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F- IN (40)
Equipment: Mask
the mask stays on the Question's face with RM strength
Belt Gas Dispenser
EX material strength
Illusion AM (usable only to change the Question's hair and clothes color)
RM Fog
A special side effect of the gas is it temporarily changes the color of the Question's hair and clothes. An observor studying the Question can determine there is something unusual about his hair or clothes by making an Intuition Feat against the AM Illusion power rank.
Talents: Martial Arts A, E, Acrobatics, Detective/Espionage, Journalism, Philosophy, Ethics.
Contacts: Batman, Green Arrow, Hub City Government, Hub City Media, Lady Shiva.
ROLE-PLAYING NOTES: Although his methods often seem unsubtle or unsympathetic, the Question's actions are unwaveringly guided by a strict, though complex moral code. A student of philosophy and ethics, Vic Sage has spent long hours reflecting upon the role of the hero in modern society. Vic may have begun his career as a mere "concerned" investigative reporter, but he now believes he is fulfilling a sort of spiritual destiny through his activities as the Question.
In manner, Vic is typically blunt and brooding, almost apocalyptic.
USING THE QUESTION IN ADVENTURES: The Question can be encountered during just about any street-level adventure in whic the players find themselves embroiled. His idiosyncratic moral code and his ability to make the heroes question their own actions and activities should provide for some interesting role-playing. The GM should remember that the Question rarely tangles with the so-called "super-villains" who prowl the world, preferring instead to deal with less flamboyant and (in his eyes) more dangerous menaces.
Talents: Engineering, Chemistry, Philosophy.
Contacts: The Question.
Dr. Rodor is the Question's friend and mentor.
Powers: After having subjected himself with his experimental drug, Jim Barr gained an increase in brainpower. In some stories, Bulletman is superstrong while in others he only has ordinary levels of strength. Before each adventure make a Psyche FEAT and on a Red result use the stats in parenthesis.
As Bulletman, Jim Barr wore a bullet shaped Gravity Regulator Helmet that enabled him to fly. Furthermore the helmet was equipped with some kind of magnetic field that attracted bullets fired at Jim, which would then bounce away without harm.
Equipment: Gravity Regulator Helmet
In 40 material strength
Flight: Shift X 150 airspeed (50 areas/rnd). His funky headgear
allows Bulletman to travel at nearly the speed of sound (750 mph).
Magnetism: In 40. This allows Bulletman to cause metallic objects to be deflected to hit his helmet rather than their intended target. He has also used his magnetism for other effects and even at a distance. For example, in Crisis on Earth-S, he disarms the Shade at a distance. In a Golden Age story, he shorts out a trolley by hurling his helmet at the
electric cable]. In his early appearances in Nickel Comics, Bulletman's helmet seems to lack the Magnetic Control power altogether. For example, in Nickel Comics #6, he surrenders to a member of the Blue Devil gang when the gang member pulls on a gun on him. Bulletman says, "Okay. I can't dodge bullets. Now
what?"
Talents: Chemistry, Detective/Espionage.
Contacts: Bulletgirl, Bulletboy, Bulletdog, Crime Crusaders Club, Squadron of Justice II, All-Star Squadron.
Real Name: James "Jim" Barr
Occupation: police chemist / adventurer
Legal Status: Citizen of the United States with no criminal record
Marital Status: married
Known Relatives: Susan Kent Barr (wife), Deanna Barr (daughter),
Lieutenant Kent (father in law)
Alias(es): none
Group Affiliation: Crime Crusaders Club. Also (pre-Crisis): Squadron of Justice II, also (post-Crisis): All-Star Squadron. Note: membership in the A2S is only a technicality; Fawcett characters kept to themselves in the Crime Crusaders Club.
Base of Operations: (post-Crisis) Fawcett City
Height: 6'4"
Weight: 157 lbs.
Hair: black
Eyes: blue
Description: He wears a red long-sleeved shirt, red briefs, yellow tights, blue boots, and a bullet-shaped metal helmet. He has yellow bracelets and a red shield/badge shape on his chest. He also had a less well-known short sleeved version of his costume.
Personality: Typical Golden Age nice guy hero. Sometimes he relies too much on intellect, requiring Bulletgirl to give him the less rational clues to solving an adventure, much like a more amicable Spock and Bones team.
James Barr is the son of a Fawcett City police sergeant. Jim's mother died early in Jim's life and when his father was gunned down by gangsters, the young orphan dedicated himself to the war on crime. Jim began studying chemistry in the hope of finding a "crime cure", a medicine that would remove the poisons that drove men to committing crime.
