@Simple Unicycle I'm just randomly browsing around and saw the part where you talked about basically all iterations of everyone being done. Made me think. Maybe one day another shot at an Amalgam Universe. Dark Claw, Super Soldier, Doctor Doomsday, Spider Boy. Or maybe mix up a hero from one universe and a villain from another.
Ninja Turtles + Hellboy = Teenage Mutant Ninja Four Horsemen of the Apocalypse
Name: Danger, Danger Fontaine Epithet: Masked and Mustachioed Macho...Guy Age: 32 Height: 6'4" pounds of towering manliness Weight: 246 pounds of raw hard muscle slathered in baby oil Race: Human Dominant Hand: Right
Weapons- All of Danger's weapons are fashioned from cheap steel and are designed to break easily. They are carted down to the ring in a shopping car.
-A Wooden Folding Table designed for little more than being broken in dramatic fashion.
-A Chinese folding metal chair initially designed for sitting but quite useful for bashing about the head.
-A wooden kendo stick
-A Stop Sign seemingly picked up off the street
-A single live and very confused Lobster
-A Black Duct-Taped Up Baseball Bat
Equipment-
The Man Known As Danger, Danger Fontaine, wears upon his person:
Urban Colored Camo Shorts
Black and White Gold's Gym Muscle Shirt
Black and White Wrestling Mask (trimmed back to allow his mustache freedom from the confines of his mask)
Wrestling Gloves
Wrestling Boots
Red Entrance Cape
Appearance-
Danger, Danger Fontaine is a thickly muscled well tanned man and is never seen without an indulgent quantity of baby oil ensuring each and ever muscle fiber glistens under the stadium lights as does his perfectly manicured mustache. His build is best described as mercilessly powerful and massively sexual.
Physical Abilities/Powers-
Physical Ability- Danger, Danger Fontaine has inarguably perfected his craft. He is truly the picture of perfection. He is the image of intensity. The epitome of excellence. The physical manifestation of manliness. And also a generous lover, if you know what I mean. His grip is unbreakable, his strikes impeccable, his aerial game im...un...it's also pretty good.
Powers- Imagined Invulnerability - Danger, Danger Fontaine can ignore injuries that would incapacitate neigh any other man. Due to a combination of repeated traumatic concussions, pain killer use and abuse, and his massively inflated ego he can suffer great harm and continue on despite it. He is either numb to the pain due to a combination of nerve damage and pain killer use or simply able to power through it due to his own overpowering sense of self confidence. In short, while he is not actually in any way shape or form invulnerable to injury or damage he is fully capable of ignoring such damage until it becomes fundamentally physically incapacitating.
Supreme Arrogance - Danger, Danger Fontaine's massively inflated ego and additive brain damage due to regular traumatic head injury allows him to face adversaries that are clearly exponentially more powerful than he and believe he still has a very real chance of victory.
Delusion - Arguably all of Danger, Danger Fontaine's power is a result of this aspect of his mind. Despite what absurd circumstance he may find himself in and what inconceivable threat he may face, he will stalwartly believe that he is the Fan Favorite and that this is his shot at the big time. He can hear the roaring crowd. He can hear the commentators expounding over his miraculous musculature and marvelous mustache.
Unreasoning Rage - Danger, Danger Fontaine's patina of professional wrestling professionalism fades into oblivion if his mask is removed or his mustache is mussed up. Though he generally plays up for the adoring arena carefully watching his each and every match, when an opponent dares to remove his mask he loses his restraint entirely. As a great man once said, he loses his smile. Much of the posing and smiling fades away and he is left a raving animal, throwing out as many big moves as he can as quickly as he can, often to his eventual detriment.
Personality- Danger...Danger Fontaine. A self obsessed obnoxiously narcissistic professional wrestler, his greatest strength is also his greatest weakness. He is loud, because it is important that the millions and millions of fans, all slavering at the bit for just a little more Danger, hear each and every syllable of each and every word. He is self aggrandizing because who knows Danger better than Danger himself? He is light hearted and often cracks terrible terrible jokes, because he is THE MAN. He is the top, the pinnacle, the apex, the peak, the asymptote, the azimuth, the hyperbole, he is the the man and the only way to be THE MAN is to beat THE MAN and the only man who can beat THE MAN is THE MAN, which is him, thus he is unbeatable. Ask anyone, they'll tell you. In the unlikely event he is one day beaten he is magnanimous in defeat because he knows, HE KNOWS, that belt is meant for one man and one man alone. THE MAN, which is him, Danger, Danger Fontaine, aka THE MAN. The Macho...Guy.
