DC Stats for Golden Age characters from writeups.org
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DC Stats for Golden Age characters from writeups.org
Bulletgirl These aren't official but I think we could use them for new heroes and such
Tell me more about the game stats
Bulletgirl
Dex: 06 Str: 10 (04) Bod: 07 (04) Motivation: Responsibility of Power
Int: 05 Wil: 05 Min: 05 Occupation: None (she’s a girl)
Inf: 06 Aur: 05 Spi: 06 Resources {or Wealth}: 005
Init: 019 HP: 045
Powers:
Power Reserve: 09
Bonuses and Limitations:
Power Reserve affects STR and BODY.
Power Reserve is Always On, adding 06 to STR and adding 03 to BODY.
Power Reserve is not always functional. That is, in some stories, Bulletgirl is superstrong, while in others, she only has ordinary levels of strength. In game terms, Power Reserve has Serious Burnout, which must be rolled for at the beginning of any adventure. If the power Burns out, then it may not be Recovered until after the adventure is over.
Skills:
Detective: 04, Martial Artist*: 06
Drawbacks:
Jinx, Secret Identity.
Equipment:
GRAVITY REGULATOR HELMET [BODY 10, Magnetic Control: 10, Flight: 09, Limitation: Magnetic Control can typically only be used to add to OV against metallic weapons (such as bullets), but has occasionally been used for other effects. For example, in Crisis on Earth-S, Bulletman disarms the Shade at a distance. In a Golden Age story, he shorts out a trolley by hurling his helmet at the electric cable.].
New rules
Jinx
This Drawback works just like Unluck. Except the recipient of the Unluck is one of the Jinx’s companions, *not* the Jinx himself.
The effect may be obvious or subtle. That is, bad luck might just occur, or it might be a result of the Jinx’s clumsiness that the Jinx’s companion is stymied. Gilligan of Gilligan’s Island has this Drawback.
Why is Bulletgirl a Jinx ? Well, in one story, she is attacking crooks by throwing billiard balls at them. Unfortunately, she misses and clobbers Bulletman by mistake. She comments that she forgot that the helmets only protect against metal weapons. Then, later, she spots a mouse, which causes her to be frightened, so she bumps into Bulletman, which enables a crook to escape.
By Sean MacDonald.
Source of Character: DC and Fawcett Comics.
Tell me more about the game stats
Bulletgirl
Dex: 06 Str: 10 (04) Bod: 07 (04) Motivation: Responsibility of Power
Int: 05 Wil: 05 Min: 05 Occupation: None (she’s a girl)
Inf: 06 Aur: 05 Spi: 06 Resources {or Wealth}: 005
Init: 019 HP: 045
Powers:
Power Reserve: 09
Bonuses and Limitations:
Power Reserve affects STR and BODY.
Power Reserve is Always On, adding 06 to STR and adding 03 to BODY.
Power Reserve is not always functional. That is, in some stories, Bulletgirl is superstrong, while in others, she only has ordinary levels of strength. In game terms, Power Reserve has Serious Burnout, which must be rolled for at the beginning of any adventure. If the power Burns out, then it may not be Recovered until after the adventure is over.
Skills:
Detective: 04, Martial Artist*: 06
Drawbacks:
Jinx, Secret Identity.
Equipment:
GRAVITY REGULATOR HELMET [BODY 10, Magnetic Control: 10, Flight: 09, Limitation: Magnetic Control can typically only be used to add to OV against metallic weapons (such as bullets), but has occasionally been used for other effects. For example, in Crisis on Earth-S, Bulletman disarms the Shade at a distance. In a Golden Age story, he shorts out a trolley by hurling his helmet at the electric cable.].
New rules
Jinx
This Drawback works just like Unluck. Except the recipient of the Unluck is one of the Jinx’s companions, *not* the Jinx himself.
The effect may be obvious or subtle. That is, bad luck might just occur, or it might be a result of the Jinx’s clumsiness that the Jinx’s companion is stymied. Gilligan of Gilligan’s Island has this Drawback.
Why is Bulletgirl a Jinx ? Well, in one story, she is attacking crooks by throwing billiard balls at them. Unfortunately, she misses and clobbers Bulletman by mistake. She comments that she forgot that the helmets only protect against metal weapons. Then, later, she spots a mouse, which causes her to be frightened, so she bumps into Bulletman, which enables a crook to escape.
By Sean MacDonald.
Source of Character: DC and Fawcett Comics.
DavidMcMahon- Cosmic Level
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Re: DC Stats for Golden Age characters from writeups.org
The Avenger - the folks from this site tried making various characters fits into the DC Universe. So I am posting them since they include stats. We can always grab one of these guys to make a new NPC hero or a villain to face.
Powers and Abilities
The Avenger was the stereo-typical Red Menace fighter in the 1950’s. An experienced brawler, skilled scientist, he knows people all over the world, can get anywhere he needs to be pretty quick (via Starjet) and has a gun that can put a hole in a tank.
His methods may be a bit dated, by they still get the job done.
He will never use his Dissolver Gun directly on a living person unless in a kill-or-be-killed situation.
History
Roger Wright was a wealthy scientist/explorer/superhero in the early 1950s. When his older brother and his wife were tortured to death by Russians in 1949, he swore to avenge their deaths.
He developed the identity of the Avenger and built the amazing Starjet and his Dissolver Gun. He fought the Red Menace at home and abroad. Thanks to his father’s political contacts, the Avenger reported directly to the President himself.
DC Universe History
Most of the Sentinels are Vault heroes, heroes from the 1940’s and 1950’s. They willingly entered suspended animation to wait until they were needed again. The Vault heroes were activated during the Shroud War and have been trying to adapt to the future ever since.
In the DCU, the Vault heroes can be Golden Age heroes (just add them to the already immense JSA roster). Like Femforce, they could be an arm of Task Force X, perhaps operating under the command of Sarge Steel.
Avenger
Dex: 06 Str: 04 Bod: 05 Motivation: Upholding the Good
Int: 07 Wil: 05 Min: 06 Occupation: Superhero
Inf: 05 Aur: 05 Spi: 06 Resources {or Wealth}: 12
Init: 022 HP: 060
Skills:
Acrobatics: 08, Gadgetry: 10, Martial Artist: 08, Military Science: 07, Scientist: 08, Vehicles (Air): 09, Weaponry: 08
Advantages:
Credentials (US gov’t, Medium), Omni-Connection, Lightning Reflexes.
Connections:
Femforce (High), Sentinels of Justice (High), US Government (Low).
Drawbacks:
Secret Identity, SIH of Communists, Fatal Vulnerability (If removes mystic shirt).
Equipment:
MYSTIC SHIRT [BODY 08, Invulnerability: 10, Regeneration: 04].
Dissolver Gun [BODY 06, Disintegration: 13].
STARJET [STR 08 BODY 12, Flight: 10, Invisibility (Radar only): 10, Disintegration: 14].
By Andrew Ross.
Source of Character: Femforce Comics (AC).
Powers and Abilities
The Avenger was the stereo-typical Red Menace fighter in the 1950’s. An experienced brawler, skilled scientist, he knows people all over the world, can get anywhere he needs to be pretty quick (via Starjet) and has a gun that can put a hole in a tank.
His methods may be a bit dated, by they still get the job done.
He will never use his Dissolver Gun directly on a living person unless in a kill-or-be-killed situation.
History
Roger Wright was a wealthy scientist/explorer/superhero in the early 1950s. When his older brother and his wife were tortured to death by Russians in 1949, he swore to avenge their deaths.
He developed the identity of the Avenger and built the amazing Starjet and his Dissolver Gun. He fought the Red Menace at home and abroad. Thanks to his father’s political contacts, the Avenger reported directly to the President himself.
DC Universe History
Most of the Sentinels are Vault heroes, heroes from the 1940’s and 1950’s. They willingly entered suspended animation to wait until they were needed again. The Vault heroes were activated during the Shroud War and have been trying to adapt to the future ever since.
In the DCU, the Vault heroes can be Golden Age heroes (just add them to the already immense JSA roster). Like Femforce, they could be an arm of Task Force X, perhaps operating under the command of Sarge Steel.
Avenger
Dex: 06 Str: 04 Bod: 05 Motivation: Upholding the Good
Int: 07 Wil: 05 Min: 06 Occupation: Superhero
Inf: 05 Aur: 05 Spi: 06 Resources {or Wealth}: 12
Init: 022 HP: 060
Skills:
Acrobatics: 08, Gadgetry: 10, Martial Artist: 08, Military Science: 07, Scientist: 08, Vehicles (Air): 09, Weaponry: 08
Advantages:
Credentials (US gov’t, Medium), Omni-Connection, Lightning Reflexes.
Connections:
Femforce (High), Sentinels of Justice (High), US Government (Low).
Drawbacks:
Secret Identity, SIH of Communists, Fatal Vulnerability (If removes mystic shirt).
Equipment:
MYSTIC SHIRT [BODY 08, Invulnerability: 10, Regeneration: 04].
Dissolver Gun [BODY 06, Disintegration: 13].
STARJET [STR 08 BODY 12, Flight: 10, Invisibility (Radar only): 10, Disintegration: 14].
By Andrew Ross.
Source of Character: Femforce Comics (AC).
Last edited by DavidMcMahon on Sat May 16 2020, 07:25; edited 1 time in total
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Re: DC Stats for Golden Age characters from writeups.org
Darkfire
Background
Real Name: Vannessa Cord.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Fearforce.
Base Of Operations: Mobile.
Height: 5’6” Weight: 130 lbs. Age: 34 (apparent age 26).
Eyes: Green Hair: Red
Powers and Abilities
Darkfire herself is a highly trained operative and an accomplished scientist.
The Mental Helmet allows her to create mental and visual illusions as well as attack, read and control minds. She can also form solid objects out of mental energy. Her power is quite impressive, including the mental illusion of an entire building real enough to fool Ms. Victory herself.
History
Vanessa Cord was a special operative of terrorist organization QUANSA. She led an elite group of female mercenaries (the Valkyrie Unit). All the time she worked for QUANSA, she was searching for the Menta Helmet. She intended to use it to become the most powerful woman in the world.
She finally found the helmet and used it to gain revenge against an old enemy. However, her opponent managed to rig the helmet so that it backfired when Vanessa tried to use it. It shut down her mind.
For eight years she remained in a coma, finally waking in time to fight in the Shroud War.
As a result of her service during the war, she received a pardon from the US government. Cord thus went to work as an undercover agent for General Gordon, infiltrating the League of Alternate Science/ The LAS was a group of evil geniuses intent on revenge against members of the Sentinels of Justice.
Even though she accepted the Traveler’s offer to join the Fearforce, she still apparently is loyal to General Gordon. Cord continues on her mission for him.
She managed to avoid capture when the Femforce finally defeated the Fearforce. Darkfire was last seen helping Proxima and Valkrya escape from captivity as well.
Description
Darkfire is a red-headed knockout. She wears a red body suit with orange gloves, boots, and belt. She has an open-square neck down to her breasts, with two orange straps horizontal across it. The Mental Helmet is silver with a green face mask.
Personality
It’s hard to know where Darkfire stands at any given time. She was originally one of the best spies around, until her thirst for power led her astray. She’s supposedly reformed and working for the government now. However, she joined Fearforce without a second thought and helped them almost destroy the world by freeing Capricorn.
While she can seem like the nicest person you’ve ever met, deep down she is cold, calculating, and manipulative. She always, ALWAYS, has a hidden agenda of her own no matter what or who she’s working with.
Quotes
“Fools ! With my Menta Helmet I am unstoppable !”
DC Universe History
Darkfire is basically the Mento of the AC Universe. Imagine Steve Dayton’s power in the hands of a ruthless, manipulative intelligence operative with a lust for power, and you’ve got Darkfire. If using her in the DCU, you could easily introduce her by having her find the Mento Helmet.
If you’re using Femforce, then Fearforce drops into place pretty easily since all the members’ backgrounds relate to Femforce members. If not, you could still use Fearforce as a textbook example of how to build a really effective supervillain team.
It’s got raw brute strength (Rad, Valkyra, and Krone), tactical genius (Proxima), mental abilities (Darkfire), and magic (Gorganna). Though there more than a few personality clashes in the group, when they’re all on the same page they can wipe the floor with just about anyone.
Darkfire
Dex: 05 Str: 04 Bod: 05 Motivation: Lust for Power
Int: 09 Wil: 11 Min: 11 Occupation: Spy
Inf: 04 Aur: 05 Spi: 05 Resources {or Wealth}: 005
Init: 020 HP: 075
Skills:
Detective: 08, Martial Artist: 06, Military Science: 08, Thief: 09, Vehicles (Land): 08
Advantages:
Iron Nerves, Omni-Connection
Connections:
Fearforce (High), US Government (High).
Drawbacks:
SIA (Power), Public Identity.
Equipment:
Menta Helmet [BODY 07, Control: 14, Force Manipulation: 16, Illusion: 20, Mental Illusion: 20, Mind Blast: 12, Mind Probe: 14, Telepathy: 22, R#2].
By Andrew Ross.
Source of Character: Femforce Comics (AC).
Background
Real Name: Vannessa Cord.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Fearforce.
Base Of Operations: Mobile.
Height: 5’6” Weight: 130 lbs. Age: 34 (apparent age 26).
Eyes: Green Hair: Red
Powers and Abilities
Darkfire herself is a highly trained operative and an accomplished scientist.
The Mental Helmet allows her to create mental and visual illusions as well as attack, read and control minds. She can also form solid objects out of mental energy. Her power is quite impressive, including the mental illusion of an entire building real enough to fool Ms. Victory herself.
History
Vanessa Cord was a special operative of terrorist organization QUANSA. She led an elite group of female mercenaries (the Valkyrie Unit). All the time she worked for QUANSA, she was searching for the Menta Helmet. She intended to use it to become the most powerful woman in the world.
She finally found the helmet and used it to gain revenge against an old enemy. However, her opponent managed to rig the helmet so that it backfired when Vanessa tried to use it. It shut down her mind.
For eight years she remained in a coma, finally waking in time to fight in the Shroud War.
As a result of her service during the war, she received a pardon from the US government. Cord thus went to work as an undercover agent for General Gordon, infiltrating the League of Alternate Science/ The LAS was a group of evil geniuses intent on revenge against members of the Sentinels of Justice.
Even though she accepted the Traveler’s offer to join the Fearforce, she still apparently is loyal to General Gordon. Cord continues on her mission for him.
She managed to avoid capture when the Femforce finally defeated the Fearforce. Darkfire was last seen helping Proxima and Valkrya escape from captivity as well.
Description
Darkfire is a red-headed knockout. She wears a red body suit with orange gloves, boots, and belt. She has an open-square neck down to her breasts, with two orange straps horizontal across it. The Mental Helmet is silver with a green face mask.
Personality
It’s hard to know where Darkfire stands at any given time. She was originally one of the best spies around, until her thirst for power led her astray. She’s supposedly reformed and working for the government now. However, she joined Fearforce without a second thought and helped them almost destroy the world by freeing Capricorn.
While she can seem like the nicest person you’ve ever met, deep down she is cold, calculating, and manipulative. She always, ALWAYS, has a hidden agenda of her own no matter what or who she’s working with.
Quotes
“Fools ! With my Menta Helmet I am unstoppable !”
DC Universe History
Darkfire is basically the Mento of the AC Universe. Imagine Steve Dayton’s power in the hands of a ruthless, manipulative intelligence operative with a lust for power, and you’ve got Darkfire. If using her in the DCU, you could easily introduce her by having her find the Mento Helmet.
If you’re using Femforce, then Fearforce drops into place pretty easily since all the members’ backgrounds relate to Femforce members. If not, you could still use Fearforce as a textbook example of how to build a really effective supervillain team.
It’s got raw brute strength (Rad, Valkyra, and Krone), tactical genius (Proxima), mental abilities (Darkfire), and magic (Gorganna). Though there more than a few personality clashes in the group, when they’re all on the same page they can wipe the floor with just about anyone.
Darkfire
Dex: 05 Str: 04 Bod: 05 Motivation: Lust for Power
Int: 09 Wil: 11 Min: 11 Occupation: Spy
Inf: 04 Aur: 05 Spi: 05 Resources {or Wealth}: 005
Init: 020 HP: 075
Skills:
Detective: 08, Martial Artist: 06, Military Science: 08, Thief: 09, Vehicles (Land): 08
Advantages:
Iron Nerves, Omni-Connection
Connections:
Fearforce (High), US Government (High).
Drawbacks:
SIA (Power), Public Identity.
Equipment:
Menta Helmet [BODY 07, Control: 14, Force Manipulation: 16, Illusion: 20, Mental Illusion: 20, Mind Blast: 12, Mind Probe: 14, Telepathy: 22, R#2].
By Andrew Ross.
Source of Character: Femforce Comics (AC).
Last edited by DavidMcMahon on Sat May 16 2020, 07:27; edited 1 time in total
DavidMcMahon- Cosmic Level
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Re: DC Stats for Golden Age characters from writeups.org
Catman & Kitten
Background
Real Name: Captain David Merryweather.
Marital Status: Married.
Known Relatives: Katie Merryweather (aka Kitten, wife).
Group Affiliation: Sentinels of Justice.
Base Of Operations: Sentinels H.Q.
Height: 6’1” Weight: 185lbs. Age: 35
Eyes: Green Hair: Brown
Powers and Abilities
Catman has the powers of a cat :
Night vision.
Leaping ability.
Enhanced strength and speed.>/li>
Feline cunning (whatever that is).
He is also a fair detective and spy, a superb athlete, and a highly trained hand-to-hand fighter.
History
David Merryweather was on an expedition to Burma with his uncle, the famous explorer Alton Merryweather, when bandits attacked the party. Only David survived, but just barely. The leader of a cult of Sekhmet worshippers rescued him. During the course of the woman’s ministrations, young Merryweather somehow became imbued with the powers of a cat.
Upon his return to the US, David enlisted. By the time America entered the war, he was an intelligence officer. But no matter how hard he worked, he felt hampered in his ability to deal with spies and saboteurs. Soon, he fashioned a costume and became the mysterious Catman, doing by night what he was unable to accomplish by day.
Later, his fiancée Katie Conn joined him, adopting the guise of Kitten. Before the war ended the two had married, and after the war they became the first to volunteer for the Vault of Heroes program.
Description
Outside of his costume, Catman is the most normal-looking guy you could imagine.
In costume, he’s hard to miss. He wears an orange body suit, with red cat’s head mask, cape, boots, gloves, and shorts.
Personality
Catman is a nice enough guy, just, kind of boring. You’d think someone who dresses up like a cat would be a bit more outgoing, but he’s not. Under the tights, he still sees himself as a military officer, and is still the good soldier, happy to follow orders.
However, he is a good team player and quite efficient at what he does. If only he wasn’t such a stiff.
Quotes
“Let her go, you fiend !”
DC Universe History
Most of the Sentinels are Vault heroes, heroes from the 1940s and 1950s who willingly entered suspended animation to wait until they were needed again. The Vault heroes were activated during the Shroud War and have been trying to adapt to the future ever since.
In the DCU, the Vault heroes can be Golden Age heroes (just add them to the already immense JSA roster). Like Femforce, they could be an arm of Task Force X, perhaps operating under the command of Sarge Steel.
Pre-Crisis there was a Batman villain called Catman. I have no idea if he still exists in the current continuity or not. If not, no problem. If so, either rename him or this one something else cat-related.
Catman
Dex: 08 Str: 07 Bod: 07 Motivation: Upholding the Good
Int: 05 Wil: 09 Min: 09 Occupation: Superhero
Inf: 03 Aur: 03 Spi: 07 Resources {or Wealth}: 008
Init: 020 HP: 045
Powers:
Jumping: 04, Running: 06, Ultra Vision: 06
Skills:
Acrobatics: 10, Detective: 06, Martial Artist*: 08, Military Science: 07, Thief*: 08, Vehicles (Land): 07, Weaponry*: 08
Advantages:
Credentials (US government, Medium), Headquarters (Expensive), Lighting Reflexes, Sharp Eye.
Connections:
Femforce (High), Sentinels of Justice (High), US Government (Low).
Drawbacks:
Married, Secret Identity, Socially Inept.
By Andrew Ross.
Source of Character: Femforce Comics (AC).
Background
Real Name: Captain David Merryweather.
Marital Status: Married.
Known Relatives: Katie Merryweather (aka Kitten, wife).
Group Affiliation: Sentinels of Justice.
Base Of Operations: Sentinels H.Q.
Height: 6’1” Weight: 185lbs. Age: 35
Eyes: Green Hair: Brown
Powers and Abilities
Catman has the powers of a cat :
Night vision.
Leaping ability.
Enhanced strength and speed.>/li>
Feline cunning (whatever that is).
He is also a fair detective and spy, a superb athlete, and a highly trained hand-to-hand fighter.
History
David Merryweather was on an expedition to Burma with his uncle, the famous explorer Alton Merryweather, when bandits attacked the party. Only David survived, but just barely. The leader of a cult of Sekhmet worshippers rescued him. During the course of the woman’s ministrations, young Merryweather somehow became imbued with the powers of a cat.
Upon his return to the US, David enlisted. By the time America entered the war, he was an intelligence officer. But no matter how hard he worked, he felt hampered in his ability to deal with spies and saboteurs. Soon, he fashioned a costume and became the mysterious Catman, doing by night what he was unable to accomplish by day.
Later, his fiancée Katie Conn joined him, adopting the guise of Kitten. Before the war ended the two had married, and after the war they became the first to volunteer for the Vault of Heroes program.
Description
Outside of his costume, Catman is the most normal-looking guy you could imagine.
In costume, he’s hard to miss. He wears an orange body suit, with red cat’s head mask, cape, boots, gloves, and shorts.
Personality
Catman is a nice enough guy, just, kind of boring. You’d think someone who dresses up like a cat would be a bit more outgoing, but he’s not. Under the tights, he still sees himself as a military officer, and is still the good soldier, happy to follow orders.
However, he is a good team player and quite efficient at what he does. If only he wasn’t such a stiff.
Quotes
“Let her go, you fiend !”
DC Universe History
Most of the Sentinels are Vault heroes, heroes from the 1940s and 1950s who willingly entered suspended animation to wait until they were needed again. The Vault heroes were activated during the Shroud War and have been trying to adapt to the future ever since.
In the DCU, the Vault heroes can be Golden Age heroes (just add them to the already immense JSA roster). Like Femforce, they could be an arm of Task Force X, perhaps operating under the command of Sarge Steel.
Pre-Crisis there was a Batman villain called Catman. I have no idea if he still exists in the current continuity or not. If not, no problem. If so, either rename him or this one something else cat-related.
Catman
Dex: 08 Str: 07 Bod: 07 Motivation: Upholding the Good
Int: 05 Wil: 09 Min: 09 Occupation: Superhero
Inf: 03 Aur: 03 Spi: 07 Resources {or Wealth}: 008
Init: 020 HP: 045
Powers:
Jumping: 04, Running: 06, Ultra Vision: 06
Skills:
Acrobatics: 10, Detective: 06, Martial Artist*: 08, Military Science: 07, Thief*: 08, Vehicles (Land): 07, Weaponry*: 08
Advantages:
Credentials (US government, Medium), Headquarters (Expensive), Lighting Reflexes, Sharp Eye.
Connections:
Femforce (High), Sentinels of Justice (High), US Government (Low).
Drawbacks:
Married, Secret Identity, Socially Inept.
By Andrew Ross.
Source of Character: Femforce Comics (AC).
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Re: DC Stats for Golden Age characters from writeups.org
Miss Victory
Background
Real Name: Joan Wayne.
Marital Status: Married ?
Known Relatives: Jennifer (daughter), Jason (grandson).
Group Affiliation: Femforce.
Base Of Operations: Femforce HQ, Orlando, FL.
Height: 5’8” Weight: 158lbs. Age: 78 (apparent age is 26).
Eyes: Blue Hair: Blonde
Powers and Abilities
Miss Victory is one of the powerhouses of the AC universe, and one of the most experienced heroine around. As long as she takes her V-47 pills daily, she’s incredibly strong, fast, tough and remains at a physical age of 26.
The V-47 vitamin was the trigger needed to activate Joan Wayne’s latent Paragon Factor. However, she still requires it to keep her powers activated. Note that this is a psychological need, rather than physical. Paragon has tried several times to get Joan over this dependence.
While under the drug’s effects, she is incredibly strong, able to lift in excess of several hundred tons. She can recall any fact that she has ever known with complete accuracy. Her reactions are hyper fast, far beyond the human norm. This allows her to react to even the fastest paranormals she might encounter.
Her physical sense are all enhanced to peek human ability, save her vision which exceeds that. Miss Victory can see much farther and with more clarity than a normal human.
She is nearly invulnerable, most conventional weaponry doing little harm to her. It takes something exotic or someone with superhuman strength to hurt her. Even when she is hurt, she is incredibly healthy and heals most injuries quickly.
She has highly efficient lungs and can hold her breath for considerable periods of time, although she cannot survive in a vacuums unassisted.
She is also able to fly at speeds well over 200 MPH.
History
Joan Wayne was born on May 21st, 1915 in Charleston, South Carolina, and became a biochemist. By the time war was officially declared in the US in 1941, government chemists and biologists, including Wayne, were already working on a serum to create the perfect soldier.
The Lifeform Supra-normal Development project’s exact objective was to create an American super-soldier formula. After Vitamin 45 (aka V-45) proved to be unstable and created the menace known as the Black Commando, the project was in danger of being shut down.
Research team leader Dr. Wayne made a breakthrough, creating a more selective version of the V series, V-47. Unwilling to risk further human lives, Wayne tailored the formula to her own body chemistry and experimented on herself. She thus became the paranormal known as Miss Victory. This super-vitamin altered her physiology, boosting it to paranormal levels.
Joan was quickly forced to put these skills to use, rescuing Eleanor Roosevelt from fifth columnist assassins.
In 1943, Miss Victory joined with She-Cat, Rio Rita and the Blue Bulleteer to fight Nazis in Fort Dix, NJ. The First Lady helped Joan attain official sanction to form an all-woman team of paranormal operatives, code-named Femforce, which became the main American super-group and remained active even after the end of the war.
Description
Miss Victory wears a red, white and blue outfit, with a diamond shaped-opening from her lower throat to her navel.
Personality
Miss Victory is an All-American Girl. She’s patriotic, reserved, experienced and professional. She’s a superior leader, tactician and fighter. She’s reasonable, personable, very attractive and highly intelligent.
In short, she’s the equivalent in the AC universe of Captain America or Superman : an icon.
Quotes
“There ! Fem Paragon, you’re beaten ! And if you are Rur’s biggest gun, I’d say the war is about over !”
DC Universe History
Not much room left for an inclusion of the full Femforce universe into the DCU, especially since power Girl was liberally inspired by Miss Victory… The main solution may be to make them the official superteam for another nation (for some reason I want to say Finland).
Game Stats — DC Heroes RPG
Miss Victory
Dex: 09 Str: 17 Bod: 13 Motivation: Uphold the Good
Int: 07 Wil: 11 Min: 11 Occupation: Professional super-heroine
Inf: 09 Aur: 07 Spi: 09 Resources {or Wealth}: 06
Init: 029 HP: 090
Powers:
Flight: 07, Invulnerability*: 13, Recall: 12, Regeneration: 02, Telescopic vision : 06
Skills:
Charisma (persuasion): 10, Medicine: 08, Scientist: 08
Advantages:
Attractive, Credentials (Government, Medium ; Military, Medium), Iron Nerves, Leadership, Life support (eat and drink), Lightning Reflexes, Scholar (Biochimist, Squad-level tactics).
Connections:
Femforce (High).
Drawbacks:
MIA to her All-American ideals, Mistrust (only when she was Rad), Secret ID, Loss Vulnerability (if Miss Victory does not take V-47 every 24h, she starts losing all her powers, super-human attributes and her Life support advantage).
By Sébastien Andrivet.
Source of Character: Femforce comics (AC) .
Background
Real Name: Joan Wayne.
Marital Status: Married ?
Known Relatives: Jennifer (daughter), Jason (grandson).
Group Affiliation: Femforce.
Base Of Operations: Femforce HQ, Orlando, FL.
Height: 5’8” Weight: 158lbs. Age: 78 (apparent age is 26).
Eyes: Blue Hair: Blonde
Powers and Abilities
Miss Victory is one of the powerhouses of the AC universe, and one of the most experienced heroine around. As long as she takes her V-47 pills daily, she’s incredibly strong, fast, tough and remains at a physical age of 26.
The V-47 vitamin was the trigger needed to activate Joan Wayne’s latent Paragon Factor. However, she still requires it to keep her powers activated. Note that this is a psychological need, rather than physical. Paragon has tried several times to get Joan over this dependence.
While under the drug’s effects, she is incredibly strong, able to lift in excess of several hundred tons. She can recall any fact that she has ever known with complete accuracy. Her reactions are hyper fast, far beyond the human norm. This allows her to react to even the fastest paranormals she might encounter.
Her physical sense are all enhanced to peek human ability, save her vision which exceeds that. Miss Victory can see much farther and with more clarity than a normal human.
She is nearly invulnerable, most conventional weaponry doing little harm to her. It takes something exotic or someone with superhuman strength to hurt her. Even when she is hurt, she is incredibly healthy and heals most injuries quickly.
She has highly efficient lungs and can hold her breath for considerable periods of time, although she cannot survive in a vacuums unassisted.
She is also able to fly at speeds well over 200 MPH.
History
Joan Wayne was born on May 21st, 1915 in Charleston, South Carolina, and became a biochemist. By the time war was officially declared in the US in 1941, government chemists and biologists, including Wayne, were already working on a serum to create the perfect soldier.
The Lifeform Supra-normal Development project’s exact objective was to create an American super-soldier formula. After Vitamin 45 (aka V-45) proved to be unstable and created the menace known as the Black Commando, the project was in danger of being shut down.
Research team leader Dr. Wayne made a breakthrough, creating a more selective version of the V series, V-47. Unwilling to risk further human lives, Wayne tailored the formula to her own body chemistry and experimented on herself. She thus became the paranormal known as Miss Victory. This super-vitamin altered her physiology, boosting it to paranormal levels.
Joan was quickly forced to put these skills to use, rescuing Eleanor Roosevelt from fifth columnist assassins.
In 1943, Miss Victory joined with She-Cat, Rio Rita and the Blue Bulleteer to fight Nazis in Fort Dix, NJ. The First Lady helped Joan attain official sanction to form an all-woman team of paranormal operatives, code-named Femforce, which became the main American super-group and remained active even after the end of the war.
Description
Miss Victory wears a red, white and blue outfit, with a diamond shaped-opening from her lower throat to her navel.
Personality
Miss Victory is an All-American Girl. She’s patriotic, reserved, experienced and professional. She’s a superior leader, tactician and fighter. She’s reasonable, personable, very attractive and highly intelligent.
In short, she’s the equivalent in the AC universe of Captain America or Superman : an icon.
Quotes
“There ! Fem Paragon, you’re beaten ! And if you are Rur’s biggest gun, I’d say the war is about over !”
DC Universe History
Not much room left for an inclusion of the full Femforce universe into the DCU, especially since power Girl was liberally inspired by Miss Victory… The main solution may be to make them the official superteam for another nation (for some reason I want to say Finland).
Game Stats — DC Heroes RPG
Miss Victory
Dex: 09 Str: 17 Bod: 13 Motivation: Uphold the Good
Int: 07 Wil: 11 Min: 11 Occupation: Professional super-heroine
Inf: 09 Aur: 07 Spi: 09 Resources {or Wealth}: 06
Init: 029 HP: 090
Powers:
Flight: 07, Invulnerability*: 13, Recall: 12, Regeneration: 02, Telescopic vision : 06
Skills:
Charisma (persuasion): 10, Medicine: 08, Scientist: 08
Advantages:
Attractive, Credentials (Government, Medium ; Military, Medium), Iron Nerves, Leadership, Life support (eat and drink), Lightning Reflexes, Scholar (Biochimist, Squad-level tactics).
Connections:
Femforce (High).
Drawbacks:
MIA to her All-American ideals, Mistrust (only when she was Rad), Secret ID, Loss Vulnerability (if Miss Victory does not take V-47 every 24h, she starts losing all her powers, super-human attributes and her Life support advantage).
By Sébastien Andrivet.
Source of Character: Femforce comics (AC) .
