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DC Comics

Up to date as of February 01, 2010
(Redirected to Drake Jones (Earth-50) article)

From DC Database

Character Template Character Template
Brawl

Brawl
Gallery
Real Name
Drake Jones
Current Alias

Identity

Alignment

Affiliation
Wildcore, formerly The Chasers

Relatives
Unknown

Universe

Base Of Operations
Department PSI (as member of Wildcore)

Characteristics
Gender

Height
6' 2"

Weight
230 lbs (105 kg)

Eyes

Hair

Unusual Features
Golden tinged skin

Status
Citizenship

Marital Status

Occupation
Department PSI operative, formerly superpowered mercenary


First appearance

Wildcore #1

Contents

History

Drake Jones was a super-powered mercenary codenamed Brawl who led an anti-terrorist squad called the Chasers. They generally worked for the United States, but their careers were cut short when the D'rahn slaughtered everyone except Drake. His desire for revenge led him to join Wildcore, a group of super-humans who opposed the same killer aliens.

Powers and Abilities

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Powers

Notes

His skin has a permanent golden tinge.

See Also

Links and References

[1]

Footnotes


This article uses material from the "Drake Jones (Earth-50)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010
(Redirected to Iron Fist (Executor-class) article)

From Wookieepedia, the Star Wars wiki.

Iron Fist
Production information
Class

Executor-class Star Dreadnaught

Usage
Role(s)
Era(s)
Commissioned

1 ABY

Destroyed

8 ABY

Present for battles/events
Affiliation
Fleet

Quelii Oversector's Sector Fleet

Known owner(s)

Zsinj

Commander(s)

Admiral Zsinj

"It's a symbol to him, of his rise from obscurity to power. It's the key to him."
Garik Loran

Iron Fist was an Executor-class Star Dreadnaught, under the command of Imperial Admiral (later Warlord) Zsinj. Originally named Brawl, it was renamed by Zsinj after his first command, the ship went on to become the symbol of Zsinj's reign during his breakaway from the Empire, serving as his flagship.

Iron Fist was employed against both the New Republic and the Empire by Zsinj throughout the ship's career. It spearheaded attacks at both Noquivzor and the Second Battle of The Graveyard against the New Republic and at the Battle of Kuat against the Empire. Zsinj's flagship, believed destroyed in the aftermath of the Battle of Selaggis, survived to return to Zsinj's Dathomiri shipyards, where it was ultimately destroyed by General Han Solo and the Hapan fleet.

Contents

History

Originally commissioned as Brawl, this vessel was one of the first Executor-class Star Dreadnaughts produced by Kuat Drive Yards for the Imperial Navy.[1]

The ship was given to Captain Zsinj by Emperor Palpatine upon his promotion to Admiral shortly before the Battle of Endor and promptly rechristened the Iron Fist in honor of his original command. The vessel soon became a great thorn in the side of the New Republic during Zsinj's bid for power as an Imperial Warlord.[1]

One of Zsinj's earliest uses of the vessel against the New Republic was in bombarding Noquivzor after Rogue Squadron destroyed one of his scouting probes to the system. Though the vessel caused significant damage to the base, the Rogues had already left on a covert assignment to Coruscant.[2]

Iron Fist would also later intercept a bacta convoy in the Graveyard of Alderaan, destroying all of the freighters except the Pulsar Skate along with an ersatz Rogue Squadron made up of Imperials that were dispatched by Imperial agent Kirtan Loor. Zsinj would later excuse his destruction of the valuable bacta by claiming that Rogue Squadron had tainted it.[3]

The destruction of the bacta convoy forced the New Republic to step up its efforts against Zsinj. Iron Fist became the subject of numerous sabotage attempts and attacks as Wraith Squadron and the Solo Fleet attempted to hunt her down.[4]

The vessel was believed destroyed in the Battle of Selaggis when the ship entered the Orbital Nightcloak deployed by the rebuilt Executor-class Star Dreadnaught Razor's Kiss, newly renamed Second Death. The Second Death was set to be destroyed when Iron Fist entered hyperspace, giving the illusion that the Zsinj's flagship had been destroyed.[5]

After discovering that Iron Fist had survived the battle, Solo would later succeed in disabling the ship while escaping from Dathomir. While flying the Millennium Falcon, he destroyed the top half of Iron Fist's forward command module with two concussion missiles. With her shields gone, she soon fell victim to the Hapan Battle Fleet and a bombardment of proton torpedoes that finally finished the huge ship off.[6]

Behind the scenes

The Official Star Wars Fact File lists Iron Fist's original name as Brawler, while Cracken's Threat Dossier and The New Essential Guide to Characters list it as Brawl. Cracken's Threat Dossier actually lists it as The Brawl in Zsinj's biographical information, but the definite article was probably added to the proper name in error.

