Princess Projectra

© DC Comics / Used without permission
Origin: Birthright
Real Name: Projectra "Jeckie" Windzzal
First Appearance: Adventure Comics #346 [DC Comics July 1966]
                            Character created by 
Jim Shooter

ABILITIES
Prowess 3 {Average}
Coordination 4 {Fair}
Strength 3 {Average}
Intellect 4 {Fair}
Awareness 6 {Amazing}
Willpower 6 {Great}

Stamina: 9
Determination: 1

SPECIALTIES
Martial Arts
Mental Resistance Expert
Occult Expert

POWERS
Extrasensory Perception 9 {Fantastic}
Illusion 9 {Fantastic}
Supersenses 8 {Amazing}
       Additional Sense ["Microscopic Vision"]
       Additional Sense ["Penetration Vision"]      
       Additional Sense ["True Sight"]
       Enhanced Hearing ["Accurate Hearing"]
       Enhanced Vision ["True Sight"] 4 

EQUIPMENT

QUALITIES
. Queen of Orando.
. Responsibility: penance for taking Nemesis Kid's life.
. Relationship: Karate Kid.

Points: 57

ORIGIN STORY
Princess Jeka Wind’zzal was the heir to the throne of Orando, a low-technology member world of the United Planets. She possesses the ability to generate illusions that can affect all five senses. After becoming a member of the Legion of Super-Heroes, she fell in love with and eventually married Karate Kid. Upon the death of the reigning monarch of Orando, Projectra and Karate Kid retired from active Legion of Super-Heroes membership and returned to Orando where Projectra took her place as queen. Shortly after she began her reign, the Legion of Super-Villains invaded Orando in an effort to use the planet as a vehicle into another universe. Karate Kid died to save the planet, and Queen Projectra, ignoring Legion by-laws that forbade killing, took Nemesis Kid’s life in retaliation. Resigning from the Legion at her husband’s funeral, Projectra used the warp device built by the Legion of Super-Villians to transfer Orando to another dimension, away from further “pollution” of the 31st century’s technology and dangers.

Projectra’s time with the Legion did not end there. The elders of Orando deemed that she should perform a penance for killing Nemesis Kid. Given further powers to see beyond the illusions of reality, Projectra was sent back to the main universe where she rejoined the Legion of Super-Heroes. At first she kept her identity secret even from her fellow Legionnaires, but her true identity was eventually revealed to the Legion when she was unmasked by the Emerald Empress of the Fatal Five. 

Projectra has a large number of sensory powers at her disposal, giving her the ability to discern illusions from reality, and even occasionally part the veils of time and death. Projectra uses her illusion powers subtly, to obscure or block opponents’ senses, project areas of darkness, or to startle and disorient her foes, She has complete control over the senses of others, including sight, smell, hearing, touch, taste, balance, pain, etc, allowing her to freely alter and manipulate them. She can enhance, reduce or remove them temporarily,  causing target to sense things that aren't there or prevent them from sensing things that are, cause/remove sensory ailments, etc.

(Projectra's ability to see beyond the illusions of life — such as the "illusions" of distance and physical obstacles — is somewhat hard to convey in ICONS terms, even with the extra "True Sight". I had to resort to the expertise of Steve Kenson himself to help me out [Thanks, Steve!]. 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. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.)
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Chameleon Boy

© DC Comics / Used without permission
Origin: Unearthly
Real Name: Reep Daggle
First Appearance: Action Comics # 267 [DC Comics August 1960]
                            Character created by
Jerry Siegel and Jim Mooney

ABILITIES
Prowess 4 {Fair}
Coordination 5 {Good}
Strength 4 {Fair}
Intellect 4 {Fair}
Awareness 5 {Good}
Willpower 5 {Good}

Stamina: 9
Determination: 1

SPECIALTIES
Deception
Investigation Expert
Performance Expert
Stealth Master

POWERS
Detection (Target’s molecular structure) 3 {Average}
Transformation: (Animals) 8 {Amazing}
       Extra Type: Humanoids
       Extra Type: Objects (Limit: Disguise)
       Growth
       Instant
       Shrinking
       Stretching

EQUIPMENT

QUALITIES
Antennae: Binding his antennae keeps Reep from using his Detection powers.
. Vulnerability: Exposed to large amounts of high radiation freezes him in the shape he is in for one chapter.
. Prejudice: Durlans are viewed with suspicion throughout the galaxay.

