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DC Comics

Up to date as of February 01, 2010
(Redirected to Cody Driscoll (New Earth) article)

From DC Database

Character Template Character Template
Real Name
Current Alias





Dawn Driscoll (mother); Caleb Driscoll (ancestor, deceased)


Base Of Operations
Mobile; formerly the Solar Tower in Metropolis


5' 10"

180 lbs (82 kg)



Unusual Features


Marital Status

Student; retired super-hero

Montridge High School [1]


Place of Birth

First appearance



Raised in the Colorado community of Cosmos, Cody Driscoll lived alone with his mother in one of the worst trailer parks. His father died when he was just six months old. His mother had two husbands since, so it wasn't easy for Cody.

Cody, although an above average student, was always a bit of a thrill junkie and trouble maker. He made a hobby out of rebelling against authority. It was during one such stunt, sneaking into the government facility known as NORAD, that Cody was teleported away.

Isaiah Crockett, Toni Monetti and Cody were all abducted by the alien race, the H'San Natall. Just before Crockett was abducted, the Atom was caught in the energy stream and was transported as well. Once on the alien ship, they meet and rescued another earth girl (Prysm) who was raised in a virtual reality environment that mimicked life on earth (based on old TV shows from the 1950's). The group of teenagers was able to escape the aliens and return to earth. [2]

After sharing in several adventures with the Teen Titans, Cody decided (with some physical coaxing by Superboy) to turn himself in over the NORAD affair. [3][4]


During the adventure, the teens learned that they were half-alien, and their mothers were impregnated by the H'San Natall. They discovered they were all born on June 21st. Apparently, the kids were part of a sleeper agent program by the H'San Natall to defeat the super-powered beings already on Earth. The group stayed together, and with the funding of Loren Jupiter, became the latest incarnation of the Teen Titans. Atom decided to remain on the team to learn how to readjust to his life as a teenager.

Fellow teammate Prysm developed a crush on Cody, although he seemed more interested in pursuing Argent at the time.

After a battle with Haze, fellow teammate Joto seemingly died, leaving the team devastated. The group almost broke up after Joto's ‘death', and Argent was instrumental in initiating a membership drive to keep the group together. The team stayed together for a time with new members Fringe and Captain Marvel, Jr. joining as well.

After another altercation with the H'San Natall and the Veil, the team discovered that Joto was actually alive. They rescued him, and Prysm and Fringe elected to remain in space. As Risk said goodbye to Prysm, he told her he loved her. The rest of the team decided to go their separate ways and disbanded. Risk returned to Colorado to resume living with his mother.

Risk aided the Titans again during the Technis Imperative conflict, which involved the Justice League as well as all Titans, past and present. The two teams eventually worked together to save the earth and former Titans teammate, Victor Stone.

Infinite Crisis and Titans East

After that time, Risk embarked on a career of petty crime, becoming a fugitive. Later, however, he seemed to return to more heroic ways. Superboy called in all the reserve Titans to help him battle Superboy-Prime. When the other Titans attacked him, Superboy-Prime lashed back; not aware of the full extent of his powers, he ended up brutally maiming and murdering several of the Titans. Risk was one of his victims, as Superboy-Prime ripped off his right arm during the battle. Argent used her plasma energy to stop the blood flowing from his shoulder, saving his life. [5]

A year later, he was living a life of petty crimes in Colorado, for the thrill of it, apparently addicted to drugs, or painkillers. Returning to his "house", a dirty camper in a bidonville, he was approached and blackmailed by Deathstroke the Terminator into joining a new villainous version of Titans East. [6] Titans East clashed with the West Coast based Teen Titans and were soundly defeated. Following the battle, Deathstroke disbanded the group. [7]

During the Sinestro Corps War, Superboy-Prime escaped from captivity on Oa and joined Sinestro's ever-growing Corps of ring-wielding warriors. He returned to terrorize the Earth and squared off against a massive contingent of Earth's heroes. Risk engagaged Superboy-Prime for a second time, but on this occasion, Superboy tore off Cody's remaining arm. [8]

Powers and Abilities


  • Hyper-Reflexes: Risk's reaction time is many times greater than the average human being.
  • Invulnerability: Risk is invulnerable to most conventional forms of physical attack. However, attacks that originate from a source whose power levels are greater than his own can cause him injury or even death.
  • Superhuman Stamina: Risk can operate at full capacity for extended periods of time without tiring. He is also physically healthier than a normal human being and his biology can withstand exposure to viruses or poisons.
  • Superhuman Strength: Risk's strength levels are in the superhuman range, many times stronger than that of a normal human being.
  • Psychic Link: Risk possesses a psychic link with all of the alien-human hybrids that were genetically bred by the H'San Natall. Through this link, Risk can perceive the emotional trauma of his peers and can determine, within limited range, where his fellow hybrids are located. [9]



Riskmobile: For a very brief time, Cody owned a $230,000 sports car that he referred to as the "Riskmobile". He purchased the vehicle on Loren Jupiter's expense account immediately after joining the Teen Titans. When Jupiter learned about the purchase, he admonished Cody at length, declaring that he would deduct a percentage of the cost for the vehicle from his weekly allowance until it was paid off. By Cody's (albeit inflated) estimation, he would be 212-years-old by the time he paid the vehicle off in full. Cody eventually gave the car to his mother so that she could sell it to help out with her financial woes. [10]


  • Cody's eyes are sometimes colored blue and sometimes colored green.


