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

Stamina: 8 / 12*
Determination: 3

Coordination and Strength are 4 when not using Miraclo.

SPECIALTIES


Athletics
Performance (Music)
Science (Chemistry)

POWERS

Alteration Device ["Miraclo pills", Limit: Only for an hour] 7 {Incredible}
       Ability Boost: Boost Two - Coordination and Strength
       Damage Resistance

QUALITIES

. Addicted to Thrill. 
. Hour of Power.
. Hero Legacy: "Can't Let My Father Down".

Points: 48


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.

Like his father, the first Hourman, Rick Tyler is addicted to the rush of adrenaline—but unlike his father fell thrall to drug addiction after taking Miraclo. Beating that addiction, surviving leukemia, and enduring a close brush with death has given Rick a new reserve of inner strength. That strength and his deep devotion to his wife have reignited the spark of life inside the young hero.  Though the version of Miraclo Rick Tyler now uses isn’t addictive, Tyler is almost uncontrollably drawn to the adrenaline rush of adventuring. When crime-fighting isn’t enough, he chases excitement through extreme sports.

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

Stamina: 11
Determination: 1

SPECIALTIES


Aerial Combat Expert
Animals (avians)
Occult
Nature

POWERS


Extra Body Parts [Wings: Flight] 6 {Great}
Mind Control [Limit: Animal Control, Avians] 5{Good}
Regeneration 4 {Fair}
Supersenses 4 {Fair}
       Additional Sense [Direction Sense]
       Additional Sense [Ultraviolet Vision]
       Additional Sense ["Weather Sense", sense approaching weather patterns]
       Extended Sense [Telescopic Vision]

QUALITIES


. Outsider: a half-breed amongst Feitherans and humans.
. "Can't let my mentor down": Hawkman's godson.
. "Can't ignore a call for help". 

Points: 53


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.

Norda Cantrell is very much the worst character in the old Infinity, Inc.. books, along with having the most nonsensical origin. See, writer Roy Thomas was a Golden Age nut, and wanted to showcase the Feitherans, a bird-like race shown in an ancient Hawkman book way, way back in the day. Doing so, he had the ridiculous notion of putting a human anthropologist into their mix, and he immediately fell in love and had a child with a Feitheran female. The panels in the origin issue were ludicrous to say the least, featuring a man crushing on a "chick" who looked like a skinny big bird dressed in something similar to a burka, and a half-black guy/half-bird baby cracking out of an egg. How this didn't get laughed out of the editorial process I have no idea, but there he was. 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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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 {Fair}
Coordination 5* {Good}
Strength 7* {Incredible}
Intellect 4 {Fair}
Awareness 5 {Good}
Willpower 4 {Fair}

Stamina: 11*
Determination: 1

* Strength and Coordination are 3 in normal identity.

SPECIALTIES


Athletics
Investigation
Pilot Expert [Helicopter]
Stealth Expert

POWERS


Alternate Form (Shadow) 8 {Amazing}
       Extra: Affects normal world with Strength
       Flight 3 {Average}
       Life Support [Breathing, Cold, Eating, Heat, Pressure, Radiation, Sleeping, Toxins]
       Stretching [Limit: Extra Only (Elongation)]
       Super-Senses [Additional Sense ("Darkvision")] 1 {Weak}

QUALITIES


. Connected to Shadowlands.
. Legacy of Instability.
. Sexuality: this might cause him difficulty in situations where prejudice is an issue. 

Points: 70


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. He may be a little afraid of his own powers, especially the Aura of Fear (a stunt which causes the target to confront his/her own inner horrors, enacted by throwing his own shadow over an opponent). He seems to have a chip on his shoulder, particularly toward the wealthier members of the team (such as Fury, Skyman and especially Silver Scarab). Todd is protective of his sister, sometimes overly so he senses that she is not as mature as most of the others, and needs to be protected from her own mistakes.

Through an innate connection to the Shadowlands courtesy of his father’s exposure to Ian Karkull’s powers decades ago, Todd has the ability to become a being of pure darkness and shadow. While in this form, he is far stronger, more flexible and more durable than any human, and can fly. If Obsidian is rendered unconscious, he returns to his normal form. 