Last edited by DavidMcMahon on Sat May 16 2020, 07:27; edited 1 time in total
DavidMcMahon- Cosmic Level
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Re: DC Stats for Golden Age characters from writeups.org
Black Venus - Pilot Heroine
Background
Real Name: Mary Roche.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Sentinels of Justice.
Base Of Operations: Sentinel H.Q..
Height: 5’4” Weight: 120lbs. Age: 38
Eyes: Brown Hair: Black
History
Mary Roche was working in a USO canteen in 1942 in the South Pacific. She desperately wanted to play a bigger role in the fight against Fascism. Unfortunately, as a woman, there was little she could do.
(Which isn’t quite historically correct. See our Carol Danvers profile for more about women in military aviation — Ed.).
At last, nothing officially. She began training in secret with a customized pursuit plane, practicing until she could outfly any man on either side of the war. She painted her plane the color of midnight and donned the black leather of the Black Venus. She quickly became the scourge of the Axis, both on the ground and in the air.
Description
A slim, athletic woman, the Black Venus wears a black leather, full body suit with cap and goggles.
Personality
Black Venus is a very task-oriented person. She believes in black and white, good versus evil. To her mind, there are no grey areas. She tends to come off as a cold fish in person as she has little patience for socializing.
At the moment she is drifting. The Sentinels don’t have much day-to-day use for a pilot, and there hasn’t been a real crisis since the Rurians invaded. However it is only a matter of time before she finds a cause somewhere to throw herself into.
Quotes
“You call that flying ? Give me that yoke !”
DC Universe History
Most of the Sentinels are Vault heroes, heroes from the 1940’s and 1950’s. They willingly entered suspended animation to wait until they were needed again. The Vault heroes were activated during the Shroud War and have been trying to adapt to the future ever since.
In the DCU, the Vault heroes can be Golden Age heroes (just add them to the already immense All-Star Squadron roster). Black Venus could very easily be added to the Blackhawk roster during the war. Like Femforce, they could be an arm of Task Force X, perhaps operating under the command of Sarge Steel.
Game Stats — DC Heroes RPG
Black Venus
Dex: 05 Str: 03 Bod: 04 Motivation: Thrill of Adventure
Int: 07 Wil: 06 Min: 05 Occupation: Superheroine
Inf: 07 Aur: 06 Spi: 06 Resources {or Wealth}: 006
Init: 023 HP: 050
Skills:
Acrobatics*: 05, Military Science: 8, Martial Artist: 07, Thief (Security Systems): 08, Vehicles (Air): 11, Weaponry: 07
Advantages:
Credentials (US gov’t, Medium), Headquarters (Expensive), Language (French, German, Spanish), Iron Nerves, Lightning Reflexes, Scholar (aviation).
Connections:
Femforce (High), Sentinels of Justice (High), US Government (Low).
Drawbacks:
Secret Identity, MID (chauvinism).
By Andrew Ross.
Source of Character: Femforce Comics (AC).
Background
Real Name: Mary Roche.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Sentinels of Justice.
Base Of Operations: Sentinel H.Q..
Height: 5’4” Weight: 120lbs. Age: 38
Eyes: Brown Hair: Black
History
Mary Roche was working in a USO canteen in 1942 in the South Pacific. She desperately wanted to play a bigger role in the fight against Fascism. Unfortunately, as a woman, there was little she could do.
(Which isn’t quite historically correct. See our Carol Danvers profile for more about women in military aviation — Ed.).
At last, nothing officially. She began training in secret with a customized pursuit plane, practicing until she could outfly any man on either side of the war. She painted her plane the color of midnight and donned the black leather of the Black Venus. She quickly became the scourge of the Axis, both on the ground and in the air.
Description
A slim, athletic woman, the Black Venus wears a black leather, full body suit with cap and goggles.
Personality
Black Venus is a very task-oriented person. She believes in black and white, good versus evil. To her mind, there are no grey areas. She tends to come off as a cold fish in person as she has little patience for socializing.
At the moment she is drifting. The Sentinels don’t have much day-to-day use for a pilot, and there hasn’t been a real crisis since the Rurians invaded. However it is only a matter of time before she finds a cause somewhere to throw herself into.
Quotes
“You call that flying ? Give me that yoke !”
DC Universe History
Most of the Sentinels are Vault heroes, heroes from the 1940’s and 1950’s. They willingly entered suspended animation to wait until they were needed again. The Vault heroes were activated during the Shroud War and have been trying to adapt to the future ever since.
In the DCU, the Vault heroes can be Golden Age heroes (just add them to the already immense All-Star Squadron roster). Black Venus could very easily be added to the Blackhawk roster during the war. Like Femforce, they could be an arm of Task Force X, perhaps operating under the command of Sarge Steel.
Game Stats — DC Heroes RPG
Black Venus
Dex: 05 Str: 03 Bod: 04 Motivation: Thrill of Adventure
Int: 07 Wil: 06 Min: 05 Occupation: Superheroine
Inf: 07 Aur: 06 Spi: 06 Resources {or Wealth}: 006
Init: 023 HP: 050
Skills:
Acrobatics*: 05, Military Science: 8, Martial Artist: 07, Thief (Security Systems): 08, Vehicles (Air): 11, Weaponry: 07
Advantages:
Credentials (US gov’t, Medium), Headquarters (Expensive), Language (French, German, Spanish), Iron Nerves, Lightning Reflexes, Scholar (aviation).
Connections:
Femforce (High), Sentinels of Justice (High), US Government (Low).
Drawbacks:
Secret Identity, MID (chauvinism).
By Andrew Ross.
Source of Character: Femforce Comics (AC).
Last edited by DavidMcMahon on Sat May 16 2020, 07:28; edited 1 time in total
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
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Re: DC Stats for Golden Age characters from writeups.org
Thunder Agent - Menthor
Background
Real Name: John Janus.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: T.H.U.N.D.E.R. Agents, spy for S.P.I.D.E.R..
Base Of Operations: NYC.
Height: 5’11” Weight: 165 lbs.
Eyes: Blue Hair: Blond
Powers and Abilities
When Janus dons the cybernetic helmet it amplifies his mental potential. He acquired the abilities :
To read minds.
To perform computer-fast calculations.
To feed on the strength of others. This gives him their cumulative might.
To both harness and radiate “mental energy”.
To manipulate solid objects.
And even extreme powers such as Teleportation and Matter Manipulation.
Even without the helmet, Janus was a powerful figure, and expert in karate and wrestling.
History
28-year-old Janus was originally a double agent. As a new T.H.U.N.D.E.R. recruit, he is actually in the service of the dread Warlord, assigned to destroy T.H.U.N.D.E.R. headquarters. Looking to win the confidence of the agency hierarchy, he agrees to try a helmet designed by the late Dr. Jennings.
No one at T.H.U.N.D.E.R. knows what it will do, and when Janus slips it on he is granted vast mental abilities. What he doesn’t realize is that the helmet also works on the subconscious, forcing the wearer to do good.
He died when shot over a half a dozen times in the back by one of the Warlord’s minions. Menthor was trying to warn his fellow agents about an ambush.
(In a later comic it was revealed that John’s consciousness lived on in the Helmet. The costume was passed on to a young woman named Connie, the helmet endowed her with all the powers of Menthor as well as the disembodied voice of Janus “advising” her. This development however is not currently considered canon due to copyright litigation.)
Description
Blue bodysuit; red trunks, belly, gloves and boots.
Personality
“John Janus” — an apparent physical and mental marvel, and all-around cleft-chinned, card-carrying Good Guy is reality as two-faced as his mythological namesake. The helmet subverted his scheming ways however and subliminally made him do good deeds. Talk about a reluctant hero.
Quotes
“They trust me… but why did I help them ? I can’t remember a thing.”
“I told you before !! It is *not* a bullseye !!”
DC Universe History
See Dynamo for T.H.U.N.D.E.R. Agent history. Perhaps “Dr. Jennings” helped work on the Mento helmet or Thinker’s “Cap”.
Game Stats — DC Heroes RPG
Menthor
Dex: 06 Str: 04 Bod: 04 Motivation: Mercenary
Int: 05 Wil: 04 Min: 05 Occupation: Double Agent
Inf: 06 Aur: 04 Spi: 04 Resources {or Wealth}: 007
Init: 19/23 HP: 040
Skills:
Artist (actor)*: 06, Charisma*: 06, Martial Artist*: 06, Military Science*: 05, Thief: 05, Weaponry*: 06
Advantages:
Credentials (T.H.U.N.D.E.R., Low), Gift of Gab, Intensive Training.
Connections:
T.H.U.N.D.E.R. (Low, from Credentials), Warlord (Low).
Drawbacks:
Dark Secret (Double Agent).
Equipment:
MENTHOR HELMET [BODY 04 /INT/ 09 /WIL/ 10 /MIN/ 10, Control: 05, Hypnotism: 10, Matter Manipulation: 05, Mental Blast: 07, Mental Illusion: 07, Mind Blast: 07, Mind Probe: 10, Recall: 09, Power Drain (STR) 07, Telekinesis: 07, Telepathy: 10, Teleportation: 05, Misc. Drawback; User of the Helmet automatically develops a CIA to Upholding the Good while wearing the helm and would eventually develop it permanently].
By Jackson.
Helper(s): T.A.O., Jeff Rovin.
Source of Character: Wally Wood Universe.
Background
Real Name: John Janus.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: T.H.U.N.D.E.R. Agents, spy for S.P.I.D.E.R..
Base Of Operations: NYC.
Height: 5’11” Weight: 165 lbs.
Eyes: Blue Hair: Blond
Powers and Abilities
When Janus dons the cybernetic helmet it amplifies his mental potential. He acquired the abilities :
To read minds.
To perform computer-fast calculations.
To feed on the strength of others. This gives him their cumulative might.
To both harness and radiate “mental energy”.
To manipulate solid objects.
And even extreme powers such as Teleportation and Matter Manipulation.
Even without the helmet, Janus was a powerful figure, and expert in karate and wrestling.
History
28-year-old Janus was originally a double agent. As a new T.H.U.N.D.E.R. recruit, he is actually in the service of the dread Warlord, assigned to destroy T.H.U.N.D.E.R. headquarters. Looking to win the confidence of the agency hierarchy, he agrees to try a helmet designed by the late Dr. Jennings.
No one at T.H.U.N.D.E.R. knows what it will do, and when Janus slips it on he is granted vast mental abilities. What he doesn’t realize is that the helmet also works on the subconscious, forcing the wearer to do good.
He died when shot over a half a dozen times in the back by one of the Warlord’s minions. Menthor was trying to warn his fellow agents about an ambush.
(In a later comic it was revealed that John’s consciousness lived on in the Helmet. The costume was passed on to a young woman named Connie, the helmet endowed her with all the powers of Menthor as well as the disembodied voice of Janus “advising” her. This development however is not currently considered canon due to copyright litigation.)
Description
Blue bodysuit; red trunks, belly, gloves and boots.
Personality
“John Janus” — an apparent physical and mental marvel, and all-around cleft-chinned, card-carrying Good Guy is reality as two-faced as his mythological namesake. The helmet subverted his scheming ways however and subliminally made him do good deeds. Talk about a reluctant hero.
Quotes
“They trust me… but why did I help them ? I can’t remember a thing.”
“I told you before !! It is *not* a bullseye !!”
DC Universe History
See Dynamo for T.H.U.N.D.E.R. Agent history. Perhaps “Dr. Jennings” helped work on the Mento helmet or Thinker’s “Cap”.
Game Stats — DC Heroes RPG
Menthor
Dex: 06 Str: 04 Bod: 04 Motivation: Mercenary
Int: 05 Wil: 04 Min: 05 Occupation: Double Agent
Inf: 06 Aur: 04 Spi: 04 Resources {or Wealth}: 007
Init: 19/23 HP: 040
Skills:
Artist (actor)*: 06, Charisma*: 06, Martial Artist*: 06, Military Science*: 05, Thief: 05, Weaponry*: 06
Advantages:
Credentials (T.H.U.N.D.E.R., Low), Gift of Gab, Intensive Training.
Connections:
T.H.U.N.D.E.R. (Low, from Credentials), Warlord (Low).
Drawbacks:
Dark Secret (Double Agent).
Equipment:
MENTHOR HELMET [BODY 04 /INT/ 09 /WIL/ 10 /MIN/ 10, Control: 05, Hypnotism: 10, Matter Manipulation: 05, Mental Blast: 07, Mental Illusion: 07, Mind Blast: 07, Mind Probe: 10, Recall: 09, Power Drain (STR) 07, Telekinesis: 07, Telepathy: 10, Teleportation: 05, Misc. Drawback; User of the Helmet automatically develops a CIA to Upholding the Good while wearing the helm and would eventually develop it permanently].
By Jackson.
Helper(s): T.A.O., Jeff Rovin.
Source of Character: Wally Wood Universe.
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
Texas Twister - a character who has never had a chance to shine, IMHO, always something of a joke character.
Context
Texas Twister is a somewhat goofy character who first appeared in 1976. He has continued to appear sporadically as a minor super-hero, though the bulk of his work takes place far away from most chronicled superhuman activities.
Background
Real Name: Drew Daniels.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: The Rangers, Ex-SHIELD agent.
Base Of Operations: American Southwest.
Height: 6’5” Weight: 245lbs.
Eyes: Blue Hair: Red
Powers and Abilities
Texas Twister can telekinetically control air molecules for a variety of effects. This roughly amounts to creating powerful tornadoes that can bear him or others aloft. This enables him to travel just above the ground at speeds of up to 225mph, or even fly high above the ground when he puts his mind to it.
He can direct powerful, damaging winds at others, or even wrap a mini-tornado around his fist to enhance his punching power.
His body has adapted to high winds and spinning. So his skin is much tougher than normal, and resistant to heat loss. He is immune to any naturally induced vertigo.
History
Drew Daniels was wrangling stray cattle when a sudden storm hit. He was near a nuclear power plant at the time a tornado touched down near one of the site’s waste storage areas. Getting caught in the funnels path, he was bombarded with radiation sucked from the plant, as he was drawn up into the maelstrom. The radiation mutated him, giving him the ability to generate tornadoes at will.
After quitting his job and donning a custom-made costume, he journeyed to the east coast, seeking fame and fortune. What he found was a classified ad placed by the Wizard. The newly dubbed Texas Twister answered his ad about filling the perpetual vacancy in the Frightful Four. After learning of the group’s criminal intents he declined membership.
He then applied to the espionage agency SHIELD, and was enrolled in their umpteenth super agent program. For months he trained under the Falcon with the other Super-Agents until half of them proved to be traitors. The program was scrapped and Twister became a free agent.
On the rodeo circuit he met, fell in love and began to live and work with Shooting Star.
Hoping to garner favorable publicity, the two answered a distress call by Rick Jones intended for the Avengers. They soon joined other heroes against the Hulk, who was under the influence of the Corrupter. He and Shooting Star, along with Night Rider, Firebird, and the Red Wolf formed the Rangers, a southwestern based superteam.
The team was short lived however, and at some point Shooting Star was replaced by a demonic doppelgänger named Riglevio. Sent by Master Pandemonium the double brought the Rangers in conflict with the West Coast Avengers.
Description
Twister is a tall rangy Texan, with wide shoulders and slim waist. He wears a blue cowboy outfit, and white cowboy hat. His costume is red on his chest southwestern style, with two yellow “t”s. He wears red gloves ending in yellow metallic forearm guards.
Personality
Drew is a down-to-earth, no-frills cowboy through and through. On top of that he is an archetypal prideful Texan, and always wanting something “bigger” since everything’s bigger in Texas. While easily seduced by wealth and money, he’s basically decent and never would do anything too criminal.
OTOH he’s not likely to put himself at risk to fight for honor, justice and the Texan way. However, he could be goaded into a fight to defend his personal honor. He is very loyal and is prone to act first without thinking.
Quotes
“Thunderation !!!”
DC Universe History
Texas Twister can be found at any superteam recruitment drive, as long as the pay is good. As a member of the Rangers, he fits into any southwestern adventure. One could even replay the demon influenced Rangers against any DC superteams.
Game Stats — DC Heroes RPG
Texas Twister
Dex: 05 Str: 04 Bod: 06 Motivation: Thrill of Adventure
Int: 04 Wil: 05 Min: 04 Occupation: Rodeo Performer
Inf: 05 Aur: 05 Spi: 04 Resources {or Wealth}: 004
Init: 024 HP: 035
Powers:
Air Control: 08, Cold Immunity: 02, Skin Armor: 01, Superspeed: 08
Bonuses and Limitations:
Air control is limited to tornado effects (-1).
Air Control and Superspeed are Elementally linked.
Superspeed cant be used to subtract times from tasks.
Skills:
Acrobatics: 04, Animal Handling: 06, Artist (performer): 05, Military Science: 04, Weaponry (cowboy weapons): 05
Advantages:
Expert (cattle ranching).
Connections:
SHIELD (Low), the Rangers (High).
Drawbacks:
MIA to protecting Shooting Star, MIA to wealth and fame, Secret ID.
By Jackson and Sébastien Andrivet.
Source of Character: Marvel Universe.
Context
Texas Twister is a somewhat goofy character who first appeared in 1976. He has continued to appear sporadically as a minor super-hero, though the bulk of his work takes place far away from most chronicled superhuman activities.
Background
Real Name: Drew Daniels.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: The Rangers, Ex-SHIELD agent.
Base Of Operations: American Southwest.
Height: 6’5” Weight: 245lbs.
Eyes: Blue Hair: Red
Powers and Abilities
Texas Twister can telekinetically control air molecules for a variety of effects. This roughly amounts to creating powerful tornadoes that can bear him or others aloft. This enables him to travel just above the ground at speeds of up to 225mph, or even fly high above the ground when he puts his mind to it.
He can direct powerful, damaging winds at others, or even wrap a mini-tornado around his fist to enhance his punching power.
His body has adapted to high winds and spinning. So his skin is much tougher than normal, and resistant to heat loss. He is immune to any naturally induced vertigo.
History
Drew Daniels was wrangling stray cattle when a sudden storm hit. He was near a nuclear power plant at the time a tornado touched down near one of the site’s waste storage areas. Getting caught in the funnels path, he was bombarded with radiation sucked from the plant, as he was drawn up into the maelstrom. The radiation mutated him, giving him the ability to generate tornadoes at will.
After quitting his job and donning a custom-made costume, he journeyed to the east coast, seeking fame and fortune. What he found was a classified ad placed by the Wizard. The newly dubbed Texas Twister answered his ad about filling the perpetual vacancy in the Frightful Four. After learning of the group’s criminal intents he declined membership.
He then applied to the espionage agency SHIELD, and was enrolled in their umpteenth super agent program. For months he trained under the Falcon with the other Super-Agents until half of them proved to be traitors. The program was scrapped and Twister became a free agent.
On the rodeo circuit he met, fell in love and began to live and work with Shooting Star.
Hoping to garner favorable publicity, the two answered a distress call by Rick Jones intended for the Avengers. They soon joined other heroes against the Hulk, who was under the influence of the Corrupter. He and Shooting Star, along with Night Rider, Firebird, and the Red Wolf formed the Rangers, a southwestern based superteam.
The team was short lived however, and at some point Shooting Star was replaced by a demonic doppelgänger named Riglevio. Sent by Master Pandemonium the double brought the Rangers in conflict with the West Coast Avengers.
Description
Twister is a tall rangy Texan, with wide shoulders and slim waist. He wears a blue cowboy outfit, and white cowboy hat. His costume is red on his chest southwestern style, with two yellow “t”s. He wears red gloves ending in yellow metallic forearm guards.
Personality
Drew is a down-to-earth, no-frills cowboy through and through. On top of that he is an archetypal prideful Texan, and always wanting something “bigger” since everything’s bigger in Texas. While easily seduced by wealth and money, he’s basically decent and never would do anything too criminal.
OTOH he’s not likely to put himself at risk to fight for honor, justice and the Texan way. However, he could be goaded into a fight to defend his personal honor. He is very loyal and is prone to act first without thinking.
Quotes
“Thunderation !!!”
DC Universe History
Texas Twister can be found at any superteam recruitment drive, as long as the pay is good. As a member of the Rangers, he fits into any southwestern adventure. One could even replay the demon influenced Rangers against any DC superteams.
Game Stats — DC Heroes RPG
Texas Twister
Dex: 05 Str: 04 Bod: 06 Motivation: Thrill of Adventure
Int: 04 Wil: 05 Min: 04 Occupation: Rodeo Performer
Inf: 05 Aur: 05 Spi: 04 Resources {or Wealth}: 004
Init: 024 HP: 035
Powers:
Air Control: 08, Cold Immunity: 02, Skin Armor: 01, Superspeed: 08
Bonuses and Limitations:
Air control is limited to tornado effects (-1).
Air Control and Superspeed are Elementally linked.
Superspeed cant be used to subtract times from tasks.
Skills:
Acrobatics: 04, Animal Handling: 06, Artist (performer): 05, Military Science: 04, Weaponry (cowboy weapons): 05
Advantages:
Expert (cattle ranching).
Connections:
SHIELD (Low), the Rangers (High).
Drawbacks:
MIA to protecting Shooting Star, MIA to wealth and fame, Secret ID.
By Jackson and Sébastien Andrivet.
Source of Character: Marvel Universe.
Last edited by DavidMcMahon on Sat May 16 2020, 07:30; edited 1 time in total
DavidMcMahon- Cosmic Level
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Join date : 2010-05-10
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Re: DC Stats for Golden Age characters from writeups.org
Water Wizard - Don't know anything about him, just like the name
Water Wizard (Marvel Comics)
(Peter van Zante) (Profile #1)
Water Wizard is a Marvel Comics jobber villain, though he has an interesting power. He first appeared in 1977, and mostly fought Ghost Rider.
His later career as Aqueduct is covered in another profile, for clarity’s sake.
Background
Real Name: Peter van Zante.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Former US Army soldier, former Justin Hammer retainer.
Base Of Operations: Mobile.
Height: 5’10” Weight: 210 lbs.
Eyes: Brown Hair: Red
Powers & Abilities
Van Zante can mentally manipulate and animate liquids at a range.
He also has military experience and seems to be a fairly strong and athletic guy. However, he’s not a hardened fighter and is prompt to flee when outmatched.
Water animates
The signature use of his power is to turn a volume of water into a humanoid watery monster escorting him and obeying his orders. Water monsters are extremely strong, and can easily punch through walls or rip open a small safe. However, they are not truly liquid anymore, and superhumanly powerful punches and other such attacks can disrupt their integrity.
While he has an animation active the Water Wizard must concentrate to maintain it, and must give it spoken orders. This means that van Zante is unable to do anything more significant than walking and talking while he has a watery servant active. Curiously, when animating oil, he could have several creatures active at once. Furthermore, these could somehow shoot energy blasts.
Water monsters are highly susceptible to flame. The Ghost Rider could quickly reduce them to steam using hellfire once he got the hang of it.
Other applications
Other manifestations of the Water Wizard’s power have included :
Turning the liquid in water sprinklers into tentacles to snare multiple persons – or creating grabbing arms and hands from a waterfall (in DC Heroes RPG terms, Force Manipulation).
Giant hands, giant fists, giant axes, etc. or simple masses of crashing water to attack superhuman opponents. These water constructs are fairly similar to simple versions of Green Lantern constructs, only liquid rather than energy-based (Force Manipulation).
Creating those requires a nearby fountain or pool, and it is possible for the water to be too dispersed after it is used (especially if it is heated into steam).
A minor variant is to form water monsters, often snakes, instead of axes of fists. But in effect it remains a straightforward attack.
The Water Wizard is stated to have recovered the Enforcer’s disintegration ring after it was lost at sea. A possible explanation is that a water animation can be given fairly sophisticated orders such as “find a ring like this one on the ocean floor”. This hypothesis also implies that animations can swim quickly enough to search a large area.
Creating a sort of jetski/scooter out of seawater to ride for a pretty long distance.
That’s about it. The Water Wizard isn’t terribly imaginative and doesn’t think well under pressure.
History
Peter van Zante was serving in the US Army during the Việt Nam invasion, presumably circa 1970. During a firefight, he was caught in the explosion of a rocket. Fellow American soldiers reached him in time, but van Zante was badly wounded. They had a helicopter rush him to a hospital ship, as it was his only chance to receive surgery in time.
Water Wizard (Peter van Zante) summons a water golem
A typhoon was brewing, and the helicopter made it to the ship just in time. However, the typhoon was rocking the ship too hard for surgery. The doctors had to resort to an experimental “cells-stimulating ray” to keep their patient stable during the storm.
The plan was working until the ship was hit by several huge lightning bolts, overloading the ray. Somehow, this healed van Zante, who made a full recovery. The doctors couldn’t detect anything odd about the patient’s physiology. However, the discharged van Zante soon discovered that he could now mentally animate water.
Van Zante hid his abilities until 1977, as he was afraid of being treated like a freak. However in unchronicled circumstances he met a criminal called Mole. Mole convinced him to use his powers for crime and profit. It was presumably Mole who designed the Water Wizard costume and identity.
Soon, a nervous Water Wizard attacked a large brokerage firm in Los Angeles, and walked away with a vast sum in bonds and securities.
After this first crime, the Water Wizard was enthusiastic. He was soon contacted by the Enforcer (Charles Delazny, Jr.) who offered a million dollars for the death of stunt cyclist Johnny Blaze. Van Zante took the contract.
The first attempt to kill Blaze took place whilst shooting a movie, as Blaze was riding a motorbike through a waterfall. Van Zante would easily have killed the stuntman, but Blaze turned into the Ghost Rider in the nick of time.
Correctly assuming it was a scheme by the Enforcer, the Rider soon left for the mansion of Charles Delazny. The Rider knew that Delazny had some connection with the Enforcer.
The Water Wizard was also there and ambushed him. But before being knocked out by the content of a swimming pool launched at him, the Rider hit him with a blast of hellfire. Horrified by the supernatural attack, van Zante panicked and ran. He took hours to regain his composure.
Oil shock
Hurani had van Zante animate oil to wreck and terrorise refineries. He intended to blackmail local OPEC countries. However, the Water Wizard felt like a prisoner of the dangerous criminal, rather than an associate.
Water Wizard (Peter van Zante) animates an oil monster
Blaze saw this on the news. He felt responsible enough about the Water Wizard being at large to track him all the way to the peninsula. Teaming up with the Arabian Knight (Abdul Qamar), the Ghost Rider stopped the foul felons of fossil fuels.
The Water Wizard was extradited by Saudi authorities to the US. But secondary sources indicate that, for some unclear reason, Justin Hammer then had van Zante freed.
Van Zante essentially spent the 1980s in hiding. Since he was present on the Bar With No Name circuit, one suspects that he stuck with mundane crimes. His goal likely was to stay well away from large police forces and — especially — super-heroes.
Description
Early on, the Wizard’s hands emitted visible energy beams that hit the volume of water he animated. The beams did not have to be maintained once the water had been hit once.
Personality
The Water Wizard is generally an aimless schmuck. As Captain America put it he’s not one of the sterner criminals he’s met. However, van Zante was talked into a life of crime and can no longer turn back.
He will avoid powerful opponents as much as possible — and even the police, since he’s certainly not bulletproof — as he was badly hurt in the past.
However, if the thinks that he can have the upper hand, he immediately turns into a bully, albeit not necessarily a confident one. Given his experiences with the Ghost Rider, it is possible that he particularly avoids fighting occult foes.
Van Zante would like to have an ego and be a gloating, grandiose villain making thunderous declarations about his great power. However, what actually happens leave him with little room for that. In fact, it tends to leave him in something more akin to a depressive mood, as he seems to have bipolar tendencies.
The Water Wizard is not the smartest person you know. He tends to act without considering the consequences, then whine when things turn against him.
Quotes
“I’ll show the Enforcer I’m tough !” (animates a water creature) “Monster ! Kill the Ghost Rider !”
(Refusing to fight Iron Man) “Are you crazy ? I almost got skragged in ’Nam, and then I only had an *army* to fight ! The only thing my water-forming powers are going to make is a surf-scooter to get me the blaze outta here ! So long, Hammer ! I’ll send you a check for the bail you paid !”
Game Stats — DC Heroes RPG
Water Wizard
Dex: 03 Str: 03 Bod: 03 Motivation: Mercenary
Int: 03 Wil: 02 Min: 02 Occupation: Mercenary
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 004
Init: 008 HP: 015
Powers:
Force manipulation: 08, Water Animation: 10, Water control: 10
Bonuses and Limitations:
All Powers have a maximum Range of 6 APs, all Powers require a sufficient volume of liquid (not necessarily water) within Range, and all Powers manifest where the liquid is.
All APs from Powers (including the STR and BODY of animations) assume that at least 6 APs of Volume of liquid are within Range. If the available Volume is lower, lower APs accordingly.
All Powers manifestations made of water have a -2CS RV Partial Attack Vulnerability against heat- and cold-based attacks. Other liquids may have other Vulnerabilities – thus oil was vulnerable to energy attacks.
Force manipulation cannot duplicate energy effects and is generally restricted to simple objects or imitating the human body (usually hands and arms).
Water animation – see below.
Skills:
Vehicles (Land): 03, Weaponry (Firearms): 03
Advantages
Familiarity (Military protocols and equipment).
Connections:
Underworld (Low), Hammer Industries (Low, defunct).
Drawbacks:
None demonstrated.
Liquid animation
As often, the Wizard’s animations differ from those in the rulesbook. In his specific case, they work like this :
An animation always has DEX 05 STR 10 BODY 08 INT 01.
Its Powers are Fluid Form (Only to Squeeze Through): 06, Growth (Already Factored In): 02, Skin Armour (only vs. piercing/ballistic attacks): 04. They probably have Swimming: 04 and Water Freedom: 06 or so, but this is never demonstrated.
Creating an animation takes a Dice Action, though no dice roll is involved.
As far as we can tell, the Water Wizard can only take basic actions while an animation is in play – talking, walking and the like. He has no Dice Actions. As long as he gives them orders, the animations use his Initiative score.
If an animation is destroyed, the Water Wizard can expand a Dice Action to recreate it in the same Phase it is destroyed – if there’s enough liquid available.
If the Water Wizard is knocked unconscious or start taking Actions, an animation will subsist for one Phase before dispersing, during which it will carry on the last order it received.
As a Marginal ability, the Water Wizard can have a second animation active. But that costs 5 Hero Points per Phase and the second animation dissolves as soon as he stops paying (no one-Phase grace period).
For unknown reasons, when the Water Wizard animated crude oil he could have a half-dozen creatures up without strain. Furthermore, these had Energy Blast: 08, Accuracy (Energy blast): 04 and Flight: 05. The Range of his Powers also seemed increased to 08.
By Sébastien Andrivet.
Source of Character: Late 1970s Marvel Universe (chiefly Ghost Rider).
Water Wizard (Marvel Comics)
(Peter van Zante) (Profile #1)
Water Wizard is a Marvel Comics jobber villain, though he has an interesting power. He first appeared in 1977, and mostly fought Ghost Rider.
His later career as Aqueduct is covered in another profile, for clarity’s sake.
Background
Real Name: Peter van Zante.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Former US Army soldier, former Justin Hammer retainer.
Base Of Operations: Mobile.
Height: 5’10” Weight: 210 lbs.
Eyes: Brown Hair: Red
Powers & Abilities
Van Zante can mentally manipulate and animate liquids at a range.
He also has military experience and seems to be a fairly strong and athletic guy. However, he’s not a hardened fighter and is prompt to flee when outmatched.
Water animates
The signature use of his power is to turn a volume of water into a humanoid watery monster escorting him and obeying his orders. Water monsters are extremely strong, and can easily punch through walls or rip open a small safe. However, they are not truly liquid anymore, and superhumanly powerful punches and other such attacks can disrupt their integrity.
While he has an animation active the Water Wizard must concentrate to maintain it, and must give it spoken orders. This means that van Zante is unable to do anything more significant than walking and talking while he has a watery servant active. Curiously, when animating oil, he could have several creatures active at once. Furthermore, these could somehow shoot energy blasts.
Water monsters are highly susceptible to flame. The Ghost Rider could quickly reduce them to steam using hellfire once he got the hang of it.
Other applications
Other manifestations of the Water Wizard’s power have included :
Turning the liquid in water sprinklers into tentacles to snare multiple persons – or creating grabbing arms and hands from a waterfall (in DC Heroes RPG terms, Force Manipulation).
Giant hands, giant fists, giant axes, etc. or simple masses of crashing water to attack superhuman opponents. These water constructs are fairly similar to simple versions of Green Lantern constructs, only liquid rather than energy-based (Force Manipulation).
