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

Stamina: 9
Determination: * - Villain

SPECIALTIES


Leadership
Mental Resistance
Occult
Performance

POWERS


Cosmic Power Device ["Emerald Eye of Ekron", which is Invulnerable] 8 {Amazing}
       Blast (Blasting)
       Flight
       Force Field
                        

QUALITIES


. Blinding the Emerald Eye leaves the Empress unable to access its powers.
. Exposure to Kryptonite can reduce the Eye’s power and even disable it for a time.
. Superiority Complex. 

Points: 65


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 is more akin to a Cosmic Control device. 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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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 5 {Good}
Coordination 5 {Good}
Strength 6 {Great}
Intellect 3 {Average}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 10
Determination: * - Villain

SPECIALTIES


Weapons (Axe) Expert
Wrestling

POWERS


Damage Resistance Device [Body Armor] 3
Strike Device (Slashing) ["Atomic Axe"] 10
          Affects Incorporeal
          Dimensional Travel ["Gateway"]
          Resistance to Illusion [Disrupts Illusion]
          Summoning [Can be thrown and will return to Persuader's hand]
       

QUALITIES


. The deadliest and highest-paid mercenary in the galaxy.
. Follower, not a leader.
. Dastardly and merciless. 

Points: 73


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. In the first version, I included a personal version of Conjuration (a power created by Joe Bardales) - a sort of Thor's Mjolnir effect or, in more prosaic terms, a boomerang - to it. Using the updated rules from ICONS Great Power book, I changed it to Summoning. Game Masters are entitled to decide how to handle such power without spoiling their games and settings. 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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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 {Fair}
Coordination 4 {Fair}
Strength 3 / 7 (Strength with the left side of his body only) {Average/Incredible}
Intellect 7 {Incredible}
Awareness 6 {Great}
Willpower 6 {Great}

Stamina: 13
Determination: * - Villain

SPECIALTIES


Leadership
Mental Resistance
Science Master
Technology Expert

POWERS


Blast (Laser Vision) 4
Interface 5
Mind Shield 6

QUALITIES


. Eidetic Memory (Perfect recalls everything he's experienced)
. Always a Plan B
. Cyborg: effects that work on machines can affect him as well. 

Points: 56


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. 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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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 {Average}
Coordination 2 {Poor}
Strength 8 {Amazing}
Intellect 6 {Great}
Awareness 5 {Good}
Willpower 6 {Great}

Stamina: 14
Determination: * - Villain

SPECIALTIES


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

POWERS


Blast [Laser] 6 {Great}
Damage Resistance 8 {Amazing}
Flight 5 {Good}
Growth [Limit: Permanent] 3 {Average}
Life Support [All] 10 {Supreme}

QUALITIES


. Last survivors of H'v'ler'ni race.
. Power geometrically increases according to the number of minds it holds.
. World domination. 

Points: 65


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

Stamina: 8
Determination: 1

SPECIALTIES


Leadership
Martial Arts

POWERS


Cold Control 8 {Amazing}
       Binding (Ice)
       Blast (Ice)
       Cold Resistance
       Heat Resistance
       Ice Constructs

EQUIPMENT


QUALITIES


. Motivation: Recognition.
. Driven.
. Connection: Legion of Substitute Heroes 

Points: 65


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.

Polar Boy isn’t a show off, but he wants to be regarded as competent and skilled and works hard to achieve that. He is also determined and tenacious. He never gives up once he sets his mind to something... which can also make him seem stubborn. Despite his powers, Brek seems to be highly susceptible to catching the common cold.

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

Stamina: 9
Determination: 1

SPECIALTIES


Area ["Marzal"]
Martial Arts
Power [Sonic Control] Expert

POWERS


Cosmic Power ["Sonic Control"] 7 {Incredible}
       Blast
       Dazzle
       Flight
       Force Field
       Telekinesis
       Teleport
       Vertigo

EQUIPMENT


QUALITIES


. Champion of Marzal
. Arrogant
. Powerless if prevented from screaming 

Points: 80


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 the mentality of a pitiful time, Tyroc is, nevertheless, a very powerful character — and the most expensive so far! Imposed by DC Comics' editors, 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. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition, chiefly using Cosmic Power (my first time!) to better depict Tyroc's vast array of stunts.
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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 {Average}
Coordination 3 {Average}
Strength 3 {Average}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 7 {Incredible}

Stamina: 10
Determination: 1

SPECIALTIES


Occult Master

POWERS


Magic 8 {Amazing}
       Mastery [Blast, Force Field, Teleport]
      

EQUIPMENT


QUALITIES


. Responsibility (Restraining Mordru).
. Must memorize the spells before she uses them.
. Relationship: Blok. 

