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Post by Lissilambe on May 1, 2009 1:45:07 GMT -5
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Post by Lissilambe on May 1, 2009 1:45:50 GMT -5
WHO'S WHO Vol. IV: in the DC3 Multiverse
Written and Drawn by the stars of the DC2/3 community Cover by Jamie Rimmer Edited by Don Walsh
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Post by Lissilambe on May 1, 2009 1:51:35 GMT -5
Foreword Greetings, one and all. Welcome to the fourth volume of the Who's Who series, detailing the inhabitants of the DC2 Universe. If you're wondering why htis is volume IV, it's because this edition is a little different, as we take a tour of the greater DC2U and explore it's multiverse, found here on the DC3. All the various Earths that make up the tapestry being woven by the community are found at this site, and this issue is dedicated to those worlds, its titles and their creators. If you want to see the first three volumes, which make up the inhabitants of Earth-One (the world showcased on DC2), go and check them out here, and we'll keep the light of for your return. There are a few differences with this issue: along with the usual array of heroes, villains and supporting characters you've come to expect from Who's Who, we also include a couple of locations, and a couple of super-teams. We've expanded the entry format a bit as well, to tuck in little pieces of information that help to show how these figures have gone differently from their versions before, and we've provided a link to look into the entry's very beginning, or a spotlight issue to help the reader grasp who these people are. The only thing that hasn't changed is the commitment level from our creators. Much work went into refining the list of entries, finding artists to portray just the right image, and having the writers fill us in on the backgrounds (and a little bit of their futures too). A special thank you goes out to our harried Art Director (emeritus), Boris Mihajlovic, who jumped into the fray to fill in those spots that had been left open; and to Jaimie Rimmer, who not only did the spectacular cover, but did the two team pictures too; and to all of our artists and writers who have gone above and beyond to give us their A-game and more. This project, and DC3, would not be where it is without you all, so take a bow. And a thanks to DC2 EiC, Mark Bower, who was good enough to let us cross-post this Who's Who at the DC2. And now, with the introductions out of the way, let me pull back the curtain of reality, and offer you a look into the worlds beyond: Earths -Two, -Three, -Four, -Five, -S, -X and beyond! -Don Walsh DC3 Editor-in-Chief
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Post by Lissilambe on May 1, 2009 1:52:09 GMT -5
Art by Jina B Words by Samantha ChapmanBatgirl (Earth-Five)Secret Identity: Renee Montoya Alias: none Status: Citizen of the United States with no criminal record Occupation: Nominally employed by Waynetech as a night security guard; formerly GCPD Detective Known Relatives: Maria Montoya (mother); Louisa Montoya (sister) Group Affiliation: Agent of Oracle Base of Operations: Gotham City Height: 5’6” Weight: 130 Eyes: brown Hair: black Powers & Abilities: Renee possesses no superhuman powers. She is a highly-trained fighter, with the strength and stamina of a woman her age, height and build who engages in regular intensive exercise. Years of police work taught her how to fight and keep herself in shape, and gave her a keen eye for hidden dangers. In addition to her martial arts and stealth skills, Renee is outfitted with a full array of smoke bombs, Batarangs, grappling lines, small explosives, and other gadgets. Her greatest weapon remains a sharp mind for observation and detective work, able to decipher clues and patterns to track down criminals just as she did as a cop. Her police and forensics background make her an invaluable asset in the war on crime. History: Renee first began working in crime-fighting at sixteen years of age, as an office assistant to the GCPD, and she hasn’t stopped since. She became a fully-fledged police officer as soon as she turned 18, and quickly rose through the ranks to detective work, where she flourished. During her time as a cop, Renee befriended DA Harvey Dent, and Commissioner Jim Gordon. She also developed a close friendship, and began to harbor feelings for Jim’s daughter, Barbara. When Batwoman was critically injured on the same day as Barbara, Renee began to figure out her best friend’s secret. Not long after, Renee decided to give up her day job and take over the work that Barbara had been doing, as Batgirl. What began partially as an excuse to get closer to her friend (for whom Renee held a secret crush) bloomed into a true calling for the new Batgirl, offering her very free reign compared to her time with the police. After a few shaky months of re-training, Renee took the streets, facing off against Poison Ivy, the Joker and the Scarecrow, along with less-prominent members of the Gotham underworld. She has since broken out of Batwoman's shadow, and Renee is a strong presence on the Gotham night's streets. She has slowly developed a shaky trust with Poison Ivy, working alongside her when the need arises. But her most delicate relationship is with Two-Face—her old friend and dangerous enemy both in one, and after a tense fight, one of the only people to know her secret. The Future: Renee’s past will continue to be vital to her present, as an old grudge from her police days roars back to life in the form of Gotham’s newest masked criminal—wait for Gotham Girls #20 for details! And don’t forget about Harvey Dent, because he’ll be coming to Batgirl for help to end Gotham Girls year two! Showcase Issue: Ultimate Gotham Girls #14
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Post by Lissilambe on May 1, 2009 1:52:45 GMT -5
Art by Jamie Rimmer Words by James SteelBatman (Earth-Five)Secret Identity: Bruce Wayne Alias: None Status: A citizen of the United States with no criminal record. Occupation: Owner of Wayne Tech Known Relatives: Thomas Wayne (father, deceased); Martha Wayne (mother, deceased); John Grayson (uncle, deceased); Mary Grayson (aunt, deceased); Dick Grayson (cousin); Alfred Pennyworth (former legal guardian); Carrie Kelly (legal ward) Group Affiliation: None Base of Operations: Gotham City Height: 6’2” Weight: 225 lbs. Eyes: Brown Hair: Black Powers & Abilities: Bruce has peek human athletic abilities and is a master of a number of martial arts. He wears a utility belt that contains items designed for use in any situation he feels might come up. Bruce also has a great knowledge of forensics and other police skills. History: The only son of Dr. Thomas Wayne, founder of Wayne Tech, and his wife Martha Wayne, Bruce seemed destined for a life of ease. But all that changed one fateful night when a mugger gunned down his parents. Now orphaned and raised by the family butler, Alfred, Bruce became obsessed with crime, seeking to prevent others from suffering the same fate he did. He traveled the world, learning from some of the greatest detectives, martial artists and police officers of our time, until finally returning to Gotham to bring fear into the hearts of criminals as the Batman. The Future: Batman has to deal with a perky partner, a felonious feline, a crazed clown and the demon’s head. Showcase Issue: Ultimate Batman and Robin #6
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Post by Lissilambe on May 1, 2009 1:53:15 GMT -5
Art by Boris Mihajlovic Words by Tim AbramoBlue Beetle II (Earth-Five)Secret Identity: Theodore Edward "Ted" Kord Alias: None Status: Citizen of the United States with no criminal record; semi-retired adventurer Occupation: Acting C.E.O. for Kord Omniversal Research and Development Known Relatives: Jarvis Kord (uncle, missing) Group Affiliation: Former Member of Global Guardians Base of Operations: Borough of Manhattan, New York City Height: 6' 0” Weight: 190 lbs. Eyes: Blue Hair: Brown Powers & Abilities: Though gifted with a genius-level IQ, and a great affinity with machines, Ted lacks any superhuman powers or enhancements. He does not currently, nor has he in the past, possessed the scarab that powered the original Blue Beetle, Dan Garrett. Forced to play to his own strengths, Ted developed technology like his "BB Gun", a device that sends out disorienting pulses of light and "the Bug", a large, silent hovercraft based on work being done at his father's company. Ted trained hard and honed his body into a weapon, utilizing gymnastics and several fighting styles to compensate for any powers he lacks. History: Raised in the suburbs of New York, it was always assumed Ted would grow up and rise through the ranks of the family business, Kord Omniversal. But fate had other plans in store when a chance encounter with Dan Garrett led a college-bound Kord to consider a different career path altogether - that of the costumed adventurer. As soon as Ted left college, he became the protégé of a reluctant Dan Garrett, the Blue Beetle of World War II. Though Garrett and Kord were close friends, the elder Blue Beetle didn't want Kord to follow in his footsteps for fear of the young man's safety. This was especially made clear after the scarab that had powered Garrett's adventures failed to respond to the young Kord, neglecting to bestow upon him the powers that it had given Garrett. Though he was undeterred, Ted never told his family of his "other" life, continuing to work at Kord during the day and protecting his city by night, eventually earning himself the chance to represent the United States in the short-lived Global Guardians, where he made acquaintances with a number of worldwide heroes such as Russia's Rocket Red, France's Crimson Fox and the Green Flame.of Brazil. But just as the new Blue Beetle was hitting his stride as a hero, Ted's father died and his Uncle rose to power within Kord Omniversal. Five years later, Ted was forced to wrest control from an increasingly eccentric Jarvis Kord, leading to the older man's disappearance and Ted's installation as acting C.E.O. This has forced Ted into a reluctant early retirement, though he occasionally dons his old costume when the need arises. The Future: Ted finds trials on all fronts as Kord Omniversal's last-ditch effort to survive the economic free-fall backfires and a multi-billion dollar satellite system threatens more than just premature reentry, while Ted, in his guise as the Blue Beetle, becomes dragged into the mysterious legacy that is Project: Atom.. A conspiracy that some will go to any lengths to prevent from coming unraveled. First Appearance: Ultimate Superbuddies #1
