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Ray Terrill using his light powers

Ray

(Ray Terrill)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

Ray Terrill appeared in 1992. He was part of a de facto new generation of heroes with their own series and ties with the JLA, though of course most of these books tanked. Still, he stuck around to an extend, popping up in various story arcs over the years.

Part of his staying power is a legacy effect. He is a son of the original Ray, who appeared in 1940.

The following are vintage, 1990s technical notes, not a full profile.


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Powers and Abilities

Ray can fly at the speed of light. He can generate light-based energy FX including extreme heat and cold, as well as infra-red capabilities (which he hasn’t discovered yet).

As an energy being Ray is about as strong as he wants to be, if his energy can move whatever mass its pushing against. He can “assist” his punches and slam big hairy guys around. In his energy state, matter can pass harmlessly through him.

About his autonomy : It really depends on so many factors. I suppose a fully-charged Ray in a dark room with no air can remain shifted to his energy state for about 12 hours. Now, why he couldn’t burst out of the box is another question. But if he remains in there… yeah, about 12 hours on a full charge. But Ray rarely has a full charge.

What light can he absorb ? Well, fluorescents suck. Incandescents are much yummier for him. But he can do both. Artificial light is not as pure, so he’s weaker.


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History

Ray Terrill is the younger son of the Golden Age  Ray (“Happy” Terrill). For years he lived in darkness, after it was discovered he couldn’t control his light absorption powers. The doctors turned on the lights in the room, and Ray lit up like a firecracker.

Because of this, he was raised by his uncle and two nuns without light, as the “night boy”. The child supposedly had a “rare skin disease” making sunlight fatal.

Because of this and numerous other lies and deceptions his father has pulled on him and others over the years, Ray doesn’t have a very good rapport with Happy Terrill at all. In fact he doesn’t consider him to be his real father, that being his dead uncle.

Angst

Ray is angst ridden over:

  • His failures to save lives.
  • His failed relationship with Jenny, a friend since childhood, who he thought would be his girlfriend, and one day his wife.
  • Never knowing his mother until just recently.
  • Numerous rookie mistakes on his super hero record.
  • Terrible relationship with both his father and his hip cousin Hank.
  • Creating his own Arch-Enemy, Death Masque, and having to turn to Vandal Savage to stop him.

He used to be innocent, trusting, and uncertain. Then he quickly became jaded, and finally now is extremely sarcastic. However, he is much better at dealing with his problems now, and has a healthy relationship with a woman Hank dumped, named Jazz.

He occasionally is taken in, and kicks himself for it, most notably almost falling into Neron’s clutches. He usually feels like a fish out of water in most situations, coming from an isolated background, but he is used to being considered a freak (re: Night boy.)

His birthday is July 14th. His shoe size is 9 ½. -C. Priest


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Game Stats — DC Heroes RPG Print Friendly

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Ray II

Dex: 06 Str: 03 Bod: 04 Motivation: Upholding the Good
Int: 06 Wil: 05 Min: 05 Occupation: Currently unemployed
Inf: 04 Aur: 03 Spi: 04 Resources {or Wealth}: 05
Init: 018 HP: 045

Powers:
Detect (electromagnetic energy): 06, Energy Absorption: 16, Flame Immunity: 04, Flight: 29, Force Manipulation: 02, Omni-Power: 10, Power Reserve: 16, Sealed Systems: 18, Self-Link: Flash: 08, Solar Sustenance: 12, Telepathy: 10

Bonuses and Limitations:

  • Absorbed energy adds to Power Reserve.
  • Energy in reserve decays in 6 APs by ’appropriate‘ increments.
  • Force Manipulation can manifest in bursts of raw energy (Flash, Energy Blast), or in solid “constructs” like clothes.
  • Energy Absorption only fuels Reserve if from a steady e-mag force.
  • Energy Absorption only work in light form.
  • Flight and Omni-Power restricted in APs based on power in his Reserve.
  • Force Manipulation only creates simple objects.
  • Power Reserve fueled by Energy Absorption, begins at 0 APs and feeds into Force Manipulation.
  • Sealed Systems and Solar Sustenance only function while in light form.
  • Telepathy only works with other “Light Entities” such as Ray I, Joshua, and the Light Entity.

Skills:
Acrobatics: 06, Charisma: 02, Scientist (Analysis, computers): 06

Advantages:
Area Knowledge (Philadelphia), Insta-Change, Lightning Reflexes.

Connections:
Justice League (Low), Triumph (Low), Vandal Savage (Low), Black Canary (Low).

Drawbacks:
Secret Identity, Attack Vulnerability [-2 CS (Darkness)], Loss Vulnerability [All Powers except Energy Absorption, Power Reserve, and Solar Sustenance, Darkness, after 12APs of Time on a “Good Daily Charge”].

By Byron “This is your Old-Timer on Miraclo” Molix.

Helper(s): JD, Christopher Priest (JD was working on a version of the Ray and consulted the expert himself), Kansas Jim, Dave “Ray does use Happy’s stats, it’s just that Happy uses something else” Oakes, David Adams.

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