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Mr. Bones

© DC Comics / Used without permission
Origin: Birthright
Real Name: None
First Appearance: Infinity #16 [DC Comics July 1985]

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

Stamina: 11
Determination: 4

SPECIALTIES
Acrobatics
Drive Expert

POWERS
Aura 8 ("Cyanide Touch")

QUALITIES
  • Connections: Infinity Inc.
  • Motivation: Repentance
  • Speak in rhymes
CHALLENGES
  • Personal: Heavy smoker
  • Personal: Strange appearance
  • Social: Former criminal
Points: 36

ORIGIN STORY
Years ago, the gynecologist Dr. Benjamin Love injected six pregnant women with an experimental mutagenic drug. As a result, the six women each gave birth on the same night to a superhuman mutant child. Dr. Love called the children genomorphs because of their transformed genes. Dr. Love abducted the infants from the hospital and brought them to a house in the desert near Bakersfield, California, where he raised them.

One of the children had transparent flesh so that his skeleton was visible. Dr. Love named him Mr. Bones. As Mr.Bones grew, Dr. Love kept him confined to his property. Mr. Bones learned all he knew from books, radio, and television and never met anyone else. Mr. Bones developed the habit of speaking in rhymes. His flesh, organs, blood, etc. are all perfectly transparent, and his invisible skin secretes a potent cyanide-like poison that often kills instantly. Only direct contact is lethal - even thin surgical gloves are enough of a protection.

Having grown up watching TV clips of the Justice Society of America, who were super-powered beings like himself, Mr. Bones created a costume for himself in imitation of JSA and kidnapped Fury, whom he held for ransom. Mr. Bones clashed with Fury's teammates, the Infinity, Inc. and she regained her freedom.

A court of law recently remanded Mr. Bones into the custody of Infinity, Inc.

(Character revised according to rules presented in ICONS Great Power book).
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Hourman

© DC Comics / Used without permission
Origin: Gimmick
Real Name: Rick Tyler
First Appearance: Infinity #21 [DC Comics December 1985]
                          Character created by 
Roy ThomasDann Thomas and Todd McFarlane

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

Stamina: 7
Determination: 3

SPECIALTIES
Performance (Music)
Science (Chemistry)

POWERS
Alteration Device 7 ["Miraclo pills", Ability Boost: Boost Two]
          Ability Boost (Strength)
          Ability Boost (Coordination)
Defensive Device 2 [Body Armor]
          Damage Resistance

QUALITIES
  • Connections: Infinity Inc., Justice Society of America, Rex Tyler, Tyler Chemical Company
  • Motivation: Thrill-Seeker
CHALLENGES
  • Personal: Rick Tyler is almost uncontrollably drawn to the adrenaline rush of adventuring. When crime-fighting isn’t enough, he chases excitement through extreme sports
  • Weakness: Once Hourman takes a Miraclo pill, his powers last exactly an hour, and no more. In addition, he can’t take another pill until an hour after his powers fade
Points: 36

ORIGIN STORY
When Rick Tyler was a child, his father spent much of his time doing research and the rest adventuring as Hourman. Without his father’s guidance, Rick grew into a headstrong teen who ignored the consequences and took a dose of his father’s Miraclo during a crisis. Driven by the rush of Miraclo and the thrill of heroics, Rick, against his father’s wishes, became the new Hourman and joined other legacy heroes in founding Infinity, Inc.

(Character revised according to rules presented in ICONS Great Power book).
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Silver Scarab

© DC Comics / Used without permission
Origin: Gimmick
Real Name: Hector Hall
First Appearance: All-Star Squadron #25 [DC Comics September 1983]
                            Character created by 
Roy Thomas and Jerry Ordway

ABILITIES
Prowess 4
Coordination 5
Strength 7 / 3 (without the Scarab Suit)
Intellect 4
Awareness 4
Willpower 4

Stamina: 7 (11 with the Scarab Suit)
Determination: 1

SPECIALTIES
Electronics
Martial Arts
Mechanics
Science (Physics)
Trivia (Egyptian History and Folklore)

POWERS
Scarab Suit (All his powers derive from his suit, which is made of "ninth metal") 4
           Blast [Shooting, "Solar"]
           Flight
           Force Field
           Resistance (Cold, Damage)

QUALITIES
  • Connections: Infinity Inc., Justice Society of America, Hawkman, Hawkwoman
  • Motivation: Thrill-Seeker/Wants to prove his worth to heroic parents
CHALLENGES
  • Envious of and dislikes his teammate Northwind
Points: 50 (startling!)