Points: 59


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.

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

Stamina: 8
Determination: 4

SPECIALTIES


Occult
Power (Animation)
Science (Archaeology)
Trivia (Fashion)

POWERS


Servant ["Animation" (Limit: Source)] 9 {Fantastic}
       Instant
       Multiple

EQUIPMENT


QUALITIES

. Power-hungry, but for unselfish purposes.
. Short Attention Span.
. Curiosity killed the cat.

Points: 53


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'. Quislet, a character which I simply abhor, had  somewhat a similar power set, but it was very incongruously written. 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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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 {Fair}
Coordination 4 {Fair}
Strength 3 {Average}
Intellect 3 {Average}
Awareness 4 {Fair}
Willpower 3 {Average}

Stamina: 6
Determination: 2

SPECIALTIES


Aerial Combat Expert
Investigation 

POWERS


Extra Body Parts [Wings] 7 {Incredible}
       Flight
       Space Flight 
Life Support 4 {Fair}
       Breathing
       Cold
       Radiation
       Vacuum
Supersenses 7 {Incredible}
       Additional Sense ["Telelocation", (Extra: affects objects)]
       Enhanced Sense {"Telelocation"] 6
       

EQUIPMENT


QUALITIES


. Tragic Romance (with Wildfire).
. Often comes across as stuck-up and aloof.
. The best tracker in the galaxy. 

Points: 42


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, 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 Telelocation power raised the bar in terms of Detection powers in comics. Moreover, it was one of the hardest ones to convert — thank you very much +Cameron Mount and +John McMullen for your very helpful and clever inputs. Oddly enough, the character total point isn't that expensive, compared to the power it displays. 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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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 3 {Average}
Coordination 5 {Good}
Strength 3 {Average}
Intellect 3 {Average}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 6
Determination: 1

SPECIALTIES


Technology

POWERS


Super-Speed 9 {Fantastic}
       Air Control
       Defending
       Fast Attack
       Phasing
       Surface Speed

EQUIPMENT


QUALITIES


. The Call of the Speed Force.
. Flash's Granddaughter.
. "Sometimes, I feel adrift on time".  

Points: 76


ORIGIN STORY

Beginning with Barry Allen, the second twentieth-century hero known as the Flash, all members of the Allen family were born possessing superhuman speed. The only exception to this was Jenni Ognats.

Jenni is the daughter of Dawn Allen Ognats, one of the famed Tornado Twins, who used their super-speed abilities to free people from Dominator experimentation camps. In the process of this rescue, though, she and her brother Don were killed, and the Dominators became fixated on them and their super-speed as a subject for new experiments. With her grandfather Barry dead long ago from a Crisis and her mother and uncle killed by the Dominators, only she and her cousin Bart remained of the Allen genetic speed heritage.

Bart was taken back in time by their grandmother Iris to save his life from his runaway metabolism which was aging him too quickly. This left Jenni, who went with her father to hide out on his home planet Aarok. This didn’t work, though, and the Dominators caught up to them.

They tried fruitlessly to trigger her super-speed abilities many times, but they didn’t succeed until they threatened her father with torture. Her latent powers kicked in, and she managed to rescue her father. The government of Aarok then took over her life to test her abilities, albeit in a much more humane manner.

When the Legion of Super-Heroes was formed, Jenni was drafted to join them as XS. At first she was scared of the dangerous missions, but Legion leader Cosmic Boy inspired her to face her fears rather than run from them. She has since developed an attraction for him.

On a time-travel mission to the twentieth century, Jenni was lost because her speed powers messed up her time-travel, and she was found by the twentieth-century super-villain Chronos. She eventually escaped his grasp, and found her way to the one group of people who might be able to help her reach her home era… the twentieth century’s super-speedsters, led by her cousin Wally West, the third Flash. She met her cousin Bart, now known as Impulse, but soon after they met, their speed was stolen by the villain Savitar.

After Savitar was defeated, Wally West disappeared and in his place appeared John Fox, who took the name Flash in the twenty-seventh century. Fox, who had considerable knowledge of time travel, helped Jenni get home, where she was picked up by Valor and Andromeda to help out her fellow Legionnaires in their fight against the Fatal Five. She has been a valued member of the Legion ever since. 

