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Heroes A - D

Posted: Wed Apr 24, 2024 1:37 am
by Death
A

Adam Strange

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

Health: 80 Karma: 100
Resources: Ex Pop: 20

Known Powers:
None

Equipment:
Body Suit: This suit provides Gd protection vs. Physical and Energy. It also has the following features:
-Life Support: The suit provides Adam the ability to survive in the depths of space for short durations
Jet Pack: Am airspeed, capable of reaching into Space
Laser Pistol: Rm Energy, 5 areas
Zeta Beamer: CL5000, when Adam Strange becomes saturated with radiation from the Zeta Beam, he is instantly transported to Rann.

Talents: Acrobatics, Tumbling, Engineering, Military, Guns, Martial Arts B, Thief, Vehicles, Archeology, History.

Contacts: Rannian Ruling Council, Alanna Strange, Sardath
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Alfred Pennyworth

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

Health: 28 Karma: 40
Resources: Am Pop: 0

Known Powers:
None

Equipment:
None

Talents: Driving, Marksmanship, Computers, Mechanic

Contacts: Batman/Bruce Wayne, Leslie Thompkins, Nightwing/Dick Grayson, Robin/Tim Drake, Oracle/Barbara Gordon
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Aquaman

Orin/Arthur Curry

F) Am50
A) Rm30
S) Mn75
E) Am50
R) Gd10
I) Ex20
P) In40

Health: 205 Karma: 70
Resources: Rm Pop: 30

Known Powers:
Atlantean Physiology: Aquaman's very body gives him the following abilities:
-Body Resistance: Ex resistance to Physical
-Resistance to Cold: Un
-Hyper Swimming: Rm
-Water Freedom: Orin doesn't suffer penalties in underwater battles and receives +1cs Fighting, Endurance and Strength.
-Water Breathing: Aquaman is amphibious and can breathe both air and water.
-Ultra Vision: Rm
Telepathy (Marine Life only): Un ability to talk to or control sea life; however, after his resurrection, Aquaman can ability to communicate directly with sea life and has done so throughout most of his life. Lately he possesses a greater range of control that can actually force sea creatures to obey his whims. Currently, he requests their assistance and they comply. He has chosen to continue to request since, if he forces them to comply, they will ultimately lose respect for him. He is also able to perform the following power stunts:
- Telepathy Communication: Am ability to communicate with non-marine animals, including humans
-Mind Probe: In, including non-marine animals
-Sonar Location: Am
-Access to the Clear: Un ability to sense the primal emotions of aquatic creatures through "The Clear". The Clear seems to function as a universal consciousness of all sea life. Via it he can communicate or command sea life on the other side of the planet. He can see what they see and much more what he is only beginning to realize. He can also push his telepathic powers to reach out to the higher land creatures to find that element of their brains that was once an aquatic dwelling creature. This may account for Aquaman's facility with language.

Equipment:
Trident: Am material, Am Edge or Blunt

Weakness:
Dehydration: Aquaman needs to immerse himself in water for at least an hour every 24 hrs to keep his powers and stats at peak levels. For every two (2) hours past that point, reduce all his physical stats and powers 1 rank. This affects his Health too. One (1) hour's immersion in water will immediately restore all lost ranks and health.

Talents: Ocean Life, Oceanography, Martial Arts B, Pilot, Leadership, Bi-Lingual (English, Atlantean), Resist Domination, Marine Biology, Underwater Combat

Contacts: Mera, Justice League of America
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Artemis

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

Health: 140 Karma: 100
Resources: Ex Pop: 0

Known Powers:
Immortal: Artemis does not age, but she is not invulnerable

Equipment:
Sword: In material, In Edge
Bow: Rm material, able to fire 7 areas
Arrows: Ex Edge

Talents: All Combat Skills, Swordsmanship, Marksmanship, Weapons Specialist: (Bow), Acrobatics, Greek Mythology, Horsemanship

Contacts: Wonder Woman, Themscyria
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The Atom

Professor Ray Palmer

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

Health: 60 Karma: 50
Resources: Ex Pop: 30

Known Powers:
None

Equipment:
Costume: Gd protection vs. Physical and Energy
Bio-Belt: The Atom wears a Bio-Belt that uses White Dwarf Star Matter to shrink. He has the following power stunts:
-Shrinking: Sh-X, Down to about the size of an atom. While small, He is +5cs to fight larger opponents and is -5 CS to be hit by them.
-Density Manipulation: Ex, can increase the damage of his punches 3 ranks to Rm damage.
-Teleporation: Rm ability to travel through phone lines.
-Gliding: Rm ability to glide on air currents on a low setting

