Showing posts with label America. Show all posts
Showing posts with label America. Show all posts

Mister Terrific

Mister Terrific
________________________________
Dex:   9   Str:   5   Body:    6
Int:  10   Will:  9   Mind:    6
Infl:  8   Aura:  7   Spirit:  8
Initiative: 31  Hero Points:  45

Skills: *linked
Acrobatics: 9*
Animal Handling: 8*
Artist: 8*
Charisma: 8*
Detective: 10*
Gadgetry: 10*
Martial Artist: 9*
Military Science: 10*
Scientist: 10*
Thief: 9*
Vehicles: 9*
Weaponry: 9*

Advantages: Connections: Justice Society of America (High); Intensive Training; Lightning Reflexes; Scholar (business, English literature)

Drawbacks: Catastrophic Irrational Attraction to fair play: Never seeks an unfair advatage over an opponent, for instance.

Alter Ego: Terrance Sloan
Motivation: Upholding the Good
Occupation: Businessman
Wealth: 13



Source: World at War Sourcebook, page 62
affiliation(s): Justice Society of America



Ed's Notes: I have a hard time with this guy.  On the one hand, he bring being a badass normal above and beyond pretty anyone who's name doesn't rhyme with "Ratman." And this in the the Golden Age too, when there were far fewer really high powered heroes.  On the other... Why do I feel like he'd come of as an insufferable prat who's super-power seems to be being great at everything?! I mean how annoying is it to know someone like this?! He may be the only Character in all of DCH to have the ARTIST Skill... I mean the WHOLE Skill! Not Artist(Wrtiter) or Artist(Musician) or Artist(Painter)... Just ARTIST... EVERYTHING! And at 8(!) which might make his the highest rated ARTIST of any kind in the entire game!  My Girlfriend's an excellent musician. My ex-wife was a pretty fair writer. I'm not completely useless with a pencil and a sketch pad... But to be WORLD CLASS at EVERY FORM OF ART?! AND SCIENCE?! AND ATHLETICS?! AND EVEN ANIMALS RESPOND WELL TO HIM?! Man, FUCK this guy. He's sounds like he'd be such an annoying prick...

...except for that whole "Fair Play" thing.  Which could mean that he wants the world to be fair... which is nice...

...OR HE'S SO FUCKING ARROGANT THAT HE ACTUALLY WANTS THE BAD GUYS TO GIVE HIM A CHALLENGE SO HE DOESN'T BEAT THEM UP TOO QUICKLY!!!

Ok, in all seriousness, I've read quite a bit of All-Star Comics, and I HAVE always kind of liked this guy. But as a GM, if I don't take some serious pleasure in having the bad guy take him down a peg in the climax, then I don't think the PC is playing him right. LOL

Dale Gunn

Dale Gunn
________________________________
Dex:   4   Str:   4   Body:    4
Int:   5   Will:  5   Mind:    4
Infl:  3   Aura:  4   Spirit:  4
Initiative: 14  Hero Points:  15

Skills:
Gadgetry: 6
Martial Artist: 4
Medicine: 3
Vehicles: 5
Weaponry: 4

Advantages: Connections: Justice League of America (High); Scholar (architecture)

Alter Ego: None
Motivation: Upholding the Good
Occupation: Architect
Wealth: 8



Source: Justice League Sourcebook, page 63


  
Ed's Notes: This is the guy who designed and built The Bunker in Detroit for the JLA, and recruited Steel onto the team.

Vibe

Vibe
________________________________
Dex:   6   Str:   3   Body:    4
Int:   5   Will:  5   Mind:    5
Infl:  6   Aura:  5   Spirit:  5
Initiative: 19  Hero Points:  35

Powers:
Vibe: 8


Skills:
Artist (break dancing): 3
Martial Artist: 5
Thief: 6

Advantages: Area Knowledge (Detroit streets); Connections: Justice League of America (High), Street (Low)


Alter Ego: Paco Ramone
Motivation: Thrill of Adventure
Occupation: Former Gang Leader
Wealth: 3

Equipment:

JLA Signal Ring [Body 3, Telepathy: 20, R#: 3] Limitation: Telepathy represents range of its signal

 

Source: Justice League Sourcebook, page 32
See also: Reverb



Ed's Notes: Brother of Reverb. Is "Area Knowledge (Detroit)" REALLY an "Advantage?" (Kidding: I'm from the greater Detroit area.) Also... I know and work with  a lot of Latinos, and "Ramone" is not a Latin surname, as far as I know. (Ramon is a very common FIRST name, of course, but I'm calling Cultural Representation FAIL on DC here, especially in making the first Latino Justice Leaguer a "Former Gang Leader!" REALLY?!)

