Validus

© DC Comics / Used without permission
Origin: Transformed
Real Name: Garridan Ranzz
First Appearance: Adventure Comics #352 (January, 1967)
                            Character created by
Jim Shooter & Mort Weisinger

ABILITIES


Prowess 5 {Good}
Coordination 3 {Average}
Strength 9 {Fantastic}
Intellect 1 {Weak}
Awareness 3 {Average}
Willpower 3 {Average}

Stamina: 12
Determination: * - Villain

SPECIALTIES


None

POWERS


Blast ["Mental Lightning] 8 {Amazing}
Damage Resistance 9 {Fantastic}
Growth [Limit: Constant] 3
Mental Resistance 10 {Supreme}

QUALITIES


. Mindless.
. Filled with undirected rage and given to rampages of destructions when provoked.
. "Smash It". 

Points: 54


ORIGIN STORY

The monster known as Validus is one of the dangerous oddities of the galaxy. His origins are unknown to the general public, but his destructive power, whether brute strength or the “mental lightning” he projects from his brain, are infamous. Efforts were underway to find a means of destroying the captured creature when the Legion recruited him against the Sun-Eater. Since then, Tharok has exerted influence over Validus, using the monster as his strong-arm and enforcer to control the Fatal Five.

In truth, Validus is the son of Garth Ranzz (Lightning Lad) and Imra Ardeen (Saturn Girl), taken from the future by Darkseid at the moment of his birth, and transformed into a monster. Sent backwards in time, Validus menaces his own parents. Eventually released from Darkseid’s “curse,” his true future remains to be seen.

Validus's Growth is a permanent part of his Strength and Damage Resistance levels; without it there are “merely” Incredible. 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.
Read more

Mano

© DC Comics / Used without permission
Origin: Birthright
Real Name: Mano
First Appearance: Adventure Comics # 352 [DC Comics January 1967]
                            Character created by 
Jim Shooter and Curt Swan

ABILITIES


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

Stamina: 8
Determination: * - Villain

SPECIALTIES


Athletics
Martial Arts
Technology

POWERS


Corrosion 10 {Supreme}
       Extended

EQUIPMENT


Containment Suit
       Damage Resistance 4 {Fair}
       Immunity to Corrosion 10 {Supreme}
       Life Support 4 {Fair}
             Breathing
             Eating
             Pathogens
             Toxins 
       

QUALITIES


. An outcast in the midst of outcasts.
. Breathes toxic atmosphere.
. Infamous contract killer. 

Points: 65


ORIGIN STORY

A mutant born of the toxic, polluted environment of his homeworld of Angtu, Mano possesses a deadly antimatter “disintegration disk” on his right palm. An outcast even amongst his own outcast people, Mano used his powers to destroy his world, becoming an infamous contract killer throughout the galaxy.

Mano breathes an atmosphere poisonous to oxygen breathers, and so must wear a specialized containment suit virtually all of the time. His suit’s special gloves serve to help contain the annihilating power of his hand unless he chooses to unleash it.

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.
Read more

Ferro Lad

© DC Comics / Used without permission
Origin: Birthright
Real Name: Andrew Nolan
First Appearance: Adventure Comics #346 [DC Comics July 1966]

ABILITIES


Prowess 4 {Fair}
Coordination 5 {Good}
Strength 8* {Amazing}
Intellect 3 {Average}
Awareness 4 {Fair}
Willpower 5 {Good}

Stamina: 13*
Determination: 1

Strength is 4 in his normal form.

SPECIALTIES


Art (Painting)
Technology 

POWERS

Alternate Form ["Sentient, flexible Iron" (Solid)] 8 {Amazing}
       Damage Resistance
       Instant
Life Support 9 {Fantastic}
       Breathing
       Cold
       Eating
       Heat
       Pathogens
       Pressure
       Sleeping
       Toxins
       Vacuum 

EQUIPMENT


Legion Flight Ring

QUALITIES


. Daredevil: Need to give meaning to his previously secluded life. 
. Strange appearance: always wears his helmet to hide his disfigurement.
. Can go for days without nourishment or rest, but has to follow such time with equal period of coma-like sleep. 