Talents: Acrobatics, Detective/Espionage, Martial Arts B, E, Blunt Weapons, Physics, Chemistry

Contacts: Justice League, Ivy Town University, Hawkman
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Atom-Smasher

Albert Julien Rothstein

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

Health: 140 Karma: 30
Resources: Ex Pop: 30

Known Powers:
Adjustable Growth: When obvious mobility keeps him from growing to full size, Atom-Smasher grows “not-quite-so-large” in these stages:
-Stage 1: 10 feet tall, S) Rm30 E) Rm30, Ty Body Armor and Health: 90
-Stage 2: 15 feet tall, S) In40 E) Rm30, Gd Body Armor and Health: 100 (+1CS to attack)
-Stage 3: 20 feet tall, S) In40 E) Am50, Ex Body Armor and Health: 120 (+1CS to attack, -1CS to dodge)
-Stage 4: 25 feet tall, S) Am50 E) Mn75, Rm Body Armor and Health: 155 (+2CS to attack, -1CS to dodge)
-Stage 5: 30 feet tall, S) Mn75 E) Mn75, Rm Body Armor and Health: 180 (+3CS to attack, -2CS to dodge)
-Stage 6: This is the danger zone, because he can exceed his normal maximum with a Yellow Psyche FEAT. Doing so raises him to this level: 40 feet tall, with S) Un100 E) Mn75, In Body Armor and Health: 205. However, he must make a Red Endurance FEAT every 2 rounds to maintain this size or pass out, after which he loses 1 End rank every hour until death or finds proper medical treatment. He shrinks unconscious at 1 stage per hour.
Resistance to Injury: Am

Equipment:
Costume: In protection vs. Wear and Tear

Talents: None

Contacts: JSA
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Azrael

Jean Paul Valley

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

Health: 170 Karma: 100
Resources: Gd Pop: 0

Known Powers:
None

Equipment:
Body Armor: Ex protection vs. Physical and Shooting, Gd protection vs. Energy, has the following abilities:
-Blending: Rm Blending abilities and +1CS on Stealth
-Taser: Delivers a Ex electrical shock to anyone who comes into contact with it. This taser is good for one use before needing recharging.
Cowl: Ex protection vs. Blunt attack, has the following abilities:
-Starlite Nightvision: Rm Ultra-vision
-Throat Mike/Radio: 10 mile range, uses to keep in touch with Oracle, Batman and Robin. (scrambled and private channel, In Intensity)
-Audio Processor with Voice-Command Equipment
-Field-of-View Display Projector
-Inertial GPS System
Cape: Gd Glider

Limitations:
Jean Paul needs his glasses (or other corrective lenses) to see. Without them, anything beyond 3 areas is blurry and indistinct.

Talents: Computers, Chemistry, Sharp Weapons, Weapon Specialist: (Forearm Sword Blades), Acrobatics, Tumbling, Engineering, Repair/Tinkering, Military, All Martial Arts, St. Dumas Lore

Contacts: Batman, Oracle, Order of Saint Dumas, Nightwing, Robin, Ra's Al Ghul, The Question, Nomoz the Gnome
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Aztek

Dr. Curtis "Curt" Falconer

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

Health: 110/24 Karma: 20
Resources: Gd Pop: 10

Known Powers:
None

Equipment:
Helmet: Mn material, In protection from blunt attack, gives Aztek the following abilities:
-Enhanced Hearing: Am Hearing
-Enhanced Vision: Am X-Ray/Telescopic/Infrared
-Communications: Am
Magic Mirror: Mn material, gives Aztek the following power stunts:
-Alter Ego: Stats change as shown above
-Flight: Ex airspeed
-Energy Blasts: In Energy, 7 areas
-Invisibility: Am
Costume: Ex protection vs. Physical and Energy

Talents: Acrobatics, Martial Arts A, C, Medicine
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B