Creating those requires a nearby fountain or pool, and it is possible for the water to be too dispersed after it is used (especially if it is heated into steam).
A minor variant is to form water monsters, often snakes, instead of axes of fists. But in effect it remains a straightforward attack.
The Water Wizard is stated to have recovered the Enforcer’s disintegration ring after it was lost at sea. A possible explanation is that a water animation can be given fairly sophisticated orders such as “find a ring like this one on the ocean floor”. This hypothesis also implies that animations can swim quickly enough to search a large area.
Creating a sort of jetski/scooter out of seawater to ride for a pretty long distance.
That’s about it. The Water Wizard isn’t terribly imaginative and doesn’t think well under pressure.
History
Peter van Zante was serving in the US Army during the Việt Nam invasion, presumably circa 1970. During a firefight, he was caught in the explosion of a rocket. Fellow American soldiers reached him in time, but van Zante was badly wounded. They had a helicopter rush him to a hospital ship, as it was his only chance to receive surgery in time.
Water Wizard (Peter van Zante) summons a water golem
A typhoon was brewing, and the helicopter made it to the ship just in time. However, the typhoon was rocking the ship too hard for surgery. The doctors had to resort to an experimental “cells-stimulating ray” to keep their patient stable during the storm.
The plan was working until the ship was hit by several huge lightning bolts, overloading the ray. Somehow, this healed van Zante, who made a full recovery. The doctors couldn’t detect anything odd about the patient’s physiology. However, the discharged van Zante soon discovered that he could now mentally animate water.
Van Zante hid his abilities until 1977, as he was afraid of being treated like a freak. However in unchronicled circumstances he met a criminal called Mole. Mole convinced him to use his powers for crime and profit. It was presumably Mole who designed the Water Wizard costume and identity.
Soon, a nervous Water Wizard attacked a large brokerage firm in Los Angeles, and walked away with a vast sum in bonds and securities.
After this first crime, the Water Wizard was enthusiastic. He was soon contacted by the Enforcer (Charles Delazny, Jr.) who offered a million dollars for the death of stunt cyclist Johnny Blaze. Van Zante took the contract.
The first attempt to kill Blaze took place whilst shooting a movie, as Blaze was riding a motorbike through a waterfall. Van Zante would easily have killed the stuntman, but Blaze turned into the Ghost Rider in the nick of time.
Correctly assuming it was a scheme by the Enforcer, the Rider soon left for the mansion of Charles Delazny. The Rider knew that Delazny had some connection with the Enforcer.
The Water Wizard was also there and ambushed him. But before being knocked out by the content of a swimming pool launched at him, the Rider hit him with a blast of hellfire. Horrified by the supernatural attack, van Zante panicked and ran. He took hours to regain his composure.
Oil shock
Hurani had van Zante animate oil to wreck and terrorise refineries. He intended to blackmail local OPEC countries. However, the Water Wizard felt like a prisoner of the dangerous criminal, rather than an associate.
Water Wizard (Peter van Zante) animates an oil monster
Blaze saw this on the news. He felt responsible enough about the Water Wizard being at large to track him all the way to the peninsula. Teaming up with the Arabian Knight (Abdul Qamar), the Ghost Rider stopped the foul felons of fossil fuels.
The Water Wizard was extradited by Saudi authorities to the US. But secondary sources indicate that, for some unclear reason, Justin Hammer then had van Zante freed.
Van Zante essentially spent the 1980s in hiding. Since he was present on the Bar With No Name circuit, one suspects that he stuck with mundane crimes. His goal likely was to stay well away from large police forces and — especially — super-heroes.
Description
Early on, the Wizard’s hands emitted visible energy beams that hit the volume of water he animated. The beams did not have to be maintained once the water had been hit once.
Personality
The Water Wizard is generally an aimless schmuck. As Captain America put it he’s not one of the sterner criminals he’s met. However, van Zante was talked into a life of crime and can no longer turn back.
He will avoid powerful opponents as much as possible — and even the police, since he’s certainly not bulletproof — as he was badly hurt in the past.
However, if the thinks that he can have the upper hand, he immediately turns into a bully, albeit not necessarily a confident one. Given his experiences with the Ghost Rider, it is possible that he particularly avoids fighting occult foes.
Van Zante would like to have an ego and be a gloating, grandiose villain making thunderous declarations about his great power. However, what actually happens leave him with little room for that. In fact, it tends to leave him in something more akin to a depressive mood, as he seems to have bipolar tendencies.
The Water Wizard is not the smartest person you know. He tends to act without considering the consequences, then whine when things turn against him.
Quotes
“I’ll show the Enforcer I’m tough !” (animates a water creature) “Monster ! Kill the Ghost Rider !”
(Refusing to fight Iron Man) “Are you crazy ? I almost got skragged in ’Nam, and then I only had an *army* to fight ! The only thing my water-forming powers are going to make is a surf-scooter to get me the blaze outta here ! So long, Hammer ! I’ll send you a check for the bail you paid !”
Game Stats — DC Heroes RPG
Water Wizard
Dex: 03 Str: 03 Bod: 03 Motivation: Mercenary
Int: 03 Wil: 02 Min: 02 Occupation: Mercenary
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 004
Init: 008 HP: 015
Powers:
Force manipulation: 08, Water Animation: 10, Water control: 10
Bonuses and Limitations:
All Powers have a maximum Range of 6 APs, all Powers require a sufficient volume of liquid (not necessarily water) within Range, and all Powers manifest where the liquid is.
All APs from Powers (including the STR and BODY of animations) assume that at least 6 APs of Volume of liquid are within Range. If the available Volume is lower, lower APs accordingly.
All Powers manifestations made of water have a -2CS RV Partial Attack Vulnerability against heat- and cold-based attacks. Other liquids may have other Vulnerabilities – thus oil was vulnerable to energy attacks.
Force manipulation cannot duplicate energy effects and is generally restricted to simple objects or imitating the human body (usually hands and arms).
Water animation – see below.
Skills:
Vehicles (Land): 03, Weaponry (Firearms): 03
Advantages
Familiarity (Military protocols and equipment).
Connections:
Underworld (Low), Hammer Industries (Low, defunct).
Drawbacks:
None demonstrated.
Liquid animation
As often, the Wizard’s animations differ from those in the rulesbook. In his specific case, they work like this :
An animation always has DEX 05 STR 10 BODY 08 INT 01.
Its Powers are Fluid Form (Only to Squeeze Through): 06, Growth (Already Factored In): 02, Skin Armour (only vs. piercing/ballistic attacks): 04. They probably have Swimming: 04 and Water Freedom: 06 or so, but this is never demonstrated.
Creating an animation takes a Dice Action, though no dice roll is involved.
As far as we can tell, the Water Wizard can only take basic actions while an animation is in play – talking, walking and the like. He has no Dice Actions. As long as he gives them orders, the animations use his Initiative score.
If an animation is destroyed, the Water Wizard can expand a Dice Action to recreate it in the same Phase it is destroyed – if there’s enough liquid available.
If the Water Wizard is knocked unconscious or start taking Actions, an animation will subsist for one Phase before dispersing, during which it will carry on the last order it received.
As a Marginal ability, the Water Wizard can have a second animation active. But that costs 5 Hero Points per Phase and the second animation dissolves as soon as he stops paying (no one-Phase grace period).
For unknown reasons, when the Water Wizard animated crude oil he could have a half-dozen creatures up without strain. Furthermore, these had Energy Blast: 08, Accuracy (Energy blast): 04 and Flight: 05. The Range of his Powers also seemed increased to 08.
By Sébastien Andrivet.
Source of Character: Late 1970s Marvel Universe (chiefly Ghost Rider).
Last edited by DavidMcMahon on Sat May 16 2020, 07:33; edited 1 time in total
DavidMcMahon- Cosmic Level
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Join date : 2010-05-10
Age : 64
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Re: DC Stats for Golden Age characters from writeups.org
Marvel Boy I remember reading one or two of his stories from the 50s that were reprinted.
Marvel Boy of the 1950s (Atlas Comics)
Background
Real Name: Robert “Bob” Grayson.
Note: Nobody ever calls him “Robert”, including his father. But his monogrammed pills box reads “RG”.
Other Aliases: The Great Grayson (as a circus performer).
Marital Status: Single.
Known Relatives: Professor Matthew Horace Grayson (father), mother (name unrevealed, deceased), sister (name unrevealed, deceased).
Group Affiliation: None.
Base Of Operations: Both the Grayson Lab on Uranus and what seems to be New York City on Earth.
Height: 5’10” Weight: 170 lbs.
Eyes: Quite blue Hair: Quite blond
Powers and Abilities
Bob Grayson has a bunch of relatively low-key abilities :
He can run faster and fight a little harder than mortal men.
He has high levels of intelligence. His IQ is 360.
As long as he takes his pills to retain his Uranus-developed qualities, Marvel Boy seems abnormally strong, tough and swift. But whether he has actual superhuman strength is unclear.
He also demonstrates tremendous athletic abilities. Enough to be hired as a circus aerialist and high wire performer.
In keeping with his general Apollonian look, he is charismatic. The authorities will easily trust him… unless the story says they won’t.
In the same vein, he seems to be a genuine hit with women. It is common for a female admirer he just met to risk her life to provide him with vital information about some nefarious plot.
On Uranus, Marvel Boy is often aided by the members of his youth patrol. Which seems to be a paramilitary organisation of volunteers with access to armed spaceships.
He also demonstrated the ability to commit long documents to memory with perfect recall.
“Mental telepathy”
Furthermore, he has a power of “mental telepathy”. It allows him to speak all languages known by the people he’s interacting with. It can also perceive surface thoughts.
Marvel Boy’s “mental telepathy” includes a heightened sixth sense. Using it, he can jump to correct conclusions based on very little information. In DC Heroes RPG terms, this is chiefly modelled by his WIL. But the GM should also consider making small alterations to the plot to better correspond to Marvel Boy’s hypotheses, thus making him intuitively correct.
In particular, the “this is likely a Communist plot !” hypothesis should always be correct. Even if it makes no sense.
Marvel Boy once briefly used his mental telepathy to control a weak-willed zombie. But this is unusual (Power Stunt in DC Heroes, a form of Heroic Feat in DC Adventures).
Originally, Marvel Boy takes special uranium pill daily. This is because Earth’s atmosphere is somewhat toxic to him. If he cannot, he will lose his Uranus-developed qualities and might eventually develop a fatal medical condition.
This is what we’ve built in his game stats since it’s the original concept. However, it keeps changing. By the next story in the same issue they already work differently.
A common variant is that taking a pill turns Bob Grayson into Marvel Boy, complete with costume. There’s a vague implication that he’s not just changing into costume by taking a capsule, but has an alter-ego.
A No-Prize Hypothesis is that there are two kinds of capsules. A low dosage allows his Uranus-developed powers to fade but protects his health. And a high dosage restores his Uranus-developed powers.
In Marvel Boy #02, swallowing an uranium pill apparently allows him to fly (conservatively modeled as Jumping) and basks him in an energy aura. This too was reminiscent of a super-heroic alter ego.
Atomic kit
Marvel Boy sports less-than-lethal weapons. These are wristbands with large gemstones that can project a dazzling beam of light. These bracers were built by his father, who forbade him to kill except in defense of innocent life.
He also has a flying saucer, of course. This spacecraft is practically silent, but could reach the distant planet Astros within minutes. Yet it took an hour to go from New York City to Sicily (about 4,500 miles, or 7,000 kilometres).
By the second issue it becomes a sort of large starfighter rather than a saucer. It then retains this general look for the rest of the run. One of the last stories reveals that it is called the Silver Bullet.
The Bullet can hold about three weeks of provisions. It also carries a small stock of scientific and exploration supplies such as oxygen masks, Geiger counters, radiation suits, etc..
History
Bob Grayson was born around 1931. He was the son of Professor Matthew Grayson, a semi-famous atomic scientist at Van Dyke University.
His mother and older sister were killed in 1934. A Nazi anti-aircraft battery mistook their plane for a military craft and shot it down.
This tragedy led Professor Grayson to the conclusion that Earth was a horrible place. He saw it as unsuitable for raising a child. His experience with the Great Depression may also have shaped his reasoning.
Being a genius with special theories about atomic energy, Grayson built a nuclear-powered rocketship in secret. His goal was to leave Earth with his son and live on the Moon.
However, as it was about to reach the Moon, the rocket was suddenly attracted toward Uranus.
(In the story this because the uranium aboard the rocket’s was attracted toward the vast masses of uranium on Uranus. Like iron by a magnet. Beyond the imaginary physics this is folk etymology. Uranus is not believed to hold special amounts of uranium. The mineral was simply named that way to honour the recent discovery of the planet.)
Exploring Uranus
Landing on Uranus, Grayson and his young son made a staggering discovery. The atmosphere was breathable, the gravity close to 1G, and the environment somewhat Earth-like. Furthermore it was inhabited by human-looking people. These were kind, noble, peaceful and ultra-intelligent. And they all looked like White men, of course.
Representatives of this perfect civilization telepathically learned English within instants. They could thus greet the Graysons. Over the year, they helped Professor Grayson build his lab and raise his son, thanks to their median IQ of 356.
Professor Grayson did not plan to abandon Earth, though. Bob grew up to possess quasi-superhuman abilities thanks to Uranian education and training.
(The concept of leaving to raise a son in an unearthly environment, making him a formidable specimen, is close to the origin of Doc Savage. Which of course was later brought back in homages, such as Tom Strong.)
A continental op
When Bob reached his 20s, his father asked him to return to Earth. The mission was to save it from self-destruction by combating all evil elements, political and criminal.
Professor Grayson was now too old to make the trip back. But he prepared special pills for Bob to withstand the Terran atmosphere. Plus a flying saucer and non-lethal weaponry.
What spurred the older Grayson into action was the emergence of a new continent on Earth. This triggered tectonic catastrophes, plus a claim-staking race between Cold War militaries. However, it was the heimatloss pirate Count Varron, whose ship had been caught by the emerging land mass, who first laid claim to it.
Bob Grayson’s flying saucer soon investigated the new continent.
Return to Earth
Marvel Boy soon met the natives. This civilization had been trapped underground 1,200 years prior, and had adapted to life under the sea. However, the pirates attacked them to stake their claim to the land. Shocked by this brutality the natives sunk the landmass they had raised. They also abandoned their plans to return to surface life.
(This story could still be in continuity, with the natives being a lost Atlantean colony or an Inhuman offshoot (like the Bird People who adopted Red Raven). And the “continent” being just a strategically-placed island).
Bob Grayson then became a science journalist, for the American Daily Monitor.
After he arranged for an interview with one Professor Heathrow Vance, he saw Vance gain powers in an accident. Professor Vance became the villainous Great Video. But Marvel Boy foiled him and depowered him.
AI’m into insurance
Marvel Boy then became an insurance investigator for Amalgamated Insurance Company. He was sent to investigate suspicious fires at a circus.
Grayson was hired as an aerialist (heh ) as his cover. Discussing with equestrienne Starr Ryder led him to suspect Marvo the Mind-Reader of wrongdoing.
Marvo tried to kill him by stealing his uranium pills. But Grayson nevertheless exposed his schemes. Ryder then established herself in Los Angeles and became a contact of Marvel Boy, seemingly having a romantic interest in him.
Personality
Marvel Boy is a clear-eyed, superiorly intelligent and dedicated Hero. He’s fearless and quick-thinking. Grayson is at once a fighter, a technologist, a leader, an investigator, etc. as well as a superior specimen endlessly struggling for the common good.
The super-hero stories are often hybridised with other genres. Marvel Boy will thus commonly act like a daring air ace sort of hero. Or a daring two-fisted international adventurer. In the detective-type stories, he becomes an observant sleuth who explains how he pieced together the case in a huge word balloon at the end.
One of his few distinctive features (aside from his strong Apollonian vibe) is that he’s a positivist hero. He’s striving for SCIENCE! and the wonders of modern atomic energy. His solutions often involve “atomic science”. He’s also quick to show disdain toward the supposedly supernatural.
Other traits
Unlike many 1950s American comic book heroes, Marvel Boy III is not actively xenophobic. It, uuuhh, just turns out that the Communists, Muslims, Indians, etc. he encounters are all intrinsically and irredeemably evil, vicious and murderous.
Marvel Boy (Timely Comics) back alley brawl
Originally, Marvel Boy is ethical in his dealings with everyone. But he soons aligns with the Atlas Comics anti-Communist screed. This means that normal rules of conduct cease to apply when it comes to Communists (or quasi-Communists). And that Uranus suddenly ceases being a perfect society as the evils of Communism threaten everyone.
Marvel Boy doesn’t have a secret ID. People know that Bob Grayson of Amalgamated Insurance is the science hero from Uranus.
Quotes
“I’ll do my best, dad ! Good-bye !”
“These men are evil ! They would kill all who stand in their way !”
“What in the great universe hit me ?”
“But you blinded yourself to the possibility that some freedom-loving citizen might get wise to your devilish plot before it matured ! Well, I’m that citizen, Mr. ex-water commissioner !”
“Jumpin’ thunder ! That rock didn’t just bounce down here by itself ! Someone is still alive up there ! Well look out mister – here I come !”
DC Universe History
In the DCU, Marvel Boy could replace the “Starman of 1951”. In the DCU this Starman was an alternate identity briefly used by Bruce Wayne (pre-Crisis) or Charles McNider (post-Crisis). It was involved in a few time-travel adventures with modern bearers of the Starman name.
Marvel Boy (Timely Comics) back alley changes puff of smoke
In this hypothesis, Starman (Bob Grayson) would have been active for a few years. He would have been sent to Earth from Uranus to hold the line after the Justice Society disbanded. He chiefly would have fought against… wait for it… Communists.
Comic book history notes
Bob Grayson was the third Marvel Boy. He followed on the heels of two brief-lived versions of Marvel Boy (Martin Burns) published by Timely Comics.
He was a bit Superman-like and started in his own title. By issue #03 Marvel Boy became Astonishing. Which is not to be confused with Astonishing Tales, a later Marvel publication.
The super-hero books were not faring well in the post-war environment. The key hero titles at Atlas, inherited from Timely (Human Torch, Captain America and Sub-Mariner) had been recently discontinued. Marvel Boy was an early attempt to bring super-heroes back. But by issue #7 Astonishing had become a basic short-horror-stories-with-shock-ending anthology à la EC Comics.
Atlas would make other attempts, such as bringing back some flagship Timely heroes in Young Men. But the resurgence of the super-hero genre would have to wait until 1956 and the arrival of Barry Allen, the new Flash, in the pages of Showcase. Which is the usual date for the start of the Silver Age .
Game Stats — DC Heroes RPG
Marvel Boy
Dex: 07 Str: 05 Bod: 05 Motivation: Responsibility
Int: 06 Wil: 10 Min: 06 Occupation: Hero, Insurance investigator
Inf: 06 Aur: 06 Spi: 06 Resources {or Wealth}: 005
Init: 017 HP: 050
Powers:
Comprehend Languages: 12, Data storage: 05, Jumping: 05, Mind probe: 01, Running: 05
Bonuses and Limitations:
Comprehend Languages is Contingent Upon Mind Probe.
Data Storage has No Transfer.
Mind probe is limited to superficial thoughts.
Jumping is Minor Marginal.
Skills:
Acrobatics (Athletics, Climbing)*: 07, Military science (Demolition): 06, Scientist: 06, Vehicles (Land, Space): 04
Bonuses and Limitations:
Military Science is Contingent Upon Scientist.
Advantages:
Attractive, Confident (Professor Grayson – his father), Familiarity (Insurance fraud), Language (Uranian language), Popularity, Sharp Eye.
Bonuses and Limitations:
Sharp Eye only applies to spotting clues in detective stories.
Connections:
Youth Patrol (High), Amalgamated Insurance Company (Low), American Police Forces (Low).
Drawbacks:
Attack Vulnerability (-1CS OV/RV vs. Blindside Attacks), Oblivious, Loss Vulnerability (when breathing Earth’s atmosphere Marvel Boy must take his uranium pills every day lest all of his Attributes drop to 02 and he loses all of his Powers).
Bonuses and Limitations:
Oblivious only applies when attempting to detect traps and ambushes.
Equipment:
WRISTBANDS [BODY 12, Flash: 08].
SILVER BULLET [BODY 15 STR 12, Flight: 38, Radio communications: 20, Sealed systems: 16, Loss Vulnerability: Flight drops to 13 in an atmosphere, Advantage: Headquarters (Confined)].
“Hydrogenised uranium capsules”. Beyond the properties discussed in the main body of this article, Marvel Boy has used his pills for the following stunts :
20 capsules crushed into powder and jammed into a fissure exploded when exposed to flame (Bomb: 15).
He once had a young woman take a capsule, which boosted her STR score. Let’s say Enhance (STR): 01 (cap is 05).
It is implied that the pills can let him function without sufficient food and water.
Knockout attacks
Formally, Marvel Boy’s Attack Vulnerability should be handled as a Genre Rule. Everyone in the Genre is vulnerable to being bushwacked and hit on the head. This is a common Genre Rule in 1940s and 1950s adventure and super-heroes comics.
This entry treats it as an attribute of the character for convenience’s sake.
Marvel Boy of the 1950s (Atlas Comics)
Background
Real Name: Robert “Bob” Grayson.
Note: Nobody ever calls him “Robert”, including his father. But his monogrammed pills box reads “RG”.
Other Aliases: The Great Grayson (as a circus performer).
Marital Status: Single.
Known Relatives: Professor Matthew Horace Grayson (father), mother (name unrevealed, deceased), sister (name unrevealed, deceased).
Group Affiliation: None.
Base Of Operations: Both the Grayson Lab on Uranus and what seems to be New York City on Earth.
Height: 5’10” Weight: 170 lbs.
Eyes: Quite blue Hair: Quite blond
Powers and Abilities
Bob Grayson has a bunch of relatively low-key abilities :
He can run faster and fight a little harder than mortal men.
He has high levels of intelligence. His IQ is 360.
As long as he takes his pills to retain his Uranus-developed qualities, Marvel Boy seems abnormally strong, tough and swift. But whether he has actual superhuman strength is unclear.
He also demonstrates tremendous athletic abilities. Enough to be hired as a circus aerialist and high wire performer.
In keeping with his general Apollonian look, he is charismatic. The authorities will easily trust him… unless the story says they won’t.
In the same vein, he seems to be a genuine hit with women. It is common for a female admirer he just met to risk her life to provide him with vital information about some nefarious plot.
On Uranus, Marvel Boy is often aided by the members of his youth patrol. Which seems to be a paramilitary organisation of volunteers with access to armed spaceships.
He also demonstrated the ability to commit long documents to memory with perfect recall.
“Mental telepathy”
Furthermore, he has a power of “mental telepathy”. It allows him to speak all languages known by the people he’s interacting with. It can also perceive surface thoughts.
Marvel Boy’s “mental telepathy” includes a heightened sixth sense. Using it, he can jump to correct conclusions based on very little information. In DC Heroes RPG terms, this is chiefly modelled by his WIL. But the GM should also consider making small alterations to the plot to better correspond to Marvel Boy’s hypotheses, thus making him intuitively correct.
In particular, the “this is likely a Communist plot !” hypothesis should always be correct. Even if it makes no sense.
Marvel Boy once briefly used his mental telepathy to control a weak-willed zombie. But this is unusual (Power Stunt in DC Heroes, a form of Heroic Feat in DC Adventures).
Originally, Marvel Boy takes special uranium pill daily. This is because Earth’s atmosphere is somewhat toxic to him. If he cannot, he will lose his Uranus-developed qualities and might eventually develop a fatal medical condition.
This is what we’ve built in his game stats since it’s the original concept. However, it keeps changing. By the next story in the same issue they already work differently.
A common variant is that taking a pill turns Bob Grayson into Marvel Boy, complete with costume. There’s a vague implication that he’s not just changing into costume by taking a capsule, but has an alter-ego.
A No-Prize Hypothesis is that there are two kinds of capsules. A low dosage allows his Uranus-developed powers to fade but protects his health. And a high dosage restores his Uranus-developed powers.
In Marvel Boy #02, swallowing an uranium pill apparently allows him to fly (conservatively modeled as Jumping) and basks him in an energy aura. This too was reminiscent of a super-heroic alter ego.
Atomic kit
Marvel Boy sports less-than-lethal weapons. These are wristbands with large gemstones that can project a dazzling beam of light. These bracers were built by his father, who forbade him to kill except in defense of innocent life.
He also has a flying saucer, of course. This spacecraft is practically silent, but could reach the distant planet Astros within minutes. Yet it took an hour to go from New York City to Sicily (about 4,500 miles, or 7,000 kilometres).
By the second issue it becomes a sort of large starfighter rather than a saucer. It then retains this general look for the rest of the run. One of the last stories reveals that it is called the Silver Bullet.
The Bullet can hold about three weeks of provisions. It also carries a small stock of scientific and exploration supplies such as oxygen masks, Geiger counters, radiation suits, etc..
History
Bob Grayson was born around 1931. He was the son of Professor Matthew Grayson, a semi-famous atomic scientist at Van Dyke University.
His mother and older sister were killed in 1934. A Nazi anti-aircraft battery mistook their plane for a military craft and shot it down.
This tragedy led Professor Grayson to the conclusion that Earth was a horrible place. He saw it as unsuitable for raising a child. His experience with the Great Depression may also have shaped his reasoning.
Being a genius with special theories about atomic energy, Grayson built a nuclear-powered rocketship in secret. His goal was to leave Earth with his son and live on the Moon.
However, as it was about to reach the Moon, the rocket was suddenly attracted toward Uranus.
(In the story this because the uranium aboard the rocket’s was attracted toward the vast masses of uranium on Uranus. Like iron by a magnet. Beyond the imaginary physics this is folk etymology. Uranus is not believed to hold special amounts of uranium. The mineral was simply named that way to honour the recent discovery of the planet.)
Exploring Uranus
Landing on Uranus, Grayson and his young son made a staggering discovery. The atmosphere was breathable, the gravity close to 1G, and the environment somewhat Earth-like. Furthermore it was inhabited by human-looking people. These were kind, noble, peaceful and ultra-intelligent. And they all looked like White men, of course.
Representatives of this perfect civilization telepathically learned English within instants. They could thus greet the Graysons. Over the year, they helped Professor Grayson build his lab and raise his son, thanks to their median IQ of 356.
Professor Grayson did not plan to abandon Earth, though. Bob grew up to possess quasi-superhuman abilities thanks to Uranian education and training.
(The concept of leaving to raise a son in an unearthly environment, making him a formidable specimen, is close to the origin of Doc Savage. Which of course was later brought back in homages, such as Tom Strong.)
A continental op
When Bob reached his 20s, his father asked him to return to Earth. The mission was to save it from self-destruction by combating all evil elements, political and criminal.
Professor Grayson was now too old to make the trip back. But he prepared special pills for Bob to withstand the Terran atmosphere. Plus a flying saucer and non-lethal weaponry.
What spurred the older Grayson into action was the emergence of a new continent on Earth. This triggered tectonic catastrophes, plus a claim-staking race between Cold War militaries. However, it was the heimatloss pirate Count Varron, whose ship had been caught by the emerging land mass, who first laid claim to it.
Bob Grayson’s flying saucer soon investigated the new continent.
Return to Earth
Marvel Boy soon met the natives. This civilization had been trapped underground 1,200 years prior, and had adapted to life under the sea. However, the pirates attacked them to stake their claim to the land. Shocked by this brutality the natives sunk the landmass they had raised. They also abandoned their plans to return to surface life.
(This story could still be in continuity, with the natives being a lost Atlantean colony or an Inhuman offshoot (like the Bird People who adopted Red Raven). And the “continent” being just a strategically-placed island).
Bob Grayson then became a science journalist, for the American Daily Monitor.
After he arranged for an interview with one Professor Heathrow Vance, he saw Vance gain powers in an accident. Professor Vance became the villainous Great Video. But Marvel Boy foiled him and depowered him.
AI’m into insurance
Marvel Boy then became an insurance investigator for Amalgamated Insurance Company. He was sent to investigate suspicious fires at a circus.
Grayson was hired as an aerialist (heh ) as his cover. Discussing with equestrienne Starr Ryder led him to suspect Marvo the Mind-Reader of wrongdoing.
Marvo tried to kill him by stealing his uranium pills. But Grayson nevertheless exposed his schemes. Ryder then established herself in Los Angeles and became a contact of Marvel Boy, seemingly having a romantic interest in him.
Personality
Marvel Boy is a clear-eyed, superiorly intelligent and dedicated Hero. He’s fearless and quick-thinking. Grayson is at once a fighter, a technologist, a leader, an investigator, etc. as well as a superior specimen endlessly struggling for the common good.
The super-hero stories are often hybridised with other genres. Marvel Boy will thus commonly act like a daring air ace sort of hero. Or a daring two-fisted international adventurer. In the detective-type stories, he becomes an observant sleuth who explains how he pieced together the case in a huge word balloon at the end.
One of his few distinctive features (aside from his strong Apollonian vibe) is that he’s a positivist hero. He’s striving for SCIENCE! and the wonders of modern atomic energy. His solutions often involve “atomic science”. He’s also quick to show disdain toward the supposedly supernatural.
Other traits
Unlike many 1950s American comic book heroes, Marvel Boy III is not actively xenophobic. It, uuuhh, just turns out that the Communists, Muslims, Indians, etc. he encounters are all intrinsically and irredeemably evil, vicious and murderous.
Marvel Boy (Timely Comics) back alley brawl
Originally, Marvel Boy is ethical in his dealings with everyone. But he soons aligns with the Atlas Comics anti-Communist screed. This means that normal rules of conduct cease to apply when it comes to Communists (or quasi-Communists). And that Uranus suddenly ceases being a perfect society as the evils of Communism threaten everyone.
Marvel Boy doesn’t have a secret ID. People know that Bob Grayson of Amalgamated Insurance is the science hero from Uranus.
Quotes
“I’ll do my best, dad ! Good-bye !”
“These men are evil ! They would kill all who stand in their way !”
“What in the great universe hit me ?”
“But you blinded yourself to the possibility that some freedom-loving citizen might get wise to your devilish plot before it matured ! Well, I’m that citizen, Mr. ex-water commissioner !”
“Jumpin’ thunder ! That rock didn’t just bounce down here by itself ! Someone is still alive up there ! Well look out mister – here I come !”
DC Universe History
In the DCU, Marvel Boy could replace the “Starman of 1951”. In the DCU this Starman was an alternate identity briefly used by Bruce Wayne (pre-Crisis) or Charles McNider (post-Crisis). It was involved in a few time-travel adventures with modern bearers of the Starman name.
Marvel Boy (Timely Comics) back alley changes puff of smoke
In this hypothesis, Starman (Bob Grayson) would have been active for a few years. He would have been sent to Earth from Uranus to hold the line after the Justice Society disbanded. He chiefly would have fought against… wait for it… Communists.
Comic book history notes
Bob Grayson was the third Marvel Boy. He followed on the heels of two brief-lived versions of Marvel Boy (Martin Burns) published by Timely Comics.
He was a bit Superman-like and started in his own title. By issue #03 Marvel Boy became Astonishing. Which is not to be confused with Astonishing Tales, a later Marvel publication.
The super-hero books were not faring well in the post-war environment. The key hero titles at Atlas, inherited from Timely (Human Torch, Captain America and Sub-Mariner) had been recently discontinued. Marvel Boy was an early attempt to bring super-heroes back. But by issue #7 Astonishing had become a basic short-horror-stories-with-shock-ending anthology à la EC Comics.
Atlas would make other attempts, such as bringing back some flagship Timely heroes in Young Men. But the resurgence of the super-hero genre would have to wait until 1956 and the arrival of Barry Allen, the new Flash, in the pages of Showcase. Which is the usual date for the start of the Silver Age .
Game Stats — DC Heroes RPG
Marvel Boy
Dex: 07 Str: 05 Bod: 05 Motivation: Responsibility
Int: 06 Wil: 10 Min: 06 Occupation: Hero, Insurance investigator
Inf: 06 Aur: 06 Spi: 06 Resources {or Wealth}: 005
Init: 017 HP: 050
Powers:
Comprehend Languages: 12, Data storage: 05, Jumping: 05, Mind probe: 01, Running: 05
Bonuses and Limitations:
Comprehend Languages is Contingent Upon Mind Probe.
Data Storage has No Transfer.
Mind probe is limited to superficial thoughts.
Jumping is Minor Marginal.
