Monday, March 28, 2011

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.

Huntress (Helena Wayne version)

Huntress




Helena Wayne
F: Rm (30)
A: Rm (30)
S: Gd (10)
E: Rm (30)
R: Rm (30)
I: Rm (30)
P: Rm (30)

Health: 80
Karma: 90
Popularity: 20/10 as Helena Wayne
Resources: Am (50) (as sole heir to Wayne Industries, Waynecorp, and the Wayne Foundation)

Talents:
Detective/Espionage
Stealth
Crime
Martial Arts A, B, C, E
Blunt Weapons
Bows
Marksman*
Sharp Weapons
Law*
Thief
Escape Artist
Knowledge: Superheroes and Villains
Knowledge: Gotham City
Knowledge: Bat-Family
Business/Finance
Acrobatics
Tumbling
Multi-Lingual
Acting
Disguise
Thrown Weapons

Powers:
None

Equipment:
Body Armor: Provides Gd (10) protection vs. Physical and Energy
Cape: Provides Ex (20) protection vs. Physical, energy, and Fire
Utility Belt: Huntress carries a variation of her father’s utility belt, which includes:
• Smoke Bombs: Ex (20) intensity, 1 Area
• Tear Gas: Ex (20) intensity, 2 areas
• Batarangs: Gd (10) slashing or thrown damage, 2 area range
• Gas Mask: Up to Lvl III Intensity, Ex (20) protection vs. Gas/toxins
• Full first aid kit, including anti-toxins and stimulants
• Flashbangs: Ex (20) intensity light, Gd (10)intensity stun effect.
• Knives: Huntress carries up to three knives which can be thrown with Gd (10) damage
• Lockpicks
• Portable computer tied into her headquarters
• Restraints
• Flashlight
• Full thief’s toolset, including glasscutters and the like.
• Multi-tool
• Grappling gun: Similar to Batman’s, with 200’ of monofilament rope. Huntress also carries spare cartridges when needed

Contacts:
Gotham City Police Department
Robin (Earth-2)
Power Girl (Earth-2)
Justice Society of America (Earth-2)
Various underworld contacts
Alfred (Earth-2)


Limitations:
  • Code Vs. Killing: Huntress will never willingly take a life if it can be avoided.
  • Secret ID: The world at large isn’t aware that Huntress is Helena Wayne.
  • Legacy: Huntress feels she must live up to the legacy of her father and mother.

Wednesday, February 9, 2011

Nemesis from DC Comics

Nemesis




Thomas Tresser

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


Health: 80
Karma: 80
Popularity: 2/20/-10 (Popularity as Nemesis to the public/Nemesis's popularity among intelligence networks/Nemesis's Popularity after the Andrew Bell/Council affair)
Resources: Gd/Ex (10/20) representing both Nemesis's personal resources and accessible resources that Nemesis has used.

Talents:

Nemesis literally has dozens of skills, excelling at many areas and disciplines at once. So far, Nemesis has displayed:
Electronics
Computers
Repair/Tinkering
Detective/Espionage
Marksman*
Military
Eidetic Memory*: Allows a Reason FEAT to allow Nemesis to remember specific facts or information read or analyzed.
Martial Arts: A
Martial Arts: B
Martial Arts: E
Knowledge: Intelligence Agency Operations
Knowledge: Superhuman Organizations
PolyGlot*: Nemesis knows a dozen languages and dialects
Blunt Weapons
Sharp Weapons
Acting
Master of Disguise*: Nemesis is a master of developing disguises, coupled with his acting ability allows him to impersonate an individual perfectly.
Pilot
Engineering

Powers:
Iron Will: While I debated the value of this, I think that Nemesis certainly has held himself together through sheer willpower on three separate occasions:
1. During the Electric City test, Nemesis resists insanity and emerges mostly intact from a mind-altering experience.
2. During the Wonder Woman run where Nemesis is a supporting character, he is stung by an amazonian bee, which was stated would kill a amazon, and manages to resist until administer the antidote
3. Nemesis endures a great deal of torture during both his Brave and the Bold series as well as his own series, and is able to not only fully recover but also is able to ignore its effects.

With this said, I feel that Nemesis probably has Iron Will at Ex(20). This reflects in-comic appearances.