He submitted himself to the drug he hoped to use for his "crime cure". When he awoke the next morning the chemicals had taken effect and Jim was no longer a 97-pound weakling. He had gained 60 pounds of muscle and grown from five eight to six four and he found that not only had the chemical given him super-strength, it had also increased his brainpower.
Fortunately, no one had ever really taken notice of Jim before so when he returned to his work at the police laboratory the change went unnoticed. Soon afterwards, Jim created a bulletshaped Gravity Regulator Helmet that gave him the power of flight. Donning a red and yellow costume Jim Barr took up the fight against crime as Bulletman.
Bulletman's secret identity was soon found out by Susan Kent, who joined him as Bulletgirl. At some future date (post-Crisis), they were married. During the Golden Age, Bulletman was also briefly joined by Bulletboy and Bulletdog, about whom I have little information, except that Bulletboy wore a costume similar to Bulletman's (but with short sleeves and short pants) and that Bulletdog wore an anti-gravity collar (and not a helmet, because that would be silly).
His relationship, if any, to the Bulletman robot that was briefly a member of G.I. Joe's (Super) Adventure Team is unknown.
Stats by Jay Myers
Talents: Guns, Martial Arts B, Tracking, Horsemanship, Military.
Equipment: Smith & Wesson .38 revolver
Bowie Knife
Lariot
Talents: Acrobatics, Tumbling, Engineering, Military, Guns, Martial Arts B, Thief, Vehicles, Archaeology, History.
Contacts: Ranagar Ruling Council.
Equipment:
Body Suit: Body Armor GD (10); EX (20) vs. Fire
Jet Pack: Flight RM (15 areas)
Laser Pistol RM (30) 5 areas
When Adam Srange becomes saturated with radiation from the Zeta Beam, he is instantly transported to Rann. When the Zeta energy leaves his system, he returns to Earth at the point where he departed.
Limitations: the Zeta Beam effects wear off in approximately 1 week. To randomly determine the exact time the beam wears off, roll 1D10 +3 for the number of days. It can only be used to teleport single characters from Earth to Rann.
The beam strikes the Earth approximately once every two to six months, always somewhere in the southern hemisphere. Strange must make an EX intensity Reason feat roll to figure out where the beam will strike next.
F- RM (30)
A- GD (10)
S- RM (30)
E- IN (40)
R- IN (40)
I- AM (50)
P- AM (50)
H- 110
K- 140
R- N/A
P- O
Powers: Insect Control/Summoning RM
Animate Objects RM (wood only)
Cosmic Awareness IN
Dimension Travel AM
Growth SH-X
Immovability
Detect Magic AM
Personality Transfer RM
Plant Control SH-X
Plant Growth SH-Z
Regeneration IN
Life Support SH-X
Solar Sustenance SH-X
Free Spirit SH-Z (only through areas where there is plant life)
Communicate with Plants SH-Z
Telepathy MN
Self-Vegetation SH-X
Self-Duplication AM
Body Armor MN vs. Physical
Equipment: Psychogenic Tubers
Illusion AM
Limitation: Illusion only works on individuals who eat the tuber; the illusion perceived is keyed to the character of the consumer. If the consumer's mind is filled with ugly thoughts, the tuber will magnify those, provoking living nightmares. If the person's mind is in a bright or pleasurable state, the visions are rich and harmonious. Swamp Thing can easily enter the mind of someone who has eaten the root and can then produce an ecstatic, transcendent experience by allowing the person's consciousness to enter the Green.
Contacts: John Constantine, Parliament of Trees.
F- IN (40)
A- IN (40)
S- EX (20)
E- RM (30)
R- EX (20)
I- RM (30)
P- IN (40)
H- 130
K- 90
R- EX
P- TY
Powers: Regeneration PR
Hyper-Leaping RM
Hyper-Swimming GD
Equipment: Azrael Armor
Body Armor EX (20)
Fire Generation RM (30) 1 area range
Claws EX (20)- can be launched up to 1 area away.
Flaming Sword
RM (30) material strength
Fire Sheath IN (40)
Mask- EX (20) material strength
Limitation: all damage done to either Azrael or Jean Paul transfer to the counterpart when they switch.
Weakness: Psychologically Unstable
Talents: Acrobatics, Tumbling, Repair/Tinkering, Military, Tracking, Thief, Guns, Martial Arts- all.
