Showing posts with label Infinity Inc.. Show all posts
Showing posts with label Infinity Inc.. Show all posts

Miraclo


Another piece of realia which many of comic book readers wouldn't mind to have, Miraclo pills tend to appear here and there as Internet memes, to represent a plethora of chemical solutions from flu to laziness. With the advent of political correctedness, some authors had to turn the pill into something more discreet in comics, to avoid negative comparisons with other forms of chemical addiction

Powers


Alteration Device 7 {Incredible}
       Ability Boost [Extra: Boost Two - Coordination and Strength]
       Damage Resistance
     

Origin Story

A special form of Phosphorus temporarily bonds with the ATP in muscle cells. This creates "Adenosine Quad-Phosphate", the energy from which is released to grant the user various abilities (see above). The effect lasts for about an hour, and the waste toxins generated are usually eliminated from the bloodstream within twenty four hours. It was created by the chemist Rex Tyler.

After Rex Tyler found a passion for chemistry, he landed a job as a researcher for Bannerman Chemicals. Through accidents and discoveries, Rex came to create the "Miraculous Vitamin" that would grant a group of test mice abilities that far exceeded the norm. Using it on himself, Rex found his own capabilities to extended to near superhuman levels, but only for one hour at a time. Realising the potential of Miraclo, Rex decided to keep this discovery to himself.

Rex Tyler's son, Rick Tyler, took Miraclo to become the second Hourman. He became dangerously addicted to the chemical for a time and even contracted Leukemia from prolonged exposure to the drug. It was Matthew Tyler, an android from the future (that later becomes the third Hourman), that cured Rick of his disease and helped him control his use of Miraclo. Rick developed a way to use Miraclo in a non-pill form by pressing a button in his suit that secretes Micralo into his skin, still giving him powers for one hour.

A fun idea, although not politically (or healthily) correct, the Miraclo pills were modernly retconned to be a solution for muscular dystrophy, which would make it much more valuable. In a medium full of chemical enhancements (Venom, anyone?), Miraclo tended to be useful only for the Tylers, though.
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Doctor Midnight

© DC Comics / Used without permission
Origin: Transformed
Real Name: Elizabeth "Beth" Chapel
First Appearance: Infinity #21 [DC Comics December 1985]

ABILITIES


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

Stamina: 8
Determination: 3

SPECIALTIES


Athletics
Martial Arts
Medicine Expert

POWERS

Dazzle Device 5 ["Blackout Bombs"]
Defensive Device ["Body Armor", Damage Resistance] 2
Supersenses 1
       Enhanced Vision [Darkvision: able to see in complete darkness]

QUALITIES


. Blind: Couldn't see in daylight without the aid of special lenses.
. Responsibility of Power.
. A qualified surgeon and medical researcher.

Points: 38


ORIGIN STORY

Beth Chapel is the daughter of a minister and grew up with her four rowdy brothers in Orangeburg, South Carolina. She studied medicine and became the protegée of the noted physician Dr. Charles McNider. McNider believed that Chapel had the potential to become the most brilliant surgeon he had ever known.

McNider was blind in normal light, but he had the superhuman ability to see clearly in darkness ; in his secret identity as JSA member Doctor Mid-Nite he wore goggles with infrared lenses that enabled him to see in normal light as well. Years before he admitted his secret to her, Chapel realized that her mentor was really the renowned costumed super-hero.

Chapel eventually became an intern at Sunset Medical Center in Los Angeles. It was at this hospital, very early in her internship, that she first met members of the super-hero team Infinity, Inc. During the so-called Crisis on Infinite Earths, an earthquake struck L.A., causing a fire at Sunset Medical Center. While saving a patient, Chapel was blinded by the explosion of an oxygen tank.

McNider directed a surgical team in operating on the injured Chapel for five hours, using an ocular implant from her pineal gland. As a result of this unusual procedure, Chapel's vision was partially restored. Although her eyes were now too sensitive to see in normal light, she could see as clearly in darkness as McNider himself could. However, unlike him, she couldn't see in normal light using infrared lenses, and had to wear heavy sunglasses in daylight.

Chapel discovered her ability to see in darkness when she aided the second Hourman in battling some of the Anti-Monitor's Shadow Demons. Wanting to use this power to fight further evils and dangers, Chapel adopted a costume (designed by Hourman) and, in honor of her mentor, took the name Doctor Midnight.

