Heroes L - S

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

Heroes L - S

Post by Death »
L

Lady Blackhawk

Zinda Blake

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

Health: 90 Karma: 80
Resources: Gd Pop: 0

Known Powers:
None

Equipment:
.45 Pistol: Gd Shooting, 3 areas

Talents: Martial Arts A, C, Guns, Pilot, Acrobatics, Melee Weapons, Military, Repair/Tinkering

Contacts: Birds of Prey
___________________________________________________________________________________

Lucius Fox

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

Health: 28 Karma: 50
Resources: In Pop: 20

Known Powers:
None

Equipment:
None

Talents: Business/Finance, Accounting

Contacts: Wayne Enterprises, Bruce Wayne
___________________________________________________________________________________

Thunder

Tavis Williams

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

Health: 70 Karma: 40
Resources: Ty Pop: 0

Known Powers:
Lightning: Am Electrical, 10 areas
Flight: Am airspeed, able to carry Thunder on a lightning bolt
Telepathy: Gd ability to communicate with Thunder
Thunderstorm: When Thunder and Lightning are together, storm clouds begin to gather

Equipment:
None

Talents: Martial Arts A, C

Contacts: Thunder, Teen Titans
___________________________________________________________________________________

M

Madame Xanadu

Nimue

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

Health: 24 Karma: 120
Resources: Ex Pop: 0

Known Powers:
Precognition: Am, Madame Xanadu is able to tell the future with her Tarot Cards.
Immortal: Madame Xanadu ages very slowly

Equipment:
Tarot Cards: Pr material, used to see the future

Talents: Mystic Background and Lore, Occult Lore

Contacts: Mystic Community
___________________________________________________________________________________

Magog

Lance Corporal David Reid

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

Health: 80 Karma: 80
Resources: Ty Pop: 0

Known Powers:
Cybernetic Arm: Am material, Magog's left arm has been replaced with a cybernetic arm. It gives him Mn Strength in his left arm.
Great Horned Helmet: Am material, Ex protection vs. Blunt attacks. It also offers the following:
-Enhanced Vision: Gd

Equipment:
Staff: Am material, His staff cannot be used by others, as it is activated by contacts in Magog's mechanical left hand and powered by Magog's own bioelectrical energies. He has the following power stunts:
-Energy Blast: Am Energy or Force, 10 areas
-Reflection/Deflection: Am

Talents: Military, Leadership

Contacts: Gog, Justice Society of America
___________________________________________________________________________________

Manhunter

Paul Kirk

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

Health: 110 Karma: 40
Resources: Rm Pop: 10

Known Powers:
None

Equipment:
Mauser Pistol: Gd Shooting, 7 area
Katar: In material, Rm Edge
Shotgun: Ex Shooting, 5 areas
Shurikens: Ex thrown Edge

Talents: All Martial Arts, Marksmanship, Business/Finance, Oriental Weapons, Thrown Weapons

Contacts: None
___________________________________________________________________________________

Martian Manhunter

J'onn J'onzz

F) In40
A) Rm30
S) Un100
E) Un100
R) Rm30
I) Ex20
P) Am50

Health: 270 Karma: 100
Resources: Ex Pop: 30

Known Powers:
Martian Physiology: J'onn J'onzz is a Martian from Mars, whose very body gives him the following power stunts:
-True Invulnerability: In protection vs. Physical and Energy
-True Flight: Sh-X airspeed
-Shape-Shifting: Martian Manhunter can change into the form of other beings, creatures or even inanimate objects with Mn ability.
-Elongation: Am
-Phasing: Un, this does not enable J'onn to pass through energy such as force fields.
-Invisibility: Ty
-Hyper Breath: In
-Hyper Speed: Ex
-Superhuman Senses: J'onn's heightened senses are as below:
--Telescopic Vision: Ty
--Penetration Vision: Rm
--Martian Vision: Am Heat or Force, 10 areas
Telepathy: Un, J'onn J'onzz has mastered the art of telepathy and has performed the following power stunts:
-Mind Probe: Am
-Thought Projection: Mn
-Mental Command: In
-Mental Bolt: Am
-Mind Link: Un, Martian Manhunter is able to link up telepathically with several people, allowing communication possible between the team. Should Martian Manhunter use another telepathic FEAT, it is dropped by -2cs. While linked, they do not share Karma Pools, nor do they have Martian Manhunter's Intuition.
-Astral Projection: Martian Manhunter can enter the astral plane with Mn ability.

Equipment:
None

Weakness:
Vulnerable to Fire: J'onn possesses a psychological fear of fire. As such fire and heat based attacks ignore his natural resistances. In addition, if he is in the same area as a Gd or greater intensity flames, Martian Manhunter loses all his powers and all of his Ability scores drop to Ty. If the intensity is greater than Rm, they will affect him from up to 1 area away. However, J'onn has managed to overcome this fear.

