ATOM SMASHER (Al Rothstein) F: GD (10) A: TY (6) S: EX (20)/AM (50) (at full height) E: EX (20)/IN (40) (at full height) R: GD (10) I: TY (6) P: GD (10) Health: 36, variable up to 86 Karma: 26 Resources: GD (10) Popularity: 4 POWERS: Growth: Atom Smasher has the Excellent ability to enlarge his physical form. The maximum height he can attain is 15 feet, double his usual height of 7'6". Characters attacking Atom Smasher are at +1CS to hit him. The height increase also increases his Strength and Endurance further that normal Growth rules allow. When Atom Smasher is at full size, the Strength and Endurance ranks to the right of the slashes apply. EQUIPMENT: Costume: STAR Labs gave Atom Smasher a costume that reacts to his growth powers and changes size when he does. TALENTS: Engineering (automotive), Wrestling CONTACTS: The JSA, the JLA, any former members of Infinity, Inc. BLACK CANARY II (Dinah Lance) F: RM (30) A: EX (20) S: GD (10) E: EX (20) R: GD (10) I: RM (30) P: EX (20) Health: 80 Karma: 60 Resources: GD (10) Popularity: 0 EQUIPMENT: Body Armor: Black Canary's costume is made of a light Kevlar weave that has Excellent protection from physical attacks and Good resistance to fire. Radio Earrings: Black Canary's earrings are equipped with radio transceivers that maintain a direct link to Oracle's clocktower in Gotham City. The earrings communicate via satellite bounce-patch, which gives them effectively Class 5000 range. TALENTS: Detective/Espionage, Martial Arts A, B & E, Pilot (Motorcycle, Spacecraft, Helicopter) CONTACTS: The JSA, Oracle FLASH I (Jay Garrick) F: GD (10) A: AM (50) S: TY (6) E: EX (20) R: EX (20) I: GD (10) P: GD (10) Health: 86 Karma: 40 Resources: GD (10) Popularity: 10 (30 in Central City and Keystone City) POWERS: Lightning Speed: The Flash has the ability to tap into the extradimensional energy field known as the Speed Force and manipulate it to allow him to move at superhuman speeds of up to Shift Z (480 mph) rank. He can also attain Class 3000 (near-light) speeds for brief periods (1d10/2 rounds). The Speed Force gives Jay the following Power Stunts: --Vibration of his molecules, giving him Amazing rank Phasing --Run up vertical surfaces, giving him Wall-Crawling of whatever rank of Lightning Speed he then uses --Catching projectiles such as bullets with Amazing ability TALENTS: Chemistry, Physics CONTACTS: The JSA, Flash III, Impulse, Jesse Quick, Max Mercury HAWKGIRL II (Kendra Saunders) F: EX (20) A: EX (20) S: GD (10) E: GD (10) R: TY (6) I: TY (6) P: TY (6) Health: 60 Karma: 12 Resources: TY (6) Popularity: 0 EQUIPMENT: Nth Metal Belt: Hawkgirl's belt is equipped with the Nth Metal, an alloy that allows her to decrease the effect of Earth's gravitational field on her. With just the belt, Hawkgirl can levitate with Typical ability. Wings: When used in concert with the Nth Metal belt, Hawkgirl's wings give her winged flight at Excellent air speeds. TALENTS: Blunt Weapons, Martial Arts A & E, Sharp Weapons, Trivia (films) CONTACTS: The JSA HOURMAN F: GD (10) A: EX (20) S: RM (30) E: IN (40) R: EX (20) I: IN (40) P: TY (6) Health: 100 Karma: 70 Resources: TY (6) Popualrity: 0 POWERS: Time Vision: Hourman can fire beams from his eyes that cause Incredible temporal anomalies in the objects or beings they strike. The effects can be anything from causing a metal weapon to go backwards in time to the untempered alloy from which it came or forwards in time to rust away to nothing. Hourman can only utilize this power continuously for a period of one hour before taking 1d10 hours to recharge the power. Flight: Hourman can fly under his own power at Excellent air speed. TALENTS: Chemistry, Temporal Mechanics CONTACTS: The JSA, Lucas "Snapper" Carr, Bethany Carr, Justice Legion A SAND (Sanderson Hawkins) F: EX (20) A: EX (20) S: GD (10) E: GD (10) R: EX (20) I: RM (30) P: EX (20) Health: 60 Karma: 80 Resources: IN (40) Popularity: 0 EQUIPMENT: Sleepgas Gun: Originally a weapon of the first