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	<updated>2026-09-10T07:19:18Z</updated>
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		<id>https://herocopia.com/index.php?title=Astra_Furst&amp;diff=1416</id>
		<title>Astra Furst</title>
		<link rel="alternate" type="text/html" href="https://herocopia.com/index.php?title=Astra_Furst&amp;diff=1416"/>
		<updated>2013-09-07T16:37:00Z</updated>

		<summary type="html">&lt;p&gt;69.24.169.226: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Character infobox2&lt;br /&gt;
|image        = Image:Astra2.jpg&lt;br /&gt;
|status       = Active&lt;br /&gt;
|realname     = Astra Jeannine Majestros-Furst&lt;br /&gt;
|debut        = Kurt Busiek's Astro City Vol. 1 #4&lt;br /&gt;
|origin       = Kurt Busiek's Astro City Vol. 2 #2&lt;br /&gt;
|affiliation  = First Family, Reflex 6&lt;br /&gt;
|baseops      = [as a youth growing up] First Family's Headquarters on Mount Kirby&lt;br /&gt;
[current] The Gordian Knot, and Astro City&lt;br /&gt;
|rangeops     = Intergalactic and inter-dimensional&lt;br /&gt;
|relatives    = Natalia “Natalie” Furst (mother)&lt;br /&gt;
Rex Zorus (father)&lt;br /&gt;
&lt;br /&gt;
Nadia Furst (maternal grandmother)&lt;br /&gt;
&lt;br /&gt;
Kaspian (maternal grandfather)&lt;br /&gt;
&lt;br /&gt;
Madame Majestrix (paternal grandmother)&lt;br /&gt;
&lt;br /&gt;
Dr. Augustus Furst (adopted grandfather)&lt;br /&gt;
&lt;br /&gt;
Julius Furst (adopted great-uncle)&lt;br /&gt;
&lt;br /&gt;
Nikolai “Nick” Furst (uncle)&lt;br /&gt;
&lt;br /&gt;
Darcy Conroy (aunt through marriage)&lt;br /&gt;
&lt;br /&gt;
Karl Furst (cousin) &lt;br /&gt;
&lt;br /&gt;
Sasha Furst (cousin)&lt;br /&gt;
&lt;br /&gt;
|aliases       =&lt;br /&gt;
|occupation    = &lt;br /&gt;
|birthdate     = July 8th, 1986&lt;br /&gt;
|maritalstatus = single&lt;br /&gt;
|height        = [at ten] 4’8”&lt;br /&gt;
|weight        = [at ten] 85 lbs&lt;br /&gt;
|eyes          = Green&lt;br /&gt;
|hair          = Blonde&lt;br /&gt;
|appearances   = &lt;br /&gt;
{{KBAC1 |title = }}4, &lt;br /&gt;
{{KBAC2 |title = }}1, 2, 3, 5, 6, 8, 9, 20&lt;br /&gt;
&lt;br /&gt;
{{ACS   |title = }}Astra 1, 2 &amp;lt;br&amp;gt;&lt;br /&gt;
''Astro City'' 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Character page&lt;br /&gt;
|intro = &lt;br /&gt;
Third generation member of the legendary First Family, Astra is the adventurous daughter of the size-changing Natalie Furst and the monstrous Rex Zorus. Capable of transforming her entire body into energy, Astra has lived her entire life as a high profile superhero, yet she too can feel the pains of growing up and struggle to find her path in life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|history =&lt;br /&gt;
===Childhood===&lt;br /&gt;
[[image:astraFurst.jpg|300px|left|Astra daydreaming]]Born in 1986, Astra Furst's astonishing powers emerged while she was a toddler. From all appearances and accounts, she participated in First Family battles at a very young age, probable several years before her earliest published adventure occurred circa late 1995, as depicted in the story Safeguards. As the newest member of the First Family, she became an instant media delight and childhood celebrity. As such, Astra’s adolescence was far from normal, cocooned to a private environment that centered almost exclusively on family related projects and activities. She was home-schooled by Mister Smartie, a holographic construct built by her grandfather, Dr. Augustus Furst, and programmed to tutor Astra on nearly every known subject. She also trained in the use of her powers and as a young child, regularly joined the First Family on their many adventures including serious super human confrontations with The Unholy Alliance, the nigh-omnipotent Thunderhead, and Silver Brain.&lt;br /&gt;
&lt;br /&gt;