Talents: Leadership, Resist Domination, All Martial Arts, Pilot, Space Navigation, Martian Lore and Technology, Detective/Espionage, Multi-Lingual (English, German, French, Spanish, Japanese, Chinese, etc.)

Contacts: Justice League, Green Martians
___________________________________________________________________________________

The Master

Captain John Wether

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

Health: 60 Karma: 90
Resources: Ex Pop: 10

Known Powers:
Quantum Keyboard: The Master is able to literally rewrite reality using something called a "Quantum Keyboard" with Un ability.

Equipment:
None

Talents: Computers, Military

Contacts: International Ultramarine Corps
___________________________________________________________________________________

Miss Martian

M'Gann M'Orzz

F) In40
A) Rm30
S) Mn75
E) Un100
R) Gd10
I) Ex20
P) In40

Health: 245 Karma: 70
Resources: Ty Pop: 10

Known Powers:
Martian Physiology: M'Gann is a Martian from Mars whose very body gives her the following power stunts:
-True Invulnerability: In protection vs. Physical and Energy
-True Flight: Sh-X airspeed
-Shapechange: Miss Martian can change into the form of other beings, creatures or even inanimate objects with Mn ability.
--Elongation: Am
-Phasing: Un, this does not enable M'Gann to pass through energy such as force fields.
-Invisibility: Ty
-Hyper Breath: In
-Hyper Speed: Am airspeed
-Superhuman Senses: M'Gann's heightened senses are as below:
--Telescopic Vision: Ty
--Penetration Vision: Rm
--Martian Vision: Am Heat or Force, 10 areas
Telepathy: Mn, M'Gann has mastered the art of telepathy and has performed the following power stunts:
-Mind Probe: Am
-Thought Projection: Mn
-Mental Command: In
-Mental Bolt: Am

Equipment:
None

Limitations:
Vulnerable to Fire: M'Gann possesses a psychological fear of fire. As such fire and heat based attacks ignore her natural resistances. In addition, if she is in the same area as a Gd or greater intensity flames, Miss Martian loses all her powers and all of her Ability scores drop to Ty. If the intensity is greater than Rm, they will affect her from up to 1 area away.

Talents: Resist Domination, Martian Lore and Technology

Contacts: Teen Titans
___________________________________________________________________________________

N

Nightshade

Eve Eden

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

Health: 60 Karma: 46
Resources: Ex Pop: 0

Known Powers:
Shadowcasting: Rm
Dimension Travel: Rm, can only be used to go to and from the Nightshade dimension which is now believed to be destroyed. Characters traveling with Nightshade must close their eyes or suffer a Rm Phobia attack.
Two-Dimensionality: Ex, causes Nightshade great pain. She must make a Psyche Feat roll every 10 rounds to continue its use.
Darkforce Manipulation: Rm, always on and takes the form of shadow creatures originating from her body. It requires great concentration and she must make a Psyche Feat roll every 10 rounds to continue its use.
Warp: Am

Equipment:
None

Talents: Acrobatics, Martial Arts A, Thief, Detective/Espionage

Contacts: Suicide Squad, Captain Atom, U.S. Intelligence
___________________________________________________________________________________

Nightwing

Dick Grayson

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

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

Known Powers:
Stealth: In

Equipment:
Body Armor: Ex protection vs. Physical and Energy, it also has the following built in:
-Blending: Rm Blending abilities and +1CS on Stealth
-Security Measure: The suit emits a Ex electrical charge, when one attempts to tamper with either the boots, gauntlets, or both
Mask: Has the following abilities:
-Starlite Nightvision: Doesn't suffer penalties at night
-Radio Receiver/Transceiver.
-Inertial Navigation Unit
Encrima Sticks: In material, Rm Blunt. Has the following power stunts:
-Throws for Ex blunt damage. With a successful Agility FEAT, Nightwing can ricochet his Encrima Sticks off a number of hard surfaces and back to him.
Automatic Swing Lines: Rm material, Rm Shooting as a weapon, 7 areas, Swing up to 3 areas, Located on the underside of his forearm, with their access port located at the base of his palm.
Utility Pouches: 10 Pouches located in his gloves and boots. Delivers an In shock to anyone other than Nightwing who tries and tampers with it. It carries small items and the following:
-Wing-Dings: In material, Rm Blunt, 5 areas
-Smoke Pellets: Rm Fog
-Rebreather/Gas Mask: 2.5 hours air supply
-Tracer: Up to 1 mile
-Magneseum Flare: Rm Illumination
-Binoculars: 10 areas
-Tape Recorder: 2.5 Hours
-Taser: 3 areas, deliver Am electrical attack on contact

