Legion of Superheroes


MAGNETIC KID

Pol Krinn
human

F- Gd. (10)
A- Ex. (20)
S- Gd. (10)
E- Ex. (20)
R- Gd. (10)
I- Gd. (10)
P- Gd. (10)
H- 60
K- 30
R- RM
P- 10

Powers: Magnetic Manipulation Am. (50) 3 mile range
Magnetism Am. (50) 20 area range

Talents: vehicles, Martial Arts.
Contacts: Science Police, LSH.


MON-EL

Lar Gand
normal humanoid

F- MON (75)
A- MON (75)
S- UN (100)
E- SH-X (150)
R- IN (40)
I- EX (20)
P- AM (50)
H- 400
K- 110
R- RM
P- 10

Powers: Directional Hearing EX (20)
Hypersensitive Hearing IN (40)
Flight CL 5000
Heat Vision AM (50) 20 areas
Body Resistance UN (100)
Microscopic Vision REM (30)
Total Memory MON (75)
Life Support SH-Z
Hyper-Intake/Expulsion AM (50)
Hyper Speed/Running AM (50)
Resist Toxins AM (50)
Telescopic Vision TY 250 miles
Penetration Vision AM
Thermal Vision AM

Super Uniform: Armor Skin- Leather AM (50)

Talents: Engineering, Medicine.
Contacts: Science Police, LSH.


PHANTOM GIRL

Tinya Wazzo
humanoid

F- Ex. (20)
A- Ex. (20)
S- Ty. (6)
E- Gd. (10)
R- Ex. (20)
I- Ty. (6)
P- Gd. (10)
H- 56
K- 36
R- RM
P- 10

Powers: Phasing Un. (100)

Talents: Martial Arts, vehicles.
Contacts: Science police, LSH.


POLAR BOY

Brek Bannin
human

F- Ex. (20)
A- Ex. (20)
S- Gd. (10)
E- Ex. (20)
R- Ex. (20)
I- Ty. (6)
P- Gd. (10)
H- 70
K- 36
R- RM
P- 10

Powers: Ice Generation Am. (50)
Resistance to Fire & Heat Am. (50)

Talents: Detective/Espionage, vehicles.
Contacts: science police, LSH.


SHADOW LASS

Tasmia Mallor
human

F- EX (20)
A- EX (20)
S- TY (6)
E- EX (20)
R- GD (10)
I- GD (10)
P- GD (10)
H- 66
K- 30
R- RM
P- 10

Powers: Shadowcasting UN (100)
Thermal Vision GD (10)
Absorption UN (100)

Equipment: Wrist Bracers: Force Field vs. Physical Attack GD (10)

Limitations:
1) Absorption only works on heat/radiation attacks; the energy is merely disipated, no gain in health or strength.
2) Wrist bracers only protects against hand to hand attacks.

Talents: Martial Arts G.
Contacts: Science Police, LSH.


STAR BOY

Thom Kallor
human

F- GD (10)
A- EX (20)
S- GD (10)
E- EX (20)
R- EX (20)
I- TY (6)
P- TY (6)
H- 60
K- 32
R- RM
P- 10

Powers: Mass Increase- others UN (100)
Absorption EX (20)

Limitations:
Absorption is affective only against Force energy attacks; energy is just disipated, no other benefits from it. If attack is greater than EX, the power fails and Star Boy takes full damage.

Mass Increase does no direct damage to target.

Talents: vehicles.
Contacts: Science Police, LSH.


SUN BOY

Dirk Morgna
human

F- Gd. (10)
A- Ex. (20)
S- Gd. (10)
E- Ex. (20)
R- Ex. (20)
I- Ty. (6)
P- Gd. (10)
H- 60
K- 36
R- RM
P- 10

Powers: Fire Generation Mon. (75) 40 areas
Resistance to Fire/Heat Mon. (75)
Light Emission- Blinding flash Mon. (75)
if target is blinded they are -3 cs for 1-10 rds. on all actions
Absorption Rem. (30) flame/heat only
energy is absorbed and then disipated, no health is gained

Weakness: minor fear of darkness

Contacts: Science police, LSH.


TELLUS

Ganglios
alien

F- Gd. (10)
A- Gd. (10)
S- Rem. (30)
E- In. (40)
R- Rem. (30)
I- Ex. (20)
P- In. (40)
H- 90
K- 90
R- RM
P- 10

Powers: Mental Probe IN. (40) 11 areas
Telekinesis REM. (30) 8 areas
Telepathy MON. (75) 4,000 mile range
Water Freedom

Equipment: Life Support Device
AM. material strength
Life Support SH-Y

Weakness: Tellus breathes an atmosphere that is poisonous to humans and takes damage from breathing oxygen. He can last two minutes unprotected in an oxygen atmosphere. Use staying underwater rules to determine results if kept from life support.

Talents: vehicles.
Contacts: science police, LSH.


TIMBER WOLF

Brin Londo
human

F- Am. (50)
A- Mn. (75)
S- Mon. (75)
E- Mon. (75)
R- Ty. (6)
I- Am. (50)
P- Ty. (6)
H- 275
K- 62
R- RM
P- 10

Powers: Tracking Am. (50)
Stealth Am. (50)
Danger Sense Am. (50)
Hyper-Running Gd. 4 areas/60 mph

Talents: Acrobatics, Tumbling, Detective/Espionage, Martial Arts G, H.
Contacts: science police, LSH.


