Showing posts with label Jack's Heroes. Show all posts
Showing posts with label Jack's Heroes. Show all posts

Tuesday, March 23, 2021

Paladin - Have Gun Will Travel

  

Have Gun, Will Travel....Wire Paladin, San Francisco








 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 70
Karma: 60
Popularity: 10
Resources: Ex (20)


Talents:

  • Guns
  • Marksman
  • Martial Arts A, E
  • Horsemanship
  • Military
  • Polyglot: Paladin can speak and write upwards of 12 languages through the course of the series (That's shown)
  • Knowledge: Current events
  • Knowledge: Etiquette
  • Knowledge: History
  • Sharp Weapons: Knife
  • Quick-draw: Paladin gains a +1 initiate bonus when drawing either his custom .45 or derringer
  • Law*
  • Detective


Powers:
While not officially 'powers' per say, Paladin has displayed the following power-like effects:

  • Combat Sense: Rm (30)
  • Iron Will: Ex (20)


Contacts:
Hey Boy: A Chinese valet and confidant of Paladin, whose real name was revealed as Huong.
Hey Girl: Hey Boy's replacement


Limitations:
  • Mysterious Nature: Paladin's mysterious background works for and against him, often placing him in situations (such as accusations of murder especially).
  • Code of Honor: Paladin maintains a strict code of honor in all of his dealings, which means he will honor the letter of the deal if pressed, will refuse to work for someone who is dishonorable or evil,  or occasionally working pro bono. 
  • Reputation: Paladin's reputation when recognized is that of a professional gunslinger and is often treated with an air of fear and respect. 


 


Jon Sable: Freelance

Originally Published on Classicmarvelforever.com on 05/05/2009


 

 

 

 


 

 

 

 

 

 

 

 

 

 

Jon Sable (In 1984)

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

Health: 90
Karma: 70
Popularity: As Jon Sable: 15, As B.B. Flemm: 30
Resources: Rm (30)


Talents:
Sable has many talents, including:

  • Hunting
  • Tracking
  • Athletics (He was an Olympic athlete who competed in the 1976 games.)
  • Military*
  • Guns
  • Marksman*
  • Sharp Weapons
  • Multi-Lingual
  • Detective/Espionage
  • Martial Arts A, B, E
  • Tumbling
  • Knowledge: Intelligence networks
  • Performer: Writer
  • Boxing


Powers:
None

Contacts:
Sable has contacts throughout the world, but chief among his contacts are:

  • Sonny Pratt
  • Eden Kendell: Sable's publisher and confidant
  • Myke Blackmon: Sable's on-again/Off-again girlfriend and illustrator.
  • Chief Winters: While an antagonistic relationship exists between Sable and Winters, it was shown to soften a bit (Shaman's Tears # 5) to the point that Winters probably is a contact.


Limitations:

  • Public ID: Sable maintains his identity publicly as an adventurer for hire, and is well known for his activities.
  • Secret ID: Sable maintains a dual identity specifically as B.B. Flemm - the writer of popular children's novels  Sable is very careful to maintain the public identity of the writer, purely for financial reasons (It was imagined that Sable's persona would tank sales).
  • Wanted: Sable has been wanted for murder at one time in Africa.

 

 

As you might tell, Jon Sable was perhaps one of my favorite comics in the 1980s and possibly one of the better books out of a period of time of better comics. Sable had a short-lived TV series in 1988 and has long been the subjects of possible adaptions.

Monday, March 22, 2021

Deathblow from Image Comics (Original Version)

 Originally posted on Classicmarvelforever on 4/10/2009

Deathblow


 

 

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 Michael Cray


F: Am(50)
A: Rm (30)
S: Ex (20)
E: Am (50)
R: Ty (6)
I: Rm (30)
P: Rm (30)
Health:150
Karma: 68
Popularity: 5
Resources: Gd (10)
Origin: Gen Active Human

Talents:
Cray is an elite military operative, who has the following skills:
Military*, Demolitions, Covert Operations, Detective/Espionage, SCUBA, Marksman*, MA: A, C, Trivia: Elite Operations, Trivia: Modern Weapons, Trivia: Special Operations, Combat medicine

Contacts:
Deathblow has the following Contacts
Remnants of Team 7, Special Operations, Sister Mary, Various Covert Operations contacts, Various US Military Contacts

Powers and Equipment:
Deathblow has several powers due to his Gen-Active nature, which did not emerge until recently:

Regeneration*: Cray has AM (50) Regenerative and Recuperative powers.
Recovery: Cray also has the impressive ability to recovery from damage at a surprising rate,

Limitation: Originally, Deathblow was supposedly suffering from inoperable cancer, and was dying. Either due from drinking from the Holy Grail, or his own latent Gen-Active powers, Cray was healed of the cancer.




