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Jabroniville
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JSA Reviews

Post by Jabroniville »

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Last edited by Jabroniville on Wed May 27, 2020 3:00 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

JLA 1

Post by Jabroniville »

THE JUSTICE LEAGUE, JUSTICE SOCIETY AND THE ALL-STAR SQUADRON:


Marvel ruled and DC sucked.




I mean, why argue about it? This was simply the way it WAS. When you're a ten-year-old Jab living in 1991 Canada, and your friends are all way into comics and you want to be like them, and THEY'RE all into Marvel and not DC, why wouldn't you be, too? DC was awful. Its heroes all had silly names and goofy costumes, their villains sucked and too many of them had names that ended in "-o", and their history was super-confusing, and all of their stories were just DUMB. Except Batman- every Marvel Zombie still liked Batman- he felt more like a Marvel guy anyways. Marvel was vital, cool and rad. It's not like I didn't look into DC's stuff at ALL- comics were comics, right? I'd check out a book or two, or some DC Trading Cards (totes inferior to Marvel's, to be certain), just to see what was going on. I had a few "Three-Packs" of their stuff, and read 'em, if only to prove what I already knew- that Marvel was better.

This is called "Confirmation Bias", but I'll be damned if DC didn't go out of its way to prove my bias correct. The first Flash comic I ever read featured Wally talking to a man who actually called himself THE ELONGATED MAN, and they hung around with a gigantically-fat black guy named CHUNK. I already thought Aquaman was a stupid name and had a dumb costume, but HAHAHAHA OH MY GOD, there's actually an AQUALAD!!!?? He's on his very own DC card! With a goofy little afro and everything! And then I read a DC's Who's Who- J-K and discover that there's a ton MORE lame characters! Okay, so Kole looked great, and Judomaster seemed awesome. Kid Flash dressed way better than his mentor. Killer Moth seemed like a bad-ass villain. But Kanjar Ro? Kamandi looked awful. The Knights of the Galaxy? Kong the Untamed? THE KEY?? And imagine being ten years old and wondering why in the balls there was a Justice League and a Justice SOCIETY, and the latter one was full of OLD MEN. What the hell is THAT about? And Batman DIED? THEY DON'T EXPLAIN THIS IN THAT ISSUE AT ALL!!

So you can imagine why growing up, you'd think that DC sucked ass. They looked sillier, had goofier names (and keep in mind this is BEFORE I was familiar with the Legion of Super-Heroes), and there were all these Earths that seemed way too complicated to figure out. Marvel had bitching heroes with claws and guns (I wasn't as into Wolverine as my friends- I wrote fanfics where he lost to Captain America school assignment that included a crossover with a Farley Mowatt story about Owls- but even I thought he was PRETTY cool). There was a sexy Asian Ninja Chick in a one-piece swimsuit with buttfloss, a Tiger-striped chick in a BIKINI, Captain America, Spider-Man, Colossus and all SORTS of cool stuff! Meanwhile, DC had like 18 characters with backstories more confusing than Kang the Conqueror's.

I would get out of comics around 1994 or so, growing bored with the stories (there was no watershed moment where I just quit- I just kinda lost interest right before Joe Madureira made his debut, and only kept up by flipping through comics at the local stands), and not really get back into them until 1999- it was only THEN, as a young adult, that I would finally actually read a good bit more DC stuff. And the stuff I read? Pretty well opened my eyes. Sure, DC's early '90s output was a pile of garbage. But this thing called The Dark Knight Returns? THAT was cool. Crisis on Infinite Earths? EPIC. And it turns out that Teen Titans in the '80s was just as good as X-Men was!

Matter of fact, though I had always preferred Marvel, and found DC's stuff better even once I got more objective in almost every era- the late '90s and early 2000s seemed straight-up a DC era. Grant Morrison's JLA and Geoff Johns' (and others') work on JSA was simply the best stuff being produced in the industry. It didn't last forever, but it was some GREAT stuff.

I will always prefer Marvel as a whole. But they both have their strong points.

Marvel's:
* Their characters feel more "real" (a good example I once read is that Marvel is "wouldn't it be awesome to have powers like these guys?" and DC is more "wouldn't it be awesome if people like this actually existed?"). DC took years to come up with more well-rounded casts- many '60s books involving team-ups just seem like the same dude in a different costume talking to himself.
* Their villains roster is insanely, INSANELY superior to DC's (the only thing keeping things anywhere near close is Batman's Rogues). A Marvel equivalent of the Secret Society of Super-Villains or Legion of Doom would conquer the entire planet in like three seconds- the only thing stopping them would be the villains' predilection for being evil masterminds- Doom, Mandarin, Ultron, Kang, etc. would never be able to get along. Their villains are more numerous and more well-rounded, often being fascinating characters in their own rights. DC struggles massively to the point where most of their big villains had to be reinvented almost completely in the modern era (Geoff Johns and his obsession with Rogues, Sinestro, Evil Corps. and Black Adam).
* Their books were often better, for longer- X-Men was good for way longer than Titans was.
* They have The Avengers, The X-Men, The Fantastic Four, Spider-Man and more- many of which were strong for decades at a time, whereas DC tended to piss around with almost all of their characters, giving them short runs of quality here and there. DC seems to have better events & stories, but Marvel has more great, long RUNS of books.
* Fewer "spin-off", Sidekick or excessive Legacy Characters- that kind of thing tends to make characters less "special" by giving them endless variants of people JUST LIKE THEM, with the same abilities. There are thousands of Green Lanterns, a dozen Superpeople, four-five Flashes, and so many guys with Kid Sidekicks (most of whom were drawn like they were eleven years old). Of course, this gap grows smaller with each passing year, as there are something like 50 Hulks (never mind all the villains with equivalent power-sets), five Thors, a few Spider-Men, etc.
* Less silliness with Retcons- despite the occasional snafu, Marvel only really had ONE CONTINUITY, while DC seemed to enjoy rebooting things and ignoring all the work that had come before- it left Marvel with way more "memorable old stories", because they STILL MATTERED, whereas DC would cut a swath through everything and nullify good characters and their stories.
* Greater, more memorable Jobbers. Even their worst guys are generally at least memorable (entire groups of losers like the Mutant Liberation Front or Dark Riders). Many went on to become great running gags, and others even turned into good characters. DC's Jobbers tend to just vanish.
* Less stupid names. Marvel only has a couple guys with goofy names ending in "-o", while DC has Mentallo, Metallo, Bizarro, Sinestro, Titano, etc. Flash's entire Rogues are guys with stupid names, and the Legion of Super-Heroes has so many poorly-named characters (MATTER-EATER LAD? Light Lass? Are they all Scottish or something?) that it's one of the hardest books to get new fans into. Marvel mostly got rid of their poorly-named guys in the Silver Age.
* Marvel has more luck with "new" characters (but only a bit more)- they can pop a newbie onto the X-Men or Avengers and have them be at least a little memorable. DC is generally stuck just making someone a Legacy Character, because everyone else will be forgotten about the second their creator leaves. Granted, Marvel struggles with this 90% of the time, TOO, but DC is hitting 100%.
* More characters I just CARE about- I care more about C-League Avengers than I ever have about Hal Jordan, Ray Palmer, Barry Allen or Wally West. Same goes for Aquaman and Wonder Woman- even SUPERMAN doesn't really interest me- I've never had the desire to watch his Animated Series, despite it being worked on by the creators of two of my OTHER favourite shows (Batman: TAS, Justice League).
* Fewer Apes and assorted goofy crap that makes comics look like they're for 12-year olds. Of course, that was when comics WERE for 12-year olds, but still. DC has a CITY OF GORILLAS, talking tigers, talking worms, and all kinds of juvenile, stilly stuff. Marvel has some of that, but in lower tiers (The Trapster, aka Paste-Pot Pete), or stuff that's there deliberately for laughs.
* Marvel seems to be less-aggressive with its pushing of loser characters, who don't sell a lot of books. The constant reboots of Wonder Woman, or attempts to put another Martian Manhunter, Atom or New Gods series frequently get embarassing for DC. Marvel is often even better at MAKING said "loser characters" popular again, often by sticking great Indie creators on a nothing guy like Iron Fist and making a hit out of him.
* Better movies. And getting better with time, while DC obviously struggles with anyone who isn't Batman (and his movies don't hold up nearly as well- "Batvoice", anyone?).
* No "Nu52".
* Kitty Pryde is a Marvel character.

DC's:
* Their Golden Age is a cornucopia of great ideas and awesome characters. Marvel has basically exactly three good characters from that era, and only two are really worthwhile today (Namor & Cap). Everyone else would basically be #20 in quality if they were DC's Golden Age characters. It really makes the JSA stand out.
* Its characters are more iconic, making their Big Events seem more impressive. Elseworlds/Alternate Reality stories also work much better with this sentiment- it's not quite as impressive to see Spidey or Cap in these situations (Vampires, Communists, Evil, etc.) as it would be for iconic, world-defining types like Superman & Batman. DC seems to just flat-out have more "great stories" than Marvel does.
* This iconic nature makes Marvel seem like a bunch of jealous copycats with the endless Supermanalogues and knock-offs of assorted DC characters- Quasar, The Nova Corps, Moon Knight, The Sentry & The Blue Marvel all add up to make Marvel look like they REALLY want to be just like DC. Which is odd, because they've sold better for like forty years.
* Despite my complains about the endless Spin-Off Characters diluting the core concepts of their heroes, the sidekicks and stuff give DC a much richer backlog of characters at times, often with an excuse to stick around. At Marvel, their second-tier heroes are often entirely forgettable.
* Their lack of adherence to continuity can occasionally spring out genre-defining classics that Marvel often can't, because they need to "fit".
* DC's books are less dependent upon cynicism... save the Bat-books, which are even MORE cynical than Marvel's stuff. So DC gets the best of both worlds.
* DC is often better at courting fresh talent, particularly from England. Marvel generally just picked young kids who were prone to immaturity or "sketchpad characters".
* DC still has Batman- the world's most popular superhero, and one of the defining, most well-rounded characters in history. I think about 25% of DC's entire line is based around this one character, which matches Marvel's use of The X-Men & Avengers- which are ENTIRE TEAMS.
* More "Tabula Rasa" characters- Marvel's assortment of Jobber Villains get used again and again, and always show up in background scenes- most are characterized enough that we get the gist of them easily. Most of DC's guys on this level often go DECADES without important appearances- this makes it much easier for writers to remake them a la Black Adam & Catman- throwing away their old characterization entirely and making a whole new, awesome guy. Marvel can't do this as easily with theirs- they're too well-established.
* Say what you will about Wonder Woman, but DC packs the most iconic and definitive female superhero of all time. And Supergirl is probably right behind her. WAY more top-tier, super-powerful women than Marvel has.
* Their villains increased in quality with time- Geoff Johns worked hard to make Sinestro & Black Adam awesome.
* Better TV Shows. JLU and Batman: The Animated Series are basically untouchable classics with only a few flaws. Nothing Marvel's done has come close (the best bet was Avengers: Earth's Mightiest Heroes, which isn't near that level).
* Cyclone is a DC character.

And really, after a point in the 1970s, both companies shared almost the exact same talent at varying points. So it's not like they were THAT different in the end.





Turns out DC didn't suck so bad, all in all.

THE JUSTICE SOCIETY:

-For years, DC's Golden Age was phenomenally-better than everyone else's. Timely (precursor to Marvel) really only had three heroes worth mentioning- Captain America, The Sub-Mariner and The Human Torch. DC had a TON of good guys. Superman and Batman were the #1 and #2 characters in comics. National Comics (Superman, Batman, Hour-Man, Dr. Mid-Nite, etc.) was allied with All-American Comics, which featured big names like Wonder Woman, Green Lantern, The Flash, Hawkman and The Atom- they were editorially-independent, but shared characters on books like The Justice Society of America. By 1946 (near the end of the Golden Age), the two would merge for real, though National was going by "DC Comics" colloquially since before then.

The JSA first debuted in All-Star Comics #3 in Winter 1940, by Gardner Fox & artist Sheldon Mayer. It combined Dr. Fate, Hour-Man, The Spectre, The Sandman, The Atom, The Flash, Green Lantern & Hawkman, the biggest heroes from both National & All-American who as yet didn't have their own solo books. Though all of these characters would be used for decades, not all of them were popular- some, like Hour-Man, would be trounced from the book (and comics) for YEARS, before a resurgence in the Silver Age would retroactively make all of them long-serving members! The Flash & GL left the book when each got their own solo series as well- the JSA book seemed to be more of an advertisement for the books featuring solo strips of lesser-knowns like Dr. Fate & The Atom.

This led to The Flash leaving the book after THE THIRD STORY, being replaced by Johnny Thunder- GL would follow. Batman & Superman, already HAVING their own books, were "honorary" members. Hawkman is the only member to appear in every single JSA adventure in the original run- The Atom missed two issues. Many issues were of the "Anthology" type, with the heroes describing their missions as if it was an Adventurer's Club-type of deal- Wonder Woman was, naturally, the secretary, and didn't see action most of the time- she showed up in #8.

A real-world schism developed between the two companies, however, leading to DC/National removing all their heroes from the book- Flash & GL soon rejoined to fill the roster. The Black Canary soon joined as well, but the book wouldn't see the end of the 1940s, and nor would most of its characters. By the 1950s, only a handful of superhero books remained, and most of the industry was devoted to Westerns, Romance, Crime & War Books. Even Timely's "Big Three" didn't survive, failing in '50s pushes with new stories. Only Superman, Batman, Wonder Woman, Aquaman (a back-up in Supes' stuff) and oddly Green Arrow (another company's hero) would last the full duration until the start of the Silver Age.

THE SILVER AGE:

In the Silver Age, Gardner Fox was tapped to create a NEW Justice Society, based around their newer heroes- the Age having began with the introduction of Barry Allen as a new Flash. This Justice "League" (since their was a National & American League in Baseball) would in fact MEET the old Society, it being revealed that they lived on alternate Earths (a Sci-Fi concept now transplanted to comics). The new heroes met the older ones, and it turned out that at some random point, the '50s Batman & Superman and '60s Batman & Superman "split off", because there were older versions living on Earth-2 (yes, they really made the JSA live on one they called "Earth-2", even though they came first).

These crossovers were phenomenally-successful, and would continue year after year. The JSA wouldn't get their own book, but we'd see bits and pieces of their stories continue over the years- Batman would retire, and marry Catwoman. Black Canary would leave Earth-2 after the death of her husband, and join the JLA. Mr. Terrific would be killed by an old enemy. The characters of Quality Comics- The Freedom Fighters, would be added in to things, getting their OWN Earth. The Seven Soldiers of Victory (Green Arrow's world) was added as well! The JSA members would appear middle-aged, which made sense- they were from the *1940s*, so should be about 20 years older by the mid-'60s, right? Of course, this would cause a few issues as time went on.

The team finally get their own book in 1976, and it lasted a few years- it would introduce Power Girl- the Supergirl of Earth-2- and The Huntress, and kill the Golden Age Batman. Roy Thomas would explain that the JSA were "kept young" by some shadow energy absorbed from Ian Karkull. Thomas would write The All-Star Squadron, a neat look at World War II through the eyes of the Golden Age Heroes. But WOW, would he show his work and sense of Continuity Porn- not just showing his beloved JSA, he would use the combined heroes of the ENTIRE GOLDEN AGE legally-owned by DC Comics. He'd bring ancient, unused characters out of the woodwork, making something of do-nothings like Johnny Quick & Liberty Belle.

Thomas would also create Infinity Inc., a book featuring kids related to the JSA, who for some reason hadn't bred for the most part (it seems weird looking back, but at the time the writers just HADN'T THOUGHT OF having all these heroes have children in their Cross-Overs- there wasn't time! Most super-heroes didn't HAVE kids!), despite most of them getting married at some point (there's really little reason why The Atom couldn't have just been Nuklon's dad). It was a pretty decent Teen Hero book, as these disparate kids sort of did a "Teen Titans" thing, but some goofy costume choices and codenames (Northwind, Silver Scarab, Nuklon and his infamous mohawk) would date the book pretty horribly. The team was Nuklon (Godson of The Atom), Northwind (of Hawkman), Jade & Obsidian (unknown children of Alan Scott), Silver Scarab (Hawkman & Hawkgirl's son), Fury (Wonder Woman & Steve Trevor's daughter), Brainwave Jr. (the son of a JSA villain), Power Girl & Huntress briefly, and was led by The Star-Spangled Kid, soon becoming Skyman. It'd give a young Todd MacFarlane his first big job in comics- "Todd MacFarlane- remember that name" came the Editor's comments with one issue. We'd get a new, female Wildcat and Dr. Mid-Nite, a new Hourman, and more. A few characters would become big names, too!

During this time, The Crisis on Infinite Earths was written, and that... kind of changed things.

POST-CRISIS:

The Crisis was a HUGE change for DC Comics- Marv Wolfman wanted to "streamline" DC continuity, making it so there was only one Earth. And so the JSA was shunted off Earth-2 and simply made part of the Golden Age history of the MAIN world... meaning some stuff had to happen. I mean, at this time there were two Supermen, two Batmen, two Robins, and more. Some could be explained as guys taking the names of their mentors (The Flash & Green Lantern were totally different guys), but others were a lot trickier. And so The Crisis saw a TON of JSAers get hurt- Robin and The Huntress were killed, and Hawkman was merely "badly injured" just in case they needed to kill him off. Black Canary got a confusing-ass retcon to explain her (why they didn't just use "Time Travel" is beyond me), then the old one died. Even the Golden Age Green Arrow was killed since he was also named Oliver Queen.

Roy Thomas would be REALLY stymied by all of this- it all but ruined his All-Star Squadron, and the book disappeared. Infinity Inc. carried on, simply ignoring a lof of the JSA's stuff until they could hammer out the continuity. In the meantime, he wrote The Young All-Stars, featuring close-ish analogues of the now-extinct JSA members to "explain" his beloved old stories still happening the way they had in the Golden Age- you simply had Iron Munro doing the things Superman was doing- same with Flying Fox/Batman and Fury/Wonder Woman!

But it still wasn't to be- soon, all of Thomas' books would be cancelled, and the JSA was permanently written-out in ham-handed fashion, as they got stuck in Limbo, fighting Ragnarok for years. DC just simply didn't want to deal with the continuity headaches their existence would bring on.

The DC Universe as a whole would get all fusterclucky, proving decisively that REBOOTS NEVER WORK- this reboot had the ENTIRETY OF DC BEHIND IT, not to mention some of the greatest writers and artists in comics at the time (Perez, Wolfman, Byrne, etc.), and they STILL managed to utterly-bugger half their line. Wonder Girl & The Legion of Super-Heroes had their origins shattered, The Hawks got too convoluted to write properly, and the entire JSA was all but ruined for YEARS while they tried to figure things out. This, of course, wouldn't stop DC from trying the same thing decades later. And God I hope Marvel doesn't try this, too.

There was a short-lived revival of the JSA in 1991, which was decently-popular, but it would be killed by Mike Carlin- an Editor who hated the concept of "old men superheroes" (according to the writer), resulting in much fan hatred (especially in the nascent computer-based fandom). The book's only real legacy is the creation of Jesse Quick. 1994 would see DC Editorial strike ANOTHER blow at the heart of the time, callously wiping out The Atom, Dr. Mid-Nite & Hourman in one fell swoop, then writing out Hawkman & Hawkgirl (speaking of continuity issues...). Dr. Fate would soon die of old age, and friggin' Green Lantern had to change his name to Sentinel. The Golden Age Wonder Woman was now decided to be WW's MOM, Hippolyta, having gone back in time and joined the JSA, rewriting the retcon of Miss America having joined the team in her stead (and basically ignoring how Fury was supposed to be that).

THE MODERN AGE:

The JSA post-1999 would be oddly its best- James Robinson had a critically-acclaimed run on Starman, which showed a lot of Golden Agers (the few that survived now), though I find the book a good bit overrated and smarmy- it's a good critique of comic book fans in general (Jack Knight is a HUGE hipster and kitsch-fan, and a big of a self-righteous, snobbish douchebag that I find to be EXTRAORDINARILY unlikeable... like I said, a good critique). But the REAL meat came when a popular arc in Morrison's Justice League became the send-off point to an all-new JSA series.

Written by screenwriter David Goyer and James Robinson, and soon adding Geoff Johns to the festitivities, the JSA book would revive the members currently left alive, basing the new team around Alan Scott, Jay Garrick & Ted "Wildcat" Grant as the core Golden Agers, alongside the new team leader- Sandy the Golden Boy was now Sand, a big bad-ass OUT OF NOWHERE- he was basically an all-new character with the name of the old one, but was pretty cool- alas, he would soon fade away once Johns got full creative control (he evidently doesn't care for the character). New legacies would show up, Jakeem Thunder, Stargirl, Atom-Smasher (a renamed Nuklon- a legacy from Infinity Inc.). An all-new Doctor Fate would be the former Silver Scarab. Jack Knight would be around for a bit. Black Canary and Hippolyta stuck around for a few arcs, too. New versions of Dr. Mid-Nite & Mr. Terrific would become big names under Johns (they'd been created earlier), and soon Captain Marvel villain BLACK ADAM would be stuck on the team out of nowhere.

Captain Marvel himself would join alongside Power Girl & the third Hourman, giving us one of the larger superhero rosters around- Thankfully, most of them would be missing for at least an arc or two. This series... was FANTASTIC. Absolutely one of my favourite books to re-read. It gives lip service to the history of comic books, but is largely looking forward, showing new heroes learning the ropes alongside some Wild Old Mentor-figures. Like JLA, the series features huge crisis after huge crisis- the world is always at stake, powerful villains threaten everything, etc. Alan Scott has to fight his evil son Obsidian, the team is kidnapped by Roulette and forced to fight each other, they war with Kobra, all of reality is altered by The Ultra-Humanite (wielding the power of The Thunderbolt), etc. It is HUGE, yet always gives us a personal touch with the heroes- something that is often lost in "Big Event Comics" (looking at you, Hickman...).

Several characters get great Character Arcs- Stargirl grows from a bratty little teen into one of the more moral and decent heroes- the heart of the team. Black Adam starts evil, gets his old "heroic" personality back and becomes a bad-ass imperious jerk, but soon gets more and more angry until he quits the team and becomes the murderous ruler of an entire nation. Atom-Smasher starts as an adoring, honoring fanboy of the elders, but gets more aggressive as his mother is killed in a terrorist attack, acting like an asshole around Black Adam (who he doesn't believe can reform). Ultimately, he quits the team in a rage, and becomes a killer, twisted by Adam's own words. He & Stargirl have an ongoing thing throughout the series- a fascinating relationship that seems sibling-like at first, turns to Star openly pining for him (they don't SAY it, though- meaning a lot of fans missed it), and then a big "Will They, Won't They?" thing. Marvel and Star have their OWN thing- an adorable Puppy Love Romance. Obisidian would go off the deep end, but eventually reform as well. Mr. Terrific would come into his own as one of DC's top heroes, though it didn't last.

The series would get a restart, written by Johns and drawn by the amazing Dale Eaglesham- it'd get even more obsessed with Legacies, as a whole NEW generation of kids would debut- Judomaster II, Citizen Steel, Wildcat III, Mr. America II & III, and Lightning would be joined by Damage ('90s hero), Magog (a hero from Kingdom Come, in co-operation with painter Alex Ross) and the greatest character in the history of comics- Cyclone. Then the Superman of Kingdom Come would show up, giving us a long-running arc featuring Magog doing stuff.

The series had an AMAZING start, and even better art, but holy God did they screw up a lot. See, sticking fifty members on the squad basically didn't allow for ANY serious characterization, and potentially-interesting charcters were more or less dropped off the face of the Earth with no room to emote. People like Lightning, Steel & Mr. America did nothing, and My Beloved Cyclone, while popular among most of the writers, wouldn't get that much to do, either. Even some of the earlier big names faltered and did little- Hourman & Liberty Belle were reduced to fawning over each other and acting parental towards a grumpy, scarred-up Damage.

Johns would leave the book after a huge, career-defining run, and move on to continue altering the entirety of the DC Universe, for better or worse. The two Fables writers, Bill Willingham & Matthew Sturges, took over the series, soon splitting it off into two books, ironically capitalizing on its success RIGHT WHEN IT GOT WORSE. Willingham got all the "Boring Old Guys" on his team and failed to do anything interesting (I couldn't even tell you a single arc), while Sturges got the exciting young ones, but messed around a bit too much, focused on stupid newbie Magog WAY too much, and had some AWFUL art with J.H. Williams III drawing pupil-less eyes and exaggerated figures. JSA All-Stars would only last 18 issues, and the main book only lasted a little longer, being cancelled just as DC rebooted their entire universe.

THE JUSTICE LEAGUE:

In the late 1950s, Julius Schwartz asked writer Gardner Fox to reintroduce the Justice Society with a new name, and featuring the modern takes on the DC heroes- the Justice League of America soon made their debut in The Brave and the Bold #28. Its roster was the Big Seven: Superman, Batman, Aquaman, The Flash, Green Lantern, Martian Manhunter and Wonder Woman (Fox would later regret adding Aquaman to the team, as it always necessitated putting them next to a body of water somehow). Teen "Snapper" Carr, speaking in beatnik dialogue that is OH GOD SO DATED NOW, allied with the team to stop Starro the Conqueror. For eight years, Fox would write this book to great success, becoming one of DC's top-tier series- its roster was largely-stable, especially compared to Marvel's counter-series The Avengers, which switched out new members constantly, always appearing "new". They would ally with The Justice Society and other groups, fight in various "Crises", and alter their roster. Green Arrow would join due to fan demand (he'd been added to DC, but hadn't really done too much at that point). Many Schwartz-edited characters were on the League, and many he didn't edit (like Metamorpho) were not. Denny O'Neil took over in 1968 (Dick Dillin would draw the book for TWELVE YEARS STRAIGHT), dropping Wonder Woman, Carr & Martian Manhunter almost immediately, then put Black Canary on the squad. Most of DC's superhero line would be cancelled in the late '60s, owing to the "Batman Bubble" burst (the TV series had brought a HUGE number of fans to the books, but they didn't last once the show was off the air only a couple years later)- oddly enough, at this point, ARCHIE was the hottest-selling book on the market, owing to its OWN TV series!

"The Satellite Era" would add some peppy, more modern characters to the book- Elongated Man, Red Tornado, Hawkwoman, Zatanna & Firestorm. Wonder Woman rejoined, and Len Wein wrote the stories that brought back The Seven Soldiers of Victory & The Freedom Fighters. Various writers would do their arcs (Steve Englehart had a run which of course featured his beloved Mantis as "Willow"), and Gerry Conway would begin a mega-run for eleven years. He would revamp the series as "Justice League Detroit", adding in young members- Aquaman dissolves the League and allows only heroes to join only if they can devote their whole time to the team (ie. they don't have their own solo books). Aquaman leads Zatanna, Elongated Man, Vixen, Martian Manhunter, Gypsy, Steel and Vibe. This team would become rather notorious in retrospect for the utter FAILURE of the latter three to gain any sort of traction, which is too bad- I have no idea if this run was any good, but it's usually only joked about these days. Aquaman leaves after a year, and eventually J.M. DeMatteis kills off Vibe & Steel in the last arc of the series.

THE JUSTICE LEAGUE INTERNATIONAL:

By 1986, DC had a Legends event that attempted to restart certain things (the Crisis on Infinite Earths helped, too). Keith Giffen & DeMatteis would write what would be know as the "BWAHAHAHAAH"-era League, featuring the wacky antics of Blue Beetle & Booster Gold, in addition to Batman, Black Canary, Captain Marvel, the new female Dr. Light, Martian Manhunter, Mr. Miracle and Guy Gardner (Hal Jordan's asshole replacement GL). Soon, the roster would be glutted with Captain Atom, Fire & Ice, and Rocket Red. This five-year run proved popular, but I think it kind of lacks some dignity to have the freaking JUSTICE LEAGUE be the "Funny Book"- I remember Silver Age fanboy Unca Cheeks' old website often going on about this- the book was a tad too goofy to be what was supposed to be the Big World-Shaking Events Book.

THE JUSTICE LEAGUE- THE SPIN-OFFS:

A bunch of spin-offs were created in the mid-'90s, but were generally low-selling forgettable stuff- Justice League Europe, Justice League Task Force and Extreme Justice. Oh yeah, it was the '90s, alright.
Justice League Europe was way more successful than I'd thought, lasting for five years and 68 issues, and changed to Justice League International 51 issues in. It was action-centric, but tongue-in-cheek, often featuring Power Girl as a source of Fanservice & Boob Gags (something that'd stick with her for the rest of her career). The JLE featured Captain Atom, Elongated Man, PG, Flash (Wally West), Rocket Red, Animal Man, Metamorpho, Crimson Fox, Blue Jay & Silver Sorceress. The book was so poorly-considered later on that the members were unceremoniously dumped at the beginning of Morrison's JLA, and three members were slaughtered by The Mist's daughter in a Starman issue (they were just going to be defeated, but the Editor told Robinson to just kill them, since they weren't being used!).

Extreme Justice (lasting from 1995 to '96) added a bunch of new goofs like Bloodwynd, Maya, Maxima (a Superman antagonist), Nuklon, Obsidian, Triumph & Tasmanian Devil; joining Captain Atom, Blue Beetle, Booster Gold & Amazing-Man, and later Firestorm, Plastique & The Wonder Twins. It was quickly cancelled, and represents the worst of DC- a desperate attempt to copy the "EXTREEEEEEEEEEEEME" nature of the 1990s, but doing a much poorer job, appearing to be a weak copy of what Marvel & Image were doing.

Justice League Task Force, lasting from 1993 to '96, was another spin-off I'm largely unfamiliar with. It features random "Task Forces" of members, often cycling in and out.

THE JUSTICE LEAGUE- BACK TO BASICS:

These books were cancelled, and a new JLA was created in 1997, written by Grant Morrison & drawn by Howard Porter. This book... was CRAZY awesome. Just the hugest, most outlandish events, week after week. Earth is invaded by White Martians, who plan to demolish Earth's population. General Wade Eiling wants to kill the League using a team of American soldiers given vast power, the U.S. army, and his own brain inside the body of the unkillable Shaggy Man. Fifth-Dimensional Imps nearly destroy the planet as they fight a dreaded war. Angels are invading Earth. Darkseid takes over Earth and the heroes have to gather in the future to stop him. A Godlike Destroyer of Worlds invades our Solar System, and only every human being on Earth being given superpowers can save the day. The book is just like that. Every member of the team gets Crowning Moments of Awesome, some of which resonate even TODAY.

Really, this book is what comics were supposed to be about. Morrison is an LSD-using butt-tard sometimes, but with some editorial constraints he can be brilliant. Batman cracking his knuckles and beating the piss out of the White Martians is one of his all-time greatest moments. Prometheus was given a HUGE push straight out of the gate and became a great villain (of course, later writers would F this up and necessitated a Retcon barely a few years later, but Batman would still give him a beating after replacing his skillset with Stephen Hawking's. Now THIS was the JLA- a team of GODS. Oddly, it hadn't been a team like that for DECADES (Superman hadn't been on the League in forever, and a huge portion of the roster was just goofballs), but now the "new standard" was an A-Lister roster.

Morrison's League was Superman, Wonder Woman, Martian Manhunter, Batman (at his Prep-Timing best, helping cement his legend on BattleBoards), Aquaman, The Flash, Plastic Man (in a WTF move for some Comic Relief) and the new Green Lantern- Kyle Rayner. And I honestly believe that had Morrison not written Rayner as well as he did, Rayner would have gone down as one of the worst failures in comics. His own series was pretty forgettable stuff, and very controversial for the time (the infamous Refrigerator Stuffing, combined with Rayner unceremoniously displacing Hal Jordan as Green Lantern, as the entire Corps. was destroyed)- Morrison writing him as a nervous rookie, desperate to prove his worth, pretty much came to DEFINE the character.

The team added The Huntress (on Batman's watch- she never did much), Oracle (Base HQ & Info- more or less), Big Barda & Orion (some agitate-y New Gods-y stuff), Steel, and Zauriel (an ANGEL). Tomorrow Woman, Aztek & Connor "Green Arrow" Hawke all got temporary roles as well. This book was enormously successful, and Morrison's run gave way to a popular one by Mark Waid, and the book is still a big name even today. The roster would change (it disbanded pre-52, and turned into a squad of Jobbers during the "Missing Year").

An updated team shows up, written by Brad Meltzer & drawn by Ed Benes- it adds Hal Jordan, Black Canary, Red Arrow (GA's old sidekick Roy Harper), Red Tornado, Vixen, Black Lightning (diversity!) and Hawkgirl. Dwayne McDuffie had his own run, but it proved pretty weak- despite his amazing work on JLU, he couldn't get it done in a book by himself- guys like Geo-Force really failed to prove their worth. DC Editorial got mixed up in things (they'd get more and more intrusive to the writing of the books around this time), and McDuffie got replaced by James Robinson, who would immediately prove that his Starman run was his peak, by writing some MORE crap- Cry For Justice was an infamous pile of garbage (Roy's daughter dies! He's back on heroin! And he's a cyborg!). Many Teen Titans members would join the new team- Donna Troy, Cyborg and Starfire would join... Congorilla? F*cking Congorilla?!? REALLY? Plus there'd be Dr. Light again, The Guardian, Mon-El and more- it'd be a real clusterf*ck of random-ass members.

And it was during this giant mess that Flashpoint resulted in DC rebooting its continuity- oddly, the books had gotten so bad that a Retcon MIGHT have been necessary, but needless to say, the League's best days were behind them.

Assessing the League as a whole is tricky, because its gone through a lot of changes in terms of being a big book- It was originally a "Best of the Best" team, but shifted, much like Avengers had, to include more disparate members. The Satellite & '80s Era added some really awful costume choices and looks very dated now, hurting the book's legacy at that point, and the multiple Spin-Off era is also weird. The Giffen/DeMatteis era seems enormously popular (even getting a retro book years later in Formerly The Justice League), but was as much a Comedy Book as a Big World-Saving Stuff book. The Morrision run seems like its high-point (though I never read the '60s stuff aside from a Crisis trade about the JSA/JLA team-ups- it's alright, but nothing amazing), but things spiral downhill as DC starts screwing around with the successful formula (then again, All Event Stories is kind of a thing that gets tiresome after a point).



The Roster:
Superman
Batman
Wonder Woman
Barry Allen
Wally West
Hal Jordan
Kyle Rayner
John Stewart
Guy Gardner
Aquaman
Martian Manhunter
Green Arrow
The Atom
Hawkman
Black Canary
The Phantom Stranger
Elongated Man
Zatanna
The Blue Beetle I-III
Booster Gold
Firestorm I-II
Steel I-II
Vibe
Vixen
Gypsy
Captain Marvel & The Marvel Family
The Lieutenants Marvel
Mr. Miracle
Orion
Big Barda
Dr. Light II
Captain Atom
Rocket Red
Fire & Ice
The Huntress
Firehawk
Dr. Fate (Linda Strauss)
Lightray
General Glory
Agent Liberty
Tasmanian Devil
Crimson Fox
Maxima
The Ray I-II
Black Condor I-II
Bloodwynd
Supergirl
Power Girl
Animal Man
Blue Jay
Silver Sorceress
Metamorpho
Maya
Triumph
L-Ron (Despero)
Mystek
Zan & Jayna
Icemaiden
Amazing Man I-III
Blue Devil
Tomorrow Woman
Aztek
Connor Hawke
Oracle
Plastic Man
Zauriel
Moon Maiden
Silver Sorceress
Antaeus
Faith
Etrigan
Manitou Raven
Super-Chief
Bulleteer
Ambush Bug
Black Lightning
Red Arrow
Geo-Force
Congorilla
Thunderbolt (Peter Cannon)

The Justice Society:
Jay Garrick
Alan Scott
Wildcat I-III
Johnny Thunder
Black Canary
Wonder Woman
Hippolyta
Hourman I-III
Hawkman
Hawkgirl
The Red Tornado I-II
Dr. Fate I
Starman I-VI
Sandman I
Sandy/Sand
Stargirl
Dr. Mid-Nite I-III
The Spectre
Mr. Terrific I-II
Cyclone
Lightning
Magog
The Atom
Black Adam
Damage
Citizen Steel
King Chimera

The All-Star Squadron:
Zatara
Green Arrow I
Firebrand I-II
Fireball
Neon the Unknown
Magno
Johnny Quick
Liberty Belle I-II
Robin I
Air-Wave I-II
Aquaman I
Blackhawk
Captain Triumph
Commander Steel
Manunter I-II
Merlin the Magician
Merry, Girl of 1000 Gimmicks
Mister America I-III
Max Mercury
Robotman I
Dr. Occult
Judomaster I-II
Sargon the Sorcerer
Speed Saunders
Tarantula
TNT & Dan the Dyna-Mite
The Whip
Tor, The Magic Master
The King
Little Boy Blue
Kuei

Infinity, Inc.:
Wildcat II
Mr. Bones
Nuklon/Atom Smasher
The Silver Scarab/Dr. Fate
Jade
Obsidian
Northwind
Fury I
Brainwave, Jr.

Others:
Hawkwoman
Fate

JL Antarctica:
Major Disaster
G'nort
Multi-Man
Big Sir
Cluemaster
Clock King
The Mighty Bruce
Scarlet Skier

JL Elite:
Sister Superior
Menagerie
Coldcast
Naif al-Sheikh
Kasumi/Cassandra Cain
Manitou Dawn

The Seven Soldiers of Victory:
Alias the Spider
Crimson Avenger & Wing
Billy Gunn
Shining Knight
Vigilante & Stuff
The Star-Spangled Kid & Stripesy/STRIPE

The Freedom Fighters:
Doll Man
Human Bomb
Invisible Hood
The Jester
Midnight
Miss America
Phantom Lady I-II
Red Torpedo
The Red Bee
Uncle Sam

The Young All-Stars:
Flying Fox
Fury
Iron Munro
Neptune Perkins
Tigress
Tsunami

Squadron of Justice (Fawcett Comics Characters):
Bulletman & Bulletgirl
Commando Yank
Minute-Man
Ibis the Invincible
Pantom Eagle
Mr. Scarlet & Pinky
Spy-Smasher


THE ATOM II (Ray Palmer)
Created By:
Gardner Fox & Gil Kane
First Appearance: Showcase #34 (Sept. 1961)
Role: Adventuring Scientist, Shrinking Hero
PL 10 (156)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 3 PRESENCE 2

Skills:
Athletics 6 (+7)
Deception 2 (+4)
Expertise (Science) 10 (+18)
Insight 3 (+6)
Perception 7 (+10)
Persuasion 3 (+5)
Stealth 0 (+4, +20 Tiny Size)
Technology 10 (+18)
Treatment 1 (+8)
Vehicles 2 (+4)

Advantages:
Beginner's Luck, Close Attack 2, Fast Grab, Equipment (Scientist Stuff), Inventor, Ranged Attack 4, Ultimate Science Skill, Uncanny Dodge

Powers:
"Size-Changing Belt" (Flaws: Removable) [50]
"Tiny Size"
Shrinking 20 (+10 Dodge/Parry, +20 Stealth, -10 Intimidation) (Feats: Atomic) (Extras: Normal Strength) (61)
"Tiny Sized Fighting" Enhanced Advantages 2: Close Attack 2 (Flaws: Limited to Smaller Sizes) (1)

Teleport 20 (Flaws: Limited to While Shrunk, Medium- Electronic Lines) (10) -- (12)
AE: "Ride Air Currents" Flight 4 (30 mph) (Flaws: Gliding, Limited to While Shrunk) (2)
AE: "White Dwarf Punch" Strength-Damage +8 (Extras: Move Action) (Flaws: Must Go From Shrunken to Full Size) (8)
AE: "Inner-Ear Jump-Around" Affliction 9 (Fort; Dazed/Stunned/Incapacitated) (Flaws: Must Make Hit With Unarmed Attack First) (9)
-- (75 points)

Features 1: Puts on Costume as a Free Action During Shrinking [1]

Offense:
Unarmed +11 (+1 Damage, DC 16)
White Swarf Punch +11 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +7 (+17 Size, DC 27), Parry +7 (+17 Size, DC 27), Toughness +3, Fortitude +5, Will +8

Complications:
Motivation (Science)- Ray occasionally gets distracted when he sees spiffy high-tech stuff.
Relationship (Jean Loring)- Jean was a pretty typically-boring "Silver Age Female Aquaintance", and eventually married Ray. However, they divorced around the time he got de-aged. Then she went insane and killed Sue Dibny. Then became a supervillain.
Relationship (Hawkman)- The two are Hetero-Lifemates.

Total: Abilities: 64 / Skills: 44--22 / Advantages: 12 / Powers: 51 / Defenses: 7 (156)

-Looking at his entire history, I think it's safe to say that The Atom is the "Daredevil"/"Hank Pym" of 1960s DC Comics. ie. he has a top-tier creative team working on him, but they were all busy doing other, more important books at the same time, resulting in poor Ray Palmer being stuck with the dregs of their ideas- after all, why use your best stuff for THE ATOM? To be honest, Ray Palmer is the kind of bland, unimpressive-powered Science Guys who's REALLY best-off being the Tech Guy on an established team.
-The Atom... well, he's just kind of a failure as a character. Never very interesting, a very dull power-set, and he's just bland overall. As a character, Ray Palmer (named for a Science Fiction writer) was one of the first Science Age guys to come out, but never really got his time to shine. Nobody ever remembers his run in the '60s aside from JLA stories, he has no major recurring villains whatsoever (the top tier is CHRONOS THE TIME BANDIT, along with The Floronic Man & Bug-Eyed Bandit- basically the kind of guys Daredevil fought in the '60s), and he hasn't regularly appeared in a book for more than 20-some issues in 30 years. DC would be wise to some day just say "F it" and put him on the JLA on a permanent basis, but they seem insistent on screwing with the character to make people actually care about him. Because introducing new minority characters to replace him just isn't going to cut it, when the VERY IDEA of The Atom is rather boring for comic book stories- "Journey into the human body" stories are quite cool at times, but usually only for a one-shot movie or TV episode- not an entire series... though I always liked Owl Magazine and Owl TV with their Mighty Mites adventures. But really, it makes the hero look very unimpressive, and it's a nightmare for the artist (who has to draw EXTREME perspective on almost every panel, and then draw mundane objects at giant sizes). Oh well.
-Ray debuted in 1961, written by DC's top-tier creators, but given a pretty lame assortment of baddies. He nonetheless got added on to the JLA as its seventh member, owing to both he & Hawkman having the same editor (Julius Schwartz) as the JLA title. However, this couldn't make him interesting. His & Hawkman's shared-book was cancelled after not-too-many issues, and he pretty much vanished. As a "Scientific Adventurer", he's one of those guys Batgirl mentioned as being part of a genre nobody wants to read anymore (alongside Ka-Zar, Adam Strange and others). One time, DC came up with Sword of the Atom, making him a guy in a small world (thus taking away his one power), and turned it into a Sword & Sorcery Comic... which of course is ANOTHER genre nobody is reading anymore! This book didn't last long, and soon we got The Power of The Atom, which also died quickly.
-And yes, the Atom was once a Titan. He led that terrible mid-'90s "Okay, we've burned the Titans' name to the ground- let's try to make a whole new team to bring it back" team. The line-up? Prysm, Fringe, Argent, Joto, Risk & Atom as a teenager, de-aged by Zero Hour. That pretty much tells you how that went, doesn't it? It was cancelled within a couple years, and Atom was re-aged. His run was so bad he even joked about it alongside Kyle Rayner (another blink-and-you'll-miss-it Titan) in the Technis Imperative storyline, and took the JLA's side in the big Issue #2 battle between teams. He'd wait another TEN YEARS between big story-arcs, joining the hunt for Sue Dibny's killer in Identity Crisis. And hilariously, Ray Palmer is SO FREAKING BORING that despite HIS WIFE being the killer, his major contribution to the follow-up was to basically DISAPPEAR while more-interesting characters took over! He also took part in the horrible Countdown maxi-series, but was chosen as a "Compassion"-based Lantern during Blackest Night. This really just adds up to make clear the fact that The Atom is a D-League character who plays at being on the A-Team- his books never last, and he's been through a lot of stupid stuff. I think it says a lot that the Nu52 didn't even BOTHER to reintroduce him as The Atom, and just stuck him a some background science guy.
-Ray was a controversial addition to my "Worst Characters in Comics" list, and I get that some people like Captain Bland here. Which is why I was so happy to see him done in a rather funny, dry-humor sort of way by Dr. Cox from Scrubs on his Justice League focus-episode. His sarcastic remarks to his assistant ("naturally Katie, I blame YOU"), his nerdy descriptions of the inside of that killer Alien Replicating Spore thingie, etc., it was all good. He was even decent in that episode where he helped Lex Luthor fight Amazo. Altogether those were some of the only times we saw him do anything, but it appears he had at least one fan on the show's writing staff.
-Ray is PL 10 by virtue of being damn near impossible to hit, but makes PL 9.5 with his White Dwarf Punch (which I've never seen in action). He's also sometimes shown using an Affects Others Extra with his Shrinking, with the limit that they'll explode after 1 minute to an hour later. This is practically an extra POWER rather than a Flaw, though. I'm pretty sure the entire thing should be listed under a Device, though for some reason, the DCA build puts only the Shrinking in there.

THE ATOM III (Ryan Choi)
Created By:
Gail Simone & Grant Morrison
First Appearance: DCU: Brave New World #1 (2006)
Role: Minority Legacy
PL 10 (132)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+3)
Deception 3 (+5)
Expertise (Science) 9 (+15)
Investigation 2 (+4)
Perception 2 (+4)
Stealth 0 (+3, +20 Size)
Technology 6 (+12)

Advantages:
Equipment (Scientist Stuff), Ranged Attack 4

Powers:
"Size-Changing Belt" (Flaws: Removable) [50]
"Tiny Size"
Shrinking 20 (+10 Dodge/Parry, +20 Stealth, -10 Intimidation) (Feats: Atomic) (Extras: Normal Strength) (61)
"Tiny Sized Fighting" Enhanced Advantages 2: Close Attack 2 (Flaws: Limited to Smaller Sizes) (1)

Teleport 20 (Flaws: Limited to While Shrunk, Medium- Electronic Lines) (10) -- (13)
AE: "Ride Air Currents" Flight 4 (30 mph) (Flaws: Gliding, Limited to While Shrunk) (2)
AE: "White Dwarf Punch" Strength-Damage +8 (Extras: Move Action) (Flaws: Must Go From Shrunken to Full Size) (8)
AE: "Inner-Ear Jump-Around" Affliction 9 (Fort; Dazed/Stunned/Incapacitated) (Flaws: Must Make Hit With Unarmed Attack First, Full Round Action) (9)
-- (75 points)

Features 1: Puts on Costume as a Free Action During Shrinking [1]

"Bangstick" (Flaws: Easily Removable) [3]
Flight 5 (60 mph) (Flaws: Limited to While Shrunk) (5 points)

Offense:
Unarmed +9 (+1 Damage, DC 16)
White Swarf Punch +9 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (+17 Size, DC 27), Parry +7 (+17 Size, DC 27), Toughness +3, Fortitude +5, Will +5

Complications:
Responsibility (Science Professor)- Ryan works at Ivy University.
Responsibility (The War Between Science & Magic)- Ray Palmer's size-changing antics have messed up the world around Ivy, and Ryan is stuck being a central figure in the upcoming war.
Enemy (Dwarfstar)

Total: Abilities: 52 / Skills: 24--12 / Advantages: 5 / Powers: 54 / Defenses: 9 (132)

-DC just has the WORST LUCK with some of their replacement characters, y'know? I mean, it's a SOLID IDEA to add more minorities to the Caucasian-heavy DC Universe, particularly with guys who should be important. Marv Wolfman actually wanted the Rebooted DC Universe to be comprised of MANY major heroes who were minorities (ie. The Flash and others would be black, or asian or something). But... Ryan Choi? Oh GOD did they screw that one up.
-Ryan Choi, born in Hong Kong, became the new Atom in a series written by Gail Simone, having taken over for the vanished post-Identity Crisis Ray Palmer. The book lasted all of 25 issues, since... well, it's an ATOM COMIC, and it's about a Science Adventurer. DC of course responded to the series' cancellation with the most mature, even-handed response possible: they unceremoniously murdered their brand-new, highly-touted visible minority character in another comic. And OH GOD THE WORLD EXPLODED. Okay, not really, but let's just say that people tend to get pissed off when you make a big public display of your new High-Profile Minority Legacy Hero, only to brush him under the rug and VIOLENTLY KILL HIM, leaving the world one short of a race that'd already been REALLY under-represented in comics (I mean, you think BLACK people don't get enough visibility in the comics? Asians outnumber white people by a HUGE number in the real world, and are a highly-visible group even in North America!).
-The lesson here should be obvious: if you're gonna go the PC/Make nice with minorities route, don't piss around with it. Make the hero an interesting character in a good book, and don't make him a do-nothing Legacy to a guy who's not even really that important. And for God's sake: DON'T CASUALLY MURDER HIM A COUPLE YEARS LATER! That not only undoes your "good will" beforehand, but PISSES OFF THE VERY PEOPLE YOU WERE TRYING TO APPEAL TO!! Ryan would never reappear, though Ray Palmer would continuously search for the reason why he died (his nemesis Dwarfstar paid Deathstroke's Evil Titans to do it)- DC stated that he'd be on the all-new Nu52 Justice League, but instead some chick took the role, and Ryan was just some dude who worked on Cyborg's attachments.
-Ryan has... Atom-like powers (I guess- Wikipedia has little, and I'm cribbing a bit from the DCA build), only used via a Belt instead of having them be innate. He's basically a less-experienced, less-capable Ray Palmer.

TASMANIAN DEVIL (Hugh Dawkins)
Created By:
Roy & Dann Thomas & Todd MacFarlane
First Appearance: Super-Friends #7 (Oct. 1977), Infinity Inc. #32 (Nov. 1986- in canon)
Role: Animal Hero
Group Affiliations: The Global Guardians, The Justice League, The Ultramarine Corps.
PL 8 (99)
STRENGTH
7 STAMINA 8 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+3)
Deception 3 (+5)
Expertise (Science) 9 (+15)
Investigation 2 (+4)
Perception 2 (+4)
Stealth 0 (+3, +20 Size)
Technology 6 (+12)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Claws), Ranged Attack 2, Startle, Takedown

Powers:
"Natural Weapons" Strength-Damage +1 (Feats: Split) [2]
Leaping 1 (15 feet) [1]
Speed 2 (8 mph) [2]
"Marsupial Senses" Senses 2 (Acute & Extended Scent) [2]

Offense:
Unarmed +8 (+7 Damage, DC 22)
Claws +8 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +5

Complications:
Prejudice (Homosexual)- Tas is openly-gay.
Normal Identity (Hugh Dawkins)- Hugh's stats are ST 1, STA 1, AGI 2 & FIGHTING 3.
Responsibility (Pacifist)- Hugh does not like to fight, but as Tas, he definitely does.

Total: Abilities: 66 / Skills: 24--12 / Advantages: 7 / Powers: 7 / Defenses: 7 (99)

-Hugh Dawkins was born a metahuman Were-Tasmanian Devil (DC was doing a copycat thing of Marvel's Mutants at the time- King of The Royal Flush Gang became immortal thanks to the "Meta-Gene" or whatever). A pacifist, he was forced to deal with a violent alter-ego, but joined Dr. Mist's Global Guardians, a worldwide superhero team in Infinity, Inc. (though he'd appeared in a non-canon Super-Friends issues a decade earlier). He ends up joining the Justice League (International version) in a REALLY low ebb for the team, helping them out against The Queen Bee (then-ruler of Bialya, DC's Expy of Libya). He was revealed to be openly-gay, and began dating the gay alien Starman Mikaal Thomas, then became endeared to the people of New Zealand after saving them from Phobia.
-After that, it's basically Taz as a "Guy Who Shows Up In Background Shots", like funerals (Sue Dibny, Maxwell Lord) or Big Events (Infinite Crisis, Bloodlines), but he DID join the Ultramarine Corps. (from a largely-dropped JLA storyline in the Morrison years)- they were quickly taken over by Gorilla Grodd and he vanished from their roster. He was revealed having been murdered and skinned by the supervillain Prometheus in the notorious Cry For Justice, but he later appeared fully-healed after Prometheus put him in a statis pod (I have no idea why).
-Standard PL 8 Claw Guy, which is really more of a Marvel thing than a DC thing- not much unique about him otherwise.

AQUAMAN I (Arthur Curry)
Created By:
Mort Weisinger & Paul Norris
First Appearance: More Fun Comics #73 (Nov. 1941)
Role: Undersea Superhero
Group Affiliations: The All-Star Squadron
PL 8 (128)
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Survival) 6 (+9)
Insight 3 (+6)
Intimidation 5 (+7)
Perception 5 (+8)
Persuasion 4 (+6)
Stealth 3 (+6)

Advantages:
Defensive Attack, Great Endurance, Favored Environment (Underwater), Improved Defense, Ranged Attack 5

Powers:
"Aquatic Hero"
Swimming 8 (120 mph) [8]
Immunity 3 (Drowning, Cold, Pressure) [2]
Senses 1 (Low-Light Vision) [1]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Communication (Mental) 2 (Extras: Area) (Flaws: Limited to Aquatic Creatures) [8]
Comprehend (Animals) 2 (Flaws: Limited to Marine Life) [2]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +7, Fortitude +8, Will +8

Complications:
Enemy (Black Jack)- Aquaman frequently fights the villainous pirate.

Total: Abilities: 70 / Skills: 28--14 / Advantages: 9 / Powers: 23 / Defenses: 12 (128)

-And now we come to Aquaman, one of the most notorious comic book characters of all time, and for the wrong reasons. His original incarnation is basically a Namor knock-off (origins are basically identical) created in the back pages of a random DC book, so it's a bit odd that he's lasted THIS long. Especially since he apparently not ONCE appeared on the cover of a comic book in the ENTIRETY OF THE GOLDEN AGE!! The dude seriously just slipped under the radar for all that time (he shared a book with Superman, who naturally drew more readers), but through the random winds of fate, he ended up being one of the ONLY super-heroes to outlast the Golden Age and go straight on to the 1960s in continuous production! Not even Green Lantern or The Flash can say that! Cap nor Namor, either!
-Curiously, Aquaman in his original form isn't even really a big-name hero. Even ROY THOMAS never really bothered to use him in The All-Star Squadron, and they never bothered killing him off in the Crisis on Infinite Earths (a fate which befell fellow Long-Laster, the Golden Age Green Arrow). It was just kind of accepted that he was around, but he never got up to anything. This Aquaman was raised under the sea, and "by training and a hundred scientific secrets", gained the ability to breathe underwater and control aquatic life "for up to a minute". His powers evolved a bit (eventually he could telepathically communicate with animals, not just speak to them in their own language), and he fought a number of aquatic & Axis villains. However, he never joined The Justice Society, nor did we apparently see the full glory of Atlantis- they were basically a lost, ruined culture.

AQUAMAN II (Arthur Curry, aka Orin)
Created By:
Mort Weisinger & Paul Norris
First Appearance: More Fun Comics #73 (Nov. 1941)
Role: Undersea Superhero, Bad-Ass Anti-Hero, The King of the Seas, The Grouch
Group Affiliations: The Justice League of America, Atlantis
PL 11 (214)
STRENGTH
10 STAMINA 10 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 2 (+5)
Athletics 2 (+12)
Deception 4 (+7)
Close Combat (Unarmed) 1 (+12)
Expertise (King of Atlantis) 12 (+13)
Expertise (Animal Handling) 10 (+13)
Insight 4 (+8)
Intimidation 8 (+11)
Perception 4 (+8)
Persuasion 3 (+6)
Ranged Combat (Hook-Hand) 4 (+12)
Stealth 2 (+5)
Technology 2 (+3)
Vehicles 4 (+4)

Advantages:
All-Out Attack, Benefit 5 (King of Atlantis), Chokehold, Daze (Intimidation), Diehard, Fast Grab, Favoured Environment (Underwater), Fearless, Great Endurance, Improved Critical (Hook-Hand), Improved Disarm, Improved Grab, Leadership, Move-By Action, Ranged Attack 8

Powers:
"Atlantean Physiology"
Immunity 3 (Drowning, Pressure, Cold) [3]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 9 (250 mph) [9]
Senses 1 (Low-Light Vision) [1]
"King of the Seas, Remember?" Immunity 10 (Water Effects) (Flaws: Limited to Half-Effect) [5]

"Talks to Fish"
Communication (Mental) 2 (Extras: Area) (Flaws: Limited to Marine Life) [8]
Comprehend (Animals) 2 (Flaws: Limited to Marine Life) [2]

"Sea Life Obeys" Mind Control 9 (Flaws: Limited to Marine Life) (27) -- [30]
AE: "Harpoon-Hook Hand" Blast 8 (Feats: Dynamic) (17)
AE: "Harpoon Entangler" Snare 8 (Feats: Tether, Reversible) (Flaws: Limited to One Target -2) (10)
AE: "Harpoon Stab" Strength-Damage +1 (1)

Offense:
Unarmed +12 (+10 Damage, DC 25)
Hook Hand +11 (+11 Damage, DC 26)
Hook Shot +12 (+8 Ranged Damage, DC 23)
Snare +12 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +10, Fortitude +10, Will +8

Complications:
Enemy (Ocean Master)- Arthur's brother Orm is a total douchenozzle.
Enemy (Others)- Black Manta, The Fisherman and others are among Aquaman's Rogues.
Relationship (Tempest)- The former Aqualad has a tumultuous relationship with his old mentor- both have shared a bed with Tempest's wife Dolphin, for example.
Weakness (Out of Water)- Aquaman will gradually weaken if left without water- he dehydrates more quickly than landfolk (in one era, he would die after one hour without water).
Responsibility (Atlantis)- As King of the Seas, Arthur feels a tremendous amount of responsibility towards his people. He often chafes against the surface world's casual disposal of refuse into the world's oceans, and has been known to ignore "surface stuff" and focus on Atlantis. He has also lost rulership of Atlantis at times (just like Namor), or watched as it got destroyed by The Spectre or something.
Relationship (Mera- Wife)- The two appear well-suited at times, but also spend a great deal of time apart.

Total: Abilities: 84 / Skills: 62--31 / Advantages: 26 / Powers: 60 / Defenses: 13 (214)

-At some point between the 1950s and '60s, like the other "continuously-published" heroes, Aquaman went from Aquaman I to Aquaman II. It was here that he joined the Justice League of America, and finally joined the DCU as a whole. He gained an Octopus sidekick in Topo in 1956, he got a real name (I guess he was just "Aquaman" before), and Atlantis became a real, thriving society. He was on nearly every Silver Age JLA story, and even got a Kid Sidekick in the goofily-named afro'd boy Aqualad. He was even one of the only major DC characters to ever get MARRIED in that era, hooking up with Mera, the queen of another undersea group, and having the Aquababy- Arthur Jr.! He gained a Rogues Gallery that included Ocean Master, Black Manta, The Fisherman and others, but msot of them sucked.
-His own book was cancelled in the mid-1980s, but became a central character in the JL Detroit era. A four-issue Limited Series Post-Crisis showed promise (and gave him a sparkly new blue costume that'd later be copied for Aqualad's look when he became Tempest), but a follow-up was cancelled. His origin got messed around with again and he became Orin, and was born in Poseidonis instead of in some landbound lighthouse to a human father- said father instead adopted the exiled infant as "Arthur Curry". A subsequent early-'90s series only lasted a year. At some point, they killed the Aquababy (a dark move considered by many to be horrifically over the line). Peter David would finally take over the character in 1994, giving him his biggest critical reception and longest-running series to date at 75 issues.
-David essentially tossed a ton of stuff, and refit the character with '90s trappings- Aquaman gained long hair, a bad-ass beard, a new costume (thankfully minus a garish orange scaled shirt), and most-recognizably, a giant hook for a hand after his previous appendage got eaten by piranhas (not Super Piranha- regular actual piranhas). He went a couple years without a series after that (he was thought-dead after Our Worlds At War, and a subsequent run did okay (57 issues) under a BIG variety of writers, as I guess nobody could get a good thing going. He gained a mystical Water Hand, went back to his old uniform (since the '90s look was... '90s), then got replaced by a newly-introduced youth after being thought-dead AGAIN- of course it turned out that this new Sword & Sorcery Aquaman (written by Kurt Busiek) was being trained by Orin- he'd just been mutated and stuff. But then he was killed for realz this time, before being brought back in record time due to the whole Blackest Night/Brightest Day storyline that started good, then spiraled out of control into lameness.
-Though things also got a bit ugly- Aquaman's always been a tough sell in the comic book industry. His books nearly always end up low-sellers (75 issues is the peak, and he's usually just a back-up feature in earlier eras), no matter WHO'S writing them, his prior appearances in the media of television (especially Super-Friends, which featured him being easily-captured constantly, and ignored his Super-Strength) have rendered him a joke. Most damning of all- in the official world of Pop Culture (itself far more powerful than any single medium inside of it), he's viewed as a symbol of ridicule, an example of the worst of super-hero books. Literally decades of DC comics have gone into trying to UNDO that damage, and it remains to be seen if it's even possible.
-There is literally NO WAY you can reverse the sheer force of Pop Culture Opinion in such a manner- it'd be like re-doing The Godfather Part III into an awesome movie, or turning NBC's Joey into a successful spin-off. The mere idea is so laughable to SO many people that you're basically asking for it to even try. Hell, just walk up to a random passerby and mention "Aquaman" to them. They will undoubtedly laugh. Sorry, Aquaman fans, but I really doubt he'll ever be totally legitimate outside our silly little world. Even a recent push by Geoff Johns has people snickering about it, even though they've turned him into "Mr. Kicks the Snot out of Everyone" in a hilarious effort to undo the damage- it's SO over the top that every single person is looking at that and going "they're trying to make him not a joke by making him a huge bad-ass." DC's still trying to undo the damage, having Jason Momoa play him in the upcoming Batman (vs) Superman thing, though considering these people F'd up GREEN LANTERN, and Momoa's turn as Conan was a box-office disappointment, I'm not thinking it's going to work.
-It wouldn't be such a problem if they'd stop making him so important in so many stories. They can't keep his powers consistent, and Atlantis storylines are ALWAYS boring (there's a TV Trope for it- "Atlantis is Boring"!- Namor suffers from the same thing, but at least has good interactions with other characters), and nothing about him ever stays constant for more than one writer's run. I don't care HOW much they try to push him, he will ALWAYS be a joke, and they'll be happier the sooner they accept that. Batman: The Brave & the Bold did a good job by making him the silly, over-bearing braggart, at least getting some mileage out of him.
-The sad thing is, the joke about his powers sucking doesn't really hold up- Animal Control is perfectly-acceptable as a power, and as most have noted, he's strong and tough as hell anyways. Dude has like ten times the powers of Batman or Captain America or something. But repetitive use of "we're near WATER!" in the old days ("there's ALWAYS a river." "Or a FJORD.") made him seem like a guy who sucked balls whenever he was on dry land, so he got turned into a joke.
-That said, JLU's Aquaman was awesome. Portrayed as the grumpy xenophobe that Peter David re-wrote him as (and Grant Morrison furthered in his own JLA run), he was hard to deal with, but unquestionably bad-ass, sawing off HIS OWN HAND to save his son from certain death (WAY better than the stupid "it was eaten by pirahnas" comic version- seriously, he's a metahuman, and his hand was eaten quicker than a NORMAL HUMAN BEING's would). He even beat Wonder Woman once, and it wasn't supposed to be funny. And then he called off Icthultu's legions of alien monsters by getting his whale & shark allies to kill them all as they came through the portal. OK, he's still a joke, but at least this version was okay.
-A PL 11 powerhouse, Aquaman has all kinds of advantages. He's a physical demon who's quite accurate, has a lethal hook hand with a few other properties, and he can communicate with all forms of sea life. It's not really Animal Control, but he's never really shown as having TROUBLE getting any sea monsters to obey his commands. They just kinda do it without a fuss because of his job, which I guess is part of his Benefit (King of the Seas) package- I really dislike the "Official" DCA build making it a Summon effect- that means Aquaman could summon whatever he wanted right next to him in a pool or a tub (barring a Quirk or something). And it's kind of an ugly way to showcase the "stuff just shows up when he calls" effect. He's much more dangerous in the water, easily equaling the Big Seven of the Justice League in that manner, and is resistant to the effects of the seas (Pressure, Water Attacks, stuff like that).

-The Hook Hand naturally disappeared after a few years, but to me it's THE "Iconic Look" I think of for the guy, since I got into comics in the '90s. Aquaman also briefly had a "Water Hand" that gave him the following:
"Dehydration" Affliction 12 (Fort; Fatigued/Exhausted/Dying) (Extras: Cumulative) (24) -- [28]
AE: "Water Jet" Blast 10 (20)
AE: "Freezing Water" Snare 8 (24)
AE: Healing 8 (16)
AE: Movement 3 (Dimensional Travel 3) (Extras: Portal +2) (12)
Senses 1 (Communication Link- The Lady in the Lake) [1]

GEO-FORCE (Brion Markov)
Created By:
Mike W. Barr & Jim Aparo
First Appearance: The Brave and the Bold #200 (July 1983)
Role: Flying Blaster
Group Affiliations: The Outsiders, The Justice League of America
PL 10 (150)
STRENGTH
8 STAMINA 8 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 3 (+6)
Expertise (Markovian Royalty) 3 (+6)
Insight 2 (+4)
Intimidation 3 (+6)
Perception 2 (+4)
Ranged Combat (Lava/Earth Powers) 2 (+10)
Vehicles 3 (+5)

Advantages:
Benefit 6 (King of Markovia), Daze (Intimidation), Diehard, Improved Critical (Lava Blasts), Leadership, Ranged Attack 6

Powers:
Lava Blast 10 (Feats: Dynamic) (21) -- [35]
Dynamic AE: "Null Gravity" Affliction 8 (Strength; Impaired & Vulnerable/Defenseless & Immobile) (Feats: Dynamic) (Extras: Extra Condition, Ranged) (Flaws: Limited Degree, Instant Recovery) Linked to Move Object 5 (19)
Dynamic AE: "Null Gravity Objects" Power-Lifting 6 (Extras: Area- 30ft. Burst, Affects Others) (Feats: Dynamic) (19)
Dynamic AE: Environment 4 (Impede Movement 2) (Feats: Dynamic) (9)
Dynamic AE: Flight 7 (250 mph) (Feats: Dynamic) (15)
Dynamic AE: "Plus Gravity" Features 10: Increased Mass 10 (Flaws: Affects Others Only +0, Limited to Objects) (Feats: Dynamic) (6)
Dynamie AE: "Move the Earth" Move Object 10 (Feats: Dynamic) (Extras: Perception-Ranged) (Flaws: Limited to Earth) (21)
Dynamic AE: "Plus Gravity Punch" Strength-Damage +2 (2)

Immunity 1 (High & Low Gravity) [1]
Immunity 2 (Drowning & Suffocation) (Flaws: Limited to Within Earth) [1]
Regeneration 8 (Flaws: Source- Buried in the Earth) [4]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Plus Gravity Punch +10 (+10 Damage, DC 25)
Lava Blast +10 (+10 Ranged Damage, DC 25)
Null Gravity +10 (+10 Ranged Affliction, DC 20)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +9, Will +6

Complications:
Responsibility (Temper)- Brion is quite hot-headed at times.
Responsibility (Markovia)- Brion is Prince, then King, of a fictional Eastern European Country. There's always stuff going on there (insurrections, supervillain takeovers, y'know- the usual).
Weakness (Antaeus Syndrome)- Brion requires contact with the Earth in order to utilize his full capabilities- he will grow Impaired & Disabled the longer he is not touching solid ground.
Relationship (Denise Howard)- Brion eventually married his long-suffering college girlfriend, but she went nuts and turned into Geode after trying to mimic his powers.
Relationship (Tara Markov)- Brion's half-sister was revealed to be a murderous savage. He still struggles with this revelation.

Total: Abilities: 74 / Skills: 20--10 / Advantages: 16 / Powers: 41 / Defenses: 14 (155)

-There are few parts of comics history I know less about than Batman and the Outsiders- it seems like such a zany concept now. The grouchiest, loneriest, outsideriest superhero out there, willingly taking on a TEAM of largely-untrained weirdos in horrific 1980s costumes involving bright colours and pastel pink? SO STRANGE. And one of them is a PRINCE and the brother of the insane bitch from Teen Titans? And the guy vanished from comics for eons (hopelessly overshadowed by Terra's legacy in the Titans' section of the DC lore), only to suddenly reappear in the JUSTICE LEAGUE of all places!
-Brion Markov is the Prince of Markovia, and half-brother of Tara "Terra" Markov, who was pathologically insane and a mole on the Teen Titans. Both siblings were given geokinetic powers, and Brion teamed up with Batman and the future Outsiders (Katana, Halo, Metamorpho & Black Lightning). He butts heads with the Bat on a number of occasions, and leads the team when Batman inevitably quits the squad. He has to deal with a whole bunch of stuff in his homeland, since naturally fictional countries are always in much greater danger of being overrun by evil (Silver Sable, Namor & The Black Panther can all relate to the ugliness of that particular kind of Complication), then the Outsiders split up after numerous tragedies and trials (ie. the book was cancelled and they needed to write everyone out of the DCU). A revival in the 1990s didn't go anywhere, and he was next seen dealing with the NEW Terra, sent from another Earth (turns out she's actually his blood relative, but he lies and convinces her she isn't in order to spare her the baggage).
-Brion spent most of the '90s on the shelf, before all of a sudden getting called up to the Justice League. He was forced to be a mole on the JLA for Deathstroke (Terra's old bedmate), but secretly spies on Slade for the heroes, and tries to commit Suicide By Super-Villain against him before ending up on the Outsiders again. He has to deal with his wife turning into an insane super-villain (don't we all?), and Markovia erupts into a civil war while being devastated in the fight between Brion and his wife.
-Geo-Force was an odd type of character stats-wise, packing Lava Blasts alongside Dynamic Flight (he has to use his Blasts & Gravity on himself to use it properly), and a combination of Light Lass & Star Boy's Gravity Manipulation powers. And at one point, he turned a Black Lantern Terra to stone, something he's never done before or since as far as I can tell (Power Stunt). Peculiarly, he later picked up a variation of his sister's Earth Manipulation powers, but dropped his durability at the same time- this was around his JLA debut, as he was QUITE strong and tough in the Outsiders series. At one point, he even apparently brawled with SUPERMAN (!!). Though he basically defaulted into "Somewhat Mid-Level Strong Guy", which DCA translated as ST 13, but the images I've seen (I'm largely unfamiliar with his power showings) show him as a more Spidey-ish level guy who can modify things with Null Gravity (a power I swiped from DCA, as it's actually pretty ingeniuos for describing how you can make stuff lighter.

-In Justice League, he gained some of Terra's powers, which presumably upgraded his powers a HELL of a lot, making him PL 11-12. They were:
"Suffocating Snare" Affliction 10 (Strength; Hindered, Vulnerable & Dazed/Immobile, Defenseless & Stunned/Incapacitated) (Feats: Reversible) (Extras: Ranged, Cumulative, Extra Condition +2) Linked to Blast 6 (Extras: Concentration Duration) (59) -- [84]
Dynamic AE: Snare 12 (Feats: Obscures Senses, Reversible, Dynamic) (Extras: Perception-Ranged) (Drawbacks: Requires Earth -1) (50)
Dynamic AE: "Area Snare" Snare 11 (Feats: Dynamic) (Extras: Area- 30ft. Shapeable) (45)
Dynamic AE: "Earth Control" Move Object 13 (Feats: Dynamic) (Extras: Perception Range) (Flaws: Limited to Earth) (27)
Dynamic AE: Borrowing 8 (Feats: Dynamic) (9)
Dynamic AE: "Toss Sand" Dazzle Visuals 8 (Feats: Dynamic) (17)
Dynamic AE: "Earth to Mud" Environment 5 (Feats: Dynamic) (Impede Movement 2) (11)
Dynamic AE: "Groundstrike" Affliction 12 (Dodge; Hindered/Prone) (Feats: Dynamic) (Extras: Ranged, Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Blast 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) (39)
Dynamic AE: "Shockwave" Damage 10 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (Flaws: Target Must Be Grounded) (11)
Dynamic AE: Earth Blast 11 (Feats: Dynamic) (Feats: Extended Range 2) (25)
Dynamic AE: "Flinging Boulders" Blast 8 (Feats: Dynamic) (Extras: Multiattack) (25)
Dynamic AE: "Stone Shape" Transform Stone to Stone 12 (Feats: Dynamic) (25)
Dynamic AE: "Stone Shield" Create 10 (Extras: Continuous) (30)
AE: Magma Blast 11 (Feats: Indirect) (Extras: Perception Range) (35)

VIBE (Paco Ramone)
Created By:
Gerry Conway & Chuck Patton
First Appearance: Justice League of America Annual #2 (Oct. 1984)
Role: D-League Hero, Blaster
Group Affiliations: The Justice League of America
PL 9 (96)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 4 (+7)
Athletics 4 (+6)
Deception 3 (+5)
Expertise (Street Criminal) 6 (+6)
Insight 2 (+3)
Perception 4 (+5)
Ranged Attack (Blasts) 3 (+9)
Stealth 1 (+4)
Vehicles 5 (+5)

Advantages:
Benefit (League Member), Improved Critical (Blasts), Ranged Attack 6

Powers:
"Vibration Powers"
"Vibratory Wave" Damage 9 (Extras: Area- 30ft. Line) (18) -- [21]
AE: "Move Via Waves" Move Object 10 (Flaws: Distracting) (10)
AE: "Earthquake" Blast 9 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) Linked to Affliction 9 (Dodge; Hindered/Prone) (Extras: Ranged, Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) (13.5)
AE: "Vibe Blasts" Blast 9 (18)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Vibratory Wave +9 Area (+9 Damage, DC 24)
Vibe Blast +9 (+9 Ranged Damage, DC 24)
Earthquake +9 Area (+9 Damage & Affliction, DC 24 & 19)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Justice)
Reputation (Ex-Gang Member)

Total: Abilities: 38 / Skills: 32--16 / Advantages: 8 / Powers: 21 / Defenses: 13 (96)

-Vibe comes from that weird era of DC Comics where they decided that since all of the "classic" Justice Leaguers had successful books of their own, they didn't need to be on the League anymore, and so a team full of newly-created Jobbers would be best. This has actually happened more than once (the old JSA book would remove members the second they were popular enough for their own book, since they didn't need help selling- guys like The Atom were lifers), but the "JL Detroit" era is particularly infamous for losers like Vibe & Gypsy. Curiously, the whole "Latino With Seismic Powers" thing was actually taken wholesale by Louise Simonson a few years later, for X-Factor character Rictor. It's actually pretty hilarious to think that this loser gimmick "Happy-Go-Lucky Guy" ended up getting his very own rip-off. Of course, Rictor actually proved reasonably-good as a character, whereas Vibe was chosen as the token Team Death, the first Leaguer ever killed in the line of duty. And he STAYED DEAD, proving just how little anybody cared about him.
-That is, of course until OUT OF NOWHERE, the Nu52 decided to reintroduce Vibe as a major hero, due to his status as one of DC's few Latino characters. He got his own ongoing, but it went the way of most of DC's non-major heroes' solo books, lasting only ten issues.
-I know jack squat about Vibe other than what Wikipedia says are "Seismic Powers", so I'll just throw PL 9 version of Rictor's powers onto him. Hee, I ripped off my own build for the guy who got ripped off to give Rictor his identity.

COMMANDER STEEL (Hank Heywood)
Created By:
Gerry Conway & Don Heck
First Appearance: Steel, The Indestructible Man #1 (March 1978)
Role: Forgotten D-List Character, Powerhouse
Group Affiliations: The All-Star Squadron, The U.S. Marine Corps, The Shadow Fighters
PL 8 (123)
STRENGTH
8 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Soldier) 6 (+8.)
Insight 5 (+6)
Intimidation 5 (+6)
Investigation 4 (+5)
Perception 6 (+7)
Persuasion 4 (+5)
Stealth 4 (+7)
Vehicles 4 (+6)

Advantages:
Close Attack 2, Fast Grab, Improved Hold, Ranged Attack 4

Powers:
"Steel-Enhanced Frame"
Protection 6 (Extras: Impervious 9) [15]
Immunity 14 (Heat, Cold, Pressure, Radiation, Falling Damage, Fire Damage) [14]
Leaping 2 (30 feet) [2]
Speed 2 (8 mph) [2]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10 (+5 Impervious), Fortitude +6, Will +5

Complications:
Motivation (Winning World War II)

Total: Abilities: 52 / Skills: 42--21 / Advantages: 8 / Powers: 33 / Defenses: 9 (123)

-Steel is yet ANOTHER "created after the '40s" guy to get retroactively shoved into the All-Star Squadron, which is rather odd, considering that the team already had over FORTY MEMBERS, but this one exists primarily as a way to get his grandson Hank III into the JLA by the '80s. He was a Marine who was injured by Baron Blitzkrieg, and given cybernetic treatments that turned him into a superhuman. Neither character was overly successful, with Steel I actually being turned half-VILLAIN by implying he forced his grandson into the painful Steel-procedure to make another hero just like him to live vicariously through. He got a face-turn later on by lining himself up and being one of the MANY shit heroes offed by Eclipso (seriously, was that Eclipso series just an excuse to kill all their lame characters and deadwood, or what? Not a SINGLE good hero died during that book- no offense to Roy Thomas, who felt that the writer who killed Dr. Midnight II & Wildcat II should rot in the fiery pits of Hell), but the legacy of the Steels was basically destroyed forever until Geoff Johns (who else?) pulled a new one out of nowhere for the modern-day JSA revival.
-He's basically an easily-struck, highly-durable fighter.

STEEL I (Hank Heywood III)
Created By:
Gerry Conway & Chuck Patton
First Appearance: Justice League of America Annual #2 (1984)
Role: Forgotten D-List Character, Powerhouse
PL 9 (108)
STRENGTH
8 STAMINA 8 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 3 (+5)
Expertise (Soldier) 4 (+5)
Insight 2 (+4)
Intimidation 5 (+7)
Perception 2 (+4)

Advantages:
Close Attack 2, Fast Grab, Improved Hold, Power Attack, Ranged Attack 4

Powers:
"Man of Steel"
Immunity 14 (Heat, Cold, Pressure, Radiation, Falling Damage, Fire Damage) [14]
Leaping 2 (30 feet) [2]
Speed 2 (8 mph) [2]
Protection 3 (Extras: Impervious 9) [12]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +11 (+5 Impervious), Fortitude +8, Will +5

Complications:
Responsibilty (The League)
Relationship (Hank I- Grandfather)- Hank's grandfather forced him to go through a series of painful operations, turning him into a cyborg.

Total: Abilities: 60 / Skills: 16--8 / Advantages: 9 / Powers: 24 / Defenses: 7 (108)

-Commander Steel's grandson was on the Detroit JLA like Gypsy, and similarly didn't get a lot of play, being killed by one of Professor Ivo's Androids before he could do anything worth noting on Wikipedia. He appears in some background shots on JLU, never doing much of anything (though they did a Captain America gag with him decapitating a Parademon by throwing a disc-like object at it).
-A big, strong guy, Steel was nonetheless a pretty minor hero, and so only deserves PL 8.5 status. He's lacking in a lot of the heroic accoutrements- being a jobber and all. REALLY high level of Imperviousness, though.

CITIZEN STEEL (Nathan Heywood)
Created By:
Geoff Johns & Dale Eaglesham
First Appearance: The Justice Society of America #1 (Feb. 2007)
Role: Powerhouse, Trapped-In-His-Own-Body Guy
PL 10 (128)
STRENGTH
13 STAMINA 6 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 3 (+6)
Expertise (Football Player) 6 (+7)
Insight 3 (+4)
Intimidation 4 (+5)
Perception 2 (+3)

Advantages:
Great Endurance, Fast Grab, Power Attack, Ranged Attack 3, Teamwork, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Man of Steel"
Immunity 14 (Heat, Cold, Pressure, Radiation, Falling Damage, Fire Damage) [14]
Leaping 2 (30 feet) [2]
Protection 8 (Extras: Impervious 13) [21]
Features 5: Increased Mass 5 [5]

Offense:
Unarmed +6 (+13 Damage, DC 28)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +14 (+7 Impervious), Fortitude +8, Will +5

Complications:
Prejudice (Metal Man)- Nathan has been permanently transformed into a man of metal. He is so heavy that he causes tremors when he walks, can destroy tile flooring, and his skin is reflective. He is also overly-strong all the time, and has to work hard to not crush people with the slightest touch (his strength is Uncontrolled without his suit).
Relationship (The Heywood Family)- Almost all of Nathan's family was killed by the Fourth Reich, under orders from Vandal Savage to slay the families of the JSA. He has taken charge of the surviving children.

Total: Abilities: 62 / Skills: 18--9 / Advantages: 7 / Powers: 43 / Defenses: 7 (128)

-Citizen Steel is kinda weird in that he's a legacy character created from one of the more unsuccessful attempts DC had of creating one years ago. The various Steels were long dead, the character totally forgotten, until Alex Ross got to create the really cool costume once more. And thus, we've got the tragic Nathan Heywood, a painkiller-addicted amputee whose entire family is killed by the Fourth Reich, a gang of Nazi villains. Gaining a steel form as a result (because... a metal guy bled onto him. One of the weirdest origins ever- I don't think we ever even got an explanation as to how Reichsmark got his powers, EITHER), he's left permanently at high strength, which is definitely an unusual thing in DC, as there's guys who are WAY stronger than him kicking around without that problem.
-Truth be told, I damn near forgot this guy existed until flipping through old JSA books. He's not bad, though- a classic tragic origin story and all that. Now, the killing of his ENTIRE FAMILY by the Reich was a bit over the top (Johns LOVES to torture his characters by stuffing their loved ones into the refridgerator), especially when little girls and boys were being frozen into metal statues by an evil Nazi, but it REALLY made the bad guys look like assholes. Nathan, turning into Citizen Steel (since he had no military rank, unlike his forebears), becomes a hero and learns to use his super-strong, super-heavy new body. There's a weird side-story in a later issue where he is able to talk to his "statue-ized" family members through the vibrations in their steel skin, which is... odd.
-Nathan is virtually identical to the Golden Age Steel, except he's got the quirk of being permanently strong without the costume (he still has trouble holding back), and has some more Football-related things. He's only PL 7 offensively, PL 8 defensively thanks to his large amount of Protection, but he's no major player just yet. Way too much of a rookie. Figuring out his strength is just a guess; like most DC guys, they just say someone's strong and give you little inkling of just how much. You've got guys who lift cars (Hourman) and guys who lift buildings (Superman, Power Girl), and there isn't much official weights thrown about- DCA lists him as Strength *16*, which is really high, though he IS the only JSA member able to knock Gog on his ass (though he's clearly playing a Hero Point, what with tearing his power-limiting costume off all dramatic-like and letting out his pent-up aggression).

VIXEN (Mari Jiwe McCabe)
Created By:
Gerry Conway & Bob Oksner
First Appearance: Action Comics #521 (July 1981)
Role: Ms. Fanservice, Animal Hero
Group Affiliations: The Justice League of America, The Suicide Squad
PL 10 (172)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 4 (+9, +10 Big Cat)
Athletics 3 (+5, +13 Big Cat)
Close Combat (Natural Weapons) 3 (+13)
Deception 2 (+6, +8 Attractive)
Expertise (Fashion Model) 5 (+7, +9 Attractive)
Expertise (Survival) 5 (+8)
Insight 3 (+6)
Intimidation 2 (+6)
Perception 4 (+7)
Persuasion 2 (+6, +8 Attractive)
Stealth 2 (+8)
Vehicles 3 (+3)

Advantages:
All-Out Attack, Attractive, Benefit (League Member), Daze (Persuasion), Diehard, Evasion, Extraordinary Effort, Fast Grab, Grab Finesse, Great Endurance, Power Attack, Startle

Powers:
"Animal Powers"
Variable 8 (Animal Powers) [56]

Sample Powers:
* "Gecko" (Enhanced Agility 1, Acrobatics 2, Athletics 6, Wall-Crawling 2, Regeneration 2- Regrowth, Senses 1- Low-Light Vision, Enhanced Dodge & Parry 1) (15 points)
* "Anaconda" (Enhanced Strength 4, Enhanced Stamina 2, Improved Hold, Senses 2- Infravision, Scent) (15 points)
* "Big Cat" (Enhanced Strength 3, Enhanced Stamina 3, Enhanced Agility 1, Acrobatics 6, Athletics 5, Perception 3, Improved Initiative, Uncanny Dodge, Prone Fighting, Seize Initiative, Speed 3- 16 mph, Leaping 2- 30 feet, Claws +2- Improved Critical, Senses 5- Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) (38 points)
* "Cheetah" (Enhanced Strength 1, Stamina 1, Agility 1, Acrobatics 4, Athletics 5, Perception 3, Leaping 1- 15 feet, Claws +1, Speed 5- 60 mph, Senses 5- Low-Light Vision, Acute & Extended Scent, Dodge & Parry 2) (28 points)
* "Elephant" (Enhanced Strength 5, Damage +2, Speed 1- 4 mph, Enhanced Stamina 6- Impervious 5, Withstand Damage, Improved Critical- Unarmed, Features 5: Increased Mass 5, Senses 3- Acute & Extended Scent, Extended Hearing, Accurate Ranged x2 Touch- Limited to Half-Perception) (36 points)
* "Electric Eel" (Extended & Acute Scent, Electrolocation- Detect Electrical Signals- Acute, Accurate & Ranged, Swimming 2, Immunity- Drowning, Affliction 10- Fort; Dazed & Vulnerable/Stunned & Prone/Incapacitated & Paralyzed- Cumulative & Extra Condition) (40 points)
* "Dolphin/Bat Sonar" Senses 4 (Accurate Radius Hearing) (4 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Big Cat +13 (+7 Damage, DC 22)
Elephant +11 (+9 Damage, DC 24)
Initiative +5 (+10 Big Cat)

Defenses:
Dodge +13 (+15 Cheetah, DC 23-25), Parry +13 (+15 Cheetah, DC 23-25), Toughness +4 (+6 Anaconda, +7 Cat, +10 Elephant), Fortitude +6 (+9 Cat, +12 Elephant), Will +7

Complications:
Responsibility (Animal Totems Controlling Her)- Vixen is occasionally taken-over by the very Animals from whom she draws power- this can make her very dangerous and unpredictable.
Power Loss Or Something (The Totem)- Vixen used to need the Animal Totem necklace to gain animals' powers. Then they changed it so it simply prevented the Animals from overwhelming her mind. It eventually looked like it just went away.

Total: Abilities: 68 / Skills: 38--19 / Advantages: 12 / Powers: 56 / Defenses: 17 (172)

-Vixen was to debut as DC's first black superheroine to star in her own series, but the 1978 DC Implosion resulted in the cancellation of numerous books, and so it never happened. She later became known as a "Team Player" sort, who'd show up in random books. Vixen is the descendent of Tantu, an African warrior who gained a magical totem from Anansi to use Animal Totems to protect the innocent. When her parents were killed by an evil bastard after the Totem, she moved to America and became a model, then returned to Africa as a superhero. She first became known as one of the newbie JLA members organized by Aquaman. This team is pretty famously not-well-thought-of, but nobody seemed to despise Vixen in particular (Vibe & Gypsy get most of the hate). She got stuck on the Suicide Squad after her animal powers caused her to go a bit nuts.
-She became one of those Journeyman Characters after JLA was cancelled, showing up here and there in random books- she was basically like those Avengers characters that get forgotten about for decades at a time, only popping in during a one-off story in someone else's book every once in a while. It wasn't until she got a popular turn on JLU (surprisingly, giving her a seductive voice and GIGANTIC BOOBS made her popular with fans) that DC as a whole seemed to recognize that she was alive, and so back on the JLA she went, this time getting a lot more focus. She had even MORE problems with her Animal Totems (funny, I had no idea about this, but the same stuff happened to my character Shifter in the first Crinoverse campaign), at one point gaining the ability to copy SUPERHUMAN powers instead of ANIMAL ones, and had her origin messed about with a bit.
-Vixen showed up in the mid-portion of JLU's first season, as as intrusive love interest for Green Lantern. She's basically an obstruction to the "predestined" GL/Hawkgirl relationship, as SHE ends up dating John while Hawkgirl is off on a self-finding mission. She was perfectly nice, if an obvious Bad Grrrl who was a bit more lusty and chesty than your usual heroine (not that Hawkgirl was Princess Peach or anything). The writers, intending to use her as someone just to stand in the way of GL/Hawkgirl before they inevitably got back together, fell in love with the character and decided to leave the end result of the GL-Hawkgirl-Vixen triangle up in the air (though the existence of Warhawk in the future kinda points out a specific result). Personally, I think it might have made a good cap-off to the series to have John & Hawkgirl end up back together, especially after she asked Batman to "Tell me about my son". It was kind of a chickenshit move by the writers to not give it an ending in the name of "not wanting to make John look bad" by dumping Mari (especially considering he ADMITTED HE LOVED SHAYERA).
-Variable, the basis for "Animal Mimicry", is one of the more expensive powers in the game, and really deserves to be. As a result, it's almost a weakness on some characters (unless a player gets REALLY creative), as Vixen here spends 56 points for what gives her a maximum of 40 pp to play with, which means her other stats will inevitably suffer. But even then, she's a very capable heroine, with TONS of options in combat (falling on someone with an elephant's weight, the Rhino's charge, Cat-like claws & agility, Wall-Crawling, Grappling power like a Snake, fixing a broken arm in seconds like a Gecko, etc.), and fully PL 10 when she wants to be. It's not easy to fight somebody who can be an Accuracy-Focused PL 10 one minute, and a Damage-Focused one the next. Some creative use of her powers by assorted writers has let her use Bioluminescence to fire a LASER BEAM from her head, and she can use basically any Sensory power you can think of. This is a power-set that really benefits someone with a Biology degree- she can mimic Snake Venom, catch bullets using a Mantis Shrimp's Sonic-Boom-Creating Claw Grip (not really how that works in the animal kingdom- it's more of a pressurized air-blast created by the rapid-fire closing of a claw).

GYPSY (Cynthia "Cindy" Reynolds)
Created By:
Gerry Conway & Chuck Patton
First Appearance: Justice League of America Annual #2 (1984)
Role: Forgotten D-List Character, Illusion Master
Group Affiliations: The Justice League of America, The Conglomerate
PL 8 (116)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 7 (+8)
Close Combat (Unarmed) 2 (+11)
Deception 4 (+6)
Insight 4 (+6)
Perception 5 (+7)
Stealth 8 (+12)
Technology 4 (+5)

Advantages:
Ranged Attack 2, Set-Up, Teamwork

Equipment:
"Chameleon" Concealment (Visuals) 2 (Extras: Affects Others) (Quirks: Does Not Work on Machines) [3]

Illusion 8 (Visual & Auditory) (Feats: Dynamic) (Quirks: Does Not Work on Machines) (24) -- [27]
AE: "Projecting Spirit" Remote Sensing (Visual & Hearing) 8 (24)
Dynamic AE: "Fear Illusion" Affliction 8 (Will; Dazed/Stunned/Controlled) (Feats: Dynamic) (Extras: Perception-Ranged +2) (Flaws: Limited to Fear) (17)

Offense:
Unarmed +11 (+1 Damage, DC 16)
Illusion -- (+8 Illusion, DC 18)
Fear Illusion -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +2, Fortitude +5, Will +6

Complications:
Responsibilty (The League)
Enemy (Despero)- He killed her parents, and has harassed her at other times.

Total: Abilities: 46 / Skills: 36--18 / Advantages: 4 / Powers: 30 / Defenses: 18 (116)

-Man, these 1980s Detroit Leaguers sucked. Gypsy is a teenage runaway adopting the stereotypical imagery of the Roma people (usually called "Gypsies" by most- it later turns out that she is in fact descended from them), who just happened to be in the neighborhood where the JLA was reformed. She aids and then joins the team, but fails to save her teammates Vibe & Steel, and basically vanishes into Comics Limbo for a while. Her parents are Refridgeratored by Despero, and she joins Booster Gold's "Conglomerate" team, then Justice League Task Force, adopting some '90s Bad-Ass tropes. The book was swiftly-cancelled, and she vanished for a long, long time, only popping up during massive crossovers.
-Gypsy gained Intangibility Powers in the JLU cartoon, but was never shown fighting, or had any recorded dialogue. She's kind of an Illusion Master thing, and she was apparently a good fighter (having been trained by Bronze Tiger). I find her name hilarious- I mean, she's called GYPSY, for God's sake! An old nickname for the Romani people, this effectively makes her the equivalent of a black hero called Negro, or an Asian one named Oriental. Not inherently racist, but goofily-weird. As expected, she has all but vanished from comics since the '80s, despite some attempts at '90s-styled career resurrections. She's just TOO stupid.

CRIMSON FOX (Vivian & Constance D'Aramis)
Created By:
Keith Giffen & Bart Sears
First Appearance: Justice League Europe #6 (Sept. 1989)
Role: Forgotten D-List Character
Group Affiliations: The Justice League of America, The Global Guardians
PL 8 (133)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 4 (+9)
Athletics 7 (+8)
Close Combat (Unarmed) 2 (+11)
Deception 4 (+8)
Expertise (Business) 5 (+7)
Perception 2 (+4)
Persuasion 2 (+6)
Stealth 4 (+9)

Advantages:
Agile Feint, Defensive Attack, Equipment (Steel Talons +2), Evasion, Improved Defense, Improved Initiative, Move-By Action

Equipment:
Speed 6 (120 mph) [6]
"Pheromones" Affliction 8 (Fort; Entranced/Compelled/Controlled) (Extras: Area- Scent Perception, Reaction +3) (Flaws: Limited to Men) [32]

Offense:
Unarmed +10 (+1 Damage, DC 16)
Claws +10 (+3 Damage, DC 18)
Pheromones +8 Area (+8 Affliction, DC 18)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +2, Fortitude +4, Will +4

Complications:
Secret (Identity)- The twins faked the death of Constance, thus allowing the twins to keep up their secret identity and attend business functions while "also" fighting crime.
Relationship (Metamorpho)- Both twins fell for the ugly superhero.

Total: Abilities: 62 / Skills: 30--15 / Advantages: 7 / Powers: 38 / Defenses: 11 (133)

-Crimson Fox is notorious for me, because she seems to show up a LOT in Big Group Scenes, mainly due to her distinctive look (the giant... snake head? What IS that?)- yet she's so obscure that I was always like "who the *F* is THAT??" They were a pair of Perfume Company Executive twins with Pheromone powers acting under the same identity, allowing them to more-easily appear in "two places at once", which is admittedly pretty-clever. But they're so minor (I mean, Justice League EUROPE?) that they were also pretty vulnerable- Vivian (the more fun-loving and heavily-French-accented of the two) was killed by Puanteur (??) in another book, and Constance had her throat slit by The Mist in Starman as part of the League team that were supposed to be beaten, but were then ordered killed by THE EDITOR OF THE BOOK because "we're not using them anyways". Another Crimson Fox showed up years later, but was not explained- she was the "heir" to the other two's business.
-Their bios say they have "Super-Speed", but I don't know in what amount. They don't appear to be particularly good at being super-heroes, since they, y'know, were easily-killed losers. But PL 8 Pheromones are nothing to sneeze at, and they're pretty quick and accurate. When Vivian died, Constance later developed enhanced senses after "giving in" to her animalistic side.

ROCKET RED #4 (Dmitri Pushkin)
Created By:
Steve Englehart & Joe Staton
First Appearance: Justice League #3 (July 1987)
Role: Powersuit Guy, Russian Guy
Group Affiliations: Justice League International, The Rocket Red Brigade
PL 9 (133)
STRENGTH
9 STAMINA 7 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Close Combat 2 (+8)
Deception 3 (+5)
Expertise (Soldier) 4 (+6)
Insight 2 (+4)
Intimidation 4 (+6)
Perception 4 (+6)
Technology 3 (+5)
Vehicles 2 (+4)

Advantages:
Benefit (League Member), Ranged Attack 7

Powers:
"Forced Evolution"
Blast 9 (Feats: Split) [19]
"Mecha-Empathy" Affliction 8 (Tech Skill of Creator; Entranced/Compelled/Controlled) (Flaws: Limited to Machines) [4]

"Rocked Red Power Armour" (Flaws: Removable) [15]
Protection 2 (2)
"Rocket Boots" Flight 8 (250 mph) (16)
-- (18 points)

Offense:
Unarmed +8 (+9 Damage, DC 24)
Blasters +9 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+9 Armour), Fortitude +5, Will +5

Complications:
Responsibility (The Justice League)
Relationship (Wife & Children)- Maxwell Lord arranged for Dmitri's wife Belina and his children (Mischa & Tascha) to live with him in Paris.

Total: Abilities: 64 / Skills: 24--12 / Advantages: 8 / Powers: 38 / Defenses: 13 (133)

-The whole "Rocket Red" concept is something I've only heard of- never actually seen. Dmitir Pushkin joined Justice League International as Rocket Red #4 after the first, Rocket Red #7, was revealed to be a Manhunter android. Dmitri was kind-hearted, jolly and loved American culture, unlike most of Marvel's Russian characters. The Rocket Reds were invented by the Green Lantern Kilowog in tandom with the USSR (apparently Kilowog was a Commie sympathizer), and involved super-evolution and Powersuits. His armor kept getting destroyed, but he had a solid friendship with Buddy "Animal Man" Baker, since both were family men. Like most of DC's foreign heroes, he tends to vanish for years at a time, and doesn't really matter after his creator left. He self-destructed in an OMAC-related story in order to save the rest of the JLI members.
-Rocket Red's another D-League backgrounder on JLU, but his comic run is pretty "small time", which is honestly not that much of a bad thing- "high concept" books often suck, and since they had lower-end characters, lower-end books could kill off characters, give them families, or even alter their whole personality, which often gives the writers more creativity and freedom, hence the fan-love. But I know so little of the guy I had to check which of his powers actually come from his ARMOR- I made him a generic Powersuit Guy/natural Flying Brick, plus "Mecha-Empathy". PL 8.5 like a lot of the lower-tier Leaguers, he isn't TOO bad, but far from the elites.

SUPERMEN:
-Superman, naturally, is the most-iconic and most-important comic book character of all time. There are numerous questions as to his status as the "first" of many things superheroic- there are heroes out there in tights (The Phantom), heroes out there with powers (The Phantom), heroes out there with secret identities (Zorro), and even a character in a 1930 novel (Gladiator) who shares a great deal of Superman's concept and origin! But none of that REALLY matters, because all you need to know is that Superman is the one guy that EVERYBODY knows set off everything. Action Comics #1 was the smash hit of smash hits, and more or less set off a genre of copycats, no matter WHAT parts of him were simply taken or altered from other sources. And all because a couple of Jewish kids got an idea in their heads.
-Superman went on to become one of the biggest names of the Golden Age- his only real contenders were Batman & Captain Marvel (and DC soon ensured that he'd outlast poor Billy). DC would ride a huge wave of success in various forms of media- particularly a weekly Radio Show (where they'd come up with the idea for kryptonite after the actor got sick and they needed to have a show with just him coughing), a great Fleischer Studios cartoon series of shorts, and an actual live-action TV show. Supes became the symbol of what eventually became DC comics, and it'd be spin-off city. He'd get a ton of Retcons to explain certain things (Lex Luthor in particular used to look much different, Superman only learned to fly after Captain Marvel did it first), it turned out he'd been SuperBOY in his youth, he had a cousin named Kara, and soon he'd be awash in new Kryptonians every month- the joke came to be that "The Planet Krypton explodes, killing Superman's parents and a few close relatives".
-Superman was popular enough to have spin-offs involving Superboy (1945), Jimmy Olsen (1954- Superman's Pal, inserted for much the same reason as most heroes' Teen Sidekicks- a Self-Insert character for fans), and Lois Lane (1958). His original creators vanished from the series within a handful of years, and artists like Wayne Boring & Curt Swan became the "iconic" Superman artists- Siegel & Shuster would famously be paid a pittance (lesson learned: Artists make shitty businessmen) for all their work, until public backlash about Warner making millions off of Superman while his creators were destitute (one comic creator noted depressingly that Shuster was hired on as a proofreader at Marvel by Stan Lee out of sheer pity and gratitude) forced Warner to give them a lifelong pension. And still it'd be one of the uglier legal battles in comics, as all the "for hire" Golden Age artists would sue the Big Two one after the other, trying to squeeze extra money out of the skinflints that'd once held them over a barrel in the 1940s.
-Superman was one of only a few Golden Age superhero acts that was still around the the time the Silver Age hit- DC more or less said one became the other at some random point we never learned. I've looked at some charts tracking comic book sales of the 1960s, and for the first half of the decade, Superman books were ALWAYS in the top ranks. Even Adventure Comics, the place for his Superboy stories, were big sellers, even though he'd soon be sharing cover duties with The Legion of Super-Heroes. Supes gained Powers As The Plot Demanded, with the Silver Age adding ever-goofier upgrades (Super-Ventriloquism?), and he became THE iconic Super-Powerful Guy- he was so well-known that "Kryptonite" came to replace "Achilles Heel" as the most-popular term for someone's weakness. "You Don't Tug On Superman's Cape" came to be a catchphrase in and of itself- even everyday folk who never read a comic in their lives knew not only Superman, but Lois Lane, Lex Luthor (they loved their "Double L" names- we'd also get Lori Lemaris, Lana Lang, and God knows who else), Kryptonite, The Planet Krypton, and even Jor-El. Superman came to represent "Truth, Justice and the American Way" (funny, because Joe Shuster was born in Toronto, Ontario- he'd even base Metropolis visually off of his Canadian hometown!). He was not only DC's most POWERFUL hero, but also it's most central and "good-natured". Superman sort of became the Moral Center of the DC Universe- a role he basically continuously upheld. He's sort of the iconic "Perfect Man"- an Ubermensch that didn't transcend human society (as Nietzche intended the "perfect man" to do), but became more beholden to them than his "inferiors". Garth Ennis' Hitman also posits that Superman is "Everything that's good about America"- the immigrant who throws away his old culture and adopts that of his new home, instead of being stuck in his old ways and old prejudices, holding onto ethnic pride.
-Of course, some interesting things come about because of Superman's unique place in comics- he overshadows other heroes in power so badly that it became troublesome to include him in some team books (in the '60s, where stories were more often based around quirky plots and trickery than fighting, this mattered a whole lot less). He was so unstoppable that coming up with THREATS for him became impossible without over-using Kryptonite (which soon came to be in multiple DIFFERENT COLORS- Red, Gold, etc.). Stories would get sillier and sillier at times- Jimmy Olsen would become a Werewolf TWICE because the Editors felt the fanbase flipped over every couple of years, so it didn't matter if they repeated themselves. So many comics revolved around goofy stuff and Superman acting like an asshole so nobody would find out his secret identity that the site Superdickery would make comments about it- Supes was downright CRUEL in some stories!
-Superman's books would actually fall out of favor a bit by the late 1960s- he would be replaced as DC's most popular hero with Batman (the 1960s TV series was a HUGE boon to DC around this time), and he'd pretty much never give it back, even with the popular Christopher Reeve moves. DC would lose a ton of books in the late '60s, but Superman still did well enough, I suppose. However, as comics switched from antics-based stories and "the hero must outsmart the villain" trickery, Superman had to skirt that line between being too unstoppable and being vulnerable. DC also became notoriously-protective of the character- they'd fanboy him so hard that soon it became impossible for ANYONE to be seen as more powerful than him! The writers would always default to him as being the strongest hero in the world (over fellow top-tiers like Captain Marvel- now a DC character- and Orion, who were ALSO supposed to be tough). Certain fanboys would gain access to him and base ENTIRE EVENTS around Superman being awesome and powerful- a masturbatory exercise for Power Fetishists like Our Worlds At War went out of its way to make all the other heroes look like ineffectual idiots (many books had to pony up a character or two to kill) thanks to Jeph Loeb "wanting to write a cool Superman story".

ME & SUPES:
-To be honest... I don't much care about Superman. I mean, I get that the concept is great- there's something neat about having "the Best Hero EVER" being a character- he's iconic as all Hell (to the point where every other comic book universe defaults to his appearance and power-set for their own guys- Captain Marvel, Samaritan, etc.- Marvel has gone REALLY overboard in copying him in recent years as well). I lvoe a lot of stories ABOUT Superman- but his main books stink. He became iconic for being that guy who has awesome appearances only in books that WEREN'T HIS OWN- other heroes would view him with this religious observance, but his own book would be this trifling, dull experience with lame villains and storylines. I admire what Superman IS, but don't care for the character. It says something that Paul Dini & Bruce Timm made one of my favourite shows of all time in Batman: The Animated Series, but when they pulled out a Superman version, I absolutely didn't give a crap. And then I went and fell in love with Timm's Justice League and [/i]JLU[/i] and never looked back!
-Part of the problem can be his fanbase. And this is a thing I've noticed about the fans of any powerful character... Fans of powerful characters tend to ALWAYS WANT THEIR GUY TO BE THE TOP-TIER. It's bizarre- Superman fans REVEL in his power displays (I've met a few who openly-admit to their biases and say they dislike when other characters Power Geek out, but love it when Superman does), and bitch when he does poorly. One guy I knew years back (Azrael/Lightbend- a HUGE fan of powerful characters) basically lost faith with the entire Comic Book Fandom online when he read them bitching about Our Worlds At War, which he LOVED. Hulk fans bitch when he loses fights, and revel in his Top-Tier Strength Feats. Fans of The Sentry nearly always mention his power when talking about him. Thorbags are NOTORIOUS for complaining and absolutely every instance when he loses a fight- I thought the internet would EXPLODE when Supes dropped him in JLA (vs) Avengers #2. And even our own Ares, usually a regular, agreeable sort (so long as my Pym Bashing doesn't get too out of control :)), gets his spitcurl out of whack any time Captain Marvel isn't thought of as the EXACT equal of Superman- even nitpicking the great JLU fight because Superman had a minor advantage before Billy whipped out the Magic Lightning ("Cap wound up having a bruise on his face and an apparently injured arm, and was walking unsteadily even before Superman bank-vaulted him" while commenting about Supes' over-poweredness on the show), or when Gail Simone figured that Marvel was weaker than Superman or Wonder Woman because "I just have a feeling" (yes fans actually asked her what she thought the strength-levels of everyone were).
-I don't quite GET that these days. Sure, when I was a kid, I always wanted my favourites to win. I act all high and mighty about Overly-Powerful Characters these days, but when I was a kid, I simply swapped The Hulk & Thor out of the top-tier and made The Thing & Colossus the strongest instead. But I kind of... got OVER it, y'know? I just feel like it doesn't MATTER. It's okay to like high power levels- Dragon Ball Z has its appeal, as do the wicked City-Destroying fights in JLU and other shows- it LOOKS COOL. But I no longer get the demand for everyone to want their own favourite guy to be the best of the best.
-It's not just the fans of superstrong guys, either- fans of Deathstroke, Cassandra Cain, Lady Shiva and others can get EQUALLY agitated about the "tiers". I kind of liked how the cartoon handled Superman- he was definitely considered the best, the "first amongst equals", but it wasn't like he could just Goku his way across the world. He was a bit too much of a "Superwussy" in the first season (always going down to attacks to make the villain look tough), but he could have some remarkably-even fights with other guys later on. Even if Ares hates the World of Cardboard Speech (which, to be clear, wasn't stating that he was holding back the other times Superman had fought Darkseid and lost- he was saying that he usually HAS to hold back, but this was "a rare opportunity" for him to lash out. And Darkseid never lost the fight anyways) :).

Statting Superman:
Generally, it's a good idea to stat him early, because he's your "Hard Limit" for heroic Power Levels. Of course, he's also the HARDEST guy to narrow down, as various incarnations of the dude can involve some INSANE boosts. The Golden Age ramped up his power with each passing year ("leap tall buildings" eventually came to mean Sublight Speed), The Silver Age added new powers every month, and by a point, Pre-Crisis Superman was essentially unkillable. Then John Byrne took over, dropping his power to a more Marvel-esque character, with flaws and frailty. Then Jeph Loeb and others ramped him up again. Nobody can really agree. He's unquestionably easier to write when he's not QUITE a God, but MAN do his fans gripe about it.

SUPERMAN I (Clark Kent, aka Kal-L)
Created By:
Jerry Siegel & Joe Shuster
First Appearance: Action Comics #1 (June 1938)
Role: The Big Hero, The Icon, The Originator The Powerhouse, Team Leader, Flying Brick
PL 16 (354)
STRENGTH
20 STAMINA 18 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Close Combat (Unarmed) 2 (+11)
Deception 7 (+11)
Expertise (History) 3 (+6)
Expertise (Farming) 2 (+5)
Expertise (Reporter/Editor) 10 (+13)
Insight 6 (+10)
Intimidation 3 (+7)
Investigation 5 (+9)
Perception 10 (+14)
Ranged Combat (Heat Vision/Freeze Breath) 4 (+13)
Technology 2 (+5)

Advantages:
Diehard, Evasion, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed), Inspire, Last Stand (Ignores Damage for 1 Round With HP Spent), Move-By Action, Power Attack, Ranged Attack 5, Takedown, Teamwork, Ultimate Strength Check, Ultimate Toughness, Ultimate Will Save, Withstand Damage (Trade Defenses for Toughness)

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 5 (800,000 tons) [5]
"The Man of Steel" Protection 3 (Extras: Impervious 21) [24]
Immunity 11 (Life Support, Aging) [11]

"Heat Beam" Damage 16 (Extras: Area- 60ft. Line +2) (48) -- [53]
AE: "Heat Vision" Blast 18 (Feats: Extended Reach 2) (38)
AE: "Freeze Breath" Affliction 15 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (45)
AE: "Freeze Cone" Affliction 15 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (45)
AE: "Ground Pound" Affliction 15 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (30)
AE: "Super-Breath" Affliction 15 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Cone +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 120ft. Cone +2) (Flaws: Touch Range) (38)

"Faster Than a Speeding Bullet"
Flight 18 (500,000 mph) (Feats: Dynamic) (37) -- [41]
Dynamic AE: Quickness 16 (Feats: Dynamic) (17)
Dynamic AE: Speed 15 (64,000 mph) (Feats: Dynamic) (16)
Movement 1 (Space Travel 1) [2]

Senses 22 (Extended Vision & Hearing 4, Analytical, Low-Light, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [22]

Offense:
Unarmed +11 (+20 Damage, DC 35)
Heat Vision +13 (+18 Ranged Damage, DC 33)
Heat Beam +16 Area (+16 Damage, DC 31)
Freeze Breath +13 (+15 Ranged Affliction, DC 25)
Freeze Cone/Ground Pound +15 Area (+15 Affliction, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +21 (+11 Impervious), Fortitude +18, Will +14

Complications:
Secret (Clark Kent)- Only Lana Lang and Ma & Pa Kent know his secret in his own century.
Motivation (Truth, Justice & The American Way)
Responsibility (Metropolis & The Earth)
Power Loss, Weakness (All Powers, Kryptonite Exposure)- The dreaded green rock (which is VERY common at times) will neutralize Superman's powers, AND rapidly poison him.
Power Loss/Vulnerable (Red Sun Radiation)- Earth's Yellow Sun empowers Superman- without it, he will soon lose his powers. Red Sun-based energies will do much more damage to him. This is mostly a later thing, however- initially it was just his physiology that made him Super, and Red Suns had nothing to do with it.
Power Loss (X-Ray Vision)- Kryptonian X-Ray Vision cannot penetrate lead.
Relationship (Lois Lane)- Clark has married his Earth's Lois, and the two have been happily wed for decades.
Responsibility (The Daily Star)- Clark eventually became the Editor-In-Chief of the newspaper where he'd once worked as a regular reporter.
Responsibility (Human Life)- Clark believes deeply that all life is important.

Total: Abilities: 130 / Skills: 54--27 / Advantages: 22 / Powers: 157 / Defenses: 18 (354)

-The Golden Age Superman is interesting, because like I said, there never really was this MOMENT where one Superman became Silver Age and the other split off to remain a Golden Ager- it was just kind of a thing they did when the League met the Society. Suddenly, the older Superman was now a big-time JSAer (when in the original stories, he'd only appeared for a second- it was felt he wasn't needed in the JSA, since it was basically advertising the adventures of other heroes, and he already had his own solo book), had greying temples, retained an older version of the "S" logo, called himself "Kal-L", and actually settled down and married his Earth's Lois Lane. One of the neat things about Kal-L is that it allowed him to be the "Original" super-hero, since he effectively pre-dated the other DC heroes of the time- something that was lost in the Post-Crisis era, in which we were left with a loser like The Crimson Avenger in that role.
-Siegel & Shuster had bandied around ideas for "Superman" for years, basing aspects of him on popular actors (CLARK Gable and KENT Taylor). For six years they struggled to find a publisher, and modified their character to be more heroic- a Samson or Hercules-like figure, fighting against modern troubles like injustice and tyranny. They gave him a costume inspired by the space heroes of Pulp Magazines, as well as Circus Strongmen of the day (in fact, his "tights over contrasting bodysuit" look would have immediately led people to assume he was strong because of this link). Metropolis got its name from the Fritz Lang sci-fi film. Some point out that Siegel's father's death by shooting the year before Superman's creation could have had some effect on his power-set.
-In any case, there being two Supermen allowed DC some freedom to "experiment" with this one, getting him married off and having him age. His own cousin Kara became Power Girl, and he was a major force in The Crisis on Infinite Earths. In the PHENOMENAL ending to that series, he's left as one of the last people standing against the nigh-unkillable Anti-Monitor, soon resorting to THROWING PLANETS INTO HIM. He finally cracks open the monster, and when he feels he's met his end as the Universes merge, Alexander Luthor teleports in and gives him his ultimate reward- as the greatest hero ever, he'd earned a life of peace with his Earth's Lois Lane, and they teleport away, victorious.
-Of course, they'd bring him back in modern times, with Infinite Crisis having him convinced that the Merged Earth was the WRONG one to allow to exist, as it was getting darker and more depressing by the day. He ends up giving his life, beaten to death by the arrogant, psychotic Superboy-Prime, in a pretty controversial move that I still feel was a bit of a... let-down. I mean, this is the freaking ORIGINAL SUPERMAN here, and you're giving him THAT ending?
-The Golden Age Superman is a PL 16 in my estimation- PL 15 is fine for the "normal" Superman of modern times, but this guy was basically throwing PLANETS at the Anti-Monitor, so he gets to be stronger and tougher. He started off much weaker- leaping an eighth of a mile in his debut and not developing further until adulthood- finally, he becomes the near-equal of Kal-El of Earth-One. Some stories in the '60s and '70s feature him struggling a bit to keep up with the younger guy, however.

SUPERBOY (Clark Kent, aka Kal-El)
Created By:
Jerry Siegel & Joe Shuster
First Appearance: More Fun Comics #101 (Jan-Feb. 1945)
Home Planet: Krypton
Origin of Powers: Racial Abilities (Under a Yellow Sun)
Eras: Original
Relationships: Lana Lang
Role: The Inspiration, Super-Heavyweight Fighter, Flying Brick
PL 15 (335)
STRENGTH
18 STAMINA 16 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Aerobatics 4 (+7)
Close Combat (Unarmed) 3 (+11)
Deception 4 (+8)
Expertise (History) 2 (+5)
Expertise (Space Hero) 1 (+4)
Expertise (Farming) 2 (+5)
Insight 3 (+7)
Intimidation 1 (+5)
Investigation 2 (+6)
Perception 6 (+10)
Ranged Combat (Heat Vision/Freeze Breath) 2 (+11)
Technology 2 (+5)

Advantages:
Diehard, Equipment 10 (Legion Gear), Evasion, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed), Inspire, Last Stand, Move-By Action, Power Attack, Ranged Attack 5, Takedown, Teamwork, Ultimate Strength Check, Withstand Damage

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 7 (500,000 tons) [7]
"The Man of Steel" Protection 2 (Extras: Impervious 19) [21]
Immunity 11 (Life Support, Aging) [11]

"Heat Beam" Damage 15 (Extras: Area- 60ft. Line +2) (45) -- [50]
AE: "Heat Vision" Blast 16 (Feats: Extended Reach 2) (34)
AE: "Freeze Breath" Affliction 14 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (42)
AE: "Freeze Cone" Affliction 14 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (42)
AE: "Ground Pound" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (28)
AE: "Super-Breath" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Cone +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 120ft. Cone +2) (Flaws: Touch Range) (36)

"Faster Than a Speeding Bullet"
Flight 18 (500,000 mph) (Feats: Dynamic) (37) -- [41]
Dynamic AE: Quickness 16 (Feats: Dynamic) (17)
Dynamic AE: Speed 15 (64,000 mph) (Feats: Dynamic) (16)
Movement 1 (Space Travel 1) [2]

Senses 22 (Extended Vision & Hearing 4, Analytical, Low-Light, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [22]

Equipment:
"Legion Gear"
"Telepathic Ear Plug" Comprehend 3 (Languages) (6)

"Legion Flight Ring"
Flight 7 (250 mph) (14)
Immunity 7 (Hot, Cold, Vacuum, Pressure, Radiation, Suffocation 2) (7)
Movement 1 (Space Travel 1) (2)
Communication 5 (Flaws: Fifth Rank is only towards Legionnaires) (18)

Offense:
Unarmed +12 (+18 Damage, DC 33)
Heat Vision +11 (+16 Ranged Damage, DC 31)
Heat Beam +15 Area (+15 Damage, DC 30)
Freeze Breath +11 (+14 Ranged Affliction, DC 24)
Freeze Cone/Ground Pound +14 Area (+14 Affliction, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +18 (+10 Impervious), Fortitude +16, Will +11

Complications:
Secret (Clark Kent)- Only Lana Lang and Ma & Pa Kent know his secret in his own century. The whole Legion pretty much have it all figured out.
Motivation (Truth, Justice & The American Way)
Power Loss/Vulnerable (Kryptonite)- Superboy will lose all of his powers, and soon begin to die, if exposed to Kryptonite, the element of his dead homeworld.
Power Loss/Vulnerable (Red Sun Radiation)- Earth's Yellow Sun empowers Superboy- without it, he will soon lose his powers. Red Sun-based energies will do much more damage to him. Typically, Brainiac-5 will give him some kind of protection against this weakness.
Power Loss (X-Ray Vision)- Kryptonian X-Ray Vision cannot penetrate lead.
Responsibility (Human Life)- Clark believes deeply that all life is important.

Total: Abilities: 122 / Skills: 32--16 / Advantages: 29 / Powers: 153 / Defenses: 15 (335)

-So this obscure fellow is actually an idea Siegel & Shuster came up with a few years later- some would say they based him off of Fawcett Comics' success with Captain Marvel Jr., but instead of making a sidekick character, they just told the stories of "Superman When He Was a Boy". He got a whole new supporting cast and became a HUGE deal, earning DC a ton more money (and since he was a non-Superman creation not formed under the same type of deal/contract, his legal issues were far more nasty than Superman's as Connor Kent would discover decades later). Superboy would eventually meet up with three super-powered teenagers from the future, and get inducted into their Legion (which would soon take over his old book), coming to the future whenever he felt like it. This led to an interesting situation, as a CHILD version of their main hero was having these gigantic adventures in another time period, alongside published tales of him as an adult. Of course, people glossed over that Superboy could never be killed since his adult version was obviously still alive, and that Superman never referred to his time with the Legion ending, though he obviously didn't hang with them as much now that he was fully-grown.
-In the 1980s, John Byrne decided he wanted to introduce Superman as an adult (a man just learning about/unsure of his new powers- a valid story idea, sure- countless others have tried to tell it), which meant that there was never a Superboy. BUT, it turns out that since all of the DCU itself wasn't revamping itself at the same time, this made a SWACK of continuity problems, the biggest of which being that the Legion was now based off of... nobody. In fact, all their old stories had to be glossed over, and Superboy, initially one of the top characters of the book, left its pages forever, leaving a blank that was never really filled. Confusing, unnecessary stories about "Pocket Universe Superboys" and the like inspiring them (really, just ignore it and move on, I'd say) just furthered the problems, and the Legion never really got over it. Some blame Byrne for this, but really- this is why comics have EDITORS, who can go "uh, hey- that would actually ruin one of our top-selling books, so let's not". In any case, Superboy became less and less important to the Legion over the years, in any case, hardly showing up at ALL in many stories. In The Great Darkness Saga he only makes a few cameos until the very end, and even THEN doesn't really do any character-stuff- The Legion does all the work.
-That said, Superboy ends up being quite influential overall, with various supporting characters of his making their way into the Legion book- Ultra-Boy & Mon-El both debuted in Superboy stories and THEN met the Legion, and both share his powers (mostly). Supergirl ALSO joined the Legion, and soon later-continuity Legionnaires would be inspired by him, such as Andromeda and Kent Shakespeare.
-Superboy took some doing, because this is technically multiple eras being represented by one guy- in the 1960s, Superboy was virtually PL X, and could be portrayed anywhere from PL 14 to PL 30 and be accurate to SOME comic. Hell, I've seen him lug GIGANTIC STARS using a CHAIN- this is the kind of silliness present in the '60s stories (and before you laugh, remember that Superman & Superboy were THE BEST-SELLING COMICS OF THAT DECADE until Marvel took over sales in the late '60s and never really looked back). However, comparing him to my Marvel builds, it makes sense that even in the later stories, Superboy is stronger than Marvel's Thor by enough that he does one point more damage than a Mjolnir-wielding God of Thunder (Superboy is almost NEVER challenged by the kinds of guys that can give Thor trouble), hitting PL 15 overall. This is equal to the DCA Superman build (but more expensive with various Silver Agey additions), which I think can be fitting, since Superboy is the YOUNGER version of Supes, and thus you can expect him to be a PL or two HIGHER once he hits his full power (or learns to fight better)- this Pre-Crisis Super-guy is a bit more powerful than the later versions (ESPECIALLY the Byrne one).
-Superboy is strong as hell and tough as hell, but can still fail a Toughness Test and go down to a lucky punch (like when the MUCH weaker Ferro Lad one-punched him to play the sacrificial lamb). He has tons of Sensory Powers, and the old Heat Vision/Super-Breath thing. He can fly at INSANE speeds on Earth, and can do even better in space, making the Legion Flight Ring a little redundant, but hey- he can still fly if he's Kryptonited, which most Super-folks can't.

SUPERGIRL (Linda Danvers, aka Kara Zor-El)
Created By:
Otto Binder & Curt Swan
First Appearance: Superman #123 (Aug. 1958)
Role: Super-Heavyweight Fighter, Flying Brick
PL 15 (339)
STRENGTH
18 STAMINA 16 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Aerobatics 7 (+11)
Close Combat (Unarmed) 2 (+11)
Deception 4 (+8)
Expertise (Animal Handling) 7 (+11)
Expertise (Acting) 2 (+5)
Expertise (Reporter) 3 (+5)
Insight 4 (+6)
Investigation 3 (+6)
Perception 6 (+9)
Persuasion 4 (+7)
Ranged Combat (Heat Vision/Freeze Breath) 2 (+11)
Technology 2 (+5)
Vehicles 2 (+6)

Advantages:
Accurate Attack, Beginner's Luck, Diehard, Equipment 10 (Legion Gear), Evasion, Fearless, Great Endurance, Improved Initiative, Jack-of-All-Trades, Last Stand, Move-By Action, Power Attack, Ranged Attack 5, Set-Up, Takedown, Teamwork, Withstand Damage

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 7 (250,000 tons) [7]
"The Girl of Steel" Protection 2 (Extras: Impervious 19) [21]
Immunity 10 (Life Support) [10]

"Heat Beam" Damage 15 (Extras: Area- 60ft. Line +2) (45) -- [50]
AE: "Heat Vision" Blast 16 (Feats: Extended Reach 2) (34)
AE: "Freeze Breath" Affliction 14 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (42)
AE: "Freeze Cone" Affliction 14 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (42)
AE: "Ground Pound" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (28)
AE: "Super-Breath" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Cone +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 120ft. Cone +2) (Flaws: Touch Range) (36)

"Faster Than a Speeding Bullet"
Flight 18 (500,000 mph) (Feats: Dynamic) (37) -- [41]
Dynamic AE: Quickness 16 (Feats: Dynamic) (17)
Dynamic AE: Speed 15 (64,000 mph) (Feats: Dynamic) (16)
Movement 1 (Space Travel 1) [2]

Senses 21 (Extended Vision & Hearing 4, Analytical, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [21]

Equipment:
"Legion Gear"
"Telepathic Ear Plug" Comprehend 3 (Languages) (6)

"Legion Flight Ring"
Flight 7 (250 mph) (14)
Immunity 7 (Hot, Cold, Vacuum, Pressure, Radiation, Suffocation 2) (7)
Movement 1 (Space Travel 1) (2)
Communication 5 (Flaws: Fifth Rank is only towards Legionnaires) (18)

Offense:
Unarmed +11 (+18 Damage, DC 32)
Heat Vision +11 (+16 Ranged Damage, DC 31)
Heat Beam +15 Area (+15 Damage, DC 30)
Freeze Breath +11 (+14 Ranged Affliction, DC 24)
Freeze Cone/Ground Pound +14 Area (+14 Affliction, DC 24)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +18 (+10 Impervious), Fortitude +15, Will +10

Complications:
Secret (Linda Danvers)
Motivation (Truth, Justice & The American Way)
Power Loss/Vulnerable (Kryptonite)- Supergirl will lose all of her powers, and soon begin to die, if exposed to Kryptonite, the element of her dead homeworld.
Power Loss/Vulnerable (Red Sun Radiation)- Earth's Yellow Sun empowers Supergirl- without it, she will soon lose her powers. Red Sun-based energies will do much more damage to her. Typically, Brainiac-5 will give her some kind of protection against this weakness.
Power Loss (X-Ray Vision)- Kryptonian X-Ray Vision cannot penetrate lead.
Responsibility (Human Life)- Kara believes deeply that all life is important.

Total: Abilities: 122 / Skills: 48--24 / Advantages: 30 / Powers: 152 / Defenses: 15 (339)

-Pre-Crisis Kara Zor-El was a pretty successful character, but obviously a weak link in the Superman Family of titles, never doing quite as well as the main man or his childhood self (this is part of why it was so easy to kill her off in the Crisis- she had no solo book at the time). Still, she was one of the top female characters in comics history (pretty easily outracing Mary Marvel- who was created a decade earlier by the same writer), and went on to spend time with Superboy (the younger version of her cousin who she knew in HER present-time, which is certainly an odd way to go about doing stories) and the Legion of Super-Heroes, where she hooked up with Brainac-5. With lots of girl-themed stuff (multiple boyfriend/love interests, a kitty, a FLYING HORSE aka girl fangasm who also happened to turn into a cowboy she fell in love with, aka ANOTHER girl fantasy), her fall from continuity messed up the Legion too, but not as much as Superboy's did. Instead, they had to just make Brainiac-5 an always-single douche, and replace Kara in 'old' stories with Andromeda, their new Supergirl-class character.
-Pre-Crisis Supergirl is pretty much where Superboy is in power- though the female Kryptonians are usually weaker than the males, which only really makes sense if you assume that the strength difference between males and females amongst humans is proportionate in Kryptonians. Nevermind the fact that both are far stronger than people of their size ever possibly could be, so muscle mass clearly shouldn't matter so much. However, she makes the same PL because her Heat Vision Area Effect is the same, and she costs a bit more since a teenage Linda Danvers has more Skills than a teenage Clark Kent does- being a "Girl's Book", "Supergirl" featured many stories about her Barbie-like job switching between vet, doctor, etc. She's one Strength Modifier below Superman, and a bit less accurate given her lack of 'killer instinct', but she's still more powerful than most heroes ever get.

SUPERGIRL II (Matrix/Linda Danvers, aka "Mae")
Created By:
John Byrne (Matrix), Peter David & Gary Frank (Danvers)
First Appearance: Superman #16 (April 1988- Matrix), Supergirl #1 (Sept. 1996- Danvers)
Role: Replacement Character, Flying Brick, Distaff Counterpart
Group Affiliations: The Teen Titans
PL 11 (214)
STRENGTH
13 STAMINA 12 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Persuasion 4 (+6)
Perception 4 (+6)

Advantages:
Power Attack, Ranged Attack 6

Powers:
Impervious Toughness 9 [9]

"Wings of Flame" Flight 12 (8,000 mph) (Feats: Dynamic) (25) -- [27]
Dynamic AE: Speed 8 (500 mph) Linked to Quickness 4 (Feats: Dynamic) (13)

"Eye Beams & Fire" Blast 12 (Feats: Variable- Laser Heat or Flame) (25) -- [28]
AE: "Telekinesis" Move Object 11 (22)
AE: "Fire Wave" Damage 11 (Extras: Area- 60ft. Cone) (22)
AE: "Protective Field" Force Field 8 (Extras: Affects Others Only +0, Ranged) (16)
AE: Teleport 10 (20)

"Matrix Form"
Morph 4 (Any Form) [20]
Concealment (Vision 4, Hearing 2) 6 [12]

Offense:
Unarmed +9 (+13 Damage, DC 28)
Eye Beams +10 (+12 Ranged Damage, DC 27)
Fire Wave +11 Area (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +12 (+5 Impervious), Fortitude +12, Will +8

Complications:
Responsibility (Angel)- Linda answers to a Higher Power. The Highest, in fact.
Relationship (Lex Luthor)- Matrix had fallen in love with Lex Luthor (reminding her of her own world's Luthor- her creator), and was frequently manipulated by him. When she uncovered that he was cloning her to make an army of "Supergirls", she went berserk and nearly killed him.
Secret (Linda Danvers)- Matrix has merged with Linda Danvers, a "Bad Girl" with a demon-worshipping ex-boyfriend and a host of other personal problems. In attempting to become more human, Matrix has complicated her life.

Total: Abilities: 92 / Skills: 12--6 / Advantages: 7 / Powers: 96 / Defenses: 13 (214)

-Wow. Where to start with the "Matrix" era Supergirl? Well, her Titans run lasted only about five issues, so there's that (she joined that weird Arsenal team). She debuted in the Byrne-era revamp (you know, the revamp that saved Superman & DC... until everyone realized that in saving it, he'd also removed all that was beautiful from the Superman mythos, and it was all changed back about a decade or so later?), as a protoplasmic matrix of stuff created by an alternate reality's Lex Luthor, and did some running around in the mainstream DC Earth (yes they debuted an alternate reality only a few years after the Crisis WIPED OUT ALL ALTERNATE EARTHS, why do you ask?). Her world (and a benevolent Luthor) was destroyed by General Zod and his minions, and so she left it for the mainstream DC Earth, effectively being a replacement for Kara Zor-El, who died only three years earlier, during the Crisis.
-Her post-Titans history includes being written by Peter David, linking to Earth-girl Linda Danvers (because David immediately realized how stupid it was to write a series around a grey blob), becoming an Angel (with firey wings & flame-vision!), and then doing some complicated crap I could barely read through on the Wikipedia-digest version and having a kid or something... Matrix & Linda were separated, then Matrix hooked up to an Angel named Twilight, but then left the Supergirl powers & mantle to Linda, who tried to sacrifice her life to save a Pre-Crisis Kara Zor-El and ended up MARRYING that world's Superman, having a baby with him! She eventually retired the cape after returning to the mainstream Earth, having sent Kara back to her fate under The Spectre's orders. She got COMPLETELY forgotten about and replaced by Kara-Zor-El, which was always right in the first place.
-So there Matrix sat, in a situation so complex that Dan Didio figured she was erased from history forever, and Geoff Johns saying she was not- she finally reappeared in the "Reign in Hell" stories for a little bit, but for obvious reasons (the Nu52), she is now gone. Peter David still has a soft spot for the character, to the point where he is ABSOLUTELY OBSESSED WITH HER (like, to Steve Englehart & Mantis levels), basically attempting to write her into his "Fallen Angel" series before it left DC. He even went on to state that the character IS Linda Danvers, but that "I can't LEGALLY say so".
-Supergirl's a good Powerhouse fighter, a Flying Brick with extra tricks, such as TK and Morphing- she often changed power-sets slightly as she shifted forms (Matrix could Shapeshift, but with the Linda Merging, she lost that and gained the Flame stuff & Teleportation). She can hang with the Superman-class of people, but only ever-so-sligthly- she fights her own enemies most of the time, and in JLA/Titans, she got trounced by Zauriel pretty quickly.

SUPERMAN II (Clark Kent, aka Kal-El)- Silver Age Version
Created By:
Jerry Siegel & Joe Schuster
First Appearance: Action Comics #1 (June 1938)
Role: The Inspiration, Super-Heavyweight Fighter, Flying Brick
PL 17 (408)
STRENGTH
22 STAMINA 19 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 5 PRESENCE 5

Skills:
Aerobatics 4 (+8)
Close Combat (Unarmed) 1 (+12)
Deception 7 (+12)
Expertise (Space Hero) 2 (+10)
Expertise (Farming) 2 (+10)
Expertise (Reporter/Anchorman) 4 (+12)
Expertise (Science) 8 (+16)
Insight 6 (+11)
Intimidation 2 (+7)
Investigation 3 (+8)
Perception 10 (+15)
Persuasion 5 (+10)
Ranged Combat (Heat Vision/Freeze Breath) 2 (+14)
Technology 8 (+16)

Advantages:
Accurate Attack, Diehard, Eidetic Memory, Evasion, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed) 3, Improved Initiative 2, Inspire, Interpose, Jack-Of-All-Trades, Last Stand (Ignores Damage for 1 Round With HP Spent), Move-By Action, Power Attack, Ranged Attack 5, Takedown, Teamwork, Ultimate Strength Check, Ultimate Toughness, Ultimate Will Save, Withstand Damage (Trade Defenses for Toughness)

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 5 (3,200,000 tons) [5]
"The Man of Steel" Protection 4 (Extras: Impervious 23) [27]
Immunity 11 (Life Support, Aging) [11]

"Heat Beam" Damage 17 (Extras: Area- 60ft. Line +2) (51) -- [58]
AE: "Heat Vision" Blast 18 (Feats: Extended Range 2) (Extras: Penetrating 10) (48)
AE: "Freeze Breath" Affliction 16 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (48)
AE: "Freeze Cone" Affliction 16 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (48)
AE: "Ground Pound" Affliction 16 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (31)
AE: "Super-Breath" Affliction 16 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Cone +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 120ft. Cone +2) (Flaws: Touch Range) (39)
AE: "Super-Ventriloquism" Illusion (Hearing) 5 (Flaws: Limited to Things He Can Actually Say, But In A Different Area) (2.5)
AE: "Super-Hypnosis" Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Perception-Ranged +2) (Flaws: Vision-Dependent) (16)

"Faster Than a Speeding Bullet"
Flight 20 (2,00,000 mph) (Feats: Dynamic) (41) -- [45]
Dynamic AE: Quickness 16 (Feats: Dynamic) (17)
Dynamic AE: Speed 15 (64,000 mph) (Feats: Dynamic) (16)
Movement 3 (Space Travel 1, Time Travel 2) [6]

Senses 22 (Extended Vision & Hearing 4, Analytical, Low-Light, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [22]

Offense:
Unarmed +12 (+22 Damage, DC 37)
Heat Vision +14 (+18 Ranged Damage, DC 33)
Heat Beam +15 Area (+15 Damage, DC 30)
Freeze Breath +11 (+14 Ranged Affliction, DC 24)
Freeze Cone/Ground Pound +14 Area (+14 Affliction, DC 24)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +23 (+12 Impervious), Fortitude +19, Will +14

Complications:
Secret (Clark Kent)- Only Lana Lang and Ma & Pa Kent know his secret.
Motivation (Truth, Justice & The American Way)
Power Loss/Vulnerable (Kryptonite)- Superman will lose all of his powers, and soon begin to die, if exposed to Kryptonite, the element of his dead homeworld.
Power Loss/Vulnerable (Magic)- Magic has a vague effect on Superman- sometimes he's so vulnerable to it that a werewolf or something can hurt him- at other times, it just hurts a bit more than regular attacks would.
Power Loss/Vulnerable (Red Sun Radiation)- Earth's Yellow Sun empowers Superman- without it, he will soon lose his powers. Red Sun-based energies will do much more damage to him. Typically, Brainiac-5 will give him some kind of protection against this weakness.
Power Loss (X-Ray Vision)- Kryptonian X-Ray Vision cannot penetrate lead.
Relationship (Lois Lane)- Clark is in love with Lois, but still has to keep his secret from her.
Responsibility (The Top Hero of Earth)- Clark is the most well-known and well-respected hero on Earth. He always has to deal with the fact that everybody looks up to him.
Enemy (Lex Luthor, Brainiac, Bizarro, Toyman, etc.)- Superman's Rogues Gallery contains some high-level threats, as well as a lot of silly nuisances.
Responsibility (Human Life)- Clark believes deeply that all life is important.

Total: Abilities: 156 / Skills: 64--32 / Advantages: 30 / Powers: 174 / Defenses: 16 (408)

-At some point, Superman just became the "Earth-One" version. He was the one who used to be Superboy, had a cousin named Supergirl, etc. Mort Weisinger oversaw a ton of changes to the character by this point, giving us creations like Brainiac and Bizarro as well. Despite the early '60s being a Superman-heavy era amongst the top-sellers, he started faltering halfway through the decade, and gave up the status as DC's #1 hero to Batman. This version would get a ton of silly "one-off" powers, but was largely "set" by the mid-1970s or so with the powers we'd recognize today. He was INSANELY powerful, to the point where most villains never even bothered trying to hurt him if they were smart, and so there was a lot of outsmarting, Superdickery and more. Weisinger gave way to Julius Schwartz by the Bronze Age, and Supes was made more "modern and realistic". By 1978, the Superman film had hit huge, impressing pretty much everybody with its plot, special effects and acting. In a funny, now-forgotten bit, The Daily Planet was turned into a TV series, with Clark now being an anchorman in Metropolis (along with Lana Lang)- a "modern" to fix the fact that EVEN THEN the whole "adventuring reporter" thing was kind of an old-fashioned bit.
-Superman's Power Level could be anywhere between PL 14 and PL 30 based off of Silver Age stories- books exist featuring him carrying a DOZEN PLANETS ATTACHED BY A CHAIN. He once moved through dimensions by going so fast, and can travel through time almost casually. He's a Super-Genius. He's so far above every other hero on the planet that any affiliation basically becoming "Superman and Friends".

SUPERMAN II (Clark Kent, aka Kal-El)- John Byrne Revamp
Created By:
Jerry Siegel & Joe Shuster
First Appearance: Action Comics #1 (June 1938)
Role: The Big Hero, The Icon, The Originator The Powerhouse, Team Leader, Flying Brick
PL 14 (249)
STRENGTH
17 STAMINA 16 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Aerobatics 4 (+7)
Close Combat (Unarmed) 1 (+11)
Deception 7 (+11)
Expertise (Farming) 2 (+5)
Expertise (Reporter) 7 (+10)
Insight 4 (+8)
Intimidation 2 (+6)
Investigation 5 (+9)
Perception 10 (+14)
Ranged Combat (Heat Vision/Freeze Breath) 4 (+11)
Technology 3 (+6)

Advantages:
Close Attack, Diehard, Evasion, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed), Inspire, Interpose, Last Stand (Ignores Damage for 1 Round With HP Spent), Move-By Action, Power Attack, Ranged Attack 5, Takedown, Teamwork, Ultimate Strength Check, Ultimate Toughness, Ultimate Will Save

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 0 (6,000 tons) [0]
"The Man of Steel" Protection 1 (Extras: Impervious 17) [18]
Immunity 6 (Poison, Aging, Heat, Cold, Pressure, Vaccum) [6]

"Heat Beam" Damage 13 (Extras: Area- 60ft. Line +2) (39) -- [44]
  • AE: "Heat Vision" Blast 18 (Feats: Extended Range) (37)
    AE: "Freeze Breath" Affliction 12 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (36)
    AE: "Freeze Cone" Affliction 12 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (36)
    AE: "Ground Pound" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (28)
    AE: "Super-Breath" Affliction 13 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Cone +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 60ft. Cone +2) (Flaws: Touch Range) (25)
"Faster Than a Speeding Bullet"
Flight 16 (125,000 mph) (Feats: Dynamic) (33) -- [37]
  • Dynamic AE: Quickness 10 (Feats: Dynamic) (11)
    Dynamic AE: Speed 10 (2,000 mph) (Feats: Dynamic) (11)
Movement 1 (Space Travel 1) [2]

Senses 15 (Extended Vision & Hearing 2, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [15]

Offense:
Unarmed +11 (+17 Damage, DC 32)
Heat Vision +11 (+16 Ranged Damage, DC 31)
Heat Beam +13 Area (+13 Damage, DC 28)
Freeze Breath +11 (+12 Ranged Affliction, DC 22)
Freeze Cone/Ground Pound +12-14 Area (+12 Affliction, DC 22-24)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +17 (+11 Impervious), Fortitude +16, Will +12

Complications:
Secret (Clark Kent)- Only Lana Lang and Ma & Pa Kent know his secret.
Motivation (Truth, Justice & The American Way)
Responsibility (Metropolis & The Earth)
Power Loss, Weakness (All Powers, Kryptonite Exposure)- The dreaded green rock (which is VERY common at times) will neutralize Superman's powers, AND rapidly poison him.
Power Loss/Vulnerable (Red Sun Radiation)- Earth's Yellow Sun empowers Superman- without it, he will soon lose his powers. Red Sun-based energies will do much more damage to him. This is mostly a later thing, however- initially it was just his physiology that made him Super, and Red Suns had nothing to do with it.
Power Loss/Vulnerable (Magic)- Magic has a vague effect on Superman- sometimes he's so vulnerable to it that a werewolf or something can hurt him- at other times, it just hurts a bit more than regular attacks would.
Power Loss (X-Ray Vision)- Kryptonian X-Ray Vision cannot penetrate lead.
Relationship (Lois Lane)- Clark has strong feelings for Lois, who is a Strong Go-Getting Eighties Woman.
Responsibility (Human Life)- Clark believes deeply that all life is important.

Total: Abilities: 122 / Skills: 50--25 / Advantages: 21 / Powers: 67 / Defenses: 14 (249)

-This is the pared-down, more-reasonable, "Marvel-Ized" Superman as envisioned by John Byrne when he got to take over the Man Of Steel's books. This was a HUGE reboot, done with a ton of effort on Byrne's part, but being Byrne, he had a ton of issues. He would be angered over DC's printing his version of the character, but only using the older version in advertisements and non-comic books. He dropped the Superboy aspect (because it annoyed him logic-wise when he would face death as a kid, since we KNEW FOR A FACT he grew up to become Superman), and claims that the Editors didn't care about his Legion of Super-Heroes links, but then called him months later complaining about it. He removed all of the old Krypton, and basically turned them into a rather emotionless, Vulcan-like race, and he was sent away from Krypton as a womb-y matrix of life instead of a baby.
-It was popular for the time (an Art teacher of mine in College, who shared a class with Byrne and a woman named Kitty Pryde, made mention of this run as something that made him a TON of money), but as soon as Byrne would leave, cracks would form. Other writers started amping up the power levels since they, y'know, were Superman fans and SUPES IS ALWAYS ABOUT FEATS, YO. Eventually they'd even scratch away Byrne's version of Krypton, leaving us with the Silver Age version.
-This version of Superman is the lowest-level outside of the cartoons (which feature a mostly PL 12-ish dude), but at PL 14, he's still a match for almost any Marvel hero. He would tie with Thor or The Hulk, that's for certain.

SUPERMAN (Clark Kent, aka Kal-El)- Latter-Day Standard DC Version
Created By:
Jerry Siegel & Joe Schuster
First Appearance: Action Comics #1 (June 1938)
Role: The Inspiration, Super-Heavyweight Fighter, Flying Brick
PL 15 (351)
STRENGTH
19 STAMINA 17 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 5 PRESENCE 5

Skills:
Aerobatics 4 (+8)
Deception 4 (+8)
Expertise (History) 2 (+6)
Expertise (Reporter) 6 (+10)
Expertise (Farming) 2 (+5)
Insight 6 (+11)
Intimidation 4 (+9)
Investigation 5 (+10)
Perception 9 (+14)
Persuasion 4 (+9)
Ranged Combat (Heat Vision/Freeze Breath) 2 (+11)
Technology 4 (+8)

Advantages:
Accurate Attack, Diehard, Evasion, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed) 2, Improved Initiative 2, Inspire, Interpose, Last Stand, Move-By Action, Power Attack, Ranged Attack 5, Takedown, Teamwork, Ultimate Strength Check, Ultimate Toughness, Withstand Damage

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 4 (200,000 tons) [4]
"The Man of Steel" Protection 2 (Extras: Impervious 17) [19]
Immunity 11 (Life Support, Aging) [11]

"Heat Beam" Damage 15 (Extras: Area- 60ft. Line +2) (45) -- [50]
AE: "Heat Vision" Blast 16 (Feats: Extended Reach 2) (34)
AE: "Freeze Breath" Affliction 14 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (42)
AE: "Freeze Cone" Affliction 14 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (42)
AE: "Ground Pound" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (28)
AE: "Super-Breath" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Cone +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 120ft. Cone +2) (Flaws: Touch Range) (36)

"Faster Than a Speeding Bullet"
Flight 18 (500,000 mph) (Feats: Dynamic) (37) -- [41]
Dynamic AE: Quickness 16 (Feats: Dynamic) (17)
Dynamic AE: Speed 15 (64,000 mph) (Feats: Dynamic) (16)
Movement 1 (Space Travel 1) [2]

Senses 19 (Extended Vision & Hearing 3, Analytical, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [19]

Offense:
Unarmed +12 (+18 Damage, DC 33)
Heat Vision +11 (+16 Ranged Damage, DC 31)
Heat Beam +15 Area (+15 Damage, DC 30)
Freeze Breath +11 (+14 Ranged Affliction, DC 24)
Freeze Cone/Ground Pound +14 Area (+14 Affliction, DC 24)
Initiative +12

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +19 (+10 Impervious), Fortitude +17, Will +13

Complications:
Secret (Clark Kent)- Only Lana Lang and Ma & Pa Kent know his secret.
Motivation (Truth, Justice & The American Way)
Power Loss/Vulnerable (Kryptonite)- Superboy will lose all of his powers, and soon begin to die, if exposed to Kryptonite, the element of his dead homeworld.
Power Loss/Vulnerable (Red Sun Radiation)- Earth's Yellow Sun empowers Superboy- without it, he will soon lose his powers. Red Sun-based energies will do much more damage to him. Typically, Brainiac-5 will give him some kind of protection against this weakness.
Power Loss/Vulnerable (Magic)- Magic has a vague effect on Superman- sometimes he's so vulnerable to it that a werewolf or something can hurt him- at other times, it just hurts a bit more than regular attacks would.
Power Loss (X-Ray Vision)- Kryptonian X-Ray Vision cannot penetrate lead.
Relationship (Lois Lane)- The two are now happily-married.
Relationship (Ma & Pa Kent)- Clark still looks up to his elderly parents, and uses them to morally centre himself.
Relationship (Batman)- The two are the preeminent heroes of their Earth, but have troubles getting along. Superman is idealistic, noble and good-natured, while Batman is cynical, mistrustful and grim. They rarely see eye-to-eye philosophically except on the fact that neither of them want to see anybody die.
Responsibility (Human Life)- Clark believes deeply that all life is important.

