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Marvel Super Heroes

Heroicus Personae

The Wizard
Fighting:Poor (4)
The Wizard
Agility:Typical (6)
Strength:Typical (6)
Endurance:Good (10)
Reason:Good (10)
Intuition:Remarkable (30)
Psyche:Amazing (50)
Health:26
Karma:90
Resources:Good (10)
Popularity:-25
Physical Description:
Height: 6' Hair: Black
Weight: 182 lbs. Eyes: Blue
Powers/Equipment:
MATTER ANIMATION:
The Wizard can control the movements of solid matter at an Typical level; this means that he can cause about 3 tons of material to move or re-form to suit his wishes, at a range of 5 areas.

MIND CONTROL:
The Wizard can magically control a target's mind at Good intensity. His abilities utilize negation, which means that the target's mind is totally shut off by this power.

DIMENSION TRAVEL:
The Wizard can open warps to parallel Earths or other dimensional realms at a Good power rank. He needs the correct props and a couple of hours to prepare in order to succeed.

THE SORCEROR'S TREASURES:
The Wizard possess 3 mystical items which have increased his power immensely. Also, each of the objects listed can be used as a mystic talisman, to aid in the casting of other spells. Among the powers granted by these artifacts are:

INVISIBILITY:
The Cloak of Invisibility grants the Wizard magical transparency, of Good intensity, by means of telepathy. This means that, while a target's other senses may register his presence (ditto with mechanical devices), the information is ignored by anyone under the influence of the power's effect, or anyone within 4 areas of the wearer's location.

REFLECTION:
The Wizard's Power Prism, which he wears around his neck, will turn back any attack directed toward the Wizard, with Monstrous ability; this includes physical, energy, or magical attacks. The force of the attack is always turned directly back at the attacker. However, it only protects the area directly in front of him; an attack from the rear is unimpeded.

ENHANCED PHYSICAL ABILITIES:
The Wizard's Power Glove magically increases the first four primary abilities of its wearer, granting a +2CS to each ability. While he wears the glove, the Wizard's abilities are as follows:

The Wizard
F

Gd (10)
A

Ex (20)
S

Ex (20)
E

Rm (30)
R

Gd (10)
I

Rm (30)
P

Am (50)
H

80
 
K

90
 
R

Gd (10)
P

-25
 

The physical enhancement effect is quite intoxicating and euphoric for the first several weeks; as such, use of the power glove can be psychologically addictive.

KINETIC BOLT:
With a Green Psyche FEAT, the wearer of the Power Glove can also channel its mystic power into a bolt of pure force which does Excellent physical damage, sufficient to destroy concrete or bullet-proof glass. When one of these bolts is fired, the glove must recharge for 1-10 rounds, before ANY of its abilities can be used again, either the kinetic bolts, the physical enhancement aspects, or its utilization as a mystic talisman.

Talents:
Hypnosis * Confidence Games * Stage Magic
Sleight of Hand * Juggling * Mystic Lore * Marksmanship
Contacts:
The Injustice Society of the World * The Secret Society of Super-Villains
Background:
In his youth William Asmodeus Zard was a criminal gunman who was eventually captured by the police. While in prison, Zard decided that crime was like a business, and in order to succeed, he had to learn new and different methods of committing crimes.

After being released, Zard studied the mystical arts in an obscure lamasery in Tibet. There he was taught the mastery of hypnotism and the method of astral projection. Zard also taught himself how to perform black magic, and finally used this magic to kill the lama who had been his teacher.

Returning to America, Zard used his new skills to launch a new criminal career as the Wizard, a name he chose due to its similarity to his real name, W. A. Zard. Deeply cynical about humanity, the Wizard believed that no one was truly honest, and that the only people who were not criminals were the ones who were afraid of being caught by the authorities. Hence the Wizard believed that the super-heroes of the Justice Society of America (JSA) must secretly be criminals, and he offered to become their partner in crime. When the JSA members refused, the Wizard challenged them to stop a series of crimes and unsuccessfully tried to kill them. Finally, convinced that the JSA members were indeed honest, the Wizard escaped.

A short time later, the Wizard organized the Injustice Society of the World, a criminal organization that attempted to take over the United States, but was thwarted by the JSA. A year later, the Wizard formed a second version of the Injustice Society, but once again it was defeated by the JSA.

Over the succeeding years the Wizard greatly increased his magical knowledge and abilities. In an attempt to gain revenge on the original Black Canary, the Wizard magically gave her infant daughter the sonic powers she has learned to control in adulthood as the second Black Canary.

Years later the Wizard joined a criminal team called the Crime Champions, which clashed with the JSA and the Justice League of America. Subsequently, he has acted as a member of new versions of the Injustice Society and of the Secret Society of Super-Villains.

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