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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
Blue Devil now possess "Satan's Trident" which allows him to banish any Earthbound demon back to Hell. He can call or hide this trident at will. The Blue Devil is evolving from human into a true demon. With each resurrection, he appears to gain a measure of immortality.
When he was bound to his Blue Devil suit, Dan Cassidy gained innate control over the suit's special features. In addition to his natural abilities (superb athleticism and accomplished martial artist and acrobat), he possessed increased strength by a factor of at least twenty, enabling him to lift a car or leap 100 yards in a single bound. It rendered him immune to most small arms fire. Moreover, it radically amplified Cassidy's natural healing factor. Incorporated into the outfit were devices that give Cassidy night vision, enhanced hearing, and even allow him to breathe underwater for short periods. The suit also contained numerous pyrotechnic and explosive effects that Cassidy can conjure up seemingly at will.
His original trident was a rocket-powered device that can propel him for great distances and can emit flames or electrical discharges from its tail. Cassidy can program the trident for independent flight using special relays built into his suit.
Powers: Bomb EX (20)
Hyper-Hearing EX
Light Generation- Blinding Flash RM (30)
Hyper-Leaping AM
Hyper-Running EX
Regeneration RM
Life Support IN
Body Resistance IN
Thermal Vision EX
Equipment: Satan's Trident
MN material strength
Detect Demons MN
Eldritch Blast UN
Talents: Acrobatics, Actor, Repair/Tinkering, Martial Arts B, Military, Vehicles, Weapons Specialist- Trident, Occult, Demonologist, Scholar of Antiquities, Movie Special Effects.
Contacts: Sentinels of Magic, Justice League of America, Justice League Europe, Hollywood.
Name: Daniel Patrick Cassidy
Height: 6'8" (7" including horns), 6'2" (As Daniel)
Weight: 365lbs (As Blue Devil), 185lbs (As Daniel)
Eyes: White
Hair: none
Family: Mary Frances (sister), Seamus (uncle)
Residence: Mobile
Occupation: Former Stuntman/Special Effects Artist
Group Affiliation: Sentinels of Magic
First Appearance: Fury of Firestorm #24 (June 1984)
Current Status: Active
Dan Cassidy was one of the world's leading stuntmen and special effects artists. Hired by director Marla Bloom to exercise his wizardry on her new movie, "Blue Devil," Cassidy created a special monster suit to represent the title character, a suit with a hidden exoskeleton that enabled Cassidy to perform feats of tremendous strength without benefit of camera tricks.
Cassidy went with the rest of the crew for location shooting on the Caribbean island of Ile Du Diable. One afternoon, Wayne Tarrant and Cassidy's girlfriend Sharon Scott, the stars of "Blue Devil," investigated the island's ancient ruins and accidentally unleashed the demon Nebiros from his centuries-long captivity Cassidy, as powerful as a tank in his Blue Devil outfit, bravely entered the fray when Nebiros attacked the film crew and used his technology to battle the demon's sorcery. After a long battle, Cassidy emerged victorious, despite enduring a strange blast of mystic energy.
After reimprisoning the demon, Cassidy returned to his trailer and discovered to his horror that Nebiros's blasts had permanently grafted the suit to his body and that he would from that moment on be a Blue Devil... for real!
Cassidy's new situation would naturally have led to the birth of a new super-hero, but he resisted that idea. His first and only interest was to free himself from the Blue Devil costume, a quest that led to meetings with various super-heroes - all of whom were unable to help him. Eventually, he resigned himself to his fate and even began to enjoy it to some extent as his lifestyle began to get stranger and stranger. More and more often he found himself battling super-villains, mystical entities, aliens and robots - which, he decided, might not be such a bad life after all. Along the way, he picked up a sometimes-sidekick, Maria Bloom's nephew Gopher, who has designed his own super-hero suit and calls himself Kid Devil.
Dan lived in a mystical structure called the House of Weirdness that was willed to him by a late uncle. One set of doors exits into a Malibu beach house, another set into a house outside Metropolis... and still other doors serve as dimensional portals.
Still Dan craved fame and fortune and he made a mysteriously pretentious bid for membership in the Justice League. (Justice League America #98, 4.95) In truth, he hoped that JLA membership would advance his movie career. What he didn't know was that he was actually a pawn of the Arcana in an attempt to infiltrate and overrun the League. To make matters worse, he sold his soul to the demon, Neron, which resulted in the death of his good friend, Marla Bloom. (#105,110) He cheated Neron of his reward, but paid a great price - he perished but was reincarnated in the form of a demon. (Underworld Unleashed #3)
He remained until that JLA's demise (JLA #113) and then joined the new, unofficial Justice League Europe only to be killed again by the Mist. (Starman #38) His bones were recovered in Paris by Faust. Faust kept them in one of his pouches until he encountered Nebiros in Hell. When the moment was right, Faust returned Cassidy's soul to the Devil's bones. (Day of Judgment #4, 11.99) Blue Devil became loyal to Faust and joined him in the new the Sentinels of Magic. So loyal, in fact, that he appeared to have sacrificed himself again in Sentinels' battle against Hermes Trismegestus (JLA: Black Baptism #4), but he has since reappeared on Earth again. (JSA #33, JLA #68)
It is implied that the Blue Devil is undergoing the gradual transformation into a true demon. Kid Devil appeared recently among a large task force assembled by Young Justice. (Young Justice #49)
F- EX (20)
A- RM (30)
S- GD (10)
E- IN (40)
R- EX (20)
I- RM (30)
P- RM (30)
H- 100
K- 80
R- varies
P- 0
Powers: Cosmic Awareness RM (30)
Dimension Travel RM (30)
Invisibility SH-X
Free Spirit CL. 1000
Bio-Physical Possession UN (100)
Limitations: Invisibility is always on.
Dimension Travel can only be used to transfer himself, not others.
Miscellaneous: Characters who can detect magic can automatically see Deadman, as can anyone who encounters him in the Afterworlds.
Deadman is a ghost, and cannot be harmed by physical means.
Talents: Acrobatics, Occult, Thief, Martial Arts D.
Contacts: Phantom Stranger, Rama Kushna.
Name: Boston Brand
Height: 6"0
Weight: 201 lbs
Eyes: Blue
Hair: Black
Family: Twin brother of Cleveland Brand (deceaed) and uncle to Lita Brand
Residence: Mobile
Occupation: Wandering Spirit and Former Circus Aerialist
Group Affiliation: Sentinels of Magic
First Appearance: Strange Adventures #205
Current Status: Deceased but active
Deadman is the disembodied, undying spirit of Boston Brand, a circus acrobat who was shot to death by a mysterious assassin. The goddess Rama Kushna intercepted his soul and magically empowered him to take control of the bodies of living humans.
Deadman's saga is as twisted and tortured as the contorted, emaciated spirit himself.
Boston Brand's life took a weird turn very early. When he was a boy, he went to the circus with his twin brother, Cleveland. A Gypsy fortuneteller gave Cleve the happy prediction that he was destined for a career as a famous circus performer, but she had grave news for Boston. She told him he would die twice in the circus and warned him to stay away from circuses.
Boston Brand grew up to become a very willful, almost headstrong man, and defied the Gypsy's prediction by becoming an accomplished circus acrobat. He joined the Hill Brothers Circus and created a ghoulish high-wire act. He wore a blood-red leotard and ashen death mask that resembled an angry ghost. Calling himself Deadman, he single-handedly revived ticket sales at the Hill Brothers Circus by playing to the audience's most morbid impulses. His act not only defied death, it appealed to the death wish in the crowds.
In his private life, Brand was falling in love with Lorna, the young owner of the Hill Brothers Circus, and was helping her rid the company of some corrupt performers. Things were going very well for him, and he was blissfully unaware that his life was about to get very complicated. But first his life would have to end.
One evening, as he was reaching the climax of his Deadman act, Brand was shot by an assassin. But his spirit lived on, rescued from the Afterworlds by the goddess of balance Rama Kushna. Since Brand's death was unjust, Rama charged Deadman with restoring the Balance by finding his killer and bringing him to justice. She gave Boston Brand the power to inhabit people's bodies, putting their minds at rest until he left them. Also, as a spirit, Deadman was invisible and intangible, although he later learned that enchanted beings could sometimes see and affect him.
