Pages

Shadow Lass

© DC Comics / Used without permission
Origin:Transformed
Real Name: Tasmia Mallor
First Appearance: Adventure Comics # 365 [DC Comics February 1968]
                            Character created by 
Jim Shooter and Curt Swan

ABILITIES
Prowess 6
Coordination 4
Strength 3
Intellect 3
Awareness 4
Willpower 5

Stamina: 8
Determination: 1

SPECIALTIES
Martial Arts
Stealth

POWERS
Darkness Control 9
              Blast
              Dazzle
              Force Field [Limit: Heat and Radiation Only, Extra: Affects Others]
              Resistance [Darkness]
              Shadow Constructs
              Supersenses [Additional Sense: "Darkvision", ability to see in total darkness]

EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes, Seven Tribes of Talok VIII
  • Motivation: Shadow Lass was given her powers to act as protector and champion of her people
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru, Dark Circle
Points: 90 (tremendous!)

ORIGIN STORY
Tasmia Mallor, a native of the planet Talok VIII, gained her powers of shadow projection from her ancestors, powers to be used in the role of the traditional protector of her planet, as both guardian and champion. Umbra joined the Legion after she helped them fend off the Fatal Five’s invasion of her planet. Though recognized as a powerful hero, Tasmia’s distant, aloof manner at first made it difficult for other Legionnaires to get along with her. 

Tasmia is able to generate fields of darkness and shape them to her will, both solid, to isolate those within, or hollow to allow her teammates to see inside. She can cast darkness directly into the eyes of her opponents, effectively blinding them, and can solidify her darkness to use as a weapon or protective field, which also blocks or absorbs sound waves, making it an effective cloak. Tasmia is also able to see in total darkness.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book).

Read more

Bedlam

Origin: Transformed
Real Name: Drake Carruthers
First Appearance: Eidolons! Comics #13 [Sigil Publications January 2013]

ABILITIES
Prowess 4
Coordination 6
Strength 6
Intellect 3
Awareness 5
Willpower 4

Stamina 10
Determination 1

SPECIALTIES
Acrobatics Expert

POWERS
Servant 10
      Instant
      Multiple
      Sensory Link

SERVANTS ("Commotions")
Prowess 4
Coordination 6
Strength 6
      Claws 2
      Damage Resistance 4
      Super-Speed 2
Additional Servants 16

QUALITIES
CHALLENGES
 Points: 70 (dice-rolled character)

ORIGIN STORY
Drake Carruthers was Tristan Osiris (Nemesis) best friend. Or rather say, he's still Tristan's best friend. And he happened to be in Tristan's house when The One arrived. Bathed by the same interdimensional energies which granted his friend with amazing powers, Drake developed powers of his own. Unfortunately, he also got an unwelcome physical transformation: his body is now fully covered in white fur and his eyes are completely yellow, with no discernible pupils or irises. Fangs protrude from his lips, adding a bestial semblance to his former handsome face.

Along with his physical transformation, his coordination, reaction time, agility and strength was augmented tenfold. More importantly, he can now create miniature/childlike duplicates of himself capable of independent thought, feeling, and action, although they are telepathically linked and remain in existence for as long as he wills them to; his phenomenal physical attributes of strength, stamina, agility, coordination are also shared by his "Commotions", as he calls them. They also have nails whicha are actual short, hardened retractable razor sharp claws, very similar to a cat's. The maximum number of "Commotions" (as Bedlam call them) have been seventeen at one given time.

Still struggling with his awkward appearance, Bedlam, as Drake calls himself now, embarked on several adventures, almost always helping his friend Tristan.

