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Tasmanian Devil

© DC Comics / Used without permission
Origin: Birthright
Real Name: Hugh Dawkins
First Appearance: Super Friends #9 [DC Comics December 1977]
ABILITIES
Prowess 3 / 5
Coordination 4 / 6
Strength 3 / 6
Intellect 4
Awareness 4
Willpower 5

Stamina 8 / 11
Determination: 1

SPECIALTIES
Performance (Actor)
Tracking

POWERS
Transformation (Animals, "Lycanthrope-like Tasmanian Devil") 6
        Growth [Permanent] 1
        Strike (Claws) 5
        Super-Speed 2
        Supersenses 3
                   Enhanced Hearing
                   Enhanced Smell
                   Enhanced Vision

QUALITIES
  • Connections: Global Guardians, Ultramarine Corps, Justice League
  • Motivation: Uphold the Good
CHALLENGES
  • Enemies: Queen Bee, Phobia
  • Social: Openly gay (May or not be a problem, depending on where he is)
Points:  50 (startling!)

ORIGIN STORY
Hugh Dawkins is a born metahuman with the ability to turn into a supernaturally large and intelligent Tasmanian Devil, in a fashion similar to a werewolf. While Hugh is a pacifist, his alter ego of the Tasmanian Devil is aggressive and bestial. His parents had a hard time with him until he saved his father's life. Hugh's mother has been noted to have been abusive, particularly to his father.

He worked as a superhero in Tasmania until he was contacted by Doctor Mist to join the Global Guardians. He fought alongside the team until their base was destroyed and they temporarily disbanded.

Dawkins helped to rebuild the Justice League Embassy which had been destroyed during an alien invasion. He then joined Justice League International. His affiliation with the Justice League caused his rejection by the Queen Bee, ruler of Bialya, who was reforming the Guardians. Her efforts seemed beneficial but were for her own selfish gain, as she was using brainwashing techniques to put the Global Guardians under her control. He and the League helped free the Global Guardians from their mind control and put a stop to the Queen Bee's evil schemes. Dawkins and the League helped with relief and recovery efforts. He then rejoined a team of Guardians to rescue those still endangered by the secret machinations of Harjavti, an associate of the Queen Bee. The entire group was endangered as those left behind had been implanted with subliminal orders to kill. Fortunately, nobody was actually harmed and the Global Guardians were reformed again.

He later assisted the Justice League and the Global Guardians on a number of occasions. During a battle with Phobia in New Zealand, where he confronted his fears of his mother, he saved the country and earned that nation's love and support. He assisted the Justice League until the death of Ice, when that particular branch of the League fell apart. He remained with the Global Guardians, and he joined the Ultramarine Corps as well shortly after the formation of that team.

(I have to confess I have problems in quantifying the points allotted to Transformation - that's why I left it open. The ICONS Superpowered Roleplaying Game core book and ICONS Great Power book don't grade exactly the levels of Transformation according to how many points we allot in the power... Character revised according to rules presented in ICONS Great Power book).

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Starman (Fusion)

© DC Comics / Used without permission
Origin: Transformed
Real Name: Prince Gavyn
First Appearance: Adventure Comics #467 [DC Comics January 1980]
ABILITIES
Prowess 4
Coordination 4
Strength 7
Intellect 4
Awareness 4
Willpower 4

Stamina 11
Determination: 1

SPECIALTIES
Politics Expert
Power ("Stellar Energy")

POWERS
Blast ("Stellar Energy") 8
Damage Resistance 4
Flight 8
       Space Flight
Life Support 6
       Breathing
       Cold
       Heat
       Pressure
       Radiation
       Vacuum
Supersenses 1
       Additional Sense ("Telelocation")

QUALITIES
  • Connections: Throneworld, Superman
  • Motivation: Uphold the Good; leading his people and acting as the preserver of their interests
CHALLENGES
  • Enemies: Mongul
  • Weakness: Must wear gauntlets to facilitate the conversion of stellar energy. Without them, his powers are limited to Life Support ad Detection.
Points:  65 (astonishing!)

