Firebrand

© DC Comics / Used without permission
Origin: Transformed
Real Name: Danette Reilly
First Appearance: Justice League of America #193 [DC Comics August 1981]

ABILITIES


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

Stamina 9
Determination: 1

SPECIALTIES


Athletics
Deception
Martial Arts
Science (Vulcanology)

POWERS


Fire Control 8
       Absorption (fire)
       Affliction (heat)
       Aura (fire)
       Blast (fire)
       Fire Shapes
       Flight

QUALITIES


. Rich daughter of steel tycoon.
. Secret identiy: world renowned expert on vulcanology.
. Hatred: Danette hates the Japanese.

Points: 70


ORIGIN STORY

Danette Reilly was the daughter of steel tycoon “Emerald Ed” Reilly and the sister of Rod Reilly, who was secretly the costumed crimefighter known as Firebrand. She was also once the lover of the brilliant atomic physicist Terrence Curtis. Danette became a vulcanologist, and in December of 1941 went to study a volcanic island that had just appeared north of the Hawaian islands.

There, she was captured by Per Degaton and his allies, who were using the island as their base. While fleeing through a cavern on the island, Danette was struck by a mystical bolt hurled by Degaton’s ally Wotan, which surrounded her with a strange green aura, and fell into a vat of artificial lava Degaton has placed there. She mysteriously survived, and Degaton was defeated by the Justice Society of America and other heroes, all of whom became the first members of the All-Star Squadron.

Danette learned that her brother, Rod, who had joined the Navy, had been seriously wounded in the Japanese sneak attack on the American naval base at Pearl Harbor. In New York City, Danette used a key that Rod had left to his friend Slugger Dun to open a secret closet in his penthouse. There she found Rod’s Firebrand costumes and a letter to her revealing his double identity. Intrigued, Danette made a costume for herself out of one of her swimming suits and one of her brother’s Firebrand costumes. Then she discovered by accident that she could create fire by gesturing, apparently as a result of what happened on Per Degaton’s island. Danette became the new Firebrand and joined the All-Star Squadron.

In early 1942, the new Firebrand was captured by Terrence Curtis, who had become the superpowered criminal Cyclotron. Learning that Firebrand was Danette, Curtis confessed to her that he was being forced to serve the evil Ultra-Humanite, in order to save his infant daughter’s life. After Curtis’ heroic death, Firebrand and the Atom (Al Pratt) took it upon themselves to make sure that Curtis’ daughter, Terri, was raised properly.

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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Darkstar

© DC Comics / Used without permission
Origin: Gimmick
Real Name: Ferrin Colos
First Appearance: Darkstars #1 [DC Comics October 1992]

ABILITIES


Prowess 5
Coordination 8 / 4 (without the Exo-Mantle)
Strength 8 / 5 (without the Exo-Mantle)
Intellect 4
Awareness 4
Willpower 4

Stamina 9 / 12 (with the Exo-Mantle)
Determination: 1

SPECIALTIES


Criminology
Investigation
Law (Intergalactic)

POWERS


Exo-Mantle (All his powers derive from his suit)
       Blast ["Twin Maser Units"] 7 {Incredible}
       Flight [Space Flight] 7 {Incredible}
       Force Field [Expandable] 7 {Incredible}
       Life Support Device [Cold, Airlessness, Radiation, Vacuum] 4  {Fair}

QUALITIES

. Connections: NEMO (Network for Establishment and Maintenance of Order).
. Protect the innocent and helpless from harm, no matter who they are.
. Stuck on Earth, his planet and civilization are destroyed.

Points: 70


ORIGIN STORY

There came a time when the concept of evil was unleashed throughout the universe and the Maltusians now on Oa felt themselves to blame. Now immortal, these cosmic beings felt it their duty to solve the problem. Their discussions led to a deep, irreparable rift among the male Oans: some wanted direct "hands on" intervention while others felt surrogates were the best way to operate. The more aggressive Oans left their world and their ways, going deep into the universe, their ultimate goals unknown.

Little was heard from those Oans for billions of years until finally, word reached the known populated universe that agents of NEMO (Network for the Establishment and Maintenance of Order) were roaming the stars. They challenged evil in all its forms and fought it bravely, without fear; sacrificing their lives to bring justice to the needy.

Rivaling the fabled Green Lantern Corps themselves, it seems these Darkstars, with their powerful armor and intensive training, were continuing to grow in strength and resourcefulness.

Among these Darkstars was a veteran, a man who had seen just about all you could imagine: Ferrin Colos, survivor of the ravaged world Zamba. When his world was attacked by raiders, he vowed vengeance and signed up to be a Darkstar so no other world would suffer as his did. Over time, his enthusiasm faded and a hard cynicism invaded. Now, feeling old and tired, Cobs did not care if he survived his next mission.

When the Guardians of the Universe went to another dimension in order to reevaluate their goals, the Oans-now called Controllers-had their Darkstars sweep out through the universe, filling the obvious void left by the dismantled Green Lantern Corps. Their influence and success made them respected-and feared. The upstart mercenary organization LEGION never seemed a concern, and when the Guardians returned and the GL Corps began rebuilding, the Darkstars never slowed down.

So it was that Colos was sent after a drug smuggler and his trail led him to Earth, long considered a backwater planet of above-average cosmic importance. Colos successfully defeated the drug smugglers and their Earth-based processing operation, but rather than return him home, his supervisor, the crafty Huvah Jeddigar, orders him to remain on Earth, opening a base, keeping an eye on this increasingly important corner of the universe.

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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Crimson Avenger

© DC Comics / Used without permission
Origin: Gimmick
Real Name: Jill Carlyle
First Appearance: Stars and S.T.R.I.P.E. #9 [DC Comics April 2000]

ABILITIES


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

Stamina 9
Determination: 1

SPECIALTIES

Deception
Law
Stealth
Weapons [Guns]

POWERS

Immortality 10 
Offensive Device ["Crimson Pistols"] 9
       Blast
       Phasing
       Postcognition
       Teleport
Supersenses 2
       Additional Enhanced Sense ["Acute Blindsight"]

QUALITIES


. Her two twin Colt pistols are cursed to turn whoever uses them for revenge into the next Crimson Avengers and can only be used by her. These guns come with certain abilities that set them apart from regular firearms and even afford mystical properties:  
  • Infinite Ammo: Never runs out of ammo. 
  • Triggerless: Has no triggers.  
  • Cannot Miss: Doesn't miss a single shot.  
  • Omni-Penetrable: Can travel through any substance, including Captain Atom's or Superman's bodies. 
  • Self-Directional: Guns have a "mind" of their own and need to be told when not to shoot allies.
. Her teleportation creates a visual side effect in the form of a crimson mist.
. Spirit of Vengeance's pawn.