  • Often prefixes his statements by saying, "Hoookay".
  • Is allergic to cats (thankfully, his powers bolster his immune system). [11]

See Also

Recommended Reading

Links and References


  1. Superboy/Risk: Double Shot #1
  2. Teen Titans (Volume 2) #1
  3. Superboy/Risk: Double Shot #1
  4. Teen Titans Vol 2 #17
  5. Infinite Crisis #4
  6. Teen Titans (Volume 3) #38
  7. Teen Titans (Volume 3) #46
  8. Tales of the Sinestro Corps: Superman-Prime #1
  9. Teen Titans (Volume 2) #5
  10. Superboy/Risk: Double Shot #1
  11. Teen Titans (Volume 2) Annual #1

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

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Risk is a stat exclusive to Vagrant Story. It slowly increases during battles with enemies. The more Risk the player has accumulated, the lower the chances of hitting the target. Higher Risk also lowers Ashley Riot's defensive stats. The upside of this is that higher Risk allows for a great percentage of critical hits. The Vera class of Items are all based upon lowering Risk. The Alchemist's Reagent and Sorcerer's Reagent both also lower Risk.

This article uses material from the "Risk" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Games article)

From Lostpedia

This article is about games shown in episodes of Lost. For other uses, see: Game (disambiguation)

Several games are featured in the storyline of Lost.



Game Picture Notes
Axis and Allies
  • Locke was seen playing a board game, during lunchbreak, with one of his colleagues. The game appeared to consist of a Risk board and generic plastic army men, but is probably meant to strongly resemble Axis and Allies. ("Walkabout")
  • A similar game was played by Locke, Sawyer, and Hurley at the Barracks. This was the 2005 "library" edition of the game with triangular blocks rather than figurines of soldiers. ("The Shape of Things to Come")
  • Locke claimed Backgammon is a better game than Checkers, dating back 5,000 years. ("Pilot, Part 2") Locke was referring to the Mesopotamian Royal Game of Ur, which is also related to the Egyptian game of senet.
  • Locke explained the rules of Backgammon to Walt, mentioning that "There are two players. One side is light, and one side is dark." ("Pilot, Part 2")
  • Walt was seen beating Hurley, even though Hurley claimed he was once ranked 17th in a tournament. Hurley lost $83,000 through his Backgammon games with Walt, who doesn't know that Hurley is good for the money. ("All the Best Cowboys Have Daddy Issues")
  • Locke and Charlie played it on the beach, to which Locke brought up Charlies heroin addiction. ("Abandoned")
  • Kate was playing it by herself. ("Left Behind")
  • Locke and Sawyer played it while Locke asked if the group still had confidence in him. ("Eggtown")
  • Even as a child, Locke liked Backgammon. ("Cabin Fever")
  • In the non-canonical novel Endangered Species, Locke finds the backgammon set with Faith.
main article
main article

Connect Four
Crossword puzzles
main article
  • Jack played American football with Tom during his time with the Others. ("Par Avion")
I Never
main article
Mouse Trap
  • Locke demonstrated the game Mouse Trap to a child before catching a glimpse of his mother. ("Deus Ex Machina")
  • A Mouse Trap game (box upside down) was seen in front of the window Kate was staring at in the barracks rec room. ("Left Behind")
  • On a Mouse Trap board, every third space contains only the number 23 (really a juxtaposition of 2&3) and every third space contains the numbers 23 and 4
  • A ping-pong table was shown in the Swan station. ("The Long Con")
  • A ping-pong table was mentioned in a notebook read by Kate. ("Live Together, Die Alone")
  • Sawyer challenged Hurley to a match to win his stash back. Hurley wins the game. ("Enter 77")
  • A match between Sawyer and Hurley is interrupted by Nikki. ("Exposé")
  • Sawyer plays Jack after his return from the Others' camp, joking that they have to do so every 108 minutes or the island will explode. ("Catch-22")
(Assoc. Soccer)

Minor occurrences

  • Basketball
  • Pool
  • Foosball
  • Darts
  • A dartboard is also in the Barrack's rec room when Benjamin and Sayid are being held by Locke.("The Economist") It's pattern is in Black and White.
  • There is a dartboard and darts in the Swan station which become magnetically attracted towards the electro magnetic force behind the wall of the station at the end of Series 2.

