Showing posts with label new gods. Show all posts
Showing posts with label new gods. Show all posts

New Genesis Guards

New Genesis Guards
________________________________
Dex:   6   Str:   5   Body:    5
Int:   5   Will:  4   Mind:    4
Infl:  4   Aura:  3   Spirit:  4
Initiative: 17  Hero Points:   5

Skills:
Martial Artist: 7
Military Science: 7
Weaponry: 6
Vehicles: 2

Advantages: Connections: Supertown (Low); Iron Nerves

Alter Ego: varies
Motivation: Responsibility of Power
Occupation: Soldiers
Wealth: varies

 Equipment:

ARMOR [Body: 7]

Ceremonial Staves [Body: 4, AV: 7, EV: 7, Energy Blast: 7, R#: 2]



Source: 2nd Edition Law of Darkness Module, page 14



Ed's Notes: The guards and soldiers of New Genesis. AV/EV/OV/RV's all 7's. They could pose a reasonable threat in large numbers to all but the toughest PC's. (In LARGE NUMBERS anyway.)

Jezebelle

Jezebelle
________________________________
Dex:  10   Str:   4   Body:    7
Int:   9   Will:  9   Mind:    8
Infl:  7   Aura:  8   Spirit:  7
Initiative: 28  Hero Points: 100

Powers:
Flight: 14
Heat Vision: 12

Skills: *linked
Martial Artist: 10*
Military Science: 9*
Weaponry: 10*
Vehicles: 10*

Advantages: Area Knowledge (Supertown); Connection: Supertown (High); Leadership; Lightning Reflexes

Drawbacks: Minor Irrational Attraction to battle

Alter Ego: None
Motivation: Seeking Justice
Occupation: Warrior
Wealth: n/a



Source: 2nd Edition The Law of Darkness Module, page 10



Ed's Notes: An escapee from Granny Goodness' Happyness Home who now fights with the New Gods.

First Appearance: New Gods #12 (July, 1977)



Lonar

Lonar
________________________________
Dex:  11   Str:   8   Body:    9
Int:   9   Will: 11   Mind:   10
Infl:  8   Aura: 10   Spirit:  8
Initiative: 31  Hero Points: 100

Powers:
Invulnerability: 10

Skills:
Military Science: 9
Vehicles: 7
Weaponry: 13

Advantages: Area Knowledge (Supertown); Connection: Supertown (High); Leadership; Lightning Reflexes

Drawbacks: Minor Irrational Attraction to battle

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

Equipment:
Sword [Body: 13, Claws: 9]



Source: 2nd Edition The Law of Darkness Module, page 10



Ed's Notes: A tough, but not ridiculously overpowered, barbarian / warrior type that drops in well with the New Gods and the Forever People.


First Appearance: Forever People #5 (November, 1971)

Forager II

Forager II
________________________________
Dex:  14   Str:   6   Body:    9
Int:   9   Will: 12   Mind:   12
Infl:  8   Aura:  8   Spirit:  6
Initiative: 35  Hero Points:  85

Powers:
Jumping: 4
Running: 6
Flight: 23

Skills:
Acrobatics: 13
Martial Artist: 10
Thief: 15
Weaponry: 12

Advantages: Area Knowledge (Insect Empire); Connection: Insect Empire (High), Supertown (Low); Iron Nerves; Lightning Reflexes; Sharp Eye

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

Equipment:
ACID POD [Body: 7, Acid: 9]

Sword [Body: 12, Claws: 8]

Shield [Body: 20]



Source: 2nd Edition The Law of Darkness Module, page 9



Ed's Notes: A successor to the original Forager who  took on the mantle after his death.

First Appearance: New Gods Vol 3 #2 (March, 1989)

Mark Moonrider

Mark Moonrider
________________________________
Dex:   8   Str:   7   Body:    7
Int:   7   Will:  7   Mind:    7
Infl:  7   Aura:  8   Spirit:  9
Initiative: 24  Hero Points:  75

Powers:
Bomb: 16
Energy Blast: 16

Skills:
Martial Artist: 8
Weaponry: 6

Advantages: Area Knowledge (Supertown); Connection: Forever People (High), Supertown (High); Leadership

Alter Ego: None
Motivation: Upholding the Good
Occupation: Adventurer
Wealth: 0



Source: Apokolips Sourcebook, page 29
also see: Infinity Man



Ed's Notes: For the leader of such a relatively obscure team, this guy can sure kick a lot of ass.  When they combine to form Infinity Man, I'm not sure he even really gains all that much, beyond some additional durability.

