Pages

Random Villainous Motivation

For those Game Masters with problems devising motivations for their impromptu villains, here it is a list to help you out. As always, please feel free to discuss, critique and evaluate in the comments below.

VILLAINOUS MOTIVATION
Roll 2D6 or pick up the one(s) you deem appropriate.

2 Insanity: This villain is insane. Roll again, twisting the result to make it very extreme and deeply irrational. (For example, if you re-roll and get "Carnage", then perhaps the villain wants to destroy the entire world).

3 Vengeance: Something was done to this villain that they think was unjustified. The villain wants to pay back the ones he thinks are responsible.

4 Dystopian: The villain's world-view drives them to establish an evil, oppressive government, religion, or other authoritarian institution.

5 Thrill-Seeker: The villain is mainly driven by the thrill of accomplishing daring crimes.

6 Greed: The villain is overwhelmed by desire for wealth. Even when great wealth is achieved, more must be gained.

7 Anarchist: The villain enjoys inflicting harm on authoritarian institutions.

8 Prejudice: This villain hates and despises some racial or ethnic group, wishing to undo their accomplishments and subjugate them to his/her will.

9 For Hire: The villain has no particular motivation of his or her own. But they've got a reputation for being good at crime, leading other criminals to employ them.

10 Egotist: The villain suffers from the delusion that she has a grand destiny, and deserving of wealth and power.

11 Publicity Seeker: The villain loves to be talked about, to have his picture in the paper, to collect newspaper clippings and watch TV coverage of his own crimes.

12 Carnage: The villain loves to destroy things, preferably ancient, famous, or venerated things.

Read more

Emerald Empress

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

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

Stamina: 11
Determination: * - Villain

SPECIALTIES
Deception Expert
Leadership
Mental Resistance
Occult
Performance

POWERS
Wizardry Device (Magic) ["Emerald Eye of Ekron"] 8
          Blast
          Flight
          Force Field
          Life Support (Breathing, Cold, Eating, Heat, Pressure, Radiation, Toxins, Vacuum)
          Telekinesis
     
QUALITIES
  • Connections: Fatal Five
CHALLENGES
  • Enemies: The Legion of Super Heroes
  • Weakness: Blinding the Emerald Eye leaves the Empress unable to access its powers
  • Weakness: Exposure to Kryptonite can reduce the Emerald Eye’s power ranks and even disable it for a time
Points: 65 (bewildering!)

ORIGIN STORY
Sarya of Venegar discovered the fabled Emerald Eye of Ekron in an ancient ruin and used its power to conquer her homeworld. Ultimately, she was dethroned by a popular uprising, and the Eye’s vulnerability to a glowing green stone. Recruited to fight the Sun-Eater, she eagerly joined the Fatal Five. Ever since, she has sought to increase her own power, even looking to displace Tharok as leader of their alliance, and to reclaim the rulership she feels is hers by right.

(Though magical, the Emerald Eye of Ekron doesn't require the Emerald Empress to speak and gesture; it's more akin to a Cosmic Device, as it has some limitations [see above]. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more

Mordecai

© DC Comics / Used without permission
Origin: Transformed
Real Name: Inapplicable
First Appearance: Legionnaires # 3 [DC Comics June 1993]
                            Character created by
Tom & Mary Bierbaum & Chris Sprouse

ABILITIES
Prowess 4
Coordination 6
Strength 9
Intellect 1
Awareness 2
Willpower 1

Stamina: 10
Determination: * - Villain

SPECIALTIES
Stealth

POWERS
Growth (Permanent) 1
Invulnerability 8
Mind Shield 5
Super-Speed 2
     
QUALITIES
  • Connections: Fatal Five
CHALLENGES
  • Enemies: The Legion of Super Heroes
Points: 42

ORIGIN STORY
Mordecai is a product of Dominators' genetic experimentation. A hulking monster that dwelled in the sewer tunnels on Earth before being recruited by the Fatal Five.

Read more

Persuader

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

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

Stamina: 9
Determination: * - Villain

SPECIALTIES
Acrobatics
Athletics
Deception
Stealth
Weapons (Axe) Mastery
Wrestling

POWERS
Invulnerability Device [Body Armor] 3
Strike Device (Slashing) ["Atomic Axe"] 10
          Conjuration 2 (can be thrown and will return to Persuader's hand)
          Dimensional Travel 8
          Disrupts Illusion 10
       
QUALITIES
  • Connections: Fatal Five
CHALLENGES
  • Enemies: The Legion of Super Heroes
Points: 65 (staggering!)

ORIGIN STORY
The deadliest, and highest-paid, mercenary in the galaxy, the man known only as “the Persuader” acquired his infamous Atomic Axe while climbing the criminal ladder. The weapon is just as legendary as its wielder, capable of cutting through virtually anything, including fields of energy or force. The Persuader is a follower by nature, willing to take on whatever job ensures him the maximum payment and opportunity for mayhem. Thus membership in the Fatal Five suits him just fine.

(As I commented previously, Persuader's Atomic Axe is problematic in a role-playing game, to say the least. I even included a personal version of Conjuration (power created by Joe Bardales) - a sort of Thor's Mjolnir effect or, in more prosaic terms, a boomerang - to it. Each Game Master has to decide how to handle such power without spoiling the game and setting. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more

A role-player's dream... or nightmare?

