obsidian, and essentially looked exactly like this- swiping Kunzite's cape and wearing a tuxedo (resembling the Dark Kingdom guys, as well as being a Mirror Image of Tuxedo Mask), but wearing this weird, almost-featureless mask derived from Johnny Sorrow... though actually it's clearly just Obisidian from "Infinity Inc./JSA" now that I look at it.

-In any case, it went the way of all of our games (ie. we planned it for months and then never played), but we managed to throw some of them into "City of Villains", though I had to go with "Lord Obsidian" because the game was pretty notorious for having names taken up. And when we stopped playing THAT, I made sure to keep the idea around, finally having a use for it with my Legion of Liberty characters- I decided I wanted him around, because he looks vaguely like a Golden Age Magic Hero would... but since he's so obviously evil (I mean, he's named MISTER BLACK!) that I decided to go a dark route, and turn him into an evil, demon-allying villain.

-In the end, Mr. Black now sits as one of my setting's Top-Tier villains. True to my Marvel-ish origins, the villains are tougher than the heroes- a PL 14 monstrosity. I figure his cocky attitude (that smirk of his is nearly omnipresent) and tremendous power will make him a dire annoyance if he ever shows up. The mask is a pretty good "tell" in some cases- I sort of imagine it 'porting in on its lonesome, resulting in his body following in some sort of wake. And when he teleports OUT, his body vanishes, leaving the mask for a split-second. Little visual "cues" that help make characters more memorable.


Capers:
* One of the many demonic forces owed Mr. Black's soul when he dies is instead convinced to take on the souls of the Legion of Liberty instead. And so Mr. Black must ensure their deaths quickly, before the demon can change his mind.
* In order to keep his soul intact, Mr. Black promises one demon the power of another (to whom he'd owed his soul). Thus, he sets the demon who owns his soul against the Legion of Light, hoping that the heroes will kill it, or weaken it, so the elder demon can capture it more easily.
* A vengeful Mr. Black appears in the shadows, manipulating and twisting the younger generation of the Legion of Liberty, hoping to split up or otherwise damage the team for when he makes a final strike against them.
Last edited by Jabroniville on Sat Oct 21, 2017 9:30 am, edited 1 time in total.
Horsenhero
Posts: 941
Joined: Fri Nov 04, 2016 9:01 pm

Re: The Jabverse: An O.C. Thread (Maximum! Capt. Fireball! Selkie! Mr. Black!)

Post by Horsenhero »

I like evil wizards...so Mr. Black is pretty cool imo.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

The Black Fox

Post by Jabroniville »

Image

Another old one. You can tell because I was using a regular colored marker for coloring- hence, all the visible "streaks" in the grey :).

THE BLACK FOX I (Dick Clamency)
Hgt:
6'1" Wgt: 195 lbs.
Role: Grim Detective
PL 8 (147)
STRENGTH
3 STAMINA 5 AGILITY 5
FIGHTING 11 DEXTERITY 7
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 5 (+10)
Athletics 8 (+11)
Close Combat (Unarmed) 2 (+13)
Deception 8 (+11)
Expertise (Streetwise) 9 (+12)
Insight 4 (+8)
Intimidation 4 (+7)
Investigation 10 (+14)
Perception 4 (+8)
Stealth 3 (+8)
Vehicles 1 (+8)

Advantages:
Beginner's Luck, Diehard, Equipment 6 (Gas, Gun, Etc.), Evasion, Fast Grab, Improved Aim, Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip, Jack-Of-All-Trades, Power Attack, Quick Draw, Ranged Attack 3, Taunt, Tracking, Uncanny Dodge

Equipment:
"Pistol" Blast 4 (8)
"Grappling Wire" Movement 1 (Swinging) (2)
"Smoke Bombs" Blast 1 (Extras: Area- 15ft. Burst +1/2) Linked to Affliction 8 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 30ft. Cloud +2) (Diminished Range -1) (24.5)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +5, Fortitude +6, Will +9

Complications:
Motivation (Justice)

Total: Abilities: 82 / Skills: 58--29 / Advantages: 24 / Powers: 0 / Defenses: 12 (147)

Origin: The Black Fox is an urban vigilante born when private eye Dick Clamency was beaten nearly to death by mobster Tommy Vincerola and his girlfriend was shot before his eyes as a warning to not get too deep into mob business. In a rage, Clamency trained himself for several months, returning in a cape & cowl, hanging Vincerola from his office window and shooting his henchmen. Unlucky in love and unlucky in life, Clamency eked out a living as a PI by night... and as the Black Fox by even later.