Total: Abilities: 138 / Skills: 52--26 / Advantages: 26 / Powers: 146 / Defenses: 15 (351)

-Superman eventually hit this level, fitting a bit under his Silver Age, unstoppable self, but still being DC's most-powerful hero by a ways. For a time he had a mullet, which is AWESOME.

SUPERMAN (Clark Kent, aka Kal-El)- Latter-Day Standard DC Version as Done By Jeph Loeb
Created By:
Jerry Siegel & Joe Schuster
First Appearance: Action Comics #1 (June 1938)
Role: The Inspiration, Super-Heavyweight Fighter, Flying Brick
PL 18 (425)
STRENGTH
21 STAMINA 19 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 5 PRESENCE 5

Skills:
Aerobatics 4 (+8)
Deception 4 (+8)
Expertise (History) 2 (+6)
Expertise (Space Hero) 2 (+6)
Expertise (Farming) 2 (+5)
Expertise (Reporter) 6 (+10)
Insight 6 (+11)
Intimidation 4 (+9)
Investigation 5 (+10)
Perception 9 (+14)
Persuasion 4 (+9)
Ranged Combat (Heat Vision/Freeze Breath) 2 (+11)
Technology 4 (+8)

Advantages:
Accurate Attack, Diehard, Evasion, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed) 2, Improved Initiative 2, Inspire, Interpose, Last Stand, Move-By Action, Power Attack, Ranged Attack 5, Takedown, Teamwork, Ultimate Strength Check, Ultimate Toughness, Withstand Damage

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 4 (200,000 tons) [4]
"The Man of Steel" Protection 2 (Extras: Impervious 17) [19]
Immunity 11 (Life Support, Aging) [11]

"Heat Beam" Damage 15 (Extras: Area- 60ft. Line +2) (45) -- [50]
AE: "Heat Vision" Blast 16 (Feats: Extended Reach 2) (34)
AE: "Freeze Breath" Affliction 14 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (42)
AE: "Freeze Cone" Affliction 14 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (42)
AE: "Ground Pound" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (28)
AE: "Super-Breath" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Cone +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 120ft. Cone +2) (Flaws: Touch Range) (36)

"Faster Than a Speeding Bullet"
Flight 18 (500,000 mph) (Feats: Dynamic) (37) -- [41]
Dynamic AE: Quickness 16 (Feats: Dynamic) (17)
Dynamic AE: Speed 15 (64,000 mph) (Feats: Dynamic) (16)
Movement 1 (Space Travel 1) [2]

Senses 19 (Extended Vision & Hearing 3, Analytical, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [19]

"Jobber Aura" Affliction 14 (Powers; Impaired/Disabled Powers) (Extras: Area- 120ft. Burst +3, Reaction +3) (Flaws: Limited to Superheroic Allies, Limited Degree, Permanent) [56]

"Sundip Superman" (All Have Flaws: Limited to When He Flies Into Space to Soak up Some Sun)
Strength +2 [2]
Protection 2 [1]
Flight +2 [2]
Heat Vision +2 [3]

Offense:
Unarmed +12 (+21 Damage, DC 36)
Unarmed +12 (+23 Damage, DC 39)
Heat Vision +11 (+16 Ranged Damage, DC 31)
Heat Beam +15 Area (+15 Damage, DC 30)
Freeze Breath +11 (+14 Ranged Affliction, DC 24)
Freeze Cone/Ground Pound +14 Area (+14 Affliction, DC 24)
Jobber Aura +12 Area (+12 Affliction, DC 22)
Initiative +12

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +21 (+10 Impervious), Fortitude +19, Will +13

Complications:
Secret (Clark Kent)- Only Lana Lang and Ma & Pa Kent know his secret.
Motivation (Truth, Justice & The American Way)
Power Loss/Vulnerable (Kryptonite)- Superboy will lose all of his powers, and soon begin to die, if exposed to Kryptonite, the element of his dead homeworld.
Power Loss/Vulnerable (Red Sun Radiation)- Earth's Yellow Sun empowers Superboy- without it, he will soon lose his powers. Red Sun-based energies will do much more damage to him. Typically, Brainiac-5 will give him some kind of protection against this weakness.
Power Loss/Vulnerable (Magic)- Magic has a vague effect on Superman- sometimes he's so vulnerable to it that a werewolf or something can hurt him- at other times, it just hurts a bit more than regular attacks would.
Power Loss (X-Ray Vision)- Kryptonian X-Ray Vision cannot penetrate lead.
Relationship (Lois Lane)- The two are now happily-married.
Responsibility (Human Life)- Clark believes deeply that all life is important.

Total: Abilities: 146 / Skills: 54--27 / Advantages: 26 / Powers: 211 / Defenses: 15 (425)

-Jeph Loeb is a bit... controversial, for a lot of fans. Possibly the biggest Fanboy working in comics today, Loeb is ALSO a huge POWER-GEEK, which creates some ugly situations if you're a fan of, say, OTHER characters than Loeb's. His Superman is so hilariously-above all the other heroes that he renders them jokes just by his mere presence- experienced heroes forget their most-effective powers, everyone goes down to a couple hits, and everyone just stands back and stares in AWE at the mighty Man of Steel.

SUPERMAN RED/SUPERMAN BLUE (Clark Kent, aka Kal-El)
Created By:
Jerry Siegel & Joe Schuster
First Appearance: Action Comics #1 (June 1938)
Role: The Inspiration, Super-Heavyweight Fighter, Flying Brick
PL 15 (364)
STRENGTH
19 STAMINA 17 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 5 PRESENCE 5

Skills:
Aerobatics 4 (+8)
Deception 4 (+8)
Expertise (History) 2 (+6)
Expertise (Space Hero) 2 (+6)
Expertise (Farming) 2 (+5)
Expertise (Reporter) 6 (+10)
Insight 6 (+11)
Intimidation 4 (+9)
Investigation 5 (+10)
Perception 9 (+14)
Persuasion 4 (+9)
Ranged Combat (Heat Vision/Freeze Breath) 2 (+11)
Technology 4 (+8)

Advantages:
Accurate Attack, Diehard, Evasion, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed) 2, Improved Initiative 2, Inspire, Last Stand, Move-By Action, Power Attack, Ranged Attack 5, Takedown, Teamwork, Ultimate Strength Check, Ultimate Toughness, Withstand Damage

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 4 (200,000 tons) [4]
"The Man of Steel" Protection 2 (Extras: Impervious 17) [19]
Immunity 11 (Life Support, Aging) [11]

"Electrical Stuff"
Electrical Blast 18 (Feats: Precise) (Extras: Penetrating 8) (45) -- [46]
AE: "Magnetic Tractor Beam" Move Object 16 (Flaws: Limited to Towards Himself) (16)

Senses 8 (Detect Energy- Ranged 4, Analytical, Acute) [8]
Insubstantial 4 [20]

"Faster Than a Speeding Bullet"
Flight 20 (2,000,000 mph) (Feats: Dynamic) (41) -- [45]
Dynamic AE: Quickness 16 (Feats: Dynamic) (17)
Dynamic AE: Speed 17 (250,000 mph) (Feats: Dynamic) (18)
Movement 2 (Space Travel 2) [4]

Offense:
Unarmed +12 (+18 Damage, DC 33)
Electrical Blast +11 (+18 Ranged Damage, DC 33)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +19 (+10 Impervious), Fortitude +17, Will +13

Complications:
Secret (Clark Kent)- Only Lana Lang and Ma & Pa Kent know his secret.
Motivation (Truth, Justice & The American Way)
Involuntary Transformation (Energy Form)- Clark requires his suit to properly hold himself together- if it is damaged too much, he may disperse.
Relationship (Lois Lane)- The two are now happily-married.
Relationship (Ma & Pa Kent)- Clark still looks up to his elderly parents, and uses them to morally centre himself.
Relationship (Batman)- The two are the preeminent heroes of their Earth, but have troubles getting along. Superman is idealistic, noble and good-natured, while Batman is cynical, mistrustful and grim. They rarely see eye-to-eye philosophically except on the fact that neither of them want to see anybody die.
Responsibility (Human Life)- Clark believes deeply that all life is important.
Normal Identity (Clark Kent)- Superman must actively turn into his "powered version" now, and clearly looks superpowered while doing it. As Clark he is ST 2, STA 4, AGI 3.

Total: Abilities: 138 / Skills: 54--27 / Advantages: 25 / Powers: 157 / Defenses: 15 (362)

-In the late '90s, DC briefly gave Superman a new look and a new power-set. This was highly-controversial, but really... I don't see why a temporary change needs to be so bothersome. It's FRIGGIN' SUPERMAN. He's been wearing the same outfit for eighty years- throw a new design on him and you can do a big thing when his classic look COMES BACK. It's something NEW every once in a while, y'know. What's sad is that the look wasn't so awful (it's super-dated now, as the whole "Head Mask With Hair Showing" look is very '90s), but got crapped on because it's of course the most classic look in comics. And also because Grant Morrison got stuck with this version for a year or so, annoying him greatly (or so I heard) in his JLA run. This version has some new powers, is still Super-Strong, and has a Normal Identity Complication, as he's non-powered as Clark. He gained these powers when he was drained of some solar radiation, split into Red & Blue Supermen because of some stuff, and got his old ones back when he blasted out the last of his electricity against The Millenium Giants. Because comics.

SUPERMAN (Clark Kent, aka Kal-El)- Kingdom Come Version
Created By:
Jerry Siegel & Joe Schuster
First Appearance: Action Comics #1 (June 1938)
Role: The Inspiration, Super-Heavyweight Fighter, Flying Brick
PL 16 (396)
STRENGTH
21 STAMINA 18 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 5 PRESENCE 5

Skills:
Aerobatics 4 (+8)
Deception 6 (+11)
Expertise (Space Hero) 2 (+8)
Expertise (Farming) 2 (+8)
Expertise (Reporter) 5 (+11)
Expertise (Science) 6 (+12)
Insight 6 (+11)
Intimidation 3 (+8)
Investigation 3 (+8)
Perception 10 (+15)
Persuasion 5 (+10)
Ranged Combat (Heat Vision/Freeze Breath) 2 (+14)
Technology 6 (+12)

Advantages:
Accurate Attack, Diehard, Eidetic Memory, Evasion, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed) 3, Improved Initiative, Inspire, Jack-Of-All-Trades, Last Stand (Ignores Damage for 1 Round With HP Spent), Move-By Action, Power Attack, Ranged Attack 5, Takedown, Teamwork, Ultimate Strength Check, Ultimate Toughness, Ultimate Will Save, Withstand Damage (Trade Defenses for Toughness)

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 5 (3,200,000 tons) [5]
"The Man of Steel" Protection 5 (Extras: Impervious 23) [28]
Immunity 11 (Life Support, Aging) [11]

"Heat Beam" Damage 17 (Extras: Area- 60ft. Line +2) (51) -- [58]
AE: "Heat Vision" Blast 18 (Feats: Extended Range 2) (Extras: Penetrating 10) (48)
AE: "Freeze Breath" Affliction 16 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (48)
AE: "Freeze Cone" Affliction 16 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (48)
AE: "Ground Pound" Affliction 16 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (31)
AE: "Super-Breath" Affliction 16 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Cone +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 120ft. Cone +2) (Flaws: Touch Range) (39)
AE: "Super-Ventriloquism" Illusion (Hearing) 5 (Flaws: Limited to Things He Can Actually Say, But In A Different Area) (2.5)
AE: "Super-Hypnosis" Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Perception-Ranged +2) (Flaws: Vision-Dependent) (16)

"Faster Than a Speeding Bullet"
Flight 20 (2,000,000 mph) (Feats: Dynamic) (41) -- [45]
Dynamic AE: Quickness 16 (Feats: Dynamic) (17)
Dynamic AE: Speed 15 (64,000 mph) (Feats: Dynamic) (16)
Movement 1 (Space Travel 1) [2]

Senses 21 (Extended Vision & Hearing 4, Analytical, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [21]

Offense:
Unarmed +11 (+21 Damage, DC 36)
Heat Vision +14 (+18 Ranged Damage, DC 33)
Heat Beam +15 Area (+15 Damage, DC 30)
Freeze Breath +11 (+14 Ranged Affliction, DC 24)
Freeze Cone/Ground Pound +14 Area (+14 Affliction, DC 24)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +23 (+12 Impervious), Fortitude +18, Will +14

Complications:
Secret (Clark Kent)- Only Lana Lang and Ma & Pa Kent know his secret.
Motivation (Truth, Justice & The American Way)
Power Loss/Vulnerable (Kryptonite)- Superman's vulnerability is now much lower than it used to be.
Power Loss/Vulnerable (Magic)- Magic has a vague effect on Superman- sometimes he's so vulnerable to it that a werewolf or something can hurt him- at other times, it just hurts a bit more than regular attacks would.
Power Loss/Vulnerable (Red Sun Radiation)- Earth's Yellow Sun empowers Superman- without it, he will soon lose his powers. Red Sun-based energies will do much more damage to him. Typically, Brainiac-5 will give him some kind of protection against this weakness.
Power Loss (X-Ray Vision)- Kryptonian X-Ray Vision cannot penetrate lead.
Motivation (Fixing the World)- Superman retired years ago, disgusted with the way the world supported the murderous actions of Magog. He returns now to hopefully save what's left of it, correcting the horrible mistakes of the youngest generation of superhumans.
Responsibility (Human Life)- Clark believes deeply that all life is important.

Total: Abilities: 148 / Skills: 60--30 / Advantages: 28 / Powers: 174 / Defenses: 16 (396)

-The Kingdom Come Superman made an appearance in the first arc of the "new" JSA series, being kind of a confusing add-on. His purpose is mainly to give a throwback to the classic Kingdom Come storyline Ross also co-plotted (in his finest moment), while giving Power Girl issues of belonging (now that she knows she's Superman I's cousin), and reflecting on how great the new JSA is for preventing the world he came from. The run, focused around a god-like being named Gog, was highly-disappointing. It had a cast that was much too large to focus on any one of them properly, it rushed through parts of the storytelling, and rather than Gog giving each hero their "dream" and the heroes slowly realizing that this wasn't the ideal solution (Citizen Steel regained his sense of touch, Sandman lost his prophetic visions, Mid-Nite regained his sight), instead Gog just acted like an asshole and took all his powers away because the elder JSAers got mad at him. In the end, KC Superman returned to his Earth at the moment he left.
-The KC Superman is ludicrously powerful, even by DCU standards, where Supes has always reigned as king. Powerful as all hell, he's been shown a step above even REGULAR Supes (taking a punch from Hercules without even budging, where regular Supes goes flying), and is likely almost completly immune to harm. He's not even as weak to Kryptonite as he was in his youth, according to Lex Luthor! He pretty much defines super-high Power Levels, earning PL 16 (and he could even be higher).

AGENT LIBERTY (Benjamin Lockwood)
Created By:
Dan Jurgens
First Appearance: Superman #60 (Oct. 1991)
Role: Patriotic Hero, Bad-Ass '90s Hero
Group Affiliations: The Justice League of America, The CIA, The Sons of Liberty
PL 9 (108)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 4 (+7)
Deception 3 (+5)
Expertise (CIA Agent) 4 (+6)
Expertise (Paramilitary) 5 (+7)
Insight 2 (+4)
Intimidation 4 (+6)
Perception 4 (+6)
Stealth 2 (+6)
Vehicles 2 (+6)

Advantages:
Ranged Attack 4

Powers:
"Agent Costume" (Flaws: Removable) [16]
"Force Shield" Enhanced Dodge 2 (2)
Protection 3 (3)
"Retractable Blades" Strength-Damage +2 (Feats: Split) (3)
"Jetpack" Flight 6 (120 mph) (12)
-- (20 points)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Blades +11 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +10 (+12 Shield, DC 20-22), Parry +11 (DC 21), Toughness +3 (+6 Costume), Fortitude +5, Will +4

Complications:
Motivation (Fixing the Government)- For a time, Agent Liberty was in a paramilitary group devoted to unseating the American President.

Total: Abilities: 62 / Skills: 32--16 / Advantages: 4 / Powers: 16 / Defenses: 10 (108)

-A guy I've never heard of, Agent Liberty is from the early '90s run by Dan Jurgens, and he may as well be named '90s Mc'90sSon. He was a CIA Agent so disgusted with the government that he joined the paramilitary Sons of Liberty, trying to overturn the current government. He came up against Superman a few times, but quit the group when asked to assassinate Pete Ross, and became their enemy. He pretty much vanished from the books after Jurgens left, but appeared in some background scenes here and there (despite having quit the role earlier)- he was killed by Superwoman (who is apparently LUCY LANE) when he was observed spying on her, basically being brought out of the woodwork just to die. A new, female Agent Liberty was seen as part of the security team for the new American President, a big irony considering the origins of the character- she was killed by Ursa when a ton of Kryptonians arrived on Earth. He was briefly a Justice League member during the time when Superman was dead.
-A minor character who's obviously no match for the Man of Steel, I figure Agent Liberty for a PL 8 sort who's got a PL 9 Force Shield that helps him deflect bullets.

SUPERGIRL (Kara Zor-El)- Modern-Day Version
Created By:
Otto Binder & Curt Swan
First Appearance: Superman #123 (Aug. 1958)
Role: Super-Heavyweight Fighter, Flying Brick, Miss Fanservice
PL 13 (289)
STRENGTH
18 STAMINA 16 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 1 PRESENCE 3

Skills:
Aerobatics 2 (+6)
Deception 2 (+5)
Expertise (Science) 2 (+5)
Perception 10 (+11)
Persuasion 2 (+5)
Ranged Combat (Heat Vision/Freeze Breath) 2 (+10)
Technology 4 (+7)

Advantages:
Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Initiative 2, Move-By Action, Power Attack, Ranged Attack 5, Ultimate Strength Check

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 3 (50,000 tons) [3]
"The Girl of Steel" Protection 2 (Extras: Impervious 17) [19]
Immunity 11 (Life Support, Aging) [11]

"Heat Beam" Damage 13 (Extras: Area- 60ft. Line +2) (39) -- [44]
AE: "Heat Vision" Blast 14 (Feats: Extended Reach 2) (30)
AE: "Freeze Breath" Affliction 12 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (36)
AE: "Freeze Cone" Affliction 12 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (36)
AE: "Ground Pound" Affliction 12 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (24)
AE: "Super-Breath" Affliction 12 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Cone +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 120ft. Cone +2) (Flaws: Touch Range) (34)

"Faster Than a Speeding Bullet"
Flight 18 (500,000 mph) (Feats: Dynamic) (37) -- [41]
Dynamic AE: Quickness 16 (Feats: Dynamic) (17)
Dynamic AE: Speed 15 (64,000 mph) (Feats: Dynamic) (16)
Movement 1 (Space Travel 1) [2]

Senses 19 (Extended Vision & Hearing 3, Analytical, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [19]

Offense:
Unarmed +9 (+18 Damage, DC 33)
Heat Vision +10 (+14 Ranged Damage, DC 29)
Heat Beam +13 Area (+13 Damage, DC 28)
Freeze Breath +10 (+12 Ranged Affliction, DC 22)
Freeze Cone/Ground Pound +12 Area (+12 Affliction, DC 22)
Initiative +12

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +18 (+10 Impervious), Fortitude +16, Will +6

Complications:
Power Loss/Vulnerable (Kryptonite)- Supergirl will lose all of his powers, and soon begin to die, if exposed to Kryptonite, the element of his dead homeworld.
Power Loss/Vulnerable (Red Sun Radiation)- Earth's Yellow Sun empowers Supergirl- without it, he will soon lose her powers. Red Sun-based energies will do much more damage to her.
Power Loss/Vulnerable (Magic)- Magic has a vague effect on Kryptonians- sometimes they're so vulnerable to it that a werewolf or something can hurt them- at other times, it just hurts a bit more than regular attacks would.
Power Loss (X-Ray Vision)- Kryptonian X-Ray Vision cannot penetrate lead.
Relationship (Superman & Batman)- Kara views the two as sort-of foster parents, who are nonetheless really controlling and mean sometimes.
Responsibility (Impulse)- Kara ends up in a lot of fights with other super-heroes.

Total: Abilities: 114 / Skills: 24--12 / Advantages: 15 / Powers: 137 / Defenses: 11 (289)

-Man, they bungled Supergirl's modern debut pretty hard, in the end. The whole Matrix/Angel thing was stupid and all, and they SHOULD have "Superman's Cousin" return (it's bizarre that DC was so obsessed with making Superman "The Last Kryptonian" that even the CARTOON had to change her name), and doing a big arc with Michael Turner drawing pretty people and super-elongated women was a great concept. But that story STANK. Kara was kind of simpering and annoying, but it fit her teenage debut... but the rest of the story? Big Barda talking like a teenage snarker? Harbringer showing up with ABSOLUTELY ZERO EXPLANATION AS TO WHO SHE WAS? Wonder Woman going all axe-crazy at the end of one issue to "kidnap Supergirl" only to reveal in the next that "oh that was just a test"? DUMB. Then Darkseid brainwashes her, they fix things (after implying that Kara is even STRONGER than Supes), they fake her death, Superman flies Darkseid ACROSS THE UNIVERSE (!?!) and into the Source Wall, and then decide to just up and debut her to every superhero in the world on Paradise Island? WEIRD WEIRD WEIRD stuff.
-It doesn't help that Loeb Power Geeked the hell out of her in her ongoing series, too. The first issues were some of the most laughably-bad writing ever, as it was basically "Come along with Kara Zor-El- FIGHTIN' ROUND THE WORLD!!" Kara would meet up with a superhero, then randomly decide to fight them. The one where she met the Teen Titans and almost IMMEDIATELY started throwing punches was particularly ridiculous (especially taking over Wonder Girl's control of the Lasso). This was worse for Loebisms than even his Superman run- they Geeked her out HARD.
-Turning her into a giant sexpot was also pretty funny, considering that her book was once one of DC's big "This one's for girls" books (she had a freaking Horse sidekick for crap's sake)- she was sort of to girls what Superman was for boys (she even had the same personality of self-sacrifice and protection that Kal did), and now she was this super-scrawny, jailbaity character in a REALLY skimpy outfit (I REFUSE to believe for even one second that Ma Kent designed that for her). As someone else once said on the ATT- "they took a character that was for girls, and made her a character only for men."
-My Supergirl build is actually MORE powerful than the DCA one- she was treated for a good while like she was even STRONGER than her cousin, though it turned out that it was just because "he always holds back" (oh Loeb that had to have been you writing). PL 13 fits for her- a high-end Flying Brick who packs a ton of power, but not a lot of wisdom or skill.

POWER GIRL (Karen Starr, aka Kara Zor-L, Nightwing of Kandor)
Created By:
Gerry Conway, Ric Estrada & Wally Wood
First Appearance: All Star Comics #58 (Jan. 1976)
Role: Super-Heavyweight Fighter, Flying Brick, Boobs Lass
PL 13 (279)
STRENGTH
16 STAMINA 15 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Aerobatics 4 (+7)
Deception 4 (+6, +11 Attractive)
Expertise (Business) 4 (+8)
Insight 2 (+4)
Intimidation 4 (+6)
Perception 6 (+8)
Persuasion 0 (+5 Attractive)
Ranged Combat (Heat Vision) 4 (+10)
Technology 4 (+8)

Advantages:
All-Out Attack, Attractive 2, Diehard, Extraordinary Effort, Fast Grab, Improved Critical (Unarmed), Improved Initiative, Interpose, Move-By Action, Power Attack, Ranged Attack 2, Startle, Takedown

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 5 (25,000 tons) [5]
"The Girl of Steel" Protection 1 (Extras: Impervious 15) [16]
Immunity 10 (Life Support) [10]

"Heat Beam" Damage 11 (Extras: Area- 60ft. Line +2) (33) -- [36]
AE: "Heat Vision" Blast 14 (Feats: Extended Reach 2) (30)
AE: "Ground Pound" Affliction 13 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 60ft. Burst +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (13)
AE: "Super-Breath" Affliction 13 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 60ft. Cone, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 60ft. Cone) (Flaws: Touch Range, Limited to Away) (17.5)

"Faster Than a Speeding Bullet"
Flight 16 (125,000 mph) (Feats: Dynamic) (33) -- [37]
Dynamic AE: Quickness 12 (Feats: Dynamic) (13)
Dynamic AE: Speed 14 (32,000 mph) (Feats: Dynamic) (15)
Movement 1 (Space Travel 1) [2]

Senses 18 (Extended Vision 3 & Hearing 2, Analytical, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [18]

Offense:
Unarmed +10 (+16 Damage, DC 31)
Heat Vision +10 (+14 Ranged Damage, DC 29)
Heat Beam +11 Area (+11 Damage, DC 26)
Ground Pound +12 Area (+12 Affliction, DC 22)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +16 (+8 Impervious), Fortitude +15, Will +7

Complications:
Secret (Karen Starr)- Somehow, she is able to maintain two separate identities, despite not wearing a mask, and sporting the world's most recognizable cleavage in both forms. I keep waiting for some random passerby to go "wait- I REMEMBER THOSE..."
Power Loss/Vulnerable (Kryptonite)- Power Girl will sometimes lose all of her powers, and soon begin to die, if exposed to Kryptonite, the element of her dead homeworld. Sometimes it's only the Kryptonite of Earth-Two's Universe.
Power Loss/Vulnerable (Red Sun Radiation)- Earth's Yellow Sun empowers Power Girl- without it, she will soon lose her powers. Red Sun-based energies will do much more damage to her. Typically, Brainiac-5 will give her some kind of protection against this weakness.
Power Loss (X-Ray Vision)- Kryptonian X-Ray Vision cannot penetrate lead.
Power Loss (All Powers)- Power Girl spent years without Heat Vision or many Super-Senses, because at that point she wasn't a Kryptonian. They were even in flux for a while- there one minute, gone the next.
Responsibility (No Connections)- With no origin for years, Power Girl was left without real connections to most people. She was beyond happy when she discovered her cousin Kal-L and his wife, Lois, remembering their old life together- she was even more devastated when they died during Infinite Crisis.
Relationship (Atlee, aka Terra)- PG and Terra become close pals, with Karen showing Atlee the way of the world.

Total: Abilities: 112 / Skills: 32--16 / Advantages: 15 / Powers: 124 / Defenses: 12 (279)

-Power Girl is a unique combination of being notable for both her F'd up origin, and for her particularly-pronounced lady-cannons (and the outfit that shows them off).
-Karen Starr debuted in 1976 in a JSA adventure, finally giving Earth-Two its "Supergirl"- she looked a good deal older than Earth-One's Supergirl (this being a world where the JSA were old one), and sported a plain white costume that featured a "keyhole" that bared a portion of bare chest, and featured some cleavage. She brushed up against Wildcat and his chauvinistic ways (he called her "Power Chick"), and teamed up with Infinity, Inc. in their first twelve issues (though I don't remember her having much of an effect). She was a minor character, however.
-The Crisis on Infinite Earths plagued her, much as it did Hawkman and Wonder Girl- as Earth-Two vanished and was "merged" with Earth-One, she no longer had a Superman for her to be the cousin of (especially since even SUPERGIRL no longer existed, and they didn't want extra Kryptonians). And so she was shuffled away by having it revealed that she was the descendent of some Atlantean sorcerer named Arion. As the JSA was split up and "uncomfortable" to DC around this time, PG was put onto the Justice League- soon her Super-Vision disappeared (after injuries in combat), and she got mysteriously pregnant, giving birth to a son who rapidly ages to adulthood and takes the name Equinox. Eventually he disappears, and NOBODY EVER MENTIONS THIS AGAIN. Because it was probably hella-stupid. Around this time, the already-chesty PG was drawn with such a large bustline that an urban legend sprouted up around the artist deliberately increasing her bust-size with each issue to see if the censors would pick up on it- Jimmy Palmiotti confirms it as a "true story"). She also picked up a personality that added onto her "Feminist Womyn" thing from JSA- she started getting bitchier and bitchier, until being difficult to deal with became sort of a big stereotype associated with her.
-She brushes up against Oracle, having a disastrous mission that results in numerous deaths, and she thinks Oracle's crappy leadership is responsible- they never work together again. She is mostly-absent from DC for a number of years (not really being a part of Superman's life, and not fitting in anywhere else) until she pops onto the 1990s revival of the JSA. This was an odd fit in the new continuity, as she really had no link to the squad (since its whole concept is based around Legacy Heroes), but of course matched the OLD continuity just fine. While on the book, she was a second-tier powerhouse, generally bullrushing into combat- she was arguably the most-aggressive member after Black Adam. It was here, however, that Geoff Johns took a special interest in her, playing with her origin while preparing for Infinite Crisis- he quickly brushed off the "Arion" aspects of her origin, gave her repeated instances where her powers went up and down, or disappeared entirely, and finally revealed the full truth- the existence of Earth-One and Earth-Two, and the Crisis on Infinite Earths that had to "invent" her an origin- she WAS in fact the cousin of Kal-L of Earth-Two, and thus had a real family after all.
-This allowed PG to spring off into her own book- a sexy book drawn by Amanda Connor and written by Jimmy Palmiotti, that played fast and loose with "serious" writing, and was actually really funny and cute- it was also a frenzy of Fanservice, and basically admitted to it (unlike most comics, which seem to skirt around the issue). It seemed to do alright, but soon ended when Connor left. She also got a huge push back on JSA, becoming Chairwoman and finally leading her own group when the group split. Unfortunately, JSA All-Stars was a bit of a disappointment (largely thanks to focusing too much on Magog, who was getting a BIG push around this time), and continuity soon rebooted. She ended up co-starring in a book with Huntress that was... okay (Paul Levtiz wrote it), but not really a great series. I collected all of it, but was more just kind of not ending a run and helping out the local comic book store, which is probably not the highest praise for a series :).
-But ultimately, everything about Power Girl really comes back to the costume and her giant boobs :). Part of the problem is that her character was so unutilized for so long, so she was really only notable for the giant rack. She was ALREADY busty in her debut- even more than most comic book heroines, but it wasn't entirely that pronounced as it would get later. Given that the costume has potential for giga-cleavage, giga-cleavage was soon presented to the fanbase. Eventually, this got so notable that nearly every appearance of the character involved a reference to her lady-cannons- Power Girl had essentially become Tits Lass. This... had a lot of effects.
-See, the issue of sexy costumes in comics has been a thing for years- a lot of female readers didn't like it (I mean, would you as a dude want to watch movies that were all shirtless dudes, all the time? Most Marvel movies give the ladies one quick shot of the dude with his shirt off per film for this reason), and some male readers felt embarassed by it (there've been times where even a pervert like me is like "oh, COME ON!"). PG, owning one of the showiest costumes around (plenty of costumes could feature Buttfloss, but few were basically "HEY LOOK AT MY JUGS!" the way PG's was- cleavage was ONE thing, but eventually that hole eventually became JUST a showcase for her breasts- the early Wally Wood design had a bit of cleavage, but the keyhole was higher-up. This was something else.
-The ISSUE, I think, if you ignore the whole "Comix are SEXIST" Social Justice Warrior thing (and it's gotten annoying enough in recent years for the backlash to be quite strong), is that the breasts essentially became her entire character after a point. I've read THREE explanations, IN-STORY, just to explain to other characters (ie. it's directed at the audience) why she wears the costume, and unfortunately, it's a difference answer each time- in an early '90s story, she explained that it "represents what I am- healthy and powerful". In a JSA Classified story, she cries to Superman that she didn't want to wear a symbol like his, because she felt nothing represented her, and she was looking for something to "fill that hole" (this was a pretty bad one). In a JSA All-Stars story, Cyclone explains that she likes it because it shows Kara is "feminine and strong". So for years, PG's entire character was that she was grouchy and had giant knockers- even in JSA, she only barely passed off the first trait (complaining that is she was Power MAN, her inability to take orders well would be seen as awesome).
-So when you have this costume basically overshadowing the character (many guest appearances would joke about how big they were, how distracting they were, or how she was the best to get the attention of a teenage boy- even BLACK ADAM admits in one story that he considered recruiting her for his army because "after all, I am a man."), you had a bit of a problem. I think it wasn't until the Palmiotti/Connor series that they basically cut the B.S., dropped the weak explanations, and just went "Hey- y'know what? This comic is about the tits". Karen & the new Terra at one point went to her underground city and wore the TINEST STRING BIKINIS EVER due to the weakest plot explanation ever- they basically admitted full-out that this is all about Fanservice.
-And THAT'S FINE- I think just by ADMITTING that the costume (and the character) is about breasts that you have a much more interesting situation- suddenly she's unashamed and not trying to explain away the costume (even Gail Simone- a super-feminist- basically explains that she doesn't mind the costume, and figures Karen's explanation should be "because I like it, and I think I look good"- a f*** you directed at her detractors). I've seen some women dress like that in real life (not MANY, mind you- most women I know roll their eyes and this kind of stuff, going all "REALLY??" when peering at a Power Girl comic... of course, they're all the types to squeal when Chris Helmsworth takes off his shirt), and there's nothing wrong with PG just trying to be one of them. I think it's actually part of why even most SJW sites I've seen that bitch about women's depictions in comics don't mind Emma Frost, the skankiest-dresser of the women. Emma KNOWS she's a skank, and DELIBERATELY plays it up. Karen can therefore be deliberately, unapologetically "yeah, that's right- they're huge and I'm awesome. Deal with it", and you get the same situation. Instead of weakly passing-off and explaining away the Boob Window, they're going full-on with it. Though the bits where she gets annoyed at men for staring can get a little dumb- nobody dresses like that to NOT attract attention- that belief shows a form of cluelessness that I don't think fits the character.
-However, I think it's important to notice that no matter what, if she wears the Boob Window, she will ALWAYS be about the breasts. Emma Frost has a ton of interesting character traits, TOO- but she will always be known as the chick in the lingerie. If you're known for fanservice, you'll pretty much always be known for fanservice first- many, MANY women in Hollywood have learned that to their chagrin, the second their careers dried up as soon as they stopped taking off their clothes (Shannon Elizabeth, Denise Richards), or their inability to get non-Sexy/Fanservice roles when they wanted them (even CHRISTINA HENDRICKS is barely in movies, despite her eye-bursting physique). This is perhaps unfortunate, and is a bit sexist (men can surpass this much more easily than women), but it is one of the immutable laws of the Universe.
-Though personally, despite my fetishes leaning towards Amazonian powerhouses, women with nasty attitudes and chips on their shoulders, and impressive breasticles (running out of boob puns here), I've never been particularly enamored of PG. She kind of lacked the height of a true amazon (and she was often drawn much more "squat"- a rounded face and a compact, rounder body type, instead of having longer features like say, Frank Cho's women), and the costume just doesn't "work" for me visually- it's just TOO plain and lacking in detail- the boobs ARE the details. Plus she's got short hair. Curiously, I think Wally Wood's original version is actually by far the hottest- feminine, curvy and busty, but not as showy. Give me Thundra, Titania or She-Hulk any day.
-Oh yeah, her powers :). PG is strong as hell, but fits in oddly with the rest of her "family"- she's not nearly as strong as the rest of the Kryptonians (save Superboy), and has never been shown defeating true top-tier opponents. Part of this is easily-explained by her weird variable powers over time- gaining and dropping them over time. In JSA, she was a lower-level than Captain Marvel & Black Adam. Even in her own series, she engages in a fist-fight with The Ultra-Humanite, who as far as I can tell, is no stronger than a standard albino gorilla, and he actually MAKES HER BLEED. Her biggest feat in that book was actually a speed one, blitzing all over Manhattan to break some wires that were lifting it up. But still, she's a PL 13 powerhouse that could match Marvel's Hercules easily. Kara is one of the rare female characters to get two ranks of Attractive (though she never flirts, far as I can tell- she was practically asexual in her own series, much like Wonder Woman often ends up being), owing to basically every dude in the DCU talking about her breasts. And the fact that her breasts & outfit often make the women around her dislike her immediately.
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HHAHAHAHA those '80s character designs!


MAXIMA
Created By:
Roger Stern & George Perez
First Appearance: Action Comics #645 (Sept. 1989)
Role: Aggressive Sexy Space Bitch
Group Affiliations: The Superman Revenge Squad, The Justice League, Extreme Justice
PL 13 (189)
STRENGTH
10/14 STAMINA 8/12 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Space Bitch) 7 (+10)
Intimidation 4 (+6)
Perception 3 (+5)
Technology 6 (+9)

Advantages:
Fast Grab, Great Endurance, Improved Critical (Blast), Move-By Action, Ranged Attack 6

Powers:
"Gene Therapy & Careful Breeding"
"Psychokinesis" Move Object 12 (Extras: Perception-Ranged) (36) -- [39]
AE: "Hypnosis" Affliction 10 (Will; Entranced/Compelled/Controlled) (Extras: Perception-Ranged +2) (Flaws: Vision-Dependent) (20)
AE: "Optic Beams" Blast 14 (28)
AE: Force Field 6 (Extras: Impervious 15) (21)

"Boosted Abilities"
Enhanced Strength 4 [8]
Enhanced Stamina 4 [8]
Flight 8 (500 mph) [16]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Boosted Strength +10 (+14 Damage, DC 29)
Hypnosis -- (+10 Perception-Ranged Affliction, DC 20)
Optic Beams +10 (+14 Ranged Damage, DC 29)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+12 Boost, +16 Force Field, +8 Impervious), Fortitude +8 (+12 Boost), Will +6

Complications:
Motivation (Seeking a Mate)- Maxima wishes for a suitable mate to sire her offspring- the future ruler of Almerac.
Relationship (Amazing Man)- The two were together until their version of the Justice League split up.
Responsibility (Pride)- Maxima has a great deal of noble pride, and does not take kindly to being rebuffed romantically. She expects men to merely drop trou in her presence, I guess.

Total: Abilities: 86 / Skills: 24--12 / Advantages: 10 / Powers: 71 / Defenses: 10 (189)

-Maxima is part of that ever-popular comic book story- the sexually-aggressive paramour that desires to tear the male hero's clothes off and make rape-babies with him. Somethin' about that character type appeals to male comic book writers, I guess :). She wanted to jump Kal-El's bones, but was rebuffed, and joined the Justice League on Earth after her planet was threatened by Brainiac. When Supes rejected her AGAIN (this time, he was married), she decided to join the murderous Superman Revenge Squad- generally speaking, she was often hard to deal with, rather imperious, and hyper-demanding. My kinda gal- the classic George Perez look doesn't hurt, either. Later, she allied with Supes and Darkseid against Imperiex, and met her death against Brainiac 13's Warworld.
-Maxima is your standard Flying Brick/Blaster, but can also use a Force Field to hit PL 13 defensively. She's powerful enough to brawl with Superman in the late '80s (when he was around PL 14), but never really ascended to a higher level.

FIRE (Beatriz Bonilla da Costa, aka Green Flame, Green Fury)
Created By:
E. Nelson Bridewell & Ramona Fradon
First Appearance: Super Friends #25 (Oct. 1979)
Role: Fire Hero, Flying Blaster
Group Affiliations: The Justice League of America, The Global Guardians, The Super-Buddies
PL 10 (166)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 1 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Model) 4 (+7, +9 Attractive)
Expertise (Secret Agent) 4 (+6)
Intimidation 3 (+6)
Perception 4 (+5)
Persuasion 4 (+7)
Ranged Combat (Fire) 3 (+9)
Vehicles 4 (+6)

Advantages:
Attractive, Improved Aim, Improved Smash, Ranged Attack 4, Set-Up, Teamwork

Powers:
Flame Aura 6 (Feats: Selective) [25]
Fire Blast 10 (Feats: Dynamic, Improved Critical, Split, Penetrating 6) (29) -- [37]
Dynamic AE: Damage 9 (Feats: Dynamic) (Extras: Area- 30ft. Shapeable) (19)
Dynamic AE: Damage 9 (Feats: Dynamic) (Extras: Area- 30ft. Line) (19)
Dynamic AE: Damage 9 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (19)
Dynamic AE: "Boosted Aura" Aura 4 (Feats: Dynamic) (17)

Immunity 5 (Fire Damage) [5]
"Fire Field" Force Field 3 [3]
Flight 6 (120 mph) [12]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Fire Aura +6 (+10 Damage, DC 25)
Fire Blast +9 (+10 Ranged Damage, DC 25)
Area Attacks +9 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +6, Will +6

Complications:
Relationship (Ice)- The two were & are inseparable buddies.
Relationship (Guy Gardner, Nuklon)- Fire has had relationships with both red-haired heroes.

Total: Abilities: 44 / Skills: 28--14 / Advantages: 10 / Powers: 82 / Defenses: 16 (166)

-Fire & Ice were a pair of lesser-used DC characters in some random books, and gathered together into some random groups like The Global Guardians- Fire was a Wayne Enterprises employee from Brazil who gained some magical Green Flame abilities. After the Crisis, she was now an amateur model & showgirl who soon became a Secret Agent, and then gained her powers in an accident. Eventually, she & Ice joined Justice League International, and she took a "big sister" role with the Nordic beauty. She was de-powered after fighting Doomsday in the monster's debut, and Ice was soon killed in action- the character basically disappeared for a good while. Not that she'd ever escaped the C-League books anyways.
-Fire later appeared in the "Super-Buddies" group from Not The Justice League, pairing up with a naiive Mary Marvel like she used to with Fire, but it didn't last long. She became an agent of Checkmate as DC desperately tried to find SOMETHING for her to do, but nothing really "stuck". She was forced to kill dozens of people after being blackmailed by Amanda Waller, somethings he expressed remorse about. Eventually she did some stuff in Generation Lost, but nothing major. She's sort of like DC's version of Moon Knight or Cloak & Dagger- just someone they trot out every now and then to remind people that she's alive or something.
-Fire had little purpose other than a backgrounder in JLU, except for one episode, in which she was portrayed as The Flash's crush. It was a cute episode, though obviously filler material (Luthor was being tested by Grodd's new Society of Super-Villains to get the Spear of Destiny from Blackhawk Island, and a three-person retinue got sent to stop him), mainly based around Flash & Hawkgirl's brother-sister relationship, as she repeatedly pestered him to just man up and ASK THE GIRL OUT (but not before teasing him that she might be... you know...). Fire was basically hot, busty and Brazillian, with fire-privates.
-A pretty straightforward Blaster, Fire was somewhat resistant to damage, but basically acts like a mini, under-pointed Human Torch. She's kind of PL 9.5-ish, with weaker Area Attacks and powerful Blasts & Aura Powers. At various points, she's had odd powers like changing her clothing automatically, turning into actual flame (Insubstantial 3), and a "Freezing Flame" attack.

ICE (Tora Olafsdotter, aka Icemaiden II)
Created By:
Keith Giffen, J.M. DeMatteis & Kevin Maguire
First Appearance: Justice League International #12 (April 1988)
Role: Ice Hero
Group Affiliations: The Justice League of America, The Global Guardians, The Cadre
PL 10 (139)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+3)
Expertise (Computers) 3 (+4)
Insight 4 (+6)
Perception 4 (+5)
Persuasion 4 (+6)
Ranged Combat (Ice) 3 (+10)
Vehicles 4 (+6)

Advantages:
Improved Aim, Improved Disarm, Ranged Attack 5, Set-Up, Teamwork

Powers:
"*Insert Same Elsa Joke Here*" Immunity 1 (Cold) [1]
"Ice Slides" Flight 3 (16 mph) (Extras: Affects Others) (Flaws: Platform) [6]
Movement 1 (Sure-Footed) (Flaws: Limited to Ice) [1]

"Ice Bonds" Affliction 9 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Ranged) (37) -- [52]
Dynamic AE: "Ice Wave" Affliction 9 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Area- 60ft. Cone) (37)
Dynamic AE: "Ice Stream" Affliction 9 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Area- 30ft. Line) (37)
Dynamic AE: "Ice Slick" Affliction 9 (Strength or Agility; Hindered/Prone) (Feats: Dynamic) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (10)
Dynamic AE: "Ice Slick" Affliction 9 (Strength or Agility; Hindered/Prone) (Feats: Dynamic) (Extras: Area- 30ft. Shapeable) (Flaws: Limited Degree) (10)
Dynamic AE: Create Ice 8 (Feats: Dynamic, Innate, Precise) (Extras: Continuous) (27)
Dynamic AE: Environment 5 (500 feet) (Impede Movement, Visibility, Cold 2) (Feats: Dynamic) (21)
Dynamic AE: "Ice Slab" Blast 8 (16)
AE: "Make Brittle" Weaken Toughness 8 (Extras: Ranged, Affects Objects Only +0) (16)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Ice Bonds +10 (+9 Ranged Affliction, DC 19)
Ice Area Effects +9 (+9 Affliction, DC 19)
Ice Slab +10 (+8 Ranged Damage, DC 23)
Weaken +10 (+8 Ranged Weaken, DC 18)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +3, Fortitude +6, Will +6

Complications:
Relationship (Fire)- The two are extremely close friends, despite being opposites (Fire is passionate and sexual, Ice is shy, modest and reserved).
Relationship (Guy Gardner)- Despite Guy's brash and over-emotional nature, the two are quite close. They have a strained relationship, however.

Total: Abilities: 42 / Skills: 24--12 / Advantages: 9 / Powers: 60 / Defenses: 16 (139)

-Okay, I know precisely jack about Ice other than that she was gay for Fire, and the only woman Guy Gardner could con into sleeping with him. She didn't even say anything on JLU! DC kinda killed her once, and I heard some fans were annoyed that she was presented as the hottest woman in the DCU for a while in a book featuring her (or maybe that was Icemaiden). Her low-end Iceman powers and her boring appearance have led to her being far less popular than her other-half Fire (Green hair and Brazilian features go a long ways), though I'm pretty sure she's been used more in the past few years.
-Tora is separate from Icemaiden, and I think she was created by mistake- somebody thought that Icemaiden's real name hadn't been given, and created the "Tora" name. When the truth was revealed, they just split the two characters up. Tora was the Princess of a lost tribe of magic-wielding Norsemen, and she accidentally killed her own father when her powers erupted- the results of this made her a shy and introverted person as a way to dissociate from the tragedy (this part was uncovered like a couple years ago- it wasn't always part of her origin). She joined the Global Guardians as the second Icemaiden, soon becoming pals with Green Flame, aka Fire. Here, she was known as the shy and kind member of the team, and even dated Guy Gardner for a time, but was killed after Superman's death by The Overmaster- Mark Waid, the writer of that story, admitted that killing her was a mistake. Her death was frequently mentioned, as Guy & Fire mourned her, and her spirit was seen on multiple occasions, as writers couldn't let her concept go.
-FINALLY, she was resurrected in more modern times, resurrected as a "Goddess" to gain some evil guy some power. She assaults the Birds of Prey and The Secret Six, but comes back to her senses when Deadshot kills the man controlling her. Unfortunately, she doesn't get up to much after that, as she has to major recurring book- she's just kinda "there" as a recognizable background figure, one of DC's rare mid-tier unaffiliated heroes (most are usually Sidekicks, Leaguers or Titans or something). She was then an on-and-off girlfriend of Gardner once again, as they had a strained relationship (Guy is usually forward and aggressive, and dislikes her closeness with Fire).
-For powers, Tora is basically Iceman-Lite, and not overly powerful. However, she has been given single-story power-ups that make her essentially a Demigod from time to time. But usually she's like this.

STEEL II (John Henry Irons)
Created By:
Louise Simonson & John Bogdanove
First Appearance: The Adventures of Superman #500 (June 1993)
Role: Black Best Friend, Technical Genius
Group Affiliations: The Justice League of America, AmerTek, STAR Labs, Suicide Squad, Infinity, Inc., The Supermen of America
PL 11 (204)
STRENGTH
3/10 STAMINA 4 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+5, +12 Suit)
Deception 4 (+6)
Expertise (Science) 8 (+16)
Insight 2 (+4)
Intimidation 4 (+6)
Investigation 3 (+5)
Perception 4 (+6)
Technology 10 (+18)
Vehicles 3 (+7)

Advantages:
Diehard, Equipment (Tech Gear), Improved Critical (Hammer), Improved Smash, Inventor, Power Attack, Ranged Attack 6, Takedown

Powers:
"Steel Armor" (Flaws: Removable) [68]
Enhanced Strength 7 (14)
Protection 7 (Extras: Impervious 11) (18)
Flight 8 (500 mph) (16)
Movement 1 (Space Travel 1) (2)
"Rivet Gun" Blast 8 (Extras: Multiattack) (24)
"Sensors" Senses 3 (Direction Sense, Analytical Vision) (3)
Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Drowning & Suffocation) (7)
-- (84 points)

"Sledgehammer" (Flaws: Easily Removable) [16]
"Thrown Hammer" Blast 12 (Feats: Extended Range 2) (Quirks: Does Less Damage at Closer Ranges -1) (25) -- (26 points)
AE: "Melee Hammer" Strength-Damage +2 (Extras: Penetrating 8) (10)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Hammer +10 (+12 Damage, DC 27)
Rivet Gun +10 (+8 Ranged Damage, DC 23)
Thrown Hammer +10 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +4 (+11 Armor), Fortitude +6, Will +7

Complications:
Relationship (Large Family)- Steel has a large supporting cast of family members, who are often threatened by gangs (his sister's children) or people who attack him through them (his grandmother was killed this way).
Motivation (Justice)- Steel wants to life a life "worth living", and fights against things like his weapons technology being used for evil (an old design of his was used for weapons that gang members frequently use).

Total: Abilities: 72 / Skills: 40--20 / Advantages: 13 / Powers: 84 / Defenses: 15 (204)

-Steel was created during the famous Death of Superman storyline as one of many potential "replacement" Supermen, some of whom were claiming to be the real guy (as a young fan, I assumed that Hank Henshaw was the real-deal, because he was SO AWESOME YOU GUYS)- he was an engineer who quit AmerTek Industries when a weapon of his was used to kill innocent people. When he was saved by Superman, he was told to "live a life worth saving", and endeavored to become a new hero for Metropolis on the Man of Steel's death against Doomsday. He was spun off into a solo book that lasted for four years, done by Louise Simonson (a Marvel exile), and Christopher Priest (who really got attached to every "black book" in the industry, it seems). His book was cancelled after fifty-ish issues, but he was able to join the Justice League in the Morrison era as their tech-guru. Here, he was kind of "filler", and rarely factored in to major stories, but as a "Diversity Hire", he's not bad- he fills a role beyond "black guy" (DC has far fewere tech-heroes than Marvel does in the major leagues), and he's established as being quite powerful. He retired after The Imperiex War, having mostly gone unused for a while.
-He later showed up in the 52 era, with his neice Natasha acting as the new Steel. He got turned into a literal man of steel with some unininteresting stuff involving Lex Luthor, and is finally able to beat him when Natasha turns on Luthor and de-powers him.
-Steel is sort of "Iron Man Lite", lacking a lot of "Good Showings" and high-end fights, but he's unquestionably powerful, and fits in on the Morrison-Era Justice League without looking out of place. The Hammer is pretty central to his offensive power- take it away and he's MUCH weaker. The DCA build includes a TON of stuff I've never seen (but keep in mind I've only read him in JLA)- Wikipedia only includes this stuff (and I think he later dropped the Rivet Gun). He's smart and a good fighter, but his history seems full of a lot of bad decisions and screw-ups, as he can't keep his family safe for any length of time (recurring situations involve them getting injured, crippled or killed), so I'm leaving his Awareness & Presence rather low.

ICEMAIDEN I (Sigrid Nansen)
Created By:
E. Nelson Bridwell & Ramona Fradon
First Appearance: Super Friends #9 (1977- out of continuity), Infinity, Inc. #32 (1986- canon)
Role: Ice Hero
Group Affiliations: The Justice League of America, The Global Guardians
PL 9 (122)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 3 (+5)
Insight 2 (+4)
Perception 2 (+4)
Ranged Combat (Ice) 3 (+9)

Advantages:
Improved Smash, Ranged Attack 4

Powers:
"*Insert Same Elsa Joke Here*" Immunity 1 (Cold) [1]
"Ice Armor" Protection 5 [5]

"Ice Bonds" Affliction 9 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Ranged) (37) -- [47]
Dynamic AE: "Icicle Shot" Blast 8 (Feats: Dynamic) (Extras: Multiattack) (25)
Dynamic AE: Environment 5 (500 feet) (Feats: Dynamic) (Cold 2, Impede Movement 2) (21)
Dynamic AE: "Ice Slick" Affliction 9 (Strength or Agility; Hindered/Prone) (Feats: Dynamic) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (10)
Dynamic AE: "Ice Slick" Affliction 9 (Strength or Agility; Hindered/Prone) (Feats: Dynamic) (Extras: Area- 30ft. Shapeable) (Flaws: Limited Degree) (10)
Dynamic AE: Create Ice & Snow Objects 8 (Feats: Dynamic, Innate, Precise) (Extras: Continuous) (27)

"Do You Wanna Build a Snowman?" Summon Ice Minion 2 [4]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Ice Bonds +9 (+9 Ranged Affliction, DC 19)
Ice Area Effects +9 (+9 Affliction, DC 19)
Icicle Shot+10 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3 (+8 Ice Armor), Fortitude +5, Will +5

Complications:
Prejudice (Bisexual)- Sigrid is into ladies as well as dudes- she's flirted with Nuklon and had a relationship with Olivia Reynolds (one of Hal Jordan's exes).

Total: Abilities: 42 / Skills: 10--5 / Advantages: 5 / Powers: 57 / Defenses: 13 (122)

-Sigrid Nansen is the original "Icemaiden", having been given powers by the Norwegian government, along with her overbearing mother. She thus joined The Global Guardians, but went unrecognized in-continuity until Roy Thomas used them for Infinity, Inc., where they were brainwashed by bad guys into serving with Injustice, Inc. Sigrid quit the team when a new Ice arrived, a member of the same tribe of ice-powered people that the Norwegian government's experiments were meant to imitate! Sigrid reemerged after Ice was killed, and joined the crappy, forgettable Justice League, which was notable mainly for being one of the only books at the time to deal with "gay stuff". As in, it turns out Sigrid is bisexual and wanted to make lady-babies with Fire! Also, Obsidian revealed that he was gay and had a crush on his teammate, Nuklon! Sigrid was badly-injured alongside the others by the White Martian attack that set off the beginning of the Grant Morrison Era of JLA.
-She ended up on the Justice League Europe team that got decimated by The Mist in the pages of Starman, but survived (Mist had lured her away and replaced her to infiltrate the JLE). This was the end of her in DC until Infinite Crisis (a LONG ways off), but she didn't really get up to much. She was FLAYED ALIVE by some villain who wanted to copy her powers, and it's left unclear whether or not she survived.
-Icemaiden is basically Ice Lite, using the same kinds of attacks. She eventually learned how to make Snow Minions, but it was a pretty bad version that was a new power. She can also utilize Ice Armor to toughen herself up.

ZAURIEL
Created By:
Grant Morrison, Mark Millar & Howard Porter
First Appearance: JLA #6 (1997)
Role: Ice Hero
Group Affiliations: The Justice League of America, Heaven, The Shadowpact
PL 12 (248)
STRENGTH
9 STAMINA 10 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

Skills:
Expertise (Religion) 10 (+15)
Expertise (History) 9 (+13)
Expertise (Military) 3 (+7)
Insight 5 (+10)
Intimidation 4 (+8)
Perception 5 (+10)
Persuasion 4 (+8)

Advantages:
Diehard, Evasion, Improved Critical (Sword), Improved Smash, Interpose, Inspire, Power Attack, Quick Draw, Ranged Attack 8, Startle, Teamwork

Powers:
"Angelic Physiology"
Immunity 11 (Aging, Life Support) [11]
Flight 10 (2,000 mph) (Flaws: Winged) [10]
"Divine Communication" Comprehend 7 (Languages 3, Animals 2, Spirits 2) [14]
Senses 7 (Magical Awareness, Detect Good & Evil- Ranged & Radius) [7]

"Sonic Flash- Targeted" Blast 14 (Extras: Penetrating 8) (36) -- [38]
AE: "Sonic Flash- Wide-Angle" Damage 12 (Extras: Area- 60ft. Cone) (24)
AE: "The Red Sea Trick" Move Object 14 (Flaws: Limited to Water) (14)

"Angelic Sword" (Flaws: Easily Removable) [15]
"Holy Fire" Blast 11 (22) -- (24 points)
AE: "Sword Slash" Strength-Damage +3 (Feats: Affects Insubstantial 2) (Extras: Penetrating 12) (17)
AE: "Cut Dimensional Fabric" Movement 3 (Dimensional Travel 3) (Extras: Portal +2) (12)

Offense:
Unarmed +12 (+9 Damage, DC 24)
Sword Slash +12 (+12 Damage, DC 27)
Sonic Flash +10 (+14 Ranged Damage, DC 29)
Wide Angle Sonic Flash +12 Area (+12 Damage, DC 27)
Holy Fire +10 (+11 Ranged Damage, DC 26)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +10, Fortitude +12, Will +9

Complications:
Responsibility (Fallen Angel)- Zauriel was kicked out of Heaven for attempting to start a relationship with a human woman (she decides to stick with her boyfriend). He still takes great care with the souls of humans, acting as a spirit guide.
Enemy (Asmodel)- Asmodel was the King-Angel of the Bull Host, and attempted to overthrow Heaven itself. Zauriel was instrumental in Asmodel's defeat, and the two became mortal enemies.
Power Loss (All Powers- Without Armor)- Zauriel's powers are apparently lower without his Armor.

Total: Abilities: 100 / Skills: 40--20 / Advantages: 18 / Powers: 95 / Defenses: 13 (248)

-Zauriel is the token "Original Character" for Grant Morrison's great JLA run, and features the odd origin of being A REAL ACTUAL ANGEL. It's a bit odd to see the ACTUAL BIBLE being used in a comic book universe (outside of Jack Chick, I mean), but it's fitting- they use all the OTHER pantheons throughout history (Olympians, Norse, Egyptian, etc.), so why not the major American faith? Once the modern era hit, it wasn't so controversial to do (Jim Starlin caught hell for having Dr. Strange meet God in an earlier time, for example). Morrison wasn't allowed to call him "Hawkman", however- he planned to, but the DC Editors told him the name was off-limits, due to the convoluted continuity of the guy (there's a small gag where Aquaman goes "Katar?" upon seeing Zauriel for the first time).
-Zauriel was a bit of an odd duck- I feel like I barely know the guy, despite his ONLY BOOK being JLA- I think the massive roster the book ended up having resulted in him not getting as much panel-time as he should have, considering he was a new character. Reading it in the Trades, it's a bit odd to see him debut to great fanfare, help the JLA fend off AN ARMY OF ANGELS ("That's the guy who says he doesn't want people looking up to him" Kyle Rayner says of Superman, "He's up there wrestling an ANGEL"), then just show up at some woman's doorstep saying he loves her. Then you never see her again in the book (there was a Limited Series). He was an incorrigible flirt, though- he made cracks about Wonder Woman's ass. He proved his bravery against Mageddon, leading a host of Angels to prevent global nuclear war while the League battled the monster (Heaven itself had given up and assumed all was lost- only a few stood by Zauriel).
-Unfortunately, after this, Zauriel leaves the book, and few other writers seemed to care about him- his appearances are sporadic (often in a helper/spirit guide role). Sometimes he deals with the Hal Jordan Spectre, and he allies with The Shadowpact, but that's about it. And it's too bad- he was powerful and had the credibility to be a real, quality Justice Leaguer. But it's one of those things about the modern age of comics- even good new characters don't last, because subsequent writers don't want to use NEW guys- they just want to use the OLD ones!
-Zauriel is extremely powerful, owing to his millennia of experience, and the fact that he can be plopped right onto the Morrison-Era JLA roster and not miss a beat or look out of place. At PL 12, he handed several Titans their ass during a big super-crossover, easily taking out Supergirl (the Matrix/Angel one) and Bumblebee (okay, so that's not a big feat).

CAPTAIN MARVEL (Billy Batson)
Created By:
C.C. Beck & Bill Parker
First Appearance: Whiz Comics #1 (Feb. 1940)
Role: Flying Brick, Superman Rip-Off, Boy-Turned-Hero, The "Aw Shucks" Hero
Group Affiliations: The Justice League of America, The Marvel Family, The Justice Society of America
PL 14 (295)
STRENGTH
18 STAMINA 17 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 6 PRESENCE 5

Skills:
Deception 4 (+9)
Insight 1 (+7)
Perception 2 (+8)
Persuasion 5 (+10)

Advantages:
Accurate Attack, Fast Grab, Improved Disarm, Inspire, Interpose, Ranged Attack 4, Teamwork

Powers:
"The Strength of Hercules"
Power-Lifting 4 (100,000 tons) [4]
Enhanced Advantages 4: Extraordinary Effort, Improved Critical (Unarmed), Power Attack, Ultimate Strength Check [4]

"The Stamina of Atlas"
Enhanced Advantages 3: Diehard, Ultimate Toughness Check, Withstand Damage (Trade Off Defenses For Toughness) [3]
Protection 1 (Extras: Impervious 15) [16]
Immunity 16 (Life Support, Fatigue Effects, Aging) [16]

"The Speed of Mercury"
Enhanced Advantages 1: Improved Initiative [1]
Flight 17 (250,000 mph) (Feats: Dynamic) (35) -- [39]
Dynamic AE: Quickness 8 (Feats: Dynamic) (9)
Dynamic AE: Speed 14 (32,000 mph) (Feats: Dynamic) (15)
Movement 1 (Space Travel 1) [2]

"The Wisdom of Solomon"
Enhanced Advantages 3: Beginner's Luck, Jack-Of-All-Trades, Well-Informed [3]
Enhanced Skills 4: Arcane Lore 4 (+8) [2]
Comprehend 3 (Languages) [6]

"The Courage of Achilles"
Immunity 2 (Fear Effects) [2]
Enhanced Advantages 1: Ultimate Will Save [1]
Impervious Will 9 [9]

"The Power of Zeus"
Features 1: All Attacks Count as Magical [1]
"Shazam Bolt" Damage 12 (Extras: Area- 60ft. Cylinder +2) (Flaws: Distracting) (24) -- [25]
AE: "Ground Pound" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 600ft. Burst +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (14)

Offense:
Unarmed +10 (+18 Damage, DC 33)
Shazam Bolt +12 Area (+12 Damage, DC 27)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +18 (+8 Impervious), Fortitude +17, Will +13

Complications:
Motivation (Fighting Bad Guys)
Responsibility (Human Life)- The Marvel Family will not take a life for any reason.
Secret (Young Boy)- Captain Marvel is secretly a young boy named Billy Batson. This means he's sunny but a bit immature in his dealings with others.
Involuntary Transformation ("Shazam!")- Billy Batson must say the magic word to transform into Captain Marvel. Similarly, he will transform back if he says it again. This is not always a good thing. His stats as Billy are ST 0, STA 0, AGI 2, FIGHTING 4, INT 1, AWA 2, PRE 2.
Power Loss (Lightning Bolt)- Billy must speak to call down the Lightning. If struck by the Lightning for any reason, he will revert to non-powered form.
Responsibility (The Wizard)
Responsibility (Mary Marvel, Sister)
Enemy (Doctor Sivana, The Monster Society of Evil)- Marvel has numerous recurring enemies, but most aren't big figures in the DCU as a whole.
Enemy (Black Adam)- The two were major rivals at first (a possessed Adam murdered Billy's parents), but grew to be peers in the JSA, until Adam's darker nature revealed itself.

Total: Abilities: 132 / Skills: 12--6 / Advantages: 10 / Powers: 134 / Defenses: 13 (295)

-I've always kinda been fascinated by this "Almost Superman" kinda guy kicking around the backwater regions of the DCU, and it always astounds me just HOW much of a following he seems to have, despite never getting a popular series going at any time. Several creators seem to LOVE working with him (Geoff Johns, Joe Kelly, Alex Ross), yet the DC brass just won't allow him to succeed. Supes-level characters are sometimes a hard sell (Superman himself rarely sells more issues than half the other "major" characters in comics these days), but they won't even give poor Billy the CHANCE. DC Editorial sees fit to just screw him over with power-fixes, throwing Freddy into the role, and switching his place in DC a whole bunch. Then he got de-powered AGAIN, and then they changed his name and turned him into an arsehole in the NuDCU.
-Captain Marvel is a super-tough PL 12 character, being extremely hard to hurt, and packing nearly the ENTIRE Kryptonian power package, with a few unique tricks. He's got no Heat Vision or Super-Senses, but his boost in Skills, Awareness and other things can kind of set it off. He's still 30 points cheaper than Superman by virtue of losing those extra Powers, however. The Lightning Bolt has been used enough in comics now (and thrice in a row on "JLU") that I can stat it without viewing it as a "Power Stunt" any longer, using the "Dodge Save" Side Effect others have used in 2nd Edition. It's a pretty useless combat tactic, really, unless you're fighting magic-weak guys or tons of zombies you don't mind blowing up, because it's so distracting and possibly bad for you. Otherwise, he's a true elite.
-When National Comics hit big with Superman & Batman, Fawcett Publications was one of numerous copycats, and threw out Captain Marvel, an obvious Superman knock-off, right down to the similar cover concept (muscular black-haired guy in a colourful costume and a cape throwing a car)- the directive was to "Give me a Superman, only have his other identity be a 10 or 12-year old boy rather than a man". He was a combination of six heroic attributes that writer Bill Parker was going to use for six different superheroes, but was convinced by his editor to make it just one superhero. They released him as "Captain Thunder" before, but since the name couldn't be copywrited, they switched him to Captain Marvel from "Captain Marvelous". And so Captain Marvel became Billy Batson, a young homeless orphan, empowered by the wizard Shazam with the six heroic attributes (Stamina, Wisdom, Strength, Power, Courage, Speed). He had Supes-level powers, but could actually FLY, unlike the Leaping Superman.
-Marvel's military-style suit with the "bib" on it would soon be shifted to standard tights (the old look wouldn't return until *1994*!). He gained a host of enemies for a respectable Rogues Gallery (including what I think is comics' first Mirror Image Villain in Black Adam), and added a pair of Sidekicks by sharing his powers with his long-lost sister Mary Marvel, and his crippled friend Freddy "Captain Marvel, Jr." Freeman. And Captain Marvel was POPULAR- immensely-so, often outselling even Superman & Batman! 1.3 million copies were sold monthly of his book at one point, and he'd get a ton of spin-offs. The "Wish Fulfillment" fantasy was incredible here- DC added Sidekicks and Teen Pals to many characters to allow the reader to "project" themselves inside the stories, but here was a superhero who was ACTUALLY A KID- he was a little boy who could transform into the most powerful adult EVER and have awesome adventures and cool, powerful friends. How was that NOT every little kid's fantasy? He'd get so popular that DC began ripping HIM off, adding in Superboy to counter CM Jr.. and Supes also became able to fly.
-Naturally, DC sued. They sued the makers of Wonder Man into oblivion, but that was probably the STRONGEST rip-off. Billy obviously took a TON of stuff from Superman (I mean, just look at him), but enough was different (and DC was crappy enough at maintaining their own copywrites- something that companies back then did a lot- Universal sued Nintendo for Donkey Kong until Howard Lincoln, Nintendo's lawyer & future VP, proved that Universal NEVER ACTUALLY BOTHERED TO COPYWRITE King Kong in the first place!) that the lawsuit failed. And this was a decision TEN YEARS in the making- from 1941 (the filing of Coywrite Infrigement) to 1951 (the verdict). DC appealed the verdict to stick it to Fawcett once more, but by this point, there was an industry-wide slowdown in sales (Captain Marvel Adventures was selling only half its peak wartime rate by 1949), and Fawcett chose to settle. In 1953, DC was victorious, and Captain Marvel was no more.
-In the 1970s, DC licensed the characters from Fawcett (who agreed never to publish them again), but by this point, Marvel Comics had become a thing, and they'd already trademarked the name Captain Marvel for their Kree superhero. This led to a 40+ year history of DC calling his books Shazam! or some stupid thing, because it's not like Marvel was going to just let their competition run a book called Captain MARVEL, y'know? Billy & Co. were united with the DC Universe as a whole as part of "Earth-S", and finally new adventures were told (it was revealed that everyone had been in Suspended Animation and thus stayed young). However, the new book didn't go over well (original creator C.C. Beck hated working on it)- when the Marvel Family was merged onto the main Earth following the Crisis, Marvel joined the Giffen/DeMatteis Justice League. The writers added in that Billy now retained his personality as Marvel (the Golden Age treated them as two separate people, more or less), leaving him a permanently-sunny, cheery character in a much darker world. In 1994, DC released The Power of Shazam!, a new Marvel Family book, and had Jerry Ordway basically take control of the series. Ordway made Black Adam the killer of Billy's parents, and made the "mysterious stranger" who led Billy to his destiny be the ghost of his own father.
-Marvel grew increasingly-popular as more people learned of his history, and he even featured heavily in Kingdom Come, as a true Superman-class being. However, certain writers had a tough time "getting" Marvel- they'd either have him act like a naive kid sometimes, or forget certain aspects of his power- he's a bit more complicated than many heroes on his level, made worse by his lack of regular series (and thus has a harder time establishing a true Status Quo). Unfortunately, his book was cancelled after five years in 1999, and DC began a continued trend of only "sort of" showcasing the guy. He was a big character in JSA under Geoff Johns, but soon came to be overshadowed by his arch-nemesis in the same book (even though said book paid a LOT of lip service to Billy as a person and as a hero). DC, rather than giving him his own series (as Wonder Woman constantly had, often with the best and highest-profile creative teams imaginable), instead f*cked around with the character, having Billy take over as The Wizard, while Freddy becomes the main hero. Mary ends up de-powered and turning into a Fetish Goddess before putting on simply the greatest eyesore costume in the history of comics books. DC by this point appeared OBSESSED with ruining the character, to the point where my best friend pointed out that it seemed like DC was deliberately-hampering him because they were afraid that he would get more popular than Superman if they let him.
-And it's a valid point: Billy has a lot of the Superman trappings, but done BETTER (what's more Wish Fulfill-y than having a LITTLE BOY gain ultimate power?)- Billy was more "human", more approachable, and seemed to have neater adventures and a better supporting cast. His enemies were full of smart guys AND physical peers (Supes took a LONG time to add those to his Rogues properly). As a young fan, I was actually fascinated a bit by this "Superman Recolour" (I always dug characters who looked like another guy, but a different colour- I think it's a kid thing, or just my being raised in the 1980s and being used to that as a selling point- guys like War Machine, U.S. Agent, Venom & stuff were BITCHING)- I kind of ignored Superman and wanted to find out more about THIS guy! However, DC as a whole seems intent on not "pushing" him effectively- in DC, Supes Is God, and nobody else is allowed to overshadow him or be treated as more important (OR as more powerful- many writers, when questioned, simply put Billy below Clark on the Strength Scale). Writers obsess over the weird, "kiddy" aspects of his universe- the stupid-looking villains, the talking worm, and the talking tiger in the suit, perhaps forgetting that DC has a CITY OF GODDAMNED TALKING GORILLAS WHICH IS 100 TIMES MORE RETARDED THAN THAT. They act as if these are reasons why Captain Marvel is simply unusable in modern times, and they can't just drop the stupid talking tiger or something (seriously, look at Silver Age DC Comics and tell me that Mr. Talky Tawney is any worse than Lois becoming black for a story, Gorilla City, or Jimmy Olsen turning into a Werewolf TWICE).
-Only thing I can't figure out is why Freddy & Mary look like themselves in super-suits, while Billy looks like a big, ripped version of his father. And don't feed me that "he'll grow up into that" stuff, either- Billy was SIXTEEN YEARS OLD by the end of the main DC continuity! That's like two years away from being an adult! His ass should look like a version of Captain Marvel that doesn't work out as much! He looks COMPLETELY DIFFERENT!
-Cappy only got one appearance on JLU, but it was a doozy. What better way to showcase your "Almost Superman" guy by having him fight Superman, demolishing an entire empty city in the process in what is a VERY solid contender for the greatest single fight on that series. And of course, it was all set up by Lex Luthor & Amanda Waller at Cadmus, using "Lexor City" and a Kryptonite-powered Enging that looked like a bomb to con Superman into wrecking stuff to get at it, thus setting off a fight with Marvel (who failed his Insight Check BIG-TIME against Luthor). The episode did a very good job in portraying Superman's increasing dickishness compared to Billy's more innocent good-guy mind-set, but it was very careful to point out that Superman was RIGHT to be mistrustful of Luthor.
-YES I MADE CAPTAIN MARVEL ONE PL BELOW SUPERMAN NOW ARES PUT DOWN THAT KNIFE WHILE I EXPLAIN. Why? Because Superman is treated as Jesus On Wheels by DC, the Best & Strongest Ever, and that's how the stats go. Plus, Superman's been in like four books a month for eighty goddamn years- even allowing for reboots, he gets into way more scraps (unless Billy's having the world's greatest adventures off-panel- and OFF-PANEL DOESN'T COUNT)- I would say that he has more experience, even assuming they debuted around the same time. And hey- Billy is *PL 14*- that is INSANELY high- he'd easily a match for my Thor build, which feels exactly right to me. SHOULD Billy be equal in power to Superman in the comics? I would say yes. But I don't think that's how they're depicted in the comics, and many actual creators back that up (a couple, like Alex Ross, put them on an even keel). If it enrages you that Billy is one PL lower than Supes, just raise his Strength, Toughness, Defenses & Accuracy by 1 each, making him PL 15 (the DCA book does so).
-Billy has Supes-level stats all over (he does as much damage unarmed as Thor does with Mjolnir), with a few extra bits thanks to the unique powers of Shazam- Impervious Will, Immunity to Fear, and whatever the hell the thunderbolt is this week, etc. "The Power of Zeus" can allow for some true vague-ass Power Stunts, but given that you're paying 295 points to use Captain Marvel, I don't think the GM would begrudge you getting a bit innovative with it. Like Superman, he can modify many of his caps at-will, turning him into a super-accurate powerhouse (+15 to hit is Martial Artist good, and he'd still be doing as much damage as Ben Grimm!).

TTC: That’s when Captain Marvel, Jr. became a Titan.
DJ: Yes. And I gotta tell you, it came out of nowhere and surprised the hell out of me. One of the things I’ve always felt happened – and I think I’m right about this – is somehow, in the formative years of how the Internet related with comic publishers, somebody mounted a helluva write-in campaign for Captain Marvel, Jr., [and] they got their way.
TTC: So how did you approach incorporating Captain Marvel, Jr. into the team?
DJ: I think the toughest thing, whenever you have to try and take anyone from the Marvel family and work them into any kind of DC continuity, is how the hell do you make it really try and make sense? To me, that’s the toughest one of all, and I’m not sure that, in retrospect, I ever felt comfortable with Captain Marvel, Jr. occupying that slot for us. You can try all the explanations of talking worms and tigers and everything else that you want, but there’s just a barrier there. I have always felt this. There’s just a barrier there that makes it very difficult to make it work.
-Dan Jurgens, earning the eternal enmity of Ares.

CAPTAIN MARVEL JUNIOR (Freddy Freeman, aka CM3, Shazam)
Created By:
Ed Herron & Mac Raboy
First Appearance: Whiz Comics #25 (Dec. 1941)
Role: Flying Brick, Kid Sidekick
Group Affiliations: The Marvel Family, The Titans, The Outsiders
PL 11 (233)
STRENGTH
14 STAMINA 14 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 5 PRESENCE 1

Skills:
Deception 3 (+4)
Expertise (Pop Culture) 4 (+4)
Perception 4 (+9)
Persuasion 4 (+6)
Ranged Combat (Thrown Objects) 5 (+8)

Advantages:
Interpose, Luck, Ranged Attack

Powers:
"The Wisdom of Solomon"
Enhanced Advantages 3: Beginner's Luck, Jack-Of-All-Trades, Well-Informed [3]
Enhanced Skills 2: Arcane Lore 2 (+2) [1]
Comprehend 3 (Languages) [6]

"The Strength of Hercules"
Power-Lifting 4 (6,000 tons) [4]
Enhanced Advantages 2: Fast Grab, Power Attack [2]

"The Stamina of Atlas"
Impervious Toughness 13 [13]
Enhanced Advantages 3: Diehard, Ultimate Toughness Check, Withstand Damage (Trade Off Defenses For Toughness) [3]
Immunity 16 (Life Support, Fatigue Effects, Aging) [16]

"The Power of Zeus"
Features 1: All Attacks Count as Magical [1]
"Shazam Bolt" Damage 11 (Extras: Area- 60ft. Cylinder +2) (Flaws: Distracting) (22) -- [23]
AE: "Ground Pound" Affliction 12 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 60ft. Burst +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (12)

"The Courage of Achilles"
Immunity 2 (Fear Effects) [2]
Enhanced Advantages 1: Ultimate Will Save [1]
Enhanced Will Check 2 [2]
Impervious Will 5 [5]

"The Speed of Mercury"
Enhanced Advantages 1: Improved Initiative [1]
Flight 15 (60,000 mph) (Feats: Dynamic) (31) -- [35]
Dynamic AE: Quickness 8 (Feats: Dynamic) (9)
Dynamic AE: Speed 12 (8,000 mph) (Feats: Dynamic) (13)
Movement 1 (Space Travel 1) [2]

Offense:
Unarmed +8 (+14 Damage, DC 29)
Shazam Bolt +11 Area (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14 (+7 Impervious), Fortitude +14, Will +7

Complications:
Motivation (Fighting Bad Guys)
Responsibility (Human Life)- The Marvel Family will not take a life for any reason.
Involuntary Transformation ("Captain Marvel!")- Freddy Freeman must say the magic phrase to transform into Captain Marvel Junior. Similarly, he will transform back if he says it again. This is not always a good thing, considering that the words are PART OF HIS CODENAME. Freddy is a crippled boy with unimpressive stats (ST -1, STA 0, AGI -2, FIGHTING 2, AWA 1).
Power Loss (Lightning Bolt)- Freddy must speak to call down the Lightning. If struck by the Lightning for any reason, he will revert to non-powered form.
Responsibility (The Wizard)- Shazam often gives the Marvels their marching orders.
Relationship (Billy & Mary Batson, Partners)- Freddy has a thing for Mary (usually), and looks up to The Big Red Cheese.
Responsibility (The King)- Freddy is a HUGE Elvis fan (since the real-life King was a CM Jr. fan). He comes across as a bit old-fashioned and dorky to others.
Enemy (Captain Nazi)- Freddy was crippled by Captain Nazi, who also murdered the boy's grandfather. Therefore, there is a great personal enmity there.
Enemy (Marvel Rogues)- Guys like Black Adam, Doctor Sivana, Mister Mind and other goofballs made up the majority of The Marvel Family's Rogues Gallery.

Total: Abilities: 96 / Skills: 20--10 / Advantages: 3 / Powers: 120 / Defenses: 4 (233)

-Captain Marvel Jr.'s run on the Teen Titans was a standard short one for The Atom's two-year run as team leader, as he didn't really do much, despite being the team's heavy hitter. That's par for the course for the poor kid's career though, as he's never had a big run since the 1940s. Freddy is one of the early Kid Sidekicks, being given to Marvel as a "Kid Focus" type (much like Robin), and was given his powers after Captain Nazi murdered his grandfather and crippled the boy- Billy Batson offered to share, given that he's such a nice guy and all. Freddy soon got his own book, and his tales were told in a darker, more serious tone than the elder Marvel's (an odd reversal, actually). He was popular (the '40s were BIG for the Marvel Family), but his book got cancelled in 1953 along with the rest of the Fawcett Comics line when DC sued them for ripping off Superman (why this took that long to get through, I'm not sure).
-Freddy was basically a minor footnote of a character from that point on, but he had an effect on pop culture in that Elvis Presley himself was a HUGE CM Jr. fan, and based both his iconic haircut and his elaborate sparkly costumes off of Freddy's costume. Freddy reappeared in the 1972 when DC acquired the rights to The Marvel Family, and a decade later he was retconned out by the Crisis, reappearing in 1995 as the brother of Kid Eternity (another Golden Age character). It was at this point that he got added onto Jurgen's Titans run by a fan vote (Jurgens blames a conspiracy of write-ins), taking the nickname "CM3" to avoid the complications of his name causing him to revert to his normal identity. It was relatively unpopular (he had a thing where he flirted with Argent, but stuff over his secret I.D. caused a ruckus and nothing came of it).
-After this, Freddy was just "Some Guy", a plot complication that left a Superman-class being flying around the DC Universe without anything to do, since he was the third-tier character in a Family that was no longer being published with any regularity. It's kind of... uncomfortable for writers to have all these guys kicking around, because when it comes time to write an event story, part of you wonders "hey, aren't there like a dozen people who can lift thousands of tons? Why aren't THEY helping?" And so you get a lot of scenes where Freddy's just "that blue guy lifting that thing behind Captain Marvel as they explain what the MARVEL FAMILY is doing during this big crisis". He got a brief run in that HORRIBLE 2000s Outsiders series, but it went nowhere.
-Freddy got a big part in "The Trials of Shazam!", written by Judd Winick- an updating of the story, Freddy became the new... "Shazam" (thank you, Marvel Comics & Copywrite Law), replacing a powerless Billy now that Shazam himself (the Wizard) was dead. Then Billy turned into the Wizard and... I don't really care. That story sounds stupid. It's like... DC puts SUCH a half-assed effort into promoting Captain Marvel HIMSELF, that I can't even really call it worthy of being half of an ass. It's more like a quarter-assed effort. And Freddy gets at-best an eighth of an ass of effort out of DC, by comparison.
-Freddy is in an odd place Power Level-wise, seeing as how he's one of The Marvel Family and thus SHOULD be a top-tier Flying Brick, and yet he's hardly ever been afforded any kind of serious respect regarding Power Feats or Good Showings or whatever the Battleboard fans call it these days. So in the end, I see him as yet another in that crowded area of PL 11 Powerhouses, along with Supergirl (Matrix version), Superboy (Connor version), Mary Marvel, Wonder Girl (Cassie probably ended up here at some point), and whoever else DC has added while I wasn't looking. He's powerful enough (with Power Attack) to hurt Superman just a little bit, and tangle with any A-lister for a short period of time, but a concentrated effort would put him out, especially with "only" +14 Toughness. Also, he COULD possibly have Life Support, but much like Thor, the Marvel Family's immunity to the ravages of space depends entirely on the writer.
-And WOW does the "DCA" official build have a high Power Level- PL 14 for both Mary & Freddy, which is only ONE lower than Billy or SUPERMAN, and two higher than Kara Zor-El or Superboy. Personally, I'd put Supes & Capt. Marvel at PL 14-15 (possibly/probably a bit lower than their LOSH counterparts like Superboy & Mon-El, who operated under Pre-Crisis conditions), with the Kid Sidekicks all a few notches lower- PL 11-12.

GOOD GOD!! Is there a sexier comic book picture in the entire universe? White Mary looks like the sweetest, most innocent darling girl you could ever hope to meet- the doting mother of your children, and the tenderest lover. Black Mary looks like she would chain you to a bed, force-feed you Viagra, and rape you for WEEKS. It's like the two most perfect women ever in one picture.

MARY MARVEL (Mary Batson, aka Mary Bromfield, Captain Marvel II, Black Mary)
Created By:
Otto Binder & Marc Swayze
First Appearance: Captain Marvel Adventures #18 (Dec. 1942)
Role: Flying Brick, Girl Version of Hero, Good Girl
Group Affiliations: The Marvel Family, The Super-Buddies
PL 12 (248)
STRENGTH
14 STAMINA 14 AGILITY 4
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 6 PRESENCE 3

Skills:
Acrobatics 1 (+5)
Deception 3 (+6)
Persuasion 4 (+7)
Expertise (Pop Culture) 2 (+4)
Perception 1 (+7)
Insight 1 (+7)

Advantages:
Defensive Attack, Interpose, Luck, Ranged Attack

Powers:
"The Wisdom of Solomon"
Enhanced Advantages 3: Beginner's Luck, Jack-Of-All-Trades, Well-Informed [3]
Enhanced Skills 2: Arcane Lore 2 (+4) [1]
Comprehend 3 (Languages) [6]

"The Strength of Hercules"
Power-Lifting 4 (6,000 tons) [4]
Enhanced Advantages 2: Fast Grab, Power Attack [2]

"The Stamina of Atlas"
Impervious Toughness 13 [13]
Enhanced Advantages 3: Diehard, Ultimate Toughness Check, Withstand Damage (Trade Off Defenses For Toughness) [3]
Immunity 16 (Life Support, Fatigue Effects, Aging) [16]

"The Power of Zeus"
Features 1: All Attacks Count as Magical [1]
"Shazam Bolt" Damage 11 (Extras: Area- 60ft. Cylinder +2) (Flaws: Distracting) (22) -- [23]
AE: "Ground Pound" Affliction 12 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 60ft. Burst +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (12)

"The Courage of Achilles"
Immunity 2 (Fear Effects) [2]
Enhanced Advantages 1: Ultimate Will Save [1]
Enhanced Will Check 2 [2]
Impervious Will 5 [5]

"The Speed of Mercury"
Enhanced Advantages 1: Improved Initiative [1]
Flight 15 (60,000 mph) (Feats: Dynamic) (31) -- [35]
Dynamic AE: Quickness 8 (Feats: Dynamic) (9)
Dynamic AE: Speed 12 (8,000 mph) (Feats: Dynamic) (13)
Movement 1 (Space Travel 1) [2]

Offense:
Unarmed +9 (+14 Damage, DC 29)
Shazam Bolt +9 (+14 Damage, DC 29)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +14 (+7 Impervious), Fortitude +14, Will +8

Complications:
Motivation (Fighting Bad Guys)
Responsibility (Human Life)- The Marvel Family will not take a life for any reason.
Involuntary Transformation ("SHAZAM!")- Mary Batson must say the magic word to change into Mary Marvel. Similarly, she will transform back if she says it again. Mary is a normal girl with unimpressive stats (ST 0, STA 0, AGI 2, FIGHTING 2, AWA 2).
Power Loss (Lightning Bolt)- Mary must speak to call down the Lightning. If struck by the Lightning for any reason, she will revert to non-powered form.
Responsibility (The Wizard)- Shazam often gives the Marvels their marching orders.
Relationship (Billy Batson & Freddy Freeman, Partners)- Freddy has a thing for Mary (usually).
Enemy (Marvel Rogues)- Guys like Black Adam, Doctor Sivana, Mister Mind and other goofballs made up the majority of The Marvel Family's Rogues Gallery.

Total: Abilities: 108 / Skills: 12--6 / Advantages: 4 / Powers: 120 / Defenses: 10 (248)

-Mary Marvel was introduced after Billy & Freddy were, and is one of the first Distaff Counterparts in comic books- a girl version of the main hero (and she's also one of the earliest powerful female heroes). Based visually off of Judy Garland, she got her own comic by 1945, and may have led to the creation of Supergirl a few years later. She vanished along with the other Marvels for decades, and got booted from continuity by the Crisis alongside Freddy, reappearing in 1994 along with him, soon gaining a white version of the costume instead of the standard red. But along with the other Marvels, she was just a minor background character, rarely getting the limelight. Poor Mary could only watch as Wonder Woman, Supergirl, Donna Troy, Starfire & others all eclipsed her on the DC side, and even MORE females on the Marvel Comics side! Hell, DC not only has too many Flying Bricks, it has too many FEMALE Flying Bricks- WW, Supergirl, Donna, Wonder Girl, Miss Martian, Power Girl, and MORE!
-Curiously, Mary shared the title of "Captain Marvel" with Billy back in the day- it wasn't until *1999* that they officially started calling her Mary Marvel! Mary was Billy's twin, sent off to live with a wealthy family (Sarah Primm, the woman in charge of the orphaned twins, decided that at least ONE needed to have a home- she reveals Mary's existence to Billy on her death bed). Billy & Freddy uncover Mary (who has the other piece of a broken locket that Billy owns- the classic "How To Reunite Family Members" trick), who is revealed to be able to transform into a Marvel along with them. The updated Post-Crisis continuity keeps it mostly the same, but Primm is the maid of the wealthy Bromfelds, and is killed by thugs in Mary's origin story.
-Then they did the whole Black Mary thing where she turned evil (after she was de-powered following Shazam's death, but got Black Adam's powers instead), which made her look ULTRA hot, then ULTRA stupid as they changed the costume a SECOND time (in the most inane plot thread EVER, as Mary had gone back to the white costume, then went evil AGAIN in the thrall of Darkseid), into one of the stupidest atrocities ever committed to paper. She was gonna be on the updated Johns/Eaglesham/Ross JSA, but was cut at the last minute along with Billy & Atom-Smasher. Really too bad, since Mary had the potential to be the classic cute old-fashioned type of heroine that guys could STILL be into... but NO, comics has to be full of cranky-pantses and Bad Girls. Us Good Girl lovers need love too, dammit! Where are all the Bettys in this world of Veronicas? *sob*!
-I figure Mary as a bit better overall than Freddy, but not by a lot- as Black Mary, she seemed to be a LOT more powerful, as in-story she was handling TONS of heroes at once- but turning evil automatically makes you better at everything (plus she was getting an in-story boost with some new magical powers). Originally, she had the grace of Selena, strength of Hippolyta, skill of Ariadne or Artemis, beauty of Aurora or Aphrodite and wisdom of Minerva, but they soon switched it to the original SHAZAM benefactors.

STAR BOY (Thom Kallor, aka Starman VIII, Danny Blaine)
Created By:
Otto Binder & George Papp
First Appearance: Adventure Comics #282 (March 1961)
Home Planet: Xanthu
Origin of Powers: Mutation from living on a Space Station
Eras: All of them (is a black guy in Threeboot)
Relationships: Dream Girl (first two)
Role: Generic Guy, Crazy Guy (on JSA)
PL 10 (151)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Space Hero) 4 (+5)
Insight 4 (+5)
Perception 4 (+5)
Persuasion 3 (+5)
Technology 5 (+6)
Vehicles 4 (+7)

Advantages:
Equipment 10 (Legion Gear), Move-By Action, Ranged Attack 5, Set-Up, Teamwork

Powers:
"Weight Manipulation"
"Weigh Them Down" Affliction 12 (Strength; Impaired, Hindered & Vulnerable/Disabled, Defenseless & Immobile/Paralyzed) (Extras: Extra Condition +2, Ranged) (Flaws: Instant Recovery) Linked to Blast 8 (52) -- [54]
AE: "Weigh Down Projectiles" Deflect 10 (Flaws: Limited to Ballistics & Thrown Objects) (5)
AE: Environment 4 (Impede Movement 2) (8)

Movement 1 (Environmental Adaptation- High Gravity) [2]
Senses 2 (Analytical Weight Detection) [2]

Equipment:
"Legion Gear"
"Telepathic Ear Plug" Comprehend 3 (Languages) (6)

"Legion Flight Ring"
Flight 7 (250 mph) (14)
Immunity 7 (Hot, Cold, Vacuum, Pressure, Radiation, Suffocation 2) (7)
Movement 1 (Space Travel 1) (2)
Communication 5 (Flaws: Fifth Rank is only towards Legionnaires) (18)

Offense:
Unarmed +7 (+2 Damage, DC 17)
High Gravity +8 (+12 Ranged Affliction & +8 Damage, DC 22 & 23)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +6

Complications:
Relationship (Dream Girl)
Accident (Unluckiest Legionnaire)- Bad stuff just tends to HAPPEN to the poor guy. He once killed Dream Girl's ex-boyfriend in self-defense, and got booted out of the Legion for it.
Disabled (Schizophrenic)- Without 30th Century medicine, Thom Kaller is completely insane, and will constantly babble and say random things.
Responsibility (Will Die in Our Time)- Star Boy has discovered that his apparent destiny is to die in Earth's past. He is the reincarnation of Matt O'Dare ("Starman" side-character) and Scalphunter (Western Hero).

Total: Abilities: 46 / Skills: 28--14 / Advantages: 18 / Powers: 58 / Defenses: 15 (151)

-Star Boy's always been an odd fit on the Legion, sorta like Sun Boy. He's a generic name with a simplistic concept and powers, yet it's absolutely necessary on a team as big as the Legion to have guys like that, to offset the Super-Heavyweights and low-powered Team Assist guys. So he's always been rather generic, hooking up with Dream Girl and doing little else other than going through costume changes (including the AWESOME Starfield Design!) and maybe changing his race in a new continuity or something, and that's about it. Well that and being generally unlucky and having stuff happen TO him in various issues. He actually debuted in a Superboy story (the Legion only appearing FIVE TIMES beforehand), getting involved in one of Lana Lang's schemes to reveal Superboy's secret I.D., and eventually ended up on the Legion.
-He was also chosen to be in JSA, mainly because Alex Ross had drawn him in Kingdom Come and made him look HELLA-AWESOME with that bitching black star-field uniform. Unfortunately, Johns chose to make him the "Team Crazy Guy", saying random stupid things and making him nutty as a loon. This was just AWFUL to read- there's nothing that I find more tiresome than listening to "Crazy Guy" dialogue from writers- both Johns & Hickman do this in their mega-runs.
-Star Boy's got a pretty decent power, in that he can hurt someone by skooshing them into the ground, and prevent them from moving. Star Boy works best as a team player/assist guy, though he can pack a good punch if need be.

THUNDERBOLT (Peter Cannon)
Created By:
Pete Morisi
First Appearance: Peter Cannon, Thunderbolt #1 (1966)
Role: Forgotten Hero
Group Affiliations: The Justice League of America
PL 8 (158)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 9 (+12)
Close Combat (Unarmed) 2 (+13)
Deception 3 (+6)
Expertise (Survival) 4 (+8)
Expertise (World Traveller) 6 (+10)
Expertise (Arcane Lore) 4 (+8)
Insight 2 (+6)
Intimidation 2 (+5)
Investigation 3 (+7)
Perception 3 (+7)
Persuasion 2 (+5)
Stealth 2 (+7)
Treatment 3 (+7)

Advantages:
Fast Grab, Improved Critical (Unarmed), Improved Trip, Ranged Attack 2, Startle, Takedown

Powers:
"Mind Over Matter"
Immunity 5 (Pain Effects) [5]

"Animal Control" Mind Control 7 (Flaws: Limited to Animals) (28) -- [30]
AE: "Telekinesis" Move Object 5 (10)
AE: "Clairvoyance" Remote Senses (Vision & Hearing) 5 (15)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +7

Complications:
Enemy (Scorpio)- The evil terrorist organization frequently vexes Cannon.

Total: Abilities: 78 / Skills: 50--25 / Advantages: 7 / Powers: 35 / Defenses: 13 (158)

-Peter Cannon, Thunderbolt was the title of one of Charlton Comics' mid-1960s offerings, back when they attempted to capitalize on the success of Marvel & DC in creating their own superhero line- his contemporaries include The Blue Beetle & Captain Atom, as well as other guys who would later inspire Watchmen (Cannon is actually the inspiration for Ozymandias). Dick Giordano took a hand in his creation, but he was designed & written by Pete Morisi, an NYPD officer. The whole line died about a year later, which is crazy-fast. He was initially supposed to be the Golden Age hero Daredevil, but Morisi couldn't get the rights, and simply made another character inspired by DD instead (you can see the link in his bicoloured red & blue costume).
-When Charlton sold its superhero properties to DC in 1983, Thunderbolt appeared in 1985's Crisis as a minor background face- he wouldn't get his own series until 1992, in a book done by Mike Collins, whom I've never heard of. This guy is so minor that I've never even HEARD OF HIM, despite his joining the Justice League at one point (it was a very brief run, apparently). He hasn't gotten up to much since, by Dynamite Entertainment publishes a series co-written by Alex Ross, since Morisi's estate now owns the character, DC having lost the rights. Ross also used him as a backgrounder in Kingdom Come (one of the Justice Battalion).
-Cannon was raised in a Himalayan "lamasery" (sorta like a Monastery, I guess), and used their foreign mysticism to gain a huge amount of mental and physical perfection. He used the portions of the brain left unused by ordinary men (part of a myth that we never use most of our brains) to gain "Mind Over Matter". His origin resembles both the Golden Age Amazing Man (the one who became The Prince of Orphans in The Immortal Iron Fist and The Shadow.
-Peter Cannon in the Charlton Books was just your standard Two-Fisted Adventurer, but the DC version added the Powers seen above- I assume "Clairvoyance" means Remote Sensing and not Precognition in this case, though I can't find out for sure. He can also move stuff or control animals thanks to his Himalayan learnings.

BLOODWYND
Created By:
Dan Jurgens
First Appearance: Justice League of America #61 (April 1992)
Role: Forgotten Hero, '90s Anti-Hero
Group Affiliations: The Justice League of America, The Sentinels of Magic
PL 9 (108)
STRENGTH
5/8 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Magic) 6 (+7)
Expertise (History) 2 (+3)
Intimidation 5 (+5)
Perception 3 (+6)
Ranegd Combat (Magic) 2 (+8)
Stealth 1 (+4)

Advantages:
Ranged Attack 4

Powers:
"Necromancer"

"The Blood Gem" (Flaws: Removable) [35]
Senses 4 (Postcognition) (Flaws: Limited to The Presence of Death) (2)
Senses 1 (Danger Sense) (1)
Flight 5 (60 mph) (10)
Comprehend 2 (Spirits) (4)

Teleport 10 (20) -- (26)
AE: Magical Blast 8 (16)
AE: "Darkness Manipulation" Concealment 2 (Extras: Attack, Area- Shapeable) (8)
AE: "Siphon Abilities" Weaken Magical or Energy Powers 10 (Extras: Ranged) (20)
AE: "Telekinesis" Move Object 8 (16)
AE: Enhanced Strength 3 (6)
AE: "Penance Stare (basically)" Affliction 10 (Will; Dazed/Stunned/Incapacitated) (Extras: Ranged) (Flaws: Limited to Those Who've Murdered Others) (10)
-- (43 points)

Offense:
Unarmed +8 (+5 Damage, DC 20)
Strength Boost +8 (+8 Damage, DC 23)
Penance Stare +8 (+10 Ranged Affliction, DC 20)
Weaken Powers +8 (+10 Ranged Weaken, DC 20)
Magical Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +4

Complications:
Enemy (Rott)- Rott is the demonic soul of slave owner Jacob Whitney, and seeks vengeance on Bloodwynd, the descendent of the slaves who murdered him.

Total: Abilities: 54 / Skills: 22--11 / Advantages: 4 / Powers: 35 / Defenses: 4 (108)

-Bloodwynd is the descendent of black slaves who'd performed a magical ritual, killed their master, and passed down a Blood Gem to him. The master became the demon Rott, who mimicked Bloodwynd & took over The Martian Manhunter and used the JLA to give himself some incredible power. Blue Beetle sorted out the facts, and soon the real Bloodwynd saved the day. He decided to put himself on reserve status after he chose not to help out the League against another magical opponent (sensing a kinship with him). He helps the JLA out against Amazo, and then disappears, likely because he was a SUPER-'90s character, and Dan Jurgens left the book. He was seen during Day of Judgement as one of the Sentinels of Magic, but it's only a cameo- that's pretty much his only role these days.
-Bloodwynd isn't terribly great, but has a Blast, a Weaken, and a Penance Stare-ish thing.

THE LIEUTENANT MARVELS (Tall, Fat & Hill Marvel, aka Billy Batson, Billy Batson & Billy Batson)
Created By:
C.C. Beck
First Appearance: Whiz Comics #21 (Sept. 1941)
Role: Silly Sidekicks
Group Affiliations: The Marvel Family
PL 10 (175)
STRENGTH
12 STAMINA 10 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Deception 3 (+4)
Insight 1 (+4)
Perception 1 (+4)
Persuasion 3 (+4)

Advantages:
Teamwork

Powers:
"Marvel Family Powers- Divided By Three"
"The Strength of Hercules"
Power-Lifting 5 (3,200 tons) [5]

"The Stamina of Atlas"
Protection 2 (Extras: Impervious 11) [13]
Immunity 10 (Life Support) [10]

"The Speed of Mercury"
Enhanced Advantages 1: Improved Initiative [1]
Flight 15 (64,000 mph) (Feats: Dynamic) (31) -- [35]
Dynamic AE: Quickness 6 (Feats: Dynamic) (7)
Dynamic AE: Speed 12 (8,000 mph) (Feats: Dynamic) (13)
Movement 1 (Space Travel 1) [2]

"The Wisdom of Solomon"
Enhanced Advantages 3: Beginner's Luck, Jack-Of-All-Trades, Well-Informed [3]
Comprehend 3 (Languages) [6]

"The Courage of Achilles"
Immunity 2 (Fear Effects) [2]
Impervious Will 3 [3]

"The Power of Zeus"
Features 1: All Attacks Count as Magical [1]

Offense:
Unarmed +8 (+12 Damage, DC 27)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12 (+5 Impervious), Fortitude +10, Will +6

Complications:
Enemy (Dr. Sivana & Others)
Relationship (Captain Marvel)- All four Billys are close pals, but live in entirely different parts of the country.
Involuntary Transformation ("Shazam!")- Any Billy Batson must say the magic word to transform into Captain Marvel. Similarly, he will transform back if he says it again. This is not always a good thing. Their stats as Billy are ST 0, STA 0, AGI 2, FIGHTING 2, INT 0, AWA 1, PRE 1.
Power Loss (Lightning Bolt)- Billy must speak to call down the Lightning. If struck by the Lightning for any reason, he will revert to non-powered form.

Total: Abilities: 80 / Skills: 8--4 / Advantages: 1 / Powers: 81 / Defenses: 9 (175)

-The Lieutenant Marvels are one of those things that only happens in 1940s comics- Fawcett Comics added three more members to the Marvel Family, basing them off of Fawcett staff members. They were three guys of varied appearance who shared Billy Batson's real name- they all travel to the real Billy's hometown to form a Billy Batson Club, and he gladly reveals his secret identity to them (but of course he has to keep it from other ACTUAL SUPERHEROES). To prevent confusion, they are named Tall Billy, Hill Billy (he's from the South) and Fat Billy. They are kidnapped by agents of Dr. Sivana (he's looking for Billy, apparently knowing his real name), and soon all four Billys shout "Shazam!" together, and amazingly gain powers! Figuring that there's only ONE Captain Marvel, the others decide to be mere Lieutenants.
-They appeared throughout the '40s sporadically, and DC even brought them back briefly in the 1970s! However, they were wiped away by The Crisis on Infinite Earths, as writers tried to de-sillify DC Comics (one writer claims they died, while another book says they survived but lost their powers).
-The Lieutenant Marvels may be silly (ya can't treat a guy named Fat Marvel like any other hero, y'know?), but they're all quite powerful, hitting a third of Captain Marvel's raw capabilities (I didn't want them lifting tens of thousands of tons, so I settled for a mere 3,200).

MR. TAWKY TAWNY
Created By:
Otto Binder & C.C. Beck
First Appearance: Captain Marvel Adventures #79 (Dec. 1947)
Role: Silly Sidekicks
Group Affiliations: The Marvel Family
PL 9 (102)
STRENGTH 6 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 3 (+9)
Expertise (Survival) 7 (+8)
Intimidation 6 (+9 Size)
Perception 6 (+7)
Persuasion 2 (+4)
Stealth 8 (+11, +8 Size)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 4 (32 mph) [4]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]
"Cold-Based Hunter" Movement 1 (Environmental Adaptation- Cold) [2]

"Cat Agility" Leaping 1 [1]

"Striped Coat" Enhanced Skills 4: Stealth 4 (+12) (Flaws: Limited to Dark Forests & Jungles or Plains) [1]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Strength-Damage +1 [1]
Protection 1 [1]

Offense:
Unarmed +8 (+7 Damage, DC 22)
Claws & Teeth +8 (+9 Damage, DC 24)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +7, Fortitude +8, Will +4

Complications:
Prejudice (Animal)- Some people freak out when they see a large tiger just walking around.

Total: Abilities: 40 / Skills: 32--16 / Advantages: 11 / Powers: 24 / Defenses: 11 (102)

-Among the more-notorious aspects of the Marvel Family mythos (and something given by actual mainstream creators like Dan Jurgens as to why the Marvels don't "work" in the mainstream DCU) is Mr. Tawky Tawny. He debuts in 1947 by arriving in the U.S. from his native India in hopes of integrating himself into society. He becomes a pal of Captain Marvel (since it turns out that he's, y'know, a sentient, talking tiger and not a wild animal), a tour guide at a museum, and an ally to the heroes. He's not just a pal- he's Cap's BEST PAL. Oh, and it turns out he gained the power to speak from a serum by a guy who wanted the tiger to be able to prove his own innocence in a case of man-eating. Fans wrote in to choose his first name, and the Binder/Beck pair unsuccessfully tried to make him a newspaper Comic Strip (then a highly-respected art form- much moreso than comic books) in 1953, when the Marvel stories were running down.
-Mr. Tawny vanished during the Crisis, but reappeared in Ordway's Marvel-themed work. In this continuity, he was a favourite toy of Mary Batson give life by Lord Satanus in order to fight his sister Blaze. He ended up only being visible as a tiger to the Batsons and some allies, and a toy to everyone else (so Ordway was ripping off Calvin & Hobbes?). Ibis The Invincible gives him a full anthropomorphic form. Unfortunately, Tawny's name and concept are so silly that most people just can't get past them (unlike, say, DC's long history of TALKING APES), and he ends up bringing down the whole Marvel Family at times.
-This build fits what would happen if an actual Tiger learned how to talk and walk around- he's a PL 9 Scrapper-type build, but with human intelligence.

BLACK ADAM (Teth-Adam, aka Theo Adam)
Created By:
Otto Binder & C.C. Beck
First Appearance: The Marvel Family #1 (Dec. 1945)
Role: Flying Brick, Mirror Image Villain
Group Affiliations: The Black Marvel Family, The Justice Society of America, The Society, The Monster Society of Evil, The Injustice Society
PL 14 (306)
STRENGTH
18 STAMINA 17 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 5 PRESENCE 5

Skills:
Deception 5 (+10)
Expertise (History) 6 (+10)
Expertise (Military) 5 (+9)
Insight 2 (+7)
Intimidation 9 (+14)
Investigation 2 (+7)
Perception 4 (+9)
Persuasion 2 (+7)
Stealth 1 (+5)

Advantages:
Accurate Attack, All-Out Attack, Fast Grab, Ranged Attack 4, Startle, Takedown 2

Powers:
"The Strength of Amon"
Power-Lifting 4 (100,000 tons) [4]
Enhanced Advantages 4: Extraordinary Effort, Improved Critical (Unarmed), Power Attack, Ultimate Strength Check [4]

"The Stamina of Shu"
Enhanced Advantages 3: Diehard, Ultimate Toughness Check, Withstand Damage (Trade Off Defenses For Toughness) [3]
Protection 1 (Extras: Impervious 15) [16]
Immunity 16 (Life Support, Fatigue Effects, Aging) [16]

"The Swiftness of Heru"
Enhanced Advantages 1: Improved Initiative [1]
Flight 17 (250,000 mph) (Feats: Dynamic) (35) -- [39]
Dynamic AE: Quickness 8 (Feats: Dynamic) (9)
Dynamic AE: Speed 14 (32,000 mph) (Feats: Dynamic) (15)
Movement 1 (Space Travel 1) [2]

"The Wisdom of Zehuti"
Enhanced Advantages 3: Beginner's Luck, Jack-Of-All-Trades, Well-Informed [3]
Enhanced Skills 4: Arcane Lore 4 (+8) [2]
Comprehend 3 (Languages) [6]

"The Courage of Mehen"
Immunity 2 (Fear Effects) [2]
Enhanced Advantages 1: Ultimate Will Save [1]
Impervious Will 9 [9]

"The Power of Aton"
Features 1: All Attacks Count as Magical [1]
"Shazam Bolt" Damage 12 (Extras: Area- 60ft. Cylinder +2) (Flaws: Distracting) (24) -- [25]
AE: "Ground Pound" Affliction 14 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 60ft. Burst +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (14)

Offense:
Unarmed +10 (+18 Damage, DC 33)
Shazam Bolt +12 Area (+12 Damage, DC 27)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +18 (+8 Impervious), Fortitude +17, Will +11

Complications:
Motivation (Justice & Order)
Involuntary Transformation ("Shazam!")- Adam must say the magic word to transform into Black Adam. Similarly, he will transform back if he says it again. He pretty much never changes back to non-powered form. His stats as Theo are ST 2, STA 3, AGI 2, FIGHTING 8, INT 3, AWA 3, PRE 5.
Power Loss (Lightning Bolt)- Adam must speak to call down the Lightning. If struck by the Lightning for any reason, he will revert to non-powered form.
Enemy (The Marvel Family)- Adam respects the Marvels, but disregards their simplistic worldviews.
Relationship (Isis)- Adam falls in love with Isis. Hopefully nothing happens to her, or else he'll turn into a genocidal madman or something.
Reputation (Murderer)- Adam struggled to prove that he could "reform" (though he blamed his evil action of Theo Adam, not himself) as part of the JSA. However, he proved to be a genocidal murderer when enraged. The world will never trust him again.
Responsibility (Kahndaq)- Adam ruled his old nation in a past life, and seeks to free it from cruel madman in modern times. Alas, as a Fictional Foreign Country, it is prone to horrifying acts of violence.
Relationship (Albert Rothstein)- Adam and Al feuded at first while on the JSA, but soon Adam came to make the younger man see his viewpoints. Al soon became a younger-brother figure to Adam, helping him take over Kahndaq- when Al has his heart stopped by The Spectre, Adam is overcome by grief, and desperately saves Al's life. Albert later turns his back on Adam and tries to unseat him, which Adam treats as an act of betrayal, but refuses to truly punish Al for his "wrongdoing".
Responsibility (Arrogant & Tempermental)- Adam believes strongly in his own superiority, and is exceedingly obvious about it. Most would call him "imperious" if they were being polite about it. He is also horribly-quick to anger, lashing out with violence at the merest provocations and committing horrible atrocities when completely enraged. Few men are more dangerous.

Total: Abilities: 132 / Skills: 36--18 / Advantages: 10 / Powers: 130 / Defenses: 12 (306)

-Oh man... is there any villain who's gone from nothing to A Big Freaking Deal as much as Black Adam? Because wow.
-Black Adam debuted way back in the 1940s, though years after the Marvel Family did- he's Teth-Adam, the original successor to Shazam. However, he is corrupted by the power (or, as Billy later states, "I think YOU corrupted IT"), overthrows the Pharaoh, and is renamed "Black Adam" by Shazam and banished to a distant star. He flies back to Earth (this takes FIVE-THOUSAND YEARS), and fights the current successors- The Marvel Family. Billy & Freddy are freed from their bonds by Uncle Marvel (their Uncle who pretends to have super-powers), and Adam is tricked into saying "Shazam!", which results in his human body aging into a skeleton immediately. Later, he is resurrected by Dr. Sivana, and shows up for numerous other adventures (given that all the Marvels are basically unkillable, fights are usually ended by trickery and getting someone to say the magic words).
-The Crisis altered Adam slightly- he is now retconned into being slain in his past life, and instead "reincarnating" in the body of a descendent- Theo Adam- who then is the murderer of C.C. & Marilyn Batson, the parents of Billy & Mary. He fights Captain Marvel once again, but is largely unimportant to DC as a whole until he joins Geoff Johns' incarnation of the JSA. And John did what comes naturally to him- he focuses on the bad guy. Adam makes an attempt to "reform" (pointing out that he was controlled by the evil Theo Adam when he killed people- even Billy backed him up on this), and helps the JSA on numerous missions, frequently doing or saying awesome things ("Black Adam does not scatter"). He's oddly not given that many POWER FEATS, but his Sorta-Namor personality, imperious jackassery, and snide remarks made him an insant fan favourite.
-Adam got a fully-rounded personality beyond "Evil Guy"- he was an old-school militant, with harsh ideas of justice. He reveals that his wife and children were murdered in his past life- an act that makes him more sympathetic, and explains his black & white mentality. He rejected the JSA's soft approach, and soon came to terms with Atom-Smasher, who was the first JSAer to point out that "Villains Turned Heroes" never works. When Adam commends Albert killing the genocidal Extant, Al comes to terms with Adam and starts to see things his way. Curiously, though Captain Marvel (who joined the team not too long after Adam did) got to be morally-right in every situation, got plenty of great power feats (more than Adam, actually), and even a spotlight-stealing adorable relationship with Stargirl, it was BLACK ADAM who came to dominate more of the stories, until finally Adam convinces Atom-Smasher to quit the JSA, and they run off to form a small army in order to take back Kahndaq (his home nation in ancient times) from its Saddam-like dictator, as well as executing Kobra.
-This story- Black Reign- is probably the high watermark of the JSA run- it's got EVERYTHING. Interpersonal relationships (Stargirl's crush on Atom-Smasher combined with her cutesy teen relationship with Billy), debates about the nature of heroism (Adam & Al unquestionably stop an evil dictator, but also commit hundreds of murders themselves; Adam is pragmatic about it, but Al finds himself unable to handle it), betrayal (the JSA's betrayal by Al and Adam), the splintering of a group (Hawkman starts acting like an asshole and demands control of the JSA- even JAY GARRICK is irritated by him), and more. It pays off YEARS of work and backstory, and ends in a sad status quo- Adam remains in charge of Kahndaq, Al remains with Adam, numerous members of Adam's team are dead (Alex & Nemesis) and the JSA has to hobble back unsuccessfully, with only the promise that Adam will not impose his will on the rest of the world. In one of the series' strongest moments, Atom-Smasher is killed by The Spectre, and Adam goes NUTS trying to revive him, finally doing so with multiple Lightning Bolts- Al subsequently leaves Kahndaq and rejoins the JSA, albeit still loyal to Adam.
-Adam finally truly overshadows his nemesis Marvel by Infinite Crisis and 52- he takes a big role in both, especially the latter. Adam meets a slave from Egypt who becomes his powerful betrothed Isis, along with her brother Osiris, forming a Black Marvel Family. Isis makes Adam kinder and more charitable, but when she is murdered by one of the Four Horsemen of the Apocalypse, she demands vengeance, and Adam gives it in full- he slaughters the entire nation of Bialya (a Libya stand-in generally used as a way to use Muslim terrorists without offending a real country). Adam laters goes insane during a "World War III" after being tortured by a bunch of scientists, and goes on a hero-beating rampage, now COMPLETELY stealing the spotlight and going Full Power-Geek by defeating The Global Guardians, Marvel Family, Teen Titans & Doom Patrol- killing Young Frankenstein (??) and Terra II. Adam is finally depowered by Magic and turned human, but is saved by Atom-Smasher, who is unwilling to see Adam killed, despite their issues.
-Adam gets his own Limited Series (while Billy does... stuff), regains his powers and resurrects Isis, who comes back all evil. Adam gives his powers to Mary Marvel, which turns her evil, then gets them back from something (God DC was getting stupid around here), and some other stuff happens in a confusing JSA arc that doesn't make the SLIGHTEST bit of goddamn sense if you didn't read Countdown or the subsequent stories (like me), and Isis & Adam are turned into stone by Shazam, who also depowers Mary & Billy (who is now turned into a nasty punker teen... I hate punkers). This is the last we see of the Black Marvels before a full continuity reboot.
-But it's funny- despite all that garbage that happened later (did Johns just completely lose it or something?), Adam turned into an incredible character on JSA, to the point where he surpassed his own freaking heroic nemesis and became one of DC's biggest stars. After being known as "that goofy guy in the black Captain Marvel outfit and the Namor ears". By copying some of Namor's mannerisms (and doing them so well that THE ACTUAL NAMOR began mimicking HIM), they made him one of the funniest members, albeit it was mostly unintentional humor (though I loved when he teased Marvel for staring at "a very pretty girl"- Stargirl- and then poked fun at Billy's age, and concerns with things like "Homework"). Despite there being fairly-few power showings of the guy, he was fascinating and well-rounded- you could see the evil in him, but you could also see why he felt he was JUSTIFIED- the mark of a truly great villain.
-I really want to stat Adam as a superior, stronger version of Captain Marvel. I really, really do. I can't help it- it's the Marvel Comics fan in me. Marvel ALWAYS has the villains be stronger than the heroes. But in the Marvel Family's case, and usually DC's, this just isn't the situation. During JSA, the Golden Age stuff, and more, Adam is ALWAYS an equal to Billy, and despite his overshadowing Billy on JSA, it was never do to power levels or Good Showings. Though by the time he was handing a dozen heroes at a time their ass during "World War III", he MUST have been stronger- like PL 16 powerful or something. This was a result of him absorbing Isis' powers into himself or something.

BOOSTER GOLD (Michael Jon Carter, aka Supernova)
Created By:
Dan Jurgens
First Appearance: Booster Gold #1 (Feb. 1986)
Role: Future Hero, Lame Hero, The Reggie Mantle of the DC Universe
Group Affiliations: The Justice League of America, The Conglomerate, The Suicide Squad
PL 10 (167)
STRENGTH
2/10 STAMINA 4 AGILITY 5
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (History) 4 (+4)
Expertise (Pop Culture) 6 (+6)
Expertise (Pro Athlete) 3 (+8)
Perception 3 (+3)
Stealth 2 (+7)
Technology 5 (+5)
Vehicles 6 (+8)

Advantages:
Daze (Deception), Minion 7 (Skeets), Ranged Attack 8, Taunt

Powers:
"Futuristic Uniform" (Flaws: Removable) [48]
Enhanced Strength 8 (16)
Protection 6 (Extras: Impervious 7) (13)
Energy Blast 9 (Feats: Split) (19)
Immunity 6 (Drowning, Suffocation, Heat, Cold, Pressure, Vacuum) (6)
"Goggles" Senses 6 (Infravision, Microvision, Vision Penetrates Concealment) (6)
-- (60 points)

"Legion Flight Ring" (Flaws: Removable) [28]
Flight 7 (250 mph) (14)
Movement 1 (Space Travel 1) (2)
Communication 5 (Flaws: Fifth Rank is only towards Legionnaires) (18)
-- (34 points)

Offense:
Unarmed +9 (+10 Damage, DC 25)
Blasts +10 (+9 Ranged Damage, DC 24)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +4 (+10 Armour), Fortitude +6, Will +5

Complications:
Reputation ("Thanks, Green Lantern!")
Motivation/Obsession (Fame, Damsels, Wealth, et al)
Relationship (Michelle- Sister)- Michelle tries to be a superhero too, but is killed in the process. Only later are they able to bring her back.
Relationship (Rip Hunter)- Rip is a Time-Traveller who starts aiding Booster in "fixing" wrecked timelines. Though they argue a lot, it is revealed there is a closer bond- Rip is in fact Booster's SON, from a FURTHER future!

Total: Abilities: 42 / Skills: 34--17 / Advantages: 18 / Powers: 76 / Defenses: 12 (167)

-Booster Gold is the first significant DC character created in the Post-Crisis era, and is generally deliberately-seen as a jokey loser of a hero. He has a great selfish origin- a poor kid from 25th Century Gotham City, he was disgraced from sports after taking dives as a quarterback in order to collect gambling winnings. He stole some devices from museum displays (you'd think that would be COMPLETELY INSANE to leave stuff like that out for anyone to take, but that has in fact happened in real life with things like a fully-operational TANK), grabbed Rip Hunter's time machine, and entered the 20th Century in order to make himself a famous super-hero.
-Booster's shameless self-promotion and obsession with wealth pretty much annoyed EVERYBODY. His sister joined him as Goldstar (which was supposed to be his superhero name, but he bungled it with his QB nickname "Booster"), but she was quickly-killed. He got rich, but soon lost all his money in a scheme that involved that dumb "Every book has one character revealed to be a Manhunter Android" story- he then joined the infamous "Bwa-Ha-Ha" Justice League era, forming a fan-favorite Buddy-Buddy relationship with The Blue Beetle. After too many embarrassments, he quits and forms The Conglomerate, a team that earns funding from corporate sponsors- unfortunately, said sponsors compromise the team's heroics, and the team falls into history after numerous attempts at reforming- Booster rejoins the League.
-However, the Early Nineties rears its ugly head, and soon Booster is a badly-damaged character, losing his suit to Doomsday, then an arm to another bad guy. He joins EXTREEEEEEEEEEME JUSTICE with another suit, but it's a short-lived ultra-'90s team. Booster then COMPLETELY VANISHES until the modern era of Infinite Crisis, as DC mostly takes stuff from the Silver Age, and not the mid-'80s. Yet the darkness of the modern DCU strikes him AGAIN, as Blue Beetle is murdered, Maxwell Lord goes evil, and Rocket Red dies. Even SKEETS has been dissected! Booster goes back to the 25th Century, but returns with Skeets back, and takes over as the new big superhero during 52- SUPERNOVA. A name & costume he really should have kept, because it was pretty sweet. He eventually helps save the Multiverse from a Mr. Mind-controlled Skeets, and gets his own series as a result. In it, he teams with Rip Hunter (now revealed to be his son), "fixing" the timeline doing various things. Booster even ends up being central to the defeat of Lord, leading the reformed Justice League International against him.
-Oh hee hee man, that Booster Gold episode on JLU was THE BOMB. Basically playing up his status as the sucky super-hero, Booster got stuck on Crowd Control during a giant Mordru fight involving the entire League, so he ended up having to save the day in a manner nobody else saw, as a beautiful scientist's lab experiment went out of control, and he had to stop it. Booster is kind of one of those concepts that gets brought up from time to time in the comics, but is usually unsuccessful no matter how much they put behind him (he's kind of an example of "The Doom Patrol Effect" where you see tons of presumed fans of the work talking about it, but no reflection of that in sales). His book seems to be doing okay now, though. Still, very good episode, one of the funniest of the series. And Billy West as "Skeets", his little robot buddy (with Philip J. Fry's voice!) was as stroke of funny gold as well. His quote above was picture-perfect "kind of adult" humor that's very gross, but also very funny.
-Booster comes off like an idiot, but is actually a capable, powerful hero, thanks to the gadgets he stole from the future. He's got a fairly decent Blast, has great Sensory powers, and is pretty durable. Skeets is basically an information-spouting Minion rather than anything that could physically interject himself, but he's worth 8 points. All-in-all, Booster's just a low-pointed PL 10 hero. As Supernova, he had a Phantom Zone Projector in his costume that allowed him to Teleport everywhere. In his own later series, he could Time Travel pretty much anywhere as well. He is also notably INSANELY better in his own book, probably hitting PL 11 or something, and raising all his mental stats.

SKEETS
Created By:
Dan Jurgens
First Appearance: Booster Gold #1 (Feb. 1986)
Role: The Assistant 'Bot
Voice Actor: Billy West (aka Phillip J. Fry)
Finest Moment: Acting as if saving insects is a "Hooray!" worth moment. Explained to Booster how to deliver children.
PL 4 (95)
STRENGTH
-3 STAMINA -- AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 2 PRESENCE 1

Skills:
Expertise (Civics) 3 (+7)
Expertise (History) 10 (+14)
Expertise (Theology & Philosophy) 4 (+8)
Perception 4 (+6)
Persuasion 4 (+5)
Insight 4 (+6)
Technology 5 (+9)

Advantages:
Languages 2 (Many), Well-Informed

Powers:
"Micro-Machine"
Immunity 30 (Fortitude Effects) [30]
Protection 3 [3]
"Built-In Equipment" Features 4: Computer, TV Screen, Small Fan [4]
Flight 3 (16 mph) [6]
Senses 7 (Vision Penetrates Concealment, Infravision, Microvision, Acute Scent) [7]

"Small Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation)

Offense:
Unarmed +0 (-3 Damage, DC 12)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3, Fortitude --, Will +5

Complications:
Reputation (Green Lantern)
Motivation/Obsession (Fame, Damsels, et al)

Total: Abilities: 2 / Skills: 36--18 / Advantages: 3 / Powers: 67 / Defenses: 5 (95)
Last edited by Jabroniville on Thu May 09, 2019 8:41 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

JLA 2

Post by Jabroniville »

OSIRIS III (Amon Tomaz)
Created By:
Geoff Johns, Greg Rucka, Grant Morrison, Mark Waid & Keith Giffen
First Appearance: Teen Titans #38 (2006)
Role: Flying Brick, Kid Sidekick, Disposable Sidekick
Group Affiliations: The Black Marvel Family, The Titans
PL 11 (233)
STRENGTH
14 STAMINA 14 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 4 PRESENCE 1

Skills:
Persuasion 4 (+5)

Advantages:
Ranged Attack

Powers:
"The Wisdom of Zehuti"
Enhanced Advantages 3: Beginner's Luck, Jack-Of-All-Trades, Well-Informed [3]
Enhanced Skills 2: Arcane Lore 2 (+2) [1]
Comprehend 3 (Languages) [6]

"The Strength of Amon"
Power-Lifting 4 (6,000 tons) [4]
Enhanced Advantages 2: Fast Grab, Power Attack [2]

"The Stamina of Shu"
Impervious Toughness 13 [13]
Enhanced Advantages 3: Diehard, Ultimate Toughness Check, Withstand Damage (Trade Off Defenses For Toughness) [3]
Immunity 16 (Life Support, Fatigue Effects, Aging) [16]

"The Power of Aton"
Features 1: All Attacks Count as Magical [1]
"Shazam Bolt" Damage 11 (Extras: Area- 60ft. Cylinder +2) (Flaws: Distracting) (22) -- [23]
AE: "Ground Pound" Affliction 12 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 60ft. Burst +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (12)

"The Courage of Mehen"
Immunity 2 (Fear Effects) [2]
Enhanced Advantages 1: Ultimate Will Save [1]
Enhanced Will Check 2 [2]
Impervious Will 5 [5]

"The Swiftness of Heru"
Enhanced Advantages 1: Improved Initiative [1]
Flight 15 (60,000 mph) (Feats: Dynamic) (31) -- [35]
Dynamic AE: Quickness 8 (Feats: Dynamic) (9)
Dynamic AE: Speed 12 (8,000 mph) (Feats: Dynamic) (13)
Movement 1 (Space Travel 1) [2]

Offense:
Unarmed +8 (+14 Damage, DC 29)
Shazam Bolt +11 Area (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14 (+7 Impervious), Fortitude +14, Will +7

Complications:
Motivation (Bringing Back His Family)- Amon will do ANYTHING in order to bring back Adam & Isis. ANYTHING.
Involuntary Transformation ("Black Adam!")- Amon Tomaz must say the magic phrase to transform into Osiris. Similarly, he will transform back if he says it again. This is not always a good thing, considering that the words are PART OF HIS CODENAME. Osiris is a crippled boy with unimpressive stats (ST -1, STA 0, AGI -2, FIGHTING 2, AWA 0).
Power Loss (Lightning Bolt)- Osiris must speak to call down the Lightning. If struck by the Lightning for any reason, he will revert to non-powered form.
Relationship (Black Adam & Isis)- Osiris worships his older partners.

Total: Abilities: 94 / Skills: 4--2 / Advantages: 1 / Powers: 120 / Defenses: 4 (233)

-Osiris (actually the third DC character by that name) is the little brother of Isis, and suffered crippling injuries before being infused with Black Adam's power- a reflection of the origin of Freddy "Captain Marvel Jr." Freeman. The three of them form the Black Marvel Family, complete with an animal sidekick in Sobek the talking crocodile. However, tragedy ensues, as Osiris accidentally tears The Persuader in half during a televised fight with The Suicide Squad (Amanda Waller reveals this was basically part of the plan- guarantee a fatality on television in order to discredit Adam's side), tries to give up his powers after attacking Adam, and powers down... leading to Sobek revealing his evil nature as Famine, Horseman of Apokolips, assaulting Osiris, and then devouring him alive.
-This leads to Adam's breakdown, and renders Osiris kind of a weird footnote in an increasingly violent, nasty DCU. But Osiris gets a heroic demise in Blackest Night, assuming control of his zombie form and saving the day in his last moments. He is resurrected during Brightest Day, but immediately joins Deathstroke's evil Titans (who promise to help him bring back Adam & Isis, who are frozen in stone) and helps murder Ryan Choi (The Atom). He sticks around on the team, resurrecting Isis, but the deaths he's caused result in her coming back evil. He is able to purify her with his lightning, and he is last seen carrying off Dr. Sivana in order to force him to resurrect Adam. Weird, weird history for such a new character.
-Osiris is basically Captain Marvel Jr. but dumber and more naive. He has a REALLY high amount of power, but lacks the experience to use it properly.

ISIS II (Adrianna Tomaz, aka Andrea Thomas)
Created By:
Lou Scheimer, Norm Prescott, Richard Rosenbloom & Marc Richards (Thomas), Geoff Johns, Greg Rucka, Mark Waid & Grant Morrison (Tomaz)
First Appearance: The Power of Isis (Episode #1- Sept. 1975- TV Isis), Shazam! #25 (Oct. 1976- Comic Isis), 52 #3 (May 2006- Tomaz)
Role: Miss Fanservice, Flower Girl
Group Affiliations: The Black Marvel Family
PL 13 (302)
STRENGTH
15 STAMINA 15 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 5 PRESENCE 5

Skills:
Expertise (History) 3 (+6)
Expertise (Environmental Sciences) 8 (+11)
Expertise (Arcane Lore) 4 (+7)
Insight 3 (+8)
Perception 5 (+10)
Persuasion 9 (+14, +16 Attractive)
Ranged Combat (Elemental Powers) 4 (+12)

Advantages:
Attractive, Daze (Persuasion), Fast Grab, Inspire, Power Attack, Ranged Attack 6, Set-Up

Powers:
Power-Lifting 4 (12,000 tons) [4]
Impervious Toughness 13 [13]
Immunity 16 (Life Support, Fatigue Effects, Aging) [16]
Comprehend 3 (Languages) [6]
Features 1: All Attacks Count as Magical [1]

Fire Blast 14 (Feats: Variable 2- Fire, Lava, Telekinetic Force, Dynamic) (Extras: Penetrating 8) (38) -- [50]
Dynamic AE: Telekinesis 16 (Feats: Dynamic) (32)
Dynamic AE: "TK Shield" Force Field 10 (Feats: Dynamic) (Extras: Affects Others Only +0, Ranged) (20)
Dynamic AE: Environment 10 (Cold 2) (Feats: Dynamic) (20)
Dynamic AE: Environment 10 (Visibility) (Feats: Dynamic) (10)
Dynamic AE: Environment 10 (Heat 2) (Feats: Dynamic) (20)
AE: Healing 12 (24)
AE: "Ground Pound" Affliction 12 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 60ft. Burst +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (12)

Flight 15 (60,000 mph) (Feats: Dynamic) (31) -- [35]
Dynamic AE: Quickness 8 (Feats: Dynamic) (9)
Dynamic AE: Speed 12 (8,000 mph) (Feats: Dynamic) (13)

"Second Amulet" (Flaws: Easily Removable) [18]
Remote Sensing 10 (Vision & Hearing) (30 points)

Offense:
Unarmed +10 (+15 Damage, DC 30)
Shazam Bolt +11 Area (+11 Damage, DC 26)
Elemental Blasts +12 (+14 Ranged Damage, DC 29)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +15 (+7 Impervious), Fortitude +15, Will +8

Complications:
Motivation (Helping the World)
Involuntary Transformation ("I am Isis!/Oh Mighty Isis")- Adrianna Tomaz must say the magic phrase to transform into Isis. Similarly, she will transform back if she says it again. Isis is less-powerful (ST 0, STA 0, AGI 1, FIGHTING 2, AWA 2).
Power Loss (Lightning Bolt)- Isis must speak to call down the Lightning. If struck by the Lightning for any reason, she will revert to non-powered form.
Relationship (Black Adam & Osiris)- Isis loves her partners deeply.

Total: Abilities: 118 / Skills: 36--18 / Advantages: 12 / Powers: 143 / Defenses: 11 (302)

-Isis is a peculiar one- she was created for a Live-Action show The Secrets of Isis, which was the second half of The Shazam!/Isis Hour, and then popped up in a few 1970s DC publications. It wasn't terribly successful (22 episodes were produced over a couple of years), but actually got to be part of a Tarzan-themed cartoon series in 1980. This was it for the character... until 2006, when the popularity and push of Black Adam resulted in Isis being brought into the modern, Post-Crisis DCU.
-Isis (the second; the Egyptian Goddess is worshipped by the Amazons of Bana-Migdahl) in modern times is Adrianna Tomaz, an enslaved woman presented to Black Adam as a peace offering from Intergang. An enraged Adam frees the girl and murders the representatives, soon growing to love her. Isis changes Adam into a kinder, gentler soul, and is even empowered when Adam pleads for Shazam to transfer the power of an ancient amulet into her. But alas, she is Refridgeratored in order to drive him mad- poisoned to death by Pestilence of the Four Horsemen of Apokolips. She begs Adam to exact vengeance for her death, stating that she was wrong to try and change him.
-Isis is returned to life by Adam's long quest, but comes back altered and evil. She begins demolishing Kahndaq, castrates Felix Faust (it's implied that he raped her comatose body), and is finally stopped when the JSA brings back Shazam, who freezes her & Adam into stone statues. Later, Osiris (now not dead) manages to cure her, but she comes back evil AGAIN (God, these people). In a moment of lucidity, she tries to commit suicide by lightning, but Osiris takes the hit for her, cleansing her body (but corrupting his). She invades and takes over Kahndaq, banning all superheroes, including her brother (because of his newfound bloodlust). And that's where we leave Isis before the NuDCU.
-The TV show's Isis had Supes-level Super-Strength, Flight, Speed, Telekinesis, Earth & Water Control, Insubstantial 4 (Extras: Affects Objects Only +0), Remote Sensing, the ability to act as a human lightning rod (??), and once even stopped and then reversed time. This was usually done via rhythmic chanting and rhymes. She needed a medallion to transform into Isis, but could telepathically communicate with her pet crow Tut, and use Mind Control in her human form.
-In the comics, however, Isis is a PL 13 Powerhouse, packing Shazam-ish stats alongside Nature Control powers, making her a more powerful version of Storm.

SOBEK (Yurrd the Unknown, aka Famine)
Created By:
Geoff Johns, Greg Rucka, Mark Waid & Grant Morrison
First Appearance: 52 #26 (2006)
Role: The Mole
Group Affiliations: The Black Marvel Family, Intergang, The Four Horsemen of Apokolips
PL 10 (102)
STRENGTH
9 STAMINA 10 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Deception 10 (+12)
Intimidation 8 (+10)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Startle

Powers:
"Animal Senses" Senses 2 (Acute & Extended Scent) [2]
"Sensory Pits" Senses 3 (Accurate Ranged Touch) (Flaws: Limited to Underwater) [1.5]
"Natural Weapons (Bite)" Strength-Damage +1 (Feats: Reach) [2]

"Water-Based Creature"
Swimming 4 (8mph) [4]
Immunity 1 (Drowning) (Flaws: Limited to Half-Effect) [0.5]
Movement 1 (Environmental Adaptation- Underwater) [2]
Enhanced Skills 8: Stealth 8 (+9) (Flaws: Limited to Water) [2]

Offense:
Unarmed +10 (+9 Damage, DC 24)
Bite +10 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +15 (+7 Impervious), Fortitude +10, Will +4

Complications:
Motivation (Destroying the World)
Quirk (Always Hungry)- Due to his powers as Famine, Sobek is constantly hungry no matter how much he eats.

Total: Abilities: 66 / Skills: 18--9 / Advantages: 4 / Powers: 15 / Defenses: 8 (102)

-The original Sobek was one of several Crocodile Men, evil aliens who teamed up with Mr. Mind's Monster Society of Evil. The modern version was found in Dr. Sivana's lab, and became the simpering, whiny ally to Osiris in The Black Marvel Family, but turned out to be a mole- one of The Four Horsemen of Apokolips (designed to break Adam's new family). He tricked Osiris into powering down, then assaulted his teammate, and devoured him alive on-panel. In revenge, Black Adam tears his jaws apart- turns out the guy is no match for a pissed-off Black Adam. He is resurrected against Batman & Superman post-52, this time in Hyena form, but he is defeated once more. His powers are pretty vauge. He also has the power, as a Horseman, to make millions of people hungry- a country-wide Area Effect that I guess is "Transform"- he can make people go to the point of Cannibalism.

THE BLUE BEETLE I (Dan Garrett, aka Dan Garret)
Created By:
Will Eisner (maybe) & Charles Nicholas Wojtkoski
First Appearance: Mystery Men Comics #1 (Aug. 1939)
Role: Forgotten Golden Age Hero
Group Affiliations: The All-Star Squadron
PL 9 (163)
STRENGTH
2/8 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 4 (+9)
Athletics 5 (+7, +13 Boost)
Close Combat (Unarmed) 2 (+10)
Deception 4 (+7)
Expertise (Police Officer/Archaeologist) 6 (+10)
Insight 4 (+8)
Investigation 6 (+10)
Perception 4 (+8)
Stealth 3 (+8)
Technology 2 (+6)

Advantages:
Accurate Attack, Chokehold, Diehard, Equipment 3 (Blue Beetle Gear- Bulletproof Costume, 1940s Cellphone, etc.), Fast Grab, Improved Critical (Unarmed), Improved Trip, Power Attack, Ranged Attack 3, Takedown, Ultimate Cop/Archaeologist Skill

Powers:
"Vitamin 2-X/Magical Scarab Thing Upgrades"
Enhanced Strength 6 [12]
"Super Vision" Senses 4 (Vision Penetrates Concealment) [4]
Flight 6 (120 mph) [12]
Blast 8 [16]

Equipment:
"Bulletproof Costume" Protection 3 & Immunity 5 (Ballistics) (Flaws: Limited to Half-Effect) (5.5)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Enhanced Strength +10 (+8 Damage, DC 23)
Energy Blast +8 (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+7 Costume), Fortitude +7, Will +8

Complications:
Relationship (Joan Mason)- Joan is a beautiful blonde reporter from the Daily Blade.
Relationship (Mike Mannigan)- Dan's stereotypically-Irish partner believes that The Blue Beetle is a criminal, and constantly tries to arrest him.
Relatiosnhip (Sparkington J. Northrup)- "Sparky" became a generic Kid Sidekick character, but soon vanished from the book.

Total: Abilities: 70 / Skills: 40--20 / Advantages: 15 / Powers: 44 / Defenses: 14 (163)

-The original Blue Beetle (based off of the Green Hornet name-wise, and copying his use of a scarab symbol to "bedevil criminals" by leaving it as a symbol or clue) was one of the earliest heroes of the Golden Age, debuting in a Fox Comics publication. He's a rookie cop in a bulletproof uniform, teaming up with a pharmacist (!!) to fight crime- the pharmacist eventually gives him a bulletproof suit and a Vitamin 2-X formula allowing him to become super-strong. He was popular enough to get his own book (though the distribution was apparently quite sporadic, often going months without new issues), comic strip (drawn by Jack Kirby!) and radio serial, owing in part to his cool gadgets, like some newfangled "portable wireless telephone" (I mean, how far-fetched can you get?)- he had a Reporter Girlfriend, Cop Partner (who hates the Beetle), and even got a Kid Sidekick for a short while! During WWII, he became a spy overseas, but post-war returned to the police force.
-Later issues saw Dan gain the ability to FLY, plus use X-Ray Vision, as well as any OTHER power the writers could randomly come up with in each issue- it apparently changed depending on the writer (can you imagine doing that today, with Wikipedia and instant fan reaction and all?). He lost all the abilities in the late '40s when superheroes fell out of vogue, and was now featuring in a much DARKER book, featuring sadistic violence and scantily-clad women- the kind of stuff that eventually got comics noticed by Dr. Wertham and his infamous Seduction of the Innocent. Eventually, Dan disappeared in the 1950s.
-Fox Comics went out of business and sold the rights to Charlton Comics, who produced a few adventures, dropping the second "t" in his surname and turning him into an adventuring Archaeologist. This series, done by Joe Gill & Tony Tallarico, was apparently played for camp, and was deliberately-silly. This book failed to impress, and lasted only a year or two before being replaced by a new Blue Beetle- Ted Kord. An AC Comics one-shot reintroduces Ted & Dan, and also reveals that the Silver Age Dan was in fact the REINCARNATION of the Golden Age one, but this has never been mentioned again, because soon DC Comics bought the rights, and Dan became part of the long history of *DC*'s Golden Age, popping up as part of the backstory of Ted (though they kept the Archaeologist thing, apparently not having the rights for the original version). He was killed as part of Ted Kord's origin (they were working together against an alien invasion, and he died stopping them), and his granddaughter is a character in the third Blue Beetle's stories, as well.
-Dan Garrett was subject to a lot of random power increases over the years, so you can drop all of the powers at-will- the Silver Age "Scarab" version is the one posted here, but the Policeman version from the '40s has much of the same stuff at times (though no Blast, as far as I can tell)- the Investigation is the same, so you can just swap out the Expertise for his varied jobs.

THE BLUE BEETLE II (Ted Kord)
Created By:
Steve Ditko
First Appearance: Captain Atom #83 (Nov. 1966)
Role: Peter Parker Hero
Group Affiliations: The Justice League of America, L.A.W. Kord Enterprises
PL 9 (166)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 7 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 7 (+13)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+13)
Deception 5 (+6)
Expertise (Science) 7 (+14)
Insight 2 (+5)
Investigation 4 (+7)
Perception 1 (+4)
Stealth 1 (+7)
Technology 8 (+15)
Vehicles 3 (+8)

Advantages:
Agile Feint, Defensive Attack, Equipment 13 (Bugship), Improved Aim, Improved Critical (Unarmed), Improved Defense, Inventor, Quick Draw, Ranged Attack 7, Set-Up, Takedown, Teamwork

Powers:
"BB Gun" (Flaws: Easily Removable) (Feats: Restricted to Those With Blue Beetle's Gloves) [16]
"Compressed Air" Blast 5 Linked to Affliction 8 (Strength; Dazed/Stunned/Incapacitated) (Extras: Ranged) (Diminished Range -1) (25) -- (26 points)
AE: "Blinding Flash" Dazzle Visuals 8 (Extras: Area- 60ft. Cone) (Flaws: Touch Range) (16)

"Blue Beetle Costume" (Flaws: Removable) [4]
Protection 1 (1)
"Suction Pads" Movement 1 (Wall-Crawling) (2)
Senses 2 (Infravision, Extended Vision) (2)
-- (5 points)

Equipment:
"Bugship"
(Huge, Strength 8, Flight 8, Defense 8, Toughness 9)
(Features: Alarm, Navigation System, Remote Control, Swimming 6, Immunity- Life Support 8, Blast 10, Electrified Hull, "Skywire" Line)
-- (64 points)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Blinding Flash +8 Area (+8 Affliction, DC 18)
Compressed Air +12 (+5 Ranged Damage & +8 Ranged Affliction, DC 20 & 18)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +4 (+5 Costume), Fortitude +5, Will +7

Complications:
Relationship (Booster Gold)- The two are lifelong friends, ever since they met up on Justice League International.
Motivation (Extra Money)- Though an industrialist, Kord is often short on cash, and frequently engages in "get-rich-quick" schemes with Booster.
Responsibility (Chubby)- Ted has a bit of a weight problem, and frequently tries to hide his gut.
Weakness (Weak Heart)- Ted has had a few heart attacks in action (though none overly serious).

Total: Abilities: 78 / Skills: 50--25 / Advantages: 30 / Powers: 20 / Defenses: 13 (166)

-With the second Blue Beetle, Charlton (the owners of the name now) was lucky enough to have Steve Ditko- co-creator of Spider-Man, and engineer of much of the first part of Peter Parker's life- working on the character. Debuting in Captain Atom's book, Ted Kord was a genius & athlete, combining an arthropodic gimmick with gadgetry and a whacky sense of humor (like a certain other Wall-Crawler), and soon got his own title, though it only lasted five issues, since Charlton was losing money big-time. Ted was an ally of Dan Garrett, the original Blue Beetle, who was killed as part of Ted's origin story (alas, Ted never got the Scarab). Pretty much the majority of what we know about Ted Kord would come about in the 1980s, as he is one of the first "new" characters seen in The Crisis on Infinite Earths, appearing on the Charlton Earth. He got his own series from 1986 to '88, written by Len Wein, and also joined the "Bwah-Ha-Ha!" JLA, forming a lifelong bromance with Booster Gold.
-Alas, despite the fame of this run, and a constant undercurrent of nostalgia for Ted as a character (I don't think I've met a comic book fan who dislikes the guy- he is in fact my best friend's favourite comic book character, despite him not being a DC fan as a rule), he wasn't overly-successful. After being nearly-crippled by Doomsday, he vanished into the nether regions of the DC Universe on stuff like Extreme Justice and Living Assault Weapons. The JLI reunion book Formerly the Justice League went nowhere as well. The most we generally saw of the guy was as the on-and-off pudgy guy in Birds of Prey hinting at a crush on Oracle.
-Ted's popularity combined with his lack of success in any particular book made him an ideal candidate for a murdering, and sure enough, he was killed in part of the prelude to Infinite Crisis, murdered by Maxwell Lord in a pretty good issue that focused on him and his thought process. He is nearly brought back in the Booster Gold Time Travel series, but Ted saves reality by returning to his "proper death".

THE BLUE BEETLE III (Jaime Reyes)
Created By:
Keith Giffen, John Rogers & Cully Hammer
First Appearance: Infinite Crisis #3 (Feb. 2006)
Role: Minority Legacy Hero
Group Affiliations: The Justice League of America, The Teen Titans
PL 10 (139)
STRENGTH
2/6 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Perception 4 (+6)
Ranged Combat (Cannon) 3 (+8)
Technology 3 (+4)

Advantages:
Extraordinary Effort, Power Attack, Ranged Attack 2

Powers:
"The Scarab"
Features 1: Quick Change (Changes to Blue Beetle as a Free Action) [1]
Enhanced Strength 4 [8]
Flight 6 (120 mph) (Flaws: Winged) [6]
Senses 12 (Analytical Hearing & Sight, Vision Counters Illusion & Concealment, Danger Sense, Darkvision, Radius Sight) [12]
"Infiltrator Mode" Morph 1 (Larger Mode- Higher Strength, No Weapons) (Extras: Metamorph) [6]
Protection 4 [4]
Immunity 1 (Heat) [1]

"Energy Cannon" Blast 11 (22) -- [26]
AE: "Sword & Shield" Strength-Damage +3 (Feats: Improved Critical) & Impervious Toughness 11 (Flaws: Distracting) (10)
AE: "Grappling Hook" Movement 1 (Swinging) (2)
AE: "Communications Satellite" Communication 3 (Electronic) (12)
AE: "Adaptation" Nullify Powers 10 (Extras: Broad- Energy Effects) (Flaws: Touch Range) (10)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Suit +8 (+6 Damage, DC 21)
Infiltrator Mode +8 (+11 Damage, DC 26)
Blades +8 (+9 Damage, DC 24)
Energy Cannon +8 (+11 Ranged Damage, DC 24)
Nullify +8 (+10 Nullify, DC 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+8 Scarab Protection, +5 Impervious), Fortitude +6, Will +6

Complications:
Relationship (Traci Thirteen)
Responsibility (Human Life)- Jaime does not wish to kill anybody, stating that the Scarab is like a "WMD".
Responsibility (The Natural World)- The Scarab appears unwilling to damage nature, and may refuse to assault things like anthropomorphized trees.