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Post by Lissilambe on May 1, 2009 1:53:42 GMT -5
Art by Jorell Rivera Words by Tim AbramoCaptain Cold (Earth-Five)Secret Identity: Leonard Snart Alias: None Status: Citizen of the United States with no criminal record, under criminal investigation Occupation: C.E.O. and President, Snowball Construction and Recoveries; Head of the Rogues Union Known Relatives: Lisa Snart (a.k.a. the Golden Glider, sister); Harold Snart (father, deceased) Group Affiliation: Rogues Union Base of Operations: Central City, Missouri Height: 6' 2” Weight: 196 lbs. Eyes: Brown Hair: Black Powers & Abilities: Snart utilizes a Cryo-Gun capable of projecting beams of intense cold in a variety of ways, from concentrated blasts capable of rendering humans and objects encased in ice to wide fields of absolute zero, useful in limiting the range of motion of his nemesis, the Flash. He is also a gifted manipulator, able to take the damaged private lives of the various Rogues and keep them focused on the benefits of the group, rather than their own individual ideas, as if they were a family. History: Snart was raised with his sister by an abusive father in working-class Keystone City, where he learned the key to survival was to purge himself of emotion. Upon realizing he could be only moderately successful in doing this, he struck out on his own, taking up a life of crime to supplement himself, sending back what he could to his sister Lisa, encouraging her to pursue her dreams as an ice skater. He worked his way up through the ranks of the criminal underworld throughout the 1980s, coming into battle with Barry Allen, the second Flash before the latter's untimely death, as well as Lady Flash (currently known as Jade Flash, a member of the Green Lantern Corps), eventually finding himself an influential member of the Rogues Union. Consolidating his power, he was able to organize a coup d'etat in late 2001, and has run the Union ever since, now battling against the current Flash, Wally West and controlling every aspect of crime in the Sister Cities. The biggest innovation Snart has put into effect so far is the Network, a thriving black market that connects criminals and goods throughout the country, using technologies developed by Sam Scudder, the original Mirror Master. His mirror technology allows the Network to remain off the grid, as all activity technically happens in an alternate universe where the Central City Police Department has no jurisdiction. Snart tends to avoid killing during jobs (unless it is the job), believing this is what separates himself and his Rogues from the common criminals and savages that occupy many of the other cities, such a Gotham. The Future: Captain Cold's rule over the criminal element in the Sister Cities has gone unchallenged for nearly a decade, but will the return of an old ally and the fallout of the O.M.A.C. debacle threaten not only Captain Cold, but the entire Rogues Union as well? Showcase Issue: Ultimate Speed Force #1
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Post by Lissilambe on May 1, 2009 1:54:09 GMT -5
Art by Roy Flinchum Words by Don WalshCaptain Marvel (Earth-S)Real Name: William “Billy” Batson Alias: None Status: Citizen of the United States with no criminal record, still a minor Occupation: High school student, part-time news announcer for KWHZ radio Known Relatives: Clarence and Kathy Batson (parents, deceased) Group Affiliation: Marvel Family; honorary member of the Justice Society of America of Earth-Five Base of Operations: Fawcett City Height: (as Billy) 5’6” (as Captain Marvel) 6’4” Weight: (as Billy) 150 lbs. (as Captain Marvel) 230 lbs. Hair: (as both) Black Eyes: (As both) Black Powers & Abilities: Billy Batson has been enchanted with the ability to call down a powerful blast of lightning by speaking the name of the wizard who bestowed this gift upon him. By saying “Shazam” (which he usually calls out loud and authoritatively, though even a whisper can do the job), the lightning most usually transforms him into a powerful adult figure possessing incredible superhuman powers. These powers draw from six legendary beings that entered into a pact with the wizard to form just this sort of champion. These beings and gifts include: the Wisdom of Solomon, providing tremendous insight, observation and intelligence; the Strength of Hercules, which gives Captain Marvel vast superhuman strength; the Stamina of Atlas, giving Captain Marvel tremendous invulnerability and nearly limitless endurance; the Power of Zeus, which seems to enhance his other gifts to beyond their legendary limits; the Courage of Achilles, including the ability to act on instincts most often ignored by the average human and taking chances that seem slim at best; and the Speed of Mercury, providing the ability to move over the ground and through the air at tremendous speeds. Captain Marvel has learned new applications for these gifts over time as well, such as a form of ‘temporal inertia’ that protects his memories from meddling in time, and a charisma combining the Courage and the Power that instills trust in others and helps him to seem more commanding in times of crisis. He also possesses the knowledge and ability to reach the Rock of Eternity, a mystical mountain known by a variety of names and symbolic terrains, which lies at the “center of all space and time”. From the Rock, Captain Marvel can reach any location in time and space by flying in specific angles and speeds provided by his Wisdom. The lightning he calls down is a powerful physical manifestation of the pact made with the six higher beings, and it is suspected that he could use that as a weapon if he chose to, but so far, this has not happened. Speaking the word “Shazam” while as Captain Marvel transforms him back to Billy Batson, who possesses none of these gods-given powers. Billy is a bright, but otherwise normal, example of humanity. Any speaking of the word Shazam begins the transformation, thus meaning that Billy, in either form, must never actually refer to Shazam by name, and often refers to him as “the Wizard.” The lightning is magical in nature, and no normal stroke of lightning, naturally or artificially generated, can cause the transformation. There appears to be no time limit to how long Billy can remain as Captain Marvel. Recently, Billy has started taking up the Wizard’s habit of referring to Billy and Captain Marvel as separate entities. What this might mean in the long run is unknown. History: William Batson is an orphan living in Fawcett City, on the west coast of the United States. Known to everyone as Billy, he is an earnest, hard-working kid who was orphaned at an early age and has struggled to make as much of a home as he can for himself. Along with his best friend and fellow orphan Freddy Freeman, Billy has worked a large number of odd jobs, including selling newspapers out of a stand the two operate together. Through cleverness and the aid of “Uncle” Dudley Simpson, a sympathetic building janitor where the two live, Billy and Freddy have managed to retain their independence, and avoid the child welfare services. Things started to look brighter for these two kids on a stormy night when Billy found himself being lured into an abandoned subway tunnel by odd noises and what sounded like a cry for help. As he pried his way into the boarded entrance, and followed the rusted old track, the scenery started to turn bizarre. A large chamber opened up near the end of this route, with seven statues symbolizing the Seven Deadly Sins of Man bordering the area. On a large throne under a heavy block of stone sat an ancient looking man in simple gray robes. He identified himself as the wizard Shazam, whose name was part of a pact with higher beings, and that after many centuries, he dared to find a new champion to take the powers from this pact. He explained to Billy that he had chosen the teen-ager to be that new champion in the hope that youthful innocence and optimism would provide the best channel for these gifts. He insisted that Billy then speak his name and when the bewildered teen did, a powerful bolt of lightning crashed down and transformed him for the first time into Captain Marvel. It also sundered the strand of life holding the block at bay and it crashed down on the throne and killed the Wizard. When Captain Marvel called the wizard’s name again, he found himself once more to be Billy Batson, who now staggered from the tunnel, stunned and believing