Tuesday, September 29, 2020

Jack's Heroes - write-ups of heroes from throughout the ages



 A good deal of the time I focus on Halloween or horror write-ups, but I've worked to stat a number of characters over the years that I either wanted to stat or had not been written up that I always felt needed to be. Jack's Heroes were write-ups that were characters I really dig and I hope I've captured properly. I have villain write-ups on the way as well as the heroines and villaness write-ups on their separate section.

 

 The Angel -  from Golden Age Marvel
Azrael - St. Dumas's avenging angel
Buck Rogers, hero of the 25th Century
Captain America - Jack's definitive write-up
Captain Marvel - Fawcett's greatest hero
Captain Nemo - The mysterious captain of the Nautilus
Commander Steel - the DC heroes 
Cosmic Boy - Hero of the 30th Century
Deathblow - Michael Cray, member of Team 6   
Doctor Syn, Alias the Scarecrow - The Scarecrow of Romny Marsh 
Elijah Snow - Leader of the Planetary
The Enemy Ace - Hans Von Hammer, the Hammer from Hell
Flash Gordon - Savior of the Universe
Hawkman - Carter Hall, Katar, Prince Khufu
The Human Fly - Stuntman and Marvel hero
Gambit - Thief, mutant, X-man, and cardsharp
Jon Sable: Freelance - Mike Grell's bounty hunter, mystery man, and adventurer
Jonah Hex - The gunslinger and bounty hunter
Karate Kid - Master of martial arts from the 30th century
King Faraday - DC's premiere secret agent
The Lone Ranger - Masked hero of the plains
The Man from Atlantis - Amnesiac hero from the 1970s
Manhunter - Paul Kirk - he who hunts the most dangerous game
Max Payne - Burned out ex-cop vigilante
Mike Power - Atomic powered cyborg and member of the GI Joe Adventure Team
Nemesis - DC's master of disguise Tom Tresser
Ninjak - Valiant's British spy and master ninja
OMAC - The John Byrne version of Jack Kirby's future super soldier
The Phantom - Lee Falk's Ghost who Walks
Rom the Space Knight - The silvery champion from Gallidor
Paladin - The mysterious man whose motto is 'Have Gun will Travel'
Richard Eagle - Mystical martial artist and detective
Rick Flag Jr. - Commander of DC's 'Suicide Squad'
The Shadow - the mysterious vigilante who knows what evil lurks in the hearts of man
S.D. 'Snake' Plisskin - Gunslinger and master criminal in the future
Solomon Kane - Puritan Adventurer who seeks to do good.
Son of Vulcan - The Charltan Comics champion of the gods
Space Ghost - The specter of the space-ways and champion of justice
Spider-Man 2099 - Miguel O'hara, the spider-man of the future
Travis Morgan - The Warlord of Skartaris 
X-O Manowar - Alaric the barbarian armored warrior
Yondu (Original) - The archer extraordinaire of  Guardians of the Galaxy
 
 

Wednesday, September 9, 2020

Mark Harris, The Man from Atlantis

The Man From Atlantis



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Real Name Unknown, given name Mark Harris.


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: 10
Resources: Individual Ty (6), as Part of the Foundation for Oceanic Research, Ex (20) accessible.