Total: Abilities: 52 / Skills: 10--5 / Advantages: 4 / Powers: 64 / Defenses: 14 (139)

-See, when you want to replace a dead hero with a Legacy that's also a minority to try to showcase some diversity in a fairly whitewashed line, THIS is how you're supposed to do it. Jaime Reyes felt like he was EVERYWHERE for a while- he joined the team books, he teamed up with guys, he showed up in the cartoons (like The Brave and the Bolt)- THIS is a Character Push. Unfortunately, the push eventually petered out after a few years as the main writers left (Giffen earlier, Rogers later on to work on a TV series)- Dan DiDio, friend to comics fans everywhere, said that the book had high expectations, "but lost its audience along the way". 39 or so issues is about as good as you're gonna get out of a modern new character these days, even if he IS a legacy (and it's not like Ted Kord had a lot of cred as a top-seller).
-Jaime Reyes is a Mexican-American kid who found Dan Garrett's old Scarab and became empowered- after a few token team-ups with big-name heroes, he revealed his Secret ID to his friends and family (I think many comic book writers are tired of that trope by now), and became a superhero in the Midwest. He joins the Teen Titans' revolving roster for a short while, discovers the alien nature of his Scarab, dates Traci Thirteen, and more. He seems popular-ish, and the book seems to have had some funny bits with his supporting cast, but the stories in general don't seem that interesting (at least going by his Way-Too-Detailed Wikipedia page).
-Jaime is a Rookie Hero with Tremendous Power, earning PL 9-9.5 status. His suit often has Variable-ish qualities thanks to the "unknown quantity" stuff it has (adaptive abilities, etc.), but its high-powered, can Morph to a larger form that puts the Scarab in control (neither Jaime nor the Scarab like that), and can cut through stuff pretty good.

SUPERBOY II (Conner Kent, aka Kon-El)
Created By:
Karl Kesel & Tom Grummett
First Appearance: Adventure Comics #500 (June 1993)
Role: Legacy Hero, Punk Kid
Group Affiliations: Project Cadmus, The Ravers, The Teen Titans, Young Justice
PL 12 (234)
STRENGTH
15 STAMINA 13 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Deception 3 (+5)
Intimidation 4 (+6)
Perception 5 (+6)
Ranged Attack (Heat Vision) 2 (+10)

Advantages:
All-Out Attack, Improved Initiative, Ranged Attack 5

Powers:
"More Powerful Than a Speeding Locomotive" Power-Lifting 3 (6,000 tons) [3]
"The Boy of Steel" Protection 2 (Extras: Impervious 13) [15]
Immunity 11 (Life Support, Aging) [11]

"Heat Vision" Blast 14 (Feats: Extended Reach, Precise) (30) -- [38]
AE: "Heat Beam" Damage 12 (Extras: Area- 30ft. Line) (24)
AE: "Ground Pound" Affliction 12 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (24)
"Tactile Telekinesis"
AE: Transform 8 (Any Object into Different Shape or Dissassembled) (24)
AE: "Dust Cloud" Dazzle Visuals 8 (Extras: Area- 30ft. Burst) (Flaws: Touch Range) (16)
AE: "Tactile Attack" Blast 10 (Feats: Accurate, Variable- Any Material) (Flaws: Requires Particulate/Broken Pieces of Material) (12)
AE: "TK Field" Immunity 5 (Ensarement Effects) (5)
AE: "Projected Field" Force Field 8 (Extras: Ranged, Affects Others) (24)
AE: "Freeze People" Snare 8 (Extras: Perception-Ranged) (Flaws: Limited to People Standing on Same Object He Is) (24)

"Faster Than a Speeding Bullet"
Flight 15 (64,000 mph) (Feats: Dynamic) (31) -- [35]
Dynamic AE: Quickness 8 (Feats: Dynamic) (9)
Dynamic AE: Speed 12 (8,000 mph) (Feats: Dynamic) (13)
Movement 1 (Space Travel 1) [2]

Senses 14 (Extended Vision & Hearing 2, Infra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [14]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Heat Beam +12 Area (+12 Damage, DC 27)
Heat Vision +10 (+14 Ranged Damage, DC 29)
Dust Cloud +8 Area (+8 Affliction, DC 18)
Ground Pound +12 Area (+12 Affliction, DC 22)
Tactile Attack +12 (+10 Ranged Damage, DC 25)
Freeze People -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +15 (+7 Impervious), Fortitude +13, Will +6

Complications:
Relationship (Superman)- Conner initially disrespected Superman, but came to view him as a mentor figure, though he was always a bit uppity.
Relationship (Tana Moon, Wonder Girl)- Superboy was in love with Tana for years, but his flirtacious nature and douchebaggery often split them up. After she died, he had a "one true love" thing with Cassie Sandsmark.
Responsibility (The Clone of Lex Luthor)- Superboy sometimes goes a little nuts, thinking he's got evil genes or some stuff.
Power Loss (TK Field)- Superboy's Tactile Telekinesis was less effective in blocking Energy Attacks.
Power Loss/Weakness (Kryptonite)- Superboy is affected by Kryptonite, which will depower and then slowly kill him.
Vulnerable (Magic)- Superboy shares the vague Magic-weakness of most Kryptonians.

Total: Abilities: 92 / Skills: 14--7 / Advantages: 7 / Powers: 118 / Defenses: 10 (234)

-The '90s Superboy probably goes down as one of my least favourite characters EVER- it was like someone took Danny Chase and gave him actual high-tier super-powers so that he was POWERFUL as well as being a royal dick. He was basically a giant walking stereotype of what old people thought teenagers were like, being all "Oh YEAH! X-Ray Specs!" and checking out his crush Tana and stuff. That stupid fade haircut that was longer on top, the mid-part in the hair, the stupid sunglasses, the leather jacket... it was like the '90s barfed all OVER this stupid kid. Coming in with a chip on his shoulder ("Call me SUPERMAN!") didn't help. I suppose we were SUPPOSED to dislike him, but he came off this way in his OWN series, too!
-So yeah, not a fan of the kid back in the day. He was sort of like Reggie Mantle but without all of the positive qualities, and worse fashion sense. He hit on that Tana Moon chick all the time, screwed around in Hawai'i, and went off into space with "The Ravers" (swear to God not making that name up). He joined Young Justice and had some adventures I never cared to read about (they drew teenagers to look like small children!), plus a ton of other stuff going on according to his War and Peace-length Wikipedia bio. He famously got retconned into being the clone of Lex Luthor with some Kryptonian DNA, turning his "Tactile Telekinesis" powers into Kryptonian ones, making him basically just Mini-Superman- this decision was made by Geoff Johns, who of course wrote in this very suggestion onto the letters page of the Superboy book and was rebuffed. Naturally, as an adult and a big-name writer in his own right, it was his prerogative to in fact ENSURE that his personal Fan-Fiction now becomes canon. Such is the nature of comics- where the fans can become the writers.
-Superboy was chosen as one of the big deaths of Infinite Crisis after a long run in Teen Titans (where he hooked up with Wonder Girl, long since having lost Tana to the Refrigerator)- this horribly-damaged most of the Titans kids, but took a backseat to the prior death of Impulse/Flash and the Original Superman & Lois Lane. He returned within only a couple of years, in The Legion of Three Worlds, treated almost like an afterthought as he & Impulse took on Superboy-Prime. He's improved since he was the little punk '90s kid circa 1993, but not by much- I found his relentless angsting over stupid things ("I'm Luthor's clone! That means I'm evil, because that's how stuff works!" "It's so horrible being super-powerful and good-looking! Look at me in my skintight "S" t-shirt and jeans!") hard to deal with- it was the clumsy, bad kind of writing that reads like a parody of what the '80s Teen Titans and New Mutants were about, perhaps forgetting that those kids had REAL problems and not "Kon-El" and his made up fake crap. I suppose it's a realistic depiction of a teenager who's completley self-obsessed, but that doesn't mean it's fun to read about.
-Superboy fits a PL 12 build, though was probably PL 10-11 in his debut (back when he had no Kryptonian powers, and his "Strength" and "Protection" were just Telekinesis)- he was eventually able to cause damage to Superboy-Prime with his punches, which is something few (even Black Adam!) could accomplish with regularity. Nowadays, he's strong as hell.

AMBUSH BUG (Irwin Schwab)
Created By:
Keith Giffen
First Appearance: DC Comics Presents #52 (Dec. 1982)
Role: The Jar-Jar Binks of the DC Universe
Group Affiliations: The Justice League of America, The Amber Butane Corps., The Uh-Oh Squad
PL 10 (192)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 10 (+15)
Athletics 8 (+11)
Close Combat (Unarmed) 2 (+12)
Expertise (Pop Culture) 8 (+8)
Perception 5 (+5)
Stealth 1 (+6)

Advantages:
Agile Feint, Benefit 4 (Cipher- Nobody Knows Him or His Past), Defensive Attack, Improved Critical (Unarmed), Improved Defenses, Improved Initiative 2, Improved Trip, Luck 3, Seize Initiative, Startle, Takedown, Well-Informed

Powers:
Teleport 14 (Extras: Extended, Easy, Accurate) [70]

"Fourth-Wall Breaker"
Features 1: Is Aware He's In a Comic Book, And Can See Other Publishers' Works [1]
Mind-Reading 10 (Flaws: Limited to Inner Monologues Spoken In Thought Balloon or Little Boxes) [10]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Initiative +13

Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +3, Fortitude +5, Will +5

Complications:
Power Loss (Defenses, Luck)- Ambush Bug is more easily-beaten by lunatics- only serious characters have trouble catching him.
Enemy (Arg!Yle! The Living Sock)

Total: Abilities: 52 / Skills: 34--17 / Advantages: 18 / Powers: 81 / Defenses: 24 (192)

-Ambush Bug was created by Keith Giffen to be a deliberately-silly, whacky character, but every time I've seen him, he pretty much comes off as Jar-Jar Binks. He was a regular guy given powers by Ben-El of the planet Schwab sending his wardrobe to Earth in hopes that it would survive Schwab's destruction. The character was introduced as a nuisance supervillain (though he did kill at least one person), and proved popular enough to immediately get two mini-series and several specials, usually done by Giffen and Robert Loren Fleming. It was full of in-jokes, satire (an arch-nemesis was an evil sock) and commentary about comics themselves, generally like Deadpool before Deadpool was a thing. He appears infrequently, but pops up in some background scenes due to his recognizable nature.
-Ambush Bug is more of a nuisance than a powerhouse, but is a good fighter and REALLY hard to get a hold of- he can also Teleport anywhere.

Y'know what's a weird thing to think about? The comparative times between the origins of some characters, especially when you compare the Golden & Silver Ages.

Here's an example- Barry Allen came out only SEVEN YEARS after Jay Garrick's book was cancelled. SEVEN. That seems like such a short period of time when you add it up. To put that in perspective, that's the amount of time between now and when COUNTDOWN came out at DC. That's like... super-recent history. The people who were kids in the early 1940s would have been only young adults when the heroes returned in the Silver Age. Notably, when Barry & Jay first met in The Flash of Two Earths, they were fairly-recent contemporaries in terms of age- Jay would have only been 15 or so years older! That number would only get LARGER and LARGER as time went on! Compare how old the JSAers were looking by even the 1980s! This is probably why so many of the elders were assumed to have lived on for the entire time, and why they had to write a bunch of Retcons to explain things.

A similar thing happens with Marvel's Cap & Namor- Cap was initially only frozen for about TWENTY YEARS- the equivalent of being frozen in 1995 today. That's not really that long- he'd barely remember Kurt Cobain committing suicide. And yet, he STILL felt like a "man out of time" in the groovy 1960s! By now, that must be an INSANE gap- Cap has now been frozen for around 55-60 years. Namor himself was basically an amnesiac hobo for that ENTIRE TIME.

Though it's still weird to me how few of the JSA members bred. It obviously makes sense looking at it from a writer's perspective- the aforementioned dates make it so that the JSAers would've had merely young children by 1960 or so, and so the writers probably felt comfortable just ignoring it. But cycle through a few decades, and you're left with only a tiny handful of this large group (many of whom are married) who managed to have kids. Even more if you count the All-Star Squadron.

Here's the list (note: A few may've had kids that I didn't list because I haven't studied them as deeply yet):

No Kids:
Jay Garrick (Joan was barren)
Johnny Thunder
Dr. Fate I
Sandman I
Sandy/Sand
The Star-Spangled Kid
Dr. Mid-Nite
The Spectre
Mr. Terrific
Green Arrow I
Firebrand I-II
Fireball
Neon the Unknown
Magno
Robin I
Aquaman I
Blackhawk
Captain Triumph
Manunter I-II
Merlin the Magician
Merry, Girl of 1000 Gimmicks
Max Mercury
Robotman I
Dr. Occult
Judomaster I-II
Sargon the Sorcerer
Speed Saunders
TNT & Dan the Dyna-Mite
The Whip
Tor, The Magic Master
Little Boy Blue
Kuei
Alias the Spider
Crimson Avenger & Wing
Billy Gunn
Shining Knight
Vigilante & Stuff
Doll Man
Human Bomb
Invisible Hood
The Jester
Midnight
Miss America
Red Torpedo
The Red Bee
Uncle Sam
Flying Fox
Fury
Superman

Kids (most are VERY young considering the age of their parents):
Batman (Huntress)
Wonder Woman (Fury)
Fury (Fury, because WW no longer existed)
Hippolyta (Wonder Woman, sorta)
Hourman (Rick Tyler)
Hawkman & Hawkgirl (Silver Scarab)
The Red Tornado (even back in the '40s she was a mother)
Starman (Jack & David)
Stripesy (Mike; stepfather to Stargirl)
Commander Steel (the successive Steels)
Zatara (Zatanna)
Johnny Quick & Liberty Belle (Jesse Quick)
Air-Wave I (Air-Wave II)
Tarantula (his granddaughter is the new Tarantula)
The King (King Chimera is his descendent)
Iron Munro & Phantom Lady (grandparents of Kate Spencer)
Alan Scott (Jade & Obsidian, from a schizophrenic villainess)
Wildcat (Tom Bronson, as well as another kid mentioned only as a Retcon, who died)
Black Canary (the second Black Canary, via retcon)
The Atom (Damage)
Neptune Perkins & Tsunami (actually her kid was by another man)
Tigress (Tigress III)

Maybe Had Kids:
Mister America (presumably had some, unless a cousin or brother resulted in Trey's birth in the future)


So... not a bad bunch in terms of breeders (though a huge number were "mystery kids" the parents didn't know about; the rest were largely introduced as adults), but they're DWARFED by the numbers of childless men and women.

KID FLASH I (Wallace Rudolph "Wally" West)
Created By:
John Broome & Carmine Infantino
First Appearance: The Flash #110 (Dec. 1959)
Role: Speedster, The Average Guy, Team Stick-In-The-Mud
Group Affiliations: The Teen Titans, The Justice League of America, The Titans
PL 10 (183)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 8/10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 5 (+8)
Close Combat (Unarmed) 4 (+12, +14 Speed Force)
Deception 2 (+5)
Expertise (Pop Culture) 2 (+4)
Insight 3 (+5)
Investigation 2 (+4)
Perception 4 (+6)
Persuasion 1 (+3)
Ranged Combat (Thrown Objects) 1 (+11)
Sleight of Hand 2 (+6)
Stealth 1 (+6)
Technology 2 (+4)
Vehicles 1 (+5)

Advantages:
Agile Feint, Defensive Attack, Defensive Roll 2, Equipment (Uniform Inside Ring), Great Endurance, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Move-By Action, Power Attack, Ranged Attack 6, Redirect, Seize Initiative, Set-Up, Takedown 2, Teamwork

Powers:
"Access to the Speed Force"
Speed 13 (16,000 mph) [13]
Quickness 12 [12]
Enhanced Advantages 3: Enhanced Initiative 3 [3]
Enhanced Fighting 2 [4]
Immunity 1 (Friction Heat) [1]

"Speed Feats"
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Running) [3]
"Knockdown Whirlwind" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Line +2) (Flaws: Limited Degree, Instant Recovery) Linked to Damage 6 (Extras: Area- 60ft. Line +2) (28) -- [35]
AE: "Suffocating Whirlwind" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Cylindar) (24)
AE: "Move Debris" Move Object 10 (Extras: 60ft. Cylindar +2) (Flaws: Touch Range) (20)
AE: "Rapid Attack" Strength-Damage +3 (Extras: Multiattack 6) (9)
AE: "Hit Everyone in Range" Strength-Damage +3 (Extras: Area- 60ft. Burst +2 for 6 ranks) (15)
AE: "Throw Debris" Blast 8 (Extras: Multiattack) (Quirks: Requires Debris -1) (23)
AE: Deflect 12 (12)
AE: "Vibrating Molecules" Insubstantial 4 (Flaws: Limited to While Running) (16)

Offense:
Unarmed +14 (+3 Damage, DC 18)
Hyperfast Punch +14 (+6 Damage, DC 21)
Rapid Attack +14 (+6 Damage, DC 21)
Hit Everyone +6 Area (+6 Damage, DC 21)
Throw Debris +12 (+8 Ranged Damage, DC 23)
Whirlwinds +10 Area (+10 Affliction, DC 20)
Initiative +17

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +3 (+5 D.Roll), Fortitude +6, Will +7

Complications:
Relationship (Barry Allen)- Wally looks up to Barry greatly, but doesn't talk about him much to his fellow Titans.
Relationship (Raven)- Wally was convinced that he loved Raven, but grew to despise her when he found out it was due to manipulation on her part (she wanted him to help her fight Trigon).
Responsibility (Conservative)- Wally is extremely conservative, and violently against Russian people and "Commies" like them. He wishes his Liberal teammates wouldn't give him trouble over this.
Disabled (Speed Kills)- Wally's own powers are in fact slowly killing him. He would discover this, and eventually retire due to them. It was fixed during The Crisis on Infinite Earths.
Relationship (Frances Kane)- Magenta eventually hooks up with Wally, and her desires to have a normal life would help convince him to retire.

Total: Abilities: 54 / Skills: 30--15 / Advantages: 25 / Powers: 68 / Defenses: 21 (183)

-Wally West, as Kid Flash (debuting as a generic Kid Sidekick, gaining Flash's powers in a horribly-contrived way by JUST HAPPENING to be struck by a lightning bolt hitting the same chemicals that'd caused Barry Allen's transformation), has kind of has a weird place in Titans history, as he was there for almost all the major initial stories (the '60s era, the debut of the Wolfman/Perez era, the mass battles against Trigon), but then rapidly disappeared (he missed out on The Judas Contract, having retired just as Terra was starting out on the team), having lost his powers, and then taken his mentor's place as The Flash before the 1980s were over. This meant that he wasn't a part of almost any other Titans era, and often isn't even recognized as a big part of the team (a similar problem is experienced by the X-Men's Banshee, who sat out The Dark Phoenix Saga with an injury), save him showing up in Devin Grayson's era Titans pulling double-duty on the JLA and the 10-man Titans squad (though Grayson was annoyed to find them doing a "Flash is replaced by his future self" thing right away, forcing her to drop him as a major character).
-It was kind of an interesting gimmick, though by that point, Flash was so powerful a character that they basically had to dumb him down to fight Titans enemies (I'd imagine his own series did much the same). In the '80s however, Wally was kind of the "boring guy"- the regular guy with powers, dealing with all the nutty characters around him who were all obsessive and stuff (Dick, Raven & Victor were pure angst, Gar was a joker, Starfire all passion, and Donna was the only other normal one), but with a sense of middle-American douchebaggery, as he constantly gave Red Star crap for being a "Commie" etc. He was the one dishing out all the conservative points of view, while the others were all more liberal. Made for a unique perspective, even though Wolfman clearly didn't take his side most of the time, making him a strawman at points (and by "almost" I mean "Wally was depicted as a giant, uncompromising ass every time politics showed up, and justified it by implying that this was natural behavior for a Conservative").
-But Wally just wasn't a good FIT for the book sometimes- he didn't fit the two "Triangles" that Wolfman & Perez had designed around the team (basically, Cyborg was serious & Changeling too much of a joker; Raven was serious and Starfire was pure passion; Dick & Donna represented the "balance" between the extremes).
-As Kid Flash, Wally is a great help to his teammates, but often gets overshadowed by their greater power. At this point, he's basically just Flash Lite. At PL 10 (184), he's the priciest of the squad so far.

THE FLASH III (Wallace Rudolph "Wally" West, aka Kid Flash I)
Created By:
John Broome & Carmine Infantino
First Appearance: The Flash #110 (Dec. 1959)
Role: Speedster, The Average Guy, Team Stick-In-The-Mud
Group Affiliations: The Teen Titans, The Justice League of America, The Titans
PL 12 (242)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 8/10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 7 (+10)
Close Combat (Unarmed) 4 (+12, +14 Speed Force)
Deception 2 (+5)
Expertise (Science) 3 (+5)
Insight 5 (+7)
Investigation 6 (+8)
Perception 4 (+6)
Persuasion 2 (+5)
Ranged Combat (Thrown Objects) 3 (+13)
Sleight of Hand 2 (+6)
Stealth 1 (+6)
Technology 3 (+5)
Vehicles 2 (+6)

Advantages:
Agile Feint, Defensive Attack, Defensive Roll 5, Equipment (Uniform Inside Ring), Evasion, Great Endurance, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Inspire, Move-By Action, Power Attack, Ranged Attack 6, Redirect, Seize Initiative, Set-Up, Takedown 2, Teamwork

Powers:
"Access to the Speed Force"
Speed 20 (2,000,000 mph) [20]
Quickness 20 [20]
Enhanced Advantages 5: Enhanced Initiative 5 [5]
Enhanced Fighting 2 [4]
Immunity 1 (Friction Heat) [1]

"Lend Speed"
Speed 8 (Extras: Affects Others Only +0) (Flaws: Fades) [4]
Quickness 6 (Extras: Affects Others Only +0) (Flaws: Fades) [3]
Enhanced Fighting 4 (Extras: Affects Others Only +0) (Flaws: Fades) [4]
Enhanced Dodge 4 (Extras: Affects Others Only +0) (Flaws: Fades) [2]

"Speed Feats"
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Running) [3]
"Knockdown Whirlwind" Affliction 12 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Line +2) (Flaws: Limited Degree, Instant Recovery) Linked to Damage 6 (Extras: Area- 60ft. Line +2) (30) -- [42]
AE: "Suffocating Whirlwind" Affliction 12 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Cylindar) (24)
AE: "Move Debris" Move Object 11 (Extras: 60ft. Cylindar +2) (Flaws: Touch Range) (22)
AE: "Rapid Attack" Strength-Damage +5 (Extras: Multiattack 8) (13)
AE: "Hyperfast Punch" Strength-Damage +7 (7)
AE: "Hit Everyone in Range" Strength-Damage +5 (Extras: Area- 60ft. Burst +2 for 8 ranks) (21)
AE: "Throw Debris" Blast 8 (Extras: Multiattack) (Quirks: Requires Debris -1) (23)
AE: "Spin Attack" Affliction 12 (Fort; Impaired & Dazed/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition) (Flaws: Grab-Based) (12)
AE: Deflect 12 (12)
AE: "Vibrating Molecules" Damage 12 (Extras: Multiattack) (24)
AE: "Vibrating Molecules to Make Things Kersplode" Damage 12 (Extras: Area- 30ft. Burst) (24)
AE: "Heal Others" Healing 8 (Flaws: Limited to Capabilities of Natural Recovery) (8)
AE: "Stealing Speed" Weaken Speed Powers 10 (Extras: Perception-Ranged +2) (30)

Offense:
Unarmed +14 (+3 Damage, DC 18)
Hyperfast Punch +14 (+10 Damage, DC 25)
Rapid Attack +14 (+8 Damage, DC 23)
Vibrating Molecules +14 (+10 Damage, DC 25)
Hit Everyone +8 Area (+8 Damage, DC 23)
Throw Debris +12 (+8 Ranged Damage, DC 23)
Spin Attack +12 (+12 Affliction, DC 22)
Whirlwinds +12 Area (+12 Affliction, DC 22)
Initiative +21

Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +3 (+8 D.Roll), Fortitude +6, Will +10

Complications:
Motivation (Honoring Barry Allen's Memory)- Wally West treated Barry like a beloved father, and was among those most-struck by his death. He devotes his career as The Flash to upholding Barry's memory.
Relationship (Linda Park, Kids, etc.)- Wally has a pretty massive supporting cast of his own.
Enemy (The Rogues)- Wally & Barry's large Rogues Gallery of nutty Gimmick Villains and others provide a constant source of annoyance. Some are more good-natured, some are just in it for money, and some are straight-up murderous (Professor Zoom).
Relationship (Kyle Rayner)- The two got off to a bad start (Wally was actively against the rookie Lantern, feeling he hadn't earned his keep), but eventually became close friends.
Relationship (Dick Grayson)- Wally & Nightwing are best friends.
Quirk (Big Eater)- Wally requires a great deal of nourishment to maintain his high-speed lifestyle.

Total: Abilities: 56 / Skills: 44--22 / Advantages: 28 / Powers: 108 / Defenses: 28 (242)

-Though I gotta say, that Kid Flash outfit friggin' RULES. It looks SO much cooler than any of the Flash uniforms (and keep in mind that I LIKE Flash's Silver Age costume- it's the iconic Speedster look). No wonder they switched Impulse's around to that style... but kind of made it ugly and stupid in the process. You can't win 'em all. Wally himself finally got a major upgrade a few decades after he appeared, becoming the first & only major-league Sidekick to permanently replace his Mentor on a full-time level without a quickie Resurrection. As The Flash, he took over his Uncle Barry's old series, and went on numerous highly-thought-of runs thanks to various good writers (Geoff Johns & Mark Waid apparently did quite well)- he's sort of like DC's version of Daredevil, in that he's quite self-contained in his own book, but they're almost always critically-acclaimed runs.
-Like much of the Big Seven, The Flash is a high-level character, packing PL 12 stats. Super-Speed can end up pricey with all the add-ons and Extras and Power Feats and stuff, but hey- it's The Big Seven. No time to save points, ya know? He's got a TON of tricks to use with it, from rapid-fire bursts to massive super-fast punches, to air currents, spinning, vibrations that blow stuff up, etc. His Super-Speed boosts his Attack & Defense bonuses up to REALLY high levels, too, but he can still be caught flat-footed alright. He's also capable of Lending Speed to others, which he did often enough that I felt like including it, but it's not a regular thing. He's only PL 11 with his Super-Speed Punches (varying between a Multiattack, a stronger Super-Punch, and Area Effects), but at PL 12 defensively, he's one of the hardest super-heroes to land a solid hit on.

THE FLASH II (Bartholomew "Barry" Allen)
Created By:
Robert Kanigher, John Broome & Carmine Infantino
First Appearance: Showcase #4 (Oct. 1956)
Role: Speedster
Group Affiliations: The Justice League of America
PL 12 (257)
STRENGTH
3 STAMINA 3 AGILITY 5
FIGHTING 8/10 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 4 PRESENCE 3

Skills:
Athletics 7 (+10)
Close Combat (Unarmed) 4 (+12, +14 Speed Force)
Deception 4 (+7)
Expertise (Science) 8 (+16)
Expertise (Police Officer) 2 (+10)
Insight 3 (+7)
Investigation 7 (+11)
Perception 4 (+6)
Persuasion 2 (+5)
Ranged Combat (Thrown Objects) 3 (+13)
Sleight of Hand 2 (+6)
Stealth 1 (+6)
Technology 8 (+16)
Vehicles 2 (+6)

Advantages:
Agile Feint, Defensive Attack, Defensive Roll 5, Equipment (Uniform Inside Ring), Evasion, Great Endurance, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Inspire, Interpose, Move-By Action, Power Attack, Ranged Attack 6, Redirect, Seize Initiative, Set-Up, Takedown 2, Teamwork

Powers:
"Access to the Speed Force"
Speed 20 (2,000,000 mph) [20]
Quickness 20 [20]
Enhanced Advantages 5: Enhanced Initiative 5 [5]
Enhanced Fighting 2 [4]
Immunity 1 (Friction Heat) [1]

"Shifting Thoughts" Immunity 10 (Mental Effects) (Flaws: Sustained +0) [10]

"Speed Feats"
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Running) [3]
"Knockdown Whirlwind" Affliction 12 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Line +2) (Flaws: Limited Degree, Instant Recovery) Linked to Damage 6 (Extras: Area- 60ft. Line +2) (30) -- [40]
AE: "Suffocating Whirlwind" Affliction 12 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Cylindar) (24)
AE: "Move Debris" Move Object 11 (Extras: 60ft. Cylindar +2) (Flaws: Touch Range) (22)
AE: "Rapid Attack" Strength-Damage +5 (Extras: Multiattack 8) (13)
AE: "Hyperfast Punch" Strength-Damage +7 (7)
AE: "Hit Everyone in Range" Strength-Damage +5 (Extras: Area- 60ft. Burst +2 for 8 ranks) (21)
AE: "Throw Debris" Blast 8 (Extras: Multiattack) (Quirks: Requires Debris -1) (23)
AE: "Spin Attack" Affliction 12 (Fort; Impaired & Dazed/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition) (Flaws: Grab-Based) (12)
AE: Deflect 12 (12)
AE: "Vibrating Molecules" Insubstantial 4 (20)
AE: "Quick Learning" Variable 3 (Flaws: Limited to Skills, Must Have Information to Speed-Read, Fades) (12)

Offense:
Unarmed +14 (+3 Damage, DC 18)
Hyperfast Punch +14 (+10 Damage, DC 25)
Rapid Attack +14 (+8 Damage, DC 23)
Hit Everyone +8 Area (+8 Damage, DC 23)
Throw Debris +12 (+8 Ranged Damage, DC 23)
Spin Attack +12 (+12 Affliction, DC 22)
Whirlwinds +12 Area (+12 Affliction, DC 22)
Initiative +25

Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +3 (+8 D.Roll), Fortitude +6, Will +10

Complications:
Relationship (Iris Allen)
Motivation (Justice)
Enemy (The Rogues)- Wally & Barry's large Rogues Gallery of nutty Gimmick Villains and others provide a constant source of annoyance. Some are more good-natured, some are just in it for money, and some are straight-up murderous (Professor Zoom).

Total: Abilities: 72 / Skills: 54--27 / Advantages: 29 / Powers: 103 / Defenses: 26 (257)

-Barry Allen is one of the bigger-name DC characters I've actually seen fairly little. By the time I'd gotten into DC, he'd been dead for almost FIFTEEN YEARS, and his old Sidekick Wally was a very-established hero in his own right. And I wasn't reading the Flash book, so I missed most of when Barry made his big return. So I've effectively only seen him in The Crisis on Infinite Earths and Blackest Night, and only REALLY know him from the admiration every other character uses when they speak of him.
-Barry's debut in 1956 is considered by many to be the true, official beginning of the "Silver Age" of comics (I've also heard of J'onn J'onn's debut being used, but The Flash fits better), and his book was one of the best ones at DC by the estimation of most. It reminds me of Marvel's Fantastic Four, in that it seemed to be the one book that introduced all the crazy, world-changing ideas and created great influence, perhaps nothing bigger than The Flash of Two Worlds, in which Barry meets Jay Garrick, the Golden Age Flash and reveals that there are MULTIPLE EARTHS out there- eventually, these Crossovers became a constant feature in books.
-Barry was a Typical Superhero in a lot of ways, and is one of those guys who helped normalize the common tropes of the era- a hapless secret identity (Barry has a rep for being slow, ironically-enough), a Token Girlfriend (Iris West), a Kid Sidekick (Iris' nephew Wally), a Rogues Gallery, and more. He was a founding member of the Justice League, and was easily the most-popular Speedster in comics, pretty much emphatically normalizing that as a power-set forever. However, this didn't prevent weirdness from taking over- in the 1980s, Iris (now his wife) was murdered by Professor Zoom, who is then killed by Barry when he tries the same thing with another woman Barry's about to wed. Barry runs into the future to escape a murder conviction, finding that Iris had actually been sent there instead of dying. They are happily reunited...
-And then Barry died in the Crisis on Infinite Earths, getting the ultimate Heroic Sacrifice by running himself literally to death to stop The Anti-Monitor's machine from destroying all creation. Alas, Barry dies alone (they don't even discover he's dead until later), and his death is often overshadowed by the famous "Supergirl Death Pose" cover. The Flash's Legacy would definitely live on, however, as Wally would take up the mantle and become the most successful "Successor Hero" ever. His & Iris' children would grow up to be The Tornado Twins in the future, and meet The Legion of Super-Heroes (one of their kids would become the LOSH's "XS", the other would become Impulse when sent to our time). Barry would be hero-worshipped by Wally West, and then Geoff Johns would start fanboying the character even HARDER, to the point where Barry was resurrected during Final Crisis, a silly move that not only wrecked Wally's run as The Flash, but diminished Barry's sacrifice (one of the best deaths in comics). And then Barry created a whole new universe during Flashpoint, which makes HIM responsible for the Nu52. So screw Barry.
-Barry is mostly-retrofitted from my older build of Wally, but there are important differences- he can "phase" through objects, make himself Immune to Telepathic stuff (because his thoughts shift too quickly), and do rapid-fire "Quick Learning" to temporarily gain any kind of Skill. Barry's also INCREDIBLY-smart, judging from his ability to design the Cosmic Treadmill that allowed him to casually move through time (and across other dimensions).

THE ELONGATED MAN (Randolph William "Ralph" Dibny)
Created By:
John Broome & Carmine Infantino
First Appearance: The Flash #112 (May 1960)
Role: Stretchy Hero, Detective, Regular Guy
Group Affiliations: The Justice League of America, The Doom Patrol
PL 8 (150), PL 9 (150) vs. Physical Impacts
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Athletics 4 (+7)
Close Combat (Unarmed) 2 (+10)
Deception 5 (+8)
Expertise (Streetwise) 4 (+7)
Expertise (Science) 4 (+7)
Insight 4 (+8)
Investigation 9 (+13)
Perception 4 (+8)
Persuasion 2 (+5)
Stealth 2 (+6)

Advantages:
Evasion, Fast Grab, Grab Finesse, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Interpose, Ranged Attack 3, Set-Up, Teamwork, Tracking

Powers:
"Elastic Body"
Elongation 6 (400 feet) [6]
Immunity 5 (Falling Damage) [5]
Protection 2 [2]
Protection 2 (Extras: Impervious 5) (Flaws: Limited to Physical Impacts) [6]
Movement 2 (Slithering, Safe Fall) [4]

"Elongation Tricks"
"Malleable Form" Insubstantial 1 (Feats: Precise) (6) -- [10]
AE: "Complex Lifting Structure" Power Lifting 4 (3,200 lbs.) (4)
AE: "Form Shapes" Morph (Shapes) 2 (Flaws: Limited to Simple Shapes) (Quirk: Retains Colours -1) (4)
AE: "Flat Sheet" Flight 2 (Flaws: Gliding) (2)
AE: "Hammer/Ball Fists" Strength-Damage +4 (4)

"Nose Twitch" Features 1: May Spend a Hero Point and Detect a Mystery or Clue [1]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Hammer Fists +10 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6 (+8 vs. Physical Impacts), Fortitude +5, Will +7

Complications:
Relationship (Sue Dibny)- Ralph worshipped and adored his wife Sue. When she was killed, he was completely shattered.
Motivation (Solving Mysteries)- Ralph loves to solve mysteries, and once travelled America in a convertible to solve them.

Total: Abilities: 70 / Skills: 40--20 / Advantages: 14 / Powers: 34 / Defenses: 12 (150)

-Elongated Man was created largely by accident- Julius Schwartz wanted a sidekick for The Flash, but noted that he he'd have known that DC owned the rights for the popular Golden Age hero Plastic Man, then he'd have never chosen "Elongated Man" as a name. In addition to having one of the worst names in comic book history, he also has one of the stupidest ORIGINS- a teen fascinated by contortionists, he discovered that all of the successful ones drank a popular soda called "Gingold", he learned chemistry and made a super-concentrated version of "gingo" fruit and gave himself elasticity. He thus becomes a superhero and helps out The Flash on some cases- he's one of the first Silver Age heroes to marry his love interest- a cutie-pie named Sue. He showed up sometimes in Detective Comics as a back-up feature, but wasn't a major thing until he joined The Justice League in the early '70s, becoming a staple of the book.
-He & Sue had a... oh my God... a STABLE, HAPPY RELATIONSHIP IN A COMIC BOOK. What in the HELL?!? That's IMPOSSIBLE! Unfortunately, I dismissed him out of hand as a kid because... well, his name is THE FREAKING ELONGATED MAN. Look at his damn costume! One of the lamest superhero powers combined with THAT outfit and THAT name! It was like he was BEGGING to be disliked! Though well-thought-of by many fans, he was absent for most of the '90s.
-He was the central figure in Identity Crisis, a controversial and consequential story at DC in the early 2000s. The sad thing about the book is, while there were a lot of issues regarding the subject matter (My roomate: "Is he RAPING her?... Ugh- I don't wanna read comics about that!"), the half-assed way they offed certain people (Firestorm- a major character in the 1980s- gets all the focus and gravitas of the freakin' Ten-Eyed Man in The Crisis on Infinite Earths), the increasing darkness in comics books, or the way certain characters were portrayed or shown (Deathstroke handing a squadron of Leaguers their asses while they carefully attack him one at a time in melee like they're henchmen on the Batman series)... it was actually REALLY WELL WRITTEN. The dialogue was often excellent- Ralphs description of his relationship with Sue, the funeral, and the way the characters interacted with each other- all of that was great. The art by Rags Morales was his career-best stuff (there's a GREAT shot of Wonder Woman that's basically just the Lasso on her hip). It's just... they shoulda had a better Editor covering it. Brad Meltzer is clearly a very talented writer, with something great to offer comics (though he's largely a novelist by trade), but somebody needed to look at some of that and go "no, Brad- this needs to be a different way".
-So Sue was killed off in a big story (she hadn't been a major character in eons, so it's not like it affected the universe too much- it was just kind of an unnecessary downer in a decade of HUGE downer stories), leaving Ralph despondent- the perpetrator was Jean Loring, an Atom character who went on to become Eclipso (stupid) and pretty well vanished. He is an important part of 52, though I didn't find his over-arching storyline (resurrecting Sue, but actually planning to betray Felix Faust) very interesting, and he is killed at the end of it- his own plan to be with Sue once again. They end the story as Ghost Detectives, basically disappearing for the most part, aside from a few hints or quickie appearances here and there.
-On JLU he was played by Jeremy Piven of all people, and got some of the best lines for a side-character. They basically made fun of how low-level he was. When a whole ass-load of Leaguers get called down to fight Viking-hat himself, Mordru The Dark Lord, Ralph & Booster Gold get stuck on "Crowd Control", since they're the worst heroes there. As Green Lantern even says to poor Ralph, "We've got Plastic Man down there already! We don't need TWO stretchy guys!" Ralph is perturbed, but gets called in to fight anyways once Superman, Batman & Wonder Woman get merged together by Dark Magic. Since it's Booster's solo episode, we get a long story featuring him, and then RIGHT at the end, we get one of the funniest moments in the show's history:
-Ralph is shown pulling in an unconscious Mordru, with all the others congratulating him. GL walks up and says "that was about the SLICKEST move I have EVER seen." Yup, he kicked Mordru's ass OFF-CAMERA.
-Elongated Man's like a lower-level Reed Richards in most ways, being a weak PL 8 front-line fighter with PL 9 Defensive capabilities, but he's got some nice tricks, AND he's a good Detective. Not BATMAN good, but he's still pretty good. He can form Hammer Fists (I think), lift stuff better than most guys his size, fold between a doorframe, stick his nose down a chimney, and Glide lightly.

DESPERO (aka L-Ron)
Created By:
Gardner Fox & Mike Sekowsky
First Appearance: Justice League of America #1 (Oct. 1960)
Role: Big Bad Villain, Mind-Controller
Group Affiliations: The Justice League of America (as L-Ron), The Injustice League, The Secret Society of Super-Villains
PL 14 (275)
STRENGTH
3/18 STAMINA 4/18 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 4 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Space Conqueror) 8 (+13)
Expertise (Science) 3 (+8)
Insight 4 (+8)
Intimidation 9 (+12, +13 Size)
Perception 6 (+10)
Technology 3 (+8)
Vehicles 2 (+4)

Advantages:
Power Attack, Ranged Attack 8, Startle, Ultimate Toughness Check

Powers:
"The Third Eye"
Mind Control 14 (Feats: Dynamic, Subtle, Insidious) (59) -- [69]
Dynamic AE: "Telepathy" Mind-Reading 14 & Communication (Mental) 3 (Extras: Selective, Area) (Feats: Dynamic) (47)
Dynamic AE: "Telekinesis" Move Object 14 (Extras: Perception-Ranged) (Feats: Dynamic) (43)
Dynamic AE: Illusion (Visual & Hearing) 12 (Feats: Dynamic) (37)
Dynamic AE: "Mental Stun" Affliction 12 (Will; Dazed/Stunned/Paralyzed) (Extras: Area- 60ft. Cone, Sustained +2) (Feats: Dynamic) (49)
Dynamic AE: "Mental Blast" Blast 12 (Extras: Will Save, Perception-Ranged) (Feats: Dynamic) (49)

"The Flame of Py'tar"
Enhanced Strength 15 [30]
Enhanced Stamina 14 [28]
"Natural Size" Growth 3 (+3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Flaws: Limited to Non-ST & STA Growths) [3]
Flight 12 (8,000 mph) [24]
Immunity 10 (Life Support) [10]
Immortality 2 [4]
Regeneration 8 (Feats: Regrow Limbs) [9]

Offense:
Unarmed +10 (+3 Damage, DC 18)
Flame-Bred Strength +10 (+18 Damage, DC 33)
Mind-Reading -- (+14, DC 24)
Mind Control -- (+14 Perception-Ranged Affliction, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+18 Flame-Bred Power), Fortitude +4 (+18 Flame-Bred Fortitude), Will +8

Complications:
Motivation (Power)- Despero often rules the planet of Kalanor, and wishes to conquer the Universe.
Enemy (The Justice League)- Despero nearly always exclusively fights the Justice League- he despises the heroes, and carries a massive grudge for having been beaten time and time again.

Total: Abilities: 68 / Skills: 40--20 / Advantages: 11 / Powers: 165 / Defenses: 11 (275)

-Despero is the first big supervillain the newly-formed Justice League of America fought, and would become a recurring threat, with appearances every few years or so (1960, '64, '76, '80, '86, '90- almost like clockwork)- he's the tyrannical ruler of Kalanor (classic 1960s Planetary name), but is defeated by a rebellion in alliance with the JLA and Snapper Carr. His Third Eye, the source of his hypnotic powers, is removed, but eventually grows back, and he faces the League again and again- he gains incredible power from the "Flame of Py'tar", but it's wrecked by Vibe and he's beaten again. His Big Reveal as a villain in the Giffen/DeMatteis League was a moment of seriousness for the book, provoking a dramatic battle. He is finally beaten when J'onn J'onzz shows him his ideal future- killing the League and ruling the world.
-His mind is switched with that of L-Ron, a League helper robot (named after L. Ron Hubbard, founder of $cientology), causing him to eventually return- this time, he allies with Johnny Sorrow, a JSA foe, and they form a team that becomes the major focus of JLA/JSA: Virtue and Vice, a great one-shot story that features the Seven Deadly Sins being unleashed onto various superheroes (naturally, Power Girl got "Lust"). Despero even takes over the body of Lex Luthor (then President of the United States)! Despero is beaten when the heroes target Sorrow's deadly "stare" attack on him. After this (his first storyline in a LONG while- he's sat out most of the 1990s, owing to its rejection of the Silver Age), he becomes a recurring villain, generally doing World Conquering schemes.
-Despero initially looked pretty silly- just a pink dude with a funny head and a third eye, and one of those classic goofy "regular word +o" Silver Agey names that sound rather silly these days. However, his Carlos Pacheco-drawn upgrade was BAD-ASS, making him look like this dominating physical threat. A much better look that gives him instant credibility. One time, Vril Dox manipulated him into fighting Starro the Conqueror (he lost, but regenerated). He got a good turn in the Justice League cartoon, owing largely to a power upgrade and KEITH FRIGGIN' DAVID using his "Evil Villain Voice" to great effect.
-Despero is INCREDIBLY-powerful, able to bring down high-level superheroes with little effort- he can match the Man of Steel or Captain Marvel in a pinch, and uses dreaded things like PL 14 Mind Control and high-end Regeneration and Immortality, meaning keeping him down is nearly-impossible. In Virtue and Vice, he tanks the combined attacks of Supes, Marvel, Wonder Woman & Power Girl- SIMULTANEOUSLY. Which is like a PL 16-17-level feat.

ARSENAL (Roy Harper, aka Speedy, Red Arrow)
Created by:
Mort Weisinger & Paul Norris
First Appearance: More Fun Comics #73 (Nov. 1941), New Titans #99 (July 1993- as Arsenal)
Role: Bad Boy, Recovering Addict, Archer Hero
Group Affiliations: The Teen Titans (Allies)
PL 10 (154)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 6
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 6 (+12)
Athletics 8 (+11)
Deception 2 (+6, +8 Attractive)
Expertise (Special Agent) 7 (+8)
Expertise (Drug User/Fighter) 8 (+9)
Expertise (Navajo Brave) 4 (+6)
Insight 4 (+6)
Intimidation 1 (+5)
Investigation 5 (+7)
Perception 8 (+10)
Persuasion 2 (+6, +8 Attractive)
Ranged Combat (Bow & Arrow) 2 (+15)
Technology 4 (+5)
Vehicles 1 (+7)

Advantages:
Accurate Attack, Agile Feint, Attractive, Beginner's Luck, Daze (Deception), Equipment 6 (Arsenal, Motorbike & Stuff), Improved Aim, Improved Critical (Bow) 2, Improved Critical (Guns), Improved Defense, Improved Disarm, Improved Smash, Languages (English, Navajo, Probably Some Other Stuff), Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 7, Seize Initiative, Set-Up, Teamwork, Uncanny Dodge, Ultimate Aim

Equipment:
"Paired Guns" Blast 6 (Extras: Multiattack) (18) -- (21)
AE: "Crossbow" Blast 5 (Extras: Penetrating) (15)
AE: "Bow & Arrow" Blast 4 (Extras: Multiattack) (12)
AE: "Thrown Marbles" Blast 3 (Feats: Ricochet 2) (8)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Thrown Marbles +13 (+3 Ranged Damage, DC 18)
Bow & Arrow +15 (+4 Ranged Damage, DC 19)
Crossbow +15 (+5 Ranged Damage, DC 20)
Guns +13 (+6 Ranged Damage, DC 21)
Initiative +6

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +8

Complications:
Relationship (Lian Harper)- Roy is/was utterly devoted to his daughter Lian, and he soon started blurting out "Lian's in there!!" every time some sort of threat came upon Titans Tower or another Titan. He actively played the protective single-dad thing.
Relationship (Cheshire)- Roy's brief hook-up with the evil assassin years before has resulted in the birth of a daughter. Though Roy is often infatuated or obsessed with his Asian Baby Mama, he definitely understands that she is an evil person. He will not resist her being sent to prison, but he will fight to save her life, if necessary. If only because she is the mother of his child.
Relationship (Green Arrow)- Ollie became Roy's caregiver once his adoptive father died. However, the two often quarrel, as despite Ollie's attempt at being The Hero For The Little Guy, he was often a forgetful, distant and neglectful father-figure. A lack of supervision or care in his life is what led Roy down his dark path.
Relationship (Black Canary)- When Ollie discovered Roy was using heroin, he beat the crap out of his ex-sidekick, and threw him out onto the street. It was Dinah who took care of Roy, observing him as he went through a horrible withdrawal process.
Addiction (Heroin)- When Roy was in a particularly dark place in his life (The Titans had split up, and Ollie had grown distant), he turned to partying for some solace, and hooked up with some bad apples. He soon became addicted to heroin, only breaking it when Dinah Lance made him go cold-turkey. He still feels the occasional twinge, and has since become an obsessive anti-drug crusader.
Motivation (Fighting Drug Addiction)- Roy has used his brush with drugs to become a devoted opponent of drugs. He is a DEA Agent, and has gone on speaking tours in the past to teach children about the dangers of drug addiction.
Reputation (Bad Boy)- Though Roy's flirtation with heroin was brief, he consistently puts off the appearance and act of being a bad boy. Most of this is intentional, but it often makes even the girls he authentically likes realize that he's not "Relationship Material".
Relationship (Donna Troy)- A childhood flirtation turned into something much more in more-recent times, with bad-boy Roy being the go-to guy for a disenchanted, identity-seeking Donna to slum around with. Though Donna remains fond of Roy, she broke up with him because she was never in love with him- by contrast, Roy is extremely devoted to her ("What can I say? I love that woman.")

Total: Abilities: 76 / Skills: 62--31 / Advantages: 33 / Powers: 0 / Defenses: 14 (154)

-Roy Harper started off as basically a Robin Rip-Off, to go with the fact that Green Arrow himself was basically a Batman Rip-Off (living in an Arrowcave, driving an Arrowcar, etc.) way back in the Golden Age. He got to join The Seven Soldiers of Victory and all sorts of stuff, and despite being from a different company from most of the major DC characters (The JSA was comprised of characters from two different companies, at first, but they soon merged), Green Arrow & Speedy got to survive all the way to the modern age, lasting even through the Comics Bust of the 1950s! Published straight through that time, the Earth-1 Speedy was basically the same as the first, but got to join the Teen Titans after their first batch of appearances.
-Speedy was pretty well forgettable and forgotten, however, until that famous "Green Arrow/Green Lantern" story featured him as a strung-out junkie (funnily enough, despite being ultra-famous an influential, it was poor-selling, and so the book was cancelled in its creative prime). He went through a one-issue withdrawal process (it's a LOT worse for most people), but it's since been the single event most-associated with Speedy as a character- his name is just an unfortunate gag attached to it (I mean... a guy named SPEEDY is a junkie?!). This led to a TON of brutally-told stories about the horrors of addiction and things like that, which actually had some fans writing in and COMPLAINING because comics were 'supposed to be escapist entertainment' and dealing with such real subjects were outside of their bounds. Wild, huh?
-Roy would briefly co-exist with the New Titans again, despite not being part of the Wolfman/Perez team. In these issues, Roy was revealed to be an ex-lover of Cheshire's, and actually THE FATHER OF HER DAUGHTER, making him on of the VERY few super-heroes who actually successfully bred with someone. Aaaaaaaand he's also kind of a reason why most writers DON'T have their heroes breed, as Lian became a constant source of angst for him, not to mention an easy crutch for every writer ("I know! Lian's with her!") who wanted to show a random crisis. And OTHER writers basically had to write AROUND Lian, as Roy couldnt just disappear for weeks on end the way MOST heroes do, because there was a kid in the picture.
-Roy has actually been a bigger character here-and-there, going from very rare appearances in "Titans" stuff (including their famous "Anti-Drug Issue") to a run as a Titans Leader (in a poorly-received mid-90s run with Kyle Rayner, Supergirl & others), a Limited Series and more- Devin Grayson really took a shine to the character, using him as a kind of Super-Hawt Bad-Boy Bad-Ass Extraordinaire, and he was actually good for a period of time. He finally dropped the stupid "Speedy" name and became "Arsenal", and was on a solid enough level that he basically escaped Green Arrow's shadow (Ollie was basically NEVER really involved with Roy after the '70s to a large extent) and became his own character- it didn't hurt that Ollie was dead for a good chunk of time. He was the leader of The Outsiders for a while, but I found that to be a GOD-AWFUL book. He got an upgrade when he dropped "Arsenal" and became "Red Arrow" at last (matching his "Kingdom Come" appearance), and joined the Justice League incarnation under Dwayne McDuffie & Ed Benes. Darker times would be ahead, though...
-Wouldn't ya know it, but James Robinson had to actually bite the bullet and KILL LIAN, thus turning Roy into a super-junkie again because he was depressed. This was... RATHER CONTROVERSIAL, and let's leave it at that- it both regressed Roy and used yet another example of Refrigerator Stuffing (something that affected MANY Titans) to demolish the supporting cast of books. He went a bit crazy, became a super-martial-artist, and then ended up in the Nu52, leading a new team of Outsiders.
-Roy is a very good fighter overall, making PL 10 with the use of a Bow & Arrow or a Crossbow (both elements of his Arsenal design, though he is often scene with double Semi-Automatic Pistols), but he's lacking a bit defensively. In most stories, he fits in quite well as the lower-powered guy on a Titans or Justice League squad, and is probably just as good overall as Oliver Queen is (if a bit lacking as a solo combatant- he's always been a Team Guy, while Ollie fought solo or with a single partner more often). As a Team Player though, he definitely excels, and like most Non-Powered Guys, he's got a ton of Skills & Advantages to back him up.

SPEEDY (Roy Harper)- 1980s Version
Created by:
Mort Weisinger & Paul Norris
First Appearance: More Fun Comics #73 (Nov. 1941), New Titans #99 (July 1993- as Arsenal)
Role: Back-Up Characters
Group Affiliations: The Teen Titans (Allies)
PL 9 (148)
STRENGTH
2 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 6
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 6 (+12)
Athletics 8 (+11)
Deception 2 (+5, +7 Attractive)
Expertise (Special Agent) 5 (+6)
Expertise (Drug User/Fighter) 8 (+9)
Expertise (Navajo Brave) 4 (+6)
Insight 4 (+6)
Intimidation 1 (+4)
Investigation 5 (+7)
Perception 8 (+10)
Persuasion 1 (+4, +6 Attractive)
Ranged Combat (Bow & Arrow) 2 (+14)
Technology 4 (+5)

Advantages:
Accurate Attack, Agile Feint, Attractive, Equipment 1 (Solo Hero Gear), Improved Aim, Improved Critical (Bow) 2, Improved Defense, Improved Disarm, Improved Smash, Languages (English, Navajo, Probably Some Other Stuff), Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 6, Seize Initiative, Set-Up, Teamwork, Ultimate Aim

Powers:
"Trick Arrows" (Flaws: Easily Removable) [14]
"Explosive Arrow" Blast 6 (Extras: Area- 30ft. Burst) (18) -- (23 points)
AE: "Regular Arrows" Blast 4 (Feats: Split 2) (10)
AE: "Smoke Arrow" Concealment (Visuals) 2 (Extras: Area- 30ft. Cloud +2) (8)
AE: "Rope Arrow" Snare 6 (Inaccurate -1) (17)
AE: Movement 1 (Swinging) (2)
AE: "Flash Arrow" Dazzle Visuals 6 (12)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Bow & Arrow +14 (+4 Ranged Damage, DC 19)
Explosive Arrow +6 Area (+6 Ranged Damage, DC 21)
Rope Arrow +12 (+6 Ranged Affliction, DC 16)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +4, Fortitude +5, Will +7

Complications:
Relationship (Lian Harper)- Roy is/was utterly devoted to his daughter Lian, and he soon started blurting out "Lian's in there!!" every time some sort of threat came upon Titans Tower or another Titan. He actively played the protective single-dad thing.
Relationship (Cheshire)- Roy's brief hook-up with the evil assassin years before has resulted in the birth of a daughter. Though Roy is often infatuated or obsessed with his Asian Baby Mama, he definitely understands that she is an evil person. He will not resist her being sent to prison, but he will fight to save her life, if necessary. If only because she is the mother of his child.
Relationship (Green Arrow)- Ollie became Roy's caregiver once his adoptive father died. However, the two often quarrel, as despite Ollie's attempt at being The Hero For The Little Guy, he was often a forgetful, distant and neglectful father-figure. A lack of supervision or care in his life is what led Roy down his dark path.
Relationship (Black Canary)- When Ollie discovered Roy was using heroin, he beat the crap out of his ex-sidekick, and threw him out onto the street. It was Dinah who took care of Roy, observing him as he went through a horrible withdrawal process.
Addiction (Heroin)- When Roy was in a particularly dark place in his life (The Titans had split up, and Ollie had grown distant), he turned to partying for some solace, and hooked up with some bad apples. He soon became addicted to heroin, only breaking it when Dinah Lance made him go cold-turkey. He still feels the occasional twinge, and has since become an obsessive anti-drug crusader.
Motivation (Fighting Drug Addiction)- Roy has used his brush with drugs to become a devoted opponent of drugs. He is a DEA Agent, and has gone on speaking tours in the past to teach children about the dangers of drug addiction.
Reputation (Bad Boy)- Though Roy's flirtation with heroin was brief, he consistently puts off the appearance and act of being a bad boy. Most of this is intentional, but it often makes even the girls he authentically likes realize that he's not "Relationship Material".

Total: Abilities: 70 / Skills: 58--29 / Advantages: 23 / Powers: 14 / Defenses: 12 (148)

-Roy Harper in the 1980s was a generally-solid Trick Arrow guy (using Powers instead of generic Equipment now), but a bit lower than his Titans partners, who'd mostly hit PL 10 by this point.

SPEEDY (Roy Harper)- 1940s Version
Created by:
Mort Weisinger & Paul Norris
First Appearance: More Fun Comics #73 (Nov. 1941), New Titans #99 (July 1993- as Arsenal)
Role: Back-Up Characters
Group Affiliations: The Teen Titans (Allies)
PL 7 (98)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 7 (+8)
Deception 2 (+4)
Expertise (Navajo Brave) 4 (+4)
Insight 1 (+2)
Investigation 2 (+3)
Perception 6 (+7)
Ranged Combat (Bow & Arrow) 2 (+10)

Advantages:
Equipment 1 (Solo Hero Gear), Improved Aim, Improved Critical (Bow), Improved Defense, Improved Disarm, Ranged Attack 3, Set-Up

Powers:
"Trick Arrows" (Flaws: Easily Removable) [14]
"Explosive Arrow" Blast 6 (Extras: Area- 30ft. Burst) (18) -- (23 points)
AE: "Regular Arrows" Blast 4 (Feats: Split 2) (10)
AE: "Smoke Arrow" Concealment (Visuals) 2 (Extras: Area- 30ft. Cloud +2) (8)
AE: "Rope Arrow" Snare 6 (Inaccurate -1) (17)
AE: Movement 1 (Swinging) (2)
AE: "Flash Arrow" Dazzle Visuals 6 (12)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Bow & Arrow +10 (+4 Ranged Damage, DC 19)
Explosive Arrow +6 Area (+6 Ranged Damage, DC 21)
Rope Arrow +8 (+6 Ranged Affliction, DC 16)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +2, Fortitude +3, Will +5

Complications:
Relationship (Green Arrow)- Ollie became Roy's caregiver once his adoptive father died. However, the two often quarrel, as despite Ollie's attempt at being The Hero For The Little Guy, he was often a forgetful, distant and neglectful father-figure.

Total: Abilities: 46 / Skills: 30--15 / Advantages: 9 / Powers: 14 / Defenses: 14 (98)

-Roy as a rookie Sidekick with Green Arrow loses stats across the board, fitting a rather cheap, low-key Archer-type hero, but he's not really threatening to any individual characters yet.

GREEN ARROW I (Oliver Queen)
Created By:
Mort Weisinger & George Papp
First Appearance: More Fun Comics #73 (Nov. 1941)
Role: Super-Archer, Golden Age Hero
Group Affiliations: The Justice League of America (as L-Ron), The Injustice League, The Secret Society of Super-Villains
PL 8 (130)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+7)
Athletics 6 (+8)
Deception 6 (+9)
Expertise (Business) 5 (+7)
Insight 4 (+7)
Investigation 4 (+7)
Persuasion 3 (+6)
Perception 5 (+7)
Ranged Combat (Bow & Arrow) 2 (+12)
Stealth 2 (+7)
Vehicles 3 (+8)

Advantages:
Accurate Attack, Benefit 5 (Wealth), Equipment 7, Improved Aim, Improved Disarm, Improved Initiative, Improved Smash, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 5, Teamwork

Equipment:
"Bow & Arrow" Blast 4 (Extras: Multiattack) (12)

"Arrowcar" (8 points)
"Arrowplane" (19 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Bow & Arrow +12 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +7

Complications:
Motivation (Power)- Despero often rules the planet of Kalanor, and wishes to conquer the Universe.
Enemy (The Justice League)- Despero nearly always exclusively fights the Justice League- he despises the heroes, and carries a massive grudge for having been beaten time and time again.

Total: Abilities: 68 / Skills: 44--22 / Advantages: 25 / Powers: 0 / Defenses: 15 (130)

-Ah, the Golden Age Oliver Queen. FAR, far removed from the left-wing icon of the 1960s, this Ollie wasn't even part of the main DCU until the '60s happened! Prior to that, he was on the Seven Soldiers of Victory, and spent his time trying to be the biggest Batman rip-off of all time. You had the Arrowcar, the Arrowplane, the Arrowcave... and then there's the billionaire playboy secret I.D., he was summoned by an Arrow Signal, AND he had a teen sidekick in a domino mask! This character's so fundamentally silly that the Silver Age version basically replaced him entirely, even though publication of his book never stopped (he's one of the VERY FEW characters who survived the '50s purge that axed everyone else); they just said at some point it was a new Green Arrow. Granted, he was never a huge deal, but surviving the '50s is pretty impressive for ANY superhero, given how the genre nearly died.
-So while Ollie II went on to romance Black Canary and be every "edgy" writer's favorite super-hero, Earth-Two Ollie (who was Ollie I) was kicking around, being boring, until he was finally offed in the Crisis. The reason being that since the worlds were forming into one, there WAS no more Golden Age Green Arrow, and so the character needed to be removed. And unlike Superman, Wonder Woman, etc., this didn't cause any continuity headaches aside from replacing them on the Seven Soldiers (easy, given that Vigilante's sidekick wasn't on the initial team and could now be placed there). And thus ends Green Arrow I (curiously, I don't think Speedy I ever went anywhere... future storyline for Continuity Nerds?).
-Ollie is a pretty easy guy to stat, especially the Golden Age version, which focused more on his fancy equipment that explosive arrows and junk like that. He's basically a normal archer with a sidekick, so he gets most of the "Shooter" Advantages available, plus a bit of expenditure for Equipment (he has a PLANE).

GREEN ARROW II (Oliver Queen)
Created By:
Mort Weisinger & George Papp
First Appearance: More Fun Comics #73 (Nov. 1941)
Role: Super-Archer, Raging Hippie, Man-Whore
Group Affiliations: The Justice League of America
PL 10 (165)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 7 (+12)
Athletics 6 (+8)
Close Combat (Unarmed) 1 (+12)
Deception 5 (+9)
Expertise (Streetwise) 3 (+5)
Expertise (Newspaper Columnist) 4 (+6)
Insight 6 (+9)
Intimidation 1 (+5)
Investigation 4 (+7)
Perception 4 (+7)
Persuasion 5 (+9)
Ranged Combat (Arrows) 4 (+15)
Stealth 2 (+7)
Technology 2 (+4)

Advantages:
Accurate Attack, Agile Feint, Daze (Deception), Evasion, Improved Aim, Improved Critical (Arrows) 3, Improved Defense, Improved Disarm, Improved Smash, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 5, Seize Initiative, Set-Up, Taunt, Teamwork, Ultimate Aim

Powers:
"Bow & Arrow" (Flaws: Easily Removable) [21]
"Explosive Arrow" Blast 8 (Extras: Area- 30ft. Burst) (24) -- (34 points)
AE: "Standard/Boxing Glove Arrow" Blast 5 (Feats: Variable- Piercing or Bludgeoning) (Extras: Multiattack) (16)
AE: "Bolo Arrow" Snare 6 (18)
AE: "Shock Arrow" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Multiattack) (18)
AE: "Handcuff Arrow" Affliction 6 (Strength; Impaired & Vulnerable/Disabled & Restrained) (Extras: Ranged, Extra Condition, Multiattack) (Flaws: Limited Degree) (18)
AE: "Net Arrow" Snare 6 (Extras: Area- 15ft. Burst +1/2) (21)
AE: "Sleeping Gas Arrow" Affliction 7 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged, Area- 15ft. Cloud) (21)
AE: "Smoke Arrow" Concealment (Visuals) 2 (Extras: Attack, Area- 15ft. Cloud) (8)
AE: "Tear Gas Arrow" Affliction 6 (Fort; Dazed & Impaired/Stunned & Disabled/Incapacitated & Unaware) (Extras: Extra Condition, Ranged, Area- 15ft. Cloud) (24)
AE: "Swingline Arrow" Movement 1 (Swinging) (2)
AE: "Metabolic Stunner Arrow" Affliction 7 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged) Linked to Morph 1 (Dead Person) (Extras: Attack, Ranged) (Flaws: Fades) (20)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Arrows +15 (+5 Ranged Damage, DC 20)
Explosive Arrow +8 Area (+8 Damage, DC 23)
Bolo Arrows +14 (+6 Ranged Affliction, DC 16)
Handcuff Arrows +14 (+6 Ranged Affliction, DC 16)
Sleeping Arrows +7 Area (+7 Affliction, DC 17)
Tear Gas Arrows +6 Area (+6 Affliction, DC 16)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +4, Fortitude +6, Will +8

Complications:
Motivation (Justice)- Oliver seeks to fighting injustice everywhere he goes, and isn't afraid to kill his enemies.
Relationship (Black Canary)- OH GOD IS THIS EVER OFF AND ON.
Responsibility (The Little Guy)- Green Arrow eschews typical League responsibilities, preferring to save civilians and not fight giant monsters. Of course, those giant monsters he doesn't fight tend to STEP on little guys...
Enemy (Authority)- Ollie's a borderline-anarchist, usually going up against Big Business, Government figures, and others.
Reputation (Hippie)- Almost all of Ollie's dialogue comes across as this in other books.
Reputation (Man-Whore)- His conquests aren't really THAT numerous (and one was a woman who raped him), but he often gets treated this way.
Relationship (Connor Hawke- Son)- Ollie cares for his son greatly, despite never being their for Connor's childhood.
Relationship (Roy Harper- Arsenal)- Oliver was a bit of a careless father-figure- a great failing of his. Roy went down a dark path as a young adult, and the two often have an uncomfortable relationship, despite their mutual love for each other.

Total: Abilities: 76 / Skills: 54--27 / Advantages: 22 / Powers: 21 / Defenses: 19 (165)

-Green Arrow was always the "Seventh Leaguer". He came in after the big crew (Earth-Two Kenn says that he was mainly added because fans kept asking "Where's Green Arrow?" in the letters pages), and played well off of everybody, especially once he became a hippie. As a minor back-up character who'd still hung around, GA got a reboot in the late 1960s, when Denny O'Neil & Neal Adams reimagined him as a guy with a now-super-dated Van Dyke beard, and a hardcore Left-Wing lifestyle. He became a preachy ass while his book became more socially-conscious, travelling around America. Oliver lost his fortune, and became the anarchic, authority-hating defender of the downtrodden- fighting on behalf of hobos, druggies and other unfortunates- a contrast to his pal Green Lantern, who was more law-abiding and obediant to his bosses. And at the same time, he became the love interest for Black Canary (herself a character from Earth-Two).
-All of this came to completely redefine the character forever... which is funny, because this "high concept" utterly failed to sell. Green Lantern, already faltering in sales before it was combined with Green Arrow, fell even FURTHER, and it was cancelled only a few issues after the infamous one in which Speedy was revealed to be a heroin addict! GA went on to be a back-up feature in Action Comics for a while. 1976 saw the failed GL/GA series revived with O'Neil writing, and Mike Grell on art, with Grell in particular defining his career with the guy. This was more successful, leading to some solo GA stuff, with Grell going solo in The Longbow Hunters in 1987- this dark, moody series was much more mature (ie. regular arrows instead of gimmicked ones, plus murder & rape, but without the EXTREEEEEEEEEEEME stuff that the '90s later took from this era). It featured things like Black Canary being tortured by common thugs, Oliver MURDERING them in response, and Ollie being raped by the enigmatic Japanese archer Shado.
-For 80 issues, Grell wrote a grimmer Queen that NEVER USED THE NAME "GREEN ARROW", such was its adherence to superhero-hating "realism", something that would become a rather negative attribute in comics of the near future. And I can't help but thing that lower-selling, well-thought-of stuff like this is part of what gave a lot of superhero comics a stigma of being "silly kids' stuff", which directly led to '90s comics getting more EXTREEEEEEEEEEEEME, ending up being juvenile in a whole DIFFERENT way. Other heroes would visit Ollie out-of-costume, and he even left Star City for Seattle.
-Once Grell left the book, DC started edging Ollie back to the DC Universe as a whole, giving him a successor in Connor Hawke, but he was killed fairly quickly after this- dying to save Metropolis from a bomb. This is part of the weirdness of '90s DC, where I started reading its books in a universe where Barry Allen, Hal Jordan and Oliver Queen, icons of the Silver Age, were dead and buried. Connor Hawke, Ollie's Suddenly Introduced Son, took over the book, which didn't last. Ollie stayed dead for a pretty good chunk of time, being revived in a book written by then-popular director/writer Kevin Smith. I read the first trade, and it was decent... not great or anything, but okay. Judd Winick took over, revealing that the new Speedy was HIV-Positive (Winick is famous for adding his own personal politics- basically Gay Pride & AIDS Awareness- into all of his work), and then a whole bunch of stupid stuff happened (he killed Prometheus in the awful Cry For Justice, then wandered around a changed Star City... then he got married to Black Canary but they divorced when Ollie came clean about the murder, and his hunting of other villains). He also got a reputation for being a Man-Whore, but he's not QUITE that bad.
-I find Ollie interesting as a character, though personally-annoying. It's funny how comic book writers, themselves mostly-liberal, made the most-openly Liberal hero a giant, preachy pain in the ass- he sometimes acts like a Strawman of the Left! But this provides an interesting conflict with more button-down, less-anarchist types (especially if said heroes aren't made to look like idiots- Ollie WOULD occasionally be seen as incorrect), and makes Ollie a bit unique. Despite being a Leaguer, and somewhat iconic for it, he doesn't seem that associated with the book, spending most of his heroic career outside of it. He's also acted as the grimmest, grittiest DC hero of the '80s, kind of setting the stage for what happened to comics in the '90s, so there's that. In all, I kind of find Green Arrow to be an unlikeable character (for Archers, he's a distant third behind Hawkeye and Roy Harper), but an interesting one.
-Green Arrow is PL 10 thanks to his insane accuracy at range, much like Hawkeye of the Avengers, and he has a small array of trick arrows he commonly used (naturally, more realistic runs drop all of these arrows). He's also handy in a fist-fight, though not nearly to Canary or Wildcat's level. But yeah, an entire build set around shooting arrows at people, at PL 10, is gonna be REALLY good at it. He's also got a swack of Skills necessary for a solo, non-powered hero to have, and he's got a really high Insight- handy for dealing with The Question on a semi-regular basis. I also went with the Arrows as a Device instead of Equipment- it seems like most Archers, especially with some of their wonky gear, should be Device Guys.
Green Arrow vol. 2, #0 (1994)

GREEN ARROW III (Connor Hawke)
Created By:
Kelley Puckett & Jim Aparo
First Appearance: Green Arrow #0 (1994)
Role: Minority Legacy Hero, Super-Archer
Group Affiliations: The Justice League of America
PL 9 (132)
STRENGTH
3 STAMINA 4 AGILITY 7
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+15)
Athletics 6 (+9)
Close Combat (Unarmed) 1 (+14)
Deception 3 (+5)
Expertise (Streetwise) 2 (+3)
Expertise (Theology & Philosophy) 6 (+7)
Investigation 2 (+5)
Perception 4 (+7)
Persuasion 3 (+5)
Ranged Combat (Arrows) 4 (+13)
Sleight of Hand 1 (+6)

Advantages:
Accurate Attack, Agile Feint, Daze (Deception), Evasion, Improved Aim, Improved Critical (Arrows) 2, Improeved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 4, Seize Initiative, Set-Up, Takedown, Ultimate Aim, Uncanny Dodge

Equipment:
"Bow & Arrow" Blast 4 (Extras: Multiattack) (12)

Offense:
Unarmed +14 (+3 Damage, DC 18)
Arrows +13 (+5 Ranged Damage, DC 20)
Initiative +11

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +7

Complications:
Relationship (Oliver Queen- Father)- Connor respects his father, despite never having grown up with him. He maintained the Green Arrow identity while Ollie was dead, and continued to use it following Ollie's death.

Total: Abilities: 76 / Skills: 40--20 / Advantages: 23 / Powers: 0 / Defenses: 13 (132)

-God help me, every time I think of Connor Hawke, all I remember is one internet list of "Sexiest DC Males" that listed that since he was multi-ethnic, he might be the most well-hung DC hero :). Seriously- it's the first thing that comes to mind.
-Connor is the Suddenly Introduced Son of Oliver Queen (not really helping his rep as a Man-Whore), being the son of his ex Sandra Hawke. He introduced himself to Ollie, and started dressing like him as a sidekick of sorts. Ollie soon died after discovering the truth of Connor's origins, and Hawke thus became the new Green Arrow in his honor. Connor was a bit different- no Trick Arrows, and tons of martial arts experience. Plus he was vaguely-brown. The only comics I own of him are from Kevin Smith's run (where Connor hung around as an ally character instead of being quickly-murdered for daring to replace another character... he WAS badly-hurt, though) and a one-shot JLA comic classic where he gets stuck using Ollie's goofy Boxing Glove & Boomerang Arrows against an upgraded, newly-lethal version of The Key. And the time in the book where he bitched about all the deaths Luthor & Apokolips caused on Earth while all the heroes were congratulating themselves for a job well done, and Batman just smirked and was like "Remind you of anyone?", one of his funnier moments in Morrison's run.
-Connor later disappeared into the ether, never really mattering too much. With Ollie himself a star again, there was less need for his "Successor" to be around, but he'd get a shot here and there in Limited Series and the like. He gained some weird super-powers around the time GA & Black Canary got married, owing to genetic modifications. And sometimes artists forget that he's multi-ethnic (half-white, quarter-black, quarter-asian) and draw him as a Standard European (the blonde hair probably doesn't help). And sometimes WRITERS forget that his mother is SANDRA HAWKE, and not Shado (who herself has a son from Oliver, via rape)- Tony Bedard admitted he F'd this up in Birds of Prey. Given that Ollie got notorious for sleeping around, and his mother's not a major character, this is perhaps not surprising.
-Connor is a more-thoughtful, peaceful Green Arrow, and a much better martial artist than his father. I remember reading some early hype that he was in the Shiva/Richard Dragon Class, and in fact he DEFEATED Lady Shiva in a tournament! This is part of the problem of being established as "The Best in the World" when you're not a character protected by any particular editor, as various newbies routinely come in to kick your ass to prove how bad-ass they are. Connor, unfortunately, was a lot of hype that went nowhere, and he kind of "settled" into a lower-end guy, fitting a high-end PL 9 character. He saves a ton of points by using the Arrows as Equipment, and is a great fighter (+14 is near the Matt Murdock area), but he's not match for major-league super-villains. At one point, he gained Regeneration and Immunity to Pain.

BLACK CANARY I (Dinah Drake-Lance, aka Dinah Lance)
Created By:
Robert Kanigher & Carmine Infantino
First Appearance: Flash Comics #86 (Aug. 1947)
Role: Sexy Lady Martial Artist, Team-Jumper
Group Affiliations: The Justice Society of America, The Justice League of America
PL 8 (133)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 8 (+11)
Close Combat (Unarmed) 2 (+13)
Deception 3 (+6, +8 Attractive)
Expertise (Streetwise) 4 (+6)
Expertise (Science) 8 (+10) -- Flaws: Limited to Botany
Insight 4 (+7)
Investigation 5 (+8)
Perception 3 (+6)
Persuasion 2 (+5, +7 Attractive)
Sleight of Hand 2 (+7)
Vehicles 3 (+8)

Advantages:
Agile Feint, Attractive, Daze (Deception), Defensive Attack, Equipment 2 (Motorcycle), Evasion, Fast Grab, Grab Finesse, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Inspire, Move-By Action, Prone Fighting, Set-Up, Takedown 2, Teamwork

Offense:
Unarmed +13 (+3 Damage, DC 18)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +7

Complications:
Relationship (Larry Lance)- Dinah & Larry, a police detective, married in the '40s. His death emotionally-shattered her, and she moved to Earth-One.

Total: Abilities: 74 / Skills: 50--25 / Advantages: 21 / Powers: 0 / Defenses: 13 (133)

-One of the first major female Super-Heroes, Black Canary actually debuted in the semi-late Golden Age- 1947 is YEARS after most of the JSA debuted. Dinah Drake first appeared as a side character in Johnny Thunder's feature as a villainess with whom the stupid Johnny is infatuated. It turns out she's undercover in a criminal gang, and thus a good guy- within a few months, the sexy, fishnet-wearing bombshell had replaced Johnny as a feature star, leaving him to reappear in the Silver Age. Dinah was now a florist wearing a blonde wig and crushing on Larry Lance, a Gotham PD detective, and soon joined the JSA in mid-1948. Unfortunately, she was a late-bloomer, and soon vanished with the other DC heroes.
-The Silver Age saw her revived on Earth-Two along with the others, but oddly-enough, she jumped to Earth-ONE, having found nothing kept her on Earth-Two after her now-husband, Larry, was killed saving her life. She soon starts dating Green Arrow, then all of a sudden develops the Canary Cry to make her a bit more useful to a team (she was basically a "Judo Chick" before DC really made her a top-tier martial artist). She was on the Justice League, and also had a few back-up features, often with Green Arrow. However, stuff would soon change, as 1983 saw a major Retcon take place- DC decided that Dinah was now a MOTHER, and her DAUGHTER was the current Black Canary! And this was actually BEFORE the Crisis! Dinah #1 (who inexplicably gave her daughter the same name) gave birth to Larry's daughter, who was born with a Canary Cry- she asked The Thunderbolt to erase everyone's memory of the girl, and FREEZE HER IN SUSPENDED ANIMATION. Then, when she realizes she's dying, she gets Superman II & The Thunderbolt to TRANSFER HER MEMORIES INTO HER ADULT DAUGHTER'S BODY, then not let Dinah #2 know what's happened. This retcon explains away why Black Canary is still active, as by the early 1980s, she'd have to be nearly 60 years old, and comics weren't quite ready for Green Arrow's paramour to be a smoking hot cougar just yet. This Retcon is later modified so that the Canaries are both flat-out different people, there's no memory-sharing, and the elder Dinah dies of radiation poisoning like normal.
-The Golden Age Black Canary is a high-end martial artist (+13 is REALLY GOOD for a GA fighter), hitting PL 8. Her Justice League version was retconned more or less into Dinah #2, so I'm sticking the Canary Cry and boosted stuff onto her build.

Image

Dear Bruce Timm: Draw everything forever, please.

BLACK CANARY II (Dinah Laurel Lance)
Created By:
Robert Kanigher & Carmine Infantino (sorta)
First Appearance: Flash Comics #86 (Aug. 1947) (though sorta 1983-ish)
Role: Sexy Lady Martial Artist, Team-Jumper
Group Affiliations: The Justice Society of America, The Justice League of America, The Birds of Prey
PL 10 (194)
STRENGTH
3 STAMINA 4 AGILITY 7
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 9 (+16)
Athletics 11 (+14)
Close Combat (Unarmed) 4 (+16)
Deception 3 (+7, +9 Attractive)
Expertise (Streetwise) 4 (+7)
Expertise (Science) 4 (+7) -- Flaws: Limited to Botany
Expertise (Spy) 7 (+10)
Insight 4 (+8)
Investigation 6 (+10)
Perception 3 (+7)
Persuasion 2 (+6, +8 Attractive)
Sleight of Hand 2 (+7)
Technology 2 (+5)
Vehicles 3 (+8)
Vehicles 4 (+12) -- Flaws: Limited to Motorcycles

Advantages:
Agile Feint, Assessment, Attractive, Defensive Attack, Defensive Roll, Diehard, Equipment 2 (Motorcycle), Evasion, Extraordinary Effort, Fast Grab, Grab Finesse, Great Endurance, Improved Critical (Unarmed) 3, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Move-By Action, Power Attack, Prone Fighting, Set-Up, Takedown 2, Teamwork, Uncanny Dodge

Powers:
"The Canary Cry"
"Focused Cry" Damage 10 (Extras: Area- 60ft. Cone, Concentration) (Flaws: Distracting) Linked to Dazzle Hearing 5 (Extras: Area- 60ft. Cone) (Flaws: Touch Range) (30) -- [33]
AE: "Wide Area Cry" Damage 10 (Extras: Area- 30ft. Burst, Concentration) (Flaws: Distracting) Linked to Dazzle Hearing 5 (Extras: Area- 30ft. Burst) (Flaws: Touch Range) (30)
AE: "Sonic Wave" Dazzle Hearing 10 (Extras: Area- 60ft. Cone, Concentration) (Flaws: Touch Range, Distracting) (20)
AE: "Sonic Boom" Dazzle Hearing 10 (Extras: Area- 30ft. Burst, Concentration) (Flaws: Touch Range, Distracting) (20)

Offense:
Unarmed +16 (+3 Damage, DC 18)
Destructive Cries +10 Area (+10 Damage & +5 Affliction, DC 25 & 15)
Loud Cry +10 Area (+10 Affliction, DC 20)
Initiative +11

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +4 (+5 D.Roll), Fortitude +6, Will +9

Complications:
Relationship (Dinah Drake Lance- Mother)- Dinah #1 never wanted her daughter to follow in her footsteps, so there was some contention.
Relationship (Craig Windrow- Ex-Husband)- Dinah was married shortly before her superhero career began. This usually goes unmentioned.
Relationship (Oliver Queen- Green Arrow)- OH GOD IS THIS EVER OFF AND ON.
Responsibility (One of Those Girls)- Dinah is the type of girl that men fall for easily, and grow attached to immediately. This causes her some problems in her casual dating life, as short-lived relationships with Dr. Mid-Nite and others lead to them carrying the torch for her for long periods of time.
Relationship (Oracle)- Canary & Oracle are partners in the war on crime, and are exceptionally close. To like... what's the girl version of a Bromance? In any case, it's totally easy to read homoerotic subtext into it.
Relationship/Rivalry (Huntress)- The two are often partners in Birds of Prey, but are also rivals and often don't get along.
Enemy (Computers)- Dinah can't use them. At all.
Relationship/Rivalry (Lady Shiva)- The two have been enemies in the past, but there exists a grudging respect- Shiva has also carefully trained Dinah.
Enemy (The White Canary, Others)
Power Loss (Canary Cry)- Basically, every time they want to write a more down-to-Earth series or make her JUST a Martial Artist, writers get rid of her Canary Cry. This is usually done via damage to her throat, or general torture.

Total: Abilities: 84 / Skills: 64--32 / Advantages: 28 / Powers: 33 / Defenses: 17 (194)

-The modern-day Black Canary, as I've stated, is a Retcon to explain why Dinah wasn't in her late 50s by 1983 (since the JSA had more or less been aged continuously to meet the era- the team was depicted as QUITE old in the modern setting of Infinity Inc.). Dinah Drake Lance's memories were implanted into Dinah Laurel Lance's adult body once it'd been freed from Limbo. Her character didn't really change- she was turned into a side character in Mike Grell's Longbow Hunters Green Arrow series. This was Retconned AGAIN Post-Crisis with Dinah Laurel just being a successor to her mother Dinah Drake, as mom tries to discourage daughter from joining the dangerous line of work. The "Canary Cry" is now the result of a "metagene" (basically DC ripping off Marvel's Mutants).
-Dinah #2 is now trained by several fighters like Wildcat in order to hone her skills- it is THIS Dinah that hooks up with Green Arrow (who in this version is now quite a bit older than she is), and joins the Justice League. While on the International version of the team, she drops the Leather & Fishnets look for one of the dumbest-looking costumes ever (thankfully, other Leaguers at the time looked worse- Zatanna ALSO had an ugly '80s look), which is thankfully short-lived. She's relatively-minor for a good while, mainly a supporting act, but soon finds a second wind as part of Birds of Prey.
-BoP is/was a Team Book focused around a team of sexy ladies who fight crime- the obvious Charlie's Angels aspect actually brought in a bunch of female fans (remaining one of DC's most popular books amongst girls), and naturally male ones, since, y'know... sexy ladies. Canary started teaming up with Oracle (the injured Barbara Gordon), defining her character for a generation of fans- she truly became an elite Martial Artist with real cred, as both Chuck Dixon & Gail Simone went to work on making her something special. Because of their work (though I've only read the Simone stuff), I actually like Canary a lot more than Ollie, Hal Jordan or any Flash. She just kicks ass, both figuratively and literally, and is one of the better "Common Man/Woman" perspectives in comics, being a seasoned pro who still acts like a normal person.
-She had an unsuccessful run as Justice League Chairwoman, since the team was falling apart around the same time thanks to some weak writing (Cry For Justice, Dwayne McDuffie's run). Her relationship with Green Arrow got complicated to the point of silliness, as they hooked up and broke up about a billion times, he died, she went her own way with other relationships, then had to basically get reeled back in with Ollie because he was resurrected (this shoved her off of the JSA update immediately, and she never rejoined), then they got married but he "died", only to be revealed to actually be alive, but then they divorced because he killed Prometheus (who, to be fair, was a mass-murdering dick and pretty well deserved it). Personally, I find their relationship to be one of those too-long-gone Comic Book Messed-Up Relationships that've just seen TOO MUCH to really be worth going back to these days, and ultimately, Dinah can do better.
-The second Black Canary is one of DC's highest-end Martial Artists (often given TONS of cred in her own book, but not as much elsewhere- she's been trained by Lady Shiva herself, and is considered around her level in Birds of Prey), a great Skillmonkey, AND possesses an extremely-power Dazzle/Area Damage Effect that gets taken away every time the writer wants to torture or hamper her in some way to make her more "realistic". But yeah, even WITHOUT the powers she'd be lethally-tough, getting 3 ranks of Improved Critical to her +3 Damage strike, with +16 Accuracy (the Captain America/Danny Rand range).

Justice League Antarctica:

-This gang is a deliberately-silly addition to the JLA mythos, as a bunch of loser villains form their own Injustice League in a desperate attempt at credibility- Major Disaster, Big Sir, Multi-Man, The Cluemaster and The Clock King. They are general nuisances, but gain no cred, and are made to look like idiots. Funny characters, but idiots. In the end, they try to reform, forming Jusice League Antarctica in the process, where they instead become HEROIC Jobbers instead of standard-issue Jobbers. Maxwell Lord sends them off to Antarctica to get rid of them, and their base is destroyed by mutant penguins. Naturally, Keith Giffen was writing.
-Alas, once their time is done, the team is formed into a Suicide Squad, in which most of the characters are slaughtered.

THE CLUEMASTER (Arthur Brown, aka The Reformer, Aaron Black)
Created By:
Gardner Fox & Carmine Infantino
First Appearance: Detective Comics #351 (May 1966)
Role: Minor Villain, Riddler Rip-Off
Group Affiliations: Justice League Antarctica, The Secret Society of Super-Villains, Suicide Squad, The Injustice League
PL 9 (147)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+11)
Athletics 4 (+6)
Deception 4 (+7)
Expertise (Criminal) 5 (+8)
Expertise (Trivia) 7 (+10)
Insight 2 (+5)
Intimidation 3 (+6)
Investigation 3 (+6)
Perception 3 (+6)
Stealth 3 (+8)
Technology 4 (+7)

Advantages:
Equipment 6 (Special Pellet Gun, Body Armor +1), Ranged Attack 4

Equipment:
"Pellet Gun"
"Incendiary Flares" Dazzle Visuals 8 (Extras: Area- 30ft. Burst) (24) -- (27 points)
AE: "Smoke" Concealment 2 (Visuals) (Extras: Ranged, Attack, Area- 30ft. Cloud +2) (12)
AE: "Gas" Affliction 8 (Fort; Dazed/Exhausted/Incapacitated) (Extras: Area- 15ft. Cloud, Ranged) (24)
AE: "Explosive Pellets" Blast 8 (Extras: Area- 15ft. Burst +1/2 on 4 Ranks) (18)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Flares +8 Area (+8 Ranged Affliction, DC 18)
Explosive Pellets +10 (+8 Ranged Damage & +8 Burst Area Damage, DC 23)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +4 (+5 Armor), Fortitude +6, Will +5

Complications:
Obsession (Leaving Clues)- For years, The Cluemaster was compelled to leave clues at the scene of the crime.
Relationship (Stephanie Brown- The Spoiler)- Arthur's daughter Stephanie opposes him as the vigilante The Spoiler.

Total: Abilities: 72 / Skills: 44--22 / Advantages: 10 / Powers: 33 / Defenses: 10 (147)

-The Cluemaster is a minor, forgotten Batman foe with a Riddler-like schtick, leaving clues at the scenes of his crimes. An ex-Game Show Host, Arthur Brown fought Batman a couple times, and then turned into "one of those faces in the crowd" in large groups of villains. He joined the goofy Injustice League, then tries to reform with them as JL Antarctica. Chuck Dixon later gives him a "Bad-Ass Upgrade", and it's even revealed that he has a daughter- Stephanie, who goes on to become The Spoiler and the female Robin. The Spoiler foils her father's schemes and sets him up to be captured by Batman & Robin (her eventual boyfriend), at which point he joins a modern Suicide Squad in order to make her proud. He is badly-injured and most of his teammates die, reappearing years later to blame Batman for the death of his daughter (this was the time when Steph was thought-dead in the dumbest plot point ever).
-The Cluemaster's an idiot turned bad-ass, though not to extremes- he probably went from PL 7 joke to PL 9 serious contender. He's your standard "Gadget Guy", but only using Equipment, he's in trouble if his gear gets attacked.

MULTI-MAN (Duncan Pramble)
Created By:
Gardner Fox & Carmine Infantino
First Appearance: The Challengers of the Unknown #14 (June 1960)
Role: Minor Villain
Group Affiliations: Justice League Antarctica, The Injustice League, Suicide Squad, The League of Challenger-Haters
PL 9 (138)
STRENGTH
0 STAMINA 0 AGILITY 1
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 0 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Supermarket Bagger) 2 (+7)
Expertise (Science) 5 (+10)
Perception 3 (+3)
Technology 5 (+10)

Advantages:
Ranged Attack 6

Powers:
Immortality 3 [6]
Variable (Any Power) 15 (Flaws: Limited to Random Powers, Limited to Changing After Resurrection) [75]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Flares +8 Area (+8 Ranged Affliction, DC 18)
Explosive Pellets +10 (+8 Ranged Damage & +8 Burst Area Damage, DC 23)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +0, Fortitude +2, Will +4

Complications:
Prejudice (Obvious Superhuman)- Multi-Man has a big head and comparatively-small body.
Enemy (The Challengers of the Unknown)- Multi-Man is one of their longest-term enemies.
Disabled (Bipolar Disorder)

Total: Abilities: 28 / Skills: 20--10 / Advantages: 6 / Powers: 81 / Defenses: 13 (138)

-This goof is an enemy of The Challengers of the Unknown, a guy who consumed "liquid light" and gained the power to raise himself from the dead, and get a new power-set each time. He'd often become Energy Beings or Monsters. Once the Challengers' concept grew tired and the group faded away, he was turned into an obvious Joke Villain (not sure how obvious it was in the kiddier '60s) and an idiot on the JL Antarctica, usually failing to reform. He was later goaded by an evil entity into killing hundreds of innocents (and a couple Challengers), an act he wished to make up for- doing so by sacrificing his life to stop another bomb. This is meant to cap off the character (it was a Challengers one-shot), and ended with a tiny mention of what happened in a Daily Planet column, including only his death and not his heroic end. So it was a bit of a Shaggy Dog Story.
-He of course appeared later without explanation (but since his POWER is resurrecting himself, it's not really surprising) as a generic background crook. He joins Suicide Squad, but is shot in the head in his first mission against a mad scientist. He reappeared during Joker's Last Laugh (oh God, THAT story), and it's a gag about Joker and then some prison guards killing him hundreds of times until he resurrects with the exact power they need.
-A bit of a Joke Character, he's apparently smart enough to build a mechanical Multi-Woman, and can manifest just about any power, I'm guessing around PL 9 levels.

BIG SIR (Dufus P. Ratchett)
Created By:
Cary Bates & Carmine Infantino
First Appearance: The Flash #338 (Oct. 1984)
Role: Joke Villain
Group Affiliations: Justice League Antarctica, The Injustice League, Suicide Squad
PL 6 (47)
STRENGTH
4 STAMINA 5 AGILITY -1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Intimidation 6 (+4)

Advantages:
Fast Grab, Improved Critical (Unarmed), Ranged Attack 2

Powers:
"Big Sir Armor" (Flaws: Removable) (Feats: Restricted to Those of Great Size) [17]
Protection 3 (3)
Flight 6 (120 mph) (12)
"Energy Mace" Strength-Damage +4 (Feats: Reach) (5)
-- (20 points)

Offense:
Unarmed +4 (+4 Damage, DC 19)
Energy Mace +4 (+8 Damage, DC 23)
Initiative +5

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +5 (+8 Armor), Fortitude +8, Will +1

Complications:
Prejudice (Mental Retardation)- Big Sir is prone to using excessive force by accident, mourns the injuries he causes to small animals, and isn't taken seriously by others.
Vulnerable (Mind Control)- Big Sir's suit leaves him extra-vulnerable to telepathic attacks.

Total: Abilities: 12 / Skills: 6--3 / Advantages: 4 / Powers: 17 / Defenses: 11 (47)

-Wow, I know that being the parents of a child with severe mental retardation is tough, but why name him DUFUS? Big Sir was born with low intelligence but great size, and was given a high-tech suit of armor by The Monitor (back when his schtick was giving super-villains powerful gear in order to gather info about the heroes who fight them) after being abducted by the Rogues. He was sent against The Flash, and even badly hurt him. Barry was healed by Solovar in Gorilla City, then subdued Big Sir, having the Gorillas fix his mental deficiencies and making him a near-genius.
-Naturally, his next appearances ignored this, and he was stupid again- he joined the wacky Injustice League. His team fought flesh-eating penguins and other threats, and he was killed along with many of his friends as part of Suicide Squad, holding a bomb shaped like a child.

THE SCARLET SKIER (Dren Kreeg)
Created By:
Keith Giffen & J.M. DeMatteis
First Appearance: Justice League of America #36 (March 1990)
Role: Joke Villain
Group Affiliations: Justice League Antarctica, The Injustice League, Suicide Squad
PL 6 (75)
STRENGTH
1/8 STAMINA 2 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Herald) 6 (+6)

Advantages:
Equipment 2 (Cosmic Locating Devices), Ranged Attack 4

Powers:
"The Scarlet Skier Armor" (Flaws: Removable) [24]
Enhanced Strength 7 (14)
Protection 6 (6)
Immunity 10 (Life Support) (10)
-- (30 points)

"Scarlet Skis" (Flaws: Removable) [21]
Movement 3 (Space Travel 3) (6)
Flight 10 (2,000 mph) (20)
-- (26 points)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Armored Up +4 (+8 Damage, DC 23)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2 (+8 Armor), Fortitude +3, Will +2

Complications:
Enemy (G'nort)- The Skier hates the incompetent Green Lantern at first, but soon comes to befriend him on Earth.
Motivation (Quitting His Job)- The Skier is the herald for Mr. Nebula, but doesn't wish to be.

Total: Abilities: 14 / Skills: 6--3 / Advantages: 6 / Powers: 45 / Defenses: 7 (75)

-A flat-out Joke Character/Parody, The Scarlet Skier is the Herald for Mr. Nebula, a Cosmic Being. He wishes to leave Nebula's employ, but the entity is too naiive to understand the Skier's wishes. He ends up trapped on a prison planet by L.E.G.I.O.N., but is let go when Vril Dox realizes that he was only being used- he then moves to Earth to attack the Green Lantern who imprisoned him- G'nort. Instead, they become friends, and he briefly joins the reformed villains in Justice League Antarctica. In the end, he's constantly finding himself back in Mr. Nebula's employ. I have no idea how powerful he's supposed to be, but as a Joke Villain, he's probably not more than PL 6.

MAJOR DISASTER (Paul Booker)
Created By:
Gardner Fox & Gil Kane
First Appearance: Green Lantern #43 (March 1966)
Role: Silver Age Villain, Joke Villain, Villain Turned Hero
Group Affiliations: Justice League Antarctica, The Injustice League, Suicide Squad, SKULL, The Army of Crime, Justice League Elite
PL 11 (138)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+5)
Deception 2 (+3)
Expertise (Criminal) 4 (+4)
Insight 3 (+3)
Intimidation 4 (+5)
Persuasion 2 (+2)
Stealth 2 (+4)

Advantages:
Set-Up, Ranged Attack 2, Teamwork

Powers:
"Disaster Generation- Internalized"
"Earthquake" Damage 11 (Extras: Area- 60ft. Burst +2) Linked to Affliction 10 (Athletics; Hindered & Vulnerable/Immobile & Prone/Incapacitated) (Extras: Area- 60ft. Burst +2) (Feats: Dynamic) (64) -- [72]
Dynamic AE: "Shaking Ground" Environment 8 (1/2 Mile) (Impede Movement 2) (Feats: Dynamic) (Extras: Selective) (25)
Dynamic AE: "Bad Rains" Environment 8 (1/2 Mile) (Cold, Visibility 2) (Feats: Dynamic) (Extras: Selective) (43)
Dynamic AE: "Raging Fires" Environment 8 (1/2 Mile) (Heat) (Feats: Dynamic) (Extras: Selective) (17)
AE: "Asteroid Shower" Blast 11 (Extras: Area- 60ft. Burst +2) (44)
AE: "Nosebleeds and Heart Attacks" Affliction 10 (Fort; Hindered & Impaired/Disabled & Stunned/Incapacitated) (Extras: Area- 60ft. Burst, Cumulative, Concentration) (40)

"Powers Redirect Attacks"
Force Field 5 [5]
Enhanced Defenses 2 [4]
Immunity 1 (Own Powers) [1]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Earthquake +11 Area (+11 Damage & +10 Affliction, DC 26 & 20)
Asteroid Shower +11 Area (+11 Damage, DC 26)
Nosebleeds & Heart Attacks +10 Area (+10 Affliction, DC 20)
Initiative +2

Defenses:
Dodge +6 (+8 Redirection, DC 16-18), Parry +6 (+8 Redirection, DC 16-18), Toughness +3 (+8 Redirection), Fortitude +5, Will +4

Complications:
Motivation (Redemption)- Major Disaster used to be a burglar, then a supervillain. He actually wishes to become a hero.
Addiction (Alcohol)- This was added WAY late.
Accident (Out of Control Disasters)- Booker requires great effort to STOP his disasters once they start.

Total: Abilities: 32 / Skills: 20--10 / Advantages: 4 / Powers: 82 / Defenses: 10 (138)

-Major Disaster started life as a common burglar, having discovered The Flash & Green Lantern's identities after breaking into the apartment of Tom Kalmaku- he got some disaster-creating devices from some evil scientists (it's that easy?), but was thought-dead. However, the devices also allowed his atoms to reform (again... it's that easy to get gear like that?). GL would brainwash him into forgetting Flash's ID, and be unable to reveal GL's to anyone else (man, that Ring used to be more powerful), and Disaster would kind of just become one of those recurring nobodies. He joined a couple of lame villain groups (The Army of Crime, SKULL), then finally showed up in the joke Injustice League, having lost most of his credibility as a villain by this point.
-He seems to be a leader of sorts for the crew (he also had an assistant in The Mighty Bruce, who is just some guy named Bruce), and finally attempts to go straight. He survived the group's stint in the Suicide Squad, becoming a hero again after Superman gave him a chance. He joined a temporary Justice League, even earning the respect of BATMAN, but was soon revealed to be an alcoholic in Justice League Elite- his addiction caused him to fight while hung over, and he badly injured Hawkgirl and resulted in the death of Manitou Raven! He ended up dead in Infinite Crisis, having his neck snapped by Superboy-Prime.
-Major Disaster is very powerful, but lacks much defensive capability, and is pretty dangerous to have as an ally, given that his best stuff is Non-Selective Area Attacks.

THE CLOCK KING I (William Tockman)
Created By:
France Herron & Lee Elias
First Appearance: World's Finest Comics #111 (Aug. 1960)
Role: Silver Age Villain, Forgotten Villain
Group Affiliations: Justice League Antarctica, The Injustice League, Suicide Squad, The Time Foes
PL 7 (87)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 0 PRESENCE 1

Skills:
Athletics 5 (+7)
Deception 3 (+4)
Expertise (Criminal) 1 (+5)
Perception 4 (+4)
Stealth 1 (+4)
Technology 2 (+6)

Advantages:
Ranged Attack 3

Powers:
"Time-Related Gear" (Flaws: Easily Removable) [21]
Gadgets 5 (35 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +4

Complications:
Enemy (Green Arrow)- Tockman hated GA for arresting him, which resulted in a prison sentence that saw Tockman unable to care for his invalid sister, who died.

Total: Abilities: 44 / Skills: 16--8 / Advantages: 3 / Powers: 21 / Defenses: 11 (87)

-There was a Golden Age Batman villain named The Clock, but he didn't get up to much. The Clock King is actually a GREEN ARROW villain given a pretty tragic backstory. He takes care of his invalid sister, but discovers that he himself only has six months to live. He plots a bank heist (using careful timing) in order to provide for her, but he is captured by GA, and his sister dies without him. He THEN discovers that he wasn't actually doomed to die AT ALL (I'm betting he proved popular/worth revisiting, and so they wrote out that the doctor made a mistake in his diagnosis), and so breaks out of jail to fight Green Arrow. He pretty much vanishes from the recordbooks until he joins the joke Injustice League, and tries to reform with the rest of them. He is killed with the rest of them on the new Suicide Squad.
-The Clock King is probably best-known for the kick-ass turn he got in Batman: The Animated Series, as a time-obsessed buy out to kill Mayor Hill, who is able to hold his own in a fight with BATMAN just by his mastery of watching video tapes of Bats fighting, and timing all of his moves.

PLASTIC MAN (Patrick "Eel" O'Brian)
Created By:
Jack Cole
First Appearance: Police Comics #1 (Aug. 1941)
Role: Near-Forgotten Golden Age Villain, The Original Stretchy Guy, Wacky Hero
Group Affiliations: Justice League Antarctica, The F.B.I., The All-Star Squadron, The Freedom Fighters, The Elastic Four
PL 11 (208)
STRENGTH
5 STAMINA -- AGILITY 4
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Deception 7 (+8)
Expertise (Criminal) 6 (+8)
Expertise (History) 3 (+5)
Insight 3 (+5)
Investigation 5 (+7)
Perception 2 (+4)
Stealth 4 (+8)

Advantages:
Benefit (Ambidexterity), Daze (Deception), Fast Grab, Ranged Attack, Taunt

Powers:
"Man of Plastic"
Immunity 40 (Mind, Fortitude Effects) [40]
Protection 12 [12]
Regeneration 4 (Feats: Regrows Limbs) [5]

"Complete Structural Control"
Elongation 9 [9]
Insubstantial 1 (Feats: Precise) [6]
Movement 2 (Slithering, Safe Fall) [4]
Morph 4 (Any Form) (Flaws: Limited to Caucasian Skin, Red, Black & Yellow Coloring) [16]

Variable 5 [35]
Sample Powers: Shrinking (6 inches tall), Growth (skyscraper size), Big Mallets +4

Offense:
Unarmed +10 (+5 Damage, DC 20)
Big Mallets +10 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12, Fortitude --, Will +7

Complications:
Reputation (Imbecile)- Most people find Plastic Man annoying.
Vulnerable (Cold & Hot Attacks)- Plaz can be frozen solid and left unable to reform, or be heated to the point where he becomes liquid.
Vulernable (Acetone)- Acetone will melt Plastic Man's form.
Relationship (Offspring)- Eel discovers that he has a teenage son at one point, and must learn to be a father.

Total: Abilities: 50 / Skills: 30--15 / Advantages: 5 / Powers: 127 / Defenses: 11 (208)

-Plastic Man is a hero you wouldn't expect to live on to modern times, but he did. Of course, that's mostly thanks to Grant Morrison and a few others, since the Golden Age version was casually killed off somewhere in DC's past, and his modern version basically had to ignore that Post-Crisis. He was a Freedom Fighters member in the All-Star Squadron series, usually seen in Big Group Shots, rather than having much focus.
-Eel O'Brian came damn close to being called India Rubber Man, until someone pointed out that "Plastic" sounded way more futuristic, resulting in writer/artist Jack Cole altering his name. His stories were quirky and offbeat, even compared to other Golden Age stuff, and he was one of Quality Comics' most popular acts. Despite that, he started out as a crook- Eel O'Brian was an orphan who grew into a burglar, and gained his powers when he was shot while in the act, and fell into some chemicals. Eel was saved by a monk, whose acts of kindness convinced him that he needed to live a better life, and he reformed. Discovering elastic super-powers (the first in comics history, in fact), he kept on his crook identity as "cover", but became a superhero as Plastic Man.
-He got a wacky sidekick in Woozy Winks (a dumb, but loyal pal), joined the police, and finally the FBI, nearly abandoning his secret identity completely. As a top Quality act, he was around all the way until *1956*, but was cancelled with the rest of the line, and didn't make a big appearance again until 1988 (though a DC editor created The Elongated Man, not realizing that he'd owned the rights to Plaz ANYWAYS and could have just used the name again). Post-Crisis, he was reimagined by Phil Foglio into a crook who uses his powers to get rich quick along with Woozy, and chooses the side of the law by the flip of a coin.
-This version of Plastic Man wasn't overly-popular, and largely vanished until Grant Morrison reintroduced him out of NOWHERE in his big JLA run. Plaz became the token "Funny Member" of the team, joking around and being an ass, which kind of made him stand out since the other characters were all so serious. It's kind of necessary to have someone around to keep things light, but I felt Plaz was a bit TOO goofy to be justified on this squad- sure he had versatile powers, but he was treated like a GIANT wisecracking doofus, often doing things just to be a pain in the ass. Especially the times he disguised himself as women's clothing (he did this to Big Barda once)- it's a pretty standard Comedy Anime thing, but in the more-realistic world of comics, I can't imagine it'd have been tolerated for so long.
-That said, Plaz was AWESOME in that Mark Waid arc where the Leaguers got their secret IDs and superhero IDs split up. While most people became exaggerations of themselves in both forms (Bats got grittier, Bruce became an ineffectual playboy who couldn't contain his rage; Superman became inhuman and alien, while Clark became a giant coward; etc.), Eel found himself longing for a life of crime again, but instead becomes the tough, capable leader of the "Secret ID" leaguers. Once he left the JLA, he got a Suddenly-Introduced Son in Offspring and kinda/sorta vanished
-Plastic Man is extremely versatile and very powerful, but lacks the raw hitting power of his JLA cohorts. But being able to turn into a raft, a giant dam, a Utility Belt pouch, or any other damn thing is pretty useful, and he's PL 11 defensively. He was rarely a heavy-hitter on Morrison's squad, but few Leaguers were harder to put down.

THE WONDER TWINS
Created By:
Norman Maurer
First Appearance: The All-New Super Friends Hour (Sept. 10, 1977- TV), Extreme Justice #9 (Oct. 1995)
Role: Goofy Kid Sidekicks
Group Affiliations: The Super-Friends (TV), The Justice League of America (Comics)

ZAN
PL 9 (143)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Alien Lore) 2 (+2)
Intimidation 2 (+3)
Perception 2 (+3)
Technology 2 (+2)

Advantages:
Ranged Attack 2, Set-Up, Teamwork

Powers:
"Form Of..." Shapeshift 15 (Flaws: Limited to Things Made of Water, Ice or Water Vapor; Requires Physical Contact With Jayna) [90]
Sample Forms: Jet Engine Made of Ice (swear to god), Ice Cage, Ice Golem, Ice Giant, Ice Stilts, Liquid Nitrogen, Blizzard, Monsoon

Senses 1 (Communication Link- Other Twin) [1]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Ice Stuff +6 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +4

Complications:
Relationship (Jayna)

Total: Abilities: 34 / Skills: 8--4 / Advantages: 4 / Powers: 92 / Defenses: 10 (143)

JAYNA
PL 9 (137)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Alien Lore) 2 (+2)
Intimidation 2 (+3)
Perception 2 (+3)
Technology 2 (+2)

Advantages:
Ranged Attack 2, Set-Up, Teamwork

Powers:
"Shape Of..." Shapeshift 12 (Flaws: Requires Physical Contact With Zan) [84]
Sample Forms: Ant, Whale, Bird, Griffon, Dragon

Senses 1 (Communication Link- Other Twin) [1]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Animal Powers +7 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +4

Complications:
Relationship (Zan)

Total: Abilities: 34 / Skills: 8--4 / Advantages: 4 / Powers: 85 / Defenses: 10 (137)

-Zan & Jayna were created for the infamous Hanna Barbera Super Friends series as Teen Sidekicks for the superheroes, replacing Wendy and Marvin, the powerless teen duo. They were pretty much designed for being the kids that the kids at home identified with (though I recall as a kid that I rarely cared too much about the Teen Sidekicks, figuring they were dorks). Zan was supposed to have Plastic Man powers, and Jayna could transform into anything, but they were scaled back to avoid making the BIG-name heroes seem superfluous. The Twins' personalities were based off of Donnie & Marie Osmond, who were incredibly popular at the time.
-Initially very prominently-featured (at the expense of the other heroes), the later seasons of the show (this was back when cartoons would change their name every season, but stay pretty much the same) featured them being marginalized in favor of newbies like Firestorm & Cyborg. They appeared in a Super Friends comic in 1977, but it was out of main continuity. Eventually, the twins came to be iconic of how silly the old HB shows were, which of course was used for irony when they showed up in DCU official continuity in EXTREME JUSTICE of all places. Unfortunately, the writer (who LOVED the Twins) was taken off the book the next isue, and were used sparingly.
-The Twins basically vanish but for a few appearances in Cross-Overs until a Young Justice storyline by Peter David. And it's pretty much back to Comics Limbo for the two of them after that, but for the occasional bring-back., usually a one-shot. DC has a bit of a love/hate relationship with them, as it seems they'd rather just... FORGET that Super Friends ever happened. I couldn't really tell you anything about the series that SeanBaby didn't already say in his ages-old website (one of the first and best internet comedy sites), but let's just say that IT WAS AWFUL, but in a totally entertaining way. Idiotic plotlines, bad animation, silly heroes, etc.- it permanently made Aquaman out to be a sissy, and the imbecilic activities of the Twins made it even better. In one episode, swear to God, Zan takes the form of Ice Stilts to help Jayna cross over some lava. Stilts... made of ICE. THROUGH LAVA. Like... what the HELLING HELL?? Thank God they actually pointed out the flaw in his plan, but only once they acted all shocked by the inevitable results.
-The Wonder Twins are very powerful due to their advanced Shapeshifting in the comics, at least compared to their useless Super Friends versions, that could barely fight their way out of a wet paper bag. PL 9 with high-end Shapeshifting (enough to allow for Dragons, Griffins, Frost Giants, and other very-powerful forms). With some experience, they'd be highly-dangerous. For stats of Gleek, who to my knowledge has never appeared in the comics, just make a slightly-smarter version of my Monkey build, only with the ability to make a bucket appear at-will (for carrying Zan in his water-form).

GLEEK
Role:
Animal Sidekick
PL 5 (72)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 6 DEXTERITY 4
INTELLIGENCE -2 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 6 (+11)
Athletics 5 (+6)
Expertise (Survival) 4 (+5)
Insight 3 (+4)
Perception 5 (+6)
Sleight of Hand 4 (+4)

Advantages:
Evasion, Fast Grab

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Simian Anatomy" Enhanced Athletics 8 (+10) (Flaws: Limited to Climbing) [2]
"Tail" Extra Limbs 1 [1]
Elongation 1 (15 feet) (Flaws: Limited to Tail) [0.5]
Speed 1 (2 mph) [1]
Leaping 1 (15 Feet) [1]

"Summon Bucket" Create 1 (Feats: Subtle) (Flaws: Limited to Buckets) [2]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Initiative +5

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +2, Fortitude +3, Will +4

Complications:
Disabled (Animal)- Monkeys cannot speak to humans.

Total: Abilities: 32 / Skills: 29--14.5 / Advantages: 2 / Powers: 19.5 / Defenses: 4 (72)

I just got back from the Beauty and the Beast musical. It was one of the National Tours, based off of the Broadway version that ran for 13 years (that's a CRAZY-long time, given what B/way shows normally do). It was a nice little show, though I found a few flaws in it.

* Gaston was classic. He must be a fun character to play- just over the top, burly and super-manly. A real crowd-pleaser.

* There was some REALLY wierdly-hammy acting going on. I was actually a bit put out to find The Beast, Lumiere and others leaping around shrieking. It seems like it was very much designed to make kids enjoy it, as the show adds slapstick and lots of Gaston punching and kicking random people. Though this IS kind of how cartoon characters act...

* The Beast in particular was kind of weird, as in certain scenes, he was shrieking like a little girl- it messes up the classic "You will JOIN me... for DINNER!", because it lacks the Jackie Gleason-esque acting in the movie, and instead has him going super-high-pitched. Same with the "Belle washes Beast's wounds" bit- it comes off as better when he ROARS with displeasure- him screaming when she touches him kind of... robs the character of a certain amount of dignity. He's supposed to be a PROUD creature, which is what makes the occasional embarassments in the film (him being washed; him eating like a pig) funnier. By turning him into a clown, they take some of that away.

-Easily the youngest crowd I've ever seen at one of these things- there were at least a half-dozen little girls dressed as Belle.

* Another hard-to-avoid issue was the respective heights of the actors- The Beast is actually SIGNIFICANTLY shorter than both Cogsworth and Lumiere, especially since he's always hunched over. Again, this is a tricky thing (not a lot of eight-foot actors who can sing), but The Beast kind of needs to be... not a short guy in a fursuit.

* Most of the added songs are strictly "Filler". Like, NONE are paritcularly memborable, save for the "let's prove the Beast's actor can sing, since he gets only a few lines in the movie's soundtrack" Power Ballad. It's ALSO completely a generic ballad, but the guy is a good singer- I'll give him that. A few too many "Dance Segments" in the big show-stopping numbers kind of spoil things- it breaks up the quality of the Menken/Ashman soundtrack to spend two minutes with people showing off their ballet skills.

* Some scenes are padded out- partially with songs, and others with extended dialogue. Gaston at one point basically says he'll keep boning The Bimbettes even while married to Belle. And he mispronounces "Rendezvous". The Wardrobe is given a backstory as an Opera singer and completely different dialogue. The difficulties of using Chip (though really, his mom is a full-sized person, so he could have just been a kid in a costume) mean that he's just a head on a tray most of the time, and has his role GREATLY reduced, which is a bit odd, given that the company has to have a pair of actors playing him during the entire tour (there are laws about children working).

* The sets are pretty inventive, using backdrops and a moving series of sets to reflect the library, dungeon, bedroom, etc. Unfortunately, you never really get a big view of the Castle, which was a HUGE part of the movie. The way the servants are depicted is also a good use of costuming- they're also not supposed to be ACTUAL utensils, but human-sized.

* The special effects are good in places, but dated in others. The Magic Mirror and Lumiere's candlesticks look very "Early '90s Special Effects" with big flashing lights like children's toys.

* Curiously, while there is a lot of juvenile ranting and slapstick added to impress the kids, there is a TON of Fanservice thrown into the thing! Like, a TON. Babette the Maid wears a REALLY skimpy outfit with fishnet stockings, and during Be Our Guest, the Utensil Girls reveal what are basically one-piece swimming suits which leave VERY little the imagination. Given that I was in the front row, this stood out a fair bit.

* Belle was appropriately cute, and actually matches Paige O'Hara's voice VERY well. However, she often felt like... set dressing... here. She kind of just has to hop around and dance alot of the time, as other characters get the lyrics (something I never noticed in the movie, but this one also ADDS songs, and she only gets one new one that I can remembeR), and she's the least-hammy actor, meaning she often gets overshadowed.

* They fix the big Plot Hole in the movie's opening narration, replacing "twenty-first year" with "many years". So he's not apparently a douchebag kid. And the Servants actually openly-wonder WHY the Enchantress punished all of THEM, too- they figure that since they helped raise "The Master", they're partially responsible for how he turned out.

* I'll give them this- despite some weaknesses in the first act (most of the Beast's shrieking is here), they REALLY nail the love story in the second, as it hits most of the bits of the movie, and even adds more to a sweet part where Belle reads to him. Plus, the two most important scenes are kept intact and done well- The Ballroom Dance and The Beast's Death. Absolutely flawless stuff, and why this story STILL resonates with more power than any other Disney film.

* All in all, it's a good show, but the additions to the show kind of mess up the "Economy of Plot" in the original- the movie is actually better overall (which, given the price discrepancy between LIVE THEATRE and watching a movie, is pretty odd). I'd say it's still worth it for the spectacle, and might have been better with stronger actors or different acting choices. Also, curiously, there wasn't a Standing Ovation, which is a first for me in Broadway-style theatre. It's actually a bit odd- I thought they were just waiting for Belle to come out (in Wicked, the crowd waiting for Glinda & Elphaba to come out before hitting the Standing O, all four times I've seen it), but nope- just applause. Sitting up front, I was actually waiting around to see if others did it. I wonder if that's a rare thing, and if actors take an ego-hit when they it happens.

Reading more of the Crisis on Two Earths trade that I have.

* Dr. T.O. Morrow has the worst super-villain design ever. He's just a fat dude with a labcoat and pencil-thin moustache. Looks like frickin' Poirot, right here.

* Patented Silver Age goofiness like Mind Controlled Heroes, everyone having one token girl (Snapper Carr apparently dated some girl named Midge), everyone using Superdickery (okay, so Red Tornado is inexperienced- but everyone treats him like he's a gigantic useless idiot who's a complete liability, rather than offering him training).

* Magic is apparently "more deadly to me than KRYPTONITE!" according to Superman. So even back then it was still a thing.

* Wow, something rare- a full-on BRAWL between the Supermen of Earth-One & Earth-Two! And they advertise the issue that way! They're evenly-matched, too, going against some thoughts that the Silver Age version was the ultimate.

* LOL at the one issue advertising a kid with super-powers as the main storyline on the cover (a particularly sketchily-drawn Joe Kubert cover- actually looks awful), and only having that show up for a couple pages at the start. A fan even writes in and bitches them out for false-advertising (they print the Letters Columns they used to get in here- some guy named Gerry Conway used to write in a bit).

* It's the late '60s, and already Magic as a super-power has come to mean "Can do everything, ever". Though Dr. Fate isn't alone- Green Lantern Rings are basically the same deal.

* Superman sure does get his ass kicked a lot in these, compared to what we're used to hearing about his invulnerability. Could you imagine his fans reacting to this kind of stuff today? With every issue featuring him getting housed by some Cosmic Menace? Sure it's usually Magic or Kryptonite (he's attacked by a dragon with Kryptonite TEETH), but it's still funny.

* The JSA/JLA brawl is entertaining- Flash & Atom have to gang up on Dr. Fate to beat him, and his errant blast takes out Wonder Woman I. Batman easily defeats Dr. Mid-Nite, whose main advantage (the Black-Out Bomb) does nothing to a guy with Infrared Goggles. Alan Scott's Power Ring has already run out of juice, so he's easily dealt with, and Green Arrow easily takes out Black Canary with a new goop-arrow. But her husband Larry Lance (after KOing Arrow), recovers when he sees her in danger, and takes a Cosmic Bolt meant for her, saving the day.

* Then there's than infamous panel used on Superdickery where he made fun of two Supermen being on the same panel, only to have TONS of fans write in and swear at him, explaining the concept of Multiple Earths. Then he printed those letters, making the fans look silly for going so over-the-top in their corrections. Of biggest note to me is BATMAN crying. This dude didn't even cry at SUPERMAN's funeral, yet LARRY LANCE (a man he's never even met) brings him to tears? The DICK.

* And in the culmination of the story, Alan Scott and Hal Jordan MURDER their Cosmic Foe. Seriously, they lure him into an antimatter field they KNOW will kill him, and set him up to die. It's completely deliberate. How often do you see THAT? Puts in perspective the way everyone treated Atom-Smasher when HE killed a bad guy, don't it?

* In the last story, Red Tornado is STILL whining about his lot in life (cripes, no WONDER The Vision ended up becoming way more popular with the same schtick), then the Earths begin to merge and stuff happens.

* Curiously, it's the 1970s now, yet the JSA still look basically the same age as they would have in the '40s. All the men have furrowed brows, but that's just the art style, because so do Hal & Superman II.

* One year prior, Green Arrow was a standard-issue blond guy in a generic Robin Hood outfit with red gloves. Now all of a sudden, he's sporting a Van Dyke, his currently-recognizable outfit and a HUGE chip on his shoulder, acting like an asshole to people. Rapid-onset character changes, daddi-o! The Thunderbolt actually calls Dr. Fate "Dude!", then is revealed to be a mere "Grade-Three Sorceror", and beneath Fate's level. The Spectre DIES as a result of trying to keep the Earths apart for his "ultimate peace", which I know was reversed later on.

MISTER MIRACLE (Scott Free)
Created By:
Jack Kirby
First Appearance: Mister Miracle #1 (April 1971)
Role: Escape Artist, Forgotten Hero
Group Affiliations: New Genesis, The Justice League
PL 10 (228)
STRENGTH
5 STAMINA 5 AGILITY 7
FIGHTING 11 DEXTERITY 6
INTELLIGENCE 8 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 7 (+14)
Athletics 8 (+12)
Deception 4 (+8)
Expertise (Science) 5 (+13)
Expertise (New Gods Warrior) 4 (+12)
Insight 5 (+9)
Investigation 4 (+8)
Perception 8 (+12)
Persuasion 4 (+8)
Sleight of Hand 12 (+18)
Stealth 7 (+14)
Technology 6 (+14)
Vehicles 2 (+8)

Advantages:
Equipment 6 (Mother Box), Defensive Attack, Defensive Roll, Diehard, Evasion 2, Great Endurance, Improved Critical (Unarmed), Improved Defense, Ranged Attack 5, Uncanny Dodge, Ultimate Sleight of Hand Skill

Powers:
"New God Physiology"
Immunity 3 (Aging, Poison, Disease) [3]
Regeneration 2 [2]

"Flying Discs" (Flaws: Easily Removable) [26]
"Big Green Snare" Snare 8 (Extras: Area- 30ft. Burst) (24)
"Thrown Discs" Blast 8 (Feats: Dynamic) (17) -- (19)
Dynamic AE: Flying 6 (120 mph) (Feats: Dynamic) (Flaws: Platform) (7)
-- (43 points)

"Miracle Costume" (Flaws: Removable) [21]
Features 1: Multiple Pockets (1)
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) (2.5)
Immunity 4 (Pressure, Heat, Cold, Vacuum) (4)
Blast 8 (Feats: Precise, Split) (18)
-- (25.5 points)

Equipment:
"Mother Box"
Communication 5 (15)
Healing 2 (Feats: Stabilize, Regrowth) (2)
"Boom Tube" Movement 3 (Space Travel 3) (Extras: Portal +2) (Flaws: Distracting) (Activation -2) (7)
Equipment 5 (Powerful Computer, PDA, Lockpicks, etc.) (5)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Green Snare +8 Area (+8 Affliction, DC 23)
Thrown Discs +11 (+8 Ranged Damage, DC 23)
Initiative +7

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +5 (+6 D.Roll), Fortitude +7, Will +10

Complications:
Enemy (Granny Goodness, Darkseid)- Scott suffered terribly on Apokolips, and is still hunted by his old masters.
Relationship (Big Barda)- The two love each other deeply, though they bicker often. Scott is quite hen-pecked.
Vulnerable (Radon)- Apparently this is a thing for New Gods.

Total: Abilities: 100 / Skills: 76--38 / Advantages: 20 / Powers: 52 / Defenses: 18 (228)

-I've never cared much for Scott Free (you don't want to know how long it took me to get the pun in his name), the ill-defined possibly-superhuman son of Highfather, though. He's... kind of peaceful? And a superhero? And wearing the worst costume ever... And he's an Escape Artist. Yeah. I mean, don't get me wrong- I REALLY LIKE the whole "as a peace offering, Darkseid & Highfather exchanged sons to raise, and both turned out good" concept. If anything, Kirby was a GOD at coming up with great one-shot concepts (the same way Stan Lee was great at tragedy or catchy dialogue). But the whole "Miracle" thing just doesn't appeal. Scott was raised in a horrific "Terror Orphanage" of Granny Goodness, becoming the universe's greatest escape artist due to his attempts to break free.
-Mr. Miracle's book lasted longer than any of the other New Gods stuff, but he still mostly-disappeared. Kirby's successor/friend Mark Evanier brought him back as part of Justice League International, giving him a new lease on life. He even got an ongoing series in 1989- I have the first issue, which is basically entirely comedy (a DeMatteis work), but isn't so bad (a superhero tale set in suburbia, with nosy neighbors)- it lasted about two years. After that, Scott largely vanishes from DC but for a few shots here and there, despite his wife and friends going on to bigger things.
-I can barely figure out his stats- I'm making him a PL 10-ish guy, using the few weapons I saw him use in the show. He's a handy guy (with an INSANE Sleight of Hand ability), but not as elite as his wife, or most of his enemies. He eventually gains The Alpha Effect (counter to the Omega Effect), allowing him to Heal resurrect the dead, shoot Blasts, Fly and absorb any kind of energy- these are apparently nigh-limitless.

THE NEW GODS:

-Okay, confession time. I hate the New Gods. As much as Jack Kirby created them and we should all respect and love the man's work, I just can't get past these goofily-named, idiotic-looking super-powered types and their silly stories. Hell, even Kirby's own BIOGRAPHER (in Tales to Astonish) basically admits that at the time, everyone thought the books needed tons of work & editors, and that Kirby needed someone else writing his fairly good ideas.
-What can I even say about the New Gods? Few people find it to be Kirby's best work- the guy had quit Marvel due to not getting proper credit (and probably not enough money), and moved to DC for his "big idea"- the Fourth World, a group of titles centred around some grand, cosmic theology. He created Darkseid, who would become DC's BIGGEST villain, so it seems like a resounding success... but the entire line failed. New Gods and The Forever People were cancelled after ELEVEN ISSUES, and Mister Miracle only lasted for seven more.
-So what happened? Well, I think Kirby just kind of lost the "pulse" of the comic book industry around this time. Also, he was never a great writer- even his close friend and biographer Mark Evanier (who has a very interesting blog, as he also works in TV Comedy, and knows a lot of comedians) is quite clear about this- DC editors BEGGED him to get writers apparently, but Kirby, still burned from having Stan Lee change a lot of his ideas and swipe a lot of the credit for it, refused. And so we had a lot of clunky dialogue, and mainly the BIGGEST damning thing about the New Gods- their stupid freaking names and costumes.
-Comics can be a bit cheesy- we can all admit that... but GLORIOUS GODFREY? VERNIM VUNDABARR? STEPPENWOLF? What was Kirby THINKING? And those costumes! What a bunch of almight EYESORES- just covered in jagged lines and circles for no apparent reason- it looked like Kirby's great Asgardian designs (full of swooping spires and well-thought-out armour) threw up all over them. And the PRIMARY COLORS!! Orion wasn't the worst-looking of the crew, but I still remember my friend saying that even as a kid he thought the guy looked like a tool- he's supposed to be the big, glorious hero of the Fourth World, and he's walking around in the plainest costume ever, a stupid metal helmet, and flying around on a big silver pipe-cleaner. You could have written the world's greatest story around these douchenozzles, and it wouldn't have worked- they were just an abortion of an idea from day one.
-So the entire line was cancelled after barely a couple years (some titles didn't even last one), sending Kirby back to Marvel for... well, The Eternals, a book that took many of the same ideas (Grand Cosmic Gods), and should NEVER have been introduced into the main continuity. DC, meanwhile, pretty much forgot about most of the New Gods, but picked and chose the characters they liked, and made them a permanent part of their mythos. Orion was made the Big Idiot Superman rival-type dude, Darkseid became DC's official "Big Bad", and Highfather joined The Quintessence. Some others got JLA membership (Mr. Miracle, Big Barda). But for the most part, they never produced many big characters.

BIG BARDA
Created By:
Jack Kirby
First Appearance: Mister Miracle #4 (Oct. 1971)
Role: Hot Amazon, Grouchy Chick, Worst Dresser Ever
Group Affiliations: New Genesis, The Justice League
PL 12 (198)
STRENGTH
14 STAMINA 14 AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 1 (+10)
Expertise (Apokolips Soldier) 8 (+11)
Insight 4 (+6)
Intimidation 8 (+10)
Perception 6 (+8)
Ranged Combat (Mega-Rod) 2 (+10)
Stealth 3 (+6)
Technology 4 (+7)
Vehicles 4 (+6)

Advantages:
All-Out Attack, Equipment 6 (Mother Box), Diehard, Fast Grab, Fearless, Great Endurance, Improved Critical (Mega-Rod), Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 7, Startle, Takedown

Powers:
"New God Physiology, But Much Stronger"
Immunity 3 (Aging, Poison, Disease) [3]
Regeneration 2 [2]

"Barda Armour" (Flaws: Removable) [8]
Impervious Toughness 10 (10 points)

"Mega-Rod" (Flaws: Easily Removable) [29]
Blast 14 (Feats: Penetrating 8) (36) -- (38)
AE: "Bash With Rod" Strength-Damage +1 (Feats: Reach) (2)
AE: Teleport 10 (Extras: Extended) (30)
Flight 5 (60 mph) (10)
-- (48 points)

Equipment:
"Mother Box"
Communication 5 (15)
Healing 2 (Feats: Stabilize, Regrowth) (2)
"Boom Tube" Movement 3 (Space Travel 3) (Extras: Portal +2) (Flaws: Distracting) (Activation -2) (7)
Equipment 5 (Powerful Computer, PDA, etc.) (5)

Offense:
Unarmed +10 (+14 Damage, DC 29)
Mega-Rod Melee+ 9 (+15 Damage, DC 28)
Mega-Rod Blast +10 (+14 Ranged Damage, DC 29)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +14 (+5 Impervious), Fortitude +14, Will +8

Complications:
Enemy (Granny Goodness)
Relationship (Mr. Miracle)
Vulnerable (Radon)- Apparently this is a thing for New Gods.

Total: Abilities: 98 / Skills: 40--20 / Advantages: 24 / Powers: 42 / Defenses: 14 (198)

-Big Barda is actually a pretty good character, considering my feelings on the New Gods as a whole. That said, her costume STINKS. Possibly the most ludcrously complex costume ever; it's bizarre even though it doesn't fit the usual "Blocks & Circles" design that plagued other Kirby Kreations. Just... all those primary colors, the scale-mail, the big fat helmet (with... hair-guards?), the breastplate, the skirt thing... it's just too much stuff altogether. No wonder so many others just draw her in regular clothes or that red bikini thing- it's a f*ckin' eyesore.
-I kinda get a kick out of the cranky, bossy Big Barda (Author Appeal I guess, since Kirby based her off of his wife... and Playmate Lanie Kazan's appearance- I share his feelings on the matter, though)- she plays well off the other characters, especially on JLU. Crabby Amazons are hot- 'nuff said. Barda was raised on Apokolips, but fell in love with the peaceful Scott Free, leaving her Female Furies and rebelling against Granny Goodness- her master. Her history is largely pretty boring (she rarely even joined Scott on his super-teams), even appearing on the Morrison-written JLA in a role that never extended to anything more than "Filler". Her generic powers (at levels lower than DC's Top Tier) make her entirely redundant on a team, especially if Wonder Woman's on it- most figure they probably don't need TWO super-strong, raven-haired, balloon-bodded Amazons.
-Very powerful, Barda can take on any of the Female Furies one-on-one and come out on top 80% of the time, being a smaller variant of the bricks like Wonder Woman. A PL 12 brawler, her Mega-Rod can also fire out blasts at high power, or augment her natural strength with a boosted attack. I figure her for a notch under the "Elites" like Superman, Wonder Woman & others, but tough enough to still hang (after all, she never got many power-feats on the Morrison-era League, and has beaten few "legit" people).

ORION
Created By:
Jack Kirby
First Appearance: The New Gods #1 (Feb. 1971)
Role: The Jerk-Ass Hero
Group Affiliations: New Genesis, The Justice League
PL 14 (234)
STRENGTH
18 STAMINA 16 AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Space Hero) 4 (+7)
Insight 2 (+3)
Intimidation 11 (+12)
Investigation 4 (+5)
Perception 6 (+7)
Technology 4 (+7)
Vehicles 5 (+5)

Advantages:
All-Out Attack, Equipment 6 (Mother Box), Diehard, Fast Grab, Fearless, Great Endurance, Improved Critical (Astro-Force), Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 9, Startle, Takedown

Powers:
"New God Physiology, But Much Stronger"
Power-Lifting 4 (50,000 tons) [4]
Immunity 3 (Aging, Poison, Disease) [3]
Impervious Toughness 13 [13]
Regeneration 6 [6]

"Astro-Harness" (Flaws: Removable) (Feats: Restricted to Orion 2) [51]
Flight 10 (2,000 mph) (20)
Movement 2 (Space Travel 2) (4)
Immunity 6 (Cold, Heat, Pressure, Radiation, Suffocation 2) (6)
"Astro-Force" Blast 18 (Feats: Penetrating 10) (Flaws: Distracting) (28) -- (31)
AE: Damage 14 (Extras: Area- 60ft. Cone) (Flaws: Distracting) (14)
AE: Force Field 3 (Flaws: Immobile -2)
AE: "Tractor Beam" Move Object 14 (28)
-- (61 points)

Equipment:
"Mother Box"
Communication 5 (15)
Healing 2 (Feats: Stabilize, Regrowth) (2)
"Boom Tube" Movement 3 (Space Travel 3) (Extras: Portal +2) (Flaws: Distracting) (Activation -2) (7)
Equipment 5 (Powerful Computer, PDA, etc.) (5)

Offense:
Unarmed +9 (+18 Damage, DC 33)
Astro-Force +9 (+18 Ranged Damage, DC 33)
Astro-Force +14 Area (+14 Damage, DC 29)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +16 (+7 Impervious), Fortitude +14, Will +8

Complications:
Enemy (Darkseid)- Orion despises his birth father, and will do anything to stop him. He even implores Highfather to break their treaty and attack when Apokolips is weak.
Temper- Orion is prone to berserker rages, flying off the handle and starting fights without thinking. He takes disrespect poorly, and can't be trusted to remain calm in any circumstances. Without his Mother Box, he'll slowly go crazy, with even his face changing.
Vulnerable (Radon)- Apparently this is a thing for New Gods.

Total: Abilities: 100 / Skills: 36--18 / Advantages: 26 / Powers: 77 / Defenses: 14 (234)

-More proof of the New Gods' failure- take Orion here. A solid concept of the heroic son of a master villain, given issues with daddy & anger, and all good stuff. But then they give him blue undies (really, that stopped being cool a long time ago), a plain red outfit, a stupid mask, and what looks like a sex-play-armature to fly around in. He just looks ridiculous. The character was used pretty well, if VERY sparingly, on JLU, being the grumpy, constantly-annoyed guy who can't stand The Flash's amateurish antics when he fights his Rogues. And he gets his butt kicked by Darkseid to Superman can save the day. So I guess he wasn't bad in JLU, but man, I can never get into the New Gods stories. Everyone looks and dresses like an idiot, their names stand out as bad even compared to the Image Era of Comic Book Names, and most of them are ridiculously bland.
-Also hurting Orion is his status as "Superman Lite"- being a guy who's supposed to be absolutely top-tier, Orion is nonetheless stuck as a gigantic idiot who is frequently getting the snot pounded out of him by villains in order to make Superman look good. Despite that, he's often getting the "final shot" against Darkseid, having killed him twice (naturally, only temporarily). Orion was murdered by a "God-Killing Bullet", which was then turned around and used on its firer, Darkseid, in the final moments of Final Crisis.
-A PL 13.5 Powerhouse, Orion is more powerful than almost anybody else in the League barring Superman & Wonder Woman- the problem is, he's big, aggressive and stupid; and doesn't use his abilities properly. This makes him almost as much of a liability as an asset. He costs a ton of points, has a butt-load of powers, and is very hard to injure or otherwise beat. But he's got limits. He's PL 13 unarmed (and he almost always fights unarmed), and his Astro-Force attack is a +14 Area Effect or a Rank 18 Blast, but it's Distracting (that's why he doesn't do it so much- he's got this full-body harness he's locked in with both hands setting it off). His Mother Box is quite useful (especially the teleportation technology in it), doing all sorts of stuff- it's just a powerful Cosmic Garage Door Opener, with a very limited Teleport (ie. it has HELLA-Range, but can't really be used in a battlefield context, as it takes forever to open up, only goes long range, and you've got to be Distracted to use it) and a few Equipment-based tricks. So Orion's a big, tough powerhouse who can nearly match Superman, but he's got enough limitations to make him clearly the lesser-man's version. With some boosted accuracy, he's a true elite, but at this point, I see him as about equal to Marvel's Hercules, and not better than Thor... except he has the credibility of having killed Darkseid. Except Darkseid is always resurrecting himself, as he's still DC's top bad guy.
-Curiously, my Orion is the same PL as the DCA version, but is MUCH more damaging, both unarmed and with the Astro-Force. I mean, I always thought this guy was a contemporary of Superman (meaning, in DC terms, that he's much weaker, but totally in the same dogpile as Supes' other inferiors), and he HAS killed Darkseid in a fair fight one time. He also fights like a Big Dumb Brick who's largely inaccurate unless he's going All-Out (and he's ALWAYS going All-Out). And he's PL 12.5 defensively, which is a pretty big weakness.

LIGHTRAY (aka Solis)
Created By:
Jack Kirby
First Appearance: The New Gods #1 (Feb. 1971)
Role: Flying Blaster
Group Affiliations: New Genesis, The Justice League
PL 11 (197)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Expertise (Space Hero) 4 (+7)
Insight 2 (+6)
Perception 4 (+8)
Persuasion 3 (+7)
Technology 4 (+7)
Vehicles 3 (+6)

Advantages:
Equipment 6 (Mother Box), Diehard, Great Endurance, Improved Critical (Light), Improved Initiative, Power Attack, Ranged Attack 6, Teamwork

Powers:
"New God Physiology, But Much Stronger"
Immunity 3 (Aging, Poison, Disease) [3]
Regeneration 3 [3]

Flight 20 (2,000,000 mph) [40]
Movement 1 (Space Travel) [2]

"Light Beam" Blast 13 (26) -- [29]
AE: "Brilliant Light" Dazzle Visuals 11 (Extras: Area- Visual Perception) (Flaws: Touch Range) (22)
AE: Dazzle Visuals 12 (24)
AE: "Light Illusion" Illusion (Visuals) 10 (20)

Equipment:
"Mother Box"
Communication 5 (15)
Healing 2 (Feats: Stabilize, Regrowth) (2)
"Boom Tube" Movement 3 (Space Travel 3) (Extras: Portal +2) (Flaws: Distracting) (Activation -2) (7)
Equipment 5 (Powerful Computer, PDA, etc.) (5)

Offense:
Unarmed +8 (+6 Damage, DC 21)
Light Beam +9 (+13 Ranged Damage, DC 28)
Dazzle Visuals +9 (+12 Ranged Affliction, DC 22)
Brilliant Light +11 Area (+11 Affliction, DC 21)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +6, Fortitude +8, Will +7

Complications:
Enemy (Darkseid)
Vulnerable (Radon)- Apparently this is a thing for New Gods.

Total: Abilities: 76 / Skills: 20--10 / Advantages: 18 / Powers: 77 / Defenses: 16 (197)

-Lightray is a lesser-known New God who nonetheless briefly joined the Justice League along with Orion. He's a bit of a "Balder" type, a guy who wins battles quickly via careful application of force, and prefers to discuss things with his foes rather than fly in blasting. This is in great contrast to Orion, naturally. There's actually startlingly-little about this guy out there- as a third-tier New God, he gets even less use than the OTHER, mostly un-used, New Gods. He apparently once created A TEMPORARY SUN as a way to escape The Black Racer, but it seems like he's normally just a fairly high-powered Blaster. DCA even skips him over entirely! And you can find ULTRA THE MULTI-ALIEN in there (thanks to Grey Crusader :)).

FIRESTORM I (Ronnie Raymond & Dr. Martin Stein)
Created By:
Gerry Conway & Al Milgrom
First Appearance: Firestorm, The Nuclear Man #1 (March 1978)
Role: Peter Parker Hero
Group Affiliations: The Justice League
PL 11 (207)
STRENGTH
2/8 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Pop Culture) 4 (+4)
Expertise (Science) 4 (+4)
Intimidation 4 (+5)
Perception 2 (+2)
Ranged Combat (Nuclear Blasts) 4 (+8)

Advantages:
Power Attack, Ranged Attack 2

Powers:
"Nuclear Man"
Protection 4 [4]
Flight 10 (2,000 mph) [20]
Healing 6 (Flaws: Limited to Himself) [6]
Immunity 10 (Life Support) [10]

Nuclear Blast 14 (Feats: Split) (29) -- [33]
AE: "Shapeshift" Morph 3 (Anything of Equal Mass) (15)
AE: Insubstantial 4 (20)
AE: "Absorb Radiation" Weaken Energy Powers 12 (Extras: Ranged) (Flaws: Limited to Radiation) (12)
AE: Enhanced Strength 6 (12)

Transform (Anything to Anything Else) 10 (Feats: Reversible) (Extras: Continuous) (Flaws: Side-Effect- Limited to When Altering Organic Substances) (Drawbacks: Must Know Chemical Make-Up of Change -2) [53]

"Martin Stein's Influence" Enhanced Skills 20: Science 10 (+14), Technology 10 (+10) [10]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Enhanced Strength +7 (+6 Damage, DC 21)
Nuclear Blast +8 (+14 Ranged Damage, DC 29)
Weaken Energy +8 (+12 Ranged Weaken, DC 22)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +4 (+8 Firestorm), Fortitude +6, Will +6

Complications:
Relationship (Professor Stein)- The two are partners by force, and do not entirely get along- Stein being older and more mature, and Raymond being an immature teenager.
Drawback Explanation: Transform- Firestorm can only create objects that are "understood" by himself- Ronnie isn't aware of most objects' chemical compositions, but thankfully Professor Stein is.

Total: Abilities: 38 / Skills: 22--11 / Advantages: 6 / Powers: 136 / Defenses: 16 (207)

-Firestorm is one of those characters that seems to have a heck of a following, but always in a "Doom Patrol" sort of way- it's vocal, yet apparently doesn't actually buy many books. He was popular for about a decade, starting from the late 1970s, but faded away over the years, disappearing sometime around the 1990s. He's got all the trappings of a Teen Hero (everyman High School student Ronnie Raymond), but also the effects of a mentor figure in Professor Stein- the two were combined into one being after a nuclear accident, with Stein appearing as a voice in Ronnie's head, often giving him advice. Naturally, this gave the series a natural banter, as Stein was mature and intelligent, while Raymond was hot-tempered and impetuous (I've seen a Super Friends episode where Ronnie hits on Wonder Woman, earning a sharp rebuff from Diana, and a head-shaking lecture from Stein).
-This book, soon featuring villainess Killer Frost and love interest Firehawk, was largely the creation of Gerry Conway, who felt that a "sense of fun" had been missing from his run on Spider-Man at Marvel (considering he's the dude who OFFED GWEN STACY, I'm saying he's not blameless, naturally :)), and wanted to interject some of that into a DC book. Naturally, this was undone by the very next writer, as John Ostrander took over in 1986 after Conway "abruptly left", and made the book a grittier tome. Ronnie got merged with a Russian hero instead of Stein, then turned out to be a FIRE ELEMENTAL, part of DC's weird attempt to combine a bunch of characters under one heading as "Elementals", joining Swamp Thing & Red Tornado. Then they got merged with a THIRD guy (a Soviet clone of Ronnie, I guess), then Stein became the SOLO Firestorm.
-Around this time, and all of that nonsense, Firestorm basically vanished from comics. He became one of those Limbo-dwellers that only shows up once in a blue moon, usually in a failed book (Extreme Justice) or something. Then he got killed in the most hilariously-minor event in Identity Crisis, being stabbed by The Shadow Thief (using Shining Knight's sword), then flying into space to explode without killing the other heroes. And that was like the ONLY TIME he appeared in the story! And I don't even think they MENTIONED HIM after the fact! Ronnie later reappeared periodically in the new Firestorm's book, and was resurrected after Blackest Night, having to deal with the fact that he murdered the new guy's girlfriend.
-Ronnie Raymond comes off as a very high-powered, under-skilled hero. Though I haven't read a comic of his before 1990, he pretty much vanished after that, so it's not like he got a ton of experience after the fact- PL 11 feels fine. I made him less accurate and more powerful than the DCA build, as from what I've heard, he's VERY powerful- The Annotated Crisis on Infinite Earths page makes a big deal out of the fact that he struggled against a Shadow Demon in the first issue of the series- he was tough enough that it was a BIG feat for a mere Mook. Some of the stuff here is from DCA, because I don't have much experience with the character- his Side Effect, for example (which is unclearly-stated online). I'm making his "Must Know Chemical Make-Up" thing a Drawback instead of a Flaw, since it's VERY unlikely that Professor Stein would get the wrong formula for one of Ronnie's changes. I've never liked the Skill Check Required thing for stuff like that- it's VERY hard to fail if your skill level is high enough.

FIRESTORM II (Jason Rusch)
Created By:
Dan Jolley & Chris Cross
First Appearance: Firestorm #1 (July 2004)
Role: Kid Hero, Minority Legacy
Group Affiliations: The Justice League
PL 11 (194)
STRENGTH
2/8 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Science) 4 (+5)
Perception 2 (+3)
Ranged Combat (Nuclear Blasts) 4 (+8)

Advantages:
Power Attack, Ranged Attack 2

Powers:
"Nuclear Man"
Protection 4 [4]
Flight 10 (2,000 mph) [20]
Healing 6 (Flaws: Limited to Himself) [6]
Immunity 10 (Life Support) [10]

Nuclear Blast 14 (Feats: Split) (29) -- [33]
AE: "Shapeshift" Morph 3 (Anything of Equal Mass) (15)
AE: Insubstantial 4 (20)
AE: "Absorb Radiation" Weaken Energy Powers 12 (Extras: Ranged) (Flaws: Limited to Radiation) (12)
AE: Enhanced Strength 6 (12)

Transform (Anything to Anything Else) 10 (Feats: Reversible) (Extras: Continuous) (Flaws: Side-Effect- Limited to When Altering Organic Substances) (Drawbacks: Must Know Chemical Make-Up of Change -2) [53]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Enhanced Strength +7 (+6 Damage, DC 21)
Nuclear Blast +8 (+14 Ranged Damage, DC 29)
Weaken Energy +8 (+12 Ranged Weaken, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+8 Firestorm), Fortitude +6, Will +6

Complications:
Motivation (Leaving Detroit)- Jason really wants to leave his crappy hometown, and his abusive father.
Drawback Explanation: Transform- Firestorm can only create objects that are "understood" by himself- Jason isn't the scientific genius Prof. Stein is.
Relationship (Gehenna)- His girl got turned into salt.

Total: Abilities: 42 / Skills: 14--7 / Advantages: 6 / Powers: 126 / Defenses: 13 (194)

-Firestorm was soon revived in 2004, but with a Minority Legacy Hero instead, as teenager Jason Rusch was merged with the "Firestorm Matrix". He was briefly merged with Ronnie Raymond, too (Ronnie was kind of trapped within the thing). Jason would also merge with a buddy, and then with Prof. Stein. THEN he merged with FIREHAWK post-One Year Later, and his girlfriend Gehenna got shoved into the Refrigerator by a Black Lantern Ronnie. After that, Jason and a resurrected Ronnie had an uncomfortable partnership, as anger between them might cause a new Big Bang, and they had to deal with "Deathstorm", who was sorta the Black Lantern Ronnie.
-I figure Jason's got the same powers Ronnie does. I can't find anything that says otherwise. He doesn't seem as thick-headed as Ronnie was, but lacks Stein's knowledge in most incarnations.