Contacts: Batman, Oracle, Order of Saint Dumas, Nightwing, Robin.
Jean Paul Valley
F- TY (6)
A- GD (10)
S- PR (4)
E- EX (20)
R- EX (20)
I- TY (6)
P- EX (20)
H- 40
K- 46
Talents: Acrobatics, Martial Arts E, Guns, Scientific Analysis.
Contacts: Batman, Oracle, Order of Saint Dumas, Nightwing, Robin.
F- RM (30)
A- RM (30)
S- IN (40)
E- IN (40)
R- EX (20)
I- GD (10)
P- RM (30)
H- 140
K- 60
R- EX
P- 20
Powers: Bomb EX (20)
Hyper-Hearing EX
Light Generation- Blinding Flash RM (30)
Hyper-Leaping AM
Hyper-Running EX
Regeneration EX
Sealed Systems EX
Body Resistance RM (30)
Thermal Vision EX
Equipment: Trident
IN material strength
Fire Generation RM (30)
Flight EX
Lightning RM (30)
Telepathy EX
Power Reserve- Fire and Lightning Generation can temporarily be increased one rank.
Limitation: Telepathy is used to mentally control the Trident. Blue Devil is mystically sealed into his suit.
Talents: Acrobatics, Actor, Repair/Tinkering, Martial Arts B, Military, Vehicles, Weapons Specialist- Trident, Special Effects.
Contacts: Hollywood.
F- EX (20)
A- IN (40)
S- EX (20)
E- IN (40)
R- TY (6)
I- GD (10)
P- GD (10)
H- 120
K- 26
R- EX
P- IN
Powers: Regeneration EX
Hyper-Leaping RM
Weakness: Psychologically Instable
Talents: Acrobatics, Tumbling, Martial Arts E.
Contacts: JLI
Jack Ryder
F- TY (6)
A- TY (6)
S- TY (6)
E- GD (10)
R- EX (20)
I- TY (6)
P- GD (10)
H- 28
K- 36
F- RM (30)
A- RM (30)
S- EX (20)
E- IN (40)
R- TY (6)
I- EX (20)
P- MN (75)
H- 120
K- 101
Tatoo Form- Now aware of his Vuldarian heritage, he can power up into his tattooed form, increasing his physical stats and gaining the following powers:
* Fighting goes up to UN, as he draws from the Fighting skills of past Vuldarians. He also has Martial Arts Supremacy of UN. He prefers to utilize his own skills however, so these should normally be at AM unless he consciously wills it higher.
* MN Endurance and IN Agility
* Growth of GD ability. Increases him up to 9 1/2 feet tall.
* Power Reserve- Guy has a 40-point power reserve to spread between his Strength, Energy Blasts, and Invulnerability. This can be increased by his Energy Absorption.
* Hyper-Strength- keyed into his adaptive defensive systems, he becomes stronger as he fights other strong opponents, becoming up to Superman's equivalent of UN (125). This is pulled from his Power Reserve. He normally should be considered to have IN Strength powered up. Health does not increase.
* Invulnerability- Normally set at GD, but will increase, drawing from the Power Reserve, when attacked. Body morphs when hit, so the change is physically evident. (Invulnerability is considered Body Resistance plus all Physical Resistances; EX (20) subtracts 20, not 5 Ranks ala UPB.)
* Energy Absorption- Guy can absorb up to 100 points of energy at RM (30) ability, the rest taken as damage. This energy can be used to heal or is placed in his power reserve.
* Body Weaponry- Guy can morph his own body into weapons with UN ability. Material Strength should be considered UN, particularly for blades slicing through materials. Damage is Guy's current Strength +1 CS.
* Projectile Blasts/ Energy Blasts- Guy can morph his body into guns, firing blasts at EX Energy or Shooting, and can be increased by his Power Reserve.
He can mimic any form of energy attack or weapon he has knowledge of. (Note this doesn't include things like Forge's Neutralizer. No unique weapons! He must have studied it personally or have it in his racial memory.)
Talents: Teaching, Martial Arts A, B, Resist Domination, Guns.
By Stormangel
F- RM (30)
A- IN (40)
S- RM (30)
E- RM (30)
R- EX (20)
I- IN (40)
P- EX (20)
H- 130
K- 80
R- EX
P- O
Powers: Flight TY (6 areas)
Hyper-Hearing GD
Sonar AM
Armor Skin- Leather PR (4)
Limitation: as Man-Bat, Langstrom cannot speak.