Points: 52


ORIGIN STORY

Andrew was born one of twin sons of Luiza Karamonte, the famous and beautiful holovid star. A freak of genetics caused her two sons, Andrew and Douglas, to be born hideously deformed; something that was a kiss of death to Luiza's career; the tabloids wanted beautiful celebrity babies, not hideous mutants. She reacted to this after consulting with her PR firm by playing the role of the martyred mother, suffering a "terrible tragedy" that she was determined to overcome. Her career saved, Luiza dumped both her sons with doctors and psychologists in hospitals and rarely saw them again, except for very occasional photo opportunities when it was convenient for her.

Both Andrew and Douglas spent considerable time in mental institutions. Their power, to be able to transform their body into solid iron, did not offset the revulsion that most people felt toward their hideous appearance. Douglas became largely certifiable by a relatively young age, but Andrew seemed more capable of handling the psychological trauma of his condition and reacted better to counseling. Eventually he managed to be integrated with other children while wearing a facemask, and at the age of 13 he was released from the institution; no longer requiring psychological treatment and untreatable physically. 

His mother had no idea what to do with him, though she certainly didn't want him around her, and seemed angry at the doctors for having released Andrew at all. Finally she put him in an apartment in Metropolis with a small stipend and orders that he not be seen in public. 

For reasons he never revealed, but that can be guessed at, Andrew ignored his mother's orders and went to try out for the Legion of Super-Heroes, just as the legionnaires were getting ready to confront the Khund warfleet headed for earth. In the Legion, he finally found a place where he belonged; the legion had its share of freaks, and no one seemed to care that Andrew wore a mask. What mattered here were his powers.

At first, Andrew was still very shy around his companions and particularly in public; but when he started to see that the public actually liked him now, when he gained his own fan club, it woke something up in Andrew. Overnight, he became a daredevil; the first to charge in, the first to want to kick ass. His real personality emerged from behind all of his fears of rejection and Andrew became truly heroic, albeit highly reckless.

Ferro Lad is one of those hints that the Legion, in spite of its goofiness, was a little more mature than many other books at the time. Where else could a team book actually have a character die in one of his missions? This was pretty much brand-new stuff for comics at the time (Marvel can’t even keep his dead people dead, by the way), and it was done just fine, showing Ferro Lad knocking out Superboy and flying a bomb into the heart of a Sun-Eater, sacrificing his life to save the entire universe. This gave the goofy-named kid in the terrible costume (I mean... "Fe" on the front? At least the Metal Men had cooler symbols to use) a lifelong credibility he would never have gained otherwise, and he became a Legion legend for it. He was brought back near the end of the first continuity as a "chronal duplicate” and  it was kind of neat to give people a further look at a guy who never really got a chance to be a mainstream hero. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
Read more

Elsewhere


First, there was the ideascape, full of things-to-come, but not coalesced into existence. Then came The One. Or rather, one of his Alter Egos, The Genie. The One, as anybody knows, has no control over its transformations. But the ultras it has become (The One is a genderless alien being) can be very powerful. The Genie was one of those. Granted the powers to fulfil three wishes to a pure-hearted person, The Genie was battling Ultiman when, in saving a crippled African-descendant girl, he listened to her plaintive request: "I wish we could live in a city where everyone could have any kind of skin, eye colour, hair colour... I wish we could live Elsewhere, where human beings could live regardless of what they look like... Wouldn't it be nice to live in a city like this, Mr. Genie? A place where we could have all the architectonics a human mind could conceive, in neighbourhoods full of different and interesting people..." What a Genie could do but to comply? On a whim, just seconds before his Alter Ego could vanish to the Void of Beings (where all The One's Alter Egos end), there it was: Elsewhere.