Background- Danger, Danger Fontaine dreamed through all of his childhood of becoming a professional wrestler and eventually managed to make his dream come true. Growing up in South Dakota he knew from a young age that he was destined for greatness and the greatest greatness he could envision was becoming a massive slab of tanned and oiled muscle body slamming other, lesser, tanned and oiled massive muscle slabs for the entertainment and adoration of the million and millions watching at home. Happily fueled on by the antics of his wrestling idols, action movies, and neigh every book and training program advertised in the back of comic books, he grew muscleyier and muscleyier as his dream became an inevitable future.
He worked his way up through the indies gaining a reputation as an enormous ass, but an ass who put asses in seats. Which is the best kind of ass. Taking inspiration from his idols from America and the world abroad he fashioned for himself a number of easily recognized moves and a very recognizable physique. Muscles, Muscles, Mask and Mustache. In time he made his way to the premier federation of the United States and found great success. As well as he did he faced many injuries and eventually ended up as too big of a liability to the company to remain. This was likely a wise move as his massive ego led to him suffering many injuries that would have sidelined him if he weren't just such an egomaniac. Finally one day his undeniable superiority, ceaseless impossibly hyperbolic bragging, and need to pay some bills brought him to...at shit where are we again?
Appearance: A strong jaw line, a large nose, a brutal cut of brow. Piercing eyes. A generally intimidating appearance, developed during his Initiation. Coupled with a sense of confidence that often borders on, and ventures well into, arrogance. His skin has become spotty and pockmarked from repeated heat damage, it now more often than not has a slight dark red tinge to it, as of skin so often burnt and heat blasted that it no longer has the inclination to peel.
Equipment: Despite Aloysius' high opinion of himself he possesses the standard issue equipment of a Scout of his experience. Deep Green Carapace Armor made of overlapping ceramite plating, appearing, at least to Aloysius, to be a significantly upgraded version of that used for the Astra Militarum. Though it has been modified to account for their genetically altered and bio-enhanced bodies he is eager to step up to a full fledged Marine and the Power Armor that comes with that position. He carries a standard issue .75 Bolter, two Krak grenades on one thigh and a Combat Knife on his chest, though he yearns to make his way to a special weapons team.
Psychological profile: Aloysius has a high opinion of himself and of the Salamanders as a whole. These high expectations have served him well at times, pushing him to grind away his own inadequacies and allowing him to survive the arduous Initiation process, but they have also worked against him at times. He has failed to hold his tongue or to speak with tact several times, driving a wedge between himself, his contemporaries, and at times his superiors. Bemoaning his own failures as well as though of his squad mates has done him few favors. His intentions are good, and the clarity of those intentions is likely what allowed him to remain in the program, but if those rough edges are not burnt away in the crucible of service his potential will likely go unexplored. Save perhaps his potential in regard to forging armor and weapons and perhaps ensuring the Chapter grounds remain spotless.
I have an old idea for an Orc group that I never got to explore.
Large confederation of several Orc tribes. Led by an Orc who is trying to temper some of their wilder instincts. Standing army but also branching more deliberately into mercenary groups. Sending Orkie Boys out to ply their trade and bring some of their earnings home to support the clan.
Internal issues with a relation who sees this taming as an affront to what makes them them. Warns that trying to be like da humies will only make them weak, frail, and scared like da humies is.
Looking for a mountainous area for them to inhabit. General backstory theme being that they've been pushed back and back, semi-nomadic, and that is a large part of why the current leader wants them to domesticate a bit. For longevity.
My general idea is basically a seemingly, but not actually, rogue group in the government doing a lot of the bad not very nice things that such groups usually do in comics. Think like S.H.I.E.L.D. when they're being shady, or the Weapon Program, or the Friends of Humanity/Purifiers from X-Men.
Was thinking of getting into some of that when I was RPing 60s Capt. A and it's still an interesting idea to me. A group that absolutely believes they are doing the right thing for the country and are basically willing to stretch the concept of By Any Means Necessary.
No Character Sheet prepared but I am curious about RPing as a bad guy. Specifically something involving the likes of the Weapon program. It came up awhile ago in that 1968 RP and it's been stuck in my head for a bit.
How would that work? You mentioned playing as a villain as a possibility but I'd like to pick your brain about that a bit.
If you feel like branching out maybe try Casual Group RPs.
I prefer Advanced but Casual has a lot more threads so there is a higher likelihood of you finding something that hits the right spots and gets your creative brain juices gurgling.
It seems like a good number of folks have joined up recently, you're in good company.