Recurring themes

The metagame

Games as a metaphor

"I like to use the baseball metaphor which is, you can go to a baseball game and if you don't know a lot about baseball, I think you can enjoy it on one level as a casual viewer and you can enjoy it on a much deeper level as a regular viewer". -- Carlton Cuse in the "Lost Survivor Guide"

  • Operation: Locke told Jack "I'm removing the driest pieces to minimize our risk transporting it. You ever play Operation?"
    Metaphor: The removal of the dynamite was compared to the tenseness of the game of Operation.
  • Mouse Trap: Locke said "One by one, you build the trap - shoe, bucket, tub - piece by piece it all comes together. And then you wait 'til your opponent lands here on the old cheese wheel. And then if you set it up just right, you spring the trap."
  • Metaphor: Locke's description of Mouse Trap mirrored the con Locke's father orchestrated to steal Locke's kidney, and in a more general sense, the ongoing con of Locke by Jacob's nemesis, giving him faith in the island in order to occupy his body and kill Jacob.
  • Metaphor: Jack's bluffing in Poker was mirrored in his successful ploy to outwit Sawyer, and in Ben's ploy to lie to Locke
  • Baseball: Christian Shephard told Sawyer "You are suffering. But, don't beat yourself up about it. It's fate. Some people are just supposed to suffer. That's why the Red Sox will never win the damn series."
    Metaphor: The futility of Sawyer trying to end his own suffering was compared with the futility of the Red Sox trying to win a World Series. (see also: Irony)

The Numbers

The games have references to the Numbers:

  • The objective of Connect Four is to get 4 discs in a row on a plane of 42 holes.
  • Backgammon consists of two sets of 15 checkers. There are 4 sets of six playable spaces. A die has six numbers on it, the same amount of Numbers there are. The doubling cube has the numbers 4, 8, 16 and 32 on it (which is 23 backwards). The most number of spaces (without being taken out of play) a piece can move if the player is not yet able to take their pieces off the board (which requires all the player's pieces to be in the last six spaces on their side is 23.
  • Each player in chess starts with 16 pieces on an 8 by 8 grid.

Black and white

Several games are depicted or described as black and white:

  • Locke specifically describes the pieces on a Backgammon board as "One side is light, and one side is dark". The playable spaces on the board also alternate with one being light and one being dark. The dice are white and the dots on them are black.
  • The pieces on a chess board are black and white.
  • The crossword puzzles are depicted as a grid of black and white squares.

Producers' commentary

I feel like we're playing a chess game. In the first six moves, we've lost our queen and two bishops, and the audience is saying 'They are the worst chess players in the world!' What they don't realize is that we're nine moves away from checkmating you. If we lose, we lose. But that's the play, and we're standing by it.

See also

  • Counter-Strike: Source map
  • The Lost Experience
  • Myst
  • Outside references to Lost - by the games: PvP Online's Lost Role Playing Game, Ctrl+Alt+Del's parody of Command & Conquer 3, The Impossible Quiz web game, the game "Desert Island" in The Office, Half-Life 2

This article uses material from the "Games" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From Teletraan I: The Transformers Wiki

"Sloppiness is bad, cleanliness is good!"

This article may require cleanup to meet the quality standards of Teletraan I: The Transformers Wiki.
Please discuss this issue on the talk page or append this tag with a more specific message.
This article has been tagged since September 2007.


Risk is a commercial boardgame produced by Hasbro under its Parker Brothers boardgames imprint. It involves turn-based strategy on a world map for two to six players. It was invented in 1957 by the clever fleshling Albert Lamorisse, to allow his fellow meat creatures to pretend they were conquering the world. Little did these primitive sentients know that they were but grain before the thresher of mighty Megatron.


Unicron played the game loads of time to satisfy his desire of crushing Primus...
Here is what many Transformers fans have been waiting for for years (decades for many of us), a chance to participate in the Great War! Transformers RISK is a themed version of the old boardgame with a little Cybertronian flair.
For any fan of the boardgame RISK it's common knowledge that holding the bottlenecks, and therefore the "continent", is the key to victory. Hasbro's newest version changes the rules slightly with the ability to transform. The Cybertronian version of this game has characters (leaders of armies) who can change from their robot form to their alt. mode as well as entire territories (zones) that turn, open, and even crush whole armies, creating new strategic opportunities instantly. While the characters are obviously from the live-action movie, the areas of Cybertron draw primarily from the comic book continuities, and players can even occupy Unicron and Primus themselves, or, presumably, just zones named in honor of them. The game has limits to its fun in the form of a 6 "day" time limit, but this is easily modified by just ignoring the counter on the side of the board. A variation from standard RISK that's harder to ignore is the use of the cards one gets from successfully invading another's territory during your turn. Instead of the regular card with a army type on it accompanied by a territory, which could be exchanged for reinforcements once three of a kind were collected, the Transformer's RISK cards contain the ability to transform territories, provide offensive/defensive enhancements, or add an extra army or two, depending on the choice of the player who plays it. Gone are the days of massive reinforcements with which to scour the planet if one massive march.
The winner of the game is still primarily decided by the dice, which shine luck indiscriminately and often thwart even the most capable war planner. Still, the game is fun and encourages creativity in the field of All-Things-Transformers. Now all fans need in a software version complete with graphics and sound bites...

External Links

  • TF Risk review with pictures

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

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