Points: 80 


ORIGIN STORY

She does not know if she is dead or alive. She just knows vengeance. Little is known about the origins of the Crimson Avenger save that is she is from Detroit, Michigan. It is there that she purchased two 1911 Colts from a pawnshop in order to carry out some kind of vengeance. Originally owned by Lee Travis, the first Crimson Avenger, the guns are cursed, thirsting after the blood of sinners. After the new Crimson Avenger used them for the first time, the triggers disappeared, the guns grafted themselves to her very soul, and an open wound appeared on her chest... a wound that would never heal. She cannot die by conventional means, even if she takes her own life with her mystical pistols she arises for her next assignment. 

The Crimson Avenger is somehow compelled to hunt down and dispose of the murderers of innocent people - one by one. Seeing only the color red through her mask, the Avenger experiences the pain of each victim's death, and is then infused with the memories of the spirit she must avenge. Although she sees only red through her mask, she has a mental blindsight that enables her to maneuver as well as a sighted character, being also able to distinguish fine details or colours.

Once a victim is avenged, the curse's red mists take her on a new quest for justice. Her only hope of escaping this bleak future is the fact that somehow, in some way, Lee Travis freed himself from the curse of the guns.

Her Postcognition is limited to murdered victim's death only and is linked to her Teleportation. Upon gaining a new "assignment," she mentally relives the death of the victim, and then is teleported to their place of burial. Her Phasing doesn't work against her own bullets or other magical forces.She cannot use her Teleportation on command; as a Spirit of Vengeance, she is forced to teleport to her next assignment even if it disrupts her life.

A very interesting character, although called a plot device by many, the Crimson Avenger has a very powerful device at her disposal, but with a whole lot of associated challenges, which make her fun. 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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Quicksilver

© DC Comics / Used without permission
Origin: Transformed
Real Name: Unknown, (alias) Max Crandall
First Appearance: National Comics #5 [Quality Comics November 1940]

ABILITIES


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

Stamina 7
Determination: 1

SPECIALTIES

Acrobatics Expert
Criminology
History Expert [Native American Studies]
Science Expert [Chemistry]

POWERS

Resistance 6 [Limit: Cold, Drugs and Alcohol]
Super-Speed 7
      Air Control [Create cyclones by running round the target]
      Defending
      Fast Attack
      Phasing
      Surface Speed
      Vibration Control

QUALITIES


. The Call of the Speed Force: whenever he tries to approach "Speed Force", he's propelled to a future date, not controlled by him.
. Epithets: The Laughing Robin Hood, Ahwehota, Windrunner, Whip Whirlwind, Lightning, Bluestreak, Max Mercury, Buckshot, The Zen Master of Speed.
. Differs from other speedsters because of his agility; he cannot run as quickly as them, but he has a greater ability to perform acrobatic stunts and finely coordinated actions than they do.

Points: 90 


ORIGIN STORY

One of the most mysterious heroes of the past, Quicksilver appeared seemingly from nowhere in 1940. He was never seen without his mask. It was eventually revealed that he had previously been a circus acrobat, but how he gained his amazing speed has never been disclosed.

When first seen, Quicksilver was a super-speedster unlike any other, as he combined his swiftness with amazing acrobatics. He was able to dodge bullets with ease, and even to race between the blades of a whirling propeller. Sometimes he seemed to defy gravity, though he was not a true flying hero. However, leaping several stories was a simple feat for him.

He was largely a loner, yet he had friends, such as an Indian named Shoshone. Quicksilver's closest friend - and perhaps his only confidant - was a youthful Chinese server named Hoo Mee. He shared Quicksilver's secret lair in Oakwood Park, apparently a hidden cave remodeled into living quarters and a laboratory - for this mystery man was also an accomplished chemist. In his second recorded adventure he used special firefighting capsules of his own creation to extinguish a series of fires on the New York waterfront.

It is not known whether Quicksilver ever used a secret identity; if so, he was never seen in it. His lifestyle resembled those of certain other crimefighters who wore masks because their real identities were believed dead, but whether this was the case with Quicksilver is anybody's guess.

This "Laughing Robin Hood", as he was called, battled crime for nine years, then vanished as mysteriously as he had come. Perhaps he resumed his true ID and retired; he seemed to have ample financial resources. It is hoped this was the case and that Quicksilver did not die in action.

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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Nightshade

© DC Comics / Used without permission
Origin: Birthright
Real Name: Eve Eden
First Appearance: Captain Atom (vol.2) #82 [Charlton/DC Comics, September 1966]

ABILITIES


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

Stamina 9
Determination: 1

SPECIALTIES

Martial Arts Expert
Military

POWERS

Alternate Form (Shadow) 6 {Great}
       Instant
Darkness Control 8 {Amazing}
       Dazzle
       Shadow Constructs
       Supersenses (Infravision)
       Teleport (Limit: Transmit, darkness and shadows)
Dimensional Travel (Limit: Land of the Nightshades, no test needed) 1 {Weak}

QUALITIES


. CIA agent posing as shallow jet-setter.
. Her Shadow Constructs normally take shape of homunculi who try to help her or two shadow ravens  to serve as scouts for her; she has named them Hugin and Munin after the legendary ravens belonging to the Norse deity Odin.
. Her teleportation requires her to pass through the now barren and haunted Land of Nightshades. 

