Heroes E - K

Heroes from the DC multiverse
Death
Posts: 101
Joined: Fri Sep 15, 2023 10:35 pm

Heroes E - K

Post by Death »
E

El Gaucho

Santiago Vargas

F) Rm30
A) Ex20
S) Ex20
E) In40
R) Ex20
I) Ex20
P) In40

Health: 110 Karma: 80
Resources: Gd Pop: 30 in Argentina

Known Powers:
None

Equipment:
Knives: Ex material, Gd Edge or Thrown Edge
Bola: Ex material, Rm Grappling, throw up to 3 areas

Talents: Thrown Weapons, Detective/Espionage, Bi-Lingual: (Spanish, English), Martial Arts A, B, E, Acrobatics, Tumbling, Pilot, Horsemanship, Motorcycles

Contacts: Club of Heroes
___________________________________________________________________________________

The Enchantress

June Moon

F) Gd10
A) Ex20
S) Ex20
E) In40
R) Ex20
I) Gd10
P) In40

Health: 90 Karma: 70
Resources: Gd Pop: 0

Known Powers:
Magic: Am, The Enchantress knows a few spells, has performed the following types of spells:
-Chameleon: Am Disguise
-Dispersal: Am
-Flight: Am
-Matter Manipulation: Am

Equipment:
None

Talents: Artist

Contacts: Shadowpact
___________________________________________________________________________________

F

Father Time

F) Am50
A) Rm30
S) Mn75
E) Mn75
R) Rm30
I) In40
P) In40

Health: 230 Karma: 110
Resources: Rm Pop: 10

Known Powers:
Invulnerability to Physical, Energy, Radiation, Disease and Toxin: Un
Immortal: Father Time does not age
Hyper-Leaping: Rm

Equipment:
None

Talents: Martial Arts A, B, D, E, Leadership, Pilot, Demolition, Military, Wrestling, Detective/Espionage, Knives, Artillery, Marksmanship, American History, First Aid, Intimidation, Manipulation

Contacts: Freedom Fighters, S.H.A.D.E.
___________________________________________________________________________________

Fire

Beatriz DaCosta

F) Gd10
A) Ex20
S) Ty6
E) Gd10
R) Ex20
I) Gd10
P) Gd10

Health: 46 Karma: 40
Resources: Gd Pop: 10

Known Powers:
Fire Sheath: Fire is able to surround her body with a green flame. It provides her with the following:
-Body Armor: Rm protection vs. weapon less than In material
-Anyone that touches Fire suffers In damage
-Flight: Rm
Fire Generation: Rm intensity, up to 3 areas
Invulnerability: CL1000 vs. Heat

Equipment:
None

Talents: Martial Art D, Thief, Melee Weapons

Contacts: JLI
___________________________________________________________________________________

Firestorm

Ronnie Raymond

F) Ex20/Ty6
A) In40/Gd10
S) In40/Gd10
E) Am50/Ex20
R) Gd10
I) Rm30
P) Ex20

Health: 150/46 Karma: 60
Resources: Gd Pop: 30

Known Powers:
Fire Elemental: After completing the task given to him by the Entity, Firestorm became the Fire Elemental. H is able to perform the following power stunts:
-Fusion: Firestorm is created when he merges with Jason Rusch
-Molecular Conversion: Firestorm's unique nuclear-molecular structure allows him control over the structure of matter, allowing him to reshape it into any form desired with Un effect. Firestorm cannot use this power while he's phased.
-Regeneration: Ex
-Self Sustenance: Doesn't need to eat, sleep or breathe
-Invulnerability to Heat and Flame: CL1000
-Fire Body: Firestorm's body is made of flames that provides Un protection vs. Weapons of less that Mn material. Anyone touching Firestorm suffers Un fire damage.
-True Flight: Un airspeed
-Fire Control: Firestorm can control flame itself with Un ability. He is able to perform the following power stunts:
-Flame Constructs: Am intensity flame barriers, rings, cages and other restraining devices.
-Dampen flames with Un ability.
-Fire Generation: Emit Un intensity flames up to 10 areas

Talents: Acrobatics

Contacts: Justice League of America, Vandemeer University, Atom/Ray Palmer, Mikail Arkadin/Pozhar Rasputin
___________________________________________________________________________________