Steel (Hank Heywood III)

Steel (Hank Heywood III)
________________________________
Dex:   6   Str:   9   Body:    7
Int:   5   Will:  6   Mind:    5
Infl:  5   Aura:  4   Spirit:  5
Initiative: 16  Hero Points:  40

Powers:
Density Increase: 1
Extended Hearing: 2
Skin Armor: 3
Thermal Vision: 5

Limitations: Density Increase is Always On, at full AP value.

Advantages: Buddy (Dale Gunn); Connections: Justice League of America (High), US Military (High); RIch Family (Hank Heywood I)

Alter Ego: Hank Heywood III
Motivation: Unwanted Power
Occupation: Adventurer
Wealth: 6

Equipment:

JLA Signal Ring [Body 3, Telepathy: 20, R#: 3] Limitation: Telepathy represents range of its signal


Source: Justice League Sourcebook, page 30




Ed's Notes: Grandson of the Golden Age Commander Steel and a member of the JLA at its absolute lowest point. (Personally, I count him as a JLI member.)

Star-Spangled Kid

Star-Spangled Kid
________________________________
Dex:   7    Str:   4  Body:    5
Int:   7    Will:  7  Mind:    6
Infl:  7    Aura:  7  Spirit:  7
Initiative: 25  Hero Points:  50

Skills: *linked
Acrobatics: 7*
Marital Artist: 7*
Thief: 7*
Weaponry: 7*

Advantages: Connections: Justice Society of America (High), Seven Soldiers of Victory (High); leadership; Lightning Reflexes; Scholar (Business)


Drawbacks:  Age (young); Secret Identity

Alter Ego: Sylvester Pemberton, Jr.
Motivation: Upholding the Good
Occupation: Student
Wealth: 12





Source: World at War Sourcebook, page 68; adapted from 1st Edition Eternity Inc. Module, page 9
also see: Stripesy



Ed's Notes: This one gets a bit complicated as he was a WWII/Golden Age Hero, who got stuck in a temporal anomaly and found himself spit out in modern times and taking up with Infinity Inc.  The entry above is his straight-up Golden Age stats.  If you are playing him in the modern age, add the following:

Advantage: Connection: Infinity Inc. (High)

...and this, adapted from the 1st Edition module, Eternity Inc.:

Equipment:

COSMIC CONVERTER BELT [Body: 8, Energy Absorption: 10, Energy Blast: 9, Force Field: 6, R#: 2] Limitation: Energy Absorption is not Automatic and requires a Dice Action.

Other than the Belt, do not bother with the rest of his Stats and Skills from 1st Edition. Since the character is meant to be the same as the Golden Age version, just transported into modern times, the stats in 2nd Edition WaW Sorcebook will supersede those in 1st Edition. That said, since they're partners during the Golden Age, where's the: 

Advantages: Connection: Stripesy (High)

...?

First Appearance: Star Spangled Comics #1 (October, 1941)

Starman I

Starman I
________________________________
Dex:   7    Str:   4  Body:    5
Int:   6    Will:  5  Mind:    6
Infl:  5    Aura:  5  Spirit:  6
Initiative: 18  Hero Points: 110

Skills: 
Gadgetry: 6
Scientist: 5

Advantages: Connections: All-Star Squadron (High), F.B.I. (High), High Society (High), Justice Society of America (High), Freedom Fighters (Low); Connoisseur; Genius; Scholar (astronomy)

Drawbacks: Mistrust (1951-'55 only); Secret Identity

Alter Ego: Theodore (Ted) Knight
Motivation: Upholding the Good
Occupation: Wealthy Playboy
Wealth: 13

Equipment:
Gravity Rod [Body: 8, Gravity Decrease: 10, Gravity Increase: 10, Flight: 12, R#: 2]