ORIGIN STORY
Hector Hall is the son of Carter and Shiera Hall, the original Hawkman and Hawkgirl, and was born in Cairo, Egypt, while his parents were on an archaeological expedition. Hector felt neglected by his parents as he grew up; although Shiera had retired from crimefighting when Hector was born, Carter still battled menaces as Hawkman, or he and Shiera would often go on expeditions and leave Hector with babysitters. When Hector's parents took him to the hidden city of Feithera, home of the winged bird-people, to visit their godson Norda (now known as Northwind), Hector was unhappy because he could not fly with Hawkman and Hawkgirl as Norda could.

Hector began his college studies at UCLA, where he began building the armored suit he would eventually wear as the Silver Scarab. Hector discovered that his childhood friend Lyta Trevor, daughter of the Golden Age Wonder Woman, was also a student at UCLA. Hector began dating Lyta, and one night showed her his armored costume. Lyta, meanwhile, longed to become the next Wonder Woman. That night they decided to ask their parents to sponsor them for membership in the Justice Society of America as the Silver Scarab and Fury.

The Scarab and Fury were joined by Northwind and Nuklon in their application for JSA membership, but were all turned down due to their inexperience. The Scarab, Fury, and other young super-heroes instead joined a new group, Infinity, Inc.

(My first attempt on creating a suit of powered armor. I'm not quite confident I managed to do it right, maybe it's because the format wasn't settled by the ICONS canon, which is, I wasn't able to find on the published books a defining format for depicting such armors. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book).
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Skyman

© DC Comics / Used without permission
Origin: Gimmick
Real Name: Sylvester Pemberton
First Appearance: Action Comics #40 [DC Comics September 1941]
                            Character created by
Jerry Siegel and Hal Sherman

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

Stamina: 8
Determination: 5

SPECIALTIES
Business
Electronics
Investigation
Leadership
Martial Arts
Pilot

POWERS
Flight 7 [Body Suit]

QUALITIES
  • Connections: Infinity Inc., Justice Society of America, The Seven Soldiers of Victory
  • Motivation: Seeking Justice
  • Millionaire businessman
CHALLENGES
  • Personal:  Skyman is obsessed about crime fighting
Points: 40

ORIGIN STORY
Young Sylvester Pemberton, the son of a wealthy banker, was watching a patriotic film when agents of Nazi Germany started a riot in the theater. Pemberton and a mechanic named Pat Dugan fought off the Nazi agents.

Later, Pemberton was having his father's car repaired at Dugan's garage when both heard someone wish the American flag would come to life to battle Nazi agents. Pemberton and Dugan were each inspired to become costumed "mystery-men" to fight America's enemies. Pemberton called himself the Star-Spangled Kid and Dugan became Stripesy. At first the Kid and Stripesy worked separately, but when they were both captured by Nazis the two heroes reluctantly joined forces to defeat their captors. The Kid and Stripesy thereafter worked as a team, and Dugan became the Pemberton family chauffeur. The Star-Spangled Kid and Stripesy joined the wartime All-Star Squadron and the Seven Soldiers of Victory.

Forces released in the Seven Soldier's battle with the Nebula-Man hurled the Kid 50,000 years into the past. He was rescued by Aquaman, the second Green Lantern, and the original Wildcat, who returned him to the 20th Century but at a point many years after he had left it. Now the Kid is little older today then he was in the 1940s.

The Star-Spangled Kid joined the Justice Society of America, which he left to found a new super-hero group, Infinity, Inc., based at the California Stellar Studios that he owns. Since he is now in his mid-20s, Pemberton now calls himself "Skyman" instead of Star-Spangled Kid.

(Character revised according to rules presented in ICONS Great Power book).
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A Short Word From Our Sponsors...

Hello, there. For the last 70 days (yay!), I have been posting my view on ICONS: heroes, villains, powers, specialties, opinions. I was lucky to have a whole month of holidays, so I was able to post daily. But now, I'm going back to work and the daily posting is no longer possible. But don't fret! The blog won't be dead, just updated with a lower periodicity. I hope this can even give you, readers, the push to write your comments, questions, requests for converted characters or just a simple 'hello, are you still alive?'.

See you!