In my ongoing conversion of some characters from Legion of Super Heroes' universe, I couldn't avoid coming across one of the fiercest enemies they have: Persuader. He's got an Atomic Axe which can cut through anything, with anything being a pretty wide definition in the DC Comics setting. The Atomic Axe is still a close weapon, but it's got several extras to overcome all the weird defenses Persuader's opponents may have (and they have them aplenty). It can cut through tough skin and force fields, affects insubstantial beings, open dimensional rifts. Your best bet is not to get too close.

When it says it can cut through anything, it means anything, the limit being the comic book writer's imagination (or yours, if you're playing against/with him). Persuader can cleave through reality itself with the Axe - slashing pan-dimensional foes or carving out portals to parallel worlds. But he doesn't know what's "behind the curtain" until he actually goes ahead and does it. Maybe, that's why Tharok is there to advise him.

How would you depict the Atomic Axe in your games? A Deus-ex-machina plot device or a weapon clearly depicted in ICONS' terms?

Read more

Mano

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

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

Stamina: 8
Determination: * - Villain

SPECIALTIES
Athletics
Deception
Martial Arts

POWERS
Transmutation 10 [Disintegration, Touch Only]

EQUIPMENT
Containment Suit
            Invulnerability 3
            Life Support 3 (Breathing, Pathogens, Toxins)

QUALITIES
  • Connections: Fatal Five
CHALLENGES
  • Enemies: The Legion of Super Heroes
  • Personal: Mano breathes a poison atmosphere and suffocates in an Earth-normal atmosphere without his containment suit
Points: 45

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.

Read more

Tharok

© DC Comics / Used without permission
Origin: Transformed
Real Name: Tharok
First Appearance: Adventure Comics # 352 [DC Comics January 1967]
                            Character created by 
Jim Shooter

ABILITIES
Prowess 4
Coordination 4
Strength 3 / 7 (representing the strength with the left side of his body only)
Intellect 9
Awareness 5
Willpower 7

Stamina: 14
Determination: * - Villain

SPECIALTIES
Computers
Deception
Electronics
Leadership
Mechanics
Mental Resistance
Military
Pilot
Science (Archeology)
Science (Astronomy)
Science (Biology)
Science (Chemistry)
Science (Physics)
Science (Radiology)
Science (Sociology)

POWERS
Blast (Laser Vision) 4

QUALITIES
  • Connections: Fatal Five
CHALLENGES
  • Enemies: The Legion of Super Heroes
  • Personal: Strange appearance (Tharok is a cyborg)
  • Personal: Irrational attraction to trying to make his mechanical half look normal
Points: 55 (startling!)

ORIGIN STORY
Tharok was a criminal on his native planet of Zadron. During one of his crime activities, he tried to steal a nuclear device that detonated when he was caught by an officer of the Science Police. Unfortunately for Tharok, that officer shot a blast which caused the detonation and it destroyed the complete left side of his body. Miraculously, Tharok remained alive and he was rushed to the nearest medical center. The doctors and scientists there quickly replaced his missing left side with a robotic component. The procedure was rushed because they feared they would lose Tharok's life. When Tharok revived, he found himself significantly smarter, thanks to his half-robotic brain. Unfortunately, the life-saving procedure also caused Tharok to look like a monster and his appearance gave him nothing but anguish.

Tharok continued in his life of crime, though significantly more successful thanks to his robotic components and new-found intelligence. However, he was eventually caught by some officers of the Science Police and was about to head to prison when Cosmic Boy of the Legion Of Super-Heroes arrived with a full pardon if he joined him in defeating a galactic menace known as the Sun-Eater. The Legion of Super-Heroes were forced to find the aid of four other super-criminals with enough power to defeat the Sun-Eater. The five criminals, with Tharok as their leader, became known as the Fatal Five.

The Fatal Five and the Legion of Super-Heroes effectively defeated the Sun-Eater. While they received their pardon for past crimes, the Fatal Five felt that their group was powerful enough to rule the galaxy. Somehow Tharok's robotic mind was able to control the powerful Validus, which cemented his leadership with his fellow criminals. They've fought against the Legion of Super-Heroes several times when they tried to gain control of the universe, and Tharok often found defeat at their hands. Besides being obsessed with ruling the galaxy, Tharok also became obsessed with making the left side of his body more human-like.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more

Host

© DC Comics / Used without permission
Origin: Artificial
Real Name: Inapplicable
First Appearance: Superman (second series) #5 [DC Comics May 1987]
                            Character created by
John Byrne

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

Stamina: 13
Determination: * - Villain

SPECIALTIES
Philosophy
Trivia (H'vl'ler'ni History)

POWERS
Blast (Laser) 6
Flight 5
Growth (Permanent) 3
Invulnerability 8
Life Support (All) 10

QUALITIES
  • Connections: H'v'ler'ni race
CHALLENGES
  • Enemies: Superman
  • Personal: Host is a gigantic robot body holding the minds of 500 H'v'ler'n 
  • Personal: Host's power geometrically increases according to the number of minds it holds
Points: 65 (impressive!)

