Showing posts with label DC Character. Show all posts
Showing posts with label DC Character. Show all posts

Tuesday, September 25, 2018

Superman - the Last son of Krypton








F EX (20)
A UN (100)
S SHY (150)
E SHY (150)
R GD (10)
I RM (30)
P AM (50)

Health: 420
Karma: 80
Resources: TYP (6)
Popularity: 10


Talents:
Journalism, Trivia: JLA Procedures,
Leadership, Resist: Domination, Multi-Lingual,
History: Earth and Kryptonian, Trivia:
Metropolis

Powers:
LAST SON OF KRYPTON:
As one of the last survivors of Krypton, Superman’s physiology is far different than that of mortal
man. Due to cellular differences, Superman’s body is like a solar collector, allowing him to absorb
and convert solar energy in a variety of ways. Superman’s powers are as follows:
  • True Invulnerability: UN (100) to physical/Energy  Invulnerability: Cl 1000 to Radiation, Terrestrial Disease, Corrosives, Toxins, Heat, Cold
  • Hyper Speed: AM (50)
  • Hyper Intake/Expulsion: AM (50) Super cool breath
  • Heat Vision: UN (100) rank with 10 area range
  • True Flight: UN (100) in Atmosphere, Cl 1000 in space
  • Solar Regeneration: Superman is capable of regenerating through simple exposure to sunlight
  • Hyper Hearing: SHX (150)
  • Telescopic Vision: SHX (150)
  • Microscopic Vision: SHX (150)
  • Penetration Vision: SHX (150)
Contacts:
Superman has a variety of contacts throughout Earth's governments and most superheroes on Earth. In addition, Superman has various contacts throughout the 28 known galaxies and beyond. By the 30th century, Superman has achieved almost mythic status, and has several contacts there as well.


Limitations:
  • Kryptonite: Kryptonite causes his body's cells to deteriorate, similar to radiation poisoning in a human being. Exposure to Kryptonite causes Superman to lose all his powers at -1CS per round. He also loses 1 rank of Strength and Endurance (with its loss of Health) per round until death occurs at Shift-0 Endurance. Removal of the Kryptonite enables Superman's body to regain lost ranks at a rate of one per round.
  • Magic: Superman also has a vulnerability to magic attacks and the effects of magic. Magical attacks directly effect Superman ignoring any resistances or invulnerability. Further more any magical effect is increased +1CS in rank and duration against Superman.
  • Atmospheric Need: Superman needs an Earth like atmosphere to breath in. His Endurance enables him to last for extended period without holding his breath, but in space he will eventually need a space suit. His greater constitution (Endurance) provides little need for sleep, however eventually he will tire and require rest. 
  • Solar Dependant: Superman's powers are based on solar radiation from Earth's yellow sun. Should he be deprived of this radiation for an extended period he will loose all his powers.

Commander Steel - The original star-spangled cyborg.

(Originally published on 8/19/2009 on CMF.)


Henry "Hank" Heywood I

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Gd (10)
P: Gd (10)

Health: 120
Karma: 30
Resources: Gd (10) and later Rm (30)
Popularity: 35

Talents:
Biology
Medicine
Military*
Wrestling
Business/Finance (later in life)

Powers:
Cybernetic Enhancements: Commander Steel's Body was refitted after Heywood's accident, granting him several abilities far above normal men. Steel's body provided him with the following:
Body Armor:Heywood's body was modified and rebuilt using steel alloys and further augmented through the surgical procedures which reinforced his skin. As such, Heywood is considered to have In (40) resistance to physical, Energy, toxic, and corrosive damage. When combined with his full body costume, Heywood's resistances rise to Am (50).
Hyper-Leaping: With the assistance of his microservos, Steel could leap with Ex (20) ability.
Cybernetic Senses: Steel was outfitted with what is considered top of the line senses, including Gd (10) night vision and Gd (10) telescopic vision.
Hyper-Running:Due to the Micromotors, Steel could run with Ex (20) ability.

Contacts:
All-Star Squadron
Steel II
Various US Military contacts
Dr. Gilbert Giles


Limitations:
  • Enemy: Baron Blitzkrieg: As Agents of Baron Blitzkrieg were responsible for Steel's creation, the Baron and Steel had a history.
  • Overconfident:Steel's overconfidence was due to his strong belief in when he was right. Steel cannot be easily dissuaded.