Cosmic Rod [Body: 10, Attraction/Repulsion: 15, Energy Blast: 13, Flame Project: 13, Flight: 13, Gravity Decrease: 15, Reflection/Deflection: 7, Skin Armor: 3]



Source: 2nd Edition  Background/Roster Book, page 36; World at War Sourcebook, page 67

foes: Nimbus/Mist



Ed's Notes: Another entry that combines two sources. WaW omits the All-Star Squadron Connection and gives him just 70 Hero Points. The BG/R Book Omits the FBI and Freedom Fighters Connection and the Gravity Rod. (Which is really just a watered down version of the Cosmic Rod anyway.) (Lol... Cosmic Rod. As a PC, trying saying that over and over again with a straight face!)

Also the I, II... naming convention is not really needed here, as the Golden Age Starman has no connection to the modern Starman, but they are more alike than the two Sandmans (Sandmen?) and they could not have initially overlapped. (Will Payton was not alive during WWII!)

Sweet Alex Ross paiitning too, huh? Haven't had that many recently, but they're still so frickin' cool!

Sandman

Sandman
________________________________
Dex:   7    Str:   4  Body:    5
Int:   7    Will:  6  Mind:    6
Infl:  5    Aura:  6  Spirit:  7
Initiative: 23  Hero Points: 100

Skills: *linked
Acrobatics: 7*
Detective: 7*
Gadgetry: 4
Martial Artist: 7*
Thief: 7*
Vehicles: 7*
Weaponry: 7

Advantages: Area Knowledge (New York City); Connections: All-Star Squadron (High), High Society (High); Justice Society of America (High), New York Police Dept. (Low), Street (Low); Connoisseur; Intensive Training; Lightning Reflexes; Sharp Eye; Sidekick (Sandy)

Drawbacks: Guilt (1942 and later, over the death of Dian Belmont); Mistrust (1955/Year One only); Minor Physical Restriction (weak heart); Secret Identity

Alter Ego: Wesley Dodds
Motivation: Seeking Justice
Occupation: Wealthy Playboy
Wealth: 12

Equipment:
Gas Gun [Body: 4, AV: 10, EV: 10. Fog: 7, R#: 2] Bonus: EV attacks everyone in Range of the Fog power.

Wirepoon [Str: 7, Body: 5, EV: 5, R#: 2] Bonus: Connected to a 5 AP long swing-line.

Gas Mask [Body: 4, Sealed Systems: 10] Limitation: Only protects the wearer from airborne gas attacks.



Source: 2nd Edition  Background/Roster Book, page 36; World at War Sourcebook, page 65




Ed's Notes: As the two characters are as unrelated as two characters can be, this is NOT being labelled as "Sandman I," just as the Morpheus Version was not Sandman II. They are simply two characters with the same name. (Since Morpheus is Eternal, they likely existed at the same time even.)  Wesley Dodds is what you'd get if you combined Bruce Wayne and Walter Kovacks, and then give the hybrid some 1940's pulp-noir sensibilities.  Probably the coolest bad-ass normal from the Golden Age.

And once again, I combined entries. I liked the fact that the WaW Sourcebook gives R#'s to his gadgets. Make it more realistic. (And introduces the Sidekick Advantage.) But the BG/R Book give his 100 Hero Points and the All-Star Squadron Connection. So, best of both worlds again. (Except for the R#'s.)

Thunderbolt I

Thunderbolt I
________________________________
Dex:  14    Str:  18  Body:   13
Int:   8    Will:  8  Mind:    9
Infl:  9    Aura:  2  Spirit: 14
Initiative: 33 Hero Pts: special

Powers: *Mystic Linked
Aware: 10 
Flight: 30*
Invulnerability: 15*
Magic Sense: 10
Sealed Systems: 15*
Sorcery: 21

Advantages: Iron Nerves; Lightning Reflexes; Miscellaneous: Draws on Johnny Thunder's supply of Hero Points.

Drawbacks: Miscellaneous: Unless he he is specifically ordered to do something by Johnny Thunder, after using his magic word, Thunderbolt can take no actions.