Points: 70


ORIGIN STORY

When Eve was a child, her mother revealed to Eve and her brother Larry that she was really a princess from the Land of the Nightshades, and had come to Earth while escaping from the evil Incubus. Magda showed her children, who had inherited the ability to cross drimensions through shadows, how to use that power to travel to the Land of the Nightshades. While there, they were attacked by Incubus' flying warriors, who stabbed Magda, giving her a fatal wound. Larry was kidnapped, but Eve escaped by changing to shadow-form and transporting both herself and her mother back to Earth, where Magda died. Eve made a promise to her mother that she would return to rescue Larry someday.

After her mother's death and brother's disappearance, Eve's father moved them to Japan, where Eve began her self-imposed training by studying martial arts, becoming especially proficient in karate. She hid her training from her father, and after becoming the C.I.A. operative known as Nightshade, she continued to hide her double-life from him. To him, she is only a shallow jet-setter with no worries.

As Nightshade, she works for the C.I.A. as a "spy-smasher", exposing and apprehending foreign agents, and has often paired up with Captain Atom. Her ultimate goal is to reach a level of training where she can return to the Land of the Nightshades to rescue her brother.

Thank you, John McMullen for your clever (Qualities are tough to articulate, thanks!) and point-shaving input. 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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Bloodwynd

© DC Comics / Used without permission
Origin: Gimmick
Real Name: Unknown
First Appearance: Justice League America #61 [DC Comics April 1992]

ABILITIES


Prowess 3 {Average}
Coordination 4 {Fair}
Strength 4 {Fair}
Intellect 4 {Fair}
Awareness 5 {Good}
Willpower 6 {Great}

Stamina 10
Determination: 1

SPECIALTIES

Investigation
Occult Expert

POWERS

Control Device ["Blood Gem", Magic] 8
       Ability Boost [Strength]
       Blast ["Eldritch Bolt"]
       Detection ["Death Sense", able to know when death occurs]
       Emotion Control [Fear]   
       Flight
       Servant (Dead bodies)
       Spirit Control

QUALITIES


. Motivation: Avenge his ancestors.
. Mysterious and reticent about his life and powers.
. Enemy: Rott.

Points: 85


ORIGIN STORY

Bloodwynd is the descendant of a group of slaves enslaved by a man named Jacob Whitney. These slaves created the magical Blood Gem and used it to kill Jacob Whitney. It was subsequently passed down among the slaves' decendants. Without them knowing it, the Blood Gem was a gateway to another dimension, and the demon Rott claimed the souls of those who were killed by the Blood Gem.

In recent times, Rott sucked Bloodwynd into the Blood Gem and mind-controlled the passing Martian Manhunter into wearing the Blood Gem and impersonating him. Using Bloodwynd's identity, The Manhunter joined the Justice League as one of their more mysterious members. When the JLA fought Doomsday, Superman and Blue Beetle realized Bloodwynd's identity when Bloodwynd was surrounded by fire.

Bloodwynd refused to be taken along with the others to go get treatment and instead mysteriously disappears. Bloodwynd also blames himself for the fire incident, to which the Martian Manhunter was especially vulnerable. Once the Manhunter was freed of mental control, the Justice League battled Rott and freed Bloodwynd.

Bloodwynd joined the Justice League after they freed him from Rott's control. Later, he withheld information from the Justice League about an offer of alliance from the mystical villain Dreamslayer. Bloodwynd did not join Dreamslayer, though sensing a strange kinship with him, Bloodwynd would not oppose Dreamslayer either.

Later, Bloodwynd reveals more about the nature of his morality and powers, and punishes a drug dealer by forcing him to experience the pain of his victims.

In comics, the Blood Gem was never attempted to be taken, although it's a possibility. 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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Shade, The Changing Man

© DC Comics / Used without permission
Origin: Gimmick
Real Name: Rac Shade
First Appearance: Shade the Changing Man #1 [DC Comics June-July 1977]

ABILITIES

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

Stamina 7
Determination: 1

SPECIALTIES

Area (Meta)
Athletics
Investigation
Martial Arts 

POWERS

All powers derived from his "Miraco Vest"
       Dimensional Travel [Limit: One Dimension, "Meta-Zone"] 8 {Amazing}
Meta to Earth-Zone via Zero-Zone
Meta to Earth-Zone via Zero-Zone
Meta to Earth-Zone via Zero-Zone
Meta to Earth-Zone via Zero-Zone
       Emotion Control [Fear] 6 {Great}
       Flight 3 {Average}
       Force Field [Limits: Always on, minimum level is 1, no effect against gas] 6 {Great}
       Images [Limit: Obscure his features to surveillance machines] 2 {Weak}
      

QUALITIES


. Security measures prevent the M-Vest from being removed, or used by anyone else.
. "Great Meta!"
. The only person emerged from Area of Madness without screaming until his heart burst.

Points:  53


ORIGIN STORY

One of the leading security agents on Meta, Rac Shade's fascination with, and studies of, Earth, led to him being one of the primary agents dispatched when criminals fled there from Meta. Discovering a weak section where the Zero-Zone got close to the Earth-Zone, he found an empty apartment which he rented as his base there.

To see to the safety of fellow Earth scholar, Agam Loron, Shade was assigned to mentor Agam's daughter, Mallu, a junior officer in the security service. She learned quickly, and a romantic bond formed between her and Shade.

Shade's mentor and superior, Colonel Kross, assigned him to investigate the theft of the Miraco-Vest, which he suspected of being an inside job. Shade discovered the vest in the possession of a resident of the Zero-Zone who was able to break through and loot items from the Meta-Zone. He recovered the Vest, but wasn't sure he knew the full story of what had happened to it, and still suspected corrupt agents of being involved. He hid the Vest and some of the other stolen equipment in his Earth apartment until he could be sure.

When Agam came to Shade having learned of a plot by treason forces to take over Meta, Shade reported it to Lt. Emp, his acting superior while Kross was away. Shade fell under suspicion when seen outside Agam's house just before it exploded, crippling Agam and his wife, Mira. When Emp claimed Shade had never reported the suspected treason to him, Shade was convicted of treason and sentenced to death.

Taking advantage of a prison break which dumped inmates in the Zero-Zone, Shade used a sensor implant to locate the weak point which let him reach his Earth apartment. Donning the M-Vest, he was determined to prove his innocence and uncover the real traitors.