Overview


Elsewhere is a melting pot of the humanoid metaverse, where Egyptian-like pyramids rise beside a thick urban jungle of alien skyscrapers and elevated highways that mesh to form a three-dimensional concrete lattice, a mosaic of patches of realities which have been linked together in a seamless urban landscape. Sometimes, areas of this cityscape shift: neighborhoods change position and shift out of the mosaic to make room for new arrivals. The city defies linear thinking: in Elsewhere everything is relative, even reality itself. Navigating, depending on where you are, is tricky. Someone travelling through the city actually travels through a series of realities that are connected by interdimensional interfaces.

An interface is a phenomenon that allows a traveller to pass from one precinct  into another (precinct is a neighborhood that surround the centre of Elsewhere, the "Metroplex", in contrast to the exurbias, which are more distant conurbations). Interfaces range from simple, straightforward portals to imperceptible transition zones. Each interface in Elsewhere is unique in some way. Most inhabitants step through dozens of interfaces every day without a second thought. Travel through some interfaces, however, can be complex, involving passing through seemingly solid walls, or following the correct sequence of turns through a maze of alleyways. Some interfaces change their positions with respect to one another. This phenomenon is commonly referred to as "drift", and it makes for a lot of headaches and confusion. Some interfaces stand still, some drift at steady glacial rates, while others drift fast enough that travellers have to run to catch them.

More often than not, all interfaces in Elsewhere link realities that have something in common. For instance, an interface may join a contemporary version of Quartier Latin in Paris with an alternate version of the same area in another City of Lights or with a city that is fundamentally different but bears some strong resemblance to the bohemian quarters in capital of France. The similarity between the realities interfaced in Elsewhere manifests physically in the city's architecture. Inhabitants use these similarities to help them navigate the city. This method isn't foolproof, however; it's common for inhabitants to misinterpret the similarities between realities, take a wrong turn, and get lost.

Portals, Doorways and Labyrinths



While there's an infinite variety of interface types there are few general categories that most of them fall under: portals, doorways and labyrinths.

A portal is a general term for any interface that is blatantly obvious. There may be some visual clue that gives the interface away such as swirling fog or a glowing edge.

A doorway is an interface that connects two vastly different realities. The term doorway is also used to describe any interface that is manmade or "artificial," whether it was created via magic or high technology.

A labyrinth is a cluster of subtle, often tightly packed interfaces, frequently a maze of alleys and side streets. Most labyrinths are nearly devoid of street traffic, either because their environments were deserted to begin with or because people who find themselves within a labyrinth soon get lost and stumble randomly out into the rest of Elsewhere.

Outside and Inside


Entering Elsewhere from the "outside" city can be problematical. First the traveller must find an interface that leads into Elsewhere. This usually isn't a problem for travellers who have just left it and want to return, as the chances are good that the interface is still where they left it — although it isn't unusual for inhabitants to get stranded in realities that phase out of Elsewhere. Depending upon how much of a reality is in phase, as measured by the size and number of interfaces connecting it to Elsewhere, entering can be routine or extremely difficult (often Elsewhere interfaces are invisible to "outside” observers). When interfaces are large and easy to spot, finding them is as simple as scanning the horizon. When interfaces are small or unreliable it takes searching, investigation, Elsewhere knowhow, and a bit of luck to find them.

If a traveller wishes to exit Elsewhere, they must find an exit point into a reality which is not surrounded by interfaces back into Elsewhere. "Leaving" Elsewhere entails finding an exit that leads "out," as opposed to an exit that leads to yet another part of Elsewhere. This can be extremely difficult, or even impossible in some cases. Many residents have been trying to return to their home reality for months, to no avail.