Batgirl

Cassandra Cain

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

Health: 130 Karma: 70
Resources: Ty Pop: 0

Known Powers:
Training: Through continuous intense training Cassandra represents the greatest fighting weapon ever conceived. She is to perform the following:
-Danger Sense: Batgirl is highly trained in various forms of hand-to-hand combat, and has the ability to "read" her opponents in battle. This permits her Am Intuition for any combat orientated Intuition FEAT checks.
-Adrenal Surge: Cassandra has been known to augment her Strength. If she can make a Red Psyche FEAT, she gains the advantages of Rm strength for 1-10 turns.
-Iron Will: Ty, While bullets will wound her and necessitate medical treatment, she will pretty much ignore the shock from being shot.
-Stealth: Ex
-Body Reading: Simply by looking at someone moving, she can automatically determine with complete accuracy the Agility, Martial Arts training, Weaponry and Initiative score of the person, as well as the styles in which they are trained. This takes 1 round of concentration and a successful Intuition FEAT. Her initiative drops by 2 if she cannot read an opponent (such as no nervous system, not alive, etc.)

Equipment:
Uniform: Ex protection vs. Physical, Gd protection vs. Energy
Utility Belt: Batgirl wears a utility belt similar to Batman's and never uses anything from it. It is equipped with pockets of varying size and likely contains:
-De-Cel Monofilament Jumpline: Rm material, slows Batgirl's fall the further she descends.
-Grapnel: Fires a hook that snaps open after firing and clamps shut once the button at its joint hits its target.
-Wall-Penetrating Grappel: Fires diamond-bit piercing darts that can attach to up to Rm materials. Contains 200 ft. of thermoplastic line (In strength, can support up to 600 lbs.).
-Conventional Gas Mask: Allows for freedom of operation under exposure to any airborne noncontact toxins. Normally always carried in magazines of six.
-Rebreather: Provides Oxygen for 2 hrs.
Explosives: Batgirl has the following types of explosive devices:
-Pellet Grenades: Rm Edge, 12 ft. radius, Can be strung together with bungee-prima cord. Can be attached to surfaces with an internal contact cement reservoir or thrown for a 5-second delay.
-Bungee-Prima Cord: Gd Edge, 6 ft. radius, Rope-like explosive normally used to link larger charges. Must be set off by a separate charge.
-Concussion Grenades: Rm Edge, 12 ft. radius, can be set for explosive or flash-bang detonation and for a delay of 3 seconds to 40 minutes. Can also be set off by radio remote.
Capsules: Batgirl has the following types of capsules:
-Smoke Bombs (x4): Ex intensity, able to blind an opponent in 1-area radius. All in the affected area at -2 CS to performing actions.
-Tear Gas Pellets (x4): Ex intensity, 1-area radius. Must make Endurance FEAT or be unable to perform any action until 1 round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.
Tracer Devices: Batgirl has the following types of tracking devices:
-Burr: Just over an inch wide, attached by foil spring snags on each of its four corners. One-month battery life, 1,500-ft. range
-Throwing: Less than an inch in diameter, 3-mile range.
Batarangs:
-Folding Batarang: Gd Thrown Blunt, Four may be folded and carried in a single belt pouch.
-Hard Impact Edge Batarang: Ex Thrown Blunt

Talents: Acrobatics, Climbing, Artist: (Dancing), All Martial Arts, Military, Pickpocket, Security Systems, Sleight of Hand, Weaponsmaster, Marksman, Blunt Weapons, Edged Weapons, Thrown Weapons, Thrown Objects, Resist Domination, Detective/Espionage

Contacts: Oracle/Barbara Gordan, Batman/Bruce Wayne, Spoiler/Stephanie Brown, Robin/Tim Drake, Azrael/Jean-Paul Valley
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Batman

Bruce Wayne

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

Health: 140 Karma: 110
Resources: In Pop: 0/50

Known Powers:
Training: Although he has no superhuman powers, Batman is one of the world's smartest men and greatest fighters. His physical prowess and technical ingenuity make him an incredibly dangerous opponent. He is able to perform the following:
-Stealth: Am
-Iron Will: Gd control over this body and mind. Iron Will may be used for Resistance to Physical forms of attack. Batman's Iron Will may absorb up to Gd damage at one time. This Damage is held until released, at which time Batman suffers half the amount of damage he had stored. Only 1 attacks damage may be stored, the damage must be released before Iron Will may store more damage.
-Martial Arts Supremacy: Gd, Batman's martial arts prowess allows him to do rank damage to non-living targets.
-Imitation: Ex, uses latex masks and voice synthesizers