Alter Ego: None
Motivation: Upholding the Good
Occupation: Genie
Wealth: n/a



2nd Edition Background/Roster Book, page 35; World at War Sourcebook, page 58



Ed's Notes: The first Thunderbolt is an extremely powerful entity controlled by Johnny Thunder. Since he can take no action without being told to by Johnny, the Thunderbolt is best suited as an NPC. The GM doesn't even really need to remember he's there, because he won't act unless told to. (One of the pitfalls of an NPC that accompanies the party is that the GM constantly forget to act for them. At least that was the case whenever I tried to do that. Lol. But that would actually be perfectly appropriate in this case!

Johnny Thunder

Johnny Thunder
________________________________
Dex:   3    Str:   2  Body:    3
Int:   3    Will:  4  Mind:    5
Infl:  5    Aura:  6  Spirit:  5
Initiative: 13  Hero Points: 100

Powers:
Dumb Luck: 9

Skills: 
Animal Handling: 2
Martial Artist: 3

Advantages: Connections: All-Star Squadron (High), Badhnisia (High), Justice Society of America (High); Sidekick (Thunderbolt)

Drawbacks: Miscellaneous: Can only summon Thunderbolt when he says, "Cei-U" (pronounced "Say you!") For at least the first half of WWII, he was unaware that this phrase was responsible for his control over the Thunderbolt. During this era, he must receive 8 or more RAP's on a Dumb Luck Action Check in order to accidentally say the magic words.

Alter Ego: None
Motivation: Upholding the Good
Occupation: Window Washer, Boxing Champ, G-Man, Rodeo Rider, Seaman, King, etc...
Wealth: 4



2nd Edition Background/Roster Book, page 35; World at War Sourcebook, page 58



Ed's Notes: "Not much of a Super Hero" is a VAST understatement. Without Thunderbolt, he's little more than Jimmy Olsen. He's like a Jar-Jar Binks, Snapper Carr, Forrest Gump hybrid, blundering his way through life and yet somehow having everything still work out for him. About the only useful thing I even saw him do in the comics, without the Thunderbolt anyway, was to suggest that the JSA put Solomon Grundy on the moon, since no prison on earth (in the late 1940's) could hold him.  And Green Lantern thought this was actually a pretty good ides, so he did just that...

...Which must have given quite a shock to the Apollo 11 crew when they landed there 20 years later!

Hawkgirl I

Hawkgirl I
________________________________
Dex:   8    Str:   4  Body:    5
Int:   7    Will:  7  Mind:    7
Infl:  7    Aura:  7  Spirit:  7
Initiative: 26  Hero Points:  55

Powers:
Speak With Animals: 4
Telescopic Vision: 3

Skills: 
Gadgetry: 5
Martial Artist: 7
Scientist: 5
Weaponry: 9

Limitations: Speak With Animals only works on Birds

Advantages: Connections: Justice Society of America (High); Lightning Reflexes; Scholar (archeology, ancient weapons); Sharp Eye

Drawbacks: Secret Identity

Alter Ego: Shiera Sanders
Motivation: Upholding the Good
Occupation: Archeologist
Wealth: 10

Equipment:
NINTH METAL BELT [Body: 5, Gravity Decrease: 8] Limitations: Gravity Decrease only works on the Belt's wearer and any objects they're holding.

Wings [Str: 5, Body: 6, Flight: 8] Limitation: Fight only works if user is wearing the Ninth Metal Belt.

Crossbow [Body: 3, EV: 3, Ammo: 1, Range: 5, R#: 2]



World at War Sourcebook, page 55




Ed's Notes: Ah, the Golden Age Hawkgirl. Ok, straight up, I want to apologize to any female readers who may be offended by my use of the "pin-up" style photograph here.  I'm actually doing it specifically to make a point about how the female super-heroes tended to be treated in the Golden Age, because this photo is rather exemplary of it. (Mary Marvel was an idiot, Hawkgirl was never a member of the JSA, and Wonder Woman served as the JSA's SECRETARY and occasional SEAMSTRESS. Yeah.) Unlike her Silver and Modern Age versions, who are completely equal partners to their Hawkman counterparts, and even superior in some ways, the Golden Age Hawkgirl was clearly and decidedly less than, in every way. And honestly, the stats above have her kicking a lot more ass than she ever did in the comics. The photo above is really a pretty fair representation of the unfair treatment she received. That said? I would love to see a player take this character up and make something better of her.