Beth Chapel was one of Infinity Inc.'s 'new' versions of old heroes (joining Rick Tyler & Yolanda Montez) that just didn't pan out. Roy Thomas tried, but honestly, DC Comics destroyed Infinity Inc. for many years, and there was almost no point in using the team until they were far enough away from their All-Star retelling stories that you could just forget about what happened back in those days. The continuity restructuring was just too immense to be putting out books with these guys for a while. It didn't help that some at DC were getting into the 90s 'cool bad-ass heroes' phase. Damn Iron Age of comics! Nevertheless, Chapel has made quite an impact in our games, being our resident doctor (always handy when you're superheroing). 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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Wildcat

© DC Comics / Used without permission
Origin: Birthright
Real Name: Yolanda Montez
First Appearance: Infinity Inc. #12 [DC Comics March 1985]

ABILITIES


Prowess 5 {Good}
Coordination 7 {Incredible}
Strength 5 {Good}
Intellect 4 {Fair}
Awareness 5 {Good}
Willpower 4 {Fair}

Stamina: 9
Determination: 1

SPECIALTIES


Athletics Expert
Art (Writing/Journalism)
Martial Arts
Stealth

POWERS

Leaping 4 {Fair}
Strike ["Claws", Slashing] 5{Good}
Supersenses 2 {Weak}
       Additional Sense [Infravision]
       Enhanced Sense [Smell]
Wall-Crawling 3 {Average}

QUALITIES

. Curiosity killed the cat.
. Legacy of hero: Wildcat.
. Difficult to stay put.

Points: 51


ORIGIN STORY

Maria Montez and her sister were given experimental drugs by the mad gynecologist Dr. Benjamin Love while they were pregnant. Doctor Love kept close tabs on most of his experiments, but lost track of the sisters when they travelled to Mexico. In Mexico, Maria's daughter Yolanda was born on the same day her sister gave birth to Carcharo. Yolanda and her mother returned to America to reunite with Mr. "Mauler" Montez. As a child, Yolanda manifested her superhuman powers, but was unaware of why she was born a mutant. She grew close to her godfather, Ted Grant, who is the mystery man Wildcat, who operated during the 1940s. Years later, Grant was crippled while saving a child. Yolanda assumed his identity to honour her godfather and the principles he represented.

Ted Grant is at first annoyed with this new superheroine, but when he discovered she is his god-daughter, he gave Yolanda his blessing. After a while, she joined 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. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Jade

© DC Comics / Used without permission
Origin: Birthright
Real Name: Jennifer-Lynn Hayden
First Appearance: All-Star Squadron #25 [DC Comics September 1983]

ABILITIES


Prowess 3 {Average}
Coordination 5 {Good}
Strength 3 {Average}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 6 {Great}

Stamina: 9
Determination: 1

SPECIALTIES


Aerial Combat
Art (Photography) Expert

POWERS

Force Control ["Green Starheart Force"] 7 {Incredible}
       Blast ("Power Pulse")
       Expanded Field
       Force Constructs
Flight 7 {Incredible}
Phasing 4 {Fair}

QUALITIES


. Weakness: Like her father, Jade's powers do not work on wood.
. Mentally connected to her brother, Obsidian.
. Likes to be the center of attention and revels at the publicity surrounding Infinty, Inc.

Points: 67


ORIGIN STORY

Jennie-Lynn Hayden is the daughter of Alan Scott, the original Green Lantern, and Rose Forrest, the original Thorn. Forrest married Scott, and, unknown to him, had twin children Jennie-Lynn and Todd. Fearing her criminal Thorn personality would kill them, Forrest abandoned her children. Each twin was adopted by a different set of foster parents and did not meet until a few weeks before they attempted to join the justice Society of America. Jennie-Lynn had discovered that she could project mystical green energy, which she called her power pulse, from the green birthmark on her palm. Since she had green hair and skin, she used the power pulse to give herself a normal human appearance. Because of the similarity between her power pulse and Green Lantern's power-ring energy, she suspected that he was the father of Todd, who also had super-powers, and herself. The two siblings intended to become super-heroes under the names of Jade and Obsidian. Learning through the power pulse that four young heroes - Fury, Northwind, Nuklon, and the Silver Scarab - had just interrupted a Justice Society meeting to demand to be made members, Jennie-Lynn and Todd went to the meeting to ask that they be inducted, too. They claimed that Green Lantern was their father, but that he did not remember their relationship.

The Justice Society turned down all the applicants, who instead formed their own super-hero organization, Infinity, Inc. Jade revealed her Jennie-Lynn identity at Infinity, Inc.'s first press conference. Shortly thereafter, she and Obsidian met Rose Forrest and sometime later learned that she and Green Lantern were her real parents.

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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Fury

© DC Comics / Used without permission
Origin: Birthright
Real Name: Hyppolyta "Lyta" Trevor
First Appearance: Wonder Woman (vol.1 ) #300 [DC Comics February 1983]

ABILITIES


Prowess 6 {Great}
Coordination 6 {Great}
Strength 7 {Incredible}
Intellect 4 {Fair}
Awareness 5 {Good}
Willpower 5 {Good}

Stamina: 12
Determination: 2

SPECIALTIES


Animals
Athletics
Martial Arts
Weapons (Melee)

POWERS

Defensive Device ["Body Armor", Damage Resistance] 2
Leaping 2
Super-Speed 2

QUALITIES


. A very short temper.
. Eager to prove herself to her parents (mainly to her mother).
. Protective of her fiancé, The Silver Scarab.