FIREHAWK (Lorraine Reilly)
Created By:
Gerry Conway & Pat Broderick
First Appearance: The Fury of Firestorm #1 (June 1982)
Role: Hero's Girlfriend
Group Affiliations: The Justice League
PL 10 (136)
STRENGTH
1 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Politics) 5 (+8)
Insight 2 (+5)
Perception 1 (+4)
Ranged Combat (Blasts) 4 (+8)

Advantages:
Power Attack, Ranged Attack 2

Powers:
"Nuclear Woman"
Protection 4 [4]
Flight 10 (2,000 mph) [20]
Immunity 10 (Life Support) [10]

Radiation Blast 12 (Feats: Split) (25) -- [26]
AE: Insubstantial 4 (20)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Nuclear Blast +8 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+8 Firehawk), Fortitude +6, Will +6

Complications:
Relationship (Ronnie Raymond- aka Firestorm)- Briefly, the two dated.

Total: Abilities: 52 / Skills: 14--7 / Advantages: 6 / Powers: 60 / Defenses: 11 (136)

-Lorraine Reilly debuted in the debut of Ronnie Raymond's ongoing solo book in 1982, gaining her powers sixteen issues later. She was subjected to experiments by an evil douchebag who wanted to recreate the experiments that created Firestorm and Multiplex and then sent against Ronnie, but instead becomes a supporting character/girlfriend. I only know her from Crisis on Infinite Earths, where I found she had a really cool design, made neater by DC's then state-of-the-art colouring process (generally in Perez books, featuring un-inked coloured outlines). She later kind of vanishes (along with Ronnie), becoming a Senator like her father- she's a bit of a "Human Perspective" character in Identity Crisis, sort of being an Exposition Sounding Board for Ralph Dibny, explaining his history and marriage. Honestly, I actually find her more interesting than her paramour, as she's got a much better design, and an interesting "hook" (being a Senator), without all of Ronnie's absurdly-complicated history.

WW Rant:
-Wonder Woman debuted like a bolt of lightning in the early 1940s, as comics' biggest female superhero. Not mere "Non-Powered Hero", she was SUPER STRONG, and basically a walking Pin-Up who nonetheless espoused a proto-Feminist ideology, straight from the mouth of William Moulton Marston, a Feminist S&M Enthusiast who believed in open relationships (seriously) and obvious female superiority (he believed women should rule the world). And her books were SUPER-fetishy, featuring constant acts of girls being tied up, weird S&M games amongst nubile Amazons, and more. Coming from a Greek island, and a child of mythology, she randomly decides to dress in the AMERICAN FLAG. She proved incredibly-popular, to the point where she lasted all the way into the Silver Age without disappearing (a rare feat, and the only female superhero to do so), and even got onto the Justice Society... as their secretary. Oh, the '40s.
-Wonder Woman's one of the iffier concepts out there in comics, being someone who's unquestionably a top star, but is considered a little too goofy by the buying public to REALLY be taken seriously, especially thanks to the fairly silly 1970s TV show. Her iconic nature as "The Most Powerful Woman in the World" is so powerful for people that it's led to DC pushing the character non-stop, giving her A-list writing & art teams day in and day out, despite her book selling worse than something like 70% of the rest of their line (let alone Marvel's). So this book usually sells around #74 or something, and other beloved titles that rank higher are often in danger of cancellation, but you CAN'T cancel Wonder Woman's book, because that would be admitting that you can't make it work! Her status as THE Female Super-Hero (no one else even comes close) makes her among the most recognizable heroes of all time.
-I think part of the issue with Wonder Woman is that she has no single, defined characterization. Most people have their impressions of the various heroes, but most Supermen are kinda the same. Batman's become fairly normalized as well, after a goofy span between the '40s & '60s. Most characters can be summed up RELATIVELY quickly, despite their complexity, through some quick notes. Diana's different- she's changed SO much over the years, from having one of the most crack-fueled books (fighting a giant sentient Chinese Egg), to the most insipid (a run as a Charlie's Angels rip-off detective with no powers), to the most war-like (Phil Jiminez' run featured a TON of war & bloodshed). Writers amp up her feminist aspects, her motherly aspects, and her warrior aspects, with no version really maintaining the same level. Some writers make her naive to the ways of "Man's World", while others leave her very worldly and wise. Sometimes she's downright calm, while sometimes she's the most aggressive and brutal of her teammates. Heck, they sometimes make her very young-seeming, while other writers make her Team Mom to all her sidekicks (a key problem with Donna Troy is that she ages Diana by about 10 years).
-I mean, look at DC's 52. Despite being a book about the side-characters of the DCU, Superman & Batman both get small arcs that explain what they're doing. Diana, by contrast, gets a one-shot appearance in Nanda Parbat and that's IT. Even THAT team of writers (DC's highest-paid guys) couldn't come up with anything for Diana to do. She's just too hard to get a real handle on. It doesn't help that she has nearly the same powers as DC's grasp of Greek Mythology is hilariously inaccurate (seriously, the whole Zeus & Hera loving family thing while making Ares a smooth, calculating manipulator makes Marvel's Norse Myth look like a well-researched scholarly paper), which wouldn't be so bad if they didn't make it so damn boring half the time as well. And her book always fails to make compelling love interests- Steve Trevor (who was gone for many, many eras) was dull as dishwater despite the concept- the idea of a man being saved by a super-female is actually very interesting (turning the whole "Damsel in Distress" thing on it's head, as well as being rather emasculating while being a male fantasy at the same time), but WW's still got a very boring list of paramours over the years, especially because DC seems to be PETRIFIED at the thought of actually hooking her up with a real hero of some repute. Did anyone buy Random Black Guy who died super-quickly, or frickin' NEMESIS? I've never been overly-impressed with many of her stories, no matter HOW many great artists love working on her (Perez, Jiminez, Adam Hughes... it's a GREAT list). Hell, half the time, DC's best idea at how to improve the character is to nearly REBOOT HER COMPLETELY.
-Diana also gets stuck into the "Feminist Zeitgeist", which is obviously fitting given her origins, though often goes out of its way to make her seem dull and uninteresting. See, Feminist Superheroines is a GREAT source of storytelling (the '70s got a great deal of mileage out of Carol Danvers & Power Girl bitching out chauvinist characters, and Thundra's Female Chauvinism was a hilarious reversal), but Diana's such a boring stick in the mud that she never really DOES anything with it- she just sits there and lectures people like someone's mother. This means that one of Diana's key Characterization bits for most of the '90s & 2000s was The Lecturer, a sort of proto-Social Justice Warrior. She also has absolutely zero sense of humor in every book of hers I've ever read- in one of Phil Jiminez' issues, he states from Lois Lane's mouth that "she's HYSTERICAL", but of course her jokes are OFF-PANEL so we can never see actual PROOF of it- instead, writers just make her a cold fish. It doesn't help that in making her so stern she ends up being SEXUALLY sterile as well- even her attempts at flirting with male heroes often comes across as utterly-clean and by-the-book.
-The thing with the Amazons always turns into a gigantic shit-show, too. There's just no way to write them properly in this day and age. In the 1940s, it seemed progressive and funny to have a society of women who knew best and wanted to lecture "Man's World". But now? That comes off as vulgar feminist ideology reeking of misandry, and no longer makes any sense when you consider that their island is part of the greater DC universe. They come off as arrogant, elitist bigots, and it's made even WORSE, because other writers have utterly F'd up and turned them into INSANE WAR-HARPIES at the same time! Think of the arcs where they have a freaking CIVIL WAR, or attack Man's World on stupid pretenses! This not only makes them look completely idiotic, it turns them into GIGANTIC HYPOCRITES. Which is one of the worst things EVER for a group of characters! It simultaneously removes the fabled "Moral High Ground" the characters shared, and ruins the ENTIRE concept- they've simply turned into a society of insane, bigoted, isolationist zealots, to the point where the Nu52 "Warlike Rapists" thing is almost a POSITIVE version of the group!
-AND HER ROGUES! My GOD what a crappy bunch of losers! Almost every one of them is completely forgettable and stupid! Circe would be cool if she wasn't just a generic Manipulator Chick with no real cred. Ares is trying so hard to be Marvel's Loki it's sad. Dr. Psycho is basically equalled by 900 Marvel villains with the same overall concept, and many more who do it better. Giganta is more of a fetish than a character- and even the GREATEST fetish can't make her an interesting or credible villain. Cheetah? There's been like FOUR, and they're all pretty bad- Rich Girl in Tights was dumb, and Sabretooth Rip-Off is even worse. Cheetahs aren't even STRONG ANIMALS, so why is one suddenly WW-class? The rest are all jobbers or super-dated (Silver Swan, Egg-Fu, etc.).
-Ultimately, though, I think the most damning thing about Wonder Woman is that so many elites working on her produced a body of work that is worse than the peak of pretty much every single character above C-level in the history of comic books. Her best stuff pales before the best stuff from Superman, Batman, Spider-Man & The Fantastic Four, down to Daredevil, many individual X-Men, Hawkeye and more. And this is with utter fangirls like Gail Simone (who, to be certain, has written some GREAT books in her time), too. And the BEST Wonder Woman arc in a billion years? The freaking NEW FIFTY-TWO version, which is most notable because it ignores EVERYTHING ABOUT HER, starts completely from the beginning, then makes her "The Normal One" in a gigantic cast of extreme characters, making her essentially a personality-free bruiser in a book of more-interesting characters.
-But, y'know, random hairdressers who've never bought a comic book in their life LOVE Wonder Woman because she's inspiring and all that (Gail Simone literally uses this as an excuse for why Wonder Woman is AWESOME and is the best ever). So DC just HAS to push her into the top ranks of characters, despite all of her weaknesses, and the horrible nature of her backstory. In the end, Wonder Woman is the greatest example of the power of Symbols over anything else- I've stated before that the best and most-popular heroes are symbols- Iron Man is what every man dreams of becoming; Superman is the ultimate Power Fantasy; Batman is the Perfect Man/Symbol of Grim Justice; Captain America is similar, but is also the ultimate Weak Man Turned Strong and the Ultimate Patriot; The Hulk is the ultimate The Beast Within story; Spider-Man is the Everyman; etc. But Wonder Woman represents The Perfect Woman- the caring nature of a woman, but all the strength typically-bestowed upon males. It's a powerful symbol, especially for women, and that's why she is still famous the world over. She could be in terrible stories for 100 years, and she would still be relevant just because of her powerful nature.

WONDER WOMAN I (Princess Diana of Themyscira, Diana Prince)
Created By:
William Moulton Marston & Harry G. Peter
First Appearance: All Star Comics #8 (Dec. 1941)
Role: The Iconic Female Superhero
Group Affiliations: The Justice Society of America, Themyscira
PL 13 (282)
STRENGTH
15 STAMINA 15 AGILITY 4
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 5 PRESENCE 5

Skills:
Acrobatics 8 (+12)
Athletics 1 (+15)
Deception 1 (+6, +10 Attractive)
Expertise (History) 2 (+6)
Expertise (Mythology) 9 (+13)
Expertise (Science) 6 (+10)
Insight 3 (+8)
Intimidation 1 (+6)
Investigation 4 (+9)
Perception 4 (+9)
Persuasion 4 (+9, +14 Attractive)
Stealth 2 (+6)
Technology 6 (+10)
Treatment 2 (+6)
Vehicles 1 (+4)

Advantages:
Accurate Attack, All-Out Attack, Attractive 2, Defensive Attack, Diehard, Equipment 7 (Invisible Jet), Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed) 2, Improved Disarm, Improved Grab, Improved Initiative, Improved Trip, Interpose, Move-By Action, Power Attack, Ranged Attack 9, Takedown 2

Powers:
Power Lifting 5 (12,000 tons) [5]
Flight 9 (1,000 mph) [18]
Impervious Toughness 13 [13]
"Super-Polyglot" Comprehend 3 (Speak To & Understand All Languages & Writing) [6]

"Magic Lasso" (Flaws: Easily Removable) [10]
"Grab Multiples" Affliction 14 (Strength & Will; Hindered & Impaired/Defenseless & Compelled) (Feats: Reversible, Tether) (Extras: Ranged, Extra Condition, Area- 15ft. Burst +1/2) (Flaws: Compulsion Limited to Telling the Truth, Limited to One Group of Targets, Limited Degree) (Diminished Range -1) (15) -- (16 points)
AE: "Single Snare" Affliction 16 (Strength & Will; Entranced, Impaired & Hindered/Compelled, Defenseless & Prone) (Feats: Reversible, Tether) (Extras: Ranged, Extra Condition +2 on 14 Ranks) (Flaws: Limited to One Target, Compulsion Limited to Telling the Truth, Limited Degree) (Diminished Range -1) (15)

"Magic Bracelets" (Flaws: Removable) [22]
Deflect 12 (12)
Enhanced Dodge 2 (2)
Impervious Toughness 13 (Extras: Sustained +0) (13)
-- (27 points)

"Throwing Tiara" (Flaws: Easily Removable) [7]
Blast 4 (Feats: Homing, Ricochet 2) (11 points)

Equipment:
"Invisible Jet" (Gargantuan, ST 11, Flight 8- 500 mph, Defense -2, Toughness 11, Features- Navigation, Concealment Visuals 2) (34)

Offense:
Unarmed +11 (+15 Damage, DC 30)
Magic Lasso +12 (+12 Ranged Affliction, DC 22)
Grab Multiples +12 Area (+12 Affliction, DC 22)
Initiative +8

Defenses:
Dodge +10 (+12 Bracelets, DC 22), Parry +11 (DC 21), Toughness +15 (+7 Impervious), Fortitude +15, Will +11

Complications:
Motivation (Fixing Man's World)- Diana is on a mission to teach Man's World the proper way of doing things.
Relationship (Steve & Lyta Trevor)- Diana fell in love with brave male soldier Steve Trevor, and eventually wed him and had a daughter, whom she named Hippolyta, after her own mother.
Responsibility (Themyscira)- Diana's mother Hippolyte is Queen of Themyscira, and Diana owes her allegiance to them.
Power Loss (All Powers)- Wonder Woman will lose all of her powers if someone binds her bracelets together.
Relationship (Etta Candy)- The fat, sweets-loving Etta is WW's closest pal amongst regular people, and leads the local all-girls college in helping out Diana at times.

Total: Abilities: 124 / Skills: 54--27 / Advantages: 37 / Powers: 81 / Defenses: 13 (282)

-So yeah, Diana was a hugely-popular character right away, becoming the biggest superheroine on the block. She got a pile of powers, introduced many others, and had kinky, fetishy adventures featuring an unusual amount of bondage and girls tying each other up in weird games. She was the JSA's secretary (because it was the 1940s), but largely didn't show up on adventures because she had her OWN book. In 1947, Marston died, and Robert Kanigher took over the strip, making fewer Feminist-focused stories. Fredric Wertham found in his works that Wonder Woman promoted lesbianism in the subtext between WW and the Holliday Girls at the local all-girls college (to be fair, that isn't a exactly a huge reach, but naturally Wertham thought that gayness was totally evil). Diana also started to moon over Steve Trevor a lot more.
-There was no specific "moment" when Diana became the modern-day Wonder Woman of Earth-One, much like the other heroes who survived the 1950s. At some point, we just had a "new" Wonder Woman on our hands, having current adventures, while the old one only showed up in JSA/JLA team-ups. The Dianas were mostly the exact same, though the old one eventually started getting wrinkles (looking QUITE senior by the 1980s), and had an adult daughter thrown in with Hippolyta Trevor, her & Steve's kid. She's seen a bit in the Crisis, but she's largely not that important to comics once we get a modern WW.
-Golden Age Wonder Woman is remarkably-tough and strong, and can easily fit onto any JLA/JSA team-up, but could get the occasional weird power like ESP or Telepathy or whatever. The specifics could pop in and out, I assume, as WW always had tricky issues with random powers. Her tiara could also be used to communicate with Amazons at one point, in addition to the occasional use of it as a boomerang.

WONDER WOMAN II (Princess Diana of Themyscira, Diana Prince)
Created By:
William Moulton Marston & Harry G. Peter
First Appearance: All Star Comics #8 (Dec. 1941)
Role: Hot Amazon, The Iconic Female Superhero
Group Affiliations: The Justice League of America, Themyscira
PL 14 (287)
STRENGTH
16 STAMINA 16 AGILITY 5
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 5 PRESENCE 5

Skills:
Acrobatics 8 (+13)
Deception 1 (+6, +8 Attractive)
Expertise (History) 2 (+6)
Expertise (Mythology) 9 (+13)
Expertise (Military) 8 (+12)
Expertise (Science) 2 (+6)
Insight 9 (+14)
Intimidation 3 (+8)
Perception 7 (+12)
Persuasion 4 (+9, +11 Attractive)
Stealth 1 (+6)
Technology 4 (+8)
Treatment 1 (+5)
Vehicles 3 (+6)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Attractive, Defensive Attack, Diehard, Equipment 7 (Invisible Jet), Evasion, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed) 3, Improved Disarm, Improved Grab, Improved Initiative, Improved Trip, Improvised Weapon, Interpose, Last Stand (Ignore Damage For 1 Round With HP Spent), Move-By Action, Power Attack, Ranged Attack 9, Redirect, Takedown 2

Powers:
Power Lifting 5 (50,000 tons) [5]
Flight 15 (64,000 mph) [30]
Immunity 1 (Aging) [1]
Senses 2 (Extended Vision & Hearing) [2]

"Magic Lasso" (Flaws: Easily Removable) [10]
"Grab Multiples" Affliction 14 (Strength & Will; Hindered & Impaired/Defenseless & Compelled) (Feats: Reversible, Tether) (Extras: Ranged, Extra Condition, Area- 15ft. Burst +1/2) (Flaws: Compulsion Limited to Telling the Truth, Limited to One Group of Targets, Limited Degree) (Diminished Range -1) (15) -- (16 points)
AE: "Single Snare" Affliction 16 (Strength & Will; Entranced, Impaired & Hindered/Compelled, Defenseless & Prone) (Feats: Reversible, Tether) (Extras: Ranged, Extra Condition +2 on 14 Ranks) (Flaws: Limited to One Target, Compulsion Limited to Telling the Truth, Limited Degree) (Diminished Range -1) (15)

"Magic Bracelets" (Flaws: Removable) [22]
Deflect 12 (12)
Enhanced Dodge 2 (2)
Impervious Toughness 13 (Extras: Sustained +0) (13)
-- (27 points)

Equipment:
"Invisible Jet" (Gargantuan, ST 11, Flight 8- 500 mph, Defense -2, Toughness 11, Features- Navigation, Concealment Visuals 2) (34)

Offense:
Unarmed +12 (+16 Damage, DC 31)
Magic Lasso +12 (+14-16 Ranged Affliction, DC 24-26)
Grab Multiples +12 Area (+12 Affliction, DC 22)
Initiative +8

Defenses:
Dodge +10 (+12 Bracelets, DC 22), Parry +12 (DC 22), Toughness +16 (+8 Impervious), Fortitude +16, Will +12

Complications:
Motivation (Justice)
Responsibility (Hippolyta & Paradise Island)
Responsibility (The Will of the Gods)- Diana must do Zeus' bidding, and even bows to the informal Hermes.
Relationship (Donna & Cassie)- Donna Troy is Diana's spiritual younger sister, and Cassie is a student and important charge. She will defend either to the death.
Enemy (Ares, Circe, The Cheetah, etc.)- Kind of a mediocre crowd of Rogues for an "A-Lister", but some of them aren't so bad.

Total: Abilities: 132 / Skills: 62--31 / Advantages: 42 / Powers: 70 / Defenses: 12 (287)

-Wonder Woman was undergone many strange shifts over the years- losing her powers in the 1960s so they could rip off The Avengers (spy show, not Marvel's heroes), they drew the ire of GLORIA STEINEM of all people, who insisted upon the Feminist Symbol's repowerment. She sorta joined the JLA, but was rarely an iconic member of the roster- she only became a BIG part of the team in the Morrison Era, really. She sort of became an Elder Stateswoman of sorts, being the most mature superheroine around. She's had a Who's Who of superstar creators working on her, but doesn't have a lot of legendary arcs going for her. Naturally, she has a giant list of Supporting Amazons that nobody cares about, plus a pair of Sidekicks (including Donna Troy, who I find to be a MUCH more-interesting and fun character- and problematically makes Diana come off more as a boring older sister/mom character as much as anything), an intrusive mother, and a bunch of sucky enemies.
-Diana tends to be consistent in terms of how she looks these days, though I honestly find her 1970s incarnation the most attractive. She was thin, athletic and feminine, with long flowing hair. But ever since Perez got a handle on her, she's suddenly turned into a rippling-muscled fitness model, without the sheer height and mass to make her a purely Hot Amazon. And that CURLY HAIR- Perez loved to add details to characters- his books in the '80s were GLUTTED with men with big, floppy manes of curly hair- never mind the WOMEN's haircuts, but Diana's curly hair makes her look like a mom- JLU got it right. Diana should have long, straight, flowing hair.
-Wonder Woman is PL 14, making her one of DC's top-tier characters, and its highest-ranking female (Modern-day Kara Zor-El is stronger- once thought to be even mightier than Supes himself, but less accurate). This is pretty much the standard M.O. of DC comics for decades now, and remains unchanged here. I don't buy for a second that she matches Kal-El in Power Level, however- that feels more like an affectation put on by DCA on order from editors, because to me they've never even seemed that close. The key advantage she has over Superman is that she's a better fighter, more easily able to modify her caps (she can do almost all of them) in combat, and she's packing more Advantages as well. She can easily use Accurate Attack to match Shang-Chi in accuracy, while still hitting for +11 damage, which can uphold some of the Obvious Character Shilling of "Wonder Woman is the best melee fighter in the world" (Batman actually said this). And with three ranks of Improved Critical, it's not like she'll have any shortage of ass-kickings to dole out.
-I actually wanted her to be +13/+15 at first (to help justify those in-universe compliments as to her Combat Skillz), but that would have made her weaker than Power Girl, and weaker than Supergirl by QUITE a ways (Loeb's shilling of Kara has put her just below Supes now), which doesn't feel appropriate- it also puts her just a bit too far below Superman (4 points in damage is a bit much). But Strength 16 fits... it also matches DCA's build. But she's PL 14 and likes it- I'm not putting her at a higher level than Captain Marvel (DC) or Thor & The Hulk (Marvel)- she's just not that good, and hasn't beaten that many "legit" names to justify the way the writers go on about her. At least Superman backs his rep UP, you know?
-Her Devices require a bit of explanation. I think she's better at Dodging with her Bracelets (a favoured move is to cross her arms to avoid BIG attacks, even huge energy beams), in addition to the Sustained Impervious Toughness. Her Lasso is sort of like a Snare (but renders guys Impaired since their arms or legs are usually bound, and Defenseless), but also adds the Compelled portion of Affliction. I stuck in "Tether", a Feat from 2e, which allows her to exert her Strength on things she's grabbed (works way better than Move Object, in my opinion). She can also grab a large group of people at once (the old "tie 'em with a big lasso" trick), Reverse the Snare, and also packs the Limited to One Target (a Flaw in my book), since she can't just keep Snaring everybody around her- she's gotta let go of one person to use it again. She's got Impervious Toughness thanks to those Bracelets (which EVERY WW build struggles with- it's hard to justify even in-universe why someone who can TAKE A PUNCH FROM SUPERMAN needs stupid little bracelets in order to dodge gunfire. There's literally just no way, unless you make her weak to bullets or just lower her durability.

HIPPOLYTA, QUEEN OF THEMYSCIRA (aka Wonder Woman I, Hippolyte)
Created By:
William Moulton Marston & Harry G. Peter
First Appearance: All Star Comics #8 (Dec. 1941)
Role: Hot Amazon, Super-MILF
Group Affiliations: The Justice Society of America, Themyscira, The All-Star Squadron, The Justice League of America
PL 12 (200)
STRENGTH
10 STAMINA 11 AGILITY 4
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 5 PRESENCE 5

Skills:
Acrobatics 6 (+10)
Deception 1 (+6)
Expertise (History) 7 (+11)
Expertise (Mythology) 10 (+14)
Expertise (Military) 8 (+12)
Expertise (Science) 2 (+6)
Insight 7 (+12)
Intimidation 1 (+6)
Perception 5 (+10)
Persuasion 5 (+10)
Stealth 1 (+6)
Technology 4 (+8)
Treatment 1 (+5)

Advantages:
Accurate Attack, Defensive Attack, Diehard, Fast Grab, Fearless, Great Endurance, Improved Critical 2 (Unarmed 1, Swords 1), Improved Disarm, Improved Grab, Improved Trip, Improvised Weapon, Interpose, Last Stand (Ignore Damage For 1 Round With HP Spent), Power Attack, Ranged Attack 7, Takedown 2

Powers:
Power Lifting 6 (25,000 tons) [6]
Leaping 4 (120 feet) [4]
Speed 6 (120 mph) [6]
Immunity 1 (Aging) [1]
Senses 2 (Extended Vision & Hearing) [2]

"Fancy Amazonian Weaponry" (Flaws: Easily Removable) [6]
Strength-Damage +2 (Feats: Improved Critical) (Extras: Penetrating 7) (10 points)

Offense:
Unarmed +12 (+10 Damage, DC 25)
Swords & Stuff +12 (+12 Damage, DC 27)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +12, Will +9

Complications:
Motivation (Justice)
Responsibility (Paradise Island)- Hippolyta is beholden to the laws of Themyscira- men are forbidden from setting foot there.
Responsibility (The Will of the Gods)- Hippolyta must do Zeus' bidding, and even bows to the informal Hermes.
Relationship (Diana, Donna & Cassie)- Hippolyta loves her daughter dearly, having begged the Gods desperately for a child. The two still often fail to see eye to eye, with Diana disliking Hippolyta's ever leaving the Island. She also acts motherly towards Donna (a sorta-daughter) and Diana's charge Cassie.

Total: Abilities: 108 / Skills: 58--29 / Advantages: 24 / Powers: 25 / Defenses: 14 (200)

-Hippolyta is a once-simple character that got stupidly-complicated in a big hurry. In the 1940s, she was Wonder Woman's lean, svelte, blonde-haired mother- Hippolyte, the dutiful Queen of the Amazons. In the 1960s, she switched to "Hippolyta", and started appearing in the goofiest Diana stories, often alongside her daughter's younger versions- Wonder Girl and Wonder Tot. Like Diana, she "shifted" at some point from Earth-Two to Earth-One, simply becoming the modern incarnation.
-George Perez's Reboot of Wonder Woman in the 1980s led to Hippolyta suddenly changing into someone who looked more or less like a more wrinkled version of Diana, her daughter. She's given a bit of a sadder past, having been the reincarnation of a Prehistoric woman murdered by her mate/husband. And also the rape victim of Hercules. A Retcon to explain who was on the JSA in the '40s since the Golden Age version of Wonder Woman never existed was added by John Byrne- Hippolyta travelled back to the 1940s, becoming the "Wonder Woman" of the JSA. This also helped explain just who the hell DONNA TROY was supposed to be inspired by- since in this continuity, Wonder Girl predated Wonder Woman. Byrne had ACTUALLY wanted Diana to be thousands of years old, and thus ALSO be the Golden Age WW, but this option not being available, he went with Hippolyta.
-Hippolyta briefly joined the JLA when Diana was dead, and ended up on the modern incarnation of the JSA as well, joining as a "Reserve Member", only to leave after a couple stories. She was removed as Queen of the Amazons after a Civil War set off in part by her often leaving the island, and after this, she was killed during Our Worlds At War by one of the powerful Imperiex Probes- a lot of books had to offer up sacrifices to the Big Event, and I guess she got chosen.
-She's resurrected a few years later, this time going CRAZY, as she's manipulated by Circe into attacking WASHINGTON, DC, in a battle that goes completely nuts and makes the Amazons look ridiculous. Eventually she's un-crazied and turned more normal.
-Hippolyta stands out as a Powerhouse on the JSA book, but definitely not as much as her daughter was. Notably, she can't even Fly, nor does she have Diana's weaponry (though she probably did on her '40s adventures thanks to Time Travel and being the only active Wonder Woman at the time). She's a PL 13 Power-Fighter, and could probably handle Marvel's Hercules alright.

FURY I (Hippolyta Hall, nee' Trevor)
Created By:
Roy & Danette Thomas & Ross Andru
First Appearance: Wonder Woman #300 (Feb. 1983)
Role: Legacy Heroine
Group Affiliations: Infinity, Inc.
PL 9 (110)
STRENGTH
10 STAMINA 10 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Deception 2 (+4)
Insight 3 (+4)
Intimidation 4 (+6)
Perception 3 (+4)

Advantages:
All-Out Attack, Diehard, Fast Grab, Great Endurance, Power Attack, Ranged Attack 2, Takedown

Powers:
Impervious Toughness 5 [5]
Senses 1 (Extended Sight) [1]
Regeneration 3 [3]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10 (+3 Impervious), Fortitude +10, Will +5

Complications:
Motivation (Justice)
Responsibility (Paradise Island)- Hippolyta is beholden to the laws of Themyscira- men are forbidden from setting foot there.
Responsibility (The Will of the Gods)- Hippolyta must do Zeus' bidding, and even bows to the informal Hermes.
Relationship (Diana, Donna & Cassie)- Hippolyta loves her daughter dearly, having begged the Gods desperately for a child. The two still often fail to see eye to eye, with Diana disliking Hippolyta's ever leaving the Island. She also acts motherly towards Donna (a sorta-daughter) and Diana's charge Cassie.

Total: Abilities: 78 / Skills: 14--7 / Advantages: 8 / Powers: 9 / Defenses: 8 (110)

-Fury started out simply enough; she's the daughter of the Golden Age Wonder Woman and her longtime husband, Steve Trevor. A blonde-haired bombshell in a ridiculously ugly costume (a big headdress, red tights & a cape, with golden armour over one boob!?!), she joined Infinity Inc. in its first adventures, hooking up with Hector Hall as the "Official Couple" of the team. Things were pretty good for them.
-And then the CRISIS happened. Among others, one of its major decisions was the axing of the Earth-Two concept and the Big Three (later called the "Trinity") heroes, who now only existed in their current, young state. This affected Fury somewhat, seeing as how she no longer had a mother. Quickly, Roy Thomas, Guardian of the Golden Age (who, following the Crisis, probably had the worst job of anyone, ever, trying to keep all this crap straight), scrambled to come up with something. Scrapping All-Star Squadron for Young All-Stars, another tale shoved into the "new" Golden Age to explain who was in the roles of these vanished heroes, he had his answer: The Golden Age Wonder Woman was replaced by a woman named Helena "Fury" Kosmatos, with similar powers. THIS Fury would end up being the mother of the current one, but she vanished years ago and so Lyta was raised by Miss America & her husband, also surnamed Trevor.
-This kind of killed Lyta's character by a bit (suddenly she's just some blonde chick with a nobody for a mother), and the trailing off of Infinity's storylines didn't make it any better. Her & Hector got married, but he died while she was pregnant, and then some stuff happened, Infinity Inc. got cancelled, and Lyta popped into Neil Gaiman's Sandman as a supporting character, where her child turned into Daniel, the new Lord of the Dreaming. She FINALLY got reintroduced to Hector in the JSA run of Geoff Johns, only to die like a couple of scrub characters in Hell, taken into the Dreaming by their son, which has to be among the lamest ways to kill off characters ever (the JSA don't even BRING THEM UP, despite Hawkman's SON being one of the dead). It was VERY CLEAR that Johns didn't feel like putting Dr. Fate into any stories, and wrote them out in every story possible.
-So yeah, here's Fury I (or II, depending on whether "time of creation" is the criteria or "who came first in continuity" is). She's strong as hell (toughest character on the Infinity, Inc. squad), tough as hell, and that's about it. Not heavy on the Skills or Advantages, she's just an averaged-out PL 9 Brick. The comics are vague on exactly HOW strong she is (but this is on Earth-Two, where Wonder Woman ISN'T quite in the 100,000 ton range), but I never saw her lift so much as a building over her head, so I gave her Rogue-ish level strength. Since the rest of the team is PL 9, and I never remember her having ANY "Good Showings", she's PL 9.

FURY II (Helena Kosmatos)
Created By:
Roy & Danette Thomas & Todd MacFarlane
First Appearance: Infinity Inc. #35 (Feb. 1987)
Role: Retcon Character
Group Affiliations: The Young All-Stars, The All-Star Squadron, Themyscira
PL 10 (101)
STRENGTH
2/10 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Athletics 2 (+4, +12 Armor)
Close Combat (Unarmed) 2 (+10)
Expertise (History) 5 (+5)
Intimidation 9 (+8)
Perception 6 (+5)

Advantages:
All-Out Attack, Diehard, Fast Grab, Great Endurance, Power Attack, Ranged Attack 2, Takedown

Powers:
Immunity 1 (Aging) [1]

"Magic Armor" (Flaws: Removable) [34]
Enhanced Strength 8 (16)
Protection 7 (Extras: Impervious 5) (12)
Flight 7 (250 mph) (14)
-- (42 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Armor +10 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+10 Armor, +3 Impervious), Fortitude +5, Will +2

Complications:
Motivation (Fighting Fascism)- Helena fights the Fascists ever since her brother joined the Italian branch of the movement, resulting in the death of their mother by heart attack.
Relationship (Hippolyta)- Helena looked to the Queen of the Amazons as a mother-figure during World War II, but soon became obsessed by the idea.
Disabled (Insane)- Helena has gone off the deep end, resenting Hippolyta's true daughters and generally acting like a violent psychopath.
Power Loss (Aging Immunity)- Helena will re-age should the Mystical Document that empowered her ever be destroyed.

Total: Abilities: 34 / Skills: 24--12 / Advantages: 8 / Powers: 34 / Defenses: 13 (101)

-Helena Kosmatos debuted, joining the Young All-Stars alongside other Retcon Heroes meant to replace the "Big Three", amongst other Golden Age DC heroes that'd been removed from continuity. In Helena's case, she was the Golden Age Fury, meant to be the mother of Hippolyta Trevor, now that Wonder Woman was no longer a WWII heroine. When her brother joined the Italian Fascists (a group that'd killed their father), she is approached by Tisiphone, one of the Furies, who gives her some Magic Armor that makes her a Paragon of sorts. This powerful, vengeful Fury kills her own brother, and soon comes to view the time-travelling Hippolyta as a mother figure (this Retcon having been added by John Byrne). She later went insane, becoming a WW Supporting Character as a mommy-obsessed figure being cared for by the Amazons in modern times, but got a bit better once the Queen actually died in Our Worlds At War. At various points, she vanishes from the narrative, never really mattering. Oddly enough, I can't even find out who the FATHER OF HER CHILD is- though by the point Helena was in the mainstream DCU, Lyta was a part of the Sandman-verse, so the new basically never interacted. Even when Lyta was returned to life.
-Helena is depicted as fairly tough from the one or two time I've seen her in Wonder Woman comics, though she couldn't take out Diana. Empowered by the Furies, she's an all-out type of fighter.

THE CHAMPIONS OF ANGOR:
-With Marvel making a big, obvious parody of the Justice League in the 1960s stories featuring The Squadron Sinister, it was perhaps inevitable that DC would do the same- creating The Champions of Angor. At the same time over at Marvel, the Squadron was being re-imagined as The Squadron SUPREME, this time being real, heroic characters that were obvious nudges to DC's JLA- since Roy Thomas (writer of The Avengers) and Mike Friedrich, writer of the JLA book were friends, they corroborated to make a cute lil' crossover. Alas, Thomas' characters had MUCH more success, as his Squadron went on to many reappearances, with Mark Gruenwald later turned them into a phenomenal 12-issue series. The Champions of Angor (a group of aliens travelling to Earth to fight a robot that'd attacked them, then running into and brawling with the JLA, who were doing the same thing)... basically disappeared.
-The Champions were Wandjina (an Australian Weather Spirit), The Silver Sorceress, Blue Jay and Jack B. Quick- parodies of Thor, The Scarlet Witch, Yellowjacket and Quicksilver. Only three Champions survive the destruction of Angor by nuclear weapons (Jack apparently didn't make it), coming to Earth and trying to stop nuclear war there- Wandjina is killed preventing a meltdown in Bialya. The remaining two do some stuff on Earth, but Time Travel involves someone going back to save Angor, allowing us to meet Tin Man (Iron Man), The Bowman (Hawkeye), T.A. (The Falcon, maybe?) and Bug (Spider-Man).

BLUE JAY (Jay Abrams)
Created By:
Mike Friedrich & Dick Dillin
First Appearance: Justice League of America #87 (Feb. 1971)
Role: Yellowjacket Homage
Group Affiliations: The Champions of Angor, The Justice League of America
PL 9 (110)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Athletics 4 (+6)
Deception 3 (+4)
Insight 2 (+4)
Investigation 1 (+3)
Perception 2 (+4)

Advantages:
Fast Grab, Set-Up, Teamwork

Powers:
"Blue Jay Size"
Shrinking 12 (+6 Dodge/Parry, +12 Stealth, -6 Intimidation) (Extras: Normal Strength) (Quirks: Full Power Only -1) [35]
"Tiny Sized Fighting" Enhanced Advantages 2: Close Attack 2 (Flaws: Limited to Smaller Sizes) [1]
Flight 5 (60 mph) (Flaws: Winged, Limited to While Shrunk) [3]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Tiny Sized +10 (+3 Damage, DC 18)
Initiative +4

Defenses:
"Normal Size" Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +1
"Blue Jay Size" Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +4, Fortitude +5, Will +1

Complications:
Responsibility (Self-Doubt)- Blue Jay, a true Pym Homage, is riddled with self-doubt, and wants to make a difference in the world.

Total: Abilities: 56 / Skills: 12--6 / Advantages: 3 / Powers: 39 / Defenses: 6 (110)

-Blue Jay was a parody of Yellowjacket, which was Hank Pym's identity at the time. He is the only Champion to remain free after a point, and joins the Justice League to help spring Silver Sorceress. He joins Justice League Europe, while racked with self-doubt (oh yeah, he's a Pym Parody alright), but is eventually made leader. A minor character, starring in a book that was soon cancelled, he ended up largely vanishing into "Comics Limbo", where he stayed until James Robinson used him as a background name in his JLA run. He is thought-dead, but returns and eventually leaves Earth for the Multiverse, realizing that he's never made much of a difference on Earth.
-PL 9 defensively thanks to the bonuses given by being a Shrinking Hero, Blue Jay is nonetheless a very weak PL 6.5 offensive fighter. Lacking self-worth, major Skills or any kind of hitting power, he's very much Doll Man-Lite.

THE SILVER SORCERESS (Laura Cynthia Neilson)
Created By:
Mike Friedrich & Dick Dillin
First Appearance: Justice League of America #87 (Feb. 1971)
Role: Scarlet Witch Homage
Group Affiliations: The Champions of Angor, Justice League Europe
PL 8 (99)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Athletics 2 (+3)
Deception 2 (+4)
Expertise (Magic) 10 (+11)
Insight 2 (+3)
Perception 2 (+3)

Advantages:
Ranged Attack 4, Ritualist, Teamwork

Powers:
"Vague Magical Powers"
Flight 4 (30 mph) [8]

"Mesmerize" Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Perception-Ranged +2) (24) -- [26]
AE: "Doorway" Movement 3 (Dimensional Travel 3) (Extras: Portal +2) (12)
AE: "Telepathy" Communication (Mental) 2 Linked to Mind-Reading 8 (24)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Mesmerize -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Doing Good)

Total: Abilities: 38 / Skills: 18--9 / Advantages: 5 / Powers: 34 / Defenses: 13 (99)

-The Silver Sorceress (a take on Wanda Maximoff) stayed on Earth with Blue Jay, later joining the Justice League. She ends up being killed by someone called The Dreamslayer, a being that destroyed her homeworld of Angor. There is so little out there about her powers that this probably misses a ton of stuff. Also, in every picture I can find, she is clearly wearing GOLD AND BROWN. What the frick part of her says "Silver"?

MOON MAIDEN (Laura Klein)
Created By:
Dan Curtis Johnson & Dale Eaglesham
First Appearance: JLA Giant-Size Special #3 (Oct. 2000)
Role: Retcon Heroine
Group Affiliations: The Justice League of America
PL 12 (128)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+4)
Perception 2 (+4)

Advantages:
Ranged Attack 4

Powers:
"Gravity Powers"
Flight 6 (120 mph) [12]

"Lunar Madness" Affliction 10 (Will; Entranced/Compelled/Transformed to Random Actions) (Extras: Perception-Ranged +2, Progressive +2) (50) -- [53]
AE: "Earthquake" Damage 12 (Extras: Area- 120ft. Burst +3) (48)
AE: Move Object 10 (Extras: Perception-Ranged) (30)
AE: "Manipulate the Tides" Environment 10 (Impede Movement 2) (20)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Lunar Madness -- (+10 Perception-Ranged Affliction, DC 20)
Earthquake +12 Area (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +5

Complications:
Enemy (The Centurion)

Total: Abilities: 44 / Skills: 4--2 / Advantages: 4 / Powers: 65 / Defenses: 13 (128)

-A character I've NEVER heard of, Moon Maiden is probably named after a fabled character from the Dick Tracy comic strip. See, the strip, FAMOUS in the 1940s as a gritty detective comic for kids, had fallen into the Space Age stuff by the 1960s, and so introduced a sexy alien from the Moon named "Moon Maiden", who married Tracy's son and became the mother of his child (Dick's grandchild). However, people eventually got SO SICK of Moon Maiden and her Moon People and the "Moon Coupe" that flew people to the Moon, that eventually the writer just axed the entire concept, killing off poor Moon Maiden and having the entire civilization FLY AWAY, never to be mentioned again. Essentially a particularly-harsh Retcon. This was basically an unmentioned thing for YEARS (Tracy's granddaughter remain in the strip, but her hair covered the trademark "antennae" of her people), until the modern-day creative team brought the concept back, albeit with an unfortunate clone who wasn't the real deal (but thought she was). It was REALLY exciting for comic strip historians, though- the Tracy strip hasn't been relevant (or particularly good) longer than I've been alive, but it was an interesting look at history.
-ANYWAYS, Moon Maiden here was a Retcon Character introduced in a one-shot and never reappeared. She was an infant discovered on the Moon by an astronaut, who brought her back to Earth as she was supposed to be the champion of an offshoot of the Roman Empire. She gained gravity powers in adulthood, and even joined the Justice League- she became a MAJOR hero, but against an enemy The Centurion, she was erased from history. When Centurion returned, Moon Maiden followed, and her father (the only one to remember her existence) rekindled the memories of the League to her old teammate. So this is one of those classic "Hey let's include some history you NEVER KNEW EXISTED" stories, which I typically hate, as they've long since stopped being relevant, because I feel like I've read it a thousand times. They always seem to over-complicate matters, too- I'm sick of this plot thread in comics- The Sentry, The Blue Marvel, The Black Captain America, The Secondary X-Men Team, etc... it's all very irritating. It doesn't help that nobody ever used the character again, making it pointless.
-She has high-end Gravity Manipulation Powers, meaning that she can alter the tides, create Earthquakes, and more- this potentially means that her effects are GLOBAL in scale, which would make them Rank 17. She can also drive people insane.

AZTEK (Uno, aka Dr. Curt Falconer)
Created By:
Grant Morrison, Mark Millar & N. Steven Harris
First Appearance: Aztek, The Ultimate Man #1 (Aug. 1996)
Role: Failed Rookie Hero
Group Affiliations: The Justice League of America, The Q Society
PL 10 (154)
STRENGTH
4/8 STAMINA 5 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Insight 1 (+4)
Perception 5 (+8, +12 Helmet)

Advantages:
Ranged Attack 6

Powers:
"Ancient Helmet & Armor" (Flaws: Removable) [xx]
Protection 4 (4)

"Power Array"
"Entrapment Nets" Snare 10 (Feats: Dynamic) (31) -- (45)
Dynamic AE: Plasma Blast 11 (Feats: Dynamic) (23)
Dynamic AE: Insubstantial 4 (Feats: Dynamic) (21)
Dynamic AE: Flight 8 (500 mph) (Feats: Dynamic) (17)
Dynamic AE: Senses 7 (Infravision, Vision Penetrates Concealment, Extended Hearing 2) & Enhanced Skills 4: Perception 4 (+12) (Feats: Dynamic) (10)
Dynamic AE: "Invisibility" Concealment 4 (All Vision) (Feats: Dynamic) (9)
Dynamic AE: "Boosted Strength & Skill" Enhanced Strength 4 & Fighting 2 (Feats: Dynamic) (13)
Dynamic AE: "Density" Protection 2 & Features 3: Increased Mass 3 (Feats: Dynamic) (6)
-- (49 points)

Offense:
Unarmed +8 (+4 Damage, DC 19)
Armored Strength +8 (+8 Damage, DC 23)
Boosted Skill +10 (+8 Damage, DC 23)
Plasma Blasts +9 (+11 Ranged Damage, DC 26)
Entrapment Nets +9 (+10 Ranged Affliction, DC 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +9 (+11 Suit Boost, DC 19-21), Toughness +5 (+9 Armor), Fortitude +8, Will +7

Complications:
Responsibility (Aztec Champion)- Aztek was been raised from childhood in order to be the champion of Quetzalcoatl, against his enemy Tezcatlipoca (better known as Mageddon).

Total: Abilities: 66 / Skills: 6--3 / Advantages: 6 / Powers: 65 / Defenses: 14 (154)

-Aztek is mainly a guy I remember from descriptions of the hoopla around his debut on the website of a guy named Unca Cheeks, an old-school Silver Age DC fanboy from the early days of the Internet, which has now sadly fallen into disrepair, and only sorta-viable via the Internet Wayback Machine. The discussion mainly regarded some apparent fan complaints about this newbie hero getting to join Grant Morrison's JLA JUST BECAUSE Morrison had created the guy- fans felt this was unfair or something, and he had to EARN IT or some deal. Cheeks pointed out that back in the day, EVERY new writer of the series got to add in one or two of his "own" characters- Black Canary being an early example. So really, it shouldn't have been an issue.
-Aztek has your everyday "Raised By Secret Society" origin, and joins the Justice League, but resigns quickly (he only appears in one story with the team- Rock of Ages, and he's pretty quickly overshadowed by the Time Travel/Darkseid Plot) when he finds out that Lex Luthor was one of the Q Society's benefactors. He sacrifices himself to stop Mageddon, the Unthinking Universal Destroyer at the culmination of Morrison's JLA run- an arc that I thought was cool at the time, but most everyone else I talk to seems have taken issue with. AZTEK's ending certainly feels like it came out of nowhere and didn't matter much. With a ten-issue series, and a one-arc JLA run, Aztek never really mattered.
-Classic Grant Morrisonian build here, as he has a ton of weird, out-there powers (like a Dynamic Array featuring Nets, Plasma Blasts and other normal stuff, then includes boosting his fighting skills and Perception using the memories of older warriors and stuff). I had to crib some stuff from the DCA build, because he didn't get up to much in the small batch of comics I have featuring the guy.

ANIMAL MAN (Bernhard "Buddy" Baker)
Created By:
Dave Wood & Carmine Infantino
First Appearance: Strange Adventures #180 (Sept. 1965)
Role: "Doom Patrol Fandom" Hero
Group Affiliations: The Justice League of America, The Forgotten Heroes
PL 10 (157)
STRENGTH
2/9 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6, +16 Peak Animal Forms)
Athletics 4 (+6, +16 Peak Animal Forms)
Deception 4 (+6)
Expertise (Science) 10 (+12) -- Flaws: Limited to Biology
Expertise (Acting) 4 (+6)
Expertise (Pop Culture) 4 (+6)
Insight 2 (+4)
Intimidation 2 (+4, +14 Peak Animal Forms)
Investigation 4 (+6)
Perception 3 (+5, +16 Peak Animal Forms)
Persuasion 2 (+4)
Stealth 1 (+5, +13 Peak Animal Forms)
Vehicles 1 (+4)

Advantages:
Animal Empathy, Fast Grab, Set-Up

Powers:
"The Web of The Red" Variable 9 (Animal Powers) [63]
Comprehend 2 (Speak To & Understand Animals) [4]

Samples Powers:
"Animal Fighting" Enhanced Advantages 7: All-Out Attack, Defensive Attack, Improved Hold, Improved Trip, Power Attack, Startle, Takedown (7)
"Worm's Healing" Regeneration 6 (Feats: Regrows Limbs) (7)
"Falcon's Flight" Flight 6 (120 mph) (12)
"Elephant's Might" Enhanced Strength 7, Enhanced Stamina 7, Increased Mass 3 (31)
"Tyrannosaur's Bite" Enhanced Strength 7, Enhanced Stamina 7, Increased Mass 3, Strength-Damage +2 (33)
"Cheetah's Fleetness" Speed 5 (60 mph) (5)
"Lion's Roar" Enhanced Intimidation 10 (5)
"Animal Senses" Enhanced Perception 11, Senses 10 (Low-Light Vision, Infravision, Extended Vision & Hearing 2, Ranged Touch, Tracking, Ultra-Hearing & Vision) (15.5)
"Bat's & Dolphin's Sonar" Senses 2 (Accurate Hearing) (2)
"Sailfish Swimming" Swimming 8 (120 mph) (8)
"Flea's Leaping" Leaping 4 (60 feet) (4)
"Hippo's Smell" Affliction 4 (Fort; Dazed/Stunned) (Extras: Sustained +2, Area- Scent Perception) (Flaws: Limited Degree) (12)
"Skunk's Spray" Affliction 5 (Fort; Dazed/Stunned) (Feats: Accurate 2) (Extras: Ranged) (Diminished Range -1) (11)
"Fly's Reflexes" Enhanced Advantages 2: Improved Initiative 2 (2)
"Bug Movement" Movement 2 (Wall-Crawling 2) (4)
"Fish's Gills" Immunity 3 (Cold, Pressure, Drowning) (3)
"Pistol Shrimp's Sonic Blast" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Feats: Reach) (21)
"Chameleon's Skin" Concealment 2 (Vision) (Flaws: Passive) (2)
"Knifefish's Jolt" Damage 8 (8)
"Cockroach's Immortality" Immunity 1 (Radiation) (1)
"Predator's Stealth" Enhanced Stealth 8 (4)
"Whale's Toughness" Enhanced Stamina 7, Immunity 2 (Pressure, Cold) (16)
"Predator's Fitness" Enhanced Athletics 10 (5)
"Simian's Dexterity" Enhanced Acrobatics 10 (5)

Offense:
Unarmed +9 (+4 Damage, DC 19)
T-Rex Bite +9 (+11 Damage, DC 26)
Initiative +4 (+12 Peak Animal Powers)

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4 (+11 Animal Powers), Fortitude +6 (+13 Peak Animal Powers), Will +7

Complications:
Relationship (Family)- Buddy is devoted to his wife Ellen and children- Cliff & Maxine.
Responsibility (The Red)- Buddy is an Avatar of the lifeweb of all living animals. He is a vegetarian, fights for animal rights, and the environment.

Total: Abilities: 56 / Skills: 38--19 / Advantages: 3 / Powers: 67 / Defenses: 12 (157)

-Animal Man made his debut as a pretty forgettable background hero- big letter-logo on his costume, alliterative real name, powers from aliens, etc. He was in five issues of Strange Adventures before becoming "one of those guys" who made random appearances in various books, never quite mattering. He was only in ELEVEN COMICS between 1965 and 1985, as a matter of fact- a prime candidate for a complete restructuring. This came in the late 1980s, by way of some weird Scottish writer by the name of Grant Morrison- Morrison, a shroom-eating weirdo with delusions of grandeur and a rebellious, aggressive spirit, was a natural for the "British Invasion" of comics at the time, and sought to do some new stuff. And a loser gimmick like Animal Man was PERFECT for that kind of thing. What little I've read of his Animal Man was quite good, and very "Standard Morrison"- genre-breaking stuff, frequently leaving the costume behind, stuff obviously invented while he was tripping balls (Animal Man meets characters not currently being used, and then Morrison himself), a few great ideas mired in a pit of weird.
-There's a GREAT issue where a guy who experiments on animals is himself merged with a Chimp by B'wana Beast (whose power is to stick animals together), with a final panel showing a close-up of a tear rolling down his cheek as he prepares for the surgeon's scalpel. Morrison turned Buddy Baker into a PETA-like crusader for animal rights- he became a vegetarian (echoing Morrison's own politics, naturally) and helps eco-terrorists fight evil fishermen. However, he was also an everyman- one of the few heroes with an actual FAMILY- a wife and children and everything!
-After Morrison left a couple years in, Animal Man's powers were elaborated upon- he'd copy things like a Salamander's Regeneration after losing an arm to a villain. He discovered the greater "Web of Life" of The Red, the culmination of the planet's living animals (similar to Swamp Thing becoming an emissary of The Green- all the plant life). His book switched to Vertigo, and got a bit more "adult". Buddy started dying a bunch, and things got EVEN WEIRDER before falling sales killed the book with Animal Man #89. After that, Buddy was reduced to mainly supporting roles again, showing up as a minor character in 52.
-Buddy got his own solo book by Jeff Lemire with the Nu52, and it was one of the big hits in my opinion- though the initial story took WAY TOO FREAKING LONG at points (a major problem with comics these days- as they use more elaborate art but thin out the actual content of the book so stories take forever to get finished), it was one of the best things being produced in comics. The ways the characters interacted with each other, and the FREAKING CREEPY avatars of The Red (seriously- UGH), the book had a style all its own. Some of the one-off issues (like one featuring Buddy in an Animal Man movie that was just like The Wrestler) are phenomenal stuff, and things started picking up after the Red/Green/Rot War FINALLY got finished. The book was cancelled not long after the main story arc wrapped up, though.
-Buddy is a good, all-around PL 10 hero, able to use the INCREDIBLY-varied powers of Earth's animal species (and, if he's in space, alien animals- even Sun-Eaters!)- basically, the more of an Animal Nerd the writer is, the more powerful Buddy Baker becomes- read enough Cracked.com articles and he'll be busting out a Mantis Shrimp's Sonic Blast, Noxious Chemicals, Immunities to any damn thing you can name, and any Sensory power imaginable. Or just plain kick ass like a T-Rex or an Elephant would. Mixing and matching he can hit 45 points' worth of boosts, even altering his fighting style if necessary.

GENERAL GLORY I (Joseph Aloysius Jones)
Created By:
Keith Giffen & J.M. DeMatteis
First Appearance: Justice League International #46 (Jan. 1991)
Role: Captain America Parody
Group Affiliations: The Justice League of America
PL 9 (90)
STRENGTH
10 STAMINA 10 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Military) 4 (+6)
Perception 2 (+3)

Advantages:
Ranged Attack 2

Powers:
"Glorious Toughness" Impervious Toughness 3 [3]

Offense:
Unarmed +7 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +10 (+2 Impervious), Fortitude +10, Will +5

Complications:
Obsession (Patriot)- General Glory is so patriotic that he's blinded to any of America's faults, and he actively refuses to believe that America could get up to anything dark. He often eschews combat in favor of lecturing his opponents about American Values, to the point where they ignore his teammates and attack Glory instead.
Involuntary Transformation (Old Man)- General Glory is sometimes transformed into an elderly man- his true age.

Total: Abilities: 72 / Skills: 10--5 / Advantages: 2 / Powers: 3 / Defenses: 8 (90)

-General Glory is another Giffen Goof (I swear I have the exact opposite sense of humor of that guy- I just find NOTHING he's created amusing. Just NOTHING.), this one a parody of Captain America, leading him to be a blindingly-patriotic numbnuts. He's a World War II soldier who gained powers from Lady Liberty herself, gained a goofy sidekick (Ernie the Battling Boy), and more. He ended up losing his identity in the past, and after reading a fictionalized account of his adventures in an old comic book, realized once again that he WAS General Glory, going on to join the JLI.
-At one point, Glory got re-aged to an old man, and gave his powers to Donovan Wallace, a paralyzed policeman. Wallace wanted to return the powers to an ailing Jones, but Jones insisted on letting Wallace keep them- he then passed away. Donovan and everyone in attendance at a wedding were later murdered by the agents of Vandal Savage's Fourth Reich.
-General Glory is strong enough to pick up and throw Tanks around, but generally fights very little, being too much of a goof. The second Glory, Wallace, could Fly using golden wings and used a returning Throwing Star.

DOCTOR LIGHT II (Dr. Kimiyo Hoshi)
Created By:
Marv Wolfman & George Perez
First Appearance: Crisis on Infinite Earths #4 (July 1985)
Role: Bitchy Lady, Blaster
Group Affiliations: The Justice League of America, The Doom Patrol, Kord Enterprises, The Birds of Prey, S.T.A.R. Labs
PL 11 (159)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 3 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Science) 8 (+14)
Insight 2 (+5)
Intimidation 4 (+4)
Perception 2 (+5)
Ranged Combat (Light) 2 (+8)
Technology 4 (+10)
Treatment 1 (+7)

Advantages:
Ranged Attack 2

Powers:
Light Blast 12 (Feats: Precise, Split, Variable- Light or Force, Dynamic) (Extras: Penetrating 8) (36) -- [52]
AE: "Light Wave" Damage 10 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (21)
AE: "Light Flare" Damage 10 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (21)
AE: Dazzle Visuals 12 (Feats: Dynamic) (25)
AE: "Light Flash" Dazzle Visuals 11 (Feats: Dynamic) (Extras: Area- Visual Perception) (Flaws: Touch Range) (23)
AE: Illusion 10 (Visuals) (Feats: Dynamic) (21)
AE: "Absorbs Light" Weaken Energy Powers 10 (Feats: Dynamic) (Extras: 120ft. Burst +3) (Flaws: Limited to Light) (31)
AE: "Hard Light" Create 8 (Feats: Dynamic, Subtle) (Extras: Movable) (26)
AE: "Turn Into Light" Concealment 2 (Visuals) (Feats: Dynamic) (5)

"Hard Light Field" Force Field 6 (Extras: Affects Others 8) [14]
"Light Rider" Flight 6 (120 mph) [12]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Light Blast +8 (+12 Ranged Damage, DC 27)
Light Area Attacks +10 (+10 Damage, DC 25)
Dazzle Visuals +8 (+12 Ranged Affliction, DC 22)
Light Flash +11 Area (+11 Affliction, DC 21)
Absorbs Light +10 Area (+10 Weaken, DC 20)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3 (+9 Force Field), Fortitude +5, Will +6

Complications:
Reputation (Bitch)- Dr. Light was introduced as a heinous, crabby bitch, and reverted to that personality on-and-off over time, because writers don't understand Character Development.
Relationship (Rising Sun)- The two were adversaries at first, but eventually hooked up. I mean, there weren't many Japanese characters AROUND, y'know? Who were they gonna sleep with- other characters?
Relationship (Two Children)- Apparently she's a mother. I can't remember ever seeing this, but there you have it.
Power Loss (Darkness)- Areas of absolute darkness will weaken her abilities severely.

Total: Abilities: 52 / Skills: 28--14 / Advantages: 2 / Powers: 78 / Defenses: 13 (159)

-While the Crisis on Infinite Earths did away with a ton of characters Wolfman & Perez thought were dumb or not useful in the modern era of comics, they ALSO felt the need to CREATE a few- and so we had Doctor Light. An older-looking, nasty Japanese woman, she lectured her male colleagues about their cowardice and uselessness, coming off as a heinous bitch immediately. As the story went on, she gained superhuman powers from The Monitor (in order to combat The Anti-Monitor and save the multiverse), put on the villainous Dr. Light's costume (Perez must have liked it), bitched out the various heroes, but became inspired by the brave sacrifice of Supergirl ("I have wasted my life with selfishness!"), and made a huge turnaround by story's end, putting a huge hole in the Anti-Monitor's body (in part of the rapid pile-on to the villain).
-After the Crisis, Kimiyo Hoshi revealed a medical degree (I would bet money the writer forgot she was a Doctor in ASTROPHYSICS, not Medicine), joined variations of the Justice League, and reverted to the personality she'd been introduced with- a nasty, lecturing bitch. See, while she had made a big turnaround by the end of the Crisis, she was still MOSTLY KNOWN for being a bitch, which is a nasty little lesson to writers about introducing characters with a persona that they'll rapidly-drop- the second you LEAVE that book, the next writer is going to treat them like that character development never happened, and we have rapid-fire Back-To-Basics Syndrome.
-And also unfortunately, Kimiyo kinda vanished during the 1990s. Wolfman had REALLY wanted to give DC some added racial dynamics (it was white-washed even more than MARVEL was), but it didn't take with Dr. Light. As such, she had basically been gone for like TEN YEARS by the time Arthur Light got his re-push as a Serial Rapist Super-Villain. This little quirk actually gave Kimiyo a new lease on life, as she had to deal with Dr. Rape for a while, and got a re-push on the JLA. Unfortunately, this was the unpopular McDuffie Era, and she didn't get up to much (going through some story where her powers fluctuated), and eventually left. And oddly enough, she used to be drawn as fairly-old-looking in the 1980s by Perez (who generally did not do such things by accident), but suddenly looks like she's 25 years old in more recent books. I know Asian women are legendary for aging absurdly-well, but they don't age IN REVERSE.
-Dr. Light has some good, well-rounded Powers (but is only PL 11 with her Area Dazzle), and a pretty high-end Blast, but never really went beyond "Standard DC Hero" in terms of Power Feats except for that one-off shot against the Anti-Monitor (and note that she was specifically-created to fight him). She can throw down Force Fields, but isn't overly-defensive (like most Blasters, she's a bit of a Glass Cannon), and lacks significant Combat Advantages.

BLACK LIGHTNING (Jefferson Pierce)
Created By:
Tony Isabella & Trevor Von Eeden
First Appearance: Black Lightning #1 (April 1977)
Role: Blaster, Black Hero
Group Affiliations: The Justice League of America, The Outsiders, International Olympic Committee
PL 10 (140)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 3 (+6)
Close Combat (Unarmed) 3 (+11)
Deception 2 (+5)
Expertise (Teacher) 8 (+12)
Expertise (Politics) 3 (+7)
Insight 3 (+6)
Intimidation 3 (+6)
Investigation 4 (+7)
Perception 2 (+5)
Persuasion 2 (+5)
Ranged Combat (Electricity) 3 (+10)
Technology 2 (+6)

Advantages:
Improved Aim, Improved Critical (Electricity), Improved Defense, Power Attack, Ranged Attack 3

Powers:
Electrical Blast 10 (Feats: Split) (Extras: Penetrating 6) (27) -- [30]
AE: "Electrical Stun" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Feats: Split) (Extras: Ranged) (21)
AE: Force Field 5 (Extras: Affects Others 7) (12)
AE: "Repulsion Field" Flight 3 (16 mph) (6)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Electrical Blast +10 (+10 Ranged Damage, DC 25)
Stun +10 (+10 Ranged Affliction, DC 20)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+9 Force Field), Fortitude +6, Will +8

Complications:
Motivation (Justice)- Pierce put on a costume and used his powers to protect the innocent from harm- he combats organized crime specifically.
Relationship (Family)- Pierce suddenly got two young-ish daughters in the 2000s- The new Outsiders' Thunder, and the JSA's Lightning. He is a protective father who never wanted his girls to fall into the superheroic lifestyle, but wishes theyd' be properly trained if they did.

Total: Abilities: 66 / Skills: 40--20 / Advantages: 7 / Powers: 30 / Defenses: 17 (140)

-Jefferson Pierce remains an iconic example of the way black heroes were used in the 1970s as a springboard for tales about the times, but hasn't had the lasting power of someone like Luke Cage, for various reasons. Both dressed in iconic 1970s "black fashion" (Luke with the shirt & gold; Pierce had a big afro), and both spent numerous years on the shelf (Luke missed a chunk of the '80s, and disappeared following the mid-90s until Bendis brought him back, for example). Jefferson is also a classic example of "Black heroes putting BLACK in their name", which sounds kind of funny these days, but in the '70s was actually kind of a powerful thing (apparently- I've heard this from a couple black people who are old enough to remember).
-The original candidate for DC's first black hero was going to be... holy god- a white racist who transformed into a black superhero during times of stress! WHAT ON EARTH--? Actually, I've heard that quite a few DC editors of the times were VERY racist men (look at the history of Tyroc of the Legion of Super-Heroes, for example), so this isn't entirely surprising. Tony Isabella (who'd worked on Luke Cage, as Marvel got into this "black hero thing" YEARS before DC had. Jefferson Pierce was a positive role model- an inner-city teacher who fought for "the little guy". However, the book was a pretty big failure, being cancelled after 11 issues in the "DC Implosion" in the late '70s, in which they cancelled most of their low-selling line of books. Dennis O'Neil took over the character, giving him a few guest shots here and there, then turned down Justice League membership.
-Pierce finally reappeared as a member of Batman's Outsiders group, which was popular for a time, but vanished in the late '80s until 1995, when another short-lived Black Lightning series came about. Isabella was involved here, but was fired (he claims political reasons). Isabella also became somewhat notorious for obsessing over his beloved creation, using him as a soapbox for his own political beliefs (he wrote into a thread about superheroes' politics by basically giving Jefferson his own exact beliefs, right down to specifics about "voting for Obama, but being mad that he turned out to be such a pussy"). He RAGED over B.L. ending up with two suddenly-introduced daughters in the 2000s (NONE of Pierce's appearances had even MENTIONED having a kid), and apparently had a special deal where anyone using Black Lightning for any sort of thing outside of comics would have to pay him money- while seeming like a great, smart deal, it also HURT the character, as DC responded by simply NEVER USING THE CHARACTER IN ANYTHING, complete with inventing "Black Vulcan" for the Super-Friends show, giving him a separate name with the same types of powers.
-The post-2000 era saw a bit of a resurrection of his character in various Justice League and Outsiders books, but ultimately didn't add up to much. Despite DC's attempts, he was really kind of a minor-league character who never really had proper traction- appearing in Batman and the Outsiders thirty years ago ain't exactly a sweet gig. It comes off as a ham-handed attempt at making another "big name" minority superhero, on a character who was never really that big. Now maybe he COULD have been (I'm personally unfamiliar with the character outside of a handful of cameo appearances, really), but it obviously never took.
-Black Lightning got the "League Upgrade" in the 2000s, so could possibly be at PL 11 by now, but PL 10 works best for where he usually is- just one of those guys who's always reliable, but not a big name. Pretty simple Blaster build, with odd stuff like Alt-Effects of Flight & a Force Field. He's also apparently a pretty good fighter.

METAMORPHO (Rex Mason)
Created By:
Bob Haney & Ramona Fradon
First Appearance: The Brave and the Bold #57 (Jan. 1965)
Role: Shapeshifter, Unsuccessful Silver Age Character
Group Affiliations: The Justice League of America, The Outsiders, The Seven Soldiers of Victory, The Doom Patrol, Stagg Enterprises
PL 10 (168)
STRENGTH
6 STAMINA 8 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+10)
Deception 3 (+6)
Expertise (World Adventurer) 7 (+10)
Expertise (Business) 4 (+7)
Insight 2 (+5)
Intimidation 4 (+7)
Perception 4 (+7)
Stealth 2 (+6)
Technology 2 (+5)
Treatment 1 (+4)
Vehicles 3 (+7)

Advantages:
Diehard, Extraordinary Effort, Improved Critical (Body Weaponry), Ranged Attack 6, Seize Initiative, Startle, Takedown

Powers:
"Shapeshifting Elements"
Elongation 4 (120 feet) [4]
Regeneration 6 (Feats: Regrow Limbs) [7]
Morph 4 (Any Form) (Flaws: Limited to Shapes & Objects, Not People) [16]

"Burning Mixture 3" Flame Aura 8 (32) -- [40]
AE: "Body Weaponry" Strength-Damage +4 (Feats: Variable Descriptor- Slashing/Bludgeoning) (5)
AE: "Burning Mixture 1" Damage 10 (Extras: Area- 60ft. Cone) (20)
AE: "Burning Mixture 2" Blast 10 (20)
AE: "Clay Trap" Snare 10 (30)
AE: "Multiple Fragments" Blast 8 (Extras: Multiattack) (24)
AE: "Liquid Form" Insubstantial 1 (Feats: Precise) (6)
AE: "Mist Form" Insubstantial 2 (Feats: Precise) (11)
AE: "Knockout Gas" Affliction 10 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 30ft. Cloud +2) (30)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Body Weaponry +10 (+10 Damage, DC 25)
Aura +10 (+8 Damage, DC 23)
Burning 1 +10 Area (+10 Damage, DC 25)
Burning 2 +10 (+10 Ranged Damage, DC 25)
Clay Trap +10 (+10 Ranged Affliction, DC 20)
Multiple Fragments +10 (+8 Ranged Damage, DC 23)
Knockout Gas +10 Area (+10 Affliction, DC 20)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +7

Complications:
Prejudice (Obvious Metahuman)- Rex looks like a weird mish-mash of elements.
Relationship (Sapphire Stagg)- Rex loves his boss' daughter, and vice-versa. They have a son in Joey.
Enemy (Simon Stagg)- Stagg is a raging douche, and constantly tries to control or injure Rex. The feeling is mutual.

Total: Abilities: 62 / Skills: 36--18 / Advantages: 12 / Powers: 66 / Defenses: 10 (168)

-Sorry Metamorpho fans, but I just am not interested, no matter how many times I hear fans of his complain that he needs to come back (Mark Waid is apparently a huge fan, and bothers Gail Simone and others constantly about it, but they don't care for him either). He looks silly, he's dull, and he'll probably never be cool, despite his very unique and interesting power-set (seemingly designed to capitalize on how DC Comics back in the day used a lot of real-life science or fictionalized-science).
-So Metamorpho will always remain stuck in the Silver Age. He was created by Bob (Metal Men/Doom Patrol) Haney, attempting to create another "Weird Superhero" of sorts, at the urging of some other Editors. He proved popular in his "test debut" in The Brave and the Bold (an Anthology/Team-Up book that could also be used as a "Try-Out" for new characters- something comics wouldn't be foolish to try again), and thus got his own ongoing series out of it. Alas, it only lasted 17 issues, right in the middle of the '60s- Metamorpho had SOME fans, but just not enough of them.
-Rex Mason was an adventurer hired by Rich Guy Simon Stagg to find an Egyptian artifact called The Orb of Ra. Stagg disliked that Mason was dating Sapphire Stagg (his daughter), and set him up to be hit by the radioactive meteorite within the Orb, which of course gave him super-powers. Mason was nigh-invulnerable, but Staff discovered that he was weak when the Orb was near, and so controlled Rex into doing his bidding. As Metamorpho, Rex searched for a cure for his condition (he looked REALLY stupid, and considered himself a freak), and would go on to discover other Metamorphos, mutated by the Orb. Sapphire married some guy, but he was killed off-panel, and the series ended in mid-story. He got a new back-up four years after his solo book's cancellation, then joined Batman's Outsiders- he was killed during the Millennium event after being brainwashed by the team's scientific advisor Dr. Jace. He returned shortly in Invasion, got his own Limited Series in 1993, and even joined the Justice League, reuniting with Sapphire around the same time.
-Rex discovers that he & Sapphire have a son, whose touch is nigh-fatal to everyone but he & the Stagg family. Then he hooks up with Crimson Fox (was he still separated from Sapphire romantically or something?), who is then murdered for being a terrible character. He dies a second time in the opening arc to Grant Morrison's JLA, shielding his teammates' bodies with his own during a cataclysmic attack by the White Martian "Hyperclan", falling out of Earth's orbit. Years later, Sapphire resurrects him with the Orb of Ra, and he joins the Doom Patrol during one of its short-liveds series.
-His "son" Shift, is like Metamorpho, but more confusing, coming about on that crap Outsiders run that saw Black Lightning get a suddenly-added daughter and Nightwing start lipping on Arsenal for being an ex-junkie, because Judd Winick is a freaking hack who is trying his damndest to ruin comics sometimes. I mean, I liked his Exiles but GOD. ANYWAYS, Shift was thought to be a confused, amnesiac Metamorpho, but was discovered to be a "regrown segment" of Rex's body. Shift attempts a life of his own (hooking up with teammate Indigo), but after he accidentally kills some people, he merges back into Rex. He was thought-killed (this THIRD TIME, which is up there even for comic book characters) during a satellite explosion that Talia al-Ghul set off.
-That said, his Justice League two-parter in the cartoon was decent, if only for the relationship between John Stewart and Rex, and each envied the other (John admired Rex's money, relationship and career, while Rex idolized John's heroics). It was pretty well-acted (and hey- it had Winnie Cooper as Sapphire!), but it all gets shot to hell the second this four-coloured idiot shows up with his goofy white face and purple body. And I guess Tom Sizemore was busy, because Metamorpho never showed up for JLU, even with its huge roster, despite Rex showing up in background shots, and once when he jobbed to Parasite.
-For stats, Metamorpho has a really solid mix, making him a dangerous threat in melee or at range. I've read very few of his appearances in the comics, so a lot of this is from the cartoon and Wikipedia. He can "Alt-Effect" a new chemical compound if he needs to by spending Hero Points- a science nerd could make him as effective as a Magic character.

CAPTAIN ATOM (Capt. Nathaniel Adam, aka Cameron Scott)
Created By:
Cary Bates, Greg Weisman & Pat Broderick
First Appearance: Captain Atom #1 (March 1987)
Role: Attempted Major Hero, Flying Blaster, Yes-Man Military Boy
Group Affiliations: The Justice League of America, The U.S. Army, L.A.W.
PL 13 (248)
STRENGTH
15 STAMINA -- AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Close Combat (Unarmed) 1 (+10)
Deception 2 (+4)
Expertise (Air Force) 8 (+10)
Insight 1 (+4)
Intimidation 8 (+10)
Perception 4 (+7)
Ranged Combat (Radiation) 2 (+10)
Technology 5 (+7)
Vehicles 13 (+13)

Advantages:
Diehard, Extraordinary Effort, Fearless, Improved Aim, Improved Critical (Blasts) 2, Improved Smash, Power Attack, Ranged Attack 8

Powers:
"Living Energy" Immunity 30 (Fortitude Effects) [30]
"Dilustel Body Sheath" Protection 15 (Extras: Impervious 13) [28]
Immunity 10 (Radiation Effects) (Flaws: Limited to Half-Effect) [5]
Flight 9 (1,000 mph) [18]
Movement 1 (Space Travel 1) [2]
Senses 3 (Detect Radidation- Acute, Ranged) [3]
Features 1: Unarmed Attacks Count as Radiation Damage [1]
"Telepathic Interface" Communication 1 (Computers) [4]

"Radiation Blast" Blast 16 (Feats: Split, Variable- Any Radiation, Penetrating 10) (43) -- [48]
AE: "Radiation Wave" Damage 13 (Feats: Variable- Any Radiation, Penetrating 8) (Extras: Area- 60ft. Cone) (35)
AE: "Radiation Beam" Damage 13 (Feats: Variable- Any Radiation, Penetrating 8) (Extras: Area- 30ft. Line) (35)
AE: "Radiation Storm" Damage 13 (Feats: Variable- Any Radiation, Penetrating 8) (Extras: Area- 30ft. Burst) (35)
AE: "Drain Radiation" Weaken Powers 13 (Extras: Area- 30ft. Burst) (Flaws: Limited to Energy) (26)
AE: Nullify Transformation Powers 10 (10)

Offense:
Unarmed +10 (+15 Damage, DC 30)
Radiation Blast +10 (+16 Ranged Damage, DC 31)
Area Effects +13 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +15 (+7 Impervious), Fortitude --, Will +8

Complications:
Responsibility (Living Energy)- A nuclear accident left Nathaniel as a being of living energy.
Responsibility (The U.S. Air Force)- Nathaniel is a Captain in the Air Force, and is absolutely loyal to the U.S. Government. When Wade Eiling reactivates his commission, he feels he has little choice but to accept.
Involuntary Transformation (Disembodied Energy)- If Captain Atom's suit is ruptured, he will cast out Damage 13 in a massive Burst Area, and lose all cohesion. Without another suit, he will be unable to affect the physical world.
Enemy (General Wade Eiling)- Eiling framed Adam and had him killed, then married Adam's widow.
Enemy (Major Force)- A piss-biscuit by the name of Major Force was given powers the same way Captain Atom was.
Relationship (Plastique)- The two were once married, but split up over politics and the fact that she's a villainess.
Involuntary Transformation (Travelling Through Time)- If Capt. Atom absorbs too much energy, he can be sent forward through time.
Power Loss (Durability)- X-Ionizer Technology can cut Atom's Dilustel body.

Total: Abilities: 58 / Skills: 44--22 / Advantages: 16 / Powers: 139 / Defenses: 13 (248)

-Captain Atom is one of those guys who you would've expected to become a huge name, but it never really panned out. The original Capt. Atom was a Steve Ditko creation for the early Charlton comics of the '60s (and was a guy named Allen Adam), alongside Blue Beetle and others, but he vanished after The Crisis on Infinite Earths (until I read his Wikipedia article, I assumed it was always the same guy). His '60s run was about six or seven years long. The new Captain Atom was an Air Force Captain who was framed by General Wade Eiling, and offered a pardon from his death sentence if he participated in an experiment. He got blown up by a nuclear bomb while inside an alien spaceship, and "jumped" 18 years into the future with fantastic powers. Eiling, still an asshole, forces Adam to perform duties (since he was "killed", no pardon was ever offered, and none is claimed to exist anymore) as a government controlled superhero.
-Adam manages to clear his name and breaks free, joining the JLA and JL Europe, but his book was cancelled in 1991 after 57 issues. This was because he was due to be turned into the villainous Monarch in Armageddon 2001, a big Event Story... however, DC was so bad at keeping this on the down-low that fans IMMEDIATELY figured it out, and so they scrambled, turning Hank "Hawk" Hall into Monarch instead. Adam got an even WORSE fate- appearing on Extreme Justice and L.A.W., a pair of failed "Extreme" '90s books. In fact, Captain Atom basically falls off the face of the Earth after Armageddon, only showing up in minor books like that. A short series set in the Wildstorm Universe didn't do much.
-It's odd, because I always have this idea that he's a guy on the level just below the "Main Eventers", but it was clearly never the case. Maybe it's a "Power" thing- he's on a really high-level of power, so I often just ASSUME he was a big, screaming deal. But I think the whole Armageddon fiasco more or less burned him as a character, and he never recovered from it (a later story involved time travel and a version that WAS Monarch, but this was more than a decade later).
-Captain Atom seemed like he was gonna be a huge character on JLU. I mean, he got major credit in the very first episode, saving the day alongside the debuting Supergirl & Green Arrow, both of whom went on to become MAJOR Core Cast members who did all sorts of things and got tons of episodes all their own. But it just never happened for the guy- much like in real DC Comics, he just can't hold up solo, and plays off of others better. So he showed up here or there, but only really did something important AGAIN when he fought Superman in the depths of Cadmus because General Eiling told him to. That fight is what my friend (who's semi-unfamiliar with DC stuff) commented on being one of the nice things about the DC Animated Universe. In regular comics, it's SUCH A GIVEN that Supes will win against another hero every single time that there's no drama to it- he just kicks guy's asses. But in this show, suddenly Captain Atom, a supporting character, can result in an EPIC brawl, only losing at the very end, after five minutes of solid action. And THEN, after that giant push happened, he got brought back to JLU base, helped out a bit, then vanished for the entirety of the next season. Sigh....
-Captain Atom's tough as hell and hits like hell, being a super-solid PL 13 that breaks his points-caps, costing nearly what some of the Big Seven do. That'll happen when you mix Flying Brick with Blaster with Immune to Fortitude Effects Guy. He's got a super-powerful Radiation Control power, he can absorb nearly any radioactive energy coming his way, he's strong enough to slug it out with Superman briefly, etc. Outside of the Big Seven, he's probably the single-toughest Justice Leaguer.

CONGORILLA (William Glenmorgan, aka Congo Bill)
Created By:
Whitney Ellsworth & George Papp
First Appearance: More Fun Comics #56 (June 1940)
Role: Forgotten Golden Age Character, WTF Justice Leaguer
Group Affiliations: The Justice League of America, The Forgotten Heroes
PL 10 (120)
STRENGTH
8 STAMINA 8 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 4 (+12)
Close Combat (Unarmed) 6 (+12)
Deception 2 (+3)
Expertise (Survival) 11 (+13)
Insight 2 (+4)
Intimidation 8 (+9)
Perception 5 (+7)
Stealth 2 (+4)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 3, Startle, Ultimate Strength Check

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Ape Strength & Long Arms" Strength-Damage +1 (Feats: Reach) [2]
Protection 1 [1]
Regeneration 8 [8]
Feature: Can Use Feet Like Hands [1]

Offense:
Unarmed +12 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +9, Fortitude +10, Will +6

Complications:
Prejudice (Giant Ape)- Congorilla can no longer switch back into his human form.
Relationship (Janu the Jungle Boy)- Bill once allied with this young savage boy as a Sidekick, but Janu went evil at a later point.

Total: Abilities: 56 / Skills: 40--20 / Advantages: 12 / Powers: 15 / Defenses: 17 (120)

-A character I first heard of when James Robinson pulled him out of the mothballs as the token "WTF?" character to join his Justice League (the kind of thing I would totally do were I to write comics), Congorilla started life as "Congo Bill", the star of a recurring Adventure Strip in the 1940s and '50s- he actually lasted all the way until *1959*, meaning that this goof was more long-lasting than friggin' Captain America, The Flash and Green Lantern at the time. What can I say? Adventure Strips were big at the time (Jungle Jim was a pretty big deal around then, back when newspaper strips were one of the biggest-business things in entertainment- Congo Bill more or less ripped it off EXACTLY, which was pretty common at the time), and he was one of those guys who was a back-up for Action Comics. A pretty sweet gig.
-Congo Bill (the son of a wealthy Scotsman) gained his powers from a dying witch-doctor friend who gave him a magic ring- his mind enters the body of a mystical Golden Gorilla, while the Gorilla's mind entered his own! However, his human body eventually dies, and he's now "Congorilla" full-time, using his powers to keep his beloved jungle home safe- he disappears soon after the first Congorilla feature, not really mattering much in the Silver Age. He later ends up following the villain Prometheus into a brawl with the JLA, and joins the team, partnering up with the blue-skinned Starman. He eventually leaves the team to help organize all of the heroes of Africa (along with Batwing). Overall, he's not much of a big-name character.
-Apparently Congorilla is a slightly-stronger version of a Gorilla, with Regeneration and what I presume are elite fighting skills, since they usually don't let scrubs onto the Justice League.

MAYA (Chandi Gupta)
Created By:
Gerard Jones & Ron Randall
First Appearance: Justice League Europe #47 (Feb. 1993)
Role: Forgotten Character
Group Affiliations: Justice League Europe
PL 8 (72)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+5)
Perception 2 (+4)
Ranged Combat (Magic) 2 (+7)
Stealth 2 (+5)

Advantages:
Ranged Attack 3

Powers:
"Mystical Bow Fire" Blast 9 (Feats: Variable- Water or Fire) (19) -- [20]
AE: "Enhanced Physicality" Enhanced Strength 5 & Speed 3 (16 mph) (13)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Bow Fire +7 (+9 Ranged Damage, DC 24)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +4

Complications:
Enemy (Evil Cult)- A cult hunted Maya for a long time.

Total: Abilities: 34 / Skills: 10--5 / Advantages: 3 / Powers: 20 / Defenses: 11 (72)

-Maya is a teen girl who developed elemental powers at a young age, and ended up in a cult that thought she was an incarnation of the Hindu God Shiva. When she discovered the cult was going to sacrifice her, she ran away and joined Justice League Europe. She does some uneventful stuff, and is largely-forgotten to history. An amateur superhero, she could enhanced her Strength & Speed, but usually just shot Mystical Bow Fire (first from a Bow, then by herself).

FAITH (Real Name Unknown)
Created By:
Joe Kelly
First Appearance: JLA #69 (Oct. 2002)
Role: Forgotten Character
Group Affiliations: The Justice League of America, Black Ops, The Doom Patrol
PL 11 (125)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Deception 3 (+6)
Persuasion 3 (+6)

Advantages:
Benefit (Cipher), Power Attack, Ranged Attack 3

Powers:
"Empowering Aura" Affliction 5 (Will; Compelled) (Extras: Area- 60ft. Burst +2, Reaction +3) (Flaws: Limited Degree -2, Limited to Trust & Confidence) [15]
Flight 5 (60 mph) [10]

"Group Teleportation" Teleport 10 (Extras: Portal +2) (40) -- [44]
AE: "Psychokinesis" Move Object 10 (Extras: Perception-Ranged) (30)
AE: "Telekinesis" Move Object 15 (30)
AE: "TK Wave" Damage 11 (Extras: Area- 60ft. Cone) (22)
AE: "Psychic Bolt" Blast 10 (Feats: Accurate 2) (22)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Psychic Bolt +9 (+10 Ranged Damage, DC 25)
TK Wave +11 Area (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +4

Complications:
Secret (Identity)

Total: Abilities: 38 / Skills: 6--3 / Advantages: 5 / Powers: 69 / Defenses: 10 (125)

-Faith joined the JLA as a replacement member when most of the main members disappeared into the past. She helped out against a few more threats, since she was Joe Kelly's new Pet Character, and HE was writing the book. She left the team after being bitten by vampires (??), then reappeared as a short-lived member of The Doom Patrol. So basically, she doesn't matter. She's apparently powerful enough to destroy an entire fleet of enemy spaceships, and can lift skyscrapers right out of the ground Telekinetically.

BLUE DEVIL (Daniel Patrick Cassidy)
Created By:
Dan Mishkin, Gary Cohn & Paris Cullins
First Appearance: Fury of Firestorm #24 (June 1984)
Role: Mid-Tier Superhero
Group Affiliations: The Justice League of America, The Shadowpact, The Sentinels of Magic
PL 10 (139)
STRENGTH
8 STAMINA 8 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 3 (+8)
Athletics 3 (+11)
Deception 2 (+5)
Expertise (Demon) 2 (+6)
Expertise (Movie Stuntman/Special Effects) 7 (+11)
Intimidation 3 (+6)
Investigation 2 (+4)
Perception 4 (+6)
Technology 7 (+11)

Advantages:
Accurate Attack, Great Endurance, Ranged Attack 4, Startle

Powers:
"Blue Devil Suit- Permanently-Attached"
Leaping 1 (15 feet) [1]
Power-Lifting 1 (12 tons) [1]
"Amplifiers" Senses 3 (Extended Hearing & Vision, Radio Sense) [3]
"Gills" Immunity 1 (Drowning) [1]
"Healing Factor" Regeneration 6 [6]

"Trident" (Flaws: Easily Removable) [5]
"Rocket Engines" Flight 6 (120 mph) (Flaws: Distracting) (6) -- (7 points)
AE: "Trident Slash" Strength-Damage +2 (Feats: Reach) (3)

Offense:
Unarmed +10 (+8 Damage, DC 23)
Trident Slash +10 (+10 Damage, DC 25)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +8, Fortitude +8, Will +4

Complications:
Responsibility (Sold His Soul)- Daniel sold his soul to Neron for fame, but apparently also sold his family's souls as well. He ends up having to do a lot of Demon-related stuff.

Total: Abilities: 90 / Skills: 32--16 / Advantages: 7 / Powers: 17 / Defenses: 9 (139)

-Blue Devil was created because some his creators intended to give some work to comics legend Steve Ditko, hoping to combine attributes from various Marvel heroes and pique his fancy. It didn't work, but the writers liked what they'd come up with, and decided to just work on Blue Devil anyways. They debuted him in their Firestorm book in order to give him a bit of a platform (a common thing in television, which would often debut characters like Mork from Ork in a successful sitcom like Happy Days before debuting the actual series). Blue Devil was a special effets wizard & stuntman who built a "Blue Devil" costume for a movie of the same name, but had to use it to fight a demon- a Mystical Blast permanently fuses him to the costume, leaving him trapped in the form.
-Blue Devil is a classic "Eighties DC Character"- they seemed to have a lot of guys in that era who were around, showed up in a bunch of stuff, and seemed fairly-successful... but then they vanished. DC sort of became entirely about the old-school characters and legacies, leaving anyone who WASN'T like that aside. This is in spite of B.D. getting a Kid Sidekick (Kid Devil) and a spot on the Justice League, and getting turned into an actual demon after he's killed opposing the Arch-Demon Neron (with whom he'd traded souls for a life of fame and fortune). He's killed with holy water by The Mist in Starman, then shows up in a later event story- this being the '90s, he was completely gone from comics for a chunk of time. He ends up mixed in with DC's "Magic Characters", a pretty unruly place to be. A lot of stuff came up with him selling his soul/his family's souls and the rules thereof.
-Blue Devil seems PL 8-9-ish Spider-Man-Lite in his early book from what I've seen, but probably developed into a PL 10 over time, showcasing some impressive durability. He's largely the same as a human trapped in a suit and as a Demon, with the same overall powers. However, as a Demon, his Trident is now able to Detect Demons, and send them back to hell (Movement- Dimensional Travel Attack- Limited to Demons).

ANTAEUS (Mark Antaeus)
Created By:
John Arcudi & Scot Eaton
First Appearance: JLA: Superpower (Nov. 1999)
Role: Mid-Tier Superhero
Group Affiliations: The Justice League of America
PL 11 (139)
STRENGTH
11 STAMINA 11 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 1 PRESENCE 2

Skills:
Athletics 2 (+13)
Close Combat (Unarmed) 2 (+9)
Expertise (Firefighter) 4 (+6)
Intimidation 2 (+4)
Technology 4 (+6)

Advantages:
Power Attack, Ranged Attack 10, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Cybernetic Enhancements"
Protection 3 (Extras: Impervious 13) [16]
Flight 7 (250 mph) [14]

Blast 10 (Feats: Variable- Impact or Fire) (21) -- [22]
AE: "Gravity Control" Move Object 10 (20)

Offense:
Unarmed +9 (+11 Damage, DC 26)
Blasts +10 (+10 Ranged Damage, DC 25)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +14 (+7 Impervious), Fortitude +11, Will +4

Complications:
Motivation (Helping People)- Mark is incredibly-into saving people, and puts his entire focus into it.
Obsession (Superman)- Mark idolizes Supes, to the point of going over-the-top with it.
Vulnerable (Magnetic Attacks)- Mark is largely-comprised of metal.
Prejudice (Obvious Superhuman)- Mark no longer looks human.

Total: Abilities: 86 / Skills: 12--6 / Advantages: 12 / Powers: 50 / Defenses: 9 (139)

-Another guy I've never heard of, Mark Antaeus was injected by his scientist father with experimental growth hormones, which turned him into a Captain America-type elite physical specimen. He grew up to become a fireman who idolized Superman, but suffered a nervous breakdown after failing to save a family from a burning building- he returned having volunteered for a cybernetics program at STAR Labs. Despite being deformed by this, he was happy to be able to help people, and came to the attention of the JLA. An erratic, over-eager hero, Antaeus only teams with them for this one book, going into the Middle East and killing the Saddam-like dictator in charge of some Country of Evil. Humorously, this is actually BEFORE Black Adam leads his army into Khandaq, and he is beaten by the JLA, then realizes that he has destabilized the country and only made things worse (... nah. Too outlandish and unrealistic), and commits suicide by allowing to let his internal nuclear reactor explode. So yeah, just a one-shot "Sad Story" kind of guy, but eerily-prescient.
-Mark is powerful enough to last a while against the ENTIRE Justice League, and it's stated that Superman's punches couldn't even dent his armor. Nonetheless, he fell due to internal damage to his hardware. PL 10 on offense, PL 10.5 on defense, thanks to his massive Toughness. Without New Character Stink, he'd probably settle down a little.

ETRIGAN THE DEMON (Jason Blood)
Created By:
Jack Kirby
First Appearance: The Demon #1 (Aug. 1972)
Role: Mid-Tier Character
Group Affiliations: The Justice League of America, Justice League Dark, The Demon Knights
PL 12 (205)
STRENGTH
14 STAMINA 14 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 4 (+6)
Expertise (Magic) 10 (+13)
Expertise (Religion) 10 (+13)
Insight 3 (+6)
Intimidation 9 (+11)
Perception 5 (+8)
Ranged Combat (Blast) 4 (+10)
Stealth 3 (+5)

Advantages:
All-Out Attack, Chokehold, Fast Grab, Improved Critical (Unarmed), Improved Initiative, Power Attack, Ranged Attack 6, Startle

Powers:
"Demonic Physiology"
Immunity 4 (Heat, Aging, Pain Effects) [4]
Senses 10 (Detect Magic- Ranged, Darkvision, Extended Hearing & Vision, Precognition) [10]
Regeneration 10 (Feats: Regrow Limbs) [11]
Immortality 10 [20]
Leaping 3 (60 feet) [3]
Speed 1 (4 mph) [1]

"Magical & Demonic Powers"
"Fire Breath" Damage 12 (Extras: Area- 60ft. Cone) (24) -- [27]
AE: Hellfire Blast 12 (24)
AE: "Telepathy" Communication (Mental) 2 Linked to Mind-Reading 8 (24)
AE: "Telekinesis" Move Object 10 (20)

Offense:
Unarmed +10 (+14 Damage, DC 29)
Blasts +10 (+12 Ranged Damage, DC 27)
Fire Breath +12 Area (+12 Damage, DC 27)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14, Fortitude +14, Will +6

Complications:
Enemy (Morgan Le Fay)- Morgan hunts for Merlin's secrets, and seeks them within Jason Blood's mind.
Responsibility (Evil Demon)- Etrigan is a rather-nasty creature, and Blood struggles to control him. He wishes to be free from his curse, and only-rarely can stop Etrigan from doing bad things.
Weakness (Holy Powers, Iron)- Etrigan shares the limitations of other demons.

Total: Abilities: 92 / Skills: 50--25 / Advantages: 13 / Powers: 76 / Defenses: 9 (205)

---

JASON BLOOD
Created By:
Jack Kirby
First Appearance: The Demon #1 (Aug. 1972)
Role: Mid-Tier Character
Group Affiliations: The Justice League of America, Justice League Dark, The Demon Knights
PL 11 (175)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 4 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+12)
Deception 4 (+7)
Expertise (Magic) 11 (+16)
Expertise (Religion) 10 (+15)
Insight 3 (+7)
Intimidation 4 (+7)
Perception 3 (+7)
Ranged Combat (Blast) 4 (+10)
Stealth 2 (+5)

Advantages:
Equipment 2 (Sword +3), Fearless, Languages 2 (A Bunch), Ranged Attack 2, Ritualist

Powers:
"Fused With a Demon"
Immunity 1 (Aging) [1]
Senses 2 (Detect Magic- Ranged) [2]
Senses 4 (Precognition) (Flaws: Uncontrolled) [2]
Regeneration 6 (Feats: Regrow Limbs) [7]
Immortality 10 [20]

"Magical Powers"
Blast 12 (24) -- [26]
AE: "Telepathy" Communication (Mental) 2 Linked to Mind-Reading 8 (24)
AE: "Telekinesis" Move Object 10 (20)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Sword +10 (+6 Damage, DC 21)
Blasts +10 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +4, Fortitude +7, Will +8

Complications:
Enemy (Morgan Le Fay)- Morgan hunts for Merlin's secrets, and seeks them within Jason Blood's mind.
Responsibility (Evil Demon)- Etrigan is a rather-nasty creature, and Blood struggles to control him. He wishes to be free from his curse, and only-rarely can stop Etrigan from doing bad things.
Weakness (Holy Powers, Iron)- Etrigan shares the limitations of other demons. Even Jason is afflicted by them.

Total: Abilities: 70 / Skills: 43--25 / Advantages: 8 / Powers: 58 / Defenses: 15 (175)

-As sacreligious as it seems, I really feel like Jack Kirby utterly-failed with this one. Etrigan looks SO DUMB. He was created when Kirby's OTHER DC stuff (his Fourth World line) failed to sell, and DC demanded a horror character- Jack had no interest in horror books, and was annoyed that the first issue sold so well- it meant that DC forced him to remain on the book, and cancel the Fourth World titles before he was done with them! Unfortunately, Etrigan similarly-failed to sell in the long run, and a follow-up series ALSO failed, resulting in the character becoming one of those permanent "Journeyman Heroes" who goes from book to book in Guest-Starring roles instead of doing his own thing.
-Etrigan is the son of the demon Belial, and merged to Jason Blood, a Knight in King Arthur's court by Merlin, who is Etrigan's half-brother. Jason is made immortal as a result, and appears as a Demonologist in modern-day Gotham City. Sometimes, Jason controls the Demon, sometimes he wants to be free of him, and sometimes Etrigan goes a little nuts and goes on a rampage. At one point, he tried to become the ruler of Hell, and actually seems to be getting used more often in the Nu52 than he ever was in his heyday. To me, he's still in the "Metamorpho Class" of guys who look too dumb to take seriously. The guy's a FRIGGIN' DEMON and still looks like an umimpressive idiot in a Quasimodo outfit.
-Etrigan is apparently HIGHLY-powerful, up there in the Super-Heavyweight Class of fighter, and Jason Blood ain't no weakling either. They both have the vague "Magic" Power, which could mean literally anything, but DCA and Wikipedia list some stuff. Etrigan is a PL 12 brawler, while Jason is a PL 11 Blaster who fights like a PL 8 melee battler.

TOMORROW WOMAN
Created By:
Grant Morrison & Howard Porter
First Appearance: JLA #5 (May 1997)
Role: One-Shot Character
Group Affiliations: The Justice League of America
PL 11 (200)
STRENGTH
2 STAMINA -- AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Deception 8 (+12)
Expertise (Science) 4 (+7)
Persuasion 4 (+8)
Technology 4 (+7)

Advantages:
Power Attack, Ranged Attack 4

Powers:
Features 1: Appears As Human [1]
Immunity 30 (Fortitude Effects) [30]
Protection 10 [10]
Flight 8 (500 mph) [16]

"Telekinesis" Move Object 15 (Feats: Precise, Dynamic) (32) -- [36]
Dynamic AE: "Telepathy" Mind-Reading 10 Linked to Communication (Mental) 2 (Feats: Dynamic) (29)
Dynamic AE: TK Blast 14 (Feats: Dynamic) (29)

Offense:
Unarmed +6 (+2 Damage, DC 17)
TK Blast +8 (+14 Ranged Damage, DC 29)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +10, Fortitude --, Will +6

Complications:
Motivation (Killing the League)

Total: Abilities: 40 / Skills: 20--10 / Advantages: 5 / Powers: 93 / Defenses: 12 (200)

-Tomorrow Woman is the result of a neat little one-off story in Morrison's JLA tenure. She was created by some old-school unused villains (Dr. T.O. Morrow & Professor Ivo), who wanted to place her on the Justice League and betray them. However, they undergo the "android villain fights against her evil masters" thing that was old-hat in comics by that point, but in a brilliant twist, THAT WAS THE POINT- while Ivo was horrified and PO'd, Morrow was ecstatic- THIS had been his master-stroke all along. "Don't you see?? She's being GOOD!"- she'd established a brain so perfect she was able to develop free will and COUNTER her programming. She sacrifices herself to save the League, proving both her worth as a hero, and the extent of Morrow's genius.
-Naturally, later writers could not let this story lie, and so she returned in the short-lived Trinity series after some timeline alterations. She is a Reporter named Clara Kendall, and becomes a true human at the end of the story thanks to some stuff, but never reappears.
-Tomorrow Woman is yet another "mole" character that becomes funny when you think of all the times she out-bluffs BATMAN- that's a LOT of successful Deception checks. She's a standard TK/Telepath character, fitting the X-Men more than the Justice League, really. She's powerful enough to join them and fit right in.

MYSTEK (Jennifer Barclay)
Created By:
Christopher Priest & Manny Clark
First Appearance: The Ray #12 (May 1995)
Role: Short-Lived Character, Blaster
Group Affiliations: Justice League Task Force
PL 8 (105)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 0 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Business) 3 (+6)
Perception 4 (+4)
Technology 5 (+8)

Advantages:
Power Attack, Ranged Attack 4

Powers:
"Manifests Quark Energy"
Blast 8 (Feats: Indirect 4) (Quirks: Indirect Requires Medium- Electronics) (18) -- [19]
AE: Create Elastic Matter 8 (Feats: Innate) (17)

Flight 7 (250 mph) [14]
Senses 4 (Magnetic Detection- Analytical, Acute) [4]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Quark Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +4

Complications:
Phobia (Enclosed Spaces)- Barclay has issues with Claustrophobia and federal agents (owing to being captured due to her father's "sensitive" work).

Total: Abilities: 42 / Skills: 16--8 / Advantages: 5 / Powers: 37 / Defenses: 13 (105)

-Mystek is a female in a male-looking costume, and debuted in The Ray's book. She attacked him because she thought he was coming to capture her (owing to her family's past in sensitive work), and then attacked the Justice League for the same reasons. However, J'onn J'onzz saw potential in her, and stuck her on the Justice League (because that's totally a thing you do with rookies). Her tenure on the team was brief, as she died in hilariously-stupid fashion, panicking in a space pod and shooting her way out, leading to her death in outer space. All of her appearances were written by Christopher Priest, which is weird, because he killed her off so quickly- normally a guy adding his Pet Character onto a book gives her a PUSH!
-Turns out this is a result of behind the scenes workings- Priest wanted her to be a creator-owned character starring in her own mini-series, and was told to put her on Justice League Task Force in order to generate hype. When plans fell through, he realized he'd created a character in advance of DC making a decision about whether or not to "acquire" her, and simply killed her off (he had to point out to fans on Usenet that no, he didn't get a raw deal, and DC was not evil for it- he should have made sure DC was going to do something with her before "giving" her to them).
-Mystek has weird powers that allow her to cast her "Quark Energy" semi-solid matter through electronic devices, generally manifesting as Blasts or Create. She can also read "Magnetic Signatures" (allowing her to determine whether or not people had powers, and what kinds).

SUPER-CHIEF III (Jon Standing Bear)
Created By:
Geoff Johns, Grant Morrison, Greg Rucka, Mark Waid & Eddy Barrows
First Appearance: 52 #22 (Oct. 2006)
Role: Captain Ethnic
Group Affiliations: The Justice League of America
PL 8 (90)
STRENGTH
2/10 STAMINA 4/10 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Soldier) 5 (+5)
Intimidation 3 (+4)

Advantages:
Fast Grab, Ranged Attack 4

Powers:
"Super-Chief Meteorite Fragment" (Flaws: Removable) [39]
"Strength of a Thousand Bears"
Enhanced Strength 8 (16)
Enhanced Stamina 6 (12)
Power-Lifting 1 (50 tons) (1)

"Speed of a Thousand Running Deer" Speed 8 (500 mph) (8)
"Leaps Higher Than the Tallest Trees" Leaping 5 (250 feet) (5)

"The Keen Senses of the Wolf Nation"
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) (6)
--- (48 points)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Boosted Strength +6 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4 (+10 Meteorite), Fortitude +4 (+10 Meteorite), Will +2

Complications:
Responsibility (American Indian)- Jon had previously left the ways of his people.

Total: Abilities: 36 / Skills: 10--5 / Advantages: 5 / Powers: 39 / Defenses: 5 (90)

-Jon Standing Bear debuted in 52 as the third Super-Chief (the first was a Western-themed Indian hero, the second was a villain). He comes back to his people after adopting the White Man's Ways or some junk, and joins Firestorm's interim "Justice League" during the year-off of most major heroes. Jon is killed by the evil Skeets, and ends up in the afterlife, getting yelled at by the original hero (Flying Stag) for forgetting the price that must be paid for magic. Alright then. Morrison felt like he wanted to add more to the character, but didn't have room, and he's never reappeared- a new Super-Chief debuted only a short time later.

THE MARTIAN MANHUNTER (J'onn J'onzz, aka John Jones)
Created By:
Joseph Samachson & Joe Certa
First Appearance: Detective Comics #225 (Nov. 1955)
Role: The Guy Who Gets His Ass Kicked so Superman Can Look Good, Grab-Bag of Powers Guy
Group Affiliations: The Justice League of America, The Outsiders, Stormwatch
PL 13 (346)
STRENGTH
15 STAMINA 15 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 5 PRESENCE 2

Skills:
Close Combat (Unarmed) 3 (+11)
Deception 5 (+7)
Expertise (Science) 4 (+10)
Expertise (Streetwise) 4 (+10)
Insight 3 (+8)
Intimidation 5 (+7)
Investigation 8 (+13)
Perception 8 (+13)
Stealth 5 (+8)
Technology 4 (+10)
Vehicles 3 (+5)

Advantages:
Benefit (Cipher- Multiple Identities), Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Hold, Jack-Of-All-Trades, Languages 3 (Any He Needs), Power Attack, Set-Up, Ranged Attack 8, Takedown, Teamwork

Powers:
Power-Lifting 5 (25,000 tons) [5]
Impervious Toughness 7 [7]
Flight 14 (32,000 mph) [28]
Quickness 6 [6]
Regeneration 4 (Feats: Regrow Limbs) [5]
Immunity 10 (Life Support) [10]
"Martian Senses" Senses 4 (Extended Vision 2, Vision Penetrates Concealment) [6]
"Telepathy" Communication (Mental) 4 (Extras: Area, Selective) [24]
Morph 4 (Any Form) [20]

Mind-Reading 12 (Feats: Dynamic) (Extras: Cumulative, Effortless) (49) -- [59]
Dynamic AE: "Martian Vision" Blast 14 (Feats: Dynamic) (29)
Dynamic AE: Shapeshift 2 (Feats: Dynamic) (17)
Dynamic AE: "Intangibility" Insubstantial 4 (Feats: Selective, Dynamic) (22)
Dynamic AE: "Invisibility" Concealment 4 (Visuals) (Feats: Dynamic) (9)
Dynamic AE: "Mind Over Matter" Move Object 10 (Feats: Dynamic) (21)

Offense:
Unarmed +11 (+15 Damage, DC 30)
Martian Vision +10 (+14 Ranged Damage, DC 29)
Mind-Reading -- (+12 Mind-Reading, DC 22)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +15 (+4 Impervious), Fortitude +15, Will +11

Complications:
Weakness (Fire)- Even proximity to fire has a huge negative effect on J'onn psychologically, but touching it does extra damage- he'll take more damage than an un-powered human from it. Sometimes. Things change A LOT- sometimes it's more psychological, and other times it's basically this all-consuming Death Blast.
Responsibility (Martian Stuff)- J'onn went from one of many Martians to the last Martian to one of many Martians again- he often has to deal with evil members of his race (who are really coming off like a bunch of dicks sometimes).

Total: Abilities: 112 / Skills: 52--26 / Advantages: 21 / Powers: 170 / Defenses: 17 (346)

-J'onn J'onzz made his debut BEFORE the Silver Age truly began, in 1955, as a back-up story in a Detective Comics issue, done by two creators I've never heard of before. He is an unfortunate Martian who is pulled away from his homeworld, and unable to return home- he decides to fight crime as a detective, waiting for Martian technology to advance enough to allow him to return. The act proves popular enough to show up repeatedly, gaining "Silver Age Superman"-like powers that expand with each issue- pretty soon, his Grab-Bag of Powers is one of the biggest in all of comics! He meets many other Martian characters, and operates as a superhero by joining the Justice League of American in its debut (replacing Superman, as DC was afraid of... hee hee... OVER-EXPOSING THEIR POPULAR CHARACTERS... can you imagine if they had that issue today?).
-J'onn lasts a while on JLA, but once Superman & Batman are officially OK'd to join, his appearances dwindle, and he's gone by 1968- Horsenhero has mentioned that fans were often asking "why this green, bald guy is on the team"- his own act wasn't really that popular (he was a back-up in House of Mystery by this point), and he wasn't a major character at DC. The fact that this was a dark period for DC's sales post-"Batman's TV Show Being Cancelled" didn't help, and soon his solo feature was gone- his people finally came for him, and he left to become a leader on New Mars. Yes, really.
-J'onn would reappear several times over the next fifteen years, usually in back-up and supporting roles, something that's bizarre to me as a fan, because I came into DC with him being treated like some BIG DOG character that was very important. In reality, he was a MINOR act for years, and treated as such! The whole "J'onn is super-duper important and everyone looks up to him" thing was a LATER addition, essentially manufactured to make him a bigger deal! Can't say I blame them, though- it's always good to have a Top-Tier Powerhouse get taken seriously. The Martian Manhunter would FINALLY make his DC return in 1984, and join the struggling JLA book three years later, being a central member of the Giffen/DeMatteis "Bwa-hahahahahah!" League as a semi-serious figure to act as a permanent "straight man".
-DeMatteis would actually COMPLETELY REVAMP J'onn, retconning his whole origin so that the doctor who brought him to Earth didn't die, his natural appearance was more alien-looking, and oh- he was THE LAST MARTIAN ALIVE, as he'd been pulled through time as well as space. Always funny how DC is perfectly-willing to rewrite someone's entire history and purpose thirty years after their introduction like that. Because of DeMatteis' hard work, J'onn pretty much officially became "The JLA Guy"- ALWAYS joining some incarnation of that group. Grant Morrison would utilize J'onn's many powers as a big part of his JLA run as well (introducing the concept of "White Martians", an asshole version of J'onn's green kind), and John Ostrander would write one of those "well-thought-of but low-selling" solo books in 1998. Here, we'd discover that J'onn was a big hero in the Southern Hemisphere, maintaining numerous secret identities.
-However, life soon starts to suck for the guy- by being the most powerful person on the League who ISN'T Superman, he ends up in the position of getting his green ass spanked by anyone coming down the pike who wants to FIGHT Superman, in order to show off how awesome and strong Kal-El is (basically, "Wonder Man Syndrome"). And as the highest-tier guy around without his own book (it got cancelled pretty quickly), he's ALSO prone to getting rapid-fire storyline developments, like bouncing around an Oustiders comic for two seconds, leaving Earth, or being killed for a while by something stupid in Final Crisis. He got a "Kid Version" with Miss Martian.
-J'onn, as expected, is expensive as balls, owing to a huge grab-bag of random-ass powers (X-Ray Vision? Telepathy? SHAPESHIFTING? Intangibility? INVISIBILITY?)- I've heard fans of his whine openly about how he should be EASILY the most-feared member of the League, and even Superman should be afraid of him, but despite all his ability, he never actually DOES kick anyone's ass super-hard with it. He's basically an "All Talk" Powerhouse with vast power, but few accomplishments. The fact that he has one of the most easily-exploited weaknesses in comics doesn't help (Batman once effortlessly took out a half-dozen guys of equal power with a single lighter).
-Determining which powers are inside an Array and which aren't isn't easy (DCA's build is different from my own, for example), but I think it's pretty clear that Martians' Morphing & Mental Communication are outside of it (J'onn ROUTINELY keeps the entire JLA linked telepathically while doing other stuff, and the Hyperclan maintained their fake shapes easily while using other powers). Inside the Array are Invisibility, Intangibility and Shapeshift, making him basically entirely-impossible to trap or keep down (Shapeshift allows side tricks like Elongation or extra Intimidation owing to scary shapes). There's also whatever the hell "Martian Vision" is (have they ever explained that?), which is a trick he occasionally busts out, but never seems overly-powerful (I don't think I've ever seen him actually TAKE OUT a villain with it, though the Hyperclan could). He can forcibly Read Minds as well.
-J'onn also maintains the Flying Brick array, at PL 13 levels equal to Power Girl, putting him just under Wonder Woman (and two below Superman). Pushing himself (ie. Power Stunts), he can use Mind Control, alter memories, induce sleep, Mind Blasts, and other things (ie. a bunch of stuff writers showed him doing, but nobody else remembered).

Christopher Priest's story about Triumph's origin and backlash.

TRIUMPH (William MacIntyre)
Created By:
Mark Waid, Brian Augustyn & Howard Porter
First Appearance: Justice League of America #92 (Sept. 1994)
Role: Retcon Hero, Insult Comic Dog
Group Affiliations: The Justice League of America, Justice League Task Force
PL 12 (173)
STRENGTH
14 STAMINA 10 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Close Combat (Unarmed) 1 (+8)
Deception 5 (+4)
Intimidation 3 (+2)
Perception 8 (+7)
Ranged Combat (EM Pulse) 5 (+9)

Advantages:
Improved Critical (EM Pulse), Power Attack, Ranged Attack 2

Powers:
"Electromagnetic Powers"
"EM Psychometry" Senses 5 (Electromagnetic Sense- Ranged, Acute & Analytical, Radio & TV Sense) [7]
Force Field 5 (Extras: Impervious 7) [12]
"Absorb Energy" Immunity 20 (Energy Damage) (Flaws: Limited to Half-Effect) [10]

"Stasis Field" Affliction 12 (Strength; Dazed & Hindered/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Area- 30ft. Burst, Extra Condition) (48) -- [52]
AE: "EM Pulse" Blast 14 (28)
AE: "Blast Through Wiring" Damage 11 (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited to Along Electrical Wiring) (22)
AE: "Alter Density" Transform (Liquids to Solids & Vice-Versa) 10 (Extras: Ranged) (30)
AE: "Redirect Energy" Blast 12 (Feats: Variable 2- Any Energy) (Flaws: Requires Energy Blasts) (14)

Offense:
Unarmed +8 (+14 Damage, DC 29)
EM Pulse +9 (+14 Ranged Damage, DC 29)
Blast Through Wiring +11 Area (+11 Damage, DC 26)
Redirect Energy +9 (+12 Ranged Damage, DC 27)
Stasis Field +12 Area (+12 Ranged Affliction, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10 (+15 Force Field, +4 Impervious), Fortitude +11, Will +2

Complications:
Reptuation (Douchebag)- Triumph was a hot-headed, arrogant, self-righteous douchenozzle.
Power Loss (EM Powers)- Triumph will lose his powers if cut off from the Electromagnetic Spectrum.

Total: Abilities: 66 / Skills: 22--11 / Advantages: 4 / Powers: 81 / Defenses: 11 (173)

-Triumph is one of the early "Retcon Heroes", an increasingly-common thing in comics that started in the 1990s. See, this was when the increasingly-dark and weird comics got a LOT of new writers in, and they started futzing around with continuity, altering things here and there. Now, this was pretty old hat at DC, where guys could get their origins re-worked CONSTANTLY, but I feel like this happens more and more (the X-Men got a whole new GROUP added retroactively one time!). Triumph was originally a founding member of the Justice League, and their LEADER, but on his first mission, got teleported to a limbo-like dimension that made everyone on Earth forgot he existed (like the cast of The Facts of Life).
-DC fans disliked the character initially, so the creators (who based him off of a DC staffer who annoyed everyone by always being proven right) decided to play on it by having the CHARACTERS hate him, too. He was also meant to be written as gay, but they couldn't find the right time to say it at the time (it was a metaphor for his "outsider" status in the DCU). His attitude (which Christopher Priest admits would have fit in better in the Marvel Universe, because he felt it was more realistic compared to 1994's DC and thus had room for extreme personalities with mental problems and negative personalities) soon got him expelled from the Justice League Task Force (designed to go after more-violent criminals), and he cut a deal with Neron to get his "lost decade" back. He wasn't going to go through with it, but the magic candle he had to light to get it back was lit by others, so I guess it counted and he lost his soul as a result, because the next time we saw him, it was in Grant Morrison's JLA and he was totally evil.
-He attacked the JLA using a 5th Dimensional Imp named Lkz, and it took the reforming of the Justice Society in order to stop him. He was all mad because the League never brought him back in, but Superman stunned him by calling him "a FINE Leaguer" and saying that if he'd only asked, he'd have been let back in any time. Triumph ended up frozen by The Spectre and nearly smashed, but Zauriel pleaded for mercy- Triumph's frozen form was included in the League Museum as part of a tribute to the guy, but he was left in the Watchtower when it was blown up in a later story- it was unintentional, but Morrison confirmed that Triumph had in fact been killed. A version of him was included in a JLI team created via time travel shenanigans, and he sacrificed his life to save Tomorrow Woman.
-Trumph is apparently powerful enough to brawl with Superman and a few others, and was a League-level threat when he went bad (though there WAS a Genie in that situation), so PL 11.5 seems to suit him.

THE BULLETEER (Alix Harrower)
Created By:
Grant Morrison & Yanick Paquette
First Appearance: Seven Soldiers: The Bulleteer #1 (Nov. 2005)
Role: Legacy Hero
Group Affiliations: The Justice League of America, The Seven Soldiers of Victory
PL 8 (86)
STRENGTH
8 STAMINA 6 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Teacher) 4 (+6)
Insight 2 (+4)
Investigation 2 (+4)

Advantages:
Close Attack, Ranged Attack 2

Powers:
"Impervious Skin" Protection 3 (Extras: Impervious 7) [9]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +9 (+4 Impervious), Fortitude +6, Will +3

Complications:
Motivation (Heroism)- A depressed Alix is motivated when a group of people assume that she's a superhero.
Prejudice (Obvious Superhuman)- Alix cannot pass for an ordinary human.

Total: Abilities: 64 / Skills: 10--5 / Advantages: 3 / Powers: 9 / Defenses: 5 (86)

-Alix Harrower gained her powers when her scientist fiance designs some metal skin and used it on himself (in order to be like his heroes, Bulletman & Bulletgirl)- the experience suffocated him (Scientists: High INT, low AWARENESS). He touched Alix, who was saved by having some of her skin be covered by her wedding ring (Lance was not wearing his at the time)- however, she is stuck as a metallic person, and is fired from her job (teaching autistic children). She grows into a depression that's only furthered when she finds out Lance was addicted to superhero based pornography (oh that would totally be a huge thing in a world with actual superheroes), and tried to commit suicide. Instead, she saves some people in a train crash, and becomes inspired to use her powers for good.
-She is spared the fate of the Seven Soldiers who died in Grant Morrison's weird new series (in which the title Soldiers, a replacement of a group that dies in the first issue, never meet). She ends up fighting a woman with whom Lance was engaging in an online love affair, and it turns out that this "Supersonic Sally" was a pornstar who wanted to break up couples because her own love-life was a mess. Alix rejects superheroing thereafter, but appears later on in 52 with some other guys in an interim Justice League. Her distinctive visual appearance seems to be more of a bonus than anything about her CHARACTER, as she's a frequent "you can see her doing stuff in the background" person. She even joins Congorilla's emergency JLA, which is an odd recurring thing.
-A classic amateur superhero, she's not that good at anything, and is easily defeated by other, established characters, but can defend herself against weakling characters pretty easily. At one point, she's seen apparently flying, but this is generally treated as an artist mistake.

THE PHANTOM STRANGER (Real Name Unknown, aka Judas Iscariot, The Brotherless One, Grey Walker)
Created By:
John Broome & Carmine Infantino
First Appearance: Phantom Stranger #1 (Aug. 1952)
Role: Omniscient Protector
Group Affiliations: The Justice League of America, The Quintessence, The Trenchcoat Brigade, Justice League Dark
PL 16 (369)
STRENGTH
8 STAMINA -- AGILITY 3
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 14 AWARENESS 10 PRESENCE 4

Skills:
Deception 4 (+8)
Expertise (History) 10 (+24)
Expertise (Current Events) 10 (+24)
Insight 10 (+20)
Intimidation 10 (+14)
Investigation 10 (+20)
Perception 10 (+20)
Stealth 10 (+13)

Advantages:
Beginner's Luck, Jack-Of-All-Trades, Power Attack, Ranged Attack 10, Startle, Well-Informed

Powers:
"Neither Dead Nor Alive"
Immunity 30 (Fortitude Effects) [30]
Immortality 20 [40]
Protection 20 (Extras: Impervious 13) [33]

"Omniscience"
Features 1: May Spend an HP and Ask the GM Anything [1]
Senses 6 (Vision Counters Illusion, Analytical Vision) [6]

Teleport 20 (Extras: Extended, Accurate) (80) -- [84]
AE: "Smoke Itself is My Ally" Affliction 12 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 15ft. Cloud) (24)
AE: "Goes Anywhere" Movement 9 (Time Travel 3, Dimensional Travel 3, Space Travel 3) (Extras: Instantaneous) (27)
AE: "Dispel Magic" Nullify 16 (Magic Effects; Broad, Simultaneous) (48)
AE: Energy Blast 20 (Feats: Improved Critical 2) (Extras: Penetrating 10) (52)

Offense:
Unarmed +12 (+8 Damage, DC 23)
Magical Blast +10 (+20 Ranged Damage, DC 35)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +20 (+8 Impervious), Fortitude --, Will +14

Complications:
Motivation (Saving People)- The Phantom Stranger appears to walk the Earth, saving lives & souls as time goes on- many origins link him with Heaven, making up for past mistakes and misdeeds.
Secret (Lots of Stuff)- Most people have no idea of anything about the Stranger.
Power Loss (Being Useful)- The Stranger typically only aids the heroes- he doesn't end crises by himself. This is apparently an order from on high (either God or an Editor who doesn't like deus ex machina storytelling).

Total: Abilities: 110 / Skills: 74--37 / Advantages: 15 / Powers: 194 / Defenses: 13 (369)

-I've actually read MAYBE one comic featuring ol' P.S. here, and even then he didn't actually do anything- I basically know NOTHING about the guy. He actually debuted before the Silver Age began in some weird Anthology series bearing his own name, but is best-known for being a mysterious, supernatural figure that assists heroes like the JLA on weird cases. He's SO mysterious that there are FIVE potential origins, generally themed around him making up for past mistakes by saving people in the real world for eternity (in the Nu52 version, he's Judas Iscariot himself!). In his early shots, he's a Houdini-esque "Hoax Hunter" out to prove that supernatural events are caused by criminals. Later on, he was given full-blown supernatural powers himself (before that, he was shown mysteriously coming & going without being seen), and is then seen helping out the League (who induct him as a member, not realizing he'd left already- later writers would repeatedly disagree on whether or not he counts as a member). He's usually Mr. Vague about everything, popping up in a puff of smoke to help out, and disappearing just as quickly.
-The Phantom Stranger is a classic example of one of those guys who just does vague stuff that's rarely-explained. Even DCA cheaps out and makes him PL X, because he has even less-defined capabilities than THE SPECTRE (who at least has quite a few solo books to his name). This is mainly Wikipedia-built, but I believe he's shown all of what's above, and with an 80-point base power, he could easily use a Power Stunt for nearly any other power.

And that's it! The END of my JLA/JSA run! And HOLY HELL that's a lot of guys! And so many CONFUSING HISTORIES as well! DC is DISGUSTING for that, with at least 20 or 30 characters that are every bit as difficult to figure out as Marvel's Psylocke.

The Most Confusing DC Guys To Figure Out:
Hawkman, Hawkman, Hawkgirl, Hawkwoman, Hawkman and Hawkman- Just insane Retcons, buggered-up stories that contradict and alter old, classic stories, and then the personalities merge. At various points, Thanagarians gain different Racial Powers as time goes on, making builds of them extremely difficult. Even regular Bio-Sites can't even keep them straight, as the images for the guys tend to just merge together.
Doctor Fate- An ugly batch of retcons and random, weird storytelling that just muddies the whole concept. Plus the "I can do anything" Swiss Army Knight power of magic guys.
The Golden Age Blue Beetle- I mean, why change the original character ENTIRELY? Dude just turned into a Supermanalogue at some point. Basically two different characters with near-identical names.
Wonder Woman, Hippolyta, Fury, Fury & Donna Troy- Poor, poor Donna Troy. One of the greatest origin stories ever ruined by ONE OF THE GUYS WHO WORKED ON IT when Wonder Woman got retconned. And what the Hell level of POWER is she supposed to have? Then the mix-ups that had to happen with Lyta Trevor, a new Golden Age Fury, and Wonder Woman's own mother being time-tossed into becoming the Golden Age Wonder Woman, replacing the ORIGINAL Retcon, Miss America.
Geo-Force- Just too many varied powers, with vague levels. Could be ST 8 or ST 15 and still be accurate to something.
Black Canary- That goofy "Sent my baby into a different dimension because of her powers, and she grew up looking exactly like me" origin is stupid. Would it have killed them to just make it a Time Travel story?
Power Girl- So messed up they had to basically undo the Crisis in order to fix her.
Starman, Starman, Starman, Starman, Starman, Starman, Starman & Starman- SERIOUSLY DC WHAT IN THE HELL.
The Legion of Super-Heroes- Buggered so badly by continuity that they're effectively ruined as a concept by this point.

It was a fun, if time-consuming and often irritating set to do. DC fans are AWFUL- Marvel fans have site after site chronicling guys' histories and especially FIGHTS so that it's usually easy to figure out where guys stand in the tiers. In DC? It's basically an ever-shifting cycle of tiers going in and out, with once-popular characters tumbling down into obscurity for decades, and NOBODY CHRONICLES ANYTHING. There's not comparison to the Marvel Handbook, which has an online APPENDIX to the most-obscure characters- you're often simply S.O.L. The detail nerd in me is OFFENDED>

LADY SHIVA (Shiva Woosan/Woo-San)
Created By:
Dennis O'Neil & Ric Estrada
First Appearance: Richard Dragon, Kung Fu Fighter #5 (Dec. 1975)
Role: The Gold Standard of DCU Martial Artists, Permanent "Worf"
Group Affiliations: The League of Assassins, The Brotherhood of the Fist, The Birds of Prey
PL 11 (175)
STRENGTH
3 STAMINA 5 AGILITY 7
FIGHTING 14 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 9 (+16)
Athletics 11 (+14)
Close Combat (Unarmed) 4 (+18)
Deception 6 (+8)
Expertise (International Assassin) 11 (+14)
Insight 4 (+8)
Intimidation 4 (+6)
Investigation 2 (+6)
Perception 6 (+10)
Sleight of Hand 1 (+6)
Stealth 6 (+13)

Advantages:
Accurate Attack, Agile Feint, Assessment, Chokehold, Defensive Attack, Diehard, Evasion, Extraordinary Effort, Fast Grab, Grab Finesse, Great Endurance, Improved Critical (Unarmed) 3, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Hold, Improved Smash, Improved Trip, Instant Up, Languages 2 (Various- World Traveller), Move-By Action, Power Attack, Ranged Attack 2, Startle, Takedown 2, Tracking, Uncanny Dodge

Powers:
"Martial Artist" Strength-Damage +1 [1]
"Leopard Blow" Strength-Damage +2 (Inaccurate -1) [1]
"Reads Body Language" Immunity 5 (Interaction Effects) [5]

Offense:
Unarmed +18 (+4 Damage, DC 19)
Leopard Blow +16 (+6 Damage, DC 21)
Initiative +15

Defenses:
Dodge +15 (DC 25), Parry +17 (DC 27), Toughness +5, Fortitude +7, Will +8

Complications:
Motivation (Fighting)- Shiva is a born fighter, and only respects those willing to fight. She lives as an assassin or vigilante at times simply to put herself into these addictive, dangerous situations.
Relationship (Many)- Shiva is rivals with Black Canary, respects who Batman used to be, and once kind of had a thing with The Question. Her daughter is the third Batgirl, and she often gives some advice to the girl.

Total: Abilities: 86 / Skills: 64--32 / Advantages: 33 / Powers: 7 / Defenses: 17 (175)

-Of all the characters to be selected as "The Greatest Martial Artist Alive"- and from an obscure failed 1970s Martial Arts book, no less! But alas, all you have to do is check out the head writer in charge of both that book & Batman's, in order to figure out WHY she was randomly-selected for this highest of honors. Dennis O'Neil basically loved his Pet Character so much he introduced her into the Bat-verse when Dragon's book died on the vine, and suddenly Shiva Woosan was Queen of the Mountain.
-She debuts hunting down Dragon, believing that he murdered her sister Carolyn- however, Dragon was framed by some douchebag. Upon discovering this, she allies with Dragon temporarily, then disappears. She would reappear in O'Neil's Question & Batman books (but especially The Question, suddenly so amazing that she's able to kick BRUCE'S ass. By the late '90s, it seemed like Shiva's reputation had snowballed into this INSANE ranking as the Greatest Fighter Ever- she was given lip service in various Bat-books, bios and RPG builds, and even Birds of Prey. She was THE best, and that was all there was to it- Batman had her train him after Bane broke his back, Tim Drake went to her for training, and her status as the mother of Cassandra "Batgirl" Cain is given as one of many Mary Sue-esque reasons why Cass is such an automatic bad-ass.
-The funny thing is, BECAUSE of this rep, Shiva also became a high-profile Measuring Stick, often appearing in books JUST to give her respect to the stars- in one comic, they do the "Thing/Champion" brawl with Huntress, where Helena earns her respect for not falling, and in friggin' Robin, TIM DRAKE of all people scores a win over her in a duel, and beats her while under "Super-Speed" drugs! Cheshire beats her in another book, and in a Batgirl issue, CASSANDRA defeats her! Another time, she beats Shiva so badly that she's CRIPPLED and left to die next to a Lazarus Pit! Later, Prometheus manages to hand Shiva her ass in a quick skirmish, too!
-All of this continues the struggle comics has with characters with bad-ass reputations, but no books of their own- look at how many times poor BULLSEYE gets trotted out to job to guys, all because of his reputation for killing Elektra (back when SHE was an "All Talk" bad-ass). Shiva ends up being used as this "Measuring Stick" to show off how good other fighters are, as people like Tim Drake, Connor Hawke and others all survive fights with her in order to prove their worth. Cassandra flat-out beats her during the "Batgirl God Push" as well. So is Shiva an "All Talk" Bad-Ass? Is it all pretend? Well... not REALLY, but it's damn close. Her rep exists because people keep SAYING it's there, but as a whole, she's not nearly as spectacular as she's claimed to be.
-So, in short, Lady Shiva can get a PL 11 and FREAKING LIKE IT. There is no way in HELL that PL 14 she got in DCA was justified- I can only assume that DC Editorial still wants her "Best Ever" reputation to stay in effect, however obvious it is from the comics she's only a TINY bit above the standard greats like Batman, Black Canary & Nightwing. In Marvel terms, she's above Shang-Chi by one notch of accuracy & damage, on the level of modern-day Iron Fist, and one below Captain America with his Shield. That's all the respect really owed to her.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

JL Elite

Post by Jabroniville »

JUSTICE LEAGUE ELITE:

-So this is a thing that happened.

-'Twas a Limited Series in 2004 by Joe Kelly & Doug Mahnke, depicting a... oh god... BLACK OPS TEAM of Justice Leaguers, designed to do stuff so the JLA won't have to. And despite being the pitch for absolutely every comic Image produced in the 1990s, this was a DC book from only TEN YEARS AGO. They were comprised of members of The Elite (a team of Authority-style douchebags set against Superman to show why their brand of heroics sucked ass- largely a "Take That" because THE AUTHORITY was non-stop "Huh-huh modern superheroes are BOLLICKS, guv'nor, what?" that frequently used other company's characters as vulgar victims of parody.

The team was:
Sister Superior: Sister of Manchester Black, The Elite's first leader. She's trying to atone for Black's douchery.
Coldcast: Inspired by Superman to fight for what's right.
Menagerie: Some alien weapon thing.
Naif al-Sheikh- Espionage-trained Arab.

Plus some other, previously-established members:
Manitou Raven & Manitou Dawn: Magical Expert.
Green Arrow (Ollie Queen): Tactical expert.
The Flash (Wally West): Questioning the League's tendency to only "react" to threats.
Major Disaster: Reformed bad guy with a tiny head on a huge body.
Kasumi: Asian Assassin. Actually Cassandra Cain, sent to spy by Batman.

They break up when Menagerie goes nuts and kills a foreign dictator. I'll stat the first four here, and the others are interspersed around this set.

SISTER SUPERIOR (Vera Lynn Black)
Created By:
Joe Kelly & Doug Mahnke
First Appearance: JLA #100 (Aug. 2004)
Role: Engineer Knock-Off
Group Affiliations: Justice League Elite
PL 11 (153)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Black Ops) 8 (+10)
Insight 2 (+5)
Intimidation 3 (+6)

Advantages:
Power Attack, Ranged Attack 7

Powers:
"Cybernetic Arms" Variable 9 (Any Weapon) (Extras: Move Action) [72]
"Camouflage Tech" Concealment (Visuals) 2 [4]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Cybernetic Arms +10 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Killing Superman)- For a while.

Total: Abilities: 50 / Skills: 18--9 / Advantages: 8 / Powers: 76 / Defenses: 10 (153)

-Vera Black is the sister of Manchester Black, a Stereotypical Sinister Brit anti-hero who was killed fighting Superman in the whole Superman (vs) The Elite thing. She attempts revenge on Supes, having her arms (which were ruined in a childhood accident) replaced with cybernetics. She ends up working WITH the League, who ask her to form a Black Ops team- I have no idea why. She apparently has Variable Powered Cyber-Arms that provide a lot of stuff. She's sorta like The Authority's Engineer.

MENAGERIE II (Susan)
Created By:
Joe Kelly & Doug Mahnke
First Appearance: JLA #100 (Aug. 2004)
Role: Melee Fighter, Team Asshole (on a team FULL of assholes!)
Group Affiliations: Justice League Elite
PL 9 (153)
STRENGTH
5 STAMINA 5 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Deception 5 (+7)
Expertise (Black Ops) 4 (+4)
Intimidation 4 (+6)
Persuasion 5 (+7)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Claws), Power Attack

Powers:
"Symbeasts" Variable 8 (Physical Powers- Claws, Wings, Detachable Limbs- Summon, etc.) (Extras: Move Action) [56]
"Acidic Blood" Acid Aura 4 (Feats: Reach) (Extras: Secondary Effect) (Flaws: Limited to When Bleeding) [17]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Symbeast Stuff +10 (+8 Damage, DC 28)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +5 (+8 Body Armor), Fortitude +8, Will +2

Complications:
Relationship (Coldcast)
Enemy (Vera Black)- Sonja blames Vera for Manchester killing Sonja's sister.

Total: Abilities: 60 / Skills: 18--9 / Advantages: 4 / Powers: 73 / Defenses: 7 (153)

-Menagerie is a name shared by a pair of twins- Puerto Rican sisters who share a symbiotic Alien Hive Mind thing called "Symbeasts". Pamela first appeared in Action Comics #775 as one of Manchester Black's Elite- explaining that they were kidnapped by the Men in Black (actually the DEO), and fed the parasites that gave them powers. Defeated by Superman, Pam reveals to him that the team is acting against their wills- Black then mindwipes her into a vegetative state.
-Sonja appears as part of the JLE team, using her hatred of Black to become a hatred of his sister Vera and the Elite- she works from within to damage them. She gets Coldcast to murder a foreign dictator, but later bonds with him over their shared love for her sister. Sonja's eventually discovered, and de-powered. Her "Symbeasts" are basically another form of Variable, usually turning into Claws or Wings or something. They can also form stuff that detaches from her body and operates independently, which is like a Summon (one creature has a bite that can force others to tell the truth, another can make Bio-Electric Bursts- like FENRIS!). She can also be made to bleed Acidic Blood, sometimes causing her to deliberately get hurt in combat.

COLDCAST (Nathan Jones)
Created By:
Joe Kelly & Doug Mahnke
First Appearance: Action Comics #775 (March 2001)
Role: Easily-Led Guy
Group Affiliations: Justice League Elite, The Elite
PL 12 (113)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Black Ops) 4 (+4)
Intimidation 2 (+4)
Ranged Combat (Blasts) 4 (+8)

Advantages:
Power Attack, Ranged Attack 2

Powers:
"Electro-Magnetic Control"
"Slow Electrons" Affliction 12 (Fort; Dazed/Stunned/Incapacitated) (Extras: Perception-Ranged +2, Cumulative) (48) -- [49]
AE: Blast 12 (Feats: Split, Variable- Any Energy) (26)

Senses 6 (Electro-Magnetic Detection- Ranged, Acute, Analytical, Radius) [6]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Blast +8 (+12 Ranged Damage, DC 27)
Slow Electrons -- (+12 Perception-Ranged Affliction, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +3

Complications:
Relationship (Menagerie)

Total: Abilities: 40 / Skills: 8--4 / Advantages: 3 / Powers: 55 / Defenses: 11 (113)

-Coldcast is the only person to be on both forms of The Elite- he's led by Manchester Black at first, then his sister Vera. His bio is ridiculously short and just says he has Electro-Magnetism. Seriously, the f*cking guy with no hands from The Dark Riders has a bio 20 times this size. He can blow stuff up real good, but his most-dangerous ability is the power to slow people's electrons down- an attack that nearly brought down SUPERMAN.

NAIF AL-SHEIKH
Created By:
Joe Kelly & Doug Mahnke
First Appearance: JLA #100 (Aug. 2004)
Role: Black Ops Guy
Group Affiliations: Justice League Elite
PL 8 (97)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+7)
Deception 2 (+5)
Expertise (Black Ops) 7 (+9)
Insight 3 (+6)
Intimidation 3 (+5)
Perception 4 (+7)
Stealth 2 (+6)
Vehicles 1 (+6)

Advantages:
Equipment 4 (Black Ops Stuff), Improved Critical (Gun), Precise Attack (Ranged/Cover), Ranged Attack 5

Offense:
Unarmed +8 (+3 Damage, DC 18)
Guns +10 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +4

Complications:
Hatred (Superhumans)- Naif does not believe much in superheroes.

Total: Abilities: 62 / Skills: 26--13 / Advantages: 11 / Powers: 0 / Defenses: 11 (97)

-Naif is the token "Black Ops Guy", the human operative- a Saudi espionage expert who oversees the whole JLE operation. He also acts as a liaison between them and world governments (... all of them?), and since he dislikes superhumans, he's meant to keep the team "honest" and on the level. Disliking what the team has turned into, he disbands them at the end of the Limited Series. Standard PL 8 Elite Soldier build, here.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

DC Magic Heroes

Post by Jabroniville »

DC'S MAGIC GUYS:

-Hey, guess what my LEAST favourite kind of character to build is!

-DINGDINGDINGDINGDINGDINGDINGDING!!! You're right! It's MAGIC guys! That unique combination of "nothing physical stats" with "Powers usually listed online as 'magic' with no other descriptions" pretty much makes them either generic or completely impossible to figure out. Never mind that IN THE COMICS, Magic Heroes can basically do every power ever, so long as the writer can come up with it. This renders most Magic-based battles in comics to be insanely one-sided: either the Mage beats the enemy with a single spell, or the Mage is beaten before he can cast. There's so little wiggle room in comics.

-Part of the issue is that in a medium with MULTIPLE writers of every piece of work, there can be no true consensus of what powers "Magic" entails, or even how the rules work. Various authors HAVE come up with rules like this, but only in stuff ONLY THEY get to work on. Everyone else is pretty S.O.L.

-Unlike Marvel, DC has a ton of Magic Guys floating around on the periphery. This is largely due to their Golden Age heritage being much stronger than Marvel's, and the occasional ongoing Magic-based series- Marvel pretty much has JUST Dr. Strange, and his book hasn't sold for DECADES! DC's Golden Age assortment of guys (comprised of characters from several companies) are largely rip-offs of the popular Mandrake the Magician character, whose Comic Strip was a big deal back in the 1930s and beyond. See, Comic Strips were HUGE in that time period, with a few artistic superstars (Al Capp of Lil' Abner and Chester Gould of Dick Tracy) becoming both extremely wealthy AND famous due to their work! Comic Strips were so big that newspapers would engage in BIDDING WARS to see whose paper would get which strip- they'd often get FULL PAGES on the Sunday editions.

Mandrake debuted in 1934, wielding incredible powers to fight evil- effectively making him a pre-Superman superhero. He wore a trademark "Magician's Uniform" consisting of a top hat, cape and sharp tuxedo- a trait shared by many later imitators. With his super-strong African partner Lothar, he fought all manner of bad guys by gesturing "hypnotic" powers at them. He was EXTREMELY popular at the time, gaining a Radio Show (back then, a big deal. Before TV, remember. Kids in comics from this time are often seen rolling wheels down hills for fun- that's how little there was to do otherwise), a Movie Serial, and more. He was a big enough deal that Federico Fellini, a famous Italian director and close friend of creator Lee Falk, nearly made a film about him in the 1960s. His strip fell out of popularity after the peak of the Comic Strip era had passed, and Falk retired in 1964. The strip amazingly ran until *2013*, when Falk's collaborator also retired. And just think- it's not even CLOSE to the longest-running strip of all time!

His rip-offs are vast: Sargon the Sorceror, Ibis the Invincible, Merlin the Magician, Zatara and more. Despite that, he's basically forgotten by modern pop culture (I'm not counting that forgotten Defenders of the Earth cartoon that featured him teaming up with OTHER '30s icons like The Phantom- also created by Falk, and Flash Gordon).

DOCTOR FATE:
-Few characters have had as many revisions as the good Doctor here. The problem is, the design is so COOL, and the idea so pure at its core, that DC seemingly must ALWAYS have a Dr. Fate kicking around, being the focal point for the magical heroes in the DCU, or being a major part of a super-team. But with all that awesomeness and success comes a devastating flaw: Magic heroes are way too powerful. I mean, the JSA is powerful ENOUGH, but with a guy who can eyeblink the team across the universe? A guy who has ANY power at his fingertips? It's HELL for a writer to showcase him in any kind of normal situation without solving it in moments, especially in a team book, and add to that the fact that the Kent Nelson character is much less interesting than the whole Dr. Fate concept. And so the concept gets resurrected CONSTANTLY, in spite of constant failure. Kent & Inza were fused at one point, giving us a new Dr. Fate. When that failed, they stuck the Strausses in the role, but they also fell by the wayside after a few years. Then there was that ridiculous Jared Stevens turd (wow, the '90s sucked for DC, didn't they?). It took Hector Hall to bring the "cool" back into the Fate mantle, but even THAT was short-lived in comics terms, and we're left as square one with a brand-new 'flawed' Dr. Fate again. But like I said, the concept is so basically cool that we're doomed to see a countless string of Dr.s Fate kicking around the DCU, and 'non-continuity' stuff is always showing the original Kent Nelson character in charge, simply because all the others were so short-lived that nobody remembers them.

DOCTOR FATE I (Kent Nelson)
Created By:
Gardner Fox & Howard Sherman
First Appearance: More Fun Comics #55 (May 1940)
Role: Magic Guy
Group Affiliations: The Justice Society of America, The All-Star Squadron
PL 14 (247)
STRENGTH
1/6 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3/5 PRESENCE 4

Skills:
Deception 5 (+9)
Expertise (Arcane Lore) 8 (+11, +17 Helm)
Expertise (Archaeology) 6 (+9)
Expertise (History) 4 (+7)
Expertise (Soldier) 2 (+6)
Insight 2 (+6, +8 Helm)
Investigation 3 (+6, +8 Helm)
Perception 2 (+5, +7 Helm)
Ranged Combat (Magic) 6 (+12)

Advantages:
Artificer, Benefit (Lord of Magic), Contacts, Equipment 4 (Fate's Tower), Fearless, Improved Aim, Improved Critical (Magic), Improved Defense, Ranged Attack 2, Ritualist, Teamwork, Trance, Ultimate Will Save

Powers:
"The Helm of Nabu" (Flaws: Removable) (Feats: Restricted- Magical Training) [128]
Teleport 14 (Extras: Extended, Portal +2) (70) -- (82)
AE: "Ankh Bolt" Blast 16 (Extras: Penetrating 10) (42)
AE: "Multi-Bolts" Blast 12 (Extras: Multiattack) (36)
AE: Create Object 12 (Extras: Movable) (36)
AE: Movement 6 (Dimensional Travel 3, Time Travel 2, Permeate) (Extras: Portal +2) (24)
AE: "Space Port" Movement 2 (Space Travel 2) (Extras: Portal +2, Instantaneous) (10)
AE: Nullify Magic 16 (Extras: Broad, Ranged, Simultaneous) (64)
AE: "Magical Bonds" Snare 14 (42)
AE: Move Object 15 (Feats: Precise) (31)
AE: "Enhanced Field" Force Field +5 (Extras: Affects Others 10, Ranged 10) (25)
AE: "Scrying" Remote Sensing 16 (Vision & Hearing) (Feats: Dimensional) (49)
AE: "Telepathy" Mind-Reading 12 Linked to Communication (Mental) 3 (36)
AE: "Sleep Spell" Affliction 10 (Will; Fatigued/Exhausted/Asleep) (Extras: Area- 60ft. Burst +2, Selective) (40)

Transform 5 (Anything to Anything) (25)
"Fate's Armor" Force Field 8 (16)
Feature 1: The Guidance of Nabu (1)

Flight 6 (120 mph) (Extras: Affects Others) (18)
Enhanced Strength 5 (10)

"Nabu's Voice"
Enhanced Awareness 2 (4)
Enhanced Will Save 1 (1)
Enhanced Skills 6: Expertise (Arcane Lore) +6 (3)
-- (160 points)

"The Amulet of Anubis" (Flaws: Removable) [13]
"Magical Sight" Senses 8 (Magical Awareness- Analytical, Acute, Radius & Ranged 3) (8)
Senses 8 (Analytical Sight, Vision Counters Concealment & Illusion) (8)
-- (16 points)

"Magically-Gifted" Immunity 1 (Aging) [1]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Helm Strength +7 (+6 Damage, DC 21)
Ankh Bolt +12 (+16 Ranged Damage, DC 31)
Magical Bonds +12 (+14 Ranged Affliction, DC 24)
Nullify Magic +12 (+16 Ranged Nullify, DC 26)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3 (+11 Armor, +16 Full Field), Fortitude +6, Will +6 (+9 Helm)

Complications:
Relationship (Inza Cramer)
Responsibility (Lord of Order)- Nelson has been made a Lord of Order by the ancient wizard Nabu.
Rivalry (Nabu)- Though Nabu is powerful and wise, he can also be a dark force in the world. Nabu often tries to control Kent, and this is the reason for the "Half-Mask" version from 1942.

Total: Abilities: 54 / Skills: 38--19 / Advantages: 17 / Powers: 142 / Defenses: 15 (247)

-Kent Nelson is your standard "Found Artifact Hero" who finds the Helm of Nabu while helping his Archaeologist father in Mesopotamia- his fater is killed by a poisonous gas released at the same time, and Nabu teachers Kent Nelson wizardry and gives him some Magical Items of Power. His feature wasn't very popular, even with a redesign in 1942 (dropping his helmet into more of a half-helm that showed the bottom of his face- a move that was explained away by Roy Thomas as Kent trying to avoid the manipulations of Nabu). Despite his importance and repetition in DC's history, Doctor Fate's Golden Age history isn't even that great- he was gone from the JSA after less than 20 issues, and his own book was cancelled around the same time- his total run is about four years, which makes him one of the shortest-lived Golden Age characters for DC. It took the '60s revival of the team to bring him back, and even THEN, he couldn't hold down any significant roles!
-Fate's appearances were heavily-sporadic, just doing one-shots here and there. It would be 1985 before his next actual recurring role- he joined the Justice League and got an ongoing series by J.M. DeMatteis (the writer of the League's book). The book lasted 41 issues (not HORRIBLE, but definitely not impressive), at which point he was gone- both he and his wife began to age terribly due to the war between Chaos & Order (it was the Final Age of Man, you see). Inza took her own life to relieve herself from the pain, and Kent tried to follow, but Nabu forced him to find a successor first. He found Linda & Eric Strauss, and was then allowed to pass away peacefully.
-After the Eric & Linda saga is done with, Kent & Inza are resurrected in younger bodies- Inza herself becomes the new Dr. Fate, but becomes reckless and separates from her husband after a Lord of Chaos possesses the Helm. However, they beat back the Chaos Lord and merge to form Dr. Fate again (this is how the Fate thing works now- man and woman combining into one form)- but at other points they split up, with Kent taking on his '40s Half-Helm version. He and Inza are returned to their "natural" ages by Extant during Zero Hour (the same fate killed The Atom, The Sandman & Dr. Mid-Nite), and retire, being replaced by the '90s hero Jared "Fate" Stevens. They are murdered by demons after trying to recover the Fate artifacts from an Egyptian tomb, a pretty ignominious end, but they also turn up in Fate's Amulet years later during Geoff Johns' run, explaining to Hector Hall the darkness behind Nabu's actions.
-Statting magic guys is often no picnic, but a generic "Superhero Sorceror" like Fate goes up alot easier. Lots of magical power, a string of Alt-Effects to make up for commonly-used abilities, Skills & Advantages to set up more benefits (Ritualist, Arcane Lore, Artificer, etc.), the armour's protection, and some stat boosts (yeah, he apparently gets a strength boost in addition to that "Voice of Nabu" thing that I attribute to an Awareness boost plus a "Feature"), and you've got a very powerful guy- he was one of the most-powerful members of the JSA by far, and stood out as strong even on JSA/JLA team-ups, due to a power that's even more "Variable" than a 1960s Green Lantern Ring.
-He saves points by using a pair of Devices (I had to copy some of DCA's stuff to figure out what was what, as online Bio-Sites are notoriously-awful for Magic Guy capabilities), but hits a full PL 14 offensively, and PL 13 defensively. His powers aren't Dynamic like Dr. Strange's are, however, so he sometimes has to be a bit careful.
-If you want to stat the "Half-Helmed" Dr. Fate that showed up for a bunch of Golden Age adventures (but then got ignored by most of the later era because it looked dumber), drop most of his powers down by a ways. He's probably only PL 9-10 in that form.