the whole scene to be a dream. That was not the case though, for later that very night, Billy stumbled over a gangland hit and when he called Shazam again, he found himself Captain Marvel once more. His powers easily allowed him to save the would-be victim. He soon battled Thaddeus Bodog Sivana and later Ibac, the crime boss he had disrupted that first night, and came to the public’s attention. Using his secret, Billy was able to turn in an interview with Captain Marvel to Sterling Morris, head of Fawcett City’s radio station KWHZ, who gave the enterprising youth a part-time job. Since then, Captain Marvel has become a powerful force for good in Fawcett City and the west coast, though he has remained largely homebound despite his tremendous powers. He has also added to his allies over the last three years, including Freddy as Kid Marvel; Freddy's cousin Kit, who became Kid Eternity; and James Barr, now Bulletman. He has also gone back in time to help save and form the Justice Society of America, a legacy for which he is justly proud, and a group of friends he enjoys returning to visit from time to time. Ironically, he has yet to meet any heroes of the modern day other than the ones from his home city. The Future: Billy has a chance to learn about his family, and discovers that he has a sister out there in the Fawcett he never knew, and Captain Marvel and his family must face the Arson Fiend, the Mad Mummy, and worse as an archaeological dig seeks out the long-lost Tomb of Mighty Adam! Showcase Issue: Mightiest Mortals #7
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Post by Lissilambe on May 1, 2009 1:54:41 GMT -5
Map and Words by Don WalshFawcett City (Earth-S)William “Cap'n Bill” Fawcett founded a small settlement after arriving in northern California in pursuit of wealth from the gold rush. While he discovered enough gold to help stake the initial community, Fawcett's true wealth came from agriculture, leasing farm land to the residents and establishing a profitable trading company. Slowly, Fawcett City grew in population, becoming incorporated in 1913, and turning into a major commercial center for northern California and nearby Oregon. During World War II, Fawcett City was the home of Master Man, one of the earliest super-heroes on this Earth. He retired shortly after the war ended, and never revealed his identity, leaving many to wonder if he left 'The Fawcett' or hid among its populace (or still does hide). The Fawcett suffered downturns in the Fifties and late Sixties, struggling to recover until the mid-Eighties, when it started to explore the developing computer industry and embraced increased tourism with the help of Lance Gallant. This resurgence reached a peak in the late Nineties, and while it's slowed some in recent years, Fawcett City remains a vibrant, strong, diverse city. The Fawcett is composed of a number of wards, listed below, along with some of the more notable locations to be found in each. The Cobblestones (Raboy Square)This older part of the city is composed of smaller winding streets and historic buildings and businesses. The Fawcett Historical Society has restored many of the affectations of this area's early days, resulting in antique street lamps and cobblestone lanes, from which the name is derived. The Terrace (Home to the Barrs and formerly Ibac)This area is filled with newer, high-end residences and modern developments. Younger and more hip, nouveau riche tend to flock to this area to make a home, with a very low crime-rate and high cost of living. It is named for the way it crests the southern slopes of Fawcett Hill with myriad parallel streets paved off at regular elevations, like a terrace. The Plaza (radio station KWHZ, the Diamond Exchange)The city’s financial district and commercial center, named for the Otto Plaza, a large shopping mall stretched out among three tall buildings. It is a busy, traffic-heavy area of the city, with a recent refurbishing of the rail through the ward to help alleviate the clogged streets. Parker Flats (Beautia’s location)This is a rundown and decrepit former industrial center for the city. The main surviving industries now are warehouses, storage facilities and shipping centers. It was named after Colonel Silas Parker, a northern industrialist who moved to Fawcett City after the Civil War. Brick Town (Bromworks Foundry, Beck Memorial Hospital)A newer and more modern industrial sector. Expanding out of Parker Flats in the mid-Seventies, this area of the city contains up-to-date buildings and wider streets to allow for better access and more effective facilities than could be found in the older areas. It is named from the seemingly endless rows of dull, box-like designs of the buildings. The Tangles (Billy's and Freddy’s apartment)The oldest section of Fawcett City, the Tangles is nicknamed for its knot of rundown, decrepit buildings crammed along narrow, battered streets that run in a bewildering array of one-way directions. It has slowly become Fawcett’s slum, tucked into the center of its coast line despite all attempts to reclaim the area by the government. Swayze Circle (city hall, Provisiero Park)The Fawcett's government center, all of the city's utilities and facilities are headquartered here. The City Center contains city hall, headquarters for the FC Fire Department and Police Departments, and more. The Mayor's mansion is located adjacent to Provisiero Park, a gift to the Fawcett by the turn-of-the-century mayor, Alberto “Big Al” Provisiero, and is a popular destination for citizens. Seaside (The Gallant Lighthouse)The northern part of the city’s waterfront, it is largely dedicated towards tourism, with public beaches, hotels and the typical traps for tourists. It was restored in the mid-Eighties by Lance Gallant from old fishery structures, and many Fawcett citizens dislike the feel of the area. HarbordownThe southern portion of Fawcett’s coast is a blue-collar marine industry, with warehouses, piers, and related businesses. It remains steadfast in defying modernization and remodeling, unlike its northern coast counterpart, Seaside. Upwater (Sabbac’s former home)This older district is also the home to the upper crust and established wealthy citizens of the Fawcett. A large, scattered district to the north of Fawcett Hill, it is largely composed of sprawling ranches and estates. Most of Upwater looks down on the Terrace (divided by Fawcett Hill) as wannabes and interlopers. First Appearance: Mightiest Mortals #1
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Post by Lissilambe on May 1, 2009 1:55:13 GMT -5
Art by Boris Mihajlovic Words by Scott Morgan CookGene Nigma (Earth-Two)Real Name: Eugene Nigma Alias: White Queen’s Bishop Status: Citizen of the United States with a criminal record, legally insane Occupation: Information broker Known Relatives: Edward Nigma (father) Group Affiliation: Checkmate, Outsiders Base of Operations: Belle Reve Height: 6’ 0” Weight: 183 lbs. Eyes: Green Hair: Black Powers & Abilities: Eugene Nigma possesses no superhuman abilities, but does possess a genius-level intellect and total recall. History: Life is full of questions. Or, as Gene once liked to think of them, riddles. Eugene Nigma was born and raised in Gotham City, the son of prolific criminal Edward Nigma. The Riddler had set his place as the smartest villain in Gotham, but even that wasn’t enough, and after countless trips to Arkham Asylum, he decided not to bother escaping again. Gene used this as a jumping off point for his own criminal career. He broke into the famed prison with the intent of liberating his father. His genius got him in, but his own curiosity and narcissism kept him in. For the next year, Arkham Asylum was Gene’s home. Medication kept him quiet, reserved and almost catatonic. It wasn’t until he was approached by Checkmate that things changed. The organization offered him a position in intelligence gathering, which he gladly accepted. Eventually, Gene received a new medication that helped control his “eccentricities” without changing his personality. It was then that he was promoted to the position of White Queen’s Bishop, and soon after was placed as manager of Checkmate’s new superhero team: the Outsiders. The Future: The Future: Romance, betrayal, and full mental breakdowns; what more could you ask for? First Appearance:Checkmate: Operation Outsiders #1
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Post by Lissilambe on May 1, 2009 1:55:57 GMT -5
Art by Jina B Words by Pat OwenGreen Arrow (Earth-Five)Secret Identity: Oliver Queen Status: Citizen of the United States with no criminal record Occupation: Head of Queen Industries; vigilante Known Relatives: Robert Queen(father,deceased); Laura Queen(mother, deceased) Base of Operations: Star City Height: 6'2 Weight: 185 lbs. Eyes: Green Hair: Blonde Powers & Abilities: Oliver Queen has honed himself to become the premiere archer of his day, and possesses a great degree of physical prowess beyond the bow. History: Oliver Queen was a partying son to a billionaire family. However, one day, Oliver went on a skydiving trip with his best friend, Roy Harper. While on the trip, one of Oliver's father's enemies named Arthur King sabotaged their plane. Oliver and Roy found themselves stranded on an island for months. Though stranded, they managed to survive by learning how to hunt for game using bows and arrows. They were eventually found and brought back to Star City, where they discovered that Arthur King had also been responsible for the murder of Robert and Laura Queen as part of a bid to buy out Queen Industries. Oliver and Roy used what they had learned on the island about archery and hunting, to become vigilantes in order to stop the injustices that King committed. The press began to call them the Green Arrow and Arsenal, modern day Robin Hoods. The Future: The war between Green Arrow and the business tycoon, Arthur King rages on! But things grow hairy Arthur King reveals some secrets of his own. First Appearance: Ultimate Green Arrow #1