Talents:
Marine Biology
Underwater Combat
Knowledge: Marine survival
Knowledge: Foundation for Oceanic Research Operations
Knowledge: Unusual Marine Phenomena
Martial Arts: B
Pilot: Marine Craft


Powers:
Adapted Aquatic Physiology: Mark's physiology is uniquely adapted for a life above and below the water. As such, Mark Harris is capable of the following feats:

  • Water Freedom: Mark is completely at home in the water as on land, and is not hampered by it.
  • Water Breathing: Mark can breath water and can remain submerged for great lengths of time if not indefinitely
  • Adapted Senses: Mark's senses are acute and tailored for a life under the waves. He is considered to have Ex (20) dark vision, Gd (10) hyper hearing, and the ability to see underwater unaided.
  • Hyper Swimming: Mark is capable of Rm (30) hyper Swimming, capable of upwards of 60 Knots in short bursts.
  • Recovery: Mark is capable of recovering endurance ranks far faster than a normal human, with Rm (30) ability.
  • Body Resistance: Mark is capable of surviving the depths of the ocean, providing him with Gd (10) body armor.
  • Resist: Cold: As shown specifically in the comic, Mark can resist the icy depths of the artic with Ex (20) resistance to temperature extremes, specifically cold.
  • Communicate w/ Ocean Creatures: Mark has the limited ability to communicate w/ sea life at Pr (4), as shown in the comic.

Contacts:
Dr. Elizabeth Merrill: Chief Marine Biologist for the Foundation for Oceanic Research
The Foundation for Oceanic Research
Possible Atlantean contacts.

Limitations:
  • Amnesia: Mark suffers from Amnesia, unable to recall his life prior to washing ashore and being nursed back to health by Dr. Merrill.
  • Dehydration: Mark must immerse himself in water once per hour to revitalize himself. Failure to do so causes Harris to suffer -2cs to all physical stats per hour, and causes his extremities to become dark blue.
  • Unusual Looks: Mark has webbed hands and toes.
  • Enemy: Mark has a recurring arch-nemesis, the mysterious Mr. Schubert, A genius intellect who clashes with Mark on numerous occasions.

Saturday, August 29, 2020

Harry Houdini

 “What the eyes see and the ears hear, the mind believes.

Harry Houdini




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Erik Weisz, Ehrich Weiss, Harry Weis

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

Health: 90
Karma: 70
Resources: Ex (20)
Popularity: 50

Talents:
Harry Houdini possessed many skills both for his craft and in a variety of related fields:
Martial Arts A, E
Performer
Multi-Lingual
Knowledge: Figures of the era
World Traveler – Houdini has been in more quarters of the world and gains a +1cs to reason on knowing a place, culture, or person of importance.
Escape Artist*
Spiritualism*
Acrobatics
Tumbling
Lock picking
Sleight of Hand
Multi-Lingual
Artist* - Writer
Artist – Movie Star (Silent Movies)
Pilot


Powers:
Although Harry Houdini had no real powers, he did display a lot of abilities, skills and attributes which could be considered superhuman. Houdini’s strength and endurance had always been remarked to be far greater than people of his age and build, and his ability to escape from locks and traps bordered on the supernatural. Houdini displayed the following pseudo-powers:


  • High Pain Threshold: Houdini possessed a high pain threshold that allowed him to continue operating as if he was unaffected by situations and damage, similar in scope to Iron Will. Houdini was able to allow himself to be buried alive in a full grave and dug his way out, be subjected to near freezing waters with little damage, hold his breath while restrained for upwards of 3 ½ minutes, and even perform a full show after rupturing his appendix after several punches in his stomach. Houdini’s pain threshold allowed him to roll a FEAT vs. Ex (20) ability to simply ignore the immediate damage effects. Houdini still took the damage, but he was able to ignore its effects.
  • Ultimate Skill: Escape Artist: Houdini is considered by many to be the greatest escape artist that the world has ever seen. Houdini’s mastery of locks was the thing of legend, including being supposedly able to pick every pair of handcuffs in service within current Law Enforcement. Houdini’s ability to escape from both elaborate tricks that he or others had designed still has a degree of unreliability to it. If presented with a situation in which Houdini is handcuffed, restrained, and/or entrapped, Houdini rolls against Amazing (50) rank for such FEATs.
  • Eye for Detail: Houdini’s ability to spot detail was very impressive, allowing him to often use such in disproving mediums and spiritualists. Houdini could substitute his Intuition attribute for a reason check if presented with such situations.
  • Cheating Death: Houdini escaped several real situations (such as two plane crashes) with few injuries, both through his conditioning and ability but also through just plain luck. When Houdini is in situations that would cause him to be faced with a roll vs. Death effects, Houdini can spend Karma after the roll without declaring he would do so ahead of time.
  • The first mega-celebrity: Harry Houdini’s rise to fame as an entertainer had never fully be seen before, and as such, it allowed access to higher levels of society as well as other benefits. As Houdini often toured world-wide, the press and media of the day would follow every move and would report facts of the smallest sort, adding to the size of crowds at Houdini’s events. As a side-effect, Houdini could form temporary karma pools with the attendees at such stunts which Houdini could spend to add to his escapes or make important FEAT rolls.
Contacts:
Harry Houdini had countless contacts in all levels of society and occupations, including famous figures, authors, and world leaders. Houdini maintained a great deal of correspondence to figures both within the magic community, the burgeoning aeronautic community, and the early days of Hollywood to name just a few contacts.