Her quality "sometimes I feel adrift on time" reflects how she's able  with great effort to stunt time travel, without the Cosmic Treadmill. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends (and she's quite a powerhouse!). 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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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 5 {Good}
Coordination 8 {Amazing}
Strength 7 {Incredible}
Intellect 3 {Average}
Awareness 5 {Great}
Willpower 5 {Good}

Stamina: 11
Determination: 1

SPECIALTIES


Athletics
Martial Arts
Nature Expert
Stealth

POWERS


Danger Sense 6 {Great}
Regeneration 4 {Fair}
Strike ["Claws", Slashing] 4 {Fair}
Supersenses 5 {Good}
       Additional Sense ["Tracking Sense"]
       Enhanced Hearing ["Ultrasonic Hearing"]
       Enhanced Smell ["Accurate Scent"] 2
       Enhanced Vision

EQUIPMENT


QUALITIES


. Protect the innocent.
. Impulsive.
. Temper.

Points: 57


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 Light Lass (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. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition. Again, thanks to +Max Traver for correcting the Strength level! 
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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 3 {Average}
Coordination 2 {Poor}
Strength 8 {Amazing}
Intellect 3 {Average}
Awareness 3 {Average}
Willpower 5 {Good}

Stamina: 13
Determination: 2

SPECIALTIES


Philosophy
Wrestling

POWERS


Affliction Resistance 9 {Fantastic}
Damage Resistance 9 {Fantastic}
Growth [Limit: Constant] 1 {Poor}
Mind Shield 5 {Good}

EQUIPMENT


QUALITIES


. Protect the innocent.
. Naive, mixed up, but with a good heart.
. Slow and clumsy.

Points: 50


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.

Blok can probably be broken, just as a regular rock can, but chances are he is more durable. His massive size (3,66 meters tall) 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. He is so dense and heavy that he needs a special tailored ring for him to fly.

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. 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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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 3 {Average}
Coordination 4 {Fair}
Strength 3 {Average}
Intellect 5 {Good}
Awareness 6 {Great}
Willpower 7 {Incredible}

Stamina: 10
Determination: 1

SPECIALTIES


Athletics
Investigation
Leadership
Technology 

POWERS


Telepathy 9 {Fantastic}
       Mental Blast
       Mind Probe
       Mind Shield

EQUIPMENT


Legion Flight Ring

QUALITIES


. Iron will.
. Willing to sacrifice herself and her own well-being for those she cares about.
. One of the strongest telepaths of her race. 

Points: 68


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.

Her mental powers actually make her one of the most trusted Legionnaires, as she is used to keeping secrets and respecting others’ privacy. Imra is considered to be one of the most intelligent Legionnaires as well as one of the most highly educated. She has a keen understanding of science and technology and possesses great intuition on a social and personal level. Due to her superior intellect as well as her mental powers, she was one of the four Legionnaires deemed by Universo to be the greatest threat to his plans for the domination of Earth, and was also the first to break free from his mind control.

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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Lightning Lord

© DC Comics / Used without permission
Origin: Transformed
Real Name: Mekt Ranzz
First Appearance: Superman #147 [DC Comics August 1961]
                            Character created by
Jerry Siegel and Curt Swan

ABILITIES


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

Stamina: 8
Determination: * - Villain

SPECIALTIES


Pilot
Technology [Mechanics]

POWERS


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

QUALITIES


. His mental instability and obsession with his familiy often affects his judgement.
. "I am the Lightning Lord. And the storm calls for your doom.”
. Outcast within his planet's society. 

Points: 56


ORIGIN STORY

Mekt Ranzz was born the first of three children on the planet Winath. In Winathian society, it was common for parents to give birth to twins, but Mekt was born an only child – a fact that later made him an outcast in Winathian social circles. When he was still a young child, Mekt's parents gave birth to twins, Garth and Ayla.

The importance of the twin bond (whether fraternal or identical) is difficult for non-Winathians to comprehend. It is very common for pairs of twins to marry. Some experts attribute Winath’s celebrated serenity and stability to the emotional support and sense of belonging derived from having a twin sibling — comforts which Mekt never knew. From a psychosocial viewpoint, Mekt’s “singleton” status was akin to a deformity — the reaction of the populace ranged the gamut from curious repugnance to patronizing attempts to be consoling. Mekt sensed his status as an “oddity” at an early age and his behaviour became increasingly erratic.