ORIGIN STORY
Five hundred thousand years ago, the city state of A'r'ven stood in a mountainous region of what is now South America. A'r'ven was the home of the H'v'ler'ni, a race of beings who had created a highly advanced civilization while the rest of humanity remained at a primitive level. The origin of the H'v'ler'ni and the reason why they advanced culturally so much more quickly than Earth's other human beings are as yet unknown.

In at least some areas, H'v'ler'n science and technology were advanced beyond the levels that exist on Earth today. The Science Council, comprising the leading H'v'ler'n scientists, held great authority in A'r'ven. The H'v'ler'ni kept primitive human beings as slaves.

The H'v'ler'ni were remarkable for their superb physical condition. However, remaining in their city state amidst the rarefied air of the Andes Mountains, the H'v'ler'ni were isolated from the rest of the world. This isolation would prove to be their downfall.

The H'v'ler'ni thrived for ten centuries, but then were suddenly struck by a terrible plague. Within days, forty thousand H'v'ler'n died from the disease. During the past ten centuries the bodies of the H'v'ler'ni had been free of disease-carrying micro-organisms due to their city's isolation. But now, as the Science Council discovered, the H'v'ler'ni had been infected by germs carried by their primitive slaves. The slaves had an immunity to the germs, but the H'v'ler'ni did not. The H'v'ler'ni slaughtered all the slaves, but did so too late to safeguard the surviving H'v'ler'ni as long as they lived on Earth.

Hence, the Science Council decided that the H'v'ler'ni should leave Earth to avoid further infection. Twenty million of the race did so, existing in suspended animation as they journeyed in a great spacecraft. The fate of these H'v'ler'ni is as yet unknown.

But five hundred H'v'ler'ni remained on Earth. They transferred their minds into a gigantic robot body, known as Host, which would monitor the cultural development of other humans. When the latter achieved a level of technology approaching that of the H'v'ler'ni, then the H'v'ler'n minds inside the Host would take over the bodies of living humans who were naturally immune to many disease germs. The H'v'ler'ni would then take over the world.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)


Read more

New Specialties: Philosophy and Boomerangs

These two are specialties that are not so often found in most games, but around here, in my games, they are surprisingly habitual, and both for villains. The first, Philosophy, serves the villains well as they love to gloat they are smarter than the heroes (and most of villains are). The second has been the trademark weapon of some infamous characters, mostly from DC Comics (has anyone recalled Flash's Rogue, Captain Boomerang?).

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

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

BOOMERANGS
Small objects which are thrown to inflict damage and then somehow return to the thrower's hand. You can catch your boomerang without fear of damage.

Read more

Polar Boy

© DC Comics / Used without permission
Origin: Birthright
Real Name: Brek Bannin
First Appearance: Superboy # 216 [DC Comics April 1976]
                            Character created by
Edmond Hamilton and John Forte

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

Stamina: 8
Determination: 2

SPECIALTIES
Leadership
Martial Arts
Power Expert (Elemental Control)

POWERS
Elemental Control (Ice) 9
               Attack (Blast)
               Create
               Paralysis
Resistance (Heat) 7
Resistance (Fire Attacks) 3

EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes, Legion of Substitute Heroes
  • Motivation: Polar Boy isn't a show off, but he wants to be regarded as competent and skilled and works hard to achieve that
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru, Dominators
  • Personal: Polar Boy is determined and tenacious. He never gives up once he sets his mind to something... which can also make him seem stubborn
Points: 55 (impressive!)

ORIGIN STORY
Brek Bannin grew up on Tharr, the hottest world in the United Planets with human habitation. The descendents of the original colonists developed the ability to generate intense cold to combat the overwhelming heat of their home world. Taking the codename Polar Boy, Brek was the youngest person ever to try out for Legion membership, but was rejected because he lacked control over his powers. Rather than feeling rejected, Brekk formed his own team, becoming the founder and first leader of the Legion of Substitute Heroes. These Substitute Heroes often lent aid to the Legion of Super Heroes, but were disbanded when Polar Boy was successful in his bid to become a Legionnaire. Despite his youthful exuberance, Polar Boy proved to be a useful member of the LSH, which resulted in him serving a number of terms as a competent and resourceful leader. A compassionate and friendly man, Polar Boy is deeply dedicated to his teammates and is a quick, strategic thinker.

Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)


Read more

Tyroc

© DC Comics / Used without permission
Origin: Birthright
Real Name: Troy Stewart
First Appearance: Superboy # 216 [DC Comics April 1976]
                            Character created by 
Cary Bates and Mike Grell

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

Stamina: 9
Determination: 1

SPECIALTIES
Martial Arts
Power Expert (Elemental Control)

POWERS
Elemental Control (Sound) 10
               Attack (Blast)
               Deafen
               Flight
               Force Field
               Paralysis ["Gut-wrenching vertigo"]
               Telekinesis
               Teleportation

EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes, Marzal Dimension
  • Motivation: Tyroc recognizes that his powers come with a duty to help others, especially the people of Marzal
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru
  • Tyroc is very self-assured and can be difficult to get along with
  • Weakness: All of Tyroc’s powers emanate from his ability to scream. Anything that prevents that effectively makes him powerless
Points: 90 (astonishing!)