Equipment:
Bat-Suit: Batman's Costume gives him the following:
-Body Armor: Ex protection vs. Physical and Shooting, Gd protection vs. Energy
-Blending: Rm Blending abilities and +1CS on Stealth
-Taser: Delivers a Ex electrical shock to anyone who comes into contact with it. This taser is good for one use before needing recharging.
Cowl: Batman's cowl is more than just a mask. It porvide him with the following:
-Protection: Ex protection vs. Blunt attack
-Starlite Nightvision: Rm Ultra-vision
-Throat Mike/Radio: 10 mile range, uses to keep in touch with Oracle, Alfred, Nightwing, Robin and Police. (scrambled and private channel, In Intensity)
-Audio Processor with Voice-Command Equipment
-Field-of-View Display Projector
-Inertial GPS System
-Countermeasures: If someone other than Batman tries to unmask them, they will be met with gas jets that unleash an Ex intensity Knock-Out Gas
Cape: Batman's cape provides him with the following:
-Glider: Gd airspeed
-Resistance to Fire and Heat: Rm
Utility Belt: 10 Pouches that carries small items, fail safe in the belt will cause it to explode (Rm damage) and be completely destroyed should the buckle or pouches be opened incorrectly. The Utility Belt contains a wide array of devices such as:
-Universal Tool: Used to aid in electronics work. Tip contains various Phillips and Flathead screwdrivers, wrenches, lock-picking device, drill bits and other implements. Inside the base are full lineman's kit, multi-line analyzers, cell phone analyzers and other electrical analysis gear. Can record and play back audio and video signals. The Universal Tool can be safely used as a hammer.
-Mini-Computer: 3 1/2 by 4 1/2 inches in size, operates as a standard personal computer in game terms. Equipped with fax modem, GPS system and mini-disk rewritable drive. Can be used to remote-control the Batmobile
-Grapnel: In material, fires up to 7 areas, used for transportation, Up to 3 areas
-Rebreather/Gas Mask: 2.5 hours air supply
-Fingerlight: Ty illumination, can project white, red or infrared light
-Magnesium Flare: Rm Illumination
-Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink.
-Tape Recorder: 2.5 Hours
-Laser Torch: In intense laser that cuts through In material
-Lock-Picks: +1CS to open locks on an Agility FEAT.
-Bat-Cuffs: Rm material, Ty entrapment
-Crime Scene Investigation Kit: Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, independent detachable video camera. Linked directly to Batman's uniform, the Batmobile and the Batcave computer.
-Taser: Delivers Am Electrical
-Subsonic Bat Call: Attracts all bats within a 10-mile radius.
-Incidentals: Keys, money, lock-picks, first aid kit, mini-cellphone, antitoxin assortment, signal flares, wireless listening devices, small halogen flashlight.
Batarangs: Has the following types of Batarangs:
-Folding Batarang: Gd Blunt Throwing damage. Four may be folded and carried in a single belt pouch.
-Close-Quarters Impact Batarang: Ex Blunt Throwing damage, half standard throwing range.
-Hard Impact Edge Batarang: Ex Blunt Throwing damage.
-Cutting Edge Batarang: Rm Edged Throwing damage.
-Radio-Controlled Batarang: Ex Blunt Throwing damage, can be radio-controlled by device on utility belt (+3 CS to accuracy FEATs).
Capsules: Batman has the following types of capsules:
-Knockout Gas: Rm intensity, 1 area radius. Those in the affected area must make End. FEAT or pass out for 2 hours and lose their memory of the 5 minutes preceding exposure.
-Regurgitive: Ex intensity, 1 area radius. Those in the affected area must make End. FEAT or become violently ill for 10 rounds.
-Smoke: Ex intensity, 1 area radius. All in the affected area at -2CS to performing actions.
-Tear Gas: Ex intensity, 1 area radius. Must make Endurance FEAT or be unable to perform any action until 1 round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.
Explosives: Batman has the following types of explosives:
-Pellet Grenades: Rm Edge, 12 ft. radius, can be strung together with bungee-prima cord. Can be attached to surfaces with an internal contact cement reservoir or thrown for a 5-second delay.
-Concussion Grenades: Rm Edge, 12 ft. radius, Can be set for explosive or flash-bang detonation and for a delay of 3 seconds to 40 minutes. Can also be set off by radio remote.
-Bungee-Prima Cord: Gd Edge, 6 ft. radius, Rope-like explosive normally used to link larger charges. Must be set off by a separate charge.
Aerosol Sprays: Batman has a wide variety of aerosol sprays:
-Rapid Room-Filling Fogger: Fills an entire area with Rm Fog for 10 rounds. Single-use only.
-Infrared Paint Marker: Virtually invisible unless looked at through infrared optics.
-Foaming Explosive: In Edge, detonates when charged electrically
-Electronic Device Freezer: Disables electronics for 10 min.
-Quick-Acting Knockout: Renders targets unconscious for 3 hours and without memory of the 5 minutes preceding exposure unless In Endurance FEAT is made
Tracer Devices: To track down criminals, Batman has employed several tracers to find them. Batman has used the following types:
-Burr: Just over an inch wide, attached by foil spring snags on each of its four corners. One-month battery life, 1,500-ft. range
-Throwing: Less than an inch in diameter, 3-mile range.