Beautiful Dreamer

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

Powers:
Mind Probe: 11
Illusion: 14
Phobia: 14
Telepathy: 8

Skills:
Martial Artist: 12

Advantages: Area Knowledge (Supertown); Connection: Forever People (High), Supertown (High)

Drawbacks: Married; Minor Physical Limitation (pregnant)

Alter Ego: None
Motivation: Upholding the Good
Occupation: Adventurer
Wealth: 0



Source: Apokolips Sourcebook, page 29
also see: Infinity Man



Ed's Notes: Plot point: She gets "captured," the other heroes have to "rescue" her, but while in captivity use her powers to pretty much discover their entire plan. Sound about right?  Also, the Apokolips Sourcebook only list her Drawback as a "Physical Restriction" with no rating. I put it as "Minor," but as it progresses it could become a "Serious"-level restriction.  (And since time never progresses in Comic books, how long was she pregnant for?)

Typical New God

Typical New God
________________________________
Dex:   5   Str:   5   Body:    5
Int:   5   Will:  4   Mind:    4
Infl:  4   Aura:  3   Spirit:  4
Initiative: 14  Hero Points:   5

Skills:
Artist -or- Scientist: 3
Vehicles: 2

Motivation: Upholding the Good
Occupation: Varies
Wealth: n/a

 


Source: Who's Who, 3rd Edition
prominent members



Ed's Notes: OK, so the picture on the right doesn't actually show any "typical" New Gods / citizen civilians of New Genesis.  But it's an awesome Alex Ross portrait of so many of Jack Kirby's babies, so... it fits. Especially seeing as how hard it is to find a picture of "typical" New Gods online. Lol

Also... While they are 4-8x as good accross the board as typical HUMANS (with average attributes of 2) "Gods" seems to overestimate their power level just a bit. Still, for an "average" population, theirs is pretty capable.

Yuga Khan

Yuga Khan
________________________________
Dex:  11   Str:  24   Body:   18
Int:  16   Will: 26   Mind:   19
Infl: 18   Aura: 20   Spirit: 20
Initiative: 45  Hero Points: 200

Powers:
Continuum Control: 35
Dimension Travel: 12

Flight: 20
Illusion: 20
Invulnerability: 25

Regeneration: 8
Vampirism: 10
Warp: 65

Bonuses: Vampirism has 25 AP radius Area Affect; Miscellaneous: RAP's from Vampirism can be added to any damaged Power or Attribute; Omega Effect: If Continuum Control's Energy Blast attack earns RAP's equal to or grater than twice the target's Body, the target is disintegrated and their atoms scattered throughout the cosmos. Yuga Khan can reintegrate them later making a successful Action Check against an OV/RV of twice the target's Body

Limitations: Vampirism takes 7 AP's of time to use.

Advantages: Area Knowledge (Apokolips, Promethian Galaxy); Iron Nerves; Leadership

Drawbacks: Catastrophic Irrational Attraction to breaching The Wall (the barrier to The Source); Serious Rage

Alter Ego: None
Motivation: Nihilist
Occupation: 
Wealth: Unlimited



Source: Who's Who, 3rd Edition



Ed's Notes: So... DARKSEID fears this guy. (His father.) And... that's about all you need to know!

Orion

Orion
________________________________
Dex:  13   Str:  22   Body:   15
Int:  10   Will: 19   Mind:   11
Infl: 10   Aura:  8   Spirit: 12
Initiative: 35  Hero Points: 175

Powers:
Invulnerability: 15
Regeneration: 9

Skills:
Vehicles: 13
Weaponry: 13

Advantages: Area Knowledge (Apokolips and Supertown); Connections: Apokolips (Low), Justice League International (Low), Supertown (High); Iron Nerves; Lightning Reflexes

Drawbacks:  Serious Rage

Alter Ego: None
Motivation: Responsibility of Power
Occupation: Warrior
Wealth: N/A

Equipment:
ASTRO-GLIDER [Str: 8, Body: 16, Int: 1, Energy Blast: 25, Flash: 15, Flight: 30, Magnetic Control: 20, Sealed Systems: 14]

Mother Box [Body: 7, Int: 10, Will: 6, Mind: 6, Infl: 6, Aura: 6, Spirit:  6, Danger Sense:  12, Life Sense: 6, Omni-Power:  11, Hero Points: 75]



Source: Who's Who, 3rd Edition; Apokolips Sourcebook, page 25



Ed's Notes: One of the true bad-asses in the DC Universe. Someone who could put even Lobo in his place, and stand toe-to-toe with Superman.  Although... the ASTROGLIDER?! Seriously?! OMG... Wow.