Points: 94

ORIGIN STORY
Reep’s past is shrouded in mystery and confusion, but the undisputable truth is that he joined the Legion to better the image of all Durlans, using his people’s shapeshifting ability to become a spy and detective. His covert activities landed him in prison when he almost started a war. He was released thanks to his actions to stop a Daxamite controlled by Darkseid. His powers were suppressed during his incarceration, but they returned eventually, but just in time for the Legion to disband. He would later be the force behind the recreation of the team to reassume his role as the Legion’s light-hearted super-spy. He serves as the permanent head of the Espionage Squad, due to his powers and his high detective skills.

Reep is altruistic and loyal, but he tends to adapt his outward behavior to his immediate environment, blending what others expect of him and what they project of themselves on him. He is, however, the proud owner of a grand sense of fun.

Reep is a shapechanger, like everyone from his planet, and his antennae can read a target’s molecular structure for later reproduction. While he can copy basic functions, appearance and physiology as well as changing his own size and chemical composition to a certain extent, he can’t reproduce an individual’s special powers, or the unique and complex abilities from other creatures. Chameleon is also the son of R.J. Brande, an intergalactic entrepreneur, who is locked in human form and hid their relationship for years.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. With the revision, according to to rules presented in ICONS Great Power book, Chameleon got immensely more expensive, bringing to light the powerhouse he is. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.)
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Lightning Lad

© DC Comics / Used without permission
Origin: Transformed
Real Name: Garth Ranzz
First Appearance: Adventure Comics #247 [DC Comics April 1958]

ABILITIES
Prowess 4 {Fair}
Coordination 4 {Fair}
Strength 4 {Fair}
Intellect 3 {Average}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 8
Determination: 2

SPECIALTIES
None

POWERS
Electrical Control 9 {Fantastic}
       Absorption (Electricity)
       Brownout
       Resistance (Electricity)

EQUIPMENT
Legion Flight Ring

QUALITIES
. Recklessly heroic.
. Hot-headed and stubborn.
. Unlucky. 

Points: 60 

ORIGIN STORY
Garth, Ayla, and Mekt Ranzz crash-landed their powerless spacecraft on the storm-ridden world of Korbal while returning to their home world of Winath from a party on another planet. While attempting to use the electrical discharges of Korbal’s famed lightning beasts to recharge the craft’s power cells, the trio were accidently struck instead. Now possessed of lightning powers, the trio recharged the cells themselves and returned home. A short time later, Mekt disappeared and Garth decided to go to Earth to try to locate him. Enroute, Garth, along with Imra Ardeen and Rokk Krinn, foiled an assassination attempt on R.J. Brande, and as a result the three formed the Legion of Super-Heroes.

Garth is short-tempered, rebellious and resists authority. This often leads him into making brash, impulsive decisions that endanger himself and others. Despite these personality flaws, Garth is considerate and caring to the people he loves and respects. Garth was always a flashy and dynamic personality, and provided the early Legion with much of its energy and drive — not to mention an infusion of raw power. He could be reckless, but always in the cause of heroism and helping others; he has always been selfless in that way, and even before gaining his powers showed poise in a crisis and the ability to put aside his personal fears in order to do what needed to be done.

(Converted characters 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. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.)
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Light Lass

© DC Comics / Used without permission
Origin: Transformed
Real Name: Ayla Ranzz
First Appearance: Adventure Comics #308 [DC Comics May 1963]
                            Character created by
Edmond Hamilton and John Forte

ABILITIES
Prowess 4 {Fair}
Coordination 4 {Fair}
Strength 3 {Average}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 5 {Good}

Stamina: 7
Determination: 5

SPECIALTIES
Athletics
Martial Arts 

POWERS
Gravity Control [Limit: Decrease Only] 9 {Fantastic}
       Strength Boost
           
EQUIPMENT
Legion Flight Ring

QUALITIES
. Heroic Samaritan.
. You Guys Take This Too Seriously.
. Serious Family Issues.