Skills:
Acrobatics (Athletics, Climbing)*: 07, Military science (Demolition): 06, Scientist: 06, Vehicles (Land, Space): 04
Bonuses and Limitations:
Military Science is Contingent Upon Scientist.
Advantages:
Attractive, Confident (Professor Grayson – his father), Familiarity (Insurance fraud), Language (Uranian language), Popularity, Sharp Eye.
Bonuses and Limitations:
Sharp Eye only applies to spotting clues in detective stories.
Connections:
Youth Patrol (High), Amalgamated Insurance Company (Low), American Police Forces (Low).
Drawbacks:
Attack Vulnerability (-1CS OV/RV vs. Blindside Attacks), Oblivious, Loss Vulnerability (when breathing Earth’s atmosphere Marvel Boy must take his uranium pills every day lest all of his Attributes drop to 02 and he loses all of his Powers).
Bonuses and Limitations:
Oblivious only applies when attempting to detect traps and ambushes.
Equipment:
WRISTBANDS [BODY 12, Flash: 08].
SILVER BULLET [BODY 15 STR 12, Flight: 38, Radio communications: 20, Sealed systems: 16, Loss Vulnerability: Flight drops to 13 in an atmosphere, Advantage: Headquarters (Confined)].
“Hydrogenised uranium capsules”. Beyond the properties discussed in the main body of this article, Marvel Boy has used his pills for the following stunts :
20 capsules crushed into powder and jammed into a fissure exploded when exposed to flame (Bomb: 15).
He once had a young woman take a capsule, which boosted her STR score. Let’s say Enhance (STR): 01 (cap is 05).
It is implied that the pills can let him function without sufficient food and water.
Knockout attacks
Formally, Marvel Boy’s Attack Vulnerability should be handled as a Genre Rule. Everyone in the Genre is vulnerable to being bushwacked and hit on the head. This is a common Genre Rule in 1940s and 1950s adventure and super-heroes comics.
This entry treats it as an attribute of the character for convenience’s sake.
Last edited by DavidMcMahon on Sat May 16 2020, 07:37; edited 1 time in total
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
CAPTAIN AMERICA
Comics Marvel Universe
Power Level: Mid-level
Game System: MnM 3rd edition/DC Adventures
Game system: DC Heroes Role-Playing Game
Role: Character (Heroic)
Background
Real Name: Steven Rogers.
Other Aliases: Steven Rogers, Nomad I.
Marital Status: Single.
Known Relatives: Joseph and Sarah Rogers (Parents, deceased).
Group Affiliation: Avengers.
Base Of Operations: New York City.
Height: 6’2” Weight: 240 lbs.
Eyes: Blue Hair: Blond
Powers and Abilities
Captain America’s super-soldier treatment has brought his physical abilities to the absolute peak of human ability. This includes an enhanced diving reflex (extreme cold will not kill Rogers but instead induce a state of suspended animation capable of lasting for decades) and superhuman endurance due to rapid elimination of fatigue poisons from his system.
Game Stats — DC Heroes RPG
Captain America
Dex: 10 Str: 06 Bod: 06 Motivation: Upholding the Good
Int: 10 Wil: 12 Min: 12 Occupation: Super Hero
Inf: 10 Aur: 10 Spi: 12 Resources {or Wealth}: 006
Init: 34 HP: 200
Powers:
Suspension: 15
Bonuses and Limitations:
Suspension is Automatically Activated when Captain America’s Current BODY drops to 0 or below due to damage from cold and can only be used in this manner (-2FC).
Skills:
Acrobatics*: 10, Artist (Disguise): 06, Artist (Drawing): 04, Charisma (Intimidation)*: 10, Charisma (Persuasion): 13, Martial Artist: 11, Medicine (First Aid): 06, Military Science: 06, Military Science (Danger Recognition)*: 10, Thief (Stealth): 08, Vehicles: 08, Weaponry: 08, Weaponry (Melee, Missile)*: 10, Weaponry (His shield): 12
Note:
A standard trope in Captain America comics is for Cap to never feel comfortable with any shield other than his classic one. The GM might want to lower Cap’s effective skill with any shield other that the classic one to 10 APs to represent this. Unlike standard Unfamiliarity penalties, this modifier does not seem to disappear with practice. Cap will go to considerable lengths to retrieve his shield for this reason, in addition to the shield’s unique physical properties.
Advantages:
Government Credentials (Avengers/Military, Medium), Intensive Training, Iron Nerves, Language (French, German), Leadership, Lightning Reflexes, Popularity, Rich Friends (Tony Stark, T’Challa), Sharp Eye.
Connections:
Avengers (High), Black Panther (High), Sharon Carter — Agent 13 of S.H.I.E.L.D. (High), Col. Nick Fury (High), Falcon (High), Nomad (High), S.H.I.E.L.D. (Low), Iron Man (High), Superhero Community (High), Thor (High), US Government (Low), US Military (High), White House (High).
Drawbacks:
Arch-Enemy (Red Skull).
Equipment:
Avengers Commcard [BODY 01, Radio Communication: 15, Wealth: 10]. This ID card was issued to all members of the Avengers. In addition to confirming their identities, it served as a communications device, a key for the Mansion and Avengers vehicles (Quinjets, sky-cycles, etc.), and a credit card.
COSTUME [BODY 08, Cold Immunity: 02, Flame Immunity: 02, Skin Armor: 02, Limitation: Skin Armor can only be used against edged weapons (-2FC), Advantage: The gloves are insulated against electricity, giving the wearer an RV of 10 vs. electrical attacks blocked by the gloves (10 points). Captain America’s modern costume has been remade with the benefits of high-tech materials used by S.H.I.E.L.D.. Thus, though it appears no thicker than the original, it is more durable and provides additional protection against extreme temperatures.]
The shield
STEEL-VIBRANIUM SHIELD SHIELD [BODY 35, EV 03 (07w/STR, 11w/Martial Artist), Gliding: 02, Kinetic Absorption: 10, Recommended STR 02, Note: OV/RV bonus when using the Block Manoeuvre is 2 APs, Note: the OV bonus for the Shield Cover Manoeuvre is 2 APs, Bonus: Kinetic Absorption also reduces APs of Knockback and Falling damage, Limitations: Gliding only adds to throwing range, Kinetic Absorption requires an Automatic Action to use as Captain America must brace himself and he cannot use the shield as a weapon in the same Phase that he uses KA, Advantage: Hardened Defenses].
This is the classic shield most often associated with Captain America. It is a 30” (76cm) concave disc with two parallel leather straps on the inside that allow Cap to hold it or sling it over his back. It was created by accident during WWII while scientists were attempting to build an alloy of steel and Vibranium. Subsequent attempts to replicate this alloy have not been successful.
It should be noted that Captain America engages in frequent Multi-Attacks and Trick Shots when throwing the shield, bouncing it off of multiple targets like a pinball or ricocheting it in an erratic flight path to make it difficult to dodge (in game terms, making a successful Trick Shot of this type allows Captain America to effectively Blindside a target).
He’ll usually set up the shots so that the rebound returns the shield to him.
The Vibranium in the shield has occasionally been useful for its sound absorbing properties, a trait most recently exploited by Klaw who used it as a component in one of his devices. This is not included in the above stats since it only appears as an occasional plot device, the application of which varies with each use.
Comics Marvel Universe
Power Level: Mid-level
Game System: MnM 3rd edition/DC Adventures
Game system: DC Heroes Role-Playing Game
Role: Character (Heroic)
Background
Real Name: Steven Rogers.
Other Aliases: Steven Rogers, Nomad I.
Marital Status: Single.
Known Relatives: Joseph and Sarah Rogers (Parents, deceased).
Group Affiliation: Avengers.
Base Of Operations: New York City.
Height: 6’2” Weight: 240 lbs.
Eyes: Blue Hair: Blond
Powers and Abilities
Captain America’s super-soldier treatment has brought his physical abilities to the absolute peak of human ability. This includes an enhanced diving reflex (extreme cold will not kill Rogers but instead induce a state of suspended animation capable of lasting for decades) and superhuman endurance due to rapid elimination of fatigue poisons from his system.
Game Stats — DC Heroes RPG
Captain America
Dex: 10 Str: 06 Bod: 06 Motivation: Upholding the Good
Int: 10 Wil: 12 Min: 12 Occupation: Super Hero
Inf: 10 Aur: 10 Spi: 12 Resources {or Wealth}: 006
Init: 34 HP: 200
Powers:
Suspension: 15
Bonuses and Limitations:
Suspension is Automatically Activated when Captain America’s Current BODY drops to 0 or below due to damage from cold and can only be used in this manner (-2FC).
Skills:
Acrobatics*: 10, Artist (Disguise): 06, Artist (Drawing): 04, Charisma (Intimidation)*: 10, Charisma (Persuasion): 13, Martial Artist: 11, Medicine (First Aid): 06, Military Science: 06, Military Science (Danger Recognition)*: 10, Thief (Stealth): 08, Vehicles: 08, Weaponry: 08, Weaponry (Melee, Missile)*: 10, Weaponry (His shield): 12
Note:
A standard trope in Captain America comics is for Cap to never feel comfortable with any shield other than his classic one. The GM might want to lower Cap’s effective skill with any shield other that the classic one to 10 APs to represent this. Unlike standard Unfamiliarity penalties, this modifier does not seem to disappear with practice. Cap will go to considerable lengths to retrieve his shield for this reason, in addition to the shield’s unique physical properties.
Advantages:
Government Credentials (Avengers/Military, Medium), Intensive Training, Iron Nerves, Language (French, German), Leadership, Lightning Reflexes, Popularity, Rich Friends (Tony Stark, T’Challa), Sharp Eye.
Connections:
Avengers (High), Black Panther (High), Sharon Carter — Agent 13 of S.H.I.E.L.D. (High), Col. Nick Fury (High), Falcon (High), Nomad (High), S.H.I.E.L.D. (Low), Iron Man (High), Superhero Community (High), Thor (High), US Government (Low), US Military (High), White House (High).
Drawbacks:
Arch-Enemy (Red Skull).
Equipment:
Avengers Commcard [BODY 01, Radio Communication: 15, Wealth: 10]. This ID card was issued to all members of the Avengers. In addition to confirming their identities, it served as a communications device, a key for the Mansion and Avengers vehicles (Quinjets, sky-cycles, etc.), and a credit card.
COSTUME [BODY 08, Cold Immunity: 02, Flame Immunity: 02, Skin Armor: 02, Limitation: Skin Armor can only be used against edged weapons (-2FC), Advantage: The gloves are insulated against electricity, giving the wearer an RV of 10 vs. electrical attacks blocked by the gloves (10 points). Captain America’s modern costume has been remade with the benefits of high-tech materials used by S.H.I.E.L.D.. Thus, though it appears no thicker than the original, it is more durable and provides additional protection against extreme temperatures.]
The shield
STEEL-VIBRANIUM SHIELD SHIELD [BODY 35, EV 03 (07w/STR, 11w/Martial Artist), Gliding: 02, Kinetic Absorption: 10, Recommended STR 02, Note: OV/RV bonus when using the Block Manoeuvre is 2 APs, Note: the OV bonus for the Shield Cover Manoeuvre is 2 APs, Bonus: Kinetic Absorption also reduces APs of Knockback and Falling damage, Limitations: Gliding only adds to throwing range, Kinetic Absorption requires an Automatic Action to use as Captain America must brace himself and he cannot use the shield as a weapon in the same Phase that he uses KA, Advantage: Hardened Defenses].
This is the classic shield most often associated with Captain America. It is a 30” (76cm) concave disc with two parallel leather straps on the inside that allow Cap to hold it or sling it over his back. It was created by accident during WWII while scientists were attempting to build an alloy of steel and Vibranium. Subsequent attempts to replicate this alloy have not been successful.
It should be noted that Captain America engages in frequent Multi-Attacks and Trick Shots when throwing the shield, bouncing it off of multiple targets like a pinball or ricocheting it in an erratic flight path to make it difficult to dodge (in game terms, making a successful Trick Shot of this type allows Captain America to effectively Blindside a target).
He’ll usually set up the shots so that the rebound returns the shield to him.
The Vibranium in the shield has occasionally been useful for its sound absorbing properties, a trait most recently exploited by Klaw who used it as a component in one of his devices. This is not included in the above stats since it only appears as an occasional plot device, the application of which varies with each use.
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
ESPER LASS
Powers and Abilities
Esper Lass possesses several abilities derived from her thought-casting power (in DC Heroes RPG terms, Telepathy). She can:
Probe for deep or hidden memories (Mind Probe).
Plant suggestions into weaker minds (Hypnotism).
Directly assault another’s mind with devastating efficiency (Mind Blast).
Resist mental assaults or intrusions from others (Iron Will, Mind Field).
Esper Lass also has the normal intensive scientific education given on Titan and is familiar with spacecraft (Scientist, Vehicles (Space)). She is the only known humanoid to master Gil’dishpan dimension-travel technology, a subject which has mystified even Brainiac 5.
Description
A fit, curvy woman with brown hair shaped in a bowl around her head.
She doesn’t so much wear clothing as a few scraps of cloth designed in the 1970’s disco era. She has silver boots, a lavender loincloth, and a suggestion of a blue blouse which still leaves her back, midriff, arms, and legs bare. She also wears a blue tiara or headband.
Personality
She is outspoken and intelligent, though her intelligence is blunted by the fact that she’s also a stereotypically arrogant, gloating, overconfident villainess.
Quotes
“Imra Ardeen… Saturn Girl ! Nobody will remember your name once I – Meta Ulnoor – take your place in the Legion as Esper Lass !”
“We have each sworn to slay one of you – and our blood oath is fulfilled !”
“Why put up with this lunatic ? He thinks there’s a real ‘Darkseid‘ – a god of evil !”
“Turn, behemoth – obey my telepathic commands and turn on your fellow Legionnaires !”
DC Universe History
In the post-boot reality, she could replace the outlaw telepath Nara Minsork, who once tried to strip-mine Brainiac 5’s mind.
Game Stats — DC Heroes RPG Print Friendly
Tell me more about the game stats
Esper Lass
Dex: 04 Str: 02 Bod: 04 Motivation: Power Lust
Int: 09 Wil: 15 Min: 11 Occupation: Criminal
Inf: 05 Aur: 03 Spi: 04 Resources {or Wealth}: 005
Init: 019 HP: 055
Powers:
Hypnotism: 12, Iron Will: 05, Mind Blast: 12, Mind Field: 05, Mind Probe: 13, Telepathy: 15
Bonuses and Limitations:
All Powers are Derived from Telepathy (-1 FC each Power except Telepathy).
Mind Field has a Range of Self only (-1 FC).
According to some sources, Esper Lass’s Hypnotism, Mind Blast, and Mind Probe only have a Range of 4 APs. This was neither demonstrated nor disproved in the comic books.
Skills:
Scientist: 08, Vehicles (Space): 04
Advantages:
Area Knowledge (Titan), Scholar (Gil’dishpan warp technology).
Connections:
LSV (High), Legion of Super-Rejects (Low).
Drawbacks:
MIA to showing up Saturn Girl; Public Identity.
Equipment:
As a member of the LSV, Esper Lass has access to technology stolen or copied from the LSH, allowing Flight and survival in space. See the LSH Equipment writeup for details.
Powers and Abilities
Esper Lass possesses several abilities derived from her thought-casting power (in DC Heroes RPG terms, Telepathy). She can:
Probe for deep or hidden memories (Mind Probe).
Plant suggestions into weaker minds (Hypnotism).
Directly assault another’s mind with devastating efficiency (Mind Blast).
Resist mental assaults or intrusions from others (Iron Will, Mind Field).
Esper Lass also has the normal intensive scientific education given on Titan and is familiar with spacecraft (Scientist, Vehicles (Space)). She is the only known humanoid to master Gil’dishpan dimension-travel technology, a subject which has mystified even Brainiac 5.
Description
A fit, curvy woman with brown hair shaped in a bowl around her head.
She doesn’t so much wear clothing as a few scraps of cloth designed in the 1970’s disco era. She has silver boots, a lavender loincloth, and a suggestion of a blue blouse which still leaves her back, midriff, arms, and legs bare. She also wears a blue tiara or headband.
Personality
She is outspoken and intelligent, though her intelligence is blunted by the fact that she’s also a stereotypically arrogant, gloating, overconfident villainess.
Quotes
“Imra Ardeen… Saturn Girl ! Nobody will remember your name once I – Meta Ulnoor – take your place in the Legion as Esper Lass !”
“We have each sworn to slay one of you – and our blood oath is fulfilled !”
“Why put up with this lunatic ? He thinks there’s a real ‘Darkseid‘ – a god of evil !”
“Turn, behemoth – obey my telepathic commands and turn on your fellow Legionnaires !”
DC Universe History
In the post-boot reality, she could replace the outlaw telepath Nara Minsork, who once tried to strip-mine Brainiac 5’s mind.
Game Stats — DC Heroes RPG Print Friendly
Tell me more about the game stats
Esper Lass
Dex: 04 Str: 02 Bod: 04 Motivation: Power Lust
Int: 09 Wil: 15 Min: 11 Occupation: Criminal
Inf: 05 Aur: 03 Spi: 04 Resources {or Wealth}: 005
Init: 019 HP: 055
Powers:
Hypnotism: 12, Iron Will: 05, Mind Blast: 12, Mind Field: 05, Mind Probe: 13, Telepathy: 15
Bonuses and Limitations:
All Powers are Derived from Telepathy (-1 FC each Power except Telepathy).
Mind Field has a Range of Self only (-1 FC).
According to some sources, Esper Lass’s Hypnotism, Mind Blast, and Mind Probe only have a Range of 4 APs. This was neither demonstrated nor disproved in the comic books.
Skills:
Scientist: 08, Vehicles (Space): 04
Advantages:
Area Knowledge (Titan), Scholar (Gil’dishpan warp technology).
Connections:
LSV (High), Legion of Super-Rejects (Low).
Drawbacks:
MIA to showing up Saturn Girl; Public Identity.
Equipment:
As a member of the LSV, Esper Lass has access to technology stolen or copied from the LSH, allowing Flight and survival in space. See the LSH Equipment writeup for details.
DavidMcMahon- Cosmic Level
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Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
MYSTELOR
Powers and Abilities
Mystelor’s known mental powers include:
Reading minds (in DC Heroes RPG terms, Mind Probe).
Projecting her thoughts (Telepathy).
Mind-over-matter (Telekinesis).
Her powers are only moderately strong, but she uses them fairly well. Her mind-reading talent is sufficiently honed to allow her to anticipate an opponent’s actions (Enhanced Initiative), and she uses her telekinesis to Blindside opponents by making flying objects club them from behind.
She may be able to use other telepathic and clairvoyant abilities as well.
Description
Mystelor is a beautiful young brunette woman. She wears a very short pink dress, with matching boots (nearly knee high), cape, and headdress.
Personality
Mystelor is a fairly ordinary person for a petty criminal. She’s not really all that violent, just wanting to get ahead quick.
Zera was very young when she left Titan. She found Titan’s completely law-abiding, respectful, ordered society to be stifling. She saw no reason to be bound by Titanian strictures on the ethical uses of telepathy – especially when unethical uses could earn her a quick buck.
She found rebellion to be thrilling. Years of pent-up frustration made the idea of a bit of intimidation and extortion seem very exciting. She quickly found out otherwise, finding her association with Taurus to be much more dangerous than she’d wanted.
She also found Shagrek’s attentions to be repellent, and began looking for a protector who would watch over her.
Quotes
“Thought-sensing is but one of my powers, fool !”
“I learned little ! My opponent had a strong will.”
“Get away from me get your slimy, lizard hands off me.”
Tell me more about the game stats
Mystelor
Dex: 04 Str: 02 Bod: 03 Motivation: Thrill Seeking
Int: 06 Wil: 05 Min: 05 Occupation: Gang Member
Inf: 05 Aur: 05 Spi: 04 Resources {or Wealth}: 005
Init: 015 [024] HP: 030
Powers:
Enhanced Initiative: 09, Mind Probe: 08, Telekinesis: 07, Telepathy: 08
Bonuses and Limitations:
Enhanced Initiative is Derived from Mind Probe, and only works against living minds. And then only if that mind lacks the Mind Blank power. It also requires an Automatic Action to activate.
Connections:
Underworld (Low), Taurus Gang (Low).
Design notes
I limited Mystelor’s poorly-defined powers to what she’s shown, but secondary sources imply that she also possesses Remote Sensing: 09.
Sorry about the conditional Initiative score – it can’t be helped.
Powers and Abilities
Mystelor’s known mental powers include:
Reading minds (in DC Heroes RPG terms, Mind Probe).
Projecting her thoughts (Telepathy).
Mind-over-matter (Telekinesis).
Her powers are only moderately strong, but she uses them fairly well. Her mind-reading talent is sufficiently honed to allow her to anticipate an opponent’s actions (Enhanced Initiative), and she uses her telekinesis to Blindside opponents by making flying objects club them from behind.
She may be able to use other telepathic and clairvoyant abilities as well.
Description
Mystelor is a beautiful young brunette woman. She wears a very short pink dress, with matching boots (nearly knee high), cape, and headdress.
Personality
Mystelor is a fairly ordinary person for a petty criminal. She’s not really all that violent, just wanting to get ahead quick.
Zera was very young when she left Titan. She found Titan’s completely law-abiding, respectful, ordered society to be stifling. She saw no reason to be bound by Titanian strictures on the ethical uses of telepathy – especially when unethical uses could earn her a quick buck.
She found rebellion to be thrilling. Years of pent-up frustration made the idea of a bit of intimidation and extortion seem very exciting. She quickly found out otherwise, finding her association with Taurus to be much more dangerous than she’d wanted.
She also found Shagrek’s attentions to be repellent, and began looking for a protector who would watch over her.
Quotes
“Thought-sensing is but one of my powers, fool !”
“I learned little ! My opponent had a strong will.”
“Get away from me get your slimy, lizard hands off me.”
Tell me more about the game stats
Mystelor
Dex: 04 Str: 02 Bod: 03 Motivation: Thrill Seeking
Int: 06 Wil: 05 Min: 05 Occupation: Gang Member
Inf: 05 Aur: 05 Spi: 04 Resources {or Wealth}: 005
Init: 015 [024] HP: 030
Powers:
Enhanced Initiative: 09, Mind Probe: 08, Telekinesis: 07, Telepathy: 08
Bonuses and Limitations:
Enhanced Initiative is Derived from Mind Probe, and only works against living minds. And then only if that mind lacks the Mind Blank power. It also requires an Automatic Action to activate.
Connections:
Underworld (Low), Taurus Gang (Low).
Design notes
I limited Mystelor’s poorly-defined powers to what she’s shown, but secondary sources imply that she also possesses Remote Sensing: 09.
Sorry about the conditional Initiative score – it can’t be helped.
DavidMcMahon- Cosmic Level
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Join date : 2010-05-10
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Re: DC Stats for Golden Age characters from writeups.org
JUNGLE MAN
Context
Jungle-Man is an obscure Batman character. He was encountered but once, in an unremarkable 1963 story.
He openly is a member of the Army of Tarzan Expies . Which over the decades has occupied significant swathes of comic book wilderness.
Background
Real Name: Thomas Young.
Marital Status: Single.
Known Relatives: Edgar Young (father), Mrs. Young (mother).
Group Affiliation: None.
Base of Operations: An unspecified African location. Later on, Gotham City.
Height: 5’10” Weight: 190 lbs.
Eyes: Brown Hair: Brown.
Powers & Abilities
Tommy Young possesses a powerful physique. He is strong enough to bend steel bars with his bare hands.
He seemed to be an adept hand-to-hand fighter and athlete, but not a spectacular one.
He also has a seemingly superhuman rapport with charismatic African megafauna. Lions, rhinos, elephants, big snakes, etc. like him and will easily collaborate with him.
Jungle-Man can even talk to them – he yells nonsense and the animals do what he wants them to. Yes, even felines.
Game Stats — DC Heroes RPG Print Friendly
Tell me more about the game stats
Jungle-Man
Dex: 04 Str: 05 Bod: 04 Motivation: Not really
Int: 04 Wil: 03 Min: 03 Occupation: Hunter-gatherer
Inf: 03 Aur: 02 Spi: 03 Wealth: 001
Init: 011 HP: 010
Powers:
Speak with animals: 06
Bonuses and Limitations:
One suspects that Speak with Animals is limited to charismatic African megafauna, and afrophile Indian elephants.
Skills:
Acrobatics: 03, Charisma (Persuasion): 07, Military science (Camouflage, tracking): 03
Bonuses and Limitations:
Charisma is a Powered Skill, and can only be used on animals he can communicate with.
Advantages:
He might speak an African language. In Gotham, Jungle-Man commanded an elephant, a rhino, a lion and a python.
Connections:
None.
Drawbacks:
Exile (Involuntary).
By Sébastien Andrivet.
Source of Character: Detective Comics Vol. 1 #315.
Context
Jungle-Man is an obscure Batman character. He was encountered but once, in an unremarkable 1963 story.
He openly is a member of the Army of Tarzan Expies . Which over the decades has occupied significant swathes of comic book wilderness.
Background
Real Name: Thomas Young.
Marital Status: Single.
Known Relatives: Edgar Young (father), Mrs. Young (mother).
Group Affiliation: None.
Base of Operations: An unspecified African location. Later on, Gotham City.
Height: 5’10” Weight: 190 lbs.
Eyes: Brown Hair: Brown.
Powers & Abilities
Tommy Young possesses a powerful physique. He is strong enough to bend steel bars with his bare hands.
He seemed to be an adept hand-to-hand fighter and athlete, but not a spectacular one.
He also has a seemingly superhuman rapport with charismatic African megafauna. Lions, rhinos, elephants, big snakes, etc. like him and will easily collaborate with him.
Jungle-Man can even talk to them – he yells nonsense and the animals do what he wants them to. Yes, even felines.
Game Stats — DC Heroes RPG Print Friendly
Tell me more about the game stats
Jungle-Man
Dex: 04 Str: 05 Bod: 04 Motivation: Not really
Int: 04 Wil: 03 Min: 03 Occupation: Hunter-gatherer
Inf: 03 Aur: 02 Spi: 03 Wealth: 001
Init: 011 HP: 010
Powers:
Speak with animals: 06
Bonuses and Limitations:
One suspects that Speak with Animals is limited to charismatic African megafauna, and afrophile Indian elephants.
Skills:
Acrobatics: 03, Charisma (Persuasion): 07, Military science (Camouflage, tracking): 03
Bonuses and Limitations:
Charisma is a Powered Skill, and can only be used on animals he can communicate with.
Advantages:
He might speak an African language. In Gotham, Jungle-Man commanded an elephant, a rhino, a lion and a python.
Connections:
None.
Drawbacks:
Exile (Involuntary).
By Sébastien Andrivet.
Source of Character: Detective Comics Vol. 1 #315.
DavidMcMahon- Cosmic Level
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Re: DC Stats for Golden Age characters from writeups.org
DUMB BUNNY - I don't know why but I love the Inferior Five
Context
The Inferior Five were an absurd parody of super-heroes released in 1966 by DC Comics. They have since done occasional cameos in comedy books.
History
Pre-Crisis background: the daughter of Princess Power (and, presumably, Steve Tremor), Dumb Bunny inherited her mother’s strength. Princess Power looks like Wonder Woman without the tiara.
Description
A tall, sexy blonde in a skintight red outfit with the letters “DB” on her belt. Dumb Bunny also wears a cap with rabbit ears on top, even though they don’t help her television reception like she thought they would. She also has a cottontail on her butt.
I debated giving her the Attractive advantage, but decided against it. Men don’t fall all over themselves over her. However, she is at least at the top of the range of characters without the Attractive advantage.
Dumb Bunny
Dex: 03 Str: 11 Bod: 06 Motivation: Responsibility of Ignorance
Int: 01 Wil: 02 Min: 02 Occupation: Model
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 002
Init: 006 HP: 015
Connections:
Angel and the Ape (Low).
By Sean MacDonald.
Context
The Inferior Five were an absurd parody of super-heroes released in 1966 by DC Comics. They have since done occasional cameos in comedy books.
History
Pre-Crisis background: the daughter of Princess Power (and, presumably, Steve Tremor), Dumb Bunny inherited her mother’s strength. Princess Power looks like Wonder Woman without the tiara.
Description
A tall, sexy blonde in a skintight red outfit with the letters “DB” on her belt. Dumb Bunny also wears a cap with rabbit ears on top, even though they don’t help her television reception like she thought they would. She also has a cottontail on her butt.
I debated giving her the Attractive advantage, but decided against it. Men don’t fall all over themselves over her. However, she is at least at the top of the range of characters without the Attractive advantage.
Dumb Bunny
Dex: 03 Str: 11 Bod: 06 Motivation: Responsibility of Ignorance
Int: 01 Wil: 02 Min: 02 Occupation: Model
Inf: 02 Aur: 02 Spi: 02 Resources {or Wealth}: 002
Init: 006 HP: 015
Connections:
Angel and the Ape (Low).
By Sean MacDonald.
DavidMcMahon- Cosmic Level
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Re: DC Stats for Golden Age characters from writeups.org
BIRD-MAN
Powers & Abilities
Hawk seemed to be an experienced small-time criminal. He had some skill with handguns.
Unlike the others, he didn’t seem to have either an unusual speciality or military experience.
Gear
The Bird-Man suit had the usual radio headset and the chest camera.
It also had wings. Flapping them with one’s arms somehow allowed for flight. What tech was used for this is unrevealed, but it emitted little noise.
The aerodynamics could get weird. Bird-Man is once seen flying sideways (though it likely was a weird skidding manoeuvre). He also repeatedly stays aloft with little if any forward motion to provide lift. This and the lack of noise suggests some form of anti-gravity tech.
Lacking other combat assets, Bird-Man usually carried a handgun. At first it was an dated, compact piece in an older calibre. He eventually switched to a .45 ACP semi-auto.
Gear – talons
At first, with his arms busy flapping, Bird-Man had no means of prehension. He twice had to carry an attache case using his teeth.
Prehensile, avian “feet” were then added. Presumably, these gadgets still had reliability issues during his earliest outings.
These talons were strong enough to carry an adult. They presumably were cybernetically operated. They were soon equipped with sharp ends, though doing this sort of swooping attack isn’t easy. Plus, swooping is bad.
Once the talons became reliable, the wings’ tech was also strengthened. Before that, Bird-Man couldn’t carry much in flight. Maybe 40 pounds top.
Personality
He’s just, like, this guy. He lacked any special mannerism or resolve, though he had experience with being around killers.
When he wielded one of the Exterminator’s T-Ray blasters , he suddenly acted confident, domineering and cruel. Funny how it works.
Bird-Man tends to fly past his opponents, grapple them from behind, and hold them for one of his colleagues to punch. It’s not a bad tactic, until someone goes for a Dupe Manoeuvre…
Game Stats — DC Heroes RPG
Bird-Man
Dex: 03 Str: 02 Bod: 03 Motivation: Mercenary
Int: 03 Wil: 02 Min: 03 Occupation: Mercenary
Inf: 02 Aur: 02 Spi: 03 Wealth: 004
Init: 008 HP: 015
Skills:
Vehicles (Land): 03, Weaponry (Handguns): 03
Advantages:
Familiarity (Horse races and bookmaking).
Connections:
Street (Low).
Drawbacks:
None demonstrated.
Equipment:
BIRD-MAN SUIT [BODY 02, Claws: 04, Flight (Winged): 06, Radio communication (includes video): 12, Thief (Stealth): 03, Limitation: Thief only in flight, and only for audial stealth].
Early on he packed some old .380 semi-auto [BODY 02, Projectile weapons: 03, Ammo: 07, R#04]. This was replaced by a .45 [BODY 03, Projectile weapon: 04, Ammo: 08, R#03].
When serving the Exterminator, Bird-Man was the most enthusiastic about using his T-Ray handguns. See the Exterminator’s profile for stats.
Rodeo on bird-men isn’t even a real sport
Whenever Daredevil (Matt Murdock) tried to grab him in mid-air, Hawk knew enough to twist, roll and turn in flight. This forced Daredevil to cling to him, rather than try offensive manoeuvres. Like punching.
This isn’t a quantified attribute of Hawk’s. Anybody with a flying suit and half a brain could do it.
OTOH, you need numbers to solve this in-game. Thus, if a non-flying person pounces atop Bird-Man for some aerial wrestling :
Hawk can use his APs of Flight as if they were APs of Acrobatics (Dodging). This is atop of the normal use of Flight as OV.