Talents: Acrobatics, Thief.
Contacts: Batman.
KIRK LANGSTROM
F- PR (4)
H- 16
A- PR (4)
K- 36
S- PR (4)
E- PR (4)
R- EX (20)
I- GD (10)
P- TY (6)
H- 16
K- 36
Talents: Chiroptera, Chemistry, Repair/Tinkering.
MAN-BAT SERUM
Shape-Change UN (100)
Limited to transforming its user into a Man-Bat creature. The user remains a Man-Bat until administered the antidote, which is known only to Langstrom and Batman. Langstrom and others exposed to the serum must take this antidote every single day to avoid returning to Man-Bat form.
F- TY (6)
A- EX (20)
S- RM (30)
E- IN (40)
R- EX (20)
I- GD (10)
P- EX (20)
H- 96
K- 50
R- TY
P- O
Powers: Fire Control IN (40)
Fire Generation IN (40)
Flight RM (15 areas)
Resist Fire/Heat AM
Talents: Political Science.
Contacts: Firestorm, U.S. Government, Vandemeer University.
Powers: Mind Blast AM (50)
Mental Probe AM (50)
Telekinesis AM (50)
Telepathy AM (50)
Remote Sensing AM (50)
Talents: Engineering, Genetics.
Contacts: Project Cadmus, Superman, Guardian, Newsboy Legion.
F- TY (6)
A- RM (30)
S- GD (10)
E- IN (40)
R- RM (30)
I- RM (30)
P- RM (30)
H- 86
K- 90
R- RM
P- 0
Powers: Energy Blast UN (100)
Flight CL. 1000
Self-Duplication MN
Talents: Engineering, Writer, History.
Contacts: Monitor.
F- EX (20)
A- IN (40)
S- AM (50)
E- AM (50)
R- IN (40)
I- IN (40)
P- AM (50)
H- 160
K- 130
R- FB
P- 40
Powers: Mental Probe AM
Telekinesis- Flight AM
Electro-Magnetic Pulse SH-X
Sealed Systems
Limitations: Tomorrow Woman is incapable of healing herself. She must be repaired by a robotics technician.
Her electromagnetic pulse is usable 1 time and will fry her mind and the minds of anyone else in range. (Psyche feat vs power rank to resist).
Contacts: JLA, Professor Ivo, T.O. Morrow.
"IF" (Implicate Field)
MN material strength
EX Psyche
Lightning Generation SH-Z
Force Field SH-Z
Tractor Beam AM
"IF" stands for Implicate Field. "IF" is advanced quantum technology from the 32nd century. One of several weapons confiscated by the Lord of Time's arsenal by the U.S. Military, "IF" has several preset war modes generated by the hard drive core. An EMP wave will wipe the core memory. In JLA #5, "IF" escaped from a lab out in the desert somewhere. It can be assumed that "IF" was set off by Professor Ivo and T.O. Morrow.
The powers described above are the only ones "IF" displayed. It is known that "IF" had other settings, but it can be assumed that "IF"'s hard drive was erased by Tomorrow Woman's sacrifice and "IF" has been rendered harmless.
Powers: Regeneration RM (30)
Immortality
Equipment: Latex Masks
Imitation RM (30)
Drawback: The masks tend to make the Unknown Soldier scratch the back of his neck. Those who are aware of this habit receive a +2CS to their Intuition feat roll to detect his disguise.
Talents: Martial Arts A, B, E, Acrobatics, Actor, Detective/Espionage, Military, Thief, Vehicles, Guns.
Contacts: U.S. Military.
F- RM (30)
A- IN (40)
S- GD (10)
E- RM (30)
R- EX (20)
I- EX (20)
P- EX (20)
H- 110
K- 60
R- EX
P- 20
Equipment: Shield
MN material strength
Energy Blast AM (50) range 20 areas
The energy blaster in his shield must be recharged (by plugging it into special equipment for a full 20 minutes) after each use.
It is not known whether the Golden Guardian's shield is the same as that of the original Guardian.
Talents: Martial Arts B, E; Acrobatics, Detective/Espionage, Motorcycles, Guns, Law Enforcement, Law, Crime, Street Smarts, Weapons Specialist - Shield.
Contacts: Cadmus Project, Newsboy Legion, Metropolis Police, Superboy, Superman.
