Wednesday, April 20, 2011

Nautika from 'StormWatch'


Nautica 



Maya Royko
F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Rm (30)
R: Typ (06)
I: Ex (20)
P: Gd (10)
Health: 100
Karma: 36
Resources: Gd (10)/Am (50)
Talents:
Military
Detective/Espionage
Leadership*
Underwater Combat
Marine Biology
Knowledge: International Threats
Knowledge: Superheroes and Villains
Knowledge: Stormwatch Protocols
Powers:
Underwater Adaption: Nautica is completely adapted to underwater life, from the ability to survive in deep water indefinitely to the ability to mimic certain aspects of sea-life. The origin of Nautica’s powers is unknown, and she has displayed the following abilities:
  • · Water Breathing
  • · Water Freedom
  • · Hyper Swimming: Am (50)
  • · Electrical Generation: Rm (30) ability to generate bio-electric charges
  • · Sonar: Ex (20)
  • · True Flight: Nautica can fly with Ex (20) ability for short distances
  • · Body Resistance: Gd (10) resistance to physical damage.
  • · Body Adaptation: Nautica’s body adapts to temperature extremes and pressure within water with Ex (20) ability.
Contacts:
Stormwatch
Limitations:
  • Unusual Looks: Nautica does not have a nose, pupil-less eyes, and webbed hands.
  • Loyal: Nautica is among the most loyal members of Stormwatch
  • Dark Secret: Nautica was held over a year by Kaizen Gammorah in secret, and was subjected to varieties of torture and psychological abuse. As such, Nautica may be unconsciously programmed to do Kaizen’s bidding.


Aurora from 'Alpha Flight'


 Aurora






Jean-Marie Beaubier 

FIGHTING: Ex (20)
AGILITY: Ex (20)
STRENGTH: Ex (20)
ENDURANCE: Rem (30)
REASON: Typ (6)
INTUITION: Typ (6)
PSYCHE: Gd (10)
Health: 90
Karma: 22
Resources: Gd (10)
Pop: 10 

Known Powers:
Flight: Sh-Z (200) airspeed, normally limited to Gd.
Super-Speed: Mn (75), able to moves 3 areas per round.
  • Multiple Attacks: for a total of In (40) damage.
  • Speed Offence: Multiple attacks with Sh-Z ability (Using his speed for Fighting rank) or Rapid attacks that inflict up to In damage, ignoring Ex body armor or less (only one roll is made to hit) to a target.
  • Speed Defense: One must make a Red FEAT to hit Aurora with anything other than an area or psychic attack. If Aurora is making multiple attacks against the same target, the FEAT is reduced to Yellow.
  • Sh-Z strength for breaking a grappling attack.
  • Catch arrows
  • Invisibility by moving extremely fast, Red intuition FEAT to notice
  • Light Generation: Normally only when in contact with her brother Northstar is able to generate Mn intensity light. It seems she is now able to do it even without Northstar. 

Equipment:
Costume: Mn resistance to air-friction and tearing. 

Talents:
Bi-Lingual (French, English)
Teacher (As Jeanie-Marie)
Knowledge: Religion (As Jeanie-Marie)
Knowledge: Toronto Clubs (As Aurora)
Knowledge: Superhuman Canadian Threats (As Aurora)

Limitations:
  • Multiple Personalities: Aurora suffers from multiple personalities, at least four so far (Jeanie-Marie, Aurora, Dark Aurora, and a combination of the two), as such, when faced with situations that require a Psyche FEAT, Aurora must make an additional Psyche FEAT to avoid switching personalities. Only the Aurora and Dark Aurora personalities are aware of the activities of the other personalities.
  • Dependent: Brother: Aurora is linked to her brother Northstar, and is often (as Jeanie-marie) dependent on him.