ORIGIN STORY
Prince Gavyn was one of the potential heirs to the Empire on the death of Rilsom the 18th. When passed over for the throne in favor of his sister, Clryssa, he was executed by being tossed unprotected into space (as was customary for all heirs other than the one chosen to prevent civil war).

Unknown to his people, Gavyn survived, rescued by a being called Mn'torr. Mn'torr was a member of an elder race, on a thousand year retreat of silent study. Mn'torr realized that Gavyn possessed unusual latent abilities, which his "execution" brought out and Mn'torr enhanced with special gauntlets that concentrated Gavyn's energies.

Adopting the costumed identity of Starman, later Fusion, Gavyn became the protector of the Empire and, after his sister's murder, Emperor. Clryssa had been murdered by Mongul, who attempted to steal the throne of the Empire. With the assistance of Superman, Starman (Fusion) defeated Mongul. In the process, he was forced to destroy the doomsday device which had blackmailed the planets of the Empire into union under the crown. Thus, he became the last Emperor.

(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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Captain Comet

© DC Comics / Used without permission
Origin: Birthright
Real Name: Adam Blake
First Appearance: Strange Adventures #9 [DC Comics June 1951]

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

Stamina 12
Determination: 1

SPECIALTIES
Athletics
Pilot
Science (Physics)
Weapons (Guns)

POWERS
Damage Resistance 2
Telekinesis 8
       Telekinetic Force Bolts
       Flight
       Force Field
Telepathy 8
       ESP
       Mind Control
     
EQUIPMENT
Blast Device 5 [Stun Gun]

QUALITIES
  • Connections: L.E.G.I.O.N., Superman, Dr. Emery Zackro
  • Eidetic Memory (Perfect recalls everything he's experienced)
  • Motivation: Uphold the Good
CHALLENGES
  • Enemies: Secret Society of Super-Villains, Darkseid, Gorilla Grodd
Points: 100 (monumental!)

ORIGIN STORY
Adam Blake was born in 1931 to John and Martha Blake in a Mid-Western town (closely paralleling the origin of Superman). His birth coincided with the passing of a comet in the night sky, which Johnathan Blake jokingly noted as a sign of good fortune. The comet's radiation activated Adam's metagene, and he began to exhibit various powers at a very young age.

Adam's mental powers develop very early in his childhood. By the time he was four-years-old Adam demonstrated acute powers of observation, possibly the emergence of the sensory centers that grant him clairvoyance or early indicators of his photographic memory. On one occasion he mentally located his mother's missing wedding band beneath a pile of discarded wood. When questioned, he claimed that he simply knew where it was. By the time he was eight, he possessed a photographic memory and was able to memorize and comprehend all of the information that he had read from an entire volume of encyclopedias. He excelled at every sport and activity he tried: he could play musical instruments without lessons (the first time he picked up a clarinet, he played a Mozart concerto) and performed athletic feats comparable to Olympic participants. When Blake became a teenager his superhuman durability and strength began to manifest, and he exhibited signs of telekinesis and telepathy. He even saved the life of a fellow college student by catching her with his telekinetic abilities.

Despite this, Adam felt isolated because he was wildly different and had to suppress his powers from being known by the public. He went to Professor Zackro Emery for help in coming to terms with his nature. After many extensive tests Zackro deducted that Adam was a mutant, the pinnacle of human evolution 100,000 years in the future. He offered Adam a job as his assistant in the science hall.

When criminals attempted to steal Zackro's solar reducer technology, Adam used his telekinesis to stop their bullets and foil their plans. He and the scientist agreed that Adam should use his powers for good. "Captain Comet" became an international hero by single-handedly stopping the alien Astur from terraforming the Earth. During this battle he also gained the equipment that he would use for many more years (all invented by Professor Zackro): a stun gun and his trademark costume.