ORIGIN STORY
Troy Stewart was the resident super hero of the land of Marzal, on an alternate Earth. The island, near the coast of Africa, was populated during the sixteenth century by escaped slaves. Unbeknownst to its new inhabitants, Marzal had a transitory existence, remaining on Earth for a number of years and then fading into a dimensional limbo for two hundred years before shifting back to another alternate Earth in the same physical location. Despite often being separated from the rest of the universe, the inhabitants built an advanced civilization on the island. Troy first manifested his unique reality-altering yell after being attacked by a demon during Marzal’s most recent period in Limbo. Troy took the name Tyroc, which in his native language means “Scream of the Devil,” and became Marzal’s champion.

Tyroc first met the Legion when some of its members responded to an emergency on Marzal shortly after it had faded into this universe. At first he resisted their offers of assistance, but he came to respect the Legion and accepted their aid. Tyroc joined the team, becoming the first black member of the Legion of Super-Heroes.

Tyroc’s arrogant attitude marred his term as a Legionnaire and he often found himself conflicted between his loyalties to the Legion and to Marzal. When it was discovered that Tyroc’s yells had shortened the amount of time that Marzal could remain in this Earth’s dimension, he chose to remain with Marzal as its protector as it returned to Limbo.

Recently reappearing, Tyroc has gained further control of his reality-altering yell, and has been an active Legion member.

(A token of a pitiful mentality era, Tyroc, nevertheless, is a powerful character - just look how many points he uses! Imposed by DC Comics' editors by the time, as depicted humorously here, he was hated by many LSH creators, including Jim Shooter and Paul Levitz - nothing to say of his own co-creator, Mike Grell. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more

Starman

© 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
Coordination 4
Strength 3
Intellect 3
Awareness 4
Willpower 4

Stamina: 7
Determination: 4

SPECIALTIES
Martial Arts
Pilot
Trivia (Sports)

POWERS
Alteration Ray 10 (Density increase without increasing target's strength)
Density 7
Resistance 5 (Energy Attacks)
 
EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes
  • Motivation: Starman has an adventurous spirit and rarely turns down the opportunity for a bold quest or a dare to overcome some daunting challenge, as long as these tasks are noteworthy, risky, and exciting 
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru
Points: 47

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.

(Alteration Ray's Density was tailored made for this character; or, would it be the other way around, the Density Ray being created just because Starman? Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more

Common Weights for Magnetic Control

In the ICONS Superpowered Roleplaying Game core book, the ability to lift things (physically and telekinetically) is based on your strength level. When we are dealing with Elemental Control (Magnetic), because of the particularities of the power (ferrous metals), some degree of particularization can come in handy (also, to avoid the endless discussions about the weight of some metallic objects). Consider this a Game Master tool.

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

Here are the weights of some common metallic objects you can move with Elemental Control (Magnetic) and the power level you need to do so.

Power Level    Weight                               Object
   1                   50 lb. to 100 lb.                   From 12-foot I-beam to a keg of nails
   2                   200 lb. to 400 lb.                 From an anvil to full steel barrel
   3                   800 lb. to 1,600 lb.              From a motorcycle to a compact car
   4                   1,5 tons to 3 tons                From a luxury car to a van
   5                   6 tons to 12 tons                 From a subway car to a fighter jet
   6                   24 tons to 50 tons               From an armored carrier to a tank
   7                   100 tons to 200 tons           From a cargo jet to a 747 airplane
   8                   400 tons to 800 tons           From a drilling rig to a small bridge
   9                   1,600 tons to 3,200 tons      From a naval destroyer to a freight train
  10                  6,400 tons to 12,5 kilotons   From a cargo freighter to a naval cruiser

Read more

White Witch

© DC Comics / Used without permission
Origin: Transformed
Real Name: Mysa Nal
First Appearance: Adventure Comics # 350 [DC Comics November 1966]
                            Character created by
E. Nelson Bridwell and Curt Swan

ABILITIES
Prowess 3
Coordination 5
Strength 3
Intellect 4
Awareness 5
Willpower 7

Stamina: 10
Determination: 1

SPECIALTIES
Occult Mastery
Power Expert (Magic)
Sleight of Hand
Stealth

POWERS
Wizardry 7 (Magic)
       Blast (Force)
       Elemental Control (Weather)
       Force Field
       Telekinesis
       Teleportation
   
EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes, Dreamer (sister)
  • Motivation: White Witch believes she should use her abilities to help others
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru
  • Weakness: Must memorize the spells before she can use them
Points: 41

ORIGIN STORY
Mysa Nal is the sister of fellow Legionnaire Dreamer and daughter of former High Seer of Naltor Kiwa Nal. Like Dreamer, she is a native of the planet Naltor, where nearly everyone has the power of precognition; however, unlike most Naltorians, Mysa cannot foresee the future. To compensate for her inability to see the future, Mysa trained in the mystic arts on the planet Zerox, known as the 'Sorcerer's World', under the tutelage of five instructors (each having their own specialty - Air, Earth, Fire, Light and Water) and became an accomplished sorceress instead. Mysa showed a remarkable aptitude for magic and easily excelled in her studies — much to the chagrin of the envious Mordru. Originally, she had red hair, but as she trained in magic, her hair and skin became chalk white and her eyes darker. This change happened gradually after Dream Girl freed her from the "Hag" guise.