Knowing Emp was on Earth, using his Kempo identity, Shade began searching for him, investigating his links to local organized crime. He also responded to reports of Metan criminals on the rampage, battling Zokag and Form, and learned that Mellu had been assigned as the N-Agent sent to negate him.

Finally catching up to Emp, Shade got the better of him, and forced him to admit he answered to Captain Majan, and didn't know anyone else in the conspiracy. Mellu's unexpected attack gave Emp the opportunity to flee while Shade incapacitated her.

Heading back to Meta to follow the trail, Shade stumbled across a security patrol being ambushed by natives of the Zero-Zone. Coming to their aid, he was too late to save more than one of them, Sergeant Barak, and he was badly wounded and unconscious by the time Shade reached him, although not before recognizing his saviour. Shade took him to a hospital undetected.

He contacted Kross, now retired due to his closeness to Shade, who agreed to help. Shade infiltrated Meta Security Headquarters and confronted Majan. Attacked by an invisible assailant, the Cloak, he was kept off balance until the assassin had killed Majan. Shade was leaning over the dead body when Mellu walked in, and fled before she could stop him.

The trail led next to Majan's ex-lover, the criminal Gola Zae. He arrived in time to see her transport the unconscious Mellu to the Area of Madness. Knocking out Gola, Shade transported himself and her after Mellu. He rescued Mellu, but not before she was affected by the Area. Taking her to Dr. Sagan, Shade convinced him to use an experimental device to transfer Mellu's memories of the Area of Madness to him. Sagan did so, and Shade and Mellu survived the process.

Spotting an attempt by crime forces to break the prisoners recovered from the Zero-Zone out of the hospital, Shade intervened to stop them. He succeeded, but was captured by Mellu. He was imprisoned again, in a prison under the reinstated Kross' command, but security measures in the M-Vest prevented it being removed.

It took some doing, but Shade managed to break out of his cell, only to be captured by agents of the crime chief Sude. In Sude's grasp, Shade got the chance to escape when Mellu and Barak interrupted proceedings to help him, Mellu having been told what he did for her in the Area of Madness and after. The Sude automaton was destroyed, but its operator escaped.

Suspicious of Kross, Shade decided to investigate his new posting as advisor to President Olon. Approaching the Presidential Palace, he found the security perimeter breached, and rushed in, arriving in time to find Khaos trying to take over Sude's role by killing the President, who'd resisted his demands to cede power.

They fought, and Khaos explodes, leaving Shade apparently dead. Kross and Olon hid him from the security forces, calling in Dr. Sagan to help, although all he could do was observe while the Vest kept Shade safe until he recovered consciousness. Olon became convinced of Shade's innocence, but was unable to do anything openly while the treason charge remained.

They learned Dr. Z.Z., head of the crime school, has travelled to Earth with his students, taking over the ORC and destroying the transporter allowing easy travel to the Earth-Zone. The M-Vest offered the only way to travel to Earth in time to stop Dr. Z.Z. putting his plans into action, so Shade agreed to travel there. After a brief reunion with Mellu, he set off.

[The final issue was cancelled before publication, but printed in the Cancelled Comics Cavalcade, and while the ending is a bit awkward for the start of the next entry's History, it's included here for completeness] Shade's journey back to Earth was hampered when he was captured by a Zero-Zone resident building an army of slaves. Recognizing the danger such an organized force could pose Meta or Earth, when he broke free, Shade also freed the other prisoners, letting them turn on each other while he dealt with their master. Leaving them in chaos, he continued on to Earth, where he made plans to deal with Dr. Z.Z.

Shade’s homeworld of Meta is more technologically advanced than Earth, and exists in a separate dimension, which is linked to Earth’s by the Zero-Zone.

Metans have set up a base on Earth, in the form of the Occult Research Centre, run by Wizor, where they act to discredit appearances of unauthorised travellers from Meta by claiming all unusual events are true, and providing them occult explanations.

Meta is an authoritarian society, with a heavy police presence that seems to be at war with organized crime. Corruption and paranoia are rampant, and no one is above suspicion, although the fact that members of the ruling council are secretly crime chiefs makes the paranoia understandable.

The Zero-Zone is an unstable landscape of shifting shapes and colours, populated by an array of hostile creatures. Travelling it is dangerous, but some criminals take the chance to avoid the authorities. The security services only travel there in trained squads on specific missions, or when travelling to the Earth-Zone.

The most feared part of the Zero-Zone is the Area of Madness. Anyone caught by it who escapes is left screaming maniacally, never shutting up until the stress causes their death. The only person to survive it with their sanity intact is Rac Shade, who’s actually survived two journeys there.

Steve Ditko, more than any other comic book creator, impressed me when I was a child. His creations were always a bit out-of-the-norm, on the verge of lunacy somehow. I guess this impression came after reading the Creeper and Shade, but also because of his trademark eye/eyebrows expression of his characters. 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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Tasmanian Devil

© DC Comics / Used without permission
Origin: Birthright
Real Name: Hugh Dawkins
First Appearance: Super Friends #9 [DC Comics December 1977]

ABILITIES


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

Stamina 8 / 11
Determination: 1

Prowess, Coordination and Strength are 3 in normal form.

SPECIALTIES

Nature
Performance (Actor)

POWERS

Transformation (Animals, "Lycanthrope-like Tasmanian Devil") 6
       Growth [Permanent] 1
       Strike (Claws) 5
       Super-Speed 2
       Supersenses 3
             Enhanced Hearing
             Enhanced Smell
             Enhanced Vision

QUALITIES


. Aggressive and bestial when transformed.
. Convoluted family history.
. Openly gay.

Points: 50


ORIGIN STORY

Hugh Dawkins is a born metahuman with the ability to turn into a supernaturally large and intelligent Tasmanian Devil, in a fashion similar to a werewolf. While Hugh is a pacifist, his alter ego of the Tasmanian Devil is aggressive and bestial. His parents had a hard time with him until he saved his father's life. Hugh's mother has been noted to have been abusive, particularly to his father.

He worked as a superhero in Tasmania until he was contacted by Doctor Mist to join the Global Guardians. He fought alongside the team until their base was destroyed and they temporarily disbanded.