Background
Alter Ego: Jim Harper
Occupation: police officer, Metropolis PD, retired; head of Project Cadmus security
Marital Status: presumed single
Known Relatives: Mary Harper( sister, deceased ), unnamed brother, Roy Harper( nephew, presumed deceased ), Roy Harper, Jr. ( great-nephew ), Lian Harper ( great-grand niece ), Roberta "Famous Bobby" Harper( grand-niece )
Group Affiliation: All-Star Squadron
Base of Operations: Suicide Slum, Metropolis, DE, later Project Cadmus
Current Status: deceased, but cloned
Height: 6'1" Weight: 203 lbs.
Eye Color: blue Hair Color: brown
First Appearance: Star-Spangled Comics# 7, April, 1942
First Appearance: (Reborn) Superman Annual #2 (1988)
History
Jim Harper and his family grew up poor in the roughest neighborhood in Metropolis. Nicknamed "Suicide Slum", the ghettos and tenaments of the Depression Era gave little hope. Running the streets with his gang and his friend Leo, Jimmy Harper was persuaded by a physical trainer named Joe Morgan ( who was using the name "Nat Mulligan" ) that physical fitness and education would give young Harper the lift out of the slums he needed. "Mulligan" hoped the young boy would become an athlete and as his trainer, his unorthadox holistic training methods would be recognized as better than the ones currently used. Jim Harper was trained by the same man who trained the original Atom and Wildcat.
After several months, Jim was ready to start his professional atheletic career, but on a return trip to the old neighborhood, ran into Leo, who had become a hoodlum. On the run from other gangsters, Leo was shot and died in Jim's arms. Deciding that he could do more good trying to help the community. Nat, on hearing his decision, knew he had lost another shot at training a world champion and faded from Jim's life.
Realizing that he could do a lot of good as a policeman, Jim applied to the police acadamy and after graduation, requested to be assigned to Suicide Slum. On his first day as a patrolman, he stopped a gang of orphaned newsboys from robbing a local merchant. Later that day, he also ran afoul of some gangsters who roughed him up. Making his way to a costume shop, he disguised himself and picked up a crash helmet and a large golden shield, roughly shaped like a policemen's badge. Stopping the crooks, Jim was ready to get rid of his disguise, when other heroes who had also been trained by Joe Morgan/Nat Mulligan, along with several members of the All-Star Squadron defeated a possessed and crazed Joe. Figuring he could also do good as a costumed mystery-man, Jim began his second career as The Guardian.
The orphaned newsboys, who went by the name The Newsboy Legion, were ready to be sentenced by a judge to a reformatory. Seeing how Nat had taken him and molded him into a useful member of society, he decided to do the same and became the boy's "guardian" as well.
Over the following years, the Newsboys and The Guardian became a force for reform in the Slum, helping the poor and needy, fending off the preying evil of crime and greed that washed over the downtrodden citizens of Suicide Slum.
As Harper neared his retirement from the police force, he quit as The Guardian and took a position as Security Chief at a secret government project to explore the human genetic structure. Project Cadmus was directed by the grown members of The Newsboy Legion, reunited after becoming sucessful adults and leaders in their fields of science and medicine. One experiment, to discover the genetic causes of crime, led to Harper being shot by a criminal from his old neighborhood who had been brought into the Project. His former wards didn't want to see him die, so they tried a technique that would grow him a new body, younger and stronger than before, but replace/overlay his memories onto that body. Sucessful, the revitalized Guardian (sometimes called The Golden Guardian), maintained his leadership as Security Head of Project Cadmus until recently. He was also a leader of a squadron of fighters in the recent Imperiax war.
F- RM (30)Powers: Electromagnetic Energy Manipulation SH-Z (500)
Superman can emit and control the energies that make up the Universal Spectrum. He also has all power stunts related to any of the control or generation powers. This power has an added bonus power similar to Focus (See the Power Focus in the UPB p. 81). However, Superman can only Focus all the energies of the spectrum in one single attack. The following list of Energies make up the spectrum:
Gravity Manipulation
Hard Radiation Control
Light Control
Magnetic Manipulation
Microwave Control
Radiowave Control
Sound Manipulation
Hard Radiation Emission
Heat Emission
Light Emission
Magnetism
Radiowave Generation
Sonic Generation
Force Field MN
Electro-Magnetic Energy Detection AM
Phasing UN (Always On when Superman is not in his Containment Suit)
Energy Conversion MN
Energy Sponge MN
Energy Solidification MN
Flight CL. 3000
Interface AM
Electrical Generation - Lightning UN
Neutralize MN
Radar Sense AM
Teleport Self GD (4,000 miles)
Thermal Vision AM
Regeneration AM
Growth RM (only available when absorbing a MN amount of energy or greater)
Power Vampirism UN
may be only used on characters whose powers are already in flux such as any character that has energy based power or attributes (such as Parasite). This power may be used on physical attributes of such characters the powers absorbed with this power may either be used to restore drained attributes or added to Power Reserve. When used to drain characters Power Vampirism has no range. It can also be used a range to absorb elctricity from anything. (This power when used on individuals may either be used to absorb power that the target has already absorbed or electrical energy stored in them.)