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Post by Lissilambe on May 1, 2009 1:56:34 GMT -5
Art by Tamara W Words by Samantha ChapmanHarley Quinn (Earth-Five)Secret Identity: Harleen Quinzel Alias: None Status: Citizen of the United States with a criminal record, legally insane Occupation: None Known Relatives: None Group Affiliation: Partners with Poison Ivy; formerly the sidekick of the Joker Base of Operations: Gotham City Height: 5’4’’ Weight: 125 lbs. Eyes: blue Hair: blonde Powers & Abilities: Living with Poison Ivy, Harley Quinn has gained immunity to nearly all poisonous substances, whether airborne or ingested. These inoculations also gave Harley reflexes and agility that borders on superhuman. She has a lot of value as second-in-command, always willing to go the extra mile for the person in command, though she has trouble taking her own initiative as a criminal (or, for that matter, as a good citizen). Her biggest ability is a reluctance to engage in anything too dangerous to start. History: Young, bright-eyed college student Harleen “Harley” Quinzel first learned about the Joker in a psychology class, and she was hooked. Studying under Jonathan Crane, she researched all that was known about the Clown Prince of Crime, quickly becoming fascinated with everything he did, and resolving to meet him. Her plan? Get into Arkham Asylum. After that? She had no idea. With the help of Poison Ivy, who she quickly became close to, Harley got her life of crime started, and became the Joker’s right-hand girl. It was love at first sight...for her. Within months she had helped him to start up his crime sprees again, a vital part of his return to the Gotham scene. But Harley’s high time couldn’t last forever. Her relationship with the Joker became more complicated and less-predictable as the time went on, until his first outburst sent her running back to Ivy’s for safety. Her brief stay with Ivy gave Harley her powers, but not enough sense of self to keep away from the Joker, and she was soon back at his side, helping him through more and more dangerous schemings. But when the plans put Ivy in danger, Harley finally began to break away, helping to save her friend’s life, and leaving the Joker after a year’s relationship when he finally tried to kill her. Today, Harley is back down to petty theft for the most part, and living a quiet semi-retired life with Ivy, for as long as it will last. The Future: Harley’s been Joker-free for a few months now, but how long will she last? Could there be a new love on the horizon? She might be trying to hide it, but she hasn’t stopped thinking about him yet. Can branching into her own identity help her keep her feelings at bay into Gotham Girls year three? Showcase Issue: Gotham Girls #6
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Post by Lissilambe on May 1, 2009 1:57:04 GMT -5
Art by Boris Mihajlovic Words by Scott Morgan Cook Hourman (Earth-Two)Secret Identity: NoneAlias: “Tyler” Status: Automaton from the future with no legal standing Occupation: Chrononaut, adventurer Known Relatives: None Group Affiliation: Metal Men Base of Operations: Magnus brother’s lab Height: 6’ 7” Weight: 380 lbs. Eyes: Yellow Hair: None Powers & Abilities: Time travel and manipulation, superhuman strength, flight. History: In the far-flung future, where the robotic tyrants Computo and Brainiac 7 ruled the universe with an iron fist, the dwindling resistance managed to capture and reprogram Brainiac 8. Using schematics taken from her, they constructed their own champion, a time-traveler designed after the superheroes of old. They named him Hourman. An attack by Brainiac 7’s forces, in an attempt to regain his ‘daughter’, left Brainiac 8 heavily damaged. Hoping to save her, Hourman traveled through time to find the greatest robotics expert in history: Will Magnus. Arriving in 2009, Hourman found Will Magnus to be a frail old man, dying of lung cancer. The robotic hero healed him, reversing his age from 68 to 25. Will agreed to repair Brainiac 8, on the condition he also heal Will’s brother, Dave. As the duo worked to fix Brainiac 8, Hourman had to fight off the forces of Brainiac 7, who had followed the robotic heroes to the 21st century. Sending a reprogrammed Red Tornado, Tomorrow Woman and Ajax, and led by the Cyborg Superman Hank Henshaw, Hourman fought them off, capturing the reprogrammed machines and killing Henshaw, with the help of one of the original Metal Men, Mercury (the only metal that’s liquid at room temperature). After removing Brainiac 7’s influence from the robots, Hourman, Brainiac 8, Red Tornado, Tomorrow Woman, Ajax and Mercury resolved to save the future by defeating the tyrant power at its source. The new Metal Men traveled forward to the 31st century to stop Computo from first being activated. The Future: The new Metal Men arrive in the year 3066, in order to save the timestream and shut down Computo, and the only thing standing in their way is a legion. First Appearance: Metal Men Reloaded #1
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Post by Lissilambe on May 1, 2009 1:57:32 GMT -5
Art by Rik Words by Tim AbramoImpulse (Earth-Five)Secret Identity: Bartholomew “Bart” Allen II Alias: None Status: Student, Adventurer Occupation: Middle School Student Known Relatives: Iris Allen (mother); Barry Allen (father, deceased); Wally West (cousin) Group Affiliation: None Base of Operations: Central City, Missouri Height: 5' 2” Weight: 115lbs. Eyes: Brown Hair: Brown Powers & Abilities: Bart was born with the speed powers possessed by his father, Barry, as well as the other speedsters that have protected the Sister Cities since World War II. In fact, Bart appears to be able to surpass the speed limit exhibited by the current Flash, Wally West, (many thousands of miles per hour) although he has far less control over his motions and is not able to shift direction as effectively as the older speedsters due to a lack of practice. Bart also appears capable of producing avatars of pure Speed Force energy that he calls Speed Scouts, though this ability rarely manifests itself and he appears to have little control over the creation or timing of them. He also has a photographic memory that allows him to retain a vast amount of information, though his emotional immaturity prevents him from utilizing it effectively. History: Bart Allen was born after his father Barry sacrificed his life and saved the world, and thus the young speedster never got the chance to meet the man who's powers he inherited. Raised by his mother Iris, Bart has grown into a well-rounded, if not easily distracted young man, who is growing into powers he has yet to master. Guided by Jay Garrick, the original Flash and his cousin Wally West, the current one, Bart is developing nicely, learning to hone his control over speeds that may exceed the Speed of Sound, a barrier even his father rarely cracked. But Bart is not just about speed and costumes; his mother has kept him grounded and as focused as the young lad is capable of being, not just about his school work, but also with just being a kid, getting into as many adventures with his best friend Carol Bucklen as he does with Jay and Wally as Impulse. Bart's biggest moment as a hero to date remains his involvement in helping to save the entire multiverse during Zero Hour, though no one at home appears to believe him, not even Carol. The Future: Bart finds his life is complicated by his father's legacy despite everyone's protections when a growing movement called the Church of Speed begins to view Bart as “the Scion.” What is their ultimate goal for him, and who is the force behind the Church of Speed? Bart also finds himself targeted by the mysterious time-traveling speedster Quicksilver – what does the self-proclaimed Zen Master of Speed want and how far will he go to get it? Showcase Issue: Ultimate Speed Force #3
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Post by Lissilambe on May 1, 2009 1:58:05 GMT -5
Art by Jamie Rimmer Words by Don WalshJustice Society of America (Earth-Five)Roster: Founding Members: Atom I (Al Pratt), Doctor Fate (Kent Nelson), Flash I (Jay Garrick), Green Lantern I (Alan Scott), Hawkman (Carter Hall), Hourman (Rex Tyler), Johnny Thunder II (John Tane), Sandman (Wesley Dodd)[i/]; Recruits: Blue Beetle I (Dan Garrett), Hawkgirl (Sheira Sanders), Starman (Ted Knight)[i/]; Future Recruits: Black Canary I (Dinah Drake), Doctor Mid-Nite (Charles McNider), Wildcat (Ted Grant); Honorary Members: Captain Marvel (Billy Batson), the Shadow (Lamont Cranston), Wonder Woman I (Queen Hippolyta) Base of Operations: Gotham City Status: Currently disbanded
On Earth-Five, the first costumed mystery men began to appear in late 1939, when the Sandman was driven to don his gas mask by terrible dreams of injustice, the Green Lantern discovered his power battery and the use he could put it toward, and the Flash suffered through a bizarre accident with a heavy water reactor that granted him superhuman speed. Over the course of the next two years, several more of these masked vigilantes debuted, and by the middle of 1941, there were a dozen actively battling crime and injustice.