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Brainwave

© DC Comics / Used without permission
Origin: Birthright
Real Name: Henry King Jr.
First Appearance: All-Star Squadron #24 [DC Comics August 1983]
                            Character created by 
Roy Thomas and Jerry Ordway

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

Stamina: 12
Determination: 2

SPECIALTIES
Art (Poetry)
Athletics Expert (Decathlon)
Leadership
Martial Arts
Performance (Dancing)

POWERS
Illusion 7
Mental Blast 7
Telekinesis 7
Telepathy 7

QUALITIES
  • Connections: Infinity Inc., Justice Society of America
  • Motivation: Responsibility of Power/Atonement for his father's deeds
CHALLENGES
  • Personal:  Brainwave is worried that his powers may come with some mental instability that he may have inherited from his father as a result of his powers
Points: 60 (amazing!)

ORIGIN STORY
At this writing little is known of the early life of Henry King, Jr., save that he was the only son of Dr. Henry King, a mental mutant who was also the villainous Brainwave, and Merry Pemberton King, an ex-super-heroine. Sometime during his childhood, as a result of his father's criminal activities, Hank's mother died of a broken heart, and the grief-stricken Hank refused to speak to his father for years.

Some months after his graduation from college, Hank donned an altered version of one of his father's sometime costumes in an attempt to prevent The Brainwave, the Ultra-Humanite, and a number of other super-villains from changing the course of World War II, and thus changing history.

While in the past, Hank came into contact with, and ultimately joined, a newly formed group of second-generation super-heroes that called itself Infinity, Inc.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book).
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Northwind

© DC Comics / Used without permission
Origin: Birthright
Real Name: Norda Cantrell
First Appearance: All-Star Squadron #25 [DC Comics September 1983]
                            Character created by 
Roy Thomas and Jerry Ordway

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

Stamina: 12
Determination: 1

SPECIALTIES
Aerial Combat Expert
Weapons (Spears)

POWERS
Extra Body Parts [Wings: Flight] 5
Mind Control [Limit: Animal Control, Avians] 5
Regeneration 5
Strike Device ["Spear", Slashing] 5
Supersenses 2
          Additional Sense [Direction Sense]
          Extended Sense [Telescopic Vision]

QUALITIES
  • Connections: Infinity Inc., Justice Society of America, Feithera, Hawkman, Hawkwoman
  • Motivation: Thrill-Seeker/Responsibility of Power
CHALLENGES
  • Social: Northwind is considered a half-breed in Feithera
Points: 55 (impressive!)

ORIGIN STORY
Norda Candrell was born in Feithera, a hidden city, somewhere in the Artic Circle, built by an evolved civilisation of intelligent birds. This civilisation was the stuff of legend until 1946 when a pilot managed to see some of its inhabitants during a flight. The novelty was carried on to the United States by radio and was brought to Hawkman's attention when, as Carter Hall, he overheard a conversation between members of the explorator's club he frequented. The club members, a group of gentlemen-adventurers, spoke of the possible existence of those "man-birds" and the challenge it would represent for them to finally hunt an intelligent species. Alerted, Hawkman decided to find this bird-people and warn them of the coming threat.

In Feithera, he made the aquaintance of Worla, leader of the bird people. He learned of their great, millenia-old culture, their language and technology. The Fietheran spoke in melodic, bird-like intonations but also possessed thelepatic abilities. Worla told Hawkman that the pacifistic Feithera had the means to defend itself against the humans with its "goblass" technology. The goblass is the authorised weapon in Feithera. It consists of a gun firing a non-lethal ray which affect the equilibrium centers of the brain. Trata, a political adversary of Worla overheard the warning of Hawkman and, with a small group of dissidents, chose to warn the hunters and provide them with the means to protect themselves from the effect of the goblass. Fortunatly, Hawkman stopped their machinations and managed to convince the hunters that killing an intelligent species, even birds, could only be considerd as murder. The hunters seemed impressed by the accomplishments of the bird people and, proved to be less beggoten and short-sighted than the average safari-hunter. They agreed to leave and keep secret the existance of this civilisation.

Years later, Worla had a girl: Osoro; and she fell in love with a human savant named Fred Candrell. Fred was aventually accepted in Feithera and the two soon got married. They had a son, an hybrid, and named him Norda. The old Worla was still the ruler of the hidden city and the family frequently received the visit of Hawkman and Hawkgirl who became Norda's godparents. The friendship between Norda and their son Hector Hall dates from this period. When he reached adulthood, Norda left his native Feithera to live in Los Angeles. Along with Hector Hall, Lyta Trevor and Albert Rothstein he applied for membership in the Justice Society under his super-hero identity of Northwind. After the JSA's refusal to take the youngsters in on the team, they joined with Jade and Obsidian whom they had encountered at that same JSA meeting and, along with the Skyman and Brainwave, they formed Infinity, Inc.

(Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book).
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Obsidian

© DC Comics / Used without permission
Origin: Birthright
Real Name: Todd Rice
First Appearance: All-Star Squadron #25 [DC Comics September 1983]
                            Character created by 
Roy Thomas and Jerry Ordway

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

Stamina: 8
Determination: 1

SPECIALTIES
Acrobatics
Athletics
Investigation
Martial Arts
Pilot Expert [Helicopter]
Stealth Expert

POWERS
Alternate Form (Shadow) 8
Darkness Control 7
              Shadow Shaping
Emotion Control [Limits: One Emotion (Fear); Must envelope a foe in shadows,
                        ineffective on evil beings] 6
Telepathy [Only with his sister, Jade] 3

QUALITIES
  • Connections: Infinity Inc., Justice Society of America, Alan Scott, Jade
  • Motivation: Upholding the Good
CHALLENGES
  • Enemy: Ian Karkull, Chroma, Kid Karnevil, Harlequin
  • Personal: Obsidian gains his powers through a connection to the Shadowlands, an inherently corrupting influence
  • Personal: Obsidian inherited a predisposition to mental illness from his mother, a vulnerability exacerbated by his abusive adoptive father
  • Social: Obsidian is gay, and this might cause him difficulty in situations where prejudice is an issue
  • Weakness: All of Obsidian's powers are cut by approximately 25% in full sunlight
Points: 55 (impressive!)

ORIGIN STORY
Todd Rice grew up in an abusive household with his adoptive father. As a teenager, he discovered that he had a sister, that he had powers, and that he was the son of Alan Scott, aka Green Lantern of the Justice Society. He took the name Obsidian and with his sister joined the JSA legacy team Infinity, Inc. Following the dissolution of that group, he operated independently for a while and then as a member of one of the  incarnations of the Justice League. Despite a period during which he had been corrupted into deranged villainy due to his connections to Ian Karkull and the Shadowlands, Obsidian has continued to fight the good fight and make his family proud.

Obsidian is remarkably well-adjusted and level-headed for someone with his background and upbringing. He has few illusions about his heroic lifestyle, and is sensitive to how ordinary people are impacted by his interaction with them and with his environment.

(One of the characters that were more fun to convert, with his many limitations and challenges; Obsidian is an invitation to roleplay! Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book).
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Nuklon

© DC Comics / Used without permission
Origin: Birthrigh/Transformed
Real Name: Albert Rothstein
First Appearance: All-Star Squadron #25 [DC Comics September 1983]
                            Character created by 
Roy Thomas and Jerry Ordway

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

Stamina: 10
Determination: 2

SPECIALTIES
Athletics
Drive
Mechanics
Pilot

POWERS
Density 4
Growth 3 (He's a towering 2,30 meters tall man, even without using his growth powers)
Phasing 5
   
QUALITIES
  • Connections: Infinity Inc., Justice Society of America
  • Motivation: Upholding the Good
CHALLENGES
  • Personal: Loner, shy, still unsure of himself socially
  • Personal: Eager to prove himself in combat, and will not hesitate to put himself in danger if one of his teammates is in trouble
Points: 40

ORIGIN STORY
In 1942, when Terri Kurtzenberg was a newborn infant, she was inadvertently exposed to radiation from her father, physicist Terry Kurtzenberg (aka Terry Curtis) and got fatally ill. Desperate to cure the baby, Curtis accepted to join the Ultra-Humanite as the reluctant villain Cyclotron in exchange for the Ultra-Humanite healing Terri. As part of Curtis's dealings with the Ultra-Humanite, Terri was also briefly turned into a super-villain, though she was soon restored.

Ultimately Curtis, as Cyclotron, died while fighting the Ultra-Humanite. Cyclotron's best-known legacy likely was his irradiation of the Atom, which later gave the mighty mite superhuman strength. When this occurred the Atom adopted a new costume that was a cross between the old Atom costume and the Cyclotron costume. The orphaned Terri was left in the care of relatives, and her welfare was tended to by Golden Age heroes Firebrand II (who once had a relationship with Terry Curtis) and Al Pratt, the Atom.