X-O Manowar


X-O Manowar

 
 
 
 
 
Aric Dacia, kinsman to Alaric



F: Rm (30)
A: Ex (20)
S: Ex (20)
E: Rm (30)
R: Gd (10)
I: Ex (20)
P: Ex (20)
Health: 100
Karma: 50
Resources: Rm (30)
Popularity: 15/20* (See below)

Talents:
Aric has many talents as a barbarian raider and later talents granted to him by the ‘Good Skin’. While in possession of the X-O ManoWar armor, Aric could theoretically learn new skills from the suit. Aric has displayed the following:
Leadership*
Sharp Weapons
Horsemanship
Multi-Lingual: Latin, English
Knowledge: Visigoth Customs
Knowledge: Ancient World
Aerial Combat
Wrestling
Weapons: Ancient World
Hunting
Tracking
Stealth

Powers:
X-O ManoWar Armor
A pseudo-symbiotic armor, the X-O series is a powerful weapon developed and designed by spider-like aliens who sought to use it to conquer various planets. The suit is considered to have Un (100) material strength, although its exact strength is not truly known as it is one of a handful of X-O armors created. Bonded to Aric, the X-O ManoWar obeys his every command, making Aric one of the most powerful individuals in the Valiant universe. The armor possesses a vast arsenal of abilities, including but not limited to:
· Stat/Health Increase: inside the armor Aric’s FASE and health increase, granting him the following: F: In (40), A: In (40), S: Am (50), E: Mn (75) Health: 205
· Body Armor: Aric has Am (50) resistance to all physical damage, as well as temperature extremes and environmental rigors.
· Life Support: the X-O ManoWar armor grants Mn (75) life support to Aric, allowing him to survive days without rest, food, or a fresh oxygen supply. Aric survived deep space for weeks while inside the suit.
· Regeneration*: While wearing the suit, the wearer will heal damage at Ex (20), mending even the most serious of injuries in hours/days.
· Kinetic Weapons: The X-O ManoWar suit fires destructive energy weapons from either hand, capable of destroying starship hull plating among other things with Mn (75) ability.
· Sensory Enhancements: The X-O ManoWar armor grants the wearer a full sensory package, capable of all forms of energy detection (save psionic and magic), as well as RADAR, LDAR, SONAR, and other normal means.
· Communicate w/ Cybernetics: The X-O ManoWar suit can interface with machines with Ex (20) ability.
· Total Memory: The X-O suit maintains complete records of its use and information, possibly with limitless memory.
· Teaching: The X-O suit can ‘speed teach’ its wearer, allowing the wearer to learn quickly new languages, customs, events, and other skills. Complex skills require karma expenditure, but the X-O suit can teach any language it encounters with a simple Reason FEAT, standard skills with a Yellow Reason FEAT, or pass basic information with a standard Psyche FEAT. The user can be overloaded by the information, which requires a Psyche FEAT to prevent brain overload. Wearers who are overloaded are unconscious from 1 – 72 hours.
· Energy Shell: the X-O ManoWar suit can generate an energy shell similar to the ‘Energy Sheath’ power, often using it to reflect/absorb incoming energy attacks with Un (100 ) ability. The energy is stored within the suit and redirected into the weaponry.
· True Flight: The X-O ManoWar suit allows the user to fly with Mn (75) ability within atmosphere, and far faster in space.
· Limited Shape Shifting: the X-O ManoWar suit reforms to the will and desire of the person wearing it, conforming to their build and personality. The suit will generate natural weaponry (such as cestuseStrength: or generate new matrices depending on the wearer with Rm (30) intensity. In addition, the suit will turn into a small golden sphere when not in use, flowing over the wearer when commanded to do so (granting a 1 round costume changEndurance: .
· The X-O ManoWar suit is aware and has its own RIP score. As such, the suit can resist mental attacks on its own, as well as maintain its own ‘persona’, although it remains silent to anyone who is not wearing the suit. The suit’s RIP are: R: Am (50) I: In (40) P: Am (50).
· Anti-Tampering: The suit does not like to be tampered with, and will not respond to anyone but the wearer of the control ring. The suit.
· Machine creation: The suit has ‘split’ parts of itself off in the past to create complex items such as a cybernetic hand for one of Aric’s closest allies. As such, the material strength is identical to the X-O armor, and the armor can control said machines even if detached.

Contacts:
Aric has many contacts through his corporation, although many perished at the hands of the Spider Aliens.

Limitations:
Command Ring: The X-O suit is controlled through a telepathic ‘Command Ring’, which must be worn to activate the suit. Whoever has the ring can use the X-O armor.
Man out of time: Despite his adjustment to the modern era, Aric is still a Visigoth in attitude and occasional appearance. As such, Aric reacts like a time-displaced barbarian would when dealing with deception. Aric always keeps his word, and will seek a bloody revenge when wronged or when his friends and/or kinsmen are harmed.
Enemy: Spider Aliens: The creators of the X-O armors, Aric has vowed to destroy them all for their actions against him.