Thus began one of the most bizarre manhunts in history, as the simple mission took one unexpected turn after another. All Deadman knew of his assassin was that he used a rifle and had a prosthetic hook in place of his right hand. But these clues led to blind alleys, dead ends, and of course, more clues leading to more blind alleys. Deadman met many people in need of help along this maze of disheartening and frustrating failures, and he selflessly gave of himself to aid them. Because he was invisible and insubstantial, he never received credit or acknowledgment for his work. Deadman even made some friends along the way, like the Forever People, who gave him an organic robotic body to inhabit. Boston used the robot body for a time but soon abandoned it.
Among the people in need of help was Boston's brother, Cleveland. True to the Gypsy's prediction, Cleve did indeed become a famous circus performer. He took Boston's place in the Deadman act and even used his brother's stage name. This lured the Hook back to the circus to kill Boston Brand again. Deadman's interference prevented the assassination, but the Hook escaped, and Deadman had to continue his search.
Ultimately, Deadman found the Hook and stumbled onto a worldwide threat. His killer was a member of the powerful cult called the League of Assassins and had killed Boston Brand as part of an elaborate graduation assignment. Because his brother Cleveland had taken Boston's place, the leader of the League of Assassins, called the Sensei, believed that the Hook had failed to kill Boston Brand. His failure dishonored the League, and the penalty was death.
The irony was that the Hook should have been punished because he succeeded, but instead he was sentenced to death because the League thought he had failed. Deadman failed in his attempt to prevent the assassin's scheduled execution, robbing him of seeing the Hook brought to justice. During this attempt, he discovered that he could not take control of the Sensei's body for some unknown reason.
The Hook was killed, but there was no justice in the death. A second murder simply compounded the first. A "Balance" had not been achieved. Therefore, the soul of Boston Brand was more anguished than ever.
Deadman tracked down the League of Assassins to the Himalayas, where he discovered a paradise called Nanda Parbat. The land was a have built by Rama Kushna to redeem the souls of the corrupt and wicked. Inside the confines of the city, hateful people lost all interest in their evil ways and became placid and gentile. It also caused Deadman's once incorporeal body to gain substance, and Boston Brand was literally brought back to life, but only as long as he stayed inside Nanda Parbat. During his brief stay in Nanda Parbat the flesh-and-blood Brand was attracted to a former assassin named Lotus. But the failure of his mission was of overriding importance to him, and nothing came of their relationship. Deadman eventually faced down Rama Kushna and demanded he be allowed to continue his mission and his undead existence. Rama agreed, and Deadman was given a new lease on unlife.
In the first mission of his new career, Boston defended Nanda Parbat from an invasion by the Sensei and his League of Assassins. The League now included Lotus who had fled Nanda Parbat, causing her former madness and cruelty to return.
Armed with a renewed sense of purpose, Deadman traveled the world, meeting and working with members of Earth's super hero community, like Batman, Superman, and the Justice League of America. He also traveled the spirit realms, where he met members of earth's mystical community. One of these was the Phantom Stranger, and although they got off to a rocky start, their companionship was to endure throughout the years. Deadman also worked with Swamp Thing and the other mystical heroes to prevent the Shadow Creature from destroying Heaven.
During this, the League of Assassins was still loose in the world, and Lotus was still active. Deadman was brought back into the League's web of deceit when Lotus assassinated Boston's brother Cleveland. Rama's agents killed Lotus before Boston could avenge his brother's death.
This led to a series of events that threatened even Rama herself. Deadman learned that Nanda Parbat was built by the spirit of a man named Jonah, whom Rama had pulled back from the brink of death and had given Deadman-like powers. Jonah collected hundreds of thoroughly vile people and brought them to Nanda Parbat, where they could begin life anew, free from madness and malice.
Eventually, Jonah wanted to go to his spiritual rest. When Rama refused, Jonah left Nanda Parbat to build the League of Assassins. He took over the body of the Sensei and used the old man as his human instrument on Earth. The Sensei then built up massive technology capable of destroying Rama and brought his army to Nanda Parbat. In the fighting that ensued, Jonah was destroyed, but Rama died as well, taking Nanda Parbat with her. The men and women of the hidden city turned evil again and fled to the far corners of the world. Deadman, who retained his powers even after the fall of his goddess, rescued the innocent children of Nanda Parbat and set out to hunt down their evil parents.
According to some accounts, Rama Kushna was responsible for the death of Boston Brand. These reports explain that the Hook's original target was a politician who was attending the Hill Brothers Circus. Rama's agents had hypnotized the Hook to make him shoot Boston Brand instead so Rama could turn Brand into her undead agent.
Whether this is true or not is unknown. Rama is a strange deity, not bound by conventional morality. Her dedication to the "balance" makes all sacrifices worthwhile to her. Sometimes men must die to the world to begin their true life's work in the realms of magic.
Deadman now hangs out in the Realm of the Just Dead and helps Earth's mystical community stand against great threats. As a ghost, his abilities are slight compared to some of the great magical beings, but his courage and compassion make up for what he lacks in power.
Deadman has calmed down alot since his early days, when he was full of frustration, rage and misery over his spectral condition. His experiences have tempered him, and he has come to accept his fate. At times, he is even grateful for it.
F- EX (20)
A- EX (20)
S- GD (10)
E- EX (20)
R- RM (30)
I- EX (20)
P- IN (40)
H- 70
K- 90
R- TY
P- 30
As Dr. Fate, Hector Hall has all the powers at his disposal that Nabu gives him. He is presently new to the mystical arts, and has a lot to learn, but his first showdown with Mordru was a good indication Hector is no slouch.
It appears that, unlike previous incarnations, the helmet of Nabu does not possess this Dr. Fate. Rather, the helmet (which might be the spirit of Kent Nelson) seems to advise the user. Although this Dr. Fate has limited experience, he is perhaps still the most powerful member of the mystic community on Earth. He has the ability to cast magical blasts and shields of protection to name a few of his powers. The Dark Lord Mordru even mentioned that his powers have become vaster then previous Dr. Fate's.
Equipment: Helmet of Nabu
IN material strength
The helmet is the source of Fate's magical powers.
Cosmic Awareness AM (50)
Magic Detection AM (50)
Magic Power Simulation UN (100)
Talents: Occult Lore, Martial Arts A, Engineering, Melee Weapons.
Contacts: Sentinels of Magic, Infinity Inc., Justice Society of America.
Name: Hector Hall
Height: 6'0"
Weight: 185 lbs
Eyes: Blue
Hair: White
Family: Carter Hall/Hawkman I (father), Shiera Sanders Hall/Hawkgirl I (mother), Lyta Trevor/Fury II (wife), Daniel Hall/Dream (son), Nestor Sanders (great-uncle, presumed deceased), Kendra Shiera Saunders/Hawkgirl II (cousin)
Residence: Presumably the Tower of Fate
Occupation: Mystic Defender of Earth and Agent of Balance Joined JSA: Founding Member of the new JSA
Group Affiliation: JSA, Sentinels of Magic, Lords of Order and former member of Infinity Inc.
1st Appearance: JSA #3 (Oct 1999) (As Dr. Fate IV)
1st Appearance: All-Star Squadron #25 (As Silver Scarab)
1st Appearance: Infinity Inc. #49 (As Sandman III)
Current Status: Active
Hector Hall learned that the immense strain of living in the Dream Dimension had driven Sanford to his death. However, his body remained in stasis. The machine transferred Hall's consciousness into Sanford's body and changed the body's appearance to match that of Hector Hall. He became the new Sandman and visited his true love, Lyta Trevor on many occasions while she slept. Lyta was also the mother of his unborn child, and Hall decided not to wake her in case the strain on her would be too much. However, Nuklon soon discovered Hall and unmasked him in front of Lyta. Although she was shocked at seeing him alive, Lyta and Hector renewed their passion for each other. They married and left for the Dream Dimension. Unfortunately, not long afterwards Dream of the Endless returned Hector's consciousness on his deathly journey and returned Lyta to the waking world.
A Speculation has risen that Lyta was the mother of the Fate child, if so... that would make Lyta the mother of her former husband, Hector Hall. A hint was given in the latest JSA series, stating that the mother of the Fate child was dreaming her life away.