(To create Bedlam, I had to ask for help of Steve Kenson, who kindly replied to my inquiries about Servant power. Character created according to rules presented in ICONS Great Power book).
Read more

Physician

Origin: Transformed
Real Name: Redford Cross
First Appearance: Eidolons! Comics #12 [Sigil Publications December 2012]

ABILITIES
Prowess 3
Coordination 4
Strength 4
Intellect 4
Awareness 4
Willpower 4

Stamina 8
Determination 1

SPECIALTIES
Medicine Expert

POWERS
Healing 10
      Affliction
      Cure
      Resistance (Biological Attacks)
      Self

QUALITIES
  • Catchphrase: "Let me help you!"
  • Connections: The One, Lantern, Paragon, Nemesis, Red Cross Society worldwide, Redmond Cross (wealthy father)
  • Epithet: Doctor Red Cross
  • Motivation: Uphold the good, to cure the people involved in enhancile or ordinary warfare, take care of the sick and disabled.
CHALLENGES
  • Enemy: Ultiman, Babel, Siobhan 6, Maiden Japan.
  • Personal: A bit too chivalrous, he always try to help the hurt and the sick, even when this action endangers himself.
 Points: 75 (dice-rolled character)

ORIGIN STORY
Since his great-grandfather was saved by personnel from the Red Cross Society, Redford Cross's family devoted themselves to pay it back, with funds and personnel, to that organization. His grandfather and another six uncles served in several wars, all doctors, as well as his father, Redmond Cross, also famous for having created several medical patents. Redford knew no other life but growing up talking about medical conditions, treatment options, and medicine in wartime. When he graduated from a well-established University, there was no other option than enlist himself and save some brave soldiers. Or so it seemed.

When he was caught in the crossfire involving three rival factions in Sudan, his squad was almost completely wiped out. Rescued by some miracle, his almost lifeless body was brought back to the camp and soon sent back to his family. As soon as he arrived, his father's staff started the risky procedure which would save his life - and change it, at the very same time.

Using some very prototypical and hazardous techniques, they injected in Redford nanobots, which, theoretically would heal his wounds. The process was more than successful, it created an enhancile. Nobody knows if it was because of his genetic configuration or the procedures themselves (Redford studies it in his spare time), but one thing was for sure: Redford Cross now was more than cured, he could cure others, like he has never been able to do before.

His understanding of the living body is both intuitive and prepositional – that is, he needs not rationalize to understand what he is seeing, although he’s a skilled physician (he possesses sophisticated understanding of human anatomy, physiology and biology). Additionally, he has gained the ability to mess with the body functions of others. This can cause exceedingly nasty effects, and even death in some cases. He can cause or alleviate pain or severe damage, as well as painful boils and welts to appear on the flesh of his enemies. His most formidable power is the potent ability that allows him to greatly accelerate the rate of healing in other people (and himself) and to purge their body of various diseases and ailments. This ability requires him to have direct contact with those he wishes to heal.

He also has immunity to most diseases, and can pick them up and spread them in novel ways – making mononucleosis an air-borne disease, for instance – and can speed up or slow down the effects of diseases in others. Symptoms may crop up right away if he is around.

The side effect of the nanobots in his body is that his skin is chalk-white, while his hair and eyes turned blood red. He decided to pay homage to the Society to which his family devoted so much and had the nanobots to draw a red cross in his chest.

(A character aimed to be a team player most of the times, Doctor Red Cross had higher rolled numbers, but they were trimmed down to suit the concept. Character created according to rules presented in ICONS Great Power book).

Read more

Revised Characters, part IV

Finally, I've finished the updating of Eidolons! characters according to ICONS Great Power book. In this fourth and last installment, you have: Fury, Jade, Wildcat, Doctor Midnight, Ferro, Kid Quantum, Chemical King, Night Girl, Karate Kid, Captain Comet, Fusion, Tasmanian Devil, Shade The Changing Man, Bloodwynd, Nightshade, Quicksilver, Crimson Avenger, Darkstar, Firebrand, Lantern, Paragon, Nemesis and Chance. As usual, all of them were completely revised and mostly redone from scratch. Comics, websites and game manuals have been read in order to get the real essence of the character depicted. Some of them got their power points changed and some stats realocated, in order to having them better rendered in game terms.

The rethought powers, Lunar (and Solar) Strength and Penance Stare were kept, because they are still useful and interesting touches to the game, as well as they have not been comtemplated in other ICONS official books.