It was September, 1941 that the British spymaster code-named Intrepid met with the Sandman, each bearing important information collected in their own fashions. The information concerned renewed focus on Hitler's decision to see Operation: Sea Lion (the invasion of Great Britain) through, and a new and unique way of securing the air superiority needed to accomplish the assault. The two men gathered another five of the most experienced mystery men, those they could quickly reach: the Atom, the Flash, the Green Lantern, Hawkman, and Hourman. Thanks to his Thunderbolt, Johnny Thunder learned of the meeting and crashed it, proving his worth as a part of the operation by having his genie teleport the group to London. Quickly, the seven heroes were thrown into battle against the Valkyries, summoned by the Thule Society (the mystical secret society of Nazi Germany) to do Hitler's bidding.
The Valkyries summoned forth the dead of Valhalla and even Britain's own soil to preface the invasion as they secured the skies from the RAF, and the seven heroes struggled long and hard to hold the supernatural forces at bay. Only when Doctor Fate arrived, having been summoned from his tower due to the imbalance of law and order by the Choosers of the Slain appearing on one side of the war, did the battle turn, and the invasion of England was averted.
When the eight mystery men returned to the United States, they received a heroes' welcome by President Franklin Roosevelt. He saw the group as a potentially powerful bulwark against increasing enemy activity, as the President felt certain there would come a time when the U.S. finally entered the war. He suggested they remain together, and form an official organization of mystery men, a suggestion they took to heart. On September 24th, 1941, Wesley Dodd and Carter Hall arranged for the purchase of a brownstone in Gotham City, Hawkman was selected as their chairman, and he gaveled together the first meeting of the newly-named Justice Society of America.
A few months later, a villain named Per Degaton attempted to use time travel to remove the Justice Society from existence, and enable him to conquer the Earth through advanced technology and weapons. Despite his initial success in preventing the founding members of the JSA from coming into their powers, he didn't take into account the fact that Wonder Woman's memory would be resistant to the altered time-stream due to her immortality. She soon met up with Captain Marvel, who had come back into the past to uncover the mystery of the missing JSA, and they soon were partnered with the elusive Twenties mystery man who helped to start them all, the Shadow. The three of them managed to defeat Degaton's plan, while an agent of the Shadow, his apprentice Doctor Mid-Nite, managed to prevent Degaton from stealing the time machine in the first place, preventing the villain's scheme and restoring the founding members. The three heroes were offered membership, but Wonder Woman refused it on the grounds of its all-male roster and their unwillingness to allow other heroines onto the group, while the Shadow refused due to an unwillingness to operate in a group and so publicly. Captain Marvel suggested they take up an honorary membership, to offer the group moral support and occasional alliances to guide the JSA as it grew and developed, an offer accepted by all.
Since that time, the JSA has continued to battle a variety of villains, domestic saboteurs and criminals as well as foreign spies and superhuman threats, earning a reputation as the premier heroes, and founding many of the traditions that super-groups of the future would utilize (a headquarters, communicators, monitor duty, reserve rosters, a charter, personal vehicles, and more). Wonder Woman would greet the admission of Hawkgirl to the team with approval and appreciation, as the heroes gained a greater understanding of their part as role models and battlers for social justice as well; and the JSA would remain the leading defenders of justice and the innocent until 1951.
Then they would disband temporarily as they came under fire for their secret identities and a perceived elitism from the House Un-American Committee. When committee insisted that the JSA unmask publicly, before the members of Congress, and begin the process of a thorough investigation into their patriotic and law-abiding private lives, the JSA chose to refuse and teleported away from the hearing, and Hawkman gave the order to disband. Doctor Fate, Green Lantern, Thunderbolt and Blue Beetle all worked their powers to secure the headquarters from a prying government, and many of the team even stopped operating as solo heroes.
The JSA would reunite ten years later to defeat a new version of the Injustice Society of the World, organized by Degaton and Vandal Savage, and the group would choose to remain active at that point, returning to their position as the greatest defenders of the Earth for another fifteen years.
In the present day, the Justice Society of America remains disbanded, the headquarters now a museum of history dedicated to the JSA itself as well as to superheroes in general, while largely unknown to the general populace, the still-living (and very long-lived) members of the JSA meet occasionally as an unofficial “Round Table” to keep an eye on the safety and security of the world.
The Future: The Round Table may have no choice but to come out of the shadows and face a threat much greater than any they've faced in the past; while the future of the Justice Society in World War II, as seen in Ultimate All-Stars finds them facing their first truly devastating battle, and an open call for new members in its wake, all the while their opposite numbers intend to put them through 'The Savage Year!'