Mister Miracle

Mister Miracle
________________________________
Dex:  11   Str:   4   Body:    6
Int:  10   Will:  7   Mind:    8
Infl:  6   Aura:  6   Spirit: 10
Initiative: 31  Hero Points: 120

Skills:
Acrobatics: 11
Gadgetry: 14
Martial Artist: 6
Military Science: 10
Thief: 13
Vehicles:11

Advantages: Buddy (Oberon); Connections: Justice League International
(High), New Genesis (High); Genius; Insta-Change; Iron Nerves; Lightning Reflexes; Luck; Scholar (military hardware, restraints)

Drawbacks: Married; Secret Identity


Alter Ego: Scott Free
Motivation: Thrill of Adventure
Occupation: Escape Artist
Wealth: 5

Equipment:
Aero Discs [Body: 12, Flight: 8] Limitation: Control by Mother Box and will not function if she is taken away.

Multi-Cube [Body: 3, Int: 2, Flash: 5, Flight: 7, Heat Vision: 9, Illusion: 5, Telepathy: 15, Recall: 10, Sonic Beam: 9, R#: 2] Cube can release a cable with Str: 9, Body: 1 and a length of 5 AP's; Flight only allows the Cube itself to fly; Telepathy represent range of communicator signal with Mother Box

MOTHER BOX [Body: 7, Int: 10, Will: 6, Mind: 6, Infl: 6, Aura: 6, Spirit:  6, Danger Sense:  12, Life Sense: 6, Omni-Power:  11, Hero Points: 75] Advantages: Leadership; Is not subject to Take-Away maneuvers because she's been integrated into the hood of his costume.


JLI SIGNAL DEVICE [Body: 4, Telepathy: 25] Limitation: Device's Telepathy power represents the range of it's signal

11 AP ABCD Omni-Gadgets (x5)



Source: Who's Who, 3rd Edition; 2nd Edition Background/Roster Book, page 44; Justice League Sourcebook, pages 40-14;  Apokolips Sourcebook, pages 26-27




Ed's Notes: So he likes the big girls, huh? ;) Another interesting concept for a hero that might have made a m ore stereotypical villain. I'm not sure how being an escape artist helps you fight crime, but I could see ESCAPING FRO PRISON to be a useful skill for a villain. Although... It's not like prisons in the DC Universe are that hard to escape from anyway, it seems. LOL. 2nd Edition sources varyingly omit the Multi-Cube, Mother Box, Signal Device and Buddy (Oberon). The Apokolips Sourcebook gives his Scientist:7, but no other sources do, so I believe this was in error.

Metron

Metron
________________________________
Dex:   7   Str:   6   Body:    7
Int:  25   Will: 23   Mind:   16
Infl:  9   Aura:  2   Spirit:  8
Initiative: 41  Hero Points:  25

Skills:
Gadgetry: 25
Scientist: 25

Advantages: Area Knowledge (Promethean Galaxy); Connection: Darkseid (High), Highfather (High); Genius; Scholar (astronomy, the Source); Sharp Eye

Drawbacks: Catastrophic Irrational Attraction to knowledge; Catastrophic Irrational Attraction to penetrating the Forever Barrier

Alter Ego: none
Motivation: Mercenary
Occupation: Scientist
Wealth: n/a

Equipment:
MOBIUS CHAIR [Int: 20, Body: 25, Dimension Travel 13, Flight: 50, Force Field: 25, Omni-Power: 15, Recall: 60, Sealed Systems: 25, Telekinesis: 50, R#: 2] Chair is powered by X-Element. If it fails its Reliability check, it has run out of X-Element, forcing Metron to barter with Darkseid for more.



