Wednesday, November 7, 2012

Blackmane from 'The Futurians'

BlackMane


 


 

 

 

 

 

 

 

 

 

 

 

 

Walter Bonner

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

Health: 150
Karma: 50
Popularity: 20
Resources: Gd (10)/Am (50) with Future Dynamics

Talents:
Walter possesses the following talents:
Acrobatics
Tumbling
Martial Arts A, B, C, E
Biology

Powers:
Future Dynamics Uplift:
Walter has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants him superhuman powers as well as his current form. Walter has displayed the following powers:

  • Natural Weaponry: Claws: Walter's claws allow him to halve effective body armor and do Rm (30) slashing damage.
  • Multiple-Attacks: Walter gains three attacks per round due to his increased ferocity and agility.
  • Natural Weaponry: Fangs: While not shown to bite, It is assumed Walter has Rm (30) biting
  • recovery: Walter can recover from damage with Am (50) ability, being one of the first Futurians to recover from the Inheritor's main weapon, even more so than Avatar.
  • Heighted Senses: Walter's senses have become feline acute, allowing him Ex (20) heightened senses
  • Hyper Running: Walter can move with Ex (20) ability.
  • Hyper Leaping: Walter can leap with Ex (20) ability
  • Regeneration*: While not overtly stated in the graphic novel, it is shown in the short-lived series than Walter might have Regeneration at Ex (20).

Contacts:
Walter is good friends with fellow Futurian Harry Robbins (Terrayne)
Future Dynamics
The Futurians

Limitations:

  • VanderVecken Control: As part of the genetic manipulation over centuries, BlackMane and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should BlackMane come into conflict with Vandervecken, he will immediately be rendered 'forgetful' and will not remember the incident. BlackMane seems to suffer more from this control as does Werehawk.
  • Inhuman Appearance: Walter is permanently in his BlackMane form, which suits him fine. Still, BlackMane is one of the more inhuman Futurians, and suffers responses accordingly.
  • Joker: BlackMane has a wry sense of humor, and is more akin to Dr. Hank McCoy.

Note: Walter spoils for a fight, a good old fashioned knock-down knuckle duster, and is often the loudest mouth on the team, as well as the most adjusted to what's happened to him. His sense of humor combined with his bombastic personality made him one of my favorites.

Silkie from 'The Futurians'

Silkie


 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Tracy Winters

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

Health: 70
Karma: 60
Popularity: 20
Resource: Gd (10)/Am (50) (As part of Future Dynamics).

Talents:

  • Marine Biology
  • Knowledge: Future Dynamics Protocols
  • Underwater Combat
  • Martial Arts C


Powers
Tracy has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants her superhuman powers. Tracy has displayed the following powers:

  • Water Breathing
  • Water Freedom
  • Hyper Swimming: Am (50) in either human or Manta Form
  • Shape shifting: To Manta Form. In the form Silkie can fly with Rm (30), as well as gains a +1cs to actions underwater (stacking with Underwater combat)
  • Sea-life Communication/Control: Silkie can control sea-life and has shown to be developing her telepathy at Rm (30) rank
  • Bio-Electricity Generation: Silkie can generate bio-electrical blasts of In (40) ability
  • Hydrokinesis: Silkie can control water in most of its forms with Am (50) ability, causing tidal waves or water blasts at rank.

Contacts:

  • The Futurians
  • Future Dynamics
  • Unnamed Brothers and Sisters

Limitations:
  • VanderVecken Control: As part of the genetic manipulation over centuries, Silkie and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should Silkie come into conflict with Vandervecken, she will immediately be rendered 'forgetful' and will not remember the incident.
  • Must prove herself: Silkie always feels she is being underestimated and must prove herself, often feeling that she must prove she is not as young as she seems, that being a woman doesn't make her any less effective, etc.
  • Unusual Looks: Silkie has green skin and fins, making her stand out in a crowd and occasionally suffering a -1cs penalty for reactions.


