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the Crusaders
Detailed below are the various members of the Crusaders team that, as of this writing, are so obscure that hardly anything is known about them. As such, they've been written up in capsule format, and will stay that way until more information about them is determined.
To date, only the Spirit of '76 has escaped this fate, as he has a rather significant role in Marvel history, being the second Captain America. On a similar note, Dynamite, who apparently became the second Destroyer, may also get his own page as soon as I come up with more on him.
Until then, howerver, here are... the Crusaders!
Captain Wings
F Gd 10 |
A Gd 10 |
S Gd 10 |
E Ex 20 |
R Gd 10 |
I Ty 6 |
P Gd 10 |
Res Gd 10 |
Pop Gd +10
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Known Powers:
(none)
Equipment:
Artifical Wings: the Captain's artifical wing harness grants him the most sought after ability in the history of mankind: flight. While not as advanced as, say, the Red Raven suit, this wing harness nonetheless grants Captain Wings Typical (6) flight, allowing him to swoop about at around ninety miles per hour. He can carry a Good (10) amount of weight while flying, and has this one 'power stunt' so far:
* Wing Buffet: by rapidly flapping his wings 'towards' a body from above, the Captain can buffet them with Remarkable (30) strength winds, typically capable of inflicting like Force damage or simply knocking them to the ground - and keeping them there (his choice). Furthermore, he can use these artificial winds to douse flames with Remarkable (30) ability.
Goggles: in addition to keeping the wind from adversely affecting his vision while flying about, these lenses also give Captain Wngs Typical (6) protection from glares and blinding attacks. These flight goggles are of Good (10) material strength (as is all of the Captain's gear), and can thus take a pounding (they're not likely to break, should Captain Wings find himself in a fist-fight).
Talents:
Aerial Combat: the good Captain is well-trained (if self-trained) in the fine art of duking it out in the air, in his wing harness or in an airplane. He makes all attack and defense maneuvers while airborne at +1 CS to the applicable ability score (usually Fighting or Agility).
Leadership: Captain Wings is also a fine motivator of men, and as such, can easily direct them into combat (or on other missions). Furthermore, if the Captain is recognized as a team leader, and is a member of a karma pool, said pool gains fifty free points as long as he is a part of it.
Martial Arts type E: in addition to his ability to fight competently in aerial battles, Captain Wings strikes incredibly fast in a fight. As such, he always adds 1 to any initiative roll made while in a fight, unless such a roll is a 1 to begin with, of course.
Pilot: though he can fly about in his wing harness pretty much indefinitely, Captain Wings has the ability to fly just about any aircraft existing in the forties. As such, he adds a +1 CS to all FEAT rolls made concerning the operation of such an aircraft.
Contacts:
As a former member of the Crusaders team, Captain Wings can rely upon anybody that was in that group for assistance, should he need it.
Ghost Girl
F Gd 10 |
A Ex 20 |
S Ty 6 |
E Gd 10 |
R Ty 6 |
I Ty 6 |
P Ty 6 |
Res Gd 10 |
Pop Gd +10
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Known Powers:
Displacement: Ghost Girl has the ability to shunt her electomagnetic presence away from her body by several feet, which has the effect of making folks see her several feet away from her true location. This applies a -4 CS to anybody's FEAT rolls when attacking her, as well as giving Ghost Girl a +1 CS to hit them, in turn - they can't dodge quite right, since she's not where she appears to be.
Talents:
Acrobatics: the Ghost Girl is quite a nimble young woman, being quite agile and quick on the draw. As a result of this, she is allowed to roll up any Dodging, Escaping, or Evasion maneuver as if the applicable ability score were +1 CS higher than it actually is.
Martial Arts type B: Ghost Girl is quite adept at taking advantage of her quick nature, and can make short, controlled strikes against any opponent. As such, she receives a +1 CS to her Fighting score when making unarmed melee attacks (punches, kicks, etc...).
Tumbling: Ghost Girl's nimble nature also demonstrates her ability to take a fall, so to speak, without hurting herself too much. Concerning any non-damaging fall, she can make an Agility FEAT to see if she can land on her feet; this helps to avoid any embarrasment that may come after getting thrown around...
Contacts:
As a former member of the Crusaders team, Ghost Girl can rely upon anybody that was in that group for assistance, should she need it.
Thunderfist
F Ex 20 |
A Gd 10 |
S Gd 10 |
E Ex 20 |
R Pr 4 |
I Ty 6 |
P Ty 6 |
Res Gd 10 |
Pop Gd +10
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Known Powers:
(none)
Equipment:
Power Gloves: these unique devices (for their time, at least) enhance Thunderfist's Strength score to Amazing (50) rank, with a corresponding Health boost (to a total of 100); this allows him to pack quite a wallop whilst battling the forces of evil. Furthermore, the gloves (with an accompanying body suit) provide Thunderfist Good (10) protection from both physical and energy attack.
Talents:
Martial Arts B: his true skill in life (as can likely be demonstrated by the nature of his super-equipment), Thunderfist can bash folks up like nobody's business. This skill allows him to make unarmed melee attacks (including those with his power gloves) as if his Fighting score were +1 CS.
Contacts:
As a former member of the Crusaders team, Thunderfist can rely upon anybody that was in that group for assistance, should he need it.
Tommy Lightning
F Gd 10 |
A Ex 20 |
S Gd 10 |
E Ex 20 |
R Gd 10 |
I Ty 6 |
P Gd 10 |
Res Gd 10 |
Pop Gd +10
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Known Powers:
Electrical Generation: Tommy Lightning's principal ability, of course, is his impressive power over electrical energy. He can generate electrical energy of Remarkable (30) intensity, which inflicts like Stunning Energy damage per blast. In addition to this impressive ability, Tommy has demonstrated these additional electricity-related powers to date:
* Electrical Manipulation: Tommy Lightning can also manipulate electrical energies, whether self-generated or not, with Remarkable (30) ability. This allows him to shape, redirect, or otherwise manipulate the flow of electrical energy, and grants him similar resistance to such energies. He has yet to demonstrate any creative uses with this power... yet...
* Electrial Absorption: finally, Tommy has the ability to absorb electrical energies into his body, which he can also do with Remarkable (30) skill. He can use absorbed electricity to augment any of his physical ability scores for a one-shot use, raising said score by the amount of electricity he has absorbed, or he can restore lost Hpts on a point per point basis.
Talents:
Acrobatics: Tommy Lightning has proven to be rather nimble and agile in general. As such, he can make any sort of dodge, evasion, or esacpe maneuver as if the applicable ability score were +1 CS in rank (whatever it is).
Targeting: though not adept with any weapons, per se, Tommy is highly effective in the use of his electrical generation capabilities. As such, he receives a +1 CS to all Agility FEAT rolls made when striking people with his namesake.
Contacts:
As a former member of the Crusaders team, Tommy can rely upon anybody that was in that group for assistance, should he need it.
Return to the Crusaders main page!
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