The Flash

Barry Allen

F) Rm30
A) Am50
S) Gd10
E) In40
R) Rm30
I) Rm30
P) Am50

Health: 130 Karma: 110
Resources: Gd Pop: 20

Known Powers:
Super-Speed: Sh-Z Super-speed, allowing him to travel at the speed of light and faster if he manages a Red Endurance FEAT. This power automatically generates a protective aura around him that eliminates all the harmful results of moving at super-speed. The Flash could perform the following power stunts:
-Deliver 100 Gd blows in a round
-Barry moves so fast that he is able to perform 9 actions in a combat round.
-Resistance to Cold: Ex
-Invisibility: Barry is able to appear invisible by moving extremely fast, Red Intuition FEAT to notice
-Vibrating Hand: Un damage
-Break Restraint: CL1000
-Create Cyclones: These tornadoes will inflict Gd Blunt or Stun and Slam attacks. The Speedster must specify which effect they are going for when using this in combat.
-Water Running: Flash may ran across water as if it were a solid surface and at Sh-Z. As long as he keeps his feet in motion he may even briefly stop to observe something or change directions.
-Wall Running: Barry Allen may run up walls as if he were a normal person walking across the ground with Sh-Z ability
-Catch Bullets: Snatch fast-moving objects out of the air with Un ability
-Vibrate Through Solid Objects: The Flash may vibrate through materials with Un ability, although sufficiently dense materials are impassible, and unlike some speedsters, this does not set off destructive resonances within the object in question, although he may choose to do so.
-Cushion of Air: By spinning his arms or legs rapidly, Barry Allen can create a cushion of air of Mn; this power is the equivalent to levitation.
-Extend Aura: Barry Allen’s aura automatically extends to protect anything he is carrying along with him.
-Speed Learning: The Flash has been shown capable of learning new talents at super-speed, such as learning to ‘run’ on his hands during a period in which his leg was broken.
-Spectrum Shifting: The Flash can run so quickly as to cause light to begin to experience Blue Shift, thus allowing him to view the lower spectrum of light that is normally invisible to the unaided human eye or if running away he may induce Red Shift in order to view the upper spectrum of light.
-Dimension Travel: By altering the vibration rate of his body Barry Allen may transfer himself between dimensions accessible by vibration attunement with Mn ability.
-Life Support: Barry Allen’s protective aura retains an envelope of oxygen around him at all times, allowing him to go up to 10 minutes in an oxygen-less environment before requiring air, and has proven capable of protecting him against the cold and vacuum of space as well as the heat and pressure below the earth’s crust and into the magma layer. He has even survived reentry into the earth’s atmosphere from space.
-Time Travel: On a Red power FEAT, Flash may break the Time Barrier allowing time travel with CL3000 ability.
Molecular Control: Un control over his own molecules and has allowed him to perform the following power stunts:
-While in a vacuum (outer space) he was able to convert himself into anti-matter in order to reconvert atoms that had been transformed into an anti-gravity element back into his normal atoms.
-By emitting and drawing back in atoms while in space, Barry Allen may move at Am speeds in the vacuum of space.
-To survive a booby-trap that destroyed his Cosmic Treadmill, Barry Allen scattered his atoms across nearly 20 minutes of future time and was capable of reassembling himself without harm (his right foot is clearly shown having reassembled first and yet none of his recovering cells apparently suffered from the lack of blood or other requirements of normal human cells under such conditions).

Equipment:
Costume: In protection vs. Heat and Cold, Ex protection vs. Physical and Energy
Costume Ring: Rm material, This unassuming ring contains a secret compartment into which Barry Allen normally stores his costume. By moving at super-speed and due to exposure to a special gas, he may compress his costume down and conceal it within the ring. Upon exposure to air, the costume will then automatically expand to its original size.

Limitations:
The Call of the Speed Force: If Barry travels at CL1000 or greater speed he must make a successful Psyche FEAT roll. Failure means he hears the "Call of the Speed Force". This means he is lost in speed and all subsequent actions he must push himself to break the "Speed Force Barrier" (CL3000 speed). Upon achieving this speed the must make another Psyche FEAT roll, with failure indicting he is absorbed by the Speed Force and effectively "dies".