For three years Captain Comet acted as a protector of Earth and an explorer of the galaxy, while maintaining his secret identity as an information clerk in a metropolitan library. He fought off dinosaurs, Greek gods, alien invaders, and a super-powered ape several times. He rescued damsels in distress from different worlds and visited alien civilizations. But he could never shake the feeling that he was fundamentally different than his fellow human beings and could never belong without a superhero identity. Adam noticed that while the people in his life aged and changed in appearance, he remained the same; he became frustrated by the limitations of Earth's knowledge. In 1954 Comet left Earth in the Cometeer, and would not return until 1976.

Upon his return he is tricked by Gorilla Grodd into joining the Secret Society and fights Darkseid and the forces of Apokolips alongside them He eventually figures out the ruse, sparking a long-time crusade against the Society.

(One notable fact is that Captain Comet was the first official superhero mutant in mainstream comic books. He appeared 12 years before the X-Men debuted, and Namor was only officially classified as a mutant during the X-Men's revival in the 1990s. 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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Rethinking Powers: Lunar Strength

When converting Night Girl, I came across a not-so-uncommon limitation present in comics: the fact that some characters' powers only function during part of the day. Be it during the daylight or under the light of the moon, this happens to - as memory serves me well - Marvel's Moon Knight as well as DC's Apollo (from Authority/Stormwatch). To portray that in your games, here they are some limitations you can use in your games.

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

LUNAR STRENGTH
You become stronger at night (“under the light of the moon,” as they say, though the power doesn’t require you to remain in moonlight). The greater the moonlight, the greater your might.

SOLAR STRENGTH
Your cells are like living solar batteries — the sun supercharges them, making you immensely strong when the sun is out. At nighttime, you lose the benefit, though you still get the extra Strength on cloudy days or when you're indoors in the daytime. You could, if desired, explain many other powers — toughness, flight, the ability to project beams of heat, and so on — as the results of the “living solar battery” concept.

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Karate Kid

© DC Comics / Used without permission
Origin: Trained
Real Name: Val Armorr
First Appearance: Adventure Comics #346 [DC Comics July 1966]

ABILITIES
Prowess 9
Coordination 8
Strength 5
Intellect 5
Awareness 6
Willpower 6

Stamina 12
Determination: 2

SPECIALTIES
Acrobatics Mastery
Art (Painting, Sculpting)
Martial Arts Mastery
Mental Resistance Expert
Stealth Mastery
Weapons Expert
Wrestling

POWERS
None
 
EQUIPMENT

QUALITIES
  • Connections: Legion of Super-Heroes
  • Motivation: Uphold the Good
CHALLENGES
  • Enemies: Legion of Super-Villains, Fatal Five, Nemesis Kid
  • Personal: Wants to show his worth to be Princess Projectra's consort
Points: 55 (impressive!)

ORIGIN STORY
Val, named for his mother, Valentina, who died shortly after he was born, was the only son of Kirau Nezumi, a Japanese super-villain also known as the Black Dragon. Japan's super-hero, The Sensei, killed Black Dragon, then promised to raise the villain's son as his own, teaching him not only the martial arts but also an appreciation for more peaceful pastimes such as sculpting and painting. Val grew up in Japan, later moving to Metropolis to join the Legion. He viewed it as a challenge, how to make himself, a non-powered human, into a Legionnaire. By that tiem, he had established a proficiency in all forms of hand-to-hand combat and hand weaponry, with a special talent for karate. Focusing on this self-created super-karate, he tried out for the Legion on the eve of the Khund invasion and was accepted along with Princess Projectra, Ferro and Nemesis Kid.

Successful in his Legion career, he eventually served as Leader, for one term. He even trained many of his fellow Legionnaires in various types of hand-to-hand combat.

