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Hellgrammite
Roderick Rose (Secret Identity) FC
Former aliases: Robert
Non-player Character
PHYSICAL DESCRIPTION
LEGAL INFO
CITIZENSHIP: United States of America, Adult; Criminal Record
MARITAL STATUS: Single
OCCUPATION: Villain (formerly Entomologist)
AFFILIATION: Secret Society of Super Villains (formerly Legion of Doom)
BASE OF OPERATIONS: Metropolis, Kansas
PSYCHOLOGICAL PROFILE
ORIENTATION: |
| Straight |
DEMEANOR: |
| Architect |
NATURE: |
| Architect |
PERSONALITY: |
| Luthor, Lex: |
CHARACTER STATS
CLASSIFICATION: |
| HUMAN - Class H: Homosapien Sapien |
POWER RANK: |
| 0 |
SKILL LEVEL: |
| Some formal training |
APTITUDE: |
| Repair, install and troubleshoot current technology |
WEALTH: |
| Freelance, lower middle class, students |
DEX: |
STR: |
BOD: |
IQ: |
WILL: |
MIND: |
INF: |
AURA: |
INIT +:
SPECIAL ABILITIES
ADVANTAGES: |
| Hyper-Balance: Hellgrammite possesses the ability to achieve a state of perfect equilibrium in any position imaginable. He seems able to adjust his position by instinct, enabling him to balance himself on virtually any object, no matter how small or narrow. He has developed a unique fighting style that makes full use of his agility, strength, and equilibrium.
Hyper-Hearing: Hellgrammite can detect extremely faint sounds and unusual frequencies. He can identify objects by the sounds they emit. Because of the sensitivity of him hearing, he is more vulnerable to sonic attacks (which receive a +1RS against him).
Hyper-Olfactory: Hellgrammite can detect the presence of minute traces of substances and accurately identify them by smell. This Power is continually functioning.
Hyper-Taste: Hellgrammite can detect the presence of minute traces of substances and accurately identify them by taste. This Power is continually functioning; him has learned to ignore unpleasant smells. If he loses his ability to mask out nasty odors, he'll be so distracted (and possibly sickened) by the intruding odors that he loses 1 endurance rank per day the condition persists.
Hyper-Touch: Hellgrammite possesses an Enhanced sense of touch that permits him to detect extremely fine surface details and to identify materials by their surface "feel."
Hyper-Vision, Telescopic: Hellgrammite's eyes can focus on extremely distant targets, objects too far away for the unaided eye to perceive. his eyes function as normal binoculars. This allows him to see things regardless of distant so long as they aren't obstructed by the curvature of the planet, light pollution, etc.
Hyper-Leaping: Hellgrammite can jump great distances. By repeated leaps, Hellgrammite can rapidly cover large distances. The distance Hellgrammite can cover is equal to his Strength rank +1 rank. If a lower rank is initially rolled, it must be raised to this level. This is the distances Hellgrammite can safely leap. Innate safeguards in this Power enable Hellgrammite to safely land so as not to injure or break a leg for example. The effect is the same on Hellgrammite as if he were a Normal Human making a 2 foot leap up or across or descending 3 feet.
The effects on the area Hellgrammite lands on might not be the same as if a normal jump occurred. Consider that the Hulk splinters the pavement when he lands. To determine what sort of effects occur when Hellgrammite lands, it is with a force equal to that of five times his own weight suddenly drops on the surface in question. The actual landspeed varies with the angle of the leaps.
Physical burdens do not decrease Hellgrammite's speed, although they might decrease his control. Anything Hellgrammite is carrying is also protected by the innate safeguards against damage; Hellgrammite acts as a shock-absorber.
Hyper-Stamina:
Hyper-Speed: Hellgrammite can run at Power rank speed for extended amounts of time. The Power has the side-effect of raising the Ability rank number of Endurance by this Power's rank number. It includes protection to wind resistance and windburn; this protection extends to anything Hellgrammite is carrying. Hellgrammite's lungs are modified to breath high velocity air. The last benefit can be crucial if Hellgrammite is capable of Remarkable speeds or better.
If Hellgrammite stumbles, he continues on a ballistic trajectory until he regains his footing or rolls to a halt. To cut down on the chance of this, the Power increase Hellgrammite's reaction time to be able cope with impending problems. The increased reaction time decreases the relative speed of any other moving object. Hellgrammite's Power rank number decreases the perceived speed of the other object. For example, Quicksilver's Shift X speed lets him perceive a bullet traveling at 600 mph as if it were traveling only 15 mph.
This side-effect enables Hellgrammite to dodge or even catch things like bullets and missiles.
Hyper-Strength: This is the iconic super power of a meta being, representing not only Hellgrammite's raw physical force, but also it is the physical manifestation of his ability to assert himself over another. As such, Hellgrammite is capable of bench pressing a maximum of , or to put it another way, he could bench the .
Insect Control:
Invulnerability:Invulnerability:This represents the ultimate combination of Resistances and Body Armor. Eagle is immune to any physical harm, equal to his power rank's limit. The immunity includes the following resistances: fire, heat, cold, electricity, radiation, corrosives, disease, poison, brute force, sonics, and kinetic bolts. The rank of the Invulnerability reduces the rank of the attack form. Thus if he were struck with an attack value of 15, his invulnerability rank of 12 would reduce the damage done to him by his rank of 12, thus he would only suffer an attack of 3 points to his Body.