Note: The X-O armor is widely known among space faring races, and many individuals have sought it over the years as it is a powerful weapon. The popularity of the suit is reflected in the adjusted popularity score.

Monday, March 28, 2011

Lady Deathstrike




Yuriko Oyama


F: Incredible (40)
A: Excellent (20)
S: Remarkable (30)
E: Remarkable (30)
R: Good (10)
I: Excellent (20)
P: Excellent (20)

Health: 100
Karma: 46
Resources: Ex (20)
Pop: -10

Powers:
Cyborg Body: Lady Deathstrike's body has been heavily modified. It gives her the following abilities:
  • Claws: In material, Rm Edge (30) damage, halves effective body armor, and treats as Un (100) material strength.
  • Body Armor: Remarkable (30) body armor versus physical and energy attacks. Yuriko’s bones are bonded to Adamantium, and have the effect of being unbreakable. In addition, any attack which normally halves body armor cannot do so, due to her Adamantium enhancements.
  • Communicate w/ Cybernetics: Yuriko can interface with cybernetics at Rm (30) ability by directly interacting with them.
  • ‘Machine’ Regeneration: Either due to Nanites or other methods, Yuriko regenerates with Mn (75) ability.
  • Resist: Toxins, Disease, and Fatigue: All Rm (30).
  • Recovery: Yuriko has Rm (30) Ability to recover from damage.

Talents:
Martial Arts A, B, E
Acrobatics
Tumbling
Multi-Lingual
Knowledge: Underworld
Crime*
Knowledge: Japanese Culture
Knowledge: Reaver Operations
Sharp Weapons
Business/Finance

Contacts:
  • Spiral
  • The Reavers
  • The Sisterhood of Evil Mutants

Limitations:
  • Honorable: Lady Deathstrike follows the code of the samurai to the letter, and as such has often been known to side with the good as well as the bad.
  • Unusual Looks: Yuriko has undergone extensive reconstruction, and as such has unusual looks when in combat.
  • Indebted to Spiral: While not as prominent in recent times, Spiral does have a debt owed to her by Lady Deathstrike, and as such, can call said debt at any time for any purpose.

The Super-Skrull, The Skrull Powerhouse

The Super Skrull






K'lrt of the Skrull Empire

F: Remarkable (30)
A: Excellent (20)
S: Rm (30)/Mn (75)
E: Amazing (50)
R: Excellent (20)
I: Good (10)
P: Excellent (20)

Health: 100/175
Karma: 50
Resources: Personal Typ (6)/Skrull-Backed Am (50)
Pop: -20/-10/50 (On Earth, in Space, and among the Skrulls general populace).

Powers:
Skrull: K’Lrt is a member of the shape-shifting skrulls, further modified by Skrullian science and as such, can perform the following feats:
- Shape-Shifting: Am (50) ability
- Imitation: Am (50) ability to appear as an identical copy of any living person.
Mental Training: K’Lrt has undergone additional training which grants him the following abilities:
- Hypnotic Mind Control: Rm (30) ability to control the minds of others upon eye contact.
Super-Skrull: K’lrt has been genetically altered with the powers of the Fantastic Four. These powers include:
MR FANTASTIC:
- Elongation: Mn (75)
- Plasticity: Mn (75)
THE HUMAN TORCH:
- Fire Generation: Monstrous (75)
- Fire Control: Monstrous (75)
- Fire Sheath: Monstrous (75)
- Resistance to Heat and Flame: Un (100) resistance to fire and heat.
- Rocket Flight: Am (50) ability to fly.
THE THING:
- Armor Skin: By mimicking the Thing's hide, he gains Am (50) rocky body armor. The Super Skull also takes on a rocky-like exterior when he uses the Thing’s power.
- Superhuman Strength: K'lrt's strength goes to Mn (75), affecting his Health score, when using the Thing's powers.
THE INVISIBLE WOMAN:
- Force Field: Am (50) ability to project a force field up to 2 areas away
- Invisibility: Rm (30) ability to become invisible.

Talents:
Martial Arts C, E
Detective/Espionage
Pilot
Astro-Navigation
Military
Knowledge: Stellar Empires
Knowledge: Skrull Operations
Knowledge: Kree Operations

Contacts:
Nova
The Annihilators
The Skrull Empire

Limitations:
Skrull: As with most recent events, K'lrt is a member of an unpopular stellar race and is often met with resentment and harsh attitudes. K'lrt suffers a -1cs reaction bonus simply being a Skrull.