Talents: Chemistry, Physics, Electronics, Engineering, Temporal Physics, Police Forensics

Contacts: Iris West-Allen, Kid Flash/Wally West, Justice League of America, Green Lantern/Hal Jordan, Green Arrow/Oliver Queen
___________________________________________________________________________________

The Flash

Wally West

F) Rm30
A) In40
S) Ex20
E) In40
R) Ex20
I) Rm30
P) Rm30

Health: 130 Karma: 80
Resources: Ty Pop: 30

Known Powers:
Hyper Speed: Wally's powers are based on speed. His movement is at Sh-Z. Able to perform the following power stunts:
-Deliver 100 Gd blows in a round
-Wally moves so fast that he is able to perform 9 actions in a combat round.
-Resist Cold: Ex
-Air-Walking: up 90% inclines (Up or down buildings) at CL1000 rank
-Water-Walking: CL1000 by skimming along on surface tension
-Create Cyclones: Mn damage or Sh-Y stunning or slamming
-Phasing: Wally can vibrate his molecules so fast that he can 'phase' through objects of less than CL1000 material. This destroys any inorganic object of less than Un material after he passes through it.
-Can destroy CL3000 material by vibrating through it
-Invisibility: Wally is able to appear invisible by moving extremely fast, Red Int. FEAT to notice
-Vibrating Hand: Un damage
-Break Restraint: CL1000
-Time Travel: On a Red power FEAT, Flash may break the Time Barrier allowing time travel with CL3000 ability.
-Spectrum Shifting: Wally can run so quickly as to cause light to begin to slow, and experience Red Shift. Which will allows him to view the lower spectrum of light that is normally invisible to the unaided human eye.
-One must make a Red FEAT to hit Flash with anything other than an area effect or Psychic attack.
-Dimension Travel: Wally may also travel to any dimension he chooses by traveling through the heart of the Speed Force at CL1000 rank. During Terminal Velocity, Wally combined Max Mercury's Zen Speed theory with Johnny Quick's speed formula to go faster than light. He essentially existed outside of time. Capable of entering the "Speed Force".
-Considered Un rank for Fighting for multiple attacks and evading.
-Considered Un rank for Agility for dodging and catching projectiles.
-Considered CL1000 rank for Intuition for initiative.
-He may perceive any object's momentum as though it were moving at Fe speed, like arrows and bullet-sized objects appear moving at 5 mph
-Flash is considered to have Un Endurance for movement and tiring purposes.
-Kinetic Generation and Control: CL1000, Wally's "slipstream" effect allows him to impart and control momentum in other objects.
-Power Transfer: Wally is able to impart speed to others enabling them to "run" at speeds equal to himself. The recipient must already be moving and must be in contact with Wally to receive this benefit.
-Steal Speed: Flash can neutralize a target/objects kinetic energy forcing the target to immediately stops.
Energy Sheath: Wally projects an aura that surrounds and protects him from excess heat and friction when he moves allowing him to ignore the environmental effects of friction (including sonic booms) enabling him to surpass standard speed constraints. Due to this Wally uses the airspeed column for movement and is not restricted by atmospheric conditions. This aura seems to be a by-product of the Speed Force, and can slightly blunt physical attacks, as well as the effects of wind burn and friction-heat. While moving, Wally is considered to have Ex protection vs. Physical Attacks, and In protection vs. Heat and Friction, due to the aura that the Speed Force provides him.

Equipment:
Costume: In protection vs. Heat and Cold, Ex protection vs. Physical and Energy

Limitations:
The Call of the Speed Force: If Wally travels at CL1000 or greater speed he must make a successful Psyche FEAT roll. Failure means he hears the "Call of the Speed Force". This means he is lost in speed and all subsequent actions he must push himself to break the "Speed Force Barrier" (CL3000 speed). Upon achieving this speed the must make another Psyche FEAT roll, with failure indicting he is absorbed by the Speed Force and effectively "dies".

Talents: Martial Arts A, Detective, Physics

Contacts: Linda Park, Jay Garrick, Kid Flash, Max Mercury, Jesse Quick, Justice League, Nightwing/Dick Grayson, Arsenal/Roy Harper, Teen Titans
___________________________________________________________________________________

G

Typical Gotham City Policeman

F) Gd10
A) Ty6
S) Ty6
E) Gd10
R) Ty6
I) Gd10
P) Ty6

Health: 32 Karma: 22
Resources: Gd Pop: 3

Known Powers:
None

Equipment:
Gun: Ex Shooting, 7 areas
Batons: Rm material, In Blunt
Body Armor: Ex protection vs. Shooting, Gd protection vs. Physical
Flashlight: Ty illumination

Talents: Guns, Baton (+1cs), Law Enforcement

Contacts: GCPD
___________________________________________________________________________________