The toughest character to convert so far, undoubtedly. If not for +John McMullen's help, I'm sure I'd have messed it up completely, because Obsidian breaks the primordial rule of Alternate Form: no strength, and he DOES have enhanced strength when in Shadowform. 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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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 {Fair}
Coordination 5 {Good}
Strength 7 {Incredible}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 11
Determination: 3

SPECIALTIES


Athletics
Drive
Technology (Mechanics)
Pilot 

POWERS


Density [Limit: Tiring if used in maximum level] 5 {Good}
Growth 3 [He's a towering 2.28 m tall, even without Growth] {Average}
Phasing [Limit: Concentration] 5 {Good}
Radiation Resistance ['Thorium"] 1 {Weak}
   

QUALITIES


. His real name is public - and his size and mohawk make it hard to be discreet.
. Albert tries to honor his godfather’s memory and reputation.
. Mommy's boy: Albert is very protective of his mum. 

Points: 46


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 2.28 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. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Maiden Japan

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

ABILITIES

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

Stamina 10
Determination * - Villain

SPECIALTIES

Athletics Expert
Martial Arts Master
Mental Resistance
Stealth Master
Weapons (Baton) Master
Wrestling

POWERS

Danger Sense 6 {Great}
Strike Device ["Baton", Bashing]  5 {Good} 
Supersenses 2 {Weak}
       Additional Sense ["Blind Sight"]
       Additional Sense ["Chi Sense"]

STUNTS

  • Leopard Punch (Prowess): When she uses the Leopard Punch technique, she gains Fast Attack 9.
  • Tiger 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.
  • Mantis Counterpunch (Prowess): While she is using her Crane Counterpunch technique, she is treated as having an Aura equal to her Strength (5).
  • 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.
  • Crane Kick (Prowess): When she uses her Crane Kick, 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.
  • Eagle Slap (Prowess): When she uses the Eagle Slap, she can slam the foe even if she does less than 0 damage.
  • Dragon Touch (Dim Mak) (Prowess): Maiden Japan can spend a point of Determination to acquire Affliction 9.

QUALITIES


. Mysterious Background.
. Killing only as a very last resort.
. Expert on disguising her identity.

Point Total: 69 (considering the stunts)


ORIGIN STORY

Pretty much everything is mystery about Maiden Japan's life. Even her name is unknown. Her sobriquet was given by the media. What is known for sure is 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 perceive stress points, fracture planes, or weaknesses in objects or opponents. She is also an expert at concealing her identity. So far, she has appeared as a photographer, a beggar, a bespectacled college student, and a crippled old woman in a wheelchair.

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 supreme mistress of all martial arts. Too bad she's on the wrong side of the law. In game terms, a successful test of Chi Sense adds a free Improved Effort to her Prowess roll to attack (thanks, +Cameron Mount, for that insight). 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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Ultiman

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

ABILITIES

Prowess 6 {Great}
Coordination 6 {Great}
Strength 6 {Great}
Intellect 6 {Great}
Awareness 6 {Great}
Willpower 6 {Great}

Stamina 12
Determination * - Villain

SPECIALTIES


Athletics Expert
Martial Arts Expert
Military ("Tactics") Master
Weapons (Guns) Expert 

POWERS


Blast Device ["Pistol", Shooting] 4 {Fair}
Fast Attack 6 {Great}
Immortality 2 {Poor} 

QUALITIES


. "The world under the Aryan's reign".
. Superiority complex.
. Tactical genius. 

Points: 57


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. possessing some regenerative abilities and an extremely long life (they don't seem to age and some have supercharged immune system). But with this success, came very bad news: infertility and a very malignant disease, similar to a violent cancer, killing most of the citizens, chiefly the scientists responsible for the eugenic projects. Some would say it was the hubris for tampering with the laws of nature, but the Ultima Thule government decided to quarantine the labs and stop messing with their genetical code. Most of the population of Ultima Thule is presently very much stagnant, everybody looks much the same. With a dwindling population (every citizen who dies is indeed irreplaceable), they decided to close themselves to the rest of  the planet. Some 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, decided to make the planet bow to his supremacy. His comrades could be too coward to show the rest of the planet the sheer power of their genetical / historical superiority, but as he learnt in the Gymnasium (where, during some practical history lessons, he acquired his Mensur scar, the one which he is particularly proud of), only the strong shall survive. He deems himself the strongest and will do what he can (and he has plans galore!) to demonstrate that (earning, all the while, the utmost respect from his own people, perhaps). Possessing his forefathers extremely biased worldview (he treats everyone else as inferior, and non-Aryans even more so) and means to try and force the world to bend to his distorted Aryan supremacy (he always has a horde of devout, albeit dim-witted, minions to help him), 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, and streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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