Talents: Actor, Acrobatics, Detective/Espionage, Engineering, Repair/Tinkering, All Martial Arts, Military, Archeology, Criminology, Film, History, Multi-Lingual: (English, French, Spanish, Russian, Japanese, Mandarin, Cantonese, Filipino, Korean, Arabic, Turkish, Polish, German, Latin, Greek, Italian, Portuguese, Hebrew, Thai, Vietnamese, Kryptonian), Literature, Psychology, Sociology, Spy, Thief, Vehicles, Wrestling, Tumbling, Pilot, Business/Finance, Chemistry, Biology, Computers, Electronics, Occult Lore, Sleight of Hand, Resist Domination, Leadership, Marksmanship, Forensics, Kit Bashing, Escape Artist, Tracking, Medicine, First-Aid, Law, Law Enforcement

Contacts: Wayne Enterprises, Alfred Pennyworth, Doctor Leslie Thompkins, Robin/Tim Drake, Nightwing/Dick Grayson, Oracle/Barbara Gordon, Azrael/ Jean-Paul Valley, Batgirl/Cassandra Cain, Catwoman/Selina Kyle, Commissioner Atkins, Gotham City Police Department, Arkham Asylum, Superman/Clark Kent, Daily Planet, Justice League
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Beast Boy

Garfield Logan

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

Health: 66 Karma: 22
Resources: Rm Pop: 10

Known Powers:
Animal Transformation: Am ability to change his form into that of any animal he can think of, gaining the abilities of whatever animal form he has chosen. Although not restricted to a size limit the smaller the animal, the longer Gar is able to keep the shape. The greater the animal's mass the shorter time Gar can hold that form. Beast Boy always retains his green pigment in whatever form he chooses.
Animal Empathy: Am
Enhanced Senses: Mn smell, In hearing

Equipment:
None

Talents: Performer (Actor)

Contacts: Teen Titans
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Big Barda

Barda Free

F) Am50
A) In40
S) Mn75
E) Un100
R) Ex20
I) Ex20
P) In40

Health: 265 Karma: 80
Resources: Gd Pop: 10

Known Powers:
Hyper-Running: In ability

Equipment:
Battle Armor: Am, the armor is another product of advanced Apokolipsian technology. When it is not being worn, the armor automatically phases into another dimension. She can summon the armor to appear and cause it to instantaneously form about her person.
Mega-Rod: Mn material, Mn Blunt Attack, Big Barda is able to perform the following power stunts with the Mega-Rod:
-Energy Blast: Mn Energy, 7 areas
-Flight: Rm airspeed
-Gravity Manipulation (Increase): In ability
-Boom Tube Generation: CL5000, The Mega-Rod draws the energies it needs to operate directly from its user's will. The Rod's energy blast power is directly linked to twice the user's Psyche. The Rod's powers are limited to Un rank. When the rod is fully charged with X-Element, it is capable of opening Boom Tubes at CL5000 rank and Dimension Travel to or from Apokolips.

Talents: Engineering, Military, Weapons Specialist: (Mega-Rod), Apokolips Weaponry, Vehicles

Contacts: Apokolips Underground, Mister Miracle, Justice League of America
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Black Canary

Dinah Laurel Lance

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

Health: 110 Karma: 60
Resources: Ty Pop: 5

Known Powers:
Canary Cry: Am, Black Canary possesses a level of control over her vocal chords that enables her to generate sound and developing several power stunts:
-Sound Generation: Am sonic scream
-Disruption: In damage to non-living targets, Rm to living targets, Ex stunning to entire area.
-Induce Sleep: In
-Sonic Pulse: Rm Force

Equipment:
Body Armor: Ex protection vs. Physical and Energy, Gd vs. Shooting and Edge
Earring: Un communications with Oracle