Warrior Code: K'lrt is the champion of the Skrull Empire, and as such holds himself in a very proud manner. As such, K'lrt will not engage in certain activities against those who have earned his respect, such as Nova, and will even go against his leadership if necessary.

Power LImitation: K'lrt used to rely on several means to use his powers, and required 'recharging' in his earlier appearances. K'lrt is also limited that he can only use two of the Fantastic Four's powers in combination at any one time, at least, he was. It is uncertain if K'lrt still has the limitation in question.

Mosquito from 'The Futurians'

Mosquito


































Dana Morgan

F: Ex (20)
A: Rm (30)
S: Typ (6)
E: Rm (30)
R: Gd (10)
I: Gd (10)
P: Gd (10)

Health: 86
Karma: 30
Popularity: 20
Resources: Gd (10)/In (40) as part of Future Dynamics

Talents:
Athletics
Gymnastics
Tumbling
Aerial Combat
Marksman*
Guns
Martial Arts E
Knowledge: Future Dynamics Protocols
Fame*

Powers: Mosquito benefits from centuries of genetic seeding by future humanity:
Future Dynamics Uplift:
Dana has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants her superhuman powers. Dana has displayed the following powers:

  • True Flight: Rm (30) airspeed
  • Vibration Generation: Mosquito can generate powerful vibrational energies, capable of blasting a hole through steel bulkheads with In (40) ability. As Mosquito has recently gained her powers, it is unknown if she has mastered anything else.


Equipment:
Costume: Dana's costume was shown in the short-lived 3-issue comic series to provide Gd (10) protection vs. physical and energy attacks.

Pistol: Dana possesses a dart pistol capable of firing a range of ammunition. As of the comic series, the pistol was shown to fire two types:
- Sleep Darts: Capable of rendering a target unconscious for up to four hours with Rm (30) intensity
- Explosive Darts: Capable of doing Rm (30) damage to a single person or area.
Dana can fire three darts per round with a 1 area range.


Contacts:
The Futurians
Future Dynamics

Limitations

  • VanderVecken Control: As part of the genetic manipulation over centuries, Mosquito and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should Mosquito come into conflict with Vandervecken, she will immediately be rendered 'forgetful' and will not remember the incident.
  • Impulsive: Among all of the Futurians, Mosquito is the most hot-headed and impulsive, which leads her into trouble. Mosquito once threw her gun away believing it only fired tranquilizer darts, only to remember there were other settings.




Note: While Mosquito at first the apparently weakest member of the Futurians, it was strongly hinted she had not fully gained her abilities and/or had others related to her uplifted physiology. It could be surmised these would possibly include vibration related powers or even shrinking.

Avatar from 'The Futurians'

Avatar



Real Name Unknown, Alias is Andrew Pendragon

F: Rm (30)
A: Rm (30)
S: Mn (75)
E: Un (100)
R: Rm (30)
I: Rm (30)
P: Rm (30)

Health:235
Karma: 90
Resources: In (40)/Mn (75) as part of Future Dynamics
Popularity: 20

Talents:
As Avatar has been alive for over three thousand years, he has multiple talents and disciplines. So far, Avatar has shown to possess:
Martial Arts A, B, C, D, E
Business/Finance
Leadership*
Horsemanship
Rope use
Multi-Lingual
Military*
Law*
Medicine*
Knowledge: Inheritors
Knowledge: Superhuman activities
Knowledge: Conspiracies
Knowledge: Ancient World
Knowledge: Art
History
Occult Lore: Egyptian

Avatar theoretically could have dozens of additional talents.


Powers:
Uplifted Physiology: Avatar was one of the first humans to benefit from the genetic seeders that were sent back in time to arm humanity. As such, Avatar already had abilities prior to the genetic uplift performed at Future Dynamics. Avatar's abilities prior to the uplift included:
- Longevity: Avatar does not age, or ages very very slowly. As such, Avatar looks to be in his thirties when in fact he is ancient.
- Recovery: Avatar recovers Endurance ranks with Ex (20) ability
- Danger Sense: Avatar's experience has given him something akin to Danger Sense, allowing him to perceive patterns and danger with Rm (30) ability.
- Omni-Knowledge: Avatar's vast experience has allowed him to make incredibly good guesses with little to no facts or information with Mn (75) ability. Avatar figured out some time in the ancient past that the future had been affecting human development, that there was a war on the horizon, and that he was a product of that evolutionary involvement before evolution was a concept. Avatar can spend two rounds analyzing a situation and make a roll to determine additional facts and/or overlooked details, as well as predict accurately results depending on the color of his FEAT roll.
- Resist: Toxins, Disease, and Poisons: Am (50) resistance. In addition, Avatar has burned out the compulsion that was genetically programmed into each of the Futurians from Vandervecken.

