Davies
Legend
The Flying Fox
In 1961, twenty-two year old Graham Anderson had found himself becoming very concerned about the possibility that the phenomenon of the super-powered criminal, now a common occurrence in America and Europe, was going to spread to his native Australia. Gifted with a brilliant scientific mind and a well-trained body, he decided that the only thing to do about this disturbing prospect was to adopt the mantle of the superhero. But he knew that he would have to adopt an identity that could provoke fear in the superstitious and cowardly lot that were criminals, and as he was contemplating this, a flying fox flew in the window of his apartment, startling him. He decided to adopt this as his symbol.
Or at least that was the story that he told the Cowl and Masque, when they joined forces against 'Noose' Redd, an international assassin, four years into Graham's career as the Flying Fox. On hearing it, Masque observed that flying foxes were rather tiny and not particularly dangerous, and asked why Graham had been so startled. The other costumed crime-fighter stammered something about how it had just been very surprising, and then briefly mentioned his concerns about rabies, and then tried to steer the conversation in a different direction.
That incident illustrates some of the problems that the Flying Fox faced as Australia's first superhero. It seems plausible that the episode never actually happened, and that he chose the flying fox because he had already invented his cape, created from a special material of his own design, that allowed him to glide for limited distances. Not only did the supercrime epidemic that he supposedly feared never materialize, leaving him fighting a never-ending parade of mundane criminals -- who were genuinely dangerous to the citizenry of Sydney, where he was based -- he had chosen as a symbol one of the more harmless examples of Australia's wildlife.
Consequently, the Flying Fox found it difficult to be taken seriously by the majority of Australians, who are actually a skeptical and cynical lot, rather than superstitious and cowardly. While he helped many people, who were generally grateful for his assistance, the general public regarded him as something of a joke. It didn't help that his accomplishments were nowhere nearly as impressive as those of the American superheroes he tried to imitate. Even when he finally attracted masked villains, towards the end of the sixties, they turned out to have been perfectly normal crooks who'd been hired as distractions, and he looked like a fool in the press.
It seems likely that this was what inspired him to volunteer his services to assist during the Battle of Vietnam, working closely with the Grail Knight and apparently saving the British hero's life at the cost of his own. Ironically, his death actually generated a swell of popularity for the hero in his own country, which was frankly cynically exploited by certain individuals who portrayed him as a crusader against the influence of communism. It didn't last long, prompting those individuals to pursue other agendas, and the Flying Fox is not particularly well-remembered in Australia. Motley is known to have regarded him as an inspiration, but his recent changes in behavior have led some to believe he must have become disillusioned with the man's ideals ...
Flying Fox -- PL 7
Abilities:
STR 1 | STA 3 | AGL 4 | DEX 2 | FGT 5 | INT 7 | AWE 4 | PRE 3
Powers:
Glidersuit: Flight 2 (8 MPH), Gliding, Winged; Removable (-0 points) - 1 point
Advantages:
Benefit (Millionaire), Connected, Defensive Roll, Equipment 5, Evasion, Improved Initiative, Instant Up, Inventor, Jack-of-all-Trades, Power Attack, Ranged Attack 5, Well-informed.
Equipment:
25 points of equipment as needed.
Skills:
Acrobatics 7 (+11), Athletics 8 (+9), Close Combat: Unarmed 4 (+9), Expertise: Science 2 (+9), Expertise: Streetwise 2 (+9), Deception 6 (+9), Perception 6 (+10), Persuasion 4 (+7), Technology 5 (+12).
Offense:
Initiative +8
Unarmed +11 (Close Damage 1)
Defense:
Dodge 7, Parry 9, Fortitude 5, Toughness 5/3, Will 8
Totals:
Abilities 58 + Powers 1 + Advantages 22 + Skills 19 + Defenses 13 = 113 points
Complications:
Responsibility--Motivation. Reputation (nobody takes him seriously.) Secret Identity.

