Monday, April 13, 2009

DC Comics: Axis America (Golden Age "Ret-Con")


Fledermaus

Real Name: Wilhelm (Last name is unknown).

Base of Operations: Mobile

Occupation: Sidekick to Dis Grosshorn Eule

Height: 5’ 5”
Weight: 140lbs
Eyes: Blue
Hair: Red
Unusual Features: No unusual features

Marital Status: Single

First Appearance: Young All-Stars #1 (June 1987)

Group Affiliation: Axis America, Nazi Party

Attributes: Agility: d10, Smarts: d6, Spirit: d8, Strength: d6, Vigor d8

Charisma: 0, Pace: 8, Parry: 7, Toughness: 6 (9)

Skills: Climb d8, Fighting d8, Guts d10, Knowledge: (Tactics/Strategy: d8), Lock Picking d6, Notice d8, Pilot d6, Shooting d8, Stealth d10, Taunt d10, Throwing d8,

Edges: Acrobat, Dodge. First Strike, Fleet-Footed, Quick, Sweep, Thief, Two-fisted

Hindrances: Overconfident, Loyal (Nazi Party)

Super Powers:

Attack Melee:+1d6 (non HW) “Combat Training”
Smoke Capsules: MBT (-6 to sight based rolls)
Knock-Out Gas Capsules: MBT (As per “Stun. Stronger)
Grapple-line (As per Swinging, Ensnare)
Suction cups (Wall Walk)
Boomerang "Attack ranged +2d6, (Non HW) ROF:3

A brief history of


Fledermaus


Horned Owl


Real Name: Unknown

Base of Operations: Mobile
Occupation: Axis Agent
Height: 5’ 11”
Weight: 200 lbs
Eyes: Blue
Hair: Unrevealed
Unusual Features: None
Marital Status: Presumably married

First Appearance: Young All-Stars #1 (June 1987)

Group Affiliation: Axis America, Nazi Party

Attributes: Agility: d10, Smarts: d10, Spirit: d10, Strength: d10, Vigor d12

Charisma: -, Pace: 8, Parry: 9, Toughness: 9

Skills: Climbing d10, Fighting d10, Guts d12, Intimidation d10, Knowledge: (Security systems, Tactics) d10, Lock-picking: d8, Notice d10, Shooting: d10, Stealth d12, Streetwise d10, Throwing d10, Tracking d10.

Edges: Acrobat, Alertness, Block, Brawny, Combat Reflexes, Dodge, First Strike, Fleet-Footed, Nerves Of Steel, Quick, Sweep, Side-Kick (Fledermaus), Strong Willed, Thief, Two-Fisted.

Hindrances: Arrogant, Blood Thirsty, Loyal (Nazi Party)

Super Powers:

Attack Melee:+1d6 (non HW) “Combat Training”

Utility Belt:

Smoke Capsules: MBT (-6 to sight based rolls)
Knock-Out Gas Capsules: MBT (As per “Stun. Stronger)
Grapple-line (As per Swinging, Ensnare)
Suction cups (Wall Walk)
Boomerang "Attack ranged +2d6, (Non HW) ROF:3

A brief history of
Horned Owl


Gudra


Base of Operations: Mobile
Occupation: Chosen Of The Slain
Height: 6’
Weight: 140 lbs
Eyes: Blue
Hair: Blonde
Unusual Features: None

Marital Status: Single

First Appearance: Young All-Stars #1 (June 1987)

Group Affiliation: Axis America, Nazi Party

Attributes: Agility: d10, Smarts: d6, Spirit: d10, Strength: d12+4, Vigor d12+4

Charisma: -, Pace: 6, Parry: 7 Toughness: 10(12)

Skills: Fighting d10, Guts d12, Intimidate d10, Notice d8, Riding d12, Shooting d12, Throwing d12, Tracking d8

Edges: Alertness, Combat Reflexes, Dodge, Beast Bond, Block, Quick Draw, Side-Kick (Stormwind), Trademark Weapon (Lance).

Hindrances: Clueless, Loyal (Nazi Party)

Super Powers:

Ageless
Fearless
Super Attributes:Str, Vigor

*As a Valkrie, Gudra is bestowed with the power to remove the soul of a fallen warrior and take it to Valhalla.

