Showing posts with label supertown. Show all posts
Showing posts with label supertown. Show all posts

New Genesis Guards

New Genesis Guards
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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
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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
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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
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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)

Lightray

Lightray
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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.