During any Phase where he does that (even if he lost Initiative), the attacker can elect to just cling to Bird-Man. If they try to attack despite Bird-Man’s high OV, they also need to make a DEX/STR roll against Bird-Man’s Flight/Flight. This consumes both Automatic Actions. Lack of RAPs means being thrown off.
APs of Cling or other means to stick to Bird-Man may entirely negate this defensive tactic.
Design Notes
His Stealth rolls will often receive sizeable bonuses. Since people do not generally expect some dude to swoop in from the blue.
Powers & Abilities
Hawk seemed to be an experienced small-time criminal. He had some skill with handguns.
Unlike the others, he didn’t seem to have either an unusual speciality or military experience.
Gear
The Bird-Man suit had the usual radio headset and the chest camera.
It also had wings. Flapping them with one’s arms somehow allowed for flight. What tech was used for this is unrevealed, but it emitted little noise.
The aerodynamics could get weird. Bird-Man is once seen flying sideways (though it likely was a weird skidding manoeuvre). He also repeatedly stays aloft with little if any forward motion to provide lift. This and the lack of noise suggests some form of anti-gravity tech.
Lacking other combat assets, Bird-Man usually carried a handgun. At first it was an dated, compact piece in an older calibre. He eventually switched to a .45 ACP semi-auto.
Gear – talons
At first, with his arms busy flapping, Bird-Man had no means of prehension. He twice had to carry an attache case using his teeth.
Prehensile, avian “feet” were then added. Presumably, these gadgets still had reliability issues during his earliest outings.
These talons were strong enough to carry an adult. They presumably were cybernetically operated. They were soon equipped with sharp ends, though doing this sort of swooping attack isn’t easy. Plus, swooping is bad.
Once the talons became reliable, the wings’ tech was also strengthened. Before that, Bird-Man couldn’t carry much in flight. Maybe 40 pounds top.
Personality
He’s just, like, this guy. He lacked any special mannerism or resolve, though he had experience with being around killers.
When he wielded one of the Exterminator’s T-Ray blasters , he suddenly acted confident, domineering and cruel. Funny how it works.
Bird-Man tends to fly past his opponents, grapple them from behind, and hold them for one of his colleagues to punch. It’s not a bad tactic, until someone goes for a Dupe Manoeuvre…
Game Stats — DC Heroes RPG
Bird-Man
Dex: 03 Str: 02 Bod: 03 Motivation: Mercenary
Int: 03 Wil: 02 Min: 03 Occupation: Mercenary
Inf: 02 Aur: 02 Spi: 03 Wealth: 004
Init: 008 HP: 015
Skills:
Vehicles (Land): 03, Weaponry (Handguns): 03
Advantages:
Familiarity (Horse races and bookmaking).
Connections:
Street (Low).
Drawbacks:
None demonstrated.
Equipment:
BIRD-MAN SUIT [BODY 02, Claws: 04, Flight (Winged): 06, Radio communication (includes video): 12, Thief (Stealth): 03, Limitation: Thief only in flight, and only for audial stealth].
Early on he packed some old .380 semi-auto [BODY 02, Projectile weapons: 03, Ammo: 07, R#04]. This was replaced by a .45 [BODY 03, Projectile weapon: 04, Ammo: 08, R#03].
When serving the Exterminator, Bird-Man was the most enthusiastic about using his T-Ray handguns. See the Exterminator’s profile for stats.
Rodeo on bird-men isn’t even a real sport
Whenever Daredevil (Matt Murdock) tried to grab him in mid-air, Hawk knew enough to twist, roll and turn in flight. This forced Daredevil to cling to him, rather than try offensive manoeuvres. Like punching.
This isn’t a quantified attribute of Hawk’s. Anybody with a flying suit and half a brain could do it.
OTOH, you need numbers to solve this in-game. Thus, if a non-flying person pounces atop Bird-Man for some aerial wrestling :
Hawk can use his APs of Flight as if they were APs of Acrobatics (Dodging). This is atop of the normal use of Flight as OV.
During any Phase where he does that (even if he lost Initiative), the attacker can elect to just cling to Bird-Man. If they try to attack despite Bird-Man’s high OV, they also need to make a DEX/STR roll against Bird-Man’s Flight/Flight. This consumes both Automatic Actions. Lack of RAPs means being thrown off.
APs of Cling or other means to stick to Bird-Man may entirely negate this defensive tactic.
Design Notes
His Stealth rolls will often receive sizeable bonuses. Since people do not generally expect some dude to swoop in from the blue.
DavidMcMahon- Cosmic Level
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Re: DC Stats for Golden Age characters from writeups.org
BLUE STREAK
Blue Streak
(Don Thomas)
This Marvel character first appeared in 1978. It was just a goofy concept (disco guy on rocket skates) that wasn’t meant to be around for long.
Powers & Abilities
He’s a well-trained athlete and operative, as well as a superlative skater.
Mr. Thomas is capable of conducting lengthy undercover missions. However, he doesn’t seem to be a capable actor, and his composure has limits.
Gear (1970s)
The Blue Streak’s original equipment was a pair of rocket-powered, one-wheel skates. The top speed wasn’t revealed. But given the complete lack of safety equipment I’d imagine it wasn’t above 35 mph (55 km/h). If that.
The rockets could also provide upward thrust. A rolling Blue Streak could leap 10 feet into the air even on entirely flat ground. The shock absorbers also made it possible to briefly skate up or along walls.
With this mobility, the Blue Streak would often manoeuvre to attack his opponents from behind. Then hold them for his teammates to attack.
Gear (1980s)
This was much more convincing :
Four-wheeled skates with rockets that could reach at least 125mph (200 km/h). They could still leap up, and they could now go backward. The retro-rockets used to go backward could also be used to stop quickly, though that has obvious limitations. They could also skate along vertical surfaces for longer.
A full-body crash suit. It had heavy goggles and even a rebreather.
Holsters for at least two lanes’ worth of caltrops (tyre-piercing tacks).
Wrist-mounted laser cutters, capable of burning through an armoured car’s body. A large hole could be cut into such a truck within 30 seconds or so. A short blast (one or two seconds) will destroy a midsize car. He was an excellent shot with those.
Healing factor ?
One curious scene in a 1994 Captain America story shows the villain Dead Ringer replicating the powers of the Blue Streak in order to heal bad burns. Such powers are never mentioned or demonstrated in the original material.
But this is clearly a power copied from Blue Streak (Don Thomas). And the writer is Mark Gruenwald. So that’s authoritative.
This new element also makes sense. It eases the suspension of disbelief as to why S.H.I.E.L.D. would field a disco dude on roller skates.
Personality
An overconfident jerk with an abrasive, selfish, unempathic attitude. He wants to look like a big tough impassive killer man.
However, he has a level of cunning and discipline. He fights in a competent and tactical manner, and will reluctantly realise when he’s outmatched.
Quotes
(1978) “Good trick, Cap — but you’ll have to go one better to get rid of the darling of the roller derby !”
(1986) “Okay, shield-man, time for you to have your head handed to ya — courtesy of the meanest mother on eight wheels – BLUE STREAK !”
“You scare me about as much as an old cheese sandwich !”
Tell me more about the game stats
Blue Streak
Dex: 05 Str: 03 Bod: 04 Motivation: Mercenary
Int: 03 Wil: 03 Min: 03 Occupation: Mercenary, bandit
Inf: 03 Aur: 03 Spi: 03 Wealth: 005
Init: 013 HP: 020
Powers:
Regeneration: 03
Skills:
Acrobatics (Athletics, Dodging): 05, Vehicles (Land): 04, Weaponry (Firearms, Exotic): 06
Bonuses and Limitations:
Acrobatics requires being on rocket skates.
Advantages:
Lightning Reflexes.
Connections:
Underworld (Low).
Drawbacks:
None demonstrated.
Equipment:
1970s ROCKET SKATES [BODY 02, Jumping: 01, Running: 06, Limitation: can only operate on smooth, even surfaces].
1980s ROCKET SKATES [BODY 03, Jumping: 02, Running: 07, Bonus: Running can be done forward or backward, Limitation: can only operate on smooth, even surfaces].
1980s COSTUME [/BODY/ 06, Claws: 04, Cling: 03, Energy blast: 09, Sealed systems: 06, Skin armour (Structural only): 04.
Bonus: when cutting through an obstacle, Energy blast’s AV/EV can be increased by one for each successive Phase, to a maximum of 13.
Limitation: Cling only when Running has 7 APs engaged, and only for up to two successive Phases].
The volley of micro-missiles may have been something like Projectile weapons: 09 with a 0 APs Area of Effect and Thermal vision: 06. Tentatively (especially for the Thermal Vision).
Design Notes
Regeneration APs are of course arbitrary. But from Dead Ringer’s comments, they can’t be too high.
He likely had further Skills from S.H.I.E.L.D. training, but nothing was demonstrated or sufficiently implied.
There’s no data to estimate how protective the costume is. The old TSR stats went fairly high, but the 2009 re-death is a data point against that. *If* the costume was the actual one and not a cosmetic replica.
(But heh, at least it seems like I can go with simple /BODY/ without unwanted side effects, for a change.)
Originally, the rebreather is simply part of a system to breathe at high speeds. But in 2009 we saw it hooked to small tanks. This suggests a bit of Sealed Systems, which people will likely assume anyway when seeing a rebreather.
By Sébastien Andrivet.
Source of Character: Old Captain America comics, mostly.
Blue Streak
(Don Thomas)
This Marvel character first appeared in 1978. It was just a goofy concept (disco guy on rocket skates) that wasn’t meant to be around for long.
Powers & Abilities
He’s a well-trained athlete and operative, as well as a superlative skater.
Mr. Thomas is capable of conducting lengthy undercover missions. However, he doesn’t seem to be a capable actor, and his composure has limits.
Gear (1970s)
The Blue Streak’s original equipment was a pair of rocket-powered, one-wheel skates. The top speed wasn’t revealed. But given the complete lack of safety equipment I’d imagine it wasn’t above 35 mph (55 km/h). If that.
The rockets could also provide upward thrust. A rolling Blue Streak could leap 10 feet into the air even on entirely flat ground. The shock absorbers also made it possible to briefly skate up or along walls.
With this mobility, the Blue Streak would often manoeuvre to attack his opponents from behind. Then hold them for his teammates to attack.
Gear (1980s)
This was much more convincing :
Four-wheeled skates with rockets that could reach at least 125mph (200 km/h). They could still leap up, and they could now go backward. The retro-rockets used to go backward could also be used to stop quickly, though that has obvious limitations. They could also skate along vertical surfaces for longer.
A full-body crash suit. It had heavy goggles and even a rebreather.
Holsters for at least two lanes’ worth of caltrops (tyre-piercing tacks).
Wrist-mounted laser cutters, capable of burning through an armoured car’s body. A large hole could be cut into such a truck within 30 seconds or so. A short blast (one or two seconds) will destroy a midsize car. He was an excellent shot with those.
Healing factor ?
One curious scene in a 1994 Captain America story shows the villain Dead Ringer replicating the powers of the Blue Streak in order to heal bad burns. Such powers are never mentioned or demonstrated in the original material.
But this is clearly a power copied from Blue Streak (Don Thomas). And the writer is Mark Gruenwald. So that’s authoritative.
This new element also makes sense. It eases the suspension of disbelief as to why S.H.I.E.L.D. would field a disco dude on roller skates.
Personality
An overconfident jerk with an abrasive, selfish, unempathic attitude. He wants to look like a big tough impassive killer man.
However, he has a level of cunning and discipline. He fights in a competent and tactical manner, and will reluctantly realise when he’s outmatched.
Quotes
(1978) “Good trick, Cap — but you’ll have to go one better to get rid of the darling of the roller derby !”
(1986) “Okay, shield-man, time for you to have your head handed to ya — courtesy of the meanest mother on eight wheels – BLUE STREAK !”
“You scare me about as much as an old cheese sandwich !”
Tell me more about the game stats
Blue Streak
Dex: 05 Str: 03 Bod: 04 Motivation: Mercenary
Int: 03 Wil: 03 Min: 03 Occupation: Mercenary, bandit
Inf: 03 Aur: 03 Spi: 03 Wealth: 005
Init: 013 HP: 020
Powers:
Regeneration: 03
Skills:
Acrobatics (Athletics, Dodging): 05, Vehicles (Land): 04, Weaponry (Firearms, Exotic): 06
Bonuses and Limitations:
Acrobatics requires being on rocket skates.
Advantages:
Lightning Reflexes.
Connections:
Underworld (Low).
Drawbacks:
None demonstrated.
Equipment:
1970s ROCKET SKATES [BODY 02, Jumping: 01, Running: 06, Limitation: can only operate on smooth, even surfaces].
1980s ROCKET SKATES [BODY 03, Jumping: 02, Running: 07, Bonus: Running can be done forward or backward, Limitation: can only operate on smooth, even surfaces].
1980s COSTUME [/BODY/ 06, Claws: 04, Cling: 03, Energy blast: 09, Sealed systems: 06, Skin armour (Structural only): 04.
Bonus: when cutting through an obstacle, Energy blast’s AV/EV can be increased by one for each successive Phase, to a maximum of 13.
Limitation: Cling only when Running has 7 APs engaged, and only for up to two successive Phases].
The volley of micro-missiles may have been something like Projectile weapons: 09 with a 0 APs Area of Effect and Thermal vision: 06. Tentatively (especially for the Thermal Vision).
Design Notes
Regeneration APs are of course arbitrary. But from Dead Ringer’s comments, they can’t be too high.
He likely had further Skills from S.H.I.E.L.D. training, but nothing was demonstrated or sufficiently implied.
There’s no data to estimate how protective the costume is. The old TSR stats went fairly high, but the 2009 re-death is a data point against that. *If* the costume was the actual one and not a cosmetic replica.
(But heh, at least it seems like I can go with simple /BODY/ without unwanted side effects, for a change.)
Originally, the rebreather is simply part of a system to breathe at high speeds. But in 2009 we saw it hooked to small tanks. This suggests a bit of Sealed Systems, which people will likely assume anyway when seeing a rebreather.
By Sébastien Andrivet.
Source of Character: Old Captain America comics, mostly.
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
Owlman
(Pre-Crisis version)
Comics DC Universe Crime Syndicate Specifically pre-Crisis in Infinite Earths
Power Level: Mid-level
Game system: DC Heroes Role-Playing Game
Role: Character (Villainous)
Background
Real Name: Unrevealed.
Marital Status: Unrevealed.
Known Relatives: None.
Group Affiliation: Crime Syndicate of America.
Base of Operations: Eyrie of Evil, Palisades Mountain, USA, Earth-3.
Height: 5’6″ Weight: 138 lbs.
Eyes: Blue Hair: Unrevealed.
Powers & Abilities
Owlman reportedly sports an enhanced brain. As such he’s the planner and dreamer of the Crime Syndicate, coming up with their strategies. In particular, Owlman often has devious ideas about contingency magic for Power Ring’s ring to implement.
In practice his plans are rather simple. But planning seems harder on Earth-3.
Applications
Owlman’s super-brain has further applications :
His mechanical aptitude (in DC Heroes RPG terms Gadgetry, Scientist and Thief Subskills).
The power of hypnosis.
The power of telepathy. This can only be done once a mental link has been established through hypnosis.
The power of confusion. Owlman uses his hypnosis to make an opponent fumble an action, or take a nonsensical initiative. When focusing on a single person (even a strong-willed one such as Batman), Owlman can have them fail at anything they attempt.
Gadgets
He could also see in the dark, but with very limited range (Ultra Vision). Because owls see in the dark, yes ? One suspects this is done with contact lenses in order to justify his “Owlman” monicker.
His main gadgetry are gas grenades, and an “illumina-gun” who can easily knock people out using bright light.
Description
Owlman is a short-ish White man with a pudgy build.
His costume consists of a loose-fitting gray body suit with blue boots and trunks and a yellow belt. Over this ensemble, Owlman wears a blue ankle-length robe with a hood. He usually wears the robe open and the hood down, unless he’s trying to hide.
Owlman usually had a self-satisfied grin, making him look more like a child molester than anything else.
Between the lines of age
Originally, Owlman sported an age-lined face. This made him look every bit the wise older man in comparison to the more youthful looking members of the CSA.
Owlman (DC Comics) of the pre-Crisis Earth-3 Crime Syndicate, feet on table
Later on he seemed decades younger, though still a bit older than his partners in crime. This was never explained and may not have been deliberate.
In a Silver Age super-hero context, that he came up with a campy scheme to erase part of his aging might be the simplest No-Prize Hypothesis . After all, he’s supposed to be real smart and never lose while on Earth-3.
Personality
Conversations with Owlman invariably revolve around his intellect, which isn’t as impressive as Owlman believes.
Owlbeit, he does have the sense to use his hypnotic powers subtly. This keeps his mental influence from being immediately apparent.
For example, when battling Green Lantern, Owlman did not try to impose direct control over him. Instead, he planted small suggestions in Green Lantern’s mind. A telling example was having Green Lantern leave gaps in the bars of the ring-construct cage imprisoning Owlman that were large enough for him to slip through.
Quotes
“But on the slight chance we don’t win, I have a suggestion…”
“Why should I go searching for him — when with my superior brain I can force Dr. Mid-Nite to come to me ?”
“EEYAH — going to crash-land on the bottom where not even my great brain can save me !”
“The rest of the Crime Syndicate is probably in custody […]. Just as well — Owlman works better alone !”
Game Stats — DC Heroes RPG
Owlman (pre-Crisis Earth-3)
Dex: 06 Str: 03 Bod: 04 Motivation: Power Lust
Int: 08 Wil: 08 Min: 06 Occupation: Supervillain
Inf: 05 Aur: 06 Spi: 06 Wealth: 012
Init: 021 HP: 040
Powers:
Hypnosis: 14, Probability control: 07, Telepathy: 03, Ultra Vision: 02
Bonuses and Limitations:
Owlman also suffers a Persuasion Attitude Adjustment modifier to his Hypnosis Checks based on the target’s likely attitude toward the command Owlman is giving. This is in addition to the normal limitation that hypnotic commands cannot be in total violation of the subject’s values.
Furthermore, Owlman can never get better than a Neutral response (+0 CS to OV/RV) to any command he gives.
Both Hypnosis and Probability Control have No Range, but can use Telepathy as their Range.
Probability Control is Contingent Upon Hypnosis, and attacks the same AV/RV as Hypnosis.
Probability Control can only affect living beings (or sufficiently advanced undead or artificial beings).
Probability Control can only induce effects that can be ascribed to lack of focus, confusion and absent-mindedness. It is not affected by the Luck Advantage or the Unluck Drawback.
Telepathy can only be used to convey commands for Hypnosis (-2FC).
Skills:
Acrobatics: 04, Evasion: 14, Gadgetry*: 08, Martial Artist*: 06, Scientist (Incld. Computers)*: 08, Thief (Locks & Safes, Stealth)*: 06, Vehicles*: 06, Weaponry (Firearms)*: 06
Bonuses and Limitations:
Evasion is Linked with Hypnosis, and is a Powered Skill.
Evasion only against attacks launched by targets that can be affected by Owlman’s Probability Control.
Evasion only against one person Owlman is focusing on, which requires an Automatic Action every Phase.
Using Evasion prevents use of Hypnosis, Probability control and Telepathy during this Phase.
Advantages:
Expansive HQ (Eyrie of Evil), Genius.
Connections:
Crime Syndicate of America (High).
Drawbacks:
MIA (Bragging about his intellect).
Equipment:
Illumina-Gun [BODY 04, Energy Blast: 10, Limitation: Energy Blast only affects targets that can see the blast. Visual defenses such as Shade will protect targets against the Illumina-Gun’s Energy Blast. The standard defenses against Energy Blast still apply as well (-1FC)].
Knockout Gas Grenade (x2) [BODY 03, Fog: 04, Knockout Gas: 06, Grenade Drawback, Bonus: Fog and KO Gas can be Combined, R#03].
Owl Pod [BODY 06, Flight: 07]. This open-topped man-sized hovering ovoid allowed Owlman to keep pace with his colleagues. It only appeared in the Elseworlds mini-series Another Nail and thus might not be a canon part of the pre-Crisis Owlman’s répertoire. It is added here for completeness’ sake.
This vehicle likely is the analogue of the “whirlybat” ultralight helicopter Batman used back during the Silver Age.
Design Notes
These stats are closer to the Mayfair statting approach than the writeups.org one. So they assume heroic values, rather than the numbers demonstrated in the story.
This is in part to keep Roy’s old estimates whilst rewriting the entry many years later. And in part since, as a Silver Age character, Owlman and his ilk work fine with cookie-cutter, highballed stats. These do not interfere with the four-colour stories they appear in.
Batman once turns to trick Owlman into controlling the wrong side of his brain, leaving the opposite side of Batman’s body free of Owlman’s interference. I assume this is simply a rationale for Batman spending Hero Points to resist Owlman’s Power.
The power of unfocusing people
Owlman’s ability to make people clumsy and prone to stupid mistakes was original written as a modified Flash plus Hypnotism. But to prevent weird side effects, it needed too much verbiage. It was still okay-ish, but complex enough for a simpler solution to be considered.
It thus ended up broken down into three different Powers, each representing a different facet. Evasion for the main use (making it impossible to catch/hit him), Probability Control for secondary uses (raise OV for actions that aren’t directed against Owlman) and Hypnosis to induce less-than-optimal decisions that do not involve a dice roll.
World of confusion
(During a discussion about an alternative approach to Owlman for a WORG contributor’s campaign, there was a useful review of the stats. Here goes
In the proposed WORG setup Owlman picks between :
Raise his OV against Physical attacks (via Evasion, for the person under Owlman’s power effect).
Depriving an attacker of RAPs (basic use of Probability Control). Evasion is more reliable, but he could to this to bollix, say, a psychic attack. Or to disrupt an attack not aimed at him.
Using RAPs from the Probability Control table, as long as he can justify this as lack of focus.
Using Hypnosis to convince an opponent to take a foolish decision.
These are increasingly complex and specific options :
Most of the time he just activates against a high OV against his opponent, and there’s no computation involved.
We also let him counter attacks with a probability control Dice Action. However his probability control has fewer APs than Evasion, since Owlman is selfish (if using Probability Control to disrupt an attack not aimed at him) and unused to super-powers (if using Probability Control to disrupt an exotic attack that isn’t covered by Evasion, like a psychic attack).
And he has two ways to make more creative “attacks”. Via Probability Control (“oh, you foolishly forgot to load your Super-Soaker !”), or via Hypnosis (“you foolishly want to attack me with your fists even though you’re a ranged fighter”).
By Earth-1’s Roy Cowan and Earth-C’s Sébastien Andrivet.
Source of Character: Pre-Crisis DC Comics (and scattered post-Crisis stuff).
(Pre-Crisis version)
Comics DC Universe Crime Syndicate Specifically pre-Crisis in Infinite Earths
Power Level: Mid-level
Game system: DC Heroes Role-Playing Game
Role: Character (Villainous)
Background
Real Name: Unrevealed.
Marital Status: Unrevealed.
Known Relatives: None.
Group Affiliation: Crime Syndicate of America.
Base of Operations: Eyrie of Evil, Palisades Mountain, USA, Earth-3.
Height: 5’6″ Weight: 138 lbs.
Eyes: Blue Hair: Unrevealed.
Powers & Abilities
Owlman reportedly sports an enhanced brain. As such he’s the planner and dreamer of the Crime Syndicate, coming up with their strategies. In particular, Owlman often has devious ideas about contingency magic for Power Ring’s ring to implement.
In practice his plans are rather simple. But planning seems harder on Earth-3.
Applications
Owlman’s super-brain has further applications :
His mechanical aptitude (in DC Heroes RPG terms Gadgetry, Scientist and Thief Subskills).
The power of hypnosis.
The power of telepathy. This can only be done once a mental link has been established through hypnosis.
The power of confusion. Owlman uses his hypnosis to make an opponent fumble an action, or take a nonsensical initiative. When focusing on a single person (even a strong-willed one such as Batman), Owlman can have them fail at anything they attempt.
Gadgets
He could also see in the dark, but with very limited range (Ultra Vision). Because owls see in the dark, yes ? One suspects this is done with contact lenses in order to justify his “Owlman” monicker.
His main gadgetry are gas grenades, and an “illumina-gun” who can easily knock people out using bright light.
Description
Owlman is a short-ish White man with a pudgy build.
His costume consists of a loose-fitting gray body suit with blue boots and trunks and a yellow belt. Over this ensemble, Owlman wears a blue ankle-length robe with a hood. He usually wears the robe open and the hood down, unless he’s trying to hide.
Owlman usually had a self-satisfied grin, making him look more like a child molester than anything else.
Between the lines of age
Originally, Owlman sported an age-lined face. This made him look every bit the wise older man in comparison to the more youthful looking members of the CSA.
Owlman (DC Comics) of the pre-Crisis Earth-3 Crime Syndicate, feet on table
Later on he seemed decades younger, though still a bit older than his partners in crime. This was never explained and may not have been deliberate.
In a Silver Age super-hero context, that he came up with a campy scheme to erase part of his aging might be the simplest No-Prize Hypothesis . After all, he’s supposed to be real smart and never lose while on Earth-3.
Personality
Conversations with Owlman invariably revolve around his intellect, which isn’t as impressive as Owlman believes.
Owlbeit, he does have the sense to use his hypnotic powers subtly. This keeps his mental influence from being immediately apparent.
For example, when battling Green Lantern, Owlman did not try to impose direct control over him. Instead, he planted small suggestions in Green Lantern’s mind. A telling example was having Green Lantern leave gaps in the bars of the ring-construct cage imprisoning Owlman that were large enough for him to slip through.
Quotes
“But on the slight chance we don’t win, I have a suggestion…”
“Why should I go searching for him — when with my superior brain I can force Dr. Mid-Nite to come to me ?”
“EEYAH — going to crash-land on the bottom where not even my great brain can save me !”
“The rest of the Crime Syndicate is probably in custody […]. Just as well — Owlman works better alone !”
Game Stats — DC Heroes RPG
Owlman (pre-Crisis Earth-3)
Dex: 06 Str: 03 Bod: 04 Motivation: Power Lust
Int: 08 Wil: 08 Min: 06 Occupation: Supervillain
Inf: 05 Aur: 06 Spi: 06 Wealth: 012
Init: 021 HP: 040
Powers:
Hypnosis: 14, Probability control: 07, Telepathy: 03, Ultra Vision: 02
Bonuses and Limitations:
Owlman also suffers a Persuasion Attitude Adjustment modifier to his Hypnosis Checks based on the target’s likely attitude toward the command Owlman is giving. This is in addition to the normal limitation that hypnotic commands cannot be in total violation of the subject’s values.
Furthermore, Owlman can never get better than a Neutral response (+0 CS to OV/RV) to any command he gives.
Both Hypnosis and Probability Control have No Range, but can use Telepathy as their Range.
Probability Control is Contingent Upon Hypnosis, and attacks the same AV/RV as Hypnosis.
Probability Control can only affect living beings (or sufficiently advanced undead or artificial beings).
Probability Control can only induce effects that can be ascribed to lack of focus, confusion and absent-mindedness. It is not affected by the Luck Advantage or the Unluck Drawback.
Telepathy can only be used to convey commands for Hypnosis (-2FC).
Skills:
Acrobatics: 04, Evasion: 14, Gadgetry*: 08, Martial Artist*: 06, Scientist (Incld. Computers)*: 08, Thief (Locks & Safes, Stealth)*: 06, Vehicles*: 06, Weaponry (Firearms)*: 06
Bonuses and Limitations:
Evasion is Linked with Hypnosis, and is a Powered Skill.
Evasion only against attacks launched by targets that can be affected by Owlman’s Probability Control.
Evasion only against one person Owlman is focusing on, which requires an Automatic Action every Phase.
Using Evasion prevents use of Hypnosis, Probability control and Telepathy during this Phase.
Advantages:
Expansive HQ (Eyrie of Evil), Genius.
Connections:
Crime Syndicate of America (High).
Drawbacks:
MIA (Bragging about his intellect).
Equipment:
Illumina-Gun [BODY 04, Energy Blast: 10, Limitation: Energy Blast only affects targets that can see the blast. Visual defenses such as Shade will protect targets against the Illumina-Gun’s Energy Blast. The standard defenses against Energy Blast still apply as well (-1FC)].
Knockout Gas Grenade (x2) [BODY 03, Fog: 04, Knockout Gas: 06, Grenade Drawback, Bonus: Fog and KO Gas can be Combined, R#03].
Owl Pod [BODY 06, Flight: 07]. This open-topped man-sized hovering ovoid allowed Owlman to keep pace with his colleagues. It only appeared in the Elseworlds mini-series Another Nail and thus might not be a canon part of the pre-Crisis Owlman’s répertoire. It is added here for completeness’ sake.
This vehicle likely is the analogue of the “whirlybat” ultralight helicopter Batman used back during the Silver Age.
Design Notes
These stats are closer to the Mayfair statting approach than the writeups.org one. So they assume heroic values, rather than the numbers demonstrated in the story.
This is in part to keep Roy’s old estimates whilst rewriting the entry many years later. And in part since, as a Silver Age character, Owlman and his ilk work fine with cookie-cutter, highballed stats. These do not interfere with the four-colour stories they appear in.
Batman once turns to trick Owlman into controlling the wrong side of his brain, leaving the opposite side of Batman’s body free of Owlman’s interference. I assume this is simply a rationale for Batman spending Hero Points to resist Owlman’s Power.
The power of unfocusing people
Owlman’s ability to make people clumsy and prone to stupid mistakes was original written as a modified Flash plus Hypnotism. But to prevent weird side effects, it needed too much verbiage. It was still okay-ish, but complex enough for a simpler solution to be considered.
It thus ended up broken down into three different Powers, each representing a different facet. Evasion for the main use (making it impossible to catch/hit him), Probability Control for secondary uses (raise OV for actions that aren’t directed against Owlman) and Hypnosis to induce less-than-optimal decisions that do not involve a dice roll.
World of confusion
(During a discussion about an alternative approach to Owlman for a WORG contributor’s campaign, there was a useful review of the stats. Here goes
In the proposed WORG setup Owlman picks between :
Raise his OV against Physical attacks (via Evasion, for the person under Owlman’s power effect).
Depriving an attacker of RAPs (basic use of Probability Control). Evasion is more reliable, but he could to this to bollix, say, a psychic attack. Or to disrupt an attack not aimed at him.
Using RAPs from the Probability Control table, as long as he can justify this as lack of focus.
Using Hypnosis to convince an opponent to take a foolish decision.
These are increasingly complex and specific options :
Most of the time he just activates against a high OV against his opponent, and there’s no computation involved.
We also let him counter attacks with a probability control Dice Action. However his probability control has fewer APs than Evasion, since Owlman is selfish (if using Probability Control to disrupt an attack not aimed at him) and unused to super-powers (if using Probability Control to disrupt an exotic attack that isn’t covered by Evasion, like a psychic attack).
And he has two ways to make more creative “attacks”. Via Probability Control (“oh, you foolishly forgot to load your Super-Soaker !”), or via Hypnosis (“you foolishly want to attack me with your fists even though you’re a ranged fighter”).
By Earth-1’s Roy Cowan and Earth-C’s Sébastien Andrivet.
Source of Character: Pre-Crisis DC Comics (and scattered post-Crisis stuff).
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
SUPERWOMAN OF EARTH-3 - CRIME SYNDICATE OF AMERICA maybe a potential Miss Victory foe?
Background
Real Name: Unrevealed.
Other Aliases: “Lady larcenist” (according to a shifty-looking caption).
Marital Status: Unrevealed, presumed single.
Known Relatives: None.
Group Affiliation: Crime Syndicate of America.
Base of Operations: Eyrie of Evil, Palisades Mountain, USA, Earth-3.
Height: 5’9″ Weight: 145 lbs.
Eyes: Dark Hair: Black.
Powers & Abilities
Superwoman possesses tremendous superhuman strength and durability. Her legs are particularly mighty, allowing for immense leaps. She apparently could launch herself into low Earth orbit.
Her overall might seems to be in the “Class 90” bracket. She certainly seemed stronger than Blockbuster (Mark Desmond).
Superwoman once used her powerful legs to launch Wonder Woman into space. In DC Heroes RPG terms this is a straight application of her Strength. Her brawn is sufficient to throw a person about 125 miles, which is sufficient to achieve a low Earth orbit.