OMAC - The One Man Army Corp (Original Version)








Buddy Blanks
Statistics

F Mn 75
A In 40
S Am 50
E Mn 75
R Ex 20
I Am 50
P Rm 30
Health: 240
Karma: 100
Resources: Ex (20) in the Byrne Future era, Typ (6) most other places, Pr (4) in post-apocalyptic Byrne era.
Popularity: 15

Talents:
OMAC has the following Talents:
Military: All, Weapons: all, Fighting: All,
OMAC can gain any talent appropriate (Save mental or mystical) through his connection to Brother Eye.


Powers:
Ultimate Soldier: OMAC is the ultimate soldier, as is modified through a burst of energy from the orbiting Brother Eye into the powerful One Man Army Corp. As such, he possesses the following abilities:
  • Body Resistance: In (40)
  • Hyper Leaping: Gd (10)
  • Hyper Running: Am (50)
  • Self-Sustenance: OMAC does not tire, and can go days without food, water, and rest.
  • Iron Will: Mn (75): OMAC was literally blown in half and managed to remain focused and alert.
  • Transformation: Into OMAC
  • As Buddy Blanks, his stats are :
    • F: 6 A: 6 S: 6 E: 6 R:10 I: 10 P: 6

Brother Eye:

Brother Eye is a cybernetic intelligence which transforms Blanks into OMAC, provides OMAC with intelligence and information, heals OMAC of the most serious of wounds, and additionally can reshape existing matter to fit mission specific needs, all at Un (100) ability. Brother Eye is in constant planetary contact with OMAC, and is considered to have a Shft X (150) telepathic link. Brother Eye’s signal can only be read by OMAC, but it can be blocked as necessary. If OMAC’s signal is blocked, he will revert to Buddy Blanks within 1-10 rounds, and will immediately go unconscious. Blanks can be restored in one round if contact to the Brother Eye Satellite is restored.

Contacts:
Brother Eye

Saturday, September 15, 2018

Mera, Queen of Atlantis















(Originally published on CMF on 11/13/2009)
Mera

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: In (40)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 110
Karma: 70
Popularity: 15/50 (On the Surface World/As Queen of Atlantis to Atlanteans)
Resources: Am (50) as Queen of Atlantis

Talents:
Sharp Weapons
Leadership
Underwater Combat*
Knowledge: Atlantean Culture
Knowledge: Atlantean History
Knowledge: Xebel History
Knowledge: Underwater heroes and villains
Thrown Weapons
Royalty*

Powers:
Native of Xebel: As a native of Xebel, Mera is adapted to survive in underwater environments, and possessing the following abilities:
  • Water Breathing
  • Water Freedom
  • Hyper Swimming: Rm (30)
  • Adapted Senses: Ex (20) Adapted Senses
  • Telepathy: Mera can communicate telepathically with Ex (20) ability
  • Body Resistance: Ex (20) vs. Physical, Gd (10) vs. Energy
Water Control: Mera can control water with Am (50) intensity, allowing her to perform many power stunts which over the years have been adapted and changed by writers. As such, some of Mera's more unique uses include:
  • Creating hard water shields which provide Am (50) protection vs. physical attacks
  • Dehydrating opponents (As seen in the old JLA series) at Rm (30).
  • Throwing hard water projectiles of Rm (30) impact damage
  • Dousing an area with Am (50) intensity
  • Gathering water from water vapor (Aquaman, series III)
  • Constructs such as fists or objects which do rank damage.


Contacts:
Aquaman
Tempest
Dolphin
Hila (Twin Sister)
The Royal Court of Atlantis
The Royal Court of Xebel

Limitations:

  • Mentally Unstable: Mera has been prone to periods of mental instability, especially after the death of her son Arthur Jr. As such, Mera's mental instability has been addressed many times by different writers.
  • Dependency on water: While not as severe as the Atlantean need, Mera still requires to be submerged once every six hours to maintain her strength and endurance. For every six hours without water, Mera weakens.