Sandman, Wesley Dodds, this weapon fires a compressed burst of Amazing intensity sleepgas. Those affected by it must make an Endurance FEAT or pass out for 1d10 rounds. Wirepoon: Another of the original Sandman's array of gadgets, this gun fires a grappling spear attached to a reel of high tensile wire. The wirepoon has a 5-area range and Incredible tensile strength. Gas mask: As protection against his own sleepgas, Sand wears a gas mask that is specially geared to filter out the composition of the gas. The mask has Amazing protection against all other airborne toxins. TALENTS: Chemistry, Marksman, Leadership CONTACTS: The JSA SENTINEL (Alan Scott) F: GD (10) A: EX (20) S: TY (6) E: GD (10) R: GD (10) I: GD (10) P: EX (20) Health: 46 Karma: 40 Resources: IN (40) Popularity: 10 POWERS: Starheart Energy: Sentinel is imbued with the power of the Starheart fragment that once acted as his power ring in his former guise as Green Lantern. This energy, which has the appearence of green flame, has Amazing rank and gives Sentinel the following Power Stunts: --Constructs: Solid green flaming constructs of Amazing material strength and abilities. These constructs emit no high temperatures unless Sentinel wishes it. --Fire Generation: Sentinel can project simple blasts of flame of Amazing heat levels. --Flight: Remarkable air speed LIMITATION: Sentinel's powers are ineffective against any form of wood. TALENTS: Business/Finance CONTACTS: The JSA, Green Lantern, John Stewart, Guy Gardner, Jade, Obsidian STARMAN VII (Jack Knight) F: EX (20) A: GD (10) S: GD (10) E: GD (10) R: GD (10) I: GD (10) P: EX (20) Health: 50 Karma: 40 Resources: GD (10) Popularity: 0 (20 in Opal City) EQUIPMENT: Cosmic Rod: Starman possesses the Cosmic Rod, an invention of his father, the original Starman. The Rod gives Starman the following powers: --Energy Blast: Remarkable Energy damage. --Flight: Excellent air speed --Force Field: Remarkable protection against energy attacks, Excellent against physical attacks. --Light Generation: Remarkable intensity light. --Gravity Manipulation: Excellent levitation of other objects. TALENTS: Artist, Martial Arts B CONTACTS: The JSA, Starman I, the Shade, the Opal City Police Dept. STAR-SPANGLED KID II (Courtney Whitmore) F: GD (10) A: GD (10)/EX (20) S: TY (6)/IN (40) E: TY (6)/RM (30) R: TY (6) I: GD (10) P: GD (10) Health: 32/100 Karma: 26 Resources: FB (2) Popularity: 0 (20 in Blue Valley, Nebraska) EQUIPMENT: Cosmic Converter Belt: Originally the source of the first Star-Spangled Kid, Courtney found the belt amongst her stepfather's mementos of the first Kid. It gives her the --Energy Blast: Excellent Energy Damage. --Hyper-Strength, Agility, and Endurance: The Ability ranks to the right of the slashes above apply when the belt is worn. TALENTS: Martial Arts B and E, Student CONTACTS: The JSA, STRIPE (reluctant) WILDCAT I (Ted Grant) F: RM (30) A: EX (20) S: EX (20) E: EX (20) R: TY (6) I: GD (10) P: EX (20) Health: 90 Karma: 36 Resources: GD (10) Popularity: 10 POWERS: Immortality: Wildcat has the ability to revive himself once he has been killed. It is not known how he came to possess this ability, though he claims he has "nine lives." Once Wildcat reachs Shift 0 Endurance, he remains immobile and seemingly dead until he his Endurance reaches Feeble. He loses all stored Karma upon his death. TALENTS: Martial Arts B CONTACTS: The JSA, Catwoman, Batman WONDER WOMAN III (Hippolyta) F: RM (30) A: EX (20) S: IN (40) E: RM (30) R: EX (20) I: GD (10) P: RM (30) Health: 120 Karma: 60 Resources: MN (75) Popularity: 10 EQUIPMENT: Sword: 10 points of Blunt damage or 16 points of Edged damage, depending if the edge or flat of the blade is used. Shield: Incredible material strength. Body Armor: Remarkable protection against physical attacks, Incredible protection against energy TALENTS: Bows, Leadership, Oratory, Sharp Weapons, Wrestling CONTACTS: The JSA, the Amazons of Themyscira, Wonder Woman I, Artemis, the JLA