-Clamency was always far more hard-edged than his allies in the Legion of Liberty, in the days before "no killing" rules and such, and could be expected to be intrumental in solving the case, as well as the one to take the most underhanded approach to victory as an urban vigilante. He retired after recovering from a brain tumor in the mid-60s, leaving his son to carry on his legacy, as he finally did manage to maintain a long-standing relationship, though strained, to Victoria Valence. As such, there is now a long line of "Black Foxes" making New York City their home, though they have softened their stances on crime in later years, the last few finally revoking their predecessor's rules of ultimate force and vengeance. His son Dick Jr. was Black Fox II, and was a successful team-based hero in the '60s and '70s. His own son Paul joined the primary superhero team of his era later on, as did his daughter Victoria when Paul was injured in the line of duty (both would also serve time on the Legion renewal). Black Fox V was a hero during the more hard-edged later period, acting as the nastiest version yet- a borderline antisocial psychotic Richard Clamency III (the son of Paul), but he was eventually held back and cured of his psychosis by members of the old Legion of Liberty. Lately there have appeared even more Black Foxes, with Richard's young son Travis taking the hood, as well as Shauna (Victoria's daughter), Liberty (Dick Jr.'s other child, who at first rejected superheroics as horrible vigilantism and crusaded against it as a lawyer, now seeing the need for heroes), and a few other as-yet-unidentified members of the Fox clan. Dick is still alive, though aged and unable to fight anymore.

-The Black Fox was an excellent athlete and hand-to-hand brawler, in the tough-man street-fighting/boxer sense, not as a finesse player by today's standards. He was also handy with a pistol, including his trademark gun, and was one of the top detectives of his day. He also utilized grappling wire, smoke bombs, and many other somewhat devious methods of hunting down and killing evildoers.

"Real-Life Comics":
The Black Fox is a barely-shielded take on the Batman of DC Comics (and Will Eisner's Spirit and Chester Gould's Dick Tracy), coming out in late-1940 and continuing on until the comics scandals of the mid-50s killed the concept. He was a fairly popular hero, joining the Legion of Liberty on its first mission and making several guest shots after his own series became popular enough to not need to advertise it to readers in the book. Retroactively, he is viewed as a long-term charter member, and his descendants (created in the comics-boom '60s) were brought in to soften the violent legacy of the vigilante, with Liberty (named for the Legion itself) representing the Worthams of the day, and eventually donning the cowl herself. Falling out of the way in the mid-80s (especially in light of the much more popular KnightHawk), Richard III (a play on the crazed character of Shakespeare's by the in-joking writer) took over the role in the early 90s to combat the Liefeldian boom with Image-style killers running around comics, ironically bringing the character full-circle, but taking it another step. The late-90s saw a shakeup as the nigh-forgotten character (The Black Fox was cancelled in mid-1995), as the Legion reunited to save his mind, in a bit of comics reflecting life as a metaphor for the cleanup of comics from the in-your-face Image era. A legion of Black Foxes was introduced a little later on, as the concept no longer sold, and was instead used by varying writers with a passing interest.

Jab's Notes: The Black Fox actually came about because a friend was running a "Feng Shui" RPG game, and I naturall chose the "Masked Adventurer" gimmick over the more Asian-themed things designed for the Martial Arts-based game. His schtick was that he had a Grappling Hook, and would use it in various cool ways (the game rewarded "cool ideas" with the equivalent of Hero Points or whatever). Ultimately, we only played it once in the Sci-Fi Club, but I kind of messed around with the character, giving him enemies like Arctic Fox & whatever.