On the other hand, she seems more vulnerable than most persons in that strength range. This likely explains why soft techniques that use her strength against her, such jiu-jitsu throws and holds, work well against Superwoman.
Superwoman seems to have minor super-speed abilities when it comes to throwing, or intercepting, projectiles. This comes across as a sort of echo of Wonder Woman’s ability to deflect projectiles with her bracers.
Rope-a-dope
Superwoman wields a glowing rope, like Wonder Woman (Diana of Themyscira) does. It too can be used as a lasso or even as a whip. And like Wonder Woman’s, it can hold even super-strong persons (including Superwoman herself).
It doesn’t share other properties of the Amazing Amazon’s lasso. But on the other hand, the yellow-caped female felon’s lasso can turn into attack animals and giant monsters. These creatures do her bidding.
Superwoman only turns her lasso into a monster when she can’t otherwise act. She much prefers a straight attack to this complication. Furthermore, the monsters do not seem to be *that* powerful, though they can look impressive.
Description
Superwoman is a statuesque White woman with a thick mane of black hair. During her first appearance she wore her hair in a loose coif. But afterward she wore her hair down. There occasionally was a white stripe running down the front.
She wears a one-piece black swimsuit, black boots, and a thigh-length yellow cape. Her lasso’s golden links shimmer with reflected light.
Personality
Obsessed with demonstrating her physical superiority, the Amazonian Superwoman revels in challenging superbeings.
She’ll often claim that nobody is stronger than she is, that her attacks cannot be stopped, that nobody could possibly hear her when she’s sneaking around, etc.. Even when that makes little sense. She’ll even claim to be stronger than Superman. She’d make a killing on YouTube.
On the other hand, she starts to lose her confidence when facing a tough foe or unexpected danger. It’s easy for her to come close to panic, or freeze for a spell.
Quotes
“I want a fight, and what Superwoman wants — she gets !”
“Free [for] mere hours, and we’re challenged ! Excellent !”
“That Comet bum, he’s gotten past Johnny Quick… And now he’s comin’ inside ! What’re we gonna do, Power Ring ?”
Superwoman (pre-Crisis Earth-3)
Dex: 08 Str: 18 Bod: 10 Motivation: Power Lust
Int: 05 Wil: 06 Min: 05 Occupation: Supervillainess
Inf: 06 Aur: 06 Spi: 04 Wealth: 008
Init: 021 HP: 040
Powers:
Gliding: 05, Jumping*: 18, Projectile weapons: 05
Bonuses and Limitations:
Projectile weapons requires a metallic object of opportunity. She shreds shrapnel from it using her fingers.
Projectile weapons is considered thrown objects in game terms.
Skills:
Thief (Stealth): 04, Weaponry (Lasso): 08
Advantages:
Expansive HQ (Eyrie of Evil), Language (Russian), Lightning Reflexes, Schtick (Precise Blocker (Punching projectiles), Speed Shooting (thrown objects)).
Connections:
Crime Syndicate of America (High).
Drawbacks:
MIA (Proving herself the strongest in battle), Attack Vulnerability (- 1CS OV/RV against attacks using a Martial Artist substitution).
Equipment:
Magic Lasso [BODY 35, Shape Change: 02, Stretching: 01, Bonuses & Limitations :
Shape Change also allows the lasso to assume the shape of mythological creatures (+2FC).
Shape Change gives the lasso the Mental and Mystical Attributes of the mimicked animal while active (+1FC).
Mimicked animals must follow Superwoman’s orders.
Stretching does not allow for fine manipulation (-2FC)].
Design Notes
These stats are closer to the Mayfair statting approach than the writeups.org one. So they assume heroic values, rather than the numbers demonstrated in the story.
This is in part to keep Roy’s old estimates whilst rewriting the entry many years later. And in part since, as a Silver Age character, Superwoman and her ilk work fine with cookie-cutter, highballed stats. These do not interfere with the four-colour stories they appear in.
By Earth-2’s Roy Cowan and Earth-Prime’s Sébastien Andrivet.
Background
Real Name: Unrevealed.
Other Aliases: “Lady larcenist” (according to a shifty-looking caption).
Marital Status: Unrevealed, presumed single.
Known Relatives: None.
Group Affiliation: Crime Syndicate of America.
Base of Operations: Eyrie of Evil, Palisades Mountain, USA, Earth-3.
Height: 5’9″ Weight: 145 lbs.
Eyes: Dark Hair: Black.
Powers & Abilities
Superwoman possesses tremendous superhuman strength and durability. Her legs are particularly mighty, allowing for immense leaps. She apparently could launch herself into low Earth orbit.
Her overall might seems to be in the “Class 90” bracket. She certainly seemed stronger than Blockbuster (Mark Desmond).
Superwoman once used her powerful legs to launch Wonder Woman into space. In DC Heroes RPG terms this is a straight application of her Strength. Her brawn is sufficient to throw a person about 125 miles, which is sufficient to achieve a low Earth orbit.
On the other hand, she seems more vulnerable than most persons in that strength range. This likely explains why soft techniques that use her strength against her, such jiu-jitsu throws and holds, work well against Superwoman.
Superwoman seems to have minor super-speed abilities when it comes to throwing, or intercepting, projectiles. This comes across as a sort of echo of Wonder Woman’s ability to deflect projectiles with her bracers.
Rope-a-dope
Superwoman wields a glowing rope, like Wonder Woman (Diana of Themyscira) does. It too can be used as a lasso or even as a whip. And like Wonder Woman’s, it can hold even super-strong persons (including Superwoman herself).
It doesn’t share other properties of the Amazing Amazon’s lasso. But on the other hand, the yellow-caped female felon’s lasso can turn into attack animals and giant monsters. These creatures do her bidding.
Superwoman only turns her lasso into a monster when she can’t otherwise act. She much prefers a straight attack to this complication. Furthermore, the monsters do not seem to be *that* powerful, though they can look impressive.
Description
Superwoman is a statuesque White woman with a thick mane of black hair. During her first appearance she wore her hair in a loose coif. But afterward she wore her hair down. There occasionally was a white stripe running down the front.
She wears a one-piece black swimsuit, black boots, and a thigh-length yellow cape. Her lasso’s golden links shimmer with reflected light.
Personality
Obsessed with demonstrating her physical superiority, the Amazonian Superwoman revels in challenging superbeings.
She’ll often claim that nobody is stronger than she is, that her attacks cannot be stopped, that nobody could possibly hear her when she’s sneaking around, etc.. Even when that makes little sense. She’ll even claim to be stronger than Superman. She’d make a killing on YouTube.
On the other hand, she starts to lose her confidence when facing a tough foe or unexpected danger. It’s easy for her to come close to panic, or freeze for a spell.
Quotes
“I want a fight, and what Superwoman wants — she gets !”
“Free [for] mere hours, and we’re challenged ! Excellent !”
“That Comet bum, he’s gotten past Johnny Quick… And now he’s comin’ inside ! What’re we gonna do, Power Ring ?”
Superwoman (pre-Crisis Earth-3)
Dex: 08 Str: 18 Bod: 10 Motivation: Power Lust
Int: 05 Wil: 06 Min: 05 Occupation: Supervillainess
Inf: 06 Aur: 06 Spi: 04 Wealth: 008
Init: 021 HP: 040
Powers:
Gliding: 05, Jumping*: 18, Projectile weapons: 05
Bonuses and Limitations:
Projectile weapons requires a metallic object of opportunity. She shreds shrapnel from it using her fingers.
Projectile weapons is considered thrown objects in game terms.
Skills:
Thief (Stealth): 04, Weaponry (Lasso): 08
Advantages:
Expansive HQ (Eyrie of Evil), Language (Russian), Lightning Reflexes, Schtick (Precise Blocker (Punching projectiles), Speed Shooting (thrown objects)).
Connections:
Crime Syndicate of America (High).
Drawbacks:
MIA (Proving herself the strongest in battle), Attack Vulnerability (- 1CS OV/RV against attacks using a Martial Artist substitution).
Equipment:
Magic Lasso [BODY 35, Shape Change: 02, Stretching: 01, Bonuses & Limitations :
Shape Change also allows the lasso to assume the shape of mythological creatures (+2FC).
Shape Change gives the lasso the Mental and Mystical Attributes of the mimicked animal while active (+1FC).
Mimicked animals must follow Superwoman’s orders.
Stretching does not allow for fine manipulation (-2FC)].
Design Notes
These stats are closer to the Mayfair statting approach than the writeups.org one. So they assume heroic values, rather than the numbers demonstrated in the story.
This is in part to keep Roy’s old estimates whilst rewriting the entry many years later. And in part since, as a Silver Age character, Superwoman and her ilk work fine with cookie-cutter, highballed stats. These do not interfere with the four-colour stories they appear in.
By Earth-2’s Roy Cowan and Earth-Prime’s Sébastien Andrivet.
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
Ultraman
Ultraman (Crime Syndicate of America)
Comics DC Universe Specifically pre-Crisis in Infinite Earths
Power Level: Heavy Hitter
Background
Real Name: Unrevealed.
Marital Status: Unrevealed.
Known Relatives: None.
Group Affiliation: Crime Syndicate of America.
Base of Operations: Eyrie of Evil, Palisades Mountains, USA, Earth-3.
Height: 6’2″ Weight: 210 lbs.
Eyes: Blue Hair: Purplish grey.
Powers & Abilities
Ultraman gains a new super-power every time he’s exposed to a chunk of green Kryptonite. He has demonstrated :
Superhuman strength. He’s strong enough to easily tear a bank vault’s door away, and seems to Kryptonian-level . He sometimes called this his “ultra-strength”.
Superhuman durability.
He’s bulletproof, but still vulnerable to some potent attacks such as the Flash (Barry Allen)’s superspeed assaults.
Ultraman can also exist unprotected in vacuum.
Though he can be dazed or even knocked unconscious given enough force, he apparently is nigh-impossible to kill or permanently harm.
Vibrational vision allowing him to observe parallel Earths.
“Ultra-breath” displacing large masses of air with great strength. As often, this seems to be some sort of telekinetic ability, rather than something produced mechanically through suction and exhalation.
Flame vision.
Flight. Ultraman can easily reach orbit.
Storing Kryptonite radiation. He will keep emitting those with low intensity for a few days, until the charge runs out. When that occurs, he doesn’t gain a new power.
Ultraman seems to intuitively know which power he just gained.
Limitations ?
We once see Ultraman grabbing a chunk of Kryptonite that doesn’t seem to do anything. This did not seem to surprise or bother him, though. The simplest hypothesis is that it did give him a new power, but not one that would have been useful right now.
He also once said that he wasn’t as durable if it’s been too long since he touched Kryptonite. But given his prideful nature, this felt more like a weaksauce excuse for having been dazed by Green Lantern (Hal Jordan)’ powerful attack.
One of his remarks loosely implies that he gains less power from smaller chunks of Kryptonite. But it was just too vague and indirect a statement.
Personality
Ultraman lives for the thrill of a good fight, his pride, and for accumulating more power.
One depiction (DC Comics Presents Annual 1982) insists that he’s too dumb to wield his power. But that clearly wasn’t the case in his original material, where he was doing an okay job of it.
Quotes
“You can’t hurt me with fancy words, Fate – and I’m nobody’s lackey ! As for Kryptonite – what, that’s like mother’s milk to me, see ?”
Game Stats — DC Heroes RPG
Ultraman (pre-Crisis Earth-3)
Dex: 09 Str: 24 Bod: 17 Motivation: Thrill/Power
Int: 06 Wil: 05 Min: 05 Occupation: Supervillain
Inf: 06 Aur: 06 Spi: 05 Wealth: 008
Init: 021 HP: 040
Powers:
Energy absorption: 09, Flight: 12, Heat vision: 12, Invulnerability: 24, Remote sensing: 10, Sealed systems: 10, Super-breath: 12
Bonuses and Limitations:
Energy absorption is limited to Kryptonite-based radiation.
Remote sensing only works in other dimensions. It also must gain RAPs against the Dimensional Travel Distance, and the observation time is capped at RAPs of time from this roll.
Skills:
None demonstrated.
Advantages:
Expansive HQ (Eyrie of Evil).
Connections:
Crime Syndicate of America (High).
Drawbacks:
MIA toward Pride, Loss Vulnerability (if exposed to more than his own weight in Kryptonite, Ultraman will be paralysed by the excessive energy and won’t “learn” a new power).
Design notes
These stats are closer to the Mayfair statting approach than the writeups.org one. So they assume heroic values, rather than the numbers demonstrated in the story.
A good chunk of the stats work on the conceit that he’s Supermanlike. It’s not as clearly demonstrated as I’d prefer, but all the captions and characters assume that this is the case.
As you can see, this — as with other Syndicators — is on a post-Crisis scale. Which I increasingly forget to mention in writeups, since the Crisis was about 35 years ago as of this writing.
This entry follows the “Superman has a DEX of 10” statting convention, as discussed in the FAQ.
We don’t use Linking much. But if you do, you can consider making Super-breath Mentally Linked to emphasise its apparently telekinetic nature.
“More than his own weight in Kryptonite” is arbitrary. We don’t know what the limit is, but it’s a convenient threshold.
The power of unlimited powers
Ultraman’s ability to gain super-powers willy nilly doesn’t fit the game’s toolbox. It’s not meant to be “balanced” in any ludic sense, and so it’s not factored into his character sheet.
Now, this is assuming that there’s no hidden aspect to “gains a new power with every exposure”. For instance, perhaps he has a defined set of power, but these only go live bit by bit as he finds Kryptonite. Which would actually be a limitation ! But it also sounds less Silver-Age-comics-books.
By Earth-2’s Roy Cowan and Earth-1’s Sébastien Andrivet.
Source of Character: Pre-Crisis DC Comics (and scattered post-Crisis stuff).
Ultraman (Crime Syndicate of America)
Comics DC Universe Specifically pre-Crisis in Infinite Earths
Power Level: Heavy Hitter
Background
Real Name: Unrevealed.
Marital Status: Unrevealed.
Known Relatives: None.
Group Affiliation: Crime Syndicate of America.
Base of Operations: Eyrie of Evil, Palisades Mountains, USA, Earth-3.
Height: 6’2″ Weight: 210 lbs.
Eyes: Blue Hair: Purplish grey.
Powers & Abilities
Ultraman gains a new super-power every time he’s exposed to a chunk of green Kryptonite. He has demonstrated :
Superhuman strength. He’s strong enough to easily tear a bank vault’s door away, and seems to Kryptonian-level . He sometimes called this his “ultra-strength”.
Superhuman durability.
He’s bulletproof, but still vulnerable to some potent attacks such as the Flash (Barry Allen)’s superspeed assaults.
Ultraman can also exist unprotected in vacuum.
Though he can be dazed or even knocked unconscious given enough force, he apparently is nigh-impossible to kill or permanently harm.
Vibrational vision allowing him to observe parallel Earths.
“Ultra-breath” displacing large masses of air with great strength. As often, this seems to be some sort of telekinetic ability, rather than something produced mechanically through suction and exhalation.
Flame vision.
Flight. Ultraman can easily reach orbit.
Storing Kryptonite radiation. He will keep emitting those with low intensity for a few days, until the charge runs out. When that occurs, he doesn’t gain a new power.
Ultraman seems to intuitively know which power he just gained.
Limitations ?
We once see Ultraman grabbing a chunk of Kryptonite that doesn’t seem to do anything. This did not seem to surprise or bother him, though. The simplest hypothesis is that it did give him a new power, but not one that would have been useful right now.
He also once said that he wasn’t as durable if it’s been too long since he touched Kryptonite. But given his prideful nature, this felt more like a weaksauce excuse for having been dazed by Green Lantern (Hal Jordan)’ powerful attack.
One of his remarks loosely implies that he gains less power from smaller chunks of Kryptonite. But it was just too vague and indirect a statement.
Personality
Ultraman lives for the thrill of a good fight, his pride, and for accumulating more power.
One depiction (DC Comics Presents Annual 1982) insists that he’s too dumb to wield his power. But that clearly wasn’t the case in his original material, where he was doing an okay job of it.
Quotes
“You can’t hurt me with fancy words, Fate – and I’m nobody’s lackey ! As for Kryptonite – what, that’s like mother’s milk to me, see ?”
Game Stats — DC Heroes RPG
Ultraman (pre-Crisis Earth-3)
Dex: 09 Str: 24 Bod: 17 Motivation: Thrill/Power
Int: 06 Wil: 05 Min: 05 Occupation: Supervillain
Inf: 06 Aur: 06 Spi: 05 Wealth: 008
Init: 021 HP: 040
Powers:
Energy absorption: 09, Flight: 12, Heat vision: 12, Invulnerability: 24, Remote sensing: 10, Sealed systems: 10, Super-breath: 12
Bonuses and Limitations:
Energy absorption is limited to Kryptonite-based radiation.
Remote sensing only works in other dimensions. It also must gain RAPs against the Dimensional Travel Distance, and the observation time is capped at RAPs of time from this roll.
Skills:
None demonstrated.
Advantages:
Expansive HQ (Eyrie of Evil).
Connections:
Crime Syndicate of America (High).
Drawbacks:
MIA toward Pride, Loss Vulnerability (if exposed to more than his own weight in Kryptonite, Ultraman will be paralysed by the excessive energy and won’t “learn” a new power).
Design notes
These stats are closer to the Mayfair statting approach than the writeups.org one. So they assume heroic values, rather than the numbers demonstrated in the story.
A good chunk of the stats work on the conceit that he’s Supermanlike. It’s not as clearly demonstrated as I’d prefer, but all the captions and characters assume that this is the case.
As you can see, this — as with other Syndicators — is on a post-Crisis scale. Which I increasingly forget to mention in writeups, since the Crisis was about 35 years ago as of this writing.
This entry follows the “Superman has a DEX of 10” statting convention, as discussed in the FAQ.
We don’t use Linking much. But if you do, you can consider making Super-breath Mentally Linked to emphasise its apparently telekinetic nature.
“More than his own weight in Kryptonite” is arbitrary. We don’t know what the limit is, but it’s a convenient threshold.
The power of unlimited powers
Ultraman’s ability to gain super-powers willy nilly doesn’t fit the game’s toolbox. It’s not meant to be “balanced” in any ludic sense, and so it’s not factored into his character sheet.
Now, this is assuming that there’s no hidden aspect to “gains a new power with every exposure”. For instance, perhaps he has a defined set of power, but these only go live bit by bit as he finds Kryptonite. Which would actually be a limitation ! But it also sounds less Silver-Age-comics-books.
By Earth-2’s Roy Cowan and Earth-1’s Sébastien Andrivet.
Source of Character: Pre-Crisis DC Comics (and scattered post-Crisis stuff).
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
Power Ring
Powers & Abilities
Power Ring wields a power ring. It works roughly like the Golden Age Green Lantern (Alan Scott) ring. It comes with a power battery, but whether Power Ring needs to recharge it is unrevealed.
Power Ring deployed standard Green Lantern force manifestations, such as :
Giant hands (occasionally chains) to move large objects. Or even small buildings.
Green flames. These could come by themselves or with a decorative acetylene torch shape behind them.
Physical attacks. These have manifested as :
Mace-shaped projectiles.
Giant drills.
Giant buzzsaws.
Flights of giant mosquitoes.
Enormous mallets on a flexible energy tendril.
Interestingly, Hal Jordan could pump green willpower energy into Power Ring’s ring. This made the ring’s creations too heavy for the villain to handle. This might indicate a commonality between the two… or it might be a green herring.
Like Alan Scott’s ring, it was also capable of magical feats. The ring could apparently do anything.
Curiously, Power Ring almost never had his ring use magic on his own. It was always at the suggestion of a third party suggesting to manifest a specific magical effect.
Such spells have included :
Opening doors and windows between dimensions . Or altering vibration rates to slide people between parallel Earths.
Creating a contingency spell capable of trans-dimensional travel upon uttering a code word. Or even when a nearby person spoke about a general idea.
Creating teleportation warps.
Mesmerising the JLA into keeping their hands stuck against a table, immobilising them.
Creating a mystical conduit that could allegedly knock the Earth out of orbit.
Even Earth-2’s Doctor Fate could only suspend these spells for a while.
When damaged, the power battery leaked magical radiation. It turned people into aggressive, muscular, unreasoning goblinoid brutes. Curiously, this energy could be manipulated by Captain Comet’s mutant mental powers.
History
Power Ring mentions that he received his mystical artifact from “a poonghie” named Volthoom. This is a dated spelling for the Burmese word “phungyī” (well, ဘုန်းကြီး), meaning a Buddhist priest/monk.
Personality
Like Superwoman, Power Ring acted competitive. He thrived on being challenged, and wanted to maintain his fighting edge.
He had some sort of rivalry going with Johnny Quick, and was something of a blowhard.
Power Ring also did a fantastic job at underestimating the Huntress (Helena Wayne) for being a woman without powers.
Game Stats — DC Heroes RPG
Power Ring (pre-Crisis Earth-3)
Dex: 05 Str: 03 Bod: 04 Motivation: Power Lust
Int: 05 Wil: 04 Min: 05 Occupation: Supervillain
Inf: 04 Aur: 04 Spi: 05 Wealth: 008
Init: 014 HP: 035
Skills:
Accuracy (Volthoom power ring): 07, Evasion (Aerial only): 07
Advantages:
Expansive HQ (Eyrie of Evil).
Connections:
Crime Syndicate of America (High).
Drawbacks:
MIA to underestimating women (SIA if he knows they have no powers), Misc.: using the RING’s Sorcery is Minor Marginal unless somebody else suggests a specific application.
Equipment:
POWER RING [BODY 25 SPI 20, /BODY/ 08, Flight: 10, Force Manipulation: 16, Sorcery: 22, Note: All Powers are Mystic-Linked, the RING can use its own SPI when using Sorcery].
Design notes
These stats are closer to the Mayfair statting approach than the writeups.org one. So they assume heroic values, rather than the numbers demonstrated in the story.
This is in part to keep Roy’s old estimates whilst rewriting the entry many years later. And in part since, as a Silver Age character, Power Ring and his ilk work fine with cookie-cutter, highballed stats. These do not interfere with the four-colour stories they appear in.
We have a whole technical framework to model power rings. But it doesn’t seem to apply in this case, particularly when it comes to User Linking.
With Power Ring we also run into a recurrent problem – how vulnerable was that version of Superman to magic at that point. The 1980s Mayfair numbers (use flat 04s for all values) are often unworkable. Here we’re assuming something like a -2 or – 3C OV/RV against Power Ring’s force constructs.
By Earth Prime’s Roy Cowan and Earth-4’s Sébastien Andrivet.
Powers & Abilities
Power Ring wields a power ring. It works roughly like the Golden Age Green Lantern (Alan Scott) ring. It comes with a power battery, but whether Power Ring needs to recharge it is unrevealed.
Power Ring deployed standard Green Lantern force manifestations, such as :
Giant hands (occasionally chains) to move large objects. Or even small buildings.
Green flames. These could come by themselves or with a decorative acetylene torch shape behind them.
Physical attacks. These have manifested as :
Mace-shaped projectiles.
Giant drills.
Giant buzzsaws.
Flights of giant mosquitoes.
Enormous mallets on a flexible energy tendril.
Interestingly, Hal Jordan could pump green willpower energy into Power Ring’s ring. This made the ring’s creations too heavy for the villain to handle. This might indicate a commonality between the two… or it might be a green herring.
Like Alan Scott’s ring, it was also capable of magical feats. The ring could apparently do anything.
Curiously, Power Ring almost never had his ring use magic on his own. It was always at the suggestion of a third party suggesting to manifest a specific magical effect.
Such spells have included :
Opening doors and windows between dimensions . Or altering vibration rates to slide people between parallel Earths.
Creating a contingency spell capable of trans-dimensional travel upon uttering a code word. Or even when a nearby person spoke about a general idea.
Creating teleportation warps.
Mesmerising the JLA into keeping their hands stuck against a table, immobilising them.
Creating a mystical conduit that could allegedly knock the Earth out of orbit.
Even Earth-2’s Doctor Fate could only suspend these spells for a while.
When damaged, the power battery leaked magical radiation. It turned people into aggressive, muscular, unreasoning goblinoid brutes. Curiously, this energy could be manipulated by Captain Comet’s mutant mental powers.
History
Power Ring mentions that he received his mystical artifact from “a poonghie” named Volthoom. This is a dated spelling for the Burmese word “phungyī” (well, ဘုန်းကြီး), meaning a Buddhist priest/monk.
Personality
Like Superwoman, Power Ring acted competitive. He thrived on being challenged, and wanted to maintain his fighting edge.
He had some sort of rivalry going with Johnny Quick, and was something of a blowhard.
Power Ring also did a fantastic job at underestimating the Huntress (Helena Wayne) for being a woman without powers.
Game Stats — DC Heroes RPG
Power Ring (pre-Crisis Earth-3)
Dex: 05 Str: 03 Bod: 04 Motivation: Power Lust
Int: 05 Wil: 04 Min: 05 Occupation: Supervillain
Inf: 04 Aur: 04 Spi: 05 Wealth: 008
Init: 014 HP: 035
Skills:
Accuracy (Volthoom power ring): 07, Evasion (Aerial only): 07
Advantages:
Expansive HQ (Eyrie of Evil).
Connections:
Crime Syndicate of America (High).
Drawbacks:
MIA to underestimating women (SIA if he knows they have no powers), Misc.: using the RING’s Sorcery is Minor Marginal unless somebody else suggests a specific application.
Equipment:
POWER RING [BODY 25 SPI 20, /BODY/ 08, Flight: 10, Force Manipulation: 16, Sorcery: 22, Note: All Powers are Mystic-Linked, the RING can use its own SPI when using Sorcery].
Design notes
These stats are closer to the Mayfair statting approach than the writeups.org one. So they assume heroic values, rather than the numbers demonstrated in the story.
This is in part to keep Roy’s old estimates whilst rewriting the entry many years later. And in part since, as a Silver Age character, Power Ring and his ilk work fine with cookie-cutter, highballed stats. These do not interfere with the four-colour stories they appear in.
We have a whole technical framework to model power rings. But it doesn’t seem to apply in this case, particularly when it comes to User Linking.
With Power Ring we also run into a recurrent problem – how vulnerable was that version of Superman to magic at that point. The 1980s Mayfair numbers (use flat 04s for all values) are often unworkable. Here we’re assuming something like a -2 or – 3C OV/RV against Power Ring’s force constructs.
By Earth Prime’s Roy Cowan and Earth-4’s Sébastien Andrivet.
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
Johnny Quick
(Earth-3) (Pre-Crisis version)
Powers & Abilities
Johnny Quick has the standard DC Universe speedster powers.
In addition to moving at superspeed (in DC Heroes RPG terms Running and Superspeed), he :
Can generate wind currents by waving or spinning his arms (Air Control).
Can pass through solid objects by vibrating his molecules (Dispersal).
Can use his superspeed to cause objects he’s touching them to vibrate unto destruction (Vibe).
His powers seem to stem from his Speed Helmet. The Helmet’s origins and functions were never explained. It may be mystical since the Wizard (W.A. Zard) of Earth-1 used the Speed Helmet, Superwoman’s magic lasso, and Power Ring’s magic ring as energy sources for a spell.
Other assets
Johnny Quick also seems competent with vehicles. He was the one who took the controls when the CSA stole a JLA space shuttle.
Description
Johnny Quick is a White male of average height and build.
He wears a red bodysuit with cowl, along with yellow boots and gloves. His chest emblem is two lighting bolts starting at his shoulders and meeting just below his sternum, forming a V shape.
The costume is topped with Quick’s Speed Helmet, a sleek red helm with lightning bolt ornaments sweeping back over each ear.
Quick had a backup helmet that he once used when his primary helmet was stolen. That helmet was yellow with small discs running in a line over the top from one ear to the other.
Personality
Quick’s favorite activity was to run into places and steal valuables right in front of the hapless security guards’ eyes.
He reveled in his superspeed a little too much. Quick was often defeated by foes simply tripping him up or throwing obstacles in his path.
Johnny prefers to use his Air Control so he can fight at a distance. Through super-speed attacks would be more powerful, he’s reluctant to get close enough that he might be punched. He can’t really be called a coward but he’s… averse to being beaten up.
He’s also something of a bully. Remember what your dad told you about fast men !
Quotes
“Power Ring, use your green beam ! Get us outta here — and pronto !”
“Get away from those controls, chump ! I’m running this show now…”
“Creepo, you just made the mistake of your life ! You made me mad !”
Johnny Quick (pre-Crisis Earth-3)
Dex: 05 Str: 03 Bod: 04 Motivation: Mercenary
Int: 04 Wil: 04 Min: 05 Occupation: Supervillain
Inf: 04 Aur: 04 Spi: 05 Wealth: 006
Init: 013 HP: 030
Skills:
Accuracy (Air Control): 07, Vehicles: 04
Advantages:
Expansive HQ (Eyrie of Evil).
Connections:
Crime Syndicate of America (High).
Equipment:
SPEED HELMET [BODY 12, Air Control: 08, Dispersal: 10, Enhanced Initiative: 06, Running: 18, Superspeed: 14, Vibe: 12, Bonuses & Limitations:
Air Control, Dispersal, and Vibe are all Contingent Upon Superspeed.
Superspeed does not add to Initiative.
Superspeed cannot replace the AV or EV of Perception Checks.
Vibe has a Range of Touch (-1FC).]
Design Notes
These stats are closer to the Mayfair statting approach than the writeups.org one. So they assume heroic values, rather than the numbers demonstrated in the story.
This is in part to keep Roy’s old estimates whilst rewriting the entry many years later. And in part since, as a Silver Age character, Johnny Quick and his ilk work fine with cookie-cutter, highballed stats. These do not interfere with the four-colour stories they appear in.
Quick’s so-so Attributes and limited Hero Points limit him in a serious fight. He could deliver high-EV Superspeed attacks, but their AV will likely be too weak. And vice versa. His Air Control offer him a more balanced, ranged approach.
Two exceptions to his reluctance to close in were :
Punching low-RV targets (ordinary soldiers) using his Superspeed as AV to Multi-Attack.
Using his Vibe touch on Power Girl, who was caught flat-footed in close quarters.
By Earth-2’s Roy Cowan and Earth-S’ Sébastien Andrivet.
Source of Character: Pre-Crisis DC Comics (and scattered post-Crisi
(Earth-3) (Pre-Crisis version)
Powers & Abilities
Johnny Quick has the standard DC Universe speedster powers.
In addition to moving at superspeed (in DC Heroes RPG terms Running and Superspeed), he :
Can generate wind currents by waving or spinning his arms (Air Control).
Can pass through solid objects by vibrating his molecules (Dispersal).
Can use his superspeed to cause objects he’s touching them to vibrate unto destruction (Vibe).
His powers seem to stem from his Speed Helmet. The Helmet’s origins and functions were never explained. It may be mystical since the Wizard (W.A. Zard) of Earth-1 used the Speed Helmet, Superwoman’s magic lasso, and Power Ring’s magic ring as energy sources for a spell.
Other assets
Johnny Quick also seems competent with vehicles. He was the one who took the controls when the CSA stole a JLA space shuttle.
Description
Johnny Quick is a White male of average height and build.
He wears a red bodysuit with cowl, along with yellow boots and gloves. His chest emblem is two lighting bolts starting at his shoulders and meeting just below his sternum, forming a V shape.
The costume is topped with Quick’s Speed Helmet, a sleek red helm with lightning bolt ornaments sweeping back over each ear.
Quick had a backup helmet that he once used when his primary helmet was stolen. That helmet was yellow with small discs running in a line over the top from one ear to the other.
Personality
Quick’s favorite activity was to run into places and steal valuables right in front of the hapless security guards’ eyes.
He reveled in his superspeed a little too much. Quick was often defeated by foes simply tripping him up or throwing obstacles in his path.
Johnny prefers to use his Air Control so he can fight at a distance. Through super-speed attacks would be more powerful, he’s reluctant to get close enough that he might be punched. He can’t really be called a coward but he’s… averse to being beaten up.
He’s also something of a bully. Remember what your dad told you about fast men !
Quotes
“Power Ring, use your green beam ! Get us outta here — and pronto !”
“Get away from those controls, chump ! I’m running this show now…”
“Creepo, you just made the mistake of your life ! You made me mad !”