Talents: Acrobatics, Tumbling, Detective/Espionage, Martial Arts-all, Wrestling, Disguise/Actor, Resist Domination, Marksmanship, Computers, Forensics, Psychology, Kit bashing, Pilot, Escape Artist, Leadership, Tracking, Medicine, First-Aid, Law, Law-Enforcement, Criminology, Engineering, Biology, Chemistry, Physics, Electronics, Military, Thief, Vehicles, Weapon Specialist: (Escrima Sticks), Thrown Weapons, Computers, Wrestling, Criminology, Leadership, Repair/Tinkering, Multi-Lingual: (English, French, Spanish, Russian, Japanese, Mandarin, Cantonese)

Contacts: Batman/Bruce Wayne, Oracle/Barbara Gordon, Robin/Tim Drake, Bludhaven Police Department, The Outsiders
___________________________________________________________________________________

Northwind

Nordla Cantrell

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

Health: 120 Karma: 60
Resources: Ex Pop: 0

Known Powers:
Animal Communication/Control: Ex ability to communicate and control Avain creatures
Winged Flight: Rm airspeed, when in flight he counts as having Am Agility, including for Gliding FEATs. He also can accomplish the following:
-Sprint: Northwind can "sprint" to Un airspeeds, however must make a successful End. FEAT each round
-Gliding: By spreading his wings and riding thermals Northwind can travel at Gd airspeed and is considered "resting" enabling him to recover as if he were motionless
Aerial Adaption: Mn eyesight and Rm Body Armor to falling
Talons: In Edge
Enhanced Vision: Rm

Equipment:
Spear: Rm material, Ex Edge or Blunt

Limitations:
Northwind is mute

Talents: Aerial Combat

Contacts: Black Adam
___________________________________________________________________________________

O

Osiris

Amon Tomaz

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

Health: 275/24 Karma: 70/46
Resources: Gd Pop: 0

Known Powers:
Power of Shazam: Amon'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, "Black Adam," 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. Amon and Osiris are immune to any damage from this lightning. Stats are shown as above. This also causes Osiris to revert back to Amon.
The Black Adam Family: Black Adam and Osiris have similar, but reduced power levels (-2CS on all powers and physical abilities) When a member of the "Black Adam Family" activates their powers, Cap loses -1CS from his Physical Attributes, Flight, Body Resistance and Hyperspeed Powers.

Limitations:
Amon had suffered from injuries that left him unable to walk.

Talents: Student

Contacts: Black Adam, Isis
___________________________________________________________________________________

Oracle

Barbara Gordon

F) Rm30
A) Pr4
S) Ex20
E) Rm30
R) Ex20
I) Ex20
P) Rm30

Health: 84 Karma: 70
Resources: In Pop: 0

Known Powers:
Eidetic Memory: Oracle has a Total Memory of numbers, codes, and mathematical problems and answers. Oracle can remember, calculate and read anything that's mathematical or encrypted at Rm plus her Reason rank.

Equipment:
Computer Area: Sh-Z, Wired to all around the world and can find anything in no time flat. Send the info to her contacts. Found inside a Clock Tower.
Baton: In material, Rm Blunt

Limitation: Oracle is paralyzed from the waist down, thanks to a bullet fired by the Joker

Talents: Computers, Law Enforcement, Weapons Specialist: (Baton), Acrobatics

Contacts: Batman, Nightwing, Black Canary, Robin, Batgirl, JLA, Commissioner James Gordon, Gotham City PD
___________________________________________________________________________________

Orion

F) Un100
A) Mn75
S) Un100
E) Mn75
R) Rm30
I) Ex20
P) Am50

Health: 350 Karma: 100
Resources: Am Pop: 20

Known Powers:
Body Resistance: Am
Regeneration: In
Immortality
Berserker: Ignore Stuns and Un resistance to mind control. A Yellow Psyche FEAT. must be made to come out of it.

Equipment:
Astro-Glider: Orion's personal vehicle gives him the following abilities:
-Control: Rm
-Speed: CL3000
-Body: Mn
-Protection: N/A
Astro-Glider's Weapons System:
-Energy Blast: Un Energy, 7 areas
-Magnetic Control: Mn
-Sealed Systems: Un
-Blinding Flash: Am
Mother Box

Talents: Martial Arts B, Vehicles, Melee Weapons

Contacts: New Gods, Justice League of America
___________________________________________________________________________________

P

Phantasm

Danny Chase

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

Health: 60 Karma: 130
Resources: Gd Pop: 0

Known Powers:
Empathy: Am
Total Recall: In
Spirit Travel: Rm
Telekinesis: Mn

Equipment:
None

Talents: Occult Lore, Computers, Thief

Contacts: Teen Titans
___________________________________________________________________________________

Phantom Stranger

"The Gray Walker"

F) Ty6
A) Rm30
S) Ty6
E) CL1000
R) Un100
I) Un100
P) CL1000

Health: 1042 Karma: 1200
Resources: N/A Pop: 0

Known Powers:
Cosmic Awareness: Sh-Z
Reality Manipulation: CL1000
Immortality: Does not age

Equipment:
None

Limitations:
Due to some undefined obligation, he does not intervene directly in the mortal affairs although may appear to any person who is in a moral or spiritual dilemma to give them advice, leaving the final decision to each person.