She first appeared in Adventure Comics #350 as the Hag, an apparently ancient magic user and an agent of the villainous Prince Evillo. When the Legion fought Evillo, two mysterious "new" members, "Sir Prize" and "Miss Terious", (actually Star Boy and Dream Girl) cast a spell that restored her to her true form. It was later revealed that this transformation had been worked by the villainous wizard Mordru.

She joined the Legion after helping them defeat Darkseid in the famous Legion story, the Great Darkness Saga. Mysa proved herself a valuable member, often coming to member's aid with a handy spell or two. One feature that set the White Witch apart from the typical comic book sorcerer was a specific limitation on her spell-casting ability; she could only memorize a few spells at a time. Unlike characters like Dr. Strange or Dr. Fate, Mysa required study before casting a spell. Furthermore, she could only commit a few to memory at a time.

Read more

Kinetix

© DC Comics / Used without permission
Origin: Unearthly
Real Name: Zoë Saugin
First Appearance: Legion of Super Heroes (vol.4) #66 [DC Comics March 1995]
                            Character created by 
Tom McCraw, Mark Waid and Lee Moder

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

Stamina: 9
Determination: 5

SPECIALTIES
Medicine
Occult
Pilot
Power Expert (Animation)
Science (Archaeology)
Trivia (Fashion)

POWERS
Animation 9

EQUIPMENT

QUALITIES
  • Attractive
  • Connections: The Legion of Super Heroes
  • Motivation: Kinetix  is eager to use her abilities to help others
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru
Points: 41

ORIGIN STORY
There is no shortage of power-hungry people in the universe. But few desire power for unselfish purposes. Fortunately, Zoë Saugin is one such seeker.

She first quested for power when her archaeologist mother fell ill, in order to heal her. She found it in the Moon of Kol, an artifact that her mother had once unearthed. From then on, she found that magical objects lent her the power to animate unliving objects, an ability that her mother has found useful on countless occasions, sparing her the tedium of digging for her artifacts, and which had been brought about by her mother's own use of a mystical object to heal the dying witch Mysa.

But Zoë was aware of a greater need for help, of suffering beyond her immediate family that needed to be alleviated. To this end, she constantly sought more objects of magical power. This search continued even after her home planet's ruling council drafted her to represent it in the Legion of Super-Heroes as Kinetix. On one such foray, she took along Shrinking Violet, who she adopted as her best friend upon joining the Legion, and the two of them found the Star of Akkos, an object which, contrary to Zoë's desires, drained her power rather than increased it, part of a plan by Mysa to enlist Kinetix in her service. Since the political implications of removing someone from the Legion would be disastrous, Legion leader Cosmic Boy sent her on temporary leave while she looked for new powers, also as Mysa had planned.

Her search was nearly the end of her when the White Triangle Daxamites began destroying stargates, one of which she was supposed to use to reach her destination... but she found a planet to land on and was rescued by Mysa, who did not reveal to her their previous connection. Mysa trained her in magic and attuned her body to a magical artifact called the Emerald Eye, for which she wished Kinetix to search. When the training period was completed, Mysa transformed Zoë's body into that of a mystical creature, with pointed ears and a tail, and sent her off to search for the Eye. The search has brought her back into contact with her fellow Legionnaires, since Shrinking Violet (unbeknownst to all) possessed the Eye (or perhaps vice versa), a fact that was horrifically revealed to her some time later. While the entire Legion was in possession of the Eye, Kinetix attempted to take control of it herself, but was unable to break its strong link to Violet, and ended up drained of energy.

She was restored to vitality when the Eye sent a number of Legionnaires and others to the twentieth century, but her failure to capture the Eye has since came to Mysa's attention, and Mysa teleported her, her family and some other Legionnaires to Zarrox to punish her. Thanks to Zoë's mother, the connection between them was revealed, and, finally acknowledging the debt she owed her, Mysa restored Zoë to the way she was prior to their first meeting. Mysa still had her eye on Zoë, though, and it was to Zoë she turned to enlist the Legion's aid in fighting Mordru, a foe the Legion was already committed to dealing with.

(One of the most modern Legion of Super Heroes recruits, Zoë has been pegged by many readers as a post-Zero Hour version of Life Lass, a fairly minor character who was one of the Heroes of Lallor before the Reboot. Plus, her name ("Zoë") means 'life').

Read more

Dawnstar

© DC Comics / Used without permission
Origin: Birthright
Real Name: Dawnstar
First Appearance: Superboy & Legion of Super Heroes# 226 [DC Comics April 1977]
                            Character created by 
Paul Levitz and Mike Grell

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

Stamina: 8
Determination: 3

SPECIALTIES
Aerial Combat Master
Investigation
Martial Arts
Power (Telelocation) Master

POWERS
Detection 10 (Telelocation)
Extra Body Parts 10 (Wings; Flight is superluminal in vacuum of the space)
Life Support 4 (Airlessness/Breathing, Cold, Radiation, and Vacuum)

EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Dark Circle, Dominators, Bounty
  • Personal: Dawnstar often comes across as stuck-up or aloof
Points: 60 (amazing!)

ORIGIN STORY
Dawnstar embodies the result of a spiritual and technological journey of many centuries. American Indians chose to emigrate from Earth in the 23rd Century in search of a spiritually pure and physically unspoiled new home. Their spacecraft arrived, after a journey of decades, on an uninhabited planet they called Starhaven, near the core of the Milky Way galaxy. 