Limitations:
Houdini had several limitations which became more pronounced as he grew in fame:

  • Public Persona: Houdini often fanned the flames of his own popularity, and would go to great lengths to maintain his own presence on the scene. As such, Houdini’s crafted persona makes it difficult to escape from – Houdini once could not leave his home and simply travel across the city without being accosted and recognized as Harry Houdini.
  • Disbeliever: Especially after the death of his beloved mother, Houdini began to despise spiritualism and made it a crusade to disprove spiritualists of the day, taking great steps to discredit such as charlatans and cheats. Houdini would not waiver in his pursuit of frauds, which later evolved into spiritualism as a whole and cost him long-time friendships (like Sir Arthur Conan Doyle).
  • Obsession: Houdini was obsessed in capturing greater and greater tricks, working often up to twenty (20) hours a day to perfect such and guarding such tricks with zeal (and occasionally lawsuits).

Saturday, September 29, 2018

Agents Fox Mulder and Dana Scully from 'The X-Files'


’Trust No One‘








Fox Mulder






Fox William Mulder

F: Typ (06)
A: Gd (10)
S: Typ (06)
E: Ex (20)
R: Ex (20)
I: Rm (30)
P: Rm (30)

Health: 42
Karma: 80
Popularity: 0/-2/5/-5/0 (Initially to the public, inside the FBI, Generally after the exposure for high-profile cases, as a wanted fugitive, after the 2nd movie)
Resources: Gd (10)

Talents:
Fox Mulder is incredibly intelligent, displaying the following skills:

  • Law Enforcement*
  • Firearms
  • Detective/Espionage
  • Knowledge: Government Conspiracies
  • Knowledge: Paranormal
  • Knowledge: Weird Facts
  • Knowledge: Historical Figures
  • Anthropology
  • Knowledge: Alien Abductions
  • Knowledge: Cryptozoology
  • Psychology
  • Forensics
  • Parapsychology
  • Knowledge: Baseball
  • Knowledge: Classic Movies and TV shows
  • Scholar

Powers:
Mulder is a normal human (as close as one can get in the series), but has displayed the following power-like effects:
  • Photographic Recall: Mulder possesses a near-perfect memory with perfect recall, cited often as per the series. Mulder can recall specific details regarding the X-files or anything he has seen or read with a simple Reason FEAT.
  • I want To Believe: Mulder is a true believer, allowing the desire to know the truth carry him through difficult encounters and near-death experiences. In situations where Mulder is faced with a result vs. death or life-threatening situations during a case , Mulder can substitute his Psyche for his Fighting, Agility, or Endurance. This can only be done once per event.
  • Partners: Mulder can spend his own Karma on Scully's behalf in most situations as necessary.

Contacts:
Mulder has several contacts during the course of the series run: The mysterious Deep Throat and later the mysterious X, the conspiracy group The Lone Gunmen, various law enforcement agents, conspiracy groups, Frank Black, Director Walter Skinner, and of course, Dana Scully.

