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Arak the Wind Walker of Helix (Infinity, Inc. Enemy) (DC Comics)

Arak the Wind-Walker

(Helix)


Power Level:
Game system: DC Heroes Role-Playing Game
  • There aren’t that many mid-sized groups of superhumans in the DCU, yet such groups are definitely useful in a campaign — it is easier to balance group vs group encounters, for instance.
  • It is possible that Arak was intended to be related somehow to the ’main’, historical Arak.
  • It is advised, but not necessary, to first read the entry for Mister Bones – which includes the full history of Helix.

Background

  • Real Name: Unrevealed
  • Marital Status: Single
  • Known Relatives: None
  • Group Affiliation: Helix
  • Base Of Operations: Formerly the outskirts of L.A. (a ghost town in the desert near Bakersfield), then an abandoned mall in L.A., then Terminal Island (off the L.A. coast)
  • Height: 5’8” Weight: 150 lbs
  • Eyes: Green Hair: Black


Powers and Abilities

Arak the Wind-Walker can summon and control spirit winds (Air Control). Those seem to have characteristics that vary depending on the spirit (apparently, the panther winds are faster, the bear winds are colder and carry snow, and the moose wind is heavy with fog), though not enough to have an impact in game terms.

He also an excellent self-taught metallurgist, having produced chains with a BODY of 12 or even greater, and a professional-level mechanic. He’s the one who fixed the various 1940s cars left around the ghost town they live in, though their driver is usually Mister Bones.


History

See Mister Bones’s entry for a full history of Helix.


Description

See illustrations.


Personality

Helix members were raised outside of conventional morality, and until their late teens only knew about the world through television. They entered into contact with the world as rowdy teens, which led to considerable trouble and further sharpened their clan-like mentality.

Helix group shot from an Infinity, Inc cover

Arak behaves like one of the youngest of Helix ; he’s rowdy, immature and tends to feud with Tao Jones. He likes to announce the summoning of spirit winds with corny, heavy-handed poetry, and is a fan of big, expensive, luxurious cars.

After they started leaving the house, he started getting fascinated by youths fashions ; this being the 1980s that meant things like skateboarding. Generally speaking he is annoyingly juvenile, and gives Mister Bones a lot of puerile talkback.

Like Tao, he’s irresponsible and unempathetic.


Quotes

“Come, northern wind — come, o bear of winds — come with your numbing cold — your biting frost ! Come !”

“Who are you supposed to be, Penny ? My mother ? That’s a laugh !”

“Come, panther wind — violent, whining, tearing ! Let these mortals feel your power if they dare to step within its deadly province, and let them bear witness with their eyes if they dare not !”

(Blasting Northwind) “Nothing like a blast of panther wind to upset a flight plan, huh, feathers ? Or did you forget that my ancestors used to pluck yours to make war bonnets ?”


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Arak

Dex: 04 Str: 03 Bod: 05 Motivation: Mercenary
Int: 04 Wil: 03 Min: 04 Occupation: Helix member
Inf: 03 Aur: 03 Spi: 03 Resources {or Wealth}: 004
Init: 011 HP: 025

Powers:
Air control: 09, Fog: 08

Bonuses and Limitations:
Air control cannot create a vacuum (-1)

Skills:
Gadgetry: 04, Vehicles (land): 03

Advantages:
Familiarity (Cars), Scholar (Metallurgy)

Connections:
Helix (High)

Drawbacks:
MIA toward adolescent puerility

Equipment:
Arak took to carrying an early model of walkman during the mid 1980s – asides from the obvious functionalities, it can serve as a source of electricity for Penny Dreadful.

By Sébastien Andrivet

Source of Character: DC Universe

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