Dawkins helped to rebuild the Justice League Embassy which had been destroyed during an alien invasion. He then joined Justice League International. His affiliation with the Justice League caused his rejection by the Queen Bee, ruler of Bialya, who was reforming the Guardians. Her efforts seemed beneficial but were for her own selfish gain, as she was using brainwashing techniques to put the Global Guardians under her control. He and the League helped free the Global Guardians from their mind control and put a stop to the Queen Bee's evil schemes. Dawkins and the League helped with relief and recovery efforts. He then rejoined a team of Guardians to rescue those still endangered by the secret machinations of Harjavti, an associate of the Queen Bee. The entire group was endangered as those left behind had been implanted with subliminal orders to kill. Fortunately, nobody was actually harmed and the Global Guardians were reformed again.

He later assisted the Justice League and the Global Guardians on a number of occasions. During a battle with Phobia in New Zealand, where he confronted his fears of his mother, he saved the country and earned that nation's love and support. He assisted the Justice League until the death of Ice, when that particular branch of the League fell apart. He remained with the Global Guardians, and he joined the Ultramarine Corps as well shortly after the formation of that team.

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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Starman (Fusion)

© DC Comics / Used without permission
Origin: Transformed
Real Name: Prince Gavyn
First Appearance: Adventure Comics #467 [DC Comics January 1980]

ABILITIES


Prowess 4 {Fair}
Coordination 4 {Fair}
Strength 7 {Incredible}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina 11
Determination: 1

SPECIALTIES


Power ("Stellar Energy")

POWERS


Blast ("Stellar Energy") 8 {Amazing}
Damage Resistance 4 {Fair}
Flight 8 {Amazing}
       Space Flight
Life Support 6 {Great}
       Breathing
       Cold
       Heat
       Pressure
       Radiation
       Vacuum
Supersenses 1 {Weak}
       Additional Sense ("Telelocation")

QUALITIES


. "I'm the ruler of Throneworld people".
. Enemy: Mongul.
. Must wear gauntlets to facilitate his conversion of stellar energy.

Points:  63


ORIGIN STORY

Prince Gavyn was one of the potential heirs to the Empire on the death of Rilsom the 18th. When passed over for the throne in favor of his sister, Clryssa, he was executed by being tossed unprotected into space (as was customary for all heirs other than the one chosen to prevent civil war).

Unknown to his people, Gavyn survived, rescued by a being called Mn'torr. Mn'torr was a member of an elder race, on a thousand year retreat of silent study. Mn'torr realized that Gavyn possessed unusual latent abilities, which his "execution" brought out and Mn'torr enhanced with special gauntlets that concentrated Gavyn's energies.

Adopting the costumed identity of Starman, later Fusion, Gavyn became the protector of the Empire and, after his sister's murder, Emperor. Clryssa had been murdered by Mongul, who attempted to steal the throne of the Empire. With the assistance of Superman, Starman (Fusion) defeated Mongul. In the process, he was forced to destroy the doomsday device which had blackmailed the planets of the Empire into union under the crown. Thus, he became the last Emperor.

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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Captain Comet

© DC Comics / Used without permission
Origin: Birthright
Real Name: Adam Blake
First Appearance: Strange Adventures #9 [DC Comics June 1951]

ABILITIES


Prowess 6 {Great}
Coordination 6 {Great}
Strength 7 {Incredible}
Intellect 6 {Great}
Awareness 6 {Great}
Willpower 5 {Good}

Stamina 12
Determination: 1

SPECIALTIES

Athletics
Pilot
Science (Physics)
Weapons (Guns)

POWERS


Damage Resistance 2
Telekinesis 8
       Telekinetic Force Bolts
       Flight
       Force Field
Telepathy 8
       ESP
       Mind Control
     

EQUIPMENT


Blast Device 5 [Stun Gun]

QUALITIES


. Eidetic Memory (Recalls perfectly everything he's experienced).
. DC's first mutant.
. Uphold the Good.

Points: 100


ORIGIN STORY

Adam Blake was born in 1931 to John and Martha Blake in a Mid-Western town (closely paralleling the origin of Superman). His birth coincided with the passing of a comet in the night sky, which Johnathan Blake jokingly noted as a sign of good fortune. The comet's radiation activated Adam's metagene, and he began to exhibit various powers at a very young age.

Adam's mental powers develop very early in his childhood. By the time he was four-years-old Adam demonstrated acute powers of observation, possibly the emergence of the sensory centers that grant him clairvoyance or early indicators of his photographic memory. On one occasion he mentally located his mother's missing wedding band beneath a pile of discarded wood. When questioned, he claimed that he simply knew where it was. By the time he was eight, he possessed a photographic memory and was able to memorize and comprehend all of the information that he had read from an entire volume of encyclopedias. He excelled at every sport and activity he tried: he could play musical instruments without lessons (the first time he picked up a clarinet, he played a Mozart concerto) and performed athletic feats comparable to Olympic participants. When Blake became a teenager his superhuman durability and strength began to manifest, and he exhibited signs of telekinesis and telepathy. He even saved the life of a fellow college student by catching her with his telekinetic abilities.

Despite this, Adam felt isolated because he was wildly different and had to suppress his powers from being known by the public. He went to Professor Zackro Emery for help in coming to terms with his nature. After many extensive tests Zackro deducted that Adam was a mutant, the pinnacle of human evolution 100,000 years in the future. He offered Adam a job as his assistant in the science hall.

When criminals attempted to steal Zackro's solar reducer technology, Adam used his telekinesis to stop their bullets and foil their plans. He and the scientist agreed that Adam should use his powers for good. "Captain Comet" became an international hero by single-handedly stopping the alien Astur from terraforming the Earth. During this battle he also gained the equipment that he would use for many more years (all invented by Professor Zackro): a stun gun and his trademark costume.

For three years Captain Comet acted as a protector of Earth and an explorer of the galaxy, while maintaining his secret identity as an information clerk in a metropolitan library. He fought off dinosaurs, Greek gods, alien invaders, and a super-powered ape several times. He rescued damsels in distress from different worlds and visited alien civilizations. But he could never shake the feeling that he was fundamentally different than his fellow human beings and could never belong without a superhero identity. Adam noticed that while the people in his life aged and changed in appearance, he remained the same; he became frustrated by the limitations of Earth's knowledge. In 1954 Comet left Earth in the Cometeer, and would not return until 1976.