DOCTOR FATE IV (Inza Nelson)
Created By:
Gardner Fox & Howard Sherman
First Appearance: More Fun Comics #55 (May 1940)
Role: The Helper, Love Interest
Group Affiliations: The Lords of Order
PL 12 (208)
STRENGTH
1/6 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3/5 PRESENCE 3

Skills:
Deception 2 (+4)
Expertise (Arcane Lore) 5 (+6, +12 Helm)
Ranged Combat (Magic) 5 (+8)

Advantages:
Benefit (Lord of Magic), Equipment 4 (Fate's Tower), Ranged Attack 1, Ritualist

Powers:
"The Helm of Nabu" (Flaws: Removable) (Feats: Restricted- Magical Training) [128]
Teleport 14 (Extras: Extended, Portal +2) (70) -- (82)
AE: "Ankh Bolt" Blast 16 (Extras: Penetrating 10) (42)
AE: "Multi-Bolts" Blast 12 (Extras: Multiattack) (36)
AE: Create Object 12 (Extras: Movable) (36)
AE: Movement 6 (Dimensional Travel 3, Time Travel 2, Permeate) (Extras: Portal +2) (24)
AE: "Space Port" Movement 2 (Space Travel 2) (Extras: Portal +2, Instantaneous) (10)
AE: Nullify Magic 16 (Extras: Broad, Ranged, Simultaneous) (64)
AE: "Magical Bonds" Snare 14 (42)
AE: Move Object 15 (Feats: Precise) (31)
AE: "Enhanced Field" Force Field +5 (Extras: Affects Others 10, Ranged 10) (25)
AE: "Scrying" Remote Sensing 16 (Vision & Hearing) (Feats: Dimensional) (49)
AE: "Telepathy" Mind-Reading 12 Linked to Communication (Mental) 3 (36)
AE: "Sleep Spell" Affliction 10 (Will; Fatigued/Exhausted/Asleep) (Extras: Area- 60ft. Burst +2, Selective) (40)

Transform 5 (Anything to Anything) (25)
"Fate's Armor" Force Field 8 (16)
Feature 1: The Guidance of Nabu (1)

Flight 6 (120 mph) (Extras: Affects Others) (18)
Enhanced Strength 5 (10)

"Nabu's Voice"
Enhanced Awareness 2 (4)
Enhanced Will Save 1 (1)
Enhanced Skills 6: Expertise (Arcane Lore) +6 (3)
-- (160 points)

"The Amulet of Anubis" (Flaws: Removable) [13]
"Magical Sight" Senses 8 (Magical Awareness- Analytical, Acute, Radius & Ranged 3) (8)
Senses 8 (Analytical Sight, Vision Counters Concealment & Illusion) (8)
-- (16 points)

"Magically-Gifted" Immunity 1 (Aging) [1]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Helm Strength +3 (+6 Damage, DC 21)
Ankh Bolt +8 (+16 Ranged Damage, DC 31)
Magical Bonds +8 (+14 Ranged Affliction, DC 24)
Nullify Magic +8 (+16 Ranged Nullify, DC 26)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +1 (+9 Armor, +14 Full Field), Fortitude +4, Will +7 (+10 Helm)

Complications:
Responsibility (Lord of Order)- Kent is a Fate like any other.

Total: Abilities: 42 / Skills: 12--6 / Advantages: 6 / Powers: 142 / Defenses: 12 (208)

-Inza is also Magically-gifted, but not nearly as much as her husband. In most of the stuff I've seen, she's practically just his maid as much as anything.

DOCTOR FATE II & III (Eric Strauss & Linda Strauss)
Created By:
J.M. DeMatteis & Shawn McManus
First Appearance: Doctor Fate #1 (July 1987)
Role: F'd Up Origins
Group Affiliations: The Lords of Order
PL 11 (180)
STRENGTH
1/6 STAMINA 1 AGILITY 1
FIGHTING 3 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1/3 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Arcane Lore) 2 (+2, +8 Helm)
Ranged Combat (Magic) 4 (+6)

Advantages:
Benefit (Lord of Magic), Equipment 4 (Fate's Tower), Ritualist

Powers:
"The Helm of Nabu" (Flaws: Removable) (Feats: Restricted- Magical Training) [128]
Teleport 14 (Extras: Extended, Portal +2) (70) -- (82)
AE: "Ankh Bolt" Blast 16 (Extras: Penetrating 10) (42)
AE: "Multi-Bolts" Blast 12 (Extras: Multiattack) (36)
AE: Create Object 12 (Extras: Movable) (36)
AE: Movement 6 (Dimensional Travel 3, Time Travel 2, Permeate) (Extras: Portal +2) (24)
AE: "Space Port" Movement 2 (Space Travel 2) (Extras: Portal +2, Instantaneous) (10)
AE: Nullify Magic 16 (Extras: Broad, Ranged, Simultaneous) (64)
AE: "Magical Bonds" Snare 14 (42)
AE: Move Object 15 (Feats: Precise) (31)
AE: "Enhanced Field" Force Field +5 (Extras: Affects Others 10, Ranged 10) (25)
AE: "Scrying" Remote Sensing 16 (Vision & Hearing) (Feats: Dimensional) (49)
AE: "Telepathy" Mind-Reading 12 Linked to Communication (Mental) 3 (36)
AE: "Sleep Spell" Affliction 10 (Will; Fatigued/Exhausted/Asleep) (Extras: Area- 60ft. Burst +2, Selective) (40)

Transform 5 (Anything to Anything) (25)
"Fate's Armor" Force Field 8 (16)
Feature 1: The Guidance of Nabu (1)

Flight 6 (120 mph) (Extras: Affects Others) (18)
Enhanced Strength 5 (10)

"Nabu's Voice"
Enhanced Awareness 2 (4)
Enhanced Will Save 1 (1)
Enhanced Skills 6: Expertise (Arcane Lore) +6 (3)
-- (160 points)

"The Amulet of Anubis" (Flaws: Removable) [13]
"Magical Sight" Senses 8 (Magical Awareness- Analytical, Acute, Radius & Ranged 3) (8)
Senses 8 (Analytical Sight, Vision Counters Concealment & Illusion) (8)
-- (16 points)

"Magically-Gifted" Immunity 1 (Aging) [1]

Offense:
Unarmed +3 (+1 Damage, DC 16)
Helm Strength +3 (+6 Damage, DC 21)
Ankh Bolt +6 (+16 Ranged Damage, DC 31)
Magical Bonds +6 (+14 Ranged Affliction, DC 24)
Nullify Magic +6 (+16 Ranged Nullify, DC 26)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +1 (+9 Armor, +14 Full Field), Fortitude +2, Will +3 (+5 Helm)

Complications:
Responsibility (Lord of Order)- The Strausses have been made Lords of Order by the ancient wizard Nabu.
Rivalry (Nabu)- Though Nabu is powerful and wise, he can also be a dark force in the world.
Power Loss (Must Form Together)- Dr. Fate is comprised of Eric & Linda Strauss- they generally must "merge" together to form the composite being. If only one is present, the PL should be lowered to 9 or 10.

Total: Abilities: 20 / Skills: 8--4 / Advantages: 6 / Powers: 142 / Defenses: 8 (180)

-When Kent died, Nabu made Eric Strauss and his stepmother Linda the next Doctor Fate, reasoning that Fate always needed to be a man, a woman and Nabu. However, Eric is quickly-killed by Desaad on Apokolips, leaving Linda alone as Fate- The Lords of Chaos soon finish her. Nabu reincarnates the pair of them, then reincarnates himself as their unborn child. I'm not exactly sure why a guy is sleeping with his stepmother, unless DC crossed over with Naughty America for some reason.
-Neither Eric nor Linda are special in any way without the Fate powers, which provides for an interesting build from a design perspective- no finesse, all power. Even with the horrible Ability Scores and lack of Skills or Advantages (they're practically just Bystanders), Eric & Linda provide a PL 11 (180) build!

FATE (Jared Stevens)
Created By:
J.M. DeMatteis & Shawn McManus
First Appearance: Zero #1 (Jan. 1994)
Role: F'd Up Origins
Group Affiliations: The Lords of Order
PL 9 (177), PL 10 (177) to Mystical Beings
STRENGTH
3 STAMINA 8 AGILITY 4
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Smuggler) 7 (+8)
Intimidation 3 (+5)
Perception 4 (+6)

Advantages:
Close Attack, Improved Critical (Knife)

Powers:
"Freed From Human Frailty"
Immunity 11 (Life Support, Sleep) [11]
Immunity 20 (Magical Effects) [20]
Protection 2 [2]

"Mystic Portends" Senses 9 (Danger Sense, Precognition, Vision Penetratings Illusion) [9]

"Demon-Influenced Arm"
Enhanced Skills 4: Close Combat (Unarmed) 4 (+12) [2]
Enhanced Advantages 1: All-Out Attack [1]

"See the Lines of Force"
Teleport 10 (Extras: Accurate, Extended Only +0) (30) -- [31]
AE: Movement 2 (Dimensional Travel 2) (4)

"Melted-Down Knife & Darts" (Flaws: Easily Removable) [15]
"Dart Tossing" Blast 10 (Extras: Perception-Ranged) (Flaws: Rank 4 on Non-Mystics) (24) -- (25 points)
AE: "Stabby-Stabbing" Strength-Damage +7 (Feats: Improved Critical) (Extras: Penetrating 6) (Flaws: Rank +5 on Non-Mystics) (13)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Demonic Arm +12 (+3 Damage, DC 18)
Knife +10 (+8-10 Damage, DC 23-25)
Darts -- (+4-10 Perception-Ranged Damage, DC 19-25)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude +8, Will +4

Complications:
Responsibility (Defiant Rebel)- Jared resents authority and hates being told what to do, like a good little '90s Hero.
Responsibility (Lord of Order)- Though infused by Chaos as well, Fate is a Demon Hunter and fights to maintain the balance between Order & Chaos- anyone seeking to upset that balance had to move through him.
Vulnerable (Demonic Arm)- If Jared does not wrap his arm back up in the vestments of Nabu after a fight (thus losing its enhancements), it will begin attacking him.

Total: Abilities: 68 / Skills: 18--9 / Advantages: 2 / Powers: 91 / Defenses: 7 (177)

-Jared Stevens is a smuggler hired by the Nelsons to recover the artifacts of Dr. Fate from an Egyptian Tomb, but they are killed by demons and he is badly-injured fighting the monsters off. He ends up infused with Chaos & Order, and melts the helmet into a knife and Ankh-shaped darts (because IT'S THE NINETIES), and puts on a ludicrous fashion-disaster that was supposed to be modern and bad-ass, but now just looks more dated and ridiculous than 99% of the Golden Age's costumes. Jared refuses the calling of Nabu, and instead becomes the Demon Hunter "Fate". He goes on for only 18 issues before being forgotten- he wouldn't reappear until The Dark Lord Mordru murdered him with his own knife at the beginning of the JSA series in an attempt to capture the vestments of Fate for himself. Good riddance to bad '90s rubbish- a truly ignominious end (seriously, the JSA are like "oh it's Jared Stevens" and he dies without anyone really being horrified or sad or anything).
-Jared is a Mage's worst nightmare- a guy immune to all Magical Effects, who does EXTRA DAMAGE to anything Magical. He's also one of those guys with an odd assortment of powers (a lot of that in the '90s, I think), such as Teleportation, Mystical Senses and broad Immunities. Also his Darts are Perception-Ranged Damage (able to hit his target no matter where they are- he can throw things BEHIND him and hit an enemy in front- this could be Homing & Ricochet-related, but is really just something that doesn't require an attack roll.

DOCTOR FATE VI (Kent V. Nelson)
Created By:
Steve Gerber & Justiniano
First Appearance: Countdown to Mystery #1 (Nov. 2007)
Role: Pointless Legacy Hero
Group Affiliations: The Lords of Order, The Justice Society of America
PL 12 (198)
STRENGTH
1/6 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1/3 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Arcane Lore) 5 (+6, +12 Helm)
Ranged Combat (Magic) 5 (+8)

Advantages:
Benefit (Lord of Magic), Equipment 4 (Fate's Tower), Ranged Attack 1, Ritualist

Powers:
"The Helm of Nabu" (Flaws: Removable) (Feats: Restricted- Magical Training) [128]
Teleport 14 (Extras: Extended, Portal +2) (70) -- (82)
AE: "Ankh Bolt" Blast 16 (Extras: Penetrating 10) (42)
AE: "Multi-Bolts" Blast 12 (Extras: Multiattack) (36)
AE: Create Object 12 (Extras: Movable) (36)
AE: Movement 6 (Dimensional Travel 3, Time Travel 2, Permeate) (Extras: Portal +2) (24)
AE: "Space Port" Movement 2 (Space Travel 2) (Extras: Portal +2, Instantaneous) (10)
AE: Nullify Magic 16 (Extras: Broad, Ranged, Simultaneous) (64)
AE: "Magical Bonds" Snare 14 (42)
AE: Move Object 15 (Feats: Precise) (31)
AE: "Enhanced Field" Force Field +5 (Extras: Affects Others 10, Ranged 10) (25)
AE: "Scrying" Remote Sensing 16 (Vision & Hearing) (Feats: Dimensional) (49)
AE: "Telepathy" Mind-Reading 12 Linked to Communication (Mental) 3 (36)
AE: "Sleep Spell" Affliction 10 (Will; Fatigued/Exhausted/Asleep) (Extras: Area- 60ft. Burst +2, Selective) (40)

Transform 5 (Anything to Anything) (25)
"Fate's Armor" Force Field 8 (16)
Feature 1: The Guidance of Nabu (1)

Flight 6 (120 mph) (Extras: Affects Others) (18)
Enhanced Strength 5 (10)

"Nabu's Voice"
Enhanced Awareness 2 (4)
Enhanced Will Save 1 (1)
Enhanced Skills 6: Expertise (Arcane Lore) +6 (3)
-- (160 points)

"The Amulet of Anubis" (Flaws: Removable) [13]
"Magical Sight" Senses 8 (Magical Awareness- Analytical, Acute, Radius & Ranged 3) (8)
Senses 8 (Analytical Sight, Vision Counters Concealment & Illusion) (8)
-- (16 points)

"Magically-Gifted" Immunity 1 (Aging) [1]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Helm Strength +3 (+6 Damage, DC 21)
Ankh Bolt +8 (+16 Ranged Damage, DC 31)
Magical Bonds +8 (+14 Ranged Affliction, DC 24)
Nullify Magic +8 (+16 Ranged Nullify, DC 26)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +1 (+9 Armor, +14 Full Field), Fortitude +4, Will +5 (+8 Helm)

Complications:
Responsibility (Lord of Order)- Kent is a Fate like any other.

Total: Abilities: 32 / Skills: 12--6 / Advantages: 6 / Powers: 142 / Defenses: 12 (198)

-When Hector is killed off, Nabu briefly reappears in the Fate vestments before being executed by The Spectre- Kent Nelson's grandnephew, also named Kent (because why NOT make the history even more muddled by copying a name?), becomes the new bearer. In this form, Kent joins the Post-Johns JSA, becoming a semi-central character in Bill Willingham's run, but his utter lack of characterization, and excessive power (at one point, he literally defeats 30 supervillains at once by waving his fingers and putting them to sleep), pretty much make for a boring loser act. He leaves Earth after being possessed by Mordru in order to hone his powers.

THE SILVER SCARAB (Hector Hall, aka The Sandman II, Dr. Fate V)
Created By:
Roy Thomas & Jerry Ordway
First Appearance: All-Star Squadron #25 (Sept. 1983)
Role: Powersuit Guy, Team Asshole
Group Affiliations: Infinity, Inc.
PL 9 (121)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 1 (+8)
Deception 5 (+9)
Expertise (Science) 6 (+10)
Insight 2 (+4, +6 Helm)
Perception 2 (+4)
Technology 6 (+10)
Vehicles 2 (+6)

Advantages:
All-Out Attack, Benefit (Wealth), Ranged Attack 4, Taunt, Teamwork

Powers:
"Nth Metal Armour" (Flaws: Removable) [36]
Flight 6 (120 mph) (12)
Protection 5 (Extras: Impervious 7) (12)
"Solar Ray Blasts" Blast 9 (Feats: Split) (19)
Movement 1 (Space Travel 1) (2)
-- (45 points)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Solar Blast +8 (+9 Ranged Damage, DC 24)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+8 Armor), Fortitude +5, Will +5

Complications:
Relationship (Lyta Hall)- Hector's best quality is his love for Lyta, his eventual wife.
Relationship (Carter Hall- Father)- Hector worships his father and desperately wants to be a superhero like him.
Rivalry (Northwind)- Hector's sorta-brother is a source of friction with him- he is intensely jealous of the attention the winged Northwind gets from Hawkman.

Total: Abilities: 54 / Skills: 24--12 / Advantages: 8 / Powers: 36 / Defenses: 11 (121)

-Hector Hall was kind of an unlikeable grouch during his Infinity Inc. days. Despite having a hot girlfriend (at least, everyone in the series SAID she was hotter than the average superheroine), he spent all his time being a little bitch, yelling at his teammates, and storming off, jealous of everyone else's super-powers. Apparently being the son of Hawkman & Hawkgirl wasn't good enough for him, and the power-suited hero was just green with envy of 'real' super-humans. He was even jealous of teammate NORTHWIND, because Hawkman had always looked at Nordra like a son as well, and doted on him. Despite this REALLY unlikeable personality trait, he was sort of a 2nd-in-command for the team under Skyman.
-Hector Hall was one of the more-odd choices for Infinity Inc.- he was the natural-born son of TWO superheroes (in fact, he may have been the first of those PERIOD), but didn't have any powers, and used a Powersuit instead. Feeling neglected by his parents, Hector built a suit out of Nth Metal, met Lyta Trevor in College, and fell in love with her. He & Lyta (the daughter of Wonder Woman) would found Infinity Inc. (after the JSA rejected them for being too inexperienced), and would eventually get married.
-It turned out that Hector was born without a soul as a result of the Curse of Hath-Set (who'd cursed Carter & Shiera long, long ago)- he was meant to be a repository for the Silver Scarab, an agent of vengeance. So with poor Lyta pregnant with his child, Hector went nuts, and Northwind (who was predestined to defeat the Scarab) defeated him, at the cost of Hector's life. He would "cheat death" by falling into The Dreaming, where he was charged with acting as a "dream king", a surrogate for Morpheus, aka Dream of the Endless. Wearing the ugliest superhero costume of all time, he was manipulated by Brute & Glob, former servants of Dream, in order to take control of The Dreaming- he could only leave this dimension for an hour a day (one of which he gently used to accept Nuklon's apology for trying to marry a pregnant Lyta). Hector & Lyta, however, would travel into the Dreaming, but go crazy from the results- Lyta drifted off into psychosis, while Hector spent all his time fighting nonsensical battles. Morpheus soon returned, and used Lyta's child as his replacement- Daniel.
-Another PL 9 Infinitor who ends up severely under-pointed, Silver Scarab isn't even a generic Flyer/Blaster hero because he lacks so many Extras or Advantages. In the fights, he'd just run interference for the powerhouses or get beaten up right away by buzzing in all hot-headed.

DOCTOR FATE V (Hector Hall, aka The Sandman II, The Silver Scarab)
Created By:
Roy Thomas & Jerry Ordway
First Appearance: All-Star Squadron #25 (Sept. 1983)
Role: Magic Guy
Group Affiliations: The Justice Society of America, Infinity, Inc., The Lords of Order
PL 14 (243)
STRENGTH
2/7 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 2/4 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+9)
Deception 5 (+9)
Expertise (Arcane Lore) 4 (+8, +14 Helm)
Expertise (Science) 6 (+10)
Insight 2 (+4, +6 Helm)
Perception 2 (+4, +6 Helm)
Ranged Combat (Magic) 3 (+12)
Technology 6 (+10)
Vehicles 2 (+6)

Advantages:
Benefit (Lord of Magic), Equipment 4 (Fate's Tower), Improved Critical (Magic), Improved Defense, Ranged Attack 5, Ritualist, Teamwork, Trance

Powers:
"The Helm of Nabu" (Flaws: Removable) (Feats: Restricted- Magical Training) [128]
Teleport 14 (Extras: Extended, Portal +2) (70) -- (82)
AE: "Ankh Bolt" Blast 16 (Extras: Penetrating 10) (42)
AE: "Multi-Bolts" Blast 12 (Extras: Multiattack) (36)
AE: Create Object 12 (Extras: Movable) (36)
AE: Movement 6 (Dimensional Travel 3, Time Travel 2, Permeate) (Extras: Portal +2) (24)
AE: "Space Port" Movement 2 (Space Travel 2) (Extras: Portal +2, Instantaneous) (10)
AE: Nullify Magic 16 (Extras: Broad, Ranged, Simultaneous) (64)
AE: "Magical Bonds" Snare 14 (42)
AE: Move Object 15 (Feats: Precise) (31)
AE: "Enhanced Field" Force Field +5 (Extras: Affects Others 10, Ranged 10) (25)
AE: "Scrying" Remote Sensing 16 (Vision & Hearing) (Feats: Dimensional) (49)
AE: "Telepathy" Mind-Reading 12 Linked to Communication (Mental) 3 (36)
AE: "Sleep Spell" Affliction 10 (Will; Fatigued/Exhausted/Asleep) (Extras: Area- 60ft. Burst +2, Selective) (40)

Transform 5 (Anything to Anything) (25)
"Fate's Armor" Force Field 8 (16)
Feature 1: The Guidance of Nabu (1)

Flight 6 (120 mph) (Extras: Affects Others) (18)
Enhanced Strength 5 (10)

"Nabu's Voice"
Enhanced Awareness 2 (4)
Enhanced Will Save 1 (1)
Enhanced Skills 6: Expertise (Arcane Lore) +6 (3)
-- (160 points)

"The Amulet of Anubis" (Flaws: Removable) [13]
"Magical Sight" Senses 8 (Magical Awareness- Analytical, Acute, Radius & Ranged 3) (8)
Senses 8 (Analytical Sight, Vision Counters Concealment & Illusion) (8)
-- (16 points)

"Magically-Gifted" Immunity 1 (Aging) [1]

Offense:
Unarmed +9 (+2 Damage, DC 17)
Helm Strength +9 (+7 Damage, DC 22)
Ankh Bolt +12 (+16 Ranged Damage, DC 31)
Magical Bonds +12 (+14 Ranged Affliction, DC 24)
Nullify Magic +12 (+16 Ranged Nullify, DC 26)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3 (+11 Armor, +16 Full Field), Fortitude +6, Will +6 (+9 Helm)

Complications:
Relationship (Lyta Hall)- Hector's search for his missing wife was a huge part of his story in JSA. It was an obsession with him, often resulting in him being away for an arc or two.
Responsibility (Lord of Order)- Hall has been made a Lord of Order by the ancient wizard Nabu.
Rivalry (Nabu)- Though Nabu is powerful and wise, he can also be a dark force in the world. Nabu often tries to control Hector, and at one point completely takes over to fight on Black Adam's side in Khandaq.
Power Loss (Magic)- Hector must apparently speak in order to cast spells.

Total: Abilities: 54 / Skills: 32--16 / Advantages: 15 / Powers: 142 / Defenses: 16 (243)

-In the new JSA series, James Robinson & David Goyer used the resurrection of Hector Hall as the centrepiece for their debut storyline. As both a Legacy Hero and someone with links to magic, he was a natural for the team, and became the new Doctor Fate. Here, we got an in-depth look at his character, as he desperately-attempted to find his lost wife. He would often debate Nabu himself, arguing about his destiny and how "set" it was, but the writers would run into the same old problem with Magic Heroes, as Hector was SO POWERFUL that he could end nearly any foe. So in story after story, Hector was either off trying to find his wife (at first, she was the woman who gave birth to his resurrected self- in actuality, this was an illusion and the mother was Dawn "Dove" Granger, because comics- it was kind of neat that he had to break an illusion to realize it was Lyta, then ANOTHER to reveal Dove), or get de-powered right at the beginning of the fight. When Hawkman was resurrected, poor Hector had his VOICE taken away, thus losing his powers.
-And it's definitely obvious which writer prefered Hector- when Goyer was a part of the book, Hector was a major character. When Geoff Johns joined the staff, his role was gradually-diminished, until he was finally taken off the team entirely around Black Reign (which was Johns' first arc as sole writer). It got so bad that Dr. Fate, the MAJOR FOCUS of the first arc, and a MAJOR character on the team, brought his wife back as an AFTERTHOUGHT (it was like "oh yeah she was in the Amulet the whole time" and dealt with in a matter of pages- keep in mind this had been a mystery for like five years of stories), then left the squad, then they both FREAKING DIED, being killed by agents of The Spectre, who'd gone nuts. This was again dealt with in the most hilariously-afterthought-ish way, as they're just seen fighting demons on a mountain, then lying their dead, as Daniel (their son) leads them into The Dreaming, so they can be together forever.
-This again NEVER GETS MENTIONED AGAIN- the JSA are never seen wondering about Hector & Lyta's fate. Even HECTOR'S FATHER, Hawkman, doesn't ask about it. Geoff Johns clearly cared about these guys SO LITTLE that they were essentially scratched off the roster without a word. I'd be more angry if I was a huge Hector fan (honestly, I find magic so troublesome in comics, and Hector such a one-note guy, all "I need to find my wife!", that I didn't care that much about him), but it's still very weird.
-Standard Ultra-Wizard guy, but at PL 14 like Kent Nelson- Hector is ungodly-powerful, and was generally only undone by the kind of stuff the GM has to write in to avoid him ending the fight immediately, or just having his player be away from the gaming table for a while ("oh, he's, uh... searching for his wife again").

MERLIN THE MAGICIAN (Jock Kellogg)
Created By:
Don Zolnerowich (possibly an uncredited writer as well)
First Appearance: National Comics #1 (July 1940)
Role: Magic Guy
Group Affiliations: The All-Star Squadron
PL 9 (130)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Insight 4 (+6)
Perception 4 (+6)
Ranged Combat (Magic) 2 (+7)
Stealth 4 (+6)

Advantages:
Power Attack

Powers:
"Green Cloak of Merlin" (Flaws: Removable) (Feats: Restricted to Merlin's Family Line) [57]
"The Powers of Merlin" Variable (Magical Effects) 10 (70 points)

Sample Powers:
Flight 4 (30 mph) (8)
Teleport 12 (Extras: Extended, Accurate) (48)
Shapeshift 2 (16)
Summon Mythological Creatures 5 (Extras: Horde, 4 Minions +4) (34)
Move Object 8 (16)
Healing 8 (Extras: Resurrection) (24)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Fighting Nazis)- Jock uses his powers to fight on behalf of democracy.
Power Loss (Magic)- Merlin sometimes speaks backwards in order to cast spells.

Total: Abilities: 54 / Skills: 18--9 / Advantages: 1 / Powers: 57 / Defenses: 9 (130)

-Well, I was going to ignore Merlin back when I first tried statting up all the All-Star Squadron characters, because I couldn't find ANY information on him, short of him being yet another Mandrake rip-off who died out eons ago, but apparently Wikipedia considers "Merlin the Magician" a different search than just "Merlin" (which produces tons of results, but none on him). He's so minor, he wasn't even in the giant DC Encyclopedia. As it turns out, he's basically a Zatara rip-off as well (the same creator made him, and gave him the same Talking Backwards gimmick), but was seemingly MUCH more powerful, doing a ton of amazing things like global teleportation and fighting demi-gods.
-His gimmick was that he was a formerly-wealthy playboy who was a descendant of the Arthurian Wizard Merlin, who wore a green cloak that gave him the same powers. But that didn't save this low-rent Quality Comics character from disappearing. He's so lame, that he only got a side glance in the All-Star Squadron era, being casually massacred by some villain called "The Stalker".
-I basically took Zatara, pared down his Skills and Feats, and gave him entirely different magic powers based around a Device (the Green Cloak), just off of what Wikipedia said. His picture on Wikipedia includes him turning into a cannon ball so that he could be loaded into a cannon to be shot at the Nazis, so I gave him low-ranked Shapeshift. He's about as powerful as Zatara, but WAY less capable defensively, and being worthless without the Cloak, as befits one of the few people to not make it out of the Golden Age alive (he shares that dishonor with lameoids like the Red Bee).

SARGON THE SORCEROR I (Jon Sargent)
Created By:
John B. Wentworth & Howard Purcell
First Appearance: All-American Comics #26 (May 1941)
Role: Magic Guy
Group Affiliations: The All-Star Squadron
PL 8 (109)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+8)
Deception 8 (+11)
Expertise (Arcane Lore) 6 (+9)
Expertise (Acting) 6 (+8)
Insight 6 (+9)
Investigation 5 (+8)
Perception 5 (+8)
Sleight of Hand 8 (+13)

Advantages:
Artificer, Fascination (Acting), Luck, Ranged Attack 1, Ritualist, Skill Mastery 2 (Arcane Lore, Sleight of Hand)

Powers:
"Ruby of Life" (Flaws: Removable) [21]
"Commands Anything He Touches"
Transform (Objects Into Different Shapes) 7 (21) -- (26 points)
AE: "Animate Objects" Summon Objects 5 (Extras: Heroic +2) (Flaws: Limited to Objects Touched) (10)
AE: Move Object 7 (Flaws: Touch Range) (7)
AE: Flight 4 (Extras: Affects Others) (12)
AE: "Create Wall" Create 5 (10)
AE: "Body Control" Affliction 8 (Strength; Entranced/Compelled/Controlled) (Extras: Cumulative) (16)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Body Control +8 (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +4

Complications:
Secret (Actual Magical Powers)- Jon Sargent is a stage magician, using his act as cover for his crimefighting career with actual powers.
Relationship (Maximillian O'Leary)- The fat, little Comic Relief guy is Sargon's sidekick.
Enemy (The Blue Lama)

Total: Abilities: 48 / Skills: 44--22 / Advantages: 7 / Powers: 21 / Defenses: 11 (109)

-Another blatant Mandrake rip-off, Sargon wore a turban (with a special ruby in it), but had the fairly unique ability to control things by touching them. He disappeared fairly quickly (a few years) in his own era, and when he came back in the '60s, it was as a villain, under the control of the Ruby of Life. This didn't last, and he was cured of his condition, and even got the old "honorary" membership in the JLA thing going, but that didn't save him from being offed during Alan Moore's run on Swamp Thing, where he & Zatara bit it while fighting the effects of the Crisis on Infinite Earths. His death was almost ignominious, as he was the first to fall, and cried out in pain and almost fled, before Zatara insulted him and commanded him to "die like a sorcerer!"- he then sat there and burned alive without a whimper. A modern version appeared in a one-shot about the Helmet of Fate, but wouldn't last, given the nature of magic heroes in DC.
-Sargon isn't terribly powerful, but has some effective powers for a PL 8 guy, essentially being able to turn everything around him into a weapon, just so long as he touches it. The Ruby could be hard or easy to lose depending, but I chose to make it Hard to Lose, since it's in his Turban, and he's got to have SOME kind of way of keeping that thing on. Unless it was a 'oh crap I've lost my turban' situation in every story or something. His control powers aren't the easiest things to stat, though, requiring some guesswork and covering the bases of a few "Control" powers and animating stuff.

IBIS THE INVINCIBLE (Prince Amentep)
Created By:
Bill Parker & Bob Kingett
First Appearance: Whiz Comics #2 (Feb. 1940)
Role: Magic Guy
Group Affiliations: The All-Star Squadron, The Squadron of Justice
PL 8 (128)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Deception 5 (+7)
Expertise (Arcane Lore) 8 (+10)
Insight 6 (+8)
Investigation 6 (+8)
Perception 6 (+8)
Persuasion 5 (+7)
Ranged Combat (Lightning) 2 (+7)

Advantages:
Artificer, Ritualist, Trance

Powers:
"Ibis Stick" (Flaws: Easily Removable) [23]
Teleport 10 (Extras: Affects Others) (30) -- (36)
AE: Force Field 10 (Extras: Affects Others) (20)
AE: Flight 4 (Extras: Affects Others) (12)
AE: Create 5 (Feats: Innate, Subtle) (12)
AE: "Bash With Stick" Strength-Damage +2 (2)
AE: "Suspended Animation" Affliction 2 (Fort; Fatigued/Exhausted/Asleep) Linked to Immunity 10 (Life Support) (Extras: Affects Others) (24)
AE: Healing 6 (Extras: Resurrection) (18)
AE: Lightning Blast 9 (18)
"Vibrates in the Presence of Evil" Senses 1 (Evil Awareness) (1)
-- (38 points)

Immunity 2 (Anything From the Ibis Stick) [2]
"Ibis Stick Revisits Attacks Upon Wielders"
Variable 6 (Any Effect Desired) (Flaws: Limited to Wielders of the Ibis Stick -2, Limited to Those Attacking Ibis With It) [24]

Offense:
Unarmed +8 (+1 Damage, DC 16)
Lightning Blast +7 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +4

Complications:
Relationship (Taia)- Ibis put his beloved into suspended animation in order to save her life in Ancient Egypt.
Enemy (The Black Pharaoh, Others)
Power Loss (Black Magic)- Ibis' powers are often ineffective against black magic.

Total: Abilities: 46 / Skills: 38--19 / Advantages: 3 / Powers: 49 / Defenses: 11 (128)

-Ibis was Fawcett Comics' variant on the Mandrake-Rip-Off concept. He's got a blue tux, and a red turban, and is apparently Egyptian even though he's white (gotta love the '40s). His whole concept is based around putting himself in suspended animation, then kicking out as a magic-based hero with his "Ibis Stick". He was around for a decade or so, then disappeared. He was brought into the mainstream DCU as a "Squadron of Justice" member (along with the rest of Fawcett Comics' characters), then retconned in as members of The All-Star Squadron. He is killed alongside his wife Taia, Dr. Thirteen and Tim Ravenwind at the hands of some guy named Gwydion during a seance involving Zatana. An apprentice named Danny Khalifa (an Egyptian-American kid bullied and called "Osama" by his classmates) appears, and Ibis returns in an attempt to teach him.
-Ibis doesn't cost much more than Tor The Worst Magician Ever in terms of points, but he's a full two PLs higher and has much greater magical ability. His comic form was given alot of the usual "it's the 40s and no one cares about power levels" stuff (like putting an entire city under a force field), so I'll pare down some of the goofier stuff into a Magic 10 array, and say the rest of pushing his limits. His Ibis-Stick makes him remarkably cheap when you think about his power level, essentially saving him 10 pp. But he definitely deserves the break; apparently his big running theme is being disarmed and thus powerless.

TOR, THE MAGIC MASTER (Jimmy Slade)
Created By:
Paul Gustavson
First Appearance: Crack Comics #10 (Feb. 1941)
Role: Magic Guy
Group Affiliations: The All-Star Squadron
PL 6 (104)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 5 (+7)
Investigation 4 (+6)
Expertise (Arcane Lore) 6 (+7)
Perception 6 (+8)
Expertise (Photographer) 7 (+8)
Insight 4 (+6)
Stealth 4 (+6)

Advantages:
Artificer, Ritualist

Powers:
"Wussiest Mage Ever"
Blast 7 (14) -- [15]
AE: "Levitation" Flight 2 (8 mph) (Flaws: Low Ceiling) (2)

Offense:
Unarmed 68 (+1 Damage, DC 16)
Magic Blast +5 (+7 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +4

Complications:
Power Loss (Magic)- Tor must speak backwards in order to cast spells.

Total: Abilities: 42 / Skills: 36--18 / Advantages: 2 / Powers: 15 / Defenses: 12 (104)

-Tor is another one of the many "Tuxedo-Wearing Sorceror Guy" Golden Age heroes, and has little originality to him. A Quality Comics character, he's photographer wearing a disguise (and even copying Zatara's "Speaking Backwards" schtick), he debuted in the '40s, and was a huge failure, disappearing in a little over a year (no time at all by Golden Age standards), being drawn out of the mothballs in a flashback story just to be killed in some adventure featuring ALL the tuxedo wearing mystics of the day.
-Poor Tor was nothing but a shallow rip-off character, and hardly deserves full-blown Magic-Man status (hell, DC's own massive Encyclopedia lists him as "low-level"). A PL 6 Mage? Yes, it is indeed possible. And the levitation power is the only one I could see getting referenced in any source I could find; I merely assumed the existence of a Blast in his arsenal. That's how little there is out there on this guy.

TOR, THE MAGIC MASTER (Jimmy Slade)
Created By:
Paul Gustavson
First Appearance: Crack Comics #10 (Feb. 1941)
Role: Magic Guy
Group Affiliations: The All-Star Squadron
PL 9 (112)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 5 (+7)
Investigation 4 (+6)
Expertise (Arcane Lore) 6 (+7)
Perception 6 (+8)
Expertise (Photographer) 7 (+8)
Insight 4 (+6)
Stealth 4 (+6)

Advantages:
Artificer, Ritualist

Powers:
"Transform Ship to Giant Turtle" Summon 7 (Extras: Active, Variable 2- Any Creature) (Flaws: Source- Large Objects) Linked to Affliction 10 (Toughness; Transformed to Creature) (Extras: Ranged) (Flaws: Limited to Last Level -2) (33) -- [38]
AE: "Bulletproof" Protection 8 (8)
AE: Nullify 8 (Ballistics) (Extras: Area- Audio Perception) (16)
AE: "Giant Commando" Morph 2 Linked to Growth 8 (26)
AE: Blast 7 (14)
AE: "Levitation" Flight 2 (8 mph) (Flaws: Low Ceiling) (2)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Giant Sized +6 (+9 Damage, DC 24)
Magic Blast +5 (+7 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2 (+10 Bulletproof), Fortitude +4, Will +4

Complications:
Power Loss (Magic)- Tor must speak backwards in order to cast spells.

Total: Abilities: 42 / Skills: 36--18 / Advantages: 2 / Powers: 38 / Defenses: 12 (112)

-So APPARENTLY he has a ton of powers, as KorkoMystia found somewhere online. Magic guys are a pain in the ass.

DOCTOR OCCULT (Richard Occult)
Created By:
Jerry Siegel & Joe Shuster
First Appearance: More Fun Comics #6 (Oct. 1935)
Role: Magic Guy
Group Affiliations: The All-Star Squadron, The Sentinels of Magic, The Trenchcoat Brigade
PL 12 (196)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Deception 6 (+9)
Expertise (Arcane Lore) 8 (+11)
Insight 6 (+10)
Investigation 8 (+12)
Perception 6 (+10)
Ranged Combat (Blasts) 4 (+10)
Stealth 6 (+7)

Advantages:
Artificer, Contacts, Ranged Attack, Ritualist, Skill Mastery (Arcane Lore), Trance

Powers:
Teleport 10 (Feats: Progression 4, Dynamic) (Extras: Extended, Accurate) (45) -- [57]
Dynamic AE: Flight 4 (Feats: Dynamic) (Extras: Affects Others) (13)
Dynamic AE: Movement 3 (Dimensional Travel 3) (Feats: Dynamic) (7)
Dynamic AE: "Astral Projection" Remote Sensing 10 (Visual) (Feats: Subtle, Selective, Dimensional, Dynamic) (24)
Dynamic AE: Telekinesis 14 (Feats: Dynamic) (29)
Dynamic AE: Force Field 10 (Feats: Dynamic) (11)
Dynamic AE: Illusion 10 (Visual) (Feats: Dynamic) (21)
Immunity 11 (Aging, Life Support) [11]

"Symbol of Seven" (Flaws: Easily Removable) [35]
Nullify Magic 14 (Extras: Ranged, Broad, Simultaneous) (56) -- (58 points)
AE: "Exorcism" Movement 2 (Dimensional Travel 2) (Extras: Attack at 14 Ranks) (Flaws: Limited to Demons) (8)
AE: Mystical Blast 14 (28)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Magic Blast +10 (+14 Ranged Damage, DC 29)
Exorcism +6 (+14 Movement Attack, DC 24)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2 (+12 Force Field), Fortitude +4, Will +8

Complications:
Relationship (Rose Psychic- Girlfriend)- They were together for years, then got fused together- they can switch out with each other. Because comics are weird.
Responsibility (The Seven)- Dr. Occult and Rose were freed from a Satanic Cult's ritual murder by The Society of the Seven, and joined them.

Total: Abilities: 52 / Skills: 44--22 / Advantages: 5 / Powers: 103 / Defenses: 14 (196)

-Doctor Occult is more of a strange footnote in DC Comics history than a major player, as he usually only shows up during huge events to be all important and stuff (since like most Magic Guys, he's way too powerful to be a regular). See, the guy was created by Siegel & Shuster (yes, THAT Siegel and Shuster), pre-Superman, in 1935 as a detective/magic guy, making him DC's first official character still in use prior to the Nu-52. He even had the same visual "look" as Supes, with the fedora/trenchcoat detective outfit (though in one story, he wears a cape, making him the first CAPED superhero). But he pretty much vanished by 1938, until the combination of All-Star Squadron and Crisis on Infinite Earths, both obsessed with nostalgia, brought him out of the woodwork, becoming a major focus in the climax of the storyline, teaming with Alan Scott to focus all the mystics in DC's power into the Symbol of Seven and the Starheart. We still see him occasionally, kicking around the JSA reserves during big stories. He later gets casually-murdered in some Justice League Dark story.
-Occult's a magical heavy-hitter, with +14 damage and PL 12 overall, Immunity to Aging (he's been alive all these years without aging), a focus on Exorcism via his symbol, casting various common spells (TK, Force Field, Astral Projection, Illusions, Teleportation, etc.) and doing tons of useful stuff. So he costs a fair bit, but not as much as some PL 12s do.

MANITOU RAVEN (Raven)
Created By:
Joe Kelly & Doug Mahnke
First Appearance: JLA #66 (July 2002)
Role: Magic Guy
Group Affiliations: The Justice League of America, The League of Ancients
PL 11 (199)
STRENGTH
2/12 STAMINA 3/13 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 4 PRESENCE 1

Skills:
Expertise (Arcane Lore) 10 (+12)
Expertise (Survival) 4 (+6)
Insight 4 (+8)
Perception 6 (+10)
Ranged Combat (Blasts) 4 (+9)

Advantages:
Artificer, Ranged Attack, Ritualist, Skill Mastery (Arcane Lore), Trance

Powers:
Teleport 10 (Feats: Progression 4) (Extras: Extended, Accurate) (44) -- [48]
AE: "Inukchuk!" Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (36 feet) (20)
AE: Movement 2 (Time Travel 2) (4)
AE: "Astral Travel" Remote Sensing 12 (Vision & Hearing) (36)
AE: Healing 10 (Extras: Resurrection) (30)
AE: Magical Blast 12 (24)

"Mystic Hatchet" (Flaws: Easily Removable) [4]
Strength-Damage +3 (Feats: Improved Critical) (Extras: Penetrating 6) (Flaws: Limited to Unjust People) (6 points)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Full Size +8 (+12 Damage, DC 27)
Magic Blast +9 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +6, Will +8
"Full Size" Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +13, Fortitude +14, Will +8

Complications:
Responsibility (Culture Shock)- Raven is often surprised at the elements of modern culture.
Relationship (Dawn)- The two are married, but that man-whore Green Arrow slept with her when Raven got all obsessed with his work.

Total: Abilities: 54 / Skills: 28--14 / Advantages: 5 / Powers: 53 / Defenses: 14 (199)

-Since most writers of the JLA & Avengers' books are allowed to add their OWN member to the roster, Joe Kelly added in Manitou Raven- a mysticall-powered Native American (referencing Apache Chief from the Super Friends cartoon). He and his wife Dawn are from the Obsidian Age of Atlantis, and formed sort of a proto-Justice League back in the day (1,000 BC). The "League of Ancients" were set against a time-travelling JLA, but Raven realized they were good people and turned against his boss (who was actually trying to rule the world). The League admitted him after a long battle that resulted in their deaths & resurrection (as his future self, a Leaguer in a future further past from the League's own, had died).
-He and his wife joined Justice League Elite because that was Kelly's other baby, angry that the League hadn't admitted Vera Black onto their roster. However, this proved to be a bad idea, as Raven's obsession with his League work caused his unfulfilled wife to seek solace with Captain Whore, aka Oliver Queen. He knew of this, but was too busy to do anything about it, and was killed saving the team from a bomb. He would reappear as a spirit that aided his teammates and wife- I have a feeling that Kelly knew he would be leaving the League books, and thus offed his character in order to prevent other writers from ruining him.

MANITOU DAWN (Dawn)
Created By:
Joe Kelly & Doug Mahnke
First Appearance: JLA #75 (Jan. 2003)
Role: Magic Guy
Group Affiliations: The Justice League of America, The League of Ancients
PL 11 (199)
STRENGTH
2/12 STAMINA 3/13 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 4 PRESENCE 1

Skills:
Expertise (Arcane Lore) 10 (+12)
Expertise (Survival) 4 (+6)
Insight 4 (+8)
Perception 6 (+10)
Ranged Combat (Blasts) 4 (+9)

Advantages:
Artificer, Ranged Attack, Ritualist, Skill Mastery (Arcane Lore), Trance

Powers:
Teleport 10 (Feats: Progression 4) (Extras: Extended, Accurate) (44) -- [48]
AE: "Inukchuk!" Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (36 feet) (20)
AE: Movement 2 (Time Travel 2) (4)
AE: "Astral Travel" Remote Sensing 12 (Vision & Hearing) (36)
AE: Healing 10 (Extras: Resurrection) (30)
AE: Magical Blast 12 (24)

"Mystic Hatchet" (Flaws: Easily Removable) [4]
Strength-Damage +3 (Feats: Improved Critical) (Extras: Penetrating 6) (Flaws: Limited to Unjust People) (6 points)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Full Size +8 (+12 Damage, DC 27)
Magic Blast +9 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +6, Will +8
"Full Size" Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +13, Fortitude +14, Will +8

Complications:
Responsibility (Culture Shock)- Raven is often surprised at the elements of modern culture.
Relationship (Dawn)- The two are married, but that man-whore Green Arrow slept with her when Raven got all obsessed with his work.

Total: Abilities: 54 / Skills: 28--14 / Advantages: 5 / Powers: 53 / Defenses: 14 (199)

-Dawn entered America and the League with her husband Manitou Raven, and offered herself to Superman immediately (REALLY?), then followed him to the JLE black ops group. When Raven dies, Dawn inherits his powers, and he appears to help her as a ghost, apparently not being bothered overly much by her banging Green Arrow. I think she has the same powers.

ZATARA (Giovanni "John" Zatara)
Created By:
Fred Guardineer
First Appearance: Action Comics #1 (June 1938)
Role: Magic Guy
Group Affiliations: The All-Star Squadron
PL 10 (156)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Athletics 3 (+5)
Deception 2 (+7)
Expertise (Arcane Lore) 11 (+14)
Expertise (Stage Performer) 6 (+9)
Insight 4 (+8)
Investigation 3 (+7)
Perception 3 (+7)
Persuasion 3 (+7)
Ranged Attack (Magic) 2 (+10)
Sleight of Hand 8 (+14)
Stealth 3 (+6)

Advantages:
Artificer, Defensive Roll, Ranged Attack 3, Ritualist, Trance

Powers:
"Magical Powers"
"Mrofnsart!" Affliction 10 (Fort; Entranced/Stunned/Transformed to Other Form) (Extras: Ranged, Sustained +2) (40) -- [46]
AE: "Lla Mrofnsart!" Affliction 10 (Fort; Entranced/Stunned/Transformed to Other Form) (Extras: Area- 60ft. Cone, Sustained +2) (40)
AE: "Tsalb!" Blast 10 (20)
AE: "Tcetorp!" Force Field 6 (6)
AE: "Tropelet!" Teleport 8 (Extras: Extended, Accurate) (Flaws: Distracting) (24)
AE: "Evom Dnuora!" Move Object 8 (16)
AE: "Ezitonpyh!" Mind Control 10 (40)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Magic Blast +10 (+10 Ranged Damage, DC 25)
Transform +10 (+10 Ranged Affliction, DC 20)
Hypnotize -- (+10 Perception-Ranged Affliction, DC 20)
Transform All +10 Area (+10 Affliction, DC 20)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +3 (+4 D.Roll, +10 Force Field), Fortitude +5, Will +7

Complications:
Motivation (Helping People)- When Zatara discovered his powers, he decided that they could be a great help to others.
Power Loss (Magic)- Zatara needs to speak backwards to utilize his magical powers.

Total: Abilities: 66 / Skills: 48--24 / Advantages: 7 / Powers: 46 / Defenses: 13 (156)

-Zatara debuted alongside Superman in Action Comics #1, and is one of the first Mandrake rip-offs- a tuxedo-wearing Stage Magician whose gimmick is that he's a REAL Magician, and goes around with a large ethnic buddy (his bodyguard Tong, from India). At least he had one unique trait- the ability to do things by speaking backwards- a trait Fred Guardineer would also give to Quality's Merlin the Magician when he took over that character. Retcons and other things established that his powers came from being descended from "Homo magi"- magically-powered humans, and Leonardo da Vinci himself (the Great Master used to write backwards in his notes as a security precaution). When he gained his powers, he decided to use them to help people, in addition to using it in his act. The Zatara feature was actually quite popular (he even got a few covers- bumping SUPERMAN!), lasting all the way until 1950- a solid twelve-year run. Falling page-counts would see the end of him.
-Zatara has the least real info on his magical capabilities than most mystics, surprisingly, making him pretty cheap (until I find other powers he supposedly had). Though Mind Control is a bit better than most other guys' abilities, especially at +9 intensity. Plus he can Nullify things and use the Transform power (though at very low levels, that makes sense- he's only gonna do it to guns and chairs and stuff). So he's one of the better all-around mystics (with stage magician stats like Sleight of Hand & Perform amped to the maximum), with quite a few more options.

ZATANNA (Zatanna Zatara)
Created By:
Gardner Fox & Murphy Anderson
First Appearance: Hawkman #4 (Oct. 1964)
Role: The Fishnet-Wearer, Paul Dini's Personal Fetish Queen
Group Affiliations: The Justice League of America, Justice League Dark, The Sentinels of Magic, The Seven Soldiers
PL 11 (167)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 3 (+6)
Deception 2 (+7, +9 Attractive)
Expertise (Animal Handling) 2 (+6)
Expertise (Arcane Lore) 12 (+14)
Expertise (Stage Performer) 8 (+10)
Investigation 3 (+7)
Perception 3 (+7)
Persuasion 3 (+8, +10 Attractive)
Ranged Attack (Magic) 2 (+10)
Sense Motive 4 (+8)
Sleight of Hand 7 (+12)
Stealth 3 (+6)

Advantages:
Artificer, Attractive, Contacts (Magic-Based People), Defensive Roll, Ranged Attack 3, Ritualist, Trance

Powers:
"Magical Powers"
"Egnahcepahs!" Transform (Anything to Anything Else) 10 (50) -- [58]
AE: "Mrofnsart!" Affliction 12 (Fort; Entranced/Stunned/Transformed to Other Form) (Extras: Ranged, Sustained +2) (48)
AE: "Lla Mrofnsart!" Affliction 11 (Fort; Entranced/Stunned/Transformed to Other Form) (Extras: Area- 60ft. Cone, Sustained +2) (44)
AE: "Tsalb!" Blast 12 (Extras: Penetrating 10) (34)
AE: "Tcetorp!" Force Field 8 (Extras: Ranged, Affects Others 10) (36)
AE: "Tropelet!" Teleport 8 (Extras: Extended, Accurate) (Flaws: Distracting) (24)
AE: "Tegrof!" Affliction 12 (Will; Entranced/Compelled/Transformed Memories & Personalities) (Extras: Progressive +2, Cumulative) (Flaws: Distracting) (48)
AE: "Ezeerf!" Affliction 11 (Speed; Dazed & Hindered/Stunned & Vulnerable/Paralyzed & Unaware) (Extras: Perception-Ranged +2, Extra Condition) (44)
AE: "Leah!" Healing 10 (20)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Magic Blast +10 (+12 Ranged Damage, DC 27)
Transform +12 (+12 Ranged Affliction, DC 22)
Transform All +11 Area (+11 Affliction, DC 21)
Forget +8 (+12 Affliction, DC 22)
Freeze -- (+11 Perception-Ranged Affliction, DC 21)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+3 D.Roll, +11 Force Field), Fortitude +5, Will +8

Complications:
Power Loss (Magic)- Zatanna needs to speak backwards to utilize her magical powers. One time she managed a healing spell by writing "Heal" in her own blood. Loss of confidence or over-using her powers can also slow her down.

Total: Abilities: 58 / Skills: 52--26 / Advantages: 9 / Powers: 58 / Defenses: 16 (167)

-Paul Dini has such a fetish for these girls. Even as far back as Jem & The Holograms, he was writing episodes frequently featuring both stage magic and girls dressed as magicians (fishnets, top hats, etc.). Once he MARRIED a girl like that, it was pretty much settled that he's shove Zatanna down everyone's throats if he ever got writing power. And power he got, with the Batman Animated franchise. That said, Zatanna was a nice little character, though she was never as well-developed personality-wise as most DC heroines, and her powers are CONSTANTLY problematic. I mean, "Every power ever, just by saying it?" That is CHEAP, a Game-Breaker, and totally ludicrous for a series based around guys with individual powers coming together to make a team. Of course, she's not that over-powered, since she's a low-powered human otherwise, but that only leads to MORE problems, as she tends to just get jumped right out of the gate. That's probably why she was only seen in one episode as a major character, and why in the comics, she almost never makes the "Big Leagues".
-But yeah, the major problem with Zatanna is that she's got Giganta Syndrome: She's more of a FETISH than a CHARACTER- she represents a Sexy Magician in Sexy Fishnets with a Sexy Top Hat... but that's really all there is to her- aside from that she's either hunting for her father, or being not trusted because she brainwashed somebody. I mean, it's a GOOD fetish, but still. She initially appeared in a bunch of Julius Schwartz' stuff, as he moved her around various books that he had editorial power over (Hawkman's, Batman's, the Justice League's, etc.). She wouldn't join the group proper until 1978, however- a general concept would be her searching for her father Zatara. She's de-powered on the League book (limited to power over the Four Elements- essentially de-powering her into being THE FREAKING AVATAR), and eventually gets a hideous blue '80s costume.
-Zatanna would basically vanish after the 1980s, being replaced as League Magician by Doctor Fate- despite being a Sexy Magician Girl, the fetish-tastic '90s never used her much, and she wouldn't become important again until Brad Meltzer's Identity Crisis, erasing the memories of bad villains and rapists. This ends up sticking to her the way rape did to Dr. Light, as it turns out she's mind-wiped BATMAN, then did the same to Catwoman (retconning in her more-recent turn as a force for good). She loses her powers temporarily in a 2005 Limited Series, gets retconned into Batman's past (see Zatara's build/bio) in accordance with Batman: The Animated Series (though that's a GOOD Retcon, in my opinion- mimicking that show exactly would do a world of good for damn near everyone). She joins one of the "Too Crowded" 2000s JLA rosters, and becomes instrumental in many battles, as the things she can do just by talking backwards increase further, and then got a Paul Dini-written solo book for a little while in 2010. She's still on the periphery of "could be maybe important some day", but tends to take a backseat in importance to Doctor Fate or one of DC's Cosmic Helper characters when real magic stuff shows up. And also her excessive power and lack of "established" character holds her back.
-Zatanna's got some power, and can make an Alternate Effect for anything else she needs, but she's real easy to knock out, especially since she's a Glass Cannon to counter-set it's usefulness. She's also a bag of handy tricks, knowing stuff about Magic, Sleight of Hand, etc., performing a secondary Skillmonkey Mage to Doctor Fate if need be.

ANNA FORTUNE
Created By:
Matthew Sturges & Freddie Williams II
First Appearance: JSA All-Stars #5 (June 2010)
Role: Magical Friend
Group Affiliations: The JSA All-Stars
PL 8 (123)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Deception 3 (+5)
Expertise (Arcane Lore) 6 (+10)
Insight 1 (+4)
Investigation 2 (+5)
Perception 2 (+5)
Persuasion 1 (+3)
Technology 3 (+7)

Advantages:
Artificer, Ranged Attack 3, Ritualist

Powers:
"Older Than She Looks" Immunity 1 (Aging) [1]
Flight 6 (120 mph) [12]

"Spellcasing Shooters" (Flaws: Removable) [29]
Teleport 8 (Extras: Attack, Ranged) (32) -- (36 points)
AE: Blast 8 (Feats: Extras: Multiattack) (24)
AE: Teleport 8 (16)
AE: Healing 8 (16)
AE: Movement 3 (Dimensional Travel 3) (6)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Bullets +8 (+8 Ranged Damage, DC 23)
Teleport +8 (+8 Teleport Attack, DC 18)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +5

Complications:
Responsibility (Magic Stuff)- Anna gets involved in a lot of magic-based situations.
Power Loss (Spellcasings)- Anna can easily run out of ammunition of pre-made spells for her Gauntlets.

Total: Abilities: 54 / Skills: 18--9 / Advantages: 5 / Powers: 42 / Defenses: 13 (123)

-God as my witness, I completely forgot this character existed. That about says it all for JSA All-Stars, huh? Anna Fortune pops up out of nowhere to help out the All-Stars against Johnny Sorrow and the King of Tears, utilizing Magic-infused bullets fired via gauntlets and some knowledge of magical lore- the kind of character who's more of a means to an end (ie. giving exposition centred around magical stuff, since the characters wouldn't know it yet). Now, Magic Bullets is actually a pretty cool, unique idea, as it prevents the Mage from simply being an "Every Power Ever" type, but the bad art and dumb storytelling in the series pretty much sank her. She's a sarcastic, occasionally-snide British girl (she wonders openly if saving King Chimera's life is "worth it" for her only "Resurrection" spellcasing), who's actually SUPER-old but looks young, and seems rather flirty with some teammates, but kind of gets lost in the shuffle of a team that needs new members like comic books needs more Event Stories. There's a brief flirtation with Atom-Smasher that goes nowhere, despite TONS of time to do so, because the books is highly-decompressed and gets involved with other stuff.
-Anna's Gauntlets contained pre-made Magic Spells, but never really showed off too many of them. One was a Resurrection device, but it was the only one she had, and she blew it on King Chimera (who'd taken on Johnny Sorrow's "Subtle Realms Trick"). She's basically a Flying Blaster.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Young All-Stars

Post by Jabroniville »

THE YOUNG ALL-STARS:
-As I mentioned before, the Young All-Stars were formed by Roy Thomas as a rapid-fire way to continue telling Golden Age stories set in the DCU with the changes wrought by the Crisis. The key problem: Superman, Batman, Robin, Aquaman & Wonder Woman were all now officially gone, meaning that a TON of Thomas' earlier stories now no longer "counted", or had to have been seriously-altered. Thomas, who I imagine was QUITE annoyed (I don't think I've ever heard his opinion on the subject, actually- it's probably quite interesting), decided to create some characters to FILL that void- essentially replacing the characters in those stories with these new guys.
-The book doesn't seem to have done too well, but lasted a few years, hitting 31 issues. It had a few key problems working against it- it represented something DC was trying to get away from (Retroactive Golden Age stories), it messed with a continuity that was still VERY fresh and tenuous (I mean... better off figuring out your CURRENT continuity than messing with stuff via a Retcon Book, y'know?), and its heroes were rather... lame. There was a guy named "Iron" Munro on it. And a "Neptune Perkins". And "Dan the Dyna-Mite". With names like that, and a focus on these guys at the excusion of the rest of the JSA, I can't imagine to whom it was supposed to appeal- fans of Earth-Two and the Golden Age would have likely been annoyed by their favourites disappearing, and anyone else wouldn't care PERIOD.

The Cast (and whom they were replacing in continuity):
The Flying Fox (The Batman)
Neptune Perkins (Aquaman)
Fury (Wonder Woman)
Tsunami
Dan the Dyna-Mite (Robin)
Iron Munro (Superman)
Tigress

They later met The Young Allies, a group of kids from nations attacked or conquered by the Axis powers:
Kuei- China
Fireball- Russia
Phantasmo- France
The Squire- England (the Shining Knight's Sidekick- I'll stat him with Sir Justin)

THE FLYING FOX (Real Name Unknown)
Created By:
Roy Thomas, Dann Thomas & Michael Bair
First Appearance: Young All-Stars #1 (June 1987)
Role: Retcon Hero (to Batman)
Group Affiliations: The Young All-Stars
PL 8 (107)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Aerobatics 5 (+9)
Athletics 6 (+9)
Expertise (Survival) 8 (+10)
Intimidation 5 (+5)
Perception 6 (+8)
Insight 3 (+5)
Stealth 3 (+7)

Advantages:
Animal Empathy, Evasion, Great Endurance, Move-By Action, Power Attack, Ranged Attack 5

Powers:
"Flying Fox Pelt & Cowl" (Flaws: Removable) [10]
Flight 5 (60 mph) (10)
Immunity 2 (Cold, Pressure) (2)
-- (12 points)

Senses 2 (Magic Awareness- Ranged) [2]

"Pouch of Herbs" (Feats: Restricted to Magically-Gifted People) (Flaws: Easily-Removable) [10]
Illusion 6 (Visual Senses) (12) -- (14 points)
AE: "Invisibility" Concealment (Visuals) 2 (4)
AE: "Fire From His Hands" Blast 6 (Diminished Range -1) (11)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Illusions +6 (+6 Illusion, DC 16)
Fire Blast +8 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +5

Complications:
Motivation (Destroying The Nazis)

Total: Abilities: 54 / Skills: 36--18 / Advantages: 10 / Powers: 22 / Defenses: 13 (107)

-The Flying Fox is the son of a chief of a hidden tribe of Natives living in Northern Canada- when his tribe is attacked, and his father killed, by a group of Nazis intending to wage war on the Canadian government (from the NORTH?), he fights against them. He gained a magical cape and cowl hidden away in a cave, and is renamed The Flying Fox (a translation of his name in his native language), and set off to wipe the Nazis from the face of the Earth, and not return until the deed was done. He helped The All-Star Squadron fight The Axis Amerika, but his further exploits were not recorded.
-The Flying Fox was supposed to be taking the place of Batman in All-Star Squadron adventures, despite him not having any technical know-how, a car, a sidekick, or detective skills; instead being a guy who could fly and do some magic. Not one of Roy Thomas' better ideas, he basically vanished from site once Young All-Stars was cancelled- even Neptune & Arn Munro showed up later.
-Not a bad all-around hero, he's good in combat and magic, but only at lower levels. He's no match for serious super-villains or powerhouses, and is basically limited to flying around and dishing out melee damage, and using Magic as a side-gimmick. PL 7 on offense, PL 7.5 defense.

NEPTUNE PERKINS
Created By:
Gardner Fox & Joe Kubert
First Appearance: Flash Comics #66 (Aug. 1945)
Role: Forgotten Golden Age Character, Retcon Hero (to Aquaman)
Group Affiliations: The Young All-Stars
PL 7 (99)
STRENGTH
7 STAMINA 7 AGILITY 4
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Expertise (Survival) 5 (+6)
Insight 5 (+6)
Perception 6 (+7)

Advantages:
Animal Empathy, Ranged Attack

Powers:
Swimming 7 (60 mph) [7]
Movement 1 (Environmental Adaptation- Underwater) [2]
Immunity 3 (Drowning, Cold, Pressure) (Flaws: Limited to Half-Effect) [1.5]
Communication (Mental) 2 (Flaws: Limited to Aquatic Creatures) [6]

Offense:
Unarmed +7 (+7 Damage, DC 22)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4, Fortitude +7, Will +5

Complications:
Relationship (Tsunami)

Total: Abilities: 64 / Skills: 19--9.5 / Advantages: 2 / Powers: 16.5 / Defenses: 7 (99)

-Neptune Perkins was used as the "Aquaman" filler in the Squadron via the Young All-Stars series, but had actually debuted in the Golden Age, appearing in a pair of Flash stories and then vanishing forever. Naturally, Golden Age nut Roy Thomas used this as a way to bring the guy back, even though Aquaman had only appeared in a few Golden Age-set stories in his work. He's basically just Aquaman but slightly different. Most comic fans will know him better as the guy who got bit in half during Infinite Crisis #3 by a shark-man than by anything else. His relationship with fellow All-Star Tsunami ended in one of those bizarre downer stories (she cheated on him and they broke up) that show up frequently for no reason in comics; I mean, what was the harm in a happy ending for two loser characters? Oh well, here's Neptune.
-Turns out his history is a combination of stuff from The Narrative of Arthur Gordon Pym of Nantucket and Twenty Thousand Leagues Under The Sea, but I've read neither- he's a mutant born with sea adaptations. He joined the All-Stars, married Tsunami, and grew up to become the government contact for characters like Aquaman and Young Justice in the modern age.
-Standard weak PL 7 guy, as he doesn't really matter much physically. He gets some physical gifts for his undersea capability, but not much. I basically just took Aquaman I and dropped off a bunch of stuff.

TSUNAMI (Miya Shimada)
Created By:
Roy Thomas & Rick Hoberg
First Appearance: All-Star Squadron #33 (May 1984)
Role: Villain Gone Good
Group Affiliations: The Young All-Stars
PL 8 (114)
STRENGTH
6 STAMINA 5 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Deception 6 (+8)
Expertise (Japanese Agent) 3 (+4)
Perception 4 (+5)
Persuasion 2 (+4)
Insight 5 (+6)
Stealth 4 (+7)

Advantages:
Move-By Action, Ranged Attack 4

Powers:
"Tidal Waves" Blast 8 (Extras: Area- 30ft. Burst) (24) -- [27]
AE: Move Object 8 (Extras: Perception-Ranged) (Flaws: Limited to Water) (16)
AE: Water Blast 8
AE: "Current Control" Swimming 6 (Extras: Affects Others, Ranged) (18)
Immunity 3 (Drowning, Cold, Pressure) [3]

Offense:
Unarmed +7 (+6 Damage, DC 21)
Tidal Waves +8 Area (+8 Ranged Damage, DC 23)
Water Blast +6 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +5

Complications:
Relationship (Neptune Perkins)

Total: Abilities: 54 / Skills: 24--12 / Advantages: 5 / Powers: 30 / Defenses: 13 (114)

-Tsunami seems a lot like the second Golden Girl, another Roy Thomas Retcon Heroine. Golden Girl II was a Japanese-American girl who fought for the allies in the 1978 Invaders title, and now Tsunami debuts in the late '80s All-Star Squadron. However, Tsunami's suffering under the racial prejudice of the time leads her to the Imperial Japanese government. However, she becomes disgusted by the dishonorable, brutal tactics of her comrades-in-arms, and changes sides back to America. They eventually divorced, partly due to the fact that her daughter Debbie (Aquaman ally Deep Blue) was fathered by another man- it was believed to be Aquaman's father Atlan at first, but turned out to be a villain named Rhombus.

IRON MUNRO (Arn Munro)
Created By:
Roy Thomas, Dann Thomas & Michael Mair
First Appearance: The Young All-Stars #1 (June 1987)
Role: Retcon Hero (for Superman)
Group Affiliations: The Young All-Stars, The Freedom Fighters, The Supermen of America
PL 9 (113)
STRENGTH
10 STAMINA 11 AGILITY 1
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (History) 4 (+4)
Perception 2 (+2)
Vehicles 2 (+4)

Advantages:
Close Combat, Improved Hold, Move-By Action, Power Attack, Ranged Attack 4

Powers:
Impervious Toughness 9 [9]
Speed 6 (120 mph) [6]
Leaping 5 (250 feet) [5]

Offense:
Unarmed +7 (+6 Damage, DC 21)
Tidal Waves +8 Area (+8 Ranged Damage, DC 23)
Water Blast +6 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11 (+5 Impervious), Fortitude +11, Will +5

Complications:
Relationship (Sandra Knight)- Arn marries The Phantom Lady, but they split up sometime around the 1960s- Arn discovers that he has a granddaughter in Kate "Manhunter" Spencer.

Total: Abilities: 68 / Skills: 12--6 / Advantages: 8 / Powers: 20 / Defenses: 11 (113)

-Iron Munro is one of those guys who inspires an almost virulent, embarrassing hatred in me, and all because of that stupid, STUPID name. I mean, IRON MUNRO? WHAT THE HELL IS THAT?!? Arn "Iron" Munro was created as a percieved necessity by Roy Thomas in the '80s, when the Crisis wiped out the Golden Age Superman. Basically, Munro was supposed to step in and fill any All-Star Squadron or JSA story that involved Superman. How successful were they? Well, ask yourself that every time you tell someone about Iron Munro and they go "Who the f*#@! is Iron Munro??".
-Arn is partially based off of the character Aarn Munro, from a series of short stories by some guy I've never heard of (John W. Campbell). There's also apparently some "Iron Munro" who debuted in Shadow Comics #1 in June 1940. He is the illegitimate son of Hugo Danner, the ubermenschian protagonist from the 1930 novel Gladiator which helped inspire the creation of Superman (and yes, that's where Claremont & Cockrum got the name for the Superboy Expy on the Shi'ar Imperial Guard). His backstory gets weirder, as he marries Sandra "Phantom Lady" Knight, but not before having a child out of wedlock that he doesn't know about, who fathers the current Manhunter Kate Spencer's father. And yeah, he still kicks around nowadays, as a background character with no lines in "calling out the reserves" JSA stories.
-As a proto-GA Superman, Munro's got the strength, speed, power, leaping ability & invulnerability down. But he's an amateur, teenage hero, who's lucky to dodge or hit anything, and relies entirely on his toughness to save him when things go bad.

THE TIGRESS II (Paula Brooks, aka The Huntress I)
Created By:
Mort Meskin
First Appearance: Sensation Comics #68 (as Huntress), Young All-Stars #6 (as Tigress)
Role: Villain Gone Good, Retcon Hero (to Helena "Huntress" Wayne, maybe?)
Group Affiliations: The Young All-Stars, The Injustice Society
PL 7 (102)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Athletics 10 (+12)
Deception 4 (+6)
Expertise (Animal Handling) 10 (+11)
Expertise (Big-Game Hunter) 6 (+7)
Insight 2 (+3)
Intimidation 2 (+4)
Perception 4 (+5)
Stealth 2 (+6)

Advantages:
Agile Feint, Equipment 2 (Crossbow), Fast Grab, Grab Finesse, Improved Critical (Claws), Improved Trip, Ranged Attack 3

Powers:
"Sharpened Fingernails" Strength-Damage +1 (Feats: Split) [2]

Offense:
Unarmed +11 (+2 Damage, DC 17)
Claws +11 (+3 Damage, DC 18)
Crossbow +8 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +4

Complications:
Relationship (The Sportsmaster)- The two meet while members of the Injustice Society, and later marry. Their daughter grows up to be Artemis Crock- the modern-day Tigress.
Relationship (Iron Munro)- She flirts with Arn while they are All-Stars teammates.
Relationship (Paul Kirk- Manhunter)- She worships and looks up to Kirk.
Enemy (Wildcat)- Paula later becomes a constant thorn in Ted Grant's side.

Total: Abilities: 58 / Skills: 44--22 / Advantages: 10 / Powers: 2 / Defenses: 12 (102)

-The Tigress began her run in comics as a big-game hunter known as The Huntress, a Wildcat foe that sought to add his head to her wall. She joins the Injustice Society, where she & Sportsmaster become an item- later on, Helena Wayne (daughter of Bruce) becomes the new Huntress, and Earth-One versions of both villains pop up. When the Crisis happens, Huntress & Sportsmaster just become Golden Age characters, and Paula is given a real name and a new identity- she is now The Tigress. In Young All-Stars, she actually makes her debut as a SUPERHEROINE, joining the other kids (possibly to explain away the stories featuring Helena). After being nearly-killed by Axis Amerika member Gudra, she returns with a new attitude, leading her to become the villainous Huntress- turns out, this is a retcon.
-In modern times, she & Sportsmaster had married and had a daughter named Artemis- she becomes a member of Injustice, Inc., and becomes Tigress of the new Injustice Society.

FIREBALL (Sonya Chuikov)
Created By:
Roy Thomas, Dann Thomas & Michael Bair
First Appearance: Young All-Stars #22 (Jan. 1989)
Role: Russian Hero
Group Affiliations: The Young Allies
PL 7 (84)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 5 (+6)
Persuasion 4 (+7)
Insight 2 (+4)
Stealth 3 (+5)

Advantages:
Ranged Attack 4

Powers:
Fire Blast 8 [17]
Flight 5 (60 mph) [10]
Immunity 1 (Fire) [1]

Offense:
Unarmed +11 (+2 Damage, DC 17)
Fire Blast +6 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +4

Complications:
Motivation (Fighting the Nazis)- Fireball was raised to be a true Socialist, and fights the Nazis that killed her parents.

Total: Abilities: 34 / Skills: 14--7 / Advantages: 4 / Powers: 28 / Defenses: 11 (84)

-Fireball is another Young Ally, a Russian woman whose powers I'm pretty sure are obvious just from her name, and derived from the Tunguska Event of 1908 (aka "big-ass meteor"), and whose parents were murdered during the Nazi invasion. Like Kuei, she was never seen again in another book after her initial appearance. A generic "Fire Hero" build, at a lower level than normal (low-level PL 7), since she's a minor Golden-Ager.

KUEI (Real Name Unknown)
Created By:
Roy Thomas, Dann Thomas & Michael Bair
First Appearance: Young All-Stars #22 (Jan. 1989)
Role: Chinese Hero
Group Affiliations: The Young Allies
PL 7 (73)
STRENGTH
7 STAMINA 6 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Intimidation 6 (+6)
Expertise (Arcane Lore) 3 (+4)
Expertise (Soldier) 3 (+4)
Perception 4 (+6)

Advantages:
Fast Grab, Ranged Attack 3

Powers:
Leaping 1 (15 feet) [1]

Offense:
Unarmed +11 (+2 Damage, DC 17)
Fire Blast +6 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +6, Fortitude +6, Will +4

Complications:
Motivation (Fighting the Nazis)- Fireball was raised to be a true Socialist, and fights the Nazis that killed her parents.

Total: Abilities: 52 / Skills: 16--8 / Advantages: 4 / Powers: 1 / Defenses: 8 (73)

-Kuei is a Chinese soldier who tried to end his suffering by drowning (he'd been shot by a Japanese soldier), but got possessed by a Chinese demon instead (in mythology, Kuei possess people who attempt suicide or drown). He's pretty strong and tough, but is mostly a minor-league powerhouse-type.

PHANTASMO (Jean-Marc de Villars)
Created By:
Roy Thomas, Dann Thomas & Michael Bair
First Appearance: Young All-Stars #22 (Jan. 1989)
Role: Chinese Hero
Group Affiliations: The Young Allies
PL 7 (127)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 4 (+7)
Expertise (Arcane Lore) 4 (+5)
Insight 4 (+6)
Intimidation 5 (+7)
Perception 4 (+6)
Persuasion 4 (+6)
Stealth 5 (+8)

Advantages:
Accurate Attack, Ranged Attack 2, Startle

Powers:
Insubstantial 4 (Feats: Selective) [21]
Immunity 21 (Metal Effects, Earth Effects, Suffocation) [21]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +4

Complications:
Motivation (Fighting the Nazis)- Fireball was raised to be a true Socialist, and fights the Nazis that killed her parents.

Total: Abilities: 56 / Skills: 30--15 / Advantages: 4 / Powers: 42 / Defenses: 10 (127)

-Phantasmo is a blue French hero in the Young Allies, the son of a human and an earth elemental. Like the others, he was never seen after the War, but he probably had the most interesting design out of the group, a blue guy with the cape/logo generic hero design. He is an homage to writers Randy & Jean-Marc Lofficier, who wrote a story involving a Catholic Priest named De Villars in the novel Comte de Gabalis (never heard of them).
-The weakest, but hardest to injure, member of his team. Most of his points come from his two powers, and he lacks any kind of damage-boosting abilities. Being immune to metal in the age of World War II probably came in REALLY handy, though- it's a bit broad, but I'd say its worth 10 points- it lets you be immune to bullets, swords and more, but a regular person can still beat the crap out of you.

TNT (Thomas "Tex" N. Thomas)
Created By:
Mort Weisinger
First Appearance: Star Spangled Comics #7 (April 1942)
Role: Forgotten Golden Age Hero
Group Affiliations: The All-Star Squadron, The Seven Soldiers of Victory
PL 7 (97)
STRENGTH
2/7 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+5, +10 Boost)
Acrobatics 4 (+7)
Deception 4 (+5)
Expertise (Science) 4 (+8)
Expertise (Teacher) 2 (+6)
Investigation 3 (+4)
Perception 4 (+5)
Stealth 4 (+7)

Advantages:
Fast Grab, Improved Defense, Improved Trip

Powers:
"Boosted Powers"
Enhanced Strength 5 [10]
Protection 4 [4]
Speed 2 (8 mph) [2]
"Heat Generation" Damage 7 [7]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Boosted Strength +7 (+7 Damage, DC 22)
Heat +7 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+7 Boosted), Fortitude +4, Will +4

Complications:
Power Loss (All Powers)- TNT & Dan must bang their rings together in order to use their enhanced stats. If they take the rings off, they can use maximum power, but only at full strength- they would be discovered as superhumans quickly.

Total: Abilities: 48 / Skills: 28--14 / Advantages: 4 / Powers: 23 / Defenses: 8 (97)

-TNT is a super-obscure DC-created hero from the '40s, notable only for dying in a car accident in the first Young All-Stars issue, allowing his young sidekick to fight on as a member of the new team. Tex Thomas is a Science Teacher & Track Coach who gained "Atomic Energy" powers from some "radioactive salts" he was working on with his partner, student Daniel Dunbar. By banging their specially-made rings together, Tex & Dan gain increased physical stats via the unlocking of their dormant energy (they need the rings, otherwise they'd be constantly-powered, which I guess might make them overly-tough.
-TNT & Dan the Dyna-Mite weren't very successful in their own era or the later one, as Roy Thomas didn't use them much in All-Star Squadron. It was only in The Young All-Stars that Dan got a focus, as Tex died (killed by Gudra the Valkyrie, one of Hitler's Super-Axis)and Dan was left to join the team (possibly as a Replacement Hero for the now-dead & un-Continuity'd Golden Age Robin). He vanishes from continuity after that, though a replacement Dan showed up in Grant Morrison's Seven Soldiers Limited Series (he is quickly killed, along with the rest of the team- he was using "working fakes" of TNT & Dan's rings), and there was an odd Retcon that placed TNT on the original Seven Soldiers team.

DAN THE DYNA-MITE (Daniel Dunbar)
Created By:
Mort Weisinger
First Appearance: Star Spangled Comics #7 (April 1942)
Role: Forgotten Golden Age Hero
Group Affiliations: The All-Star Squadron, The Seven Soldiers of Victory
PL 7 (101)
STRENGTH
1/7 STAMINA 2 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Athletics 3 (+4, +10 Boost)
Acrobatics 4 (+7)
Deception 4 (+5)
Expertise (Science) 4 (+6)
Investigation 2 (+3)
Perception 3 (+4)
Stealth 4 (+7)

Advantages:
Fast Grab, Improved Defense, Improved Trip, Set-Up, Teamwork

Powers:
"Boosted Powers"
Enhanced Strength 6 [12]
Protection 5 [5]
Speed 2 (8 mph) [2]

"Put the Rings Together" Damage 7 (Extras: Area- 30ft. Burst) (14) -- [15]
AE: "Electrical Generation" Damage 7 (7)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Boosted Strength +7 (+7 Damage, DC 22)
Electricity +7 (+7 Damage, DC 22)
Rings Together +7 Area (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+7 Boosted), Fortitude +4, Will +4

Complications:
Power Loss (All Powers)- TNT & Dan must bang their rings together in order to use their enhanced stats. If they take the rings off, they can use maximum power, but only at full strength- they would be discovered as superhumans quickly. When TNT is killed, Dan simply wears both rings to empower himself.

Total: Abilities: 40 / Skills: 24--12 / Advantages: 6 / Powers: 34 / Defenses: 9 (101)

-Dan, like I mentioned, got a lot more play than TNT ever did. Grief-stricken by TNT's death, he joins the other young All-Star Squadron members in forming The Young All-Stars. As an old man, he reappears as part of "Old Justice", a gang of over-the-hill Ex-Sidekicks out to abolish teen superheroics, alongside Neptune Perkins, Doiby Dickles, Merry Pemberton and The Cyclone Kids. They face Young Justice, but are forced to help when Klarion the Witch Boy switches the ages of all super-heroes. Old Justice thus realizes that Young Justice and other teen heroes are in fact worthy, and withdraw their complaints. He got a role in The Golden Age special, as ADOLF HITLER of all people chose to inhabit his super-strong body- becoming ungodly powerful at the same time.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Marvel- E

Post by Jabroniville »

E:
Earth Force
Earthmover
Earthquake
---
The Ebon Samurai
---
Echo
Ecstasy
---
The Eel I & II
---
Effigy
---
Egghead
Egghead II
Ego the Living Planet
---
8-Ball
---
Electro
Electron
Elektra
The Elements of Doom
The Elf With a Gun
Elias Bogan
The Eliminator
Elixir
Elloe Kalifi
Elsa Bloodstone
Elsie-Dee & Albert
Electron
Elysius
---
Ember
Empath
The Empathoid
Emma Steed
Emplate
---
The Enchantress I
The Enchantress II
The Enforcer
The Enforcers (Montana, Fancy Dan & Ox)
The Enforcers (Hammer & Snake)
---
Eon
---
Epoch
---
Equilibrius
Equinox
---
Erg
Erik Killmonger
Erik the Red
Eris
Ernst
---
The Eternal Brain
Eternals & Titanians
Eternity
Ethan Edwards
---
Evilhawk
---
Excaliber
The Executioner I
The Executioner II (Crazy Gang)
The Executioner III
Ezekiel Stane
The Exemplars
The Exiles I
Ex Nihilo
Exodus
---
Eye Boy
---
Ezekiel Sims

E:

The letter "E" is the English language's second vowel, and far & away the most commonly-used letter. It has origins in the Greek letter Epsilon, and can be pronounced in numerous ways, and can even change the pronounciations of OTHER syllables, while being silent itself at the end of the word. It's even the most commonly-used sound in many OTHER European languages- this makes it a remarkably letter to find in simple "codes" that merely replace letters with other syllables (just find the most-common one and boom- that's your "E").

Despite its commonality, you don't see it that often for the first letter of names, in real life or in comics. In fact, hardly any comic book characters start with "E", and the ones that do tend to be rather odd (Ego, Eternity) or Jobbers (The Enforcer). Most of the names are rather low-tier, and the bigger-name ones are only from the 1960s. The biggest names are the Enchantress & Executioner (big-name Thor foes, mostly from the '60s), Elektra, Electro, Eternity (the living embodiment of the Universe itself) and Ego the Living Planet. After them, you've got mid-tiers like Echo, Exodus, Egghead, Empath, Emplate & Erik Killmonger. Then there's a LOT of low-end guys- the Eternal Brain, Ernst, Equinox, Evilhawk, the Silver Age Exiles & Ethan Edwards. Not the WORST assortment of guys, but not really big name acts, either.

Re-Posting (with new commentary):
Ego the Living Planet
Eye Boy
Elixir
Ernst
Equinox
The Enchantress
The Executioner
Earthquake
Electron
The Enforcer
Eternity
Elsie-Dee & Albert
Exodus
Earthmover
The Elements of Doom
Eris

New Characters:
Eightball
Effigy
Erik the Red
The Eliminator
Ethan Edwards
Elias Bogan
The Exemplars
Empathoid
Elysius
The Eternal Brain



ERIS (aka Discord, Discordia, Strife, Enyo)
Created By:
Roy Thomas & Geof Isherwood
First Appearance: Doctor Strange #54 (June 1993)
b]Role:[/b] Greco-Roman Goddess of Strife, Discord
Group Affiliations: The Olympian Pantheon
PL 10 (184)
STRENGTH
9 STAMINA 9 AGILITY 4
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

Skills:
Deception 15 (+16)
Expertise (Goddess of Strife) 11 (+14)
Insight 10 (+13)
Intimidation 9 (+10)
Perception 3 (+6)

Advantages:
All-Out Attack, Beginner's Luck, Benefit (Goddess), Diehard, Great Endurance, Improved Critical (Claws), Improved Initiative, Power Attack, Ranged Attack 2, Startle

Powers:
"Immortal God"
Immunity 5 (Aging, Starvation & Thirst, Heat, Cold, Disease) [5]
Immunity 4 (Drowning & Suffocation, Poison, Pressure) (Flaws: Limited to Half-Effect) [2]
Leaping 2 (30 feet) [2]
Speed 2 (8 mph) [2]
"Wings" Flight 6 (120 mph) (Flaws: Winged) [6]

"Goddess of Discord"
Mind-Reading 10 (Flaws: Limited to Hypocracies & Shames) [10]
"Claws of Strife" Affliction 9 (Will; Entranced/Stunned/Incapacitated) (Extras: Cumulative) [18]

Offense:
Unarmed +11 (+9 Damage, DC 24)
Claws of Strife +11 (+9 Affliction, DC 19)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +9, Fortitude +10, Will +5

Complications:
Responsibility (The Olympian Pantheon)- Eris is loyal to the Olympian Pantheon.
Responsibility (Strife)- Eris is devoted to causing pain and strife throughout the world. Sort of like an immortal Internet Troll.

Total: Abilities: 86 / Skills: 48--24 / Advantages: 11 / Powers: 45 / Defenses: 18 (184)

-Eris is a relatively little-seen Goddess, only featuring in a big role on "Xena: Warrior Princess", where she was Ares' annoying, bitchy sister who also helped screw people around. In the mythology, she only really did a couple things, but one of them was VERY, VERY BIG. Being the Goddess of Internet Trolls, it was decided to not allow her to attent the wedding of Peleus & Thetis. Feeling slighted, she threw a Golden Apple into the wedding party, labelled "To The Fairest". Eris realized what would happen- Hera, Athena & Aphrodite, uptight egomaniacs all, immediately figured the apple was FOR THEM. They immediately went to Zeus and asked him which of them was the fairest. Being not born YESTERDAY, Zeus passed the duty off to the mortal Prince Paris, who ended up giving it to Aphrodite after she promised him the hottest woman on Earth for his wife (Hera & Athena merely offered him total power & knowledge, like THAT compares to boobs & butts). Paris stole off with Helen (aka "Of Troy"), sending her husband and the multiple loyal Kings of Greece against Paris' City-State of Troy. Yup- Eris is responsible for the entire decade-long Trojan War, the deaths of thousands, and the elimination of an entire city. All because she was a bitch.
-Eris in Marvel is basically a two-shot character, and only briefly appeared fighting the super-heroes in a big fight during "Assault on New Olympus". She slashed U.S. Agent, causing him to go into mental fits because she struck him with all the hypocracies in his life- his country's prosperity is based off of theft (from Natives), his freedom from slavery (Africans, etc.), and his safety came from terror (the Atomic Bomb). Granted, there's all reasons for this, but nonetheless that's her power- the ability to screw with people's heads.

Divine Offspring:
By Herself (I guess): Ponos (God of Toil), Lethe (God of Forgetfulness), Limos (Starvation), The Algea (Pains), The Hysminai (The Fightings), The Makhai (The Battles), The Phonoi (The Murders), The Androktasiai (Man-Slaughters), Neikea (The Quarrels), The Pseudo-Logoi (The Lies), Amphilogiai (The Disputes), Ate (Ruin) & Horkos (Oath)

EARTHMOVER (Chuck Moss)
Created By:
Matt Nixon & Ethan Van Sciver
First Appearance: Wolverine #179 (Sept. 2002)
Role: Forgotten Character
Group Affiliations: Alpha Flight
PL 9 (159)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Athletics 4 (+8)
Close Combat (Unarmed) 1 (+9)
Close Combat (Swords) 1 (+9)
Expertise (Survival) 7 (+8)
Expertise (Hockey Player) 2 (+5) -- Uses Agility
Expertise (Mysticism) 5 (+6)
Insight 3 (+6)
Intimidation 3 (+4)
Perception 5 (+8)
Ranged Combat (Earth Attacks) 2 (+8)
Stealth 7 (+10)
Treatment 2 (+3)

Advantages:
Ranged Attack 6, Tracking

Powers:
"Earthmover Totem"
"Summon Earth Elementals" Summon 4 (Extras: Active, Controlled, Horde, Multiple Minions 3- 8 Elementals) [32]

"Earth Binding" Snare 8 (Extras: Area- 30ft. Shapeable) (32) -- [36]
AE: "Earth Hammer" Blast 9 (18)
AE: "Earth Wave" Blast 9 (Extras: Area- Burst) (27)
AE: Movement 3 (Permeate 3) (Flaws: Limited to Earth) (3)
AE: Earth Control 8 (16)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Earth Hammer +8 (+9 Ranged Damage, DC 24)
Earth Wave +9 Area (+9 Damage, DC 24)
Earth Binding +8 Area (+8 Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +5, Fortitude +8, Will +7

Complications:
Responsibility (Omega Level)- Earthmover has vast potential for power, and must learn to master it, or it shall master him.

Total: Abilities: 50 / Skills: 42--21 / Advantages: 7 / Powers: 68 / Defenses: 13 (159)

-Earthmover's just... bizarre. Created by a newbie writer Matt Nixon for a guest arc in "Wolverine", he was the supernatural equivalent of an "Omega Mutant", in Professor Xavier's own words, and it came to Logan to train the guy. He ended up getting the animal totem of the Earthworm, and he became a Geokinetic shaman-type using various types of "Earth magic". He also became a great survivalist with tons of skill that even Logan envied (he was able to walk up to an Elk buck and put his arm on it), and in general this could be a decent concept, if done right. Unfortunately, it was devalued by having him run around in an Edmonton Oilers jersey (sure, he was an aspiring hockey player) and generally look like an almighty tool.
-Hilariously, this guy was given the big Mary Sue treatment of "so good and full of potential it's scary", only to COMPLETELY vanish from comics! He showed up in an X-Men book, and as a rescued member of Alpha Flight in that goofy book Lobdell wrote, and after that... nothing. Part of the problem was that they created the character for ALPHA FLIGHT, a team that suffers Doom Patrol-like cancellation rates. Then there's his goofy look and silly origin. The whole Mary Sue "He's Omega Level!" thing is just icing on the cake. Who knows if we'll ever see the guy again?
-Okay, the guy's a goof, but he's rather powerful. Despite being a newbie, he's a PL 9, and he costs a SWACK of points for that level (nearly thirty points over)- he's very strong normally, and also packs the ability to Summon a Horde of Earth Elementals, then toss a bunch of earth at people in a few different forms (Standard Blast, Wave, Snare, Permeate and Earth Control). The fact that the two sets of powers aren't linked boosts his costs a lot- he can use the Horde AND his various powers simultaneously.

ELSIE-DEE
Created By:
Larry Hama & Marc Silvestri
First Appearance: Wolverine #37 (1991)
Role: Kid Sidekick
Group Affiliations: The Reavers
PL 8 (67)
STRENGTH
5 STAMINA -- AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+10)
Deception 4 (+5)
Expertise (Science) 6 (+12)
Stealth 3 (+6)
Technology 6 (+12)

Advantages:
Eidetic Memory, Ranged Attack 2

Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
"Interface With Computers" Communication (Electronic) 2 [8]
"Computer Brain" Quickness 6 (Flaws: Limited to Mental Tasks) [3]
"Robo-Legs" Speed 4 (60 mph) [4]
Leaping 2 (30 feet) [2]
Senses 1 (Low-Light Vision) [1]

Offense:
Unarmed +7 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8, Fortitude --, Will +5

Complications:
Vulnerably (Magnetic, Electrical Attacks)- Being made of metal, Elsie-Dee will take more damage from magnetic and electrical effects.

Total: Abilities: 44 / Skills: 24--12 / Advantages: 3 / Powers: 53 / Defenses: 8 (67)

-Elsie-Dee was a character that bugged me back in the day- reading my comics-loving friend's "Wolverine" comics, it was the big Hama arc featuring a tiny girl android (who had Elmuh Fudd Syndwome regarding her inability to pronounce "R"s correctly) and a Wolverine Android named Albert. Nowadays, knowing that Hama is the genius behind "G.I. Joe" and it's comic series, I might have to take another look. But in any case, Elsie & Albert had a lot of adventures as background characters (though I recall her interacting with the real Wolverine very little), and eventually just kind of petered-out.

ALBERT
Created By:
Larry Hama & Marc Silvestri
First Appearance: Wolverine #37 (1991)
Role: Robot Duplicate
Group Affiliations: The Reavers
PL 9 (149)
STRENGTH
5 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+10)
Deception 4 (+5)
Expertise (Science) 6 (+12)
Expertise (History) 8 (+14)
Stealth 3 (+6)
Technology 8 (+14)

Advantages:
Eidetic Memory, Ranged Attack 2

Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 10 [10]
"Interface With Computers" Communication (Electronic) 2 [8]
"Computer Brain" Quickness 6 (Flaws: Limited to Mental Tasks) [3]
"Robo-Legs" Speed 4 (60 mph) [4]
Leaping 2 (30 feet) [2]
Senses 14 (Low-Light Vision, Extended Vision 5, Infravision, Acute Scent, Extended Scent 4, Tracking 2) [14]

"Wolverine-Esque Claws" Strength-Damage +3 (Feats: Split, Penetrating 4) [8]

Offense:
Unarmed +8 (+5 Damage, DC 20)
Claws +8 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10, Fortitude --, Will +5

Complications:
Vulnerably (Magnetic, Electrical Attacks)- Being made of metal, Albert will take more damage from magnetic and electrical effects.

Total: Abilities: 44 / Skills: 34--17 / Advantages: 3 / Powers: 76 / Defenses: 9 (149)

-Albert was pretty much usually seen hanging around with Elsie-Dee and being an excuse for Marc Silvestri to draw his favourite thing- guys with lots of stuff hanging off of them. He wasn't that much of a fighter, despite being a Robo-Logan, but he had all the bonuses that Elsie did, plus more powerful Senses and the Claws, making him pretty dangerous anyways.

THE ELEMENTS OF DOOM
Created By:
Bill Mantlo & John Byrne
First Appearance: The Avengers #188 (Oct. 1979)
Role: Jobber Army, Elementals

-The Elements of Doom were a great idea- a bunch of Elemental beings, all based around single elements on the Periodic Table. The only issues were the fact that the whole army made it so that they were basically Mooks who were easily pushed over one-on-one, and that most writers aren't also scientists, meaning that most of the Elements just ran around and punched guys. If this were Silver Age DC, we'd probably have a bunch of Mr. Wizard-type science lessons about the way all these elements react together, but the most we saw was that some chemicals were poisonous, some were radioactive, and that Sodium would blow up if put into contact with water. They've taken part in all of three stories, and in each one, the Elements revolt against Generic Mad Scientist Creator and go off on their own, until they are defeated by the heroes destabilizing their brain-matrixes and dissolving them.
-Plus it gives me a chance to do some quickie-research online and figure junk out about the Periodic Table- I was kind of interested in it in High School, and I had a bunch of it memorized, but unfortunately I didn't care so much about how they bond together, their electron make-up, or any of that junk. I was a pretty spectacularly bad science student (especially when it came time to put all this stuff into equations), and scarcely made it out of High School without failing both Chem & Physics 30- retrospect says that I would've done better at Biology by a CONSIDERABLE ways, but Bio in H.S. was really damn boring- all stuff about zygotes and cell division and junk- I just wanted to know stuff about animals.
-On an individual basis, these guys are pretty weak- heroes can whup them good and easy, smashing right through their weak metallic (usually) shells. The most-commonly-seen guys are the Metals- Carbon, Zinc, Copper, Iron, etc. They all look pretty well the same- big neckless dudes that don't even have their Elemental names or symbols on their chests or anything (despite this, most heroes seem able to figure out what they are just by looking at them). They do a HELL of a lot of awkward "Comic Book Naming" as every one speaks to each other by name ("Sodium! Helium! Nickel! Do this!" "Sure thing, Zirconium!") so we know who's who.
-PL 7 suits most of them just fine- they're weak Powerhouses if they're metals, and annoying Insubstantial guys the rest of the time. A handful of them are tougher, and some have some CRAZY side-powers. This is a fun little attempt by me at gathering some random Chemical-based info, though some of this is a bit too in-depth for me (I looked up what "Transitional Metals" meant, and then had to look up FIFTEEN OTHER WORDS to reason out that description), so if anyone else is more of a Chem Dork than I was, feel free to chip in with other things.
-Many of these guys can be assumed to have Involuntary Transformation if merged with other stuff. Listing every chemical reaction ever is a BIT too much work for me, so I'll leave it alone for the most part.

METALS-
NICKEL (Ni), ZINC (Zn), COBALT (Co), CHROMIUM (Cr), MOLYBDENUM (Mb), PALLADIUM (Pd), MANGANESE (Mn), BERYLLIUM (Be), RHODIUM (Rh), GERMANIUM (Ge), TANTALUM (Ta), YTTRIUM (Y), SAMARIUM (Sm), NEODYMIUM (Nd), RUTHENIUM (Ru), LUTETIUM (Lu), THULIUM (Tm), EUROPIUM (Eu)
PL 7 (91)
STRENGTH
8 STAMINA -- AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Science) 4 (+4)
Intimidation 8 (+7)

Advantages:
Fast Grab, Improved Hold, Set-Up, Teamwork

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 8 (Extras: Impervious 3) [11]
Elongation 1 [1]
Regeneration 2 (Feats: Regrow Limbs) [3]
"Wings of Metal" Flight 4 (30 mph) (Flaws: Winged) [4]
Morph 2 (Flaws: Limited To Same Colours) [8]
"Heavy" Features 1: Increased Mass [1]

Offense:
Unarmed +6 (+8 Damage, DC 23)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8 (+3 Impervious), Fortitude --, Will +1

Complications:
Motivation (Power)- The Elements often want to take control of the world, and/or convert people into elements themselves.
Involuntary Transformation (Compounds)- Most Elements can be merged together or with other substances to make new compounds, possibly causing them to lose their form.
Weakness (Destabilisation)- The Elements are often defeated by a character creating a ray to turn off their crystal-matrix-brains, reducing them to piles of non-moving sludge.

Total: Abilities: 14 / Skills: 14--7 / Advantages: 4 / Powers: 58 / Defenses: 8 (91)

-The Metallic Elements of Doom are the foot-soldiers and brawlers- the most common among them in the books. HORDES of them came out of the woodwork to brawl with The Thunderbolts, and despite not being a match for them one-on-one, they teamed up in a BIG hurry, handily taking out guys like Atlas. Curiously, some of the Metals proved capable of Morphing some WINGS for themselves. Now, how a being comprised of frickin' CARBON can do such a thing just by growing some flattened arms is beyond me, but that's comics for ya.
-Keep in mind that many, MANY elements are dangerous to humans if inhaled over a long period of time- this generally goes un-statted, because it requires powdering the Elements (which is, y'know, lethal to them), and takes too long. For the most part, the Metals are brawlers, regardless of how poisonous they are.

ZIRCONIUM (Zr),
ZIRCONIUM (Zr)- PL 10 (106): Fighting 8, Close Combat- Unarmed 2, Int 1, Awa 1, Pre 1 [15]
MAGNESIUM (Mg): Hyper-flammable, and will pretty much die with one hit of fire. This is apparently unlikely in a non-powdered form, but MACH-1 took him out in one shot in "Thunderbolts".
BORON (B), HAFNIUM (Hf)- PL 7 (96): Immunity 10 (Heat Effects) (Flaws: Limited to Half) [5]
-Hafnium, curiously, was depicted as a Fire/Radioactive Blaster-type guy in "Thunderbolts", but all the evidence I have suggests he's just metallic.
ANTIMONY (Sb)- PL 7 (103): "Poisonous" Weaken Stamina 4 (Extras: Progressive +2) [12]
IRON (Fe)- PL 9 (96): Fighting 8, Close Combat: Unarmed 2 [5]
-Iron appeared to be more dangerous than the other Elements, by virtue of snapping Techno's neck from behind, resulting in his more-powerful Robot Form.
URANIUM (U)- PL 8 (149): "Radioactive" Weaken Stamina 4 (Extras: Area- 30ft. Burst, Reaction +3), Weaken Stamina 10 (Extras: Progressive +2) (AE: Blast 8), Ranged Attack 6, Ranged Combat: Blasts 2 [68]
PLUTONIUM (Pl)- PL 10 (175): "Radioactive" Weaken Stamina 4 (Extras: Area- 30ft. Burst, Reaction +3), Weaken Stamina 8 (Extras: Progressive +2) (AE: Blast 8), Ranged Attack 6, Ranged Combat- Blasts 2, Radiation Aura 8 [84]

HARD METALS-
TITANIUM (Ti), PLATINUM (Pt), OSMIUM (Os), TUNGSTEN (W), IRIDIUM (Ir), RHENIUM (Re):
PL 8 (95)
STRENGTH
10 STAMINA -- AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Science) 4 (+4)
Intimidation 8 (+7)

Advantages:
Fast Grab, Improved Hold, Set-Up, Teamwork

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 12 (Extras: Impervious 9) [21]
Elongation 1 [1]
Regeneration 2 (Feats: Regrow Limbs) [3]
"Wings of Metal" Flight 4 (30 mph) (Flaws: Winged) [4]
Morph 2 (Flaws: Limited To Same Colours) [8]
"Heavy" Features 1: Increased Mass [1]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +12 (+5 Impervious), Fortitude --, Will +1

Complications:
Motivation (Power)- The Elements often want to take control of the world, and/or convert people into elements themselves.
Involuntary Transformation (Compounds)- Most Elements can be merged together or with other substances to make new compounds, possibly causing them to lose their form.
Weakness (Destabilisation)- The Elements are often defeated by a character creating a ray to turn off their crystal-matrix-brains, reducing them to piles of non-moving sludge.

Total: Abilities: 18 / Skills: 14--7 / Advantages: 4 / Powers: 58 / Defenses: 8 (95)

-The Densest and toughest of the Elements are PL 8 Powerhouses, fitting a weak Acolyte or Serpent Society member's stats, which wouldn't be so impressive if they didn't have 102 other guys for back-up.

CARBON (C)- PL 10 (111): "Diamond Form" is Base Form, with Graphite Form as an Alt-Effect, Fighting 8, Close Combat- Unarmed 2, Int 1, Awa 1, Pre 1 [16]
AE: "Graphite Form" Insubstantial 1 & Elongation 1 (6)
VANADIUM (V)- PL 10 (110): Fighting 8, Close Combat- Unarmed 2, Int 1, Awa 1, Pre 1 [15]
-Vanadium almost appeared Leader-like, bossing others around and giving orders. He seemed brighter than the usual dumb-assed Element who was all "uhhhh how do you take this guy's armour off?"

SOFT METALS & OTHER SOLIDS:
ALUMINIUM/ALUMINUM (Al), CALCIUM (Ca), SILICON (Si), TIN (Sn), BARIUM (Ba), IODINE (I), CERIUM (Ce), TELLURIUM (Te), YTTERBIUM (Yt), BISMUTH (Bi), SELENIUM (Se), ERBIUM (Er), NIOBIUM (Nb), LANTHANUM (La), SCANDIUM (Sc), HOLMIUM (Ho), TERBIUM (Tb), INDIUM (In), GADOLINIUM (Gd), DYSPROSIUM (Dy), PRASEODYMIUM (Pr):
PL 7 (82)
STRENGTH
7 STAMINA -- AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Science) 4 (+4)
Intimidation 6 (+5)

Advantages:
Fast Grab, Improved Hold, Set-Up, Teamwork

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
Elongation 1 [1]
Regeneration 2 (Feats: Regrow Limbs) [3]
"Wings" Flight 4 (30 mph) (Flaws: Winged) [4]
Morph 2 (Flaws: Limited To Same Colours) [8]

Offense:
Unarmed +6 (+7 Damage, DC 22)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +6, Fortitude --, Will +1

Complications:
Motivation (Power)- The Elements often want to take control of the world, and/or convert people into elements themselves.
Involuntary Transformation (Compounds)- Most Elements can be merged together or with other substances to make new compounds, possibly causing them to lose their form.
Weakness (Destabilisation)- The Elements are often defeated by a character creating a ray to turn off their crystal-matrix-brains, reducing them to piles of non-moving sludge.

Total: Abilities: 12 / Skills: 12--6 / Advantages: 4 / Powers: 52 / Defenses: 8 (82)

-The Softer Elements of Doom are flat-out weaker for the most part- Citizen V was able to trounce Tellurium & Indium in the background of panels just by cutting and kicking them, so they're not as tough as really solid materials. Dysprosium, Cadmium & Erbium helped do some damage to an airplane in mid-flight, though (alongside the tougher Carbon). So they're basically lower-statted version of the "good" Elements, being PL 6.5 offensive, PL 6 defensive creatures. I mean, Tin & Iodine aren't exactly famed for their durability, to say nothing of Sodium.

ARSENIC (As)- PL 8 (112): "Super-Poisonous" Weaken Stamina 10 (Extras: Progressive +2) [30]
CADMIUM (Cd)- PL 7 (87): "Non-Flammable" Immunity 10 (Fire Effects) (Flaws: Limited to Half-Effect) [5]
STRONTIUM (Sr): Reacts strongly in oxygen or water- not quite sure how this guy doesn't just explode.
SULFUR (S)- PL 7 (96): "Pungent" Dazzle Scent 7 (Extras: Area- 15ft. Cloud) (Flaws: Touch Range) [14]

SYNTHETIC METALS (also soft):
SEABORGIUM (Sg), BOHRIUM (Bh), HASSIUM (Hs), MEITNERIUM (Mt)

-These don't really differ from the other Soft Elements at all, but they're made by man, and don't occur in nature. Just some meaningless information.

ALKALI SOFT METALS:
SODIUM (Na), POTASSIUM (K), RUBIDIUM (Rb):
These metals will explode violently on contact with water- this was how Meteorite/Moonstone defeated Sodium once.
LITHIUM (Li)- PL 7 (97): Immunity 10 (Heat Effects) (Flaws: Limited to Half), "Corrosive" Weaken Toughness 2 (Extras: Reaction +3, Affects Objects) [15]

RADIOACTIVE METALS:
PROMETHIUM (Pm), NEPTUNIUM (Np), ACTINIUM (Ac), CURIUM (Cm), AMERICIUM (Am), FRANCIUM (Fr), TECHNETIUM (Tc), THORIUM (Th), BERKELIUM (Bk), CALIFORNIUM (Cf), EINSTEINIUM (Es), FERMIUM (Fm), MENDELEVIUM (Md), NOBELIUM (No), LAWRENCIUM (Lw), RUTHERFORDIUM (Rf), DUBNIUM (Db), PROTACTINUM (Pa)- PL 7 (128):
"Radioactive" Weaken Stamina 3 (Extras: Area- 30ft. Burst, Reaction +3), Weaken Stamina 8 (Extras: Progressive +2) (AE: Blast 8), Ranged Attack 6 [46]
RADIUM (Rd), POLONIUM (Po)- PL 8 (166): "Radioactive" Weaken Stamina 4 (Extras: Area- 30ft. Burst, Reaction +3), Weaken Stamina 8 (Extras: Progressive +2) (AE: Blast 8), Ranged Attack 6, Ranged Combat- Blasts 2, Radiation Aura 8 [84]
-Note that Radioactive guys are MUCH more dangerous- Spider-Man & Justice were basically crapping their pants at the idea of a handful of these guys striding out into greater Manhattan. Spidey even posits that Plutonium could wipe out an entire city, though I would assume this would mean his death.

SOFT, MALLEABLE METALS:
PL 7 (94)
STRENGTH
7 STAMINA -- AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Science) 4 (+4)
Intimidation 6 (+5)

Advantages:
Fast Grab, Improved Hold, Set-Up, Teamwork

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
Elongation 2 [2]
Regeneration 2 (Feats: Regrow Limbs) [3]
"Wings" Flight 4 (30 mph) (Flaws: Winged) [4]
Morph 2 (Flaws: Limited To Same Colours) [8]
Insubstantial 1 [5]
"Heavy" Features 1: Increased Mass [1]

Offense:
Unarmed +7 (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +6, Fortitude --, Will +1

Complications:
Motivation (Power)- The Elements often want to take control of the world, and/or convert people into elements themselves.
Involuntary Transformation (Compounds)- Most Elements can be merged together or with other substances to make new compounds, possibly causing them to lose their form.
Weakness (Destabilisation)- The Elements are often defeated by a character creating a ray to turn off their crystal-matrix-brains, reducing them to piles of non-moving sludge.

Total: Abilities: 18 / Skills: 12--6 / Advantages: 4 / Powers: 59 / Defenses: 7 (94)

-These guys are more able to twist, stretch and bend than the other Elements, and are kinda like Mr. Fantastic as fighters- Silver & Gold managed to tie up Songbird in a big tendril-pile, but she quickly fought her way out and beat the snot out of them while commenting on how "soft" their bodies were. They recovered shortly thereafter, but another Sonic Blast wiped 'em out.

GOLD (Au)- PL 7 (99): Dissolves in aqua regia, Mercury and other substances. Features 2: Increased Mass 2, Immunity 5 (Acid Damage) (Flaws: Limited to Half-Effect) [5]
SILVER (Ag), COPPER (Cu)- PL 7 (124): Deflect 10 (Extras: Redirection, Reflection) (Flaws: Limited to Electricity), Immunity 10 (Electrical Effects) [30]
THALLIUM (Tl)- PL 7 (118): "Poisonous" Weaken Stamina 8 (Extras: Progressive +2) [24]
MERCURY (Hg)- PL 7 (121): "Fluid" Insubstantial 2, Regeneration 4, Immunity 40 (Bludgeoning, Piercing & Slashing Damage) (Flaws: Limited to Half) [27]
CAESIUM (Cs), GALLIUM (Ga)- PL 7 (121): "Fluid" Insubstantial 2, Regeneration 4, Immunity 40 (Bludgeoning, Piercing & Slashing Damage) (Flaws: Limited to Half) [27]
-An Alkali like the other Soft Metals, but Liquid, like Mercury. Even a small amoung of Caesium basically EXPLODES on contact. Gallium's melting point is so low, it will melt in your hand.
BROMINE (Br)- PL (154): Fighting 8, "Corrosive" Weaken Toughness 8 (Extras: Reaction +3, Affects Objects), "Internal Damage" Damage 8 (Feats: Penetrating 10) (Extras: Fortitude Save +0) [60]
-Bromine REALLY messed up Meteorite- getting into her throat, lungs and burning her body and metallic suit badly. Too bad she never got any personal revenge, because she was DONE for like an entire issue because of it.

Image

PHOSPHORUS (Ph)- PL 10 (161):
"Explosive Reaction" Damage 10 (Extras: Area- 30ft. Burst) (20) -- [21]
AE: Blast 10 (20)
"Amophorous Body" Insubstantial 2 [5]
Immunity 40 (Bludgeoning, Piercing & Slashing Damage) (Flaws: Limited to Half-Effect) [20]
"Sticky Body" Snare 4 (Extras: Reaction +3) (Flaws: Touch Range) (20) -- [21]
AE: "Fire Body" Fire Aura 5 (20)

GASES:
PL 8 (118)
STRENGTH
-- STAMINA -- AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Science) 4 (+4)
Intimidation 6 (+5)

Advantages:
Set-Up, Teamwork

Powers:
"Elemental Being"
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]
Elongation 2 [2]
Regeneration 2 (Feats: Regrow Limbs) [3]
Flight 4 (30 mph) [8]
Insubstantial 3 (Extras: Permanent +0) [15]

"Asphyxiant" Affliction 8 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Affects Corporeal, Cumulative) [24]

Offense:
Unarmed +7 (No Damage)
Asphyxiation +7 (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +6, Fortitude --, Will +1

Complications:
Motivation (Power)- The Elements often want to take control of the world, and/or convert people into elements themselves.
Involuntary Transformation (Compounds)- Most Elements can be merged together or with other substances to make new compounds, possibly causing them to lose their form.
Weakness (Destabilisation)- The Elements are often defeated by a character creating a ray to turn off their crystal-matrix-brains, reducing them to piles of non-moving sludge.
Vulnerable (Air Powers)- Gases can be merely blown away with enough force.

Total: Abilities: 8 / Skills: 12--6 / Advantages: 2 / Powers: 86 / Defenses: 7 (118)

-The Gases are able to choke people, as anything that isn't actual Oxygen can if used in high enough concentrations. Their very nature makes them more dangerous (you can't punch out gaseous Xenon), they can also be handily blown away by someone with good Create powers.

INVISIBLE GASES:
HYDROGEN (H)- PL 7 (130):
Concealment 2 (Visuals), "Coolant" Environment 1 (Cold), "Hydrogen Embrittling" Weaken Toughness 6 (Flaws: Affects Objects Only +0, Limited to Metals) [12]
NITROGEN (N), NEON (Ne)- PL 7 (122): Concealment 2 (Visuals) [4]
HELIUM (He), ARGON (Ar), XENON (Xe), KRYPTON (Kr)- PL 7 (122): Concealment 2 (Visuals), "Super-Asphyxiant" Affliction 8 (Fort; Impaired Powers & Fatigued/Disabled Powers & Exhausted/Powerless & Asleep) (Extras: Affects Corporeal, Extra Condition, Cumulative) (Flaws: Powerless Limited to Vocal Powers) [24]
OXYGEN (O)- PL 10 (128): Replace Asphyxiant with "Convulsions Via Overdose" Affliction 8 (Fort; Fatigued/Stunned/Incapacitated) (Extras: Affects Corporeal, Cumulative), "Oxidize Flames" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Requires Flames) [10]

VISIBLE GASES:
CHLORINE (Cl), FLUORINE (F)- PL 8 (143): Damage 8 (Feats: Reach, Penetrating 8) (Extras: Fortitude Save +0) Linked to Weaken Stamina 8 [25]

RADIOACTIVE GASES:
RADON (Rn), ASTATINE (At)- PL 8 (157):
Concealment 2 (Visuals), "Radioactive" Environment 2 (Radiation), Weaken Stamina 8 (Extras: Progressive +2) (AE: Blast 8), Ranged Attack 6 [39]

Missing Elements: DARMSTADTIUM (Ds), ROENTGENIUM (Rg), COPERNICIUM (Cn), UNUNTRIUM (Uut), FLEROVIUM (Fl), UNUNPENTIUM (Uup), LIVERMORIUM (Lv), UNUSEPTIUM (Uus), UNUNOCTIUM (Uuo)

EARTHQUAKE
Created By:
Chris Claremont & John Byrne
First Appearance: The Uncanny X-Men #137 (Sept. 1980)
Race: Unknown (rock-like race)
Role: Elementalist
Legionnaire Basis: Unknown (possibly Blok or Quake Kid, a Legion Reject)
Group Affiliations: The Shi'ar Imperial Guard
PL 9 (125)
STRENGTH
7 STAMINA 8 AGILITY 1
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Expertise (Space Hero) 4 (+4)
Insight 2 (+3)
Intimidation 6 (+6)
Investigation 2 (+3)
Perception 4 (+5)
Ranged Attack (Earth) 2 (+10)
Technology 4 (+4)
Vehicles 2 (+4)

Advantages:
Benefit (Imperial Guard), Equipment 4 (Anti-Gravity Device), Ranged Attack 5, Set-Up, Teamwork

Powers:
"Rocky Hide"
Impervious Toughness 5 [5]
Features 2: Increased Mass 2 [2]
Movement 1 (Environmental Adaptation- Mountains) [2]

Earth Control 13 (26) -- [28]
AE: Debris Blast 9 (Extras: Multiattack) (Drawbacks: Power Loss- No Silicates) (26)
AE: "Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (11.5)

Equipment:
"Shi'ar Anti-Gravity Device"
Flight 5 (10)
Space Travel 1 (1)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +7 (+7 Damage, DC 22)
Earth Blast +9 (+9 Ranged Damage, DC 24)
Groundstrike +10 Area (+10 Affliction, DC 20)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +4

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 52 / Skills: 26--13 / Advantages: 12 / Powers: 37 / Defenses: 11 (125)

-Earthquake's actually pretty good. A geokinetic in an era that didn't have many of them, he KOed Storm once, and has generally more useful showings than 90% of the Imperial Guard whenever they show up. Also, he's one of their more visible members, being a big ugly rock dude. His build is a combo of Density and Earth Control, mainly being PL 9.5 on offense (his "Debris Blast" is PL 9.5) but for his powerful Trip. He's quite handy in a team fight, rather durable (though not beyond the likes of non-powered people to knock out cold), but lacks Advantages desperately. If he was more well-rounded, he'd be a terrific hand, but he's just a basic, limited team guy at this point. He was seemingly-killed by Vulcan.

EYE BOY (Trevor Hawkins)
Created By:
Jason Aaron & Nick Bradshaw
First Appearance: Wolverine and the X-Men #9 (Dec. 2012)
Group Affiliations: X-Students
Status: Alive
Role: Goofy-Powered Kid, Obvious Freak
PL 3 (51)
STRENGTH
1 STAMINA 1 AGILITY 2
FIGHTING 2 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Athletics 2 (+3)
Deception 2 (+2)
Expertise (Pop Culture) 2 (+2)

Advantages:
Equipment (X-Student Uniform- Communications, Protection +1), Precise Attack (Ranged/Cover), Ranged Attack 5, Second Chance (Failing Visual Dazzle Check)

Powers:
"Mutant Powers: Numerous Eyes"
Senses 18 (Extended Vision 2, Analytical & Microscopic Vision 4, Counters Concealment & Vision, Detect Magic, Darkvision, Infravision & Ultravision, Radius Sight) [18]
"Too Many Eyes To Dazzle" Immunity 2 (Visual Dazzles) (Flaws: Limited to Half-Effect) [1]

Offense:
Unarmed +2 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +1 (+2 Uniform), Fortitude +2, Will +4

Complications:
Prejudice (Obvious Mutant)- He is covered in eyes.

Total: Abilities: 16 / Skills: 6--3 / Advantages: 8 / Powers: 17 / Defenses: 7 (51)

-Eye Boy is one of the goofy new characters created for the new "Wolverine & The X-Men" series, and is predictably covered entirely in eyes. This lets him see into various spectrums, see Magic (he saw snakes & stuff twirling through the air), and more, which is fairly expensive, but as yet he's a mostly-untrained student, so his Power Level is ultra-low. Also, humorously enough, I forgot I built someone with almost the same damn powers in Argus Panoptles, thus meaning I couldn't be lazy and just Cut & Paste my way to the build! I had to read all those Senses all over again!

EQUINOX, THE THERMODYNAMIC MAN (Terrance "Terry" Sorenson)
Created By:
Len Wein & Gil Kane
First Appearance: Marvel Team-Up #23 (July 1974)
Role: Elementalist Guy
Group Affiliations: Freedom Force (Initiative Version)
PL 10 (191)
STRENGTH
10 STAMINA 11 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+10)
Expertise (Criminal) 2 (+2)
Intimidation 10 (+10)
Perception 1 (+1)
Ranged Combat (Elements) 5 (+10)

Advantages:
Power Attack, Ranged Attack 5

Powers:
Immunity 20 (Cold & Fire Effects) [20]
Senses 1 (Infravision) [1]
Movement 1 (Sure-Footed) (Flaws: Limited to Ice) [1]
Flame Aura 4 (Feats: Precise) [17]
Protection 1 [1]

"Ice Bonds" Affliction 10 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Ranged) (41) -- [63]
Dynamic AE: "Ice Wave" Affliction 10 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Area- 60ft. Cone) (41)
Dynamic AE: "Ice Stream" Affliction 10 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Area- 30ft. Line) (41)
Dynamic AE: "Ice Slick" Affliction 10 (Strength or Agility; Hindered/Prone) (Feats: Dynamic) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree) (21)
Dynamic AE: "Ice Slick" Affliction 10 (Strength or Agility; Hindered/Prone) (Feats: Dynamic) (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited Degree) (21)
Dynamic AE: Create Ice 8 (Feats: Dynamic, Innate, Precise) (Extras: Continuous) (27)
Dynamic AE: Environment 5 (500 feet) (Impede Movement, Visibility, Cold 2) (Feats: Dynamic) (21)
Dynamic AE: "Cone Blast" Damage 10 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (21)
Dynamic AE: "Line Blast" Damage 10 (Feats: Dynamic) (Extras: Area- 60ft. Line +2) (31)
Dynamic AE: "Fireball" Blast 10 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (31)
Dynamic AE: "Advanced Flame Aura" Flame Aura 6 (Total 10) (Feats: Dynamic) (28)
AE: "Make Brittle" Weaken Toughness 8 (Extras: Ranged, Affects Objects Only +0) (16)
AE: "Power Blast" Fire Blast 10 (Feats: Dynamic, Split, Variable- Fire or Ice, Penetrating 8) (32)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Ice Bonds +10 (+10 Ranged Affliction, DC 20)
Ice Snares +10 Area (+10 Affliction, DC 20)
Brittle-ize +10 (+8 Ranged Weaken, DC 18)
Fire Blast +10 (+10 Ranged Damage, DC 25)
Fire Cone +10 Area (+10 Damage, DC 25)
Fire Line +10 Area (+10 Damage, DC 25)
Fireball +10 Area (+10 Damage, DC 25)
Flame Aura +8 (+4 Damage, DC 19)
Advanced Flame Aura +8 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude +11, Will +3

Complications:
Motivation (Destruction)- Equinox is flat-out nuts thanks to the accident that gave him powers. He destroys just to destroy much of the time.

Total: Abilities: 64 / Skills: 20--10 / Advantages: 6 / Powers: 103 / Defenses: 8 (191)

-Equinox is one of those nutty Marvel Team-Up villains that only shows up for a few appearances in 30 years. He originally fought The Human Torch & Iceman (in a natural team-up), but I've read an appearance where he threatens Spider-Man and The Wasp, after seemingly killing Yellowjacket. He had Torch AND Iceman powers, and his body repeatedly went through thermodynamic changes, as his Aura constantly shifted about his body. He was actually REALLY powerful at first, taking all of Spidey's best punches like they were nothing, and he just kept moving forward. In a battle of attrition, he was almost certainly going to win. Mark Waid also recently used him for his Avengers run, as a minion of Kang with numerous time-travel-based "Duplicates". He's "only" PL 10, but he's able to use many of the best powers of both Johnny Storm and Bobby Drake, complete with the Aura.

ELECTRON
Created By:
Chris Claremont & Dave Cockrum
First Appearance: The Uncanny X-Men #107 (Oct. 1977)
Race: Shi'ar
Role: Blaster
Legionnaire Basis: Cosmic Boy
Group Affiliations: The Shi'ar Imperial Guard
PL 10 (143)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 1 (+3)
Expertise (Space Hero) 4 (+6)
Insight 6 (+8)
Intimidation 5 (+7)
Investigation 2 (+4)
Perception 4 (+6)
Ranged Combat (Electricity) 2 (+10)
Stealth 3 (+6)
Technology 3 (+5)
Vehicles 2 (+6)

Advantages:
Benefit (Imperial Guard), Equipment 4 (Anti-Gravity Device), Great Endurance, Improved Aim, Improved Smash, Leadership, Move-By Action, Ranged Attack 4, Set-Up, Teamwork

Powers:
Electrical Blast 10 (Feats: Improved Critical, Split, Penetrating 5) (27) -- [35]
AE: "Electrical Bolt" Damage 10 (Feats: Penetrating 5) (Extras: Area- 30ft. Line) (25)
AE: "Multi-Bolt" Damage 10 (Feats: Penetrating 5) (Extras: Area- 30ft. Shapeable) (25)
AE: "Machine Animation" Summon Technology 4 (Flaws: Requires Technology) (4)
AE: "Wreck Machines" Affliction 10 (Tech Skill of Creator; Dazed/Stunned/Incapacitated) (Extras: Cumulative, Ranged) (Flaws: Limited to Machines) (20)
AE: Electrical Aura 6 (24)
AE: "Magnetic Control" Move Object 8 (Extras: Perception Range) (Flaws: Limited to Metallic Objects) (16)
AE: Deflect 10 (Flaws: Limited to Metallic Objects) (5)
AE: Force Field 5 (5)

Equipment:
"Shi'ar Anti-Gravity Device"
Flight 5 (10)
Space Travel 1 (1)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +8 (+5 Damage, DC 20)
Electricity +10 (+10 Ranged Damage, DC 25)
Area Bolts +10 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5 (+10 Force Field), Fortitude +7, Will +5

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 62 / Skills: 32--16 / Advantages: 16 / Powers: 35 / Defenses: 14 (143)

-Electron is a frequently-seen Imperial Guardsman, being one of the only CLEARLY Shi'ar members, with a pretty decent generic power-set. He takes on a leaderly role in most stories that don't involve Gladiator (ie. ones that want to give their opposition a reasonable chance of victory), and seems pretty noble and good compared to many of the somewhat-aggressive members of his team. Unusual in that he takes more after Lightning Lad than Cosmic Boy (his Magnetic stuff usually just comes across as power stunts of his main power), even though there already IS a Lightning Lad-Expy on his team.

"Close your eyes, give me your hand, darlin'
Do you feel my heart BEATING?
Do you understand?
Do you feel the same?
Am I only DREA-EAMING?
IS THIS BURNING... AN E-TERNAL BRAAAAAAAAAAAAAAAIIIIIIIINNNNNNNNNNNN?!?!?!?"

THE ETERNAL BRAIN (Dr. William Carmody)
Created By:
Joe Simon & Jack Kirby
First Appearance: Red Raven Comics #1 (Aug. 1940)
Role: Brain in a Jar
Group Affiliations: The First Line
PL 8 (128)
STRENGTH
5 STAMINA -- AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Science) 7 (+13)
Intimidation 1 (+3)
Technology 4 (+10)

Advantages:
Inventor, Ranged Attack 4

Powers:
"Telepathy"
Communication (Mental) 4 Linked to Mind-Reading 8 (Feats: Dynamic) (33) -- [35]
Dynamic AE: Mind Control 8 (Feats: Dynamic) (33)

"Robotic Body"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]

Offense:
Unarmed +6 (+5 Damage, DC 20)
Mind Control -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude --, Will +4

Complications:
Prejudice (Brain in a Jar)

Total: Abilities: 36 / Skills: 12--6 / Advantages: 5 / Powers: 71 / Defenses: 10 (128)

-One of about 9,000 "Brains In a Jar" in comics, The Eternal Brain is one of the earliest (I assume this is an ancient "Science Fiction" trope). He was a geneticist who figured out the secret to keeping brains alive. He was shot by some gangsters, and instructed his assistant to do the experiment upon HIMSELF, thus allowing him to cheat death. He rescued his daughter from some thugs (and the exiled ruler of Mongolia, because COMICS). This, his Origin Story, was also his ONLY ONE, until appearing as a random "Forgotten Golden Age" character in The Lost Generation, where he founded an institute that backed up a lot of the "filler" heroes between the Golden Age and the Silver Age of comics (at this point, that was a HUGE amount of time, and growing). He was thought-dead alongside the rest of his team, but reappeared with some other goofy characters as part of Howard the Duck's "Ducky's Dozen", and fought some Nazi Zombies. The Eternal Brain sacrificed his life in order to allow the others to escape (naturally, a BRAIN would distract zombies very well).
-The Eternal Brain is a standard Brain in a Jar, but has Telepathic abilities. And he's one of the only HEROIC examples of that archetype in comics!

ELYSIUS
Created By:
Doug Moench & Pat Broderick
First Appearance: Captain Marvel #59 (Nov. 1978)
Role: Bad Girl Turned Good
Group Affiliations: The Titanian Eternals
PL 7 (139)
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Expertise (History) 3 (+6)
Perception 2 (+5)
Technology 1 (+4)

Advantages:
Diehard, Great Endurance, Jack-of-All-Trades, Ranged Attack 4

Powers:
"Eternal Physiology"
Immunity 7 (Disease, Poison, Aging, Drowning, Pressure, Cold, Heat) [7]
Immortality 6 (Flaws: Must Maintain Mental Control of Her Molecules- Can Be Dispersed Too Far) [6]
Regeneration 5 (Feats: Regrow Limbs) [6]
Flight 5 (60 mph) [10]

"Eternal Powers"
"Transmutation" Transform (Anything to Anything Else) 4 (20) -- [25]
AE: Cosmic Blast 6 (Feats: Split) (13)
AE: "Telekinesis" Move Object 6 (12)
AE: Mind-Reading 2 (4)
AE: "Unpleasant Teleportation" Teleportation 8 (Flaws: Distracting) (8)
AE: Force Field 0 (Extras: Affects Others 6) (6)

"Transmute Others" Affliction 2 (Fort; Entranced/Disabled/Transformed) (Extras: Ranged, Continuous +3) [10]

Offense:
Unarmed +6 (+6 Damage, DC 21)
Cosmic Blast +6 (+6 Ranged Damage, DC 21)
Transmutation +6 (+2 Ranged Affliction, DC 12)
Transmute +6 (+2 Ranged Affliction, DC 12)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +7, Fortitude +7, Will +4

Complications:
Responsibility (Titanian Eternals)
Relationship (Mar-Vell)- She later has his test-tube babies. And they're aged to adulthood. Because comics.

Total: Abilities: 62 / Skills: 6--3 / Advantages: 7 / Powers: 64 / Defenses: 3 (139)

-Elysius is an artificial being created by ISAAC to allow the evil computer to take over Titan. Eventually, she did the classic "Mad Scientist's Beautiful Daughter" thing and betrayed him to the heroes- Captain Mar-Vell & Drax the Destroyer. She then hooked up with Mar-Vell, and later stayed by his side while he was claimed by cancer. This could have been it, but she ended up going all weird and having babies with Mar-Vell's "genetic material", then SUPER-AGING them for some reason, which is COMPLETELY INSANE and a bizarre trope that pretty much only exists because writers both love the "Long-Lost Child" trope, but never plan ahead and have the hero with children in the FIRST place, nor do they ever want the hero to be that old. So they have these babies, and then the babies are SUPER-AGED to adulthood so that we can have this powerful adult character around. It's SO WEIRD and yet SO COMMON. It's one of the few "Not Ever" edicts I think I would issue were I to be made Editor-In-Chief of a comic book company (along with "Never hire Rob Liefeld again" and "Anyone who suggests creating another Symbiote-based character will be drawn and quartered").
-Physically, she's no different from any other Titanian Eternal. At one point, she wielded one of ISAAC's weapons- a Blaster that could also dissolve Force Fields.

EFFIGY (Velmax, aka Jacob Scott)
Created By:
Roger Stern & John Byrne
First Appearance: The Lost Generation #12 (March 2000)
Role: Evil Soldier Turned Good
Group Affiliations: The Skrull Empire, The First Line
PL 8 (127)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Deception 4 (+9)
Expertise (Space Soldier) 5 (+8)
Intimidation 2 (+6)
Perception 3 (+6)
Persuasion 3 (+7)
Technology 3 (+6)
Vehicles 2 (+6)

Advantages:
Equipment 5 (Blasters +6 Multiattack, Rebreathers, Space Armour), Ranged Attack 4

Powers:
"Skrull Physiology"
Morph 4 (Any Form) [20]
Shapeshift 1 [8]

Offense:
Unarmed +10 (+3 Damage, DC 18)
Body Weaponry +10 (+5 Damage, DC 20)
Blasters +8 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+6 Body Armour), Fortitude +5, Will +6

Complications:
Enemy (The Skrull Empire)
Secret (Actually a Skrull)

Total: Abilities: 70 / Skills: 22--10 / Advantages: 9 / Powers: 28 / Defenses: 10 (127)

-A Skrull who debuted in Marvel: The Lost Generation, he crash-landed on Earth and became a politician- a member of the Nixon Administration, no less (so you know, he UPGRADED in evil). In 1958, he became the superhero Effigy, becoming the founding member and leader of the First Line. When Nixon killed their funding, Scott leaked information to the Washington Post reporter that uncovered the Watergate scandal, thus sealing Nixon's fate and reputation forever. He led the attempt to halt the Skrull invasion, and died in the process, along with the rest of the First Line.
-So yes, ANOTHER GOOD SKRULL! That makes like, what? Fifty? There's probably more named GOOD Skrulls than there are named EVIL Skrulls by this point. They're like the Drow after Driz'zt got popular- now they're just an entire race of noble souls, changed by their time on Earth; fighting against the evils of Skrull society...
-Far as I can tell, he's just a better-fighting version of a standard Skrull.

THE EMPATHOID
Created By:
Archie Goodwin, Gerry Conway & Sal Buscema
First Appearance: The Spectacular Spider-Man #6 (May 1977)
Role: A Different Kind of Kill-O-Bot
Group Affiliations: Some Alien Race
PL 9 (170)
STRENGTH
2 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS -1 PRESENCE --

Skills:
None

Advantages:
Fast Grab

Powers:
"Android Physiology"
Immunity 30 (Fortitude Effects) [30]
Insubstantial 4 [20]
Regeneration 8 (Feats: Regrows Limbs) [9]
Protection 4 [4]
Immortality 10 [20]

"Possession"
Mind Control 10 (Extras: Possession, Continuous +3, Affects Corporeal) (Flaws: Touch Range -2) [70]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Possession +8 (+10 Affliction, DC 25)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude --, Will --

Complications:
Motivation (Eating Emotions)
Vulnerable (Over-Eating)- Emotions of too high a strength, in too much density, will cause the Empathoid to shut down.

Total: Abilities: 10 / Skills: 00--0 / Advantages: 1 / Powers: 153 / Defenses: 6 (170)

-The Empathoid is an Emotion-Eating Android that threatened Spider-Man in a pretty goofy-sounding story- he possessed Morbius (who for some reason was on an alien planet), went to Earth and began causing mass panic in order to feast on emotions better. He then possessed Spider-Man, but Spidey went to a football game, where the athletes' emotions were too much for the android, shutting it down.

ERNST (Real Name Unknown)
Created By:
Grant Morrison & Frank Quitely
First Appearance: New X-Men #135 (Feb. 2003)
Group Affiliations: X-Students
Status: Alive
Role: Background Character
PL 6 (50)
STRENGTH
10 STAMINA 5 AGILITY 0
FIGHTING 2 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Pop Culture) 2 (+2)
Deception 2 (+2)

Advantages:
Equipment (X-Student Uniform- Communications, Protection +1), Ranged Attack 2

Powers:
"Mutant Powers: Super-Strength in Diminutive Body"
Protection 2 (Extras: Impervious 3) [5]

Offense:
Unarmed +2 (+10 Damage, DC 25)
Initiative +0

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +7, Fortitude +5, Will +2

Complications:
Prejudice (Looks Like a Little Old Lady)- Ernst resembles an elderly woman instead of a teenage girl, and will thus be treated differently by everyone around her.
Relationship (No-Girl)- Ernst is quite close her the Brain-In-A-Jar.

Total: Abilities: 36 / Skills: 4--2 / Advantages: 3 / Powers: 5 / Defenses: 4 (50)

-Ernst is another classic "Frank Quitely is a weirdo" character design, and an ingenious one. Think- someone drawn by Quitely who is actually SUPPOSED to look like they're ninety years old! Normally he just does that by accident! Other than that, we know little about her, other than the fact that she's still living at the Institute, having not been de-powered. She's probably got the least characterization (mainly because you can't write Shipping-heavy stories about an old geezer... Rule 34 aside) of the entire X-Students class, though. Spider-Man and the X-Men (a very funny, short-lived series that was essentially Spider-Man & X-Men Villain Team-Up, featuring odd pairings) had her "betray" the team to Mister Sinister because he promised to help out her bodiless friend No-Girl, however. The others forgave her in the end.
-Ernst is a bit odd for a Super-Strong type, since she's got a +10 Strength damage bonus, but is very small. Given that she's never seen fighting, I can't imagine she's any good at it, so she's a mere PL 6 Powerhouse build on a little old lady's body. She's a borderline case of "Shrinking", but since it has very little effect on her character and it'd be a HUGE pain in the ass to stat up (I'd have to increase her other abilities), I left it out.

ELIXIR (Joshua Foley)
Created By:
Nunzio DeFilippis, Christina Weir & Keron Grant
First Appearance: New Mutants #1 (July 2003)
Group Affiliations: X-Students, The New Mutants, The Young X-Men, X-Force
Status: Alive
Role: Villain-Turned-Good, Team Healer
PL 9 (133)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 3 (+6)
Athletics 2 (+3)
Deception 4 (+6)
Persuasion 3 (+5)
Intimidation 2 (+4)
Expertise (Pop Culture) 4 (+4)
Expertise (Science) 12 (+12) -- (Flaws: Limited to Biology)
Treatment 8 (+8)
Perception 3 (+3)
Stealth 3 (+6)

Advantages:
Defensive Attack, Daze (Deception), Equipment (X-Student Uniform- Communications, Protection +1), Luck, Ranged Attack 2, Set-Up, Taunt, Teamwork

Powers:
"Mutant Powers: Healing Touch"
Healing 12 (Feats: Stabilize, Persistent, Regrow Limbs) (Extras: Restoration, Resurrection) (Flaws: Resurrection Requires Skill Check: Treatment) (45) -- [46]
AE: "Death Touch" Weaken Stamina 10 (Extras: Disease +2) Linked to Damage 6 (36)

Regeneration 4 (Extras: Affects Others) [8]
"Knows the Sickness" Senses 3 (Detect Disease- Analytical) [3]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Death Touch +7 (+10 Weaken & +6 Damage, DC 20 & 21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+4 Uniform), Fortitude +5, Will +4

Complications:
Relationship (Rahne, Laurie, Loa)- Josh briefly hooked up with Wolfsbane when she was going through a "phase". He also had a Love Triangle with Wither over Wallflower. He eventually hooks up with Loa.
Guilt (The X-Students' Deaths)- Joshua failed to save the X-kids killed in the Busplosion, as well as Laurie. He became introspective and "zen-like" as a counter to this.
Prejudice (Obvious Mutant)- Josh either has golden or black skin.

Total: Abilities: 36 / Skills: 38--19 / Advantages: 9 / Powers: 57 / Defenses: 12 (133)

-How in the living hell did it take comic book superheroes SEVENTY YEARS to create a major character with a Healing power? Seriously- friggin' D&D used it in, what? The '70s? Video Games, other RPGs, etc. had all used this power a dozen times. Guys like Wolverine popularized Regeneration as a power as well. Dr. Mid-Nite's a DOCTOR type of healer I guess, but Elixir's something new. He can basically bring people back from the brink of death, which, in an era where people regularly take horrific "realism-based" levels of damage from super-combat, is about the most useful thing ever. I still remember laughing when I read Joss Whedon's "Astonishing X-Men" and it revealed how the team survived their "SURELY Joss can't write them out of THIS one!" horrific beating at the hands of Danger (Kitty & Peter were IMPALED)- Josh just came in and healed them all! I Mean, DUH!! It's not even an Ass Pull- he'd been an established student for years! And I was all worried and crap!
-He had the unique starting point of being a Anti-Mutant Bigot who discovered his mutant nature later in life, creating a major situation with his team... but it then got glossed over. And really, they eventually went a little too nuts with him. Having him make out with a teacher (RAHNE!! NO! How dare they ruin your character!), then turn golden, then gain KILLING POWERS as he murders William Stryker (this makes him an offensive fighter, too), then get philosophical, then go through weird power-shifts... well, it's too crazy and they should've kept him as the healing-guy. Then they added him to the newer incarnation of X-Force (aka Cyclops' personal "dirty mission" team), giving the Vanisher a fatal tumor to ensure his loyalty to the squad- he later reveals to the villain that the tumor was removed ages ago, but his previously-contracted SYPHILIS is what's keeping him sick. Hee.
-During Necrosha, Elixir kills Wither (his old friendly-rival turned into a super-villain mass-murderer) in a one-on-one fight to the death. He quits X-Force afterwards, getting tired of all the death. He resurfaces a couple of times in smaller stories, but is executed by Gauntlet of the Dark Riders (?!?), who have been murdering mutants with healing powers. Which... is really kind of a waste of the character- he kind of had the most happen to him out of his "generation" of Mutant Kids, and it's kind of a shame to wipe him out, what? Twelve-ish years after his debut? Sure, he'd gone down all kinds of crazy roads in that time, but timeline-wise, MOST of the X-Men kind of had after a point, y'know?
-Elixir is more costly (and a straight-up PL 9) than the other teammates, mainly because he can make someone erupt in a pus-filled explosion just by touching them (a "Death Touch" that mixes Damage with Weaken Stamina- he can even give specific cancers & tumors, enabling 2e's "Disease" Extra that takes effect later), do a TON of stuff with his Healing (bring back powers, raise the recently-dead, regrow limbs and even organs, etc.), and has a few Advantages & Skills to his name as well (particularly the ones he gained telepathically from The Beast- wonder why the REST of the X-Men don't just do that if it's so easy... stupid plot holes). He can also gain a Healing Factor, and enhance those of others (such as X-23). He needs a Skill Check on the Resurrection Extras of his Healing power, which adds up to a Half-Flaw, but other than that, he's kind of all-around decent at PL 9.

THE ENFORCER I (Charles L. Delazny, Jr. or Carson Collier- see below)
Created By:
Gerry Conway, Don Glut & Don Heck
First Appearance: Ghost Rider #22 (Feb. 1977)
Role: D-League Villain, Gun Guy
Group Affiliations: The Committee
PL 8 (119)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Athletics 3 (+5)
Deception 6 (+8)
Expertise (Criminal) 4 (+7)
Insight 3 (+5)
Intimidation 5 (+7)
Perception 5 (+7)
Ranged Combat (Bullets) 1 (+11)
Stealth 2 (+6)
Technology 2 (+5)
Vehicles 2 (+4)

Advantages:
Accurate Attack, Equipment 3 (Body Armour, Car), Evasion, Improved Aim, Improved Critical (Gun), Improved Disarm, Improved Smash, Power Attack, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 8, Tracking

Equipment:
"Twin .45 Pistols" (Flaws: Easily Removable -2) [13]
"Tranquilizer Pellets" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged, Cumulative) (Diminished Range -1) (17) -- (21 points)
AE: Blast 5 (Feats: Split) (11)
AE: "Pyrogranulate Capsules" Blast 5 (Extras: Area- 15ft. Burst +1/2) (13)
AE: "Tingler- Metabolism Changer" Blast 6 (Feats: Triggered- Time) (Extras: Penetrating) (Flaws: Limited Ammo) (Diminished Range -1) Linked to Affliction 6 (Will; Dazed/Compelled) (Extras: Ranged) (Flaws: Limited Degree, Limited Ammo) (Diminished Range -1) (15)
AE: "Blackout Darts" Dazzle Visuals 6 (Diminished Range -1) (11)

Equipment:
"Body Armour" Protection 3 (3)
Features 1: Silver Plating (Repels Werewolves) (1)
"Facemask" Senses 2 (Darkvision) (2)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Disintegrator Ring +10 (+8 Ranged Damage & +6 Weaken, DC 23 & 16)
Pistol +11 (+5 Ranged Damage, DC 20)
Tranquilizers +10 (+6 Ranged Affliction, DC 16)
Pyro Capsules +5 Area (+5 Damage, DC 20)
Metabolism Changer +10 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+6 Armour), Fortitude +6, Will +4

Complications:
Relationship (Father & Brother)- Charles' father was the owner of Delazny Studios in Hollywood. His unnamed brother eventually became the Scourge of the Underworld, and killed Charles for embarassing the family and breaking their father's heart.
Motivation (Greed)

Total: Abilities: 56 / Skills: 36--18 / Advantages: 21 / Powers: 13 / Defenses: 11 (119)

-The Enforcer is a CLASSIC Jobber, but his costume is surprisingly decent- the simple two-colour scheme is much more design-friendly than some of the garish monstrosities you'll see among the rest of Scourge's victims (apologies to Turner D. Century's legions of fans) eventually, and its metallic sheen makes it look pretty sharp. He might have been decent, but he got stuck with the "forgotten" books- Ghost Rider & Spider-Woman stuff was all he ever really got. He allies with Daredevil foe The Gladiator in order to kill The Eel and steal his gear, and begins wielding a Disintegration Ray.
He was Scourge's first victim, and it was personal- they were said to be brothers. His gimmick was kind of interesting eventually- a Gimmick Weapon User, but with an authentic PISTOL instead of a bow & arrow or juggling balls or something comic-booky. He then tries to take over his father's movie studios from a criminal gang, vaporizing their boss in the process. The original Ghost Rider is then able to defeat him, and Enforcer's miniaturized Disintegration Ring falls into the ocean. He recovers it and allies with the Water Wizard against G.R., but again loses. He threatens Werewolf By Night and Spider-Woman, losing again, but shifting to her Rogues Gallery (but he soon fights G.R. again). Soon after, however, he becomes the first super-villain to fall victim to the shotgun of the Scourge of the Underworld. While his character was pretty generic, all things considered, Gruenwald later came to regret wiping guys like him and the other Scourge victims out- at least SOME of them could have potentially been saved. However... it's probably 100 times more likely that they'd just become Background Jobbers, as the '90s didn't use many classic Jobbers, and the 2000s turned them into The Hood's goons.
-The best thing about him, though? THIS:[/i] That's right- an ENORMOUS debate on the Official Handbook website has sprung up regarding the real identity of this loser gimmick, all based off of some continuity errors and bad writing. I love the internet for stuff like this- people spending hours upon hours trying to explain what's going on, to the point where there's like TWO PAGES OF TEXT on this one guy and a minor screw-up in character names.
-A second Enforcer, named Mike Nero (the nephew of the first), debuted during Dark Reign being written by Frank Tieri, and he had some Magic Weapons and befuddled the Hood & the Wrecking Crew. He has yet to reappear.
-The Enforcer is a PL 8 all-around, packing half-decent accuracy and a Gun with some funny add-ons that make it a Device rather than Equipment (since it's gimmick-defining for him). He does little damage like most "Gun Guys" (Guns just aren't that dangerous to superhumans in the comics, really- Scourge is an exception). He could tangle with '70s-era Ghost Rider & Spider-Woman, who were both rookie heroes, but someone in the PL 10 weight class would make mincemeat out of him. His Protection is okay- +6 isn't bad for a human-level guy, but someone like Scourge just ate right through it. His weapons are more interesting- a Blast, an Incendiary dart that allows him to make a post-hypnotic suggestion that allows him to make people WILL THEMSELVES AFLAME (I guess that's Affliction- Compelled and a Blast), a Fire Burst, and a dart that Blinds people.
-Note that Enforcer carted around a Disintegration Ring in his early appearances which was INSANELY powerful, probably making him a PL 10 guy or worse- he apparently disintegrated a DESTROYER (ie. one of the giant freaking ships) with it.