Talents: Occult, Leadership

Contacts: Earth's Mystical Community, Lords of Order, JLA
___________________________________________________________________________________

Plastic Man

Patrick "Eel" O'Brian

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

Health: 110 Karma: 50
Resources: Ty Pop: 10

Known Powers:
Body Armor: Plastic Man's malleable body provides protection from brute force energy attacks. -5CS damage from blunt attacks, Rm vs. Physical, Ex vs. Energy
Shape Change: Mn ability to transform himself into anything he wants (Like TVs, planes, gliders, ceilng fan, etc) but retains his red and yellow costume motif.
Plasticity: Un
-Form a bouncing ball or coiled spring with Mn agility and Gd land speed.
-Form a glider with Fb airspeed
-Form parachute for up to 4 people
-Gd disguise ability
-Formless puddle to flow through almost any opening
-Am ability to assume any geometric shape
-Am ability to become as thin as paper
-Grapple with Rm strength up to 4 targets
Elongation: Mn, up to 1500 feet

Weakness:
Vulnerable to Heat and Fire: It may not kill him but it causes him to melt down to a puddle of plastic and be totally helpless until he cools down.
Plastic Man sees the world as a cartoon.

Talents: Disguise, Detective/Espionage, Crime

Contacts: Justice League of America
___________________________________________________________________________________

Power Girl

Kara Zor-L/Karen Starr

F) Rm30
A) Rm30
S) Un100
E) Un100
R) Ex20
I) Ex20
P) In40

Health: 260 Karma: 80
Resources: Rm Pop: 20

Known Powers:
Kryptonian Physiology: Exposure to a Yellow sun alters a Kryptonian to allow great physical abilities that provide Power Girl with the Agility, Strength, and Endurance Ranks listed under statistics and includes the following powers:
-Invulnerabilities: CL1000 resistance to Heat, Cold, Disease, Corrosives, Toxins and Radiation. Her body's cells protect her internally as well so even her insides wouldn't be melted by drinking a vial of acid.
-True Invulnerability: Un protection vs. Physical and Energy
-True Flight: Un airspeeds in atmosphere, CL3000 speed in space.
-Heat Vision: Un Heat, 10 areas
-Hyper Speed: Power Girl is faster than even Superman. She possesses hyperspeed at Sh-X rank. She may:
--Substitute for Fighting for multiple attacks and evading. May make up to 3 combat actions per round.
--Substitute for Agility for dodging and catching projectiles.
--Substitute for Intuition for initiative.
-Hyper Breath: Am Cold within 1 area
-Recovery: Power Girl's body continues absorbing solar radiation even after death. This energy may eventually return her to life making it virtually impossible to kill her. Power Girl needs an Earth like atmosphere to breath in. Her Endurance enables her to last for extended period holding her breath, but in space, she will eventually need a space suit. Her greater constitution provides little need for sleep, however eventually she will tire and require rest.
Superhuman Senses: Power Girl has the following heightened senses as shown below:
-Enhanced Hearing: Un
-Microscopic Vision: Am
-Telescopic Vision: Gd
-X-Ray Vision: Un
Power Boost: Power Girl can direct her body's energies into her Strength, Flight or Speed, raising them as high as +2cs. It is an instantaneous boost and will be used when the challenge calls for it. She would normally raise +1cs, then +2cs if the initial boost is ineffective. She can boost immediately to Sh-Y if he needs too. To activate an increase she must make a Psyche FEAT.
-Blue result she drops -1CS for a day.
-White result she drops back to normal levels.
-Green result sustains heightened rank for 1 round.
-Yellow result keeps her at her heightened ranks for 1-10 turns
-Red result would keep her at the new level for 1-100 turns.
Solar Absorption and Storage: CL3000, that provides Power Girl with mass amounts of energy that support all her other powers and abilities. She directs this stored energy to enhance her abilities.

Equipment:
None

Limitations:
Vulnerable to Kryptonite: Power Girl is vulnerable to Kryptonite from Earth-2.
Vulnerable to Magic: Against attacks of a Magical nature, Power Girl's defensive stats are reduced to Pr (ie. Endurance, Invulnerability, etc.). She cannot use her powers or abilities to affect constructs of a Magical nature (she couldn't smash down a magical wall, or break enchanted chains with her strength).
Yellow Sun Power Source: All her powers are based from solar energy of a yellow sun. If Power Girl is put on a world with a different color sun, the level of her powers gradually drops -3cs every round until they are no more.