The nature of realities in Elsewhere


The exact nature of the realities that compose Elsewhere is open to debate. Most inhabitants simply think of them as neighborhoods ("precincts"), and leave it at that. People of a philosophical bent continually wrack their brains over the significance of the relationships between realities within Elsewhere, but in practical terms Elsewhere behaves like a city with neighborhoods. The catch is that Elsewhere isn't a conventional chunk of real estate but a web of realities linked together by interfaces. Elsewhere is part city, part interdimensional junction, and it combines properties of both.
Each reality in phase with Elsewhere vary in proprieties and laws. Some are governed by strict physical laws, others by the supernatural, many are at balance between the two. A reality which is governed solely by physical laws may not operate under the same physical laws that any other reality does. The same goes true for realities that are supernaturally oriented. Fortunately for inhabitants, interfaces compensate for these differences in realities by 'translating' people to adapt them to the conditions of the realities they travel into. Unfortunately, translation often doesn't function on equipment, inhabitants can't rely on technological or magical equipment  being translated to operate properly in a new reality. There are realities where technology above a certain level of sophistication doesn't work, or where technology doesn't function at all. In a number of other realities in Elsewhere, magic doesn't exist and is incapable of functioning. Many precincts also have idiosyncratic properties: there are psionic precincts where everyone can communicate telepathically; 'ghost' realities where everyone is incorporeal; non-chromatic realities where colors don't exist and everything really is black-and-white, and so on.

The inhabitants



Elsewhere residents had to adapt in a variety of ways. Some were quickly able to make intuitive sense of the city's unique features, while other inhabitants only came to understand the city through months of head scratching and contemplation (some are still on the verge of lunacy, in trying to understand the scope of it all). Despite any misgivings they have about Elsewhere, most inhabitants wouldn't want to live anywhere else. They tend to perceive the city as the center of all that exists, and they can be snobbish towards inhabitants of mundane cities and outback realities.

There are all sorts of people in Elsewhere, but one thing unifies them: they are from [a] planet Earth, thousands of different versions of which that have come into phase with Elsewhere at one time or another. Realities containing humans or humanoid creatures predominate. There are areas of Elsewhere, however, where different kinds of realities and beings exist. These areas are extremely difficult to get to/from "conventional" Elsewhere. Although not technically "far" from the rest of Elsewhere (almost all of them located in the exurbias), these areas are isolated by the difficulty involved in getting to them. Travellers to "unconventional" areas may have to negotiate their way through a complex sequence of portals and labyrinths. As a general rule, the more isolated an area in Elsewhere is, the more alien it is from a humanoid perspective.

My setting. A patchwork from many books and series I've read and watched throughout the years, from Nexus to Cynosure, from Tanelorn to Top Ten, from Defiance to Babylon 5 (not forgetting my beloved Legion of Super-Heroes and Star Trek). It also gives leeway to have all sorts of interaction, not straying from the hominid type too much, but giving space to some alienness. A cosmpolitan space station in conurbation form, a world full of alien races in an area of several kilometres: that's how I envision Elsewhere. Some precincts are already fleshed out: the Metroplex (the center of Elsewhere); Township, Preserve, Bazaar, Province, Waterfront, Phantasmagoria and Necropolis; and the more distant exurbias of Singhabad, Hedjazi, Deraan, Escher-Bosch, Uhuru and Belcadiz. More are to come, depending on the characers created.

Read more

Powers and Stunts: Omnibus!

The ICONS Great Power and ICONS Superpowered Roleplaying: The Assembled Edition books have almost everything you need to play well, in terms of powers. But the gamer in me loves to push the boundaries, chiefly when I'm trying to replicate what I've read in comics. This shifting space (come back often!) will  present the stunts that we don't usually see in the official books. 

Feel free to add yours, critique and evaluate.