Points: 44

ORIGIN STORY
Ayla Ranzz was the twin sister of a founding member of the Legion of Super-Heroes, Garth Ranzz (Lightning Lad), and the younger sister of the villainous Mekt Ranzz (Lightning Lord). While traveling from their home planet of Winath, all three siblings became stranded on the 'lightning world' of Korbal, where they were attacked by powerful creatures known as lightning beasts. Rather than being killed, the Ranzz's somehow survived the attack and gained formidable lightning powers themselves. Ayla originally joined the Legion of Super-Heroes disguised as Lightning Lad, claiming to be her brother back from the dead after his apparent death at the hands of the villain Zaryan. Ayla's impersonation of her brother was soon discovered, but she proved her worth to the team and was admitted into the Legion as Lightning Lass.

After joining the Legion, Ayla caught the eye of fellow Legionnaire Timber Wolf and the two became a regular item. But Ayla had only been a Legionnaire for a short time before new teammate Dreamer had a vision fortelling that Ayla's lightning power would eventually result in her death. To save Ayla's life, Nura used the advanced science of her homeworld of Naltor to change Ayla's power to that of gravity nullification. Ayla's new ability to make objects super-lightweight led her to shorten her code name to Light Lass and to further reflect this change she removed the lightning logos from her costume and replaced them with a feather logo on her chest. She could make massive multi-ton objects become as weightless as a feather with a simple gesture. The upper limit of her gravity nullification was unknown, though it appeared to be directly linked to her willpower and ability to concentrate. According to Brainiac 5, Light Lass and Star Boy are two of the most powerful sentient beings in the universe because of their ability to manipulate gravity, the dominant force in universe for shaping large-scale structure of stars and galaxies.

Later there was a misunderstanding when Ayla caught longtime boyfriend Timber Wolf in an intimate embrace with Ayla's own sister-in-law, Saturn Girl, while both were stranded together on a frozen asteroid. Because of this, Ayla broke up with Timber Wolf, and she soon became disillusioned with her Legion career. She decided to leave the team, but was captured and tortured by her evil brother, Lightning Lord, who had become an implacable enemy of the Legion. After beating him, Ayla re-joined the Legion once again, though she did not rekindle her romance with Timber Wolf. Instead she bonded with a female teammate, Shrinking Violet (Salu Digby), who had just been through a similar personal crisis. The two women grew so close that they entered a romantic relationship (one of the first same-sex romances in mainstream comics) that lasted until the end of the Legion's original continuity.

Light Lass may fool a casual reader as a weak character. She's not. Her greatest feat was performed when she helped save Earth by temporarily nullifying the awesome gravitational pull of a black hole. Besides, Ayla is an athletic woman who keeps herself in excellent physical condition. Her girlfriend Shrinking Violet is considered the third-best female martial artist in the Legion and has given Ayla extensive hand-to-hand combat training, making Ayla a skilled fighter even without using her powers.

(Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.)
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Phantom Girl

© DC Comics / Used without permission
Origin: Birthright
Real Name: Tinya Wazzo
First Appearance: Action Comics # 276 [DC Comics May 1961]
                            Character created by
Jerry Siegel and Jim Mooney

ABILITIES
Prowess 3 {Average}
Coordination 3 {Average}
Strength 3 {Average}
Intellect 3 {Average}
Awareness 5 {Good}
Willpower 5 {Good}

Stamina: 8
Determination: 1

SPECIALTIES
Athletics
Investigation
Martial Arts
Stealth Expert 

POWERS
Dimensional Travel [(Limit: One dimension), "BGZTL Dimension"] 1 {Weak}
Phasing 9 {Fantatic}
       Floating (Flight 1)
       Partial Phasing
       Phase Shift
     
EQUIPMENT

QUALITIES
. Can unreliably phase through the Phantom Zone.
. Relationship: Ultra Boy.
. Snooper.