Upon his return he is tricked by Gorilla Grodd into joining the Secret Society and fights Darkseid and the forces of Apokolips alongside them He eventually figures out the ruse, sparking a long-time crusade against the Society.

One notable fact is that Captain Comet was the first official superhero mutant in mainstream comic books. He appeared 12 years before the X-Men debuted, and Namor was only officially classified as a mutant during the X-Men's revival in the 1990s. 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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Karate Kid

© DC Comics / Used without permission
Origin: Trained
Real Name: Val Armorr
First Appearance: Adventure Comics #346 [DC Comics July 1966]

ABILITIES


Prowess 9 {Fantastic}
Coordination 6 {Great}
Strength 5 {Good}
Intellect 5 {Good}
Awareness 6 {Great}
Willpower 6 {Great}

Stamina 11
Determination: 4

SPECIALTIES

Athletics Expert
Martial Arts
Stealth Expert
Weapons (Melee)
Wrestling

POWERS

None

EQUIPMENT


QUALITIES


. Relationship: Princess Projectra.
. Focused: Val is very mentally disciplined.
. Fearless courage.

Points: 44


ORIGIN STORY

Val, named for his mother, Valentina, who died shortly after he was born, was the only son of Kirau Nezumi, a Japanese super-villain also known as the Black Dragon. Japan's super-hero, The Sensei, killed Black Dragon, then promised to raise the villain's son as his own, teaching him not only the martial arts but also an appreciation for more peaceful pastimes such as sculpting and painting. Val grew up in Japan, later moving to Metropolis to join the Legion. He viewed it as a challenge, how to make himself, a non-powered human, into a Legionnaire. By that time, he had established a proficiency in all forms of hand-to-hand combat and hand weaponry, with a special talent for karate. Focusing on this self-created super-karate, he tried out for the Legion on the eve of the Khund invasion and was accepted along with Princess Projectra, Ferro and Nemesis Kid.

Successful in his Legion career, he eventually served as Leader, for one term. He even trained many of his fellow Legionnaires in various types of hand-to-hand combat.

Karate Kid has studied every single martial arts known to man in the 31st century and by applying simple physics, he has been known to best even M'Onel. Val once took on the entire Fatal Five single-handedly, clearly defeating the Persuader, Emerald Empress, and Mano (though Mano was largely a matter of luck as the Kid admitted to himself). At one point or another he launched solo flying kicks at villains whose power level far exceeded Superboy, including Validus, Mordru, Omega and even Darkseid. Though they had little effect, they showed the degree of his fearless courage. Character revised according to rules presented in ICONS Great Power book. Thanks again, +Max Traver for making me rethink (for the better!) the build!
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Night Girl

© DC Comics / Used without permission
Origin: Transformed
Real Name: Lydda Jath
First Appearance: Adventure Comics #306 [DC Comics March 1963]

ABILITIES


Prowess 6 {Great}
Coordination 5 {Good}
Strength 8* {Amazing}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 5 {Good}

Stamina 11
Determination: 3

* Strength is 3 during daytime.

SPECIALTIES

Martial Arts Expert
Teaching
Wrestling Expert

POWERS

Damage Resistance [Limit: Only at night] 6 {Great}
Supersenses 1
       Additional Sense (Infravision)

EQUIPMENT


QUALITIES

. Ultraviolet Negation.
. Relationship: Cosmic Boy.
. Loyalty: Night Girl is protective of those she loves.

Points: 40


ORIGIN STORY

Night Girl was the daughter of one of the most renowned scientists of Kathoon, a planet with a dead and distant sun which is heated by internal geothermal activity. Like all Kathoonians, Lydda can see in the dark. Because of their Terran heritage, humans from Kathoon can also adapt to normal sight, but take a period of adjustment before they can focus properly. 

Lydda's father had always wanted a son and, lacking one, he taught his daughter to be completely self-reliant and prodded her toward being successful. When she grew older, he used a vitalizing ray to give her limited super powers, primarily super-strength. In part, this was because Lydda, like most of her generation, was a huge fan of the nascent Legion of Super-Heroes, and secretly had developed a crush on Cosmic Boy, the Legion's first and quite dashing Leader. She asked her father to help her develop super powers that would qualify her for Legion membership. Though the vitalizing ray was successful, she only possessed her strength in darkness or in artificial light. Sunlight returned her to normal.

She gamely applied for Legion membership despite her limitations, but was rejected. Unwilling to give up and have all her efforts come to nothing, she joined together with four other Legion rejects to form a secret auxiliary of "Substitute Legionnaires" who would pitch in behind the scenes or when the LSH was unavailable. Inevitably, their activities came to the attention of the LSH, and the Subs were made a special branch of the Legion Reserve.

Once the Legion began officially recognizing the Subs, the two groups met intermittently for talk and training. During these meetings, Night Girl finally got to know Cosmic Boy, and the two have been a couple ever since. Recently, she was included in the Legion ranks. Besides working with the Legion, Night Girl serves as one of the instructors at the Legion Academy.

Night Girl's an odd one: she starts out, in the sixties, being rejected because her Superman-Class super-strength is only availabel to her at night. Yes, they actually TURNED DOWN someone at Kryptonian level! I guess they thought that with Superboy, M'Onel and Ultra-Boy they were covered. 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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Chemical King

© DC Comics / Used without permission
Origin: Birthright
Real Name: Condo Arlik
First Appearance: Adventure Comics #371 [DC Comics August 1968]
                            Character created by Jim Shooter and Curt Swan

ABILITIES


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

Stamina: 8
Determination: 5

SPECIALTIES


Martial Arts
Power Expert
Science (Chemistry)

POWERS

Transmutation [Limit: Extra Only] 9 {Fantastic}
       Catalytic Control

EQUIPMENT


QUALITIES


. Inferiority complex: unsure of his powers usefulness.
. Cannot speed up the disintegration process of indestructible materials.
. Cool, calm and collected in face of danger.