Talents: Business/Finance, Computers

Contacts: Justice Society of America, Justice League of America, Superman, Oracle
___________________________________________________________________________________

Q

The Question

Charles Victor Szasz/Vic Sage

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

Health: 90 Karma: 80
Resources: Ex Pop: 20

Known Powers:
None

Equipment:
Mask: Rm material, the mask stays on the Question's face with Rm strength
Belt Gas Dispenser: Ex material, Am intensity Illusion, usable only to change the Question's hair and clothes color
-Fog: Rm
Pseudoderm: The Question's mask is made of a special substance known as pseudoderm that binds to human flesh when treated with a special gas that Question carries in his belt buckle. Using the gas to attach the mask takes three rounds and surrounds him for that time in fog.
A special side effect of the gas is it temporarily changes the color of the Question's hair and clothes. An observor studying the Question can determine there is something unusual about his hair or clothes by making an Intuition FEAT vs. Am Illusion.

Talents: Martial Arts A, E, Acrobatics, Detective/Espionage, Journalism, Philosophy, Ethics

Contacts: Batman, Green Arrow, Hub City Government, Hub City Media, Lady Shiva
___________________________________________________________________________________

R

Raven

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

Health: 48 Karma: 110
Resources: Gd Pop: 10

Known Powers:
Emotion Control: Rm, Raven is able to control her emotions as well as others
Bio-Physical Control (Damage Transferral): Un
Dimension Travel: Am
Empathy: Mn
Shadowcasting: Rm
Mind Blast: Am
Regeneration: Rm
Teleportation: Gd, able to teleport up to 2,500 miles away.
Magic: Raven possesses some magic, the following is a few spells she's able to do:
-Force Field: Mn
-Hallucinations: Am
-Free Spirit: Ex
-Soul-Self: a manifestation of her inner strength in a bird-like image.

Equipment:
None

Talents: Occult Lore, Mystic Background, Medicine, Psychiatry, Trance, Resist Domination

Contacts: Teen Titans
___________________________________________________________________________________

Red Arrow
Speedy

Roy Harper

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

Health: 70 Karma: 36
Resources: Ty Pop: 20

Known Powers:
None

Equipment:
Bow: In material, can fire up to 3 arrows with a range of 7 areas
Arrows:
-Regular: Ex Edge
-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
-Magnesium Flare: Gd light, Am damage
-Magnetic: In adherence, may cary cable or other arrowheads.
-Net: In entanglement
-Glue: Rm adherance 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 damage
-Cryonic: Ex Freezing
-Sonic: Ex damage

Talents: Marksmanship, Guns, Martial Arts A, B, E, Thrown Weapons, Survival, Weapon Specialist: (Bow), Ex Reason for designing arrow heads

Contacts: Robin/Dick Grayson, Green Arrow I/Oliver Queen, Black Canary/Dinah Lance, Kid Flash/Wally West, Aqualad/Garth, Wonder Girl/Donna Troy, Green Lantern/Hal Jordan
___________________________________________________________________________________

Red Tornado

John Smith

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

Health: 160 Karma: 40
Resources: Ty Pop: 0

Known Powers:
Body Armor: Rm protection vs. Physical and Energy
Self-Sustenance: Doesn't need to eat, sleep or breathe
Telescopic Vision: Ex
Air Control: Mn control over the flow of air and other gases. Power stunts include:
-Create Mn strength winds, cyclones etc.
-Hurricane Area Attack: Un damage to the target area. -1CS each additional area outward.
-Hurl mini Tornadoes: Am Force (as per kinetic bolt) at a range of 20 areas.
-Air Shield: Am protection vs. Physical attacks
-Flight: Am airspeed
-Grappling: By centering a mini hurricane on a target he can "tie them up". This is treated as an Am intensity Grapple.
-Air Disruption: Flying opponents must make an Agility FEAT. roll to remain airborne. Gliding opponents must make a Red FEAT.
-Air Constructs: He can solidify gases to create solid constructs such as barriers, cages, rings etc with In material strength. Only 1 effect can be created per round, but he can maintain up to 3 existing effects by making a successful psyche FEAT roll.
-Implosion: may create a vacuum and force air back in forcing an implosion to occur. This effects an outward vibratory explosion for Am damage to everything within the same area. Mn damage at the core.