THE EXEMPLARS
Created By:
Kurt Busiek, Howard Mackie, John Romita, Jr. & Roger Stern
First Appearance: Peter Parker: Spider-Man #1 (Nov. 1999)
Role: Uber-Powerful Villains, Forgotten Characters
Group Affiliations: The Exemplars
PL 9 (85)
STRENGTH
6 STAMINA 10 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Intimidation 4 (+6)
Perception 2 (+2)

Advantages:
Power Attack, Startle, Ranged Attack 4

Powers:
Impervious Toughness 5 [5]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10 (+3 Impervious), Fortitude +10, Will +5

Complications:
Motivation (Destruction)

Total: Abilities: 60 / Skills: 6--3 / Advantages: 6 / Powers: 5 / Defenses: 11 (85)

-The Exemplars were created when a batch of Avengers & Spider-Man creative teams got together and came up with a kind of Cross-Over- eight beings known as the "Octessence" make a wager to see which of their number is the most powerful- each will empower a champion, and those champions will battle to the death. The only one we'd seen beforehand was Cyttorak's champion- the Unstoppable Juggernaut. All eight Exemplars shared a common bond- they all were frustrated at not getting what they wanted out of life. An increasingly-heroic Juggy managed to team up with Iron Man, Spider-Man & Professor X to split the Exemplars up and send them across the world. They would return, capturing him and threatening to execute him, but the Avengers broke it up with a massive team- they were all defeated save Captain America, who was able to convince the Exemplars that they were being manipulated. With that, the Exemplars departed in order to "find out what to do next"... at which point we NEVER SAW THEM AGAIN, because none of the creators cared enough to come up with a new story, and no later creative teams could think of one, either. It doesn't help that most of them look dumb, like the creators KNEW they weren't being used again, and so didn't bother to make memorable designs.
-Their base Template is rather unimpressive, being PL 9 and low on points... however, that's just the BASIC set-up, which already makes them highly-durable and strong. Every one of them costs a lot more points than that, thanks to heavy-duty powers that exist way outside of the Template.

BEDLAM (Olisa Kabaki)- PL 13 (153): Flight 4, Mind Control 13 (Dynamic), DAE: Mind-Reading 13 Linked to Communication (Mental) 4, DAE: "Bolts of Madness" Affliction 13 (Will; Dazed/Stunned/Transformed to Random Actions) (Perception Ranged +2, Cumulative), "Mental Pain" Affliction 13 (Will; Dazed/Stunned/Incapacitated) (Perception-Ranged +2, Cumulative), DAE: "Telelocation" Senses 6 (Mental Detection- Ranged 5) [68]
-An eight-year old girl from Kenya with a mental disorder. Empowered by the Ivory Idol of Ikonn, she's a powerful Telepath.

CARNIVORE (Count Andreas Zorba)- PL 12 (128): Strength 8, Fighting 14, Intelligence 2, Awareness 4, Presence 3, Benefit 3 (Wealth), Fast Grab, Improved Critical (Claws 2), Claws +2 (Split), Senses 4 (Acute & Extended Scent, Low-Light Vision, Tracking- Scent) [43]
- A Greek Count empowered by the Fearsome Fist of Farallah. Actually from a 1977 Black Panther issue, but not a much-used villain.

CONQUEST (Bridget Malone)- PL 12 (151): Fighting 16, Intelligence 2, Awareness 2, Presence 2, Expertise (IRA) 4 (+6), Blast 14 (Penetrating 6), "Costume Weaponry" Strength-Damage +2 [66]
-An Irish Lass with a family history in The Troubles and links to the IRA. Empowered by the Kestrel Key of Krakkan.

DECAY (Yoshiro Hachiman)- PL 12 (155): Intelligence 4, Awareness 2, Expertise (Business) 4 (+8), Flight 4, "Death Touch" Weaken Toughness 16 (Affects Objects) Linked to Damage 16 [70]
-A Japanese business efficiency expert, constantly firing people and disliked for it. Empwoered by the Verdant Vial of Valtorr.

INFERNO (Samantha McGee)- PL 12 (172): Intelligence 1, Awareness 1, Vehicles 8 (+10), Flight 10, Immunity 10 (Fire), Fire Aura 12, AE: Fire Blast 14 (Accurate 4) [87]
-A pilot from Tennessee who hated being bossed around by her employers. Empowered by the Blazing Brazier of Balthakk. Her name and powers are a rather funny homage to the great Canadian "black comedy" poem, The Cremation of Sam McGee.

STONECUTTER (Utama Somchart)- PL 10 (140): Strength 12, Intelligence 8, Expertise (Artist) 2 (+10), Expertise (Science) 10 (+18), Technology 10 (+18), Inventor, Quickness 16 (Flaws: Limited to Inventing) [55]
-Thai itinerant worker & grafitti artist. Empowered by the Ringed Ruby of Raggadorr. He used his newfound creative powers to create a "God Machine" that could sap humanity of all free will.

TEMPEST (Nicolette Giroux)- PL 12 (195): "Fog Form" Insubstantial 2, "Weather Control" Environment 10 (Visibility 2, Cold 1, Impede Movement 2), "Plant Control" Snare 14 (Accurate 4), AE: "Wind Control" Move Object 12, AE: "Wind Storm" Move Object 12 (Cone, Limited to Away), "Earth Control" Move Object 12 (Perception-Ranged, Limited to Earth), AE: Earth Blast 12 (Accurate 4) [110]
-A French woman & game warden empowered by the Wondrous Waterfall of Watoomb.

ELIAS BOGAN
Created By:
Chris Claremont & Salvador Larocca
First Appearance: X-Treme X-Men #1 (July 2001)
Role: Mind-Possesser
Group Affiliations: The Hellfire Club
PL 12 (138)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Deception 4 (+8)
Expertise (Business) 10 (+13)
Expertise (History) 6 (+9)
Stealth 10 (+12)

Advantages:
Benefit 5 (Wealth)

Powers:
"Mutant Powers: Possession"
Mind Control 12 (Feats: Dynamic) (Extras: Possession) (Noticeable- "Bleeding Eyes") (60) -- [64]
Dynamic AE: "Telepathy" Mind-Reading 11 Linked to Communication (Mental) 4 (Feats: Dynamic) (35)
Dynamic AE: "Telelocation" Senses 4 (Mental Detection- Ranged 2, Acute) (Feats: Dynamic) (5)
Immunity 1 (Aging) [1]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Possession -- (+11 Perception-Ranged Affliction, DC 21)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +2, Fortitude +3, Will +6

Complications:
Motivation (Greed, Power)
Enemy (Tessa)- Tessa once cost Elias the "services" of Emma Frost (I'm willing to bet I know what that means), and he holds a grudge.

Total: Abilities: 42 / Skills: 30--15 / Advantages: 5 / Powers: 65 / Defenses: 11 (138)

-Elias Bogan is a wealthy, powerful recluse who is rumored to be the founder of the Hellfire Club in the 1780s, and remains a powerful figure to this day. He even lost the services of Emma Frost (she would "belong to him") in a wager against Sebastian Shaw, who had the advice of his assistant, Tessa. This brings us to Claremont's weird X-book X-Treme X-Men, which was basically a collection of his favorites with some REALL pretty Larocca art, as the Editors let him do his own thing in his own little world after his attempt at actuall running the whole X-line kind of faltered.
-Bogan still held a grudge against Tessa, and "branded" her face- Shaw decided not to save her, but Storm did so instead. He also possessed Rachel Summers and used her as a pawn for a while, but the X-Men eventually stopped him, and Magma burned his mansion down.
-A mysterious, shadowy figure (I can't find any good pics of him), Bogan is a REALLY powerful Telepath, as his "Possessions" include Emma Frost and Rachel Summers- not the easiest people to take a hold of.

ETHAN EDWARDS (aka The Tiller, Moral Man, Virtue)
Created By:
Reginald Hudlin & Billy Tan
First Appearance: Marvel Knights Spider-Man #13 (June 2005)
Role: Another Freaking Heroic Skrull
Group Affiliations: The Daily Bugle
PL 9 (156)
STRENGTH
11 STAMINA 10 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Expertise (Reporter) 4 (+4)
Investigation 1 (+5)
Perception 3 (+7)
Ranged Combat (Blasts) 2 (+6)

Advantages:
Ranged Attack 2

Powers:
"Skrull Physiology"
Morph 4 (Any Form) [20]
Shapeshift 1 [8]

Power-Lifting 1 (100 tons) [1]
Flight 8 (500 mph) [16]
Senses 2 (Infravision, Ultravision) [2]
Regeneration 4 [4]
Energy Blast 10 [20]

Offense:
Unarmed +6 (+11 Damage, DC 26)
Blast +6 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10, Fortitude +10, Will +4

Complications:
Responsibility (A Skrull)- Ethan is actually Skrull-born (his father was the creator of the "Super-Skrull" project), and this can lead to him acting a little nutty.

Total: Abilities: 66 / Skills: 10--5 / Advantages: 2 / Powers: 71 / Defenses: 12 (156)

-Didn't I JUST BUILD A GOOD SKRULL??? Yes, here's ANOTHER one. This guy actually has the cutesy origin of "Superman's Origin, but he's a Skrull instead", and was given the lesson "With great power, there must also come great responsibility" by his super-Christian, ultra-moral father. He used his Skrullian powers to become Moral Man, while also being a reporter at the Daily Bugle. He then allies with Spider-Man, and Spidey begins reluctantly training the rookie in how to be a hero. However, upon realizing that he's a Skrull, he goes nuts and his identity gets revealed, but he's calmed down by Aunt May, who convinces him he's a good man, and he moves overseas to help the less fortunate. He later appears on Wonder Man's goofy "Revengers" team as "Virtue", attacking the Avengers because of his race's defeat during Secret Invasion. So they COMPLETELY IGNORED HIS ENTIRE STORY. Okay so it's just a Reggie Hudlin story, but come on.

"They made a fool of me, Balder. They laughed at me. Everybody laughs at Skurge. Hela, Mordonna, even the Enchantress I love, they all laugh at me. Except you. Balder is too kind to laugh at Skurge. And every time they do, I hurt inside. Maybe I die a little. I think... maybe I am dead already. And my axe was destroyed with Naglfar. So I will stand behind and the last laugh will be mine. [...] *I* will hold the bridge."
-The Executioner

--

"They sing no songs in Hel, for silent is that dismal realm, and cheerless... but the story of the Gjallerbru and the God who defended it is whispered across the Nine Worlds... and when a new arrival asks about the one to whom even Hela bows her head... the answer is always the same: "He stood alone at Gjallerbru..." and that answer is enough."
-The Final Narration, [url=https://scans-daily.dreamwidth.org/2036544.html]because this is how you goddamn COMIC.


THE EXECUTIONER (Skurge)
Created By:
Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #103 (April 1964)
Role: Silver Age Rival (to Thor), Obsessive Lover (to Amora, not Thor)
Group Affiliations: The Masters of Evil, The Einherjar, The Mandarin's Minions
PL 12 (171)
STRENGTH
12 STAMINA 12 AGILITY 2
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+11)
Expertise (Asgardian Soldier) 8 (+8)
Investigation 2 (+2)
Intimidation 13 (+13)
Perception 5 (+5)

Advantages:
All-Out Attack, Chokehold, Diehard, Improved Critical (Axe) 2, Improved Hold, Improved Initiative, Improved Smash, Power Attack, Ranged Attack 11, Startle, Takedown 2, Tracking

Powers:
"Frost Giant/Skornheimian Physiology"
Immunity 9 (Aging, Disease, Cold, Poison, Fatigue Effects) [9]
Regeneration 2 (Feats: Regrowth) [3]
Senses 1 (Extended Vision) [1]
Impervious Toughness 11 [11]

"The Bloodaxe" (Flaws: Easily-Removable) (Feats: Restricted to Strong Men) [27]
"Fire Line" Damage 12 (Extras: Area- 60ft. Line +2) (36) -- (42 points)
AE: "Ice Beam" Snare 11 (33)
AE: "Axe Smash" Strength-Damage +3 (Feats: Reach, Affects Insubstantial 2, Dimensional 3, Improved Critical 2) (Extras: Penetrating 14) (25)
AE: "Cut Through Space" Movement 3 (Dimensional Movement 3) (Extras: Portal +2) (10)
AE: "Teleport Others" Movement 3 (Dimensional Movement 3) (Extras: Attack +0) (6)
AE: "Fire Blast" Blast 13 (26)
AE: "Destroys Illusions" Nullify 14 (Illusion Effects) (Extras: Simultaneous, Effortless) (Flaws: Touch Range) (14)

Offense:
Unarmed +11 (+12 Damage, DC 27)
Axe Smash +9 (+15 Damage, DC 30)
Ice Beam +11 (+10 Ranged Affliction, DC 20)
Fire Blast +11 (+13 Ranged Damage, DC 28)
Fire Line +12 Area (+12 Damage, DC 27)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +12, Fortitude +13, Will +6

Complications:
Relationship (Amora, the Enchantress)- Skurge loves The Enchantress deeply, which she uses to control him. As Walt Simonson wrote, she has "the flowing blonde hair that always dances before his eyes".
Enemy (Thor)
Honour- The Executioner is truly villainous, but he still fights with honour. In fact, that's how he dies.

Total: Abilities: 72 / Skills: 18--9 / Advantages: 24 / Powers: 51 / Defenses: 15 (171)

-The Executioner was originally the "Recurring Dumbass Foe" of Thor for years, being The Enchantress' easily-controlled buffoonish henchman. He shows up ALL OVER THE PLACE in the '60s stories (usually as a member of the Masters of Evil, or as Amora's lackey), but his odd appearance mixed with his simplistic characterization led to a big de-push for him. In response, Walt Simonson years later gave him a heroic send-off and face-turn, thanks to one of his greatest moments as a writer. Upon being rejected by The Enchantress one final time (she now seeks to bed Balder), he allied with Thor and his Asgardian brothers in order to regain his honour. Their mission takes them to Hela's realm, and she sends her endless Legions of the Dead against the heroes. Skurge, in one final great moment, holds the way for them by sacrificing his life against a demonic horde, allowing his allies to escape.
-This scene is the absolute PICTURE of how you write a heroic sacrifice. It takes a character so flat that he'd disappear if he turned sideways, and makes him seem like the most bad-ass, complex, courageous character in history- it stands above Supergirl's death during the Crisis. It stands above Barry Allen's. Even Ferro Lad's. How can you tell? Those guys came BACK. Nobody would DREAM of ruining Skurge's demise in that manner- he meant almost nothing as a character before it, and became a legend afterwards. It's not just the death itself- plenty of heroes have died fighting insurmountable odds- it's the combination of the art, the dialogue (the quote above? EPIC), the depiction of the Undead Hordes, the menace of Hela, the personal need for Skurge to make amends and make something of his existence, and the absolute RESPECT every character (even HELA, who was actively TRYING to kill him!), all of it- It makes his death MEAN SOMETHING. Keep in mind that people like Barry Allen and Supergirl were FAMOUS, IMPORTANT characters- the Executioner was just some forgotten relic of the Sixties. And his final moments are STILL talked about today. And THAT is writing.
-Subsequent appearances have involved him in the Norse afterlives- he met Thor in Hel while the Thunder God's spirit was trapped in the Destroyer armor, and was released to Valhalla when even Hela recognized that his noble spirit belonged somewhere better. Eventually, as promised, Thor & Balder drank in Skurge's honor, and even Amora realized that she truly cared for the man she'd only ever used as a minion.
-Skurge fought THOR of all people, time and time again, so he's at least PL 12, statting up like a high-powered Brick, who's also a Weapons Guy. He's rather strong normally, but does a HELL of a lot of damage once he's got that Axe in his hands- he's then a match for Thor, Hercules or any other God-level being (most of whom are PL 13-14). I was thinking of making him PL 13 (he seems to be a good fighter, and his Axe is hella-powerful), but... well, he's got absolutely zero wins over anybody who's legit, and he was Thor's regular Jobber for years. Much less versatile than Thor all-around, but he's still a bad-ass, and enough to give any Avenger pause for a while. Note that his Axe has a bunch of powers I've never heard of- I had to use ComicVine, Wikipedia, and Taliesin's build to pick up a bunch of stuff- notably all the Dimensional-based attacks.

8-BALL (Jeff Hagees)
Created By:
Bob Budiansky & Bret Blevins
First Appearance: Sleepwalker #1 (June 1991)
Role: Jobber Villain
Group Affiliations: 8-Ball's Gang
PL 8 (100)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+6)
Acrobatics 2 (+5)
Deception 3 (+5)
Insight 2 (+5)
Perception 1 (+4)
Stealth 2 (+5)
Technology 6 (+11)

Advantages:
Equipment 5 (Four-Man Hovercraft, Grenades, Fireworkds, etc.), Improved Critical (Cue Stick Shot), Inventor, Power Attack, Ranged Attack 5, Startle

Powers:
"Cue Stick" (Flaws: Easily Removable) [10]
"Charge Objects With Massive Force" Blast 8 (Quirks: Requires Objects) (15) -- (16 points)
AE: "Smash With Cue" Strength-Damage +4 (4)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Cue Smash +8 (+6 Damage, DC 21)
Cue Shot +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Greed)- After losing his job as a weapons designer, 8-Ball becomes a career criminal.

Total: Abilities: 52 / Skills: 20--10 / Advantages: 15 / Powers: 9 / Defenses: 14 (100)

-A pool player who was also a weapons designer, Jeff Hagees fell into gambling debts and was fired from his job. He went to the logical progression and became a costumed super-villain, threatening the new hero Sleepwalker in his second issue. He actually does pretty well, escaping the hero a couple of times (one time, Rick Sheridan woke up, thus negating Sleepwalker's presence on Earth), and leaves the book after one final bout (in which Rick was disguised as the hero after they switched bodies- 8-Ball realized the ruse, and left).
-After his run in Sleepwalker, his distinctive look and name made him PERFECT for being one of those "Jobber Legions" that show up in group scenes- he's seen jobbing to She-Hulk, at the Bar With No Name (watching a fight between the Serpent Society ladies and three other women), teaming with the crime lord Ricadonna, and more. Alas, this last mission got him killed- he was murdered by the Wrecker on Ricadonna's orders so that he couldn't give up any information to Misty Knight & Colleen Wing. However, the same appearance that made him a popular backgrounder also resulted in "Eightballs" appearing in SEVERAL other books, with unnamed people taking up the costume in tons of books.
-8-Ball has a pretty cool power- his Cues can strike objects and imbue them with MASSIVE force, turning everyday objects into dangerous projectiles. he's tossed tires, dumpsters and even CARS at Sleepwalker and other foes! He's a bit quicker on the uptake than some other Jobbers, and is actually pretty good at running away and living to fight another day... up to a point. He's PL 8 at range, and PL 7 defensively- enough to annoy Sleepwalker in his early days.

THE ELIMINATOR
Created By:
Len Wein & George Perez
First Appearance: The Fantastic Four #184 (July 1977)
Role: Kill-O-Bot
PL 10 (130)
STRENGTH
10 STAMINA -- AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -2 PRESENCE -2

Skills:
Perception 6 (+4)

Advantages:
Power Attack, Ranged Attack 8

Powers:
"Kill-O-Bot"
Immunity 30 (Fortitude Effects) [30]
Protection 12 (Extras: Impervious 9) [21]
"Air Jets" Flight 7 (250 mph) [14]

"Omni-Beam" Blast 12 (24) -- [25]
AE: "Incendiary Fingers" Blast 8 (Extras: Multiattack) (24)

Offense:
Unarmed +8 (+12 Damage, DC 27)
Omni-Beam +8 (+12 Ranged Damage, DC 27)
Incendiary Fingers +8 (+8 Ranged Damage, DC 23)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12 (+5 Impervious), Fortitude --, Will +0

Complications:
Motivation (Removing All Memory of Agatha Harkness)

Total: Abilities: 18 / Skills: 6--3 / Advantages: 9 / Powers: 90 / Defenses: 10 (130)

-The Eliminator is just a one-off Kill-O-Bot meant to kill the FF because he was trying to eliminate all the evidence that Agatha Harkness existed. He captured Johnny Storm, but was confronted by the other members of the FF. He did pretty well, but when Sue convinced him that he had killed her and the others (she turned them all invisible), he self-destructed because his mission was thought to be complete. He was destroyed just as he realized his mistake. A pretty goofy story just designed to fill time before the Salem Seven/Nicholas Scratch storyline got moving, really.

ERIK THE RED (Davan Shakari)
Created By:
Chris Claremont & Dave Cockrum
First Appearance: The Uncanny X-Men #97 (1975)
Role: Forgotten X-Foe
Group Affiliations: The Shi'ar
PL 8 (139)
STRENGTH
5/8 STAMINA 5 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Space Soldier) 4 (+7)
Intimidation 3 (+6)
Perception 3 (+6)
Technology 5 (+8)
Vehicles 3 (+7)

Advantages:
Benefit 3 (Shi'ar General), Equipment 1 (Rebreather), Ranged Attack 4

Powers:
"Shi'ar Senses" Senses 4 (Extended & Low-Light Vision, Extended Hearing, Acute Scent) [4]
Leaping 1 (15 feet) [1]
"Talons" Strength-Damage +1 [1]

"Red Armour" (Flaws: Removable) [34]
Enhanced Strength 3 (6)
Protection 3 (3)
Mind Control 8 (32) -- (33)
AE: Force Blasts 8 (16)
-- (42 points)

Offense:
Unarmed +8 (+5 Damage, DC 20)
Armour +8 (+8 Damage, DC 23)
Blasters +8 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5 (+8 Armour), Fortitude +6, Will +5

Complications:
Responsibility (The Shi'ar Empire)

Total: Abilities: 74 / Skills: 20--10 / Advantages: 8 / Powers: 40 / Defenses: 7 (139)

-Erik the Red is kind of a relic of the 1970s- way more than most X-foes (even the Space Pirates). He was kind of based off of an old '60s story featuring Cyclops disguising himself as a super-villain in order to infiltrate a bunch of bad guys, but is in fact a Shi'ar agent. The '70s one was a Shi'ar agent, employed by Emperor D'Ken to observe Earth- the link between he & Cyclops has never been explained, and is probably just a REALLY big coincidence (unless Erik was attempting to confuse the X-Men). Erik re-aged Magneto back to adulthood (he'd been de-aged by Alpha the Ultimate Mutant) and dominated the minds of Havok & Polaris, but was defeated by Phoenix & the X-Men and would not reappear for years. He apparently died when his spaceship exploded during a fight with Genis-Vell & X-Treme. And for a Claremont Original, that is a VERY minor run- this is a guy who trotted out Ms. Marvel & Iron Fist characters and retrofitted them to be X-Villains (Mystique, Sabretooth), and he basically NEVER used this guy again, especially not in a major way. Even in big Shi'ar groups, you never see a new "Erik" or any of that- he's just forgotten. Last time we saw something like him was a disguise Magneto wore during the "Trial of Gambit".
-Erik is a standard PL 8 guy- actually pretty well-rounded and expensive as far as that type goes, but he never threatened anybody after the 1970s, so he fought a weaker set of X-Men than we see today.

THE ENCHANTRESS (Amora)
Created By:
Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #103 (April 1964)
Role: The Seductress (duh), Evil Sorceress, The Manipulator
Group Affiliations: The Masters of Evil, The Lady Liberators, Asgard, The Mandarin's Minions
PL 12 (218)
STRENGTH
8 STAMINA 9 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 5 PRESENCE 7

Skills:
Close Combat (Unarmed) 1 (+6)
Deception 5 (+12, +17 Attractive)
Expertise (Magic) 14 (+19)
Expertise (History) 6 (+11)
Expertise (Asgardian Lore) 6 (+11)
Insight 2 (+7)
Intimidation 1 (+8)
Investigation 5 (+10)
Perception 4 (+9)
Persuasion 4 (+11, +16 Attractive)
Ranged Combat (Magic) 5 (+12)
Treatment 3 (+8)

Advantages:
Artificer, Attractive 2, Daze (Deception), Eidetic Memory, Fascinate 2 (Deception, Persuasion), Luck, Ranged Attack 5, Ritualist, Taunt, Well-Informed

Powers:
"Asgardian Physiology"
Immunity 2 (Aging, Disease) [2]
Immunity 4 (Drowning & Suffocation, Poison, Pressure) (Flaws: Limited to Half-Effect) [2]
Regeneration 2 (Feats: Regrowth) [3]
Senses 1 (Extended Vision) [1]
Power-Lifting 2 (25 tons) [2]

"Magical Might"
Illusion (All Senses) 11 (Flaws: Distracting) (44) -- [56]
AE: "Paralyzing Bolt" Affliction 12 (Will; Dazed & Fatigued/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Cumulative) (36)
AE: "Impair Others" Affliction 12 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Ranged, Cumulative) (36)
AE: "Age Others" Affliction 10 (Will; Impaired & Hindered/Disabled & Exhausted/Transformed to Elderly) (Extras: Ranged, Cumulative, Extra Condition) (40)
AE: Deflect 12 (12)
AE: Movement 3 (Dimensional Movement 3) (Extras: Portal +2) (12)
AE: Teleport 8 (Extras: Accurate, Extended Only +0) (24)
AE: Transform (One Element to Another) 8 (Feats: Increased Mass- 25 tons) (41)
AE: Eldritch Blast 12 (Feats: Variable 2- Any Magical Descriptor) (26)
AE: Force Field 5 (Extras: Affects Others 10, Ranged 10) (25)
AE: "Telekinesis" Move Object 12 (24)
AE: "Brainwashing" Affliction 11 (Will; Dazed/Compelled/Transformed Mind) (Extras: Sustained +2, Ranged) (Flaws: Distracting) (33)
AE: "The Enchantress' Kiss" Mind Control 14 (Extras: Progressive +2) (Flaws: Touch Range -2, Requires Grapple) (42)

Offense:
Unarmed +5 (+8 Damage, DC 23)
Eldritch Blast +12 (+12 Ranged Damage, DC 27)
Brainwashing +12 Ranged (+11 Ranged Affliction, DC 21)
Enchantress' Kiss +6 (+14 Affliction, DC 22)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +9 (+14 Force Field), Fortitude +11, Will +8

Complications:
Relationship (Thor)- Amora is obsessively-infatuated with the Thunder God, and a huge portion of her schemes are to win him over.
Power Loss (Magic)- Magic requires both free hands and an open mouth. Binding Amora's hands or mouth (and it'll happen, especially in the '90s) will leave her unable to cast spells.

Total: Abilities: 90 / Skills: 56--28 / Advantages: 16 / Powers: 70 / Defenses: 14 (218)

-The Enchantress is an all-star villain of Thor, repeatedly plaguing him (except for that brief "Oh so 90s" period when Mike Deodato was drawing, where she was his scantily-clad bedmate) with her wicked feminine wiles in- she's no "Standard '60s Wilting Flower" of a love interest- she's an aggressive broad out to seduce the hero (this was meant to be a more-villainous quality... though obviously added to her OTHER evil attributes), but fans would take to pushier types as time went on). She's much more of a trickster than a front-liner, but is more than a capable villainess, and her tricks cause no end of trouble for the good guys.
-Amora was a constant presence in 1960s Thor stories, alongside The Executioner. A combination Sorceress/Seductress, her primary motivation seemed to be jumping Thor's bones (and this was before he was played by Chris Hemsworth!), but she also allies with those who wish him dead, such as Skurge and Loki. The two even join Baron Zemo's Masters of Evil for numerous storylines, and she later forms the "Lady Liberators" under false pretenses, and has a bunch of female superheroes assault Avengers Mansion (this was during the start of the "Women's Lib" movement, y'see). She didn't get up to much during the 1970s, but got some renewed energy under Walt Simonson during his run on Thor. Here, we discovered that she had a sibling rivalry with a sister, Lorelei, and there was some stuff with her in Secret Wars (she decided to say "F it" to the whole fight, and try to teleport away with Thor as her bedmate).
-She truly mourns the loss of Skurge when he dies at Gjallerbru, began a dalliance with Heimdall, and goes through a bit where she's the occasional ally of the Asgardians, often in situations where she would die if she didn't (such as when Surtur invades). However, the 1990s run of Thor that saw Mike Deodato on art featured her and Thor as MUTUAL lovers- this being Deodato's work, she was frequently seen in back-bending poses while wearing teeny-tiny nighties... and was also bound & gagged at least once. She disappears for the most part after Heroes Reborn (since Thor was dead and all, and later writers apparently had little use for her), and dies at Loki's hands during Ragnarok. She is resurrected with the others following the event, and engages in a small handful of schemes once more. She's a bit more "old school" than a lot of Thor's modern-day foes, but I'll be dipped if those funny leggings don't have a certain kind of STYLE to them.
-The Enchantress is HIGHLY powerful, both in Power Level (one below Dr. Strange). Like the comics state, she's not a spell-slinging super-powerhouse (I would pick Dr. Strange over her in a straight-up magical battle), she's just VERY capable, preferring to cast illusions & enchantments over people, and forcing others to do her muscle-work. Generally, anyone who costs 218 points is going to be dangerous no matter what, and Amora is no exception. She's more of a campaign-long threat than even a final boss, but you wouldn't want to get on her bad side. Both her Deception & Persuasion Skills are perilously high, especially for someone who can use Mind Control at Touch Range, and she can still Spell-Sling with the best of them.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Marvel- I

Post by Jabroniville »

I:
Icarus
Iceboy
Iceman
Icemaster
Ice Princess
---
The Iguana
---
Ikari
Ikaris
Ikthalon
---
Illusion
---
Immortalis
Immortus
Impala
The Impossible Man
Impulse I
Impulse II
Imus Champion
---
The In-Betweener
Indra
Inertia
Infectia
Infinity
Ink
Integer
The Interloper
The Invisible Woman
---
Ion
---
Irezumi
Ironclad
Iron Fist
Iron Lad
Iron Maiden
Iron Man
Iron Man Armors
Iron Man 2020
Iron Mask
Iron Monger
---
Isaiah Bradley
Isbisa
The Isolationist
---
It! The Living Colossus






Marvel: The Letter "I":
-"I" is of course an ancient letter, being rather simply drawn. "J" was created from what used to be an "I"- names like Iulius Caesar sounded different to Romans compared to how we pronounce it today. It's pronounciations are various since English LOVES to be confusing ("I" appears with different sounds in Fish, Machine and Time)- this is called the Great Vowel Shift. I is also the fifth most-used letter in the English alphabet, in particular because it's is used by a speaker to describe themselves. In Latin, it also denominated the number one.
-Despite its status as a highly-used vowel, there aren't a lot of "I" characters out there. Two VERY famous ones in Iron Man and the Invisible Woman, however. There's also the X-Men's Iceman, Iron Fist, The Impossible Man, The In-Betweener, Immortus and the Iron Monger. So there's a pretty good ratio despite the low numbers.





Old Builds (With New Commentary):
Illusion
It! The Living Colossus
Ice Princess
Infectia
Ion
Iron Maiden
Iron Patriot
The In-Betweener
Ink
Indra
Icarus

New Builds:
Iron Mask- Western outlaw
Infinity (Cosmic Being)


ICARUS (Joshua Guthrie)
Created By:
Bill Mantlo & William Johnson
First Appearance: Rom Annual #3 (1984)
Group Affiliations: X-Students, The Hellions
Status: Mopey Pretty Boy
Role: De-Powered & Killed
PL 9 (94)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 3 (+6)
Deception 2 (+4)
Expertise (Farming) 4 (+4)
Expertise (Art) 5 (+5)
Expertise (Pop Culture) 7 (+7)
Expertise (Theology & Philosophy) 4 (+4)
Expertise (Music) 6 (+8)
Perception 5 (+5)
Persuasion 4 (+6)
Stealth 2 (+5)

Advantages:
Favored Environment (Airborne), Equipment (X-Student Uniform- Communications, Protection +1), Ranged Attack 4

Powers:
"Mutant Powers: Wings & Healing"
"Wings" Flight 4 (30 mph) (Flaws: Winged) [4]
Regeneration 5 (Feats: Regrowth) [6]

"Sonic Yell" Dazzle Hearing 9 (Extras: Area- Hearing Perception) (Flaws: Touch Range) [18]
Features 1: Mimicry- +10 to Deception/Perform to Convince Audience Sounds are Real [1]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Sonic Yell +9 Area (+9 Affliction, DC 19)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2 (+3 Uniform), Fortitude +4, Will +3

Complications:
Power Loss (Regeneration)- Jay will lose his healing abilities if his wings are severed.
Guilt (People He Loves Die)- Jay has a lot of guilt over the people he knows dying, ever since his girlfriend died.

Total: Abilities: 28 / Skills: 42--21 / Advantages: 6 / Powers: 29 / Defenses: 10 (94)

-Never really got into Jay Guthrie (yes, he's the same little brother of Sam that showed up a few times in New Mutants way back in the day to play guitar and be a kid and stuff). He was a little too proto-emo, whining & moping constantly over his dead girlfriend (they copied Romeo & Juliet for his backstory, adding a rival family to the Guthrie clan- but he recovered from his suicide attempt), playing the guitar while being sad & pretty, and he generally didn't get up to much. And then he hooked up with REVEREND STRYKER, telling him about the bus of de-powered students that was leaving (after some manipulation), which basically makes it his fault that Tag and all those other kids died (TAG'S BLOOD IS ON YOUR HANDS, YOU LITTLE ASSHOLE!!). And then he got his wings torn off (which killed off his Regeneration). And then he got shot and died. Wow, seriously, that is some Hank Pym-level screw-upsmanship right there. I am in awe of how bad this guy got it. I coulda done without Sam & Paige having a dead sibling to mourn (though really, X-continuity being what it is, I'd be surprised if they even mentioned it), especially once MORE GUTHRIE KIDS DIED.
-Icarus has a bizarre grab-bag of powers, having Regeneration (but only if his wings are intact), the ability to mimic any sound/sounds he hears (thankfully I'd already built that power with Kylun of "Excalibur", and really, who the HELL ever thought we'd see that power used TWICE?), and Flight. So Jay's in pretty good shape, he can recover from most types of damage in time, and he can fight okay... but really, beyond a fairly good PL 9 Dazzle effect, he's VERY limited, especially compared to his buddies (he's only PL 5-5.5 defensively!). That'll happen when all you have is some wings and self-healing powers.

INK (Eric Gitter)
Created By:
Marc Guggenheim & Yanick Paquette
First Appearance: Young X-Men #1 (March 2008)
Group Affiliations: The Young X-Men
Status: Comatose
Role: Background Character
PL 8 (109)
STRENGTH
2/10 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 3 (+5)
Deception 6 (+6)
Expertise (Pop Culture) 4 (+4)
Expertise (Streetwise) 6 (+6)
Insight 4 (+4)
Intimidation 5 (+5)
Investigation 4 (+4)
Perception 4 (+4)
Sleight of Hand 4 (+6)
Stealth 4 (+6)

Advantages:
All-Out Attack, Chokehold, Diehard, Equipment (X-Student Uniform- Communications, Protection +1), Improved Grab, Power Attack, Ranged Attack 4, Taunt

Powers:
"Mutant Powers: None"

"Mutant-Given Tattoos"
"Banded Steel- Left Arm" Enhanced Strength 8 (16) -- [20]
AE: "Biohazard Symbol- Right Palm" Affliction 8 (Fort; Hindered & Impaired/Immobile & Disabled/Incapacitated) (Extras: Extra Condition) (16)
AE: "Mental Bolts- Head" Mind-Reading 8 (16)
AE: "Explosive- Right Bicep" Damage 8 (Extras: Area- 30ft. Burst) (16)
AE: "Caduceus- Right Hand" Healing 8 (16)

"Wings- Back" Flight 6 (120 mph) [12]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Banded Steel +6 (+10 Damage, DC 25)
Biohazard +6 (+8 Affliction, DC 18)
Mental Bolts -- (+8 Mind-Reading, DC 18)
Explosive +8 Area (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +4

Complications:
Guilt (The Death of Wolf Cub)- Initially duped by Donald Pierce, Ink was partially-responsible for the death of Wolf Cub, and feels terrible about this, despite his criminal past.
Power Loss (Touching Tattoos)- Ink must touch the individual tattoos on his skin to utilize each power. If his arms are bound, or he loses his skin, he loses power.

Total: Abilities: 30 / Skills: 44--22 / Advantages: 11 / Powers: 32 / Defenses: 14 (109)

-Oh yeah, terrific- someone added a "I have every power EVER" type of character to another mutant team. Great job, guys. Now, Ink wasn't SO bad, because he had to touch little tattoos all over his body to gain some fairly-limited powers, but still- X-guys are kinda notable for being one-or-two power guys (Emma Frost notwithstanding...), so this is really out there. But then they do something WEIRDER, by making it so that Ink is HUMAN, and it's his TATTOO ARTIST that is giving him super-powers! And then he gets a PHOENIX FORCE symbol tattooed over his eye, and it lets him mimic THAT. No, really, someone wrote that. Of course, he used it once and then went into a potentially-irreversible coma (or else he'll go evil and get a power-upgrade like Wither did), though he showed up in a couple background scenes later on.
-Ink's powers thus aren't really HIS powers, but I guess they technically ARE, since they won't exactly go away ("Tattoo Removal" isn't so much a Complication since it takes so damn long- unless you just tear off the skin, I guess). For the Leon Nunez character, whose concept is that of a "Mutant Tattoo Artist" who can give other people powers, I guess you'd have to go with Affects Others Only Continuous Variable- Limited to Applied Tattoos & Skill Check Required- Tattoo Artistry (6 points per rank). This is probably furiously broken and inapplicable, since he can just add tons of tattoos on at once, but whatever- he's more of a plot device character than something I'd ever want to stat up.
-As for Ink himself, he's a pretty simple, cheap set of Alt-Effects, though most GMs would be a little annoyed at a player who shoved that many disparate powers onto one guy for 32 points. He has to touch the Tattoo, but then gains the full power until he switches back out. I don't know if he can actually use the powers simultaneously, but I figured "Why not?" for the dissimilar ones. He's a bit higher PL-wise than his buddies, but a fair bunch cheaper. He's also got that "Phoenix Force" tattoo to use, but I figure that since he only used it once, and it pretty much killed him, it's a one-time-only thing the Player Character uses when he's got to quit the game because he got a girlfriend or something, so the GM lets him do one final cool thing for free :).

INDRA (Paras Gavaskar)
Created By:
Nunzio DeFilippis & Christina Weir
First Appearance: New X-Men: Academy X #7 (2004)
Group Affiliations: X-Students, Young X-Men
Status: Alive
Role: Funny-Skinned Kid, Fighting Pacifist
PL 7 (62)
STRENGTH
1 STAMINA 2 AGILITY 1
FIGHTING 5 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 4 (+5)
Deception 3 (+3)
Expertise (Pop Culture) 4 (+4)
Insight 2 (+2)
Intimidation 3 (+3)
Perception 2 (+2)

Advantages:
Equipment (X-Student Uniform- Communications, Protection +1), Interpose, Ranged Combat 2, Withstand Damage

Powers:
"Mutant Powers: Sectional Armour Plates"
Protection 7 (Extras: Impervious 7) [14]
Strength-Damage +3 (Feats: Split) [4]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Armour Plates +5 (+4 Damage, DC 19)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +9, Fortitude +3, Will +5

Complications:
Prejudice (Obvious Mutant)- Indra has purple skin.
Responsibility (Jain Faith)- Indra's Jain belief system believes in total nonviolence- even the act of self-defense causes him great persona anguish.
Responsibility (Pained Transformation)- Accessing his armoured plates actually hurts a fair bit- Indra believes this to be the Yakshas (Gods) punishing him for his transgressions.

Total: Abilities: 20 / Skills: 18--9 / Advantages: 5 / Powers: 18 / Defenses: 10 (62)

-Indra's rarely seen, but interesting enough of a visual that he's actually got to STAY ALIVE in a crew full of dead background characters. He's an Indian mutant who's got purple skin and the ability to create armour plates all over his body. He was pretty much always just seen as wallpaper during the various "X-Student"-themed series out there, but thanks to a distinctive visual, got to be the least well-known of the 27 remaining students who kept their powers after M-Day. However, the deaths of numerous fellow students, and the fact that he was now one of the youngest mutants on Earth, left him paranoid and fearful (which... well, makes perfect sense, really. A D-league X-MEN character? You couldn't PAY me to be that!). The fact that he beleives in a non-violent faith and feels tremendous guilt over using his powers in combat only makes his angst more pronounced. After a few stories of getting a bit more focus, he ended up joining Wolverine's "Jean Grey School For Higher Learning", but never got any attention there.
-Nothing too major- he's just a fairly defensive character (PL 7 there), with some weaker PL 6 offense, making him quite a bit better than the usual rank & file students, but not enough to be a full-time super-hero just yet. He looks pretty ripped in "armour form", but I took that to be a Strike power given the heaviness of a sectional plate or something, but if anyone can confirm he has super-strength, please let me know.

ILLUSION (Ilya Zarkov)
Created By:
Steve Englehart & Richard Howell
First Appearance: The Vision & The Scarlet Witch #4 (Jan. 1986)
Role: Magician Hero
PL 7 (85)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Close Combat (Object Grab) 2 (+7)
Deception 4 (+8)
Expertise (Stage Magic) 4 (+6)
Insight 2 (+4)
Perception 2 (+4)
Persuasion 1 (+5)
Ranged Combat (Thrown Objects) 2 (+7)
Sleight of Hand 3 (+8)

Advantages:
None

Powers:
"Molecular Control"
"Make Whole Again" Healing 8 (Feats: Persistent) (Extras: Resurrection, Affects Objects Only +0) (Flaws: Touch Range, Limited to Others) (13) -- [16]
AE: Move Object 7 (Feats: Precise) (Flaws: Limited to Things He Has Touched Within One Minute) (8)
AE: "Grab With Objects" Snare 7 (Flaws: Touch Range, Limited to Things He Has Touched Within One Minute) (7)
AE: Transform 6 (Objects to Different-Shaped Objects) (Flaws: Limited to Things He Has Touched Within One Minute) (12)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Snare +7 (+7 Affliction, DC 17)
Move Object +7 (+7 Ranged Damage, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2, Fortitude +5, Will +4

Complications:
Relationship (Wife, Glamor)
Secret (Actual Magical Powers)- The Zarkovs are hiding their true magic powers from ordinary human beings, pretending to be stage magicians.

Total: Abilities: 48 / Skills: 18--9 / Advantages: 0 / Powers: 16 / Defenses: 12 (85)

-Illusion & Glamor are a pair of Stage Magicians With Actual Powers (a recurring theme in comics), with Illusion having the unique power of Molecularly controlling things by touching them, which provides a few unique powers- Healing Objects (the only notable example being turning a book into a whole object just by touching some of it's ashes- pieces came from all across town to re-combine!). The pair aided The Vision & The Scarlet Witch in their popular (but, having read it, REALLY REALLY BORING) Limited Series in the mid-80s, though Illusion was sacrificed in a more recent story- Witches, a Charmed rip-off featuring a trio of un-used Marvel characters (Satanna, Jennifer Kale & Topaz) redressed with trendy clothing.

GLAMOR (Glynis Zarkov)
Created By:
Steve Englehart & Richard Howell
First Appearance: The Vision & The Scarlet Witch #4 (Jan. 1986)
Role: Magician Heroine
PL 7 (91)
STRENGTH
0/7 STAMINA 1 AGILITY 3
FIGHTING 4 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Deception 4 (+8)
Expertise (Stage Magic) 4 (+6)
Insight 2 (+4)
Perception 2 (+4)
Persuasion 1 (+5)
Sleight of Hand 3 (+8)

Advantages:
None

Powers:
"Self-Molecular Control"
"Body Transforming" Variable 4 (Properties of Objects Touched) (28) -- [33]
AE: Alternate Form (High Density) (25)
AE: Alternate Form (Low Density) (24)
AE: Insubstantial 2 (Liquid Form) (8)
AE: "Separate Body Parts" Summon 1 (Body Parts) (Extras: Heroic, Horde, 8 Minions +6) (Flaws: Side Effect- Body is Gone) (18)
AE: Elongation 3 (3)

"High Density Form" (25 points)
Enhanced Strength 7 (14)
Protection 6 (6)
Features 5: Increased Mass 5 (5)

"Low Density Form" (24 points)
Insubstantial 4 (20)
Flight 2 (4)

Offense:
Unarmed +4 (+0 Damage, DC 15)
High Density +4 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +1 (+7 High Density), Fortitude +3, Will +4

Complications:
Relationship (Husband, Illusion)
Secret (Actual Magical Powers)- The Zarkovs are hiding their true magic powers from ordinary human beings, pretending to be stage magicians.

Total: Abilities: 42 / Skills: 14--7 / Advantages: 0 / Powers: 33 / Defenses: 9 (91)

-Glamor is a Vision-esque Density Shifter, though she has the extra side-power of separating her anatomy into various bits. This could be statted up in various ways- you could use Features to copy 2e's "Anatomic Separation" Power, give her Elongation (to show the effects of splitting her body up over a larger space), or what I used here- a low-level Summon (a single hand isn't gonna pack much of a punch) that has a Flaw attached to it. Probably too expensive, really- Features 8 could easily be "worth" splitting your body up into eight pieces- but it's a funny thing to stat up in any case.

"My power flurries through the air into the ground!
My soul is spiraling in FROZEN FRACTALS all around!
And one thought crystallizes like an icy blaaaast!!
I'm never going back;
The past is in the paaaaaaaa-- no wait."


ICE PRINCESS (Real Name Unknown)
Created By:
Mark Gruenwald & Rik Levins
First Appearance: Captain America #387 (July 1991)
Role: One-Shot Villain, Ice-User
Group Affiliations: None
PL 7 (86)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

Skills:
Athletics 4 (+5)
Close Combat (Unarmed) 1 (+6)
Deception 2 (+2)
Expertise (Inuit) 4 (+4)
Insight 1 (+3)
Intimidation 3 (+3)
Perception 2 (+4)
Ranged Combat (Ice Powers) 4 (+8)
Stealth 1 (+4)

Advantages:
Defensive Roll, Ranged Attack 2

Powers:
"Ice Powers"
"Cold Wave" Affliction 6 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Area- 60ft. Cone, Cumulative) (18) -- [22]
AE: "Icicle Blast" Blast 5 (Feats: Split) (11)
AE: "Freeze Beam" Snare 6 (18)
AE: "Frozen Fractals" Create 4 (Feats: Innate) (9)
AE: "Ice Slide" Flight 3 (16 mph) (Flaws: Platform) (3)

Immunity 10 (Cold Effects) [10]
Movement 1 (Environmental Adaptation- Cold) [2]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Cold Wave +6 Area (+6 Affliction, DC 16)
Icicle Blast +8 (+5 Ranged Damage, DC 20)
Freeze Beam +8 (+6 Ranged Affliction, DC 16)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3 (+4 D.Roll), Fortitude +5, Will +2

Complications:
Motivation (Greed)
Power Loss (Heat)- With rudimentary ice powers, Ice Princess is likely prone to attacks involving heat or fire.

Total: Abilities: 32 / Skills: 22--11 / Advantages: 3 / Powers: 34 / Defenses: 9 (86)

-Gruenwald may have offed about a billion Jobbers in his span as Cap-writer, but he also created his fair share: Ice Princess debuted alongside Chimera & Mysteria in the Superia Stratagem story as a final Goon Squad trying to stop the heroes, but didn't do much of anything besides look annoyed (she sighed... that's about all the dialogue she ever got). She threw a Cold Wave out that stunned Diamondback, Asp & Paladin for a second (looking entertainly like Queen Elsa's heart-freezing wave in Frozen), but her Icicle Blast was caught by Diamondback, who started using it as a melee weapon. Next scene had no mention of Princess at all, but it was confirmed that she was defeated. As such, she's a PL 7 weak "Ice Person" type of character with some Immunities. I'm not even sure about the Immunities or the Ice Slide, but what the hey?

IRON MAIDEN (Melina Vostokoff)
Created By:
Ralph Macchio & George Perez
First Appearance: Marvel Fanfare #11 (1983)
Role: Jobber Villain, Martial Artist
Group Affiliations: The Thunderbolts, The Femizons
PL 8 (112)
STRENGTH
2/4 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 4 (+9)
Athletics 4 (+6, +8)
Close Combat (Unarmed) 1 (+11)
Deception 5 (+7)
Expertise (Spy) 7 (+8)
Insight 4 (+6)
Intimidation 4 (+6)
Investigation 4 (+6)
Perception 4 (+6)
Stealth 1 (+6)
Technology 2 (+3)

Advantages:
Accurate Attack, Beginner's Luck, Chokehold, Fast Grab, Improved Critical (Unarmed), Improved Trip, Instant Up, Power Attack, Prone Fighting, Ranged Attack 2, Takedown

Powers:
"Iron Maiden Costume" (Flaws: Removable) [12]
Enhanced Strength 2 (4)
"Iron Limbs" Strength-Damage +1 (1)
Protection 3 (Extras: Impervious 7) (10)
-- (14 points)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Iron Limbs +11 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+6 Armour), Fortitude +6, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 58 / Skills: 40--20 / Advantages: 12 / Powers: 12 / Defenses: 10 (112)

-Iron Maiden ("Runnn too the HIIIILLLLS!") was created for the same one-shot Marvel Fanfare issue that Wrangler was, forming a gang to beat up The Black Widow. They of course failed, despite Iron Maiden having an AWESOME name, and pretty cool appearance and concept (covered completely in notched armour, she was one of the only Power Armor/Martial Artist hybrids I've ever seen. I can't even think of another). She's PL 8, and pretty tough, being able to knock Paladin around for a bit (he complained about Asp's costume- which he was wearing to disguise himself as a lady- having no padding against her hits), but ultimately still a Jobber. Unlike most of the Jobber Ladies Superia took on, Iron Maiden is actually one of her lieutenants, and actually maintained a position as a henchwoman. Of course, once Gru was gone, so was Maiden, until a "Thunderbolts" issue used her as one of the random disposable Jobbers captured by the T-Bolts during "Civil War". Totally a character that needs to get used more.

ION (Voletta Todd)
Created By:
Tom DeFalco & Steve Ditko
First Appearance: Machine Man #15 (June 1980)
Role: D-League Villain, Blessed With Suck
Group Affiliations: None
PL 9 (134)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 2 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+6)
Deception 4 (+4)
Expertise (Science) 9 (+13)
Insight 3 (+5)
Intimidation 6 (+6)
Perception 3 (+5)
Ranged Combat (Blasts) 3 (+9)
Technology 5 (+9)

Advantages:
Improved Aim, Improved Critical (Ion Blast), Power Attack, Ranged Attack 3

Powers:
"Ionic Gas Body"
"Ionic Grab" Snare 9 (Feats: Reversible) (28) -- [31]
AE: Ionic Blast 10 (Feats: Split) (21)
AE: Move Object 10 (Feats: Precise) (21)
AE: Insubstantial 4 (20)

Flight 6 (120 mph) [12]
"Ion Field" Force Field 8 (Extras: Affects Others) [16]
Senses 2 (Detect Atomic Composition- Acute) [2]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Ionic Snare +8 (+9 Ranged Affliction, DC 19)
Ionic Blast +8 (+10 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2 (+10 Force Field), Fortitude +5, Will +4

Complications:
Motivation (The Cure)- Ion seeks nothing more than the cure for her unnatural condition.
Prejudice (Obvious Metahuman)- Stuck as coherent energy in a green suit, Ion cannot pass for an ordinary human.
Involuntary Transformation (Harmless Energy)- If Ion's suit is ruptured or drained, she becomes a formless mass of energy particles.
Involuntary Transformation (Human Form)- Extreme cold can shift Ion back into human form temporarily.
Power Loss (Electrical Attacks)- High-powered electrical currents can damage Ion's powers, leaving her with nothing.

Total: Abilities: 36 / Skills: 34--17 / Advantages: 6 / Powers: 61 / Defenses: 14 (134)

-Ion's an odd-looking D-league villainess, being a genius nuclear physicist caught in an accident (thus becoming evil) who plagued a few heroes (Thing, Torch & Machine Man) as a minor threat. She hasn't been seen in years, despite a pretty good "stuck in this body" pathos play (in a one-off in The Superia Stratagem, she's charged with rescuing a nearly-drowned Diamondback from the Pacific Ocean, and in only a page or two of attention, she makes sure to bring up how envious she is of women who can actually remove their uniforms and bask in the sun). Seriously, it's been so long that the last writer to use her was MARK GRUENWALD, who's been dead for more than twenty years.
-Wow, for a moderately-powerful PL 9 Blaster archetype, Ion sure does have a swack-load of Drawbacks on her. Having her suit ruptured turns her into formless mass, cold turns her human, and electrical bolts can mess up her powers? That's some pretty awful stuff for someone who would be reasonably expected to face a lot of elementally-powered heroes. She's your everyday PL 9 character who focuses on Damage & Toughness over accuracy & defense, with some smarts, but not alot of battlefield savvy. Captain America thumped her good in a fight against about fifty other women, but then, he caught her unawares when her Field wasn't up.

IT!, THE LIVING COLOSSUS (Robert "Bob" O'Bryan)
Created By:
Jack Kirby
First Appearance: Tales of Suspense #14 (Feb. 1961)
Role: Giant Monster-Turned-Unlikely Hero
PL 10 (139)
STRENGTH
12 STAMINA -- AGILITY -1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Deception 3 (+5)
Expertise (Special Effects) 7 (+10)
Insight 2 (+4)
Intimidation 6 (+8, +12 Size)
Perception 2 (+4)

Advantages:
Fast Grab, Improved Grab, Power Attack, Withstand Damage

Powers:
"Stone Statue" Immunity 30 (Fortitude Effects) [30]
"Stone Skin" Protection 5 (Extras: Impervious 11) [16]
Growth 9 (Str & Sta +9, +9 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -9 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [19]
"Manipulate Gravitons" Flight 6 (120 mph) [12]

Offense:
Unarmed +8 (+12 Damage, DC 27)
Initiative -1

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +14, Fortitude --, Will +4

Complications:
Vulnerable (Nerve & Knock-Out Gas)- Despite its presumed inability to breathe, It! is vulnerable to these gases, which will force the commanding intelligence back into the original body.
Normal Identity (Bob O'Bryan)- Bob is stuck in a wheelchair, and has no superhuman powers. His physical body is also defenseless if he has animated It!. There is also a time limit on the animation process, and minds cannot control it for long.

Total: Abilities: 34 / Skills: 20--10 / Advantages: 4 / Powers: 77 / Defenses: 14 (139)

-Marvel spent a lot of time in the 1950s & early '60s doing one-off "Giant Monster" stories, inspired by movies like King Kong and Godzilla, which were very much in vogue at the time. Most were done with Jack Kirby on art, like "It!" here. It was a 100-foot tall stone statue made by a Moscow sculptor that was animated by an alien named Kigor, who transferred his brain into the statue and went on a rampage. Beaten by a special-effects man in its second appearance, It! vanished for years until a later writer, Tony Isabella, brought him back for an update. The F/X guy, Bob O'Bryan, was now paralyzed, and had his mind implanted into the statue and did battle with the evil Doctor Vault, and he went on some heroic adventures as a result. O'Bryan later got knocked into a vegetative state and the statue was destroyed, but he ended up being rescued by Deadpool.
-It! is basically a PL 10 physical powerhouse of tremendous strength (though its initial form was much stronger- it was 100 feet tall instead of thirty) that uses the mental stats of whomever is controlling the thing- it cannot move otherwise.

IRON MASK (Don Hertz)
Created By:
Stan Lee & Jack Keller
First Appearance: Kid Colt Outlaw #110 (May 1963)
Role: Western Villain
Group Affiliations: None
PL 8 (85)
STRENGTH
2 STAMINA 2 AGILITY 2/0
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Deception 3 (+5)
Expertise (Blacksmith) 7 (+9)
Intimidation 2 (+4)
Perception 2 (+4)

Advantages:
Equipment 2 (Pistol +5), Improved Critical (Pistol), Ranged Attack 6

Powers:
"Iron Suit" (Flaws: Removable) [14]
Protection 6 (Extras: Impervious 9) (15)
Features 1: Increased Mass (1)
Reduced Agility -2 (-4)
Immunity 5 (Ballistics) (5)
-- (17 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Pistol +8 (+5 Ranged Damage, DC 20)
Initiative +2 (+0 Suit)

Defenses:
Dodge +8 (+6 Suit, DC 18-16), Parry +8 (DC 18), Toughness +2 (+8 Suit, +6 Impervious), Fortitude +3, Will +4

Complications:
Enemy (Kid Colt)- Iron Mask eschews escape, and instead goes after his old foe whenever possible.
Motivation (Greed)- Iron Mask is an outlaw.
Weakness (Iron Suit)- Iron Mask's suit may be impervious to bullets, but it's both heavy and rust-prone- in a world full of water and wooden buildings, this can be rather bad.

Total: Abilities: 44 / Skills: 18--9 / Advantages: 9 / Powers: 14 / Defenses: 9 (85)

-Iron Mask is a Kid Colt enemy- an EVIL BLACKSMITH who built a vest and mask out of iron, leaving him a reputation for being "unkillable", since nobody knew about his hidden armor. He beat Kid Colt, who couldn't penetrate the vest, but the Kid soon returned, hitting the villain in the arm. Defeated, he was imprisoned, but he fashioned a new set of gear in the prison's metal shop- a FULL SUIT of bulletproof armor. Seeking vengeance, he beat Kid Colt badly, and kept on pursuing him when he turned up alive. However, the Kid outsmarted him, travelling across a lake- when Iron Mask followed, his suit rusted (in five seconds?), and he was beaten once more. Later, he faced both Kid Colt & The Rawhide Kid- THIS time, the heroes convinced him to step across some wooden planks, and his heavy suit sent him crashing right through. His last appearance featured him in a Time Travel story, as the West Coast Avengers helped Marvel's assembled Cowboy Heroes defeat his gang and send him to jail.
-Iron Mask is a pretty simply "Western"-themed villain, but packs the game-breaking Iron Armor that renders him impervious to bullets. Personally, I find it unlikely that such a thing could be possible (any suit of iron strong enough to repel gunfire would be WAY too heavy to move in), but hey- it's the Silver Age, and a perfectly-acceptable Comic Book touch to the Western genre. In any case, this immunity to bullets is a Gamebreaker in Western Comics, but comes with enough weaknesses that he's usually undone anyhow.

THE IN-BETWEENER
Created By:
Jim Starlin
First Appearance: Warlock #10 (Dec. 1975)
Role: Cosmic Being, Walking Star Trek Homage
PL 19 (576)
STRENGTH
15 STAMINA -- AGILITY 1
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 12 AWARENESS 4 PRESENCE 6

Skills:
Deception 6 (+12)
Expertise (Cosmic Lore) 13 (+25)
Expertise (Space Traveller) 10 (+22)
Insight 4 (+8)
Intimidation 12 (+18)
Perception 14 (+18)
Persuasion 4 (+10)
Technology 1 (+13)

Advantages:
All-Out Attack, Beginner's Luck, Diehard, Extraordinary Effort, Great Endurance, Improved Critical (Cosmic Blasts) 2, Last Stand, Power Attack, Ranged Attack 8, Ritualist, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal Entity"
Regeneration 8 (Feats: Regrow Limbs) [9]
Immunity 30 (Fortitude Effects) [30]
"Cosmic Necessity" Immortality 1 (1 month) [2]
Speed 2 (8 mph) [2]
Protection 24 (Extras: Impervious 25) [49]
Flight 10 (2,000 mph) [20]
Movement 3 (Space Travel 3) [6]
Senses 7 (Detect Energy- Ranged 4, Acute, Analytical) [7]
"Knows All Languages" Comprehend 4 (Languages 4) [8]

"Variable Size"
Features 5: Increased Mass 5 [5]
Elongation 2 [2]

"The Duality of Reality"
"Polar Opposite Attack" Blast 20 (Feats: Variable 2- Any Energy, Extended Range 5, Penetrating 10) Linked to Weaken Toughness 20 (Feats: Extended Range 5) (Extras: Ranged, Progressive +2) (145) -- [169]
Dynamic AE: "Cosmic Stream" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Line +5) (98)
Dynamic AE: "Cosmic Burst" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Burst +5) (93)
Dynamic AE: "Cosmic Wave" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 1,000ft. Cone +5) (93)
Dynamic AE: "Cosmic Blast" Blast 26 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 6, Indirect, Penetrating 14) (76)
Dynamic AE: "All-Reaching Blast" Blast 19 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (75)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 12, Impervious 6) (21)
Dynamic AE: Illusion 14 (Feats: Dynamic) (All Senses) (71)
Dynamic AE: Insubstantial 4 (Feats: Subtle 2) (22)
AE: "Capable of Nearly Any Effect" Variable (Cosmic) 14 (98)
AE: "Molecular Transformation" Transform 14 (Anything to Anything) (Extras: Continuous) (72)
AE: Teleport 15 (Feats: Increased Mass 5) (Extras: Extended, Accurate) (65)
AE: Remote Sensing 24 (Visual, Hearing) (64,000 miles) (Feats: Dimensional, Subtle) (74)
AE: Movement 6 (Dimensional Travel 3, Time Travel 3) (Feats: Increased Mass 5) (Extras: Attack) (23)
AE: Move Object 16 (Extras: Perception Range) (48)
AE: "Teleport Others" Teleport 15 (Feats: Increased Mass 5) (Extras: Attack, Perception Ranged +2) (80)
AE: "Drain Energy" Affliction 16 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception Ranged +2) (Flaws: Limited to Energy Powers) (32)

Summon Opposite Being 21 (Extras: Heroic +2, Controlled, Variable Type- Opposites of Enemy) (Flaws: Requires Enemy, Limited to Power Level & Powers of Enemy) [84]

Offense:
Unarmed +10 (+15 Damage, DC 30)
Cosmic Blast +12 (+26 Ranged Damage, DC 41)
Polar Opposite Attack +12 (+20 Ranged Damage & Weaken, DC 35 & 30)
Cosmic Area Attacks +19 (+19 Damage, DC 34)
Drain Energy -- (+16 Perception Ranged Affliction, DC 26)
All-Reaching Blast -- (+19 Perception Ranged Damage, DC 34)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +24 (+26 Force Field, +11 Impervious), Fortitude --, Will +16

Complications:
Responsibility (Balance and Duality)- The In-Betweener is both Order and Chaos, Life and Death, Love and Hate.
Motivation (Power)- The In-Betweener really just rejects his bosses' beliefs and tries to do his own thing. It gets him into a fair bit of trouble, actually.
Power Loss (Master Order & Lord Chaos)- The two have the ability to basically de-power The In-Betweener at-will. As his power comes from the duality of Order & Chaos, it makes sense than the two can do this.
Power Loss (Opposite Powers)- The In-Betweener cannot use his powers on certain individuals. He failed to Summon an Opposite for Galactus, nor could he wipe him out with Opposite Force- he reasoned that HE HIMSELF may be Galactus' opposite.

Total: Abilities: 104 / Skills: 74--37 / Advantages: 21 / Powers: 393 / Defenses: 21 (576)

-The In-Betweener is a weird Cosmic Entity- the embodiment of balance & duality... but he's actually just a power-mad douche, and among the most powerful "I want POWER!" guys in the entire Marvel Universe (most Cosmic Beings above him are typically "I do what I must to survive" amoral types, not actual murderous douchebags with delusions of grandeur). Despite this, he was fooled like a mark by Thanos in The Thanos Quest (thought most high-intellect guys were rather easy to fool in that story, in order to make Thanos look smarter), he gets frequently captured by Master Order & Lord Chaos when he acts out, and has been used as a pawn by Scorpio (of the Zodiac Cartel) as well. He's appeared in relatively few stories at all, actually.
-So this guy once brawled with Galactus to a stalemate, and was powerful enough that he believed he was an adequate match for Mistress Death (Thanos had fooled The In-Betweener into thinking he'd "chafed" under Death's rule, and wanted a new protector and benefactor in our bi-coloured friend here). and was once able to force her to kill The Elders of the Universe despite that breaking her oath to not do so. Yet he's not really the absolute top-tier Cosmic Bad-Guy in my opinion (he's never there when everyone else has their big Cosmic Chats Over Coffee). Despite this, his Marvel Card lists his Energy Projection at a mere "6" (below Silver Surfer or Rachel Summers), but you know what they say about THOSE stats :). So I figure a PL 19 statline should be good enough- he's only two PLs under Galactus (who can frequently be made weaker depending on the story or how much he's eaten, not to mention two PLs being not that big a deal at THIS high a scale of power).
-He has the same swath of powers many (or most) Cosmic Beings have, but separates himself from the "Usual Stuff" herd with that "Polar Opposite Attack" of his- basically it's an instantly-fatal super-Blast that lets him use the exact opposite type of energy of his opponent to blast them (it's supposedly "instantly fatal", so don't expect him to ever hit anyone important with it), effectively being sorta like Anti-Matter, but for everything. It's a combined Blast/Ranged Weaken that would probably kill just about anyone and anyTHING in the Cosmos short of a Celestial or Eternity or somebody. Also, he can throw out someone with the exact same powers as his enemy as an Opposite Being. I gave him enough ranks of it to Summon a Silver Surfer or a bit higher (315 points maximum!), but it's basically equalling whatever PL & Powers his enemy has.

INFECTIA (Josephine)
Created By:
Louise & Walt Simonson
First Appearance: X-Factor #28 (May 1988)
Role: Forgotten Villain
Group Affiliations: None
PL 7 (114)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 4

Skills:
Athletics 4 (+5)
Deception 2 (+6, +8 Attractive)
Expertise (Criminal) 2 (+3)
Insight 2 (+5)
Perception 2 (+5)

Advantages:
Attractive

Powers:
"Mutant Powers: Physical Reconstruction"
"Psionic Scan" Senses 2 (Analytical Vision) (Flaws: Limited to Physical Bodies) [1]
"Rearrange Physical Forms" Affliction 8 (Fort; Impaired & Entranced/Disabled & Compelled/Transformed & Controlled) (Extras: Continuous +3, Extra Condition) (Quirk: Must Scan First -2) [38]
Linked to
"Spontaneous Combustion" Weaken Stamina 8 (Feats: Triggered- Time, Subtle) (Extras: Progressive +2) (Flaws: Uncontrolled, Limited to Anti-Bodies) [10]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Rearrange Forms +6 (+8 Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Power)
Power Loss (Mutants)- Infectia's powers do not work as well on Mutants as they do on ordinary humans. Her transformations become Uncontrolled.

Total: Abilities: 48 / Skills: 12--6 / Advantages: 1 / Powers: 49 / Defenses: 10 (114)

-Infectia was an X-Factor character with the power to reconfigure people's bodies into mutated forms. A lot of baseline humans were thus made into deformed monsters who were fanatically loyal to her (she called them "Anti-Bodies"), but would spontaneously combust after a period of time. She gained this following by meeting men in bars and giving them the super-strength they so desperately wanted. She meets X-Factor when she goes after their sentient Ship, and after Jean defeats her three Anti-Bodies, she ends up kissing the Beast (who took a kiss meant for Iceman), rendering him comatose. The effect is what reverts the human-looking Henry McCoy back into a hairy ape-man (he'd been human again in X-Factor until that point).
-Defeated when the teenage X-Terminators joint he fray, Infectia does not reappear... until she contracts the Legacy Virus, meeting a forgiving Beast in the hospital. In fact, it was this story which introduced the X-Men to Stryfe's sick "legacy" that began killing mutants (translation: unimportant characters the writers no longer wanted around). Hank cares for her in her dying days.
-Infectia isn't a powerhouse, but her "Rearrange Forms" power is an expensive, dangerous effect that not only turns people into controlled slaves, but also burns them alive after a period of time has elapsed (the "Disease" Extra that puts in the effect much later, and Progressive for once it starts to take effect).

THE ISOLATIONIST (Josef Huber)
Created By:
Peter David & Pablo Raimondi
First Appearance: X-Factor #89 (April 1993)
Role: "Every Power Ever" Guy
Group Affiliations: X-Cell
PL 14 (246)
STRENGTH
14 STAMINA 14 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Current Events) 5 (+8)
Insight 3 (+6)
Perception 1 (+4)

Advantages:
Power Attack, Ranged Attack 4

Powers:
"Mutant Powers: The Powers Of All Mutants"
Variable (Mutant Powers) 20 (Flaws: Limited to Against Non-Mutants) [120]
Regenneration 12 [12]

Offense:
Unarmed +6 (+14 Damage, DC 29)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +14, Fortitude +14, Will +6

Complications:
Motivation (Power)
Weakness (Going Crazy)- The minds of so many people infiltrating his brain at once is driving Josef insane. He is often considered Distracted for the purposes of fighting.
Power Loss (All Powers- Terrigen Crystals; Lack of Mutants)- Josef loses powers quickly when the Crystals are around. Also, if he is far away from any Mutants, his powers will fade.

Total: Abilities: 94 / Skills: 14--7 / Advantages: 5 / Powers: 132 / Defenses: 8 (246)

-The Isolationist is a bizarre Peter David creation, known for appearing in only a single in his debut, and then taking SIXTEEN MORE YEARS to be fleshed-out, in the pages of another David book. He's one of those "Every Power Ever" guys whose power is to have the powers of every mutant on the planet at once, but this MASSIVE Game-Breaker is diminished by the fact that having every Telepath's powers combined is driving him insane. He tries to get all the mutants to gather together in one place, so that he can KILL ALL OF THEM to free him of his burden. Rictor was able to stop him in a fistfight thanks to holding some Terrigen Crystals, which rendered Josef's powers ineffective. Isolationist turns to sand and floats away, disdaining fighting in favor of his genocidal plan.
-Isolationist is potentially unstoppable, with the powers of every Mutant alive (even post M-Day, this includes dozens of high-powered individuals)- essentially the kind of Variable effect no GM should ever allow a player to have. 100 points is available to him at any given moment. The only problem, naturally, is that he's insane, and probably always counts as Distracted or something. And he has a Mental Block of sorts that prevents him from using his powers against Mutants- he can only attempt to put them in situations where they might die (like teleporting X-Factor to the Arctic, where they might freeze to death).

INFINITY
Created By:
Mark Gruenwald & Greg Capullo
First Appearance: Quasar #24 (July 1991)
Role: Cosmic Being, Conceptual Being
PL 24 (1,160)
STRENGTH
25 STAMINA -- AGILITY 1
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 25 AWARENESS 12 PRESENCE 8

Skills:
Deception 5 (+13)
Expertise (Cosmic Lore) 9 (+34)
Expertise (Science) 8 (+33)
Expertise (Space Travellier) 9 (+34)
Expertise (History) 2 (+27)
Insight 2 (+14)
Intimidation 12 (+20, +28 Size)
Investigation 2 (+14)
Perception 8 (+20)
Persuasion 4 (+12)
Technology 7 (+32)

Advantages:
All-Out Attack, Beginner's Luck, Benefit 6 (Cosmic Status- Is The Universe), Daze (Intimidation), Diehard, Eidetic Memory, Fascinate (Intimidation), Fearless, Improved Aim, Improved Critical (Cosmic Blasts) 4, Improved Initiative, Improved Smash, Jack-of-All-Trades, Last Stand, Power Attack, Ranged Attack 9, Ritualist, Startle, Takedown, Trance, Ultimate Cosmic Lore Skill, Ultimate Science Skill, Well-Informed, Withstand Damage

Powers:
"Immortal Entity"
Immortality 3 (1 week) [6]
Regeneration 14 (Feats: Regrow Limbs) [15]

"Untouchable Substance"
Insubstantial 4 (Feats: Selective, Subtle 2) [23]
Immunity 30 (Fortitude Effects) [30]
Protection 14 (Extras: Impervious 35) [49]
Features 1: May Spend 2 Hero Points and get to Double Area Effects (ie. 4,000ft. Bursts) [1]

"Cosmic Force"
Flight 20 (2,000,000 mph) (40) -- [41]
AE: Speed 20 (2,000,000 mph) (20)
Quickness 20 [20]
Movement 3 (Space Travel 3) (Extras: Instantaneous) [9]
Movement 1 (Environmental Adaptation- Space) [2]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]
Senses 7 (Detect Energy- Ranged 4, Acute, Analytical) [7]
"Knows All Languages" Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
"All-Seeing" Remote Sensing 31 (Visual, Hearing) (8,192,000,000 miles) (Feats: Dynamic, Dimensional, Subtle) (Extras: Simultaneous) [127]

"Huge Size" Growth 16 (Str & Toughness +16, +16 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -16 Stealth) -- (96 feet) [32]

"Wields the Power Cosmic"
"Titanic Damage I" Damage 18 (Extras: Area- 8,388,608,000 trillion miles Burst +51, Penetrating 10) (496) -- [537]
AE: "Titanic Damage II" Damage 18 (Extras: Area- 8,388,608,000 trillion miles Line +51, Penetrating 10) (496)
AE: "Titanic Damage III" Damage 18 (Extras: Area- 16,777,216,000 trillion miles Cone +51, Penetrating 10) (496)
Dynamic AE: "Cosmic Stream" Damage 24 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 2,000ft. Line +7, Selective) (219)
Dynamic AE: "Cosmic Burst" Damage 24 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 2,000ft. Burst +7, Selective) (219)
Dynamic AE: "Cosmic Wave" Damage 24 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 4,000ft. Cone +7, Selective) (219)
Dynamic AE: "Cosmic Blast" Blast 32 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 6, Indirect 4, Penetrating 14) (79)
Dynamic AE: "All-Reaching Blast" Blast 24 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (75)
Dynamic AE: Force Field +0 (Feats: Dynamic) (Extras: Affects Others 20, Impervious 23) (43)
Dynamic AE: Illusion 14 (Feats: Dynamic) (All Senses) (71)
Dynamic AE: Healing 20 (Feats: Dynamic) (Extras: Ranged, Restorative, Resurrection, Area- 60ft. Burst +2) (Flaws: Limited to Others) (121)
Dynamic AE: Mind-Reading 20 (Feats: Dynamic, Subtle) (Extras: Sensory Link, Effortless) (82)
Dynamic AE: Communication (Mental) 5 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area, Selective) (33)
Dynamic AE: Concealment 10 (All Senses) (Feats: Dynamic) (Extras: Affects Others, Ranged) (41)
Dynamic AE: "Remove Powers" Affliction 17 (Fort; Impaired/Disabled/Transformed to Powerless) (Feats: Dynamic) (Extras: Perception Range +2) (52)
AE: "Brainwashing" Affliction 18 (Will; Dazed/Compelled/Transformed Thoughts & Memories) (Extras: Perception Range +2, Progressive +2) (90)
AE: "Create Worlds" Create 25 (Feats: Innate, Precise, Increased Mass 20) (Extras: Movable, Continuous) (121)
AE: "Capable of Nearly Any Effect" Variable (Cosmic) 30 (210)
AE: "Restructure Reality" Transform 25 (Anything to Anything) (Feats: Increased Mass 30- Planets) (Extras: Continuous) (180)
AE: Teleport 20 (Feats: Increased Mass 10) (Extras: Extended, Accurate) (90)
AE: Movement 9 (Dimensional Travel 3, Time Travel 3, Space Travel 3) (Feats: Increased Mass 5) (Extras: Attack 20, Area- 500ft. Burst +5 on 20 Ranks) (23)
AE: "Move The Stars Themselves" Move Object 40 (262,144,000,000 tons) (Extras: Perception Range) (120)
AE: "Teleport Others" Teleport 20 (Feats: Increased Mass 5) (Extras: Attack, Ranged) (85)
AE: "Drain Energy" Affliction 20 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception Ranged +2) (Flaws: Limited to Energy Powers) (40)
AE: "Bestow Cosmic Awareness" Features 1: Directed Inspiration- May ask the GM a Question With an HP (Extras: Affects Others +0, Area- 120ft. Burst +3) Linked to Senses 4 (Cosmic Awareness- Ranged 3) (Extras: Affects Others +0, Area- 120ft. Burst +3) (20)
AE: Movement 4 (Dimensional Travel 2, Space Travel +0, Time Travel 2) (Extras: Attack 20, Ranged 20) (48)
AE: Movement 4 (Dimensional Travel 2, Space Travel +0, Time Travel 2) (Extras: Affects Others 20, Perception Range +2) (30)
AE: "Sense Energy" Senses 22 (Detect Energy- Ranged 17- 1,600 trillion miles, Acute & Analytical, Tracking) (22)
AE: "Sense Life" Senses 22 (Detect Life- Ranged 17- 1,600 trillion miles, Tracking) (22)

Offense:
Unarmed +10 (+25 Damage, DC 40)
Cosmic Blast +14 (+32 Ranged Damage, DC 47)
Cosmic Waves +24 Area (+24 Damage, DC 39)
Remove Powers +17 Area (+17 Affliction, DC 27)
Mind-Reading -- (+20 Mind-Reading, DC 30)
Portals +20 (+20 Movement Attack, DC 30)
Drain Energy -- (+20 Perception Ranged Affliction, DC 30)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +30 (+18 Impervious), Fortitude --, Will +22

Complications:
Responsibility (Herself)- Infinity, like Eternity, is concerned with her own survival, ie. that of the universe itself.

Total: Abilities: 130 / Skills: 68--34 / Advantages: 40 / Powers: 920 / Defenses: 36 (1,160)

-Infinity is another in what I consider a group of pretty meaningless, unnecessary Cosmic Beings in the Marvel Universe. The group they had before 1990 or so was FINE, and something like this is just overdoing it. I mean, what's the differents between Eternity and Infinity supposed to be? Also, she furthers that weird thing where all the male Cosmics are these big ugly guys or Cosmic Concepts, while all of the female ones are these smoking-hot uber-babes in skin-tight clothing.
-Infinity represents "the totality of space", while Eternity represents "time"... except that's not how anybody but Mark Gruenwald played it. Eternity is just The Living Embodiment of the Universe in every other case. Infinity debuts by contacting Quasar to help defeat Maelstrom, who seeks to destroy the universe. Stats-wise, she's yet another copy of my "Eternity" build, as there's no real difference between the concepts.

xxxxx
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Marvel- K

Post by Jabroniville »

K:
Kade Kilgore
Kain
Kaine
Kala
Kaluu
Kamal
Kamikaze
Kane
Kang the Conqueror
The Kangaroo I-II
Ka-Zar I
Karbon (Tektos)
Karkas
Karisma
Karl Malus
Karma
Karnak
Karnilla
Karolina Dean
Karthon
Kate Bishop
Katie Power
Kate Waynesboro
Katu
Kavita Rao
Ka-Zar I
Ka-Zar & Zabu
---
Kestrel
Key
---
Khan
Khaos
Khonshu
---
Kiber the Cruel
Kickback
Kid Colt
Kid Gladiator
Kidogo
Kickers, Inc.
Kid Briton
The Killer Clown
Killer Shrike
Killjoy
Killpower
Killraven
The King of the Sewers
King Bedlam
King Cobra I-II
The Kingpin
Kirigi
---
Kkallakkuu
---
Klaatu
Klara Plast
Klaw
The Kleinstocks
Kluh
Kly'bn & Sl'gur't
---
The Knave of Hearts
Knight & Fogg
The Knights of Pendragon
Knockout
---
Kofi Whitemane
Komodo
Korath the Pursuer
Korg
Korrek the Barbarian
Korvac
Korvus
Kosmos
---
Krakoa
Kraven the Hunter I
Kraven the Hunter II
Kraven the Hunter III
Kree Sentry
Kree Soldiers
Kristoff Von Doom
Kronos
Kruel
---
Kubik
Kulan Gath
Kuroko
Kurse
---
Kyknos
Kylun



Old Builds (with new commentary):
Karisma
Karnilla
Katie Power
Kid Gladiator
Kidogo
Killpower
Killraven
The Kleinstocks
Kly'bn
Komodo
Korvac
Krakoa
Kyknos
Kulan Gath
Kurse
Knockout

New Builds:
Ka-zar the great (1936)
Khan (intergalactic conqueror)
Khaos (Twin-Sword Wielding Dark Elf. No, not that one)
Khonshu
King (of the Underdwellers- one-off Daredevil foe)
Klaatu (Cosmic Moby Dick)
Kofi & Smartship Friday
Korrek the Barbarian (Howard the Duck co-star)
Kruel (Zombie-lookin' former Kingpin henchman)

Marvel: The Letter "K":
-The letter "K" comes from the Greek K (kappa), which itself was taken from Semitic languages. It's a bit weird, in that it can be used with our without the letter "c", and often sounds the same. It can also represent a thousand (such as "30K" for "30,000"). This is like, the least-interesting stuff I've ever gotten for a letter in the "Marvel Alphabet" so far.
-There's an odd lack of Marvel characters beginning with the letter, despite it having a pretty hard sound that makes certain words fun to say (a great number of nasty words have that hard "C" or "K" in them). In fact, it seems like a huge chunk of the characters starting with this letter are monsters, aliens or interdimensional creatures using it to make WEIRD names- Kaluu, Karnilla, Kkallakkuu, Korath, Korg, Korrek, Karthon, Karkas, Klaatu, Karnak and more. Very, very few "authentic" major super-characters use the letter to start their name for anything other than their first name (and actually, there's a lot of people like that here- Kate Bishop, Katie Power, Karolina Dean, Kavita Rao, Klara Prast
-The biggest names: Kang the Conqueror, Ka-Zar, The Kingpin, Korvac, Kraven the Hunter (okay, that's pushing it), Kristoff Von Doom (that, too)... that's it, really.

KIDOGO (Lazaro Kotikash)
Created By:
Nunzio DeFilippis & Christina Weir
First Appearance: New X-Men: Academy X #12 (2005)
Group Affiliations: X-Students
Status: De-Powered, Fate Unknown
Role: Background Character
PL 7 (176)
STRENGTH
2/-2 STAMINA 3 AGILITY 2
FIGHTING 2 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Perception 4 (+5)
Expertise (Survival) 4 (+5)

Advantages:
Close Attack 2, Equipment (X-Student Uniform- Communications, Protection +1), Ranged Attack 1

Powers:
"Mutant Powers: Shrinking"
Shrinking 16 [32]
(-4 Strength, Speed -2, +8 Defenses, +16 Stealth, -8 Intimidation)

Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +2 (+10 Shrinking, DC 12-20), Parry +2 (+10 Shrinking, DC 12-20), Toughness +3 (+4 Uniform), Fortitude +5, Will +3

Complications:
None

Total: Abilities: 22 / Skills: 8--4 / Advantages: 4 / Powers: 32 / Defenses: 4 (66)

-Here's an interesting idea- a Maasai-born superhero. Of course, he got no characterization whatsoever and was De-Powered after M-Day, and nobody ever bothered getting around to explaining if he was alive or not. What's funny is that size-altering powers may be the RAREST power-sets amongst X-people. I can only think of Delgado & Javitz of The Acolytes, and Tower of the Alliance of Evil. Psynapse I guess, but he's always that small. His power was a bit ironic, as he was one of the tallest X-kids by far in his unpowered form.
-Just a simple, low-powered Shrinking build. These guys suck unless they keep their base Strength or something- this guy's a PL 7 simply because he's so hard to hit at his lowest size, but I don't think a random student with little training could be expected to get many feats off of his powers.

KID GLADIATOR (Kubark)
Created By:
Jason Aaron & Chris Bachalo
First Appearance: Wolverine & The X-Men #1 (Dec. 2011)
Group Affiliations: X-Students
Status: Brought Back to Shi'ar Territory
Role: Background Character
PL 10 (178)
STRENGTH
12 STAMINA 12 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 2 (+2)
Expertise (Space Character) 2 (+2)
Perception 2 (+2)
Intimidation 4 (+4)

Advantages:
Diehard, Extraordinary Effort, Great Endurance, Power Attack, Ranged Attack 5

Powers:
"Strontian Physiology"
Immunity 11 (Aging, Life Support) [11]
Impervious Toughness 9 [9]
Flight 10 (2,000 mph) (Feats: Dynamic) (21) -- [22]
Dynamic AE: Quickness 6 (Feats: Dynamic) (7)

Movement 1 (Space Travel 1) [2]
"Super-Vision" Senses 6 (Microvision 2- Cellular Sized, Vision Penetrates Concealment) [6]

"Heat Vision" Blast 12 (Feats: Penetrating 6) (30) -- [34]
AE: "Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 10 (Extras: Area- 60ft. Burst) (Flaws: Limited to Objects) (12.5)
AE: "Shockwave" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Both Grounded) (10)
AE: "Super-Breath" Move Object 8 (Extras: Area- 60ft. Cone) (16)
AE: "Freeze Breath" Snare 9 (27)

Offense:
Unarmed +8 (+12 Damage, DC 27)
Shockwave +10 Area (+10 Damage, DC 25)
Heat Vision +7 (+12 Ranged Damage, DC 27)
Freeze Breath +7 (+9 Ranged Affliction, DC 19)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +12 (+5 Impervious), Fortitude +12, Will +4

Complications:
Relationship (Kallark, Father)- Kid Gladiator is the son of the Shi'ar Emperor, Gladiator, and often disappoints him.
Power Loss (All Powers)- Strontians will lose all power if their convictions or confidence fails. Gladiator once had his ass whupped by Cannonball because of this, and his son is probably no different.
Weakness (Rare Radiation Type)

Total: Abilities: 74 / Skills: 10--5 / Advantages: 9 / Powers: 84 / Defenses: 8 (180)

-Kid Gladiator was an early part of the Wolverine & The X-Men series, causing some fans a degree of annoyance because it's the old chestnut of "Suddenly Introduced Child" of an established character with enough focus that it SHOULD have been known that they had a kid. I mean, where the hell was this kid hiding during all those issues focusing on Kallark's relations with his Empire, the Imperial Guard, and that time he wiped out his FREAKING PEOPLE because the Emperor ordered him to!?!
-Kubark was an overconfident douchebag who was exiled from the Shi'ar Empire, and was obsessed with brawling, frequently annoying his teachers and bodyguard (Warbird). Despite a good bit of focus as one of the more active students, he was removed from the school by his father once the A vs. X Phoenix Force Possesses The X-Men thing happened and they beat Kallark to near-death. Kid Gladiator protested, but he was booted back to the Shi'ar Empire as the Phoenix Force was now "Earth's problem".
-Despite being a Strontian, among the most powerful beings in the universe, Kid Gladiator was more of a mid-tier Flying Brick, still fitting PL 10 status despite being a completely immature kid with very little experience. His physiology means he's strong AND fast, and he's a match for characters with DECADES more experience as a result.

KOMODO (Melati Kusuma)
Created By:
Dan Slott & Stefano Caselli
First Appearance: Avengers: The Initiative #1 (April 2007)
Role: Crippled Hero, Angry Girl
Group Affiliations: The Initiative, The Desert Stars (Arizona)
PL 8 (118)
STRENGTH
0/7 STAMINA 0/7 AGILITY -1/5
FIGHTING 3/9 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 2 (-1/+7)
Athletics 3 (+3/+10)
Deception 4 (+4)
Expertise (Science) 6 (+10)
Intimidation 6 (+6)
Perception 6 (+6)
Technology 2 (+6)
Stealth 3 (+2/+8)

Advantages:
All-Out Attack, Fast Grab, Ranged Attack 2, Teamwork

Powers:
"Reptilian Form"
Enhanced Strength 7 [14]
Enhanced Agility 6 [12]
Enhanced Stamina 7 [14]
Enhanced Fighting 6 [12]

Speed 2 (8 mph) [2]
Leaping 2 (30 feet) [2]
"Tail" Extra Limb 1 [1]
Senses 2 (Low-Light Vision, Acute Scent) [2]
Power-Lifting 1 (6 tons) [1]

Regeneration 10 (Feats: Diehard, Regrowth) [12]

Offense:
Unarmed +3 (+0 Damage, DC 15)
Komodo Form +9 (+7 Damage, DC 22)
Initiative -1 (+5 Komodo)

Defenses:
Dodge +3 (+9 Komodo, DC 19), Parry +3 (+9 Komodo, DC 19), Toughness +0 (+7 Komodo), Fortitude +0 (+7 Komodo), Will +4

Complications:
Responsibility (The Avengers Initiative)
Relationship (Hardball)- Komodo has feelings for Hardball, who turned out to be a traitor and joined HYDRA.
Secret (Crippled in Human Form)

Total: Abilities: 14 / Skills: 32--16 / Advantages: 5 / Powers: 72 / Defenses: 9 (118)

-Komodo is one of the first new recruits seen in The Initiative, being your standard "Cranky Girl" on the team. Her story is that she's an amputee after a car wreck who stole Dr. Curt Connors' reptile serum, modified it to her own DNA, and got similar powers, scaled (hee hee) down a notch. She threatened some people, tried to hide her human form, and did some stuff, and ultimately had this romantic thing going with the mercenary-type Hardball, which ended up hurting her in the long run. Like most of the first class, she's still around in some way or another, having been de-powered and re-powered twice (apparently that 100% "No Powers" S.P.I.N. Tech stuff isn't that 100% after all).
-Komodo's a pretty standard mildly super-strong Scrapper-type, able to brawl with Spider-Man, but ultimately got her ass BEAT by him fairly easily (especially once he used his Persuasion on her, convincing her that the government would turn on HER eventually, too). She's balanced to PL 8, and nearly makes full points (ideally she should have a higher Will, but it's a big flaw of hers in the book), allowing her full regeneration of limbs and organs in a matter of minutes (like most Regen-based guys, she's shown variable limits & speeds on healing). I figure most of the Initiative Recruits will be on the weaker side, since well, they nearly always lost to major heroes. Komodo's PL 8 because she's rather tough.

KLY'BN
Created By:
Michael Gallagher & Coleen Doran
First Appearance: The Incredible Hercules #120 (Oct. 2008)
Role: Skrull God
Group Affiliations: The Skrull Pantheon
PL 14 (299)
STRENGTH
16 STAMINA 15 AGILITY 2
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 3 (+5)
Close Combat (Unarmed) 2 (+12)
Deception 4 (+8)
Expertise (Skrull God) 10 (+16)
Expertise (Magic) 10 (+16)
Intimidation 9 (+13)
Perception 5 (+9)
Persuasion 5 (+9)
Stealth 2 (+4)

Advantages:
Accurate Attack, All-Out Attack, Beginner's Luck, Chokehold, Diehard, Fast Grab, Fearless, Improved Critical (Unarmed) 2, Improved Grab, Improved Hold, Jack-of-All-Trades, Power Attack, Ranged Attack 8, Takedown 2, Withstand Damage

Powers:
"Immortal God"
Regeneration 6 (Feats: Regrow Limbs) [7]
Immunity 16 (Life Support, Aging, Fatigue Effects) [16]
Speed 2 (8 mph) [2]
Power Lifting 5 (50,000 tons) [5]
Impervious Toughness 11 [11]
Leaping 4 (120 feet) [4]
Flight 11 (4,000 mph) [22]
Movement 1 (Space Travel) [2]

"Eye Beams" Blast 16 (Feats: Penetrating 8) [40]

"Super-Strength Feats" (AE of Strength Damge) [2]
AE: "Groundstrike" Affliction 13 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 10 (Extras: Area- 60ft. Burst) (Flaws: Limited to Objects) (14)
AE: "Shockwave" Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Both Grounded) (12)

Offense:
Unarmed +12 (+16 Damage, DC 31)
Eye Beams +10 (+16 Ranged Damage, DC 31)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +15 (+9 Impervious), Fortitude +15, Will +13

Complications:
Responsibility (Skrull Pantheon)- Kly'bn loves his subjects very dearly, and leads an army of Conquered Gods behind the Skrull armada.

Total: Abilities: 118 / Skills: 50--25 / Advantages: 24 / Powers: 111 / Defenses: 21 (299)

-Kly'bn is a combination of two pretty great ideas- 1) if Earth somehow has upwards of TWENTY Pantheons made up of hugely-powerful entities worshipped in Earth's history, then why wouldn't OTHER cultures? Why would ONLY Earth get all the Skyfathers? 2) If the Celestials made Eternals, Deviants and Normals out of all the races in the universe, then what happened to the Eternals of other races? Kly'bn is the last remaining Skrull Eternal- the remainder of which were killed millennia ago by the Skrull Deviants (the Shapeshifters came to become the ONLY Skrulls known in the universe)- formed an alliance with the Deviant leader Sl'gurt, and they are the only two Skrull Gods, having taken over thousands of other conquered races' Pantheons as well. Kly'bn is beloved by the Skrulls ("He loves you" is their credo), and he represents the "Original" Skrull in their minds- since they're shapeshifters, HE is the image they always fall back to.
-Kly'bn & Sl'gurt were opposed during "Secret Invasion" by Hercules and his "God Squad"- they sent their Slave Gods against the heroes (who escaped thanks to Snowbird Limit Breaking into a Great Beast's form), then fought the good guys in a knock-down, drag-out fight. Sl'gur't burst through the Demogorge's stomach when he tried to eat her, while Kly'bn easily killed Ajak of the Eternals during an "Eternal Eye Beam Showdown". Kly'bn & Hercules were "evenly-matched" in his own words, so Amadeus Cho used his Super-Math to allow Snowbird to deliver a fatal blow to his back using the Demogorge's cast-off spine.
-This produces an interesting issue- the "Skyfather" of sorts of a Skrullian Pantheon is only about as strong as Hercules, and killable via a lucky shot, so he's rather powerful, but not so much so that he's tougher than Zeus or Odin or anybody- he doesn't even showcase any Magical Powers- either of those guys could Teleport, blow up HUGE swaths of area, and more. He's basically a somewhat-limited Eternal with no Shapeshifting, still fitting a PL 14 mighty warrior. So he couldn't take out any of the Earth Skyfathers, really, but he's got an ace in the hole, what with those thousands of PL 10-14 Gods backing him up.
-Kly'bn showcased no other Eternal Abilities beyond the Eye Beams, but could conceivably use Matter Manipulation (Transform Anything to Anything), Transmute Living Beings (Affliction Transform), Telekinesis and even Mental Abilities.

SL'GUR'T
Created By:
Al Milgrom
First Appearance: The Fantastic Four Annual #24 (1991)
Role: Skrull God
Group Affiliations: The Skrull Pantheon
PL 14 (339)
STRENGTH
12 STAMINA 15 AGILITY 5
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 6 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 3 (+8)
Athletics 2 (+14)
Close Combat (Unarmed) 2 (+14)
Deception 4 (+8)
Expertise (Skrull God) 10 (+16)
Expertise (Magic) 10 (+16)
Intimidation 11 (+15)
Perception 6 (+10)
Persuasion 4 (+8)
Stealth 3 (+8)

Advantages:
Accurate Attack, All-Out Attack, Beginner's Luck, Chokehold, Diehard, Fast Grab, Fearless, Improved Grab, Improved Hold, Improved Initiative 2, Jack-of-All-Trades, Power Attack, Ranged Attack 8, Takedown 2, Withstand Damage

Powers:
"Immortal God"
Regeneration 10 (Feats: Regrow Limbs) [11]
Immunity 16 (Life Support, Aging, Fatigue Effects) [16]
Speed 2 (8 mph) [2]
Impervious Toughness 11 [11]

"Ultimate Shape-Changer"
Shapeshift 13 [104]

"Typical Powers: Claws & Teeth +4, Elongation, Extra Limbs, Multiattack, Enhanced Strength, Protection, Flight"

Offense:
Unarmed +14 (+12 Damage, DC 27)
Shapeshifting Powers +12 (+12-16 Damage, DC 27-31)
Initiative +13

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +15 (+9 Impervious), Fortitude +15, Will +13

Complications:
Responsibility (Skrull Pantheon)- Sl'gur't loves her subjects very dearly, and leads an army of Conquered Gods behind the Skrull armada.

Total: Abilities: 126 / Skills: 56--28 / Advantages: 24 / Powers: 144 / Defenses: 17 (339)

-Sl'gur't was the Queen of the Skrull Deviants, trying to slay the last Eternal. Instead, his final words moved her to marry him and become his Queen- while Kly'bn is stuck in one form, Sl'gur't instead shapechanges CONSTANTLY, never retaining the same form (except for when the artist gets lazy and shows her doing the same "multi-armed Buddha" pose with several arms. She tore her way through The Demogorge's belly (because too many Godheads were inside her mind/form- otherwise this'd be an INSANE Power Feat, as Demogorge was so tough he could take out every Death God simultaneously. She then battled Amatsu-Mikaboshi, and the heroes thought him slain- thinking that was for the best, they soon left the battlefield, only to fail the First Law of Shapeshifters: Always assume that the Shapeshifter beat your partner, and is now disguised as them. Mikaboshi took over the Skrull Pantheon and all their conquered deities, gathering a huge army on his way to The Chaos War.
-Sl'gur't is PL 14 like Kly'bn, using Shapeshifting to make any caps- she has so many ranks of it (65 points' worth!) that she can basically do almost anything, and take on anyone.

KYKNOS
Created By:
Kieron Gillen & Manuel Garcia
First Appearance: Dark Avengers: Ares #3 (Feb. 2010)
Role: Evil Second-In-Command
Group Affiliations: The Olympian Pantheon
PL 10 (123)
STRENGTH
9 STAMINA 9 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 2 (+12)
Close Combat (Unarmed) 2 (+10)
Deception 2 (+4)
Expertise (God) 2 (+2)
Intimidation 10 (+10)
Perception 4 (+5)

Advantages:
All-Out Attack, Diehard, Great Endurance, Improved Critical (Axe), Power Attack, Ranged Attack 5, Startle

Powers:
"Immortal God"
Regeneration 2 (Feats: Regrowth) [3]
Immunity 5 (Aging, Starvation & Thirst, Heat, Cold, Disease) [5]
Immunity 2 (Drowning & Suffocation, Poison, Pressure) (Flaws: Limited to Half-Effect) [2]
Leaping 1 (15 feet) [1]
Speed 2 (8 mph) [2]

"Magical Weapons" (Flaws: Easily Removable) [6]
Strength-Damage +2 (Feats: Improved Critical 2, Penetrating 6) (10 points)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Axe +8 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude +11, Will +5

Complications:
Responsibility (Olympian Pantheon)- Dionysus is loyal to Ares to the point of being sycophantic. He once murdered hundreds of people just to create a throne of skulls on which for Ares to sit.

Total: Abilities: 68 / Skills: 22--11 / Advantages: 11 / Powers: 19 / Defenses: 14 (123)

-Kyknos was a mere speed-bump for Hercules, being a sycophantic son of Ares who got killed by Herc way back in the day. He was resurrected in modern times during the Chaos War/Fear Itself mess-up, confounding the non-powered Gadget Guy Herc. He's PL 10 and an ass-kicker, but a simple villain who's really just a means to an end.

KARISMA (Mary Brown)
Created By:
John Byrne & Kerry Gamil
First Appearance: The Fantastic Four #266 (May 1984)
Role: Jobber Villain, Mind Controller
Group Affiliations: None
PL 10 (68)
STRENGTH
0 STAMINA 1 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Deception 3 (+6)
Expertise (Criminal) 3 (+4)
Expertise (Science) 4 (+7)
Expertise (Science) 4 (+11) -- (Flaws: Limited to Chemistry)
Insight 2 (+4)
Perception 2 (+4)
Persuasion 2 (+5)
Stealth 2 (+4)

Advantages:
None

Powers:
"Radioactive Make-Up" (Flaws: Removable) [8]
Affliction 10 (Will; Entranced/Compelled/Controlled) (Extras: Area- Visual Perception) (Flaws: Limited to Men) (10 points)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Make-Up +9 Area (+9 Affliction, DC 19)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +1, Fortitude +3, Will +2

Complications:
Motivation (Greed)
Power Loss (Make-Up)- Since Karisma's powers all come from her regularly-applied perfume, she could potentially lose her powers after bathing. Or getting wet. Or having anti-makeup stuff applied to her.

Total: Abilities: 38 / Skills: 20--10 / Advantages: 0 / Powers: 8 / Defenses: 12 (68)

-Karisma's just a one-shot FF character, doing the old "Gender-Specific Mind-Control" gimmick with her... radioactive make-up. Yeah, not one of John Byrne's more inventive moments. The make-up is best-utilized as Equipment (since it's not really Device-y, being make-up and not a thing you can just take off... it just makes sense this way), and she's not really capable of anything otherwise. Like most Controller-types, she's rather powerful at her one trick. Her backstory is actually more interesting than the character, as John Byrne drew her for his College Paper back in the 1970s, opposing a hero named Gaylord (hee hee- "Gaylord" That name never failed to make me laugh whenever I heard it as a kid).

KRAKOA, THE LIVING ISLAND
Created By:
Len Wein & Dave Cockrum
First Appearance: Giant-Size X-Men #360 (May 1975)
Group Affiliations: The Jean Grey School For Higher Learning
Role: One-Shot Character
PL 14 (296)
STRENGTH
20 STAMINA 18 AGILITY -1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 1 PRESENCE -2

Skills:
Intimidation 10 (+8, +18 Size)
Perception 4 (+5)
Insight 4 (+5)

Advantages:
None

Powers:
"Mutant Powers: Living Island"
"Is an Island"
Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (192 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Growth +16 (+32 Mass, -32 Stealth) -- (3,072 feet) (Extras: Permanent +0) (Flaws: Limited to Non-STR & STA Gains) [5]

"Mind Shield" Enhanced Will Save 6 (Flaws: Limited to vs. Mental Attacks) [3]
Protection 3 [3]
Immunity 3 (Pressure, Drowning, Suffocation) [3]
Senses 1 (Radius Sight) [1]

"Subtle Manipulation" Mind Control 12 (Feats: Subtle) [49]
Summon Krakoan Monster 7 (Feats: Mental Link) (Extras: Heroic +2, Controlled) [36]
"Vary His Appearance" Morph 4 (Any Object's Appearance- Paradises, Trees, etc.) [20]

"Ecosystem Control"
Mind Control 10 (Extras: Area- 2,000 ft. Burst +x7) (Flaws: Touch Range -2, Limited to Animals) (80) -- [85]
AE: "Plant Control" Move Object 14 (Extras: Perception Range) (Flaws: Limited to Plants) (28)
AE: Vine Snare 12 (Feats: Reach 4) (Extras: Multiattack) (Flaws: Touch Range) (40)
AE: "Giant Body Attacks" Damage 14 (Extras: Area- 30ft. Burst) (28)
AE: "Earthquake" Affliction 14 (Dodge; Hindered/Prone) (Extras: Area- 250ft. Burst +4) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 10 (Extras: Area- 250ft. Burst +4) (Flaws: Limited to Grounded Targets) (68)
AE: "Topographical Features" Environment 7 (Impede Movement 2, Visibility) (2,000 feet) (21)

Offense:
Unarmed +8 (+20 Damage, DC 35)
Anmal Control +10 Area (+10 Affliction, DC 20)
Subtle Manipulation -- (+12 Perception-Ranged Affliction, DC 22)
Giant Area Attacks +14 (+14 Damage, DC 29)
Vine Snare +8 (+12 Affliction, DC 22)
Initiative -1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +21, Fortitude +18, Will +7 (+13 vs. Mental Attacks)

Complications:
Addiction (Mutants)- Krakoa now feeds upon the energies of mutants, requiring more to sate his thirst.

Total: Abilities: 10 / Skills: 18--9 / Advantages: 0 / Powers: 246 / Defenses: 31 (296)

-Krakoa's pretty famous for a monster that only showed up like twice for decades. But that'll happen when you're the super-villain monster at the end of the story that kicked off the most popular team in comics (at least until The Avengers made a billion-plus at the box office). Krakoa is of course a giant mutant monster that came about when atomic testing converted an actual island to a life-sustaining beast from hell, and he went as far as to kidnap the original X-Men, then brainwash Cyclops & Professor X into sending MORE mutants to him, setting off the Giant-Size team. He was defeated only thanks to a massive effort involving everyone using their powers to maximum effectiveness, and was blown into the atmosphere. Only a few more in-continuity appearances (a collected monster in Quasar, one time) were there for him, but he shows up a LOT in "what ifs", and story-retconning has him killing entire swaths of other mutants in the mean-time (such as Vulcan's team). In modern times, he showed up as sort of a Protector of Logan's "Jean Grey School", swimming around the grounds of the new school and engaging in whacky antics.
-A PL 14 super-monster, Krakoa is Part Kaiju/Part Base, as he just sits there and lets minions and various traps on him do his dirty work, but he CAN come to life and start laying a whupping on the heroes if need be. He's virtually impossible to injure (Toughness +23!), and it'll take an entire team of... say, thirteen super-heroes to end his threat. Years later, we'd discover a retcon that said he was little more than an animal, and that his psionic powers were part of a lie created by Charles Xavier to hide the deaths of Vulcan's X-team. So this build basically represents the smarter, original version.

KRAKOAN MONSTER
Created By:
Len Wein & Dave Cockrum
First Appearance: Giant-Size X-Men #360 (May 1975)
Group Affiliations: The Jean Grey School For Higher Learning
Role: One-Shot Character
PL 12 (100)
STRENGTH
15 STAMINA 15 AGILITY -1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 1 PRESENCE -2

Skills:
Intimidation 10 (+8, +15 Size)
Perception 4 (+5)
Insight 4 (+5)

Advantages:
None

Powers:
"Mutant Powers: Living Island"
"Natural Size" Growth 14 (Str & Sta +14, +14 Mass, +7 Intimidation, -7 Dodge/Parry, +1 Speed, -14 Stealth) -- (72 feet) (Feats: Innate) (Extras: Permanent +0) [29]
"Mind Shield" Enhanced Will Save 6 (Flaws: Limited to vs. Mental Attacks) [3]
Immunity 3 (Pressure, Drowning, Suffocation) [3]
Impervious Toughness 9 [9]

Offense:
Unarmed +8 (+15 Damage, DC 30)
Initiative -1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +15, Fortitude +15, Will +7 (+13 vs. Mental Attacks)

Complications:
None

Total: Abilities: 22 / Skills: 18--9 / Advantages: 0 / Powers: 44 / Defenses: 25 (100)

-This is the Monster Form Krakoa forms to fight the X-Men- it's smaller, but still a PL 12 fighter against a whole team of weakened Original X-Men & the Giant-Size Team in their rookiest state.

KATIE POWER (aka Energizer, Starstreak, Counterweight)
Created By:
Louise Simonson & June Brigman
First Appearance: Power Pack #1 (June 1984)
Role: The Innocent Child
Group Affiliations: Power Pack
PL 10 (64)
STRENGTH
-4 STAMINA -1 AGILITY 1
FIGHTING 0 DEXTERITY 1
INTELLIGENCE -2 AWARENESS -1 PRESENCE 0

Skills:
Deception 4 (+4)
Persuasion 4 (+4)
Stealth 4 (+5, +9 Size)

Advantages:
Benefit (Kymellian Smartship- Friday), Equipment 3 (Friday), Set-Up, Teamwork

Powers:
"Child-Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [5]
(-4 Strength, -2 Movement, +2 Dodge/Parry, -2 Intimidation)
"Kymellian Healing Factor" Regeneration 2 [2]

"Energizing"
"Explosive Ball of Energy" Blast 10 (Extras: Area- 60ft. Burst +2) (Flaws: Unreliable) (Quirk: Activation -2) (28) -- [29]
AE: "Disintegration" Blast 8 Linked to Weaken Toughness 6 (Extras: Ranged) (28)

"Power Pack Costume" 5 points (Flaws: Removable) [4]
Movement (Dimension- Elsewhere) (2)
Senses (Communication Link- Friday) (1)
Morph 1 (Clothes to Costume) (1)
Protection 1 (1)

Offense:
Unarmed +0 (-4 Damage, DC 11)
Disintegration +1 (+8 Damage & +6 Weaken, DC 23 & 16)
Explosive Ball +10 Area (+10 Damage, DC 25)
Initiative +1

Defenses:
Dodge +7 (+9 Size) (DC 15), Parry +6 (+8 Size) (DC 19), Toughness -1 (+0 Costume), Fortitude +0, Will +2

Complications:
Prejudice (Child)- Katie is practically a baby, and will not be overly trusted or believed by most adults.
Relationship (Parents)- The Power Pack kids are devoted to their parents, but try to hide their powers nonetheless, believing it'd worry them.

Total: Abilities: -4 / Skills: 12--6 / Advantages: 6 / Powers: 40 / Defenses: 16 (64)

-Katie is the youngest Power sibling, and has the most devastating power- a huge Explosive Ball of energy that she gets from first disintegrating matter (could be anything- even water or air works!). Her initial characterization had her being easily-led by others, as her young age led to her looking to others for guidance- however, she rebels against Alex, who's pushy, aggressive form of leadership frustrates her. She slowly learns that her powers are dangerous, and often feels badly for using them... ultimately losing them and gaining Julie's Flight-based power-set instead. As "Starstreak", she grew up even further, and was once used in an X-Men tale as the sole aide of an injured Wolverine, who was being hunted by Lady Deathstrike and the Reavers. The years since Power Pack was cancelled were unkind to her, however... well, not UNKIND so much as "uneventful"- while Julie turned into a lesbian and acted out and Alex joined the Future Foundation... Katie has kind of vanished.
-Like Jack, Katie is extremely high in PL compared to the others (PL 10), with a HUGE Area-Effect Explosive Blast that has wiped out entire buildings in the past (Extra Effort-ing, y'know). The only problem is her terrible aim- something that's easily fixed with an un-aiming Area. With +0 Toughness, she's the ultimate Glass Cannon, but still.

As "Starstreak", Katie's powers were:
"Lightspeed, But Not Really" Flight 10 [20]
"Flying Ram" Damage 4 [4]
"Kymellian Healing Factor" Regeneration 2 [2]

As "Counterweight", Katie's powers were:

"Density Control"
"Dense Form" (53) -- [55]
AE: Cloud Form (13)
AE: Force Field 8 (Feats: Reach 2) (Extras: Affects Others) (16)

"Cloud Form" Alternate Form 14 points (Quirk: Move Action to Activiate) (13)
Flight 2 (4)
Insubstantial 2 (10)

"Dense Form" Alternate Form 54 points (Quirk: Move Action to Activate) (53)
Enhanced Strength 9 (18)
Enhanced Strength 2 (Flaws: Limited to Resisting Movement) (2)
Shrinking 9 (12 inches) (Extras: Normal Strength) (18)
Protection 8 (Extras: Impervious) (16)

THE FEMME FATALES:
-A quartet of Erik Larsen designs, the Femme Fatales were created for little other purpose than to annoy Spider-Man during Larsen's run on the book. I'll give him this: he didn't just rest on Fanservice to make his designs work- Mindblast & Bloodlust are out-and-out freaks, Whiplash is covering her entire body & face in gear, and Knockout is bulky and has weird metal-corded hair. Compare these girls to the characters his Image-Exodus cohorts were doing at the time (Jim Lee & Rob Liefeld, in particular), and you see why his concepts stand out. Now, the characters designs were more WEIRD than GOOD, but it's still something.
-Aside from being classic Sketchpad Characters (ie. designs that Larsen probably just scribbled down somewhere and went "good enough", they were also a parody of the Female Furies, like The Grapplers were- this one has Mindblast as the Odd Woman Out, but Whiplash is obviously Lashina, Bloodlust is Mad Harriet & Knockout is Stompa or Big Barda).
-The women were a band of mercenaries hired by The Chameleon to threaten an ambassador, which drew Spider-Man into things. All four women ganged up on him, then teamed with the Scorpion & The Tarantula to try again, but he and the Black Cat managed to defeat them. As Larsen soon quit Marvel and the '90s did their '90s thing, the characters then languished in obscurity- being neither Mutants nor big names. The only one to use them was (naturally) Mark Gruenwald, who featured them as background characters in the infamous Superia Stratagem, which gathered all of Marvel's female super-villains together in a scheme that involved serilizing all the women on Earth except the tights-wearing baddies. This goofy story is funny more than anything, but earns props from me for an obsessive attention to detail- where ELSE could you see these four, Pink Pearl, Poundcakes, Ferocia & Golddigger in a single storyline? Years later, Bloodlust & Whiplash would be seen at an A.I.M. Weapons Expo (in the background only), Bloodlust would lose her powers on M-Day, and Mindblast would show up in another book. The Fatales were basically done.

KNOCKOUT (Elizabeth Rawson)
Created By:
David Michelinie & Erik Larsen
First Appearance: The Amazing Spider-Man #340 (Oct. 1990)
Role: D-League Villain, Powerhouse
Group Affiliations: The Femme Fatales
PL 8 (76)
STRENGTH
10 STAMINA 9 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Criminal) 3 (+3)
Intimidation 7 (+8)

Advantages:
Chokehold, Fast Grab, Great Endurance, Improved Hold, Power Attack, Ranged Attack 4

Powers:
Power-Lifting 1 (50 tons) [1]
Protection 1 [1]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10, Fortitude +9, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 56 / Skills: 12--6 / Advantages: 9 / Powers: 2 / Defenses: 3 (76)

-Huh. There were a bunch of women in the background of that Superia Stratagem storyline of Captain America that I keep referring to, and the ones I was least aware of turn out to be all on one team. Knockout's a big, bulky-looking black chick, with the odd choice of metal cords (one of the '90s' most-popular design implements) as dreadlocks. The entire Fatales team kind of came and went in a hurry, meant to just fill space, but at least Knockout managed the K.O. on Captain America of all people during the MASSIVE 50-women (vs) Cap & Paladin fight in that issue. She really hasn't been seen since, however.
-Knockout is a pretty generic Brick, being a little stronger than The Grapplers crew, but weaker than Frenzy (who seems to have been powered up lately). Times like this make me realize just HOW many of these women there really were in the late-'80s & early-'90s period of comic books! It seems that Big Muscular Chick was a generic archetype for Filler Villains around this time. I really have no evidence to imply that Knockout's any stronger than Poundcakes & Battleaxe, or even any weaker than Frenzy/Cargill, but she's big & buff, and I need to differentiate these people somehow! She's cheap as HELL, thanks to the fact that she has no major Skills or any particular unique tricks to her.

WHIPLASH II (Leeann Foreman)
Created By:
Erik Larsen, Joe Rubinstein & Terry Kavanah
First Appearance: Marvel Comics Presents #49 (May 1990)
Role: D-League Villain, Weapon User
Group Affiliations: The Femme Fatales, The Band of Baddies
PL 8 (88)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+7)
Athletics 4 (+6)
Close Combat (Whip) 1 (+9)
Deception 3 (+4)
Expertise (Criminal) 3 (+4)
Intimidation 4 (+5)
Stealth 2 (+5)
Technology 3 (+4)

Advantages:
Accurate Attack, All-Out Attack, Improved Critical (Whip), Improved Disarm, Improved Trip, Ranged Attack 3

Powers:
"Adamantium-Coiled Whip Gauntlets on Costume" (Flaws: Removable) [10]
Strength-Damage +4 (Feats: Reach 4, Improved Critical, Split) (10)
Protection 2 (2)
-- (12 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Whips +9 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3 (+5 Costume), Fortitude +5, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 46 / Skills: 24--12 / Advantages: 8 / Powers: 10 / Defenses: 12 (88)

-Whiplash (with a name stolen from an Iron Man villain who was at that point still alive, but on the D-List) is the last member of the Femme Fatales (though she was initially seen in an earlier group, fighting Spider-Man & Wolverine as part of the Band of Baddies), and what a jobber SHE is. She's been in a few background scenes since The Superia Stratagem, but nothing of note- she's just some chick. Astonishingly, she actually uses ADAMANTIUM whips. SERIOUSLY, Adamantium was SO insanely common at this point in the Marvel Universe that even scrubs OTHER scrubs would be too embarassed to hang around with were toting the stuff. She later teamed up with Orka, Shockwave & Killer Shrike (!?!- that is one WEIRD assemblance of losers!), but were defeated by the mid-2000s Heroes For Hire (so basically, Background Jobbers). And of course, comics being comics, she was soon ignored so that an actual Iron Man character could take on the "Whiplash" legacy.
-Whiplash II is just a Whiplash/Constrictor wannabe with a Whip-gimmick, but she's barely even PL 8 overall. PL 7.5 with the whips, and PL 7 defensively.

BLOODLUST (Beatta Dubiel)
Created By:
Erik Larsen, Joe Rubinstein & Terry Kavanah
First Appearance: Marvel Comics Presents #48 (April 1990)
Role: D-League Villain, Claw Lady
Group Affiliations: The Femme Fatales, The Band of Baddies (seriously)
PL 8 (100)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+8)
Athletics 4 (+8)
Deception 3 (+3)
Expertise (Criminal) 4 (+4)
Intimidation 8 (+8)
Perception 5 (+6)
Stealth 2 (+6)

Advantages:
All-Out Attack, Chokehold, Defensive Roll, Diehard, Fast Grab, Improved Critical (Claws), Improved Initiative, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 2, Startle, Takedown

Powers:
"Fangs & Claws" Strength-Damage +3 (Feats: Split) [4]
Leaping 1 (15 feet) [1]
"Animal Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
"Healing Factor" Regeneration 4 [4]

Offense:
Unarmed +8 (+4 Damage, DC 19)
Claws +8 (+7 Damage, DC 22)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +5 (+6 D.Roll), Fortitude +8, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 48 / Skills: 30--15 / Advantages: 13 / Powers: 12 / Defenses: 12 (100)

-The only thing keeping Bloodlust from being the absolute embodiment of the 1990s in comics is the fact that she isn't a hot chick wearing a car seatbelt as a costume. That and the fact that most of Marvel U.K. manages to occupy that classification. But seriously, she's a crazy, clawed, animal-sense-having crazy chick who goes all "STABBY STABBY STABBY!" She was created by Erik Larsen to confound Spider-Man & Wolverine during one of their yearly team-ups (back when Wolvie was only appearing in about FIFTEEN books a month, if you can believe that) in a one-shot, but she was re-used for a later "Femme Fatales" team-up. She was also in The Superia Stratagem, of course, but managed to appear after more than a DECADE away in a Marvel Knights Spider-Man issue, trying to buy the Venom Symbiote at an auction. Crazy stuff- she was confirmed de-powered after M-Day, however, and has never reappeared.
-Bloodlust represents perfectly what Wolverine, Lady Deathstrike & Sabretooth would all look like if they were relatively unskilled and were weaker in every possible way. She's strong as hell, and her Claws are very dangerous, but they still only do +7 damage without Power Attack, and she's not nearly as accurate as most Scrappers, requiring her to go All-Out a lot of the time as well. Some Healing Factor helps her out (Jeez, she's REALLY a Wolverine clone), but she's nothing more than a nuisance to someone on Logan's or Spidey's level.

MINDBLAST (Danielle Forte)
Created By:
David Michelinie & Erik Larsen
First Appearance: The Amazing Spider-Man #340 (Oct. 1990)
Role: D-League Villain, Telepath/Telekinetic
Group Affiliations: The Femme Fatales
PL 9 (107)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Criminal) 2 (+4)
Intimidation 2 (+4)
Perception 2 (+4)
Stealth 2 (+4)

Advantages:
Ranged Attack 4

Powers:
"Telekinesis" Move Object 14 (Quirk: Limited to One Object at a Time) [27]
Flight 5 (60 mph) [10]
"TK Field" Force Field 9 (Extras: Impervious) [18]

Offense:
Unarmed +5 (+0 Damage, DC 15)
Move Object +6 (DC 22)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+11 Force Field), Fortitude +3, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 34 / Skills: 10--5 / Advantages: 4 / Powers: 55 / Defenses: 9 (107)

-Mindblast is a weird one- basically being Psimon from the Teen Titans' rogues gallery, but with boobs. Yeah, that's a horrifying thought. She's vastly powerful (she can apparently lift FIVE-HUNDRED TONS, as per the descriptions), but still one of those one-note jobbers that never did anything. She's PL 9, the strongest of her team, mainly through her high Move Object rating (and a good durability score). She can also only have "one tendril" out at a time, meaning that I guess she can't lift MULTIPLE objects, but that's not really much of a flaw in my mind- I'd call that a Quirk and be done with it. Also, why the hell does someone named "Mindblast" not have a MENTAL BLAST in her power-set?

KLAATU, THE BEHEMOTH FROM BEYOND SPACE
Created By:
Gerry Conway, Roy Thomas & Herb Trimpe
First Appearance: The Incredible Hulk #136 (Feb. 1971)
Role: Forgotten Villain, Alien Menace
Group Affiliations: None
PL 14 (372)
STRENGTH
16 STAMINA -- AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Space Traveller) 4 (+4)
Close Combat (Unarmed) 4 (+8)
Intimidation 4 (+4, +14 Size)

Advantages:
Power Attack, Startle

Powers:
"Herm Physiology"
Immunity 30 (Fortitude Effects) [30]
Protection 16 [16]
"Giant Space Monster" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Movement 2 (Space Travel 2) [4]
Flight 6 (120 mph) [12]

"Energy Drain" Affliction 14 (Energy Level; Dazed/Stunned/Incapacitated) (Extras: Area- 16 miles +13) (Flaws: Limited to Machines) (182) -- [183]
AE: "Area Slam" Damage 14 (Extras: Area- 30ft. Burst, Affects Corporeal) (42)

"Untouchable Energy" Insubstantial 4 [20]
Strength-Damage +0 (Extras: Affects Corporeal on 16 Ranks) [16]

Offense:
Unarmed +8 (+16 Damage, DC 31)
Energy Drain +14 Area (+14 Affliction, DC 24)
Area Slam +14 Area (+14 Damage, DC 29)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +16, Fortitude --, Will +6

Complications:
Enemy (Captain Cybor)- The cybernetic space-traveller hunts Klaatu across the universe, in vengeance for his lost ship & comrades.
Vulnerable (High-Oxygen Environments)

Total: Abilities: 30 / Skills: 12--6 / Advantages: 2 / Powers: 322 / Defenses: 12 (372)

-Klaatu is a one-off Hulk foe, appearing in a single two-parter. Borrowing from a codeword famously used in The Day The Earth Stood Still, Klaatu also represents Moby Dick, having destroyed the spaceship of a man who grew up to be Captain Cybor, now a deformed, vengeful hunter. The fact that Cybor was initially HUNTING the creature is of course part of the point. Klaatu, fleeing his pursuer and his starship, touched down in New York City, causing a city-wide blackout. Finally, Klaatu was mortally wounded, and he & Cybor slipped off into Earth's Sun. Years later, it would be revealed that Klaatu was in fact revived by the Sun's energies, and had saved those who were thought-doomed by his death-throes (Cybor among them). Cybor STILL hunted him, but things were undone when an unconscious Hulk was brought aboard their ship and began wreaking havoc. Klaatu finally slays those on the ship, but the Hulk, pitying the creature, spares its life from some energy harpoons.
-Klaatu is less something you FIGHT and something you SURVIVE- he's invulnerable to the Hulk's best punches, and can only be stopped by energy-draining harpoons. At PL 14, he can demolish an entire Starship and take just about anybody, too. And yes, his species is really called "The Herm".

KARNILLA, THE NORN QUEEN
Created By:
Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #107 (Aug. 1964)
Role: Magic User, Dating the Villainess (for Balder)
Group Affiliations: Nornheim
PL 13 (219)
STRENGTH
10 STAMINA 10 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Deception 9 (+13)
Expertise (Magic) 14 (+18)
Insight 4 (+8)
Intimidation 2 (+6)
Perception 4 (+8)
Persuasion 6 (+10)
Ranged Combat (Magic) 2 (+12)

Advantages:
Artificer, Beginner's Luck, Benefit 3 (Queen of Nornheim), Improved Critical (Magic) 2, Power Attack, Ranged Attack 7, Ritualist, Trance

Powers:
"Alien-Turned-Asgardian Goddess"
Regeneration 4 (Feats: Regrowth) [5]
Immunity 10 (Aging, Starvation & Thirst, Heat, Cold, Disease, Fatigue Effects) [10]
Immunity 4 (Drowning & Suffocation, Poison, Pressure) (Flaws: Limited to Half-Effect) [2]
Senses 3 (Detect Magic- Ranged & Acute) [3]

"Magical Might"
Morph 3 (Humanoids) (Extras: Metamorph) [18]

"Scrying Pool" Remote Sensing 10 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (32) -- [47]
Dynamic AE: "Mystic Bolt" Blast 14 (Feats: Dynamic) (29)
Dynamic AE: "Mystic Wave" Damage 13 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (27)
Dynamic AE: "Mystic Shield" Force Field 4 (Feats: Dynamic) (Extras: Affects Others 12) (17)
Dynamic AE: "Induce Sleep" Affliction 14 (Feats: Dynamic) (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged) (29)
Dynamic AE: "Induce Paralysis" Affliction 14 (Feats: Dynamic) (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged) (29)
Dynamic AE: Deflect 12 (Feats: Dynamic) (13)
AE: Movement 3 (Dimensional Travel 3) (6)
AE: "Elemental Conversion" Transform 5 (Anything to Anything Else) (25)
AE: Illusion (Visual & Audio) 10 (30)

Offense:
Unarmed +6 (+10 Damage, DC 25)
Mystic Bolt +12 (+14 Ranged Damge, DC 29)
Mystic Wave +13 Area (+13 Damage, DC 28)
Induce Afflictions +12 (+14 Ranged Affliction, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10 (+14 Mystic Shields), Fortitude +11, Will +9

Complications:
Responsibility (Queen of Nornheim)
Relationship (Balder the Brave)- Karnilla loves the Immortal hero, but their duties keep them apart.

Total: Abilities: 90 / Skills: 26--13 / Advantages: 17 / Powers: 81 / Defenses: 17 (219)

-Karnilla the Norn Queen (Nornheim is like another country, distinct from regular Asgard) is an odd fit in Thor, being that she almost seems like a Femme Fatale, but not for the key hero- she loves Thor's pal Balder the Brave, and otherwise just schemed against Asgard like Loki would, often teaming up with the God of Mischief or being betrayed by him. And no, she isn't based off of anyone from Norse Mythology.
-In her debut, she actually saved Balder from Loki, explaining that, like everything else in Asgard (save, famously, Mistletoe), she had promised a worried Freya to protect him. Despite that, and her eventual falling in love with Balder, she still plotted Asgard's downfall repeatedly. This created a bit of a trend for the character: scheme against the heroes, but conspire with them to save Balder should he be endangered- a classic "Bad Girl Gone Almost Good" tale. However, when Balder left her for another, she forced him to marry her in order to save the new girl's life. Alas, it didn't work, and she was forced to beg his forgiveness over the innocent's death. Later, she was captured by Utgart-Loki and his Frost Giants, forced into being their slave (they humiliated her by cutting her long black hair into a flat-top)- Balder led the rescue party.
-I actually find Karnilla rather interesting, in that she's a bit of a "third party" in Asgardian Politics (she's not quite with Loki, and certainly not with Asgard, but will ally with either), and her link with Balder lends a bit of drama to the stories- how will she conspire to keep her Prince now? Will she ally with him? Fight against him? Kill or protect those he's close to? It lends mystery to everything... but ultimately, I can't find TOO much interest, because Balder is the only character in Thor comics I find more boring than the Son of Asgard himself!
-Karnilla is a high-powered Sorceress on Doctor Strange's level (though noticeably tougher even without the Force Field), having trained The Enchantress in her own gifts (Amora's bios explicitly state that she's below Karnilla in power as well). Like most mystically-powered Super-Villains, she could easily be given the whole "Doctor Strange" Power Array and have it make sense- I'm just going off of one of those Marvel Handbooks I picked up at "Calgary Comic Expo".

THE KING OF THE SEWERS
Created By:
Frank Miller
First Appearance: Daredevil #180 (March 1982)
Role: One-Off Villain
Group Affiliations: Army of Hobos
PL 8 (85)
STRENGTH
4 STAMINA 5 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Athletics 3 (+7)
Deception 2 (+5)
Expertise (Hobo) 8 (+8)
Insight 2 (+2)
Intimidation 5 (+8)
Perception 5 (+5)
Stealth 3 (+5)

Advantages:
Chokehold, Diehard, Equipment (Club +2), Fast Grab, Improved Critical 2 (Unarmed, Club), Ranged Attack 4, Startle, Takedown

Offense:
Unarmed +10 (+4 Damage, DC 19)
Club +10 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +5, Fortitude +6, Will +4

Complications:
Enemy (Daredevil)
Motivation (Power)

Total: Abilities: 48 / Skills: 28--14 / Advantages: 12 / Powers: 0 / Defenses: 11 (85)

-I always love how in comics, hobos are this united army of social misfits, living in massive catacombs beneath huge cities. Sometimes they're good, and sometimes they're bad, but they're usually vast, interconnected networks of impressive scope. It's a very romantic ideal, in a certain sense. Meanwhile, in real life, permanent homeless populations (ie. not just people who lost their jobs or are temporarily between homes- what sociologists now call "chronically homeless") are essentially a bunch of addicts and mentally-deranged people, largely incapable of uniting (because most of them... are crazy and/or on stuff). So it's always amusing to see stuff like this guy- a giant, mutated-looking lumpy albino King of New York's hobos. And in such a minor role! He only exists to have found the Kingpin's wife Vanessa after she was thought killed by some of his enemies. Concussed and amnesiac, Vanessa was basically kept by the King as a "trophy" (ergh...), and Daredevil lucked into finding them. He took a beating from the King, but soon made a comeback and whupped him. Showing Wilson Fisk the face of his wife, Daredevil was then able to get what he wanted- Kingpin loyalist and Mayoral candidate Randolph Cherryh was given up and forced to step down from a campaign that would have seen Fisk gain even greater power.
-The King reappeared many, MANY issues later (about 150!), suddenly assaulting the black-costumed DD (oh, THIS era), who was in the sewers on an unrelated mission. Here, Daredevil beat him up TWICE over a couple of issues, despite the King's attempts at summoning a monster to eat the hero.
-The King is a strong, heavy-hitting grappler, but ultimately not a match for Daredevil, who beats him every time.

KOFI WHITEMANE
Created By:
Louise Simonson & Others
First Appearance: Marvel Age Annual #1 (July 1985)
Role: Team Aide
Group Affiliations: Power Pack
PL 8 (90)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+5)
Expertise (Sorcery) 2 (+5)
Expertise (Kymellian Royalty) 3 (+6)

Advantages:
Ranged Attack 4, Set-Up, Teamwork

Powers:
"Low-End Kymellian Sorcery"
"Gravity Manipulation" Move Object 5 (Extras: Area- 30ft. Burst) (15) -- [20]
AE: Teleport 6 (12)
AE: Energy Blast 6 (12)
AE: Force Field 5 (5)
AE: Healing 5 (10)
AE: Flight 5 (60 mph) (10)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Energy Blast 6 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4 (+9 Force Field), Fortitude +5, Will +5

Complications:
Relationship (Power Pack)- Kofi finds the attention and affection in Power Pack that he never got from his parents.

Total: Abilities: 50 / Skills: 8--6 / Advantages: 6 / Powers: 20 / Defenses: 8 (90)

-Kofi Whitemane is the nephew of Aelfyre, the horse-like Kymellian alien who both saved the Power family's children, then gave them his super-powers as he died. He is the son of the royal family and Prince of their people, and his mother is apparently the Kymellian who became married to Black Bolt in Hickman's Fantastic Four run (that side part ended up going absolutely nowhere, as Marvel has ignored it during the current Inhumans push). When the Snarks tried to kidnap Power Pack, Kofi overheard and decided to stop it. An unloved child (his parents were usually too busy to interact with him), he found the attention he craved from the Power kids. His appearances are few, and the last was in 2000. As Power Pack is largely on the backburner, so is any semblance of their side-characters.
-Kofi is a minor-league fighter from what I've read, and his powers are largely in the "untested" phase, though numerous in number. He was primarily of interest due to his ability to Teleport.

KHAOS
Created By:
Evan Skolnik
First Appearance: Excalibur Annual #1 (July 1993)
Role: EXTREEEEEEEEEEEEEEME Fantasy Character
Group Affiliations: Unnamed Adventuring Party
PL 8 (134)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 5 (+8)
Deception 2 (+5)
Expertise (Mercenary) 6 (+8)
Insight 2 (+4)
Intimidation 2 (+5)
Perception 4 (+6)
Stealth 1 (+6)
Technology 4 (+6)

Advantages:
Accurate Attack, Ranged Attack 3, Takedown

Powers:
"Dark Elf Physiology"
Senses 1 (Low-Light Vision) [1]
Regeneration 2 [2]
Immunity 1 (Aging) [1]

"Twin Technomagic Swords" (Feats: Restricted to Magical Beings) (Extras: Summonable From Anywhere) (Flaws: Easily Removable) [15]
Energy Blast 8 (Feats: Split) (17) -- (18 points)
AE: "Sword Slash" Strength-Damage +3 (Feats: Affects Insubstantial, Improved Critical, Split) (Extras: Penetrating 6) (12)

"IBIC" (Flaws: Easily Removable) [10]
Magiacl Blast 6 (12)
"Analyze Magic" Senses 4 (Magical Sense- Acute, Analytical) (4)
-- (16 points)

"Winged Technomagical Costume" (Flaws: Removable) [7]
Protection 2 (2)
Flight 6 (Flaws: Winged) (6)
-- (8 points)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Sword +10 (+6 Damage, DC 21)
Energy Blast +8 (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +6

Complications:
Enemy (Ghath)
Responsibility (Irth)- Khaos is destined to bring peace to his embattled homeworld.

Total: Abilities: 68 / Skills: 26--13 / Advantages: 6 / Powers: 36 / Defenses: 11 (134)

-A Dark Elf child of royal birth named Khaos was stolen away by "Fair Elven" royalty on the world of "Irth" (a "technomagical" Alternate Universe Earth), but eventually became a mercenary wielding a pair of energy swords. A pretty decent origin story, he nonetheless looks like a pretty bad example of the Iron Age of comics, as he's all covered in armor and has cyborg-lookin' junk on him. Khaos ended up being sent to regular Earth, where he allied with Excalibur (after the requisite brawl), defeating his enemy, a sorcerer named Ghath. His creator, Evan Skolnik, created him based off of a Dungeons & Dragons character he's created as a teen- excuse me while i go seek medical attention for the sheer amount of shock I am feeling after discovering this fact.
-Khaos is actually from that series of 1993 Annuals that each saw a new character introduced- most of whom never really mattered. Along with him were guys like the X-Cutioner and Adam-X, the X-Treme. Every single one of these guys packed a horde of '90s cliches onto him, and are probably better at defining that era of comics than anyone outside of Image Comics.

KA-ZAR I (David Rand)
Created By:
Bob Byrd
First Appearance: Ka-Zar #1 (Oct. 1936)
Role: Tarzan Rip-Off
Group Affiliations: None
PL 8 (105)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 9 (+12)
Expertise (Survival) 8 (+10)
Expertise (Animal Handling) 10 (+11)
Insight 2 (+4)
Intimidation 3 (+5)
Perception 6 (+8)
Stealth 2 (+7)

Advantages:
Accurate Attack, Equipment 1 (Spear), Fast Grab, Improved Hold, Ranged Attack 4, Takedown, Tracking, Ultimate Survival Skill

Offense:
Unarmed +10 (+3 Damage, DC 18)
Spear +10 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +7

Complications:
Responsibility (Guardian of the Jungle)
Relationship (Zar the Lion)- The two are basically brothers.

Total: Abilities: 60 / Skills: 40--20 / Advantages: 11 / Powers: 0 / Defenses: 14 (105)

-The popularity of Burroughs's Tarzan inspired about a thousand rip-offs, and one of them came from Martin Goodman's Timely Comics (predecessor to Marvel). This fellow, named Ka-Zar, inspired a character of the same name (and general concept) much later, and was a Jungle Action Hero with a pretty familiar origin- the child of English nobility that ended up lost in the jungle, and who became allied with animals. Though in this case, he joined up with lions instead of apes. David becaomes "Ka-Zar" ("Brother of Zar") when Zar the lion adopts him as a friend/partner after David's father is killed by an evil man who's been controlling the area's natives. There were only three Ka-Zar magazines, each one containing a lead story featuring the hero, but he continued on elsewhere. The last Ka-Zar stories appear in the 1940s- the character did not live on, and it's entirely likely that his stories are non-canon (it'd be a bit hard to explain TWO long-lost Englishmen named "Ka-Zar" who were raised in Jungles and had big cats for companions.
-Ka-Zar is basically Tarzan in every way- he speaks in rudimentary English, has an animal companion, and often fights either evil foreigners or rival Jungle Animals.

MICHAEL KORVAC
Created By:
Steve Gerber & Jim Starlin
First Appearance: Giant-Size Defenders #3 (Jan. 1975)
Role: Cosmic Being, Walking "Star Trek" Homage
PL 12 (196)
STRENGTH
2 STAMINA 4 AGILITY 0
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 8 AWARENESS 3 PRESENCE 3

Skills:
Deception 8 (+11)
Expertise (Space Traveller) 5 (+13)
Expertise (Science) 9 (+17)
Insight 3 (+6)
Intimidation 3 (+6)
Perception 5 (+8)
Persuasion 3 (+6)
Technology 10 (+18)

Advantages:
Beginner's Luck, Diehard, Eidetic Memory, Great Endurance, Power Attack, Ranged Attack 5, Well-Informed

Powers:
"Computer Lower Body"
Flight 8 (500 mph) [16]
Movement 2 (Space Travel 2) [4]
Immunity 10 (Life Support) [10]
Protection 6 [6]

"Siphon All Energy" Affliction 14 (Power Rank; Impaired/Disabled/Transformed to Powerless) (Extras: Ranged, Cumulative) (42) -- [43]
AE: "Advanced Weaponry" Blast 14 (Extras: Multiattack) (42)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Blasts +10 (+14 Ranged Damage, DC 29)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +10, Fortitude +6, Will +8

Complications:
Motivation (Power)- Korvac wishes for the ultimate power to re-write the cosmos to fit a more orderly and peaceful plan. His plan.
Enemy (The Collector)- Taneleer Tivan uncovered the danger of Korvac years ago, and has been planning to oppose him.

Total: Abilities: 66 / Skills: 46--23 / Advantages: 11 / Powers: 79 / Defenses: 17 (196)

Early Korvac:
-Michael Korvac debuted as a one-off Defenders villain. Sez Steve Gerber: "The character really was a throwaway, created for one story. And I never intended to bring him back, because, among other things, I hated the name! I still think it sounds more like a vacuum cleaner than a villain." He reappears only one other time before The Korvac Saga, which completely revolutionized him. Initially, Korvac was a human computer technician on Earth-691- when the Brotherhood of the Badoon conquer Earth, Korvac betrays his own people and allies with them. He is then transported through space by the Grandmaster in order to take part in one of his games, this one against the Defenders. Korvac takes the opportunity to scan the Grandmaster's gear, and uses it to kill his Badoon masters and attempt to conquer the cosmos. Here, he is defeated by Thor and the Guardians of the Galaxy.

MICHAEL KORVAC
Created By:
Steve Gerber & Jim Starlin
First Appearance: Giant-Size Defenders #3 (Jan. 1975)
Role: Cosmic Being, Walking "Star Trek" Homage
PL 19 (470)
STRENGTH
15 STAMINA 17 AGILITY 3
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 15 AWARENESS 5 PRESENCE 4

Skills:
Deception 8 (+12)
Expertise (Cosmic Lore) 2 (+17)
Expertise (Space Traveller) 5 (+20)
Expertise (Science) 9 (+24)
Insight 3 (+8)
Intimidation 9 (+13)
Perception 14 (+19)
Persuasion 6 (+10)
Technology 10 (+25)

Advantages:
Accurate Attack, Beginner's Luck, Diehard, Eidetic Memory, Great Endurance, Improved Critical (Cosmic Blasts) 2, Last Stand, Power Attack, Ranged Attack 8, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal Entity"
Regeneration 8 (Feats: Regrow Limbs) [9]
Speed 2 (8 mph) [2]
Flight 10 (2,000 mph) [20]
Movement 3 (Space Travel 3) [6]
Senses 7 (Detect Energy- Ranged 4, Acute, Analytical) [7]
"Knows All Languages" Comprehend 4 (Languages 4) [8]

"All-Seeing" Remote Sensing 25 (Visual, Hearing) (128,000 miles) (Feats: Dimensional, Subtle) [77]

"Wields the Power Cosmic"
"Cosmic Stream" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Line +5) (98) -- [121]
Dynamic AE: "Cosmic Burst" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Burst +5) (93)
Dynamic AE: "Cosmic Wave" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 1,000ft. Cone +5) (93)
Dynamic AE: "Cosmic Blast" Blast 26 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 6, Indirect, Penetrating 14) (76)
Dynamic AE: "All-Reaching Blast" Blast 19 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (75)
Dynamic AE: Force Field 11 (Feats: Dynamic) (Extras: Affects Others 12, Impervious 23) (47)
Dynamic AE: Illusion 14 (Feats: Dynamic) (All Senses) (71)
Dynamic AE: Insubstantial 4 (Feats: Subtle 2) (22)
AE: "Return to Life" Healing 18 (Extras: Resurrection, Area- 30ft. Burst) (72)
AE: "Brainwashing" Affliction 18 (Will; Dazed/Compelled/Transformed Thoughts & Memories) (Extras: Perception Range +2, Progressive +2) (90)
AE: "Capable of Nearly Any Effect" Variable (Cosmic) 13 (91)
AE: "Molecular Transformation" Transform 14 (Anything to Anything) (Extras: Continuous) (72)
AE: Teleport 20 (Feats: Increased Mass 10) (Extras: Extended, Accurate) (90)
AE: Movement 6 (Dimensional Travel 3, Time Travel 3) (Feats: Increased Mass 5) (Extras: Attack) (23)
AE: Move Object 18 (Extras: Perception Range) (54)
AE: "Teleport Others" Teleport 20 (Feats: Increased Mass 5) (Extras: Attack, Ranged) (85)
AE: "Drain Energy" Affliction 16 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception Ranged +2) (Flaws: Limited to Energy Powers) (32)

Offense:
Unarmed +10 (+15 Damage, DC 30)
Cosmic Blast +12 (+26 Ranged Damage, DC 41)
Polar Opposite Attack +12 (+20 Ranged Damage & Weaken, DC 35 & 30)
Cosmic Area Attacks +19 (+19 Damage, DC 34)
Drain Energy -- (+16 Perception Ranged Affliction, DC 26)
All-Reaching Blast -- (+19 Perception Ranged Damage, DC 34)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +17 (+28 Force Field, +12 Impervious), Fortitude +20, Will +16

Complications:
Motivation (Power)- Korvac wishes for the ultimate power to re-write the cosmos to fit a more orderly and peaceful plan. His plan.
Enemy (The Collector)- Taneleer Tivan uncovered the danger of Korvac years ago, and has been planning to oppose him.

Total: Abilities: 148 / Skills: 66--33 / Advantages: 20 / Powers: 250 / Defenses: 19 (470)

The Korvac Saga:
-Korvac is most famous for The Korvac Saga, a major arc in Jim Shooter's Avengers run of the late 1970s. Interesting stuff, though I can't say I was a huge fan of the whole thing. Early Perez artwork is always a plus, though- the guy got better on Fantastic Four, and REALLY hit his peak with the Teen Titans. But for a guy who's always tooting the "Every comic is someone's first comic" horn, Shooter REALLY does a poor job of explaining what in the unholy f*ck is going on. Granted, some of this story is SUPPOSED to be a mystery at first, but at no point does he really explain the whole "Guardians of the Galaxy" Starhawk/Aleta Shared-Body Thing overly-much, so if I hadn't read Wikipedia bios years ago, I'd have no idea what was going on. Plus it's never really explained why or how Carina & Korvac just happened to fall in love. He literally just sees her modelling at some show, they have a Cosmic Meeting Of The Minds, and then all of a sudden they're bethrothed.
-It's a weird look at 1970s Marvel, too- nobody knows Iron Man's secret identity yet, Wonder Man is moping about his fear of death, and a lot of the team is unsure about trusting others. Also, Quicksilver is an asshole to others... but that's pretty much true in EVERY era. Bizarre Out of Character moment: At one point, Captain America gets so uppity over Iron Man's perceived-poor-leadership that he runs across the room and PUNCHES HIM IN THE FACE. WTF?? The best line, via Wanda: "The days of Avengers engaging is senseless brawls are PAST!!" .... HAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!
-The funniest overall moment has gotta be when Gyrich (a new character, introduced by Shooter to comment on government obstruction) commandeers all the Quinjets, and so the Avengers are forced to get to Queens by commandeering a city bus and DRIVING THERE. Watching Thor, Hercules & Moonstone load up into a common bus for a drive between borroughs is worth the obvious question of "why didn't they just have Thor pick up the bus and fly them all over really quickly?"
-Korvac's whole story is a little... strange. First he's a bad guy (and a "Future Villain" who flies about with a big boxy computer for a lower-body). Then he gains enlightenment & cosmic power, and decides to be a benevolent God. But not before seducing some chick (who turns out to be expecting it) and giving her power. He's hiding out from the other Cosmic Gods & Beings, but they discover him in the end, and once his cover is blown, he just decides it's time to FLAT-OUT KILL EVERYONE PRESENT. That's quite the bizarre turn of events, there. The final battle was EPIC, though- about the greatest fight scene you'll ever see that takes place between a Cosmic Being and a Super-Team inside a suburban household.
-Ultimately, the story ends in a very weird tone. Korvac slays the entire Avengers & Guardians of the Galaxy (ending with Captain America fighting on against all hope, as is tradition), but doing so attracts the attention of powerful beings like Galactus, the Norse Gods, and Mephisto- and so he commits suicide rather than face them in his unprepared state. This is meant to sort of be the undoing of a God, it seems... until Moonstone suddenly starts openly weeping, bawling about how the Avengers & Guardians have presumptuously ended the reign of a BENEVOLENT GOD (keep in mind this guy had previously annihilated someone from a million miles away just for PLOTTING to fight him), and that his death is a gigantic tragedy.
-Fans have quite rightly shat all over this epilogue, as it modifies what it seems like the moral of the story SHOULD be (ie. hubris; a man shouldn't attempt to be a god) into Jim Shooter's Favorite Tale: The Benevolent God who just wanted SO HARD to be the righteous lord everyone needed, but his poor, stupid subjects were just TOO DUMB to accept his rule without question, and everything got Ruined Forever. Keep in mind Jim Shooter's ultimate reputation in the comic book industry (ie. that of an interventionist who made power plays and cast down orders that often didn't make sense or were contradictory... others were even less kind. When I asked Bob Layton what working for Shooter was like, he flat-out said "Fine, if you like motherfucking pathological liars") when you read that. The readers of RPGnet's forums have brought forward the theory that Shooter was acting like the GM who throws a hissy-fit because his players didn't like his oh-so-glorious Special Snowflake character, and thus killed him off while telling the players they sucked for not enjoying his brilliance.
-It's easy to see how influential this is when I consider the era, though... Cosmic Storylines were NOT done that often, nor were "All the heroes are killed at the end, but then cosmic stuff fixes everything" resolutions common- you can see the seeds for The Infinity Gauntlet here, and this is a story from 1978.

Post-Korvac Saga:
-Like many stories in which a character dies at the end, Korvac's death is his most iconic story, and so he's defined as much for dying as much as anything else, making any attempts at resurrection either unlikely, unappealing, or foolhardy (see Jean Grey, Elektra & Captain Mar-Vell). Later stories bring him back only in short spurts, such as the Korvac Quest, when it's revealed that he discarded his power after his death, but kept his consciousness alive. The Guardians of the Galaxy pursue his essence throughout time, and kill his father Jordan when Michael's essence possesses him. Jordan's widow promises to teach her son Michael to hate the Guardians as he grows up, thus keeping the cycle of violence continuing.
-Korvac reappears in the sequel to Contest of Champions, killing the Silver Surfer with his Cosmic Power while in the Land of the Dead. Later, he attempts to use Captain America in a scheme to gain the Cosmic Cube, but he ends up scattered across six dimensions by the Red Skull. His most recent appearance was in Avengers Academy, where his wife Carina is accidentally resurrected by the Veil (who was attempting to resurrect the Wasp, back when she was pointlessly dead, before being pointlessly resurrected). Korvac returns for his bride, but she refuses to go with him- he fights off several squads of Avengers at once, but he is beaten when Veil phases into his body, allowing Hazmat to blow him up with an antimatter pulse.