Rank:
Webcasting: Hellgrammite can generate and shot out a solid web-like substance. The web can hit any target within 100 feet, instantly adhering to it and binding it. The Web has some basic properties. It can ensnare anyone within the target site. It possesses a material strength equal to the powers rank upon instantly hardening after being fired. It can be used to form swing-lines that enable the Hellgrammite to travel great distances in a single swing, and it can also make a shield with a material strength equal to that of power rank.
Rank: |
POWERS: |
| I |
SKILLS & ABILITIES: |
| Acrobatics: Gymnastic movement. can tumble, swing from ropes, walk across thin beams, and leap through windows. reduce the difficulty when trying to lessen damage from falls and dodging attacks, if have sufficient room to move acrobatically. (+1R to Dex)
Ambidexterity: can use tools and weapons with either hand at no penalty (normally +1 level of difficulty for using off-hand). (+1R to Dex)
Blind Fighting: can counterattack in hand to hand combat with no negative modifiers for being unable to see opponent, provided they attack first. (+1R to Dex)
Climbing: Scaling vertical surfaces. can reduce the difficulty when resisting wind and acrophobia while scaling buildings, trees, cliffs, and other vertical challenges. ( +2R Str)
Combat Style (Aerial): Fighting in the sky. can use Agility instead of Strength to attack while flying. can also use Agility instead of Intellect for declaration order during aerial combat. (+1R to Dex)
Combat Style (Brawling): This skill lets inflict damage when using fists, claws, teeth, or any other natural attack. If reduce a foe to 0 cards or 0 Health this way, the foe goes comatose. These actions (bites, eye gouges, kidney punches, and so on) are generally frowned upon in heroic circles. (+1R to Dex, Str +2R dam)
Combat Style (Streetfighting): This skill lets use the environment to there advantage when involved in combat situations. If reduces a foe to 0 body this way, the foe goes comatose. These actions (bites, eye gouges, kidney punches, and so on) are generally frowned upon in heroic circles. (+1R to Dex, Str +2R dam)
Combat Style (Wrestling): are proficient in the applying of holds. It includes familiar types of wrestling as well as the sumo forms of the art. (+2R to Strn)
Construction: Building things. When trying to construct a familiar object, can reduce the difficulty to avoid making mistakes. (+1R to Dex)
Direction Sense: are never lost, always know where north is, and can orient self easily without any external cues. ( +1R Will)
Double Jointed: can bend limbs and joints far more than most people. can fit into any space equal to half height and width and actions involving flexibility (like Escape Artistry) are one level easier for .
Fast Exit: can attack physically and move to firing distance before any foe can complete an action that affects . But make sure 've properly analyzed the situation, because if even one of the opponents has an Intellect higher than Agility, any of opponents can redirect actions toward , and can't dodge any of them. (+1R to Dex)
Intimidation: Terrifying someone into doing or saying what want. Make an average Willpower (Willpower) action against an individual, and if successful, the individual does what want, at least temporarily. ( +1R Will)
Journalism: The reporter's art. have access to many sources of information. With a challenging Intellect actior, can find out pretty much anything that's at least semi-public knowledge within a day. (+1R to Int)
Observation: The use of all sensory powers with Willpower trump suits, plus a general ability to tell when something is interesting or out of place.
Survival: Dealing with the rigors of outdoor life. can use this skill any time are faced with natural challenges, such as frigid cold, desert heat, starvation, and loss of direction. ( +1R Will)
Tracking: Following prey through any environs. may reduce the difficulty to pick up a trail. Distractions-rivers, perfume factories, crowds, and so forth-require new actions. ( +1R Will) |
CONTACTS
HISTORY
An entomologist named Roderick Rose, the Hellgrammite subjected himself to a mutagenic process that transformed him into a grasshopper-like humanoid insect possessing superhuman strength and leaping abilities, the power to secrete adhesives and weave transformative or imprisoning coccoons, and a durable exoskeleton. (Curiously, he does not resemble an actual hellgrammite, the larval form of the dobson fly.) A number of his schemes revolved around transforming others into weaker, subordinate versions of himself, leading to clashes with Batman and the Creeper in Brave and the Bold #80, and with Green Arrow and the Black Canary in World's Finest Comics #248-9.
In the Post-Crisis DC Universe, the Hellgrammite returned as a recurring foe for Superman, first encountering the Man of Steel after being hired to kill Lex Luthor. During the Underworld Unleashed crossover, he made a deal with Neron, trading his soul in return for increased physical powers and an improved ability to transform others into his larvae. In a crossover special, Underworld Unleashed: Patterns of Fear, it was stated that he had once used the alias Robert Dobson. The special also confirmed that his Pre-Crisis history was largely intact.
Although there were rumors of Hellgrammite's death as a member of the Suicide Squad during the Imperiex crisis, it was instead a similar villain named Larvanaut who died. He has recently been seen alive One Year Later, still a member of Superman's rogues' gallery, acting as an assassin for Intergang.
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Alleged to be missing entomologist Robert Dobson, the individual who would become known as the Hellgrammite created weapons designed to mimic the powers of various insects. Using this equipment to start a crime wave, the insect-themed villain eventually crossed paths with superheroes such as Batman and the Creeper, who periodically fought against the villain and brought him to justice. However, after several years of activity, it would appear that he has actually become a humanoid insect through unknown means. Now possessing incredible strength, an armor-hard exoskeleton, and a variety of other inherent abilities, the Hellgrammite continues his life of crime, proving as hardy and flexible as his namesake.
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