Appearances

  • X-wing: Rogue Squadron (Mentioned only)
  • X-wing: Wedge's Gamble (Mentioned only)
  • X-wing: The Krytos Trap
  • X-wing: Wraith Squadron (Mentioned only)
  • X-wing: Iron Fist
  • X-wing: Solo Command
  • The Courtship of Princess Leia (First appearance)

Sources

Notes and references

  1. 1.0 1.1 The New Essential Guide to Characters
  2. Wedge's Gamble
  3. The Krytos Trap
  4. Iron Fist (novel)
  5. Solo Command
  6. The Courtship of Princess Leia

This article uses material from the "Iron Fist (Executor-class)" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Transformers

Up to date as of February 05, 2010
(Redirected to Brawl (disambiguation) article)

From Teletraan I: The Transformers Wiki

The name Brawl can refer to several different characters:


"Brawl" should not be confused with:

  • Brawley, the banjo playin', railway-buildin' good ol' boy.
This is a disambiguation page: a list of articles associated with the same title. If an internal link referred you to this page, you may wish to change the link to point directly to the intended article.

This article uses material from the "Brawl (disambiguation)" article on the Transformers wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Inherent Powers article)

From City of Heroes Wiki

Overview

Contents

Inherent powers are permanent powers that a Hero or Villain automatically has without having to select them during training. There are Inherent powers that are Archetype-specific, Origin-specific, and open to all characters. Not all Inherent powers are available at level 1.

Origin-Specific Powers

Every character receives a minor ranged attack power that depends on his or her origin. For more information, see Origin Powers.

Archetype-Specific Powers

The following inherent powers are specific to the archetypes available in City of Heroes and City of Villains.

Image:Inherent_BlasterDesperation.png Assassination

A Stalker does his best work when attacking from ambush. When properly 'Hidden', a Stalker can pull off critical hits with his attacks, and even land a massive 'Assassin's Strike' with an assassin's power. Assassin Strikes made from hide will Demoralize the Stalker's foes leaving them with a reduced chance to hit and has a chance to terrorize them. Additionally, a Stalker has a 10 percent base chance to critically hit, which is increased by an additional 3 percent per member in your party, against non-player enemies. Stalkers have a chance to land a critical hit against players if they are Held or Slept.

Type Archetype-Specific (Stalker)
Effects Always criticals from Hide
20% chance of critical on Held or Slept opponents

Image:InherentPeacebringer CombatFlight.png Combat Flight

For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes. Also See: Hover

Level Gained Security Level 10
Type Archetype-Specific (Peacebringer)
Effects Self: Fly, + Defense

Image:Inherent_BlasterDesperation.png Conditioning

Soldiers of Arachnos undergo intense physical training before leaving "boot camp." Those that survive have greater than average healing rates and tire less quickly than others.

The increase in Regeneration and Recovery are not bonuses but are higher base values than other Archetypes.

Level Gained Threat Level 1
Type Archetype-Specific (Soldiers of Arachnos)
Effects Self: Increased Regeneration (0.50%) and Recovery (1.75%)

Image:Inherent BlasterDesperation.png Containment

Controllers are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.

Type Archetype-Specific (Controller)
Effects Self: Critical Damage (Special)

Image:InherentPeacebringer_InterSpacialLink.png Cosmic Balance

Kheldians naturally thrive off the energy and essence of their teammates. Peacebringers' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper, Brute, Stalker or Blaster teammate. Finally each nearby Controller or Dominator teammate will grant you limited protection from Control effects. You cannot put Enhancements in this power.

Type Archetype-Specific (Peacebringer)
Effects Auto: Special

Image:Inherent BlasterDesperation.png Critical Hit

The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to double damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.

The standard chance of a Critical Hit is 5% against players, pets, and critters of Minion rank and below, and 10% against critters above Minion.

Type Archetype-Specific (Scrapper)
Effects Critical Damage

Image:InherentPeacebringer_InterSpacialLink.png Dark Sustenance

Kheldians naturally thrive off the energy and essence of their teammates. Warshades' absorbing nature allows them to draw on the power of their teammates' power to increase their own. Your Damage Resistance will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage will increase for each nearby Scrapper, Stalker, Brute or Blaster teammate. Finally each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. You cannot put Enhancements in this power.