The emigrants wanted to live among their new home's woodlands, plains, and deserts without overly disturbing the land. Genetic engineering research was conducted to this end during and after their space journey. It resulted in the Starhavenites being given working feathered wings that moved both air and energy, and which allowed them to fly freely around the skies of their planet. 

Genetic research later enabled them to travel in the vacuum of space without the need for protective suits or spacecraft. Later generations could travel beyond the speed of light, creating or using space warps. Dawnstar was the result of even more refined effort, giving her a resistance to space hazards, and intense tracking abilities that enabled her to find lifeforms across even light-years of open space. 

The Starhavenites chose to avoid galactic entanglements, and declined to join the United Planets, but their peaceful isolation still required a minimal defense ability. Money for this had to be earned by those who worked off-planet. 

Young Dawnstar spent her late-childhood and early-teen years working as a guide for spaceships through hazardous areas of space. At fifteen, her talents brought her to the attention of R.J. Brande, who had founded the Legion of Super-Heroes. She resisted his invitation to join the Legion Academy, since it meant giving up her other income, but she acquiesced when Brande promised her a stipend that would be sent to her home planet. 

Upon joining the Academy, Dawnstar remained dubious about the Legion and its aims, and resisted undergoing the training that shaped the students into working as a team. Yet she had the constant encouragement of Wildfire, who oversaw the Academy. After a rescue from severe danger by several of her fellow students, including her roommate Laurel Kent, she saw more value in the Legion idea, was less concerned with the aspect of money, and excelled at further training. 

Wildfire brought Dawnstar to the attention of the full Legion when the murderous Resource Raiders eluded all attempts at tracking and capture. She led a Legion team across the solar system and back to Earth in successfully finding and removing the threat. For her valorous assistance and skill when under fire, she was offered Legion membership "on the battlefield," a rare honor.

(One of fan favourite characters from Legion of Super Heroes, Dawnstar's tracking powers raised the bar in terms of Detection powers in comics. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends).

Read more

Rethinking Powers: Detection (Telelocation)

The ICONS Superpowered Roleplaying Game core book says that the list available for Detection stunts is, by no means, a complete listing of available Detection powers. It even says that players wanting a form not listed should be encouraged to discuss the idea with their Game Master. One of these powers is the ability to locate and track any type of object or life form. Legion of Super Heroes' Dawnstar and Mwindaji have this power, as well as DC's Lobo.

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

TELELOCATION
Detection Stunt
You can locate a specific target and get a sense of that being’s location. You may not know exactly where the target is, but your power sends you in the right direction. Any Mind Control or Telepathy powers can affect your tracking at greater distances. Range, centered on you, is determined by your power level.

(Thanks to Soylent Green and Cameron Mount for the input on this one).

Read more

XS

© DC Comics / Used without permission
Origin: Birthright
Real Name: Jenni Ognats
First Appearance: Legionnaires # 0 [DC Comics October 1994]
                            Character created by
Tom McCraw and Jeff Moy

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

Stamina: 7
Determination: 1

SPECIALTIES
Martial Arts
Pilot

POWERS
Blast (Wind) 3 [Affects everyone in close range]
Resistance (Cold) 5
Resistance (Friction) 7
Resistance (Heat) 7
Super-Speed 10
          Defending
          Fast Attack
          Phasing
          Surface Speed

EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes, Flash, Speed Force
  • Motivation: XS  believes she should use her abilities to help others
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru, Dark Circle, Dominators
Points: 60 (amazing!)

ORIGIN STORY
Despite being the granddaughter of Barry Allen (the Flash) and the daughter of Dawn Allen (one of the Tornado Twins), Jenni Ognats did not at first display any signs of super-speed. However, the Dominators, knowing her family heritage, captured her. At the sight of seeing her father, (Jeven Ognats) tortured, her latent super-speed powers activated. She managed to escape with her father before stray fire from the Dominators caused their base to explode.

After this, she checked herself into a laboratory to help her learn to coordinate herself at super-speed. Once she learned control, she was drafted into the Legion of Super-Heroes. She eventually learned to overcome her initial fear and nervousness, while she developed crushes on Cosmic Boy and, later, M'Onel, and eventually dated Dyrk Magz.

During the Legion's first trip to the 20th century, XS was separated from them. She met her cousin Bart Allen (Impulse), becoming a good friend. She revealed how she was participating in an archeological dig in the future. XS fought side by side with Impulse and other speedsters during the events of Dead Heat. Afterwards, the 27th century Flash fixed her grandfather's cosmic treadmill, enabling her to go home. Unfortunately, she overshot, encountering two further future incarnations of the Legion before returning. Impulse left her a goodbye note in the building she was participating in excavating.

XS was one of the Legionnaires left behind after many of her teammates were lost, causing the team to be forcefully disbanded. She traveled to Xanthu with her teammate Star Boy, where she found herself caught in a war between Xanthu and Robotica. While the two Legionnaires managed to save millions of lives by distracting Robotica long enough for the surviving Xanthians to escape off-planet, the two remained trapped there for months thereafter, until rescued by their returned teammates.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more

Umbra

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

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

Stamina: 8
Determination: 1

SPECIALTIES
Martial Arts Expert
Stealth

POWERS
Elemental Control (Darkness) 9
              Attacking
              Creating
              Defending [Resistance to Heat, Sound and Radiation]
Supersenses 1 [Additional Sense: "Darkvision", ability to see in total darkness]

EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes, Seven Tribes of Talok VIII
  • Motivation: Umbra was given her powers to act as protector and champion of her people
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru, Dark Circle
Points: 50 (astonishing!)