Dodds travelled to Mount Kailash in western Tibet with long time friend Speed Sanders to meet the mysterious Gray Man. Through his dreams, Dodds learned that a new Doctor Fate was about to be born who's very life would be threatened by the Dark Lord. The Gray Man, a servant of Order told Dodds that there were three unborn souls that Nabu's power may yet take root. One of these children would become the new Doctor Fate and Dodds had to protect this child from the hands of the Dark Lord. After receiving information from the Gray Man, Dodds sent Speed Sanders away to inform the Justice Society. Dodds knew that the Dark Lord would be watching, so he waited for him. The Dark Lord soon appeared and demanded Dodds to tell him where the child would be born. Dodds sacrificed himself by leaping from the mountain, thus saving the child and maybe the world.
Speed Sanders informed the surviving members of the Justice Society of America and now a waiting game begins. It is believed that the Dark Lord has aligned himself with the Sons of Anubis to help retrieve Earth's most powerful mystical artifact, the artifacts of Doctor Fate. The first known victim of the Dark Lord was Kid Eternity while the second victim was Jared Stevens, Fate!. (See JSA #1) When Fate was killed his powers and artifacts were mystically summoned to the Tower of Fate which exists in all realms of existence.
In a bid to save the child from Mordru, the JSA began a frantic search for the fate child. The child would be recognized by an ankh birthmark on his right arm. The JSA eventually found the child, only to be repelled by Mordru who takes the child and leaves for the Tower of Fate. (See JSA #2) Mordru knew that by taking the child to the artifacts of fate, he would be transformed into a man which would then manifest the powers of fate into the newly born Doctor Fate. Before this transformation could be completed, Mordru would intervene and steal the powers for himself. When Mordru arrives, he discovers that The Scarab (Louis Sendak), is already in the tower and is guarding the artifacts of Fate. Mordru defeats the Scarab and prepares to kill the child, only to be intercepted by the new Star Spangled Kid, who makes a valiant attempt to stop him.
However, with the help of the new Hourman, the JSA arrive and engage Mordru in combat who easily dispatches them. As Courtney watches the final moments of the battle, she hears a "voice" calling her towards the artifacts of Fate. As she nears the artifacts, she is drawn into the amulet of Anubis, into another world. Courtney is greeted by Kent Nelson who tells her that he and Inza are between worlds and has no interest in assuming the mantle of Dr. Fate again. Kent tells Courtney that he is only assisting in the birth of the new fate and that another "old soul" will become Fate. He tells Courtney that it is up to her to save the child by retrieving the Scarabeus from Scarab and to use this artifact on the child's' chest. Courtney is returned to the tower, in time to see Mordru about to kill the child. As Mordru is distracted, Courtney retrieves the Scarabeus from Scarab and uses the artifact on the child's chest that instantaneously transforms the child into a new Doctor Fate. (See JSA #3)
As the JSA slowly recovered from their battle with the Mordru, they saw the newly born Dr. Fate in a battle of spells with the Dark Lord. They valiantly tried to assist the new Dr. Fate but were once again defeated by Mordru. As Dr. Fate battled with Mordru, they traveled through the different realms of existence that the Tower occupies. Unknown to Dr. Fate, Mordru had secretly cast a counter spell that was draining the powers of Dr. Fate and feeding into his own powers. Mordru striked at Fate with a final spell that forced the new Dr. Fate to lose control of the artifacts of Fate which allowed Mordru to retrieve the items. Mordru donned the artifacts of Fate and finally gained the powers of Nabu. However, the Dark Lord's victory was short lived as the artifacts of Fate crushed Mordru and banished him to the netherworlds of the Amulet of Anubis.
As Hector Hall collects the artifacts of Fate, Nuklon recognizes his old friend from Infinity Inc. Their reunion is brief as Kent Nelson appears and congratulates Hector on the task he performed. Kent tells Hector that his powers are evolving and that he is now an agent of balance. His role as Dr. Fate will not be easy but Kent Nelson will be around to help guide his steps and can always be reached through the amulet. Hector dons the artifacts of Fate and gathers the Justice Society and in a blink of an eye, he returns them to the JSA headquarters. Hector then explains to the JSA that his former lives were always building to this moment, to become Dr. Fate. A curse had been placed on his parents by Hath-Set, a high priest of Setekh and his birth was a culmination of the curse. He was destined to be born without a soul and be nothing more then a vessel for the real silver scarab who was Hath-Set's agent of vengeance. When Infinity Inc. destroyed the Silver Scarab, Hector's consciousness was sent into the Dreaming and was eventually found by Kent Nelson who told him that the wheel of life had turned and that Hector's destiny was not over but just the beginning. Doctor Fate had returned and so did a new chapter of the JSA.
The New Doctor Fate recently played a role in the Day of Judgement crisis where he and the rest of the magical heroes of Earth grouped together for a final battle with Azmodel for control of the Spectre. (see Day of Judgement #3 - 5)
F- GD (10)
A- EX (20)
S- GD (10)
E- EX (20)
R- RM (30)
I- RM (30)
P- RM (30)
H- 60
K- 90
R- GD
P- 0
Although Doctor Occult often prefers to rely on his sharp analytical mind in cases, he also possesses various mystical abilities. He can travel great distances in a second, by entering and leaving the astral plane. He can also shift from physical to astral form while on Earth, thereby being able to observe events invisibly. He can become immaterial for brief periods, alter his size (or at least appear to do so), and create illusions with a magical form of hypnotism. He also possesses certain telekinetic abilities. Apart from this, Occult has also amassed a great knowledge and many spells that can be used in various situations.
While Rose Psychic has mostly the same skills that Occult has, they do possess certain individual abilities as well. Hence, they sometimes find it convenient that Doc handles a matter, sometimes it's better if Rose does it. They can instantly alter to their other persona, still the same being, but with different soul and different appearance. And different sex, of course.
The Seven gave Doctor Occult his mystic symbol, resembling a cross in a circle, that he uses to repel and exorcise various supernatural beings and spells, and even certain form of natural energy. Dr. Occult has also invented a psionic device that can detect evil thought waves. The sword and the Egyptian belt Occult was given to battle Koth, had many mystical abilities, one of which was to transform people to stone, but it seems that he never relies on those artifacts these days.
Doc and Rose don't appear to have aged since the 1940s, retaining their youth through mystic means.
Powers: (D) Dimensional Aperture RM (30)
(U) Hypnotic Control MN (75)
(U) Illusion RM (30)
(P) Invisibility RM (30)
(P) Free Spirit IN (40)
(P) Telekinesis IN (40)
Bonus: Doctor Occult's physical body accompanies him when using Free Spirit. He can use it on others, but must maintain physical contact.
Equipment: Symbol of the Seven
UN material strength
Emotion Control- Fear UN (100)
Exorcism UN (100)
Reflection RM (30)
Magic Shield EX (20)
Limitation: Fear only works against demons and similar creatures of evil.
Psionic Sensor
TY material strength
Detect Evil Thoughts IN
Talents: Detective, Occult, Demonology, Cults.
Contacts: Sentinels of Magic, Justice Society of America, All-Star Squadron, The Seven, Mystical Community.
Name: alias Richard Occult
Height: 6"1
Weight: 189 lbs
Eyes: Gray
Hair: Black
Family: unknown
Residence: Mobile
Occupation: Private Investigator
Group Affiliation: Agent of the Seven, All-Star Squadron,Conclave & the
Sentinels of Magic
Current Status: Active
First Appearance: New Fun Comics #6
Doctor Occult, a.k.a. the "Ghost Detective", is a private investigator who specializes in cases involving the supernatural, and whose recorded exploits started in 1935. But the story began 36 years earlier.
On December 31st, 1899, somewhere in the American Mid-West, a satanic cult attempted to summon Satan to Earth at the moment of the opening of the new century. For that, they offered him the sacrifice of two infant, untainted children, a boy and a girl, "stolen from simple god-fearing folk".