Type Archetype-Specific (Warshade)
Effects Auto: Special

Image:Inherent BlasterDesperation.png Defiance

Main article: Defiance

Blasters’ earliest abilities come so naturally to them, that they are accessible even in states that normally prevent them from using powers, such as being Held, Slept or Stunned. Additionally, each time the Blaster attacks with a primary or secondary power, they gain a stacking damage bonus for the next several seconds. The amount of the damage bonus and its duration is dependent on the exact power used, with single target abilities generally giving the largest bonus.

The current version of Defiance was released on December 11, 2007. Prior to that, it worked differently. See the main article for more details.

Image:Inherent BuffEffects.png Domination

Nothing delights a Dominator more than inflicting pain. When a Dominator attacks, his sadistic nature grows. When your Domination bar is over 90% you can activate this power to unleash his true potential. Your control powers will typically last 50% longer and will more easily Dominate stronger opponents. Additionally, you will fully recharge your Endurance. Domination lasts for 90 seconds and recharges in 200 seconds. The recharge can be reduced by self and ally buffs, but cannot be slotted with enhancements.

Domination protects the villain from Knockback/Knockup, Repel, Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects, and can be activated even while suffering from them to break the villain free.

Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.

A Dominator's Domination level is shown by an orange bar between Endurance and Experience Points. It rises each time he attacks. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks. The Domination level falls very slowly when not used. It's automatically reduced to zero 90 seconds after Domination is activated.

Type Archetype-Specific (Dominator)
Effects Self: Critical Control

Image:InherentPeacebringer EnergyFlight.png Energy Flight

Energy Flight allows you to travel long distances quickly. If you attack a target while this power is on, your Flight speed will be temporarily reduced. Your Energy Flight speed increases with your Level. Also See: Fly

Level Gained Security Level 1
Type Archetype-Specific (Peacebringer)
Effects Toggle: Self Fly

Image:Inherent BlasterDesperation.png Fury

As a Brute engages in combat, it unleashes his Fury. The longer he remains in combat, attacking and being attacked, the more damage he deals.

A Brute's Fury level is shown by an orange bar between Endurance and Experience Points. It rises each time he makes an attack or is attacked himself (regardless of hit or miss). The speed at which it rises is directly proportional to the recklessness of the Brute.

Type Archetype-Specific (Brute)
Effects Self: +Damage (Special)

Image:Inherent BlasterDesperation.png Gauntlet

Although many try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each punch continues to provoke your enemies and allows the Tanker to do what he does best.

Gauntlet -- also referred to as "Punch-voke" -- causes the Tanker's AoE attacks and auras to taunt every PvE enemy they affect. Their single-target attacks taunt the enemy hit and up to four more around it. Gauntlet has reduced chances of affecting exceptionally high-rank foes like Giant Monsters, and even worse chances of affecting other players in PvP.

Brutes possess a smaller version of this power, occasionally labeled "Poke-voke". The Brute's Gauntlet doesn't apply in PvP, and their single-target attacks only taunt the one target hit.

Type Archetype-Specific (Tanker)
Effects Taunt

Image:Inherent BlasterDesperation.png Scourge

The Corruptor is a dastardly villain indeed. As a Corruptor's foe health wanes, the Corruptor can start to land Scourge hits with his attack powers for up to double damage. The weaker the target is, the greater chance the Corruptor has of landing Scourge. Once a foe is weak enough, there is no escaping the Corruptor's wrath. A Corruptor shows no mercy.

Scourge offers no chance of critical damage until the target has less than 50% health. The chance then smoothly increases to 100% once the target has only 10% or less of its health remaining. These percentages are based on the target's base health -- targets with large health boosts from powers can effectively delay the point at which Scourge damage starts being possible.

Type Archetype-Specific (Corruptor)
Effects Critical Damage

Image:InherentWarshade ShadowRecall.png Shadow Recall

You can Teleport one of your teammates to yourself. The target must be a teammate and can be selected from the Team Window. You can also rescue a fallen teammate who may be in a hostile location, as long as he is on the same map. Range is not infinite, but extremely long and can be enhanced. This power can be interrupted. Also See: Recall Friend

Level Gained Security Level 10
Type Archetype-Specific (Warshade)
Effects Zone Range Teleport Teammate

Image:InherentWarshade ShadowStep.png Shadow Step

You can Teleport long distances. Shadow Step has no recharge time, and can be reactivated without pause as long as you have Endurance. Also See: Teleport

Level Gained Security Level 1
Type Archetype-Specific (Warshade)
Effects Self Teleport

Image:InherentPeacebringer_InterSpacialLink.png Supremacy

A good Mastermind knows how to manage his Henchmen. The Mastermind imparts a bonus to his Henchmen's Accuracy and Damage only if he is nearby and has line of sight.