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

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

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more

Projectra

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

ABILITIES
Prowess 4
Coordination 4
Strength 3
Intellect 4
Awareness 5
Willpower 7

Stamina: 10
Determination: 2

SPECIALTIES
Martial Arts
Mental Resistance Expert
Occult

POWERS
Illusion 9
Postcognition 2 (Unreliable)
Supersenses 8
          Additional Sense ["True Sight"]
          Enhanced Sense ["Radius Vision"]
          Enhanced Sense ["Accurate Hearing"]
          Enhanced Sense ["Infravision"]
          Enhanced Sense ["Penetration Vision"]
          Enhanced Sense ["Microscopic Vision"]
          Extended Sense ["Ultra Hearing"]
          Extended Sense ["Ultra Vision"]

EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes, Orando Council of Orakills, Sorceror's World
  • Queen of Orando
  • Motivation: As royalty, Projectra sees it as her responsibility to help others. Later, she helps as penance for taking Nemesis Kid’s life
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru, Dark Circle
Points: 50 (astonishing!)

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 see at incredible distances, see through solid objects, discern illusions from reality, and even occasionally part the veils of time and death. During this period of her career, Projectra uses her illusion powers subtly, to obscure or block opponents’ senses, project areas of darkness, or to startle and disorient her foes.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more

Rethinking Powers: Supersenses (True Sight)

Continuing my task of converting the Legion of Super Heroes members into ICONS format, I had to face Projectra's powers. One of them, Illusion, is pretty easy. The other, the ability to see the true image of any object or person, bypassing disguises or concealment, was trickier. It's an additional sense, but it isn't depicted on the ICONS Superpowered Roleplaying Game core book, thus I decided to write it down.

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

TRUE SIGHT
Supersenses Stunt (Additional Sense)
You see the true image of any object or person, bypassing disguises or concealment. Your power penetrates any means of hiding something's true nature, whether physical, psychic, illusionary, or magical. This power may be used only on one target at a time, but it's great for finding that secret door to the villain's lair, or spotting the Shapeshifter in the crowd.

You automatically see through any Chameleon, Illusion, or Transformation effect, see the true form of any disguised creature (including traits that grant a disguise bonus), and see any deliberately hidden or concealed item (secret door, hidden panel, etc.), although the Game Master may require you spend a Determination point to detect the latter.

Read more

Chameleon

© 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 5
Coordination 5
Strength 4
Intellect 4
Awareness 5
Willpower 5

Stamina: 9
Determination: 4

SPECIALTIES
Deception
Investigation Expert
Martial Arts
Performance Expert
Stealth Master

POWERS
Detection 5 (His antennae can read a target’s molecular structure for later reproduction)
Transformation 8 (Not able to reproduce certain complex functions of a particular shape)
           Growth
           Shrinking
           Stretching

EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes, Brande Industries
  • Motivation:  Uphold the greater good
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru, Dark Circle
  • Weakness: Gross physical traits of the assumed form and cannot reproduce an individual’s powers or complex mechanisms
  • Weakness: Binding his antennae keeps Chameleon from using his Detection powers
  • Weakness: Being sprayed with cancelite or exposed to large amounts of high radiation nullifies Reep’s Chameleon power and freezes him in the shape he was in for one scene
Points: 50 (awesome!)

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.

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.)

Read more

Timber Wolf

© DC Comics / Used without permission
Origin: Transformed
Real Name: Brin Londo
First Appearance: Adventure Comics #327 [DC Comics December 1964]
                            Character created by 
Edmond Hamilton and John Forte

ABILITIES
Prowess 7
Coordination 8
Strength 7
Intellect 3
Awareness 6
Willpower 5

Stamina: 12
Determination: 1

SPECIALTIES
Acrobatics Master
Investigation
Martial Arts Master
Stealth
Nature

POWERS
Danger Sense 8
Regeneration 4
Strike (Slashing) ["Claws"] 4
Super-Speed 5
          Fast Attack (2 attacks per panel)
Supersenses 4
          Enhanced Hearing ["Ultrasonic Hearing"]
          Enhanced Smell ["Accurate Scent"]
          Extended Smell ["Acute Scent"]       
          Extended Sight ["Low-light vision"]

EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes
  • Motivation:  Timber Wolf believes he has a  responsibility to use his powers to help others, even if he denies it
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru, Dark Circle
  • Personal: Timber Wolf has no use for caution. He often speaks or acts before thinking
  • Personal: Timber Wolf Timber Wolf has an animalistic temper and can explode into a berserk fury
Points: 70 (staggering!)

ORIGIN STORY
Born on the low-tech planet of Zoon, Brin received his powers as the result of one of his father’s experiments. On his father’s death, Brin was misled into believing that he was an android. Taking the name Lone Wolf, Brin performed a number of heroic deeds and was approached by the Legion for membership, but he declined. Aided by Gossamer (Ayla Ranzz), Brin was cured of his delusional belief, and after a period of recovery he entered the Legion Academy as one of its first trainees. After a successful mission infiltrating the Legion of Super-Villians, Brin adopted the name Timber Wolf and was inducted as a full member of the Legion of Super-Heroes.