At the moment of the beginning of the new year, someone was indeed summoned, even before the worshippers had had a chance to sacrifice the children. This, however, was not Satan, but a diabolic entity calling himself Koth. He immediately declared that the souls of innocents were of no use to him. He wanted souls stained with sin, polluted by corruption. As the nearby church clock struck twelve, Koth devoured all members of the cult, sentencing them to eternal damnation in his own abysmal realm. After that, he turned to the two infants to slaughter them, only to find them gone. Puzzled, Koth then withdrew himself from the living world.
What had happened was a man named Zator, a disciple of the Seven. Zator had found the children, managed to hide them from Koth, and then traveled through the dimensions to the far side of the Earth and the hidden Citadel of the Seven, a mighty organization of mystics. At first, the Seven were not at all amused with Zator bringing the infants to the Citadel, but after measuring them, they found innate mystic abilities in them, and let them stay under Zator's care.
As they grew older, Zator educated the children - whom he for some reason called "Doc" and "Rose" - in many of the ways of the Seven, giving them abilities far beyond mortal men. Exactly what this education meant of has never been revealed, but it is known that Doc in his youth spent a lot of time in the colorful land known as Faerie, and that might have been during this period. It is also known that Doc and Rose were attracted to each other early in their lives, but that the Seven condemned any amorous relationship between the two of them.
Upon reaching puberty, the boy was given the mystic Symbol of the Seven, and the name "Doctor Occult". The girl got the fuller name of "Rose Psychic" or "Rose Spiritus." On the same day, they were also told to leave the Citadel, part from Zator, and use their abilities to battle evil in the world.
Travelling from the Citadel to China and then by boat to America, the two young magicians soon found themselves in New York City of the 1920s. Taking the name "Richard Occult", Doc started studying science at college and further schools, eventually earning the "doctor " title formally as well. Rose was still by his side, studying humaniora at the same time.
In 1935, they started a supernatural detective bureau together, hoping to fulfill the mission the Seven had prepared them for. Although nobody took their business seriously in the beginning, they finally got to prove themselves solving the case of a mass murdering vampire. Their career continued with many strange cases and meetings with adversaries such as the Cult of the Wolf, the Denizens of the Astral Plane, the Spectral Killer, and the Lord of Life, the latter of which managed to turn the Doctor himself into a mindless zombie before being stopped by Rose. At first, the police was skeptical, but seeing the results, they - and especially a Detective Captain Ellsworth - started cooperating with Doc and Rose on cases paranormal.
In 1936, the devilish Koth returned from his realm, this time almost overpowering the Seven. Had it not been for the interference of Dr. Occult and Zator, they would all have perished. Koth managed to flee, and the Seven quickly assigned Doc and Zator to secure an ancient Egyptian belt of miraculous powers from the evil entity. For this special case, Dr. Occult donned a magic sword and a battle costume with a cloak and a chest emblem, hence becoming the first costumed hero of the Golden Age. With combined forces, Doc, Zator and the Seven succeeded to defeat Koth for many years forward.
In the early 1940s, Doctor Occult joined the wartime hero-team known as the All-Star Squadron, as one of their few plainclothes members. He remained an All-Star, although mostly a semi-active one, until the war ended in 1945. With the Squadron, he encountered many other great mystics of the era, like Doctor Fate, Zatara, Sargon the Sorcerer, Johnny Thunder and his Thunderbolt, the Flying Fox, Merlin the Magician, Tor the Magic Master, and the almost almighty Spectre.
In 1945, Doctor Occult assisted the Justice Society of America in defeating the interdimensional soulless entity known as the Stalker, sacrificing his own soul to do so. Following Stalker's defeat, Rose appeared before Doctor Occult and shared her soul with him. Since that day, Doc and Rose have remained one physical being, sometimes walking around as a man, sometimes as a woman. (Note: Dr. Occult once told Superman another version of this story and claimed that he had shared his body with Rose when she had been fatally wounded by the cult leader Hroth. However, this should probably be regarded as apocryphal.)
Between the late 1940s and recent years, few recordings of his exploits have been made, but about ten years ago, Dr. Occult started to show up more frequently again. Not appearing to have aged a day since the 1930s, he fought the demon Thahn together with Superman during the latter’s first year as a super-hero. A few years later he offered his assistance during the world-shattering event known as the Crisis, and soon afterwards helped the Swamp Thing, John Constantine, and other mystics to fight the Original Darkness that challenged Heaven.
When the young boy Timothy Hunter, destined to become the world's greatest sorcerer, was to be introduced to magic, the Phantom Stranger enlisted the help of Occult, John Constantine and Mister E. Constantine quickly dubbed this group of mystic know-it-alls "the Trenchcoat Brigade", due to their common taste in clothing. In this adventure, Occult (and Rose, variously) showed Tim the land of Faerie, almost losing the boy to Baba-Yaga, and even to Queen Titania. It was Occult who transformed Tim's yo-yo into the pet owl Yo-Yo that Tim grew so fond of.
Shortly thereafter, Doctor Occult returned to his supernatural detective business. One day, Rose was no longer in the body or mind of his. This led to an identity crisis, as well as a sexual crisis, for the both of them, until they realized Koth was behind the temptation of them. After deciding they needed their continued co-existence, they managed to defeat Koth, and then fused once again.
Since then, Doctor Occult has become uncharacteristically involved with several other teams. Briefly, he was a member of the inner circle of the Conclave, an organization consisting of virtually every mystic on Earth. He quit the organization just before it was taken over by the corrupt Amethyst. He also re-joined with the rest of the Trenchcoat Brigade to prevent the apocalypse at the hands (tentacles) of M'nagalah. Still later, Occult played a big part during the so-called Day of Judgment, and joined the group of mystics known as the Sentinels of Magic. Lately, he has been active with the Sentinels as well as with the JSA Reserves.
Always ready to battle evil and black magic when needed, it must be said that Doctor Occult is a true hero, intent on doing good. He is a man of few friends. However, the super-hero S.T.R.I.P.E. once described him as "the only mystic I’ve ever felt comfortable having a beer with". Among Occult’s (and Rose's) closest associates are their female office assistant, Marly, Zator of the Seven, and the Phantom Stranger, a being that normally makes few friends. The Doctor is an enigmatic person, and can sometimes use a pretty rough and rude jargon towards people, sometimes even appearing cynical and chauvinistic. However, he has also proven to be a caring and gentle soul. The Doctor's and Rose's deepest regret is that they are mutually in love with each other, destined never to meet but in their dreams.
The Enchantress is a powerful witch with various abilities. She can pass through solid matter, transform matter, control the elements, fly, are some of examples her powers.
Powers: Imitation AM
Phasing AM
Flight AM
Molecular Conversion AM
Elemental Conversion AM
Limitations: When June Moone becomes the Enchantress, she loses all her control of her body and spirit.
Talents: Intimidatin.
Contacts: Sentinels of Magic, Suicide Squad, Forgotten Villains.
June Moone
F- PR (4)
A- PR (4)
S- PR (4)
E- PR (4)
R- TY (6)
I- TY (6)
P- TY (6)
H- 16
K- 18
R- GD
P- 10
Talents: Artist.
Name: June Moone
Height: 5'10"
Weight: 147 lbs.
Eyes: Blue (As June)
Eyes: Blue (As Enchantress)
Hair: Blonde (As June)
Hair: Black (As Enchantress)
Family: unknown
Residence: Mobile
Occupation: Enchantress
Group Affiliation: Suicide Squad & the Sentinels of Magic
First Appearance: Strange Adventures #187
Current Status: deceased (Day of Judgement #4)
June Moone was an artist and part-time teacher of the occult at a local college. Her boyfriend brought her to a surprise party at an old building called the Terror Castle and they both ended up in an outpouring of supernatural forces. June ended up getting lost and discovering a secret panel while trying to escape the supernatural storm. The passage led to a room where June discovered the Dzamor, a powerful supernatural creature. The Dzamor told June that destiny had a special plan for her. It told her that by saying the name "Enchantress," she would then transform into a raven-haired woman with vast supernatural powers. June did so and defeated the evil forces in the castle, thus beginning her career as a hero, in which she defeated many mystical threats.