Source: Who's Who, 3rd Edition; Apokolips Sourcebook, page 24



Ed's Notes:  Believe it or not, the Mobius Chair was NERFED: It had the Time Travel Power, rated at  50 and the Warp Power, rated at 65. His Scientist skill was previously rated at 20, but increasing it appears to have nerfed him down from 150 Hero Points to just 25, making the Chair's Omni-Power somewhat useless. Finally, his Motivation was listed as "Seeks Knowledge," which... isn't one of the official Motivation choices. Nerf.

Lightray

Lightray
________________________________
Dex:  10   Str:   6   Body:    7
Int:  12   Will:  9   Mind:    8
Infl:  9   Aura:  9   Spirit:  9
Initiative: 31  Hero Points: 125

Powers:
Energy Blast: 18
Flash: 12
Flight: 45
Illusion: 12
Sealed Systems: 15

Skills:

Acrobatics: 10
Gadgetry: 12
Scientist: 8
Vehicles: 8
Weaponry: 6

Advantages: Area Knowledge (Apokolips and Supertown); Connection: Justice League International (High), Supertown (High)


Alter Ego: Solis
Motivation: Upholding the Good
Occupation: Adventurer
Wealth: N/A

Equipment:
Mother Box [Body: 7, Int: 10, Will: 6, Mind: 6, Infl: 6, Aura: 6, Spirit:  6, Danger Sense:  12, Life Sense: 6, Omni-Power:  11, Hero Points: 75]

Source: Who's Who, 3rd Edition; Apokolips Sourcebook, page 26



Ed's Notes: 2nd Edition rates his Vehicles Skill at 10 and omits his JLI Connection.

The Source

The Source
________________________________
Dex:  75   Str:  75   Body:   75
Int:  75   Will: 75   Mind:   75
Infl: 75   Aura: 75   Spirit: 75
Initiative: 225 Hero Points: 500

Powers:
Omni-Power: 50
Precognition: 75
Recall: 100

Advantages: Leadership



Source: Who's Who, 3rd Edition;



Ed's Notes: Not sure I understand the Dex of 75, I mean... It's a WALL. (Or it's a energy Field.) But... OK?




Highfather

Highfather
________________________________
Dex:  10   Str:   7   Body:   12
Int:  18   Will: 17   Mind:   18
Infl: 13   Aura: 15   Spirit: 11
Initiative: 41  Hero Points: 200

Powers:
Invulnerability: 12

Skills:
Charisma (Persuasion): 15
Weaponry: 11

Advantages: Area Knowledge (Supertown); Connections: The New God(High); Leadership; Miscellaneous: Highfather shares a link with The Source and can use it's Hero points at will.

Drawbacks: Catastrophic Irrational Attraction to peace.

Alter Ego: Izaya the Inheritor
Motivation: Upholding the Good
Occupation: Ruler of New Genesis
Wealth: 30

Equipment:
Wonder Staff [Body: 16, Precognition: 17, Omni-Power: 17] Staff is directly linked to The Source, and it's powers function at the level of the user's Will.

Aero Discs [Body: 12, Flight: 8]

Alpha Bullets [Life Sense: 75, Flight: 75, Teleportation: 17] Life Sense and Flight are only usable to seek out their quarry. Teleportation usable on other, only to transport the summoned back to Highfather. Can be resisted with positive RAP's using Will/Will against 17/17.


 
Source: Who's Who, 3rd Edition; 2nd Edition Background/Roster Book, page 91; Apokolips Sourcebook, page 25



Ed's Notes: 2nd Edition sources leave out the Aero Disc's, the Alpha Bullets and the Advantage allowing him to use Hero Points from The Source.

Fastbak

Fastbak
________________________________
Dex:   8   Str:   5   Body:    7
Int:   7   Will:  6   Mind:    7
Infl:  8   Aura:  8   Spirit:  7
Initiative: 25  Hero Points:  85

Skills:
Acrobatics: 7
Artist (Singer): 10
Gadgetry: 8
Thief: 8
Weaponry: 8

Advantages: Area Knowledge (Supertown, New Genesis); Connections: Supertown (High); Insta-Change; Lightning Reflexes; Luck

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

Equipment:
AEROPADS [Body: 7, Flight: 40]

Mother Box [Body: 7, Int: 10, Will: 6, Mind: 6, Infl: 6, Aura: 6, Spirit:  6, Danger Sense:  12, Life Sense: 6, Omni-Power:  11, Hero Points: 75]



Source: Who's Who, 3rd Edition




Ed's Notes: So... What's with the fucking TURTLE?!