Please feel free to discuss, critique and evaluate what I've written in the comments below; your comments make all my efforts worthwhile.
Read more

Revised Characters, Part III

Keeping on the characters update, according to ICONS Great Power book, here is the third quota: Projectra, Umbra, XS, Dawnstar, Kinetix, White Witch, Starman, Tyroc, Polar Boy, HostTharok, Mano, Persuader (this was kept most of the same, with a slight change in power terminlogy; the new power Summoning is a possible replacement for Joe Bardales' Conjuration), MordecaiEmerald Empress, Ultiman, Maiden Japan, Siobhan 6, BabelNuklon, Obsidian, Northwind, BrainwaveSkyman, Silver Scarab, Hourman and Mr. Bones. All of them were revised and mostly rethought, almost from scratch. I had to reread many comics and game manuals, aiming to get the real essence of the character depicted. Some of them got their power points changed and some stats realocated, in order to having them better rendered in game terms.

Some of the powers rethought, True Sight and Telelocation, were erased permanently, because their sheer inutility in front of the new version presented officially. The same happened to Hyperlinguistics (replaced with Comprehend Languages Extra, from Supersenses) and with Alternate Form: Shadows. Still useful specialties, Philosophy and Boomerang, were kept, though. The common weights for magnetic control were also kept, even in the face of the new benchmarks, although I edited it a little. I think they can still be useful somehow.

Please feel free to discuss, critique and evaluate what I've written in the comments below; your comments make all my efforts worthwhile.
Read more

Revised Characters, Part II

Continuing the characters update according to ICONS Great Power book, here comes the second batch:  Matter-Eater Lad, Brainiac 5, Girl OneJeff Smax, Invisible Kid, Bouncing Boy, Inferno, Alchemist, Polestar, Lightning Lord, Live Wire, Apparition, Gossamer, Saturn Girl, Blok, Timber Wolf, and Chameleon. All of them were revised and rethought, almost from scratch. Much reading was redone, aiming to get the real essence of the character depicted. Some of the characters got their power points increased, due to better rendering of their powers, in game terms.

One power rethought, Phasing, was erased permanently, because its sheer inutility in front of the new version presented officially. A specialty, Tracking, was deemed obsolete, but I kept the post because Trivia was also there, and it's still useful.

Please feel free to discuss, critique and evaluate what I've written in the comments below; I would like to hear from you!
Read more

Revised Characters, Part I

With the advent of ICONS Great Power book, I decided to revise some of my previous posts, in order to update them to the new rules. Much effort on rethinking the characters was done, with the fortunate help of people on the icons-rpg list on Yahoo and the Google+ community devoted to ICONS (including Steve Kenson, himself!). So far, The One, M'Onel, the Legion Flight Ring, Shrinking Violet, Wildfire, Dreamer,Triad, Nemesis Kid, Leviathan has been revised and updated. One power rethought, Adaptation, was erased permanently, because its sheer inutility in front of the new version presented officially.

Please feel free to discuss, critique and evaluate what I've written in the comments below; I would appreciate it very much!

Read more

Chance

Origin: Unearthly
Real Name: Non-applicable
First Appearance: Eidolons! Comics #11 [Sigil Publications November 2012]

ABILITIES
Prowess 5
Coordination 5
Strength 5
Intellect 3
Awareness 4
Willpower 5

Stamina 10
Determination 3

SPECIALTIES
Acrobatics Mastery
Stealth

POWERS
Empowerment 8
Power Nullification 8
Wall-Crawling 4

QUALITIES
CHALLENGES
 Points: 50 (dice-rolled character)

ORIGIN STORY
Chance is one cellullar organism that was artificially separated from Paragon in a teleport experiment. Since then, he has tried to follow his "spiritual guide" footsteps, fighting crime in unconventional ways. Whatever other reasons or motives he has, he's not telling (even more so, because he seems to be absolute mute). In those skirmishes he's involved, his stances are always enigmatic: he uses his powers in clever ways, but those heroes who rely on groupwork or tactical attack go crazy, because Chance doesn't seem to follow any plan - or, at least, no one has ever acknowledged any.

(My first 2013 post: happy new year, everyone! I hope the lack of an origin - Chance was thought to be an enigma to the heroes in the game world - don't turn you down. A sort of "deus ex machina", Chance comes to help the heroes when they're somewhat in disarray. Character revised according to rules presented in ICONS Great Power book).