Terri's son Albert Rothstein was born in the 1960s, the son of military pilot Phillip Rothstein; by that point Terri was a NASA engineer. When Al was 3, his father was killed in action in Viet Nam. The original Atom stepped in again to help Terri raise her child, and became a part-time surrogate father for Albert - who called him "uncle Al".

As a child, Al was significantly smaller than other children of his age - and afraid of flying (and even of heights) since his dad had died in an helicopter crash. Because of those quirks he was often the butt of jokes and ridicule. He was also one of the 'JSA brats', young children from the ex-members of the Justice Society who were playmates for a time.

Terri Kurteznberg Rothstein likely passed on her genetic alterations to her son, who began to undergo significant physiological changes at puberty. Those started during a summer he spent with his 'uncle' Al and other JSA members (as well as their kids) at the JSA mansion, in Virginia. The Atom showed little Al how to use the gym in the basement, and the short teenager started working out in earnest. He was pretty successful, but also added eight inches to his height in the summer alone, amazing Dr. Mid-Nite.

Once he got back to school, Albert suddenly stop being bullied - since he was now taller and brawnier than about every other kid his age. Pratt and Mid-Nite discussed their theories about the hereditary source of Albert's powers with the Rothsteins.

By age 18, the previously diminutive Albert had reached a towering 7'6" (2,30 meters) and became a basketball star at the University of Southern California; at that point he was also becoming super-strong and durable. Those assets came on top of what was becoming a remarkable musculature. Albert had asked the Atom to train him using a variation of the regimen designed by heavyweight champion Joe Morgan. This regiment was the one Pratt had used to become the Atom.

Aside from his basketball career, Al was chiefly interested in mechanics and trained as a gearhead with cars, motorcycles and even helicopters - his favourite kind of vehicle as they now positively reminded him of his father. While his 'uncle' Al was acting as his coach and pressuring him into becoming a basketball star, Albert was increasingly more interested in mechanics and airplanes than in being a basketball player. During a summer vacation to Trevor Island, he helped Admiral Trevor finish repairing his wartime P-38, and Trevor taught him how to fly the legendary fighter. He later held summer jobs as an auto mechanic, though he started approaching burnout when he also became the star player of the USC's Trojans. After discussing the matter with Pratt, Rothstein quit the USC and transferred to the UCLA.

While he was in his second year at college, Albert received a card inviting him to take his Christmas break with Lyta and Hector, two of the JSA brats he had not seen in years (except for a brief encounter with Lyta the previous year). They wanted to become super-heroes and join the JSA, and invited Albert to come along. As the three prepared to petition the JSA for membership, they were joined by Norda (Hawkman's and Hawkwoman's godson) and then by Jade and Obsidian (allegedly the children of the original Green Lantern). However the bullheaded, brash Hector-led attempt to demand membership in the JSA went poorly, and the would-be heroes found themselves drifting around the city on Christmas' Eve, and getting into trouble with a pimp at a MacDonald's.

By that point the young Star-Spangled Kid, who had joined the JSA after having been rescued from temporal exile, decided to leave the Society and organise the rejects into a new group called Infinity, Inc. He was joined by another young JSA member, Power Girl (and, pre-Crisis, by her friend Helena Wayne aka the Huntress), and all the kids - including Brainwave II, who had just tried to join the JSA of his own. The Star-Spangled Kid later changed his name to the more mature Skyman.

One of the early adventures of Infinity Inc. was a conflict against several JSA members who had been drowned by the Waters of Ruthlessness and had turned evil. Nuklon's mother deduced that the corrupt Atom would try to enhance his strength further with thorium; Nuklon and Wildcat flew to an experimental reactor in Utah where they correctly expected to find the Atom stealing thorium. However, Nuklon was accidentally exposed to concentrated thorium radiation during the fight, then beaten up by the Atom and left to lie amidst the exposed thorium bars.

Like the Atom and his mother, Nuklon was not fatally poisoned by thorium radiation. Instead, it affected the young hero's physiology, giving him the ability to change his density. Reuniting, the second-generation heroes tracked the JSA to the Ultra-Humanite's lair in Colorado and then into Limbo. They battled the evil JSA to a standstill, and the tide was eventually turned by the appearance of the Brain Wave, father of Henry King Jr. who gave his own life to defeat the Ultra-Humanite.