Green Arrow

Oliver Queen

F) In40
A) Rm30
S) Gd10
E) Ex20
R) Gd10
I) Gd10
P) Ty6

Health: 100 Karma: 22
Resources: Ty Pop: 15

Known Powers:
None

Equipment:
Bow: Able to fire 3 arrows/round at 7 areas range.
Arrows: Green Arrow has access to the following types of arrows:
-Regular: Rm Edge
-Boxing Glove: Rm Blunt
-Drill: Cuts through Rm material
-Bola: Rm entangling attack
-Boomerang: (may be added to other arrows)
-Grappling Hook: 2 areas long, In material
-Electrical: Am damage, 5 areas
-Explosive: Am damage
-Flash: Gd light, Am damage
-Magnetic: In adherence, may carry cable or other arrowheads.
-Net: In entanglement
-Glue: Rm adherence to rough surfaces
-Crescent Blade: Rm Edge
-Black-Out Bomb: Turn 1 area into Darkness for 5 rounds
-Sonic: Ex noise, End. FEAT or stunned for 1-10 rounds.
-Smoke: 1 area
-Tear Gas: In, 1 area
-Acetylene Torch: Rm Heat
-Cryonic: Ex Freezing
-Acid: Ex Corrosive
-Handcuff: Gd Entanglement
-Extinguisher: Ex Fire Retardant
Sword: In material, Rm Edge

Talents: Marksmanship, Survival, Tracking, Bows, Weapon Specialist: (Bow), Ex reason for designing arrow heads, Swordsman, Martial Arts A, B

Contacts: Black Canary, Green Arrow II, Arsenal, Speedy, Justice League, Justice Society, Oracle
___________________________________________________________________________________

Green Lantern

Hal Jordan

F) Ex20
A) Rm30
S) Gd10
E) Rm30
R) Gd10
I) Gd10
P) Am50

Health: 90 Karma: 70
Resources: Ty Pop: 20

Known Powers:
None, all of Green Lantern's powers are derived from his Power Ring

Equipment:
Oan Power Ring

Talents: Weapons Specialist: (Oan Power Ring), Acrobatics, Pilot, Martial Arts A, Aerial Combat

Contacts: Guardians of the Universe, Green Lantern Corps, Carol Ferris, Tom Kalmaku, John Stewart, Green Arrow I, The Flash II (Barry Allen), Black Canary, Kyle Rayner, Guy Gardener, Justice League of America
___________________________________________________________________________________

Green Lantern

John Stewart

F) Ex20
A) Ex20
S) Gd10
E) Rm30
R) Gd10
I) Gd10
P) Rm30

Health: 80 Karma: 50
Resources: Gd Pop: 10

Known Powers:
None, all Green Lantern's powers are derived from his Power Ring

Equipment:
Oan Power Ring

Talents: Leadership, Military, Aerial Combat, Weapon Master: (Oan Power Ring), Architecture, Astro-Navigation, Martial Arts B, Resist Domination

Contacts: Katma Tui, Merayn, Justice League, Kyle Rayner, Jade, The Original Green Lantern, Hal Jordan, Guy Gardner, Kilowog, Green Lantern Corps
___________________________________________________________________________________

Green Lantern

Guy Gardner

F) Rm30
A) Rm30
S) Ex20
E) In40
R) Ty6
I) Ex20
P) Mn75

Health: 120 Karma: 101
Resources: Gd Pop: 20

Known Powers:
None

Equipment:
Oan Power Ring

Talents: Weapons Specialist: (Oan Power Ring), Teaching, Martial Arts A, B, Resist Domination, Guns

Contacts: Green Lantern/Hal Jordan, Green Lantern/Kyle Rayner, Green Lantern/John Stewart, Sentinel/Alan Scott, Kilowog, John Henry Irons
___________________________________________________________________________________

H

Hangman

Robert Dickering

F) Rm30
A) Ex20
S) In40
E) In40
R) Ex20
I) Ex20
P) In40

Health: 130 Karma: 80
Resources: Gd Pop: 0

Known Powers:
Immortal: Hangman does not age and cannot be killed

Equipment:
Bull Whip: Rm Blunt, They may grapple an opponent as with In strength.
Ropes: The Hangman carries a magically enhanced ropes which he can conjure at will. They grapple an opponent with Am Strength

Talents: Medicine, Weapon Specialist: (Whips, Rope), Martial Arts B, E

Contacts: None
___________________________________________________________________________________

Hawkgirl

Shiera Hall

F) Am50
A) Rm30
S) Ex20
E) Rm30
R) Ex20
I) Ex20
P) Rm30

Health: 130 Karma: 70
Resources: Gd Pop: 15

Known Powers:
None, all of Hawkgirl's powers come from her Wing Harness and Boots