Read more

Nemesis

Origin: Transformed
Real Name: Tristan Osiris
First Appearance: Eidolons! Comics #10 [Sigil Publications October 2012]

ABILITIES
Prowess 3
Coordination 3
Strength 3
Intellect 4
Awareness 4
Willpower 4

Stamina 7
Determination 1

SPECIALTIES
Power Mastery (Nemesis)
Trivia Expert ("Enhanciles", powers)

POWERS
Adaptation 8
        Regeneration
Danger Sense 8
Nemesis 10

QUALITIES
  • Connections: The One, Lantern, Paragon.
  • Motivation: Revelling in his awesome powers while upholding the good.
  • Sharp wit.
CHALLENGES
 Points: 60 (dice-rolled character)

ORIGIN STORY
Tristan Osiris was your run-of-the-mill guy, not special in any way, maybe except for his astounding knowledge of Enhanciles, heroes and villains, and their powers and his funny, sharp wit. Working in a magazine specialized in enhanciles’ stories, he thought he had found his niche and that was that. But it wasn't. When The One arrived on Earth dimension, it happened to arrive in Tristan Osiris's house. The multiversal energies that accompanied The One's arrival showered him, transforming him forever. Now, not an undistinguished fellow anymore, Tristan Osiris was one of the most powerful enhanciles in the multiverse.

Coupled with immense regenerative abilities, his body automatically adapts to any situation he is placed in, allowing him to survive possibly anything; he can spontaneously develop the powers appropriate to defeat any opponent for the duration of the battle, though he cannot choose which power to develop. His power somehow "senses" what will be most effective against a given opponent and generates an adaptation automatically. For the most part, his power concerns itself with more efficient methods of survival than Nemesis himself might choose; for example, instead of continually increasing his powers when taking punishment from a super-strong opponent, his body simply might teleport him away from the fight. Though he cannot actively control the change, he immediately/instinctively knows how his new abilities function and how to utilize them. The variety of his power manifestations appears to be almost limitless.

Additionally, he has the ability to subconsciously detect danger in his immediate area, hardly ever being caught off-guard.

It is also of note that his power can work when dealing with non-immediately-life-threatening situations, such as rendering it impossible for him to get drunk by allowing his body to process alcohol much faster than the human norm.

Nemesis is an enthusiastic enhancile: he's having the time of his life.

(My favourite original character ever. Adaptable, relentless and merry at the same time. His namesake reveals exactly that: whoever or whatever he faces, he can ultimately handle them. Crafted in an extreme lucky break - when the dice were rolled, his powers were all determined in high levels, maybe as a compensation for his very ordinary abilities - it was one of the most satisfying creations since I've begun playing ICONS).
Read more

Paragon

Origin: Unearthly
Real Name: Dylan Hunt
First Appearance: Eidolons! Comics #9 [Sigil Publications September 2012]

ABILITIES
Prowess 4
Coordination 8
Strength 10
Intellect 5
Awareness 7
Willpower 7

Stamina 17
Determination 1

SPECIALTIES
Aerial Combat
Leadership
Mental Resistance Mastery

POWERS
Damage Resistance  ["Invulnerability"] 10
Dimension Travel ["Shifting to The Hesperidian"] 3
Flight 9
Life Support 10 (everything)
Resistance 3 [Limit: Aging effects]
Supersenses 9
          Additional Sense ["Infravision"]
          Additional Sense ["Ultrasonic Hearing"]
          Additional Sense ["Infiltration Vision"]
          Extended Hearing ["Ultra Hearing"] 3          
          Extended Vision ["Ultra Vision"] 3

EQUIPMENT
Base 10 ("The Hesperidian", see below) 
     
QUALITIES
  • Connections: The One, Chance, Nemesis, Lantern, police forces all over the world
  • Motivation: Uphold the Good, protect the innocent, totally incorruptible
  • Special Headquarters ("The Hesperidian")
CHALLENGES
  • Enemy: Ultiman, Babel, Siobhan 6, Maiden Japan
  • Weakness: Magic
  • Personal: Takes great care to use only the power necessary to defeat a foe
  • Personal: Great concern for sentient life, always worried about innocents in danger
 Points: 100 (monumental!)

