Absorbancy Boy

© DC Comics / Used without permission
Origin: Birthright
Real Name: Kirt Niedrigh
First Appearance: Superboy and the Legion of Super-Heroes #218 [July 1976]
                            Character created by
Cary Bates and Mike Grell

ABILITIES


Prowess 4 {Fair}
Coordination 4 {Fair}
Strength 4 {Fair}
Intellect 5 {Good}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 8
Determination: 3

SPECIALTIES


Athletics
History
Martial Arts
Politics

POWERS


Power Mimicry [Limits: close range, temporary, natural powers] 8 {Amazing}
       Residual Absorption
       Specialty Duplication

QUALITIES

. Motivation: Recognition.
. Reputation: xenophobic.
. Temper: especially when things don't go his way.

Points: 53


ORIGIN STORY

Kirt Niedrigh of Earth has the power to absorb any residual energy left behind by a super-powered being and then replicate that energy within himself. The origin of this power is unknown; presumably he is a mutant.

In about 2981, when about 17 years of age, Niedrigh applied for membership in the Legion of Super-Heroes as Absorbancy Boy. Because of the inherent limitations of his power, especially his dependence on the presence of other super-powered beings, he was rejected in favor of Tyroc.

Niedrigh was incensed by his rejection, feeling himself far more potentially powerful and useful than Tyroc, even though Tyroc was, himself, more formidable than the average Legionnaire. Absorbancy Boy may have had a point; it is doubtful that the Legion gave him opportunity to demonstrate the full extent of his powers, likely not having the patience to wait long enough for him to slowly duplicate the Legionnaires’ abilities. If they had, he might well have been accepted; after all, whatever his limitations, he had the power to equal or exceed Krypton-class. The dependence on the presence of other heroes might argue that the Legion was the perfect place for him; on his own, he would be able to do little, but with them, his contributions could be breathtaking. Teamwork is, after all, the secret of the Legion.

Sealed Legion archives, however, suggest that Niedrigh’s scores on the psychological tests given to Legion applicants gave cause for concern that, under stress, he might not behave with the sterling character required of Legionnaires. This, combined with the limitations of his power, was enough to cause the Legion to bypass Absorbancy Boy and give the nod to Tyroc.

Niedrigh quickly proved that concerns about his character were well-founded when he decided to break into Legion HQ, impersonate a villain, and seek revenge on Tyroc in battle. He did so by wearing a disguise that earlier had been used by both Sun Boy and Superboy, thus gaining both their powers. He easily defeated Superboy and challenged Tyroc to single combat. His inexperience with his borrowed super-hearing left him easy prey to Tyroc’s deafening ultrasonic scream, and he was defeated.

Outwardly, he gives a great impression of arrogance and confident superiority. Inwardly, he’s a mass of insecurity—the Legion’s rejection of him was only confirmation of his own doubts about the worth of his power and his character. He couldn’t handle it, and retreated from reality into a petty revenge fantasy to help him deal with the fact of rejection. He desires to grind down those who rejected him into submission, and would likely be devoted to anyone who showed him respect, making him easy prey to manipulation by other villains. It is rumoured that he was offered membership in the Legion of Super-Villains.

Although he was brought back semi-reformed under Geoff Johns's writing, Kirt was, created to be a villain, and I've decided to keep him this way. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Powers and Stunts: Omnibus!

The ICONS Great Power and ICONS Superpowered Roleplaying: The Assembled Edition books have almost everything you need to play well, in terms of powers. But the gamer in me loves to push the boundaries, chiefly when I'm trying to replicate what I've read in comics. This shifting space (come back often!) will  present the stunts that we don't usually see in the official books. 

Feel free to add yours, critique and evaluate.

Crystal Control


Control. You can create a crystal substance from nothing or rearrange the molecular bonds of normal substances into a crystal matrix of great strength. You can transform any material into a gemlike substance with hardness equal to their power intensity. Crystal can be formed in any shape you desire. You can create 1.50 meters square of crystal per power intensity in a single round. If this power is used on a living target, inherent safeguards leave that target in a state of suspended animation; all life functions temporarily cease, but the target remains aware of its condition and surroundings. A crystallized life form must remain intact if the process is to be reversed. If the crystallized life form is shattered, the transformation is permanent.

Extras

Crystal Shield: You create a shield that can block multiple attacks with a material strength equal to the power's intensity. Attacks that get through shatters the shield but don't damage you.

Crystal Slide: You hero skate on ramps of crystal that allow Flight 1 while in Extended distance of the ground. You cannot make quick turns or stops, but with supports can cause the ramp to rise. Crystal slides are permanent, unless the hero doesn’t want it.

Crystal Weapons: You can create a melee weapon of crystal  with a material strength equal up to +6 intensity and a damage bonus equal to its material strength.

Encasement: With a successful Crystal Control (Coordination) test, you can solidify a foe so that he or she cannot move. The target may make an average Strength test to break free; otherwise, he or she will have to wait till the crystal melts away.

Resistance to Light (Attacks): You gain Resistance to Light, only for its attacks, because you use crystal to scatter light and reduce intensity by the power’s intensity.

Sharp Shard Spray: You create sharp shards of crystal that you can shoot up to Extended distance. These missiles cause  damage equal to the power's intensity.

General Stunts

Blast: Seeking 

Your blast has limited independence from you. If your attack misses the target, it will circle around and try again on the succeeding panels, getting a test to hit on each of the attacker's panels until it either hits or the target finds some way to evade it altogether (such as causing it to hit something else).

Mind Shield: Façade

You can also project a false façade, so that any attempt to read or influence your mind perceives what you want the intruder to perceive.
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