Years later, when all three were teenagers, they attended a party on an alien planet. Returning home, their shuttlecraft malfunctioned and they crashed on the planet Korbal. They discovered that their ship had run out of power and that its engines needed to be recharged. Garth Ranzz lured a herd of Lightning Beasts towards the craft hoping to use their electrical discharges to repower the ship. The animals' energy bursts struck the teens however and not the ship, imbuing all three of them with the ability to generate electricity. Mekt, Garth and Ayla used their powers to recharge the ship's engines and return home. 

Following this incident, Mekt quickly withdrew from society and disappeared into the galactic underground. Garth had no idea what fate had befallen his brother, and began searching neighboring star systems in the hopes of finding him. It was on this search that Garth met Rokk Krinn and future wife Imra Ardeen shortly before the formation of the Legion of Super-Heroes. 

Mekt however, still scornful for not having a twin, continued to develop a more antisocial personality and this resentment ultimately led him to a life of crime. When next he resurfaced, he had aligned himself with similarly-minded individuals known as the Cosmic King and Saturn Queen. Calling himself Lightning Lord, he helped to establish the Legion of Super-Villains. 

Lightning Lord and his villainous Legionnaires clashed with the Legion of Super-Heroes many times over the years, the rivalry between his brother and he growing stronger with each conflict. When Ayla Ranzz came of age and began calling herself Gossamer, Mekt tried unsuccessfully on numerous occasions to seduce her into a criminal lifestyle. Mekt's mental instability not withstanding, he actually cared very deeply for his sister, and only tried to corrupt her so that he could be closer to her.

A tall, formidably muscled man, Lightning Lord is still young but has stark white hair and piercing blue eyes. Overall, he’s an imposing figure with tremendous personal charisma, marred by the occasional deranged look in his eyes. He’s aware that he can be both compelling and intimidating, and heightens the effect with use of his powers — for example, allowing blue-white sparks of electricity to crackle around his hands or in his eyes when engaging in personal interaction.

Lightning Lord has a forceful and compelling personality, but he’s grown progressively more psychotic over the years. His family has always been very important to him — he’s been known to visit the site of his parents’ deaths on the anniversary of their death, and it’s clear that his brother Garth and sister Ayla are more important to him than anyone else. But their importance to him is twisted and conflicted. On at least one occasion, Garth gave Mekt the opportunity to kill him and he backed down, fleeing in confusion.

But as his psychosis has grown he has tried again and again to rectify that situation and kill his brother. He also is obsessed with subverting his sister and getting her on his side — though, considering how his last meeting with Ayla went, he may well decide to just kill her, too. Compensating for the fact that he is a singleton, he continually speaks down to Garth and Ayla, reminding them that he is the elder, calling them little brother or little sister repeatedly and demanding that they obey him.

His delusions demand that others acknowledge his greatness and speak respectfully to him; he’s liable to blast those who don’t, though he’s never been known to deliberately try to kill anyone other than Garth. He habitually refers to people as “fools” or “idiots” and mocks their shortcomings. He also speaks of “the lightning” and “the storm” as being a living thing. Storms “speak” to him, proclaiming his greatness, predicting the defeat of his enemies. He has rebuked his family for daring to call him by name rather than by his chosen title. When Ayla fought him as Lightning Lass, he was shocked and infuriated that she would use lightning against him, the lord of the lightning. When she defeated him, he cried out that the storm had betrayed him.

Despite his delusions, Mekt is a quick thinker and a skilled combatant. Some profiles have indicated that his lack of Legion training means he must necessarily be less skilled, controlled, or powerful than his brother and sister. This is not the case. Mekt fights intelligently, making good use of the environment around him as well as the full force of his electrical abilities. If an opponent is shielded or immune to his powers, he shifts to blasting out the floor beneath them, or destroying the ceiling above and burying them in debris.

He has also developed applications of his power which Garth and Ayla have yet to emulate, such as his “shock field”, an invisible electrical aura in the air around him which painfully shocks anyone who approaches. In fact he usually seems more powerful than Garth or Ayla, due to his lack of inhibition and willingness to use the full force of his abilities; though in their one-on-one duels it becomes clear that Garth and Ayla are a match for him when pushed to use their full power.

One of the villains that, for me, has had a strong motivation to be a villain; a bit Freudian, but believable. Who, in one moment of our lives, never felt a bit jealous of a sibling? Add a bit of mental instability and  ta-dah! here you have: Mekt Ranzz, Lightning Lord. 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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