Limitations:
Fox has the following limitations:
  • Devoted to the Truth: Mulder will pursue the truth even if it kills him, which it almost has on numerous occasions.
  • Powerful Enemies: Mulder has powerful enemies within the Alien Conspiracy.
  • Finding out the truth about Samantha: Fox is obsessed in finding out what happened to his sister Samantha, to the point he suffers a -1CS to Psyche when confronted with the possibility of knowing.
  • Devoted to Scully: Mulder would do practically anything for his partner Scully, especially later on.
  • Escaped Criminal: For a time, Fox Mulder was considered a wanted criminal who had escaped from prison's death row.
  • Spooky: Mulder is known to the law-enforcement community as a spooky guys - a nick-name that was given to him at Oxford and during his first days of the FBI.
  • Enemy: Cigarette-Smoking Man: His main nemesis and adversary.

Dana Scully







Dana Katherine Scully

F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 46
Karma: 70
Popularity: 0/-2 (Normally/within the FBI after being assigned to the X-Files)

Talents:
Dana Scully is a very intelligent agent with the following skills:


  • Law Enforcement*
  • Firearms
  • Physics
  • Medicine*
  • Molecular Biology
  • Knowledge: Literature
  • Instructor*
  • Psychology
  • Forensics
  • markswoman*
  • Detective/Espionage
  • Scholar

Powers:
Scully is fairly normal, although several theories exist regarding her eventual life-span due to the chip implanted in her neck (During 2nd/3rd season):
  • Longevity/Immortal: Due to the actions of both by the Cigarette-Smoking Man and Alfred Fellig, Scully may have inadvertently gained a type of immortality or prolonged life. Although this was not confirmed, it is worth bringing up as others in the series have (including Clyde Bruckman who was able to see how a person dies and later members of the conspiracy). It's a theory, but it does have a great deal of suggestive evidence.
  • A skeptical Voice: Early on, Scully was the skeptic to Mulder's believer, often trying to find logical solutions to the cases in which they worked. When presented with a case that has some evidence in the scientific, Scully gains a +1cs to reason and intuition checks in order to provide logical solutions to issues. Later, Scully adopts more of a believer's mentality, but remains able to draw upon her skeptical voice during later events.
  • Partners: Scully can spend his own Karma on Mulder's behalf in most situations as necessary from about the end of season 1 onward.

Contacts:
Scully has a wealth of contacts in her professional careers as a doctor and physicist, including former associates and co-workers. Scully is close to Walter Skinner, her former boss at the FBI and later John Doggett, her partner while Mulder had disappeared.

Limitations:
Dana has the following limitations:
  • A skeptic's voice: It takes Dana some time to believe things that she has experienced and seen. Although Dana is no fool, she will try to rationalize some elements or find logical solutions.
  • Powerful Enemies: Scully has powerful enemies within the Alien Conspiracy.
  • Protecting Fox and William, her son: Dana seeks to protect Fox and their son William at any cost (Including leaving her son somewhere she or the conspiracy will ever find him. Dana is at a -1CS when attempting to act in situations where Fox or William are directly at risk.
  • Devoted to Mulder: Mulder would do practically anything for his partner Mulder especially later on..

Dr. Syn, the Scarecrow of Romney Marsh

AhahahahahHAHHAHAHAHAHAHHAHAA!

Created to protect associates and congressional members, pirate-turned-vicar Christopher Syn donned a tattered costume and eerie paint, becoming the notorious and terrifying Scarecrow - Enemy to the unfairness of the crown. The Scarecrow of Romney Marsh.



The Scarecrow of Romney Marsh






Doctor Christopher Syn, Captain Clegg, and assorted other aliases.

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

Health: 90
Karma: 90
Popularity: (as Dr. Syn, Vicar) 2, (As Captain Clegg) - 5 (As the Scarecrow) 10/-10

Talents:
Christopher Syn was a genius scholar and possessed many skills, including:

  • Crime*
  • Religion
  • Firearms
  • Swords
  • Horsemanship
  • Navigation
  • Sailing
  • theatrics
  • Detective/Espionage
  • Unarmed Fighting
  • Scholar*
  • Multi-Lingual
  • Marksman*
  • Acting
  • Leadership*
  • Small Unit Tactics

Powers:
The Scarecrow had no real powers, but had several power-like effects:
  • Eerie Cackle: The Scarecrow could cackle with an almost inhuman ability, which would terrify normal individuals causing fear at Typical (06) Intensity.
  • Iron Will: Syn could ignore effects and damage (as stated in the books, he possessed inhuman endurance) with Ex (20) ability.
  • Pulp Hero Luck: Although slightly ahead of the pulp hero mold, Syn can re-roll a single result during a combat and/or automatically make an Endurance FEAT vs. Death during a combat. Syn escaped from many different situations apparently through sheer will and luck.


