Showing posts with label JSA. Show all posts
Showing posts with label JSA. Show all posts

Per Degaton

Per Degaton
________________________________
Dex:   7   Str:   4   Body:    5
Int:   9   Will: 10   Mind:    6
Infl:  9   Aura:  7   Spirit:  8
Initiative: 27  Hero Points:  60

Skills:
Charisma: 9
Detective: 9
Gadgetry: 9
Martial Artist: 6
Thief: 7
Vehicles: 7
Weaponry: 7

Advantages: Connections: Scientific Community (High), Underworld (High); Genius; Iron Nerves; Leadership; Sharp Eye

Drawbacks: Miscellaneous: Each time on of his schemes fails and all of the damage he has inflicted on the time line is repaired, he instantly loses all of his memories regarding time travel and him criminal activities. After about three months, these memories begin to return, allowing him to hatch a new plot.

Alter Ego: none
Motivation: Power Lust
Occupation: Criminal
Wealth: 5

Equipment:
TIME MACHINE [Body: 13, Time Travel: 35] Bonus: Unlike the Power described in the Rulebooks, Degaton's time machine actually enables him to travel up and down his own timeline, allowing him to change the future by manipulating the past.

Sword [Body: 6, EV: 4]

Pistol [Body: 4, EV: 5, Ammo: 8, Range: 4, R#: 2]



Source: World at War Sourcebook, page 82

foe of: Justice Society of America
affiliation(s): Injustice Society of the World



Ed's Notes:
 One of the classic Golden Age Super-Villains. The WaW Sourcebook notes that each time he was defeated, his time machine was taken away from him (and destroyed, I hope?!) but that he always succeeded in building a new one. Assume that Degaton can build a time machine matching the description above roughly six months after memory returns, with no Gadgetry or Wealth Checks necessary.


Bit of a world-building note to myself here: This is how I plan to bring the Golden Age heroes into the modern age. (The one's I want, anyway.) Basically, toward the end of the War, the combined forces of the JSA and the All-Star Squadron were approaching a final battle royal with most of the meta-human villains of the time. It was meant to be a trap, with Per Degaton's plan being to fling them into the distant past to get rid of them once and for all. But something went wrong during the battle and ALL of them ended up getting transported to the modern era, where the campaign takes place. This explains the disappearance of meta humans after the War. In my campaign, there were basically no known meta-humans or aliens on earth between the late 1940's and just around the time them campaign starts, when things start to change. And at some point, there will be a "temporal anomaly" that will first spit out Alan Scott and Jay Garrick, and then, as it's dealt with, every else "stuck" inside of it. 

Wildcat I

Wildcat I
________________________________
Dex:   8   Str:   4   Body:    6
Int:   5   Will:  8   Mind:    7
Infl:  5   Aura:  5   Spirit:  8
Initiative: 22  Hero Points:  75

Skills: *linked
Acrobatics: 8*
Martial Artist: 8*
Thief : 8*

Advantages: Area Knowledge (New York City); Connections: All-Star Squadron (High), Justice Society of America (High), Street (Low); Intensive Training; Lightning Reflexes

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

Alter Ego: Ted Grant
Motivation: Seeking Justice
Occupation: Boxer
Wealth: 5



Source: 2nd Edition  Background/Roster Book, page 36; World at War Sourcebook, page 72




Ed's Notes: Yet another case where the two sources are combined. WaW omits his All-Star Squadron Connection, but gives him just 60 Herp Points.  The BG/R nerfs his Skills really weirdly. Like... It includes the *linked flag, but then NONE of them end up actually being linked! Instead of all 8's, he gets 6, 9 & 6 respectively. So, even though his Martial Artist is a point lower, the WaW Skill ratings just make more sense. Otherwise I tried to include the best from either entry.  


Also, since he trained Yolanda Montez, he should probably have: 

Advantages: Infinity Inc. (High)

...as most of the other JSA members do.

First Appearance: Sensation Comics #1 (January, 1942)

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!

Hourman

Hourman
________________________________
Dex:   6   Str:   4   Body:    5
Int:   5   Will:  5   Mind:    4
Infl:  5   Aura:  4   Spirit:  6
Initiative: 16  Hero Points:  75

Skills:
Gadgetry: 7
Scientist: 7

Advantages: Area Knowledge (New York City); Connections: Justice Society of America (High); Genius; Scholar (Chemistry)

Drawbacks: Serious Irrational Attraction to Miraclo; Secret Identity

Alter Ego: Rex Tyler
Motivation: Upholding the Good
Occupation: Chemist
Wealth: 5

Equipment:
MIRACLO PILLS [Str: 8, Body: 9, Running: 7, R#: 3] Limitations: The effects of Miraclo last fro only one hour, and the user must wait another hour between doses; Long term use causes user to develop a Serious Irrational Attraction to the drug.



Source: Who's Who, 3rd Edition; 2nd Edition Background/Roster Book, page 35; World at War Sourcebook, page 56



Ed's Notes: Hey kids! TAKE DRUGS! That will make you a SUPERHERO! Well... This guy was written before steroids took over professional sports.  The 2nd Edition Background/Roster Book also gives him a Connection to Infinity Inc. (High). Which... kind of makes sense, since his kid, Rick Tyler (Hourman II) is a member. But Rex was a JSA man, and never part on Infinity Inc., so... makes more sense to omit it, IMHO.  The BG/R Book also gives him 90 Hero Points, but WaW gives him the same 75 as the 3rd Edition Who's Who. So... it's 75. Finally the 2nd Edition Miraclo Pills grant Str: 9.