Points: 38


ORIGIN STORY

Before the Legion came into his life, Condo's powers were the source of terrible suffering for him. He was born a mutant, with the ability to alter chemical reactions. His powers mostly manifested, at first, over the reactions of his own body, making him gravely ill and needing to be hospitalized through most of his childhood. 

It wasn't until his case was brought to the attention of Lyle Norg (a.k.a. Invisible Kid of the Legion), an expert chemist, that things began to turn around for Condo. Lyle managed to provide a treatment for Condo, and then helped train him in how to control his abilities. He also convinced Condo that his powers were not a curse, but a great ability that could be used for good. The power to accelerate or decelerate any chemical reaction was a significant ability, and Lyle convinced Condo to apply to the newly-founded Legion Academy. 

In his try-out for the Legion, Condo, now calling himself Chemical King, was sent to infiltrate the Legion of Supervillains, which had been forming on Mars under crime boss Tarik The Mute, and included many of the Legion's old foes or failed applicants. Condo did well in his first mission and was elected unanimously into the Legion.

From that time on, Condo proved to be a dedicated and serious Legionnaire, utterly loyal to the group that had saved him from a life of suffering. 

Chemical King had the ability to control the speed of chemical reactions near him. While this was a rather unique ability, it made the character a difficult one to write (not every writer has a science background). This could be used for a variety of abilities. Among those demonstrated, his most common stunt was oxidizing objects at great speed causing them to rust quickly or burst into flame. He could accelerate cellular decay. He could also affect other people's abilities if they had a chemical mechanism for the abilities. This could allow him to slow the susceptibility to Kryptonite, radiation or other materials temporarily, or a chemical reaction which turns the body invisible could be slowed to the point that it was ineffective. He could also throw various chemical interactions in a body out of whack at once instantly inducing shock (medical shock, not electric shock) or slowing down an opponent's metabolism to the point they passed out. He had to be careful with these abilities - too much could easily be deadly. He could also affect his own body chemistry, giving himself super strength and speed but doing so was temporary and exhausting. With ICONS Great Power book, Chemical King's powers were much more simplified and streamlined. As someone has stated elsewhere, the Legion of Super-Heroes became the poster team of really odd 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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Kid Quantum

© DC Comics / Used without permission
Origin: Transformed
Real Name: Jazmin Cullen
First Appearance: Legion of Super-Heroes vol. 4 #82  [DC Comics July 1996]

ABILITIES


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

Stamina 10
Determination: 1

SPECIALTIES 


Leadership
Martial Arts

POWERS

Continuum Control [Time/Space] 8 {Amazing}
       Blast 
       Deflection
       Stunning ["Freeze Time"]
       Suspension

EQUIPMENT


QUALITIES

. Chip on Shoulder
. Xanthu Government:
. Uncertain Power.

Points: 70


ORIGIN STORY

Jazmin Cullen was, like her brother James, born with the ability to create a time-stasis field in a limited area, a power which he augmented with a power-belt. After her brother died in part due to being overly confident in the belt, she studied the biophysics behind her powers and had scientists increase her powers for her so that she’s never need to rely on external devices. The government of Xanthu then selected her to join the Uncanny Amazers, which her brother used to belong to.

Since James died on his first Legion mission, she bore a grudge against the Legion for not helping him more, but her attitude toward the Legion changed when she watched them fight against the Amazers for Star Boy’s services and when she discovered that her brother’s own arrogance was the cause of his death.

Her respect for the Legion grew after she fought alongside the Legionnaires against the powerful sorcerer Mordru. When Xanthu was invaded by the Natra Dellons, Star Boy invited her to join the team, and she accepted the offer, and her membership was later confirmed by an official vote.

She has her share of quandaries, though: after her brother's death, Jazmin has emerged into the world with something to prove. To the Amazers, to the Legion, to everyone and everything. It tends to make her somewhat defensive, prickly and more than a little snarky. Also, being part of the Amazers puts Kid Quantum still on call with the Xanthu government, who tends to call her back with very little warning, notice or consideration to other events going on. Not only does it mess with her schedule, but it tends to result in Jazmin being not overly fond of any governmental obligations or bureaucrats. The nature of Kid Quantum's acquisition of her stasis field powers (experimental surgery), as well as the power itself tends to have a layer of uncertainty to it. The range and strength of her powers has never been fully tested, and while she has utmost confidence that it will always work as expected, the quantum nature will make it naturally unstable.

She is as evidenced by her going through the trouble of teaching herself advanced sciences and executing a complex surgery upon herself for the sake of her family's name and pride both very bright and incredibly strong-willed, as well. Saturn Girl, Dream Girl, Brainiac 5, Invisible Kid and Chameleon Boy all outstrip her in terms of one or the other (or both, in some cases), but both traits are all the same quite notable. Given this, as well as the potential presented by her powers, she tries to walk something of a line between the kind of arrogance that made James so difficult to deal with and the confident surety she seeks to carry herself with before the eyes of others.

Kid Quantum controls two of the fundamental forces of reality (mostly) time and space. Jazmin has a natural command of the quantum fields and uses them to create stasis and force fields, null time, and concussive force. As she's gained experience with her powers, Jazmin has become potentially one of the most powerful Legionnaires. Not only can she speed and slow time, she has even used her powers to travel through time. 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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Doctor Midnight

© DC Comics / Used without permission
Origin: Transformed
Real Name: Elizabeth "Beth" Chapel
First Appearance: Infinity #21 [DC Comics December 1985]

ABILITIES


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

Stamina: 8
Determination: 3

SPECIALTIES


Athletics
Martial Arts
Medicine Expert

POWERS

Dazzle Device 5 ["Blackout Bombs"]
Defensive Device ["Body Armor", Damage Resistance] 2
Supersenses 1
       Enhanced Vision [Darkvision: able to see in complete darkness]

QUALITIES


. Blind: Couldn't see in daylight without the aid of special lenses.
. Responsibility of Power.
. A qualified surgeon and medical researcher.

Points: 38


ORIGIN STORY

Beth Chapel is the daughter of a minister and grew up with her four rowdy brothers in Orangeburg, South Carolina. She studied medicine and became the protegée of the noted physician Dr. Charles McNider. McNider believed that Chapel had the potential to become the most brilliant surgeon he had ever known.

