Showing posts with label young all-stars. Show all posts
Showing posts with label young all-stars. Show all posts

Tsunami

Tsunami
________________________________
Dex:   7   Str:   8   Body:    8
Int:   5   Will:  4   Mind:    5
Infl:  4   Aura:  4   Spirit:  5
Initiative:16/18 Hero Points: 40

Powers:
Swimming: 7
Water Control: 13
Water Freedom: 9

Skills:
Thief: 5
  
Drawbacks: Secret Identity

Alter Ego: Miya Shimada
Motivation: Upholding the Good
Occupation: Student
Wealth: 4



Source: World at War Sourcebook, page 70

affiliation(s): Axis Amerika, All-Star Squadron, Young All-Stars



Ed's Notes:
 She started her career as a Japanese operative for Axis Amerika, but underwent a heel-face turn and joined up with the Young All-Stars. One of the rare aquatic characters than can survive indefinitely out of the water (at least according to the game) and would be pretty tough to take down in the water for all but the heavier hitters.



First Appearance: All-Star Squadron #33 (May, 1984)

Dyna-Mite

Dyna-Mite
________________________________
Dex:   5   Str:   3   Body:    4
Int:   4   Will:  4   Mind:    5
Infl:  5   Aura:  5   Spirit:  5
Initiative: 16  Hero Points:  30

Powers:
Bomb: 7

Skills: *linked

Martial Artist: 5*
Thief (Stealth): 5*

Limitations: Power Restriction: Can only use his Bomb Power when he touches his Dyna-Ring to the the other one, worn by his mentor T.N.T. After his mentor's demise, can only use his Bomb Power when he touches his two Dyna-Rings together.


Advantages: Intensive Training; Rich Family


Drawbacks: Age (young); Secret Identity

Alter Ego: Daniel "Dan the Dyna-Mite" Dunbar
Motivation: Upholding the Good
Occupation: Student
Wealth: 1

Equipment:

DYNA-RINGS (x2) [Body: 4] Note: When T.N.T. was still alive, he kept one of the two rings.



Source: World at War Sourcebook, pages 69-70

also see: T.N.T.
affiliation(s): All-Star Squadron, Young All-Stars



Ed's Notes: Wonder Twin Powers... ka-BOOM! A worthy sidekick to T.N.T., who became a respectable hero in his own right. This could be a REALLY interesting character to play, especially if another PC was willing to play the mentor, T.N.T., to be killed off after a game or three.  He's got room to develop. Also, as usual with sidekicks, why doesn't he have:

Advantage: Connection: T.N.T. (High)? Also: Insta-Change, as Stoic mentioned in the comments section below.

Tigress

Tigress
Golden Age Huntress
________________________________
Dex:   8   Str:   4   Body:    5
Int:   5   Will:  6   Mind:    6
Infl:  7   Aura:  6   Spirit:  6
Initiative: 24  Hero Points:  40

Skills:
Acrobatics: 8
Detective: 4
Gadgetry: 4
Martial Artist: 8
Military Science (Tracking): 10
Thief: 9
Vehicles: 6
Weaponry: 8

Advantages: Area Knowledge (New York City); Connections: Street (Low); Lightning Reflexes; Sharp Eye

Drawbacks: Secret Identity

Alter Ego: Paula Brooks
Motivation: Thrill of Adventure
Occupation: Heroine
Wealth: 4

Equipment:
Crossbow Pistol Body: 3, EV: 5]



Source: World at War Sourcebook, page 69
affiliation(s): All-Star SquadronInjustice Society of the World, Young All-Stars



Ed's Notes: Me-yOUCH! The Golden Age Tigress is a badass! Another Femme Fatale of the Golden Age, the Tigress (originally known as the Huntress) was one of the few Young All-Stars that actually debuted in the Golden Age rather than post-Crisis as a fill-in. The WaW Sourcebook doesn't say where the arrows come from, or how many she has, or how long it takes to load the Crossbow... Assume [Ammo: 1], that she has a... bunch? on her... belt? and it takes either an automatic action or 1 phase to load? (Yes, that's a very different tactical situation, but either one is better than firing round after round with impunity! lol)

Neptune Perkins

Neptune Perkins
________________________________
Dex:   7   Str:   6   Body:    7
Int:   5   Will:  5   Mind:    6
Infl:  5   Aura:  5   Spirit:  6
Initiative: 17  Hero Points:  40

Powers:
Speak With Animals: 9
Water Freedom: 7

Skills: 
Acrobatics: 5
Animal Handling: 5
Artist (Writer): 3
Vehicles (Water): 7

Limitations: Power Restriction: Speak With Animals only works on dolphins and whales; Water Freedom does not allow him to breath underwater. He must surface every seven minutes or so to catch his breath.

Advantages: Area Knowledge (Pacific Ocean); Scholar (marine life)

Drawbacks: Fatal Vulnerability to lack of contact with salt water; Public Identity

Alter Ego: None
Motivation: Upholding the Good
Occupation: Student/Writer
Wealth: 6

Equipment:
SEA SUIT [Body: 8] Note: Circulates Sea Water around his body, allowing him to remain out of the ocean for up to 24 hours at a time.



Source: World at War Sourcebook, page 63
affiliation(s): All-Star Squadron, Young All-Stars



Ed's Notes: So kind of a Golden Age, WWII era Aquaman. Except he gets it kind of worse than Aquaman.  He can talk to Dolphins and Whales only, can't summon or control them (or marine life in general) and has to stay in the water (or die) but can't BREATHE underwater, OR swim any better than an athletic human! No Swimming Power?! Also, while there is no time limit included on his Fatal Vulnerability, I'm going to assume it's after 1 hour (like Aquaman's) rather than the moment he leaves the water.

Young All-Stars

The following charterers were members of the Young All-Stars:

Dyna-Mite
Flying Fox
Fury
"Iron" Munro
Neptune Perkins
Sandy the Golden Boy
Tigress
Tsunami

"Iron" Munro

"Iron" Munro
________________________________
Dex:  10   Str:  13   Body:   11
Int:   5   Will:  5   Mind:    5
Infl:  6   Aura:  6   Spirit:  6
Initiative: 23  Hero Points:  45

Powers:
Invulnerability: 15
Jumping: 7
Running: 7

Skills: 
Charisma: 7
Gadgetry: 3

Advantages: Lightning Reflexes; Scholar (automobiles)


Alter Ego: Arnold Munro
Motivation: Upholding the Good
Occupation: Student
Wealth: 3



Source: World at War Sourcebook, page 57
affiliation(s): All-Star Squadron, Young All-Stars



Ed's Notes: This is a lot of power in a young hero, especially in the Golden Age.  Could easily be the muscle / tank (big guy) for any group other than the JSA.