Showcase Issue: Ultimate All-Stars #7
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Post by Lissilambe on May 1, 2009 1:58:40 GMT -5
Art by Trevor Yarmovich Words by Pat OwenMister Miracle (Earth-Five)Secret Identity: Scott Free Status: Fugitive from Apokolips with no legal standing on Earth Occupation: Escape Artist Known Relatives: None Base of Operations: Metropolis Height: 6'3 Weight: 173 lbs. Eyes: Blue Hair: Brown Powers & Abilities: A master of escape, Mister Miracle is able to use a combination of keen mind, available tools and a smooth tongue to slip out of any trap. History: Scott Free was a legend on the hellish world of Apokolips. He had been a prisoner for centuries, kept in the deepest and darkest section of the detention level. Hardly anyone knew exactly what he had done to deserve punishment of that magnitude. Scott endured the tortures of the dungeons of Apokolips, withstanding daily visits from Lashina, one of Granny Goodness' top Female Furies, who whipped at his flesh with glee for hours on end. But Scott remained persistent, enjoying the challenge of a good trap. He would escape his cell every few days for sport but would never be able to make it far enough out of the detention level to leave the wretched planet. One day, he was guarded by Barda, leader of the Female Furies. At first, she acted towards him just like any other guard; cold and uncaring. But soon Barda discovered that maybe the code she had been taught to follow by Granny Goodness was not really the code you should live by. Scott taught her the importance of freedom and what it can do to change your life. Barda eventually befriended Scott Free and when Apokolips was attacked by the two heroes Orion and Lightray, Scott joined them in their struggle. During the battle, Barda saved Scott from the assasin Kanto, and then opened up a boom tube for him and his allies from New Genesis to escape through. Scott entered the boom tube but only seconds later found that Barda had been overwhelmed with foes and captured. Scott escaped with Orion and Lightray and then made his way to the planet Earth, hoping to leave all of the terrible memories of Apokolips behind him. This failed, as he felt guilty about Barda being in the same situation he had once been in. While in the middle of trying to decide what course of action to take, Scott was approached by an elderly man named Oberon who had heard of the New God's exploits escaping cops on the streets. He offered Scott the position of being a professional escape artist but Scott was torn, still hoping to save Barda. The Future: Will Mister Miracle allow Barda, the one person who seems to truly understand him, to suffer through the tortures that he himself had tried to hard to escape from? I think not! Showcase Issue: Ultimate Fourth World #5
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Post by Lissilambe on May 1, 2009 1:59:08 GMT -5
Art by Carlos Words by James SteelNightwing (Earth-Five)Secret Identity: Richard ‘Dick’ Grayson Alias: None Status: A citizen of the United States with no criminal record. Occupation: None at Present Known Relatives: John Grayson (father, deceased); Mary Grayson (mother, deceased); Thomas Wayne (uncle, deceased); Martha Wayne (aunt, deceased); Bruce Wayne (cousin); Alfred Pennyworth (former legal guardian) Group Affiliation: Birds of Prey (now disbanded) Base of Operations: Mobile Height: 5’10” Weight: 195 lbs. Eyes: Green Hair: Black Powers & Abilities: Dick is an Olympic level gymnast trained in a number of martial arts. He also possesses a keen analytical mind and is a skilled detective. History: The son of John and Mary Grayson, Dick seemed destined to follow his parents with a career in the circus. All this changed tragically one night when his parents were murdered during their acrobatics act. Now orphaned, Dick found himself growing up in Gotham City with his cousin, Bruce Wayne, who had also been recently orphaned. While Bruce’s tragedy had left him hardened and cold, Dick still managed to find joy in life, especially through gymnastics. He continued to train as a gymnast during his schooling, a career that culminated with him winning the Bronze at the Olympics. It was shortly after this that Bruce became the Batman and Dick, following in his cousin’s footsteps, became the masked hero known as Nightwing. The Future: Three Words: The Justice League. Showcase Issue: Ultimate Supergirl #6
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Post by Lissilambe on May 1, 2009 1:59:33 GMT -5
Art by Boris Mihajlovic Words by David CharltonOwlman (Earth-Three)Secret Identity: Thomas Wayne II Alias: The Gotham Gargoyle Status: Villain Occupation: Billionaire playboy and misanthrope Known Relatives: Bruce Wayne (brother, presumed dead) Group Affiliation: The Crime Syndicate of Amerika Base of Operations: The Owlcave, Gotham City; the Panoptikon moonbase Height: 6' Weight: 180 lbs Eyes: Blue Hair: Black Powers & Abilities: Although possessing no superhuman powers, Thomas Wayne paid for the best martial artists in the world to train him, and studied strategy and forensics in the Benedict Arnold War College. History: As a young man, Thomas Wayne was sent away to boarding schools while his younger brother Bruce, who failed at everything, always managed to win the affection of his parents. When it seemed like Bruce had supplanted Thomas as the favored son, 18 year-old Thomas arranged for an assassin to kill his parents (and that assassin, Leslie Thompkins, became the first victim of Thomas' own martial arts training). Nine-year old Bruce was shipped off to Europe for school, and was reported to have died a few years later in a skiing accident. Using his money and talents, Thomas Wayne embarked upon a life of proving he was better than anybody else. He adopted the persona of a nocturnal creature and terrorized Gotham City, collecting tribute from street thugs and major crime families alike. He stymied the GCPD at every turn, and made Gotham City a place where crime thrived--- as long as Owlman got his percentage. Some years ago, Owlman took a sidekick, a young circus acrobat named Dick Grayson who was suspected of murdering his parents and brother. Thinking he had found a kindred spirit, Owlman took him under his wing as Nightwatcher, but the young man had higher ambitions and tried to kill his benefactor. Owlman left Nightwatcher for dead, vowing to never take another sidekick. Upon meeting Ultraman, the two decided to pool their resources and along with Superwoman, Power Ring and Johnny Quick formed the Crime Syndicate of Amerika with the goal not of world domination (too much work) but of global pre-eminance. Owlman takes a special satisfaction when even heads of state bend their knee to him. Owlman's greatest enemy is the Jester, a latter-day Robin Hood who disguises himself as a commedia dell'arte performer to protect his family from Owlman's reprisals. The Future: The CSA is currently in the fight of its life with a rival organization called the Insiders, who have a secret agenda that even Owlman fears. If he survives that onslaught, he still has to worry about Supernova's Legion of Justice, and the swelling sentiment against him and his CSA cronies. On the distant horizon, there is brewing a crisis the likes of which the Multiverse has not seen since its birth... And all things must come to an end. First appearance: Crime Syndicate of Amerika #1(EDITOR'S NOTE: Crime Syndicate of Amerika is a Mature Audiences title, contains explicit content, and may not be suitable for our younger members. By typing in the password of your own free will, you are attesting that you are of appropriate age to view this material; the password is: csa.)
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Post by Lissilambe on May 1, 2009 1:59:59 GMT -5
Art by Boris Mihajlovic Words by Don WalshRock of Eternity (Earth-Five and Earth-S)The Rock of Eternity is the hinge upon which reality hangs. Its origins remain a mystery to all save perhaps its current, sole inhabitant, and Shazam isn't giving away the secret. It exists throughout all of time, from beginning to end, and is said to exist in the middle of the universe, able to reach any point across all of space. Known by many names by many different cultures, the Rock of Eternity is unaffected by the passage of time, and with the proper knowledge and abilities, someone at the Rock can reach anywhere in time and space, making it a very powerful metaphysical location. The Rock is believed by scholars of the occult and masters of magic to be as much a collective philosophical construct as a real place. Maybe even moreso. Within the depths of the Rock can be found a number of chambers, filled with books, parchments, tablets and other records built up over the eons by the few master mystics who found and made the Rock their home. A number of chambers are also dedicated to Sacred Geometric formulae and coordinates to allow for access to important times and places across reality; as well as collections of tools to work out those coordinates not already uncovered. The current inhabitant is the wizard Shazam, a sorcerer who crafted the enchantment that has given birth to Captain Marvel. His last casting of the spell (on Billy Batson, to give birth to Captain Marvel) also resulted in his death, but the careful crafting of the ritual enabled him to house his spirit in the Rock itself. Now he can be contacted by lighting a special brazier that draws some of the energies of reality that buffet and whirl around the Rock to allow Shazam's ghost to appear for limited durations. This special chamber can also extend into the normal world, most specifically at this time in an unfinished subway tunnel beneath Fawcett City. This special chamber, and its brazier, is also the prison for the Seven Deadly Sins of Man, powerful demons locked away to prevent them from sweeping their corruption over the globe. How long Shazam's ghost will remain in the Rock is unknown, but early indications are that there is only so long this situation will last. The Marvel Family has been given the knowledge how to access the Rock of Eternity, and they safeguard it from more unscrupulous people lusting after the power and access it would grant. What the Marvel Family has slowly discovered is that the Rock of Eternity is not only the hinge of Earth-S, but also anchors the neighboring Earth-Five. Because of the Rock's strong connection to Fawcett City, there is an occasional merging of the two Earths at that location. A few people on Earth-Five are aware of this situation, but by and large, it is a secret kept from nearly all the population of both Earths. While occasional activities in Fawcett City on Earth-S will become history on Earth-Five, rarely does the reverse occur. Captain Marvel works hard to safeguard the stability of both Earths, and even his tremendous wisdom has trouble coping with the bizarre fact that apparently, Earth-Five is a few years ahead of Earth-S, granting him odd glimpses of his own future yet unlived. First Appearance: Ultimate All-Stars #1