ORIGIN STORY
Paragon is the ultimate creation of a very imaginative boy. Dylan Hunt was 13 years old when he discovered a severe brain cancer. The disease, told the doctors to his shocked and devastated parents, would give him few months or less, to live. During the excruciating months that followed, Dylan persevered in dreaming himself cured - so much so that, in his death throes, he accessed a particular dimension where he was not only cured, but able to do wondrous things. When poor, cancer-stricken boy had his last breath, he also exhaled a powerful shining figure, which would coalesce into Paragon. Since then, for all purposes, Dylan Hunt has been Paragon (although this background story is only known by a few people).

Paragon is unbelievably strong, although the upper limits of his strength are unknown. He has been observed stopping a runaway bus, destroying a giant robot with a single punch, and raising a sunken ship from the oceans off the Maldives coast. He is impervious to conventional weaponry, cold, disease, heat, poison, radiation, pressure, starvation and can survive in the vacuum of space. Paragon has what was called “unbreakable body”, which means he doesn’t suffer ‘serious injuries’, because his body is utterly indestructible. He hasn't aged a day from the day he first appeared to the public; he maintains the physical and mental abilities he has always had well into the present day. He can survive in anaerobic environments indefinitely, by the simple method of not breathing. He also does not require food or drink, though he apparently enjoys both.

Paragon is capable of enhanced reflex action and the ability to move at incredible speeds by sheer force of will.

His senses are superhumanly developed. He can hear any sound at any volume or pitch. The only Earth creature who can detect sounds at the frequency he can is a blue whale (0.01-200,000 Hz). He has shown enough control to block out ambient sounds to focus on a specific source/frequency. He can hear every single heartbeat, as well as the blood pumping through everyone's veins, hear every foot step, every cell phone signal as it lances through the air and more. He can identify a person by their heartbeat, or pick out a single voice in an entire world.

He also possesses a superior sensory arrangement of telescopic, infrared and ultraviolet visual capabilities. He can see well into all of the EM Spectrum. He can see and identify radio/television and any and all broadcast/transmitted frequencies, allowing him to avoid detection through radar or satellite monitoring methods. Paragon has the ability to "zoom in" his distance to see something at a great distance, without violating the laws of physics. His “Infiltration Vision” allows him to see through anything except lead. He can see things behind a wall as if the wall were not there, or can "peel back" layer after layer of matter in his mind. Paragon is able to focus his vision past layers of matter, literally seeing "through" them – possibly perceiving x-rays, cosmic rays or other forms of energy invisible to normal human vision which pass through Earth's atmosphere (and solid objects) after emission from stars. Since it is passive, this ability would not generate harmful radiation in the same manner as a focused projection of hard X-rays. His “Infrared Vision” allows him to see better in total darkness. He can detect the heat signatures of living beings or devices in operation.

Paragon is able to seemingly defy the forces of gravity and propel himself through the air unaided. Like many other enhanciles with the same ability, Paragon's skill in flight allows him to perform just about anything he could on the ground in the air.

Paragon's bio-cellular matrix (an energy pattern that is linked to his body's electromagnetic field) is his most powerful asset, but also his greatest weakness. Its permeability to certain wavelengths makes Paragon vulnerable to magical energies whose chaotic electromagnetic or extra-dimensional signatures disrupt his resistance. Magic can have powerful and unpredictable effects on Paragon and his magical enemies have often proven to be the most dangerous.

Virtually unstoppable, able to defeat the likes of Hercules and Thor, about the only reason most of Paragon’s enemies aren't terrified of him is that he always takes great care to use only the power necessary to defeat a foe. In fact, magic notwithstanding, Paragon's greatest weakness in battle is his concern for sentient life. Many a villain has escaped Paragon (temporarily) by placing innocents in danger.

By allowing his mind to go blank and all tension to leave his body, Paragon can take a “sideways step” into a pocket dimension he calls “The Hesperidian.” It contains a great hall; a trophy room with mementoes of past cases; an arsenal of confiscated weapons and devices; an infirmary; a laboratory; and a very prized library, where Paragon keeps one copy of every book ever published. A computer organism serves the entire Hesperidian. It takes an avatar of a female human which can communicate with organic sentient beings through voice, video images and three-dimensional holographic projection. The structure of the Hesperidian “heals” any damage done to it over time, which, within the Hesperidian, moves at a different rate.