Supremacy gives +25% Damage and +10% ToHit. It has a radius of 60'.

Type Archetype-Specific (Mastermind)
Effects PBAoE, Henchmen bonus, +ToHit, +Damage

Image:InherentPeacebringer_InterSpacialLink.png Vigilance

The Defender primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an Endurance discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.

Vigilance was introduced on September 20, 2005. As a Defender's teammates lose health, the Defender gains an Endurance discount. This power does not need to be activated. The more injured the Defender's teammates are, on average, and the larger his team is, the greater the discount Vigilance provides. The Defender's own health does not affect Vigilance, nor do teammates who are on other maps or who are too far away.

Vigilance can be monitored as "Endurance Discount" in the Combat Attributes window. The formula for calculating your total discount is Cost/(1 + bonus). So a 100% discount would halve the cost of powers. A simple chart can be found here. There is debate on what the maximum amount of discount Vigilance will accrue [source].

Type Archetype-Specific (Defender)
Effects Endurance Discount

Booster Pack Powers

Image:CyborgSelfDestruct.png Self Destruction

Some situations call for the ultimate sacrifice...self-destruction. This causes damage to those around you and sends your character to the hospital.

Self Destruction is not affected by enhancements or any buff except Knockback, ToHit, and Accuracy. It should be noted that its recharge is not affected by buffs. It is permanent, available at character creation, and does not have usage charges.

Recharge Very Long (60min)
Effects PBAoE 40ft
Extreme damage
Knockback
Self defeat

City of Heroes Collector DVD/Hero Kit Bonus Power

Image:Inherent Sprint.png Prestige Power Slide

Forms a frictionless field of energy beneath the user that allows rapid transit while remaining close to the ground. This power is mechanically identical to Sprint.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

City of Heroes pre-order Bonus Power

Image:Inherent Sprint.png Prestige Power Rush/Dash/Quick/Surge

Creates an effect behind the user while they use enhanced speed. The exact effect depends on the power. All are mechanically identical to Sprint, Slide, and each other.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

Convention Costume Powers

Image:Temporary ResonanceDisrupter.png Freakshow Boss Costume

Freakshow Boss Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Image:Temporary ResonanceDisrupter.png PPD Hardsuit Costume

PPD Hardsuit Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Image:Temporary ResonanceDisrupter.png Carnival Harlequin Costume

Carnival Harlequin Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Good vs. Evil Bonus Powers

Image:Flight JumpJet.png Jump Pack

This Jump Pack grants you the ability to not only jump great distances, but also jump and gain altitude in mid air! The Jump Pack will automatically shut down after 30 seconds of continuous use.

Effects Self Toggle
+Jump
+Fly
Special

Image:Teleportation Pocket D.png Pocket D VIP Pass

You've been given a VIP Pass to Pocket D. It will allow you to access Pocket D from anywhere. It is usable once every 30 minutes.

The pass has a very long interrupt time before it operates.

Effects Teleport to Pocket D

Universal Inherent Powers

Image:Inherent_Brawl.png Brawl

When all else fails, you have only your two fists to depend on.

Damage Minor
Recharge Fast
Effects Foe Minor Smashing Damage
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Damage
Enhance Accuracy
Set Categories Melee Damage

Image:Inherent_Rest.png Rest

Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you are extremely vulnerable to attack and damage. Activation of Rest can be interrupted, and the power must be active for a few seconds before you start to recuperate.

Heroes and Villains receive this ability on advancing to Security/Threat Level 2.

Minimum Level 2
Effects Self Heal Recover
-Defense
Enhancements Enhance Endurance Modification
Increase Attack Rate
Enhance Heal
Reduce Interrupt Time
Set Categories None

Image:Inherent_Sprint.png Sprint

Sprint allows you to run slightly faster than normal, while slightly draining your Endurance. You may have to Toggle this off in combat to conserve Endurance.

Effects Boost Run Seed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

Veteran Reward Powers

Veteran Rewards powers are additional inherent powers that a player may claim once his or her account has been active for a certain length of time. For more information, see Veteran Reward Powers.


This article uses material from the "Inherent Powers" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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