Known Equipment:
Nemesis utilizes special equipment which he himself designs. His two most famous items, outside of the 'spy gadgets' include:
  • Mercy Bullets: Non-lethal bullets which render a target unconscious for at least an hour, forcing an Endurance FEAT versus Ex (20) intensity
  • Two-way Communications Device: A portable system which can communicate on secure lines, crack security, receive all transmission types, as well as other abilities such as acting as a micro-computer.
Contacts:
Nemesis has dozens of contacts within the DCU intelligence communities, and nearly every organization (especially Checkmate) knows about him or has utilized his services and skills. In addition, Nemesis is considered to be a contact and/or friend to:

Wonder Woman
Batman
Sarge Steel
King Faraday
"Rick Flagg" Jr.
Amanda Waller
Nightshade

Limitations:
Drive by Justice: Nemesis feels personally driven to 'Balance the scales' of justice, especially for his brother Craig. Nemesis's drive has been used against him, and more than once, has forced him against his friends, allies, and the law.


Tuesday, February 16, 2010

Alice from the first 'Resident Evil' (2002)





Alice



This is Alice prior to Resident Evil II  or any of the other series. This is just Alice from the first Resident Evil  movie.

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

Health: 90
Karma: 60
Resources: typ (6)
Popularity: 0


Talents:
Alice in the first movie has displayed the following talents:
Knowledge: Umbrella Operations
Knowledge: Umbrella security
Knowledge: Umbrella facility
Guns
Detective/Espionage
Martial arts A, C
Sharp Weapons
Thrown Weapons
Computers

Powers:
Psionic Potential*: Alice has shown signs of psionic potential, but no real powers at the beginning of the movie.
Iron Will: Ex (20): Alice has shown she possesses the ability to ignore damage, situations, or surroundings.

Contacts:
While once an employee of Umbrella Corporation, Alice's only real contact at the end of the first movie was Matt Addison. None of Alice's contacts survived the first movie.

Limitations:
  • Amnesia: Due to the nerve gas used to contain the T-Virus outbreak, Alice has partial amnesia early on.
  • Watched: Alice is watched by the higher ups at Umbrella Corporation.
  • Dark Secret: Alice may or may not be the result of an Umbrella Corporation experiment.

Inque from 'Batman Beyond'







Real name unrevealed, believed to have the last name 'Clay'

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

Talents:
Crime*
Area Knowledge: New Gotham
Knowledge: Super-villains
Knowledge: Criminals of Gotham
Acrobat
Tumbling
Martial Arts C
Detective/Espionage
Wrestling

Powers:
Body Transformation: Liquid
Inque can transform her body into a viscous black solution reminiscent of india ink, allowing her several advantages:

•Plasticity: Inque can shape her body any way she sees fit, flattening her form or forming simply shapes with finite control. Inque does with with In (40) ability
•Body Armor: Inque's malleable form protects her from many forms of physical damage, including kinetic (Which may temporarily disperse her), slashing, blunt, impact, or striking. Inque is considered invulnerable to those types of damage. Inque is granted Ex (20) protection against toxins and disease while in her 'inque' state.
•Enhanced Strength: Inque's form allows her greater strength, comparable to In (40) strength for the purposes of lifting or slugfest
•Wall-crawling: Inque can adhere to any surface with Rm (30) ability, and as a power stunt can grab objects, holding them fast up to an area away
•Multiple Attacks: Inque gains 3 melee attacks per round due to her ability to control her shape.
•Area attack: Inque can slam an area for In (40) damage, spreading herself out over one area. Inque does not do this often as it requires an Endurance FEAT.

Contacts:
While Inque is in demand as a mercenary and saboteur, it is clearly stated she has no real contacts, having to use her untrustworthy daughter to assistance. Inque has a history of betraying those who would help her, hence no contacts.

Limitations:
Despite Inque's powers, she has several key limitations:
  • Reliance on Mutagen: Inque occasionally needs to 'recharge' her powers through the use of a mutagen that she's had access to. Inque is very reliant on the mutagen to maintain her powers.
  • Vulnerability to Damage: Inque suffers a +1cs to fire, electrical, and Ice damage.
  • Dispersion: Inque can be dispersed while in her liquid state by inclusion of another liquid at high volume (such as water). In layman's terms, if Inque is hit with a liquid attack of Am (50) or greater, she must make an Psyche FEAT to maintain her form.