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Blackstar
Alias: Eric Blake
EGO: 16 STR: 12 DEX: 14 VIG: 15
Movement: 6.8m (20m) Dodge Modifier: +1
Damage Modifier: 0 Strike Modifier: 0
Defence Class: 6 Frames: 4
HTK: 59/- HTC: 61/-
Recover: 1d6 per 1 per 1/2 hour Hospitalised: 5 Push Back:20
Recover: 1d6 +1 per action Stag: 12 Stun: 6
Superpowers:
Energy Attack 2 (Light) - Manifestations, Extra Range
Energy Immunity (Light)
Flight 2
Force Field (Personal Force Field, 20HTK)
Health (Immunity to Radiation, Environmental Survival - Space)
Mass Variation (Other)
Notes: Physics major Eric Blake was camping outside the city when he went to investigate what he thought was a crashed meteor. As he got closer to the crater, he realised this was no ordinary rock from space! He recognised the still form of the original Blackstar, strangely no older than the day he was last seen. As the young student pulled the body from the crater, powerful hands suddenly clamped the famed wristbands closed on the young mans' wrists. With that, the original Blackstar melted away like a ghost, leaving a new Blackstar to take his place.
Real Name: Alan Wellington Scott Occupation: Engineer/Adventurer (During WWII) Height: 6’0” Weight: 201 lbsEyes: Blue Hair: BlondUnusual Features: NoneMarital Status: Single
First Appearance: ALL-AMERICAN COMICS #16 (July, 1940)
Group Affiliation: Justice Society of America, All-Star Squadron.
Attributes: Agility d8, Smarts d8, Spirit d12, Strength d6, Vigor d8.Charisma: +2, Pace: 6 (48 Flight), Parry: 6, Toughness: 6/14
Skills:
Fighting d8, Guts d8, Intimidation d8, Investigation d8, Knowledge
(Engineering) d6, Knowledge (Business) d6, Notice d6, Persuasion d8,
Repair d6, Shooting d10.
Edges: Alertness, Charisma, Connections, Command, Level Headed, Nerves Of Steel, Strong Willed.
Hindrances: Heroic, Code Of Honor, Stubborn, Loyal. Special Weakness: “Spear Of Destiny + Holy Grail” The
Axis powers used these two objects to cast a very powerful spell that
would sway any mystic based heroes under their control if they ever
entered Axis occupied territories.
Super Powers:
Equipment: Power Ring+Lantern
Attack Ranged +3d6, Focus, Knock back, ROF 2
Force Control: d12+5, Bind, Elemental Tricks (All),
Flight, Force Field:+8,LBT, HW
Super Sorcery: 6 Levels *Alan Scott can mimic any power he has ever seen.Super Sorcery can also be used to boost Force Control up d12+8 or Attack Melee up to 5d6
Ring's Weaknesses:
*Powers are ineffective against wood.
*Green Lantern must recharge his ring by touching to the magic lantern and reciting his oath every 24 hours.
"and I shall shed my light over dark evil. For the dark things cannot stand the light, The light of the Green Lantern! "
*Green
Lantern uses Spirit instead of Spell-casting, and if he suffers
"Backlash," he takes Fatigue levels only (over taxes his will).
Note: Alan Scott must make a spirit roll to activate ring.
A brief history of The Green Lantern I
Real Name: Thomas Morita
Base of Operations: Mobile
Height: 5’ 9”Weight: 159 lbs Eyes: BrownHair: Black
Unusual Features: n/aMarital Status: n/a
First Appearance: Wonder Woman #237 (November 1977)
Group Affiliation: Axis America
Attributes: Agility: d10, Smarts: d10, Spirit: d10, Strength: d10, Vigor d12
Charisma: , Pace: 8, Parry: 9, Toughness: 8
Skills:
Climb d10, Fighting d12, Intimidation d8, Knowledge (Forms of Wildlife
d10), Lock Picking d8, Notice d8, Persuasion d8, Pilot d8, Shooting d10,
Stealth d10, Taunt d8,
Throw d10,
Edges: Alertness, Acrobat, Fleet footed, Frenzy, Quick, Strong Willed, Sweep, Thief,
Hindrances: Arrogant, Heartless, Loyal (Nippon Empire)
Super Powers:
Attack Melee: +1d6 (non HW) “Combat Training”
Animal Control (Highest rank), Shape changer
A brief history of Kung
Real Name: Clifford DeVoe Base of Operations: Keystone City Occupation: Professional criminal, former District Attorney Height: 6’ 1” Weight: 173 lbs. Eyes: Brown Hair: White Unusual Features: None Marital Status: Single (during WWII) First Appearance: All-Flash #12 (Fall, 1943) Group Affiliation: Injustice Society of the World Attributes: Agility: d6, Smarts: d8/d12+1, Spirit: d10, Strength: d6, Vigor d6 Charisma: 0, Pace: 6, Parry: 5, Toughness: 5 Skills: Fighting d6, Guts d10, Intimidation d10, Investigation d8, Knowledge (Law d10, Technology d8/d12), Lockpicking d6, Notice d10, Persuasion d10, Repair d8/d12, Shooting d8, Taunt d10 Edges: Connections, Danger Sense, Level Headed, Nerves of Steel, Strong Willed Hindrances: Arrogant, Heartless, Vengeful (Major) Super Powers:
“Thinking Cap” post 1947Illusion: 6 levels (64” cubed), Device (Thinking Cap) Mind Control: More minds (x15), Device (Thinking Cap) Super-Attribute: Smarts, Device (Thinking Cap) Super-Skill:: Knowledge (Technology) and Repair, Device (Thinking Cap) Telekinesis: Level 4, d12+4 Strength, Device (Thinking Cap) Teleport: More range (36” range), Device (Thinking Cap) When using his Thinking Cap, the Thinker uses the green values A brief history of: The Thinker I
Real Name: Terry Sloan
Base of Operations: Gateway City
Occupation: Businessman/Adventurer
Height: 5’ 10”
Weight: 175 lbs
Eyes: Blue
Hair: Blonde
Unusual Features: No unusual features
Marital Status: Single
First Appearance: Sensation Comics # 1(Jan 1942)
Group Affiliation: Justice Society of America, All-Star Squadron
Attributes: Agility: d10, Smarts: d12, Spirit: d10, Strength: d10, Vigor d12
Charisma: +4, Pace: 8, Parry: 9 Toughness: 8
Skills:
Climb d10, Driving d10, Fighting d10, Guts d12, Healing d10,
Intimidation d8, Investigation d10, Knowledge: (Engineering, History,
Sciences d10), Lock Picking d8, Notice d10, Persuasion d10,
Pilot d8, Shooting d10, Stealth d8, Streetwise d6, Swimming d10, Taunt d10, Throwing d10, Tracking d8.
Edges:
Acrobat, Alertness, Ambidextrous, Attractive, Block, Charismatic,
Combat Reflexes, Dodge. First Strike, Filthy Rich, Fleet-Footed, Jack Of
All Trades, Scholar, Quick, Sweep, Thief, Two-fisted, Strong Willed.
Hindrances: Code Of Honor, Heroic, Loyal, Vow: (“Fair Play”.. Mr. Terrific always fights and operates by the “Fair Play” credo)
Super Powers:
Attack Melee:+1d6 (non HW) “Combat Training”
Gifted
Speak Language, Written Word
Equipment: None
A brief history of Mr. Terrific I
Real Name: Joar Mahkent Base of Operations: Gotham City Occupation: Professional criminal, physicist, inventor Height: 5’ 11” Weight: 179 lbs. Eyes: Blue Hair: Red Unusual Features: None Marital Status: Single (during WWII) First Appearance: All-American Comics #90 (October 1947) Group Affiliation: Injustice Society of the World Attributes: Agility: d8, Smarts: d12, Spirit: d6, Strength: d6, Vigor d6 Charisma: 0, Pace: 6, Parry: 5, Toughness: 8 (3) Skills: Fighting d6, Guts d6, Knowledge (Science d12, Technology d12), Notice d8, Repair d10, Shooting d8, Stealth d6, Taunt d8 Edges: Connections, Dodge, Mechanical Genius Hindrances: Greedy (Major), Heartless Super Powers: Attack, Melee: +1d6 (non HW), “Combat Training” Equipment:
Armor: +3 Toughness, Device (Insulated Suit) Energy Control: Cold, Elemental Trick (Cold), Large Burst Template, Device (Cold Ray Gun) Ensnare: Ranged Attack, Stronger, Device (Cold Ray Gun) Immunity: Cold/Ice, Device (Insulated Suit) A brief history of: Icicle
Real Name: Albrecht Krieger.
Base of Operations: Mobile
Occupation: Axis Agent
Height: 6’ 4”
Weight: 205
Eyes: Blue
Hair: Blonde
Unusual Features: No unusual features
Marital Status: Single
First Appearance: Master Comics #21 (December 1941)
Group Affiliation: Nazi Party
Attributes: Agility: d10, Smarts: d12, Spirit: d10, Strength: d12+7, Vigor d12+6,
Charisma: 0, Pace: 6 (240 mph Flight), Parry: 8, Toughness: 14
Skills:
Climb d8, Fighting d10, Guts d12, Investigation d6, Knowledge:
(Demolitions, Forgery d10), Notice d8, Repair d10, Shooting d10, Stealth
d10, Taunt d10, Throwing d10,
Edges: Brawny, Command, Quick, Sweep, Two-Fisted.
Hindrances: Arrogant, Heartless, Overconfident, Loyal (Nazi party)
Super Powers:
Attack Melee +3d6, AP 5, Focus, Knock-back
Gifted
Parry +1, Catch and Throw
Super Attributes: Str, Vigor
Toughness +2, Hardy, Heavy Armor
Equipment:
Zyyflon 227 Flying Gas: Flight 240 mph
Captain
Nazi has to periodically expose himself to this gas to gain the flight
power. If during combat the opponent draws a joker then the Captain Nazi
loses this power until he can gain access the gas again.
A brief history of Captain Nazi