Equipment:
Winged Flight Pack: Rm airspeed, when in flight she counts as having Am Agility, including for Gliding FEATs. She also can accomplish the following:
-Sprint: Hawkgirl can "sprint" to Un airspeed, however must make a successful End. FEAT each round
-Gliding: By spreading her wings and riding thermals, Hawkgirl can travel at Gd airspeed and is considered "resting" enabling her to recover as if she were motionless
-Wing Shield: Hawkgirl is able to block up to 90 points of damage by using her wings as a shield. However, Hawkgirl cannot fly if they are used as shields.
Nth Metal Belt: Am material, Rm ability to decrease gravity. gives Hawkgirl the following abilities:
-Gravity Control: Gives Hawkgirl Mn Strength
-Am Resistance to Heat and Cold
Helmet: In protection vs. Blunt attacks, gives Hawkgirl the following power stunts:
-Thermal Vision: Mn
Talon Claws: In material, Rm Edge
Thanagarian Mace: Am material, Rm Blunt, can be thrown up to 3 areas
Shurikens: Rm material, Ex Thrown Edge

Talents: All Martial Arts, Marksmanship, Edged Weapons, Blunt Weapons, Thrown Weapons, Egyptian Weapons

Contacts: Hawkman
___________________________________________________________________________________

Hawkman

Carter Hall

F) Am50
A) Rm30
S) Ex20
E) Rm30
R) Gd10
I) Gd10
P) Rm30

Health: 130 Karma: 50
Resources: Gd Pop: 15

Known Powers:
Enhanced Vision: Ex Sight

Equipment:
Winged Flight Pack: Rm airspeed, when in flight he counts as having Am Agility, including for Gliding FEATs. He also can accomplish the following:
-Sprint: Hawkman can "sprint" to Un airspeed, however must make a successful End. FEAT each round
-Gliding: By spreading his wings and riding thermals, Hawkman can travel at Gd airspeed and is considered "resting" enabling him to recover as if he were motionless
-Wing Shield: Hawkman is able to block up to 90 points of damage by using his wings as a shield. However, Hawkman cannot fly if they are used as shields.
Nth Metal Belt: Am material, Rm ability to decrease gravity. gives Hawkman the following abilities:
-Gravity Control: Gives Hawkman Mn Strength
-Am Resistance to Heat and Cold
Helmet: In protection vs. Blunt attacks, gives Hawkman the following power stunts:
-Thermal Vision: Mn
Thangarian Mace: Am material, In Blunt
Sword: Am material, Rm Edge
Axe: Am material, Am Edge
Shield: In material, Blocks up to 75 damage. Still subject to stuns and slams.
The Claw of Horus: Un material, it draws its power from the magnetic core of the Earth. Has the following abilities:
-Power Punch: Able to punch with Sh-X Force
-Nth Metal Disruptor: Able to disrupt anything with Nth metal in it with Am ability.

Talents: Archaeology, Martial Arts A, B, Aerial Combat, Marksmanship, Egyptian Weapons, Repair/Tinkering, Leadership, Weapons Master (Mace)

Contacts: Hawkgirl, Dr. Fate, Justice Society of America, The Atom, Justice League of America
___________________________________________________________________________________

The Huntress

Helena Janice Bertinelli

F) Rm30
A) Rm30
S) Gd10
E) Rm30
R) Gd10
I) Ex20
P) Ex20

Health: 90 Karma: 60
Resources: Rm Pop: 25

Known Powers:
None

Equipment:
Costume: Gd Protection vs. Physical, Ex vs. Heat and Fire.
Staff: In material, Rm Blunt
Wrist-Launcher: Fires small CO2-propelled bolts with a 3 Area range.
-Regular Bolts: Gd
-Grappling Hook and Line: Ex material
Nightsight lenses: Ex nightsight at 3 areas
Pouches: Contain the following tools:
-Lockpicks: +1CS to picking locks
-6 Throwing blades: Ty Thrown Edge, 2 areas
-First-Aid Kit: Standard First-Aid Kit
-Mini-Flashlight: Ty Illumination, 2 areas

Talents: Acrobatics, All Martial Arts, Marksmanship, Weapon Master, Teaching (History), Detective/Espionage, Tumbling.