Future Dynamics uplift:
Although already powerful, the further uplift to Avatar granted him additional abilities and powers:
- Superhuman Strength: Avatar's strength was increased to its current limits.
- Superhuman Endurance: Avatar's Endurance was increased to current limits
- True Invulnerability: Amazing (50) True Invulnerability
- True Flight: Mn (75) True Flight
- Hyper Speed: As shown in the comics, Avatar can move in bursts of speed with Rm (30) ability, increasing his reaction times and flight speed accordingly
- Regeneration*: Avatar actually regenerates damage as shown in issue #1 and issue #2 with Ex (20) ability.
- Resist: Power Manipulation: Avatar can resist basic attempts to negate his power with Rm (30) ability.


Contacts:
The Futurians
Sunswift
Pendragon Industries


Limitations:
  • Emotionally Detached: Avatar is perhaps the most detached of the group, which makes him 'cold' to everyone but Sunswift. In addition, Avatar sees the purpose of the Futurians as nothing short of manipulation, and continues to serve as a feeling of necessity for humanity rather than loyalty to the group.
  • Overprotective: Avatar has displayed a sense of overprotective 'fatherly' behavior towards Silkie and Mosquito, and will go out of his way for Sunswift.
  • Overconfident: Avatar is very certain of himself, which has led to his own blindsiding.

Colonel Rick Flag Jr. from 'The Suicide Squad'

Rick Flag Jr.




Colonel Rick Flag, Jr., possibly Anthony Miller

Fighting: Rm (30)
Agility: Ex (20)
Strength: Gd (10)
Endurance: Ex (20)
Reason: Gd (10)
Intuition: Rm (30)
Psyche: Ex (20)
Health: 80
Karma: 60
Resources: Personal: Gd (10)/Accessible Am (50)
Popularity: 0/20 in Government Circles

Talents:
Martial Arts: A, B, C
Leadership*
Military*
Marksman*
Crime*
Detective/Espionage
Pilot
Knowledge: DCU Intelligence Communities
Knowledge: Meta-Threats
Knowledge: Heroes and Villains
Survival*
Resist: Domination*

Known Powers:
None

Equipment:
Rick Flag utilizes equipment per mission, and has active to most of CHECKMATE’s and the Suicide Squad resources. In addition, Flag has utilized Skartarian technology in the past.

Contacts:
Amanda Waller
Sgt. Steel
Various DCU Intelligence contacts
CHECKMATE
The Suicide Squad

Limitations:
Dedicated to the Mission: Rick Flag is completely dedicated to the mission at hand, and will willingly sacrifice his life to complete the mission he’s currently on. As such, Flag suffers a -1cs to any action which would be against the mission priority.

Survivor's Guilt: Flag suffers from bouts of survivor's guilt, specifically from the reformed Suicide Squad and other incidents. The guilt is especially present when Flag has 'downtime', and has been used to manipulate him in the past by figures such as Waller especially.

Reputation: Flag's cold reputation and complete loyalty to the mission are well-known, and possibly one of the reasons that the Squad follows his lead.

Tuesday, March 1, 2011

Captain America, The Sentinel of Liberty

Captain America





Steve Rogers

F: Am (50)
A: In (40)
S: Ex (20)
E: Am (50)
R: Ex (20)
I: In (40)
P: Am (50)

Health: 160
Karma: 110
Resources: Personal Resources: Gd (10), Accessible Resources Am (50) as Captain America
Popularity: 100

Talents
Cap has the following Talents:
Martial Arts A:
Martial Arts B
Martial Arts C
Martial Arts D
Martial Arts E
Leadership*
Weapons Specialist*
Military*
Detective Espionage
Knowledge: Avengers Protocols
Knowledge: Avengers Technology
Pilot
Knowledge: Invaders Protocols
Knowledge: Intelligence Agencies
Knowledge: Superhero/Supervillain Trivia
Knowledge: Counter-force Protocols
Law Enforcement
Artist
Knowledge: World War II History
Knowledge: World War II Threats
Tactics
Repair/Tinkering
Knowledge: History