Note: Silkie is the most uncertain of the Futurians and feels a constant need to prove herself. Silkie is however very capable and is still learning what powers she possesses.

 


 

 

Cosmic Boy from 'Legion of Super Heroes'










Rokk Krinn of Braal

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

Health: 100
Karma: 70
Popularity: 50 (in 30th century), 15 (21st Century)
Resources: Ex (20)/Mn (75) (As member of Legion)

Powers:
Magnetism: Cosmic Boy is easily one of the most powerful members of the legion, refining his natural powers to make him one of the most gifted citizens of Braal, ever. Cosmic Boy can manipulate magnetic fields at Mn (75) ability, and has developed several power stunts accordingly:
• Force Fields: Mn (75) protection
• Flight: Mn (75) speed
• Control Electricity: Am (50)
• Force Bolts: Mn (75)
• Manipulate/Reshape metals: Mn (75)
• Disrupt magnetic fields: Mn (75)
• ‘Read’ electronic signals from devices (Communicate w/ Cybernetics)
• Scramble devices including A.I.s (As see with Computo) with Mn (75) ability.


Legion Flight Ring: Allows Rm (30) flight within atmosphere

These are some of Cosmic Boy's stunts, and he has developed dozens others over his career.

Talents:
Leadership*, Knowledge: Legion Protocols, Legion Combat Training, Aerial Combat, Knowledge: Alien Races of the UFP, Repair/Tinkering, Pilot, Astrogation, Knowledge: 20th Century Heroes, Administration, Military


Contacts:
Legion of Super Heroes, Superman, Science Police of the 31st Century, Justice League of America, Night Girl, Braalian leadership

Limitations:
Code vs. Killing: Rokk is no killer, and even when provoked into situations where it is necessary, will have reservations about it.

Idealist: Rokk is an idealist, believing in the cause of the LSH as well as the basic rights of individuals everywhere.

George Batroc - Batroc the Leaper

Batroc the Leaper

 

 

 

 

 

 

 

 

 

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Georges Batroc

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

Health: 100
Karma: 50
Resources: Ex (20)
Popularity: - 10/0

Talents:
Martial Arts A, B, C, D,E, Multi-Lingual, Military, Survival, Crime, Detective/Espionage, Knowledge: AIM, Knowledge: Hydra, Knowledge: Mercenaries around the world, Guns, Acrobatics, Tumbling

Powers:
Martial Supremacy B: Batroc is the undisputed master of the French form of kickboxing known as Savate, and as such, can do some amazing things (He jump-kicked Mr. Hyde twice...first time no effect, second time, he kicked him unconscious). As such, Batroc is considered to have Ex (20) Martial Supremacy.

Body Armor: Batroc wears a costume which is made of flexible body armor, similar in scope to what SHIELD agents wear providing Ex (20) protection vs. Physical and Gd (10) protection vs. energy, toxins, etc. In addition, Batroc's goggles grant him Gd (10) protection against vision based attacks.

Combat Sense: Batroc's years as a mercenary and skilled combatant have given him the ability to react to danger, granting him Ex (20) combat sense.


Contacts:
Batroc's Brigade, Captain America (ironically), AIM, Mercenaries around the world, and apparently Wolverine.


Limitations:
Code vs. Killing: Innocents: Batroc may be a mercenary, but he's not in it to hurt innocent people. Batroc will willingly give up his plans if innocents are in danger, and will work with authorities to stop those who might harm innocents.

Lady-killer: Batroc has a thing for the ladies in a big way, and they've been his downfall in the past.



Bigfoot and Wildboy

Originally part of the 1978 Saturday Morning landscape as part of the Krofft Super Show, Bigfoot and Wildboy drew upon the rising interest in Bigfoot that had seen two theatrical movies (and sequels) as well as appearances on other shows of the day, specifically the Six Million Dollar man.