Equipment:
None

Talents: Computers, Electronics, Repair/Tinkering, Leadership

Contacts: Justice League
___________________________________________________________________________________

S

Sandman

Sanderson "Sandy" Hawkins

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

Health: 70 Karma: 50
Resources: In Pop: 20

Known Powers:
Sand Body: Am, Sand has a number of earth-based powers. He is able to shift his body into a pure silicon or sand-form, in which he is able to perform the following power stunts:
-Armor Skin: Am protection vs. Physical, In protection vs. Energy
-"Phasing" through openings with Rm ease. Phase through the Earth and silicon with Un ability
-Sand can mentally manipulate the earth and soil in his vicinity, causing it to rumble, change shape, levitate, or burst forth to attack his enemies with Am ability.
-Seismic Waves: Am ability to produce seismic waves which have the effect of small, localized earthquakes.
Precognitive Dreams: In

Equipment:
Sleep Gas: Rm knock-out gas, fire up to 5 areas, gas spreads within 1 area.
Wirepoon Gun: In Shooting, 5 areas, can swing up to 5 areas/round

Talents: Music, Chemistry

Contacts: Justice Society of America
___________________________________________________________________________________

The Spectre

F) Am50
A) Am50
S) Un100
E) Sh-Z500
R) In40
I) Un100
P) Un100

Health: 700 Karma: 240
Resources: N/A Pop: 0

Known Powers:
Animate Objects: Un
Emotion Control (Fear): Un
Cosmic Awareness: Am
Dimension Travel: Mn, can be used to pull people into the Spectre. However, it can only be used for travel to the Realm of the Just Dead and the Afterworlds. Spectre must have access to a fresh corpse to use the power.
-Inside the Spectre: The Spectre can pull people into his very being, where the laws of reality are subject to his will. This is a banishment funtion of his Dimension Travel power, and must make a feat roll vs. the target's Psyche. Within this "realm" the Spectre is supreme. To simulate this, he has Sh-X Magical Power Simulation while in his "being."
While engaged with victims inside his being, Spectre can take no other actions and remains invisible and intangible in the "real world." Victims are trapped until he decides to let them out.
Detect Magic: Am
Mental Probe: CL1000, only allows the Spectre to divine the target's intentions and whether the target is good or evil, unless he actually enters the target's mind
-Plumbing the Depths of Evil: The Spectre may decide to enter the target's mind for more information. He must make a Mental Probe power feat roll vs. the victim's Psyche. He is particularly vulnerable there though. The victim is considered to have Magical Power Simulation equal to their Psyche rank, as their own memories are the Spectre's surroundings and is their home turf. Spectre retains all his powers and attributes, but all actions are considered strenous and are made at -3CS.
Free Spirit: CL1000
Magic: Sh-Y, the Spectre is capable of creating the following magic spells:
-Shadowcasting: Sh-Y
-Illusion Casting: Un
-Invisibility: Sh-X
-Phasing: Mn
-Growth: Un
-Magical Power Simulation: Am

Equipment:
None

Talents: Occult Lore, Mystic Background

Contacts: Earth's Mystical Community, Phantom Stranger
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Starfire

Koriand'r

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

Health: 120 Karma: 50
Resources: Ty Pop: 20

Known Powers:
Tamaranean Physiology: Starfire is a Tamaranean, whose very body gives her the following abilities:
-Body Armor: Am protection vs. Physical and Energy
-Flight: Am airspeed
-Starbolts: Am Energy, 20 areas
-Language Comprehension: Mn ability to assimilate other languages through physical contact with another person.
-Solar Regeneration: Mn, Starfire's alien physiology constantly absorbs ultraviolet radiation and converts it to energy for flight, which leaves a distinctive energy contrail behind, looking as if it is coming directly from her hair.

Equipment:
None

Talents: Bi-Lingual (English, Tamaran), Aerial Combat, Martial Arts E

Contacts: Teen Titans, Fashion Industry
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Static
(Static Shock)
Virgil Hawkins

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

Health: 46 Karma: 46
Resources: Fe Pop: 10

Known Powers:
Electromagnetic Generation: Un ability to generate electromagnetic energy. Static can uses this ability to perform the following power stunts:
-Magnetize: Mn ability to magnetize and demagnetize metals
-Electrical Blast: Up to Mn Energy
-Energy Shield: Am protection vs. Physical and Energy
-Illumination: Am illumination
-Electromagnetic Pulse: Un ability to generate an electromagnetic pulse in a 10 area radius
Electromagnetic Manipulation and Control: Un ability to manipulate and control the electromagnetic spectrum. Static has performed the following power stunts:
-Electrical Absorption: Un ability to absorb electricity and other forms of energy
-Immune to Psionics: Since the human brain is an electromagnetic organ, Static has Mn protection vs. Psionic attacks.
-Enhanced Hearing: Mn ability to listen to radiowaves, allowing him to listen in on the police broadband and music stations, as well as tapping into the phone lines so he can make calls.
-Enhanced Speaking: Am ability to broadcast his voice on all speakers within his area
-Power or control machinery or electronics with Am ability
-Levitation: Mn ability to imbue electromagnetic energy into metallic substances to levitate an object, such as his Static Saucer. In ability to imbue non-metallic objects with static electricity
-Static Cling: Mn ability to adhere himself, others or objects to surfaces using static electricity
-Taser Punch: In Electricity to slugfest
-Electromagnetic Displays: Am ability to shoot into the sky in the forms of pictures and words using electromagnetic energy. With Mn ability, Static can make these into Electromagnetic Nets or Cages
-Taser Cutter: Am ability to cut through or weld metals