Equipment:

Mystic Lance: Attack Melee: +5d6, Focus, Knockback Attack Ranged +3d6, Knock-Back, ROF:2 *one turn to recharge before firing again


Armor: +2
Sword: Str +1d10
Medium Shield: +1 Parry, +2 Armor to ranged shots that hit

"Winged Horse" : Stormwind

Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength d12+2, Vigor d12.
Skills: Fighting d8, Guts d10, Notice d6, Stealth d6.
Pace: 10 (48 Flight), Parry: 6, Toughness: 10
Special Abilities: Kick: Str+1d4, Size +3, Wings (Flight at 48’)


A brief history of Gudra




Sea Wolf


Real Name: Unknown

Base of Operations: Mobile
Occupation: Axis Agent
Height: 5’9”

Weight: 170 lbs
Eyes: Red
Hair: Brown
Unusual Features: wolf like humanoid

Marital Status: Unknown

First Appearance: Young All-Stars #1 (June 1987)

Group Affiliation: Axis America, Nazi Party

Attributes: Agility: d6/d10, Smarts: d6, Spirit: d6, Strength: d8/d12+2, Vigor d10/d12+4

Charisma: -, Pace: 6/8/48(Swimming), Parry: 6/7 Toughness: 7/10

Skills: Fighting d8/d10, Guts d10, Intimidation d8/d12, Notice d8/d12, Stealth d6/d10, Swimming d10/d12, Shooting d6, Throwing d6, Tracking d8/d12,Taunt d8.

Edges: Fleet-Footed, Quick, Thief

Hindrances: Distinctive Appearance, Heartless, Gimmick: Must be submerged in water for powers to activate, Power negation: takes effect if out of the water for more that 15 minutes.
Weakness: Werewolves suffer normal damage from silver weapons.

Super Powers:

(While in Wolf form)


Aquatic
Attack Melee (Claws) +1d6 Heavy Weapon
Healing, Rejuvenation, Restoration, Revive (Self Only)
Heightened Senses, Tracking
Infravision
Invulnerability: Werewolves can only be Shaken by weapons that are not silver—not wounded.
Speed (Swimming only)
Super Attributes: Str, Vigor
Super Skills
Super Edges


A brief history of:
Sea Wolf




Ubermensch


Real Name: Unknown

Base of Operations: Mobile

Occupation: Axis Agent

Height: 6’ 3”
Weight: 255 lbs
Eyes: Brown
Hair: None
Unusual Features: No unusual features

Marital Status: Unknown

First Appearance: Young All-Stars #1 (June 1987)

Group Affiliation: Axis America, Nazi Party

Attributes: Agility: d10, Smarts: d6, Spirit: d10, Strength: d12+7,
Vigor d12+6

Charisma: 0, Pace: 6 (24), Parry: 6 Toughness: 14

Skills: Fighting d12, Guts d10, Notice d8, Taunt d8, Throw d10.

Edges: Brawny, Sweep, Two-Fisted.

Hindrances: Arrogant, Overconfident, Loyal, (Nazi Party)

Super Powers:

Attack melee: +2d6, Focus, Knockback
Leaping: Vertical: 32’, Horizontal: 64’.
Super speed: 4 X Pace
Toughness: +2, Hardy, Heavy Armor

A brief history of
Ubermensch




Usil The Sun Archer

Real Name: Unknown.

Base of Operations: Mobile

Occupation: Axis Agent

Height: 6’
Weight: 190
Eyes: Blue
Hair: Black
Unusual Features: No unusual features

Marital Status: Unknown

First Appearance: Young All-Stars #1 (June 1987)

Group Affiliation: Axis America

Attributes: Agility: d8, Smarts: d6, Spirit: d6, Strength: d8, Vigor d10

Charisma: 0, Pace: 6, Parry: 7 Toughness: 7

Skills: Climbing d6, Fighting d6, Guts d8, Intimidate d8, Lock Picking d8, Notice d6, Persuasion d6, Shooting d12, Stealth d8.

Edges: Alert, Acrobat, Dodge. First Strike, Fleet-Footed, Rich, Sweep, Two-fisted

Hindrances: Overconfident, Loyal (Axis America)

Super Powers:

Attack Melee:+1d6 (non HW) “Combat Training”

Equipment:

Long Bow: Range: 15/30/60

Attack Ranged (Arrows) +2d6, ROF:2
Smoke Arrows: MBT (-6 to sight based rolls)
Arrow-line (As per Swinging or Ensnare)
Stun Arrow:Stun, Stronger

A brief history of
Usil The Sun Archer

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