Essentially, Wildboy was a lost child found and raised by a bigfoot, trained in the ways of the wilderness as sort of a modern Tarzan. The duo fought a series of enemies, from land barons to werewolves and vampires, seeking to protect the innocent and the wilderness. The series started as a series of fifteen minute episodes, spawning its own series for the 1978-79 season.



BIGFOOT:

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

Health: 120
Karma: 70
Resource: Pr (4)
Popularity: 10

Talents:
Knowledge: Pacific Northwest
Knowledge: Wilderness Survival
Wrestling
Thrown Weapons
Tracking


Powers:
Body Resistance: Rm (30) vs. Physical attacks, Ex (20) vs. Energy
Recovery: Rm (30)
Hyper Running: Ex (20)
Hyper Leaping: Rm (30)
Tracking: Gd (10)
Stealth: Gd (10)

Contacts:
Wildboy: Partner and Adoptive Son

Limitations:
  • Unusual Looks: -1cs for initial dealings
  • Legendary Status: People do not believe Bigfoot is real
  • Code Vs. Killing



Wildboy:

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

Health: 90
Karma: 60
Resources: Pr (4)
Popularity: 10

Talents:
Wilderness Survival
Sharp Weapons
Thrown Weapons
Knowledge: Pacific Northwest
Knowledge: Tracking
First Aid
Hunting

Powers:
Animal Empathy: While not a power per say, Wildboy can read an animal's emotional state with Ex (20) ability.


Contacts:
Various Wildlife and Game agents
Bigfoot

Limitations:
  • Code Vs. Killing
  • Naive


Blackhawk from 'Blackhawk'

Blackhawk


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Janos Proaska, AKA Bart Hawk

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

Health: 70
Karma: 50
Popularity: 40 (in WWII)
Resources: Ex (20)

Talents:
Pilot
Martial Arts B
Guns
Military
Aerial Combat (When Piloting)
Marksman*
Multi-Lingual
Detective Espionage
Leadership*

Powers: None

Contacts:
Various WWII Heroes
The Blackhawk Squadron

Limitations:
Signature Look: Blackhawk maintains the squadron and uniform in a very specific, very obvious way. A Blackhawk fighter is always white, black, and red, and all members were a variation of the Blackhawk uniform.

Ladykiller: Blackhawk is often drawn into situations by femme fatales.

Freedom Fighter: Blackhawk is a known freedom fighter, and will lay down his life to preserve freedom and to fight for the oppressed.

The Original Blue Beetle (Dan Garrett)

Blue Beetle




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Dan Garrett

F: Ex (20)
A: Ex (20)
S: Gd (10)/Am (50)
E: Gd (10)/Am (50)
R: Typ (6)
I: Ex (20)
P: Ex (20)

Health: 60/140
Karma: 46
Popularity: 10 (In Pre-WWII)
Resources: Typ (6)


Talents:

Law-Enforcement*
Marksman*
Brawling
Streetwise*
Detective/Espionage

Powers:

The 2-K Vitamin: Initially needing to take it to energize his powers, Garret began to manifest his powers after a while without needing the vitamin. As such, Garret maintained his superhuman endurance and strength, and also gained the following:

  • True Invulnerability: Rm (30)
  • Hyper-leaping: Am (50)
  • True Flight: Rm (30)
  • Hyper-Running: Rm (30)

Equipment:


The Blue Beetle used several pieces of 'cutting-edge' equipment during his early days, including but not limited to:
  • Chain-mail suit: The flexible chain-mail-like suit was completely bullet-proof, and provided Rm (30) physical protection and Ex (20) protection versus Energy/Corrosives.
  • Two-Way wireless phone: A communicator which provided Ex (20) range communication, concealed in his belt.


Contacts:

Joan Mason - Girl Friday
Mike Mannigan - Former Partner
Dr. Franz - Mentor and inventor of 2-K Vitamin
Sparkington J. Northrup - Former Sidekick



Limitations:
Secret ID: The world at large doesn't realize that officer Dan Garret is the Blue Beetle
Trademark: The Blue Beetle always leaves his calling card, a Blue Beetle card