Power Reserve AM (Power reserve is fatiguing while using Flight power)
Life Support SH-Z
Resistance to Electro-Magnetic Energy CL. 1000
Resistance to Toxins & Disease CL. 1000
Magnetic Control may create EMPs, and may substitute for Strength versus metal.
Energy Sponge is unlimited, but for every rank absorbed over MN adds +1CS to the Focus power, which goes off at the end of the round as the containment suit overloads.
Energy Solidification is limited to simple forms and Superman must use an Automatic Action each phase to maintain each object.
Interface only works on computers and other digital storage devices (like CDs)
His natural energy form is intangible (Dispersal), though his suit gives him a physical form. Being intangible means that bullets no longer bounce off of him, but rather pass through him. To prevent the bullets (or anything else that passes through his body) from harming anyone else, he can do a "Violent Absorption" of the objects kinetic energy (Neutralize).
He can absorb all forms of energy and transform them to EM energy (Energy Absorption), though if he abosrbs too much, it overloads his suit and he tends to explode, and can later reintegrate himself (Self-Link Focus).
By transforming himself temporarily into EM energy, Superman can teleport himself at close to the speed of light (Teleport). Reading digitally encoded information is also easy for Superman's new powers (Interface). Superman can also emit many forms of EM energy, from light to magnetic fields to electrical energy (Flash, Magnetic Control, Lightning). By manipulating his personal magnetic field against the Earth's, Superman can levitate himself and fly (Flight). With intense concentration, Superman can create multiple magnetic fields to simulate a physical object (Energy Solidification).
The Containment Suit seems to be a part of Superman and as such can not normaly be attacked seperately. The suit is a part of Clark when he is human. The suit allows Superman to survive as an energy being control his powers and switch fully human. The suit may be attacked by a trick shot when Superman can not disperse (special case: the suit was already damaged) or by powers that affect technology. When the suit is damaged Superman's powers will not function properly (GMs choice). Without the suit Superman only can use Teleport, Energy Blast, Lightning (Self) is always on, and Phasing is always on.
Fatal Vulnerability (Rare): Seperation from Containment Suit. Misc: Superman needs his containment suit to survive it is electronic and is vulerable to assaults from characters like the Cyborg. Misc: If Superman is knocked out he reverts to Clark and is burned out and can not turn back for 24 hours. Attack Vulnerability: Disruptive Energy Blasts -2CS
If the Containment Suit itself takes EX or more damage, it begins to malfunction, leaking his energy form and degrading his control over his powers.
The Containment Suit vanishes when Superman transforms to his Clark Kent form using Insta-Change
Description: Superman's containment suit is light blue with white lightning bolt-stylized trim. His skin is a lighter shade of blue than his costume. He has black hair and his eyes are "pupil-less" white and frequently emit small lightning bolts.
Note: The Cyborg's tampering with the suit creates Superman Red. The suit seems to be a part of Superman most of the time which explains why the suit will double (one for each Superman).
Talents: Writing, Persuasion, Scientist, Leadership.
Contacts: Batman, Daily Planet, Metropolis Police Headquarters, JLA, Media, World Governments, Team Superman [Superboy, Supergirl, Steel II], White House.
Drawbacks : Secret Identity, Fatal Vulnerability (Not wearing the containment suit while in Superman form), Loss Vulnerability (Not wearing the containment suit, All Powers except Dispersal), Maried (Lois Lane), Secret Identity, Controllable Alter Ego (Clark Kent), Fishbowl (Popularity taken to an inconvenient level), Attack Vulnerability: -4 CS against Magic
Background:
Real Name: Clark Kent
Alter Ego: Kal-El
Height: 6'3"
Weight: 225 lbs
Eyes: Blue
Hair: Black
Marital status: Married
Known relatives: Martha Clark Fordman Kent (adopted mother), Jonathan Kent (adopted father), Lois Lane (wife), Lucy Lane Troupe (sister-in-law), Sam Lane (father-in-law), ??? Lane (lois' mother, can't remember her name off the top of my head) (mother-in-law), Ron Troupe (brother-in-law), Kon-El/Superboy (adopted cousin), Jor-El (father), Lara (mother)
Base of operations: Metropolis Group membership: JLA
History:
Rocketed from the dying planet Krypton, Kal-El was born on Earth where he was found and adopted by Jonathan and Martha Kent. As the child grew older, he manifested more and more powers. After graduating from high school, Clark Kent spent several years using his powers secretly to aid mankind. He was finally exposed when he rescued an experimental spacecraft from a near disaster. Realizing that he could no longer keep his presence a secret, Kent turned to his adoptive parents, who helped him devise the identity of Superman.