Eventually the Dzamor informed the Enchantress of a certain astral alignment that would grant her infinite power to destroy evil if she completed the ritual. Unfortunately, the side effect would be the destruction of all scientific laws. Supergirl (pre-Crisis version) discovered her plan and moved the moon, disrupting the astral alignment. The Enchantress spell failed, and after that she was never quite the same. The Enchantress then turned to a life of evil, joining the Forgotten Villains. [The post-Crisis version of this story has yet to be told.]
Although the Enchantress's personality had become dominant, June managed to assert herself and seek help from the Suicide Squad. However, she found that the more power the Enchantress used the more evil she would become. The Squad took June to see Madame Xanadu, who gave them a special ring and necklace that would reflect the Enchantress's spells back on her if she did not obey them. Xanadu warned them that this was only a temporary solution as the Enchantress would eventually become too powerful and completely take over. This seemed to work until the Squad's mission to the Dimension of Nightshade.
They had been sent there to rescue Nightshade's brother Larry, where June once again encountered the Dzamor, who warned her that she must leave before it was too late. The Dzamor was destroyed, and the Incubus captured the Squad, the demonic entity having taken over Larry's body. June transformed to save the Squad's life, but was surprised when the Incubus revealed that the Enchantress was really his sister, an entity called the Succubus. The Dzamor had banished their father, a powerful demon, and captured the Succubus to try to use her as a weapon against the Incubus, but the Succubus's dark side had taken over. June was then freed from the Enchantress's soul, but a moment later the Incubus placed the Succubus soul into Nightshade hoping to corrupt her and make a way to return their demonic father. However, Nightshade resisted and defeated the Incubus, who was shot and killed by Deadshot.
Nightshade teleported the Squad home and fell into a coma. When she eventually awoke she found that her shadow and teleportation powers had greatly increased and she had gained the ability to create shadow creatures to fight. Later she discovered to her horror that every time she teleported she ran the risk of the Enchantress's personality taking over her body, which happened on several missions with the Squad.
June had a psychological breakdown over the loss of power and tried to kill Nightshade to recover it. She was placed into psychiatric care after that. During the L.A.W. series Nightshade was able to free herself from the Succubus, but as a side effect became unemotional. During Day of Judgement the Enchantress was somehow restored to June's body. She was a member of the expedition to re-light the fires of Hell. Since to do so required the committing of an evil act, Felix Faust killed her. Fortunately, June Moone - the human host of the Enchantress - survived, and is now finally free of her curse.
Faust is a Master of "Soul Magic." He can borrow energy from others' souls and use it for any number of spells. He keeps four magical pouches on his belt, which can house things physical and mystical, small and large. Because he has no soul, Faust is supposedly incapable of love. However, he has been "drawn to" both Halo and June Moon.
Magical Power Simulation IN
When Faust uses his magic, he receives a random negative effect of equal value to what he is trying to achieve.
Talents: Occult.
Contacts: Sentinels of Magic, Outsiders.
Name: Faust
Height: 5'9
Weight: 160lbs
Eyes: Blue
Hair: Black
Family: Felix Faust (father), Fauna Faust (sister, deceased)
Residence: Mobile
Occupation: unknown
Group Affiliation: Outsiders, Sentinels of Magic
First Appearance: Outsiders #1 (Nov 1993)
Current Status: Active
Sebastian Faust is the son of the long-lived evil sorceror, Felix Faust. When Sebastian was just a boy, Felix bartered his son's soul away to the demon, Nebiros. However, the power which Felix expected was granted instead to Sebastian. Since then (understandably), Felix and Sebastian have been somewhat at odds.
Faust had his first contact with the super-hero community in the nation of Markovia. There he encountered Geoffrey Barron and his bodyguard Charlie Wylde, who had fled from an evil vampire called Roderick. Faust was accompanied by a pet bear, which mortally wounded Wylde. To save the man, Faust fused the two into a man-bear. (Outsiders v.2 #1-alpha)
Also in Markovia were the Outsiders, who were framed for the murder of Markovia's queen. In the chaos, their teammate Looker was killed by Roderick. Faust intended to take certain "precautions" with her body, but the band of heroes was forced to flee to Barron's home in Switzerland. (#2)
Faust joined the new Outsiders. They made it back to Gotham City but Faust was among those captured by Commissioner Gordon. He was broken free by his teammates and the Outsiders' name was soon cleared. (#8-9)
Because he has no soul, Faust is devoid of emotion and has little sense of morality. When the Outsiders finally freed Looker in the land of Abyssia, Faust did not hesitate to slay the evil tyrant, Tamira. (#11) After this, the Outsiders split up and Faust followed the Eradicator's team. (#0)
Soon, Felix Faust attacked the Outsiders in order to regain control over Sebastian's power. Felix employed their member, Wylde and Sebastian's sister, Fauna. (Fauna was also a member of Eve's Strike Force Kobra.) When Felix wounded the Outsider Halo, the two teams finally reunited to defeat Felix. (#15-19)
Faust played a key part in the taming of the new Spectre. Apparently Faust had recovered the bones of the Blue Devil after his death. When he accompanied a group of heroes into Hell, they encountered the demon, Nebiros. Faust resurrected the Blue Devil, who brought about Nebiros' end. With that, Faust's soul was returned to him. He knew only brief happiness, however. When all attempts failed to reignite the fires of Hell, Faust murdered the Enchantress to accomplish the deed. In doing to, he forfeit his soul again. After this he joined the newly-formed Sentinels of Magic. (Day of Judgment)
The Blue Devil was loyal to Faust after this, and they were called to help the JLA when members of the Sentinels were being attacked. Their attacker was Hermes Trismegestus, an evil sorceror who now shared Felix Faust's body. Sebastian was able to reunite Trismegestus' pawn, the Enchantress, with her former host, June Moon. June reclaimed the heroes' souls and weakened Trismegestus while the junior Faust used soul energy from the JLA to destroy the villain once and for all. (JLA: Black Baptism)
Both father and son survived the ordeal and are currently at large.
Powers: Occult Ritual Magic
All of the following Cartomancy Rituals require Tarot cards to cast. Among those she commonly employs are:
Predict Future UN
Casting Time: 15 minutes
This is standard fortune telling. While employing this ritual, she lays her Tarot cards out in ritualized patterns.
Sense Emotion IN
Casting Time: 15 minutes
Detect Cosmic Calamity IN
Casting Time: 15 minutes
Any impending cosmic calamity will show up in one of her periodic readings.
Answer Question MN
Casting Time: 15 minutes
This ritual raises her Reason and Intuition to MN for a single attempt to answer a question or solve a problem.
Levitation PR
Casting Time: instantaneous
She can levitate small objects with a mere wave of her hand.
Immortality: Xanadu does not age.
Limitations: Although Madame Xanadu was granted immortality, the cost may have been her soul.
Equipment: Tarot Cards
FB material strength
Cost: $50
The mystical tarot cards that Madame Xanadu uses consists of a deck of 78 cards made up of five cohorts of the Major Arcana. The obscure deck is hand painted on pasteboard by a time-forgotten artist. The cards apparently lack any enchanted powers of their own but do allow Madame Xanadu to focus her preternatural abilities to see beyond this reality. Using this deck of cards gives Madame Xanadu a +1CS.
Magical Artifacts
Xanadu has a collection of artifacts in her Greenwich Village parlor.
Crystal Ball
This allows Madame Xanadu to focus her scrying abilities beyond this realm to peer into distant places and into the future. The stand on which it rests is called the Formicarius.
Material Strength RM
Precognition PR
ESP EX
Ruby of Life
CL. 1000 material strength
Animate Objects IN (40)
Plant Control IN (40)
Ice Control IN (40)
Magical Power Simulation IN (40)
Limitation: Madame Xanadu must touch an object with the ruby in order to control it.
Talents: Occult, Artifacts, Soothsaying.
Contacts: Earth's Mystical Community, Spectre.
Name: Xanadu
Height: 5'9"
Weight: 125lbs
Eyes: Green
Hair: Black
Family: None
Residence: New York City
Occupation: Cartomancer, minor sorceress
Group Affiliation: Sentinels of Magic
First Appearance: Doorway to Nigtmare #1
Current Status: Active
HISTORY: Madame Xanadu gained her immortality by besting Death at cards and was granted minor supernatural powers from the experience. Xanadu's main talents lie in cartomancy which is the power of fortune-telling by playing cards. Xanadu also has the ability of divination which is the discovery of the unknown or future by supernatural means. Eventually Xanadu crossed the path of the Jim Corrigan, the Spectre, which lend them to form a bond between each other for a short time. Xanadu has also tried to lead Corrigan astray and tried to use the Spectre force for her own agendas.