Talents: Acrobatics, Detective/Espionage, Martial Arts A, B, D, E, Melee Weapons, Pilot

Contacts: Oracle, Green Arrow I/Oliver Queen, Justice League of America, Justice Society of America, Red Arrow/Roy Harper, Green Arrow II/Connor Hawke, Sin
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Black Lightning

Jefferson Pierce

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

Health: 90 Karma: 40
Resources: Ty Pop: 0

Known Powers:
Electrical Generation: Black Lightning has the ability to generate and channel huge amounts of electrical and electrostatic energy, with Am ability. He uses these abilities in a number of ways, including:
-Electro-Bolts: In energy, 5 areas, and +1CS to hit.
-Electrical Shock (on touch): Mn damage, knocking out his opponent for 1-10 rounds unless the opponent makes an Endurance FEAT against Mn intensity. Black Lightning must successfully grapple his opponent before he may use this ability.
-Override Electrical Systems: Am ability to shut down computers or electrically powered robots. Robots with an Endurance stat may make an Endurance FEAT to avoid this reprogramming.
-Energy Absorption: Am ability to absorb energy and use it in his energy blasts. He can absorb up to Mn if he makes a yellow End. FEAT and Un if he makes a Red End. FEAT.
-Electrical Shield: Am ability to form a shield against Energy attacks. Black Lightning must make a Red Psyche FEAT. vs. solid projectiles

Equipment:
None

Talents: Teaching, Streetwise, Martial Arts B, Acrobatics, Tumbling

Contacts: Justice League of America, Outsiders, Thunder II
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Booster Gold

Michael Jon Carter

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

Health: 160/90 Karma: 26
Resources: Gd Pop: 0

Known Powers:
None

Equipment:
Booster Gold Suit: His costume is made of a special fabric which forms an exoskeleton. Has the following abilities:
-Body Armor: Ex protection, can be enhanced to Un level using force field projection.
-Energy Absorption: Able to absorb In Energy Levels in a manner similar to a force field.
-Energy Blast: In Energy, 7 areas
-Flight: Am airspeed
-Force Field: Mn Force Field that can be projected at a distance -1CS per additional area.
-Power Boost: Booster may temporarily enhance any 1 ability of the suit +2CS. End. FEAT. required every round
Goggles: Ex material, has the following power stunts:
-Telescopic Vision: Gd
-Thermal Vision: In
-Microscopic Vision: Rm

Talents: Football, Tumbling, 20th century trivia, Pilot, Martial Arts E, Business/Finance, Aerial Combat

Contacts: Blue Beetle, Justice League of America, Rip Hunter
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C

Captain Atom

Nathaniel Adam

F) In40/Ex20
A) Rm30/Ex20
S) Mn75/Gd10
E) Mn75/Ex20
R) Gd10
I) Gd10
P) Ty6

Health: 220/70 Karma: 26
Resources: Gd Pop: 10

Known Powers:
Metallic Alloy Body: The alien alloy that covers Adam's body allows him to have the stats above and the following powers:
-Body Armor: In protection vs. Physical and Energy
-Atomic Burst: Am Energy, 10 areas
-Flight: Rm airspeed
-Absorb Energy: Up to 100 points of nuclear energy, his Atomic Bursts shift up to +3CS
-Invulnerable to Radiation, Toxins and Disease: CL1000
-Shape Change: Ex
-Quantum Leap: If Captain Atom absorbs more than 100 points of nuclear energy, he may "quantum leap" to the next day or even a week.

Equipment:
None

Talents: Military, Pilot, Leadership

Contacts: Justice League of America
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Captain Marvel

William "Billy" Batson

F) Mn75/Ty6
A) Am50/Ty6
S) Un100/Pr4
E) Un100/Gd10
R) Gd10
I) Rm30/Gd10
P) Rm30

Health: 325/26 Karma: 70/50
Resources: Gd Pop: 50/10

Known Powers:
Power of Shazam: William Batson's human body has been super-charged with the magical energy of the Godwave. These powers are described below:
-Cosmic Awareness: Ex understanding of the divine interactions with the mortal world. He is acting as an emmisary for humanity against entities from magical realms whom are friendly, and a guardian against those who are not.
-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 his awareness and increase his 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.
-Alter Ego: By speaking the magic word, "Shazam," he summons a magical bolt of lightning that supercharges and transforms him. Since the bolt strikes wherever he is standing when he says the word, anyone at ground zero is damaged by In lightning. Billy and Captain Marvel are Immune to any damage from this lightning. Stats are shown as above.
-The Marvel Family: Captain Marvel Jr. and Mary Marvel have similar, but reduced power levels (-2CS on all powers and physical abilities)

Limitations: Lightning attacks that cause Sh-X damage in a single round cause Captain Marvel to revert back to Billy Batson.
When a member of the "Marvel Family" activates their powers, Cap loses -1CS from his Physical Attributes, Flight, Body Resistance and Hyperspeed Powers.