And even so, she should still probably have:

Advantage: Connection: Hawkman

...even if she's being played as needing him about as much as a fish needs a bicylce. ;)

And also a Connection: All-Star Squadron (High), as it seems she saw some action with them.

Hawkman I

Hawkman I
________________________________
Dex:   8    Str:   5  Body:    6
Int:   8    Will:  7  Mind:    7
Infl:  6    Aura:  7  Spirit:  7
Initiative: 24  Hero Points: 100

Powers:
Speak With Animals: 4
Telescopic Vision: 3

Skills: 
Charisma: 7
Gadgetry: 7
Martial Artist: 8
Scientist: 5
Weaponry: 12

Limitations: Speak With Animals only works on Birds

Advantages: Connections: All-Star Squadron (High), Justice Society of America (High); Genius; Leadership; Lightning Reflexes; Scholar (archeology, ancient weapons); Sharp Eye

Drawbacks: Mistrust (1951-'55 only); Secret Identity

Alter Ego: Carter Hall
Motivation: Upholding the Good
Occupation: Archeologist
Wealth: 10

Equipment:
NINTH METAL BELT [Body: 5, Gravity Decrease: 8] Limitations: Gravity Decrease only works on the Belt's wearer and any objects they're holding.

Wings [Str: 5, Body: 6, Flight: 8] Limitation: Fight only works if user is wearing the Ninth Metal Belt.

Mace [Body: 8, EV: 4] *Can alternatively be a Sword, Flail, Spear or other archaic melee weapon.



Source: 2nd Edition  Background/Roster Book, page 34; World at War Sourcebook, page 55




Ed's Notes: Ah, the Golden Age Hawkman. Did anyone even know how to draw WINGS back then?! Unlike his Silver and Modern Age Counterparts, the Golden Age Hawkman was human, not Thanagarian. House Rules my tie his Powers to part of the costume (the Helmet perhaps?) but this is house the game represents him.

As with the case of Dr. Mid-Nite, I'm again using the BG/R Book as the primary source. The WaW Sourcebook, leaves out several of his connections and grants him only 75 Hero Points, without giving him any extra ability or stat adjustments. It did leave of his Mistrust Drawback, which is worth 50 Hero Points, but that was only temporary anyway. So, yeah, best go with the BG/R version.

How does he not have: Either...

Advantage: Connection: Hawkgirl 

...or even Sidekick (Hawkgirl)?

Doctor Mid-Nite

Doctor Mid-Nite
________________________________
Dex:   7    Str:   4  Body:    5
Int:   8    Will:  6  Mind:    6
Infl:  5    Aura:  6  Spirit:  7
Initiative: 24  Hero Points: 100

Powers:
Ultra Vision: 9

Skills: 
Acrobatics: 4
Detective: 6
Gadgetry: 6
Martial Artist: 7
Medicine: 10
Scientist: 6
Thief: 5

Advantages: Connections: All-Star Squadron (High), Infinity Inc. (High), Justice Society of America (High); Lightning Reflexes Pet (owl)

Drawbacks: Mistrust (1951-'55 only); Serious Physical Restriction: Cannot see in daylight without special infrared glasses or goggles; Secret Identity

Alter Ego: Dr. Charles McNider
Motivation: Upholding the Good
Occupation: Physician
Wealth: 5

Equipment:
Blackout Bombs (x6) [Body: 1, Darkness: 5, Fog: 10] Drawback: Miscellaneous: The Bombs cover a volume of 10 AP's of Fog and fill that volume with a 5 AP Darkness.

Goggles [Body: 1] Bonus: Allow him to overcome him blindness in daytime. Has Special Glasses that he wears as his Alter Ego that do the same.



Source: 2nd Edition  Background/Roster Book, page 34; World at War Sourcebook, page 49




Ed's Notes: In an unusual case, I'm using the BG/R Book as the primary source. The WaW Sourcebook, leaves out several of his connections and grants him only 75 Hero Points, without giving him any extra ability or stat adjustments. It did leave of his Mistrust Drawback, which is worth 50 Hero Points, but that was only temporary anyway. So, yeah, best go with the BG/R version.