F- GD (10)
A- RM (30)
S- TY (6)
E- SH-X (150)
R- UN (100)
I- UN (100)
P- SH-Z (500)
H- 192
K- 700
R- N/A
P- 0
The true extent of the Stranger's abilities has never been determined, as we are often reminded. But a good many things are clear. He can travel at will among the magical dimensions, including the Realm of the Just Dead, the Antechamber of Souls (which may be another name for or a particular area of the Realm of the Just Dead), Heaven, Hell, and Apokolips. He has at least some telepathic abilities, and can ordinarily perceive truth and deception, good and evil. He can see spiritual entities and travelers invisible to normal sight; he can perceive magical events at a great distance. He can hurl magical bolts (sometimes taking the form of lightning) which are extremely potent. He can mysteriously vanish and appear at will, suggesting magical teleportation (when the JLA had a satellite in orbit 22,300 miles above Earth, the Stranger routinely entered and left it without use of the JLA teleportation tubes). He can send dreams of omen, warning, or information, though possibly only with the permission of Dream of the Endless. He can dispel magic and sorcery, especially magic of mental control or illusion and deception; he can also cast illusions and mind controls of his own. He can perform some feats of transmutation, such as turning fired bullets into flowers and sticks into snakes and back. He can survive and even communicate in outer space, though he may not be able to travel of his own volition while there.
The Stranger almost never uses spoken spells, magical artifacts, or magical rituals more complex than a seance or a circle of entrapment. He does not fly in the material world. He cannot travel to the future. He is a moderately skilled hand-to-hand combatant, often surprising with a punch someone who smugly thought their protection against magic rendered them untouchable.
When the Stranger is acting in his bailiwick, he is almost supremely powerful. If he is not taken by surprise and can plan and act, he can be baffled only by universal forces such as the Spectre, the Anti-Monitor, the Lords of Order, and presumably the Endless. However, there are mysterious limitations on when the Stranger is permitted to act directly; it is not even known whether these are self-imposed or the commands of a higher power. Very often, he is limited to providing warnings and cryptic information, or perhaps gathering together those who must win the day.
Powers: Cosmic Awareness SH-Z
Magical Power Simulation CL. 1000
Limitations: The Stranger's most important weakness, if that is what it is, is the sharp limitation on his acting directly and overtly. Threats which he would presumably have the raw power to directly defeat he must instead warn others about, especially if those others have some particular responsibility at stake. Even his information he apparently cannot provide clearly and explicitly; in many cases his warnings or clues are cryptic. It might be, for example, that he is forbidden from removing the responsibility from humanity's shoulders; he definitely believes in free will, and the availability of a balance of choices to humans. This may also explain his tendency to talk at great length. He has to try to make those around him understand the consequences of their choices and the fact that truly they face choices. He must not act in their place, so he must make them understand what their actions mean.
The Stranger is not physically invulnerable. Especially when he is heavily outnumbered when his magical abilities are already in use, or when he is taken by surprise, he can be injured or knocked out. He can be imprisoned by magical means; and his innate magical energies can be siphoned away. His physical form can be destroyed (as in Dr. Fate #3); and he can die in at least some circumstances (as in JLA #145). He has often thought that a particular combination of threats might destroy him, particularly those which combined magical imprisonment with physical attacks or magical drains. It may be that the Stranger is mistaken and that there is nothing which could permanently destroy him (nothing has yet, obviously); but he believes that there are things which can.
Talents: Occult, Leadership.
Contacts: Earth's Mystical Community, Lords of Order, JLA.
The Brotherless One. The Grey Walker. The Spirit of Humanity. Many are the epithets associated with the enigmatic Phantom Stranger, but none of them fathoms his entire being. Was he once an angel who neither sided with Lucifer nor fought against him? Or an angel who fell in love with a mortal? Is he the Wandering Jew of legend? A former scientist who observed the origin of the universe? The son of another timeline's Superman and Wonder Woman? The theories are many, but unconfirmed. What is known is that the Stranger is an immortal being of great supernatural power but no extraordinary physical abilities. In the past, he has mainly appeared before people with moral dilemmas, guiding them but never making their decisions for them. More recently, he has confronted several supernatural threats to humanity. "The Stranger comes when the Stranger is required", he claims, but by whom, nobody knows. Although he is a friend of few and a stranger to most, he has sometimes allied himself with other servants of justice such as the JLA, the Trenchcoat Brigade, the Sentinels of Magic, or the Quintessence. For a while he served the Lords of Order, but this was apparently a temporary arrangement. True friendship with the Stranger is a rarity, but among those closest to him are the occult detective Dr. Occult, the ghost-breaker Dr. Thirteen and the psychic Cassandra Craft (with whom he had a love affair). His main enemies have been Tannarak, Eclipso, and Tala. The full secret of the Stranger will seemingly never be revealed, and perhaps he has walked his path for so long that he cannot remember it himself.
The Phantom Stranger's beginnings are shrouded in mystery, perhaps even to him. The most commonly believed story is that he was once an angel, but he refused to either rebel with Lucifer or fight on the side of the Host; he was then rejected by Heaven and Hell alike. But it is also said that he is the Wandering Jew, doing God's work until Christ comes again; or that he was chosen by Heaven as the one man to be saved from an evil city marked for destruction, but that he tried to reject Heaven's gift of life and killed himself. Heaven then placed a doom upon him, according to this story; he was to be denied either mortality or immortality, life or death. He was given the power to do as he said ought to be done, turning men from their evil ways and saving them one at a time rather than destroying them; but he was cursed to wander the earth and never have a home, since he had chosen his home city over the will of Heaven. Some say he is an agent of the Lords of Order; others that he serves Heaven; others that he serves only Humanity, protecting it against lords of all kinds and preserving Balance. Darker things are said, too: that he was an angel who loved a demoness, for example. Whether he was once angel or man, whether he is now mortal or immortal, whether his powers come from Heaven or from Humanity or from himself, where he has come from on his endless walk and where he is going; all of this is unknown.
The Stranger once told Father Craemer (an associate of Jim Corrigan's) that he was present in ancient Egypt when Nabu failed to stop the Spectre force from killing that land's firstborn sons. He was known to Merlin in the days before Camelot; but Merlin's memory of his life ran backward, so we cannot know when the two actually first met. We in fact know nothing of the Stranger's activities between Moses' time and the mid-twentieth century. He knew the Scarab during the latter's career in the 1940s, but unlike the Scarab seems never to have worked alongside the Justice Society of America. During the years after the JSA disbanded, he acted as a silent guardian of a handful of children-a farmboy in Kansas, an orphan in Gotham City, an abandoned child of Atlantis-to ensure that they would reach their destinies as adults. During this time he also worked as a crime-fighting debunker of sorts, appearing when an innocent was being threatened with harm under the false cover of a magical threat. Once the fraud was uncovered, he himself would disappear into the mist.
This work repeatedly brought him into contact, and conflict, with Doctor Terrence Thirteen, the Ghost-Breaker. Dr. 13 also debunked mystical frauds-and he was quite certain that the Stranger fell into that category. (Terry's wife Marie was friendlier to the Stranger.) So even when they worked to protect the same people and uncover the same wrongs, Dr. 13 would direct much of his hostility against the Stranger.
If this was an annoyance at first, it soon became much more with the unleashing into the world of a very old evil. In the course of one such case, Tala, a demonic queen of darkness and evil, was released from an imprisonment in the earth that had lasted for millennia. Now the Stranger had much worse to combat than greedy husbands trying to defraud their wives by use of ghost hoaxes; Tala's threat was evil, implacable, and real. The Stranger and Tala clashed time and time again; and it may be that Tala's release explains the increasing frequency of other genuinely magical threats the Stranger faced. Many times Tala's threat seems to have ended, but she always returns.