(Character revised according to rules presented in ICONS Great Power book).
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Babel

Origin: Transformed
Real Name: Julian Babel
First Appearance: Eidolons! Comics #7 [Sigil Publications July 2012]

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

Stamina 10
Determination * - Villain

SPECIALTIES
Business Expert
Languages (All) Master
Leadership Expert
Performance (Acting) Expert
Philosophy (Theology) Master
Politics

POWERS
Mind Control [Limit: Hypnosis] 6
         Affliction
Mind Shield 5 [Limit: Extra Only]
        Façade [anyone attempting to tap his mind perceives what he wants the intruder
                   to perceive]
Telepathy 3 [Limit: only reading minds, not transmitting]
Supersenses 1
         Additional Sense [Comprehend Languages]
     
QUALITIES
  • Connections: The Church of New Jerusalem of Hosannah Amen
  • Motivation: Egotist/Insane (Babel believes he's the envoy of God)
  • Powers work in any audible media: TV, radio or internet, in attenuated form
  • Rich televangelist
CHALLENGES
  • Enemy: The One
  • Weakness: Mind Control only works if Babel can get his foe to listen to him
  • Personal: Extremely vain about his appearance
  • Personal: Despises all other faiths, including other Christians
Points: 60 (dice-rolled character)

ORIGIN STORY
Julian Babel was an aspiring preacher of one of innumerable splits of evangelical churches. His church, founded by his uncle, was nothing special. Not even many parishioners they had, in fact. But in one fateful night, when his uncle was stricken with illness, Babel was obliged to face the pulpit. He was so nervous he forgot what he was about to say; he thought he was going to faint, when, out of the blue, he had "the vision". A being of pure light came to him, or so he says, and touched his throat. From that moment on, he discovered he was gifted with “glossolalia”, the ability to speak in languages professed in the Bible (he is able to speak fluently more than 18 languages and he can learn a completely new one in just a few days). Also, he could alter the beliefs of those who listened to him...

Babel is an expert at bringing people around to his point of view. He has an innate talent for knowing what people are thinking and subtly manipulating their opinions until they are thinking what he wants them to think (he doesn't know he has a low level telepathy). He’s a spin doctor supreme. If you listen to him, you’re damned, because he can convince you of everything he believes. His power affects people only when he’s speaking, and it affects beliefs, not memories. To completely replace one belief with another, the victim must listen to Babel for an hour. Someone who is already a partial believer takes only half as long. 

Thinking himself appointed by God to appoint a new path for humanity, Babel (and then he came to think that even his name was a sort of indication of his "divine mission") leads his own church and plots for world domination under his strict rules. He also despises all the other churches, Christian or otherwise.

Albeit on the verge of lunacy, he’s not so stupid, being one of the world’s greatest leaders. He doesn’t care to wear a costume. In fact, he loves suits and most of the time he’s well-groomed and perfectly dressed. He has millions of devout followers, who would gladly die for him. He owns several media corporations and thousands of temples worldwide.

(Character revised according to rules presented in ICONS Great Power book).

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Siobhan 6

Origin: Artificial
Real Name: Siobhan (former Stark)
First Appearance: Eidolons! Comics #4 [Sigil Publications April 2012]

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

Stamina 13
Determination * - Villain

SPECIALTIES
Computers
Mental Resistance
Science (Robotics) Expert

POWERS
Damage Resistance 6
Danger Sense 9
Interface 2
       Download ["Downloadable Awareness"]
Life Support 5
       Breathing
       Cold
       Eating
       Pathogens
       Pressure
Supersenses 3
       Additional Sense ("Infravision")
       Enhanced Sense ("Directional Hearing")
       Extended Sense ("Telescopic Vision")
Super-Speed 3

QUALITIES
  • Catchphrase: "I've already playet out this fight a million times. You've already lost, you just don't know it. Yet!"
  • Motivation: Vengeance (C.R.E.S.T, Armed Forces, Military in general)
CHALLENGES
  • Enemy: Armed Forces, C. R. E. S. T.
  • Personal: Overconfident, revelling in her cybernetic body's abilities and bragging about it
  • Survival above all
Points: 70 (overwhelming!)