In 1961, twenty-two year old Graham Anderson had found himself becoming very concerned about the possibility that the phenomenon of the super-powered criminal, now a common occurrence in America and Europe, was going to spread to his native Australia. Gifted with a brilliant scientific mind and a well-trained body, he decided that the only thing to do about this disturbing prospect was to adopt the mantle of the superhero. But he knew that he would have to adopt an identity that could provoke fear in the superstitious and cowardly lot that were criminals, and as he was contemplating this, a flying fox flew in the window of his apartment, startling him. He decided to adopt this as his symbol.
Or at least that was the story that he told the Cowl and Masque, when they joined forces against 'Noose' Redd, an international assassin, four years into Graham's career as the Flying Fox. On hearing it, Masque observed that flying foxes were rather tiny and not particularly dangerous, and asked why Graham had been so startled. The other costumed crime-fighter stammered something about how it had just been very surprising, and then briefly mentioned his concerns about rabies, and then tried to steer the conversation in a different direction.
That incident illustrates some of the problems that the Flying Fox faced as Australia's first superhero. It seems plausible that the episode never actually happened, and that he chose the flying fox because he had already invented his cape, created from a special material of his own design, that allowed him to glide for limited distances. Not only did the supercrime epidemic that he supposedly feared never materialize, leaving him fighting a never-ending parade of mundane criminals -- who were genuinely dangerous to the citizenry of Sydney, where he was based -- he had chosen as a symbol one of the more harmless examples of Australia's wildlife.
Consequently, the Flying Fox found it difficult to be taken seriously by the majority of Australians, who are actually a skeptical and cynical lot, rather than superstitious and cowardly. While he helped many people, who were generally grateful for his assistance, the general public regarded him as something of a joke. It didn't help that his accomplishments were nowhere nearly as impressive as those of the American superheroes he tried to imitate. Even when he finally attracted masked villains, towards the end of the sixties, they turned out to have been perfectly normal crooks who'd been hired as distractions, and he looked like a fool in the press.
It seems likely that this was what inspired him to volunteer his services to assist during the Battle of Vietnam, working closely with the Grail Knight and apparently saving the British hero's life at the cost of his own. Ironically, his death actually generated a swell of popularity for the hero in his own country, which was frankly cynically exploited by certain individuals who portrayed him as a crusader against the influence of communism. It didn't last long, prompting those individuals to pursue other agendas, and the Flying Fox is not particularly well-remembered in Australia. Motley is known to have regarded him as an inspiration, but his recent changes in behavior have led some to believe he must have become disillusioned with the man's ideals ...
Flying Fox -- PL 7
Abilities:
STR 1 | STA 3 | AGL 4 | DEX 2 | FGT 5 | INT 7 | AWE 4 | PRE 3
Powers:
Glidersuit: Flight 2 (8 MPH), Gliding, Winged; Removable (-0 points) - 1 point
Advantages:
Benefit (Millionaire), Connected, Defensive Roll, Equipment 5, Evasion, Improved Initiative, Instant Up, Inventor, Jack-of-all-Trades, Power Attack, Ranged Attack 5, Well-informed.
Equipment:
25 points of equipment as needed.
Skills:
Acrobatics 7 (+11), Athletics 8 (+9), Close Combat: Unarmed 4 (+9), Expertise: Science 2 (+9), Expertise: Streetwise 2 (+9), Deception 6 (+9), Perception 6 (+10), Persuasion 4 (+7), Technology 5 (+12).
Offense:
Initiative +8
Unarmed +11 (Close Damage 1)
Defense:
Dodge 7, Parry 9, Fortitude 5, Toughness 5/3, Will 8
Totals:
Abilities 58 + Powers 1 + Advantages 22 + Skills 19 + Defenses 13 = 113 points
Complications:
Responsibility--Motivation. Reputation (nobody takes him seriously.) Secret Identity.