Besides Tala, the bitterest enemy of the Stranger's modern career has been Tannarak, whom he first met less than a year after Tala's release. Tannarak is a necromancer, a man who is willing to commit any wrong, serve any dark power, in his quest for immortality. Not long after Tannarak and the Stranger first met, Tala (through intermediaries) enlisted Tannarak into her Dark Circle, a global sorcerous conspiracy to bring about the Apocalypse. Tala and Tannarak were the recurring foes in the Stranger's life, and Thirteen a recurring antagonist. But around this time the Stranger met one more person who would come back into his life over and over again-a blind psychic named Cassandra Craft. She helped the Stranger follow the trail of the Dark Circle, and while they traveled the world, they nearly fell in love. Only nearly-for whatever it is that drives or forces the Stranger to remain alone and apart from humanity, it always forced a distance between Cassandra and the man she called "my love." The two have never been together for long, and usually only in times of peril; but there is no one else who makes the Stranger feel more acutely the burden of his solitude. Cassandra and the Stranger were captured by Tannarak in Paris, but the Stranger made Tannarak see that the Circle would soon turn on him. Tannarak then joined forces with the other two-the only time he has ever worked with the Stranger-and they traveled to Rio de Janeiro, where the Dark Circle was headquartered in a cavern beneath a mountain. There they discovered that Tala was the force behind the Circle, and that their plan to bring about doomsday was nearly complete. Tannarak himself attacked Tala, and they both fell into a crevice in the earth; the Stranger fought the remaining scores of sorcerers and creatures of the night who made up the Circle. The force of the battle brought down the mountain, apparently killing all involved. Cassandra had escaped, but believed the Stranger to be dead; and he allowed her to think so. This, too, would happen more than once; each time the Stranger believed that his inevitable departure would be easier on her if she believed him dead.
For a time the Stranger worked alongside Boston Brand, the deceased acrobat known as Deadman. His path crossed with that of the Batman several occasions; and later still, he began to work alongside the original Justice League against magical threats including Felix Faust, Count Azgore, and a group of resurrected gods from a long-dead civilization, as well as other enemies including the Key and a race of alien invaders. The League offered him formal membership several times, and each time he vanished before replying; but as time went on he began to refer to himself as a member and very occasionally take part in collective team decisions. He was never a close friend of any of the Leaguers, and Green Arrow was openly antagonistic toward him; but Flash, Atom, Hawkman, Hawkwoman, and Aquaman came to see him as a trusted if mysterious ally. After the magic-wielding Zatanna joined the League on a full-time basis, the Stranger ceased to take part in JLA activities. More often he observed, as when he watched Darkseid's attempt to destroy earth's legends, all the time warning the dark lord that the plan would fail.
In more recent times the Stranger has often worked alongside a shifting group of magical allies. With Deadman, the Spectre, Doctor Fate, Etrigan, and Swamp Thing he stood against the primordial darkness that threatened Heaven. With more terrestrial allies like Sargon, Zatanna, and Madame Xanadu he helped the Spectre in the latter's struggle with the Anti-Monitor at the Dawn of Time. He led Doctor Occult, John Constantine, and Mister E in initiating Timothy Hunter into the ways of magic, and the four reunited to resist the Cancer God, M'Ngalah, who threatened the earth. He has stood against Circe, the Spectre, the Cult of the Blood Red Moon, the Cold Flame, Eclipso, Swamp Thing, Neron, and the Asmodel-possessed Spectre alongside various groupings of human mystics and other entities whenever humanity was threatened. Zatanna, Doctor Fate, Sentinel, and especially Doctor Occult have worked with the Stranger often enough to trust him implicitly. But others-including John Constantine, Madame Xanadu, Etrigan, and (while he was alive) Fate-dislike or distrust the Stranger, and only follow him reluctantly.
But still, the Stranger walks his own lonely path. In the wake of the Day of Judgment many of those mystics pledged themselves to an ongoing association to guard the Spear of Destiny; the Stranger did not, instead providing a voice of conscience to Hal Jordan, the new Spectre. There is a band of gods who monitors the earth and its future-Shazam, Ganthet, Zeus, and Highfather-and though the Stranger sometimes watches with them, more often than not he walks apart, and does not share in their plans. He appears when and where he is needed-when Deadman's psychological torments threaten to provide a portal for a demonic invasion, when a mystic gem animates the corrupt soil of a muderers' graveyard and creates a malicious force that threatens Metropolis, when Eclipso seeks to annihilate the sun, when the Anti-Fate or Tala and Tannarak try to offer the earth to the Lords of Chaos-and then departs again. Far more often than he enters into combat, he appears to a troubled soul, someone afraid to face up to his or her responsibilities, and provides advice and courage. But again, he walks away into the darkness when the moment has passed. He has reached a reconciliation of sorts with Terrence Thirteen, struck up an occasional friendship with solar scientist Bruce Gordon, and even allowed Cassandra Craft to know that he is alive; but still he walks his path alone. He often greets souls as they pass into the Realm of the Just Dead and escorts them toward their destination; but-as with so much else about the Stranger-whether this is an appointed role or a voluntarily assumed one remains unknown.
MOTIVATIONS: These are as unknown as (and possibly linked to) his origin. He does not serve Hell or Chaos, ever; but what his duties to Heaven or Order or balance or justice are, we do not know. He permanently opposes those who would inflict evil or chaos onto humanity, but he seems determined to allow humanity to choose goodness or salvation or justice. He is deeply committed to some version of goodness, or justice, or balance, or freedom for humanity; more than that we do not know.
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F- RM (30)
A- RM (30)
S- RM (30)
E- IN (40)
R- EX (20)
I- RM (30)
P- RM (30)
H- 130
K- 80
R- TY
P- 30
This tattered tatterdemalion may at first look like just another derelict lurking in the ghettos of Gotham - but that patchwork suit actually belongs to Rory Regan, giving him superhuman strength, agility, speed, and the ability to float on air currents! Moreover, Regan has discovered that the outfit is attracted to darkness and absorbs evil souls-- turning them into the very patches that make up the costume of the Ragman!
Without the costume, Regan's Strength is Good and Endurance Excellent.
Phasing AM
Flight RM
Detect Evil RM
Spirit Vampirism IN
Talents: Acrobatics, Detective/Espionage, Martial Arts B, Military, Vehicles, Guns, Melee Weapons.
Contacts: Sentinels of Magic.
Name: Rory Regan
Height: 5'11
Weight: 165lbs
Eyes: Blue
Hair: Brown
Family: Gerry Regan (father, deceased)
Residence: Unknown
Occupation: Unknown
Group Affiliation: Sentinels of Magic
First Appearance: Ragman #1 (Aug - Sep 1976)
Current Status: Active
Rory Regan is the son of Gerry Regan (see Ragman II) and the latest among numerous men to take on the Jewish Ragman legacy. A veteran of the Vietnam war, he had not returned to his home in Gotham City for many years, until brought back by the death of his father. He then inherited the living rag costume which in fact consists of living souls of evil beings. It can track evil and absorb stained souls, which will remain part of the costume, until they have redeemed themselves. His role brought him into conflict with the Golem (see Golem of Primal Force), since both came from the same tradition and seemingly could not exist simultaneously. This problem was solved when Rory left Gotham for a time, but he has since returned and is once again active in Gotham City. He has worked together with the Batman on a number of occasions, and is a sometimes-member of the Sentinels of Magic.
F- EX (20)
A- EX (20)
S- GD (10)
E- IN (40)
R- EX (20)
I- EX (20)
P- AM (50)
H- 90
K- 90
R- RM
P- 10
The power of the former Golden Age Green Lantern's power ring is now internalized within his body. The Green Flame allows Sentinel to do everything he was able to with the ring. His power is still useless against wooden objects.
Powers: Energy Solidification UN (100)
Duplication MN (75)
Flight MN 30 areas
Machine Animation AM (50)- affective against metals and metallic objects only
Phasing IN (40)
Body Resistance GD (10)
Life Support SH-X
Talents: Engineering, Repair/Tinkering, Martial Arts E.
Contacts: Sentinels of Magic, All-Star Squadron, Justice Society of America, Infinity Inc., Broadcasting Industry.
Name: Alan Ladd Scott
Height: 6'0"
Weight: 180 pounds
Eyes: Blue
Hair: Blonde
Occupation: Former broadcasting executive of Gotham Broadcasting Co.