-Years later, when running an M&M game on another forum, Kreuzritter would let me play him as the "Masked Adventurer" guy from the "Time of Vengeance" module, though I modified the build to fit my own stats... which showed my inexperience, as I statted up Gas Bombs & a Grappling Hook as Devices rather than Equipment, and made a PL 10 hero who actually WASN'T PL 10, as I'd assigned his stats incorrectly. The game was pretty fun for a while, as I had my guy hit "Dam", the blood-morphing chick, with his car, then planned on using a blood-thinner who weaken her. Kreuzritter, coming up with a more "obvious" solution, had an NPC suggest that I just FREEZE her, to which I was like "Well that's one helpful PC", though I still think my way was more clever. In any case, the game blew up after like a month because another poster named Tazer, who had a penchant for acting kinda dumb (he just... typed like he was uneducated, really. Used to start off all his posts with colored text saying "Yo", then ending them with the "Tazer" tag), first got rebuked for going online and finding stuff out (Kreuz called it cheating), then got Kreuz good and pissed off for something else, leading to Kreuz banning him from the game and then dropping things "Because Tazer got me to lose my temper". So that was fun :).

-IN ANY CASE, The Black Fox is an idea that stuck with me, as more of a generic Masked Hero who could engage in street-level stuff. So I made him a charter Legion of Liberty member, act as the "most popular hero" of his era, and then spawn a legion of successors (who were generally more successful than the other Liberty Legacies). They changed with the eras, too, as the '60s one was a Teen Hero (in the vein of the Legion of Super-Heroes or Teen Titans of the era), the '90s one was a Grim Vigilante, etc. The modern one is actually a throwback, living in a Dick Tracy-like world of deformed villains.
-Note that the timeline of Black Foxes is a bit tricky, given Comic Book Time and me not quite figuring out all the ages just yet. You can have a few generations go through since World War II, but it can be a bit iffy.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: The Jabverse: An O.C. Thread (Maximum! Capt. Fireball! Selkie! Mr. Black!)

Post by Jabroniville »

Oh yeah, and that's the final build for the Legion of Liberty! Some of them were created eons ago, while others had to have entire origins invented on the spot. They were a fun group to put together- one of the few times I just randomly threw down names and costumes without caring overly much about their stories, as they were more of a "past" thing and meant more to capture a Golden Age "feel" without necessarily carrying over into the narrative too much. Some are meant to be important (Mr. Meteor, Mr. Maximum, Miss Adventure, Mr. Black... looks like you need an official title to become important if you're a Golden Ager), while others are forgotten relics, but all of them can inspire certain legacies. I like the idea of them having new legacies, and continuing on as major heroes (though at PL 10, none of the most-experienced members are as top-tier as, say, Alan Scott, or what Hawkman ended up being).

Next up- the successors to the legacy of the Black Fox! And his weird band of deformed Rogues!
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: The Jabverse: An O.C. Thread (Maximum! Capt. Fireball! Selkie! Mr. Black!)

Post by Jabroniville »