Points: 63

ORIGIN STORY
Tinya Wazzo is a native of Bgztl, a planet that exists in the fourth dimension and possesses a link to the Phantom Zone. Like all her people, Tinya Wazzo is able to phase out of reality and become insubstantial, but she is the only person from her world who can interact with this universe. Phantom Girl was the fifth member to join the Legion of Super-Heroes, and is an instrumental member of the Legion Espionage Squad. Tinya has a bright, bubbly personality, but also possesses a rebellious streak which is often seen when she clashes with her mother.

Phantom Girl has developed her powers beyond what the average Bgztlian is able to achieve. She is able to fly under her own power when insubstantial, and can phase some portions of her anatomy while keeping others solid. When insubstantial, Phantom Girl is able to pass through solid objects, and is invulnerable to most forms of conventional damage.

She is a permanent member of the Legion Espionage Squad. Tinya is fascinated with the twentieth and twenty-first centuries, and is an avid collector of comics from that era.

(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. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.)
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Element Lad

© DC Comics / Used without permission
Origin: Birthright
Real Name: Jan Arrah
First Appearance: Adventure Comics #307 [DC Comics April 1963]
                            Character created by
Edmond Hamilton and John Forte

ABILITIES
Prowess 3 {Average}
Coordination 4 {Fair}
Strength 4 {Fair}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 5 {Good}

Stamina: 9
Determination: 5

SPECIALTIES
Chemistry Expert
Leadership Expert

POWERS
Transmutation 9 [Limit: Complex transformations tax his abilities and cause him strain] {Fantastic}
       Ranged (Visual)

EQUIPMENT
Legion Flight Ring

QUALITIES
. Honor: Out of his concern for others, Jan uses his potentially lethal powers judiciously, even when such restraint puts him at a disadvantage. 
. Devout pacifist.
. Responsibility (Last Trommite alive).

Points: 46

ORIGIN STORY
In the 30th century universe of the Legion of Super-Heroes, the radioactive planet Trom was home to a race of advanced, peaceful humanoids with the wondrous ability to alter the elements with a thought, creating or canceling electron bonds so as to move substances up or down the periodic table. As a corollary to this power, they could sense the elemental structure oa anything. The infamous Roxxas the Butcher, unmoved by their goodness, perpetrated a genocidal slaughter upon them, and only the teenage Jan Arrah survived.Jan fled to Earth in disguise, and successfully petitioned the Legion for membership. Naturally, his first order of business as a Legionnaire was bringing Roxxas to justice, and he eventually did so with the help of his new teammates. Jan mercifully spared Roxxas’ life, and with the Butcher safely imprisoned, Arrah finally revealed his true nature. He then took Alchemist as his Legion code name.

With his world literally destroyed, the solitary Jan made the Legion his new life’s focus. Formally, he has served multiple terms as the Legion’s leader or deputy leader, while informally, the team members look to him as a source of spiritual clarity and solace. Though change is inherent in Alchemist’s very nature, to the Legion he is often the stillness in times of storm. Jan is quiet, contemplative, and contagiously serene, showing an inner fire only through his dedication to the Legion.

Like the other members of his extinct race, Jan can alter the elemental composition of matter at will. Complex transformations tax his abilities and cause him strain, however, and there is an upper limit to the volume of matter he can transmute at once.

(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. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.)
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Sun Boy

© DC Comics / Used without permission
Origin: Transformed
Prowess 4 {Fair}
Coordination 4 {Fair}
Strength 3 {Average}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 5 {Good}

Stamina: 8
Determination: 2

SPECIALTIES
Art (Photography)
Pilot
Power (Radiation Control)

POWERS
Life Support 1 {Weak}
       Heat
Radiation Control [Solar Energy] 8 {Amazing}
       Blast [Heat, (Burst)]
       Dazzle [Light, (Burst, Ranged)]
Radiation Resistance 8 {Amazing}
Super-Senses 1 {Weak}
       Additional Sense ["Infrared Vision": able to detect heat patterns]

EQUIPMENT
Legion Flight Ring

QUALITIES
. Attractive.
. Likes the fame and adoration (especially from women) that comes from being a hero.
. Rich kid.