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Post by Lissilambe on May 1, 2009 2:00:28 GMT -5
Art by Jamie Rimmer Words by John ElbeSentinels of Justice (Earth-Four)Roster: Arrow (Ralph Payne), Black Fury (Rex King), Blue Beetle (Dan Garrett), Captain Atom (Allen Adam), Diana the Huntress, Lady Nightshade (Queen Magda/Maureen), Miss Victory (Joan Wayne), Mr. Muscles (Brett Carson), Silver Streak (name unknown), Son of Vulcan (Johnny Mann)Base of Operations: Empire City Status: Active 1943- ? History: As the war clouds gathered and grew across the Atlantic, Americans went about their day clouded in a false sense of security. Some were naive in thinking that they were safe and secure, and that miles of ocean would surely isolate them from any threats thousands of miles away. Others quietly grew more concerned with each passing day. President Franklin Roosevelt did what he could to assure the nation, but as the 1940s arrived, so with it came the fear of the inevitable. But, just as the threat of War loomed in the distance, the golden years of heroes had just begun… On Mount Olympus the king of the gods is confronted by a fair haired goddess who voices her frustration that while the world below them suffers, they continue to sit on high and do nothing. Exasperated that she would question their judgment, he banishes her to Earth…
In Avalon Heights a taxi cab driver involved in a devastating accident loses the use of his legs. The doctors told him it was a miracle that he was even alive. He refused to accept their miracle and willed himself to stand. And then he began to run…
A man left for dead on a battlefield demands that the gods answer for the cruel games they play with mens lives. As he felt his life slip away, one of them answered…
In Derby City people watch in horror as a bus full of children teeters off the edge of a collapsing bridge. Their fear changes to astonishment and joy as a man races to the rescue and pulls the bus free, with his bare hands…But just as many more emerged with the potential to be be heroic individuals, the threats to the world became too big to face alone... The Future: A plot to threaten the American home front is exposed, and one man will seek to band the heroes together and form the Sentinels of Justice, while another puts a plan in motion that could alter the entire war and threaten every living thing on Earth. Will two mysterious visitors be able save their present by exposing a traitor in the past, or will they be forced to watch the end of the world…again? Coming May 8th...
For Earth #1 (of 12): Golden Years Part 1
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Post by Lissilambe on May 1, 2009 2:00:59 GMT -5
Art by James Stubbs Words by James SteelSupergirl (Earth-Five)Secret Identity: Kara-El Alias: Clara Kent Status: As Clara, Kara is a citizen of the United States with no criminal record. Occupation: Mechanic Known Relatives: Zor-El (Father), Alura (Mother), Jor-El (Uncle; Deceased), Lara (Aunt; Deceased), Kal-El (Cousin; Deceased) Group Affiliation: None Base of Operations: San Francisco Height: 5’9” Weight: A woman never tells Eyes: Blue Hair: Blond (Black as Clara) Powers & Abilities: Enhanced Healing - Supergirl heals about ten times as fast as a human. Enhanced Senses - Her hearing and sense of smell is equal to that of a canine’s and she can see about four times as far as a normal human. Flight Heat Vision – Her eyes are capable of firing beams of energy with a heat similar to that of a welding torch. Invulnerability – Supergirl’s body can resist massive amounts of impact without injury. Super Speed – Supergirl can run as speeds nearing mach one and fly twice as fast as that. Super Strength – She is capable of lifting a fully loaded jumbo jet. History: Kara was born on the planet Argo, originally the third planet in the Kryptonian System. Argo was once an agricultural planet, supplying about half the food consumed by the Kryptonian people, until their Homeworld, and the second world in the system, Krypton, was destroy, its core exploding. Her birth was just as Argo was being pelted with the radioactive remains of Krypton. The incoming meteors destroy nearly half the planet’s lifeforms, and thrust it into an ice age. The combined temperature drop, and radioactivity played havoc on the ecosystem. Kara was brought up in a stark world where her people fought desperately to survive. Her father, Zor-El was a respected scientist, and in hopes of saving the remainder of his people, began construction on a huge starship, capable of taking all the survivors to a new planet. Meanwhile he also worked on enhancing Kryptonian wormhole technology, using the power emitted by the radioactive meteors, or Kryptonite, to create wormholes large enough to fly scout craft through. When Kara reached the age of seventeen, her father was ready to send the first scout craft out to examine a planet their unmanned probes had found earlier. The planet called Earth. Kara, already an accomplished pilot and engineer, was giving the opportunity to go on this expedition. Unfortunately her ship exited the wormhole in the meteor belt located between Mars and Jupiter, and was damaged. She managed to get to Earth where she crash-landed and was found by a young woman named Linda Danvers. Disguising herself as Linda’s ‘sister’ and using the powers granted to her by Earth’s yellow sun, Kara, as Supergirl, fights for truth and justice while she adjusts to life in her new home and attempts to repair her ship in hopes of returning to her family on Argo. The Future: Kara returns to Argo, but what she finds there is not what she expected and will result in her facing two of her greatest enemies. Showcase Issue: Ultimate Supergirl #5
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Post by Lissilambe on May 1, 2009 2:01:28 GMT -5
Art by Jayson Morriseau-Lussier Words by David CharltonSuperwoman (Earth-Three)Secret Identity: Princess Lowese of Amazonia Alias: Lois Lane Status: Villain Occupation: Supermodel Known Relatives: Queen Lohana (mother) Group Affiliation: The Crime Syndicate of Amerika Base of Operations: Amazonia; Centropolis; the Panoptikon moonbase Height: 5'10'' Weight: 130 Eyes: Violet Hair: Black Powers & Abilities: Super strength, invulnerability, flight, and supreme warrior training. Also, like all Amazons, Superwoman can release pheromones that make her undeniable desireable to any male. History: Deep in the Amazon jungle, there lives a race of voracious and immortal warrior women, who in ancient times almost conquered the world. But in their pride, they would give no children to men whom they considered inferior, and so they produced few children (all girls). In time, their numbers dwindled almost unto extinction, and they retreated to their homeland in the jungles of South America. Then Queen Lohana went on a pilgrimage to the modern world, and when she returned she was with child and would not speak of the father. Princess Lowese was born, the first daughter of the Amazons in centuries. Raised as a first among equals, she became the fiercest fighter and the most insatiable dominatrix. Hungry for more than the insular community of women, she went out into the civilized world determined to prove herself the equal to any man. Immediately she met Ultraman and Owlman, two specimens of the Alpha Male. She and Ultraman became lovers, but she is secretly in love with Owlman, though she will always deny herself that to him--- and herself. A ruthless warrior, Superwoman has few compunctions and a predilection to indulge every impulse. Superwoman's greatest enemy is the Cheetah, a archaeologist cursed by an ancient god to rid the world of its greatest evil. The Future: Superwoman is walking a thin line with Ultraman, the only man she considers powerful enough to be her mate, but secretly she believes him an oaf. More and more, her thoughts turn towards Owlman. However, the secret of the CSA's founding is about to come back to haunt her, and it threatens to have a very personal impact on her future! First appearance: Crime Syndicate of Amerika #1(EDITOR'S NOTE: Crime Syndicate of Amerika is a Mature Audiences title, contains explicit content, and may not be suitable for our younger members. By typing in the password of your own free will, you are attesting that you are of appropriate age to view this material; the password is: csa.