Here's some original Origins I didn't end up going with:
Mr. Black Real Name: Chaz Hallstead Hgt: 5'10" Wgt: 175 lbs. Hair: Blonde
Origin: Chaz Hallstead was an unsuspecting millionair heir to a great fortune, whose hedonistic lifestyle came to an abrupt end when he discovered a floating black mask in his father's old locked study. The mask identified itself as a spectre of good magic who needed a holder in the bloodline of Alexander the Great, which Chaz was a part of. Chaz donned the mask, and was quickly given an array of magical spells with which to combat evil and fight on as Mr. Black.
Powers & Abilities: Mr. Black's magic talents were considered to be among the best in his era, the rival of even Reddar the Mystic. This was in fact because Chaz had yet to unlock the true powers of the mask, using it simply for travel, teleportation, levitation and bolts of "magic energy". Eventually, Chaz would gain greater and greater power, eventually becoming one of the most powerful mages alive, especially after realizing that the mask allowed him to control the daemonic energies of Hell itself, and was in actuality a daemon trapped as a mask whom beckoned its owner to do so. The corrupted Mr. Black can now toss true Hellfire, travel amongst the dimensional planes with ease, and is one of the greatest magic users on Earth.
Lifeline: Chaz Hallstead was slow to gain ability as Mr. Black, instead being a minor magic-man hero of the 40s with little influence or fame, despite his often brutal tactics in defeating criminals. His short-lived Legion stint did nothing to aid his low-self-esteem as he quickly felt overshadowed by the other heroes of the day, especially after his mistakes in battle nearly cost the Legion their lives and he was asked to step down. Despondent, he sank into alcoholism, until the mask revealed its true nature as Tzcatopolitich, a Hell-borne daemon who adopted an Aztekian name after helping destroy that mighty empire. Using the powers that the mask could unlock, Chaz adopted an even harsher anti-hero stance and began full-out murdering people at the slightest hint of sin. Eventually the power corrupted him to the point where actual Hellfire could be borne through his mortal shell, and he eventually usurped the power of the daemon himself, using its own energies. He became a deadly super-villain by the time of the Legion crossovers and the revival, doing incredible harm (including killing the second The Barred Avenger) and becoming their greatest enemy. After years of deaths and rebirths, he has yet to appear for several years, perhaps biding his time.
"Real-Life Comics":
Captain Guts Real Name: Petey McKenzie Hgt: 5'11" Wgt: 350 lbs. Hair: Black
Origin: Petey McKenzie, nicknamed "Guts" by his friends as a joke about his obesity, was a common troublemaker on the streets of Chicago in the 1930s. As a young adult during WWII, he was rejected for armed service due to his bad physical condition. Upset at not being about to serve his country, Petey began helping in the only way he could, by aiding in scientific experiments. One day, he drank a formula designed to coat regular armor with an impenetrable field of energy by accident, and found that his stomach was now totally invincible. The scientist who invented the formula was soon killed when another coated his body in the formula, becoming the Invincible Man, and Guts took on a crimefight career, with his identity known to all.
Powers & Abilities: "Guts" could throw down fairly well, knowing how to use his size to his advantage, and usually let the Germans and common thugs shoot at his stomach in vein before he bopped them on the head. His stomach was totally invincible, being able to take any kind of punishment, though the rest of him was merely that of a tough human.
Lifeline: "Guts" served as a minor member of the Legion of Liberty as a kind of comedy player, and had a minor-league run as a super-hero, retiring after the war with his girlfriend, Mandy. They had three children, all gaining their father & mother's physiques. "Guts" briefly popped in for the Legion crossovers, but has had no successors.
"Real-Life Comics": Captain Guts debuted in 1941 as a more goofy super-hero type in an era of more straight-laced characters, and was short-lived, vanishing in 1943 after a brief stint with the Legion. He appeared later for the crossovers, and occasionally as a civilian when members of the old Legion gathered. The silliness of the idea has left no writers with the urge to make a new "Guts".
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

The Black Foxes

Post by Jabroniville »

Black Fox timeline:
1915- Richard "Dick" Clamency is born to Stan and Julie Clamency.
---
1940s- Black Fox I (Dick Clamency) debuts in 1940 at 25 years old. In his missions, he faces the Arctic Fox and more, and joins the Legion of Liberty, fighting Nazis and supervillainy at every turn. The Legion splits after 1945, but occasionally regroups. During this time, he has off-and-on romances with many women, Victoria Valence being most notable. He marries Victoria Valence, and starts having children. Dick Jr. is born in 1947, an only child.
---
1950s- Black Fox continues on in regular form.
---
1960s- Black Fox I finally retires in mid-decade, after recovering from a lung cancer. Black Fox II (Dick Jr. as a teenager) takes the cowl from him, though he still helps in costume from time to time. Black Fox II joins the Teen Legion of the late 1960s, as one of their older trainers (at 20-23, he was much older than most of the kids). He continues with a bit of success, and marries Julia Haggerty. Daughter Liberty is born in 1973.
---
1970s- Son Richard III is born in 1974, daughter Victoria is born in 1977. The Teen Legion splits up.
---
1980s- Dick Jr. retires in his early 40s. There are no other Black Foxes, though Paul & Victoria both train. Liberty rejects the family legacy, and thinks super-heroes are dangerous and pointless.
---
1990s- Richard III debuts as the teenage Black Fox III, facing a newer, darker breed of criminal. Victoria suits up as the Black Fox IV, and helps her brother out in secret, until he starts growing more and more obsessed with his war on crime. Liberty succeeds in law school, eventually becoming a prominent anti-super activist and lawyer. Richard's brutality towards criminals (including many fatalities, which are never fully pinned on him) give superhumans a bad name, and result in "Non-Powered Heroes" getting a worse reputation than normal. He is finally stopped by a newer generation of heroes, and retires. His son, Travis, is born.
---
Modern Era- Travis continues on as the newest Black Fox, the fifth one. Victoria is retired, but acts as an advisor and trainer to young super-heroes. Liberty is now a DA, and is known to be getting into politics.