Johnny Quick (pre-Crisis Earth-3)
Dex: 05 Str: 03 Bod: 04 Motivation: Mercenary
Int: 04 Wil: 04 Min: 05 Occupation: Supervillain
Inf: 04 Aur: 04 Spi: 05 Wealth: 006
Init: 013 HP: 030
Skills:
Accuracy (Air Control): 07, Vehicles: 04
Advantages:
Expansive HQ (Eyrie of Evil).
Connections:
Crime Syndicate of America (High).
Equipment:
SPEED HELMET [BODY 12, Air Control: 08, Dispersal: 10, Enhanced Initiative: 06, Running: 18, Superspeed: 14, Vibe: 12, Bonuses & Limitations:
Air Control, Dispersal, and Vibe are all Contingent Upon Superspeed.
Superspeed does not add to Initiative.
Superspeed cannot replace the AV or EV of Perception Checks.
Vibe has a Range of Touch (-1FC).]
Design Notes
These stats are closer to the Mayfair statting approach than the writeups.org one. So they assume heroic values, rather than the numbers demonstrated in the story.
This is in part to keep Roy’s old estimates whilst rewriting the entry many years later. And in part since, as a Silver Age character, Johnny Quick and his ilk work fine with cookie-cutter, highballed stats. These do not interfere with the four-colour stories they appear in.
Quick’s so-so Attributes and limited Hero Points limit him in a serious fight. He could deliver high-EV Superspeed attacks, but their AV will likely be too weak. And vice versa. His Air Control offer him a more balanced, ranged approach.
Two exceptions to his reluctance to close in were :
Punching low-RV targets (ordinary soldiers) using his Superspeed as AV to Multi-Attack.
Using his Vibe touch on Power Girl, who was caught flat-footed in close quarters.
By Earth-2’s Roy Cowan and Earth-S’ Sébastien Andrivet.
Source of Character: Pre-Crisis DC Comics (and scattered post-Crisi
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
CSA
Context
The Crime Syndicate is an evil version of DC Comics’ Justice League of America, coming from a parallel Earth. They first appeared in 1964.
There have been multiple versions of the Crime Syndicate over the various eras of DC Comics. This profile is about the 1964, pre-Crisis one.
For more about these eras, the Crisis, Earth-3 and similar notions, see our guide to the ages and Earths of DC Comics. If you’re not familiar with this stuff, the Crime Syndicate material will be puzzling.
This is a “base camp” team profile. So we don’t have to repeat the basic information in the individual member profiles.
Profile
Organisation Full Name:
Crime Syndicate of America.
Purpose:
Monetary gain and cheap thrills.
Modus Operandi:
CSA members tend to operate on their own. There are few superhumans on their Earth, allowing them to overwhelm their opposition solo.
Extent of operations:
Primarily the Earth-3 United States of America. But they are capable of transdimensional incursions.
Bases of Operations:
The Eyrie of Evil. This structure is located on an isolated peak in the Palisades Mountains (the Hudson River ones), not far from the Earth-3 version of Metropolis.
Major Funding:
Crime ! I mean, that’s right in the name.
Known Enemies:
Justice League of America of Earth-1, Justice Society of America of Earth-2.
Known allies:
None.
Membership
Number of active members:
Five.
Number of reserve members:
None.
Organizational structure:
Ultraman is sort of, kind of, the leader.
Known current members:
Superwoman.
Owlman.
Ultraman.
Johnny Quick.
Power Ring.
Membership requirements:
Being a superhuman criminal from pre-Crisis Earth-3.
Equipment
The members rely on their individual powers and equipment.
Living in another world
On Earth-3, history repeats itself in a reverse way ! Columbus was an American who discovered Europe ! Colonial England won her freedom from the United States in the Revolutionary War of 1776 ! Actor Abe Lincoln shot President John Wilkes Booth !
And here every one of the rare superbeings — Johnny Quick, Owlman, Power Ring, Superwoman, and Ultraman — is a supervillain. These are part of a group called the Crime Syndicate of America (CSA) !
And yet, Earth-3 generally looks like the real world of the 1960s. Perhaps having every detail of History “flipped” results in little meaningful difference in the end.
We don’t need no steenkin’ plan
Furthermore, the CSA is unambitious. They use their powers for petty crimes – mostly theft. So their impact on their world is negligible.
The police only occasionally tries to stop them. The CSA is too hard to handle and doesn’t do that much damage. Unlike later versions, they are closer to being major nuisances than awful threats.
The CSA’s plans are fairly simple, despite being formulated by a man with a super-brain. The police’s plans to stop the CSA also are oddly tepid.
This simplicity likely results from early 1960s super-hero storytelling. But it is possible that something about Earth-3 makes strategic planning more difficult there.
Context
The Crime Syndicate is an evil version of DC Comics’ Justice League of America, coming from a parallel Earth. They first appeared in 1964.
There have been multiple versions of the Crime Syndicate over the various eras of DC Comics. This profile is about the 1964, pre-Crisis one.
For more about these eras, the Crisis, Earth-3 and similar notions, see our guide to the ages and Earths of DC Comics. If you’re not familiar with this stuff, the Crime Syndicate material will be puzzling.
This is a “base camp” team profile. So we don’t have to repeat the basic information in the individual member profiles.
Profile
Organisation Full Name:
Crime Syndicate of America.
Purpose:
Monetary gain and cheap thrills.
Modus Operandi:
CSA members tend to operate on their own. There are few superhumans on their Earth, allowing them to overwhelm their opposition solo.
Extent of operations:
Primarily the Earth-3 United States of America. But they are capable of transdimensional incursions.
Bases of Operations:
The Eyrie of Evil. This structure is located on an isolated peak in the Palisades Mountains (the Hudson River ones), not far from the Earth-3 version of Metropolis.
Major Funding:
Crime ! I mean, that’s right in the name.
Known Enemies:
Justice League of America of Earth-1, Justice Society of America of Earth-2.
Known allies:
None.
Membership
Number of active members:
Five.
Number of reserve members:
None.
Organizational structure:
Ultraman is sort of, kind of, the leader.
Known current members:
Superwoman.
Owlman.
Ultraman.
Johnny Quick.
Power Ring.
Membership requirements:
Being a superhuman criminal from pre-Crisis Earth-3.
Equipment
The members rely on their individual powers and equipment.
Living in another world
On Earth-3, history repeats itself in a reverse way ! Columbus was an American who discovered Europe ! Colonial England won her freedom from the United States in the Revolutionary War of 1776 ! Actor Abe Lincoln shot President John Wilkes Booth !
And here every one of the rare superbeings — Johnny Quick, Owlman, Power Ring, Superwoman, and Ultraman — is a supervillain. These are part of a group called the Crime Syndicate of America (CSA) !
And yet, Earth-3 generally looks like the real world of the 1960s. Perhaps having every detail of History “flipped” results in little meaningful difference in the end.
We don’t need no steenkin’ plan
Furthermore, the CSA is unambitious. They use their powers for petty crimes – mostly theft. So their impact on their world is negligible.
The police only occasionally tries to stop them. The CSA is too hard to handle and doesn’t do that much damage. Unlike later versions, they are closer to being major nuisances than awful threats.
The CSA’s plans are fairly simple, despite being formulated by a man with a super-brain. The police’s plans to stop the CSA also are oddly tepid.
This simplicity likely results from early 1960s super-hero storytelling. But it is possible that something about Earth-3 makes strategic planning more difficult there.
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
Spitfire
(Profile #5 - 2008-2011)
Comics Marvel Universe
Power Level: Mid-level
Game system: DC Heroes Role-Playing Game
Context
Spitfire is one of the foremost British heroines in the Marvel Universe. She keeps appearing in weird corners of the MU rather than in the spotlight, but she’s an elder stateswoman for the British super-folks and adventurers. Her career started during World War Two and is still ongoing.
To facilitate reading, this lengthy career is covered in a series of 5 profiles. Those should be read in order, namely:
Spitfire (1942-43) – start here.
Spitfire (1944-1949).
Background
Real Name: Jacqueline Falsworth Crichton (Lady Crichton), née Lady Jacqueline Falsworth.
Other Aliases: “Jac”, “Jackie”, “Lady J.”, “Duchess”.
Marital Status: Widowed.
Known Relatives: Lord William Falsworth (grandfather, deceased), Lord Montgomery Falsworth (aka Union Jack, father, deceased), Lady Falsworth (mother, deceased), Lord John Falsworth (aka Baron Blood, uncle, deceased, destroyed), Lord Brian Falsworth (aka Union Jack, aka the Mighty Destroyer, brother, deceased), Lord Crichton (husband, deceased), Lord Kenneth Crichton (son, deceased, turned into Baron Blood, twice destroyed), Katherine Ainsley-Jones (distant cousin, deceased, destroyed), Lord John Crichton (vampire grandson).
Group Affiliation: MI13 agent. Former member of the Invaders, former member of the V-Battalion, former member of the New Invaders.
The Falsworths are also traditionally members of the Hellfire Club. Spitfire might be a member of the 22 Regiment SAS.
Base Of Operations: London. The traditional estate, Falsworth Manor, is in the Home Counties.
Height: 5’4” Weight: 115 lbs.
Eyes: Blue Hair: Blonde.
Powers and Abilities
Jacqueline is a speedster with extensive experience and significant training. She has a few new tricks :
She can jump much further.
She can force locks open by vibrating her hand in front of them.
She can run further along vertical surfaces.
Game Stats — DC Heroes RPG Print Friendly
Tell me more about the game stats
Spitfire (quasi-vampire)
Dex: 06 Str: 08 Bod: 06 Motivation: Thrill/Responsibility
Int: 05 Wil: 04 Min: 06 Occupation: Special agent
Inf: 06 Aur: 05 Spi: 06 Resources {or Wealth}: 008
Init: 029 HP: 050
Powers:
Air control: 05, Cold immunity: 03, Detect (Vampires) (ML): 10, Gravity decrease: 02, Invisibility: 02, Invulnerability (ML): 10, Jumping: 05, Superspeed: 10, Vampirism: 08
Bonuses and Limitations:
Air Control is Contingent Upon Superspeed and is performed via moving (usually running).
Air Control does no allow for flight.
Detect is expressed as an olfactory sensation. It also requires concentrating for an AP of time for each two APs of range. So that’s one second for somebody within zero APs, two minutes for the full range.
Gravity Decrease is Contingent Upon Air Control. It consists in forming a strong updraft under the target object. Spitfire can also use it on herself through rapid legs movements heating the air below her.
Invisibility is limited to blurring/obscuring her facial and body image. It also requires Superspeed to be active (one AP of Invisibility at 5+ APs, the second at ten) (BC 5 FC 2).
Invulnerability does not work against being staked in the heart.
Invulnerability allows her to continue animating her body even in a skeletal, muscles-free state.
Jumping is Contingent Upon Superspeed. It also requires running at high speed, plus some kind of ramp or elevated item to spring from.
Spitfire can only use up to 5 APs of Superspeed to reduce the time for tasks.
When subbing for EV, Superspeed can have the Slashing Descriptor by vibrating her hand at high speeds.
Vampirism is Regretful.
Vampirism cannot be used against targets with No Vital Areas.
Note:
When receiving a full transfusion of the blood of the original Human Torch (or vamping it), Spitfire’s unique physiology grant her Invulnerability: 12 and Regeneration: 12 as long as it lasts. Invulnerability counteracts ageing effects, and both Powers will work to erase ageing and wounds suffered since the last time she was physically 16 or so.
Skills:
Acrobatics (Athletics, Dodging): 08, Artist (Actress): 04, Artist (Artist): 02, Martial Artist (incl. Techniques): 05, Occultist (Occult knowledge): 03, Thief (Locks and Safes): 06, Vehicles (Land, Air): 04, Weaponry (Firearms): 04, Weaponry (Knives)*: 06
Bonuses and Limitations:
Acrobatics and Thief are both Contingent Upon Superspeed.
Advantages:
Connoisseur, Credentials (MI13, Medium), Familiarity (British nobility customs, Business management, Financial engineering, Vampire lore), Immortal, Iron Nerves, Language (German), Life Support (No Need To Breathe), Schticks (Fists of Fury, Wound Rejection (Low)), Stabilisation, Misc.: Jacqueline is a fairly senior English noble and enjoys some social privileges due to her rank.
Connections:
Former Invaders (Low), Mortigan Goth (Low), British business world (Low), British nobility (Low), Human Torch I (Jim Hammond, High — currently deceased), Roger Aubrey (Low), Scotland Yard (Low), Namorita (Low), Dr. Strange (Low), Union Jack (Joey Chapman) (High), Peter Wisdom (High), Captain Britain (Brian Braddock) (High), Blade (Eric Brooks) (High), Black Knight (Dane Withman) (Low), Excalibur (Dr. Faiza Hussain) (Low), Meggan Puceanu (Low).
Drawbacks:
Public ID, Traumatic Flashback (seeing Kenneth or John), MIA toward Familial Honour, MIA toward British Patriotism.
Equipment:
Spitfire rarely uses equipment at this stage. But her mask includes as MI13 tactical radio headset.
She occasionally uses a bastard sword from the Falsworth ancestral armoury, which seems to date back to Arthurian times. It has a BODY of at least 10, since it can withstand Spitfire using it to strike with superhuman strength and speed. From context it likely has anti-demons properties (a few APs of Sharpness ?).
By Sébastien Andrivet.
Source of Character: Marvel Universe (chiefly Captain Britain and MI-13).
(Profile #5 - 2008-2011)
Comics Marvel Universe
Power Level: Mid-level
Game system: DC Heroes Role-Playing Game
Context
Spitfire is one of the foremost British heroines in the Marvel Universe. She keeps appearing in weird corners of the MU rather than in the spotlight, but she’s an elder stateswoman for the British super-folks and adventurers. Her career started during World War Two and is still ongoing.
To facilitate reading, this lengthy career is covered in a series of 5 profiles. Those should be read in order, namely:
Spitfire (1942-43) – start here.
Spitfire (1944-1949).
Background
Real Name: Jacqueline Falsworth Crichton (Lady Crichton), née Lady Jacqueline Falsworth.
Other Aliases: “Jac”, “Jackie”, “Lady J.”, “Duchess”.
Marital Status: Widowed.
Known Relatives: Lord William Falsworth (grandfather, deceased), Lord Montgomery Falsworth (aka Union Jack, father, deceased), Lady Falsworth (mother, deceased), Lord John Falsworth (aka Baron Blood, uncle, deceased, destroyed), Lord Brian Falsworth (aka Union Jack, aka the Mighty Destroyer, brother, deceased), Lord Crichton (husband, deceased), Lord Kenneth Crichton (son, deceased, turned into Baron Blood, twice destroyed), Katherine Ainsley-Jones (distant cousin, deceased, destroyed), Lord John Crichton (vampire grandson).
Group Affiliation: MI13 agent. Former member of the Invaders, former member of the V-Battalion, former member of the New Invaders.
The Falsworths are also traditionally members of the Hellfire Club. Spitfire might be a member of the 22 Regiment SAS.
Base Of Operations: London. The traditional estate, Falsworth Manor, is in the Home Counties.
Height: 5’4” Weight: 115 lbs.
Eyes: Blue Hair: Blonde.
Powers and Abilities
Jacqueline is a speedster with extensive experience and significant training. She has a few new tricks :
She can jump much further.
She can force locks open by vibrating her hand in front of them.
She can run further along vertical surfaces.
Game Stats — DC Heroes RPG Print Friendly
Tell me more about the game stats
Spitfire (quasi-vampire)
Dex: 06 Str: 08 Bod: 06 Motivation: Thrill/Responsibility
Int: 05 Wil: 04 Min: 06 Occupation: Special agent
Inf: 06 Aur: 05 Spi: 06 Resources {or Wealth}: 008
Init: 029 HP: 050
Powers:
Air control: 05, Cold immunity: 03, Detect (Vampires) (ML): 10, Gravity decrease: 02, Invisibility: 02, Invulnerability (ML): 10, Jumping: 05, Superspeed: 10, Vampirism: 08
Bonuses and Limitations:
Air Control is Contingent Upon Superspeed and is performed via moving (usually running).
Air Control does no allow for flight.
Detect is expressed as an olfactory sensation. It also requires concentrating for an AP of time for each two APs of range. So that’s one second for somebody within zero APs, two minutes for the full range.
Gravity Decrease is Contingent Upon Air Control. It consists in forming a strong updraft under the target object. Spitfire can also use it on herself through rapid legs movements heating the air below her.
Invisibility is limited to blurring/obscuring her facial and body image. It also requires Superspeed to be active (one AP of Invisibility at 5+ APs, the second at ten) (BC 5 FC 2).
Invulnerability does not work against being staked in the heart.
Invulnerability allows her to continue animating her body even in a skeletal, muscles-free state.
Jumping is Contingent Upon Superspeed. It also requires running at high speed, plus some kind of ramp or elevated item to spring from.
Spitfire can only use up to 5 APs of Superspeed to reduce the time for tasks.
When subbing for EV, Superspeed can have the Slashing Descriptor by vibrating her hand at high speeds.
Vampirism is Regretful.
Vampirism cannot be used against targets with No Vital Areas.
Note:
When receiving a full transfusion of the blood of the original Human Torch (or vamping it), Spitfire’s unique physiology grant her Invulnerability: 12 and Regeneration: 12 as long as it lasts. Invulnerability counteracts ageing effects, and both Powers will work to erase ageing and wounds suffered since the last time she was physically 16 or so.
Skills:
Acrobatics (Athletics, Dodging): 08, Artist (Actress): 04, Artist (Artist): 02, Martial Artist (incl. Techniques): 05, Occultist (Occult knowledge): 03, Thief (Locks and Safes): 06, Vehicles (Land, Air): 04, Weaponry (Firearms): 04, Weaponry (Knives)*: 06
Bonuses and Limitations:
Acrobatics and Thief are both Contingent Upon Superspeed.
Advantages:
Connoisseur, Credentials (MI13, Medium), Familiarity (British nobility customs, Business management, Financial engineering, Vampire lore), Immortal, Iron Nerves, Language (German), Life Support (No Need To Breathe), Schticks (Fists of Fury, Wound Rejection (Low)), Stabilisation, Misc.: Jacqueline is a fairly senior English noble and enjoys some social privileges due to her rank.
Connections:
Former Invaders (Low), Mortigan Goth (Low), British business world (Low), British nobility (Low), Human Torch I (Jim Hammond, High — currently deceased), Roger Aubrey (Low), Scotland Yard (Low), Namorita (Low), Dr. Strange (Low), Union Jack (Joey Chapman) (High), Peter Wisdom (High), Captain Britain (Brian Braddock) (High), Blade (Eric Brooks) (High), Black Knight (Dane Withman) (Low), Excalibur (Dr. Faiza Hussain) (Low), Meggan Puceanu (Low).
Drawbacks:
Public ID, Traumatic Flashback (seeing Kenneth or John), MIA toward Familial Honour, MIA toward British Patriotism.
Equipment:
Spitfire rarely uses equipment at this stage. But her mask includes as MI13 tactical radio headset.
She occasionally uses a bastard sword from the Falsworth ancestral armoury, which seems to date back to Arthurian times. It has a BODY of at least 10, since it can withstand Spitfire using it to strike with superhuman strength and speed. From context it likely has anti-demons properties (a few APs of Sharpness ?).
By Sébastien Andrivet.
Source of Character: Marvel Universe (chiefly Captain Britain and MI-13).
DavidMcMahon- Cosmic Level
- Posts : 8754
Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
Re: DC Stats for Golden Age characters from writeups.org
He-Man
(Masters of the Universe)
Just Because...
Background
Real Name: Adam.
Marital Status: Single.
Known Relatives: King Randor (Father), Queen Marlena (Mother), Adora aka She-Ra (Twin Sister), Lady Edwina (Cousin), Jeremy (Cousin), King Stefen (Uncle), Prince Dal (Cousin), King Miro (Grand Father).
Group Affiliation: The Royal Palace and the Heroic warriors.
Base of Operations: The Royal Palace.
Height: 6’2″ Weight: 240 lbs.
Eyes: Blue (Black in first season). Hair: Blond w/Black eyebrows.
Powers & Abilities
He-man is known as the most powerful man in the universe. He is magically empowered by the ancient energies of Castle Grayskull. His super-human strength is almost without equal.
Strength Level
He-man demonstrates “Class 100” strength. A few of his incredible strength feats include:
Demolishing a 40 foot thick stone wall with a single punch.
Destroying Collossor, a 36′ giant stone golem, with one punch.
In the mines under Arcadia, He-man braced the entire city from collapse.
Tossing the Gryphon, a giant lion-headed dragon, into space.
Holding Horde Prime’s Flagship, called the most powerful warship in the universe, at the end of an unbreakable rope.
Breaking free of a Phantonium body cell.
Pushing a mountain several feet.
Pushing one of Eternia’s moons out of orbit, then put it back!
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The Power Sword and other equipment
He-man wields the Power Sword, a powerful artifact and conduit for the power of Castle Grayskull. The Sorceress called the Power Sword the most powerful weapon on Eternia. The Power Sword is regularly used to deflect blasts or smash apart blockades.
In addition, the Sword of Ancients, an intelligent weapon, is the second most powerful weapon fused with the Power Sword to become one more powerful than the two apart (Masks of Power).
He-man also carries a bola and rope with collapsed grapple hook.
His Coridite harness adds to his incredible strength.
Other powers
He-man has pulled off some amazing stunts:
Producing hurricane level blasts from his powerful lungs.
Demonstrating the power of superspeed. Say, spinning to create a whirlwind, or to tunnel into the earth. Or running so fast he becomes a blur.
Holding open a dimensional portal by blocking it with his own body.
Reaching out with telepathy over huge distances, and even crossing dimensions . However, this only seems to work with a few specific individuals.
With his amazing physique:
He’s extremely durable but not invulnerable.
He can run, even when not using Superspeed, as well as an Olympic level sprinter.
He’s an excellent swimmer, able to hold his breath at great depths for extended periods of time.
He-man’s hand-to-hand combat training consists mostly of body-throws or when needed, a single power-punch.
Intelligence, deductive reasoning, and science
He-man’s deductive reasoning skills are more along the lines of the ’66 Batman. That is, figuring out the “who-did-it” often with only a single clue.
Due to Adam’s royal education, he is knowledgeable in many areas such as science, technology and history.
He-man has convinced several powerful personalities to change their ways. These are usually villains who don’t know He-man. If they listen to him, he convinces them they’d rather have friends. Even Daimar the Demon king reconsidered invading Eternia with his demon army.
Prince Adam
Prince Adam is royalty, and is being groomed to wear his father’s crown. As the heir apparent, Adam is often sent on diplomatic missions and performs well in that function.
Adam retains his telepathic contact with the Sorceress.
He has been trained by Teela, the Captain of the Guard, in arms, gymnastics, survival skills, and vehicles.
Battle-Cat
He-man’s steed is an armored giant green tiger called Battle-Cat. Yeah, he’s pretty cool. Battle-Cat has his own article.
He-man also does some odd, cartoony things.
Magic of the 1980s (part 1)
Sometimes, He-man can repair broken buildings and items simply by touching them.
He-man once saw a “Slo-Toe”, an Eternian beast of burden, pulling a two-wheel cart. The chain broke, and the cart became a run-away. After stopping the cart, He-man touches the two ends of the chain together and they magically repair. He then quips: “There ya go fella, good as new”. (Evil Lyn’s Plot).
He-man pressed a broken drive-shaft together, adding: “Better than new”. (The Energy Beast).
A meteor crashed into a huge stone building causing it to topple. But He-man caught it. When he righted it the cracks that had formed vanished and the building was whole again. ”I think we’ve got everything straightened out here, let’s head back to the palace”. (Dree Elle’s Return).
This is probably better explained as poor writing or genre driven rather than adding powers to He-man. This was ignored in other episodes. An example is when He-man couldn’t hold back a crumbling stone structure. (The Problem with Power).
Magic of the 1980s (part 2)
He-man sometimes is able to act as though he has the Flight Power. There are few examples of this. Once a giant’s fist thrust up from a crack in the ground. He-man leapt atop and began pushing it back down into the ground. “I’d hate to see the rest of this guy”. (Dree Elle’s Return).
Later, with the moon push. He-man braced himself against the Wind Raider. A good push should have sent the Wind Raider flying but it remained stationary. (Jacob and the Widgets).
Then in outer space he stopped his own momentum alone. (Assault on the Hive).
Weird Science!
He-man will occasionally do something sciency, and explain how it works as he does it. Even if those things would be very unlikely to work in the real world. Here are some examples:
He-man grabbed two giant feathers and flew using his arm strength. (Valley of Power).
Dark clouds rolled in bringing a terrible storm with it. He-man took his sword and dragged it through the sand in a circle. He’d guessed there must be caves under him. ”I’m setting a trap for the storm”. As the storm clouds came by he flipped the circular earth up, hinged at the center, and deflected the storm clouds down underground. (Book of the ancients).
Rubbing his hands on the desert sand at super speed, He-man quickly created a large sheet of glass. (Temple of the Sun).
Fires had engulfed the Palace. He-man said, “Let’s rain on Skeletor’s parade”. He held up the Power Sword and said, “By the Power of Grayskull”. The sword gradually became white hot, then he tipped it into a fountain to cause steam. Then as a cloud of steam was forming he pointed the sword at it and the familiar energy blasts forth, causing rain. (The Secret of Grayskull).
Young Ricky says that crawlers, Eternian snakes, can hear high pitched frequencies people can’t. He-man placed his sword in the ground and smacked it to make a sound similar to a tuning fork. Then he says he’ll adjust the frequency. Placing his hands on either side of the sword the frequency changes driving off the crawlers. (To save the creatures).
For all his scientific knowledge, He-man doesn’t know about photosynthesis. But the Sorceress does. (The eye of the beholder).
History
Prince Adam is the son of the Eternian King Randor and Queen Marlena of Earth.
Personality
He-man
A pacifist possessing good judgement and driven by a sense of justice. He-man’s strength is incredible but if you ask him, this is not his greatest asset when battling evil. It is his morality, virtue, intellect, and courage that aid him best. These things come from striving to be and do good.
He-man tries hard not to hurt others regardless of their motives. Even when Skeletor endangers himself, He-man comes to his aid.
He-man does not use his sword in the manner for which a sword is designed. He doesn’t harm others with it.
Being trained by Man-at-arms, He-man often uses his knowledge of science and technology to solve problems.
When it comes to Orko, Cringer, or children He-man/Prince Adam are eager to teach them right from wrong.. He’s quick to point out when their actions or imminent actions would cause harm.
Though He-man is a great judge of character he never judges a book by its cover. He will always give the benefit of the doubt before passing judgement. He-man is also all about second chances.
The Sorceress said He-man never revealed to Teela that the Sorceress was actually her mother. (He-man: The greatest adventures of all).
Prince Adam
Adam sells himself as an irresponsible pampered prince. This has been a hard role for him to accept. To keep He-man’s true identity a secret he must act the fun-loving prince. His father and his friend Teela are often disappointed in him because of this. However, he is actually quite the opposite.
Quotes
“By the power of Grayskull !”
Teela: “But where’s Prince Adam ?”
He-Man: “Don’t worry, he’s safe.”
“Any life, even an evil one, is worth saving.”
“A person doesn’t need super powers to be a hero. All he needs is bravery.”
“Missed, [insert derogative name] !” (e.g. dragon-breath, fur-face, bone-head, etc.).
“The only real power comes from inside, Skeletor. From courage, honor, and other things you wouldn’t understand.”
(After his Wind Raider was shot down, he went down into a hard crash landing)
Teela: “He-man, are you alright ?”
He-man: “Just mussed my hair.”
“By the power of Grayskull, I command the jaw-bridge open !”
Prince Adam: “You know as Adam, I may act like a goof every now and then but that’s only to keep my secret. Besides, I’d never really do anything to make my father ashamed of me.”
Man-At-Arms: “Hmmm, I hope he knows that.”
Garn: “But why should we help our enemies ? They should be punished !”
He-man: “It’s not our job to punish those who are evil, that’s what the laws and courts of Eternia are for. I believe all life is precious. Just as I spared your life, help me spare theirs.”
(Unable to break Shikote’s restraints)
“Must be magical.”
“Being a good leader takes a lot of responsibility but you must also be responsible when you follow a leader. Don’t do something wrong or dangerous because someone tells you to. Think before you act. We can’t all be leaders but we can all choose what is right and wrong for ourselves.”
“Let’s go cat !”
Prince Adam: “I have a friend who might be of some help.”
DC Universe History
He-man has appeared in the DC Universe a few times. DC Comics Presents #47 was a crossover with Superman. Then again in 2013, a mini-series, DC Universe vs. The Masters of the Universe had the Justice League and many of DC’s mystical community confront He-man and his heroic warriors.
Game Stats — DC Heroes RPG Print Friendly
Tell me more about the game stats
He-man
A 3662 points Character (without equipment or Pet).
Dex: 07 Str: 23 Bod: 10 Motivation: Upholding the Good
Int: 08 Wil: 11 Min: 11 Occupation: Defender of the secrets of Castle Grayskull, Champion of Justice.
Inf: 10 Aur: 14 Spi: 10 Wealth: 000
Init: 027 HP: 125
Powers:
Air Control: 12, Damage Capacity: 02, Digging: 08, Dimension Travel: 23, Jumping: 02, Running: 04, Sealed Systems: 05, Shockwave: 10, Superbreath: 12, Superspeed: 12, Swimming: 04, Telepathy: 14
Bonuses and Limitations:
Air Control may only be used to produce a whirlwind. It is Contingent Upon either Superspeed or Superbreath (-1 FC).
Digging is contingent on Strength, Superspeed, or Air Control. He-man often uses a tool to help with the digging like his Power Sword, but he certainly doesn’t need to (-1 FC).
Dimension Travel is elementally linked to Str. He-man may only use Dimension Travel to bodily prevent an already open Dimensional portal from closing (-2 FC).
Sealed System may be used with the Free Diving Only Limitation (-1 FC).
Shockwave is contingent on Strength as he strikes the ground (-1 FC).
Superspeed does not add to initiative (-1 FC).
Superspeed used for movement is Catastrophic marginal (30 HPs).
Telepathy is only useable with the Sorceress of Grayskull and is only one way, like making a call, once the Sorceress answers mentally, she then may allow a connection with others giving He-man further mental communication (-2).
Skills:
Acrobatics: 06, Animal Handling: 05, Artist (Actor): 05, Artist (Cooking, Painter): 02, Charisma (Persuasion)*: 10, Detective (Counterfeit Recognition)*: 08, Gadgetry: 03, Martial Artist (With Techniques): 04, Military Science (Tracking): 05, Occultist (Occult Knowledge): 10, Scientist: 04, Thief (Pickpocketing): 10, Thief (Stealth, Security Systems): 05, Vehicles (Land, Sea): 04, Vehicles (Air, Space): 06, Weaponry (lasso, Melee, Missile): 09
Advantages:
Expertise (Science, Eternian History, Geography, and Eternian Legends and Myths), Familiarity (Chess, Fishing, Parachuting, Skiing, The Horde, and Etheria), Insta-Change, Iron Nerves, Language (Ancient Silicon hieroglyphs), Pet (Cringer/Battle-Cat), Popularity, Schtick (Precise Blocker (Power Sword)).
Connections:
The Royal Palace (High), Orko (High), Man-At-Arms (High), Castle Grayskull (High), The Sorceress (High), The Widgets (High), She-Ra (High), The Great Rebellion of Etheria (High).
Drawbacks:
Alter-Ego (Controllable), Enemy (Skeletor, 4 points), Serious Irrational Attraction to good, Secret Identity, Attack Vulnerability (Magic, -1 C.S.), Attack Vulnerability (Stun, sleep, Draining attacks, and Flash -2 C.S.).
Equipment:
Power Sword — see below.
CORIDITE HARNESS [BODY 12, Cost: 108]. He-man states that the Sorceress fashioned this Harness and that it adds to his power. He-man loses 1 AP of STR and BODY without it.
Bola (pronounced Bolo by He-man) [BODY 04, EV 03, Snare: 06, Limitation: Snare cannot be higher than the relevant Weaponry skill of the user (-1), Grenade drawback, Cost: 14].
Grapple Hook and rope [BODY 05, Cost: 09]. May be used as a swingline, 5 APs long. At some point the Sorceress gifted He-man a magical grappling hook and rope that he stated was unbreakable and had unlimited length. Turns out it was about 16 APs long and She-Ra cut it in half at the end of the episode.
Flash Ball [BODY 01, Flash: 02/05, Grenade Drawback]. Used to light up a room as steady illumination (02 APs) or if burst upon a solid object as a sudden flash (05 APs), Cost: 07.