(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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Night Girl

© DC Comics / Used without permission
Origin: Transformed
Real Name: Lydda Jath
First Appearance: Adventure Comics #306 [DC Comics March 1963]
ABILITIES
Prowess 5
Coordination 5
Strength 3 / 8*
Intellect 4
Awareness 4
Willpower 5

Stamina 8 / 13
Determination: 3

SPECIALTIES
Martial Arts Expert
Teaching
Wrestling Expert

POWERS
Damage Resistance [Limit: Only at night] 5
Supersenses 1
         Additional Sense (Infravision)

EQUIPMENT

QUALITIES
  • Connections: Legion of Super-Heroes
  • Motivation: Uphold the Good
CHALLENGES
  • Enemies: Legion of Super-Villains, Fatal Five, Dominators
  • Weakness: Her strength drops to normal levels in the presence of sunlight/ultraviolet rays. She also loses her resistance to physical and energy attacks
Points: 37

ORIGIN STORY
Night Girl was the daughter of one of the most renowned scientists of Kathoon, a planet with a dead and distant sun which is heated by internal geothermal activity. Like all Kathoonians, Lydda can see in the dark. Because of their Terran heritage, humans from Kathoon can also adapt to normal sight, but take a period of adjustment before they can focus properly. 

Lydda's father had always wanted a son and, lacking one, he taught his daughter to be completely self-reliant and prodded her toward being successful. When she grew older, he used a vitalizing ray to give her limited super powers, primarily super-strength. In part, this was because Lydda, like most of her generation, was a huge fan of the nascent Legion of Super-Heroes, and secretly had developed a crush on Cosmic Boy, the Legion's first and quite dashing Leader. She asked her father to help her develop super powers that would qualify her for Legion membership. Though the vitalizing ray was successful, she only possessed her strength in darkness or in artificial light. Sunlight returned her to normal.

She gamely applied for Legion membership despite her limitations, but was rejected. Unwilling to give up and have all her efforts come to nothing, she joined together with four other Legion rejects to form a secret auxiliary of "Substitute Legionnaires" who would pitch in behind the scenes or when the LSH was unavailable. Inevitably, their activities came to the attention of the LSH, and the Subs were made a special branch of the Legion Reserve.

Once the Legion began officially recognizing the Subs, the two groups met intermittently for talk and training. During these meetings, Night Girl finally got to know Cosmic Boy, and the two have been a couple ever since. Recently, she was included in the Legion ranks. Besides working with the Legion, Night Girl serves as one of the instructors at the Legion Academy.

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

© DC Comics / Used without permission
Origin: Birthright
Real Name: Condo Arlik
First Appearance: Adventure Comics #371 [DC Comics August 1968]
                            Character created by Jim Shooter and Curt Swan

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

Stamina: 8
Determination: 5

SPECIALTIES
Martial Arts
Pilot
Science (Chemistry)

POWERS
Transmutation [Limit: Extra Only] 8
           Catalytic Control

EQUIPMENT

QUALITIES
  • Connections: Legion of Super-Heroes
  • Motivation: Unwanted power
CHALLENGES
  • Enemies: Legion of Super-Villains, Fatal Five, Dark Circle, Mordru
  • Personal: Powers were source of constant suffering for him, until Invisible Kid and Brainiac 5 cured him
Points: 45

ORIGIN STORY
Before the Legion came into his life, Condo's powers were the source of terrible suffering for him. He was born a mutant, with the ability to alter chemical reactions. His powers mostly manifested, at first, over the reactions of his own body, making him gravely ill and needing to be hospitalized through most of his childhood. 

It wasn't until his case was brought to the attention of Lyle Norg (a.k.a. Invisible Kid of the Legion), an expert chemist, that things began to turn around for Condo. Lyle managed to provide a treatment for Condo, and then helped train him in how to control his abilities. He also convinced Condo that his powers were not a curse, but a great ability that could be used for good. The power to accelerate or decelerate any chemical reaction was a significant ability, and Lyle convinced Condo to apply to the newly-founded Legion Academy. 

In his try-out for the Legion, Condo, now calling himself Chemical King, was sent to infiltrate the Legion of Supervillains, which had been forming on Mars under crime boss Tarik The Mute, and included many of the Legion's old foes or failed applicants. Condo did well in his first mission and was elected unanimously into the Legion.

From that time on, Condo proved to be a dedicated and serious Legionnaire, utterly loyal to the group that had saved him from a life of suffering.

(With ICONS Great Power book, Chemical King's powers were much more simplified and streamlined. As someone has stated elsewhere, the Legion of Super-Heroes became the poster team of really odd powers. 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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