Contacts:
Syn had many contacts throughout his life, both as the infamous pirate Captain Clegg and as his role as vicar. Syn's closest contacts included his most trusted aide, Mr. Mipps. Syn cultivated many, many contacts during his adventures and pursuit of his enemy.

Limitations:
Syn had his fair share of limitations:
  • Secret ID: Only a few people alive knew that Christopher Syn was Captain Clegg or the Scarecrow. As such, it was a well-kept secret.
  • Vengeful: Syn was very vengeful if he felt he had been wronged or justice had not been done.
  • Obsession: Syn was obsessed with gaining revenge on his former wife Imogene and her husband Nicholas Tappit.
  • Dedicated: Syn was dedicated to protect those who were his parishioners.




The Scarecrow (Straw Man) from Marvel Comics

"Heeheeeheheeehehehehee"




 




The Scarecrow/The Straw Man/countless other names throughout history

F: Rm (30)
A: Rm (30)
S: In (40)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Mn (75)

Health: 150
Karma: 115
Popularity: - 5 (As an eerie avenger), - 10 (To occultists) - 30 (To the cultists of Kalumai)
Resources: Depending on the version depends on the resources. Normally not applicable in the Earth dimension (See below)

Talents:
The Scarecrow is a spirit of vengeance and fear, and has displayed the following talents:

  • Mystic Origin*
  • Psi-Screen*
  • Unarmed Combat
  • Acrobatics
  • Tumbling
  • Knowledge: Demonology
  • Knowledge: Mystical Cults

Powers:
Spirit of Vengeance: The Scarecrow is clearly of vengeance, tied to the mortal world through a large painting of itself. Roused when the blood of innocent is shed against the painting, the Scarecrow animates a lifeless body made of straw and sand to act as a proxy or avatar. The spirit itself is immortal and incapable of being destroyed through normal means, and possesses the following abilities while in its avatar form:
  • Unliving Body: The Scarecrow's avatar is essentially unliving matter - pr (4) material strength to be specific. The Scarecrow is immune to toxins, disease, poisons, sleep or unconscious effects (such as stun), and simply ignores damage effects done to it, unless by fire. The Scarecrow's health can still be reduced to 0, at which point the body collapses and the Scarecrow is sent back to its own dimension for some time. The Scarecrow is essentially immortal: It cannot lose Endurance ranks or suffer from vampiric effects that would drain Endurance ranks as its avatar is only a link to the material world, which can be remade/rebuilt after a period of 24 hours (usually).
  • A being of Fear: The Scarecrow can cause Am (50) fear by laughing, and can freeze individuals in place by locking eyes with them (which forces an opposed Psyche FEAT). The Scarecrow actually thrives of fear, which allows it to raise its FASE when it generates significant fear in a target or targets. For every five (5) targets affected, the Scarecrow gains a +1cs to its Fighting and Agility (Maximum Mn (75)). The Scarecrow can also enhanced or cancel fear effects simply through an act of will if generated by someone else.
  • Plant Control: The Scarecrow seems to have complete control over vegetation, granting it Am (50) plant control, growth, and shrinking. The Scarecrow can twist normal vegetation into horrific shapes (Trees growing gigantic thorns and the like).
  • Telepathy: The Scarecrow doesn't speak (in its first few incarnations) but seems to completely understand and anticipate the actions of those around it 'as if it can read our minds'. For the purposes of this write-up, it is suggested that the Scarecrow has Rm (30) telepathy.
  • Weather Control: The Scarecrow can control local weather patterns with Rm (30) ability, most favorably creating storms and large fog banks in which to strike.
  • Stealth: The Scarecrow has the unnatural ability to not be detected - completely able to get the drop on experienced individuals suggesting it possesses the stealth power and Rm (30).
  • Animal Control: Crows: The Scarecrow has shown it can control crows with Mn (75) ability, allowing it to summon large murders of crows to do its bidding.
  • Other abilities: As it is suggested, the Scarecrow is actually a dimensional entity which acts in the world of man. As such, it possesses a far greater range of abilities in its home dimension or when it can manifest them.