McNider was blind in normal light, but he had the superhuman ability to see clearly in darkness ; in his secret identity as JSA member Doctor Mid-Nite he wore goggles with infrared lenses that enabled him to see in normal light as well. Years before he admitted his secret to her, Chapel realized that her mentor was really the renowned costumed super-hero.

Chapel eventually became an intern at Sunset Medical Center in Los Angeles. It was at this hospital, very early in her internship, that she first met members of the super-hero team Infinity, Inc. During the so-called Crisis on Infinite Earths, an earthquake struck L.A., causing a fire at Sunset Medical Center. While saving a patient, Chapel was blinded by the explosion of an oxygen tank.

McNider directed a surgical team in operating on the injured Chapel for five hours, using an ocular implant from her pineal gland. As a result of this unusual procedure, Chapel's vision was partially restored. Although her eyes were now too sensitive to see in normal light, she could see as clearly in darkness as McNider himself could. However, unlike him, she couldn't see in normal light using infrared lenses, and had to wear heavy sunglasses in daylight.

Chapel discovered her ability to see in darkness when she aided the second Hourman in battling some of the Anti-Monitor's Shadow Demons. Wanting to use this power to fight further evils and dangers, Chapel adopted a costume (designed by Hourman) and, in honor of her mentor, took the name Doctor Midnight.

Beth Chapel was one of Infinity Inc.'s 'new' versions of old heroes (joining Rick Tyler & Yolanda Montez) that just didn't pan out. Roy Thomas tried, but honestly, DC Comics destroyed Infinity Inc. for many years, and there was almost no point in using the team until they were far enough away from their All-Star retelling stories that you could just forget about what happened back in those days. The continuity restructuring was just too immense to be putting out books with these guys for a while. It didn't help that some at DC were getting into the 90s 'cool bad-ass heroes' phase. Damn Iron Age of comics! Nevertheless, Chapel has made quite an impact in our games, being our resident doctor (always handy when you're superheroing). 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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Wildcat

© DC Comics / Used without permission
Origin: Birthright
Real Name: Yolanda Montez
First Appearance: Infinity Inc. #12 [DC Comics March 1985]

ABILITIES


Prowess 5 {Good}
Coordination 7 {Incredible}
Strength 5 {Good}
Intellect 4 {Fair}
Awareness 5 {Good}
Willpower 4 {Fair}

Stamina: 9
Determination: 1

SPECIALTIES


Athletics Expert
Art (Writing/Journalism)
Martial Arts
Stealth

POWERS

Leaping 4 {Fair}
Strike ["Claws", Slashing] 5{Good}
Supersenses 2 {Weak}
       Additional Sense [Infravision]
       Enhanced Sense [Smell]
Wall-Crawling 3 {Average}

QUALITIES

. Curiosity killed the cat.
. Legacy of hero: Wildcat.
. Difficult to stay put.

Points: 51


ORIGIN STORY

Maria Montez and her sister were given experimental drugs by the mad gynecologist Dr. Benjamin Love while they were pregnant. Doctor Love kept close tabs on most of his experiments, but lost track of the sisters when they travelled to Mexico. In Mexico, Maria's daughter Yolanda was born on the same day her sister gave birth to Carcharo. Yolanda and her mother returned to America to reunite with Mr. "Mauler" Montez. As a child, Yolanda manifested her superhuman powers, but was unaware of why she was born a mutant. She grew close to her godfather, Ted Grant, who is the mystery man Wildcat, who operated during the 1940s. Years later, Grant was crippled while saving a child. Yolanda assumed his identity to honour her godfather and the principles he represented.

Ted Grant is at first annoyed with this new superheroine, but when he discovered she is his god-daughter, he gave Yolanda his blessing. After a while, she joined Infinity Inc.

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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Jade

© DC Comics / Used without permission
Origin: Birthright
Real Name: Jennifer-Lynn Hayden
First Appearance: All-Star Squadron #25 [DC Comics September 1983]

ABILITIES


Prowess 3 {Average}
Coordination 5 {Good}
Strength 3 {Average}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 6 {Great}

Stamina: 9
Determination: 1

SPECIALTIES


Aerial Combat
Art (Photography) Expert

POWERS

Force Control ["Green Starheart Force"] 7 {Incredible}
       Blast ("Power Pulse")
       Expanded Field
       Force Constructs
Flight 7 {Incredible}
Phasing 4 {Fair}

QUALITIES


. Weakness: Like her father, Jade's powers do not work on wood.
. Mentally connected to her brother, Obsidian.
. Likes to be the center of attention and revels at the publicity surrounding Infinty, Inc.

Points: 67


ORIGIN STORY

Jennie-Lynn Hayden is the daughter of Alan Scott, the original Green Lantern, and Rose Forrest, the original Thorn. Forrest married Scott, and, unknown to him, had twin children Jennie-Lynn and Todd. Fearing her criminal Thorn personality would kill them, Forrest abandoned her children. Each twin was adopted by a different set of foster parents and did not meet until a few weeks before they attempted to join the justice Society of America. Jennie-Lynn had discovered that she could project mystical green energy, which she called her power pulse, from the green birthmark on her palm. Since she had green hair and skin, she used the power pulse to give herself a normal human appearance. Because of the similarity between her power pulse and Green Lantern's power-ring energy, she suspected that he was the father of Todd, who also had super-powers, and herself. The two siblings intended to become super-heroes under the names of Jade and Obsidian. Learning through the power pulse that four young heroes - Fury, Northwind, Nuklon, and the Silver Scarab - had just interrupted a Justice Society meeting to demand to be made members, Jennie-Lynn and Todd went to the meeting to ask that they be inducted, too. They claimed that Green Lantern was their father, but that he did not remember their relationship.

The Justice Society turned down all the applicants, who instead formed their own super-hero organization, Infinity, Inc. Jade revealed her Jennie-Lynn identity at Infinity, Inc.'s first press conference. Shortly thereafter, she and Obsidian met Rose Forrest and sometime later learned that she and Green Lantern were her real parents.

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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