Contacts: Batman, Nightwing, Black Canary, Azrael, The Oracle, Robin
___________________________________________________________________________________

I

Ice

Tora Olafsdotter

F) Ex20
A) In40
S) Rm30
E) Rm30
R) Ty6
I) Rm30
P) Rm30

Health: 120 Karma: 66
Resources: Gd Pop: 5

Known Powers:
Ice Generation: Mn, Ice has the following power stunts:
-Entrap others in ice of Un strength up to 2 areas away
-Create columns, walls, and other shapes of Mn material rank
-Create ice ramps that allow her to "skate" at Mn land speed. These ramps if properly supported can rise up 2 floors per round.
-Project waves of cold with Mn intensity and range and reduces the Opponent's FEATs by -5cs if the intensity is higher than endurance, -2cs otherwise. This cold can be used to offset heat damage.
-Molecular Conversion: Am ability to freeze someone's water molecules inside their body
Flight: Rm airspeed

Equipment:
None

Talents: Martial Arts A, B

Contacts: Fire, Guy Gardner, Justice League of America, Cadre
___________________________________________________________________________________

Isis

Adrianna Tomaz

F) Rm30/Ty6
A) Rm30/Ty6
S) Gd10/Ty6
E) In40/Gd10
R) Rm30/Gd10
I) Rm30/Ex20
P) Am50/Ex20

Health: 110/38 Karma: 110/50
Resources: Am Pop: 0

Known Powers:
Power of the Scarab: Adrianna's human body has been super-charged with the magical energy of the Scarab. These powers are described below:
-Total Memory: Recall knowledge and facts that he normally should not and/or would not know with Mn ability.
-Dimension Travel: This can only be used to travel to the Rock of Eternity at Rm rank. The Rock of Eternity is a nexus of power in a nearby realm of existance that channels power to anyone utilizing the power of the wizard, Shazam. As to whether he can travel to other dimensions or locations using the Rock is currently unknown.
-Flight: Un airspeed
-Hyper-Speed: He has the ability to sharpen her awareness and increase her temporal flow at Am rank, appearing to move faster than humanly possible.
-Self-Sustenance: Doesn't need to eat, sleep or breathe
-Resistance to Disease and Toxins: Un
-Body Resistance: Mn protection vs. Physical and Energy attacks.
-Elemental Control: Isis can exert Un control over all elemental forms

Equipment:
Scarab: Un material, This Scarab allows Adrianna to transform into Isis, giving her the powers as listed above.
-Alter Ego: By speaking the magic word, "Isis," Adrianna transforms into Isis.

Talents: None

Contacts: Black Adam, The Marvel Family
___________________________________________________________________________________

J

Jericho

Joseph William Wilson

F) Ex20
A) Ex20
S) Gd10
E) Rm30
R) Ex20
I) Gd10
P) Rm30

Health: 80 Karma: 60
Resorces: Pr Pop: 10

Known Powers:
Possession: By making eye contact with an individual, Jericho is able to take control of that person's body with Un ability. Jericho's own body becomes incorporeal and he actually enters his victim's body. He can control the body's movements, but control is far from complete. The victim is still capable of speech and, if they resist the possession, they can make their movements jerky and halting. Jericho is able to use his host's physical super-powers, if any exist. If the victim is unconscious, or rendered so, when possessed, Jericho's control is complete.

Equipment:
Body Armor: Gd protection vs. Physical and Energy
Shurikens: Rm material, Ex Thrown Edge

Limitation:
Jericho is mute, unless he possesses someone

Talents: Martial Arts A, B, E, Sign Language, Performer: (Artist)

Contacts: Deathstroke, Teen Titans
___________________________________________________________________________________

K

Kilowog

F) Rm30
A) Gd10
S) Am50
E) Am50
R) Rm30
I) Ex20
P) Am50

Health: 140 Karma: 100
Resources: Gd Pop: 10

Known Powers:
Bolovaxian Physiology: Kilowog is a Bolovaxian from Bolovax Vik whose very body gives him the following power stunts:
-Body Resistance: Rm
-Telepathy: Un, Limited to contact with Bolovoxians
-Hyper Invention: Am
-Digestive Adaption: Am ability to digest anything hie eats

Equipment:
Oan Power Ring

Talents: Weapons Specialist: (Oan Power Ring), Resist Domination, Astro-Navigation, Astro-Pilot, Aerial Combat, Genetics, Engineering, Military, Mechanic, Repair/Tinkering, Instructor: (In)

Contacts: Green Lantern Corps, Guardians of the Universe
___________________________________________________________________________________