WRIST GAUNTLET [BODY 12, Radio Communication 10, R#2, Cost: 141]. The other gauntlet doesn’t have the Radio Comm.
The Power Sword
Power Sword [BODY 30, INT 05, Enhance (EV): 02 (cap is 05), Attraction/Repulsion (Attraction only): 12, Detect (Evil): 02, Energy Absorption: 12, Flame Being: 08, Flight: 04, Gliding: 02, Reflection/Deflection: 12, Insta-change, R#0, Descriptor: Slashing and/or Piercing, Cost: 628. Bonuses and Limitations:
Activated powers may only be used one at a time.
Detect may only be used if He-man uses the Power Sword like a divining rod. This takes a full Phase (+/- 0).
Flame Being only envelopes the blade in super-heated energy and only lasts one phase. It must be accompanied by He-man saying “By the Power of Grayskull” (-1 FC).
Gliding allows He-man to throw his sword so that it will return like a boomerang (+/- 0).
Even when Reflecting/Deflecting electrical attacks, He-man takes the full EV hit from it as his sword conducts the electric into him (-1 FC).
I know you would think Insta-change is here so Adam can transform into He-man but it isn’t. The sword disappears when placed on the back of a character as if a scabbard were there. Only He-man actually has a visible scabbard. Adam doesn’t and even Orko didn’t.].
Other notes about the Power Sword:
He-Man’s Power Sword can be used to command the Jaw-Bridge of Castle Grayskull, Open.
INT is an Attribute of the Sword of Ancients that dwells within the Power Sword.
Flight is the sword moving of its own accord. It has only happened a few times.
In a handful of episodes Prince Adam kept the Power Sword behind a secret sliding wall in his bed room.
Prince Adam or He-man may say “By the Power of Grayskull” to get crackling energy to strike from the sword in quite a display. But only Adam may transform into He-man. This was even done once while Adam lay nearly unconscious on the ground and hadn’t even drawn the Power Sword. It still was in its scabbard on his back. But these words transformed him anyway (Things that go bump in the night).
If He-man’s Strength is drained in some way he may use the Power Sword to “recharge” his strength by once again saying: “By the Power of Grayskull !”.
One-shot equipment
These pieces of equipment were only used once and never seen again, so, aren’t considered standard equipment for He-man:
Bubble Horn [BODY 02, Force field: 08, Gravity Decrease: 05, Gliding: 04, Cost: 63]. This horn from his belt blew a “Zero-G bubble”. The bubble envelopes the target (Force Field) and immediately begins to float, neutralizing the victim’s weight (Gravity Decrease). It floats along wherever the wind takes it (Gliding).
A handy pair of hand-cuffs [BODY 05, Cost: 09].
The Mild Mannered Prince Adam
An 887 points Character (without equipment or Pet).
Dex: 04 Str: 03 Bod: 05 Motivation: Upholding the Good
Int: 06 Wil: 07 Min: 06 Occupation: Prince of Eternia
Inf: 04 Aur: 04 Spi: 06 Wealth: 000
Init: 016 HP: 040
Powers:
Telepathy: 14
Bonuses and Limitations:
Telepathy is only useable with the Sorceress of Grayskull. It is only one way, like making a call. Once the Sorceress answers mentally, she then may allow a connection with others giving Adam further mental communication (-2).
Skills:
Acrobatics (Athletics, Dodging)*: 04, Acrobatics (Climbing): 06, Animal Handling: 05, Artist (Actor): 05, Artist (Cooking, Painter): 02, Charisma (Persuasion)*: 04, Gadgetry: 03, Martial Artist (With Techniques): 04, Medicine (First Aid): 03, Military Science (Tracking): 05, Occultist (Occult Knowledge): 10, Scientist: 04, Thief (Pickpocketing): 10, Thief (Stealth, Secruity Systems): 05, Vehicles (Land, Sea): 04, Vehicles (Air, Space): 05, Weaponry (lasso, Melee, Missile)*: 04
Advantages:
Expertise (Science, Eternian History and Geography, Eternian Legends and Myths), Familiarity (Chess, Fishing, Parachuting, Skiing, The Horde, and Etheria), Insta-Change, Pet (Cringer/Battle-Cat), Financial Backer (Billionaire, as a member of the Royal Family) (50 points).
Connections:
The Royal Family (High), Teela (High), Man-At-Arms (High), Orko (High), The Sorceress (High).
Drawbacks:
Alter-Ego (Controllable), Serious Irrational Attraction to good, Secret Identity.
Equipment:
Beyond the Power Sword, Prince Adam has access to all the equipment in the Royal Palace. See our Royal Palace profile for details on the vehicles, weapons, and equipment available to him.
Adam sometimes wears a comm-link or a fire-ray on his left gauntlet. It also has an analog watch but only has an hour hand. LEFT GAUNTLET [Body 05, Flame Project: 05, Radio Communications 10, R#2, Cost: 87].
Design notes and previous stats
Thief (Pickpocketing) is represented in two scenes. While Skeletor was invisible, He-man slipped an item into Skeletor’s belt without his knowledge while simultaneously wrapping Orko’s robe about Skeletor’s shoulders. During another episode (Curse of the spellstone) Adam took a marble right out of Orko’s hand while he was doing a trick with it. In front of the Queen and Teela no less.
This skill was never seen in the second season.
Occasionally, He-man is unable to break free from magical chains or through force fields. It’s pretty obvious these are plot devices designed to allow other characters to shine.
He-man will sometimes be taken down by a single stun beam, which isn’t likely based on other happenstances. This too is a plot device to further the storyline.
The Power sword absorbed a large electrical beast. I HAD to give the sword energy absorption after that. I did add a limitation that said only one Power may be active at a time. This is why he doesn’t absorb lightning and electrical attacks. Especially when he’s trying to deflect them.
He-man gained a point of Weaponry in Season Two.
More notes
Adam’s birthday is not easily discernible. He-man and She-Ra’s birthday could be near or on Christmas day. Queen Marlena says they are celebrating the twin’s birthday. It’s snowing and the decorations remind her of Christmas on Earth. (He-man and She-Ra Christmas Special). However, it’s sunny and warm in another episode. The story occurs a day before Adam’s birthday. (The Great Books of Mystery)
He-man touched his sword to Adora’s when she was trapped by Hordak’s time-stop device. He uttered the familiar “By the Power of Grayskull” and she was free. The Sorceress explained earlier in the episode that Loo-Kee and Orko would not be affected by the time-stop because they were both magical beings. He-man too would be immune as long as he held his sword, because it was magical.
He-man showed an immediate attraction to Sweet Bee when they met. But that attraction seemed gone upon their second meeting (Sweet Bee’s Home, Assault on the Hive).
He-man’s Strength
Until the episode “A friend in need”, He-man could’ve accomplished every feat of strength with only 15 APs.
From “A friend in need” until “Return of the Gryphon” He-man could operate with a Strength at 18 APs.
Beyond that He-man solidly boasts a 23 Strength.
Pushing Eternia’s moon out of orbit!
He-man and the Masters of the Universe genre invokes a special Genre rule. It allows characters to increase APs by Pushing or Hero Points expenditure up to X3 their normal level (instead of the usual X2 maximum) once per scenario.
This reflects how characters in that series would occasionally pull some stunt notably beyond their normal abilities. Notably, during the episode (Jacob and the Widgets), He-man pushes one of Eternia’s moons out of orbit.
About this moon. Eternia’s moon is very similar to Earth. Queen Marlena is an astronaut from Earth and she moves and acts as normally as she would on Earth, revealing the gravity, air density, etc. is at least quite similar to Earth.
Likewise Eternia’s moons control the tides of the planet, just like Earth’s moon. The main difference is that Eternia has two moons. Since Eternia’s Ocean tides act similar to Earth’s, perhaps the moons are half the size of Earth’s moon or they could have a more distant orbit. In any case at this size of celestial body we’re talking about plus or minus a couple of APs.
To move the Moon, you have to overcome Earth’s gravitational pull. (Approximating that other planets’ influence is negligible compared to Earth’s influence). In actual physics, it means exerting a force above the Newton formula of : GxMxm/(d²) where :
G universal gravity constant=6.67×10(-11) ;
M mass of Earth = 5.9736×10(24) kg;
m mass of Moon = 7.3477×10(22) kg;
d average Earth-Moon distance=3.84×10( m.
It’s roughly 1.5×10(20) Newton, which relates (roughly) to a mass of 1,5×10(19) kg when related to Earth averaged gravity.
1.5 tons as 1.5×10(3) kg is 6 AP.
x10(15) is +50 AP.
x10(1) is +3/+4 AP, let’s say +4 because we did a lot of rounding down.
1.5×10(19) kg is around 6+50+4=60 AP.
Now, He-man can’t fly (ahem, unless using Air Control to propel himself inside a whirlwind). However, Man-At-Arms had just fitted a Wind Raider with a Coridite rocket booster. This boosted Wind Raider was able to make the trip from the planet to the moon in seconds. He stood on the edge of his vehicle and pushed.
By Ethan Roe.
Source of Character: Filmation Presents 1983/1984 animated series He-Man and the Masters of the Universe, the 1985 movie The Secret of the Sword, the 1985 movie He-man and She-Ra Christmas Special, the 1986 Skeletor’s Revenge, the 1985-1987 animated series She-Ra Princess of Power. He-man/Prince Adam voiced by John Erwin.
Helper(s): Animals File on W.org, Wikipedia, he-man.wikia.com, IMDB, Jason Roe, Peter Piispanen (Heroic genre rule), Roy Cowan, William Chamberlin, Adam Fuqua, Darci, Jobe, Nico (for his Moon moving mathematics!), Sébastien Andrivet, Lora Roe.
(Masters of the Universe)
Just Because...
Background
Real Name: Adam.
Marital Status: Single.
Known Relatives: King Randor (Father), Queen Marlena (Mother), Adora aka She-Ra (Twin Sister), Lady Edwina (Cousin), Jeremy (Cousin), King Stefen (Uncle), Prince Dal (Cousin), King Miro (Grand Father).
Group Affiliation: The Royal Palace and the Heroic warriors.
Base of Operations: The Royal Palace.
Height: 6’2″ Weight: 240 lbs.
Eyes: Blue (Black in first season). Hair: Blond w/Black eyebrows.
Powers & Abilities
He-man is known as the most powerful man in the universe. He is magically empowered by the ancient energies of Castle Grayskull. His super-human strength is almost without equal.
Strength Level
He-man demonstrates “Class 100” strength. A few of his incredible strength feats include:
Demolishing a 40 foot thick stone wall with a single punch.
Destroying Collossor, a 36′ giant stone golem, with one punch.
In the mines under Arcadia, He-man braced the entire city from collapse.
Tossing the Gryphon, a giant lion-headed dragon, into space.
Holding Horde Prime’s Flagship, called the most powerful warship in the universe, at the end of an unbreakable rope.
Breaking free of a Phantonium body cell.
Pushing a mountain several feet.
Pushing one of Eternia’s moons out of orbit, then put it back!
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The Power Sword and other equipment
He-man wields the Power Sword, a powerful artifact and conduit for the power of Castle Grayskull. The Sorceress called the Power Sword the most powerful weapon on Eternia. The Power Sword is regularly used to deflect blasts or smash apart blockades.
In addition, the Sword of Ancients, an intelligent weapon, is the second most powerful weapon fused with the Power Sword to become one more powerful than the two apart (Masks of Power).
He-man also carries a bola and rope with collapsed grapple hook.
His Coridite harness adds to his incredible strength.
Other powers
He-man has pulled off some amazing stunts:
Producing hurricane level blasts from his powerful lungs.
Demonstrating the power of superspeed. Say, spinning to create a whirlwind, or to tunnel into the earth. Or running so fast he becomes a blur.
Holding open a dimensional portal by blocking it with his own body.
Reaching out with telepathy over huge distances, and even crossing dimensions . However, this only seems to work with a few specific individuals.
With his amazing physique:
He’s extremely durable but not invulnerable.
He can run, even when not using Superspeed, as well as an Olympic level sprinter.
He’s an excellent swimmer, able to hold his breath at great depths for extended periods of time.
He-man’s hand-to-hand combat training consists mostly of body-throws or when needed, a single power-punch.
Intelligence, deductive reasoning, and science
He-man’s deductive reasoning skills are more along the lines of the ’66 Batman. That is, figuring out the “who-did-it” often with only a single clue.
Due to Adam’s royal education, he is knowledgeable in many areas such as science, technology and history.
He-man has convinced several powerful personalities to change their ways. These are usually villains who don’t know He-man. If they listen to him, he convinces them they’d rather have friends. Even Daimar the Demon king reconsidered invading Eternia with his demon army.
Prince Adam
Prince Adam is royalty, and is being groomed to wear his father’s crown. As the heir apparent, Adam is often sent on diplomatic missions and performs well in that function.
Adam retains his telepathic contact with the Sorceress.
He has been trained by Teela, the Captain of the Guard, in arms, gymnastics, survival skills, and vehicles.
Battle-Cat
He-man’s steed is an armored giant green tiger called Battle-Cat. Yeah, he’s pretty cool. Battle-Cat has his own article.
He-man also does some odd, cartoony things.
Magic of the 1980s (part 1)
Sometimes, He-man can repair broken buildings and items simply by touching them.
He-man once saw a “Slo-Toe”, an Eternian beast of burden, pulling a two-wheel cart. The chain broke, and the cart became a run-away. After stopping the cart, He-man touches the two ends of the chain together and they magically repair. He then quips: “There ya go fella, good as new”. (Evil Lyn’s Plot).
He-man pressed a broken drive-shaft together, adding: “Better than new”. (The Energy Beast).
A meteor crashed into a huge stone building causing it to topple. But He-man caught it. When he righted it the cracks that had formed vanished and the building was whole again. ”I think we’ve got everything straightened out here, let’s head back to the palace”. (Dree Elle’s Return).
This is probably better explained as poor writing or genre driven rather than adding powers to He-man. This was ignored in other episodes. An example is when He-man couldn’t hold back a crumbling stone structure. (The Problem with Power).
Magic of the 1980s (part 2)
He-man sometimes is able to act as though he has the Flight Power. There are few examples of this. Once a giant’s fist thrust up from a crack in the ground. He-man leapt atop and began pushing it back down into the ground. “I’d hate to see the rest of this guy”. (Dree Elle’s Return).
Later, with the moon push. He-man braced himself against the Wind Raider. A good push should have sent the Wind Raider flying but it remained stationary. (Jacob and the Widgets).
Then in outer space he stopped his own momentum alone. (Assault on the Hive).
Weird Science!
He-man will occasionally do something sciency, and explain how it works as he does it. Even if those things would be very unlikely to work in the real world. Here are some examples:
He-man grabbed two giant feathers and flew using his arm strength. (Valley of Power).
Dark clouds rolled in bringing a terrible storm with it. He-man took his sword and dragged it through the sand in a circle. He’d guessed there must be caves under him. ”I’m setting a trap for the storm”. As the storm clouds came by he flipped the circular earth up, hinged at the center, and deflected the storm clouds down underground. (Book of the ancients).
Rubbing his hands on the desert sand at super speed, He-man quickly created a large sheet of glass. (Temple of the Sun).
Fires had engulfed the Palace. He-man said, “Let’s rain on Skeletor’s parade”. He held up the Power Sword and said, “By the Power of Grayskull”. The sword gradually became white hot, then he tipped it into a fountain to cause steam. Then as a cloud of steam was forming he pointed the sword at it and the familiar energy blasts forth, causing rain. (The Secret of Grayskull).
Young Ricky says that crawlers, Eternian snakes, can hear high pitched frequencies people can’t. He-man placed his sword in the ground and smacked it to make a sound similar to a tuning fork. Then he says he’ll adjust the frequency. Placing his hands on either side of the sword the frequency changes driving off the crawlers. (To save the creatures).
For all his scientific knowledge, He-man doesn’t know about photosynthesis. But the Sorceress does. (The eye of the beholder).
History
Prince Adam is the son of the Eternian King Randor and Queen Marlena of Earth.
Personality
He-man
A pacifist possessing good judgement and driven by a sense of justice. He-man’s strength is incredible but if you ask him, this is not his greatest asset when battling evil. It is his morality, virtue, intellect, and courage that aid him best. These things come from striving to be and do good.
He-man tries hard not to hurt others regardless of their motives. Even when Skeletor endangers himself, He-man comes to his aid.
He-man does not use his sword in the manner for which a sword is designed. He doesn’t harm others with it.
Being trained by Man-at-arms, He-man often uses his knowledge of science and technology to solve problems.
When it comes to Orko, Cringer, or children He-man/Prince Adam are eager to teach them right from wrong.. He’s quick to point out when their actions or imminent actions would cause harm.
Though He-man is a great judge of character he never judges a book by its cover. He will always give the benefit of the doubt before passing judgement. He-man is also all about second chances.
The Sorceress said He-man never revealed to Teela that the Sorceress was actually her mother. (He-man: The greatest adventures of all).
Prince Adam
Adam sells himself as an irresponsible pampered prince. This has been a hard role for him to accept. To keep He-man’s true identity a secret he must act the fun-loving prince. His father and his friend Teela are often disappointed in him because of this. However, he is actually quite the opposite.
Quotes
“By the power of Grayskull !”
Teela: “But where’s Prince Adam ?”
He-Man: “Don’t worry, he’s safe.”
“Any life, even an evil one, is worth saving.”
“A person doesn’t need super powers to be a hero. All he needs is bravery.”
“Missed, [insert derogative name] !” (e.g. dragon-breath, fur-face, bone-head, etc.).
“The only real power comes from inside, Skeletor. From courage, honor, and other things you wouldn’t understand.”
(After his Wind Raider was shot down, he went down into a hard crash landing)
Teela: “He-man, are you alright ?”
He-man: “Just mussed my hair.”
“By the power of Grayskull, I command the jaw-bridge open !”
Prince Adam: “You know as Adam, I may act like a goof every now and then but that’s only to keep my secret. Besides, I’d never really do anything to make my father ashamed of me.”
Man-At-Arms: “Hmmm, I hope he knows that.”
Garn: “But why should we help our enemies ? They should be punished !”
He-man: “It’s not our job to punish those who are evil, that’s what the laws and courts of Eternia are for. I believe all life is precious. Just as I spared your life, help me spare theirs.”
(Unable to break Shikote’s restraints)
“Must be magical.”
“Being a good leader takes a lot of responsibility but you must also be responsible when you follow a leader. Don’t do something wrong or dangerous because someone tells you to. Think before you act. We can’t all be leaders but we can all choose what is right and wrong for ourselves.”
“Let’s go cat !”
Prince Adam: “I have a friend who might be of some help.”
DC Universe History
He-man has appeared in the DC Universe a few times. DC Comics Presents #47 was a crossover with Superman. Then again in 2013, a mini-series, DC Universe vs. The Masters of the Universe had the Justice League and many of DC’s mystical community confront He-man and his heroic warriors.
Game Stats — DC Heroes RPG Print Friendly
Tell me more about the game stats
He-man
A 3662 points Character (without equipment or Pet).
Dex: 07 Str: 23 Bod: 10 Motivation: Upholding the Good
Int: 08 Wil: 11 Min: 11 Occupation: Defender of the secrets of Castle Grayskull, Champion of Justice.
Inf: 10 Aur: 14 Spi: 10 Wealth: 000
Init: 027 HP: 125
Powers:
Air Control: 12, Damage Capacity: 02, Digging: 08, Dimension Travel: 23, Jumping: 02, Running: 04, Sealed Systems: 05, Shockwave: 10, Superbreath: 12, Superspeed: 12, Swimming: 04, Telepathy: 14
Bonuses and Limitations:
Air Control may only be used to produce a whirlwind. It is Contingent Upon either Superspeed or Superbreath (-1 FC).
Digging is contingent on Strength, Superspeed, or Air Control. He-man often uses a tool to help with the digging like his Power Sword, but he certainly doesn’t need to (-1 FC).
Dimension Travel is elementally linked to Str. He-man may only use Dimension Travel to bodily prevent an already open Dimensional portal from closing (-2 FC).
Sealed System may be used with the Free Diving Only Limitation (-1 FC).
Shockwave is contingent on Strength as he strikes the ground (-1 FC).
Superspeed does not add to initiative (-1 FC).
Superspeed used for movement is Catastrophic marginal (30 HPs).
Telepathy is only useable with the Sorceress of Grayskull and is only one way, like making a call, once the Sorceress answers mentally, she then may allow a connection with others giving He-man further mental communication (-2).
Skills:
Acrobatics: 06, Animal Handling: 05, Artist (Actor): 05, Artist (Cooking, Painter): 02, Charisma (Persuasion)*: 10, Detective (Counterfeit Recognition)*: 08, Gadgetry: 03, Martial Artist (With Techniques): 04, Military Science (Tracking): 05, Occultist (Occult Knowledge): 10, Scientist: 04, Thief (Pickpocketing): 10, Thief (Stealth, Security Systems): 05, Vehicles (Land, Sea): 04, Vehicles (Air, Space): 06, Weaponry (lasso, Melee, Missile): 09
Advantages:
Expertise (Science, Eternian History, Geography, and Eternian Legends and Myths), Familiarity (Chess, Fishing, Parachuting, Skiing, The Horde, and Etheria), Insta-Change, Iron Nerves, Language (Ancient Silicon hieroglyphs), Pet (Cringer/Battle-Cat), Popularity, Schtick (Precise Blocker (Power Sword)).
Connections:
The Royal Palace (High), Orko (High), Man-At-Arms (High), Castle Grayskull (High), The Sorceress (High), The Widgets (High), She-Ra (High), The Great Rebellion of Etheria (High).
Drawbacks:
Alter-Ego (Controllable), Enemy (Skeletor, 4 points), Serious Irrational Attraction to good, Secret Identity, Attack Vulnerability (Magic, -1 C.S.), Attack Vulnerability (Stun, sleep, Draining attacks, and Flash -2 C.S.).
Equipment:
Power Sword — see below.
CORIDITE HARNESS [BODY 12, Cost: 108]. He-man states that the Sorceress fashioned this Harness and that it adds to his power. He-man loses 1 AP of STR and BODY without it.
Bola (pronounced Bolo by He-man) [BODY 04, EV 03, Snare: 06, Limitation: Snare cannot be higher than the relevant Weaponry skill of the user (-1), Grenade drawback, Cost: 14].
Grapple Hook and rope [BODY 05, Cost: 09]. May be used as a swingline, 5 APs long. At some point the Sorceress gifted He-man a magical grappling hook and rope that he stated was unbreakable and had unlimited length. Turns out it was about 16 APs long and She-Ra cut it in half at the end of the episode.
Flash Ball [BODY 01, Flash: 02/05, Grenade Drawback]. Used to light up a room as steady illumination (02 APs) or if burst upon a solid object as a sudden flash (05 APs), Cost: 07.
WRIST GAUNTLET [BODY 12, Radio Communication 10, R#2, Cost: 141]. The other gauntlet doesn’t have the Radio Comm.
The Power Sword
Power Sword [BODY 30, INT 05, Enhance (EV): 02 (cap is 05), Attraction/Repulsion (Attraction only): 12, Detect (Evil): 02, Energy Absorption: 12, Flame Being: 08, Flight: 04, Gliding: 02, Reflection/Deflection: 12, Insta-change, R#0, Descriptor: Slashing and/or Piercing, Cost: 628. Bonuses and Limitations:
Activated powers may only be used one at a time.
Detect may only be used if He-man uses the Power Sword like a divining rod. This takes a full Phase (+/- 0).
Flame Being only envelopes the blade in super-heated energy and only lasts one phase. It must be accompanied by He-man saying “By the Power of Grayskull” (-1 FC).
Gliding allows He-man to throw his sword so that it will return like a boomerang (+/- 0).
Even when Reflecting/Deflecting electrical attacks, He-man takes the full EV hit from it as his sword conducts the electric into him (-1 FC).
I know you would think Insta-change is here so Adam can transform into He-man but it isn’t. The sword disappears when placed on the back of a character as if a scabbard were there. Only He-man actually has a visible scabbard. Adam doesn’t and even Orko didn’t.].
Other notes about the Power Sword:
He-Man’s Power Sword can be used to command the Jaw-Bridge of Castle Grayskull, Open.
INT is an Attribute of the Sword of Ancients that dwells within the Power Sword.
Flight is the sword moving of its own accord. It has only happened a few times.
In a handful of episodes Prince Adam kept the Power Sword behind a secret sliding wall in his bed room.
Prince Adam or He-man may say “By the Power of Grayskull” to get crackling energy to strike from the sword in quite a display. But only Adam may transform into He-man. This was even done once while Adam lay nearly unconscious on the ground and hadn’t even drawn the Power Sword. It still was in its scabbard on his back. But these words transformed him anyway (Things that go bump in the night).
If He-man’s Strength is drained in some way he may use the Power Sword to “recharge” his strength by once again saying: “By the Power of Grayskull !”.
One-shot equipment
These pieces of equipment were only used once and never seen again, so, aren’t considered standard equipment for He-man:
Bubble Horn [BODY 02, Force field: 08, Gravity Decrease: 05, Gliding: 04, Cost: 63]. This horn from his belt blew a “Zero-G bubble”. The bubble envelopes the target (Force Field) and immediately begins to float, neutralizing the victim’s weight (Gravity Decrease). It floats along wherever the wind takes it (Gliding).
A handy pair of hand-cuffs [BODY 05, Cost: 09].
The Mild Mannered Prince Adam
An 887 points Character (without equipment or Pet).
Dex: 04 Str: 03 Bod: 05 Motivation: Upholding the Good
Int: 06 Wil: 07 Min: 06 Occupation: Prince of Eternia
Inf: 04 Aur: 04 Spi: 06 Wealth: 000
Init: 016 HP: 040
Powers:
Telepathy: 14
Bonuses and Limitations:
Telepathy is only useable with the Sorceress of Grayskull. It is only one way, like making a call. Once the Sorceress answers mentally, she then may allow a connection with others giving Adam further mental communication (-2).
Skills:
Acrobatics (Athletics, Dodging)*: 04, Acrobatics (Climbing): 06, Animal Handling: 05, Artist (Actor): 05, Artist (Cooking, Painter): 02, Charisma (Persuasion)*: 04, Gadgetry: 03, Martial Artist (With Techniques): 04, Medicine (First Aid): 03, Military Science (Tracking): 05, Occultist (Occult Knowledge): 10, Scientist: 04, Thief (Pickpocketing): 10, Thief (Stealth, Secruity Systems): 05, Vehicles (Land, Sea): 04, Vehicles (Air, Space): 05, Weaponry (lasso, Melee, Missile)*: 04
Advantages:
Expertise (Science, Eternian History and Geography, Eternian Legends and Myths), Familiarity (Chess, Fishing, Parachuting, Skiing, The Horde, and Etheria), Insta-Change, Pet (Cringer/Battle-Cat), Financial Backer (Billionaire, as a member of the Royal Family) (50 points).
Connections:
The Royal Family (High), Teela (High), Man-At-Arms (High), Orko (High), The Sorceress (High).
Drawbacks:
Alter-Ego (Controllable), Serious Irrational Attraction to good, Secret Identity.
Equipment:
Beyond the Power Sword, Prince Adam has access to all the equipment in the Royal Palace. See our Royal Palace profile for details on the vehicles, weapons, and equipment available to him.
Adam sometimes wears a comm-link or a fire-ray on his left gauntlet. It also has an analog watch but only has an hour hand. LEFT GAUNTLET [Body 05, Flame Project: 05, Radio Communications 10, R#2, Cost: 87].
Design notes and previous stats
Thief (Pickpocketing) is represented in two scenes. While Skeletor was invisible, He-man slipped an item into Skeletor’s belt without his knowledge while simultaneously wrapping Orko’s robe about Skeletor’s shoulders. During another episode (Curse of the spellstone) Adam took a marble right out of Orko’s hand while he was doing a trick with it. In front of the Queen and Teela no less.
This skill was never seen in the second season.
Occasionally, He-man is unable to break free from magical chains or through force fields. It’s pretty obvious these are plot devices designed to allow other characters to shine.
He-man will sometimes be taken down by a single stun beam, which isn’t likely based on other happenstances. This too is a plot device to further the storyline.
The Power sword absorbed a large electrical beast. I HAD to give the sword energy absorption after that. I did add a limitation that said only one Power may be active at a time. This is why he doesn’t absorb lightning and electrical attacks. Especially when he’s trying to deflect them.
He-man gained a point of Weaponry in Season Two.
More notes
Adam’s birthday is not easily discernible. He-man and She-Ra’s birthday could be near or on Christmas day. Queen Marlena says they are celebrating the twin’s birthday. It’s snowing and the decorations remind her of Christmas on Earth. (He-man and She-Ra Christmas Special). However, it’s sunny and warm in another episode. The story occurs a day before Adam’s birthday. (The Great Books of Mystery)
He-man touched his sword to Adora’s when she was trapped by Hordak’s time-stop device. He uttered the familiar “By the Power of Grayskull” and she was free. The Sorceress explained earlier in the episode that Loo-Kee and Orko would not be affected by the time-stop because they were both magical beings. He-man too would be immune as long as he held his sword, because it was magical.
He-man showed an immediate attraction to Sweet Bee when they met. But that attraction seemed gone upon their second meeting (Sweet Bee’s Home, Assault on the Hive).
He-man’s Strength
Until the episode “A friend in need”, He-man could’ve accomplished every feat of strength with only 15 APs.
From “A friend in need” until “Return of the Gryphon” He-man could operate with a Strength at 18 APs.
Beyond that He-man solidly boasts a 23 Strength.
Pushing Eternia’s moon out of orbit!
He-man and the Masters of the Universe genre invokes a special Genre rule. It allows characters to increase APs by Pushing or Hero Points expenditure up to X3 their normal level (instead of the usual X2 maximum) once per scenario.
This reflects how characters in that series would occasionally pull some stunt notably beyond their normal abilities. Notably, during the episode (Jacob and the Widgets), He-man pushes one of Eternia’s moons out of orbit.
About this moon. Eternia’s moon is very similar to Earth. Queen Marlena is an astronaut from Earth and she moves and acts as normally as she would on Earth, revealing the gravity, air density, etc. is at least quite similar to Earth.
Likewise Eternia’s moons control the tides of the planet, just like Earth’s moon. The main difference is that Eternia has two moons. Since Eternia’s Ocean tides act similar to Earth’s, perhaps the moons are half the size of Earth’s moon or they could have a more distant orbit. In any case at this size of celestial body we’re talking about plus or minus a couple of APs.
To move the Moon, you have to overcome Earth’s gravitational pull. (Approximating that other planets’ influence is negligible compared to Earth’s influence). In actual physics, it means exerting a force above the Newton formula of : GxMxm/(d²) where :
G universal gravity constant=6.67×10(-11) ;
M mass of Earth = 5.9736×10(24) kg;
m mass of Moon = 7.3477×10(22) kg;
d average Earth-Moon distance=3.84×10( m.
It’s roughly 1.5×10(20) Newton, which relates (roughly) to a mass of 1,5×10(19) kg when related to Earth averaged gravity.
1.5 tons as 1.5×10(3) kg is 6 AP.
x10(15) is +50 AP.
x10(1) is +3/+4 AP, let’s say +4 because we did a lot of rounding down.
1.5×10(19) kg is around 6+50+4=60 AP.
Now, He-man can’t fly (ahem, unless using Air Control to propel himself inside a whirlwind). However, Man-At-Arms had just fitted a Wind Raider with a Coridite rocket booster. This boosted Wind Raider was able to make the trip from the planet to the moon in seconds. He stood on the edge of his vehicle and pushed.
By Ethan Roe.
Source of Character: Filmation Presents 1983/1984 animated series He-Man and the Masters of the Universe, the 1985 movie The Secret of the Sword, the 1985 movie He-man and She-Ra Christmas Special, the 1986 Skeletor’s Revenge, the 1985-1987 animated series She-Ra Princess of Power. He-man/Prince Adam voiced by John Erwin.
Helper(s): Animals File on W.org, Wikipedia, he-man.wikia.com, IMDB, Jason Roe, Peter Piispanen (Heroic genre rule), Roy Cowan, William Chamberlin, Adam Fuqua, Darci, Jobe, Nico (for his Moon moving mathematics!), Sébastien Andrivet, Lora Roe.
DavidMcMahon- Cosmic Level
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Join date : 2010-05-10
Age : 64
Location : Raleigh, NC, USA
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