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Post by Lissilambe on May 1, 2009 2:02:04 GMT -5
Art by Boris Mihajlovic Words by Samantha ChapmanTwo-Face (Earth-Five)Secret Identity: Harvey Dent Alias: none Status:Citizen of the United States with a criminal record, legally insane Occupation: former Gotham City District Attorney Known Relatives: none Group Affiliation: none Base of Operations: Gotham City, Massachusetts Height: 5’8” Weight: 175 lbs. Eyes: brown (right); red (left) Hair: brown (right side); white (left side) Powers and Abilities: Two-Face possesses the strength of a man his age, height and build who engages in intensive workouts, but his true threat comes from his insanity. The two sides of Harvey Dent’s personality alternate control of his body, and when Two-Face is out, he is ruthless. He lives to destroy the law and order that Harvey worked so hard for in the past, and this makes him extremely adaptable. He will have a plan of action, but has no trouble taking advantage of new opportunities and keeping his side of the mind disorderly and unpredictable.
History: Harvey Dent was the best District Attorney that Gotham had ever seen. He was dedicated to Justice, to bringing down criminals and making his city safe and orderly, and his police force clean. His career had its ups and downs, as any career does, but what should have been its highest moment turned into a disaster.
Poison Ivy’s first and only trial. Harvey had everything he needed to put her away, and stop her string of terrorizing attacks. But halfway through the trial, a vial of chemical acid (Exhibit C) had cracked and fallen onto Harvey’s skin, permanently ruining half his face and one of his hands. The onlookers were shocked and horrified at his new appearance—but no one knew the extent of the damage in Harvey’s mind.
Since childhood, there had been another voice in Harvey’s head. He had called it the Split, breaking his mind in two, but he had ignored it until that day. The accident gave the Split a face, and an opportunity. From that day forward, Two-Face would demand equal access to the body he and Harvey had always shared. And he would be using it for his own ends.
After the accident, Harvey disappeared from Gotham for roughly two years. He spent the time traveling around the globe, searching for a cure when he was in control, and working hard not to remember the times when he wasn’t. When he finally returned, he began to develop his plan, with both sides of his mind—to ruin Poison Ivy, and have his own revenge. But to do so, he had to face his old friend, Renee Montoya, both in her own identity, and as the brand-new Batgirl. When finally defeated, Harvey was left begging for help, locked into a secure, solitary cell in Arkham…and the only villain in Gotham to see Batgirl unmasked.
The Future: There’s a dangerous secret locked in Harvey’s head, and he can’t risk letting his other half escape again, to do worse damage than his first crime did. Is there a cure for Harvey in a magic-based treatment? Or will Gotham City be set upon by a Two-Face without any of Harvey Dent’s influence? Keep reading, and the Gotham Girls Year Two finale will reveal!
Showcase Issue: Gotham Girls #16
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Post by Lissilambe on May 1, 2009 2:02:36 GMT -5
Art by Roy Flinchum Words by David CharltonUltraman (Earth-Three)Secret Identity: Kent Clarkson Alias: None Status: Villain Occupation: Media mogul and captain of industry Known Relatives: None Group Affiliation: The Crime Syndicate of Amerika (chairman for life) Base of Operations: Centropolis; the Ultradome, Antarctika; the Panoptikon moonbase Height: 6'6'' Weight: 230 Eyes: Blue Hair: Black Powers & Abilities: Super-strength, -hearing, -vision, flight, invulnerability and heat- and x-ray vision. History: On Amerika's first mission into deep space, astronaut Lieutenant Kent Clarkson was exposed to the radiation of a cosmic cloud, which nearly killed him. Later, he would learn he had flown through the debris of what had once been the planet Krypton, which had exploded with no survivors. However, Krypton's legacy lived on, for when the near-dead Clarkson returned to Earth, he realized he had developed powers far beyond those of mortal men. Taking the name of Ultraman (a college nickname given to him by a girlfriend), he embarked upon a life of crime and opportunism, extorting anything he wanted from just about anyone on the threat of violence. He quickly rose to the top of the Agency of Space and Science, and used his influence for a leveraged buy-out of Galaxy Broadcasting Service, installing himself as the CEO of Daily Planet Communications in Centropolis, thereby controlling the dissemination of information and propaganda for most of the world--- thus, Ultraman is publicly hailed as the world's greatest benefactor (though in reality he is universally feared and hated). His secret identity is the world's worst-kept secret. Kent is madly in lust with Princess Lowese of Amazonia, and wildly jealous of any man she sets her sights on--- and there are many, though they do not usually survive very long. With Owlman, Superwoman, Power Ring and Johnny Quick, Ultraman is a founding member of the Crime Syndicate of Amerika, an organization devoted to consolidating all illegal activity under it's own control. He rules it with an iron fist, and recently murdered one of his teammates for having an affair with Superwoman. Ultraman's greatest enemy is Supernova, a meddlesome do-gooder determined to break the CSA's stranglehold on the world. The Future: Ultraman has a shameful secret, currently contained by the S.T.A.R. Labs in Centropolis, but his greatest fear is that it will be exposed. The secret is tied to the formation of the CSA, and everyone of them will do whatever it takes to keep it from being revealed--- but the day is coming when the World's Greatest Villains will have to face the ghosts of their past, before it kills them all. First appearance: Crime Syndicate of Amerika #1(EDITOR'S NOTE: Crime Syndicate of Amerika is a Mature Audiences title, contains explicit content, and may not be suitable for our younger members. By typing in the password of your own free will, you are attesting that you are of appropriate age to view this material; the password is: csa.)
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Post by Lissilambe on May 1, 2009 2:03:08 GMT -5
Art by Carlos Words by Samantha ChapmanWonder Woman (Earth-Five)Secret Identity: Princess Diana of the Amazons Alias: none Status: Princess of Themyscira Occupation: Ambassador to Patriarch's World Known Relatives: Queen Hippolyta (mother) Group Affiliation: none Base of Operations: Boston, Massachusetts Height: 6’ 0’’ Weight: 185 lbs. Eyes: blue Hair: black Powers & Abilities: Diana is gifted with extreme strength and stamina due to her origin, and can recover from wounds at a rapid pace. She also possesses tremendous skill at armed and unarmed martial arts honed by years of training with her sisters. In addition to her innate abilities, parts of Wonder Woman’s costume are graced with power as well. Her silver bracelets, forged by the gods themselves, are able to deflect almost any projectiles, and produce an energy shield when brought together. The golden lariat, woven of the threads of Diana’s own life, will never break under any strain of use. The magic in the threads cannot abide anything other than truth, and the lasso will keep any person from lying in its coil. Diana is also a diplomat, with the skills to make allies where she needs them. History: Wonder Woman’s story begins in the Forties, when Queen Hippolyta of the Amazons wore the costume and fought against evil in Man’s World. Just over two decades ago, Hippolyta undertook her last mission and fulfilled a lifelong dream—journeying to the home of the Fates themselves to learn how to create her daughter. Princess Diana, molded in the clay of the Lazarus pit and given life by the threads of life in her lariat, grew up among the Amazons, learning both war-like and peaceful ways. She learned to fight and to soothe, when to engage in battle and when to debate. When all of her lessons were well-learned and she had grown into a woman, Diana donned the colors that her mother had once worn, and departed for Man’s World, on a mission of peace and understanding, but of something more as well. Diana’s unique existence feels at times like a half-life, as she wears her soul on her hip in the form of a lariat. Through her travels in Man’s World, she hopes to learn how to become whole, and join her body and soul into one. Her first adventures led her to the friends she has come to care for deeply: Agent Steven Trevor, Junior; Julia and Vanessa Kapatelis; and Donna Troy. Together, the whole group is well on the way to aiding Diana’s quests, offering information, help and support to our hero. The Future: Diana’s first year of questing will send her all over the world; from battles against Antarctic Space Nazis and non-Euclidean space, to containing strife between her own allies at home, to travels through different realities entirely! Watch the whole of the Wonder Woman cast carefully—their internal journeys are going to be as important as Diana’s for the future and course of Wonder Woman’s quest. Showcase Issue: Ultimate Wonder Woman #1
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Post by Lissilambe on May 1, 2009 2:07:36 GMT -5
Tell us what you thought of this issue here!
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