Points: 61

ORIGIN STORY
The son of a wealthy industrialist, Dirk gained his powers when he was trapped in a research reactor by one of his father’s employees, Dr. Zaxton Regulus. For some reason, instead of being vaporized when the reactor was activated, Dirk was given vast solar-generation powers. Taking the name Inferno, he was accepted into the Legion during one of their early open-membership calls.  

Sun Boy is an unrepentant party boy and ladies’ man, boasting a long list of girlfriends and featured on the list of Earth’s most eligible bachelors. He enjoys nothing more than the fame and celebrity that his position affords him, and yet is the most active and involved Legion member. 

(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. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.)
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Cosmic Boy

© DC Comics / Used without permission
Origin: Birthright
Real Name: Rokk Krinn
First Appearance: Adventure Comics #247 [DC Comics April 1958]
                            Character created by
Otto Binder and Al Plastino

ABILITIES
Prowess 4 {Fair}
Coordination 6 {Great}
Strength 4 {Fair}
Intellect 4 {Fair}
Awareness 5 {Good}
Willpower 5 {Good}

Stamina: 9
Determination: 2

SPECIALTIES
Athletics ["Magno Ball Champion"]
Leadership Expert
Trivia ["Ancient Earth Super Heroes"]

POWERS
Energy Control (Magnetic) 9 {Amazing}
       Binding
       Blast
       Magnetic Detection
       Telekinesis (Limited to ferrous metal objects)

EQUIPMENT
Legion Flight Ring

QUALITIES
. Obsession: His dedication to the Legion goes beyond mere commitment.
. Mantle of Leadership.
. Famous.

Points: 68

ORIGIN STORY
Rokk Krinn is a founding member of the Legion of Super-Heroes under the code-name Cosmic Boy. Rokk is a Braalian and like all of his native race has the superhuman ability to generate magnetic fields.

Though Rokk is a Braalian, he was not born on Braal; he was born on Earth before his family moved back to Braal. This is why he has more control over his magnetic abilities than other Braalians.

Rokk's parents were struggling for work on the impoverished world of Braal, so he left at the age of fifteen for Earth to find work to assist his family. On a spaceship trvelling to Earth helped save billionaire R.J. Brande from an assassination attempt along with Lightning Lad and Saturn Girl. Brande was impressed by the youth and offered them work founding a team of young super-heroes. Rokk accepted and became Cosmic Boy, the team's first leader. He greatly admires and emulates Superboy (and Superman) and even recruits him as a member of the Legion in spite of the fact that Superboy belongs to the 20th century. Rokk is completely committed to his role as a Legionnaire and often sacrifices his personal life for the good of the team.

Cosmic Boy can manipulate, repel or attract metal objects of varying sizes. Naturally, the more metal is in an object the easier it is for him to affect magnetically. He has been show to pull large iron meteors and satellites down from space with minimal effort. He can use his magnetic power on rocks that contain iron ore to pull or use them a projectiles. He can also magnetize metal objects so that they become magnets themselves and stick make them stick to other metal objects. His power cannot affect non-magnetic metals, such as aluminum and gold, or organic substances like wood or flesh. His control is such that he can manipulate electronic records or the iron in blood. He has been known to use a uniform with ferrous fibers so he can fly with his own powers, but usually relies on a Legion Flight Ring.

Cosmic Boy's personality is as magnetic as his powers. He is an honorable, capable leader and puts the good of the Legion and the citizens it protects above his own personal ambitions. As a result, Cosmic Boy has little time for a social life, to Night Girl's, his girlfriend, dismay.

(Converted characters 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. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.)
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Colossal Boy

© DC Comics / Used without permission
Origin: Transformed
Real Name: Gim Allon
First Appearance: Action Comics #267 [DC Comics August 1960]
                            Character created by 
Jerry Siegel and Jim Mooney

ABILITIES
Prowess 4 {Fair}
Coordination 4 {Fair}
Strength 4 / 8* (Maximum strength, fully grown) {Fair}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 8 / 12* (Maximum growth)
Determination: 5

SPECIALTIES
Law Expert
Military
Pilot Expert

POWERS
Growth 8 {Amazing} 

EQUIPMENT
Legion Flight Ring

QUALITIES
. Tries to hard to please everyone.
. Quick-thinking and innovative combatant.
. "This sounds like big trouble."