Powers:
Super Soldier: Cap is the pinnacle of human achievement, gifted with enhanced strength and
stamina. In addition, Cap is far more resistant to disease and toxins than the healthiest person.
- Recovery: Cap possesses Rem (30) recuperative abilities.
- Resist: Disease: Cap is considered immune to normal diseases and has Rm (30) Resistance to exotic or enhanced diseases.
- Resist: Toxins: Cap is considered to have Rm (30) resistance to most earthly based toxins, and cannot be fatigued through normal means. As a result, Cap does not have to make an Endurance FEAT in order to maintain speed or pace while traveling.
- Hyper Running: Cap is capable of running the two minute mile, and is faster than the fastest olympic athlete. Cap is considered to be able to move 4 areas a round on foot.
- Suspended Animation: Cap enters a state of suspended animation under frigid conditions, where his body chemistry halts rather than crystallizes.
- Longevity: In many portrayals of Cap, the super-soldier serum effectively grants Cap extraordinary youth and lifespan. As seen in the alternate universes of Earth X, 1602, and elsewhere, Cap could theoretically live three times the normal lifespan before slowing down.


Indomitable Will: Cap is the symbol of all that is good with America, and possesses great willpower and ability. Cap’s will is considered Un (100) when attempting to break Cap. From Nightmare to Thanos to Mephisto, Cap has resisted the greatest threats who have attempted to overcome Cap's will.

Armored costume: Cap’s costume
provides him with Ex (20) protection against Physical and Ex (20) resistance to Energy attacks. Cap's costume is insulated to provide additional protections against the elements, granting Gd (10) protection against temperatures extreme.

Shield: Cap possesses a shield that is a unique alloy of Adamantium and Vibranium.
It is Cl5000 material, capable of absorbing 100 points of damage per round, or be hurled 3 areas for RM (30) damage. Cap can make the shield rebound up to 5 targets with an agility FEAT, forcing opponents to make a stun/slam attack. The shield is considered to have the following properties: Unbreakable, Signature, Unique.

Contacts:
Cap has dozens of contacts throughout the world and beyond who would come to his aid if needed. Included are:
  • Any member past or present of the Avengers
  • Any member past or present of the Invaders
  • Any member past or present of the Fantastic Four
  • Nick Fury
  • Sharon Carter
  • Any member of SHIELD
  • The President of the United States
  • Spider-Man
  • Wolverine
  • A majority of the X-Men
  • The Secret Avengers
  • The list goes on and on.

Limitations:
  • Sworn enemies: Cap has a series of enemies that are life-long: The Red Skull, Arnim Zola, Baron Zemo I, Baron Zemo II, the Hate Monger, Baron Von Strucker, Count Nefaria, Baron Blood, Master-Man, and Warrior Woman to name but a few.
  • Idealist: Cap is a strong believer in the basic decency of mankind, and will uphold the ideals of America (but not the politics): Truth, Justice, Fairness, and Honesty with all of his being. As such, Cap has been placed in difficult situations due to his desire to uphold those concepts.
  • Public Identity: Cap revealed his identity as Steve Rogers publicly.
  • Reluctance to take a life: Cap is very reluctant to take a life, and has done so after much reluctance and only under extreme conditions when not in wartime.
  • Man  out of time: Cap is from an older generation, and is not as 'caught up' on things in the modern world. His ideology is far older than his appearance, and he is still occasionally put off by the 'modern' world.

Monday, February 21, 2011

Captain Marvel, SHAZAM!

Captain Marvel





The Big Red Cheese, The World’s Mightiest Mortal, SHAZAM!

