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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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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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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