Points: 39

ORIGIN STORY
Gim Allon was in training to become a police officer on Mars when he was struck by a radioactive meteorite. The incident gave him the ability to increase his size and strength to massive proportions, and Gim, with his parents’ blessing, went on to join the Legion of Super-Heroes. Despite facing the trials and tribulations of being a super hero and a Legionnaire, Gim has always managed to handle himself with grace and courage.

While not in the same class as Mon-El or Ultra-Boy, he is nevertheless one of the Legion's strongest members. 

Gim is a quick-thinking and innovative combatant, and one of the Legion’s finest front-line warriors. He has a straightforward, honest nature, and he values his relationship with his family above all else. This love for his family nearly cost him his career at one point, in fact. 

(Incredibly, I managed to convert a Legionnaire under the 45-point limitation of the ICONS Superpowered Roleplaying Game core book. Character revised, according to the ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.)
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Specialties Galore!

The Specialties which appear in ICONS Superpowered Roleplaying: The Assembled Edition are certainly enough to cover most needs for a superheroic campaign, but there are sometimes when you want to throw something unusual at your players. The new Specialties are presented here for ease of reference (some of them were compiled from The Villainomicon), and for the use of any Game Masters who wish to make them available to their players.

Please feel free to discuss, critique and evaluate in the comments below.

ANIMALS
You are skilled in handling and dealing with animal life. Add your speciality bonus to tests involving training animals, influencing or predicting their behavior, etc. If you wish to specify a single particular species, which bestows an increasing level of aptitude beyond specialist, but you lose the general benefit of the specialty for all other species.

AREA
You are knowledgeable about a particular location (which must be specified), and can add your specialty bonus to Intellect and Awareness tests based on your familiarity with that location. 

CINEMATIC COMBAT
From the swashbuckling feats of Errol Flynn to the over the top combat in modern blockbusters, Hollywood heroes have developed a group of nonstandard combat tricks, and so has your hero. Sliding down the banisters, swinging from chandelier chains, and the like are all a level of difficulty lower for your hero.

CRYPTOGRAPHY
You are particularly good at analyzing, solving and making codes and other puzzles.

DECEPTION
You are skilled in the arts of lying, bluffing, trickery and subterfuge. You may add your specialty bonus to tests that involve deceiving others — including Persuading (ICONS Superpowered Roleplaying: The Assembled Edition, page 144) or even combat maneuvers involving feint or misdirection.

DIMENSIONAL GEOGRAPHY
The science of leaving this plane of existence. Your hero has catalogued alternate realities and new dimensions.

ESCAPE ARTISTRY 
Getting out of dangerous places. Your hero can reduce the difficulty rating to squeeze through ultra-narrow corridors, squirm out of ropes, and undo handcuffs from behind.

NATURE
Add your specialty bonus to tests involving the wildnerness, including tracking and survival.

PHILOSOPHY
The science of the nature of things, generally the fundamental beliefs as they come to be conceptualized and formulated, based on logical reasoning rather than empirical methods. It compromises logic, ethics, aesthetics, metaphysics, and epistemology. This skill also includes theology, the study of the nature of God, His relationship with humanity and with the world, and religious truths.

TEACHING
Passing on one's wisdom to others. Add your specialty bonus to tests involving explaining and imparting knowledge that you possess.

TRIVIA
A mishmash of specialized knowledge. You have one or more subjects in which you are an acknowledged expert. This can be anything: old movies, military history, sports, rock music, comic books — you name it.
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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).

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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 4
      Claws 2
      Damage Resistance 6
      Super-Speed 2
Additional Servants 16

QUALITIES
CHALLENGES
 Points: 68(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 which 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).
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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).

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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).

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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 ("Ultras", 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).
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