Amazing-Man

Amazing-Man
________________________________
Dex:   7   Str:   4   Body:    5
Int:   6   Will:  6   Mind:    5
Infl:  5   Aura:  4   Spirit:  7
Initiative: 20  Hero Points:  40

Powers:
Molecular Chameleon: 12 (before May, 1942)
Magnetic Control: 12 (May, 1942 and after)

Skills: 
Acrobatics: 4
Martial Artist: 5

Advantages: Connection: Athletic Community (High); Scholar (Athletics)

Drawbacks: Public Identity

Alter Ego: Will Everett
Motivation: Unwanted Power
Occupation: former Athlete/former Janitor
Wealth: 3



Source: World at War Sourcebook, page 44



Ed's Notes: How cool is it that there was a black superhero in the 1940's? And he didn't even have to have the word "black" in his name! I mean sure... He was an Athlete and a Janitor, but still... we still had Jim Crow laws in many places around the country! And this guy was a Superhero! With ACTUAL POWERS! Who kinda kicks a lot of ass, especially for the Golden Age! Much like Maetamorpho, in the hands of a creative PC he could be a delightfully annoying spoiler for the GM.  Also, in game, his Power change doesn't have to happen in May, 1942 necessarily, but the PC has to pick on power or the other. Or, at some point, change from the first one to the latter, as the story allows.

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