Points: 43


ORIGIN STORY

The only daughter of the Golden-Age Wonder Woman and no-retired Air Force General Steve Trevor, Lyta Trevor was raised amidst a unique mixture of typical American and ancient Amazon cultures. Her summers were spent on Paradise Island with her semi-retired mother, learning the skills of an Amazon, though her thoughts did not turn to crimefighting until she met the contemporary Wonder Woman during her last year of high school.

After her freshman year at Georgetown University, Lyta insisted she was ready to take her mother's place as a super-hero, but Diana was adamant that Lyta first finish her college education. The fiery tempered young woman was offered a choice between transferring to the University of Southern California or spending the next several years in intensive training on Paradise Island. Lyta opted for USC, where she was reunited with her childhood friend Hector Hall, son of the original Hawkman. The romantic relationship that blossomed between them has recently led to their engagement.

Still determined to become the next generation of super-heroes, Lyta and Hector adopted the secret identities of Fury and the Silver Scarab respectively and, along with several other super-powered sons and daughters of the Golden-Age heroes, attempted to join the Justice Society of America. When they were rejected for membership in the JSA, they decided to form their own organization, Infinity, Inc. and set out to prove themselves to their parents.

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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Mr. Bones

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

ABILITIES


Prowess 3 {Average}
Coordination 4 {Fair}
Strength 7 {Incredible}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 11
Determination: 4

SPECIALTIES


Athletics
Drive Expert
Escape Artistry
Trivia (Pop Culture)

POWERS

Aura 8 ("Cyanide Touch", Limit: Constant)

QUALITIES


. Strange appearance: transparent skin.
. Repentant: Former criminal.
. Speak in rhymes.

Points: 39


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 remanded Mr. Bones into the custody of Infinity, Inc.

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

Stamina: 8
Determination: 1

*Coordination is 5 and Strength is 4 outside the Scarab Suit.

SPECIALTIES


Martial Arts
Science (Solar Power)
Technology Expert
Weapons (Melee)

POWERS

Defensive Device ["Scarab Suit"] 6 {Great}
       Damage Resistance          
       Blast ["Solar Blast", Shooting]
       Energy Absorption 
       Flight

QUALITIES


. Thrill-Seeker: wants to prove his worth to his heroic parents.
. Gadgeteer.
. Fierce Rivalry: Northwind. 

Points: 60


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.

Silver Scarab and Fury were joined by Northwind and Nuklon in their application for JSA membership, but were all turned down due to their inexperience. Silver 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. I called it "Defensive Device", but it sounded a bit dull, somehow. 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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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 {Good}
Coordination 5 {Good}
Strength 6* {Great}
Intellect 5
Awareness 4
Willpower 4

Stamina: 8
Determination: 2

* Strength is 4 without the suit.

SPECIALTIES


Athletics
Business Expert
Leadership 
Technology

POWERS


Cosmic Power Device ["Cosmic Converter Suit"] 6 {Great}
       Ability Increase [Strength]
       Blast ["Shooting Stars", Blasting]
       Damage Resistance
       Flight
      

QUALITIES


. Millionaire businessman.
. Obsessed about crime fighting.
. Citizen of Past Times. 

Points: 58


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.

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

Stamina: 9
Determination: 1

SPECIALTIES


Leadership
Martial Arts 

POWERS


Illusion 7 {Incredible}
Mental Blast 7 {Incredible}
Mind Control 7 {Incredible}
Telekinesis 7 {Incredible}
Telepathy 7 {Incredible}

QUALITIES


. Atonement: "My father was a villain".
. Worried: his powers may come with some mental instability inherited from his father.
. Something to prove.

Points: 63


ORIGIN STORY

Henry 'Hank' King Jr., alias Brainwave, is the son of Dr. Henry King, a villain known as The Brain Wave, who opposed the Justice Society on a number of occasions. Hank's motherwas Merry Pemberton King, an ex-hero, who once went by the name Merry, Girl of a 1000 Gimmicks. Despite his wife's best efforts, the elder King never gave up his criminal activities, and Merry eventually died of a broken heart. Hank never forgave his father for this. After he discovered that he had inherited The Brain Wave's formidable mental powers, Hank created a costume based on his father's. He joined Infinity Inc. in opposing The Brain Wave's attempt (with the Ultra-Humanite) to change history. Hank originally called himself Brainwave Jr., but after his father died protecting him from the Ultra-Humanite, he changed it to simply "Brainwave".

As the Brain Wave died, he merged his powers with his son's. This strengthned Hank's mental powers but left him feeling ambiguous about his relationship with his father and confused about his place in the world. He left Infinity Inc. for a while to sort things out. He returned to the group, due to a budding romantic relationship with Jade.

Despite his occasional self-doubts, Brainwave has a strong and forceful personality. He is extremely intelligent, and is a good planner and tactician. He has strong leadership abilities, which naturally come to the fore in combat situations (i.e. if he has a good idea, he tends to take over direction of the group). He is sensitive about being the son of a villain, and doesn't like being required by others to prove himself (probably because he feels the same pressures from within). He sometimes overreacts to threats with an excess of mental force, as if he doesn't know his own strength.

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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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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