Contacts:
The Scarecrow is connected to three humans who currently share custody of its portrait - Brothers Dave and Jess Duncan, associate Harmony Maxwell, The Thing, and Doctor Strange could be called on as allies.

Limitations:

The Scarecrow has shown several key vulnerabilities:
  • Fire: Fire quickly destroys the Scarecrow avatar, doing an additional +2cs damage and removing an Endurance rank permanently from the current avatar when burned. Fire is the easiest and most direct method of destroying one of the Scarecrow's avatars.
  • Linked to portrait: The Scarecrow is directly linked to the large portrait of itself, artist unknown. The portrait serves as the Scarecrow's conduit between its home dimension and Earth, and it is through the portrait that is is able to draw itself into the world of man. As shown by the team-up with the Thing, the portrait is the sole means the Scarecrow can access our world.
  • Avenger: the Scarecrow is a dedicated protector and avenger of the innocent, and will kill to protect and avenge those who have been wronged. The Scarecrow will not hesitate to do this.
  • Mute: The Scarecrow is mute (Although yes, later, it can 'speak' telepathically).
  • Hideous: The Scarecrow is obviously not human, suffering a -1cs to reaction bonuses.

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.

Wednesday, September 19, 2018

Lucan, the feral hero from 'Lucan'



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

Health: 70
Karma: 60
Resources: Pr (4)
Popularity: 5

Talents:
Wilderness Survival
Wrestling
Tracking
Stealth
Knowledge: Pacific Northwest
Knowledge: Wolves
Wild Combat: +1cs to unarmed attacks

Powers:
Animal communication: Wolves: Lucan could communicate and summon his pack with Ex (20) ability
Heightened Senses: Smell: Ex (20)
Stealth: Gd (10)


Contacts:
Lucan has no real contacts, outside of his pack


Limitations:
Lucan has the following limitations:
  • Naive: Lucan does not understand complex human interaction, and has had to learn most basic human mannerisms, and is still learning them
  • Feral: Lucan is feral, giving him a predatory feel which can unsettle most people
  • Amnesia: Lucan does not remember any details of his early life, including his original name.

Web Woman, mysterious arachnid heroine!



Kelly Webster


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

Health: 80
Karma: 70
Popularity: 15
Resources: Gd (10)

Talents:
Biology
Entomology
Agriculture
Martial Arts: C
Pilot
First Aid
Acrobatics

Powers:
Insect Ring: Kelly's ring allows her several unique abilities, the least of which is to act as a chief communication method to the space station Citadel 7, as well as the source of her powers. The Ring allows the following:
- Interstellar communication to Scarab, the insect alien that Web Woman saved.
- Animal Mimicry: Insects: Am (50): Web Woman can mimic the natural abilities of insects, amplified to a 'super' level. Most notably Web woman can create webs and web-like objects, solid bio-electrical 'stinger' blasts, and other effects. Web Woman can only draw upon the insect kingdom, and theoretically could do more than listed here.
- Linguistics: The Ring allows Kelly to understand and communicate with Spinner, her sidekick and has been used to translate other languages.

Web-Trac: Kelly's flying vehicle is a space worthy vehicle capable of being remote piloted, The Vehicle provides the following:
Body: Am (50) Control: Ex (20) Speed Am (50) in atmosphere, capable of achieving warp speed theoretically to Citadel 7, although not shown.

Contacts:
Kelly has two main contacts: Scarab, who gave her her powers and serves as a guardian of sorts, and Spinner, her sidekick


Limitations:
Secret ID: The world at large doesn't know that Kelly Webster is Web Woman
Psych Limitation: Either through use or need, Kelly must recite 'Insects of the world, Small creatures of the cosmos, lend me your powers' to transform into Web Woman.

Saturday, September 15, 2018

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