Talents: Archeology, Student

Contacts: Whiz Radio, Shazam (the wizard), Mary Marvel, Captain Marvel Jr., JSA, Stargirl
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Commissioner Gordon
James W. Gordon

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

Health: 46 Karma: 50
Resources: Rm Pop: 15

Known Powers:
None

Equipment:
Pistol: Rm Shooting, 7 areas

Talents: Leadership, Police, Law, Law Enforcement, Military Training, Marksmanship, Guns

Contacts: Gotham City PD, Barbara Gordon, Batman
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Constantine

John Constantine (Or alternates)

F Good
A Good
S Good
E Excellent

R Good
I Incredible
P Amazing

Health 50
Mental Health 100
Karma 100
Resources Good/AM

Powers
Magic: John is a highly skilled sorcerer, having been practicing magic since he was a teen. He quickly mastered all the magic that Europe had to offer and went to America to train under Nick Necro, a notable magician. John is skilled in various forms of magic, most notably Black Magic, a dangerous and malevolent sort of magic that is known to come at a high cost to its practitioner.
Mystic Shield: MN
Astral Projection: John is able to create astral projections of himself, which can go virtually to anywhere he has been formerly.
Chlorokinesis - control of plants MN
Chronokinesis: John knows a blood magic spell that allows him to temporarily stop time. MN
Cosmic Awareness: He can use this through meditation or sometimes just to see that which others cannot see. AM
Demon Summoning: John is capable of summoning demonic entities through various spells/rituals he has learned. MN
Dimensional Travel: John is capable of creating portals to other dimensions and realities. He can also use spells to banish demons back to Hell. This is all done through rituals. It is not just automatic. MN
Divination: He can call upon power of the Light/Holy to cleanse, heal, remove evil/corruption. UN
Disintegration: John was able to use magic to incinerate a cultist. MN
Enhanced Senses: John is able to sense the presence of magic. He can also see supernatural beings that others cannot, such as ghosts. AM Intuition rolls for these
Energy Construct Creation: John can use magic to form solid energy constructs, such as shields or bridges. AM
Energy Projection: John is able to use magic to project multiple forms of energy. AM
Eldritch Blast MN
Electro-Blast: John is capable of using magic to project bolts of electricity. MN
Photokinesis: John was able to create a burst of blinding light, which was powerful enough to harm a group of vampires. MN
Exorcism: John is able to forcibly remove possessing entities such as demonic spirits from the body they are possessing. MN
Illusion Casting: John is able to create illusions to fool people. He was able to trick Darkseid into thinking he was dead, and cast a universe wide illusion, convincing Darkseid that it was a dead dimension he had already consumed.UN
Infection: John can use a spell that allows him to poison the ice in a person's drink, killing them. AM
Invisibility: John is capable of turning himself invisible and cloaking items. MN
Mind Control: John mentioned that he has rewritten his landlord's brain to think that he'd had already paid rent.AM
Necromancy AM
Power Absorption: John knew a spell that allowed him to temporarily steal the powers of Shazam. UN
Pyrokinesis: John is capable of using magic to manipulate fire. He is able to engulf his hands in flames, as well as turn the small flame from his lighter into a flamethrower. MN
Sigil Magic: John is able to project a powerful magic sigil that he claims is powerful enough to kill a god.
Spirit Ward Creation: John knows how to create protection circles that once entered, he cant be harmed.
Telekinesis: John can use magic to telekinetically freeze and restrain people. One spell allowed him to use a cigarette to bind a vampire to a wall, by flicking it on to him. MN
Teleportation: John is able to teleport himself, others and items, to various locations, and even across dimensions. MN

Skills/Talents
Deception: John Constantine is an excellent con artist and negotiator. These skills are often more useful than his magical ones. Constantine faces most of his challenges relying primarily on his cunning skills.
Escapology
Martial Arts A, B, C
Hypnosis
Resist Domination: +1CS to Psyche to resist
Intimidation: +1CS to Psyche
Investigation: John is a highly skilled occult detective.
Multilingualism: John speaks some amount of French. Though he claims the only thing that stuck from his French classes was "il, elle, nous sommes", this was probably a lie.[45] He also knows a little of British Sign Language, which he learned when he had a relationship with a mute man.[2]
Occultism: John possesses extensive knowledge of magic and the supernatural.[18][46][3] He even knows the true purpose of Pandora's box, which no one else knows.
Prestidigitation
Singing: Before Constantine became an experienced magician, he was the lead singer in the punk-grunge band Mucous Membrane.