Atom I

Atom I   
________________________________
Dex:   8   Str:   5   Body:    6
Int:   7   Will:  9   Mind:    7
Infl:  5   Aura:  6   Spirit:  8
Initiative: 24  Hero Points:  75

Skills: *linked
Acrobatics: 8*
Martial Artist: 8*
Scientist: 7*

Advantages:  Connections:  All-Star Squadron (High), Calvin College (High), Justice Society of America (High); Intensive Training; Lightning Reflexes

Drawbacks: Serious Irrational Attraction: Atom is very sensitive about his height, and frowns on "short jokes"; Mistrust (1951-'55 only); Secret Identity 


Alter Ego: Al Pratt

Motivation: Upholding the Good
Occupation: Physics Professor
Wealth: 5



Source: 2nd Edition Background/Roster Book, page 34; World at War Sourcebook, page 45




Ed's Notes: This combines both entries, as the WaW Soucrebook omits Connection: All-Star Squadron (High) and his Mistrust Drawback. B/R Book lists his Occupation as Physics "Student," but his Scientist of 7 and Wealth of 5 tell me that the WaW book has it right.  Also, the B/R Book lists his Str as 5/12 and his Body as 6/9. But it gives no indication as to when to apply the higher number. The WaW book leaves them out, but talks about his "Superhuman Strength" and "lifting a car over his head" in his description. So... I'm confused about that. What I've read of All-Star Comics suggests he had NO actual super-powers, just Charles Atlas Training.  But if anyone has any information or suggestions, I'm open to them.

Flash I

Flash I   
________________________________
Dex:   7   Str:   4   Body:    7
Int:   6   Will:  5   Mind:    6
Infl:  5   Aura:  6   Spirit:  5
Initiative: 44  Hero Points: 110

Powers:
Air Control: 7
Dimension Travel: 8
Dispersal: 12
Superspeed: 24

Skills:
Gadgetry: 7
Scientist: 7

Limitations: Other Powers only work when Superspeed is in effect.

Advantages:  Area Knowledge (Keystone City); Connections:  All-Star Squadron (High), Justice Society of America (High), Keystone Research Laboratories (High); Lightning Reflexes

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


Alter Ego: Jay Garrick

Motivation: Upholding the Good
Occupation: Research Scientist
Wealth: 6



Source: 2nd Edition Background/Roster Book, page 34; World at War Sourcebook, page 52

foes: Fiddler, Shade, Zyklon



Ed's Notes: This combines both entries, as the WaW Soucrebook omits Connection: All-Star Squadron (High) and his Mistrust Drawback, meanwhile the BG/R Book omits his Secret Identity Drawback. Also, while both Sources have the Power Limitation (tying the other Powers to his use of Superpseed,) WaW lists it as a limitation, and the B/R Book lists it as a Miscellaneous Drawback.

Green Lantern I

Green Lantern I   
________________________________
Dex:   6   Str:   4   Body: 10/5
Int:   6   Will: 24   Mind:    8
Infl:  5   Aura:  6   Spirit:  6
Initiative: 19  Hero Points: 125

Skills:
Gadgetry: 3
Martial Artist: 5
Scientist: 3

Advantages: Buddy (Doiby Dickles); Connections: Broadcasting Industry (High), Infinity Inc. (High), Justice Society of America (High)

Drawbacks: Secret Identity


Alter Ego: Alan Scott

Motivation: Responsibility of Power
Occupation: Broadcasting Executive
Wealth: 8

Equipment:

POWER RING [Body: 24, Spirit: 24, Animate Objects: 15, Dispersal: 10, Flight: 15, Force Manipulation: 24, Omni-Power: 12, Sealed Systems: 15, Skin Armor: 4] Bonuses: All of the Ring's Powers are magical in nature. Limitations: Animate objects can only be used on metal and metallic objects. Ring loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor activated. Ring is useless against wood and wooden objects. Ring's Body and Spirit are 12 when not being worn. Ring must be recharged every 24 hours using the Mystical Lantern. 

Mystical Lantern [Body: 20, Spirit 20, Energy Absorption: 15, Invisibility: 15, R#: 2] Limitations: Power Battery can only be used to charge the user Ring for 24 hours. Invisibility only works on Battery, functions per user's will.




Source: World at War Sourcebook, page 53-54; 2nd Ed. Background/Roster Book, page 34

Rogues: Gambler, HarlequinSolomon Grundy, Sportsmaster
Supporting Cast: Doiby Dickles, Moly Maynne



Ed's Notes: The WaW sourcebook (which would be GL in the 1940's) only gives him 85 Hero Points, and (obviously) does not include the Connection to Infinity Inc., who did not exist yet. Likewise, the BG/R book didn't include the Buddy Advantage. (First of all, that didn't exist in the early books of the 2nd edition. Second, Doiby Dickles is very likely long dead by the modern era. Lol) Otherwise the two characters are the same.



First Appearance: All-American Comics #16 (July 1940)

Justice Society of America

The following characters are associated with the Justice Society of America:


First Appearance: All-Star Comics #3 (Winter, 1940-'41)
Atom I
Black Canary*
Doctor Fate I
Doctor Mid-Nite
Flash I
Green Lantern I
Hawkman I
Hourman
Johnny Thunder & Thunderbolt
Mister Terrific
Sandman
Spectre
Starman
Wildcat
Wonder Woman*

*Golden Age Versions