ULTRA BOY

Jo Nah
human

F- In. (40)
A- Am. (50)
*S- Gd. (10)/Un. (100)
*E- Ex. (20)/Mon (75)
R- Gd. (10)
I- Ty. (6)
P- Gd. (10)
*H- 120 (210 with str. boost, 175 with end. boost) K- 26
R- RM
P- 10

Powers: True Flight Cl. 3000 (light speed)
Heat Vision (EE5) Un. (100) 60 areas
Microscopic Vision (DT11) In. (40)
Life Support Sh-Z
Body Resistance MON (75)
Super Breath Am (50)
Hyper Speed/Running Am.
Resist: Toxins Am.
Telescopic Vision Ty. 250 miles
Penetration Vision (DT12) Am.
can't see through energy fields, barriers or Inertron
Hyper-Strength UN (90)
Hyper-Endurance AM (65)

* Limitations: Jo's powers work in groups depending on where he places his ultra-energy

Eyes: Heat Vision, Microscopic Vision, Telescopic Vision, and Penetration Vision

Muscles: Gains Strength and Hyperspeed/Running

Skin and Immune System: Gains Endurance, Body Resistance, and Resistance to Toxins

Throat and Lungs: Life Support and Super Breath

External Thrust: Flight

Body Resistance has no effect vs. radiation

Health increases by the difference between the original strength or endurance rank and the raised ability score.

Talents: Engineering, Medicine.
Contacts: Science police, LSH.


WHITE WITCH

Mysa Nal
human

F- Gd. (10)
A- Gd. (10)
S- Pr. (4)
E- Ty. (6)
R- Rem. (30)
I- Ex. (20)
P- Am. (50)
H- 30
K- 100
R- RM
P- 40

POWERS: Magic Detection Ty. 5 area range

SPELLS:
P- Linguistics In. (40)
P- Bio-Physical Ctrl- Damage Transferal Rem. (30)
P- Sensory Link- animals Rem. (30)
P- Empathy Gd. (10)
P- Resist Fire/Heat Gd. (10)
P- Flight Ty. 6 areas
P- Hypersensitive Touch Gd. (10)
P- Invisibility- physics Ex. (20)
P- Immovability Rem. (30)
P- Life Detection Am. (50)
P- Telelocation- objects Un. (100)
P- Postcognition Mon. (75) objects only
P- Life Support Mon. (75)
P- Shrinking Rem. 1% resultant size; -2CS to be hit; +2CS damage when hit
P- Free Spirit Ex. (20)
P- Suspended Animation Ex. (20)
P- Resist Toxins Gd. (10)
P- True Sight Am. (50)
P- Force Field vs. Magic Gd. (10)
U- Matter Animation-Air Animation Rem. (30)
U- Communicate with/Control Animals Ex. (20)
U- Body Transformation- others AND
U- Shape Change- others Ex. (20)
used in conjunction with each other to simulate turning a animal into another type of animal
U- Emotion Ctrl- Fear Gd. 4 area range
U- Shadowcasting Am. (50)
U- Fire Ctrl Gd. (10)
U- Fire Generation Gd. (10) 4 area range
U- Light Emission- blinding flash In. (40)
U- Hypnotic Ctrl Rem. (30)
U- Illusion Casting Rem. (30)
U- Eldritch Beams/Bolts Rem. (30)
U- Mimic In. (40) 11 areas
U- Precognition Mon. (75)
U- Teleportation Pr. 25 miles
U- Weather Ctrl In. (40)

Limitations: She obtains her special powers through intense study and preparation. She can only have up to four spells at any given time and must relearn it before using again. Relearning requires 1 hour of study per spell. She is Dream Girl's sister.

Talents: Occultist, Resist Domination.
Contacts: Science Police, LSH.


WILDFIRE

energy body

F- REM (30)
A- IN (40)
S- AM (50)
E- UN (100)
R- EX (20)
I- TY (6)
P- GD (10)
H- 220
K- 36
R- RM
P- 45

Equipment: Containment suit:
Body Armor AM (50)
Life Support SH-Z

Powers: Energy Blast: MON (75)
Flight- AM

Limitations: The containment suit houses Wildfire's body energies. If the suit is torn or punctured, he must make an Endurance feat roll on the Kill column.

Talents: Energy Sciences, and Physics. Contacts: Science Police, LSH.


Legion Equipment

FLIGHT RING: True Flight EX. 10 areas
Ty. material strength
Super Ventriloquism Cl 5000; 500 light year range
broadcasts an SOS signal

rings can link all users together so everyone travels at the fastest characters speed.


TELEPATHIC EAR PLUG:Super Ventriloquism IN. 2 mile range
broadcasts an SOS signal
Telepathy Ty. (6)
Power Negation Un. (100) vs. long term mental attacks (Hypnosis and Control)
The ear plug lowers users Psyche to Sh-0
PR material strength

TRANSUIT: Life Support SH-Y
EX material strength
-7CS to hit only on called shots


On the next page are the Legion's greatest foes, The Fatal Five.
Fatal Five
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