William Joseph "Billy" Batson
Billy Marvel
Fighting: Poor (4) Mn (75)
Agility: Typ (6) Mn (75)
Strength: Typ (6) Un (100)
Endurance: Typ (6) Un (100)
Reason: Typ (6) Rm (30)
Intuition: Gd (10) Am (50)
Psyche: Gd (10) Am (50)

Health: 22 350
Karma: 26 130
Popularity: 5 50
Resources: Typ (6) Rm (30)

Talents:
Billy has developed several talents during his tenure as Captain Marvel, as well as being a media personality:
Media
Reporter*
Knowledge: Superheroes and Villains
Knowledge: Mystical Threats
Knowledge: Marvel Family and enemies
Aerial Combat
Student*: Although Billy has already developed several talents, he still is in school and continues to benefit from such.
Resist: Domination*

Powers:
The Power of SHAZAM: Billy is empowered by the wizard SHAZAM, and granted great abilities based upon the gods of the ancient world. These Powers include:
S- The Power of Solomon: Granted the wisdom and far reaching sight and awareness of Solomon, Billy can perform the following abilities:
- Total Memory: Un (100)
- Linguistics: Un (100)
- Clairvoyance: Un (100)
- Combat Sense: Am (50)
- Hypnotic Voice: Ex (20) ability to calm or convince people to see the error of their ways.
- Leadership: Marvel can assume leadership when transformed, but often defers to other, more experienced heroes.
H- The Power of Hercules: Billy is granted the great strength of Hercules, and as such has the higher strength score when transformed. Captain Marvel is on league with Superman when it comes to raw strength, and additionally, Marvel only needs to make a Yellow FEAT to push his strength past the normal levels. In addition, Captain Marvel has been shown to have the following:
- Hyper Intake/Expulsion: Mn (75) ability for ‘super breath’
A- The Power of Atlas: Billy has been granted the exceptional endurance of the titan Atlas, and as such has the higher Endurance rate. In addition, the power of Atlas has granted Billy the following:
- Self-Sustenance: Captain Marvel does not need to eat, sleep, or breathe.
- Hyper Endurance: Billy can push his Endurance past the normal rank if the situation calls for by +2cs simply by making a yellow Endurance FEAT.
- Indefinite survival in deep space: Captain Marvel can survive in deep space unaided for an unknown length of time.
Z- The Power of Zeus: Billy has the power of Zeus while transformed, able to call down the mystical bolt of lightning that transform him into Captain Marvel. In addition, the bolts of lightning have other powers and abilities:
- Transformation: When Billy yells ‘Shazam’, he is transformed by mystical lightning into the adult Captain Marvel. The power is considered Alter-Ego, although there is no transformation of consciousness.
- Mystical Lightning: Each bolt called down by SHAZAM is considered to be UN (100) mystical lightning. Marvel has in the past ‘dodged’ the bolt, allowing an individual to be hit with Mn (75) mystical damage.
- Resist: Magic: Billy is resistant to mystical attacks up to Am (50) damage.
A- The Power of Achilles: Billy summons the battle prowess and indestructibility of the mighty warrior Achilles, which grants Billy his increased fighting abilities as well as the following:
- True Invulnerability*: Mn (75): Billy is immune to all physical damage to Mn (75) ability, and is capable of ignoring most other effects.
- Resist: Fear: Billy is unafraid and cannot be attacked by fear based attacks with ability under Am (50) ability.
- Indomitable Will: Billy’s will is considered unbreakable, and his spirit is considered one of the few things of purity in the DCU. As example, when Neron tried to barter his soul, Hell froze from the purity of it. GM’s are suggested to adjust the rank as they see fit. In Kingdom Come it took Lex Luthor a decade to wear Billy down in his human guise to make him his servant, as an FYI.
M- The Power of Mercury: Mercury has granted Captain Marvel several abilities, which include:
- True Flight: Un (100) in Atmosphere, possibly as high as Cl1000 in space.
- Hyper Speed: Mn (75) Hyper-Speed
- Heighted Agility: As seen in stats
- Initiative bonus: Marvel gets an additional +5 in initiative bonus due to his fast thinking and reaction.

Contacts:
Justice League of America
Justice Society of America
Bullet Man
Spy Smasher
Mary Marvel
Captain Marvel Jr.
Uncle Marvel
Tawky Tawny
Superman
The Wizard Shazam

Limitations:
SHAZAM: Billy must say SHAZAM in order to transform into Captain Marvel. If Billy is unable to say the mystical word, he is powerless

Enemies: Billy has a fair number of enemies in his rogues gallery, and a number of them know that Captain Marvel is really young Billy Batson.

Responsibility of power: Billy is very aware of his responsibility, and will do nothing to jeopardize or abuse his power.

Code Vs. Killing: Billy would never take a life, no matter the circumstances.

Awe: Billy is a teen, and as such, is in awe other heroes, often deferring to them or simply unwilling to face them. As such, situations where Billy may know better will occasionally conflict with the chosen course of action.