Superman's powers have undergone a number of changes during the years. Brainiac and others have managed to switch bodies with Superman. A satellite device controlled by Lex Luthor managed to make them go out of control, but Superman discovered that, and destroyed the satellite. Mr Mxyzptlk created Red Kryptonite, which made his powers go away completely. His powers have even increased until he couldn't control them, and were only returned to normal by a judicious use of the Parasite. During the Final Night, Superman lost his powers completely.
Around this time, the ancient Godwave made its way back to Earth. The Godwave was unleashed from the explosion and death of the Third World, the ancient battle in which the old gods died. The Godwave expanded from the site of the Third world (now a point in space between Apokolips and New Genesis) and passed over many planets, including Earth at approximately 2,000 BC. The Godwave gave the planets it passed over the seeds of immortality and godhood, leading to the birth of the terrestrial gods (the Olympians and Titans, the Pharonic Pantheon, the Norse Gods, etc.). It also altered human genetics so that the Metagene could one day develop. Once the Godwave reached the outer boundaries of the universe (the Source Wall), it rebounded and began retracting. This retraction, among other effects, caused the powers and natural abilities of the many beings it created to begin to alter themselves or disappear completely. Krypton was one of the many worlds it passed over.
The leading edge of the Godwave caused Superman's powers began to go out of control. He began emitting an electrical charge and seeing into the electro-magnetic spectrum. Worse, he was losing his usual powers at the same time. As he was becoming pure energy, Professor Hamilton scrambled to find some way to help him regain control over himself as well as contain his vast energy. Using a micro-circuitry weave polymer fabric (courtesy of the Contessa de la Portenza, current CEO of LexCorp), Hamilton was able to create a suit that would allow Superman to regain some measure of a physical form, as well as control and channel his power into a variety of effects. Superman's energy entered the costume and he emerged as a blue-skinned being.
It seemed that the Godwave changed his cells so that they no longer absorbed solar energy but electro-magnetic energy. Unfortunately, his Kryptonian abilities still required solar energy to function. The electromagnetic energy built until he could no longer contain it and his physical body began to "phase out" as he became pure energy. Once in the containment suit, he found he could phase in his body until he reached a more human form. Unfortunately, as Clark Kent he no longer had his Kryptonian powers.
Superman's new powers took some getting used to. At first, he couldn't fly, but by visualizing a location he could teleport there like a lightning bolt. Later, he managed to fly along electro-magnetic currents. He found himself intangible to touch, but, with practice, he found he could manipulate the magnetic fields he generated to give himself a sort of "all-over forcefield".
During an attack by the Toyman and the Cyborg, Superman's energy was split into two. This had the astonishing side effect of actually splitting Superman in two, one red Superman and one blue Superman. Originally, both Supermen were roughly the same (aside from color), but as time went on the two began to develop into different sides of Superman's personality. Superman Red was more reactive and caustic, while Superman Blue was logical and introspective. When the Millenium Giants were released early, all the heroes of Earth fought to stop their attempt to wipe the planet clean of life. Only the two Supermen could ultimately stop them. They criss-crossed the Earth, pouring all of their energy into the planet's ley lines. It seemed that they gave their life in the attempt, as they both vanished.
A few days later, Clark Kent woke up in a field in Kansas. The electro-magnetic energy that saturated his cells was gone, and they began to absorb solar energy again. His mind reintegrated and his powers returned, Superman once again donned his blue and red costume and cape, and took to the skies once more as the Man of Steel.
Personality: The perfect boy scout, Superman lives only to help other people. He is the epitome of bravery and is completely selfless.