One particular part of The Hesperidian is a chamber called “The Hall of Mirrors”. This is a cell for imprisoning threats to humanity so great they could not be entrusted to the conventional authorities. It is a weird mirror-dimension originally discovered by author Charles Dodgson, better known as Lewis Carroll. Dodgson discovered an antique mirror that was actually a portal to a mirror-world with strange physical laws and bizarre creatures, inspiring Dodgson to write his famous children's novel Through the Looking-Glass, or Alice in Wonderland. Paragon duplicated the mirror in The Hesperidian, creating a device that opened a portal to the mirror-world, and used it as a prison for his deadliest foes, because the weird physics of the mirror-world neutralizes their powers, which makes it difficult for them to escape.

(My take on Supreme/Superman-like characters. The total points are impossibly high but as NPC he serves well when characters are in need for help. Paragon is the ultimate ultrahero in our campaigns; he sets the paradigm, the example. Ultimately incorruptible, he's the force of good, the beacon which guides all the other heroes in our Sigil Universe. It was the first character I ever created in ICONS, just to see how well I could do it, so it's more than appropriate to have it here, to celebrate Eidolons' hundredth post. Character revised according to rules presented in ICONS Great Power book).

Read more

Lantern

Origin: Unearthly
Real Name: Unrevealed
First Appearance: Eidolons! Comics #8 [Sigil Publications August 2012]

ABILITIES
Prowess 3
Coordination 5
Strength 6
Intellect 4
Awareness 8
Willpower 5

Stamina 11
Determination 1

SPECIALTIES
Investigation Expert

POWERS
Immortality 10
Life Support 4
          Breathing
          Cold
          Eating
          Sleeping
Light Control 8
          Absorption [Healing]
          Light Constructs
          Resistance [Dazzle]
Postcognition 10
Resistance 10
          Afflictions
Supersenses 1
          Additional Sense ["True Sight"]
     
QUALITIES
  • Connections: The One, Paragon, Nemesis.
  • His postcognition is linked to his light creation powers. 
  • Motivation: Lantern lives and breathes to solve the world's mysteries. His focus vary from cracking the puzzles of the natural world or the unraveling the enigmas of the human heart and mind, but whatever his obsession, ignoring a riddle requires great effort (the expression 'curiosity killed the cat' comes to mind).
    CHALLENGES
    • Enemy: Ultiman, Babel, Siobhan 6, Maiden Japan
    • Personal: He's a being of solid, cohesive light. His alternate form is permanent, and he cannot transform himself into light, only generate it. Also, he doesn't have the immunity to physical attacks associated to Energy Form characters.
     Points: 100 (monumental!)

    ORIGIN STORY
    Lantern remains a mystery to be solved: is he a man that carries a lantern implanted in his chest, or a lantern that somehow became human? Cryptic as he is, he is not telling. What is known is that, in the same day that The One appeared, an ancient lantern, kept in a small Austrian museum, came to life, taking the appearance of a male human being. The museum curators had only known that the lantern was made by a blacksmith and so-called alchemist back in the 1700s, possibly a follower of  Anton Kirchweger.

    His powers work on a principle of photo metabolism – his body’s cells work use photons as an energy source. This allows him to project a light in a given area. His body also acts as a solar battery – when he is in sunlight he has almost limitless energy reserves. He is also able to recover from fatal wounds if his body is exposed to sunlight. Fortunately this can be artificially duplicated; the sun isn’t necessary to activate his advanced metabolic processes. Light-based attacks don’t seem to affect his as much either (in fact, they heal him!). Lantern neither ages nor is affected by disease.

    He is the world most powerful postcog; by shining his light forth upon any place, he recreates, in 'hard light', the re-enacment of scenes which occured there. And he craves for solving unconcluded murders, for unravelling mysteries and enigmas. Lantern is considered the epitome of investigative detective, bordering the vindictive (although he's not as spiteful).

    (A character created based on a concept seen on Stormwatch stories from Warren Ellis and thus his monumental cost reflects his "powerhouse" status. Character revised according to rules presented in ICONS Great Power book).

    Read more