Equipment:
Static Saucer: In material, Static uses this as a way of transportation

Talents: Student, Trivia: (Comic Books)

Contacts: Teen Titans
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Superboy

Connor Kent/Kon-El

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

Health: 140 Karma: 60
Resources: Gd Pop: 25

Known Powers:
Solar Energy Absorption: Superboy absorbs and stores solar radiation at CL1000 rank, similar to Superman. If depleted of his solar energy reserves Superboy is powerless and considered a normal human.
-Regeneration/Recovery: Fuel by absorbed solar energy Superboy has a super-healing factor at In rank that enables recovering from disease and combat easier.
Tactile Telekinesis: Un, Superboy has a telekinetic energy field that surrounds his body. The theory now is that if he can picture moving it with his mind, and he can touch it, it will be done. When unconscious, Superboy's telekinetic field drops, and he can get hurt like any normal human.
-Force Field: Mn protection vs. Physical, In protection vs. Energy. As of yet, he doesn't have complete control over energy deflection and gets hurt a lot easier by energy attacks than by solids. It does not protect against gases
-Strength Boost: Superboy can increase his Strength to Un as his Tactile Telekinesis approximates super-strength. This does not increase his Health and can not really be counted as true super-strength.
-Flight: Sh-X, at top speed, he can outrun a high speed train, or fly coast to coast in under 4 hours, and has out flown a jet flying at Mach 3.
-Shockwave: Am, Superboy has also gotten a little more creative with his powers and has learned to manipulate the ground to cause explosions through sheer will power. He may also such cause the disassembling of an object with a touch.
Hyper-Speed: Rm reflexes, he has stopped bullets in mid air.
Hyper Breath: Am Cold within 1 area
Superhuman Senses: Superboy's heightened senses are as below:
-Enhanced Hearing: Am
-Microscopic Vision: Rm
-Telescopic Vision: Ty
-Heat Vision: Mn Heat

Equipment:
None

Limitations:
Vulnerable to Kryptonite: Superboy is vulnerable to the several different forms of Kryptonite.

Talents: Student

Contacts: Teen Titans, Wonder Girl/Cassie Sandsmark, Superman/Clark Kent, Jonathan Kent, Martha Kent, Steel/John Henry Irons, Supergirl
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Supergirl

Kara Zor-El

F) Rm30
A) Mn75
S) Un100
E) Un100
R) Ex20
I) Ex20
P) Am50

Health: 305 Karma: 90
Resources: Rm Pop: 20

Known Powers:
Kryptonian Physiology: Exposure to a Yellow sun alters a Kryptonian to allow great physical abilities that provide Supergirl with the Agility, Strength, and Endurance Ranks listed under statistics and includes the following powers:
-Invulnerabilities: CL1000 resistance to Heat, Cold, Disease, Corrosives, Toxins and Radiation. Her body's cells protect her internally as well so even her insides wouldn't be melted by drinking a vial of acid.
-True Invulnerability: Un protection vs. Physical and Energy
-True Flight: Un airspeeds in atmosphere, CL3000 speed in space.
-Heat Vision: Un Heat, 10 areas
-Hyper Speed: Supergirl is faster than even Superman. She possesses hyperspeed at Sh-Y rank. She may:
--Substitute for Fighting for multiple attacks and evading. May make up to 3 combat actions per round.
--Substitute for Agility for dodging and catching projectiles.
--Substitute for Intuition for initiative.
-Hyper Breath: Am Cold within 1 area
-Recovery: Supergirl's body continues absorbing solar radiation even after death. This energy may eventually return her to life making it virtually impossible to kill her. Supergirl needs an Earth like atmosphere to breath in. Her Endurance enables her to last for extended period holding her breath, but in space, she will eventually need a space suit. Her greater constitution provides little need for sleep, however eventually she will tire and require rest.
Superhuman Senses: Supergirl has the following heightened senses as shown below:
-Enhanced Hearing: Un
-Microscopic Vision: Am
-Telescopic Vision: Gd
-X-Ray Vision: Un
Power Boost: Supergirl can direct her bodies energies into her Strength, Flight or Speed, raising them as high as +2cs. It is an instantaneous boost and will be used when the challenge calls for it. She would normally raise +1cs, then +2cs if the initial boost is ineffective. She can boost immediately to Sh-Y if he needs too. To activate an increase she must make a Psyche FEAT.
-Blue result she drops -1CS for a day.
-White result she drops back to normal levels.
-Green result sustains heightened rank for 1 round.
-Yellow result keeps her at her heightened ranks for 1-10 turns
-Red result would keep her at the new level for 1-100 turns.
Solar Absorption and Storage: CL3000, that provides Supergirl with mass amounts of energy that support all her other powers and abilities. She directs this stored energy to enhance her abilities.
Sunstones: Due to experiments performed by her father, Supergirl has had a small amount of sunstones implanted in her body which seem to appear when she is under red-sun light. They allow her to maintain super-powers under the red sun, she allows has the following power stunts:
-Phantom Zone Exorcism: Mn ability to free those who are possessed by Phantom Zone ghosts.