F- EX (20)
A- IN (40)
S- RM (30)
E- AM (50)
R- EX (20)
I- EX (20)
P- IN (40)
H- 140
K- 80
R- EX
P- (-30)
Powers: Immortality: Vampires are considered to be Immortal, lest they fall to standard vampiric limitations. However, they can easily be resurrected should the condition that killed them be reversed.
Animal Transformation: Bennett can change his shape into either a bat or wolf with IN ability. He can also become a bank of mist which gives him TY flight.
BAT: F - FB; A - PR; S - FB; S - FB; Radarsense RM
WOLF: F - EX; A - GD; S - GD; E - GD; Tracking EX
Vampirism: Vampires must drink the blood of others to survive. A vampire bite does TY (6) damage per round by draining the blood from a victim. If the target has been drained of blood to Shift-O health then re-infused with vampiric blood from the "parent" vampire the target will return to life as a Vampire.
Animal Communication: He possesses AM ability to communicate telepathically with any animal larger than an insect.
Animal Control: Bennett can control things normally thought of as vermin (bats, rats, wolves, roaches, etc...), at IN rank.
Hypnotism: Bennett can mesmerize others, or even control their minds outright. Vampires can manipulate others' emotions, becoming dream lovers or terrifying nightmares. This ability is ranked RM and requires eye contact.
Regeneration: Vampires recover from damage quickly. Consider a vampire to possess EX regeneration.
Exposure to Direct Sunlight causes a vampire AM (50) energy damage. Reduction to zero health in this manner will reduce a vampire to dust.
Holy symbols and Garlic act to repel vampires. They will not approach within 10' of such things. Application of a holy symbol to a vampire will cause the wielder's Psyche rank in damage to the vampire.
Talents: Diplomacy, Military, Occult Lore, Mystic Background.
Contacts: Lords of Order.
Background: One of the greatest vampires of the last 400 years was Andrew Bennett, I... Vampire. In the course of his unlife, he destroyed a vampiric empire, the Cult of the Blood Red Moon.
Andrew Bennett was a heroic nobleman who distinguished himself in war and diplomacy during the reign of Queen Elizabeth I, and who was iin love with the Queen's handmaiden, Mary Seward. Their love was doomed, however, when Andrew was attacked by an old, blaspheming vampire and given the vampiric curse. In defiance, he swore he would fight the curse and not give in to his savage impulses. Mary was touched by his tragic struggle, and she insisted on sharing his affliction. But when she became a vampire, she had none of Andrew's scruples. She envisioned a world ruled by vampires, with the two of them at the top, reigning from a throne of blood. Bennett opposed her, and the two battled through the ages.(1)
Seward built a hug organization, called the Cult of the Blood Red Moon, and schemed to subjugate humanity. Bennett fought the Cult and finally succeeded in crushing it during the 1980s. Mary died, and Andrew appeared to be destroyed as well, killed by a super vampirism serum he took to augment his powers.(2)
But the serum resurrected Bennett, and he sought the aid of an order of vampiric Buddhist monks to help him die, but they were unsuccessful. To bring himself peace, he entered into an alliance with the Lords of Order, who were scheming to end all reality.
Following their instructions, Bennett then went to an ancient temple in the tiny East European nation of Eustania, where he found that the temple housed the Holy Grail. After drinking from the cup, Bennett was magically transported to the Tomb of the Avatar on the Deccan Plateau in India. There he found the sacred flute of Krishna, which could bring about the Mahapralaya, or Sleep of Brahma, in which all reality ceases to exist.
When Bennett played the flute, the universe ended, but Bennett did not. In a cruel twist of fate, the only creatures that survived the Sleep of Brahma were the vampire and Dr. Fate, who had come to India to stop him. The universe then came back into being and evolved back to the point in time when it had ceased to exist. When this happened, Bennett and Fate realized that man cannot rush the true end of the Universe.(3)
The vampire ended his alliance with the Lords of Order and used Krishna's flute to apparently end his undead existence once and for all. His true fate is still unknown.
Role-playing Notes: Andrew Bennett is a gentleman first and foremost. He is gallant and chivalrous, although he is often haunted and brooding. He is a man of gret inner strength and character. Resisting his vampiric appetites for 400 years tempered him and gave him great will and courage. He has never considered humans inferior to vampires, and unlike his peers, he will not destroy human life or violate his code of honor. Bennett has always managed to find some substitute (such as animal blood or stored blood) for the blood of the living. More than anything, he hated his undead life and has spent the majority of it searching for peace.
Endnotes: 1. House of Mystery #290; 2. House of Mystery #321; 3. Doctor Fate (second series) #5-6.