Family: Alyx Thorin/Rose Canton/The Thorn (ex-wife, deceased), Molly Mayne Scott/The Harlequin (wife), Jenny Lynn Hayden/Jade (daughter), Todd Rice/Obsidian (son)
Residence: Gotham City
1st Appearance (Golden Age): All-American #16
1st Appearance (Silver Age): Flash #137
Joined JSA: Founding Member
Group Affiliation: Justice Society of America, All-Star Squadron, Conclave & the Sentinels of Magic
Current Status: Active as Sentinel
After surving a horrific train crash, Alan Scott found a green meteorite that magically spoke to him "Three times shall I flame. First to bring death, second to bring life and third to bring POWER!" The green flame fulfilled the prophecy and gave life to Alan Scott. Creating a power battery from the green meteor and a green ring, Alan Scott donned the costume and name Green Lantern to bring justice to the world.
Alan Scott was a founding member of the Justice Society of America and continued his crime fighting until 1951, retiring as Green Lantern. Alan Scott came out of retirement in the early 1960's to stop a criminal known as the Reaper who attempted to gain control of all criminal organizations in Gotham City. Green Lantern was critically injured with his battle with the Reaper which led to the reforming of the Justice Society of America and to their first meeting with their Earth-1 counterparts. Alan Scott was quite active over the next 20 years and participated in many JSA and JLA cases.
After Crisis on Infinite Earths, Alan and the rest of the Justice Society were taken into Ragnarok to prevent the destruction of Earth where they remained for many years. (Last Days of the Justice Society of America #1) They were rescued by Wave Rider and the Spectre to help fight the demon Abraxis (Armageddon Inferno #3). The JSA reformed and continued their fight against crime that led to fight their old foes again, Ultra Humanite and Kulak. Years later, Alan mysteriously regained his youth by the Starheart, the source of his power. This was only a lure to draw Alan to the Starheart where he faced the Starheart and defeated it. The Starheart escaped and Alan Scott returned to Earth.
After strange time anomalies were happening all over Earth, Dr. Fate summoned the entire JSA to help right the universe. They were lead to Extant where many of the JSA were slain in this assault and the surving members were greatly aged. Green Lantern survived by the protection of his ring and fled to Earth with the rest of the JSA. Alan Scott finally retired and gave his ring to Kyle Rayner, Earths current Green Lantern. Alan came out of retirement after discovering he had the innate abilities of the ring and donned a new costume and named himself Sentinel.
As Fate, the successor of Doctor Fate slowly began to explore his powers, the mystics of the DC Universe banded together to see if Fate posed a threat to them and Earth, Sentinel was one of them. Sentinel and Fate have no friendship between them as Sentinel believes that Fate was the wrong person to inherit the powers of the original Doctor Fate. However on several occasions they have made an excellent team, see Underworld Unleashed and Fate #22. The current Green Lantern asked Sentinel for advice on what it means to be a hero and to wear the ring but he soon learned that Sentinel now performs his tasks much different then he did when he was the original Green Lantern. Sentinel has even been used as a pawn against the new Fate by a Lord of Chaos, see the Book of Fate #1.
In recent events, Sentinel's powers went haywire and with help from Jade (his daughter) and Green Arrow II, Jade was able to siphon her fathers excess power. Unfortunately, this drained most of his innate abilities which re-aged him to his correct age. Donning his old costume again, Sentinel became Green Lantern again and has made his way back into the new JSA. What does the future hold for Alan Scott? Kingdom Come gave us a grim looking Green Lantern that created coast city above Earth. Evidence suggests that this future Green Lantern is indeed Alan Scott and if events that lead to Kingdom Come becomes a reality, this will be his Fate.
F- GD (10)
A- EX (20)
S- TY (6)
E- EX (20)
R- IN (40)
I- EX (20)
P- MN (75)
H- 56
K- 135
R- GD
P- 40
Spells: U- Fire Generation AM (50)
U- Air Control AM (50)
U- Earth Control AM (50)
U- Liquid Control AM (50)
U- Ice Control AM (50)
U- Fire Control AM (50)
U- Weather Control AM (50)
U- Plant Control AM (50)
D- Magical Power Simulation UN (100)
Limitation: Zatanna must speak all her spells outloud and backwards.
Talents: Occult, Chronicler of Magic.
Contacts: Sentinels of Magic, John Constantine, JLA.
Name: Zatanna Zatara
Height: 5'7"
Weight: 127lbs
Eyes: Blue
Hair: Black
Family: John Zatara (father, deceased), Sindella Zatara (mother, deceased), Luigi Zatara (great-grandfather, deceased), Leonardo DaVinci (ancestor, deceased)
Residence: San Francisco
Occupation: Stage Magician
Joined JLA: Former Member
Group Affiliation: JLA, Conclave & the Sentinels of Magic
First Appearance: Hawkman v1 #4
Current Status: Active
History: Zatanna is the daughter of John Zatara, a crime fighting magician and Sindella, a sub species of humans called the homo magi who have innate magic abilities. Six months after the birth of Zatanna, Sindella apparently died but actually returned to her people in northern Turkey, where their hidden city lies. Zatanna inherited her mothers natural magic abilities and her father's flare for magic. An evil elemental named Allura placed a curse on Zatanna when she was only eighteen, this curse would kill both Zatanna and her father if they ever saw each other again. A distraught Zatara, unable to break the curse was forced to leave Earth to venture into other dimensions.
Zatanna took over her father's profession by becoming a stage magician and undertook a search for her father. Zatanna was assisted by various super-heroes and eventually found the dimension where her father was living, the mystic dimension of Kharma. (See Hawkman #4, vol I; Atom #19, vol I; Green Lantern #42, vol I) The mystic dimension of Kharma was also the home of Allura's heroic counterpart, who forced Allura to remove the curse that was placed on Zatanna and Zatara. After having the curse removed, Zatanna and her father returned to Earth where Zatanna became a crime-fighter and eventually joined the Justice League of America.
Elsewhere in the world, in the hidden city of the Homo Magi, the Hidden ones started to drain Sindella's medulla jewel that was magically linked to her brain. The jewel was a source of energy that the Hidden Ones were feeding on. Sindella feared that the Hidden Ones would start feeding on Zatanna, so she established a psychic link with her daughter and warned her of the potential danger. This psychic link caused a transformation of Zatanna's costume to become a replica of Sindella's. Zatanna and her father then embarked on a search for Sindella and soon discovered the city of the Homo Magi. Zatanna finally met her mother but in a tragic twist of fate, Sindella sacrificed herself to prevent the Hidden Ones from capturing Zatanna and killing Zatara.
Zatanna, still a member of the Justice League continued to participate in many cases while her father finally retired. Zatanna also became romantically involved with fellow Justice League member, the Flash which shortly resulted in the end of their friendship. Years later, after Zatanna retired from the Justice League, Zatanna and Zatara were summoned to a conclave of magicians. They were attempting to prevent a primordial Shadow Creature from waging war on Heaven. The circle of magicians were summoning huge amounts of power but in a moment of weakness for Zatanna, Zatara sacrificed himself to save his daughter. Eventually the Swamp Thing ended the stale mate and the war was averted. (See Swamp Thing #50)
When Zatara died, the sorcerer Wotan who was banished from Earth intercepted his soul in a plan of returning to Earth by stealing the body of Zatanna. However, Wotan was intercepted by the Spectre who made a bargain with Wotan. Wotan was allowed to return to Earth while Zatanna regained her body and Zatara's soul was finally freed. Since Zatanna's semi-retirement, she has been fairly active, once being summoned by the Phantom Stranger and other magicians to help fight a dangerously unstable Spectre who was possessed by Azmodus. (See Spectre #16 - 18, vol III) Zatanna was also asked to help rebuild Metropolis after a devastating clone war caused by Lex Luthor. Pushing her powers to the limit, Zatanna used the memories of the people of Metropolis to help rebuild the city to its former glory. Recently, Zatanna helped Fate defeat a group of magicians called the Firebringers who were after the secret of creating gold. (See Fate #10) Zatanna is currently in semi-retirement and is focusing her efforts as a popular stage magician.