Stunts

Blast: Seeking 

Your blast has limited independence from you. If your attack misses the target, it will circle around and try again on the succeeding panels, getting a test to hit on each of the attacker's panels until it either hits or the target finds some way to evade it altogether (such as causing it to hit something else).
Read more

Miraclo


Another piece of realia which many of comic book readers wouldn't mind to have, Miraclo pills tend to appear here and there as Internet memes, to represent a plethora of chemical solutions from flu to laziness. With the advent of political correctedness, some authors had to turn the pill into something more discreet in comics, to avoid negative comparisons with other forms of chemical addiction

Powers


Alteration Device 7 {Incredible}
       Ability Boost [Extra: Boost Two - Coordination and Strength]
       Damage Resistance
     

Origin Story

A special form of Phosphorus temporarily bonds with the ATP in muscle cells. This creates "Adenosine Quad-Phosphate", the energy from which is released to grant the user various abilities (see above). The effect lasts for about an hour, and the waste toxins generated are usually eliminated from the bloodstream within twenty four hours. It was created by the chemist Rex Tyler.

After Rex Tyler found a passion for chemistry, he landed a job as a researcher for Bannerman Chemicals. Through accidents and discoveries, Rex came to create the "Miraculous Vitamin" that would grant a group of test mice abilities that far exceeded the norm. Using it on himself, Rex found his own capabilities to extended to near superhuman levels, but only for one hour at a time. Realising the potential of Miraclo, Rex decided to keep this discovery to himself.

Rex Tyler's son, Rick Tyler, took Miraclo to become the second Hourman. He became dangerously addicted to the chemical for a time and even contracted Leukemia from prolonged exposure to the drug. It was Matthew Tyler, an android from the future (that later becomes the third Hourman), that cured Rick of his disease and helped him control his use of Miraclo. Rick developed a way to use Miraclo in a non-pill form by pressing a button in his suit that secretes Micralo into his skin, still giving him powers for one hour.

A fun idea, although not politically (or healthily) correct, the Miraclo pills were modernly retconned to be a solution for muscular dystrophy, which would make it much more valuable. In a medium full of chemical enhancements (Venom, anyone?), Miraclo tended to be useful only for the Tylers, though.
Read more

Star Boy

© DC Comics / Used without permission
Origin: Birthright
Real Name: Thom Kallor
First Appearance: Adventure Comics # 282 [DC Comics March 1961]
                            Character created by
Otto Binder and George Papp

ABILITIES


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

Stamina: 8
Determination: 6 / 5*

SPECIALTIES


Pilot

POWERS


Gravity Control [Limit: Increase Only] 9 {Fantastic}
       Strength Boost [Limit: Lifting Only] 
       OR
*Alteration Ray ["Density", (Limit: Offensive Only)] 9 {Fantastic}
       Offensive

EQUIPMENT


QUALITIES


. Adventurous Spirit.
. Really believes in the Legion way.
. Relationship: Dream Girl. 

Points: 41


ORIGIN STORY

Thom Kallor was born in the thirtieth century aboard an observation satellite orbiting the planet Xanthu, to parents who studied the stars by gathering their radiation - radiation that caused Kallor to be born a mutant with the ability to draw matter from the stars and add it to any object around him. Kallor’s abilities made him a scientific curiosity, studied by the scientists of Xanthu for years before he ran away to Earth, where he joined the Legion of Super-Heroes as Star Boy.

While in the Legion, Kallor fell in love with fellow Legionnaire Dream Girl. Soon thereafter, Kallor was attacked by a former suitor of Dream Girl wearing a shield that reflected Kallor’s powers back on himself. Immobilized and in mortal danger, Kallor was forced to kill the man. Though he acted in self-defense, Kallor was ejected from the Legion of Super-Heroes. After spending time redeeming himself as a member of the Legion of Substitute Heroes, Kallor was welcomed back into the Legion of Super-Heroes.

Star Boy is considered one of the most powerful beings in the galaxy, according to Brainiac 5, as he could create a black hole by using a simple object as a central point, though the black hole is apparently dependent upon his powers to remain active.