Equipment:
None

Weakness:
Vulnerable to Kryptonite: Supergirl is vulnerable to the several different forms of Kryptonite.
Vulnerable to Magic: Against attacks of a Magical nature, Supergirl's defensive stats are reduced to Pr (ie. Endurance, Invulnerability, etc.). She cannot use her powers or abilities to affect constructs of a Magical nature (she couldn't smash down a magical wall, or break enchanted chains with her strength).
Yellow Sun Power Source: All her powers are based from solar energy of a yellow sun. If Supergirl is put on a world with a different color sun, the level of her powers gradually drops -3cs every round until they are no more.

Talents: Multi-Lingual: (English, Kryptonian, Spanish, German, Russian), Kryptonian Lore and Technology

Contacts: Superman, Batman, Wonder Woman, The Amazons
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Superman

Clark Kent/Kal-El

F) Am50
A) Mn75
S) Un100
E) Sh-Y200
R) Rm30
I) Rm30
P) Am50

Health: 425 Karma: 110
Resources: Gd Pop: 100

Known Powers:
Kryptonian Physiology: Exposure to a Yellow sun alters a Kryptonian to allow great physical abilities that provide Superman with the Agility, Strength, and Endurance Ranks listed under statistics and includes the following powers:
-Invulnerabilities: CL1000 resistance to Heat, Cold, Disease, Corrosives, Toxins and Radiation. His body's cells protect him internally as well so even his insides wouldn't be melted by drinking a vial of acid.
-True Invulnerability: Un protection vs. Physical and Energy
-True Flight: Un airspeeds in atmosphere, CL3000 speed in space.
-Torquasm-Vo: This ancient Kryptonian warrior discipline shifts his consciousness on a higher plane. He can fight an enemy in a purely mental realm with Am ability.
-Heat Vision: Un Heat, 10 areas
-Hyper Speed: Sh-X speed, Superman possesses hyperspeed. He may perform the following power stunts:
--Substitute for Fighting for multiple attacks and evading. May make up to 3 combat actions per round.
--Substitute for Agility for dodging and catching projectiles.
--Substitute for Intuition for initiative.
-Hyper Breath: Am Cold within 1 area
-Recovery: Superman's body continues absorbing solar radiation even after death. This energy may eventually return him to life making it virtually impossible to kill him. Superman needs an Earth like atmosphere to breath in. His Endurance enables him to last for extended period holding his breath, but in space he will eventually need a space suit. His greater constitution provides little need for sleep, however eventually he will tire and require rest.
Superhuman Senses: Superman has the following heightened senses as shown below:
-Enhanced Hearing: Un
-Microscopic Vision: Am
-Telescopic Vision: Gd
-X-Ray Vision: Un
Power Boost: Superman can direct his bodies energies into his Strength, Flight or Speed, raising them as high as +2cs. It is an instantaneous boost and will be used when the challenge calls for it. He would normally raise +1cs, then +2cs if the initial boost is ineffective. He can boost immediately to Sh-Y if he needs too. To activate an increase he must make a Psyche FEAT.
-Blue result he drops -1CS for a day.
-White result he drops back to normal levels.
-Green result sustains heightened rank for 1 round.
-Yellow result keeps him at his heightened ranks for 1-10 turns
-Red result would keep him at the new level for 1-100 turns.
Solar Absorption and Storage: CL3000, that provides Superman with mass amounts of energy that support all his other powers and abilities. He directs this stored energy to enhance his abilities.

Equipment:
None

Weakness:
Vulnerable to Kryptonite: Superman is vulnerable to the several different forms of Kryptonite.
Vulnerable to Magic: Against attacks of a Magical nature, Superman's defensive stats are reduced to Pr (ie. Endurance, Invulnerability, etc.). He cannot use his powers or abilities to affect constructs of a Magical nature (he couldn't smash down a magical wall, or break enchanted chains with his strength).
Yellow Sun Power Source: All his powers are based from solar energy of a yellow sun. If Superman is put on a world with a different color sun, the level of his powers gradually drops -3cs every round until they are no more.

Talents: Martial Arts A, C, Leadership, Astro-Navigation, Journalism, Languages (all Human Languages and some Alien including Kryptonian), Kryptonian Lore and Technology, Computers, First-Aid, Repair/Tinkering

Contacts: Lois Lane, Daily Planet, Martha Kent, Jonathan Kent, Batman, Wonder Woman, Justice League, Lana Lang, Vice President Pete Ross, Metropolis SCU, S.T.A.R. Labs
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