Powers:
-Overall, Korvac is a great deal like the other characters present with his Cosmic Stats, but his Remote Sensing is outside the Array (he kills The Collector while viewing him from across space!). At PL 19, he can handily fight off several super-teams at once (he EASILY cuts down the entire Avengers, Ms. Marvel & Guardians of the Galaxy, and is only vaguely hurt by Captain America & Wonder Man sneak-attacking him. he's stated to be more powerful than Odin, Zeus or Mephisto, BUT that he is dependent upon them not noticing him at first, lest all three Gods form a temporary alliance to vanquish him. Galactus too could probably end him (and in a more current storyline, the "Avengers Academy" kids are able to beat him using a careful strategy after ALL the Avengers teams fought him), as his power is still increasing. He's tough enough to easily kill The Silver Surfer without getting out of his chair, to put his powers into perspective.

KRUEL (Vic Krueller)
Created By:
Daniel G. Chichester & Alexandra Jubran
First Appearance: Daredevil #338 (March 1995)
Role: Dick Tracy Villain
Group Affiliations: The Kingpin's Organization
PL 7 (94)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Athletics 3 (+6)
Expertise (Criminal) 7 (+10)
Insight 1 (+4)
Intimidation 5 (+7)
Perception 4 (+7)

Advantages:
Fast Grab, Improved Hold, Power Attack, Ranged Attack 4, Startle

Offense:
Unarmed +10 (+4 Damage, DC 19)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +4

Complications:
Enemy (The Kingpin)
Motivation (Revenge)

Total: Abilities: 68 / Skills: 20--10 / Advantages: 8 / Powers: 0 / Defenses: 8 (94)

-Kruel came about in the awful, awful 1990s run of Daredevil, by some writer I've never heard of. He's a bit of a Retcon Character, established as having been an employee of the Kingpin who was caught "skimming" off of Wilson Fisk's enterprises. Fisk sent his henchmen after Kruel, viciously beating him and leaving him for dead. He reappears, hideously deformed like a character in Dick Tracy, "years later", desperate for revenge against both the Kingpin, and some people at a diner who refused to help him when he was attempting to flee his attackers. He attacked several people, but Daredevil intervented- Kruel ended up falling to his death. This whole stupid story involves him killing another of Matt Murdock's "Disposable Girlfriends", who at this point had left him for Foggy Nelson (!!), and a flashback that actually doesn't make sense, because it involves three characters whose backstories (Karen Page the struggling actress, Foggy the law student, Glorianna the new immigrant) don't match up at any given moment, especially with a young Kingpin like in the story. The entire thing was written by Daniel Chichester under the infamous pseudonym "Alan Smithee", usually taken by directors who wish to remove their names from shameful projects.
-Kruel is more of a one-off that managed to die in one of the first things he ever did, so I'm thinking he's not that great. He apparently has a good deal of "Berserker Strength", but I'll call that an affectation of his combat style.

KHONSHU:
First Appearance:
Moon Knight #1 (Nov. 1980)

-Khonshu is central to the character of Moon Knight, but never really does things that can be statted up. He resurrects Marc Spector to be an agent for justice, and is generally benevolent... but as Marc grows crazier and crazier, Khonshu turns into a bit of an antagonist- insulting Marc, berating his capabilities and more. He doesn't interact with other characters very much, but at one point appeared before a psychiatrist who was attempting to declare Spector insane, and both got the verdict he wanted, and converted the man to worshipping him.

KHAN:
First Appearance:
X-Treme X-Men #10 (April 2002)

-Khan is as generic a World Conqueror as you're ever likely to find, and looks pretty much like a purple dude in Fantasy Armor. Despite that, he's actually an alien who subjugates various worlds. In a twist, these worlds are all alternate versions of EARTH, all over the multiverse. He offers high technology to those he rules, but they're entirely under his power nonetheless. Images I've seen show him trying to mack on Storm and make her his queen, but the X-Men reject him, and trap his entire armada within a collapsing dimensional rift, seemingly killing them all.
-This comes from Chris Claremont's X-Treme book, which more and more comes off like a pointless excercise merely meant to placate the once-mighty X-scribe and give him something to do while Marvel enacted better control over the "Real" X-books of the time. So Claremont got to do all of his stuff with his faves- Storm & Rogue, who I will confess were far different characters under Claremont than anybody else, much moreso than the other X-Men, TRULY making them "his"; the infamous Sage, whom he pushed relentlessly despite no comic book fan ever caring about her; Psylocke; and a few others, all in search of Destiny's Diaries, which ended up being pointless anyways. Aside from very pretty art by Salvador Larocca, I've never seen any reason to collect this series, nor heard any kind of praise for it. And weird one-off villains like this is part of the reason.
-Nothing exists in any bio about his powers or capabilities, so I left him un-statted. It largely seems immaterial to his purpose in the storyline anyways.

KURSE (Algrim the Strong)
Created By:
Walt Simonson
First Appearance: Thor #347 (Sept. 1984)
Role: Powerhouse
Group Affiliations: The Dark Elves
PL 14 (177)
STRENGTH
18 STAMINA 17 AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 15 (+14)
Perception 5 (+5)

Advantages:
Fast Grab, Improved Critical (Unarmed) 2, Power Attack, Ranged Attack 4, Startle, Takedown, Ultimate Toughness Check, Withstand Damage

Powers:
"Dark Elf Physiology"
Immunity 4 (Aging, Cold, Heat, Disease) [4]
Immunity 4 (Drowning & Suffocation, Poison, Pressure) (Flaws: Limited to Half-Effect) [2]
Regeneration 2 (Feats: Regrowth) [3]
Power-Lifting 4 (100,000 tons) [4]

"Fused Armour" Protection 1 (Extras: Impervious 21) [22]

Senses 9 (Mental Detection- Extended 5, Tracking 2, Radius Sight) [9]
"True Sight" Senses 4 (Vision Counters Illusion) [4]

Offense:
Unarmed +10 (+18 Damage, DC 33)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +18 (+11 Impervious), Fortitude +17, Will +6

Complications:
Enemy (Thor)- Algrim is obsessively-determined to slay Thor.
Weakness (Iron)- Iron cuts straight through the durability of any Dark Elf- even one as mighty as Kurse. Iron weapons can easily slay him.

Total: Abilities: 94 / Skills: 20--10 / Advantages: 12 / Powers: 48 / Defenses: 13 (177)

-A villain so bad-ass, only SIMON FREAKING ADEBISI could play him (seriously, he's in Thor: The Dark World playing Kurse), Algrim the Strong is the most powerful of the Dark Elves, and was sent against Thor by their King, Malekith. However, Malekith betrayed him and nearly killed them both, and The Beyonder empowered the guy further (along with some amnesia) to fight Thor again. He's so strong at this point that Thor has to don The Belt of Strength to double his power (which will eventually leave him utterly exhausted), but even THEN Kurse wins, after a second "Beyonder Boost". However, Kurse remembers Malekith's part in his injuries, and kills The Dark Elf King, becoming an Asgardian ally and defender. This was the last major thing he did, as he was just a background guy from then on, even after Malekith returned.
-Kurse, like Mangog, is basically a stronger Thor, but with some weaknesses- Thor is weaker, but can actually BEAT this guy as often as not.

KORREK
Created By:
Steve Gerber & Val Meyerik
First Appearance: Fear #19 (Dec 1973)
Role: Conan Homage
Group Affiliations: Dakimh & Jennifer Kale's Team
PL 9 (124)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 8 (+12)
Close Combat (Unarmed) 2 (+12)
Expertise (Soldier) 7 (+8)
Insight 3 (+5)
Intimidation 4 (+7)
Investigation 2 (+4)
Perception 4 (+6)
Stealth 2 (+6)

Advantages:
All-Out Attack, Equipment 2 (Old-School Weapons), Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Sword), Improved Disarm, Improved Initiative, Improved Hold, Improved Smash, Improved Trip, Power Attack, Quick Draw, Ranged Attack 8, Takedown 2

Powers:
"Magic Sword" (Flaws: Easily Removable) [8]
Magical Blast 6 (12) -- (13 points)
AE: Strength-Damage +3 (Feats: Improved Critical, Penetrating 4) (8)

Offense:
Unarmed +12 (+4 Damage, DC 19)
Sword +10 (+7 Damage, DC 22)
Sword Blast +10 (+6 Ranged Damage, DC 21)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +7

Complications:
Responsibility (Katharta)- Korrek rules his homeworld.

Total: Abilities: 60 / Skills: 32--16 / Advantages: 25 / Powers: 8 / Defenses: 15 (124)

-Korrek is basically a Conan the Barbarian riff by Steve Gerber for his Man-Thing feature, which came to sprout his wildly-popular Howard the Duck series. A Warrior King from Katharta (a world in another dimension), he becomes the traveling companion of Dakimh and Jennifer Kale. As they moved across dimensions, they encountered the giant-size Man-Thing, and some interdimensional cops who were chasing them. Korrek returned to Katharta, only to learn that his father had been slain and an evil Wizard had taken over; the Man-Thing later rescued him. Dakimh was killed, but the villain was stopped- Korrek would later appear in some adventures with Howard and his friends, but he's largely vanished from comic book history (I've never even heard of him).
-Korrek is basically Conan Lite in every way, but he's got a Magic Sword.

KULAN GATH
Created By:
Roy Thomas & Barry Windsor-Smith
First Appearance: Conan the Barbarian #14 (Feb. 1972)
Role: Evil Wizard
PL 12 (182)
STRENGTH
1 STAMINA 3 AGILITY 0
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Magic) 12 (+16)
Expertise (History) 2 (+6)
Intimidation 3 (+5)
Perception 1 (+4)
Ranged Combat (Magic) 6 (+11)

Advantages:
Artificer, Improved Critical (Magic), Ranged Attack 2, Ritualist

Powers:
"Phylactery" Immortality 2 [4]

"... F*ck It. I'm Just Using Doctor Strange's Powers Again"
Immunity 2 (Aging, Disease) [2]
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]

Teleport 12 (Feats: Increased Mass 6, Change Direction & Velocity) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (69) -- [97]
Dynamic AE: "Telepathy" Mind Reading 10 (20) & Mental Communication 5 (20) (Feats: Dynamic) -- (41)
Dynamic AE: "Eldritch Bolts" Blast 13 (Feats: Penetrating 6) (32)
Dynamic AE: "Eldritch Wave" Damage 12 (Feats: Penetrating 4) (Extras: Area- 60ft. Cone) (28)
Dynamic AE: Movement 3 (Dimensional Travel) (Feats: Increased Mass 6) (Extras: Portal +2) (19)
Dynamic AE: Create 10 (Feats: Precise, Innate) (Extras: Movable, Selective, Stationary +0) (43)
Dynamic AE: Force Field 10 (Feats: Increased Mass 5) (Extras: Affects Others, Impervious) (36)
Dynamic AE: "The Crimson Bands of Cyttorak" Snare 14 (Feats: Reversible) (44)
Dynamic AE: Mind Control 12 (49)
Dynamic AE: Illusion 12 (Visual & Audio) (37)
Dynamic AE: "Transmutation" Transform Anything to Anything Else 12 (71)
Dynamic AE: Move Object 12 (Extras: Perception Range) (37)
Dynamic AE: Concealment (All Senses) 10 (21)
Dynamic AE: Flight 4 (30 mph) (9)
Dynamic AE: Immunity 10 (Life Support) (Extras: Affects Others) (Flaws: Sustained +0) (21)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Telepathy +10-12 (DC 20-22)
Eldritch Bolt +11 (+13 Ranged Damage, DC 31)
Eldritch Wave +12 Area (+12 Damage, DC 29)
Mind Control +12 Perception (+12 Perception Affliction, DC 22)
Disintegration +11 (+14 Ranged Damage & +10 Ranged Weaken, DC 29 & 20)
Nullify +11 (DC 22)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +3 (+13 Force Field), Fortitude +4, Will +7

Complications:
Motivation (Power)
Enemy (Conan the Barbarian, Spider-Man, Red Sonja)

Total: Abilities: 42 / Skills: 28--14 / Advantages: 5 / Powers: 107 / Defenses: 14 (182)

-Kulan Gath was a recurring Conan foe who just kept on coming back after multiple decapitations, disembowelings, etc., until he all of a sudden appeared in the modern era, facing Spider-Man and a Red Sonja-possessed Mary Jane. Spidey tossed the phylactery containing his soul into the Hudson River, but naturally it was found again. In one particularly well-known story, he took over all of New York by transforming Manhattan into a replica of a Hyborean City, Mind Controlling various superhumans with a spell that altered their minds and turned them into barbaric minions. What was curious about it to me was that despite Gath being a Spidey villain (sorta) by this point, and Spidey being central to the plot (he was one of the few who remembered "the old Manhattan"), it was an X-MEN story, and focused almost entirely on them. In fact, Spider-Man was casually KILLED in a random panel, basically never having really mattered to the overall plot once it had started! In the end, Dr. Strange & Magik changed time and ensured Gath's demise before he ever took power, undoing everything.
-This story is very well-remembered, being a multi-part, "Everything's Against The Heroes" last-ditch assault, for numerous twists at turns (multiple characters die; Warlock transforms one of his closest friends with the Transmode Virus in order to stop Gath), and for being one of the early comics to basically show you a complete "Alternate Universe" full of strange versions of established characters. This was YEARS before Exiles, Mutant X and other things would replicate that kind of thing again and again. And, because this was Prime Claremont we're talking about here, the climax of that story immediately leads to the next big arc: Dr. Strange & Magik re-write time so that Gath's phylactery is lost, and the mugger who stole it and resurrected the villain is killed by Nimrod, who arrives from the future to start the next big thing.
-He later appeared to fight The Avengers in the Kurt Busiek run (where Silverclaw debuted), but when his plan for a ritual sacrifice failed, some dark Gods killed HIM instead. A later Spider-Man/Red Sonja Crossover/Limited Series (now that they're in different companies, it's a rarity and likely out of continuity) brought him back for the same old "change Manhattan" story (MJ was once again turned into Sonja), and even became Kulan Venom after attaching himself to the symbiote (REALLY?). A popular Exiles story did the same thing, with Gath turning "jokes" like Morbius & Werewolf By Night into elite warriors because Gath could "unleash the darkness" inside of them using a magic spell. This was working great for him... until he tried the spell on GHOST RIDER. And since Ghost Rider was possessed by an ultra high-end demon from hell, this kind of made a mess of things, as now ZARATHOS was in control of Manhattan.
-UGH. Mages are all basically the same at a high enough level. I can't find squad about the specifics, so he's a PL 12 Dr. Strange with Immortality and more old on him. He never really seemed THAT powerful to me- especially since Conan just kept killing him over the years.

KYLUN (Colin McKay)
Created By:
Chris Claremont & Alan Davis
First Appearance: Excalibur #2 (child), #43 (Oct. 1992- adult)
Role: Sucky Power Guy, Swordfighter
Country of Origin: Scotland (adopted home- Ee'rath)
Group Affiliations: Excalibur, The Netherworlders
PL 9 (131), PL 10 (131) vs. Magic
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 7 (+12)
Athletics 4 (+7)
Close Combat (Swords) 1 (+12)
Insight 3 (+6)
Intimidation 3 (+4)
Perception 4 (+7)
Persuasion 5 (+6)
Stealth 2 (+7)

Advantages:
Accurate Attack, All-Out Attack, Benefit (Ambidexterity), Defensive Attack, Follow-Up Strike, Great Endurance, Improved Critical (Swords) 2, Improved Disarm, Improved Smash, Power Attack, Set-Up, Takedown, Teamwork

Powers:
"Mutant Powers: Duplicated Any Sound Heard, Leonine Form"

"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]

"Mimicking Sounds He's Heard"
Illusion (Hearing) 10 (Flaws: Limited to Sounds He's Heard) [5]
"Lione's Roar" Enhanced Skills 4 & Advantages 1: Intimidation 4 (+8) & Startle [3]
Features 1: Mimicry- +10 to Deception/Perform to Convince Audience Sounds are Real [1]

"The Blades of Zz'ryia" (Flaws: Easily Removable -2) [20]
Nullify 10 (Magical Effects) (Extras: Simultaneous- All Magical Effects, Sustained +2) (Flaws: Touch Range) (30) -- (32 points)
AE: "Blade" Strength-Damage +3/+5 (Feats: Improved Critical) (Extras: Penetrating 12) (Flaws: Damage 3 & Pen. 8 only against non-Magical) (13)
AE: Deflect 12 (Extras: Reflection +2) (Flaws: Limited to Magical Attacks) (24)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Swords +12 (+6 Damage, DC 21)
Swords vs. Magic +12 (+8 Damage, DC 23)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +8, Will +6

Complications:
Prejudice (Obvious Mutant)- With light brown fur all over his body, and cat-like eyes, Colin cannot pass for human.
Relationship (Sat'neen)- Kylun was engaged to his dimension's version of Saturnyne, but she died fighting Necrom.
Enemy (Necrom)- See above. Necrom was THE Big Bad of Kylun's world.
Power Loss (Swords)- Kylun's Swords will do no damage to those pure of heart or non-evil- the Swords will merely pass right through the target.

Total: Abilities: 54 / Skills: 32--16 / Advantages: 14 / Powers: 32 / Defenses: 15 (131)

-Kylun came fairly late into Claremont's run on Excalibur, and was gone before too long, making him one of those forgotten characters that is likely to get left off of nearly any list you can think of. He's a leonine-looking guy with Anti-Magic Swords, with one of those token "this is a silly add-on" powers. "Echoing any sound he's heard" is kind of neat in that "not every mutant power is gonna be cool, you know" way, but really makes him seem like a gag character. Like fellow teammate Cerise, he hasn't made a speaking appearance in about TWENTY YEARS, which is insane for an X-Character.
-Kylun hails from "Ee'rath", a fantasy-ish version of our Earth (remember, Excalibur was a book about world-hopping), and was raised by a wizard in order to combat the evil Necrom. Necrom kill thousands, but Kylun eventually leads an army that chases the villain to a dimensional portal- with Kylun's beloved dying thanks to Necrom, he willingly follows his enemy to Earth-616, and quickly joins up with Excalibur to start the "Necrom Arc" that dominated the later "Alan Davis Years" of the book. Kylun helped in the battle, but it was Rachel "Phoenix" Summers that slew Necrom. He stuck around in the Excalibur book for a bit, but the book was cancelled in the mid-1990s to allow for the reunion of numerous X-Men characters to the "main books" (such as Kitty Pryde & Nightcrawler), and he basically disappeared with it. He last appeared for realz during the wedding of Captain Britain & Meggan, but hasn't shown up in any subsequent books.
-Kylun, like most substandard X-Characters, can get PL 9 and like it, with the bonus that he does extra damage to magic characters, which isn't a bad trade. He's a good Weapon Master type of build with some side effects, and the Features power (I was gonna go with a Limited Illusion, but Ultimate Power literally describes his exact power under "Features"). Since I've never seen an appearance by him, I had to go by Tattooed Man's build and my Marvel Cards/Wikipedia. Oddly, the Cards give his Strength as "3", which is between 800 lbs and 3 tons, but I see no other evidence of him having Super-Strength. He's good with the Blades (+12 Accuracy to +6 Damage), can modify most of his caps, and he can kick some ass, despite being low-powered for his team.

It was Don McGregor who transformed the Killraven saga ... into a classic. Of all of Marvel's writers, McGregor has the most romantic view of heroism. Killraven and his warrior band were also a community of friends and lovers motivated by a poetic vision of freedom and of humanity's potential greatness. McGregor's finest artistic collaborator on the series was P. Craig Russell, whose sensitive, elaborate artwork, evocative of Art Nouveau illustration, gave the landscape of Killraven's America a nostalgic, pastoral feel, and the Martian architecture the look of futuristic castles.
-Comics Historian Peter Sanderson


KILLRAVEN (Jonathan Raven)
Created By:
Roy Thomas & Neal Adams
First Appearance: Amazing Adventures #18 (May 1973)
Role: Forgotten Hero, Rebel Leader
PL 10 (185)
STRENGTH
5 STAMINA 5 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Athletics 8 (+13)
Close Combat (Unarmed) 2 (+14)
Deception 2 (+6)
Expertise (History) 11 (+14)
Expertise (Art) 2 (+5)
Expertise (Science) 5 (+8)
Expertise (Soldier) 11 (+12)
Insight 3 (+6)
Intimidation 2 (+6)
Perception 3 (+6)
Ranged Combat (Shuriken) 4 (+14)
Stealth 2 (+7)
Technology 3 (+6)

Advantages:
Accurate Attack, All-Out Attack, Animal Empathy, Assessment, Defensive Attack, Diehard, Equipment 3 (Sword, Shuriken), Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical 3 (Sword, Unarmed, Shuriken), Improved Disarm, Improved Initiative, Inspire, Jack-of-All-Trades, Leadership, Power Attack, Prone Fighting, Quick Draw, Ranged Attack 6, Set-Up, Takedown, Teamwork, Tracking

Powers:
"Projected Consciousness" Mind Control 6 (Flaws: Limited to Martians) [18]
Concealment 5 (All Senses) (Flaws: Limited to Machines) [5]
"Mental Guard" Enhanced Will Save 2 (Flaws: Limited to vs. Mental Assaults) [1]

Equipment:
"Sword" Strength-Damage +3 (Feats: Improved Critical, Penetrating 4) (8)
"Shuriken" Blast 2 (Diminished Range -1) (3)
"Bulletproof Fabric & Leather" Protection 2 (Extras: Impervious 3) (5)

Offense:
Unarmed +14 (+5 Damage, DC 20)
Sword +12 (+8 Damage, DC 23)
Mind Control -- (+6 Perception-Ranged Affliction, DC 16)
Shuriken +14 (+2 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +5 (+7 Leather), Fortitude +7, Will +8

Complications:
Motivation (Freeing Earth)- Earth has been taken over by Martians- Killraven seeks to fight back the occupying forces.
Relationship (The Rebellion)
Enemy (Deathraven)- Killraven's brother has become a lupine, wolf-controlling enemy.

Total: Abilities: 82 / Skills: 58--29 / Advantages: 34 / Powers: 24 / Defenses: 16 (185)

-Killraven was created by a mish-mash of guys, with Neal Adams doing only the first 11 pages of his debut, and two different scripters (Gerry Conway & Marv Wolfman) handling the plot in three issues (Conway the first two, Wolfman the second). Writer Don McGregor took over between #21 & #39, producing an "acclaimed run" (Wikispeak translation: Tiny but Vocal "Doom Patrol Fanbase"). Killraven is the story of Jonathan Raven, a human who tries to fight back against Martian oppression in the far future of Earth. He leads a band of warriors in rebellion (it featured comics' first non-comedic interracial kiss... wow, that took till the '70s? WHAT THE SHIT, COMICS?!?). McGregor & P. Craig Russell (the signature artist, to the point where he was basically the Other Daddy to Killraven) were going to release a Super-Giant-Issue capping off the story (Killraven would take the war back to the Martians), but it never saw print after Marvel refused to promise them to package it in their best format at the time.
-Later writers apparently enjoyed it enough to try and make crossovers or descendants (Grant Morrison on Ravage, which would make the Killraven stories canon and part of the 2099-verse's history; Jim Valentino on Guardians of the Galaxy- Franklin Richards was gonna be Killraven's dad!), but things didn't work out for whatever reason. A Robert Kirkman/Rob Liefeld project also never got off the ground- this dude has worse luck than friggin' ROM. He's got all these writers in love with the idea, and yet the only single time I've EVER seen him was in an alternate future in Avengers Forever! And he barely even frickin' DID anything in that one! There was a Wisdom Limited Series I've never heard of that featured a young version occupying the mainstream Marvel Earth, though.
-Killraven himself is a gladiator who breaks free from his Martian masters and joins the "Freemen"- a rebellion against the Martians (inspired by, and at first stated to be, the Martians from H.G. Wells's The War of the Worlds). The Martians, who rule Earth, force men to fight as gladiators, and force women to become breeders of infants, which they then EAT, as a delicacy! This ain't no "Shades of Gray" war-story here, folks. He and his multiethnic "Ragtag Band of Adventurers" (black M'Shulla, cynical Native American Hawk, dumb strongman Old Skull,, feisty scientist Carmilla & apelike clone of her father Grok) meet various survivors, fight Martian stuff, and even encounter his brother Deathraven, who is a Martian collaborator! Killraven eventually frees the Earth from Martian control when he unleashes a zombie plague on the Martians' food supply (HUMAN BABIES). Killraven has yet to appear "for realz" after this as all subsequent versions (even one from an Alan Davis series in the 2000s) were Alternate Universe versions.
-Killraven is a gladiator, and goes all Spartacus on the Martians, who are the same species as the H.G. Wells "War of the Worlds" Martians, who took over Earth in 2001 and eat infants as a delicacy. He has boosted physical stats thanks to an injection of experimental chemicals, as well as psionic powers. I figure him for a really strong Conan-esque guy, making PL 10 handily- he's a ways beyond your typical Rebel Leader types from fantasy realms.

KARTHON
Created By:
Roy Thomas & Gene Colan
First Appearance: Sub-Mariner #10 (Feb. 1969)
Role: Temporary Menace, Villain With An "F" in Evil
Group Affiliations: The Questers, Lemuria
PL 10 (124)
STRENGTH
12 STAMINA 12 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Lemurian Soldier) 8 (+9)
Intimidation 4 (+6)
Perception 3 (+5)
Stealth 1 (+4)
Vehicles 2 (+5)

Advantages:
Accurate Attack, Equipment 2, Fast Grab, Favoured Environment (Underwater), Power Attack, Startle, Teamwork

Powers:
"Atlantean Physiology"
Swimming 6 (30 mph) [6]

Immunity 3 (Drowning, Cold, Pressure) [3]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Senses 1 (Low-Light Vision) [1]
Protection 1 [1]

Equipment:
"Thrown Trident" Strength-Damage +1 (Extras: Ranged 7) (Diminished Range -1) (8) -- (10)
AE: "Net" Snare 5 (Flaws: Limited to One Use) (5)
AE: "Trident" Strength-Damage +1 (Feats: Reach) (2)

Offense:
Unarmed +8 (+12 Damage, DC 27)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude +12, Will +5

Complications:
Responsibility (Lemuria)
Weakness (Lack of Water)- If left without water, Lemurians will grow progressively weaker. After a long period of time, they will becoming Fatigued, Impaired, Disabled, Stunned, etc. (in addition to dropping Strength & Stamina consistently). They will also suffocate after 10 minutes outside of water, unless they have a special helmet or serum.

Total: Abilities: 86 / Skills: 18--9 / Advantages: 8 / Powers: 13 / Defenses: 8 (124)

-Karthon is a little-seen character in Namor's books, but was the first Lemurian character ever identified. He was an antagonist at first, always seeking the Serpent Crown to send back to Lemuria, and his power level made him a good match for Namor himself. Despite this rivalry, he was shown to have a degree of honor- he refused the command to execute an unarmed, helpless Namor, and was struck down for it. With that, he became a bit of an ally, helping out the Avenging Son against the Lemurian forces of Naga. Naga used the Serpent Crown to execute Karthon's Elite Army Unit, but insisted he wanted to keep the big guy around as his own personal enforcer. But when Karthon discovered that one of the beings slain by Naga wasn't Namor's lady-love Dorma, but his own SISTER, he killed Naga himself, striking his master from behind.
-Karthon thus became the new King of Lemuria... which went about as well as a change of status quo for the Mole Man, or a power-up for Electro.. aka the very next story reverted back to "Status Quo Is God". Karthon was unseated by Llyra, High Priestess of Set, and Namor had to save him. However, this seems to have been the status quo since then- it helps that Lemuria has basically vanished from consideration over at Marvel, and has been left unscathed by the ten thousand times (give or take a hundred) that Atlantis has been destroyed or taken over since that time. Hell, he hasn't been seen in more than thirty years, by my reckoning...
-Karthon was more or less intended to be a super-strong rival to Namor- less good overall, but a fine temporary menace... sort of like Namor's Ulik, or Abomination. So I made him Class 100-ish, leaving in Accurate & Power Attack for some variance. I don't think it was ever explained why he was near Namor's strength-level- that is DEFINITELY not a regular trat of Atlanteans or Lemurians.

MOTORMOUTH (Harley Davis)
Created By:
Gary Frank & Graham Mark
First Appearance: Motormouth #1 (June 1992)
Role: Potty-Mouthed Teleporting Brat
Country of Origin: England
Group Affiliations: None
PL 9 (120)
STRENGTH
0 STAMINA 2 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+8)
Athletics 4 (+4)
Deception 5 (+6)
Expertise (Street Rat) 7 (+7)
Insight 4 (+5)
Perception 6 (+7)
Stealth 4 (+8)
Vehicles 4 (+4)

Advantages:
Equipment 4 (MyS-TECH Weapons, Bulletproof Vest), Ranged Attack 8

Powers:
"Loud Scream- Burst" Dazzle Hearing 9 (Extras: Area- 30ft. Burst) (Flaws: Touch Range) (18) -- [21]
AE: "Loud Scream- Cone" Dazzle 9 (Extras: Area- 60ft. Cone) (Flaws: Touch Range) (18)
AE: "Concussive Scream" Blast 8 (16)
AE: "Ultrasound" Senses 4 (Vision Penetrates Concealment) (4)

"MOPED Technology Built-In"
Movement 6 (Dimensional Travel 3, Space Travel 3) (Feats: Increased Mass 3- 400 lbs.) [15]
Senses 4 (Detect Energy- Ranged & Acute, Danger Sense) [4]

Equipment:
"Bulletproof Vest" Protection 2 (Feats: Subtle) (3)
Immunity 5 (Ballistics) (5)

Offense:
Unarmed +8 (+0 Damage, DC 15)
Loud Scream +9 Area (+9 Affliction, DC 19)
Concussive Scream +8 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +2 (+4 Vest), Fortitude +6, Will +5

Complications:
Motivation (Stopping MyS-TECH)- Motormouth is on the run from MyS-TECH.

Total: Abilities: 32 / Skills: 38--19 / Advantages: 12 / Powers: 40 / Defenses: 17 (120)

-Motormouth is a constantly-swearing riff-raff (street rat, I don't buy that...) kid who teamed up with Killpower and had some weird adventures in the horrible, '90s-Overdosed "Marvel UK" line (or: what happens when creators see the success of Image, and decide to copy it lock, stock & barrel, then include some weird UK-type Sci-Fi tropes). She has a sonic scream, some weapons, and some weird sensory powers.
She gained her powers from a pair of shoes created by the Techno-Wizards at MyS-TECH- she uses them to go on the run. This being a weird UK series, she then gains the power to tune into any radio station she wants via a futuristic world covered in shopping malls, which also gives her a sonic scream. MyS-TECH finds her & forces her to work for them, but she ends up allying with Killpower, an agent sent to recapture her after she bails. After she is badly hurt, she gains her powers permanently after the technology is used to save her life. She & Killpower appear in the ridiculous Death's Head II & Killpower: Battletide Limited Series, and end up being a minor part of the MyS-TECH Wars series that caps off the UK line's biggest ongoing story.
-Following the cancellation of her book, she has appeared only a handful of times, usually in tiny one-off roles. In one, she was revealed to have become a single mother (in WAY too short a time for this to be realistic... though she IS a time-jumper). Otherwise, she appeared in the Captain Britain & MI-13 series, then saved Killpower from being turned into a leader of Hell... and he allowed Earth's heroes to kill him.
-She's PL 8 except for some Area Dazzles- Motormouth was largely a backdrop in fights compared to Killpower, though had some ability with the "Teleport Away From Field of Battle" stuff.

KILLPOWER (Julius Mullarkey)
Created By:
Gary Frank & Graham Mark
First Appearance: Motormouth #1 (June 1992)
Role: Big Dumb Powerhouse
Country of Origin: England
Group Affiliations: None
PL 10 (122)
STRENGTH
6 STAMINA 7 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE -2 AWARENESS -1 PRESENCE -1

Skills:
Acrobatics 4 (+8)
Athletics 3 (+10)
Intimidation 5 (+4)
Perception 5 (+4)
Stealth 2 (+6)
Vehicles 4 (+6)

Advantages:
Accurate Attack, Equipment 10 (Arsenal), Improved Aim, Improved Critical (Guns), Power Attack, Ranged Attack 11

Powers:
"Mecha-Psychometry" Enhanced Skills 14: Technology 14 (+12) [7]
"Semi-Prehensile Tail" Extra Limb 1 [1]
"Gorilla Strength" Strength-Damage +1 [1]
"Echolocation" Senses 4 (Extended, Ultra & Accurate Hearing) [4]

Equipment:
"Arsenal"
"Power-Blasters" Blast 9 (Extras: Multiattack) (27) -- (28)
AE: "Grenade Launcher" Blast 8 (Extras: Area- 30ft. Burst) (24)

"Anti-Grav Pack" Flight 5 (60 mph) (10)
"Body Armour" Protection 1 (Extras: Impervious 7) (8)

Offense:
Unarmed +11 (+7 Damage, DC 22)
Blasters +11 (+8 Ranged Damage, DC 23)
Grenades +8 Area (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +7 (+8 Armour), Fortitude +10, Will +5

Complications:
Motivation (Stopping MyS-TECH)- Killpower was created by MyS-TECH, and has now rejected them after learning that killing people was bad (from Motormouth).
Weakness (Stern Mother Figures)- Due to his age and the fact that he was raised & taught by a strict, overbearing woman, Killpower is easily led when confronted with a "stern mother figure". Motormouth uses this to easily convince Julius of the wrongdoing inherent in assassinating people, and also follows her absolutely.

Total: Abilities: 52 / Skills: 24--17 / Advantages: 25 / Powers: 13 / Defenses: 15 (122)

-Part of me was going to get right into Killpower and his origins, but I feel the need to pause here and remind you all of something. There is a comic book character... named KILLPOWER. I mean, we see such absurd crapsicles in the comic book industry that every once in a while something like this slides off our backs and we fail to take notice, but... KILLPOWER. Someone in 1992 thought that was a perfectly-acceptable name for a superhero- one that used lots and lots of guns, no less.
-Killpower is pretty much like the other Marvel UK characters, except he's a kid with some animal bits merged into him, and he killed people because it was fun like a video game (he eventually learned better). And I think he's a hero. He was in the ridiculously-named Death's Head II & Killpower: Battletide comic that represents all of the worst excesses of 1990s comics (Skanktastic costumes, excessive blood, pointless fighting), being a pain in the ass dumb kid making sandcastles, and then brawled with Death's Head II (who I'm pretty sure VASTLY outclasses him in strength, but the guy's had so many upgrades it's impossible to tell) until they were kidnapped by Grandmaster-style aliens.
-He's a PL 9.5-ish Blaster-type, with some enhanced fighting skills, Technology (he turned Motormouth into a cyborg easily while she was injured, and he has the brain of a 10-year-old otherwise & Sonar. Like many other Marvel UK characters, he guest-starred in the last "Captain Britain" storyline.
-Killpower was built in the lab by MyS-TECH (the Big Bad of the Marvel UK line), given the surname of his creator, and was rapidly-aged to to the point where he was in an adult's body, but lacked the knowledge of things like morals or the value of a human life. He was sent by MyS-TECH after an escaped agent in Motormouth (this being her own comic book), but she convinced him in the error of ways. After he saved her life (and gave her permanent superpowers instead of just gear), they became traveling companions, even getting the name of her book changed to Motormouth & Killpower.
-With the cancellation of the Marvel UK line, Killpower spent over a decade on the shelf, reappearing in Captain Britain & MI-13. Now a UK government agent, he was sent behind enemy lines to be "taken over" by Dracula and join his army. However, this was a double agent role, as Killpower is immune to magical control. A later "Sequel" to Marvel UK resulted in him being trapped in Hell trying to save Motormouth, and Mephisto manipulating him into resenting his old allies, and had him lead an invasion of Earth. However, at the last minute, Motormouth's sonic scream clears his mind, and he willingly allows Britain's super-soldiers to kill him. Thus endeth the story of of the most '90s-named guys of all time.
-Killpower is pretty much like the other Marvel UK characters, except he's a kid with some animal bits merged into him, and he killed people because it was fun like a video game (he eventually learned better). And I think he's a hero. He was in that "BattleTide" issue I referred to, being a pain in the ass dumb kid making sandcastles, and then brawled with Death's Head II (who I'm pretty sure VASTLY outclasses him in strength, but the guy's had so many upgrades it's impossible to tell) until they were kidnapped by Grandmaster-style aliens. He's a PL 9.5-ish Blaster-type, with some enhanced fighting skills, Technology (he turned Motormouth into a cyborg easily while she was injured, and he has the brain of a 10-year-old otherwise & Sonar. Like many other Marvel UK characters, he guest-starred in the last "Captain Britain" storyline.

KREE SENTRY #459
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #64 (July 1967)
Role: Early Warning System, Kill-O-Bot
Group Affiliations: The Kree Empire
PL 10 (120)
STRENGTH
11 STAMINA -- AGILITY -1
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Expertise (Space Civiliations) 10 (+10)

Advantages:
Ranged Attack 8, Startle

Powers:
"Kill-O-Bot"
Immunity 30 (Fortitude Effects) [30]
Protection 8 (Extras: Impervious 11) [9]
Energy Blast 12 (Feats: Variable 2- Energy Types) [26]
"Sensory Powers" Senses 13 (Life Detection- Acute, Analytical, Radius & Ranged 2; Energy Detection- Analytical, Radius & Ranged 2) [13]

"Giant Size" Growth 4 (Str & Toughness +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [9]

Offense:
Unarmed +9 (+11 Damage, DC 26)
Energy Blasts +8 (+12 Ranged Damage, DC 27)
Initiative -1

Defenses:
Dodge +8 (DC 20), Parry +8 (DC 18), Toughness +12 (+6 Impervious), Fortitude --, Will --

Complications:
Vulnerable (Electrical & Magnetic Attacks)f

Total: Abilities: 10 / Skills: 10--5 / Advantages: 9 / Powers: 87 / Defenses: 9 (120)

-I've always had a fair bit of hatred for the Kree Sentries. Which is funny- they're not really CHARACTERS, and they don't do anything in the stories. But I think maybe THAT's why I hate them after all! Every "Kree Sentry" tale is identical: the heroes come across something, it comes to life as a robot, then fights them, then they destroy it or shut it down while it relays a message to its Kree superiors. And yet, every form of Marvel media seems to have to start off with a FULL EPISODE of this generic Kill-O-Bot nonsense! I've seen it in the comics, in the awful Fantastic Four anime-style series, and I've seen it in Avengers: Earth's Mightiest Heroes. Villains who can't think, emote, gloat or snark are pointless. The very existence of a Kree Sentry in a story almost guarantees boredom and lameness... in this sense, they're oddly prescient of Marvel's OTHER Sentry!
-The first Sentry found was #459, who fought the Fantastic Four when they interupted its monitoring of the Inhumans. This was the debut of the Kree in Marvel Comics- a NEW alien race, and counterpoint to the Skrulls. After the FF deactivate it, it is brought to Cape Canaveral, where Kree Col. Yon-Rogg turns it back on in order to fight Captain Mar-Vell. It fights Mar-Vell one more time before its reactivated (WILL SOMEONE JUST BREAK THIS GODDAMN THING?!?) by the Super-Adaptoid in the Heavy Metal arc of Roger Stern's Avengers run. Much later on, it appears in Blackwulf (a REALLY '90s-style series set in the future), where it is destroy in the series finale.
-Other Kree Sentries include #9168 (a six-foot-tall one who prevents travelers from finding the Kree city on the Blue Area of the Moon- it is destroyed via a remote destruct device), #213 (sentried on the planet Uranus, where its destruction at the hands of the Eternals led to a war with the Kree), #372 (damaged by the West Coast Avengers after fighting the Shi'ar Imperial Guard) and #571 (aided the "Lunatic Legion" of the Kree on Earth, but was destroyed by Iron Man).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Marvel- O

Post by Jabroniville »

O:
Oblivion
The Obliterator
Occulus
Oddball
Odin
The Ogre
Ogress
Old Lace
Olivier
Omega Red
Omega Sentinel
Omega the Unknown
Omnibus
Onslaught I
Onslaught II
Onyxx
Opal Luna Saturnyne
Oracle
Orator
The Orb I & II
Ord
The Order (Other Members)
Origin
Orka
Orson Randall
The Outlaw Kid
Overdrive
Overkill
The Overmind
Overtime
The Owl
Ox I & II (The Enforcers)
Ox III (China Force)
Oya (Idie Okonkwo)

Marvel: The Letter "O":
"O" has been used for, well, "O-Sounds" since Ancient Greece (the original sound was "eyn" in Phoenician, and was meant to represent the human eye). It is now the fourth-most-common letter in the English alphabet, and has numerous pronounciations- it's also a good signifier of where someone grew up- with certain accents, the long and short "o" sounds are different, and different words will rhyme with each other. The fact that the mouth makes a round shape while making this sound means that even non-European languages have used this letter to signify the sound.

Despite its common-ness in the English language, and a lot of interesting words starting with it (check all the guys with "Omega" in their name), not a lot of super-characters start with this letter. The most important by far is Odin, the Allfather of the Norse Pantheon (naturally, he pre-dates comics by a ways). There's also Onslaught (more of a one-off, but he was pretty important for a while), Omega Red and... well, that's basically it for important people. After that, it's just Oya (who usually has her name dropped and is simply known by her real name), The Owl, The Overmind and Orka. Notably, I've already statted up all of the "O" people, so these are all merely re-posts.


Old Builds:
Odin
Omega Flight
Onslaught I
Onyxx
Oracle
Orator
The Orb I & II
Ord from Breakworld
The Order
Orson Randall
Oya (Idie Okonwhatever, from X-Men)



ORATOR (Victor Ludwig)
Created By:
Peter Milligan, Jorge Gonzales & Kelley Jones
First Appearance: Magneto #1 (Nov. 1996)
Role: Crappy Villain, Mind Controller
Group Affiliations: The Acolytes
Fate: Unknown- Marvel forgot he existed
PL 9 (128)
STRENGTH
0 STAMINA 2 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 0

Skills:
Expertise (Acolyte) 2 (+4)
Insight 5 (+8)
Perception 5 (+8)
Persuasion 2 (+2)
Technology 2 (+4)

Advantages:
Equipment (Acolytes Gear), Ranged Attack 4, Set-Up

Powers:
"Mutant Powers: Enhancing Emotional Impressions"
Mind Reading 9 (Flaws: Limited to Emotions) [9]
Affliction 9 (Will; Dazed/Compelled/Emotions Controlled) (Extras: Perception Range +2, Sustained +2) (45) -- [46]
AE: "Group Control" Affliction 9 (Will; Dazed/Compelled/Emotions Controlled) (Extras: Area- 30ft. Burst, Selective, Sustained +2) (45)

Equipment:
"Acolytes Gear" Communications, Protection (2)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Emotion Control +9 Area/Perception (+9 Affliction, DC 19)
Mind Reading +9 (DC 19)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2 (+3 Suit), Fortitude +5, Will +4

Complications:
Motivation ("Mutant Power!")

Total: Abilities: 24 / Skills: 16--8 / Advantages: 6 / Powers: 55 / Defenses: 14 (128)

-A character who only showed up in a single mini, Orator was an old-looking green man with emotion-controlling & detecting powers, attempting to seek out Magneto and his Acolytes. So he's got nothing going for him other than his power. Not too impressive a character, given that they didn't even show him after the mini! They just forgot he ever existed- no Sentinel Massacre, no Necrosha, no nothing. What a loser.
-Standard Emotion Controller, but a weak physical fighter, among the worst of all the Acolytes. And that is SAYING SOMETHING with this crew.

OYA (Idie Okonkwo)
Created By:
Matt Fraction & Kieron Gillen
First Appearance: The Uncanny X-Men #528 (Sept. 2010)
Group Affiliations: The Lights, X-Students
Status: Alive
Role: Elementalist, Recurring Kid
PL 8 (90)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 4 DEXTERITY 1
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 1 (+4)
Athletics 4 (+5)
Deception 2 (+3)
Expertise (Survival) 2 (+3)
Expertise (Religion) 3 (+4)
Perception 2 (+2)

Advantages:
Equipment (X-Student Uniform- Communications, Protection +1), Ranged Attack 6

Powers:
"Mutant Powers: Temperature Control"
Affliction 8 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Ranged) (32) -- [37]
AE: "Ice Stream" Affliction 8 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Area- 30ft. Line) (32)
AE: "Ice Slick" Affliction 8 (Strength or Agility; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (8)
AE: Create Ice 6 (Feats: Innate) (Extras: Continuous) (19)
AE: Environment 3 (100 feet) (Impede Movement, Cold) (6)
AE: Heat Blast 8 (16)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Ice Snare +6 (+8 Ranged Affliction, DC 18)
Ice Stream/Slick +8 Area (+8 Affliction, DC 18)
Heat Blast +7 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +2 (+3 Uniform), Fortitude +4, Will +4

Complications:
Guilt (Mutant)- Idie believes that her mutant powers are blasphemous, and considers herself a monster. As such, she freely killed some Hellfire Club goons- if she's going to Hell anyways, why not?

Total: Abilities: 26 / Skills: 14--7 / Advantages: 7 / Powers: 37 / Defenses: 13 (90)

-Idie (pronounced "Ih-dyay") was the most "normal" of The Lights (Hope's team of newbie mutants), and had the somewhat-rare ability of Temperature Control- allowing her both "Fire Guy" and "Ice Guy" powers. This could have made her quite forgettable (like everyone on her team who wasn't Hope Summers), but all of a sudden Jason Aaron made her one of the key students in his Wolverine and the X-Men book, where she became the most important student after Quentin Quire. She used to look like an adult woman more than a young teen, but the later artists (Chris Bachalo & others) seem to draw her appropriately 14-ish. She's from Delta State, Nigeria (reminds me of that weird show that used to be on "The Detour" on Teletoon, with all the weirdly-animated noses), and is SUPER-religious, feeling incredibly guilty about her "blasphemous" Mutant Powers. This effectively makes her a new-generation Rahne Sinclair.
-She's also notable for the fact that, despite her appearing in every single issue of Wolverine & The X-Men, all of which I've read, I didn't know what her super-power or codename were until I looked them up. Aaron is good at many things (funny dialogue, pointing out how weird super-worlds are, etc.), but exposition isn't really one of them- she pretty much never fights, and is all about the talking and the plotting. So she's a more well-rounded CHARACTER than most new X-Kids, but her stateline's a little harder to figure out statistically. She's since appeared with the Original X-Men (who are STILL AROUND, bizarrely enough) in their ongoing, but in a VERY minor role (ie. she never says or does anything until the sixth or seventh issue). I'm not as down on modern comics as some (or most, in fact), but they can be REALLY WEIRD for stuff like this.
-Idie has a neat power-set, but really just adds a Heat Blast to "Iceman Lite" at PL 7.5 levels- most of the Lights ended up as PL 8s, but in W&TXM, she's almost never shown fighting- her best showing is probably killing a bunch of Hellfire Club Mooks, which isn't a huge feat. She has potential, but is still WAY too cheap on points for a real active super-hero.

ONYXX (Sidney Green)
Created By:
Peter Milligan & Salvador Larocca
First Appearance: The New X-Men #171 (Aug. 2005)
Group Affiliations: X-Students
Status: Kept His Powers; Died Anyways
Role: Powerhouse, Redundant Character (to Rockslide)
PL 7 (72)
STRENGTH
10 STAMINA 6 AGILITY -1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 2 (+2)
Expertise (Pop Culture) 2 (+2)
Intimidation 4 (+4, +8 Size)

Advantages:
Equipment (X-Student Uniform- Communications), Fast Grab, Improved Hold, Ranged Attack 2

Powers:
"Mutant Powers: Granite Body"
Protection 4 (Extras: Impervious 7) [11]
Features 3: Increased Mass 3 [3]
Immunity 3 (Poison, Disease, Pressure) [3]

Offense:
Unarmed +4 (+10 Damage, DC 25)
Initiative -1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +10 (+4 Impervious), Fortitude +8, Will +3

Complications:
Prejudice (Obvious Mutant)

Total: Abilities: 38 / Skills: 8--4 / Advantages: 5 / Powers: 17 / Defenses: 8 (72)

-Onyxx may be the coolest looking (and coolest-named) of the entire X-Students, which is funny, because he's not only redundant (Rockslide & Bling! have almost the exact same powers, but with MORE VERSATILITY), but a complete backgrounder, prone to "Those Two Guys" appearances with Bling!, Glob Herman or Anole in the back of scenes as recognizable "obvious mutants". He's a big, strong guy who's not that bright, but isn't a jokester like Santo is- his only real characterization came when he fell in love with teammate "Foxx" (actually Mystique) and fought Gambit when Foxx went after the Cajun instead.
-Aaaaaaaaaaand of course being "A Poor Man's Rockslide" on a roster that INCLUDED ROCKSLIDE, the dude pretty much had a target on his head from day-one- it took a bit (he lasted past Decimation/M-Day and The Purifiers story-arcs), but during Necrosha (aka "Blackest Night: Marvel Edition"), he came across a now-evil Wither, who effortlessly one-shotted him to death. He was one of only a couple people who died that arc (along with Diamond Lil), and even NAMOR was left going "well why the F are we mourning these D-League Losers?" Cyclops basically noted that sure; these were bottom-tier nobodies, but EVERY death counts when the Mutant Race is being diminished.
-Onyxx is a PL 7 like Bling!, but WAY under-pointed for how tough he is. He's basically what a Powerhouse/Brick build looks like in it's infant form, being heavy, Class 25 strong, and having some grappling abilities, but also being very, VERY inaccurate (most of the X-Students, you'll notice, have pretty crappily low Attack & Defense Bonuses, but Onyxx is even worse than the usual "upgraded" student).

ONSLAUGHT I
Created By:
Mark Gruenwald & Greg Capullo
First Appearance: Quasar #32 (March 1992)
Race: Unknown (pink-skinned humanoid)
Role: Melee Fighter
Legionnaire Basis: Karate Kid
Group Affiliations: The Shi'ar Imperial Guard
PL 9 (119)
STRENGTH
3 STAMINA 5 AGILITY 7
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+11)
Expertise (Space Hero) 3 (+4)
Expertise (Theology & Philosophy) 4 (+5)
Insight 3 (+4)
Intimidation 6 (+6)
Perception 7 (+8)
Technology 2 (+3)
Stealth 4 (+11)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Benefit (Imperial Guard), Defensive Attack, Equipment 4 (Anti-Gravity Device), Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Defense, Improved Disarm, Grappling Finesse, Improved Initiative, Improved Hold, Power Attack, Takedown 2, Uncanny Dodge

Powers:
"Enhanced Super Martial-Arts" Strength-Damage +3 [3]

Equipment:
"Shi'ar Anti-Gravity Device"
Flight 5 (10)
Space Travel 1 (1)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Super Martial-Arts +12 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +5, Fortitude +6, Will +4

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 66 / Skills: 34--17 / Advantages: 22 / Powers: 4 / Defenses: 10 (119)

-Onslaught (now THERE'S a name they won't be using again any time soon... silly Imperial Guard and their coming up with cool and copy-able names on characters who don't matter much) was a one-note Karate Kid homage (the Guard had copies of most Legion of Super-Heroes members, but left out a couple), who buffetted Quasar around a bunch before Wendell clued in and put up a suit of Light Armor that hurt the poor copy's fists. He had no personality shown and you couldn't really tell what his powers were, but he was obviously tough enough to hurt Quasar through his most basic shielding, so I'm going with a standard PL 9 Chi-Guy build (aka "Does Extra Damage With Punches"). He can use his MANY varied Cap-Switchers (Power, All-Out, Defensive) to pummel at up to +11 Damage if he needs to.
-And God, is that the worst super-hero uniform ever or what? All credit to Gruenwald for trying to invent new Guardsmen to fit the unused Legion of Super-Heroes characters, but WOW did Greg Capullo (the artist) let everyone down on this. This guy's just some loser in a jumpsuit with the Jim Lee Half-Helmet going on! What were they thinking? "Oh, we'll never see this guy again, so I'm not gonna waste any of my costume-building energies on him." Huh, now that you mention it, I kind of get why he, Hardball, Voyager & Glom are so lame. If I were the artist on Quasar, *I* wouldn't waste good super-hero costume designs on those losers, either! Only Dave Cockrum had enough inventiveness to freely give Shi'ar losers the great costumes and still have some left over.

ORACLE (aka Lady Sybil)
Created By:
Chris Claremont & Dave Cockrum
First Appearance: The Uncanny X-Men #107 (Oct. 1977)
Race: Unknown (white-skinned humanoid race)
Role: Team Telepath
Legionnaire Basis: Saturn Girl
Group Affiliations: The Shi'ar Imperial Guard
PL 10 (123)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Space Hero) 5 (+7)
Insight 4 (+7)
Perception 4 (+7)
Persuasion 4 (+6)
Stealth 4 (+7)
Vehicles 3 (+5)

Advantages:
Benefit (Imperial Guard), Equipment 4 (Anti-Gravity Device), Ranged Attack 3, Set-Up, Teamwork

Powers:
Mind Control 10 (Feats: Dynamic) (40) -- [46]
Dynamic AE: "Telepathy" Mind-Reading 10 Linked to Communication (Mental) 3 (Feats: Dynamic) (Extras: Area, Selective) (39)
Dynamic AE: "Mental Stun" Affliction 10 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Ranged +2) (31)
Dynamic AE: "Telelocation" Senses 4 (Detect Minds- Ranged 2, Acute) (Feats: Dynamic) (4)

Equipment:
"Shi'ar Anti-Gravity Device"
Flight 5 (10)
Space Travel 1 (1)
Immunity 7 (Suffocation 2, Cold, Hot, Radiation, Vacuum, Pressure) (7)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Mind Control/Mental Stun -- (+10 Perception Ranged Affliction, DC 20)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +2, Fortitude +4, Will +5

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 40 / Skills: 24--12 / Advantages: 10 / Powers: 46 / Defenses: 15 (123)

-One of the more useful Guardsmen due to her Telepathic powers, Oracle is nonetheless pretty reliant on her teammates, since she has little in the way of defensive power. Her Stun is really good, but the rest of her is horribly vulnerable to attack. I do like the pastel look of her costume though- it's very stand-out and bizarre. Avoid the '90s versions, as they tend to have obvious '90s hair and mohawks and crap for whatever reason. This distinctive appearance results in her having a LOT of appearances on the squad, often acting as "Base Command", giving orders from the safety of a Starship (and Telepathically-Linking people, perhaps).

THE ORDER:
-The Order is the Initiative team of California- it was initially going to be The Champions, but Heroic Publishing owns the rights to the name, so it got switched. The Order's less generic anyways, so I approve. I've pretty much NEVER heard of it or any of the members, but it sprung out of Civil War and was mostly a series of flashback-driven stories of the characters (each issue focusing on one member of the team). Matt Fraction ended it around issue #10 rather than let it turn into something else (I think that's Writer Code for "Marvel was going to force me to make changes to increase sales, and I killed it instead"), and Fraction did the usual comic book writer trick of including the characters in various other stories he'd written (mostly in Iron Man).

The core concept is that some charity-focused celebrities are given superpowers based off of Greek Gods that will last for one year, as part of a P.R. movement for The Initiative program. After getting caught drinking after a fight, the team is fired and replaced with newbies. They do some stuff, fight some guys (zombie hobos!), and then their powers are made permanent.

The initial "fired" group are mostly one-shots with no real statistical leanings:

MAUL (Jamal Peoples): Energy Mallet, Flight, Ability to Reduce Problems to Their Component Parts (???).
HEAVY (Dennis Michael Murray): Flying Brick. A crippled soldier given powers by Stark, he died when Ezekiel Stane removed his powers.
PIERCE (Pamela Pierce): Olympic-level Archer with enhanced Agility.
CORONA (Carlos Araujo Carvalho): Living conduit of the Sun- controls it via an exo-suit. He gets fired, then murdered.
BANNERMAN BROWN & BANNERMAN GREEN: Two Stark Enterprises Androids that get destroyed.
APHRODITE: A former supermodel.
AVONA (Avery Allen): A Swordswoman with a sword that had A.I. She was fired, then murdered.

ANTHEM (Henry Hellrung)
Created By:
Matt Fraction & Barry Kitson
First Appearance: The Order #1 (April 2007)
Role: Weather Guy
Group Affiliations: The Order
PL 9 (123)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 1 PRESENCE 4

Skills:
Athletics 2 (+4)
Deception 1 (+5)
Expertise (Acting) 3 (+7)
Insight 3 (+4)
Intimidation 1 (+5)
Ranged Combat (Lightning) 2 (+9)

Advantages:
Benefit (Fame), Ranged Attack 5

Powers:
Electrical Blast 9 (Feats: Dynamic, Precise) (Extras: Multiattack) (29) -- [33]
Dynamic AE: "Living Supercell Thunderstorm" Environment 6 (900 feet) (Visibility 2, Impede Movement 2) (Feats: Dynamic) (25) -- [29]
Dynamic AE: "Lightning Bolt" Damage 9 (Feats: Dynamic) (Extras: Area- 30ft. Line) (19)

Flight 6 (120 mph) [12]
Senses 5 (Detect Electricity- Ranged 3, Acute) [5]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Electrical Blast +9 (+9 Ranged Damage, DC 24)
Lightning Bolt +9 Area (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +5

Complications:
Addiction (Alcohol)- Hellrung is a recovering alcoholic, and Tony Stark's own AA sponsor. His addiction ruined his career and his life, and he is only now recovering.

Total: Abilities: 46 / Skills: 12--6 / Advantages: 6 / Powers: 50 / Defenses: 15 (123)

-Anthem is a former drinking buddy of Tony Stark, but now a recovered alcoholic and the leader of his team. He has vaguely-stated Weather Powers, making him a PL 9 Storm Lite.

CALAMITY (James Wa)
Created By:
Matt Fraction & Barry Kitson
First Appearance: The Order #1 (April 2007)
Role: Speedster
Group Affiliations: The Order
PL 8 (107)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 1 PRESENCE 2

Skills:
Athletics 8 (+10)
Close Combat (Unarmed) 2 (+11)
Expertise (Baseball Player) 4 (+6) -- Uses Dex
Expertise (Science) 6 (+11)
Insight 2 (+3)
Technology 6 (+11)

Advantages:
Benefit 3 (Millionaire), Improved Initiative 2, Takedown 2

Powers:
"Cheetah Prosthetics" Speed 10 (2,000 mph) [10]
Leaping 2 (30 feet) [2]
Movement 1 (Water-Walking) (Flaws: Limited to While Running) [1]
"No One Knows Where He'll Be" Enhanced Skills 4: Stealth 4 (+8) (Flaws: Limited to While Running) [1]

Offense:
Unarmed +11 (+2 Damage, DC 17)
Initiative +12

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +4, Will +4

Complications:
Responsibility (Unable to Cope)- James has difficulty carrying out missions that involve taking human life, and is not an innately violent person.

Total: Abilities: 56 / Skills: 28--14 / Advantages: 7 / Powers: 14 / Defenses: 16 (107)

-Calamity is a former baseball player & track star who lost his legs to a drunk driver, and thus built himself some prosthetic uber-legs with his Engineering knowledge, making himself wealthy. He couldn't handle the violent life of a super-hero as well as his teammates.

ARALUNE (Rebecca "Becky" Ryan)
Created By:
Matt Fraction & Barry Kitson
First Appearance: The Order #1 (April 2007)
Role: Fallen Pop Idol
Group Affiliations: The Order
PL 9 (136)
STRENGTH
1 STAMINA 1 AGILITY 2
FIGHTING 5 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 4

Skills:
Expertise (Singing) 3 (+7)
Persuasion 1 (+5, +7 Attractive)

Advantages:
Attractive, Benefit (Fame)

Powers:
Shapeshift 12 [96]

(Sample Powers: Giant Forms, Elongation)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +1, Fortitude +2, Will +4

Complications:
Reputation (Fallen Idol)- Aralune has appeared in a sex tape (it was covered up by P.R.), was bulimic, and has had other fall-outs.
Responsibility (Programmed Behavior)- Becky has been programmed by star-parents for her whole life, and is struggling to find an identity.

Total: Abilities: 28 / Skills: 4--2 / Advantages: 2 / Powers: 96 / Defenses: 8 (136)

-Becky Ryan is an incredibly-powerful Shapeshifter, and is a big parody of the whole Paris Hilton/Teen Celebrity thing, as she's the child of star-parents who forced her into celebrity from a young age to make a ton of money, leaving her a bit of an empty person.

SUPERNAUT (Sergeant Milo Fields)
Created By:
Matt Fraction & Barry Kitson
First Appearance: The Order #1 (April 2007)
Role: Powersuit Guy, Crippled Hero
Group Affiliations: The Order
PL 9 (130)
STRENGTH
2/11 STAMINA 3 AGILITY -2/0
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Soldier) 5 (+7)
Intimidation 3 (+5, +9 Size)
Perception 2 (+4)

Advantages:
Equipment 2 (Pistols), Ranged Attack 3

Powers:
"The Stark Database" Communication 2 (Computers) [8]

"Supernaut Armour" (Flaws: Removable) [65]
"Giant Size" Growth 9 (Str & Toughness +9, +9 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -9 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) (19)
Enhanced Agility 2 (4)
Protection 1 (Extras: Impervious 9) (10)
"RADAR" Senses 2 (Accurate Radio Sense) (2)
"Rockets" Flight 6 (120 mph) (12)

"Superior Arsenal" Blast 11 (Extras: Multiattack) (33) -- (34)
AE: "Missiles" Blast 9 (Extras: Area- 30ft. Burst) (27)
-- (81 points)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Supernaut Strength +6 (+11 Damage, DC 26)
Pistols +7 (+5 Ranged Damage, DC 20)
Superior Arsenal +7 (+11 Ranged Damage, DC 27)
Missiles +9 Area (+9 Ranged Damage, DC 24)
Initiative -2 (+0 Suit)

Defenses:
Dodge +4 (+2 Suit, DC 16-12), Parry +6 (+2 Suit, DC 16-12), Toughness +3 (+13 Suit), Fortitude +5, Will +5

Complications:
Disabled (Crippled)- Supernaut is wheelchair-bound outside of his Battlesuit.

Total: Abilities: 38 / Skills: 10--5 / Advantages: 3 / Powers: 73 / Defenses: 11 (130)

-Fields was a soldier whose story (he was captured, along with several platoon mates, during the Somali Civil War, and many died) was told by some Hollywood movie- not liking how the story was portrayed, he became a vocal anti-war activist, and was paralyzed by a pro-war protester. He was hardwired into a suit of Power Armour by Stark's satellite network. I like the concept of the Battlesuit, though- rather than just turn him into YET ANOTHER "Iron Man Lite", they make him a full-blown thirty-foot-tall MECH SUIT, packed with an arsenal that'd make an IMAGE hero blush.

VEDA (Magdalena "Maggie" Marie Neuntauben)
Created By:
Matt Fraction & Barry Kitson
First Appearance: The Order #1 (April 2007)
Role: The Actress
Group Affiliations: The Order
PL 6 (100)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 2 (+7)
Athletics 2 (+4)
Expertise (Acting) 2 (+6)
Expertise (Model) 2 (+6)
Persuasion 2 (+6, +8 Attractive)

Advantages:
Attractive, Benefit (Fame)

Powers:
Summon Giant Golems 3 (Extras: 4 Minions +4, Horde, Active) (Flaws: Requires Organic Material) (Quirk: Feels Pain if One is Destroyed -2) (19) -- [20]
AE: Summon Humanoid Golems 2 (Extras: 8 Minions +6, Horde, Active) (Flaws: Requires Organic Material) (Quirk: Feels Pain if One is Destroyed -2) (16)

Remote Sensing 4 (Vision) (Flaws: Medium- Golems) [4]
"Flies For Some Reason" Flight 4 (30 mph) [8]
"TKD Expert" Strength-Damage +1 [1]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Initiative +5

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Orphans)- Veda is devoted to the cause of orphans, and teaches them the martial arts. She cannot have children of her own. She joins The Order to gather publicity and money for her orphan charity fund.

Total: Abilities: 54 / Skills: 10--5 / Advantages: 2 / Powers: 33 / Defenses: 6 (100)

-A Tae Kwon Do-expert actress with the power to summon organic, weird Golems, but she feels pain (I figure a Dazed/Stunned/Incapacitated Affliction at Rank 4 would do it) if one is destroyed, not quite earning a full Side Effect or any of that. She can summon two different types of Golem from what I've seen, but can only summon four (ish) of the Giant ones, and eight of the smaller ones. None of them appeared to be PARTICULARLY super-tough, but they push the overall character up to PL 8 in capability, even though she herself is only PL 6 as a fighter.

ORGANIC GOLEM
Role:
Summoned Minions
PL 7 (30)
STRENGTH
8 STAMINA -- AGILITY -1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -- AWARENESS -- PRESENCE --

Skills:
None

Advantages:
Fast Grab

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]

Offense:
Unarmed +6 (+8 Damage, DC 23)
Initiative -1

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +7, Fortitude --, Will --

Total: Abilities: -14 / Skills: 00--0 / Advantages: 1 / Powers: 37 / Defenses: 6 (30)

GIANT ORGANIC GOLEM
Role:
Summoned Minions
PL 8 (33)
STRENGTH
10 STAMINA -- AGILITY -1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -- AWARENESS -- PRESENCE --

Skills:
None

Advantages:
Fast Grab

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 2 [2]
"Giant Size" Growth 9 (Str & Toughness +9, +9 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -9 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [19]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Initiative -1

Defenses:
Dodge +2 (DC 12), Parry +4 (DC 14), Toughness +11, Fortitude --, Will --

Total: Abilities: -28 / Skills: 00--0 / Advantages: 1 / Powers: 51 / Defenses: 9 (33)

MULHOLLAND BLACK
Created By:
Matt Fraction & Barry Kitson
First Appearance: The Order #1 (April 2007)
Role: Psycho Lesbian
Group Affiliations: The Order, The Black Dhalias
PL 9 (91)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 4 (+4)
Perception 8 (+8)

Advantages:
Ranged Attack 4

Powers:
"Psychokinetic Powers"
"Telekinesis" Move Object 10 (Feats: Precise) (21) -- [22]
AE: Blast 10 (20)

"Detects Calamity at High Speeds" Senses 1 (Rapid Vision) [1]

"Mallet" (Flaws: Easily-Removable) [11]
Strength-Damage +4 (Feats: Reach) (5)
Flight 6 (120 mph) (12)
-- (17 points)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Mallet +8 (+5 Damage, DC 20)
TK Blast +8 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +4

Complications:
Prejudice (Lesbian)
Reputation (Partier)

Total: Abilities: 36 / Skills: 12--6 / Advantages: 4 / Powers: 34 / Defenses: 11 (91)

-Black here is the daughter of junkie grunge musicians (supposed to be Kurt Cobain & Courtney Love, basically), now orphaned. She can gain psychokinetic power from dormant energy due to historical events (??), and was kicked out and joined an all-girl gang, but was dumped from it for cheating on one of the girls. In The Order, she was given an Energy Mallet that allowed her to fly. She was killed by The Order's Anthem to save the city of L.A. after her powers threatened to destroy it (the Dhalias had given her out-of-control powers).

OMEGA FLIGHT:
-Omega Flight (the second version) was formed by The Master of the World as a Mook Army to capture Alpha Flight member Talisman at the mall, but were beaten by Windshear and Beta Flight (the trainees of the Alphans). They're pretty much a team of one-note losers who did nothing, but reappeared as James Hudson returned as The Antiguard, after being modified by The Master.

SINEW
Created By:
Simon Furman & Pat Broderick
First Appearance: Alpha Flight #110 (1992)
Role: Jobber Villain, Scrapper Villain
PL 8 (71)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 7 (+6)
Perception 3 (+3)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed)

Powers:
Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +2

Complications:
Prejudice (Obvious Superhuman)- Sinew is all hairy and weird-looking, and cannot pass for a normal human.

Total: Abilities: 54 / Skills: 10--5 / Advantages: 3 / Powers: 3 / Defenses: 6 (71)

-Sinew is a big powerhouse that fought Sasquatch and held his own (using greater ferocity against 'Squatch's superior strength) but was killed when the group turned on The Master.

STRONGARM
Created By:
Simon Furman & Pat Broderick
First Appearance: Alpha Flight #110 (1992)
Role: Jobber Villain, Cyborg
PL 7 (65)
STRENGTH
7 STAMINA 5 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 3 (+3)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed)

Powers:
"Cyborg Arm" Elongation 1 (Flaws: Limited to Right Arm) [0.5]
Protection 2 [2]
"Morphing Arm" Variable 2 (Tools, Weapons & Technological Devices) [14]
Example Powers: Grappling Snare 5 (Touch Range, Reach 2), Club +1, Shield +1

Offense:
Unarmed +6 (+7 Damage, DC 22)
Club Arm +6 (+8 Damage, DC 23)
Initiative +0

Defenses:
Dodge +6 (+7 Shield, DC 16-17), Parry +6 (+7 Shield, DC 16-17), Toughness +7, Fortitude +5, Will +2

Complications:
Prejudice (Obvious Superhuman)- Strongarm is obviously a cyborg.

Total: Abilities: 36 / Skills: 3--1.5 / Advantages: 3 / Powers: 16.5 / Defenses: 8 (65)

-Strongarm is a big, tough guy who has a Shapeshifting arm and mild super-strength.

BILE
Created By:
Simon Furman & Pat Broderick
First Appearance: Alpha Flight #110 (1992)
Role: Jobber Villain, Sick Villain
PL 7 (65)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 6 (+6)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed)

Powers:
"Disease Touch" Weaken 8 (Extras: Progressive +2) (24) -- [25]
AE: "Sickening Touch" Affliction 8 (Fort; Hindered & Impaired/Prone & Disabled/Incapacitated) (Extras: Progressive +2) (24)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Disease Touch +6 (+8 Weaken, DC 18)
Sickening Touch +6 (+8 Affliction, DC 18)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +1

Complications:
Prejudice (Obvious Superhuman)- Bile is covered in scabs and boils, and looks like a hobo. Few want to touch him.

Total: Abilities: 28 / Skills: 6--3 / Advantages: 3 / Powers: 25 / Defenses: 6 (65)

-Bile makes people sick with his touch, much like a Brony would.

BRAIN DRAIN (Werner Schmidt)
Created By:
Roy Thomas & Frank Robbins
First Appearance: The Invaders #2 (1975)
Role: Mad Scientist, Super-Nazi, Brain in a Jar
PL 8 (129)
STRENGTH
4 STAMINA -- AGILITY 1
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 7 AWARENESS 1 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Science) 10 (+17)
Insight 2 (+3)
Intimidation 4 (+4)
Perception 2 (+3)
Technology 6 (+13)

Advantages:
Inventor, Skill Mastery (Science), Ranged Attack 4

Powers:
"Super-Hypnotism"
Mind Control 8 (32) -- [33]
AE: Mind Control 8 (Extras: Area- Visual Perception) (Flaws: Touch Range -1) (24)
"Brain in a Jar" Immunity 30 (Fortitude Effects) [30]
"Cyborg Body" Protection 8 [8]

Offense:
Unarmed +4 (+4 Damage, DC 19)
Mind Control +8 Area (+8 Affliction, DC 18)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8, Fortitude --, Will +4

Complications:
Prejudice (Obvious Superhuman)- Brain Drain is a brain in a cybernetic body.
Vulnerable (Brain)- If Schmidt's brain is left exposed, he is much more vulnerable to attack- a Brain has very little effective Toughness.

Total: Abilities: 28 / Skills: 28--14 / Advantages: 6 / Powers: 71 / Defenses: 10 (129)

-An early Brain in a Jar concepts, Brain Drain was created by Roy Thomas for his Invaders series in the 1970s, and was brought up out of nowhere for this incarnation of Omega Flight. And he reappeared AGAIN in The Unbeatable Squirrel Girl- his evil is undone by a simple reprogramming to modern standards.

MISS MASS
Created By:
Simon Furman & Pat Broderick
First Appearance: Alpha Flight #110 (1992)
Role: Jobber Villain, Fat Lady
PL 8 (86)
STRENGTH
6/8 STAMINA 6/8 AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 4 (+4)

Advantages:
Fast Grab

Powers:
"Mass Control"
Enhanced Strength 2 [4]
Enhanced Stamina 2 [4]
Impervious Toughness 9 [9]
Features 5: Increased Mass 5 [5]
Enhanced Advantages 1: Withstand Damage (Shifts Defense & Toughness) [1]

"Foot Stomp- Shockwave" Affliction 8 (Athletics; Dazed & Vulnerable/Prone & Stunned) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Limited to Grounded Targets, Limited Degree) Linked to Damage 6 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) [14]

Offense:
Unarmed +6 (+6 Damage, DC 21)
Boosted Mass +6 (+8 Damage, DC 23)
Shockwave +8-6 Area (+8 Affliction & +6 Damage, DC 18 & 21)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +6 (+8 Mass), Fortitude +6 (+8 Mass), Will +2

Complications:
Prejudice (Obvious Superhuman)- Miss Mass is yellow-y and very enormously fat.

Total: Abilities: 38 / Skills: 4--2 / Advantages: 1 / Powers: 38 / Defenses: 7 (86)

-The SECOND Alpha Flight villain to be based around being a big, fat, arrogant woman, Miss Mass created Shockwaves and could generally get heavier. She was tough to fight, but the Alphans double-teamed her (ewwww....) by having Shaman soak her with rain while Feedback zapped her with electricity. She's PL 7 Unarmed and PL 8 with her Shockwave's Affliction.

TECH-NOIR
Created By:
Simon Furman & Pat Broderick
First Appearance: Alpha Flight #110 (1992)
Role: Jobber Villain
PL 8 (109)
STRENGTH
6 STAMINA 5 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+8)
Intimidation 4 (+4)
Perception 4 (+5)
Stealth 2 (+5)
Technolgy 4 (+5)

Advantages:
Fast Grab, Ranged Attack 6

Powers:
"Cybernetic Enhancements"
"Wrist-Mounted Dart Shooter" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged) (18) -- [19]
AE: Generic Energy Blast 8 (Inaccurate -1) (15)
"Cybernetic Eye" Senses 1 (Infravision) [1]
"Boot Jets" Flight 6 (120 mph) [12]
"Cybernetic Armour" Protection 1 [1]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Dart Shooter +10 (+6 Ranged Affliction, DC 16)
Energy Blasts +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 16), Parry +8 (DC 18), Toughness +6, Fortitude +5, Will +3

Complications:
Prejudice (Obvious Superhuman)- Tech-Noir is a Cyborg

Total: Abilities: 52 / Skills: 16--8 / Advantages: 7 / Powers: 33 / Defenses: 9 (109)

-Tech-Noir is the Lieutenant of sorts of her team, keeping the odd personalities of Omega Flight from bickering too much, and trying to focus on the task at hand. She's your standard Blaster/Cyborg.

SCRAMBLE (Lionel Jeffries)
Created By:
Bill Mantlo & Mike Mignola
First Appearance: Alpha Flight #30 (Nov. 1987)
Role: Forgotten Villain
PL 9 (196)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 1 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+8)
Perception 2 (+3)
Treatment 4 (+7)

Advantages:
Fast Grab, Ranged Attack 2

Powers:
"Mutant Powers: Control Over Organic Material"
"Create Body Horror" Variable 4 (Extras: Affects Others Only +0, Continuous) Linked to Affliction 10 (Fort; Impaired & Vulnerable/Compelled & Stunned/Transformed & Controlled) (Feats: Reversible) (Extras: Extra Condition, Continuous +3) [86]
Healing 8 [16]
Shapeshifting 4 [32]
Senses 1 (Communication Link- Madison Jeffries) [1]

Offense:
Unarmed +8 (+1 Damage, DC 16)
Organic Control +8 (+10 Affliction, DC 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+8 Shapeshifting), Fortitude +6, Will +3

Complications:
Responsibility (Insane)- Lionel's inability to resurrect many of his fellow fallen soldiers during the Vietnam War drove him insane.
Relationship (Madison Jeffries- Brother)

Total: Abilities: 42 / Skills: 8--4 / Advantages: 3 / Powers: 135 / Defenses: 12 (196)

-Lionel is the younger brother of Madison "Box" Jeffries, and can control organics instead of synthetics and metals like his brother. He went insane after his power proved unable to resurrect dead soldiers during the Vietnam War, and was under constant care for years thereafter. After escaping his bed at a psychiatric hospital, he went on a rampage of creating Body Horrors before accidentally curing his own insanity upon turning his powers on himself, and undoing the chaos. Later, his insanity returned, and he formed a duo with the first Box (Roger Bochs, who wanted Lionel to grow him some new legs), before merging with the ex-Alphan, and soon Alpha Flight had to stop him once again. Madison soon realized that the only way to stop Lionel was to kill him, and so took his own brother's life.
-Lionel is essentially a more fearsome version of the Morlock known as Masque, and is able to alter people's bodies into horrible creations that are under his direct command (basically Touch Affliction & Affects Others Variable), as well as Heal himself and others. He's only PL 9, but his combination of powers and what is essentially a Minion-Creating power make him a tough threat for a smaller team like Alpha Flight to overcome.

ORD, FROM BREAKWORLD
Created By:
Joss Whedon & John Cassaday
First Appearance: The Astonishing X-Men #1 (2004)
Role: Two-Arc Villain
Group Affiliations: The Breakworld
PL 11 (163)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Breakworld Warrior) 8 (+8)
Technology 5 (+5)
Intimidation 8 (+8)
Perception 4 (+4)
Vehicles 3 (+7)

Advantages:
All-Out Attack, Diehard, Equipment 5 (Blasters), Fast Grab, Great Endurance, Improved Critical (Cutting Blade), Power Attack, Precise Attack (Close/Concealment), Ranged Attack 6, Startle, Takedown 2

Powers:
"Enhanced Breakworld Physiology"
Regeneration 5 [5]
Senses 2 (Extended Hearing, Ultra-Hearing) [2]

"Breakworld Armour" (Flaws: Removable) [37]
Flight 3 (16 mph) (6)
Protection 3 (Extras: Impervious 7) (10)
"Deflecting Gauntlets" Deflect 10 (Extras: Reflection, Redirection) (30)
-- (46 points)

Equipment:
"Breakworld Energy Blasters" Blast 7 (Extras: Multiattack) (21) -- (22)
AE: "Breakworld Blades" Strength-Damage +2 (Feats: Improved Critical, Penetrating 6) (9)

Offense:
Unarmed +12 (+8 Damage, DC 23)
Blades +12 (+10 Damage, DC 25)
Blasters +10 (+7 Ranged Damage, DC 22)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+11 Armour), Fortitude +9, Will +5

Complications:
Responsibility (The Breakworld)- Ord is a loyalist to Powerlord Krunn. He will treat threats to his world quite seriously.
Responsibility (Temper)- The Breakworld is a society of warriors who know nothing but loyalty and violence. Ord tends to react with his fists.

Total: Abilities: 72 / Skills: 28--14 / Advantages: 21 / Powers: 44 / Defenses: 12 (163)

-Ord ("From Breakworld") was a big-name villain in Joss Whedon's first Astonishing X-Men arc, and he even got to house the ENTIRE X-Men roster in a single round of combat, reflecting Cyke's Optic Blasts, slashing Wolverine and KOing the others. Of course, immediately after that, he got the "post-debut" de-push which involved him losing to the team again, then getting beat a few more times over the next issues (good ol' New Villain Stink), and finally, a semi-heroic death saving The Breakworld at the end of Whedon's run. Kind of a serious loss of "Bad-ass" appeal, as Joss got more and more into having him grumble about how bad stuff kept happening (making a bad-ass appearance at the X-Mansion... when the team isn't home and it's just the students; getting magnetically stuck to the ceiling and then the floor in a S.W.O.R.D. ship; "Is that Dragon thing behind me again?" followed immediately by Colossus beating the ever-loving piss out of him) and his unfortunate lot in life. The Breakworld has since appeared once more, with the refugees of the now-more-peaceful society dealing with what happens when your dictator is dethroned ("I do not wish for more of Krunn's cruelty, but at least there was ORDER."). But hey- he was a fun character while he lasted.
-I hemmed and hawed over making Ord a full-on PL 11, considering he only Pwnd the team once, but hey, it was a hell of a job, and he was still a threat afterwards. With his armor, Ord can shrug off Cyclops' Optic Blasts, and his cutting blades can hurt Colossus noticeably. He loses badly once the entire team gets going, but hey- half of them are PL 11 professional superheroes themselves (the only non-PL 11s on the Astonishing squad are Kitty & Beast). So Ord is tough as hell, can deflect & reflect energy blasts very quickly, can fight multiple people at once, and is generally a beast in combat. He's a little light on the brain power (Agent Brand called him "the dumbest alien I've ever met"), but he doesn't need it.

THE IMMORTAL IRON FIST (Orson Randall)
Created By:
Matt Fraction, Ed Brubaker & David Aja
First Appearance: The Immortal Iron Fist #1 (Nov. 2006)
Role: Martial Artist, Gruff Predecessor, Obi-Wan Mentor Guy
Group Affiliations: The Confederates of the Curious
PL 10 (213)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 11 (+14)
Close Combat (Unarmed) 4 (+16)
Deception 5 (+8)
Expertise (Martial Arts) 12 (+14)
Expertise (Pulp Adventurer) 10 (+12)
Expertise (Soldier) 4 (+6)
Expertise (History) 4 (+6)
Insight 5 (+8)
Intimidation 4 (+7)
Investigation 5 (+8)
Perception 9 (+12)
Stealth 3 (+8)
Technology 2 (+4)
Treatment 5 (+7)
Vehicles 4 (+6)

Advantages:
Accurate Attack, Agile Feint, Assessment, Benefit 2 (Millionaire), Chokehold, Defensive Attack, Defensive Strike, Diehard, Equipment 3 (Paired Pistols), Evasion, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Critical (Guns) 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Instant Up, Languages 2 (Many Languages), Last Stand, Power Attack, Precise Attack 2(Close/Concealment, Ranged/Cover), Prone Fighting, Quick Draw, Ranged Attack 8, Takedown 2, Teamwork, Trance, Uncanny Dodge, Weapon Break

Powers:
"Possesses the Chi of Shou-Lao the Undying"
"Gun-Fu" Blast 8 (Extras: Penetrating) (Flaws: Requires Firearms) (16) -- [19]
AE: "Fists Like Unto a Thing of Iron" Strength-Damage +6 (Extras: Penetrating 8) (Inaccurate -3) (11)
AE: "Healing Trance" Healing 6 (Flaws: Distracting) Linked to Immunity 2 (Poison, Disease) (Extras: Affects Others) (10)
AE: "Hypnosis" Affliction 6 (Will; Entranced/Compelled/Controlled) (Extras: Perception Range +2) (Flaws: Limited to Close Contact) (12)

"Supreme Physical Specimen"
Leaping 1 (15 feet) [1]
Speed 1 (4 mph) [1]
Senses 1 (Mystical Awareness) [1]

"Immortal Weapon" Immunity 1 (Aging) (Extras: Affects Others, Continuous) [3]

Equipment:
"Paired Pistols" Blast 5 (Feats: Split) (11)

Offense:
Unarmed +16 (+3 Damage, DC 18)
Iron Fist Punch +10 (+9 Damage, DC 24)
Gun-Fu +12 (+8 Ranged Damage, DC 23)
Hypnosis -- (+6 Perception-Ranged Affliction, DC 16)
Initiative +9

Defenses:
Dodge +14 (DC 24), Parry +16 (DC 26), Toughness +4, Fortitude +7, Will +8

Complications:
Power Loss (The Iron Fist)- While Orson is not Fatigued or Exhausted if he uses the Iron Fist Technique, he still cannot simply spam the attack out willy-nilly. His Chi is a terrible weapon, and could consume him with over-use. He can use it multiple times in succession, but it's not a "use every time" kind of attack- he will eventually get Fatigued or Exhausted, suffer incredible internal damage, or lose the attack entirely.
Responsibility (Shell-Shock)- Orson fought for the Americans in World War I, and was utterly destroyed by the experience. Witnessing hundreds of men slaughtered, he resolved to never engage in such horrors again.
Addiction (Opiates)- Orson has been "Chasing the Dragon" for decades to dull his senses from his memories, and to dull his chi against those who would sense it and hunt him down.
Relationship (The Confederates of the Curious)- Orson was devoted to his friends in the Confederates, and engaged in many amazing adventures for years with them. One has written his entire autobiography, a selection of reading that holds great interest to Danny Rand.
Relationship (Phineas Randall)- Orson's father invented The Randall Machine, a device capable of sending the user to K'un-Lun and back. Orson & his old man were not close, but came to terms with each other over the elder's deathbed.
Relationship (Wendell Rand)- Orson kept the young kid on as one of his Confederates, but always tried to dissuade him from following in his footsteps as The Immortal Iron Fist. He believed Wendell would die trying, and he didn't want that kind of a violent path for a boy he thought of as his son.
Responsibility (K'un-Lun)- Orson was meant to be the weapon & defender of K'un-Lun, but rejected its hedonistic leadership.
Enemy (The Lightning Lords of Nepal)- Orson's assassination was ordered by The Bride of Nine Spiders, who charged the Lightning Lords with killing him. Failing and dying, their heirs continually hunt Orson and anyone else bearing the mantle of "The Immortal Iron Fist".
Enemy (The Immortal Weapons)- Orson ran from his "duty" in the Tournament years ago, and was hunted by the Immortal Weapons of the Seven Capital Cities of Heaven, in order to protect the corrupt leadership of each city. After murdering The Crane Champion, he is especially hated by Crane Mother, who has resurrected the Steel Phoenix to replace her fallen daughter.

Total: Abilities: 72 / Skills: 94--47 / Advantages: 48 / Powers: 25 / Defenses: 21 (213)

-Orson Randall came into the series like a hurricane, and proved that ANY retcon can be a good one if the writing is good enough (Ed Brubaker would prove this YET AGAIN by resurrecting Bucky Barnes)- he is the Iron Fist prior to Danny Rand, and survived the ages thanks to his Chi, and dulled it using opium after having a lifetime of adventures with a pulp hero-esque squad of Confederates. Returning to aid the new Iron Fist (Danny), he uncovered all of the lies and secret history of K'un-Lun, and how there are other Immortal Weapons, and than Nu-An, the current ruler, is a corrupt and vile man. He taught Danny a lot, but alas, they only had a few issues together, as Orson went the way of many Obi-Wans before him, and died fighting Davos, the resurrected villain now known as The Steel Phoenix, here to settle an old score Orson had with Crane Mother.
-It says something that a guy with a run THIS SHORT (only a handful of issues) left such a mark (especially considering how fan-ficcy the whole "I am your predecessor, and I know all of your techniques PLUS MORE because I'm so awesome" is), as Orson soon got dozens of backstory pieces in the Iron Fist book (many adventures with The Confederates of the Curious, taking on a very pulp-y tone of mystical/street-level adventure), and his Journals and "The Book of the Iron Fist" gave Danny a huge bunch of stuff to learn. Here, Danny would real the tales of the other Immortal Iron Fists, the adventures of Orson Randall and his team, and many of the mystical secrets of K'un-Lun and other realms. Alas, with the series' cancellation, we appear to have seen the last of him, but he was a hell of a character- taking part in a usually-untold portion of Marvel History (the World War I/Pre-WW II era) and using the almighty power of GUN-FU, transferring his Chi into his personal firearms.
-As a fighter, Orson is extremely elite, being a bit slower than Danny (he comes across as less lithe and agile, and more of a hardcore brawler and Blaster), and also possesses a few more mystical Chi Techniques. The most awesome of these is surely his ability to use the power of Shou-Lao the Undying to channel chi into his paired pistols, using them as SUPER-Blasters, mowing down HYDRA mooks all over the place. He can also use low-level Hypnosis (Perception Range, but he has to be pretty close to someone to use it), and is completely Immune to Aging (a power he can bestow upon others close to him- the Confederates begin dying soon after Orson himself moves on to the next life). He is also notably a LOT more Skilled than Danny- having the abilities of a longtime adventurer, detective and soldier.

THE ORB I (Drake Shannon)
Created By:
Len Wein, Ross Andru & Don Perlin
First Appearance: Marvel Team-Up #15 (Nov. 1973)
Role: Forgotten '70s Villain
PL 9 (106)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 4 (+6)
Deception 1 (+5)
Expertise (Stuntman/Carny) 4 (+7)
Intimidation 1 (+5)
Perception 2 (+5)
Stealth 1 (+5)
Technology 1 (+4)
Vehicles 8 (+13) -- (Flaws: Limited to Ground Vehicles)

Advantages:
Equipment 2 (Motorcycle), Favoured Environment (Riding Motorcycle), Ranged Attack 3

Powers:
"Orb Helmet & Stuntman Uniform" (Flaws: Removable) [24]
"Hypnosis" Mind Control 9 (Extras: Area- Visual Perception) (Flaws: Touch Range -2) (27)
AE: Laser Blast 8 (16)
AE: "Hand Missiles" Blast 7 (Feats: Indirect 2, Ricochet 2, Homing, Split 2) (21)
"Nice Leather" Protection 1 (1)
-- (30 points)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Hypnosis +9 Area (+9 Affliction, DC 19)
Laser Blast +8 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +4, Will +2

Complications:
Prejudice (Horribly Disfigured)- Drake Shannon badly injured his face after crashing his motorcycle in a race with Crash Simpson. He is horrifying to look at, and must constantly wear a mask or provoke terrible reactions in other people, most of whom will turn away in disgust.

Total: Abilities: 58 / Skills: 24--12 / Advantages: 6 / Powers: 24 / Defenses: 6 (106)

-The Orb is a guy I'm familiar with because he appeared in a comic book reprint I own of his Marvel Team-Up debut- he's the old partner of Johnny Blaze's mentor (Crash Simpson), who lost the rights to the motorcycle stunt show Blaze now owned after losing a motorcycle race. Swerving to injure Simpson, Drake Shannon then accidentally crashed himself, but skidded for 25 feet RIGHT ON HIS FACE. His scars were GORY, and fascinated me as a young kid- you just didn't SEE faces like that in comic books at the time! His outfit is part-goofy/part-iconically awesome, so I'm of course a huge fan of it- love the giant eyeball head-thing. He threatened Ghost Rider a couple times (always having some vague link to a vague group called They Who Wield Power- no idea why these powerful guys would want to screw with GHOST RIDER of all people), but was killed by one of Plantman's simuloids in a Hawkeye story (but he later appeared in the background of a Deadline story in The Bar With No Name, and was confirmed as alive by the writer- however, this appears to have been Retconned into having been the first appearance of the second Orb). Naturally, like 8-Ball, his iconic appearance means he's perfect for those "shows up in group shots" scenes.
-The Orb is a simple Bike Show Stuntman with EEEEEEVIL intentions, giving him a Hypnosis power and a basic Energy Blast. He's got that plus some Missiles coming from his fingers, though he's not terribly effective (Johnny Blaze wasn't that tough in the 1970s). But he's kind of unique- though I think there was some Indie Comics character who looked JUST LIKE HIM who came before.

THE ORB II (Real Name Unknown)
Created By:
Bill Rosemann & Guy Davis
First Appearance: Ghost Rider #26 (Oct. 2008)
Role: Joke Villain
PL 7 (62)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+4)
Deception 2 (+2)
Expertise (Criminal) 3 (+3)
Vehicles 1 (+6)

Advantages:
Equipment 5 (Motorcycle, Repulsor Ray), Ranged Attack 2

Powers:
"Giant Eye For A Head" Senses 2 (Microvision, Extended Vision) [2]

Equipment:
"Repulsor Ray" Blast 7 (14)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Repulsor Ray +7 (+7 Ranged Damage, DC 22)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +2

Complications:
Prejudice (Eye for a Face)- The second Orb literally has a giant eyeball for a head.
Quirk (Chatty)- The second Orb talks CONSTANTLY, much to the consternation of his allies.

Total: Abilities: 38 / Skills: 8--4 / Advantages: 7 / Powers: 2 / Defenses: 11 (62)

-The second Orb is more of an annoying one-note Joke than a real character, with no given origin beyond "Mercenary Super-Villain". He was apparently BORN with his head looking like that, and was nearly killed (a nail through the eye/head), but turned up alive later on to annoy his teammates and Ghost Rider. He wasn't very good with his gun (he talked about being good with it, but never actually hit anybody), and didn't show much of anything- I'm even guessing about his improved eyesight (it seems to make sense, given his concept). Another Orb was seen later with a group of henchmen, talking about rolling around in eyes, and he was somehow able to "see" the identities/quirks of the Red Hulk & She-Hulk (probably some sort of Mind-Reading/Penetrates Concealment thing).
-And in fact, he reappears during Original Sin- it started strong and with some fun stuff (hell, it features THE ORB as a recurring character), but later turned into an awful piece of crap. It spent way too much time on the stupid "Nick Fury secretly saves the world from Alien Invaders... by hiding out on asteroids and shooting individual people with a Sniper Rifle". He's treated like a completely-wimpy, whiny joke the entire time, but thanks to his Eye-Themed powers, actually ends up with the eye of Uatu the Watcher imbedded in his freakin' chest, giving him unknown extra powers.

ODIN
Created By:
Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #85 (Oct. 1962)
Role: Bad Dad, Divine Asshole, Stern Father-Figure, Skyfather
Group Affiliations: Asgard
PL 17 (449)
STRENGTH
16 STAMINA 17 AGILITY 3
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 6 PRESENCE 5

Skills:
Deception 11 (+16)
Expertise (King of the Gods) 10 (+16)
Expertise (Magic) 12 (+18)
Insight 8 (+14)
Intimidation 10 (+15)
Perception 8 (+14)
Persuasion 7 (+12)
Ranged Attack (Magic) 2 (+13)

Advantages:
All-Out Attack, Animal Empathy, Beginner's Luck, Benefit 7 (Skyfather), Close Attack, Daze (Intimidation), Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Aim, Improved Critical (Magic) 4, Improved Hold, Improved Smash, Inspire, Jack-of-All-Trades, Languages 3 (Nearly Any), Last Stand, Leadership, Power Attack, Ranged Attack 9, Ritualist, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal God"
Regeneration 2 (Feats: Regrow Limbs) [3]
Immunity 9 (Aging, Starvation & Thirst, Heat, Cold, Disease, Drowning & Suffocation, Poison, Pressure) [9]
Speed 2 (8 mph) [2]
Power-Lifting 6 (100,000 tons) [6]
Impervious Toughness 15 [15]
Flight 10 (2,000 mph) [20]
Morph 4 (Any Form) (Extras: Metamorph) (Noticeable- One Eye) [23]
Senses 6 (Detect Magic- Ranged, Acute, Analytical, Counters Illusion) [6]

"Skyfather Might"
"Skyfather Power" Variable 14 (98) -- [115]
Dynamic AE: "Godly Beam" Damage 17 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 250ft. Line +4) (88)
Dynamic AE: "Explosive Blast" Blast 17 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 60ft. Burst +2) (70)
Dynamic AE: "Skyfather Blast" Blast 21 (Feats: Dynamic, Variable 2- Any Magic, Extended Range 2, Indirect, Penetrating 14) (41)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 12, Impervious 6) (21)
AE: Movement 3 (Dimensional Travel 3) (Feats: Increased Mass 5) (12)
AE: Teleport 10 (Feats: Increased Mass 5) (Extras: Extended, Accurate) (46)
AE: Illusion (Vision & Hearing) 10 (30)
AE: Communication 5 (Mental) (Feats: Dimensional) (Extras: Area) (Flaws: Limited to Asgardians) (21)
AE: "Hypnosis" Mind Control 8 (32)
AE: "Stopping Time" Affliction 14 (Strength; Dazed & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Burst +2) (Flaws: Tiring) (28)
AE: Move Object 14 (Extras: Perception Range) (42)
AE: "Molecular Transformation" Transform 10 (Anything to Anything) (50)
AE: Healing 10 (Extras: Resurrection) (30)

"Gungnir- The Spear of Heaven" (Flaws: Easily Removable) (Feats: Indestructible) [20]
"Spear Throw" Strength-Damage +2 (Feats: Improved Critical 2, Penetrating 8, Affects Insubstantial 2) (Extras: Ranged 18) (32) -- (33 points)
AE: "Spear Stab" Strength-Damage +4 (Feats: Improved Critical 4, Penetrating 12, Reach, Affects Insubstantial 2) (23)

Offense:
Unarmed +12 (+16 Damage, DC 31)
Gungnir +12 (+20 Damage, DC 35)
Thrown Spear +13 (+18 Damage, DC 33)
Godly Attacks +17 Area (+17 Damage, DC 32)
Blast +13 (+21 Ranged Damage, DC 36)
Hypnosis -- (+8 Affliction, DC 18)
Time Stop +14 Area (+14 Affliction, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +17 (+21 Force Field), Fortitude +17, Will +15

Complications:
Motivation (Protection of Asgard)
Motivation (Spying on Thor's Love Life)- Odin doesn't like it when Thor dallies with the mortals, if you know what I mean. He'd prefer it if his son would stick with Sif in the long-term.
Enemy (Surtur, Loki, Ymir, Karnilla, Malekith)- To the enemies of Asgard, Odin is the chief guy to take out.
Weakness (The Odinsleep)- Odin is prone to long, LONG naps in order to restore his power. His aging has taken it's toll on him.

Total: Abilities: 134 / Skills: 68--34 / Advantages: 45 / Powers: 219 / Defenses: 17 (449)

-Odin is kind of a weird figure in the Thor books- despite being a mostly-benevolent King to his people, and a defender against MUCH worse threats, Odin is quite the prick. He slept around on Frigga to produce Thor with Gaea the Earth Mother (Frigga apparently... doesn't mind, I guess), frequently punishes Thor for "pride" and imagined slights, tries to break him up with mortal women, and usually doesn't even bother to help his son. No wonder Loki eventually betrayed him. He's still a bit better than Captain Crazypants Zeus, but not by much. I mean, he hates it when Thor spends too much time on Midgard, but HE BANGED THE GODDESS OF THE EARTH SO THOR WOULD BE PART OF BOTH WORLDS.
-That said... Odin was pretty cool in Walt Simonson's Thor run. I really liked the part where he helped some children abandon Asgard (before the coming of Surtur)- the children were overheard plotting to be rebellious and stay behind & fight the Demon-God. Wise Odin then came up to them, suggesting that oh SURE, he'd LOVE to have them backing him up... but he needed them for an important mission. See, he feared for the safety of his wife, Frigga. But as Odin needed to defend Asgard himself, he feared his wife would refuse to abandon him. So he NEEDED the kids to leave Asgard, so that poor naiive Frigga would feel the need to protect them, when really Odin needed THEM to protect HER. The kids were like "WOW a great mission! And he loves his wife, and we need to protect her!" and gladly ran off, leaving Asgard. And then Odin got the bad-ass moment of standing down Surtur with his two sons at his side.
-There are assorted common storylines in Thor books involving Odin- he punishes Thor like a douchebag, calling him back or rewarding him only when he saves the day (productive but manipulative). He dies (it's happened three times so far- fighting Mangog, fighting the Celestials while inside the Destroyer armor, and while fighting Surtur), and at one point was supposed to end the cycle of Ragnarok- which was at least one Ragnarok ago. Like I said before, comics does this A LOT). He fights some uber-menace all by himself once all else fails. That sort of thing. However, Odin reappears in modern times, and REALLY ramps up the dickishness during Fear Itself- plotting to destroy all of Earth in order to stop The Serpent: The God of Fear (note: not from Norse Mythology)- he has to be convinced to allow the heroes of Earth to make some great weapons to save the day. Later, he tries to depose the new female Thor, but is stopped by "Odinson" and Freyja's army of super-heroines.
-Odin is equal in power to Zeus of the Olympians, despite having more physical drawbacks- he requires the Odinsleep, can noticeably become tired, and like all Asgardians, he ISN'T actually Immortal- just love-lived. His "Odinpower" can manifest itself in some CRAZY ways, including one-shot events like stopping time, teleporting the ENTIRE HUMAN RACE somewhere else (effectively a massive Area Affects Others Teleport to an astonishing degree), turning an entire race into one being, controlling the lifeforce of all of Asgard to place them into The Destroyer, and more. To these ends, I gave him the highest Variable Power of any God, Skyfather or otherwise. His power is such that he can hold his own against Dormammu for a length of time, probably take on Mephisto, and even take on Galactus mano-a-mano for a while. He once knocked around The Silver Surfer and Thanos simultaneously, which is NOT easy. He's also taken out Annihilus, one-hit-killed Hela
-Heck, PL 17 almost seems like it's not covering it, even though it makes sense given most of Odin's accomplishments. A fight between him and Seth apparently once shook the foundations of the Multiverse and shattered "Countless galaxies", which I chalk up to a writer being up his own butt with Power-Geeking at it's highest levels, going "ohhhhhHHHHHHHHHHH SO POWERFUL!!!", because really, how could Odin EVER be in danger if he was really that powerful? I prefer to think of him using lots of Variable (technically he doesn't need a lot of Alt-Effects with that much of it, but they cover a wider breadth than Variable typically allows, and it's not like I was aiming to scrimp on points here), and tons of Ritualist, along with the occasional temporary boosts in power. Zeus may be among the most powerful beings in the world, but my money would be on the more versatile, and nastier Odin.


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Last edited by Jabroniville on Thu May 09, 2019 8:47 am, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Marvel- Q

Post by Jabroniville »

Q:
Quagmire
Quantum
Quasar
Quasimodo
Queen
Quentin Quire
Quick Kick
Quicksand
Quicksilver
Quill II (Resistants)
Quill IV
Quincy Harker
Quoi

Marvel: The Letter "Q":

"Q" is probably the most-unusual, probably-unnecessary letter in the English alphabet. It's generally used to make "kw" and "k" sounds (like in "plaque"), and is the second-least-used letter next to "Z". Also in cursive it looks like a "2" for no apparent reason other than to be weird (also, cursive sucks).

No other letter is less-used in comics to start the names of characters- even "Z" gets used more often. There's only a couple of semi-decent names, but Quasar and Quicksilver ain't too shabby- both are Avengers who were prominent at one point or another. The rest are mostly-losers and forgotten types- the next most-prominent are characters like Queen, Quagmire (from Squadron Supreme, not Family Guy's sexual predator), and Quasimodo (the computer with the ugly face).

This set only involves three old builds, and one new one: Quentin Quire, Quick Kick and Quill will be re-posts, while Quincy Harker will get his very own build.
QUILL IV (Max Jordan)
Created By:
Nunzio DeFilippis & Christina Weir
First Appearance: New X-Men: Academy X #1 (2004)
Group Affiliations: X-Students
Status: De-Powered & Killed
Role: Background Character
PL 5 (68)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Pop Culture) 2 (+2)
Sleight of Hand 2 (+4)
Stealth 4 (+6)

Advantages:
Equipment (X-Student Uniform- Communications, Protection +1), Ranged Attack 2

Powers:
"Mutant Powers: Quills"
Damage 2 (Extras: Reaction +3) [8]
"Quill Shot" Blast 6 (Extras: Multiattack) [18]

Offense:
Unarmed +4 (+1 Damage, DC 16)
Quills +4 (+2 Damage, DC 17)
Quill Shot +4 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+3 Uniform), Fortitude +4, Will +3

Complications:
Prejudice (Obvious Mutant)

Total: Abilities: 24 / Skills: 12--6 / Advantages: 3 / Powers: 26 / Defenses: 9 (68)

-Quill, for such a bad name, is a REALLY common one in Marvel Comics, showing up on FOUR characters so far, including this one, a minor background guy in the X-Students roster. Oddly, almost all of them are mutants. He was a Corsair (Cyclops' students), but then got caught stealing some test paper answers by Kitty Pryde, who sent him to be punished by Gambit (who, of course, being Gambit, taught them some REAL thieving techniques). That was about it for him, as he was De-Powered, then killed via Busplosion. Well, it wasn't like "Quill Guy" was a necessary power-set to show up in comics, and he likely never would've amounted to anything, but the fact that twenty named characters died in one casual moment of killing still seems amazing, even for comics.
-And for the record, Quill I was one of the "Warpies" created by the Jasper's Warp in Captain Britain, and was frequently used by various evil people and government agencies (but I'm being reduntant), before being depowered by the Captain. Quill II was a member of the Resistants, added after most of the others (who were former minions of Magneto in the Captain America book- this was during the time when X-Men had been cancelled). Quill III was a combatant in "The Arena" during Claremont's X-Treme X-Men series. Pretty much every one of them has identical powers to Quill IV here.
-A bit tougher than the usual run-of-the-mill student, Quill has a Multi-Blast (a rarity for this team) and a minor Aura effect, and is a bit better at fighting than some, but is still a pretty minor character. Note that there's a red-skinned uglier kid named Spike who was ALSO an X-Student, and had identical powers minus the "Shooting" part, but made no reappearances and is presumed dead.

QUICK KICK (Karl Moore)
Created By:
Fabian Nicieza & Jose Delbo
b]First Appearance:[/b] NFL Superpro #2 (Nov. 1991)
Role: Ex-Partner Turned Villain
Group Affiliations: The National Football League
PL 7 (92)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 0

Skills:
Acrobatics 4 (+8)
Athletics 6 (+8)
Close Combat (Unarmed) 1 (+10)
Deception 3 (+3)
Insight 4 (+7)
Intimidation 6 (+6)
Investigation 1 (+4)
Perception 3 (+5)
Expertise (Football Player) 5 (+9) -- (Uses Agility)
Expertise (Criminal) 3 (+5)

Advantages:
All-Out Attack, Chokehold, Equipment 2 (Katana, Nunchaku, etc.), Improved Critical (Sword), Improved Trip, Ranged Attack 4, Startle

Powers:
"Martial Arts Strike" Strength-Damage +1 [1]

Equipment:
"Katana" Strength-Damage +3 (Feats: Improved Critical) (4)
"Nunchaku" Strength-Damage +1 (Feats: Fast Grab, Improved Disarm) (3)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Katana +9 (+5 Damage, DC 20)
Nunchaku +9 (+4 Damage, DC 19)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +4, Fortitude +6, Will +3

Complications:
Motivation (Self-Improvement)- Karl is obsessed with becoming greater- he used to wach the entire football game on replay just so he could figure out his own mistakes.

Total: Abilities: 56 / Skills: 36--18 / Advantages: 11 / Powers: 1 / Defenses: 6 (92)

-Quick Kick was a short-lived personal nemesis of SuperPro- an old football teammate, Karl Moore was obsessed with being the best, and had a personal rivalry with Phil "SuperPro" Grayfield from their playing days. Like most failed athletes, he soon became a ninja enforcer, and he recognized Phil in-costume because he never forgets the way people move and stuff (the fact that Phil DOESN'T COVER HIS FACE when he wears his costume doesn't come into it). He was presumed dead after falling from an airplane, and we never saw him again. He's basically a PL 7 Ninja-type dude, quite strong but not exactly well-rounded.
QUINCY HARKER
Created By:
Marv Wolfman & Gene Colan
First Appearance: Tomb of Dracula #7 (March 1973)
Group Affiliations: X-Students
Status: De-Powered & Killed
Role: Background Character
PL 6 (54)
STRENGTH
-1 STAMINA 0 AGILITY -4
FIGHTING 2 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (Mystical Lore) 8 (+12)
Expertise (Mystical Lore) 4 (+16) -- Flaws: Limited to Vampires
Insight 3 (+7)
Investigation 4 (+8)
Perception 2 (+6)
Persuasion 1 (+4)

Advantages:
Equipment 7 (Specialized Wheelchair), Minion 3 (Saint- German Shepherd), Ranged Attack 4, Ultimate Vampire Lore

Equipment:
"Wheelchair"
"Wooden Darts" Blast 4 (Extras: Multiattack) Linked to Weaken Strength 4 (Extras: Multiattack, Ranged, Progressive +2) (32)
"Net Lined With Garlic" Snare 4 (12)

Offense:
Unarmed +2 (-1 Damage, DC 14)
Wooden Darts +8 (+4 Ranged Damage & Weaken, DC 19 & 14)
Net +8 (+4 Ranged Affliction, DC 14)
Initiative -4

Defenses:
Dodge +0 (DC 10), Parry +2 (DC 12), Toughness +0, Fortitude +0, Will +7

Complications:
Hatred (Vampires)
Enemy (Dracula)- The Lord of Vampires has killed Quincy's wife, crippled him, then slew the family of his mentor, Abraham Van Helsing. So it's kinda personal.
Disabled (Crippled)- Quincy is elderly, cannot move without the use of his wheelchair, and has already suffered one heart attack.

Total: Abilities: 24 / Skills: 24--12 / Advantages: 15 / Powers: 0 / Defenses: 3 (54)

-Quincy Harker is the protege of Abraham Van Helsing (of Dracula fame), and became a recurring nemesis for the villainous Dracula in Tomb of Dracula. However, he'd been crippled and left wheelchair-bound, and his wife killed. With some Comic-Booky touches, he'd made his wheelchair into a moving Anti-Vampire Arsenal and left deathtraps all over the family mansion. He also took in Abraham's orphaned grandchild Rachel, turning her into a vampire hunter as well. And of course all of these deaths and maimings were the result of Dracula. Knowing his own death awaited, he plunged a silver stake into Drac's heart, then his time bomb went off, demolishing the castle and killing Harker. Dracula ultimately resurfaced, but Quincy's bones acted as a lethal deterrent to vampires attempting to enter the British Isles- they all had to be invited in. Important to MI-13's plans to protect Britain was Dracula destroying a fake set of bones, thus resulting in the immolation of his army.

QUENTIN QUIRE (aka Kid Omega)
Created By:
Grant Morrison & Frank Quitely
First Appearance: The New X-Men #134 (Jan. 2003)
Group Affiliations: The Omega Gang, X-Students
Status: Alive
Role: Nihilistic Hellraiser
PL 11 (176)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 2 PRESENCE 2

Skills:
Deception 6 (+8)
Expertise (Science) 3 (+8)
Expertise (Pop Culture) 3 (+8)
Insight 4 (+6)
Intimidation 4 (+6)
Investigation 4 (+6)
Perception 5 (+7)
Technology 5 (+10)

Advantages:
All-Out Attack, Defensive Roll, Daze (Deception), Equipment (X-Student Uniform- Communications, Protection +1), Fascination (Deception), Ranged Attack 3, Taunt, Well-Informed

Powers:
"Mutant Powers: Omega-Level Telepathy"
"Subtle Manipulation" Mind Control 10 (Feats: Subtle, Dynamic) (Extras: Progressive +2) (62) -- [76]
Dynamic AE: "Telepathy" Communication (Mental) 4 (Extras: Area, Selective) Linked to Mind-Reading 11 (Feats: Dynamic) (47)
Dynamic AE: Mind Control 7 (Feats: Dynamic) (Extras: Area- 120ft. Burst +3) (Flaws: Touch Range) (42)
Dynamic AE: "Psychic Shotgun" Blast 8 (Feats: Dynamic) (Extras: Will Save) (25)
Dynamic AE: "Mental Blast" Blast 10 (Feats: Dynamic, Subtle) (Extras: Perception Range) (32)
Dynamic AE: Nullify Psionic Powers 11 (Feats: Dynamic) (Extras: Perception Ranged, Broad) (45)
Dynamic AE: "Telelocation" Senses 9 (Mental Awareness- Acute, Analytical, Ranged 5) (Feats: Dynamic) (10)
Dynamic AE: "Mental Stun" Affliction 11 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (45)

"Mind Shield" Enhanced Will Save 6 (Flaws: Limited to Mental Attacks) [3]
Quickness 10 (Flaws: Limited to Mental Activities) [5]

Offense:
Unarmed +5 (+2 Damage, DC 17)
Mind Control -- (+10 Affliction, DC 20)
Mind-Reading -- (+11 Mind-Reading, DC 21)
Area Mind Control +7 (+7 Affliction, DC 17)
Psychic Shotgun +10 (+8 Ranged Will Damage, DC 23)
Mental Blast -- (+11 Perception-Ranged Damage, DC 21)
Nullify Psionics -- (+11 Nullify, DC 21)
Mental Stun -- (+11 Perception-Ranged Affliction, DC 21)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3 (+4 Uniform), Fortitude +5, Will +6 (+12 vs. Mental Attacks)

Complications:
Responsibility (Nihilistic Sociopath)- Quentin is basically a hellraiser who rejects all authority. He has repeatedly caused problems just for the sake of humiliating or troubling others.
Responsibility (Ego)- Quentin believes he is the greatest thing going, and actively disrespects others. He once got offended that Utopia was formed, because that was HIS idea first.
Relationship (Sophie Cuckoo)- Quentin loved Sophie, and was basically broken by the revelation that she despised him.

Total: Abilities: 50 / Skills: 34--17 / Advantages: 10 / Powers: 84 / Defenses: 15 (176)

-Quentine Quire is the leader of the Omega Gang, a "student rebellion" arc in Grant Morrison's X-Men run. Your everday boring-ass "Omega Level Telepath" (seriously, how many of these guys have there been?), he led a small group of students to revolt, wearing costumes inspired by the "Mutant Overlord" drawings anti-mutant bigots had created as a possible nightmare future, though the X-Men beat most of them pretty easily, and the Stepford Cuckoos did some "Kick" (a mutant power-enhancing drug) to increase their Hive-Mind's power to break him. He ended up "evolving" a new mutant power and disappearing thanks to some Xorn-related nonsense, and showed up a couple more times doing weird vague villainous things. He's a threatening character, but kind of prone to Morrison-esque weird stories.
-In recent years, Jason Aaron has taken a liking to him, and kind of portrayed him as a more Enfante Terrible kind of hell-raising youth, and actually succeeds in making him kind of fun to read about. I mean, think of how WRONG this kind of character could turn out- he could have easily come across like a stupid Mary Sue or like those characters that are popular on TV who basically live out the nerdy writers' fantasies of saying and doing whatever they want without ever getting their comeuppance (think Roger from American Dad, possibly my least-favourite TV character in history). He could have basically stolen the spotlight from every single other character and ruined Wolverine and the X-Men. But he's actually a pretty fun character DESPITE basically taking over the book at times (it's equal parts Wolverine, Quire, Kitty & The Hellfire Kids), in that his nihilism is directed at the right targets (Wolverine acting as a Headmaster, villains, or that time he Mind Controlled all the world leaders into humiliating themselves with confessions of their darkest secrets). Plus they're basically sort-of redeeming him, in that he acts like a giant tool, but ALSO tries to save the lives of some people.
-Unfortunately, they kinda bungled it, as post-Aaron he got a run in a REALLY short-lived "Sequel Series" that... just plain didn't need to exist (it lasted a handful of issues until Wolverine died, ending the book- I had a subscription at the local shop and received a few before reading any, and it was too late to cancel it by the time the book ended- maybe one issue was good). It dealt with Quentin being rebellious AGAIN, becoming a member of the new Hellfire Club, and it kind of farted along and got the axe. Quentin hasn't reappeared for some time.
-This is Quire as a student- he eventually develops Telekinetic powers in some alterate timelines. He's horrifically powerful mentally, with a devastating Mental Blast or Mind Control power-set, but needs a bit more closeness than most Psyker-types. His mind moves at a million thoughts a minute, he's a super-genius with a ton of Skills, and he's really hard to shut down with psionic attacks (Mind Shield plus Will Save plus Nullify Psionics), and in recent years he's gained a few other tricks (like his Psychic Shotgun, working like a teenage boy's ideal version of Psylocke's Psychic Knife). He's pretty easily the highest-level of all the X-Students, even without the power-boosting drug Kick behind him.



1) Quentin Quire, Quill, Quick Kick, Quincy Harker (BEED)
xxxxxx
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Marvel- U

Post by Jabroniville »

U:
Ulik the Troll
ULTIMATUM, FoH, National Force
Ultima
Ultimo
Ultimus
Ultra Girl
Ultron
Ulysses Bloodstone
U-Man
Umar
Underworld
The Unicorn
The Uni-Mind
Unus the Untouchable
Unuscione
The Universal Church of Truth
Union Jack I-III
Ursa Major
U.S. Archer
U.S. Agent
Utgard-Loki


The Letter "U":
-A comparatively-new letter to the alphabet, its sound was formerly spelled out as "V" by the Romans (you can see this in titles such as I, CLAVDIVS, or any Latin inscriptions, really). This is, by the way, why a "W" looks nothing like two "U"s, and instead like two "V"s. During the late Middle Ages, two types of "V" developed- one written at the start of words ("vpon" instead of "upon"), and a rounded version in the middle (such as "haue" instead of "have"). The first recorded usage of this odd "u" came in 1386, but was not fully-accepted in alphabets across Europe for a few more centuries.

"U" is peculiar in English, as it has four pronunciations: Duck, Put, Mule & Rule. And it can make a sound just like a "W" ("anguish"). This is probably one of those things that F's with the minds of newbies to the language, as it's ludicrously-complicated. Oh, and you have to add it after a "Q" no matter what, unless you don't.

It gets referred to in Universities a lot (most are called "The U" or "The U of ______"), and is now common in "textspeak" to mean "you". Also, British English (better known as ACTUAL English, since they kind of invented it) includes it in words like colour, labour, valour, etc. Americans eschewed these and spell them as color, labor and valor like a bunch of shiftless hobos. Us Canadians have the best of both worlds, being able to use either spelling without difficulty, except for racist autocorrects (most of which are American in origin), which put red lines under "colour". Bastards.

As you might imagine, there are scarcely-any comic book characters using this letter- most of the latter part of the alphabet is like this. A couple Thor foes, some Jobber Villains, a British superhero lineage, and a father/daughter Evil Mutant pair. The most-important characters by far are U.S. Agent and, of course, ULTRON.

Old Builds (With Newer Commentary):
Ulik the Troll
Ulysses Bloodsdtone
U-Man
Unuscione
Utgard-Loki

New Build:
Underworld



UTGARD-LOKI
Created By:
Roy Thomas & John Buscema
First Appearance: Thor #272 (June 1978)
Role: Giant King
Group Affiliations: The Frost Giants of Jotunheim
PL 12 (210)
STRENGTH
13 STAMINA 15 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+9)
Deception 2 (+5)
Expertise (Frozen Wastelands) 6 (+7)
Insight 2 (+4)
Intimidation 9 (+12, +16 Size)
Perception 5 (+8)
Persuasion 1 (+4)
Stealth 1 (+3, -9 Size)

Advantages:
All-Out Attack, Benefit 3 (King of Jotunheim), Daze (Intimidation), Diehard, Fast Grab, Favoured Environment (Cold Terrain), Great Endurance, Improved Critical (Axe) 2, Power Attack, Ranged Attack 6, Startle, Takedown 2, Withstand Damage

Powers:
"King of the Jotuns"
Immunity 3 (Aging, Starvation & Thirst, Disease) [3]
Immunity 4 (Drowning & Suffocation, Poison, Pressure) (Flaws: Limited to Half-Effect) [2]

Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]
"Giant Senses" Senses 2 (Low-Light & Extended Vision) [2]
"Giant-Sized Limbs" Strength-Damage +1 [1]
Impervious Toughness 13 [13]

"Arctic Creature"
Movement 1 (Environmental Adaptation- Arctic Terrain) [2]
Speed 2 (16 mph) [2]
"Norseman" Enhanced Skills 8: Stealth 8 (-1) (Flaws: Limited to Arctic Terrain) [2]
Immunity 6 (Cold, Cold Damage) [6]

"Mystical Power"
"Transport Throughout Jotunheim" Teleport 10 (Extras: Attack, Perception Range +2, Accurate) (Flaws: Limited to Within Jotunheim) (50) -- [52]
AE: "Transport Others Throughout Jotunheim" Teleport 10 (Extras: Accurate) (Flaws: Limited to Within Jotunheim) (20)
AE: "Transform Into a Bird" Affliction 10 (Fort; Entranced/Compelled/Transformed to Animal) (Extras: Ranged) (20)

"Huge-Ass Weapons" (Flaws: Easily Removable) [6]
Strength-Damage +2 (Feats: Penetrating 8) (10 points)

Offense:
Unarmed +9 (+14 Damage, DC 29)
Weapons +7 (+16 Damage, DC 31)
Transport -- (+10 Perception Teleport, DC 20)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +15 (+7 Impervious), Fortitude +15, Will +7

Complications:
Responsibility (King of Jotunheim)
Motivation (Power)
Enemy (All Asgard)
Weakness (Fire, Heat)- Frost Giants are more easily-killed by heat. Loki once offed a couple in a single round with Fire Blasts.

Total: Abilities: 34 / Skills: 28--14 / Advantages: 22 / Powers: 116 / Defenses: 24 (210)

-Utgard-Loki appears from time to time, generally as Yet Another Menacing Kingdom in the lore of Asgard- he's the King of the Frost Giants, though he's based off more of a trickster archetype- it's his castle in which Thor encounters various "tests" disguised as near-impossible tasks. He drinks from a cup attached to the sea (and drops the sea level), almost lifts The Midgard Serpent disguise as a cat, and actually wrestles with Old Age itself. But in Marvel, he's just a jerk who tries to attack Asgard every once in a while.
-He's powerful as hell, but lacks general smarts beyond "Hey, let's go kill things!" He & his Frost Giants are tough enough that a handful of them were able to beat Loki down and would have killed him had Thor not run in for the save, and another time he beat Karnilla using similar tactics (I think). He's PL 11.5, hits like a monster, and he sometimes has access to elite weaponry, like magic powders and stuff that can turn people to stone or make the weather colder (Affliction & Environment- Cold). He also has magical powers. The most difficult thing was assessing his height- almost anything could really suffice based off of appearances (as I noted in my Glossary, Giants are EXCEPTIONALLY prone to Transformers Scale Syndrome, and can appear only a couple times as large as a human in one panel, and 50 feet tall the next). Most pictures I've seen have guys like Loki appearing itty-bitty next to Frost Giants, so 48-feet seems like a good bet. It doesn't really change his capabilities anyhow, just his final cost.

FROST GIANTS
Created By:
Roy Thomas & John Buscema
First Appearance: Thor #272 (June 1978)
Role: Giant Mooks
Group Affiliations: The Frost Giants of Jotunheim
PL 10 (120)
STRENGTH
12 STAMINA 13 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+7)
Expertise (Frozen Wastelands) 6 (+5)
Intimidation 7 (+7, +13 Size)
Stealth 1 (+1, -11 Size)

Advantages:
All-Out Attack, Benefit 3 (King of Jotunheim), Daze (Intimidation), Diehard, Fast Grab, Favoured Environment (Cold Terrain), Great Endurance, Improved Critical (Axe) 2, Power Attack, Ranged Attack 6, Startle, Takedown 2, Withstand Damage

Powers:
Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]
"Giant Senses" Senses 2 (Low-Light & Extended Vision) [2]
"Giant-Sized Limbs" Strength-Damage +1 [1]
Impervious Toughness 13 [13]

"Arctic Creature"
Movement 1 (Environmental Adaptation- Arctic Terrain) [2]
Speed 2 (16 mph) [2]
"Norseman" Enhanced Skills 8: Stealth 8 (-1) (Flaws: Limited to Arctic Terrain) [2]
Immunity 6 (Cold, Cold Damage) [6]

"Huge-Ass Weapons" (Flaws: Easily Removable) [6]
Strength-Damage +2 (Feats: Penetrating 8) (10 points)

Offense:
Unarmed +7 (+13 Damage, DC 28)
Weapons +5 (+15 Damage, DC 30)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +13 (+7 Impervious), Fortitude +13, Will +2

Complications:
Responsibility (Jotunheim)
Enemy (All Asgard)
Weakness (Fire, Heat)- Frost Giants are more easily-killed by heat. Loki once offed a couple in a single round with Fire Blasts.

Total: Abilities: 12 / Skills: 16--8 / Advantages: 22 / Powers: 59 / Defenses: 19 (120)

-Basic Frost Giants are extremely dangerous creatures, and even the baseline guys are PL 10 ass-whuppers who can bring down beings as powerful as Loki & Thor in large numbers (Frost Giants should VERY rarely be used with the Minion Rules). They're still big and pretty dumb, but you don't wanna screw with a 48-foot tall guy.

U-MAN (Merrano)
Created By:
Roy Thomas & Frank Robbins
First Appearance: The Invaders #3 (Nov. 1975)
Role: Treasonous Scum
Group Affiliations: The Super-Axis
PL 9 (114)
STRENGTH
10 STAMINA 10 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Atlantean Warrior) 6 (+7)
Expertise (History) 6 (+7)
Insight 3 (+4)
Intimidation 5 (+6)
Perception 4 (+5)
Stealth 3 (+6)

Advantages:
Favoured Environment (Underwater), Improved Critical (Unarmed), Great Endurance, Ranged Combat 5

Powers:
"Atlantean Physiology"
Swimming 8 (120 mph) [8]
Immunity 3 (Drowning, Cold, Pressure) [3]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Senses 1 (Low-Light Vision) [1]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10, Fortitude +10, Will +5

Complications:
Enemy (Namor)- Merrano's hatred for Namor is such that he betrayed all of Atlantis to the Nazis, just to punish him.

Total: Abilities: 72 / Skills: 32--16 / Advantages: 8 / Powers: 14 / Defenses: 4 (114)

-U-Man's a Super-Axis creation of Roy Thomas for his Invaders retro-series, which went a long way at attempting to create more actual super-villains for Marvel's paltry Golden Age offerings. He's super-strong by Atlantean standards, and was quite the threat back in the day, but is currently Just Another Name, and hasn't appeared much at all. Hell, the last non-flashback story which involved him was that massive Avengers/Alpha Flight/People's Protectorate story, where the Atlanteans came out of nowhere and then kinda failed to do anything much for the story other than fill it with more faces.
-Merrano's thing is that he's a WWII-era Atlantean who hates Namor after being exiled for treason after killing Namor's predecessor, the Emperor of Atlantis. He allows the Nazis to empower him with enhanced abilities, and he adopts the nickname of their submarine fleet (the U-Boats). He also gets mind-controlled by Lady Lotus, a member of the Super-Axis, and joins them. However, in revenge for this, he later rapes Lotus and she gives birth to Nia Noble in modern times. He has really only appeared in flashback since that Avengers arc with the aforementioned cross-over heroes.

ULYSSES BLOODSTONE
Created By:
Len Wein, Marv Wolfman & John Warner
First Appearance: Marvel Presents #1 (Oct. 1975)
Role: Immortal Hunter, Mercenary
Group Affiliations: The Monster Hunters
PL 10 (223)
STRENGTH
7 STAMINA 7 AGILITY 6
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Athletics 8 (+14)
Deception 3 (+6)
Close Combat (Unarmed) 2 (+14)
Expertise (Mercenary) 10 (+14)
Expertise (Monsters) 8 (+12)
Expertise (History) 12 (+16)
Insight 2 (+6)
Intimidation 3 (+6)
Investigation 8 (+12)
Perception 8 (+12)
Stealth 6 (+12)
Treatment 3 (+7)
Vehicles 5 (+10)

Advantages:
Accurate Attack, Beginner's Luck, Benefit 3 (Wealth), Chokehold, Diehard, Equipment 7 (Huge Arsenal), Favoured Foe (Monsters), Great Endurance, Improved Critical 2 (Firearms, Swords), Improved Initiative, Jack-of-All-Trades, Languages 3 (Numerous), Quick Draw, Ranged Attack 7, Tracking, Trance, Ultimate Mercenary Skill

Powers:
"Immortal" Immunity 11 (Aging, Life Support) [11]
Regeneration 6 (Feats: Regrow Limbs) [7]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Power-Lifting 1 (6 tons) [1]

"Invisible Third Eye" Senses 2 (Detect Human Auras- Ranged) [2]
"Astral Travel" Remote Senses 8 (Vision & Hearing) (Flaws: Physical Body is Defenseless) (16) -- [17]
AE: "Telekinesis" Move Object 6 (12)

Equipment:
"Huge Arsenal"
"Swords" Strength-Damage +1 (Feats: Improved Critical, Penetrating 4) (7)
"Knives" Strength-Damage +0 (Feats: Improved Critical) (1)
"Firearms" Blast 6 (12)
"Sawed-Off Shotgun With Exploding Shells" Blast 7 (14)

Offense:
Unarmed +13 (+7 Damage, DC 22)
Swords +12 (+8 Damage, DC 23)
Firearms +12 (+6-7 Ranged Damage, DC 21-22)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +7, Fortitude +8, Will +8

Complications:
Enemy (Ullux'l Kwan Tae Syn)- Bloodstone hunts the Cthulhu-looking extradimensional being who is responsible for the death of his tribe, all those centuries ago.
Weakness (Lack of Bloodstone Gem)- If the gem is removed from Bloodstone's chest, he will soon wither and die.
Relationship (Elsa & Cullen Bloodstone- Children)- Elsa became a Buffy-esque Monster Hunter like her dad, while Cullen was left in an alternate dimension for 27 months because Ulysses died before he could bring his son back (it was a training mission). The latter is kind of a dick.

Total: Abilities: 94 / Skills: 78--39 / Advantages: 34 / Powers: 41 / Defenses: 15 (223)

-Ulysses Bloodstone was supposed to be debuted in a grand, sweeping epic, but the realities of publishing comics in the 1970s reared its ugly head, and he ended up being reduced to a mere two-parter. He later turned into a minor background character (often in the back-up feature of the more adult-oriented black & white mag Rampaging Hulk) who would occasionally appear in books by writers who dug the initial concept (Immortal monster hunter out to kill an ancient enemy using the red stone in his chest), though he later died after having his Bloodstone removed. Later books would reveal his children Elsa & Cullen. I actually know about jack-all about this character aside from what I've read in his Wikipedia page, as I own precisely ZERO comics featuring him- he's been dead for thirty years (our time), yet the Official Appendex website comments that he's appeared in DOZENS of comics since then, all showing retroactively-added stories).
-Bloodstone is a highly-skilled fighter with super-strength, and earns PL 10 status with an apparent reputation for bad-assery. His melee weapons do less additional damage than they would for a normal human since he's already so strong (being hit by a guy who can bench 5 tons is painful ENOUGH- adding a metal sword to the end of it won't make it hurt that much more- just change the kind of damage done). His points-cost is highly-extreme, but befits a Skillmonkey and elite melee fighter with numerous abilities and even a few super-powers picked up as well.

The Undying: Created by the alien Serayns, who could not leave their home planet due to their fragile bodies. Meant to be explorers, they could possess people, and turned out to have no sense of morality, feeling only an "unquenchable thirst for death". They threatened Cable and some allies (G.W. Bridge, Domino, Jean Grey, The Beast), and eventually they were reprogrammed to be able to only possess cockroaches for the rest of eternity. Immunity 30 (Fortitude Effects), Protection 8, "Possession" Mind Control 9 (Extras: Possession) [83]

UNDERWORLD (Jackie Dio)
Created By:
Frank Tieri & Staz Johnson
First Appearance: Underworld #1 (Feb. 2006)
Role: Forgotten Character
Group Affiliations: The Monster Hunters
PL 9 (131)
STRENGTH 4 STAMINA 5 AGILITY 6
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+8)
Deception 3 (+6)
Expertise (Criminal) 6 (+6)
Insight 3 (+6)
Intimidation 3 (+6)
Perception 3 (+6)

Advantages:
Accurate Attack, Diehard, Equipment 1 (Titanium Weave Trenchcoat- Protection 2), Ranged Attack 6

Powers:
Leaping 1 (15 feet) [1]
"Healing Factor" Regeneration 6 [6]

"Specialized Guns & Sunglasses" (Flaws: Easily Removable) [17]
"See in the Dark" Senses 2 (Darkvision) (2)
"Pinpointing Vulnerability" Senses 3 (Detect Weakness- Acute, Ranged) (3)
"Specialized Guns With Adamantium Bullets" Blast 6 (Feats: Accurate, Ricochet 3) (Extras: Multiattack) (22)
-- (27 points)

Offense:
Unarmed +10 (+4 Damage, DC 19)
Guns +12 (+6 Ranged Damage, DC 21)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +5 (+7 Trenchcoat), Fortitude +7, Will +5

Complications:
Motivation (Greed)

Total: Abilities: 78 / Skills: 22--11 / Advantages: 9 / Powers: 24 / Defenses: 9 (131)

-A new-ish (well, TEN YEARS OLD, I guess) character I've never heard of, Jackie Dio is an enforcer of Silvermane that spent a decade in prison, and developed a hatred of super-humans. His brother (who had turned him in) had become the super-strong Mr. Pain, enforcer to The Owl, and Jackie himself was given super-powers against his will. He confronts and kills Mr. Pain, then becomes an assassin. He works for the Kingpin, infiltrating Hammerhead's gang, and murders the villain Slyde for refusing to ally with the latter crimelord. In his last appearance, he shot Hammerhead through the head, nearly killing him and requiring him to weawr a cybernetic suit.
-Underworld has low-end Cap-like abilities, having been exposed to "the gaseous form of the Super-Soldier Serum", as well as healing. His main gimmick, however, belongs to his specialized Sunglasses & Guns, which of course fire ADAMANTIUM-TIPPED BULLETS, and are super-accurate and can "track" a target like guided missiles.

ULIK THE TROLL
Created By:
Stan Lee & Jack Kirby
First Appearance: Thor #137 (Feb. 1967)
Role: Thor's Personal Punching Bag
Group Affiliations: The Rock Trolls
PL 12 (177)
STRENGTH
17 STAMINA 14 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Animal Handling) 4 (+4)
Expertise (Survival) 6 (+6)
Intimidation 16 (+16)
Perception 6 (+6)

Advantages:
All-Out Attack, Chokehold, Diehard, Great Endurance, Fast Grab, Fearless, Improved Critical 2 (Uru Knuckles, Unarmed), Improved Grab, Improved Hold, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 6, Startle

Powers:
Power-Lifting 3 (50,000 tons) [3]
Protection 1 (Extras: Impervious 17) [18]
Senses 2 (Infravision, Acute Scent) [2]

"Strength Feats"
"Thunderclap" Affliction 12 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Burst) (24) -- [27]
AE: "Groundstrike" Affliction 12 (Strength; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 60ft. Burst +2, Extra Condition) (Flaws: Limited Degree, Instant Recovery, Must Be Grounded) Linked to Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (18)
AE: "Groundstrike" Affliction 12 (Strength; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 60ft. Line +2, Extra Condition) (Flaws: Limited Degree, Instant Recovery, Must Be Grounded) Linked to Damage 12 (Extras: Area- 30ft. Line) (Flaws: Limited to Objects) (18)
AE: "Shockwave" Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Must Be Grounded) (12)

"Uru Knuckles" (Flaws: Removable) (Feats: Indestructible) [4]
Strength-Damage +1 (Feats: Split, Improved Critical) (3 points)

Offense:
Unarmed +6 (+17 Damage, DC 21)
Uru Knuckles +6 (+18 Damage, DC 23)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +14, Fortitude +14, Will +6

Complications:
Enemy (Thor, Asgard)- Like all Rock Trolls, Ulik despises the Asgardians for forcing them below the surface.
Motivation (Power)
Weakness (Iron)- Trolls are apprently vulnerable to iron, and small amounts of it can prove fatal.

Total: Abilities: 72 / Skills: 36--18 / Advantages: 19 / Powers: 54 / Defenses: 14 (177)

-Ulik, mightiest of the Rock Trolls, is a little-known Thor baddie, used in the old days just to give him someone he could REALLY slug it out with, and give Jack Kirby the opportunity to draw someone with two toes. He was a rock-hard bad-ass and nigh-unstoppable, but was limited by his stupidity, and the depth of Thor's villains roster in Asgardian Cosmology, so he never really went further. He's the minion of Geirrodur, the King of the Rock Trolls, and is usually sent against Thor in 1960s stories- he doesn't appear so often later. He is eventually killed in a 19991 storyline when Captain America throws a child's hammer made of iron (which hurts Trolls) into his mouth, but resurrects with the rest of Asgard following Ragnarok. Here, he's just a random brawler, one time replacing Thor during Fear Itself when the Odinson was temporarily-deceased.
-At PL 12, Ulik's a hardcore strongman, but still a pretty shoddy fighter overall, so he does LOTS of All-Out Attacking. He's as strong as Thor but worse at fighting, making him one of the stronger guys in the Marvel Universe. Ideal for challenging Thor one-on-one, but not one for plotting or scheming.
Last edited by Jabroniville on Thu May 09, 2019 8:48 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Marvel- V

Post by Jabroniville »

V:
V-Battalion
Vagabond
Vakume
Valeria Richards
Val Cooper
Valkyrie
The Vamp
Vampire Template
Vanessa Fisk
Vanguard
The Vanisher
Vapor
Vapora
Vargas
Varnae
---
Vector
Vegas
El Vejigante
The Veil
Veda
Velocidad
Vengeance
Venom I (Regular & Anti-Venom)
Venomm
Venus
Vermin
Verminus Rex
Vertigo I
Vertigo II
Vesper
Vessel
---
Vibro
Victor Mancha
Victor & Janet Stein
Victor Sternwood
Victor Strange
Victorius
Vidar
Videoman
The Vidkids
Vincente
Vindaloo
Vindicator
Viper
Virago
The Viral Swarm
Virgo II-IV
Virgo I
The Vishanti
The Vision I
The Vision II
The Vision III
Vixen
---
Voght
The Voice
Volcana
Voortrekker
Vostok
Voyager
Voyager (New Universe)
---
Vulcan
The Vulture (Toomes)
The Vulture (Drago & Shallot)
The Vulture (Natale)
The Vulturions

MARVEL- THE LETTER "V":
-The letter "V" was formerly used as a "U" or "W" sound in Latin, as well as being for the Roman Numeral for "5". During the Late Middle Ages, another form was found- the one that we recognize today. Sometimes they only used "V" as the BEGINNING of a word, and the same sound was written as "U" in the middle or end (so you'd have words like "haue" and "vpon"), but by the 16th century, they two were pretty much permanently split, with "V" becoming the consonant form, and "U" the vowel. It does not appear very much in English, but is very common in Romance Languages. It also doesn't really exist as a sound in Japanese, which often makes a "B" sound instead.
-For comic book characters, you see it a decent amount compared to many "Later Alphabet" letters, but not a lot of major guys. There's Venom, The Vision, Vindicator, Vulcan, Valkyrie and The Vulture at the forefront- Venom being arguably the most-important thanks to his HUGE push in the 1990s. The rest is mostly jobbers.

Re-Posted Characters:
Voyager (Imperial Guardsman)
The Vision (Golden Age hero)
Viral Swarm (Jobbers)
Vindicator (Alpha Flight co-leader)
Vindaloo & Voght (Acolytes)
Vibro (jobber)
Vengeance (like someone took Ghost Rider and made him MORE NINETIES)
The Vamp (Scourge victim & spy)
El Vejigante (Puerto Rican Superhero)

New Characters:
Victor Strange (Doctor Strange's... vampire brother?)
Vampires (generic template for Marvel's vamps)
Varnae (hunchbacked vampire)
Vargas (Claremont's late-era X-villain)
Vidar (Thor ally & half-brother)


VIBRO (Alton Francis Vibreaux)
Created By:
Denny O'Neil & Luke McDonnell
First Appearance: The Fantastic Four #142 (Jan. 1974)
Role: Jobber Villain
Group Affiliations: N/A
PL 10 (120)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 1 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Science) 8 (+12)
Expertise (Criminal) 1 (+5)
Intimidation 2 (+3)
Perception 1 (+2)
Technology 8 (+12)

Advantages:
Equipment (Body Armour +1), Ranged Attack 6

Powers:
"Vibrational Powers"
"Earthquake" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 10 (Extras: Area- 60ft. Burst +2) (35) -- [39]
AE: "Concussive Blast" Blast 10 (20)
AE: "Shockwave" Damage 9 (Extras: Area- 60ft. Line +2) (Flaws: Limited to Grounded Targets) (18)
AE: Flight 7 (250 mph) (14)
AE: "Tectonic Shift" Earth Control 10 (20)

"Vibratory Shield" Force Field 8 [8]
Immunity 1 (Own Powers) [1]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Earthquake +10 Area (+10 Affliction & Damage, DC 20 & 25)
Concussive Blast +8 (+10 Ranged Damage, DC 25)
Shockwave +9 Area (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+4 Armour, +12 Force Field), Fortitude +5, Will +4

Complications:
Motivation (Greed)
Power Loss (All Powers)- Vibro's abilities diminish based off of his distance from the San Andreas Fault.
Responsibility (Disfigured, Mentally Unstable)- The accident that gave Vibro his powers had numerous other side-effects.

Total: Abilities: 42 / Skills: 22--11 / Advantages: 7 / Powers: 48 / Defenses: 12 (120)

-Vibro's a do-nothing Iron Man enemy that showed up a couple times after gaining powers by... falling into the San Andreas Fault while testing new equipment. He fought James Rhodes a few times, but was defeated by Tony in the armor. He escaped the Vault during a prison break-out in Captain America, and became a bit of a Journeyman in a few other books. He then got killed during a Wolverine arc featuring The Hand, but was resurrected by the Mandarin & Ezekiel Stane. So he's pretty much a nobody Blaster with a powerful Area Effect and that's it. He's also got a nifty Force Field.

EL VEJIGANTE (Miguel Rodriguez)
Created By:
Tom Beland & Juan Doe
First Appearance: The Fantastic Four: !Attack del M.O.D.O.K.! (Nov. 2010)
Role: Puerto Rico's National Hero
PL 8 (126)
STRENGTH
7 STAMINA 8 AGILITY 5
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 4 (+9)
Athletics 1 (+9)
Expertise (Soldier) 2 (+3)
Insight 2 (+4)
Perception 2 (+4)
Persuasion 2 (+5)
Stealth 1 (+6)

Advantages:
Interpose, Ranged Attack 2

Powers:
Leaping 1 (15 feet) [1]
Regeneration 2 [2]
Insubstantial 4 (Flaws: Side-Effect- Stunned for 3 Ranks) (Quirks: Must Be Holding Breath -2) [15]
"Phasing Attack" Damage 6 (Feats: Penetrating 6) (Extras: Affects Corporeal) [18]

Offense:
Unarmed +8 (+7 Damage, DC 23)
Phasing Attack +6 (+6 Damage, DC 21)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +5

Complications:
Motivation (Saving Puerto Rico)
Responsibility (Ex-Addict)- When he failed his mission in Iraq, Miguel fell into the bottle for years.
Weakness (Leaving Puerto Rico)- El Vejigante cannot leave his beloved island. However, he doesn't see this as such a bad thing.

Total: Abilities: 74 / Skills: 14--7 / Advantages: 3 / Powers: 36 / Defenses: 6 (126)

-El Vejigante was created for a series of Fantastic Four one-shots done by two guys I've never heard of, the artist of which (Juan Doe, which sounds like a fake name) is from Puerto Rico. And as such, the issues dealt with the FF in Puerto Rico- in the first, The Thing was considered a big-time hero because he resembled a fabled fortress on the island; in the second, Diablo aids the Torch & Spider-Man in a fight against a Kaiju created from a notorious American military base/test carried out on the island; and in the third, El Vejigante helped out Reed & Sue on vacation as they faced M.O.D.O.K. and some A.I.M.-created Sentient Monkey Minions.
-It was actually a really neat mini-series (collected in a trade), with some VERY unique, cool art. I'm not normally one who cares for weird, stylized art in comic books, but Doe is REALLY good, and draws a very funny, cartoon-looking team. His Ben Grimm is PERFECT, too- arguably the best Thing ANYONE has drawn (including Kirby & Byrne). His Sue & Reed keep changing form between different issues as his style changes, but each one is still pretty good. The writer really "gets" the team, too, with a classically-douchey Johnny, a morose Ben (he's REALLY angry when the rest of the team invades his secret vacation, because it's the one place he doesn't feel like an outcast weirdo), an obsessive but not ENTIRELY rude Reed (whose ego is so great he refuses to retreat on a mission because he still thinks he can figure out how to find something), and a smart Sue. There's a great bit where Sue points out that Ben is the ONLY non-egotistical male in her life and is a hero despite all that's happened to him ("you could have been the next Doom, or The Hulk"), and another where Sue gets PISSED at M.O.D.O.K. for interrupting their vacation, throws a Force Field into his spinal column and threatens to stroke him out unless he gives up (Vejigante gets a great line when he says "you used your Big Momma voice too... I almost went home to clean up my room!"). Check it out, even if it DOES double as a "Patriotic Tirade" at times.
-So El Vejigante is based off of Puerto Rican folklore and looks pretty cool, and packs some decent powers onto a Rookie Hero (who's like PL 7.5 mostly) package. He's an ex-addict failed soldier who gets a chance at redemption, gaining the powers of a spirit that will hold onto him for about a century before finding a new host. He's strong, tough and can go Insubstantial (with some limits- he has to hold his breath and it "messes with my system", a low-level Side Effect).

THE VIRAL SWARM:
-The Secret Defenders is another forgettable Early '90s comic book, which featured Dr. Strange in the only kind of book he could sustain any longer (a team one, with other, more popular characters in the forefront)- the gimmick was that he chose allies via tarot for whatever mission he currently had. These guys were created for the first issue, as a run-off on what was going on in the Ghost Rider/Spirits of Vengeance books- Lilith was creating some dimensional shifts when she invaded Earth's realm, and this allowed some Viral Swarm to spring forth and possess some hobos and other forgotten people. Each gains a unique power and threatens the world (the Swarm need human forms to exist in our atmosphere or something). Strange gathers Nomad, Darkhawk, Spider-Woman II & Wolverine (since they needed to sell books, dammit!) to stop them, and after some brawls with this Gang Of Jobbers (the early '90s is FULL of this kind of team), they let Strange use their combined will to force the Viral Swarm back into their own dimension.
-The entire team can apparently use that "Drain Lifeforce" and "Heal Others" trick (which can turn willing old people into young individuals- a Transform in my mind, since you're effectively altering a willing subject with a benefit, not Afflicting them, requiring a Save), but they all gain unique Powers as well.

STASIS
Created By:
Roy Thomas & Andre Coates
First Appearance: The Secret Defenders #1 (March 1993)
Role: One-Shot Villain
Group Affiliations: The Viral Swarm
PL 12 (120)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Homeless) 2 (+6)
Expertise (Alien Lore) 4 (+8)
Intimidation 6 (+6)

Advantages:
Fast Grab, Ranged Attack 5, Startle

Powers:
"Heal Others" Healing 10 & Transform 6 (Aged People to Youths) (32) -- [35]
AE: "Drain Lifeforce" Weaken All Abilities 10 (Extras: Broad, Simultaneous) (30)
AE: "Redirect Force- Ranged" Blast 15 (Feats: Variable 2- Whatever Attack Used) (Extras: Penetrating 8- Limited to If Absorbed Attack is Penetrating) (Flaws: Limited to Amount of Force Absorbed) (21)
AE: "Redirect Force- Close" Damage 15 (Feats: Variable 2- Whatever Attack Used) (Extras: Penetrating 8- Limited to If Absorbed Attack is Penetrating) (Flaws: Limited to Amount of Force Absorbed) (13.5)

"Absorb Force" Protection 15 (Extras: Impervious 13) [28]
"Hive Mind" Senses 1 (Communication Link- Viral Swarm) [1]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Redirected Force +6 (+15 Damage, DC 30)
Redirected Force Blast +7 (+15 Ranged Damage, DC 30)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3 (+18 Absorption, +7 Impervious), Fortitude +3, Will +4

Complications:
Motivation (Domination)- The Viral Swarm wish to invade Earth and take it over, as they have done to countless other worlds.
Involuntary Transformation (Discorporation)- Macabre can undo the possessions of the Viral Swarm at-will, turning their hosts back to normal.