Though Timber Wolf has some animal-like qualities, he is not a mindless berserker. He can be quick to anger, and is not afraid to speak his mind regardless of the consequences. He is the least educated of the Legion members, but he brings an instinct and common sense to the team that often enables him to see things in a clearer light than his more sophisticated teammates.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more

Blok

© DC Comics / Used without permission
Origin: Birthright
Real Name: Blok
First Appearance: Superboy & Legion of Super-Heroes #253 [DC Comics July 1979]
                            Character created by
Gerry Conway and Joe Staton

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

Stamina: 12
Determination: 1

SPECIALTIES
Mental Resistance Mastery
Wrestling

POWERS
Invulnerability 8
Resistance 8
          Afflictions
          Cold
          Corrosives        
          Energy
          Fire
          Heat
          Radiation

EQUIPMENT

QUALITIES
  • Connections: The Legion of Super Heroes
  • Motivation: Blok believes he should use his abilities to help others
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Mordru, Dark Circle, the Dark Man
  • Personal:  Blok can probably be broken, just as a regular rock can, but chances are he is more durable. His massive size also makes him slow and sometimes clumsy. His large fingers also make it difficult to pick objects or use small electronic devices needing small fingers.
Points: 95 (breathtaking!)

ORIGIN STORY
On the planet Dryad, Blok's people kept their existence secret from the human colonists until Blok's curiosity led him to expose himself as a living, sentient creature. He helped found the League of Super-Assassins along with five human survivors of Dryad after being convinced the Dark Man that Legionnaires had been responsible for that planet's destruction. The League of Super-Assassins' attack on the Legion ended in their defeat and capture. Blok, after realizing he had been tricked, was the only one of the League to assist the Legionnaires against the Dark Man, after which he became a member. While he still grieves for Dryad, he knows his people will regrow their bodies when their remains reach a world capable of sustaining their silicon-based life.

His innate curiosity led him to the Legion's archives in an attempt to study and understand these fascinating characters from many worlds. He can be found at any large Legionnaire gathering, there to constantly examine and study humanoid relations. He has developed a special friendship with the White Witch and appears to have a crush on her. His imposing physical appearance causes many newcomers to be a little intimidated by him until his stiff but charming manner wins them over. Although far older chronologically than any other Legionnaire, he is just barely into adolescence by his race's standards. He has adopted the role of Legion archivist, and any new Legionnaire or Academy student benefits from time spent with his recorded observations.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more

New Specialties: Trivia and Tracking

Once more, here I come with new additions to the Specialties list. In my games, these ones tend to appear every so often, thus their inclusion here.

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

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

TRACKING
In Villainomicon, it's mentioned one Specialty called Nature, which deals with tests involving the wildnerness, including tracking and survival. But tracking is not a given thing. As the art of following prey through any environs, you have Awareness +1 to catch the track, and then doesn't need to try further tests unless there is a chance of losing the track. Distractions  rivers, perfume, factories, crowds, and so forth  require new tests.

(Re-edit after the pertinent input from jaerdaph).

Read more

Saturn Girl

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

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

Stamina: 11
Determination: 1

SPECIALTIES
Acrobatics
Athletics
Investigation Expert
Martial Arts Expert
Pilot

POWERS
Mental Blast 6
Mind Shield 6
Telepathy 9
          Mind Link
Telekinesis 1
         
EQUIPMENT
Legion Flight Ring

QUALITIES
  • Connections: The Legion of Super Heroes
  • Motivation: Saturn Girl believes she should use her abilities to help others
  • The most often entrusted with keeping her teammate’s secrets
CHALLENGES
  • Enemies: Fatal Five, Legion of Super Villains, Lightning Lord
  • Personal: Saturn Girl is willing to sacrifice herself and her own well-being for those she cares about
Points: 60 (awesome!)

ORIGIN STORY
Imra Ardeen was born on Saturn’s moon, Titan, a talented telepath from a race of mind readers. She left home as a teenager to attend the Science Police Academy, traveling to Earth on board a star-liner alongside wealthy industrialist R.J. Brande, Garth Ranzz and Rokk Krinn.

Imra’s telepathic abilities alerted her to a plot to assassinate Brande, and her warning enabled Ranzz and Krinn to use their powers of lightning and magnetism to help save the industrialist’s life and capture his assailants. Inspired by stories of heroes from a thousand years previously, R.J. Brande encouraged his three young rescuers to form the Legion of Super-Heroes, and Imra adopted the codename Saturn Girl.

Saturn Girl is the heart of the Legion. From the earliest days of the team, she served as a kind of mother figure, and has always believed in her teammates more than anyone else, including themselves. She also believes in the Legion and its cause more than anyone. With her power to see past the way people behave on the surface, Saturn Girl knows that in a cosmos plagued by political and social conflict, people are people and things can change. She’s smart, determined and has an almost unbreakable will.

She is one of the most intelligent and perceptive members of the Legion and, because of her mental powers, the most often entrusted with keeping her teammate’s secrets. Her strength of will has enabled her to resist minds as powerful as Universo and to stand up to Darkseid himself.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends.)

Read more