Transportation
House of Mystery
Weapons
Moonblade: The Moonblade appeared as one of John's arsenal of magical weapons. The blade is said to shape with the different faces of the moon (Longsword when its full moon, dagger when its new), and just like the twin blade, it can kill anyone with one clean hit. John used it to kill Mister E. Those killed by the moonblade has their spirits stored in it, making them the perfect slaves for Constantine.


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Cyborg

Victor Stone

F) Ex20
A) Rm30
S) Am50
E) Mn75
R) Ex20
I) Gd10
P) Gd10

Health: 175 Karma: 40
Resources: Gd Pop: 5

Known Powers:
Cyborg Body: Cyborg suffered a severe accident, in which Victor’s body was repaired, providing a cybernetic body parts. Has the following abilities:
-Body Resistance: Am resistance vs. Physical, Rm resistance vs. Energy
-Communication with Cybernetics: Able to interface with computers with Ex ability.
-Self-Repair: In
-Bio-Electric Discharge: Anyone touching or grasping Cyborg suffers from a Rm electrical damage. Cyborg can control this
-Net Launcher: Located in his chest, Cyborg can fire a Rm material net that does Rm entagglement, can fire up to 2 areas
Arm Reconfiguration: Am, He can reshape his arms and can form such complex shapes. Has formed the following:
-Energy Blaster: Rm Energy, 10 areas
-Force Field Generator: Create In protection around 1 area
-Sonic Blaster: Rm Sonic
-Hammer Hand: Cyborg's fighting is at In and he can do In damage
Cybernetic Eye: Cyborg’s left eye has been replace by a cybernetic eye, giving him the following abilities:
-Sensors: In radar/sonar/electrical systems to detect objects, radio waves, etc.
-Infravision: Rm
-Targeting: +2 CS to agility to fire his weapons systems

Equipment:
None

Talents: Leadership, Computers, Repair/Tinkering, Vehicles

Contacts: Teen Titans, S.T.A.R. Labs
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D

Doctor Fate

Kent V. Nelson

F) In40/Ty6
A) Rm30/Ty6
S) Am50/Ty6
E) Rm30/Gd10
R) In40/Ex20
I) In40/Gd10
P) Mn75/Ex20

Health: 150/28 Karma: 155/50
Resources: Gd Pop: 5

Known Powers:
None

Equipment:
The Helmet of Nabu: Un material, Doctor Fate's magical powers are broad. These powers are derived from the possession of Nelson by Fate, a lord of Order called Nabu. Fate resides in the Helm of Nabu. While wearing the Helmet of Nabu, Nelson may utilize mystical energies to the following effects:
-All Personal Spells of Un rank.
-All Universal Spells of Am rank.
-All Dimensional spells of Am rank.
-Cosmic Awareness: Dr. Fate has Un connection with the Universe.
-Magic Detection: Un
-True Flight: Sh-X
-True Invulnerability: Am
-Immortality: When possessed by Nabu, Nelson's body cannot die and does not need to eat or sleep.

Talents: (As Kent V. Nelson) Psychiatry, Medicine; (As Dr. Fate) All Mystical Talents, Cosmic History

Contacts: Justice Society of America
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Dove

Dawn Marie Granger

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

Health: 90/24 Karma: 60
Resources: Ty Pop: 10

Known Powers:
Dove Form: Dawn was chosen by the Lords of Order to be the next Dove. She teamed up with the original Hawk and together they managed to create a balance between Chaos and Order, growing more powerful as time passed. Has the following power stunts:
-Alter Ego: Dove's stats change as shown above.
-Flight: Ex airspeed
-Danger Sense: Ex
-Magic Sense: Ty
-Flash: Gd illumination, works in high magic worlds
-Regeneration: Ty

Equipment:
None

Talents: Martial Arts A, Acrobatics, Thief

Contacts: Hawk
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