Total: Abilities: 36 / Skills: 12--6 / Advantages: 7 / Powers: 64 / Defenses: 7 (120)

-Stasis is one of those "normal attacks can't stop him" kind of guys- he'll bust you up pretty hard with any kind of attack you can manage, and is Thor-level durable because of his ability to absorb shots. However, I'm assuming Mental Attacks and Snares and stuff are his downfall- not much he can do against those.

DECIMATOR
Created By:
Roy Thomas & Andre Coates
First Appearance: The Secret Defenders #1 (March 1993)
Role: One-Shot Villain, Powerhouse
Group Affiliations: The Viral Swarm
PL 8 (119)
STRENGTH
10 STAMINA 10 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Homeless) 2 (+6)
Expertise (Alien Lore) 4 (+8)
Intimidation 8 (+8)

Advantages:
Fast Grab, Startle

Powers:
Impervious Toughness 7 [7]
"Hive Mind" Senses 1 (Communication Link- Viral Swarm) [1]

"Heal Others" Healing 10 & Transform 6 (Aged People to Youths) (32) -- [33]
AE: "Drain Lifeforce" Weaken All Abilities 10 (Extras: Broad, Simultaneous) (30)

Offense:
Unarmed +6 (+10 Damage, DC 25)
Drain Lifeforce +6 (+10 Weaken, DC 20)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +10, Fortitude +10, Will +4

Complications:
Motivation (Domination)- The Viral Swarm wish to invade Earth and take it over, as they have done to countless other worlds.
Involuntary Transformation (Discorporation)- Macabre can undo the possessions of the Viral Swarm at-will, turning their hosts back to normal.

Total: Abilities: 60 / Skills: 14--7 / Advantages: 2 / Powers: 41 / Defenses: 9 (119)

-Decimator is an utterly-forgettable Big Strong Guy- the type that ended up on THOUSANDS of Early '90s Villain Teams over the years. He isn't overly-effective- just a Class 25-ish Strong Guy.

DREADLOX
Created By:
Roy Thomas & Andre Coates
First Appearance: The Secret Defenders #1 (March 1993)
Role: One-Shot Villain, Afflicter
Group Affiliations: The Viral Swarm
PL 10 (84)
STRENGTH
1 STAMINA 2 AGILITY 1
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Homeless) 2 (+6)
Expertise (Alien Lore) 4 (+8)
Intimidation 8 (+8)

Advantages:
Startle

Powers:
"Your Worst Fear Come True" Affliction 10 (Will; Dazed & Hindered/Stunned & Compelled/Controlled) (Extras: Extra Condition, Area- 60ft. Burst +2, Selective) (Flaws: Limited to Fear) (40) -- [42]
AE: "Heal Others" Healing 10 & Transform 6 (Aged People to Youths) (32)
AE: "Drain Lifeforce" Weaken All Abilities 10 (Extras: Broad, Simultaneous) (30)
"Hive Mind" Senses 1 (Communication Link- Viral Swarm) [1]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Fear Effect +10 Area (+10 Affliction, DC 20)
Drain Lifeforce +6 (+10 Weaken, DC 20)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +2, Fortitude +3, Will +4

Complications:
Motivation (Domination)- The Viral Swarm wish to invade Earth and take it over, as they have done to countless other worlds.
Involuntary Transformation (Discorporation)- Macabre can undo the possessions of the Viral Swarm at-will, turning their hosts back to normal.

Total: Abilities: 24 / Skills: 14--7 / Advantages: 1 / Powers: 43 / Defenses: 11 (86)

-Dreadlox is Dani Moonstar Lite, which makes her a bit of a Glass Cannon, but also exceptionally-dangerous since a +10 Area Will Effect is actually quite a big threat, even on heroes who should have some high Will Saves. I mean, this'll hit you EVERY ROUND if she wants it to. The Secret Defenders went out of their way to take her out at the beginning of every encounter.

TOKAMAK
Created By:
Roy Thomas & Andre Coates
First Appearance: The Secret Defenders #1 (March 1993)
Role: One-Shot Villain, Blaster
Group Affiliations: The Viral Swarm
PL 8 (121)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Homeless) 2 (+6)
Expertise (Alien Lore) 4 (+8)
Intimidation 4 (+4)
Ranged Attack (Blasts) 2 (+8)

Advantages:
Ranged Attack 4

Powers:
"Heal Others" Healing 10 & Transform 6 (Aged People to Youths) (32) -- [35]
AE: "Drain Lifeforce" Weaken All Abilities 10 (Extras: Broad, Simultaneous) (30)
AE: Blast 8 (Feats: Variable 2- Any Energy) (18) -- [17]
AE: "Blinding Light" Dazzle Visuals 8 (Extras: Area- Visual Perception) (Flaws: Touch Range) (16)
Energy Aura 7 (Feats: Variable 2- Any Energy) [30]
"Hive Mind" Senses 1 (Communication Link- Viral Swarm) [1]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Energy Aura +6 (+7 Damage, DC 22)
Drain Lifeforce +6 (+10 Weaken, DC 20)
Blast +8 (+8 Ranged Damage, DC 23)
Blinding Light +8 Area (+8 Affliction, DC 18)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +3, Fortitude +3, Will +4

Complications:
Motivation (Domination)- The Viral Swarm wish to invade Earth and take it over, as they have done to countless other worlds.
Involuntary Transformation (Discorporation)- Macabre can undo the possessions of the Viral Swarm at-will, turning their hosts back to normal.

Total: Abilities: 36 / Skills: 12--6 / Advantages: 4 / Powers: 66 / Defenses: 9 (121)

-Named for a type of Nuclear Reactor (there's a Firestorm enemy with the same name), Tokamak was defeated by Spider-Woman. He can apparently generate lots of types of energy, but like the rest of his team, is a bit of a weenie (PL 5.5 defensively is going to get you MESSED UP against high-tier competition).

MACABRE (Maggie)
Created By:
Roy Thomas & Andre Coates
First Appearance: The Secret Defenders #1 (March 1993)
Role: One-Shot Villain
Group Affiliations: The Viral Swarm
PL 10 (167)
STRENGTH
3 STAMINA 5 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Homeless) 2 (+6)
Expertise (Alien Lore) 4 (+8)
Intimidation 6 (+6)

Advantages:
Improved Critical (Weaken), Ranged Attack 2, Startle

Powers:
"Heal Others" Healing 10 & Transform 6 (Aged People to Youths) (32) -- [33]
AE: "Drain Lifeforce" Weaken All Abilities 10 (Extras: Broad, Simultaneous) (30)

"Viral Swarm Form"
Insubstantial 3 [15]
Flight 3 (16 mph) [6]
"Possession" Mind Control 6 (Extras: Merges With Victim, Continuous) (Flaws: Touch Range -2) [24]
Immunity 11 (Life Support, Aging) [11]
"Hive Mind" Senses 1 (Communication Link- Viral Swarm) [1]

Offense:
Unarmed +10 (+1 Damage, DC 16)
Drain Lifeforce +10 (+10 Weaken, DC 20)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5, Fortitude +6, Will +5

Complications:
Motivation (Domination)- The Viral Swarm wish to invade Earth and take it over, as they have done to countless other worlds.

Total: Abilities: 54 / Skills: 12--6 / Advantages: 4 / Powers: 90 / Defenses: 13 (167)

-Macabre is the team leader, and doesn't have the fancy powers the others do, but has the option of transforming back into the Viral Swarm form. She's also the only PL 10 of this gang of Jobbers.

THE DESERT SWORD:
-This team came about due to a story featured in the X-Men Annuals over 1991. Basically, it was a back-up story by Fabian Nicieza & Kirk Jarvinen, where Freedom Force went into war-torn Iraq to save a captured German scientist. "Desert Sword" was a group of Iraqis and sympathizers who ganged up to capture the scientist and beat the Americans back. This charming back-up was basically Villain (vs) Villain, as Freedom Force was comprised of murderers and villains making do on Uncle Sam's dollar (pre-Thunderbolts, even!).

The Desert Sword featured new characters Sirocco (wind powers), Aminedi (invisible cutting guy) and The Veil (black smog powers), teaming up with Puck's enemy The Black Raazer (immortal sword-wielding sorceror- no idea why he was outside of Puck at this time- he normally inhabits Puck's body to make him small) and The Arabian Knight (turban-wearing Flying Carpet & Scimitar guy), who was forced into it because the Iraqis had his multiple Wives & children kidnapped. Freedom Force was made up of Crimson Commando, Super-Sabre, Pyro, Avalanche and The Blob, as this was after Destiny & Stonewall had been killed, and Mystique was still in mourning over her lover's death.

This was, of course, the finale of the Freedom Force concept. They'd been harassing the X-Men for years, and I remember REALLY hating them as a kid, along with most kids I knew, since unlike most X-villains, they were dumb-looking and seemed to do way better in their repeated battles than they should. So this was kind of cathartic to me- watching them being cut apart. Super-Sabre was killed immediately while on patrol, having his head sliced off by Aminedi (Sabre was a careless sort, having nearly lost his head TWICE thanks to Storm & Cable using garrote wires draped across trees), and Commando lost a hand. In the second of three parts, Commando & Avalanche were caught in some land-mine explosions.

Freedom Force had to scrap the mission, killing the scientist so he wouldn't fall into evil(er) hands, and Blob took out Raazer & the Knight with their own Scimitars (they were from the Middle East, see- so they HAD to use scimitars), while Pyro killed The Veil. In the final part, Commando & Avalanche fled in some American 'copters, leaving Pyro & Blob to be captured and forced into being bodyguards for Iraqi generals. This would be fixed in the next story (an X-Force (vs) renewed Brotherhood of Evil Mutants battle), and we would NEVER SEE DESERT SWORD AGAIN. Seriously, Sirocco vanished into the ether, Raazer went back to Alpha Flight (or Puck's body or whatever), and Aminedi was revealed to have died from the Legacy Virus off-panel. Marvel REALLY didn't care for this one-shot squad.

SIROCCO
Created By:
Fabian Nicieza & Kirk Jarvinen
First Appearance: The New Mutants Annual #7 (1991)
Role: Evil Foreigner
Group Affiliations: The Desert Sword, The Iraqi Army
PL 8 (105)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Iraqui Soldier) 4 (+6)
Insight 3 (+4)
Intimidation 4 (+5)
Perception 4 (+5)
Technology 3 (+5)
Vehicles 3 (+7)

Advantages:
Equipment (Communications, Armour +2), Ranged Attack 4, Set-Up

Powers:
"Mutant Powers: Wind Control"
"Air Blast" Blast 8 (16) -- [22]
AE: "Air Strike" Damage 8 (Extras: Area- 30ft. Line) (16)
AE: "Air Control" Move Object 8 (Extras: Area- 60ft. Cone) (Flaws: Touch Range, Limited to Pushing Away) (8)
AE: Move Object 8 (16)
AE: "Wind" Features 2: Nullifies Arrows, Blows Out Flames, etc. (2)
AE: "Very Blustery Day" Environment 2 (60 feet) (Impede Movement 2) (8)
AE: "Blowback Effect" Affliction 8 (Strength; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 60ft. Cone, Extra Condition) (Flaws: Limited Degree, Instant Recovery) (8)

Flight 6 (120 mph) [12]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Air Blast +8 (+8 Ranged Damage, DC 23)
Air Strike +8 Area (+8 Damage, DC 23)
Blowback +8 Area (+8 Affliction, DC 18)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3 (+5 Body Armour), Fortitude +4, Will +3

Complications:
Responsibility (Iraq Government)

Total: Abilities: 48 / Skills: 14--7 / Advantages: 6 / Powers: 34 / Defenses: 10 (105)

-Sirocco seems to be the leader of Desert Sword, and with his military headdress, appears to be the most "Iraqi" of the bunch. Yeah, so it's super-dated, even now. Sirocco's pretty dull-looking, too- having a brown & black outfit designed more like fatigues with an Arabic bent, and he's got the ever-popular Wind Powers set-up. He's so minor, though, that he only ever appeared in this one storyline.
-A fairly simple design- Sirocco's a minor-league Elementalist-type guy with very few Advantages or Alternate Powers, but has some military skills to back him up. He gave out orders well enough, I suppose, but his teammates were the ones doing all the heavy lifting. Therefore, he's only a PL 8 minor threat one-on-one.

THE VEIL
Created By:
Fabian Nicieza & Kirk Jarvinen
First Appearance: The New Mutants Annual #7 (1991)
Role: Evil Foreigner
Group Affiliations: The Desert Sword
PL 8 (84)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Soldier) 3 (+4)
Insight 3 (+4)
Intimidation 3 (+4)
Investigation 3 (+4)
Perception 5 (+6)
Stealth 4 (+7)

Advantages:
Ranged Attack 3, Set-Up

Powers:
"Mutant Powers: Blinding Fog"
Concealment (Visuals) 2 (Extras: Area- 30ft. Shapeable) [6]
Flight 4 (30 mph) [8]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2, Fortitude +4, Will +3

Complications:
Responsibility (Iraq Government)

Total: Abilities: 38 / Skills: 26--13 / Advantages: 4 / Powers: 14 / Defenses: 15 (84)

-When your only power is that you mask your movements, and you die in your first-ever storyline without a real name or even showing your whole face, you know you suck. The Veil seemingly existed solely so Desert Sword could have their 'girl member', and she's pretty subserviant to the men in the group, being hushed up by Amenedi once. During the final battle against Freedom Force, she panicks against Pyro's flame-demon shape, and is burned alive with a face-shot the next moment. Ouch- whatta way to go.
-With a showing like hers, it's unsurprising The Veil wouldn't be worth much. She's alright on a team, but she can't do ANY kind of damage on her own, and has plenty of low Saves to take advantage of. I mean, if PYRO can not only beat your ass, but KILL YOU while joking about it (and this is YEARS after he was a relevant villain threat- his pwnage of Colossus was almost a decade prior), you suck pretty bad. I mean, her power is useful in a team battle, but she didn't really DO anything other than be annoying for a bit.

AMINEDI, THE INVISIBLE ONE
Created By:
Fabian Nicieza & Kirk Jarvinen
First Appearance: The New Mutants Annual #7 (1991)
Role: Evil Foreigner
Group Affiliations: The Desert Sword
PL 9 (132)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Investigation 3 (+4)
Intimidation 8 (+8)
Expertise (Arabic Soldier) 4 (+4)
Perception 3 (+4)
Stealth 6 (+10)

Advantages:
Improved Critical (Cutting Wind), Power Attack, Ranged Attack 3, Startle

Powers:
"Mutant Powers: Invisible Air-Form"
Concealment (Visuals) 2 [8]
Flight 6 (120 mph) [12]

"Cutting Wind"
Insubstantial 2 [10]
Linked to
Damage 10 (Feats: Penetrating 8) (Extras: Affects Corporeal) [28]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Cutting Wind +8 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +3

Complications:
Responsibility (Iraq Government)

Total: Abilities: 44 / Skills: 24--12 / Advantages: 6 / Powers: 58 / Defenses: 12 (132)

-Aminedi ("The Invisible One"), a naked, red, skull-faced mutant, debuted along with the rest of Desert Sword, and was the scariest/most versatile member of the team, packing the ever-cheap "GMs: never let your players use this set" powers of Invisibility, Intangibility AND a horrifically-damaging effect all at the same time! Using his powers, he managed to slice Super Sabre's head off (getting rid of that hideous costume design once and for all), and even CUT THE BLOB, which seemed like a pretty good bad-ass push... until Avalance just wrapped him in some stone and ran off, and that was it for him. He never even appeared in comics again (which feels like a waste, as he was rather original), instead contracting the Legacy Virus and dying off-panel, in the days when the Virus was used to wipe out unpopular or unnecessary mutant characters (they cured it just in time for M-Day, naturally).
-Aminedi's rather powerful (Affects Corporeal Strike + Insubstantial), and could be a major heavy-hitter with some better stats, but as he was, he was just a minor character who appeared once. His Strike cut The Blob, but not horribly or fatally or anything (Power Attack plus Extra Effort, I guess), and he was oddly trapped by some rocks via Avalanche, despite seemingly being able to turn into wind. The way I see it, his powers are Linked- he couldn't escape into Cutting Wind form without slashing teammate Sirocco apart, so he had to just muscle out of the trap instead. Otherwise, it's just be poor writing, and we know it couldn't be that, right :)?

THE BLACK RAAZER
Created By:
Bill Mantlo & Jon Bogdanove
First Appearance: Alpha Flight #31 (March 1986)
Role: Immortal Sorceror, Evil Foreigner
Group Affiliations: The Desert Sword
PL 11 (224)
STRENGTH
3/8 STAMINA -- AGILITY 1
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 0

Skills:
Deception 6 (+6)
Expertise (Arcane Lore) 10 (+13)
Expertise (History) 9 (+12)
Insight 3 (+6)
Intimidation 10 (+10)
Perception 4 (+7)

Advantages:
All-Out Attack, Artificer, Chokehold, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 8, Ritualist, Startle, Taunt

Powers:
"Evil Undead Sorceror"
Immunity 30 (Fortitude Effects) [30]
Protection 10 [10]
Flight 4 (30 mph) [8]
Concealment (Visuals) 4 [8]
Senses 2 (Detect Magic- Ranged) [2]
Insubstantial 4 [20]

Enhanced Strength 5 (Flaws: Must Drain Life With Blade First) [5]
Power-Lifting 2 (Flaws: Must Drain Life With Blade First) [1]

"Mystical Sorceror"
"Corruption" Affliction 11 (Will; Entranced/Compelled/Transformed Personality) (Extras: Cumulative) (22) -- [27]
AE: Fire Blast 10 (10)
AE: "Telekinesis" Move Object 11 (22)
AE: Mind-Reading 11 (22)
AE: "Aura of Cold" Environment 3 (120 feet) (Cold 2) (12)
AE: "Emotion Control" Affliction 11 (Will; Dazed/Compelled/Controlled) (Extras: Perception Range +2) (Flaws: Limited to Fear) (22)

"The Black Blade of Bagdhad" (Flaws: Easily Removable) (Feats: Restricted 2- Any Others are Tainted) [29]
Damage 11 (Feats: Improved Critical 2, Penetrating 8) (21) Linked to Weaken Stamina 11 (Extras: Progressive +2) (Flaws: Limited to 2 Ranks per Round) (22) (43) -- (45 points)
AE: Drain Magical Powers 11 (Extras: Broad, Simultaneous) (33)
AE: Deflect 12 (Extras: Reflection) (Flaws: Limited to Magical Attacks) (12)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Black Blade +10 (+11 Damage & Weaken, DC 26 & 21)
Fire Blast +10 (+10 Ranged Damage, DC 25)
Emotion Control -- (+11 Perception Affliction, DC 21)
Corruption +10 (+11 Affliction, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude --, Will +7

Complications:
Obsession (Stealing Souls & Gaining Power)
Enemy (Puck)- Black Raazer has spent countless years inside Puck. While this is a dwarf-fetishist's dream, Raazer is rather perturbed by this.

Total: Abilities: 34 / Skills: 42--21 / Advantages: 16 / Powers: 140 / Defenses: 13 (224)

-The Black Raazer came about in a weird way. Initially, Eugene "Puck" Judd of Alpha Flight was written by John Byrne as being in constant pain- this was meant to be a symptom of his condition (ie. being afflicted with a specific type of dwarfism). However, he failed to properly explain this, so the next Alpha writer, Bill Mantlo, wrote his "pain" as being caused by POSSESSION BY A DEMON THAT MADE HIM SHORT- the Black Raazer, some Persian super-sorceror. So Puck now had this ultra-convoluted backstory and was now kinda super-human when he was originally just acrobatic and small (Byrne has stated that he HATES this idea, as it makes Puck YET ANOTHER character who has to have this bizarre backstory instead of just being a dwarf), and Raazer got to show up, threaten the team, but get beaten down. He actually appeared in Desert Sword for that one arc (because Persians/Iranians ALWAYS love working with Iraqis/Arabs, don't you know), before being totally forgotten about again.
-Your everyday wraith/ghost/sorceror lord/sword guy, Raazer's an expensive, team-threatening bugger with a HORRIBLY cheap assortment of powers (Insubstantial is AWFUL on Magic-guys, especially those with mental powers), Super-Strength, Invisibility, high toughness, and a devastating sword that can Weaken AND cut people as powerful as The Blob at the same time (though Blobby kinda just had the pig-sticker stuck in 'im for a bit before angrily pulling it out and impaling Raazer on it). His mere existence on Desert Sword kinda made all the others seem redundant, but he seemed rather depowered there, only KINDA threatening Freedom Force.

THE VAMP (Denise Baranger)
Created By:
Roy Thomas, Don Glut & John Buscema
First Appearance: Captain America #217 (Jan. 1978)
Role: Jobber Villain, Illusionist
Group Affiliations: The Organization, S.H.I.E.L.D. Super-Agents
PL 7 (140), PL 9 (140) as Animus
STRENGTH
1/10 STAMINA 3/6 AGILITY 5/2
FIGHTING 12/6 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 4 (+9)
Athletics 4 (+5)
Deception 4 (+8)
Expertise (Spy) 5 (+7)
Insight 3 (+6)
Perception 3 (+6)
Persuasion 3 (+7)
Stealth 2 (+7)

Advantages:
Accurate Attack, Grab Finesse, Fast Grab, Improved Defense, Power Attack, Ranged Attack 6

Powers:
"Telepathy" Mind Reading 3 & Communication (Mental) 1 [11]
"Martial Arts Strike" Strength-Damage +1 [1]

"Animus Transformation" (Alternate Form -2 Action) [-2]
Enhanced Strength 9 [18]
Enhanced Stamina 3 [6]
Protection 3 [3]
Reduced Fighting 6 [-12]
Reduced Agility 3 [-6]
Reduced Dodge 1 [-1]
Enhanced Advantages 2: Equipment (Club +1), Improved Critical (Club) [2]

"Psionic Bolts" Blast 9 (Flaws: Immobile -2) (5) -- [6]
AE: "Telekinesis" Move Object 9 (Flaws: Immobile -2) (5)

"The Absorbo-Belt" (Flaws: Removable) [21]
Mimic 3 (24 points)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Animus Strength +6 (+10 Damage, DC 25)
Club +6 (+11 Damage, DC 26)
Psionic Bolts +6 (+8 Ranged Will Damage, DC 23)
Initiative +5 (+2 Animus)

Defenses:
"Vamp" Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +3, Fortitude +5, Will +3
"Animus" Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +9, Fortitude +8, Will +3

Complications:
Motivation (Greed)
Involuntary Transformation (The Animus)- The Vamp's transformation can be controlled by another, via a switch.
Power Loss/Weakness (Club)- If the Club she summons in this form is broken (such as it was by The Hulk), she will fall unconscious and revert to human form.

Total: Abilities: 60 / Skills: 28--14 / Advantages: 11 / Powers: 47 / Defenses: 8 (140)

-The Vamp is a weird one, with a crazy power-set. She's basically a hot chick with Judo on one hand, but she's also a big genderless psionic monster on the other. She was introduced via the Super-Agents, a small thing S.H.I.E.L.D. attempted in the Captain America book, and was trained by The Falcon (same place Blue Streak came from), but it turned out she was a mole and actually evil. She turned into the "Animus", threatened Cap for a bit, but generally was kind of lame. Once her story arc was over, she disappeared from the books for seven years, only to show up in human form at "The Bar With No Name" for a discussion about what to do about this "Scourge of the Underworld" guy. And that was the end... of THAT chapter.
-The Vamp's a curious creation, and effectively two characters in one- a PL 7 (7.5 defensive) martial artist on one hand, and a PL 8.5 Powerhouse on the other. There's oddities all-around, as her Fighting skills & Agility drop dramatically from one form to the next, she gains a Club when she switches forms (Equipment in an Alternate Form? Weird), gains some Telepathic powers (though she starts out with some I guess), etc. Then there's an Absorbo-Belt that lets her Mimic powers, which is the most bizarre addition to an already strange power-set... simply messed-up stuff.

VOYAGER (Divad)
Created By:
Mark Gruenwald & Greg Capullo
First Appearance: Quasar #32 (March 1992)
Race: Unknown (pink-skinned humanoid)
Role: Team Transport
Legionnaire Basis: None; Gates is similar, but actually debuted later
Group Affiliations: The Shi'ar Imperial Guard
PL 10 (138)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 3 (+3)
Investigation 4 (+4)
Technology 5 (+5)

Advantages:
Benefit (Imperial Guard), Ranged Attack 4, Set-Up, Teamwork

Powers:
Flight 7 (500 mph) [14]
Movement (Space Travel 1) [2]
Immunity 7 (Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) [7]

"Teleporting Stick Thingie" (Flaws: Easily Removable) [62]
Teleport 16 (Extras: Extended, Accurate, Attack 10, Portal +2) (Flaws: Tiring on Attack) (101) -- (102 points)
AE: Movement +2 (Space Travel 2- total 3) (Extras: Portal +2, Attack 10, Instant) (Flaws: Tiring on Attack) (16)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Teleport Attack +10 (+10 Movement Attack, DC 20)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +4

Complications:
Responsibility (The Shi'ar Imperial Guard)

Total: Abilities: 24 / Skills: 12--6 / Advantages: 7 / Powers: 85 / Defenses: 16 (138)

-As a character, Voyager is among the VERY few Imperial Guardsmen created after their debut to have a lasting impression, all thanks to his one useful power: He teleports the team in and then out. His costume is ludicrously terrible though- clearly the artist just wasn't up to the classic job the early Guard artists were of just creaing wild stuff (or just making "Player 2" version of Legion of Super-Heroes characters). This guy & Solar Wind are flat-out embarassing. Voyager is the ever-problematic Teleporter archetype, though it's made easier because he's got a SUPER-expensive Teleportation ability, but that's pretty much his ONLY useful thing. He can suck people into Vortexes (though that's the Tiring +10 Attack), but otherwise is just the mass transporter of his team, bolting them across galaxies. If he gets hit, he's going down.

VICTOR STRANGE (aka Baron Blood II, Khiron)
Created By:
Dann Thomas & Jackson Guice
First Appearance: Dr. Strange #10 (Nov. 1989)
Role: Suddenly-Introduced Sibling
PL 9 (141)
STRENGTH
8 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 3 (+4)
Intimidation 6 (+7)
Perception 4 (+5)
Stealth 3 (+7)

Advantages:
Fast Grab, Startle

Powers:
"Super-Strong Vampire"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
Impervious Toughness 14 (Flaws: Not versus Wood, Fire, Silver or Holy Weapons) [7]
Regeneration 10 (Flaws: Source- Blood) [5]
Immortality 4 (Flaws: Not if Staked, Beheaded or Dealt With in Mystical Ways) [4]
Speed 5 (60 mph) [5]
Senses 2 (Low-Light Vision, Acute Scent) [2]

"Vampiric Flight" Flight 5 (60 mph) [10]
Mind Control 8 (Flaws: Limited to Animals, Limited to Wolves & Bats) (16) -- [18]
AE: "Hypnotism" Affliction 5 (Will; Entranced/Compelled/Controlled) (Extras: Perception-Ranged +2) (Flaws: Vision-Dependent) (10)
AE: "Weather Manipulation" Environment 6 (Impede Movement, Cold, Visibility) (Flaws: Tiring) (12)

"The Vampire's Bite" Strength-Damage +1 Linked to Weaken Stamina 8 (Flaws: Grab-Based, Limited to 1 Rank Per Minute) Linked to Affliction 8 (Fort; Entranced/Compelled/Transformed to Vampire) (Extras: Cumulative) (Flaws: Grab-Based) [11]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Vampire's Bite +8 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +8, Fortitude --, Will +5

Complications:
Weakness (Garlic, Sunlight, Fire)- Both are anathema to vampires, and will cause horrible pain. Direct sunlight will kill a vampire of any power level. The vampiric "ichor" in his veins is also highly-flammable, and he will burn to ashes very quickly.
Weakness (Holy Symbols)- Witnessing or touching a Holy Symbol is painful to vampires, but only if the wearer belives.
Weakness (Lack of Blood, Home Soil)- Though Immune to Fortitude Effects, Victor can effectively starve to death if deprived of blood- he is even addicted to the substance. He may or may not have to stay in contact with his native soil.
Quirk (No Reflection)- Vampires do not cast reflections in any mirrored surface.

Total: Abilities: 42 / Skills: 18--9 / Advantages: 2 / Powers: 100 / Defenses: 11 (151)

-Victor Strange is bizarre- he was introduced in 1989 as being the deceased brother of Stephen Strange, and a Retcon had an inexperienced mystical Strange try to resurrect his bro... only to screw up and revive the character as a VAMPIRE. A voodoo sorceress gave him the costume and name of Brother Blood (who was then deceased), but Victor attempted to control his bloodlust. He left the sorceress and became the vigilante Khiron, preying only on the blood of criminals. When crooks aren't available, he feasts on his willing girlfriend, Morgana (ick). However, Victor eventually commits suicide when he is compelled to kill innocents. I have literally never heard of this character, and I can't figure out at which point he was mentioned in continuity. The whole thing seems very... well, like it's copying Hannibal King, but also what Morbius became. I figure him for a PL 9 version of a vampire.

VIDAR
Created By:
Alan Zelenetz & Bob Budiansky
First Appearance: Thor Annual #12 (1984)
Role: Side Character
Group Affiliations: Asgard
PL 11 (134)
STRENGTH
10 STAMINA 12 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Aesir Soldier) 4 (+5)
Insight 1 (+4)
Intimidation 6 (+8, +9 Size)
Perception 3 (+6)

Advantages:
Diehard, Great Endurance, Improved Critical (Staff), Improved Disarm, Power Attack, Ranged Attack 5, Takedown

Powers:
"Immortal Aesir"
Power Lifting 1 (50 tons) [1]
Impervious Toughness 5 [5]
Immunity 10 (Aging, Starvation & Thirst, Heat, Cold, Disease, Fatigue Effects) [10]
Immunity 4 (Drowning & Suffocation, Poison, Pressure) (Flaws: Limited to Half-Effect) [2]

"Half-Storm Giant"
Growth 2 (ST & STA +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Magical Staff" (Flaws: Easily Removable) [6]
Strength-Damage +2 (Feats: Reach 2) (Extras: Penetrating 6) (10 points)

Offense:
Unarmed +9 (+10 Damage, DC 25)
Staff +9 (+12 Damage, DC 27)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +12 (+3 Impervious), Fortitude +12, Will +6

Complications:
Responsibility (Asgard, Odin)

Total: Abilities: 76 / Skills: 14--7 / Advantages: 11 / Powers: 29 / Defenses: 11 (134)

-Vidar is the half-brother of Thor, and the son of Odin by a Storm Giantess (lucky devil, that Odin). He was a huntsman and warrior, but sort of retired to become a farmer in the Asgardian mountains- he assists Asgard in times of need, however. When his wife Solveig was murdered by Storm Giants, he warred against them alongside the God of Thunder and Hoder (another God)- on a later occasion, he was given Thor's power to fight an alliance of Storm & Frost Giants. He was slain in battle with trolls during Ragnarok. I figure him for PL 10.5-ish.

THE VISION I (Aarkus)
Created By:
Joe Simon & Jack Kirby
First Appearance: Marvel Mystery Comics #13 (Nov. 1940)
Role: Forgotten Golden-Age Hero
PL 8 (136)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Police Officer) 5 (+8)
Insight 2 (+6)
Intimidation 4 (+6)
Investigation 4 (+8)
Perception 2 (+6)
Stealth 3 (+7)

Advantages:
Fast Grab, Ranged Attack 4

Powers:
Teleport 15 (Extras: Accurate) (Flaws: Source- Smoke) (30) -- [34]
AE: Illusion (Visual & Hearing) 8 (Flaws: Limited to Images of Himself) (16)
AE: "Ice Generation" Create Ice 6 (Feats: Innate) (13)
AE: Ice Snare 7 (21)
AE: Environment 2 (Cold 2) (4)

Flight 5 (60 mph) [10]

Offense:
Unarmed +9 (+3 Damage, DC 18)
Snare +8 (+7 Ranged Affliction, DC 17)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4, Fortitude +6, Will +6

Complications:
Motivation (Justice)- The Vision is a super-cop who fights crime in two dimensions.

Total: Abilities: 66 / Skills: 24--12 / Advantages: 5 / Powers: 44 / Defenses: 9 (136)

-The original Vision was a Timely Comics character that lasted for about three years in the 1940s, but pretty much vanished after that. I assume that Roy Thomas was inspired by him to create the modern Vision, given that I would bet MONEY that Thomas is and was the world's greatest expert on Golden Age super-hero comics. Vision is an alien cop from a dimension called Smokeworld, but decides to fight crime on Earth after talking to an Earth scientist. Nowadays, he lives in the sewers of New York City, taking care of a Cosmic Cube and allying with the Winter Soldier to take other Invaders survivors to rescue Namor on the Kree homeworld- his modern appearances can be counted on one hand, and include the time that Rick Jones summoned some Golden Age heroes so Roy Thomas could live out his obsessions at the end of the Kree/Skrull War, and another time in an early '90s Invaders issue (so he went thirty years without appearing, then another twenty).
-The Vision's powers are rather strange and appear mostly-unrelated to each other- he seems like kind of a Golden Age attempt to mimic how Superman sort of had a mish-mash of whatever power was needed sometimes.

VARGAS
Created By:
Chris Claremont & Salvador Larocca
First Appearance: X-Treme X-Men #1 (July 2001)
Role: Forgotten Villain
PL 11 (144)
STRENGTH
4 STAMINA 5 AGILITY 6
FIGHTING 15 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 8 (+12)
Deception 4 (+7)
Expertise (Business) 4 (+7)
Intimidation 3 (+6)
Perception 4 (+7)
Stealth 1 (+7)

Advantages:
Diehard, Benefit 4 (Wealth), Equipment 2 (Broadsword- Strength-Damage +3, Penetrating 4), Extraordinary Effort, Great Endurance, Improved Critical (Unarmed), Improved Critical (Sword), Improved Defense, Languages (a few), Startle, Takedown 2, Uncanny Dodge

Powers:
"Perfect Physical Specimen"
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
"Accelerated Healing" Regeneration 3 [3]
Immunity 2 (Poison, Disease) (Flaws: Limited to Half-Effect) [1]

Offense:
Unarmed +15 (+4 Damage, DC 19)
Broadsword +15 (+7 Damage, DC 22)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +16 (DC 26), Toughness +5, Fortitude +7, Will +7

Complications:
Motivation (Power)
Responsibility (Ego)- Vargas will be humiliated if proven inferio to anyone.

Total: Abilities: 90 / Skills: 32--16 / Advantages: 17 / Powers: 7 / Defenses: 13 (144)

-Vargas is the first villainous creation from Chris Claremont's vanity project, X-Treme X-Men (essentially, a book given to him after his X-Men run was a disappointment, meant for him to use all his Pet Characters to his heart's content while other writers had their OWN mediocre X-Men stories to tell). He waltzed in while the team were in Spain, beat the Beast into a living pulp (necessitating his much-hated "Cat Form" Mutation), then KILLED PSYLOCKE. This latter bit ended up kind of funny, as Claremont had wanted to resurrect her at the end of that story arc (as she was a HUGE favorite of his), but right then, Joe Quesada, the new Editor-In-Chief, instituted the "Dead Means Dead" policy in an attempt to keep death from becoming a bigger joke in comics. And so Claremont was STUCK with a dead Psylocke for a matter of YEARS- only later did Joey Q come up with a "better" idea- make death a FURTHER joke, but use it like a "Character Refresh" button, killing off guys in order to put a tired character on the shelf for a while, and so that they can make big bucks off of a "Resurrected Hero!" issue. See Storm, Johnny and Rogers, Steve.
-In any case, Vargas is essentially a Generic Evil Rich Guy, and also a master martial artist with a broadsword. He also carries one of Destiny's Diaries (the Maguffin of that series- the X-Men were on a quest to find the books, and keep them out of the hands of bad people, which included Xavier himself at this point). He got repeated wins over the X-Men (including impaling both Gambit & Rogue on his sword), until a furious Rogue finally beat the hell out of him. Having been proven inferior to another, Vargas went away. Later, another writer who didn't care about him had him killed off by Mister Sinister's agents, in Sinister's quest to remove all those who knew of future events.
-Vargas is apparently a "pure and legitimate Homo sapiens superior- the next step in human evolution". However, he is not a Mutant- just a perfect physical specimen like Captain America. He does well enough to get win after win over the X-Men until one final battle against a pissed-off Rogue, so I went with PL 11 with the Broadsword, PL 10.5 to Parry. He's exceptionally-dangerous on offense, but a good enough fighter can still thump him.

THE VISHANTI
Created By:
Stan Lee & Steve Ditko
First Appearance: Strange Tales #115
Role: Elder Evil, Super-Powered Entity
PL 19 (620)
STRENGTH
24 STAMINA 24 AGILITY 0
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 5 PRESENCE 6

Skills:
Deception 9 (+15)
Expertise (History) 8 (+16)
Expertise (Magic) 16 (+24)
Expertise (God) 9 (+17)
Insight 6 (+11)
Intimidation 13 (+19)
Perception 5 (+10)
Persuasion 6 (+12)

Advantages:
All-Out Attack, Artificer, Daze (Intimidation), Diehard, Fearless, Improved Critical (Godly Blasts) 4, Improved Hold, Last Stand, Power Attack, Ranged Attack 10, Ritualist, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal God"
Immunity 16 (Aging, Life Support, Fatigue Effects) [16]
Speed 2 (8 mph) [2]
Senses 7 (Detect Magic- Ranged 3, Acute & Analytical, Tracking By Magic) [7]
"Elder Entity" Immunity 20 (Mental Effects) [20]
"Speaks All Languages" Comprehend 3 (Languages- Speak & Understand) [6]
Flight 14 (32,000 mph) [28]
Movement 1 (Space Travel) [2]

"Nigh-Unkillable"
Impervious Toughness 29 [29]
Regeneration 14 (Feats: Regrow Limbs) [15]

"Variable Size"
Features 5: Increased Mass 5 [5]
Elongation 1 [1]

"Elder God"
Variable 17 (119) -- [123]
AE: "Godly Wave" Damage 18 (Extras: Area- 500ft. Cone +4) (90)
AE: "Godly Beam" Damage 18 (Extras: Area- 250ft. Line +4) (90)
AE: "Godly Storm" Damage 18 (Extras: Area- 250ft. Burst +4) (90)
AE: "Godly Blast" Blast 26 (Feats: Extended Range 4, Penetrating 14) (70)

"Empower Others" Variable 15 (Feats: Reversible) (Extras: Affects Others Only, Continuous) [121]

Offense:
Unarmed +12 (+24 Damage, DC 39)
Blast +12 (+26 Ranged Damage, DC 41)
God Attack Area +18 (+18 Damage, DC 33)
Initiative +0

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +24 (+15 Impervious), Fortitude +24, Will +14

Complications:
Motivation (The Defense of Earth)
Weakness (Trapped)- The Vishanti almost never travel to Earth directly.

Total: Abilities: 162 / Skills: 72--36 / Advantages: 26 / Powers: 365 / Defenses: 21 (620)

-The Vishanti are the three beings that deal most-often with Doctor Strange, and are often called upon by the Sorceror Supreme in order to cast his spells. Generally benevolent, they are the counterpoint to the endless supply of Super-Demons that afflict the Marvel Universe- Cyttorak, Satannish and more. Protecting Earth for centuries, they even wrote the Book of the Vishanti to counter Chthon's Book of the Darkhold. Briefly, they took their power boosts back from Strange when he refused to aid them in a centuries-long war- however, they took him back when his replacement turned out to be crazy, and put him back on Earth at the same time he'd left. The three beings typically only appear as glowing heads when in communication with mortals- it's believed that their true forms could break the human mind & body.
-The Vishanti are Elder God-level, though as they're good guys, they're almost never seen fighting, or being helpful. Generally they just yell and Doctor Strange, or advise him or something. This is just my "Elder God" Template with some new flavor in the Complications, as little is known about their true powers.

AGAMOTTO THE ALL-SEEING:
-Agamotto, the most commonly-seen and called-upon Vishanti member, is a great observer, and can pretty much see anything going on, anywhere, and see through all disguises. He often appears hostile or indifferent in order to teach those who call upon him more determination. He appears as the head of a big cat, with flaming eyes. Naturally, he is responsible for Dr. Strange's Orb of Agamotto, and once tried to take it back after Strange used it to aid Galactus.

HOARY HOGGOTH:
-Usually appears as an old, bald man with blue or purple skin, and multifaceted eyes. He is by far the most-mysterious of the group, and only appears with them.

OMNIPOTENT OSHTUR:
-Oshtur appears as a green or gold-skinned woman, often bald. She is an Elder Goddess born from the Demiurge, and observes many realms besides Earth. She is the mother of Agamotto, having birthed him from on one of her tears, when she felt greatly "moved" upon watching some children play.

Okay, the time has come once again to put up some options for the next set of builds I'll do. Please pick one of the following (REMEMBER: NO REQUESTS. REQUESTS WILL CAUSE DIABETES, CANCER, MY OWN TEARS, AND A PUBLIC REBUKING):

1) Street Fighter Builds: There's a new quartet of Challengers to the system, plus I can finally stat out Poison now that she's a proper fighter. And I REALLY want to look through my old builds and change some of the stuff around (namely any "Grab-Based" maneuvers, which are horribly-broken for low-strength martial artist types).

2) Archie Comics Builds: I've actually never built them for 3e AT ALL, which is surprising (just never got around to it, and it never scored too high in the votes). This would also see the first statline for Kevin Keller. This time, I'll even get around to the Explorers of the Unknown, Pureheart the Powerful and his Super-Teen friends, and more.

3) Teenage Mutant Ninja Turtle Builds: In keeping with the Transformers and other "Childhood-Themed Toyline Builds", to an extent. I'll put down the Movie versions first, then probably go on to the cartoon... INCLUDING all of those weird side-characters introducted in the toys! This will probably be the closest I ever get to doing "Blind Builds" (ie. builds of guys who exist as nothing but an image and thus "blindly" imagining their capabilities). So you'll see That Sumo Guy, The Camel Thing, and That Elephant Witch Doctor Who I've Never Heard Of Before.

Sadly, I've basically had to drop even ATTEMPTING builds for King of Fighters. I simply don't have the knowledge of the game required, and online research into what their friggin' moves are is basically impossible. Somebody else would literally have to do all the work in researching their abilities for me. I was trying to watch Playthroughs on YouTube, but even THAT isn't overly-helpful (1-on-1 fighters are naturally a lot easier to follow for a list of a guy's offense).

REMINDER: THESE THREE ARE YOUR ONLY OPTIONS. DO NOT ADD EXTRA OPTIONS. DO NOT JOKE ABOUT INCLUDING OTHER OPTIONS. DO NOT POUT ABOUT THE DISALLOWING OF EXTRA OPTIONS. FAILURE TO FOLLOW THESE RULES WILL RESULT IN SUPLEXES.

VENGEANCE (Lieutenant Michael Badilino)
Created By:
Howard Mackie
First Appearance: Ghost Rider #21 (Jan. 1992)
Role: Totally '90s Creation
Group Affiliation: The New York Police Department, The Midnight Sons
PL 12 (213)
STRENGTH
9 STAMINA -- AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Police Officer) 4 (+5)
Insight 1 (+2)
Intimidation 12 (+13)
Perception 3 (+5)
Vehicles 4 (+9) -- Flaws: Limited to Ground Vehicles

Advantages:
All-Out Attack, Daze (Intimidation), Diehard, Equipment 3 (Motorbike), Improved Critical (Chain), Improved Disarm, Improved Smash, Move-By Action, Power Attack, Ranged Attack 5, Startle, Takedown

Powers:
"The Penance Stare" Affliction 12 (Will; Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Feats: Incurable) (Extras: Perception Range +2, Extra Condition) (Flaws: Visual Sense-Dependent) (Quirks: Limited to Amount of Pain Target Has Caused -1) Linked to Blast 6 (Feats: Incurable) (Extras: Perception Range, Will Save) (Flaws: Visual Sense-Dependent) (Quirks: Same as Affliction) (54) -- [61]
AE: Soulfire Blast 8 (Extras: Will Save) (24)
AE: Hellfire Blast 8 (Feats: Penetrating 8) (24)
AE: "Chain" Blast 7 (Feats: Extended Reach, Accurate) (16)
AE: "Moving Chain" Damage 7 (Extras: Area- 60ft. Shapeable +2) (21)
AE: "Chain Snare" Snare 8 (Flaws: Limited to A Few Targets) (16)
AE: "Shuriken Chain" Blast 5 (Feats: Accurate 2, Extended Reach) (Extras: Multiattack) (20)
AE: "Detachable Body Spikes" Strength-Damage +1 (1)

Regeneration 4 (Feats: Regrow Limbs) [5]
Immunity 30 (Fortitude Effects) [30]
Protection 9 [9]

"Frickin' Sweet Ride"
Speed 8 (500 mph) (Flaws: Requires Bike) [4]
Movement 2 (Wall-Crawling, Water-Walking) (Flaws: Requires Bike) [2]
"Ride Through Flames" Damage 9 (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited to Movement Path, Requires Bike) [9]

Offense:
Unarmed +10 (+9 Damage, DC 24)
Body Spikes +10 (+10 Damage, DC 25)
Hellfire +10 (+8 Ranged Damage, DC 23)
Soulfire +10 (+8 Ranged Will Damage, DC 23)
Penance Stare -- (+12 Perception-Ranged Affliction & +6 Damage, DC 22 & 21)
Chain +12 (+7 Ranged Damage, DC 22)
Moving Chain +7 Area (+7 Damage, DC 22)
Chain Snare +10 (+8 Ranged Affliction, DC 18)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +9, Fortitude --, Will +5

Complications:
Involuntary Transformation (Ghost Rider)- Danny Ketch will transform into Ghost Rider any time he needs to punish the evil. Ketch's own stats are STR 1 & STA 3- the rest are the same.
Enemy (Deathwatch, Blackout)- Ghost Rider had a few recurring rogues- Blackout murdered his comatose sister.
Relationship (Johnny Blaze)- Blaze and Ketch became great allies during their ride as "Spirts of Vengeance", and later discovered they were long-lost brothers.
Power Loss (Penance Stare)- The Penance Stare, in addition to losing effect over innocent beings guilty of no wrongdoing, will not affect those under the influence of drugs, or those with more than two eyes (??). Nor will it work on soulless beings.

Total: Abilities: 56 / Skills: 24--12 / Advantages: 18 / Powers: 120 / Defenses: 7 (213)

-Vengeance is basically what happens when the writer runs out of ideas, and then goes "hey, y'know what our hero needs? A VENOM!" Basically, Howard Mackie created a guy who was essentially Ghost Rider, but MORE BAD-ASS, adding huge size, chains and junk, while also being an antagonist. Actually, I saw a picture of him and thought he was pretty sweet when I was a kid (I even made a supervillain with the same name, then called him "Revengeance" before deciding that was just too much... naturally, a Metal Gear Solid game would later use this name), so I wasn't ALWAYS the type to turn up his nose at all the over-the-top '90s stuff. And yes, Mackie is also the guy who F'd up Spider-Man so badly in the '90s as well.
-So Lt. Badilino here thought his family was killed by the demon Zarathos, and went out hunting Ghost Rider, even selling his soul to Mephisto for more power. Eventually discovering that Danny Ketch WASN'T Zarathos, he started teaming up with him and the rest of the Midnight Sons line. He stuck around for a fair bit, and of COURSE teamed up with Venom, but eventually took his own life after being driven insane (he wanted to protect innocents from himself). He ends up helping Noble Kale (the demon formerly possessing Danny Ketch) rule Hell, because later Ghost Rider stuff is weird. He is freed by Ketch, and aids in the destruction of Blackheart (the son of Mephisto). Badilino separates himself from the Vengeance entity, and returns to Earth. A later guy (a dude named Deputy Kowalski who had his hand eaten by a cannibal) gained Vengeance powers came later, but he was swiftly made a joke character alongside The Orb.
-Bios indicate that Vengeance had the EXACT SAME POWERS Ghost Rider did, which makes him a trifle dull. The only thing different is his detachable body spikes.

VARNAE
Created By:
Steve Perry & Steve Bissette
First Appearance: Bizarre Adventures #33 (Dec. 1982)
Role: The Original Vampire
PL 12 (247)
STRENGTH
8/12 STAMINA -- AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+12)
Deception 3 (+6)
Expertise (History) 10 (+13)
Expertise (Magic) 11 (+14)
Insight 4 (+7)
Intimidation 4 (+7, +8-10 Size)
Perception 4 (+7)
Stealth 2 (+6, +4 Size)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 6, Startle, Takedown

Powers:
"Super-Strong Vampire"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
Impervious Toughness 14 (Flaws: Not versus Wood, Fire, Silver or Holy Weapons) [7]
Regeneration 10 (Flaws: Source- Blood) [5]
Immortality 4 (Flaws: Not if Staked, Beheaded or Dealt With in Mystical Ways) [4]
Speed 5 (60 mph) [5]
Senses 2 (Low-Light Vision, Acute Scent) [2]

"Vampiric Flight" Flight 5 (60 mph) [10]
"Huge Size" Growth 2 (ST & Toughness +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Magical & Vampiric Might"
"The Lord of Vampires" Mind Control 14 (Flaws: Limited to Vampires From His Line) (42) -- [46]
AE: Mind Control 8 (Flaws: Limited to Animals, Limited to Wolves & Bats) (16)
AE: "Telepathy" Mental Communication 3 (15)
AE: Growth +4 (ST +6, +6 Mass, +3 Intimidation, -2 Dodge/Parry, -6 Stealth) (8)
AE: Shapeshift 4 (Flaws: Limited to Wolf, Bat, Mist & Man-Sized Bat) (24)

"The Vampire's Bite" Strength-Damage +1 Linked to Weaken Stamina 12 (Flaws: Grab-Based, Limited to 1 Rank Per Minute) Linked to Affliction 12 (Fort; Entranced/Compelled/Transformed to Vampire) (Extras: Cumulative) (Flaws: Grab-Based) [16]

Offense:
Unarmed +12 (+8 Damage, DC 23)
Growth +12 (+12 Damage, DC 27)
Vampire's Bite +10 (+9 Damage, +12 Weaken & Affliction, DC 24, 22 & 22)
Mind Control -- (+14 Perception-Ranged Affliction, DC 24)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude --, Will +9
"Greater Size" Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +14, Fortitude --, Will +9

Complications:
Weakness (Garlic, Sunlight, Fire)- Both are anathema to vampires, and will cause horrible pain. Direct sunlight will kill a vampire of any power level.
Weakness (Holy Symbols)- Witnessing or touching a Holy Symbol is painful to vampires, but only if the wearer belives. Varnae, however, is immune to any but the ones that precede his existence on Earth.
Weakness (Lack of Blood, Home Soil)- Though Immune to Fortitude Effects, Varnae can effectively starve to death if deprived of blood- he is even addicted to the substance. He may or may not have to stay in contact with his native soil.
Quirk (No Reflection)- Vampires do not cast reflections in any mirrored surface.

Total: Abilities: 56 / Skills: 40--20 / Advantages: 15 / Powers: 138 / Defenses: 18 (247)

-Varnae is an ancient being- both the original Vampire (he was an Atlantean sorcerer who transformed himself using the Darkhold), and the creator of Dracula himself. A giant, naked, pink, hunchbacked monstrosity (no "Sexy Vampire Lord", this guy), his enemies have been as separated-by-time as Conan the Barbarian and Johnny Blaze! He was a recurring threat in Conan the Barbarian and Dr. Strange, even committing suicide by sunlight after he tired of his eternal existence in the latter's book. However, he was brough back to life by the voodoo priestess Marie LeVeau... but ultimately met his end in Nightstalkers, having been blown up in the same explosion that took the lives of Hannibal King & Frank Drake. He reappears in Blade: Vampire Hunter, in which his spirit is shown to possess various vampires (such as Blade himself).
-Varnae is a different sort of Vampire- containing many of the usual characteristics, but at much higher levels, in addition to his great size and Magical power.

VANESSA FISK
Created By:
Stan Lee & John Romita
First Appearance: The Amazing Spider-Man #70 (March 1969)
Role: The Super-Villain's Non-Evil Wife
PL 0 (28), PL 2 (28) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Deception 3 (+6)
Persuasion 5 (+8)

Advantages:
Benefit 2 (Wealth- Wife of the Kingpin), Ranged Attack 2

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +3

Complications:
Relationship (Wilson Fisk- The Kingpin)- Vanessa is vocal in her dislike of her husband's criminal ways.

Total: Abilities: 20 / Skills: 8--4 / Advantages: 4 / Powers: 0 / Defenses: 0 (28)

-A nice bit of dramatic irony in the Spider-Man book was provided when we were introduced to Vanessa Fisk- the Silver Fox-ish wife of The Kingpin of Crime. Depicted as a more-ordinary woman who was against her husband's criminal ways, she gave a bit of humanity to the character, and created some drama. Eventually, she gave him an ultimatum: give up his life of crime and run away with her, or she would leave him. Wilson Fisk, proud giant of a man that he was, was forced to capitulate her her demands, and declared that "I am your slave!" and left the Spidey books for a good time.
-However, when the Kingpin was turned into an enemy of Daredevil, things started to change. Vanessa was kidnapped by Fisk's old rivals & associates, angry over his snitching on them to the authorities. And then, in a horrid turn of events, Fisk's OWN ALLY tried to murder her, bringing down an entire building so that the one thing holding the Kingpin back from returning to power in New York would be gone. With Vanessa presumed dead, the Kingpin went nuts on the NY underworld, killing dozens and taking power once more. He then murdered his subordinate after figuring out his part in things. Vanessa was eventually returned to Fisk by Daredevil (she'd been kidnapped by a sewer king), but she was institutionalized and vanished from comics for YEARS as a result- the character wasn't just holding the Kingpin back in CRIME- she was holding him back for the WRITERS, too.
-She didn't reappear until modern times, at which point she MURDERED HER OWN SON, after realizing that he was behind a murder attempt on the Kingpin. This act of cold brutality caused a psychological slide that culminated with massive organ failure. She tried to screw with Daredevil from her hospital bed (setting it up so that it looked like Foggy Nelson was dead and the Kingpin was responsible), but eventually died, leaving Fisk a broken man.
-As a character, Vanessa was often more of a means to an end- someone to make demands and thus control a man as powerful as the KINGPIN OF CRIME just through her whims. Less of a character and more of an archetype. Frank Miller used her in the same way, and shipped her out of the stories as soon as he had no more need of her. Hell, it wasn't until modern times that she really became much of a character, but then her time was short anyhow. Statistically, she's basically just a bystander who's probably okay with a gun (if she offed the Rose).

DALLAS RIORDAN (aka Vantage)
Created By:
Kurt Busiek & Mark Bagley
First Appearance: Thunderbolts #1 (1997)
Role: Government Liaison
Group Affiliations: The NYPD, The V-Battalion, Thunderbolts
PL 7 (98)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Athletics 5 (+7)
Deception 3 (+6)
Expertise (Police Officer) 2 (+5)
Expertise (Politics) 4 (+7)
Expertise (V-Battalion Agent) 4 (+7)
Insight 1 (+4)
Investigation 4 (+7)
Perception 3 (+6)
Stealth 2 (+6)
Technology 1 (+4)

Advantages:
Benefit (Rank- NYPD/V-Battalion/Mayor's Office), Equipment 3 (Gear, V-Wing Glider, etc.), Improved Aim, Improved Trip, Ranged Attack 3

Offense:
Unarmed +9 (+2 Damage, DC 17)
Sword +9 (+5 Damage, DC 20)
Throwing Knives +8 (+3 Ranged Damage, DC 18)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Relationship (Erik Josten- Atlas)- The two have an on-again, off-again relationship that's been poisoned by his initial lying to her about the Thunderbolts's intentions.
Disabled (Wheelchair-Bound)- Dallas is often left-crippled at various times. Drop her Agility down to -2, and lower all Physical Stats as well.

Total: Abilities: 64 / Skills: 32--16 / Advantages: 6 / Powers: 0 / Defenses: 12 (98)

-Dallas Riordan was the "Civilian Buddy" of the Thunderbolts- a somewhat necessary type of character to act as a "go-between" for superheroes and the government. In her case, she was an aide to the mayor of New York City, and thus somewhat important to a team that was operating in the Baxter Building (at this point, the T-Bolts were the ONLY major, public super-team, as the Avengers & FF had died in the "Onslaught" thing). In a twist, she ended up dating Atlas, but unfortunately took the fall when the team were outed as being the Masters of Evil in disguise. Having lost her job, she ended up with the V-Battalion (which was formed by a group that included her paternal grandfather), which sent her against Baron Zemo and others. However, she left the group when they ordered her to assassinate some "compromised" agents which included Henry Peter Gyrich. Though few people would have MOURNED his passing, it was technically wrong in this case, and so she warned the T-Bolts of her new bosses' plans.
-Following this, she was crippled in a fight with the Crimson Cowl (Justine Hammer version), and began getting visitations from Atlas, her now-deceased ex. Atlas was channelling his ionic powers through Dallas, allowing her a powered-up, non-crippled form. Eventually, Atlas returned for realz, but Dallas retained some power of her own, and thus she joined the Thunderbolts. Eventually, the group fell apart, she & Atlas broke up again, and she took a job for Homeland Security... then ended up re-crippled when Atlas tapped back into his ionic powers again. That's one hell of a "Back To Basics Syndrome", right there- it's like the universe is conspiring to keep her in a wheelchair!
-Dallas is a solid fighter (this is using her V-Battalion gear), but isn't much that a superhuman would struggle against until she gained a variety of super-powers later. When Atlas empowered her, she had Blast 10 (Split), Force Field 10 & Flight 7, gaining 35 points.

VAMPIRE TEMPLATE
PL 6 (65)
STRENGTH
6 STAMINA -- AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 4 (+4)
Perception 4 (+4)

Advantages:
Fast Grab, Startle

Powers:
"Super-Strong Vampire"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
Impervious Toughness 10 (Flaws: Not versus Wood, Fire, Silver or Holy Weapons) [5]
Regeneration 6 (Flaws: Source- Blood) [3]
Immortality 4 (Flaws: Not if Staked, Beheaded or Dealt With in Mystical Ways) [4]
Speed 3 (16 mph) [3]
Senses 2 (Low-Light Vision, Acute Scent) [2]

"The Vampire's Bite" Strength-Damage +0 Linked to Weaken Stamina 6 (Flaws: Grab-Based, Limited to 1 Rank Per Minute) Linked to Affliction 6 (Fort; Entranced/Compelled/Transformed to Vampire) (Extras: Cumulative) (Flaws: Grab-Based) [8]

Offense:
Unarmed +6 (+6 Damage, DC 21)
Vampire's Bite +6 (+6 Damage, +6 Weaken & +6 Affliction, DC 24, 16 & 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +6, Fortitude --, Will +1

Complications:
Weakness (Garlic, Sunlight, Fire)- Both are anathema to vampires, and will cause horrible pain. Direct sunlight will kill a vampire of any power level.
Weakness (Holy Symbols)- Witnessing or touching a Holy Symbol is painful to vampires, but only if the wearer belives.
Weakness (Lack of Blood, Home Soil)- Though Immune to Fortitude Effects, They can effectively starve to death if deprived of blood- and are usually addicted to the substance.
Quirk (No Reflection)- Vampires do not cast reflections in any mirrored surface.

Total: Abilities: 24 / Skills: 8--2 / Advantages: 2 / Powers: 31 / Defenses: 6 (65)

-I've never quite understood the full obsession the world has with vampires, and it's not really a thing I care about. It's like... "oh they're so dark and sexy", but I just can't get past the whole DRINKING BLOOD thing. I mean... that's DISGUSTING! Not to mention unsanitary. Plus everyone goes all "Anne Rice" with them, and I can't get into that. And, as I've said before, I actively despise the Horror genre for the most part, so there's little chance I'll ever get into vampires in general. Something best left for others, I suppose- I don't mind that the genre EXISTS, but I can live without it. Or just have it dealt with in a different sort of way (Buffy the Vampire Slayer is more of an Action/Adventure show with Teen Drama, for example).
-In any case, Marvel's Vampires have had a big roundabout as a concept. The "Comics Code" introduced in the 1950s flat-out banned all monsters like vampires, werewolves, zombies, etc. thanks to a profusion of Horror Comics freaking out parents, and so we went DECADES without seeing them. Some testing of the waters with stuff like "Morbius the Living Vampire" or John Jameson becoming the "Man-Wolf" was done in the 1970s, before Tomb of Dracula and other horror books came flying out once more. Unfortunately, most of them aside from Dracula's own title didn't do that well (Werewolf By Night and Zombie are totally obscure- the spin-off character Moon Knight is far more successful than Jack Russell, for example), and largely vanished without a trace. But the success of Tomb led to a LOT of Vampire characters popping up in the Marvel U.
-As a "species", they came about 15,000-ish years ago as a result of the Atlantean Priest Varnae used the Book of the Darkhold, and had himself transformed into a powerful monster. For thousands of years he was their ruler, before ceding the position to Vlad Tepes- a Vampire he himself had "sired!" Tepes of course became Dracula, the most famous Vampire of all time. At one point, all Vampires had been destroyed thanks to another spell within the Darkhold, but such a cash-cow would not be taken out of the sandbox for long- soon the spell would be undone, and we'd have thousands of vampires again. Though their heyday has come and gone in comics (Tomb of Dracula hasn't been a thing for years, and despite the popularity of the movies, Marvel has consistently been unable to make Blade a big seller), you'll still see them brought out of the woodwork, if only as Mooks or as a sudden change in Jubilee or something. Marvel attempted to "revamp" (hee hee) their vampires in 2010 by introducing "Sects" of them, each extremely different from the others and prone to their own archetypes... but it REALLY comes off like the writer just read Vampire: The Masquerade and decided to rip it off completely (there's even a "Nosferatu Sect"). Also it's a giant Retcon that's impossible to merge with the hundreds of Vampire-themed issues that came before (you'd think Hannibal King or DRACULA would have mentioned this before).
-Various famous Marvel Vampires include Dracula himself, Varnae (as I mentioned, the first among them), Baron Blood (a Captain America/Invaders foe, and his successors), Hannibal King (a "Good Vampire" type who fights supernatural evil), Blade (a "Half-Vampire", as his mother was bitten while he was in the womb), and most-recently, the X-Men's Jubilee (in a "let's give Jubilee something to do besides being dated... Hell, I dunno, make her a Vampire or something" plot twist).
-Marvel Vampires are pretty much a solid "Greatest Hits" of Vampire Traits- they're super-strong, fast, and are created when another vampire bites them. They have the fangs, blood-drinking and general "Lack of a Stamina Score", too. A great many of them can utilize Mind Control, Hypnosis, Flight and turning into stuff like wolves, mist & bats. PL 6 for a baselind Mook is nothing to sneeze at- even the minions of major Vampires pack a punch.

VINDICATOR (Heather MacNeil Hudson, aka Guardian II)
Created By:
John Byrne & Chris Claremont
First Appearance: The Uncanny X-Men #139 (Nov. 1980)
Role: Unwilling Team Leader, Nerdy Girl, Flying Blaster
Group Affiliations: Alpha Flight, Department H
PL 10 (175)
STRENGTH
0/7 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Close Combat (Unarmed) 1 (+7)
Deception 6 (+7)
Expertise (Computers) 2 (+3)
Expertise (Current Events) 4 (+5)
Insight 4 (+6)
Intimidation 4 (+5)
Investigation 3 (+4)
Notice 5 (+7)
Persuasion 7 (+8)
Ranged Combat (Blasts) 2 (+8)
Stealth 4 (+6)
Vehicles 4 (+6)

Advantages:
Improved Aim, Improved Initiative, Inspire, Interpose, Leadership, Luck, Move-By Action, Power Attack, Ranged Attack 6, Teamwork

Powers:
"Guardian Battlesuit" (Flaws: Removable) [92]
Enhanced Strength 7 (14)
Protection 6 (6)
Flight 8 (500 mph) (16)
"Cybernetic Link" Communication (Electronic) 2 (8)
"Computerized Senses" Senses 11 (Infravision, Direction Sense, Radar- Accurate Radius, Sonar- Ultrasonic Hearing- Accurate, Detect Energy- Acute) (11)

"Super-Powerful Energy Field"
Force Field 4 (Extras: Impervious 9) (13)
Enhanced Advantages 2: Withstand Damage, Ultimate Toughness Save (2)

"Electro-Magnetic Blast" Blast 12 (Feats: Split, Improved Critical) (Extras: Penetrating) (38) -- (44)
AE: "Concussion Wave" Damage 10 (Extras: Area- 60ft. Cone, Penetrating) (30)
AE: "Plasma Funnel" Snare 10 (Flaws: Limited to One Target) (20)
AE: "Graviton Beam" Move Object 9 (18)
AE: "Flare" Dazzle Visuals 10 (20)
AE: "Ultrasound Beam" Dazzle Hearing 10 (20)
AE: "Shunt- Suspend Position to the Earth's Rotation" Flight 6 (total 14: 32,000 mph) (Flaws: Limited Uses) (6)
-- (114 points)

Offense:
Unarmed +7 (+0 Damage, DC 15)
Unarmed Suit +7 (+7 Damage, DC 22)
Energy Blasts +8 (+12 Ranged Damage, DC 27)
Dazzles & Funnel +10 (+8-10 Ranged Affliction, DC 18-20)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2 (+8 Suit, +13 Force Field), Fortitude +6, Will +7

Complications:
Relationship (James MacDonald Hudson)- Mac & Heather have been married for years, despite the fact that he keeps dying. They remain close, despite Wolverine's crush on Heather, and the fact that Madison Jeffries was with her after Mac died the first time.
Relationship (Madison Jeffries)- Heather & Madison were actually engaged for a time, but she hooked back up with Mac, and he went with Diamond Lil.
Responsibility (Department H, Canadian Government)- Heather gets stuck as a government stooge a lot of the time, being the sometimes-leader of the team.

Total: Abilities: 28 / Skills: 46--23 / Advantages: 15 / Powers: 92 / Defenses: 17 (175)

-Heather Hudson was introduced as a "Woman From Logan's Past" (WAY before that ever became a giant cliche, too!)- in this case, an old friend who was married to his pal/boss, James "Mac" Hudson. John Byrne, her creator, had always intended her to be a "Homebase" kind of character, and lead the team from behind the scenes once her husband died (Byrne offed Guardian, viewing him as a one-note generic character), and hated it when the next writer on the book immediately threw her into a pair of super-tights and had her lead the team on the front lines ("that was such a cliche, I thought"). But of course that's the kind of thing that usually happens in comics- never mind that she was totally unqualified to be a field leader (she was a SECRETARY!).
-Heather, as Vindicator (one of many X-related characters & things to adopt an plane's name) ended up leading Alpha Flight for MUCH longer than Mac ever did, bringing it through many years of storylines. It turned out that she was one of many "taken" women that Logan had fallen in love with (dude has a type. That type is "women who are married/engaged/in love with someone else"). Initially, her character was more or less an "I'm in way over my head here, so my reaction to problems will be to order everyone around and be mean", but she more or less grew into the job after a point (one of a handful of Female Team Leaders in the '80s- joining Storm & Monica Rambeau). Unfortunately, as Alpha Flight was always a bottom-tier team, that didn't amount to much, and then GUARDIAN returned anyways!
-At this point, Heather becomes Guardian, and eventually she & Mac have a daughter. However, this was near the end of AF's run, and so they were cast into Marvel Limbo shortly thereafter. Mac was temporarily turned into a "barely above teenager" in a relaunched book, leading to some awkwardness with his adult wife (though really, both looked like perfect physical specimens anyways, so it's not like he was MILFhunting). Unfortunately, the Alpha books have been in a death-spiral over the past two decades- that relaunch failed pretty badly, and then the team was killed off by a collectively-empowered being (with the abilites of all of the Mutants who'd been de-powered on M-Day) in a move so casual that other characters even JOKED about it (Spider-Man: "Oh my God. He Alpha Flighted them."). Of course, this was undone pretty well immediately during Chaos War, and the whole team returned for ANOTHER relaunch... which also failed. It had amazing art, and strong early sales led to the "Limited Series" becoming an ongoing... but another spiral downwards led to that decision being reversed, and Heather's "temporarily brainwashed by the Evil Canadian Dictatorship" arc didn't go very far- she was acting out of character for the entire thing thanks to that, and so we probably saw less of her than of any of her teammates in the arc. She hasn't been seen in years.
-I kind of view Heather as probably the best all-around character in Alpha Flight's run, though I prefer a couple other characters based off of the strength of their concepts and costumes (Snowbird looks SO COOOOOOOOOOOOLLLLLL!!!). The sad thing is, even though she was leader for almost the entirety of the comic book's first run, MAC is the "Iconic Team Leader" in most people's eyes, and so his similarly-powered & costumed wife is almost always pushed to the second half of "Guardian and---". This is a continual problem for Alpha Flight, as the early squad split apart pretty quickly and added new members... but it's only John Byrne's original grouping that people remember with any level of fondness. Alpha Flight books always suffer from this "iconic, but actually kind of unpopular" roster problem, as two relaunches have failed with "All-New, All-Different!" teams, but the relaunched "Mostly the guys you remember!" team failed as WELL. Essentially, people will reject any of the newbies outright as "Not Proper Alpha Flight", but then not actually buy the PROPER Alpha Flight's book either!
-Heather stats up pretty much like Mac does, but is less strong in her basic form and easier to damage with a weaker Force Field, but makes up for it with greater maneuverability higher power with her Blasts (she's broken a LOT more stuff than Mac ever seemed to).

For her later run while Mac was ALSO on the team, she wore this power armour, resulting in a slightly more expensive build:

"Vindicator Geothermal Battlesuit" (Flaws: Removable) [96]
Enhanced Strength 7 (14)
Protection 6 (6)
Flight 8 (500 mph) (16)
"Cybernetic Link" Communication (Electronic) 2 (8)
"Computerized Senses" Senses 11 (Infravision, Direction Sense, Radar- Accurate Radius, Sonar- Ultrasonic Hearing- Accurate, Detect Energy- Acute) (11)

"Super-Powerful Energy Field"
Force Field 4 (Extras: Impervious 9) (13)
Enhanced Advantages 2: Withstand Damage, Ultimate Toughness Save (2)
Immunity 5 (Heat Damage) (5)

"Ash Blast" Blast 8 Linked To Affliction 8 (Fort; Impaired/Disabled/Incapacitated) (Extras: Ranged, Cumulative) (40) -- (44)
AE: "Lava Blast" Blast 12 (Feats: Split, Improved Critical) (Extras: Penetrating) (38)
AE: "Lava Geysers" Blast 10 (Feats: Indirect 1- From Below) (Extras: Area- 30ft. Cylindar) (31)
AE: "Cool Spring Water Mist" Environment 2 (Cold, Impede Movement, Visibility) (6)
AE: "Heat-Absorbing Blast" Absorption 12 (24)
-- (119 points)

ZOMBIE (Simon William Garth)
Created By:
Stan Lee & Bill Everett
First Appearance: Menace #5 (July 1953)
Role: Monster
Group Affiliations: The Howling Commandos
PL 9 (75)
STRENGTH
7 STAMINA -- AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -3

Skills:
Close Combat (Unarmed) 4 (+10)
Intimidation 12 (+9)

Advantages:
Fast Grab, Improved Critical (Unarmed), Improved Hold, Startle

Powers:
"The Undead"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
Regeneration 6 (Feats: Regrows Limbs) [7]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +4

Complications:
Relationship (Layla & Papa Doc Kabel)- The two Kabels controlled Garth in his initial Zombie state, and he remained loyal to them.
Weakness (The Amulet of Damballah)- The wielder of the amulet (he wears a duplicate around his neck) can usually control the Zombie's actions. Only extreme commands (such as killing his loved ones) can break the Amulet's control over him.

Total: Abilities: 2 / Skills: 16--8 / Advantages: 4 / Powers: 45 / Defenses: 16 (75)

-The Zombie was a Horror Comic character from Marvel's "Atlas Comics" days in the 1950s, before the Comics Code came about and wiped Horror Comics from the map. He was an unlikely character to be revamped, but sure enough, the 1970s "Second Horror Boom" saw Tales of the Zombie released in 1973. Roy Thomas and Steve Gerber co-scripted the first issue, and Gerber took over the series, so of course it was probably at least pretty-good, in addition to VERY weird. The book only lasted nine issues over the course of two years, as the "Horror Boom" really wasn't THAT big of a deal overall, and the character largely vanished into obscurity. His appearances are few and far between, typically separated by many years.
-Simon Garth was a workaholic Coffee Executive who was sacrificed by a gardener that he had fired, in a voodoo ritual. However, Layla Kabel, the priestess preciding over the ceremony recognized him as the man she was in love with, and, unable to rescue him, casts a DIFFERENT ritual- one that binds his will to that of the holder of a magical amulet. Garth's corpse is thus transformed into a semi-mindless, undead zombie... but a different KIND of one. Finally sent to his resting place after Layla and her father allow him one day as a normal man to see his daughter married and his life set in order, Garth dies.
-Except he's later revived by Calypso (of Kraven/Spider-Man fame), and she attempts to control him. However, he is able to resist, and fights her in order to save the soul of Papa Doc Kabel. After this, he appears in a smattering of books, and features in Marvel Zombies 4, where the Earth-616 Garth attempts to fight the zombie plague of the "Zombies" Earth, and he later join's Agent Coulson's "Howling Commandos". A few stories featuring a similar character are under the Marvel: MAX imprint as well, but are out of continuity.
-The Zombie is a low-end Mini-Powerhouse type of hero- a near-mindless grappler who probably can't take out many super-heroes. His mindlessness, and the simplicity of his power-set, makes for a VERY cheap PL 9 build.

THE ARABIAN KNIGHT (Abdul Qamar)
Created By:
Bill Mantlo & Al Migrom
First Appearance: The Incredible Hulk #257 (March 1981)
Role: Racial Stereotype
Group Affiliations: The Desert Sword (unwillingly)
PL 9 (117)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 3 (+6)
Athletics 2 (+5)
Close Combat (Scimitar) 1 (+11)
Expertise (Muslim Defender) 6 (+7)
Insight 2 (+4)
Intimidation 2 (+4)
Investigation 2 (+4)
Perception 4 (+6)
Ranged Combat (Weapons) 4 (+10)
Stealth 2 (+5)

Advantages:
Accurate Attack, Defensive Roll, Improved Critical (Scimitar), Improved Defense, Improved Disarm, Improved Trip, Power Attack, Quick Draw, Ranged Attack 6

Powers:
"Mental Control Over Devices" Move Object 1 (Extras: Perception Range) (Flaws: Limited to His Devices) [2]

"Golden Scimitar" (Feats: Unbreakable, Restricted to Abdul 2) (Flaws: Easily Removable) [11]
Strength-Damage +4 (Feats: Improved Critical, Triggered- If Used By Another) (Flaws: Penetrating 8) (14) -- (15 points)
AE: Force Blast 7 (14)

"Belt Sash" (Feats: Unbreakable) (Flaws: Easily Removable) [8]
Snare 6 (Flaws: Limited to One Target) (12) -- (13 points)
AE: "Sash Whip" Strength-Damage +0 (Feats: Reach 8) (8)

"Flying Carpet" (Feats: Unbreakable) (Flaws: Easily Removable) [8]
Flight 6 (120 mph) (Extras: Affects Others) (Flaws: Platform) (12) -- (13 points)
AE: "Gets in the Way" Enhanced Dodge 2 & Parry 1 (3)

Equipment:
"Sword" Strength-Damage +3 (Feats: Improved Critical) (4)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Scimitar +11 (+7 Damage, DC 22)
Sash Snare +10 (+6 Ranged Affliction, DC 16)
Force Blast +10 (+7 Ranged Damage, DC 22)
Initiative +3

Defenses:
Dodge +10 (+12 Carpet, DC 22), Parry +10 (+11 Carpet, DC 21), Toughness +3 (+4 D.Roll), Fortitude +5, Will +5

Complications:
Relationship (Wives and Sons)- Abdul is a devoted father, and a husband to more than one woman. If they are threatened, he will often engage in acts he finds evil.
Responsibility (Muslim & Saudi Arabian Hero)- As one of the few Arabic super-heroes, Abdul is a symbol, and often toes the "official" line. He had an immediate distrust for Sabra, the "Jewess" heroines of Israel.

Total: Abilities: 48 / Skills: 28--14 / Advantages: 14 / Powers: 29 / Defenses: 12 (117)

-The first Arabic or Muslim superhero pretty much ever, he's pretty much like all of the Contest of Champions creations (though he debuted in the Hulk's book as a sometime ally) in that he's a giant charicature based off of a standard Ethnic Stereotype and the first thing you can think of regarding his culture: He flies around on a carpet, wears a turban, has multiple wives, wields a Scimitar, and hates that "Jewess" Sabra.
-Okay, so TECHNICALLY the Arabian Knight is no more stereotypical than say, a Cowboy Hero to the U.S., or a Knight-themed hero in England. BUUUUUUUUUUUUUUTTTTTTTTT of course those usually aren't the ONLY respective heroes of their counties! So it's a bit silly when the ONLY hero of Saudi Arabia is a guy straight out of Arabian Knights. It makes Marvel's international scene look like the United Nations scene in the first Austin Powers movie, f'r God's sake.
-Abdul Qamar is the descendant of a lengedary Muslim hero who died facing the demons Gog & Magog. When a pesky archaeologist accidentally let them out of their tomb, Abdul found his ancestor's weapons, and re-sealed them with some help from the Hulk (who seems to have been doing an "International Journey" thing in his book). He appeared in the aformentioned Contest, expressing his disgust for teaming up with the Israeli Mutant Sabra (who responded with equal sentiments towards the polygamistic Arab). At least his team won... and he wasn't as bad as Defensor. Years later, he reappeared as an agent of The Pantheon (again from the Hulk's book), and was forced into serving the Desert Sword (a group of Middle Eastern-themed villains), who fought Freedom Force over a German physicist who was trapped in a then Gulf War-ridden Iraq. Pretty much the entire team jobbed hard, with the Knight being stabbed BY HIS OWN SWORD at the hands of The Blob. This last bit was later retconned as him "posing" as a member of the team (which makes no real sense)- the initial comic said that his wives and children had been held hostage to force him to serve at the hands of the Iraqi government.
-Abdul was killed when Humus Sapien drained the life of a huge group of people, and pretty much forgotten. A second Arabian Knight appeared in a Black Panther comic, as part of an international attempt to invade Wakanda- he was one of many beaten back by the Black Panther & Storm, and he's never reappeared. Of course, both have since been far-eclipsed as "Marvel's Most Prominent Muslim Superhero", by a certain Kamala Kahn.
-A PL 9 with a PL 8's points total, which seems about right. He's a good swordsman, but is really ONLY good at that- his other attacks are much weaker. He's still pretty versatile, though, with a Snare and a Blast attached to various weapons. All his weapons are Unbreakable, and he can mentally control any of them (I decided to go with a Limited Psychokinesis effect on them- 100 lbs. is enough for all three items). The Carpet's a nifty little piece of work, in that it can fly him around, catch him if he falls, or get in the way if he's attacked- it gives him high Dodge and a pretty good Parry for a guy who's mainly a Jobber. With Power Attack, he can do a lot of damage, and he's kind of a Mini-Black Knight.

THE ARABIAN KNIGHT III (Navid Hashim)
Created By:
Christos Gage & Mike Perkins
First Appearance: Union Jack #1 (Nov. 2006)
Role: Racial Stereotype
Group Affiliations: None
PL 9 (118)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 3 (+6)
Athletics 5 (+7)
Close Combat (Scimitar) 1 (+9)
Expertise (Soldier) 5 (+7)
Insight 2 (+4)
Intimidation 2 (+4)
Investigation 2 (+4)
Perception 4 (+6)
Stealth 2 (+5)

Advantages:
Close Attack, Improved Critical (Scimitar), Improved Defense, Power Attack, Quick Draw, Ranged Attack 6

Powers:
"Golden Scimitar" (Feats: Unbreakable, Restricted to Abdul 2) (Flaws: Easily Removable) [11]
Strength-Damage +4 (Feats: Improved Critical) (Flaws: Penetrating 8) (14) -- (15 points)
AE: Force Blast 7 (14)

"Belt Sash" (Feats: Unbreakable) (Flaws: Easily Removable) [8]
Snare 6 (Flaws: Limited to One Target) (12) -- (13 points)
AE: "Sash Whip" Strength-Damage +0 (Feats: Reach 8) (8)

"Unbreakable Fabric Fatigues" (Flaws: Removable) [13]
Protection 7 (Extras: Impervious 9) (16 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Scimitar +9 (+7 Damage, DC 22)
Force Blast +8 (+7 Ranged Damage, DC 22)
Snare +8 (+6 Ranged Affliction, DC 16)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+10 Fatigues), Fortitude +5, Will +5

Complications:
Unknown

Total: Abilities: 52 / Skills: 26--13 / Advantages: 11 / Powers: 32 / Defenses: 10 (118)

-So with Abdul dead, and everyone ignoring that other, unnamed guy, a NEW Arabian Knight appeared in the Union Jack comic (the one that was basically "HEY IT'S JACK STAFF BUT NOT" judging by the covers). He teams up with the Red Hulk & Machine Man in Sharzad, leading them to a bad guy's palace. It turns out he was leading them into a trap, and the REAL Arabian Knight was locked inside a crystal- he fights his way free and saves the day. This guy's main schtick is that he dropped the "silly" bits like the Flying Carpet & Sash, and wove the indesctructible fabrics into his uniform, making Super-Fatiques. Of course... this just makes him look like he dropped ONE Arabic Stereotype for ANOTHER, because now he's just a beareded guy in fatigues.

VELOCIDAD (Gabriel Cohuelo)
Created By:
Matt Fraction & Kieron Gillen
First Appearance: The Uncanny X-Men #527
Group Affiliations: The Lights, X-Students
Status: Alive
Role: Latino Ladies' Man, Speedster
PL 8 (112)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 4/10 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Athletics 3 (+5)
Close Combat (Unarmed) 1 (+5/+11)
Deception 1 (+4)
Expertise (Pop Culture) 3 (+3)
Perception 2 (+3)
Persuasion 2 (+5)

Advantages:
Equipment (X-Student Uniform- Communications, Protection +1), Improved Disarm, Improved Trip, Ranged Attack 2, Set-Up, Teamwork, Uncanny Dodge

Powers:
"Mutant Powers: Localized Time Disruptions"
"Simulation of Super-Speed"
Speed 7 (250 mph) [7]
Quickness 8 [8]
Enhanced Advantages 4: Evasion, Improved Initiative 3 [4]

Enhanced Fighting 6 [12]
Enhanced Dodge 6 [6]

"Attack Everyone in Range" Strength-Damage +3 (Extras: Area- 30ft. Burst 5, Selective 5) (13) -- [14]
AE: "Rapid Attack" Strength-Damage +3 (Extras: Multiattack 5) (8)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Increased Time +12 (+2 Damage, DC 17)
Rapid Attack +12 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +6 (+12 Increased Time, DC 20-22), Parry +6 (+12 Increased Time, DC 16-22), Toughness +3, Fortitude +5, Will +4

Complications:
Relationships (Hope, Pixie)- He's gone on dates with both, basically dumping Hope to date Pixie.
Disabled (Rapid Aging)- Velocidad's powers to speed up time causes him to age rapidly- he fears he will soon die, and tries to live life to the fullest to make up for it.

Total: Abilities: 36 / Skills: 12--6 / Advantages: 10 / Powers: 51 / Defenses: 9 (112)

-This guy might have one of the worst code-names I've ever heard, at first glance- "Velocidad" sounds like something a deliberately-goofy father would name himself in a Comedy Book. It makes sense in Spanish (it means "Speed"), but just reading it I thought it was a joke. He's one of "The Lights"- the new Mutants gaining their powers after the birth of Hope Summers, and sort of acted like a "new class" of X-Students. For stats, he gets a modified version of a Speedster-build- his power is unique in that he's really slowing down TIME for other people- not moving quickly himself! This means that he can't do some Speedster stuff (Wall or Water Running, for example), but can still punch everyone in range, and is really hard to hit.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Marvel- X

Post by Jabroniville »

X:
X-23
---
Xandu
Xanto Starblood
Xavin
---
The X-Cutioner
---
Xemnu the Titan
Xenith/Strontian
---
Xorn
Xorr the God-Jewel
---
X-Ray
---
X.S.E. Officers
---
X.U.E. Officers


Marvel Comics: The Letter "X":

-"X" is one of the least-used (third-least, in fact) and least-necessary letters in the English language- it's basically pronounced like either "ks", "gs", or "z", and is essentially an extra letter. Very few words start with it, either. However, it has uses elsewhere- it features heavily in the anglicization of names from East Asia & Greece, it's used CONSTANTLY as an unknown in algebra (and in many names, like Malcolm X and The X-Files), it's used in Roman Numerals heavily as a stand-in for "ten", and it features as a shortened form for words like "cross" and "Christ".

Despite all of that, however, it's come to be the most-important letter in the Marvel Universe. All because a third-tier team from 1960s comics suddenly got WAY more popular with the introduction of Chris Claremont & Dave Cockrum to their lore, and soon everything in Marvel was coming up "X". Initially it was JUST the X-Men, but soon we had X-Factor- then they changed The New Mutants to X-Force. The '90s saw a FURTHER conflagration of names like that, and numerous cross-overs (The X-Tinction Agenda and The X-Cutioner's Song, namely). Even guys like Adam-X, Skrull-X, Predator X & Mister X would come about. Very few CHARACTERS use it to start their names, however, making this one of the quickest sections to cover. Basically a handful of generic, forgettable guys.

Most-important is easily X-23 (the new Wolverine), but after that... I dunno- Xemnu the Hulk enemy? Xorn? And maybe Xavin from The Runaways? Not a lot to go on here. I guess X-Man would count, but he's really just called "Nate Grey" 90% of the time.

Old Builds:
X-Students Template
Xenith (Shi'ar Imperial Guard)
The X-Cutioner (failed '90s character)

Anyone from a team I've never statted (like X-Statix or X-Men 2099) will have to wait until I feel like doing a set of those dinks :).



GENERIC X-STUDENT TEMPLATE
Created By:
Various
First Appearance: Various
Group Affiliations: X-Students
Status: xxxxxx
Role: xxxxxxx
PL 3 (24)
STRENGTH
0 STAMINA 1 AGILITY 1
FIGHTING 4 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Pop Culture) 2 (+2)
Deception 2 (+2)

Advantages:
Equipment (X-Student Uniform- Communications, Protection +1), Ranged Attack 2

Powers:
"Mutant Powers: xxxxxxxx"

Offense:
Unarmed +4 (+0 Damage, DC 15)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +1, Fortitude +1, Will +2

Complications:
xxxxxxxx

Total: Abilities: 14 / Skills: 4--2 / Advantages: 3 / Powers: 0 / Defenses: 5 (24)

-This is the standard-issue Template I used for various X-Men Students- usually the ones who were just a name and a set of powers, and nothing else. I figured the X-Men's training was substantial enough to allow even a teenage to hit PL 3 alone, with powers putting them slightly above.

XENITH (aka Strontian)
Created By:
Mark Gruenwald & Scot Eaton
First Appearance: Star Masters #1 (Dec. 1995)
Race: Strontian
Role: Supermanalogue With Boobs
Legionnaire Basis: Supergirl
Group Affiliations: The Praetorians, The Cosmic Commandos, The Star Masters
PL 14 (258)
STRENGTH
17 STAMINA 17 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+11)
Deception 4 (+4)
Expertise (Space Character) 4 (+4)
Intimidation 12 (+12)
Investigation 3 (+3)
Perception 5 (+5)
Technology 4 (+4)

Advantages:
All-Out Attack, Benefit (Imperial Guard), Daze (Intimidation), Diehard, Extraordinary Effort, Great Endurance, Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Hold, Improved Initiative, Power Attack, Ranged Attack 6, Startle, Withstand Damage

Powers:
Immunity 11 (Aging, Life Support) [11]
Power-Lifting 4 (50,000 tons) [4]
Impervious Toughness 9 [9]
Flight 14 (32,000 mph) (Feats: Dynamic) (29) -- [31]
Dynamic AE: Quickness 10 (Feats: Dynamic) (11)

Movement 1 (Space Travel 1) [2]
"Super-Vision" Senses 6 (Microvision 2- Cellular Sized, Vision Penetrates Concealment) [6]

"Heat Vision" Blast 14 (Feats: Penetrating 7) (35) -- [39]
AE: "Groundstrike" Affliction 13 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 13 (Extras: Area- 60ft. Burst) (Flaws: Limited to Objects) (17)
AE: "Shockwave" Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Both Grounded) (12)
AE: "Super-Breath" Move Object 8 (Extras: Area- 60ft. Cone) (16)
AE: "Freeze Breath" Snare 11 (33)

Offense:
Unarmed +11 (+17 Damage, DC 32)
Shockwave +12 Area (+12 Damage, DC 27)
Heat Vision +10 (+14 Ranged Damage, DC 29)
Freeze Breath +10 (+11 Ranged Affliction, DC 21)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +17, Fortitude +17, Will +5

Complications:
Power Loss (All Powers)- Strontians will lose all power if their convictions or confidence fails. Xenith was once badly hurt because a telepath convinced her that she was in trouble.
Weakness (Rare Radiation Type)

Total: Abilities: 100 / Skills: 34--17 / Advantages: 20 / Powers: 102 / Defenses: 12 (258)

-I actually had no idea that this character was such an old creation- I figured she was a retcon added to War of Kings. In actuality, Xenith was a Gru-created (of course) Supergirl analogue to go along with Gladiator, and she teamed with some space guys and fought Beta-Ray Bill and such, even lifting his hammer Stormbreaker... and then Abnett & Lanning re-wrote her as an insane murderess who was in jail. Yeah, basically she's two completely different characters in different eras. Last time I posted her, Earth-Two Kenn noted "My theory: She was a retcon added to War of Kings. It was only later that someone, probably a fan, pointed out that a superficially similar character had appeared earlier. At which point, it was decided that 'oh, it's not a retcon, it's the same character' despite the different name, appearance, and personality."
-Xenith/Strontian's exact power level seems to be PL 14-ish- she's fought Beta-Ray Bill, she's a challenge for Gladiator, and she once beat the living CRAP out of Ravenous, a Silver Surfer-class being, by jumping him while he was on a throne (the non-toilet kind).

THE X-CUTIONER (Carl Denti)
Created By:
Scott Lobdell & John Romita, Jr.
First Appearance: The Uncanny X-Men Annual #17 (1993)
Role: Failed Assassin, '90s Villain
PL 9 (141)
STRENGTH
2/7 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+8)
Deception 5 (+6)
Expertise (Assassin) 4 (+6)
Expertise (FBI Agent) 2 (+4)
Intimidation 2 (+3)
Investigation 6 (+8)
Perception 6 (+7)
Stealth 6 (+10)
Technology 5 (+7)
Vehicles 4 (+7)

Advantages:
All-Out Attack, Contacts, Equipment 4 (Assorted Weapons), Improved Critical (Unarmed), Improved Smash, Power Attack, Ranged Attack 5, Startle, Takedown, Tracking

Powers:
"X-Cutioner Armour" (Flaws: Removable) [39]
Enhanced Strength 5 (10)
"Shi'ar Body Armour" Protection 2 (2)
"Force Field" Force Field 2 (Extras: Impervious 5) (7)
"Sentinel Flight Boosters" Flight 5 (120 mph) (10)
Senses 1 (Infravision) (1)
Teleport 6 (Extras: Accurate, Extended) (18)
-- (48 points)

Equipment:
"Alien Weapons"
"Blasters" Blast 6 (12) -- (13)
AE: "Spear Thingie" Strength-Damage +1 (Feats: Reach, Improved Critical) (3)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Armour +10 (+7 Damage, DC 22)
Spear +10 (+8 Damage, DC 23)
Blasters +8 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +4 (+6 Armour, +8 Force Field, +3 Impervious), Fortitude +5, Will +4

Complications:
Motivation (Killing Killers)- Denti believes that he must kill people (especially mutants) who have killed others. This leads him against a dying Mastermind (a victim of the Legacy Virus), and a comatose Emma Frost. He also went after Skin of Generation-X, assuming he had murdered Angelo Espinosa (who was actually Skin after all).

Total: Abilities: 54 / Skills: 44--22 / Advantages: 17 / Powers: 39 / Defenses: 9 (141)

-The X-Cutioner's a pretty terrible character, coming out in the same X-Annuals as "Adam-X, The X-Treme" (their advertising point was that they featured brand-new characters sold with hologram trading cards), sharing the same name as the crossover the X-books had a few months back by that point. He was a silly-looking green guy with an FBI background who went crazy and started hunting mutants who'd killed people, coming into problems with various super-heroes. His time wasn't long, and he entered X-Limbo after appearing in a handful of side X-books.
-Carl Denti's FBI partner was a contact of Charles Xavier's- he discovered this guy's stockade of mutant-related weaponry, and used them on his own personal mission. This being a '90s comic, he was of course an ultra-violent, murderous vigilante prepared to kill anyone who got in his way- he first murdered X-side character Tower (late of the Alliance of Evil), and then went for Mastermind, who'd only recently recovered from the coma he'd entered when the Dark Phoenix unleashed itself on his fragile mortal mind. He next targeted a comatose White Queen, but was foiled by Cyclops & Cable (this was their first team-up upon realizing their familial bond). Later, he'd attempted to murder Generation-X's Skin for the killing of Angelo Espinosa- he didn't know that the "murder victim" and Skin were one and the same person. In his most-recent appearance, he was messed up with X-Man, Punisher, Gambit & Rogue, and encountered ANOTHER X-Cutioner wielding similar gear. He hasn't been seen in more than sixteen years by this point.
-A pretty decent PL 9 actually, with good accuracy & defense and reasonable power. He's a minor-league skill-monkey, but his major problem is a lack of focus; he's a good fighter in melee or at range, but he doesn't really have a whole lot ELSE to him. No major energy blast or massive skill-set, or anything like that. He's pretty much easy pickin's for a team of even PL 8 guys because of that.


XEMNU THE TITAN
Created By:
Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #62 (Nov. 1960)
Role: Alien Conqueror
PL 14 (320)
STRENGTH
13 STAMINA 13 AGILITY 0
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 2 PRESENCE 4

Skills:
Deception 8 (+12)
Expertise (Science) 8 (+16)
Expertise (Space Traveller) 2 (+10)
Insight 4 (+6)
Intimidation 4 (+8)
Perception 5 (+7)
Persuasion 5 (+9)
Technology 6 (+14)
Vehicles 4 (+6)

Advantages:
Fast Grab, Power Attack, Ranged Attack 6

Powers:
"Large Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Super-Psionic Might"
"Control Entire Worlds" Mind Control 6 (Extras: Area- 16,000 miles +23, Sustained) (Flaws: Touch Range -2) (156) -- [164]
AE: "Focused Mind Control" Mind Control 14 (56)
AE: "Induce Sleep" Affliction 12 (Will; Fatigued/Exhausted/Asleep) (Extras: Area- 60ft. Burst +2) (36)
AE: "Induce Mental Blocks" Affliction 14 (Will; Transformed Memories or Perceptions) (Extras: Perception Range +2) (Flaws: Limited to Final Degree) (28)
AE: "Hypnosis" Mind Control 8 (Extras: Area- Visual Perception) (Flaws: Touch Range -2) (24)
AE: "Concussive Force Blasts" Blast 16 (32)
AE: "Animate Objects" Summon 5 (Extras: Horde, 8 Minions +6, Variable- Objects) (Flaws: Requires Objects) (45)
AE: "Atmo-Sphere" Flight 8 (500 mph) (16)
AE: "Space Atmo-Sphere" Movement 1 (Space Travel 1) Linked to Immunity 10 (Life Support) (11)

"Possess and Transform Another Being"
Immortality 1 (1 month) (Flaws: Resurrects as Insubstantial Energy Form) [1]
Affliction 5 (Will; Entranced/Compelled/Controlled & Transformed to Xemnu) (Extras: Permanent +3) (Flaws: Must Have Been Killed First) [15]

Offense:
Unarmed +9 (+13 Damage, DC 28)
Control Worlds +6 Area (+6 Affliction, DC 16)
Focused Control & Mental Blocks -- (+14 Perception Affliction, DC 24)
Hypnosis +8 Area (+8 Affliction, DC 18)
Force Blasts +8 (+16 Ranged Damage, DC 31)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +13, Fortitude +13, Will +7

Complications:
Power Loss (vs. The Hulk)- Xemnu has proven unable to control The Hulk psionically.

Total: Abilities: 86 / Skills: 46--23 / Advantages: 8 / Powers: 189 / Defenses: 14 (320)

-Xemnu is one of the classic Lee/Kirby Monsters from back in the day when ALL of Marvel's books were "Big Monster" books (the late days of the 1950s and the early '60s), brought back out of the mothballs to be a Hulk/Defendersvillain, trying to take over the world's children to repopulate his homeworld. He's actually shown up a few times as a classic "goofy" villain with his big white-furred body, though he's rather potent- apparently once having taken over the minds OF THE ENTIRE HUMAN RACE. He was last seen in various silly books, though he was controlled by The Phalanx in Annihilation: Conquest, and once tried to turn She-Hulk into a "She-Xemnu". And no, he's not related to the Great Satan of $cientologist Mythology.
-Xemnu has a REALLY Wide-Area Mind Control Power (23 ranks is enough to cover the 7,900 entirety of the Earth because the Burst covers 8,000 miles on each side of Xemnu), though I don't think he ever used that power after his first appearance- most of the time he's a simple high-powered Telepath, capable of messing with guys like Doctor Strange (no mean feat- he fights GODS), Animate Objects, Fly around in space, and other weird things. He's an odd build, especially since he packs some of that stuff onto a POWERHOUSE physique as well as being a high-level Scientific Genius. Though expensive and high-powered, he does suffer a bit defensively, being only PL 10 with Dodge & Parry (many Earth heroes can simply overpower him if they break free from his mental control), and the PLs of his various attacks tend to vary.


Other Various X-Students:

AERO (Melody Guthrie)
AMBER- Unknown.
AUDIO (Raymond Keyes)- Wide-frequency hearing.
---
BECKY PATRIKSEN- Flight-related.
BOGGART (Robert Wise)- Super-Strength.
BUTTERFLY (Lucy Priest)- Insect wings.
---
CAPUT (Abraham Verne)- Living energy- animating skeleton.
CARTER GHAZIKHANIAN- Telepathy & Telekinesis- his mom was Annie, the love interest of Havok during Chuck Austen's much-maligned run on the book- both left when he did, as they were felt to be Mary Sue characters (and Austen used Annie as his wife to Havok- his own self-insert).
CARTER SPENCER- Unknown.
CEPHALOPOD (Molly Stanwick)- Tentacled lower half.
CHOIR (Irina Clayton)- Unknown
COLLIDER (Jim Louis Pringle)- Alchemical transmutator. Used powers to accumulate wealth, which he then lost after M-Day.
CONTACT (Frida Rivera)- Psychometry.
CRATER (Erik Hallgrimsson)- Durability.
CRYPTID (Andy Hartnell)- Cryptid appearance.
CUDGEL (Liam Bremner)- Arms turn into metallic mallets.
---
DEVON AMBROSE- Unknown
ELEANOR SANDFORD- Spotted body.
ELF (Natalie Wood)- Solid-photon objects.
ELL (Eleanor Sanford)- Unknown
ELSEWHERE (Jaime Vanderwall)- Teleportation.
EOSIMIAS (Hong Lianje)- Tiger appearance
EVE SETTER- Unknown.
---
FLOOD (Eugene Walker)- Hydrokinesis.
FOREARM II (Marcus Tucker)- Unknown
---
GELATIN (Carlo Brewster)- Gelatin form.
---
HITCH-HIKER (Connor Laughlin)- Psionic Posession- he also had an immunodeficiency (ie. Boy in a Bubble).
HOTHEAD (Germaine Caruso)- Flame powers- killed during a riot at Salem Center.
HYDRO (Noah Crichton)- Probably swimming related- he died of drowning after M-Day.
---
IMP (Anders Nobel)- Horned appearance.
IOLANTHE (Katie Atkinson)- Fairy wings.
---
JANE HOLTEN- Unknown.
JEB GUTHRIE- Unknown.
JENNA JOAN- Unknown.
JOSETTE FRANCKS- Unknown.
JULIE LYONS- Flight-related.
---
KATO ANISHIWA- Imperial Guardsman posing as a student.
KERATIN (Dave Finn)- Clawed fingers.
KOREN JERROD- Unknown.
---
LIPID (Anne Moore)- Creates liquid.
LONGNECK (William Hanover)- Unknown.
---
MARIA JENNIFER D'ACANTO- Human who joined the Institute after her family died.
MELISSA LA ROUX- Unknown.
MENTAT (Robert Zepheniah)- Telepath.
---
NAIAD (Aurelie Sabayon)
NANCY OWELS- Flight-related.
---
OVERLAY (Zach Halliwell)- Could merge aspects of one animal onto another.
---
PAKO (Cirlio Crisologo)- Plant body.
PINOCCHIO (Frank Ludlum)- Wooden form.
PINPOINT (Gerard Cooper)- Extended Vision.
POLYMER (Dana Holmes)- Telepath, sprays viscous liquid.
PROTOZOA (Linus Sinker)- Amorphous Blob.
---
RUTH DURIE- Small tail.
---
SAURUS (Jorge Lukas)- Reptilian form.
SETH WALKER- Human student with Magical powers.
SKYLARK (Greg Carlson)- Arms turn into wings.
SKYWALKER- Flight-related.
SPENCER BRONSON- Three-eyed and could use Mind Control.
SPIKE (Gary Walsh)- Spikes on his skin.
SPIRIT (Jacob Pace)- Air-Transformation Powers progressed out of control until he vanished- he spent his last few hours watching the sunrise with Kitty Pryde.
SQUID BOY (Samuel Pare)- Aquatic.
STALWART (Adewale Ekoku)- Unknown.
SUSAN BEFERGY- Unknown.
---
TITO BOHUSK- The only child of Beak & Angel to retain his powers after M-Day.
TOMMY WALTERS- Unknown.
TROVAO (Pedro de Noli)- Vibration Wave/Sonic Booms.
---
UMBRA (Patrick Nesbitt)- Shadow Control.
UPDRAFT (Johan Schumann)- Flight.
---
VIEW (Winston Frankowski)- UV & Infrared Vision.
VISKID (Adrain DeFoe)- Sticky liquid form.
---
WALTER LAMBERT- Unknown- wheelchair-bound.
---
XENON (Shaun Kennedy)- Light control.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Marvel- Y

Post by Jabroniville »

Y:
Yandroth
Yankee Clipper
---
Yelena Belova
The Yellow Claw
Yellowjacket II
The Yeti I
Yetrigar
---
Yith
---
Ymir
---
Yondu
The Young Allies
The Young Masters
The Young Gods
---
Yukio
Yukon Jack
Yu-Ti

Marvel- The Letter "Y":
-The letter "Y" is well-known for being the only letter that's either a consonant OR a vowel. A lot of Greek words use it (where it was called "upsilon"), and numerous European languages refer to it as the "Greek I"- the Romans introduced it to their alphabet with the reign of Emperor Claudius (wow, English should totally do that once in a while- it's make weird pronunciations a lot clearer). Old English pronounced it a bit differently, leading to many old words replacing I with Y and vice-versa.

-Not a lot of words start with it, leading to "Y" being the rarest letter in terms of character names- seriously, even less than "Q". Generally it goes to weird, non-human types and wizards (Yandroth, Yith, Ymir, Yetrigar), and no major characters start with it. The best you'll get is the "Big in the '50s" Yellow Claw, Ymir- King of the Frost Giants, and Yondu of the Guardian of the Galaxy. However, since the word "Young" all of a sudden became a common name for super-teams, you'll find it a lot more common these days- The Young Allies, Young Avengers, Young X-Men & Young Masters have all existed at the same time.




THE YELLOW CLAW (Plan Chu, aka The Golden Claw)
Created By:
Al Feldstein & Joe Maneely
First Appearance: Yellow Claw #1 (Oct. 1956)
Role: Forgotten Villain, "Yellow Peril" Character
PL 10 (213)
STRENGTH
2 STAMINA 5 AGILITY 6
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 7 AWARENESS 5 PRESENCE 4

Skills:
Deception 8 (+12)
Expertise (Science) 8 (+15)
Expertise (History) 8 (+15)
Expertise (Magic) 4 (+11)
Expertise (Criminal) 4 (+11)
Insight 5 (+10)
Intimidation 2 (+6)
Investigation 5 (+10)
Perception 5 (+10)
Stealth 3 (+6)
Technology 8 (+15)

Advantages:
Benefit 5 (Khan), Connected, Fast Grab, Improved Critical (Unarmed), Improved Initiative, Inventor, Power Attack, Ranged Attack 5

Powers:
"Reanimate the Dead" Summon Zombie 2 (Extras: 8 Zombies +6, Horde) [18]
"Martial Artist" Strength-Damage +2 [2]

Illusion (All Senses) 10 (Flaws: Mental) [40]
Immunity 1 (Aging) [1]

Offense:
Unarmed +12 (+4 Damage, DC 19)
Illusion -- (+10 Illusion, DC 10)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +5, Fortitude +7, Will +9

Complications:
Motivation (Greed & Power)- The Yellow Claw has devoted his life to ruling civilisation, and defeating the West with his own culture. He runs a massive criminal organization.
Relatoinship (Suwan)- The Claw's grandneice is his closest relative. Alas, she is in love with his arch-nemesis, Jimmy Woo.
Enemy (Jimmy Woo)- FBI Agent Woo has fought against The Yellow Claw at every opportunity, though is actually being groomed to be the Claw's heir.
Power Loss (Ageless)- The Yellow Claw must regularly injest an elixir to retain immortality.

Total: Abilities: 92 / Skills: 60--30 / Advantages: 16 / Powers: 61 / Defenses: 14 (213)

-The Yellow Claw was the star of his own eponymous series in the 1950s (a very bad time for what would become Marvel Comics), acting as a Fu Manchu rip-off in an espionage series featuring what's got to be one of the first Asian protagonists in the comic books- Jimmy Woo, as an FBI agent sent to oppose the Communist mandarin. The series was short-lived (much like Marvel's numerous attempts to make Woo's later team, The Agents of Atlas, popular), but the Claw himself would return in Jim Steranko's Nick Fury series. He would later confound Fury, Captain America, The Avengers, Nova and others, and would reappear a few more times. He even almost killed The Mandarin once!
-Modern times saw him repackaged as a more well-meaning sort, who was attempting to groom Agent Woo (who is REALLY unusual, given his time of creation) into being his replacement. Oh, and his name (iconic of the "Yellow Peril" era of Asian-fearmongering stories of jaundiced, moustachioed mystics) is actually supposed to be "Golden Claw". Then he committed suicide, allowing himself to be eaten by a dragon, so that there "would not be TWO Khans".
-The Yellow Claw is Mandarin-esque (they're based off of the same general concept), but he's more of an ageless mystic who happens to be a great fighter. He's also more likely to be using a "Device of the Day" kind of thing, being an end-game villain who plans for contingencies and has something for everyone, not a guy who'll show up just to brawl.

YUKON JACK (Yukotujakzurjimozoata)
Created By:
Scott Lobdell & Clayton Henry
First Appearance: Alpha Flight #1 (2004)
Role: Flying Brick
Group Affiliations: Alpha Flight
PL 9 (141)
STRENGTH
7 STAMINA 8 AGILITY 5
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+9)
Athletics 4 (+11)
Close Combat (Unarmed) 2 (+11)
Expertise (Tribesman) 9 (+9)
Intimidation 7 (+8)
Perception 6 (+6)
Ranged Attack 3 (+9)
Stealth 3 (+8)

Advantages:
All-Out Attack, Diehard, Improved Aim, Improved Critical (Bone Knife), Power Attack, Ranged Attack 6, Takedown

Powers:
"Demigod" Immunity 1 (Aging) [1]

"Bone Knife" (Flaws: Easily Removable) [6]
Strength-Damage +2 (Feats: Improved Critical) (Extras: Penetrating 7) (10 points)

"Bone Claws"
"Bone Blast" Blast 9 (Feats: Improved Critical, Split) (Extras: Penetrating 10) (29) -- [32]
AE: "Mentally-Controlled Bones" Blast 8 (Extras: Area- 30ft. Shapeable, Selective) (32)
AE: "Bone Barrage" Blast 9 (Extras: Multiattack) (27)
AE: "Flare" Dazzle Visuals 6 (12)

Offense:
Unarmed +11 (+7 Damage, DC 22)
Bone Knife +9 (+9 Damage, DC 24)
Bone Blast +9 (+10 Ranged Damage, DC 25)
Mentally-Controlled Bones +8 Area (+8 Damage, DC 23)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +8, Fortitude +9, Will +6

Complications:
Responsibility (Tribe)- Yukotujakzurjimozoata is destined to one day rule his tribe. He has little desire to see the outside world.

Total: Abilities: 60 / Skills: 38--19 / Advantages: 12 / Powers: 39 / Defenses: 11 (141)

-Another Lobdell creation, Yukon Jack mixes a stupid name with actually decent powers, though they're a COMPLETE rip-off of Marrow's, to the point of being silly (I mean, why not just bring in Marrow?). Sasquatch recruited him for the new Alpha Flight from a mystical tribe that had never appeared before or since, and he stuck around for a bit, disappearing by the series' cancellation.
-Think of Yukon Jack as part Wolverine/part Blaster, as he can cut guys up pretty good, but his most lethal attack is a long-range "Bone Claw" attack that fires his bone spikes out from his chest. He's been shown damaging some very durable characters (Box, Diamond Lil), so he gets +9 to Damage, plus Power Attack. He's still a PL 9 though, since he's a rarely-appearing side-character who'd probably end up jobbing out HARD in a real fight.

YMIR
Created By:
Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #97 (Oct. 1963)
Role: Super-Giant
Group Affiliations: Asgard
PL 18 (364)
STRENGTH
26 STAMINA 22 AGILITY -2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 0

Skills:
Intimidation 10 (+10, +24 Size)
Perception 2 (+4)

Advantages:
All-Out Attack, Benefit 4 (King of the Frost Giants), Daze (Intimidation), Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Unarmed), Last Stand, Power Attack, Startle, Takedown 2

Powers:
Growth 28 (Str & Sta +28, +28 Mass, +14 Intimidation, -14 Dodge/Parry, +3 Speed, -28 Stealth) -- (1,000 feet) (Feats: Innate) (Extras: Permanent +0) [57]
Protection 5 (Extras: Impervious 31) [36]
Immunity 26 (Aging, Life Support, Fatigue Effects, Cold Effects) [26]
Regeneration 10 (Feats: Regrow Limbs) [11]
Immortality 2 [4]
"Elder Mind" Immunity 20 (Mental Effects) (Flaws: Limited to Half) [10]

"Make the World Cold" Environment 10 (8 miles) (Cold 2, Visibility) [30]
"Icy Grip" Affliction 14 (Fort; Hindered & Vulnerable/Prone & Immobile) (Extras: Reaction +3, Extra Condition) (Flaws: Limited Degree) [56]

"Huge Fists & Feet" Damage 18 (Extras: Area- 60ft. Burst +2) [54]

"Big-Ass Club" (Flaws: Easily Removable) [8]
"Throw It" Strength-Damage +0 (Extras: Ranged 24) (Flaws: Only One- Disarmed After Each Toss) (12 points)

Offense:
Unarmed +10 (+26 Damage, DC 41)
Initiative -2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +27 (+16 Impervious), Fortitude +22, Will +12

Complications:
Motivation (Destroying The Abberations)- And by "Abberations" I mean "Anyone who isn't a Frost Giant". Ymir seeks the destruction of all life save his own.
Enemy (Odin)

Total: Abilities: 10 / Skills: 12--6 / Advantages: 16 / Powers: 292 / Defenses: 40 (364)

-Ymir is one of those "Bogeyman" characters in the Marvel books, in that he VERY rarely makes appearances, because an invasion from him is effectively an Extinction Level Event for the human race if crap goes wrong. Like most Elder God-types, he lives in another dimension, and can very rarely make incursions into our realm. In Norse Mythology, Ymir is the forebear of all Jotun (Giants), and Odin, Vili & Ve made Midgard from his desecrated corpse (his blood became the oceans, because the Norsemen were METAL like that).
-Okay, after checking some pictures online and cribbing from Ilethryl Knight's nifty builds, I've got an idea of what this guy's capable of- he's a single notch higher than ODIN, making him among the most powerful beings in all creation- he & Surtur are the equivalent of Elder Gods or Demon Lords, capable of theoretically laying waste to the entire world. It ain't just a bluff with these guys, either- Ymir could handily wipe out the entire Avengers, Fantastic Four & X-Men at once, and the most reliable method of defeating him is Interdimensional Teleportation. Like most Giants above a certain size, he can dish out Area Attack damage, in addition to a host of Cold-based abilities, like a frightening Aura and a Thrown Damage Club (with the new Flaw that he has to kinda go get it once tossed). He's PL 18 offensively (meaning that he can one-punch anyone short of a Skyfather), and PL 16 defensively (meaning he's still better than most- he'd have ZERO Dodge & Parry, except you can pass it off as glancing blows and the like, otherwise nothing would EVER hurt him if I skewed him any further towards Toughness- a full-on Power Attacking Thor only does +23 Damage, and that's four points short as it is).

THE YOUNG ALLIES:
Created By: Joe Simon & Jack Kirby
First Appearance: Captain America #4 (June 1941)

-Kid Sidekicks and teams full of young boys were all the rage back in the early '40s, and one such group was the Young Allies (first called "The Sentinels of Liberty")- basically sidekicks of sidekicks. Bucky was Captain America's sidekick, and Toro was the Human Torch's- soon, they gathered together a diverse group of little kids with whom to ally against the Nazis & Japanese. They consisted of Toro, Bucky, Knuckles (Percival Aloysius O'Toole), Jeff (Jefferson Worthing Sandervilt), Tubby (Henry Tinkle) and Whitewash (Washington Carver Jones). The most-notable member of the team was of course... the black kid named "Whitewash". Who had a giant pronounced muzzle, pink lips that took up 25% of his face, and wore an outfit that implies he was on his way to teach an elephant to fly. Because comics in the 1940s.
-The team debuted in a text-only adventure at first (God, old comics were so different), but soon got upgraded to the visual stories, and then even got their OWN BOOK. However, Simon & Kirby soon bailed on the skinflints at Timely Comics (Martin Goodman was EXTREMELY tight-fisted), and the book was taken over by lesser talents (like young "gofer" Stan Lee, and Syd Shores on art). The boys engaged in world-hopping adventures that comprised of beating up Adolf Hitler, Benito Mussolini & Hideki Tojo. Like, ACTUALLY meeting them and beating the shit out of them!
-The book lasted around five years, ending after 20 issues (books came out a lot less often at Timely, I think). The book, and it's non-superhero cast in particular, would fall off the face of the Earth afterwards (Whitewash basically ensured you'd never see it after 1960), and as Stan hated Teen Sidekicks, even Bucky & Toro wouldn't appear in any books! The only time they've EVER been shown since is a 2009 comic in which the now-alive Bucky reveals that the team were actually a crack team of young specialists who engaged in secret missions- the super-racist comic book ("WHITEWASH?" the annoyed Washington asks Bucky, upon meeting for the first time in decades) was actually a COVER STORY.

THE YOUNG ALLIES II:
Created By: Fabian Nicieza & Mark Bagley
First Appearance: Heroes Reborn: Young Allies (Jan. 2000)

-A second Young Allies group was created in the wake of Heroes Reborn, featuring the heroes of the "Counter-Earth" created by Franklin Richards' mind. The team was led by the "Bucky" of that world (Ricki Barnes), and featured I.Q. (Ishmael Questor- a deformed quadriplegic telepath & analyst), Kid Colt (Elric Whitemane, born Elric Freedom; a boy bonded to Kymellian DNA to become a humanoid horse who can Teleport using portable wormholes), O & K (Manifestations of Order and Chaos, meant to judge whether or not Counter-Earth deserves to still exist), and Toro (Benito Serrano- a super-strong humanoid bull).
-The book was a one-off, but they appeared once more in Exiles, where the heroes ended up following Proteus to Counter-Earth. After the trademark "Team Fight", the two groups allied against Proteus, who was now given a huge amount of nukes by O & K, who were testing Counter-Earth. Blink then puts a behavior modifier on Proteus, leading him to believe that he's the Exiles's teammate, Morph.

THE YOUNG ALLIES III:
Created By: Sean McKeever & David Baldeon
First Appearance: The Young Allies #1 (Feb. 2011)

-A third attempt at a group of "Young Allies" was created by Sean McKeever, late of DC's controversial Teen Titans book, which by that point had fallen into Editorial Control Hell. This group is apparently "fighting for the soul of their generation", and is comprised of mostly-established heroes. They fight the Bastards of Evil (so... it's a comedy book?), but the book proved unpopular, and was cancelled after a pathetic SIX ISSUES. The book basically never mattered.

The Members:
Bucky IV/Nomad III (Ricki Barnes again)
Firestar
Spider-Girl (formerly Araña)
Gravity
Toro (Benito Serrano again)

TORO II (Benito Serrano)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: Heroes Reborn: Young Allies (Jan. 2000)
Role: Ethnic Replacement
Group Affiliations: The Young Allies
PL 7 (77)
STRENGTH
7 STAMINA 8 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+11)
Intimidation 6 (+6)
Perception 4 (+4)

Advantages:
All-Out Attack, Daze (Intimidation), Ranged Attack 5

Powers:
"Bull Powers"
Leaping 2 (30 feet) [2]
Speed 2 (8 mph) [2]
"Horns" Strength-Damage +1 (Extras: Penetrating 5) [6]
Impervious Toughness 3 [3]

Offense:
Unarmed +6 (+7 Damage, DC 22)
Horns +6 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +8 (Impervious +4), Fortitude +8, Will +4

Complications:
Responsibility (Difficulty Learning English)

Total: Abilities: 46 / Skills: 14--7 / Advantages: 7 / Powers: 13 / Defenses: 4 (77)

-A tough Colombian kid who was subjected to steroid experiments by local drug lords, Toro ended up with bull powers and a tenuous link to the original Young Allies team (who ALSO had a Toro... but he was a Mini-Human Torch). A "616" mainstream universe version was then seen in the NEW Young Allies series, with much the same origin (except he was given powers by the Colombian army, and then fled to New York). Since he's appeared in like five issues of comics, there's not much to go on aside from "Minor League Super-Hero", so he gets to be a PL 7 rookie with little well-roundedness about him.


THE BASTARDS OF EVIL:

-Well I suppose it makes SENSE that a bunch of super-powered douchebags would end up with illegitimate children. Illegitimate children is one of the most-unfortunate known side effects of douchebaggery, after all. But calling themselves THE BASTARDS of Evil? A bit on the nose, hey? And... this is the EXACT ORIGIN of The Young Masters, who were the enemies of The Young Avengers. Okay, so it'd turn out a BIT differenty, but come on- they're separated by like two frickin' years!
-The group of disaffected youths comes together to rob banks and take over the world- good old-fashioned superhero stuff. They fight near Ground Zero (the former World Trade Center site), where Warhead explodes, apparently killing thousands of civilians. Naturally, no other comic has ever mentioned this, ever, because I dunno, shitty Editors were working on this book and allowed something like that to happen in a major city (seriously, can you imagine that NOT being on the news for like, a decade? A NUCLEAR EXPLOSION in Manhattan? Even in a SUPER-HERO UNIVERSE that's crazy). Electro, rejecting their brand of terrorism, points out that there's no way he could have a girl as old as Aftershock, especially one who inherited his powers, and soon we discover that the Bastards are all kidnapped teens with false-memories implanted into their minds by The Superior (their mysterious benefactor). The team then turns on him, and the heroes quickly wrap things up, but not before The Superior kills Singularity. Aftershock & Ember later reappear on The Raft during Fear Itself, but the others have disappeared, probably until Sean McKeever gets another Marvel book.
-The Bastards are terribly-simple: just murderous teenagers with a bit of power, and a lot of stupid. They exist mainly to kill, but are actually being controlled by The Superior into doing it.

MORTAR (Liana Feeser)
Created By:
Sean McKeever & David Baldeon
First Appearance: The Young Allies #1 (Feb. 2011)
Role: Hedonistic Terrorist
Group Affiliations: The Bastards of Evil
PL 8 (74)
STRENGTH
7 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Terrorist) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)

Advantages:
Close Attack 2, Startle, Ranged Attack 1

Powers:
Protection 5 [5]
Insubstantial 1 (Precise) [6]
"Hands Into Weapons" Strength-Damage +1 (Split) [2]

Offense:
Unarmed +7 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8, Fortitude +4, Will +3

Complications:
Motivation (Causing Destruction)- They even have roving robotic cameras around to document their brutality.
Responsibility (Brainwashed Teens)- The Bastards are not only NOT the sons and daughters of super-villains, but are not even responsible for their actions. Some, like Ember, appear to not even care.

Total: Abilities: 42 / Skills: 10--5 / Advantages: 4 / Powers: 13 / Defenses: 10 (74)

-The apparent Daughter of the Grey Gargoyle. Basically Sandman/Hydro-Man-Lite.

EMBER (Jason Pierce)
Created By:
Sean McKeever & David Baldeon
First Appearance: The Young Allies #1 (Feb. 2011)
Role: Hedonistic Terrorist
Group Affiliations: The Bastards of Evil
PL 8 (99)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Terrorist) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)

Advantages:
Startle, Ranged Attack 1

Powers:
Fire Blast 8 (Accurate 2) [18]
Fire Aura 4 [34]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Fire Aura +5 (+4 Damage, DC 19)
Fire Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +3

Complications:
Motivation (Causing Destruction)- They even have roving robotic cameras around to document their brutality.
Responsibility (Brainwashed Teens)- The Bastards are not only NOT the sons and daughters of super-villains, but are not even responsible for their actions. Some, like Ember, appear to not even care.

Total: Abilities: 30 / Skills: 10--5 / Advantages: 2 / Powers: 52 / Defenses: 10 (99)

-The apparent Son of Pyro. Looks cool, that's about it. He's openly-racist to the Latina Spider-Girl, and shoots liquid-looking Fireballs.

SINGULARITY (Devin Touhy)
Created By:
Sean McKeever & David Baldeon
First Appearance: The Young Allies #1 (Feb. 2011)
Role: Hedonistic Terrorist, Guy Who Turns Good
Group Affiliations: The Bastards of Evil
PL 8 (93)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Terrorist) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)

Advantages:
Startle, Ranged Attack 1

Powers:
"High Gravity" Affliction 8 (Strength; Impaired, Hindered & Vulnerable/Disabled, Restrained & Defenseless/Paralyzed) (Extras: 30ft. Shapeable, Ranged, Extra Condition +2) (Flaws: Instant Recovery) (32) -- [34]
AE: Move Object 10 (Precise) (21)
AE: Blast 8 (Feats: Accurate 2) (18)

Flight 6 (120 mph) [12]

Offense:
Unarmed +5 (+1 Damage, DC 16)
High Gravity +8 Area (+8 Affliction, DC 18)
Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +3

Complications:
Motivation (Causing Destruction)- They even have roving robotic cameras around to document their brutality.
Responsibility (Brainwashed Teens)- The Bastards are not only NOT the sons and daughters of super-villains, but are not even responsible for their actions. Some, like Ember, appear to not even care.

Total: Abilities: 30 / Skills: 10--5 / Advantages: 2 / Powers: 46 / Defenses: 10 (93)

-The apparent Son of Graviton. Turned on The Superior when it was revealed that he was actually a brainwashed ordinary teenager, but his ex-boss ripped him in half.

WARHEAD (Real Name Unknown)
Created By:
Sean McKeever & David Baldeon
First Appearance: The Young Allies #1 (Feb. 2011)
Role: Hedonistic Terrorist
Group Affiliations: The Bastards of Evil
PL 10 (88)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Terrorist) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)

Advantages:
Startle, Ranged Attack 1

Powers:
Damage 10 (Extras: Burst Area +3) (40) -- [41]
AE: Radiation Blast 8 (Feats: Accurate 2) (18)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Radiation Blast +8 (+8 Ranged Damage, DC 23)
Radiation Burst +10 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +3

Complications:
Motivation (Causing Destruction)- They even have roving robotic cameras around to document their brutality.
Responsibility (Brainwashed Teens)- The Bastards are not only NOT the sons and daughters of super-villains, but are not even responsible for their actions. Some, like Ember, appear to not even care.

Total: Abilities: 30 / Skills: 10--5 / Advantages: 2 / Powers: 41 / Defenses: 10 (88)

-The apparent Son of The Radioactive Man. A psychpath who kills people "because it's fun", he is followed by cameras to catch his team in action, and then KILLED HIMSELF in order to do something memorable- setting off a nuclear explosion in Manhattan.

AFTERSHOCK (Allison Dillon/Danielle Blunt)
Created By:
Sean McKeever & David Baldeon
First Appearance: Spider-Girl #51 (2002)
Role: Hedonistic Terrorist
Group Affiliations: The Bastards of Evil
PL 8 (107)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Terrorist) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)

Advantages:
Startle, Ranged Attack 1

Powers:
Electrical Blast 8 (Accurate 2) (18) -- [19]
AE: Insubstantial 3 (Energy) (15)

Flight 8 (500 mph) [16]
Force Field 5 [5]
Electrical Aura 5 [20]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Electrical Blast +8 (+8 Ranged Damage, DC 23)
Electrical Aura +5 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+8 Force Field), Fortitude +4, Will +3

Complications:
Motivation (Causing Destruction)- They even have roving robotic cameras around to document their brutality.
Responsibility (Brainwashed Teens)- The Bastards are not only NOT the sons and daughters of super-villains, but are not even responsible for their actions. Some, like Ember, appear to not even care.

Total: Abilities: 30 / Skills: 10--5 / Advantages: 2 / Powers: 60 / Defenses: 10 (107)

-Initially a character in the MC2 Spider-Girl title (issue #51, 2002), created by... oh hey, look at that- SEAN McKEEVER. She was depicted as Electro's daughter, having been raised by a mother who didn't want to be married to a super-villain. Her mother dies of cancer, and Allison bounces around foster homes, eventually becoming a criminal. Electro, horrified by his daughter following him into crime, convinces Spider-Man & Spider-Girl (then Anya Corazon) to stage an intervention of sorts, and the two electrical-powered people leave together. She was burned by touching Electro, but they sought to surpass this. Sean McKeever & Casey Jones (spider-girl #51 Nov. 2002).
-And so naturally, McKeever seemed to like his one-off, and brought her into the mainstream MU as part of the Bastards. However, Electro points out in the comic that there's no way he conceived a teenager that old AFTER he gained his powers for the first time.

THE SUPERIOR (Real Name Unknown)
Created By:
Sean McKeever & David Baldeon
First Appearance: The Young Allies #1 (Feb. 2011)
Role: Cruel Manipulator
Group Affiliations: The Bastards of Evil
PL 9 (118)
STRENGTH
-1 STAMINA 0 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 3 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Science) 8 (+15)
Insight 2 (+5)
Technology 7 (+14)
Stealth 2 (+4)

Advantages:
Inventor, Ranged Attack 4

Powers:
"TK Grab" Snare 9 (Extras: Area- 30ft. Burst) (36) -- [37]
AE: "Telekinesis" Move Object 9 (Extras: Damaging) (27)
Force Field 8 [8]

Offense:
Unarmed +5 (+1 Damage, DC 16)
TK Grab +9 Area (+9 Affliction, DC 19)
TK Attack +8 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +0 (+8 Force Field), Fortitude +2, Will +5

Complications:
Motivation (Causing Destruction)- They even have roving robotic cameras around to document their brutality.

Total: Abilities: 44 / Skills: 24--12 / Advantages: 5 / Powers: 45 / Defenses: 12 (118)

-The Son of The Leader. Looks hilariously like Dende from Dragon Ball Z. He in fact kidnapped numerous teenagers, gave them powers, and brainwashed them into thinking that they were the children of various super-villains. Exactly WHY he did this is unknown, but they were basically terrorists that blew stuff up. When the team discovered his secret, they attacked him, but Superior killed Singularity by tearing him apart Telekinetically. He's powerful enough to temporarily hold off the entire Young Allies (Firestar and a bunch of losers) and that's about it.

THE YOUNG MASTERS
Created By:
Paul Cornell & Mark Brooks
First Appearance: Dark Reign: Young Avengers #1 (July 2009)
Role: Evil Counterparts (to The Young Avengers)

-This group debuted in the Dark Reign Limited Series given to the Young Avengers- they were the children of super-villains, and contrlled by Norman Osborn. They appear trying to join the YAs, but when the heroes decide to only induct a FEW members, it turns into a standard superhero fight. The Young Avengers end up defeating both the Young Masters AND the Dark Avengers (who do a hell of a lot of Jobbing for an elite villain group, really).
-They return with some new members in tow, trying to kill older super-villains on behalf of the villain Zodiac, who ends up selecting only Egghead to join him. Big Zero, Enchantress II & Coat of Arms ally with Jeremy Briggs in order to aid him in de-powering every superhuman on Earth (to give them to those "more deserving", apparently), and fight Avengers Academy. Many of them show up AGAIN in Avengers Undercover, with another shaken-up roster as part of the Shadow Council's new Masters of Evil.
-In general, this squad of kids appears to be little more than a random team of Jobbers; one that various writers tend to reshuffle and bring out into various team books (Enchantress II shows up in The Fearless Defenders, for example).

The Roster:
The Melter II- Team Leader
Enchantress II- Melter's girlfriend. Asgardian Sorceress.
The Executioner II – Vigilante with no powers- the son of Princess Python.
Big Zero– A Neo-Nazi Size-Shifter. Dating Egghead.
Coat of Arms – Swordswoman with Six Arms. Thanks to a coat.
Egghead – A robot who wants to understand humanity.

Later Recruits:
Alex Wilder- A former member of the Runaways; resurrected by Daimon Hellstrom.
Black Knight V- A female incarnation of the Black Knight. Deserts the team, but later returns.
Excavator- The son of Piledriver of the Wrecking Crew, having been embarrassed by Molly Hayes in The Runaways.
Mako- A test tube Atlantean- grown from the cells of Attuma, Orka, Tyrak, and U-Man. Killed by Lady Bullseye, but turned up alive in Avengers Academy.
Mudbug- Crayfish-Man Mutant from the Hellfire Academy.
Radioactive Kid- Melts people.

-Black Knight, Mudbug, Radioactive Kid, Mako & Egghead can't even be statted- too little exists on them. Mako in particular seems to have been created solely because somebody would then be expendable for the storyline... he showed up in another book anyways.

THE ENCHANTRESS II (Sylvie Lushton)
Created By:
Paul Cornell & Mark Brooks
First Appearance: Dark Reign: Young Avengers #1 (July 2009)
Role: Spoiled Sorceress
Group Affiliations: The Young Masters, The Young Avengers
PL 9 (96)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Magic) 5 (+7)
Persuasion 3 (+4)
Ranged Combat (Magic) 2 (+8)

Advantages:
Ranged Attack 3, Ritualist

Powers:
"Magical Might"
Transform (One Element to Another) 8 (40) -- [46]
AE: "Paralyzing Bolt" Affliction 10 (Will; Dazed & Fatigued/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Cumulative) (30)
AE: Teleport 8 (Extras: Accurate, Extended Only +0) (24)
AE: Eldritch Blast 10 (Feats: Variable 2- Any Magical Descriptor) (22)
AE: Force Field 6 (Extras: Affects Others 8, Ranged 8) (24)
AE: "Telekinesis" Move Object 10 (20)
AE: Mind Control 8 (32)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Paralyzing Bolt +8 (+10 Ranged Affliction, DC 20)
Eldritch Blast +8 (+10 Ranged Damage, DC 25)
Mind Control -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+8 Force Field), Fortitude +3, Will +3

Complications:
Prejudice (Slight Lisp)
Relationship (Melter II)

Total: Abilities: 32 / Skills: 14--7 / Advantages: 4 / Powers: 46 / Defenses: 7 (96)

-The second Enchantress is a normal girl given powers by Loki to confound The Young Avengers- she wants to join their team, but is actually being used as an unknowing "mole" to wreck their magical defense systems. And so she has her teammates in The Young Masters back her up to put a hurting on the heroes for booting her out of their homebase. Determined by fight's end to choose her own destiny (The Young Avengers want her on the team after all), she runs off with her boyfriend, The Melter II. But then she just turns up as a generic Magical Mook in Caroline Le Fay's "Dark Valkyrior" team.
-Oh, goody- my second-favourite powet-set. "Generic Magic Powers". Every other power-set in the history of comics is tied for first. I only know a handful of her powers, and I'm assuming the rest is Enchantress Lite, being a non-Asgardian version of the character who only fits as a background fighter in bigger super-battles. I mean, if she was higher than PL 9, she'd be way beyond most Rookie Heroes like The Young Avengers.

THE MELTER II (Christopher Colchiss)
Created By:
Paul Cornell & Mark Brooks
First Appearance: Dark Reign: Young Avengers #1 (July 2009)
Role: Legacy Villain
Group Affiliations: The Young Masters
PL 9 (110)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Deception 2 (+5)
Persuasion 2 (+5)
Ranged Combat (Melting) 2 (+7)

Advantages:
Equipment (Suit +2), Ranged Attack 2, Startle

Powers:
"Melts With His Mind" Weaken Toughness 10 (Extras: Ranged, Affects Objects) Linked to Blast 8 [46]
"Melts Bullets" Immunity 5 (Ballistics) (Flaws: Sustained +0) [5]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Melting +7 (+8 Ranged Damage & +10 Ranged Toughness, DC 23 & 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +4

Complications:
Relationship (Enchantress II)
Responsibility (Wants To Be A Hero)- Christopher wishes to be a superhero, but kind of sucks at the whole "doing good" thing.

Total: Abilities: 40 / Skills: 6--3 / Advantages: 4 / Powers: 51 / Defenses: 12 (110)

-The second Melter leads The Young Masters, and is probably the "nicest" of them- the deaths he's caused are all accidents. He in fact killed his own parents when he was young, and later accidentally "melted" an old lady for macing him (she thought he was a mugger). He was later hired by The Mandarin & Ezekiel Stane to take down Iron Man.

THE EXECUTIONER III (Daniel DuBois)
Created By:
Paul Cornell & Mark Brooks
First Appearance: Dark Reign: Young Avengers #1 (July 2009)
Role: Legacy Villain
Group Affiliations: The Young Masters
PL 7 (86)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 0 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Streetwise) 4 (+6)
Insight 2 (+2)
Intimidation 4 (+5)
Stealth 2 (+6)

Advantages:
Equipment 3 (Rifles, Baseball Bats & Stuff), Fast Grab, Improved Critical (Unarmed), Improved Hold, Improved Initiative, Ranged Attack 3, Startle

Offense:
Unarmed +9 (+3 Damage, DC 18)
Bat +9 (+5 Damage, DC 19)
Rifle +8 (+6 Ranged Damage, DC 21)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +3

Complications:
Responsibility (Wants To Be A Hero)- The Executioner wants to join The Young Avengers.

Total: Abilities: 56 / Skills: 16--8 / Advantages: 11 / Powers: 0 / Defenses: 11 (86)

-The Executioner is a wealthy kid who hunts down and kills "criminal scum", and also doesn't have an issue killing pets- ironic for the son of Princess Python (who must have SOME KIND of genetics, given what she looks despite having a teenage son). He knows Kate Bishop from school, and tries to blackmail his way onto the Young Avengers by using his knowledge of her secret identity.

COAT OF ARMS (Lisa Molinari)
Created By:
Paul Cornell & Mark Brooks
First Appearance: Dark Reign: Young Avengers #1 (July 2009)
Role: Legacy Villain
Group Affiliations: The Young Masters
PL 8 (78)
STRENGTH
1/4 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Expertise (Art) 6 (+6)

Advantages:
None

Powers:
"Coat of Arms" (Flaws: Removable) [32]
Extra Limbs 4 (Feats: Subtle) (5)
Enhanced Strength 3 (6)
"Force Field" Protection 4 (4)

"Knows Magic"
Enhanced Skills 6: Expertise: Magic 6 (+6) (3)
Enhanced Advantages 1: Ritualist (1)

"Knows Magic" Blast 8 (Feats: Accurate 3) (19) -- (20)
AE: "Storm of Blades" Strength-Damage +6 (Feats: Variable- Various Weapons) (Extras: Multiattack) (13)
-- (39 Points)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Coat +6 (+4 Damage, DC 19)
Swords +6 (+6 Damage, DC 21)
Magical Stuff +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3 (+7 Force Field), Fortitude +5, Will +3

Complications:
Responsibility (Wants To Be A Hero)- Coat of Arms wants to join The Young Avengers.

Total: Abilities: 32 / Skills: 6--3 / Advantages: 0 / Powers: 32 / Defenses: 11 (78)

-Coat of Arms wears a mystical coat that allows her to mimic having Extra Limbs, which she uses to combine with Sword damage. And also know magic and stuff. She's also a Crazy Artist who uses a superhero theme, and helped form The Young Masters due to the inspiration of seeing Norman Osborn temporarily freak-out and go Green Goblin.

BIG ZERO (Amity Hunter)
Created By:
Paul Cornell & Mark Brooks
First Appearance: Dark Reign: Young Avengers #1 (July 2009)
Role: Size-Changer
Group Affiliations: The Young Masters
PL 9 (64)
STRENGTH
1/11 STAMINA 2/12 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Racist) 6 (+6)
Technology 4 (+6)

Advantages:
Fast Grab

Powers:
Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (42 feet) (20) -- [21]
AE: "Unseen Shrinking" Shrinking 8 (16)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Giant Size +6 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+12 Size), Fortitude +2 (+12 Size), Will +3

Complications:
Responsibility (Wants To Be A Hero)- Except she sucks at it.
Prejudiced (Non-Whites)- Yeah, she's not a good person.

Total: Abilities: 30 / Skills: 10--5 / Advantages: 1 / Powers: 21 / Defenses: 7 (64)

-Big Zero is a Super-Racist who can both grow and shrink, but was never shown doing the former, and has only been seen a little bit. So really, all of this is in the air. She managed to reprogram a robot to be more racist, so I guess she's got some Tech skill. Egghead is a robot with powers so vague he can't even be statted. Possibly Telepathy, Levitation and some other stuff.

EGGHEAD II
Created By:
Paul Cornell & Mark Brooks
First Appearance: Dark Reign: Young Avengers #1 (July 2009)
Role: Legacy Villain
Group Affiliations: The Young Masters
PL 7 (135)
STRENGTH
4 STAMINA -- AGILITY 1
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 4 (+3)

Advantages:
None

Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
"Vague Robotic Senses" Senses 2 (Infravision, Extended Hearing) [2]

Insubstantial 4 [20]
Flight 1 (4 mph) [2]
"Phase Through Brains" Damage 8 (Extras: Penetrating) Linked to Weaken Mental Abilities 8 (Extras: Broad, Progressive +2) [48]

Offense:
Unarmed +6 (+4 Damage, DC 19)
Phase Through Brains +6 (+8 Damage & Affliction, DC 23 & 18)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +6, Fortitude --, Will +2

Complications:
Relationship (Big Zero)
Hatred (Non-Whites)- Egghead has been reprogrammed by Big Zero.

Total: Abilities: 16 / Skills: 4--2 / Advantages: 0 / Powers: 108 / Defenses: 9 (135)

-Egghead is a Vision-like Android who's been programmed to be super-racist by Big Zero, who is also his lover. Thanks to Greycrusader, I have a bit more to go on, as his online bios are TERRIBLE for lack of facts and vague "He might have X" statements. Which is bizarre- characters like X-23 and Rogue have friggin' ESSAYS written about everything they've ever done since their Wikipedia page was first written- naturally, their pre-Wiki history is a few paragraphs at-best. Meanwhile, almost any post-Wikipedia character has a pathetic bio that's short on powers.

YITH
Created By:
Greg Rucka & Scott Christian Sava
First Appearance: Spider-Man: Quality of Life #1 (July 2002)
Role: Uncanny Valley Denizen, Super-Assassin
Group Affiliations: None
PL 9 (142)
STRENGTH
7 STAMINA 8 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Athletics 5 (+12)
Deception 4 (+4)
Expertise (Assassin) 5 (+7)
Ranged Combat (Guns) 2 (+10)
Stealth 4 (+8)

Advantages:
Accurate Attack, Equipment 4 (Machine Guns- Multiattack Blast 6), Hide-In-Plain-Sight, Improved Initiative, Ranged Attack 4, Startle

Powers:
"Snake Tail"
Extra Limb 1 [2]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Movement 2 (Slithering, Wall-Crawling) [4]

"Venomous Bite" Weaken Stamina 6 (Extras: Progressive +2) (Quirks: Takes 3-4 Rounds to Start -2, Inaccurate -1) Linked to Affliction 6 (Fort; Fatigued/Stunned/Paralyzed) (Extras: Progressive +2) (Quirk: Takes 3-4 Rounds to Start -2, Inaccurate -1) [30]
"Snakey Senses" Senses 4 (Accurate Infravision, Scent) [4]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Venomous Bite +8 (+6 Weaken & Affliction, DC 16 & 16)
Submachine Guns +10 (+6 Ranged Damage, DC 21)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +4

Complications:
Motivation (Greed)- Yith kills for money.
Responsibility ("Nobody yells at me!")- Yith will even attack paying clients if they get too cross with her.
Responsibility ("I've never been in love")- Yith is not made of stone- she can symapthize with those who've lost loved ones.
Prejudice (Obvious Superhuman)- For some reason, Yith is a giant snake-lady. She wears sunglasses and a dress to disguise her elapid features.

Total: Abilities: 74 / Skills: 20--10 / Advantages: 12 / Powers: 43 / Defenses: 8 (142)

-The "Uncanny Valley" was a concept introduced by robotics professor Masahiro Mori in 1970, stating that a graph of sorts exists that defines what we find familiar and "cute" in things acting or looking human, and when that shifts over to being creepy and disturbing. From Wikipedia: Mori's original hypothesis states that as the appearance of a robot is made more human, some observers' emotional response to the robot will become increasingly positive and empathic, until a point is reached beyond which the response quickly becomes that of strong revulsion. However, as the robot's appearance continues to become less distinguishable from that of a being, the emotional response becomes positive once again and approaches human-to-human empathy levels. This area of repulsive response aroused by a robot with appearance and motion between a "barely human" and "fully human" entity is called the uncanny valley. The name captures the idea that an almost human-looking robot will seem overly "strange" to some human beings, will produce a feeling of uncanniness, and will thus fail to evoke the empathic response required for productive human-robot interaction- it explains why things like prostheses, zombies, corpses and those horrifying "nearly-human" robots are disturbing to some people, while cute fuzzy robots are not.
-I mention this because HOLY FREAKING CRAP LOOK AT THIS THING!!! Yith was introduced for a newfangled CGI-illustrated Spider-Man Limited Series in 2002, using some innovative stuff that hadn't been used in comics much before. The result? A disturbing Uncanny Valley effect, as this "nearly-human" scantily-clad snake lady with overly-large, dead eyes; plastic-like skin; and a mouth that was both unnatural and too visible from the inside; was introduced as a villain. Smarter CGI animators would later exaggerate things appropriately to avoid the Polar Express effect- characters like Merida, Anna & Elsa all avoid this in properly-animated CGI features.
-Yith was hired by Mr. Arliss, the head of "Monnano" (SUBTLE), a company that thrives on genetically-altered food, to kill Dr. Curt Connors after his wife & son contract cancer from the water run-off of one of his factories. However, Connors then turned into The Lizard, and Spider-Man got involved in the fight between the two. Further brawls commenced, but after Connors' wife died, Yith began to sympathize with him, led him to Arliss, and then murdered him when Spidey attempted to prevent The Lizard from doing so. This seems to be a bit of a solid morality-tale, one that involves Greg Rucka taking pot-shots at Monsanto & GMOs years before that was trendy, and numerous characters you can potentially-sympathize with. As this CGI-Comic experiment seems to have failed, we never saw Yith in much of a context again- she appears in the background of a few random "Villainous Gatherings", but neither did nor said anything.
-Yith is a powerful assassin, able to brawl with both The Lizard & Spider-Man in her debut and not get overwhelmed. As both are quite tough, this puts her at LEAST at PL 9, owing to New Villain Stink. She's strong, fast, mobile and can take a bullet without dying.

YANKEE CLIPPER (Patrick Carney)
Created By:
Roger Stern & John Byrne
First Appearance: Marvel: The Lost Generation #4 (Nov. 2001)
Role: Retcon Hero
Group Affiliations: The First Line
PL 8 (95)
STRENGTH
3/7 STAMINA 4 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+8)
Expertise (Baseball Player) 6 (+10) -- Uses Dex
Expertise (Science) 3 (+6)
Persuasion 2 (+5)
Technology 3 (+6)

Advantages:
Ranged Attack 2

Powers:
"High-Tech Belt" (Flaws: Removable) [16]
Enhanced Strength 4 (8)
Force Field 4 (Extras: Impervious) (8)
Movement 2 (Time Travel 2) (4)
-- (20 points)

Offense:
Unarmed +10 (+7 Damage, DC 22)
Venomous Bite +8 (+6 Weaken & Affliction, DC 16 & 16)
Submachine Guns +10 (+6 Ranged Damage, DC 21)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+8 Force Field, +2 Impervious), Fortitude +5, Will +5

Complications:
Motivation (Greed)- Yith kills for money.
Responsibility ("Nobody yells at me!")- Yith will even attack paying clients if they get too cross with her.
Responsibility ("I've never been in love")- Yith is not made of stone- she can symapthize with those who've lost loved ones.
Prejudice (Obvious Superhuman)- For some reason, Yith is a giant snake-lady. She wears sunglasses and a dress to disguise her elapid features.

Total: Abilities: 60 / Skills: 16--8 / Advantages: 2 / Powers: 16 / Defenses: 9 (95)

-Yankee Clipper (a play on Joe DiMaggio's nickname) was introduced as part of the curious Marvel: The Lost Generation book, which sought to explain what happened in the huge gap between the Golden Age and "modern" comics (which was only 15-ish years in Marvel's Silver Age, but had shifted to more than FIFTY by the year 2000). He's a baseball player who retired, then earned an Engineering degree- he started work at the laboratory where the crazy Captain America & Bucky (the future Grand Director and Nomad) were kept. He was later given a special Belt by a dying girl who wanted him to fight The Skrulls, and thus became a superhero.
-He was unexpectedly sent forward in time by 20 years, meeting the future members of the First Line- he was sent forward to the time the Fantastic Four debuted, having lost many of his friends due to the First Line's sacrifice to stop a Skrull invasion. He decided to hang up his costume, as one of the only survivors of the "Lost Generation" years.
-Yankee Clipper's an athletic guy with a pretty simple Fancy Belt that enhances his capabilities.


3) The Enchantress II, Big Zero
4) Coat of Arms, Yith, Yankee Clipper
Last edited by Jabroniville on Thu May 09, 2019 9:11 am, edited 2 times in total.
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