ORIGIN STORY
Siobhan Stark was one of the rising stars scientists of C.R.E.S.T. (Center for Research in Electronics, Space and Technology), specializing in Cybernetics field and the possibility of total human/machine interfacing (the possibility of moving a person engrams to an android body). Working incessantly to prove her theories, and thus ascend professional positions in the company, she finally transferred her mind to an experimental battle android. But without taking proper care, her mind became trapped into the android, which ultimately killed her human body. Devastated by the fact, she used the android's capacities to wreak havoc in the labs, blaming C.R.E.S.T. for not telling her, in advance, of the perils she risked to. The Armed Forces squad who approached her to deal with the situation (and retrieve the battle android, which was a prototype made for them) only made matters worse. Since then, she has swore revenge on these two forces, striking them whenever is possible to cause as much damage as she can. She has suffered her losses, even on the brink of losing her "life", but managed to build extra Siobhan units along the way.

Siobhan 6's most famous ability is her power to predict how a battle will happen before it starts, which means she has an all-encompassing advantage in close-combat and tactical scenarios. Her 'fight implants' include a 'combat computer' that allows her to run through a given combat situation millions of times in her mind, working it out ahead of time for many possibilities, almost instantly covering nearly every possible result before the first punch is even thrown, while predicting enemy movements and tactics after the battle has engaged by recalling and utilizing memorized mannerisms acquired through past experience on a moment's notice. Siobhan 6 uses this information to predict the unfolding of the actions and reactions of her foes, counteracting their moves almost before they even think to make them. According to her, she can use this ability regressively, to visualize the desired outcome of a battle she wants and working backwards logically to achieve it, following the right steps to get there.

She has parts of her body replaced by cybernetic ones. Her fiber-lined muscles increase her strength enabling her to dismember opponents with her bare hands and feet, generally eschewing the use of firearms. She has inhuman balance as well as faster nerve endings so she can react quicker than any human: Siobhan 6 can move faster than the human eye in a quick speed burst. Siobhan 6 also has many survival-oriented implants to keep her fighting in the worst of conditions. As she is a cybernetic entity. Siobhan 6's mind simply cannot be affected to an optimal degree by telepaths. Siobhan 6 possesses, in essence, assured immortality. If her body is destroyed or in any way damaged beyond repair, her mind is usually immediately downloaded into another body (through telephone lines to a computer mainframe at hidden location). Each Siobhan unit (that’s why she’s now “6”, every unit more human-like than its predecessor) has a "brain" more powerful than any other computer, with high speed CPU processors, extensive files and being able to download data on her combat foes to best determine their weaknesses and defeat them. Also, her bionic left eye grants her telescopic and thermal vision, whilst her ear is able to directionally tune into where exactly she wants to hear.

(One of my favourite characters is DC's Wildstorm-imprint Midnighter and this is my take on a vindictive and feminine version of him. Character revised according to rules presented in ICONS Great Power book).
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Maiden Japan

Origin: Trained
Real Name: Lotus Kobayashi
First Appearance: Eidolons! Comics #3 [Sigil Publications March 2012]

ABILITIES
Prowess 9
Coordination 6
Strength 5
Intellect 4
Awareness 6
Willpower 6

Stamina 11
Determination * - Villain

SPECIALTIES
Acrobatics Mastery
Martial Arts Mastery
Mental Resistance Mastery
Philosophy (Oriental) Expert
Stealth Mastery
Weapons (Oriental) Mastery

POWERS
Strike Device (Bashing) [Baton] 5
Supersenses 2
                Additional Sense ["Blind Sight"]
                Additional Sense ["Chi Sense"]

STUNTS
  • Battlefield Punches (Prowess): When she uses this technique, she gains Fast Attack 9
  • Tiger Breaking Blow (Strength): Maiden Japan has Strength 7 when she is trying to break an inanimate object, such as a pile of bricks or an engine block
  • Crane Counterpunch (Prowess): While she is using her Crane Counterpunch technique, she is treated as having an Aura equal to her Strength (5)
  • Dim Mak (Prowess): Maiden Japan can spend a point of Determination to acquire Affliction 9
  • Monkey Clap (Prowess): Using her Monkey Clap attack and stuns the target, the attack does no damage, the foe is still stunned, and is also deafened for the duration of the stun; this attack can stun even if it inflicts less than 0 damage
  • Mantis Punch (Prowess): When she uses her Mantis Punch, she can slam the foe even if she does less than 0 damage
  • Panda Stance (Strength): While Maiden Japan is in Panda Stance, she cannot be slammed by any foe of Strength 7 or less
  • Cobra Strike (Prowess): Using this strike, she gains Paralysis 5
QUALITIES
  • Motivation: Greed/Thrill-Seeker
  • Mysterious Background
CHALLENGES
Point Total: 60 (amazing!)