Jab's Notes: This is a slightly-modified version of the Black Fox lineage, which initially had another generation in the middle (the third one was named Paul and active in the '80s, having Richard III). However, as this was around 2010, I realized that this made the generations REALLY compressed together. Hell, even now, Richard III (the failed Black Fox) is only barely old enough to have an adult son.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

The Black Fox (Travis)

Post by Jabroniville »

ImageImage

THE BLACK FOX V (Travis Clamency)
Hgt:
6'1" Wgt: 195 lbs.
Role: Two-Fisted Detective
PL 8 (143)
STRENGTH
3 STAMINA 5 AGILITY 5
FIGHTING 11 DEXTERITY 7
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 5 (+10)
Athletics 8 (+11)
Close Combat (Unarmed) 2 (+13)
Deception 8 (+11)
Expertise (Streetwise) 9 (+12)
Insight 4 (+8)
Intimidation 4 (+7)
Investigation 8 (+12)
Perception 4 (+8)
Stealth 3 (+8)
Vehicles 1 (+8)

Advantages:
Beginner's Luck, Diehard, Equipment 6 (Gas, Etc.), Evasion, Fast Grab, Improved Aim, Improved Critical (Unarmed), Improved Defense, Improved Hold, Improved Trip, Quick Draw, Ranged Attack 3, Taunt, Tracking, Uncanny Dodge

Equipment:
"Grappling Wire" Movement 1 (Swinging) (2)
"Smoke Bombs" Blast 1 (Extras: Area- 15ft. Burst +1/2) Linked to Affliction 8 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 30ft. Cloud +2) (Diminished Range -1) (24.5)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +5, Fortitude +6, Will +8

Complications:
Motivation (Justice)
Enemy (Cardia St. Miller, Gangsterbot, Boss Orc, Charlie the Torso, The Indochinese Twins)- The Black Fox has to deal with a whole new generation of deformed, oddball criminals, from the gigantic Cardia to the otherworldly Boss Orc.

Total: Abilities: 82 / Skills: 56--28 / Advantages: 22 / Powers: 0 / Defenses: 11 (143)

-The most-famous modern-day Black Fox is Travis Clamency, the son of the shamed fifth Black Fox (Richard III), who was a notorious gangster-killer in his own era, before being stopped by the less-murderous heroes of the day. Travis continues on the family legacy as New York's newest Fox, trying to put down the newest breed of gangsters and mob bosses in the city. Eschewing fighting costumed super-villains, he is focused more on organized crime and "helping the little guy", often protecting small-time people from thugs and killers in their midst. In so doing, he wears an identical suit to his father- a sharp grey suit with a fedora and a black mask & cape.

-Though a capable adventurer and a good detective, Travis is known for being a very "Hard-Luck Hero"- his cases often go awry, result in bad beatings and near-death encounters, and he's often caught unawares or put into deathtraps. Though a survivor and quite tough, he usually ends up scarred, beaten and bruised by the end of every encounter.

Jab's Notes: The modern-day Black Fox takes a lot from my reading up on Dick Tracy's old adventures, and his line of bizarre, deformed criminals. Though not very PC, Tracy's Rogues (predating Batman's by quite a ways, and in fact inspiring them pretty much directly as a concept) were always freaks- the faceless Blank, mustachio'd Flattop, the wrinkled Pruneface and others were always there to threaten Tracy, but usually killed by story's end. Using my own sick sense of humor, I went with a more eclectic variety of guys, often taking from comics as a whole, allowing outlandish things like a Castellian Orc or a robot take part in the festivities. Plus a Giantess. Because SHUT UP, that's why!
Last edited by Jabroniville on Fri Oct 20, 2017 8:06 pm, edited 2 times in total.
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