Star Boy's power sets are, according to a discussion with +Steve Kenson, quite interchangeable. The effects of both power sets are "basically the same". Because of the convoluted story of oh-so-many Star Boys, I've decided to stick with the essential, the one whose background story was the same for all versions. Also, I've discarded all the schizophreniac side of him, because of the abstruse way writers dealt with it. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
Read more

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 {Fair}

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.
Read more

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 7 {Incredible}

Stamina: 11
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: 93


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.
Read more

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 8 {Amazing}
       Absorption (Electricity)
       Brownout
       Resistance (Electricity)

EQUIPMENT


Legion Flight Ring

QUALITIES


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

Points: 55


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.
Read more

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
Disguise
Martial Arts 

POWERS


Gravity Control [Limit: Decrease Only] 9 {Fantastic}
          

EQUIPMENT


Legion Flight Ring

QUALITIES


. Heroic Samaritan.
. "You Guys Take This Too Seriously."
. 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. Thanks to +Max Traver for his input!
Read more

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.

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.
Read more

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

POWERS

Transmutation [Limit: Complex changes tax his abilities] 9 {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: 45


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 Element Lad 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 Element Lad’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 (although still unknown) to the volume of matter he can transmute at once.

Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
Read more

Sun Boy

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

Stamina: 8
Determination: 1

Specialties


Pilot
Power (Radiation Control)
Science (Physics)

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


. Enemy: Dr. Zaxton Regulus.
. Fame: A regular on the social scene and often hounded by the media and female fans.
. Phobia: Sun Boy is afraid of total darkness.

Points: 63


ORIGIN STORY

Dirk Morgna was helping out at his father’s fusion reactor, when an accident injured him and killed another young scientist. The accident was caused by Dr. Zaxton Regulus' unauthorized research. Dr. Regulus was fired and he blamed Dirk vowing revenge. Sneaking back into the lab, Dr. Regulus beat Dirk into unconsciousness and left him in the fusion reactor to die; instead exposure to the radiation activated his meta-gene and gave the youth solar powers. He applied to the Legion of Super-Heroes, as Sun Boy (at the same time as Brainiac 5, Shrinking Violet and Supergirl) and was rejected due to lack of control over his powers. At the next Open Call for members, Sun Boy had learned to control his powers and impressed the Legionnaires with his ability to project heat and light. He was inducted alongside Shrinking Violet. Sun Boy quickly became one of the most active and respected Legionnaires, often leading teams on missions; although he has resisted actually running for Legion leader. He did serve a term as deputy leader under Mon-El. Sun Boy has played important roles in many key battles, including: attacks by his arch-nemesis Dr. Regulus, the Earth War and the attack of the Sun-Eater, which was lured from destroying Earth’s sun by his solar powers.

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. Sun Boy has a reputation as a macho, overconfident and shameless womanizer. He will flirt with any available woman he meets and has been romantically linked to many woman, including Science Police Officer Gigi Cusimano and Shrinking Violet. Sun Boy joined the Legion of Super-Heroes for the attention and the recognition, as a surefire way to get beautiful women to notice him. Although, secretly shy, Sun Boy acts the part of a confident superhero, womanizer and glory-hog who loves the spotlight. He is a player, a ladies’ man who enjoys dating and romancing women and shows no inclination to settle down. When it comes to the Legion, however, he is very dedicated and though a fun guy, he takes his work very seriously. When angered or the stakes are high, Sun Boy can be an implacable foe, and when Dirk unleashes the full range of his solar-powers the effect can be awesome.

One thing that is normally not spoken about is that Sun Boy is afraid of total darkness, which has been exploited by his enemies. His fear can cause him to hesitate or behave foolishly when confronted with his fears. Making it a quality seemed appropriate. 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.
Read more

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.
Read more

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 / Amazing}
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.
Read more
(c) Fabrício César Franco 2015. Powered by Blogger.