ORIGIN STORY
Pretty much everything is mystery about Maiden Japan's life. What is known for sure is her name, Lotus Kobayashi, and that she possesses peak human levels of agility, reflexes and stamina. This and her tremendous knowledge of every devised form of martial arts make her one of the deadliest people in the world.

Maiden Japan can achieve feats which border on the ultrahuman, like catching and throwing back projectiles, deflecting and countering melee strikes, throwing an onrushing opponent, disabling foes, leaping great heights, and other stunts out of a martial arts film. She is also skilled with a wide variety of Oriental melee weapons. To make matters worse, Maiden Japan is able to read body language and anticipate an opponent’s actions.  Expert on the skill of the ancient Ninja warriors of Japan, she is able to keep to the shadows and move with such speed that she can remain unseen even in broad daylight. Her Zen training included mental discipline which makes her more resistant to mind control. Her Blind Sight power represents her ability to move and fight, even when blinded, while her Chi Sense is sort of detection power which allows her to feel the general health status of an opponent.

(Employing the rich help of Jason Tondro's Field Guide to Superheroes 3, and mixing my memories of all the fun movies from Hong Kong, here she is: the mistress of all martial arts supreme. Too bad she's on the wrong side of the law. Character revised according to rules presented in ICONS Great Power book).

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Ultiman

Origin: Birthright
Real Name: Bernhard Albrecht
First Appearance: Eidolons! Comics #1 [Sigil Publications January 2012]

ABILITIES
Prowess 6
Coordination 6
Strength 6
Intellect 6
Awareness 6
Willpower 6

Stamina 12
Determination * - Villain

SPECIALTIES
Acrobatics Expert
Athletics Expert
Martial Arts Expert
Weapons (Guns) Expert

POWERS
Blast Device ["Pistol", Shooting] 4
Fast Attack 1
Regeneration 4
Resistance [Afflictions] 7

QUALITIES
  • Connections: Ultima Thule, Nazi minions
  • Motivation: Dystopian/Prejudice ("the world under the Aryan's reign")
CHALLENGES
  • Enemy: Interpol, The One, Paragon, Nemesis
  • Personal: Extremely prejudicial against non-Aryans; Aryan supremacist
  • Personal: Proud of his Mensur scar
  • Personal: Superiority complex
Points: 60 (amazing!)

ORIGIN STORY
The ancient Scandinavians had a legend of an “island at the edge of the world” called Ultima Thule. By the end of the World War II, some Nazi scientists and scholars decided to flee the crumbling Germany to found a city where the ancient texts had said the Aryan culture first thrived. High above the Arctic Circle, hidden deep beneath the polar icecap, lies the fabulous city of Ultima Thule. 

Continuing their studies of eugenics, these scientists “improved” the characteristics of their gene-pool, achieving what they deem the perfect “human being”: tall, blond, blue-eyed, athletically perfect and possessing some regenerative abilities and an extremely long life. Cloning studies being all the rage among the Ultiman scientists, most of the population of Ultima Thule is - presently - very much stagnant. Most everybody looks the same. When babies are born "malformed" (under the exclusive parameters of Ultima Thule) they are killed outright. Lately, the Ultimans have considered a return to the outside world. But because of their shady past, most of them were afraid of repercussions. Most, but not everyone.

An individual, named Bernhard Albrecht, took the sobriquet of Ultiman, and began his journey through the world after scientists and scholars who could find a cure to Ultima Thule’s dwindling population. Meanwhile, if he could make the world bow to his supremacy, it would be a bonus for him (perhaps, earning the utmost respect from his people). Possessing his forefathers extremely biased worldview (he treats everyone else as inferior, and non-Aryans mostly so) and means to force the world to bend to his distorted Aryan supremacy, Ultiman is a high-level threat.

(Mixing assorted influences from Fawcett's Captain Nazi to Mutants & Masterminds' Superior, Ultiman is how I envision a Nazi-themed villain. A touchy subject to many, and deserving to be so, I decided to make him a bit delusional character, but without being deranged. He's cunning and dangerous, often planning one-step ahead of his enemies. Please notice that although he wears a cape, it does not hinder him in combat, as he devised several attack and defense movements to capitalize on it. Character revised according to rules presented in ICONS Great Power book).

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