Andrea Thomas from 'The secrets of Isis'




(Published originally on CMF 2/9/2010)

Andrea Thomas


F: Ex (20)
A: Ex (20)
S: In (40)
E: In (40)
R: Gd (10)
I: Rm (30)
P: Am (50)

Health: 120
Karma: 90
Popularity: 20 as Isis
Resources: Typ (6)

Talents:
Isis possesses the following talents:
Instructor
Aerial Combat
Mystic Origin*
Martial Arts C (As seen in the original Mighty Isis comic from DC)
Archaeology
Biology
History

Powers:
The Power of Isis: Through use of an ancient medallion/talisman, Andrea Thomas can transform herself into the super-powered Isis, by saying the words 'Oh Mighty Isis'. Andrea is immediately transformed into her costumed identity, granting her the following powers:
  • Alter Ego: Thomas physically transforms, her stats while not Isis are: F: Pr (4) A: Typ (6) S: Typ (6) E: Gd (10)
  • Elemental Control: Isis can command the traditional elements with Am (50) ability, specifically allowing her to transform elements.
  • Weather Control: Isis can control the weather with Mn (75) ability, quelling hurricanes within seconds and creating blizzards in the middle of a California summer day.
  • Flight: Isis could fly up to Am (50) airspeed, born aloft by zephyr winds
  • Super Speed: Isis could move inhumanly fast, with In (40) hyper speed
  • Animal Communication: Isis could communicate with any animal with Rm (30) ability, and could usually convince them to heed her words.
  • Telepathy: Isis could read thoughts with Rm (30) ability, also able to read intentions and perceive the past.
  • Time Control: Isis could freeze or reverse time with In (40) ability and range.
  • Telekinesis: Isis had Am (50) telekinesis
  • Fire Control: Isis had Rm (30) fire control
  • Air Control: Isis had Rm (30) air control
  • Water Control: Isis had Rm (30) water control
  • Geoforce: Isis had Rm (30) Geoforce
  • Incarnation Awareness: Isis was (in the original Secrets of Isis comic) given the ability to perceive her previous incarnations. Isis's awareness was linked to her psyche, requiring a psyche feat to 'look through time'
  • Invulnerable: Isis is resistant to conventional damage, aging, disease, toxins, and corrosives, but can be harmed by mental, mystical, and emotional attacks. Isis's invulnerability should be rated about Am (50) as she is shown to resist powerful attacks from both villains (in the comics) and environmental situations (Such as ocean depths in the series).
  • Illusion Casting: Isis can create realistic illusions with Rm (30) ability


Contacts:
Rick Mason: Fellow teacher and potential love interest
Dr. Albus Barnes: Supervisor and associate
Cindy Lee: student and associate
Renee Carroll: Student and associate

Limitations:
  • Secret ID: No one knew Andrea Thomas was Isis
  • Alter Ego: When not Isis, Andrea was a normal woman suffering the same vulnerabilities as a normal person
  • Spoken Word: Isis seemed to always need to say incantations to activate her powers. These incantations would be tied directly to her powers.
Code vs. Killing: Isis would never kill

The Cheetah (Deborah Domaine version)









Deborah Domaine
 (posted originally 3/03/11 on CMF)


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


Health: 100
Karma: 60
Resources: (As Domaine) Ex (20), as Cheetah Pr (4)/Rm (30) (Depending on support from others)
Popularity: (As Domaine) 5/ As Cheetah - 15

Talents:
As Domaine
Dilettante
Knowledge: Environmental Causes
Knowledge: Environmental Groups

As Cheetah:
Acrobatics
Tumbling
Martial Arts A, C, E
Crime*

Powers:
While Domaine has no real powers, it has been argued and shown that she has some degree of the following pseudo-Powers:

  • Iron Will: Domaine, despite her brainwashing by Kobra, has a large degree of Iron Will, capable of shrugging off damage and/or effects with Rm (30) ability.
  • Recovery: Domaine can recover from injuries far faster than a woman with her build and strength, from plunging into the Icy Potomac after being shot three times to recovering from a blast from Firestorm, Domaine can recovery from damage with Ex (20) ability
  • Combat Sense: Domaine has some form of natural combat sense, granting her the ability at Ex (20)


Equipment:
Sharpened Claws: Attacked to her nails, Domaine has been outfitted with Chromium steel nails painted red, which can halve effective normal body armor by half, and do Ex (20) slashing damage. As a benefit of being trained with them, Domaine can make up to two Fighting actions a round without making a Fighting FEAT. Domain has also been known to poison her nails with a fast-acting toxin that causes unconsciousness at Ex (20) intensity.
Contacts:
Cheetah has the following contacts:

The Cheetah (1): Priscilla Rich was Deborah's aunt
The Secret Society of Supervillains
Kobra

Limitations:

  • Hopelessly Insane: Deborah has been driven insane by Kobra to become a living weapon. Very little of Deborah's caring personality remains. As such, Cheetah is easily provoked into action and is more reactionary than capable of planning.
  • Irrationally hate towards Wonder Woman: Cheetah will ignore all other opponents to attack Wonder Woman.