In 1996, Astra was recognized as possibly “the most famous, most powerful ten-year-old girl in the world.” However, while she excelled at being a superhero, she had difficulty relating to other children. She did not watch television, had never been to a slumber party, and had no friends her own age. Following a television interview and after watching a group of schoolchildren playing hopscotch, Astra became obsessed with both the game and what it meant to be a “normal” kid. Thus, she “went on an adventure” of her own. An adventure so big to her way of thinking, she kept it secret from everyone, even her pet super-fish, Uranium.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Mountkirby2b.png|300px|left|Astra begins her adventure]]&lt;br /&gt;
During the cover of night, Astra makes a somewhat discrete departure from First Family Headquarters and heads in the direction of that hopscotch field she spotted while airborne earlier in the day. Hatching a plan to enroll in Bolling Elementary School under a pseudonym as “Astrid Ljinders,” she spends her first few days, making some friends and a jealous rival as she experiences the social norms of elementary school environs, while learning the rules and techniques of playing hopscotch.&lt;br /&gt;
&lt;br /&gt;
Meanwhile back atop Mount Kirby, the First Family bursts into a panic, and then action as they discover that their youngest member is missing. Old villains are the immediate suspects, and several of them receive unexpected visits and demanding queries about Astra's location. The authorities are notified while News Teams dramatically broadcast the mysterious disappearance.&lt;br /&gt;
&lt;br /&gt;
Despite all the clamor, Astra remains focused on her adventure, and soon the goal of becoming the &amp;quot;best hopscotch player at Bolling Elementary School is realized. In her excitement at winning, she soars into the air, revealing her special energy powers and her real identity. Following the tearful but firm reunion, the stern lecture, and appropriate punishment, her mom and dad gain valuable insight from Astra's little adventure as well. Showing excellent parental skills, they adjust current living arrangements, enrolling Astra properly in Bolling Elementary so she can continue to interact with her peers and “get to know what normal life is like.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:astraAdventure.png|600px|center]]&lt;br /&gt;
&lt;br /&gt;
===Teenage Astra===&lt;br /&gt;
{{editMark |notes =  nothing published during this timeframe of Astra's life, but we can add fill-in information based on dialogue and comments from the Astra Special issues&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In 2000, she helped the team defeat Armageddon who was trying to create a reverse big-bang for his own twisted personal fears. Astra managed to stop him and did save many universes, dimensions and worlds from being destroyed, but still in jumbled stasis. This became known as the Gordian Knot and for the first few years was kept alive by her brainwaves.&lt;br /&gt;
===College Years===&lt;br /&gt;
{{editMark |notes = add more commentary on graduation night and trip to the [[Gordian Knot]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Astra attended Tarleton College, continuing to try for a normal life, but ended up with the same problems. She was constantly harassed by the Inside Scoop. She found a boyfriend, Matt Zimmer who seemed like a nice guy. But after graduation she took him to the Knot and made him reveal that he had started feeding the Scoop information for money. After a little taste of fame, he had no desire to return to the role of just being normal.He was also confused and frustrated by Astra not communicating her future plans beyond College with him. Even after promising her that he wouldn't give them anything, he did anyway and even lied to presumably make even more money.&lt;br /&gt;
&lt;br /&gt;
Astra decided to take an earlier offer to join Skysweeper's proposed new team Reflex 6 and spend time in the Gordian Knot, joining the team to help pull out various worlds from out of the Know and back into reality. The various cultures of the Knot, will give her a chance to be normal and looked at as anybody else, something she has craved for years. &lt;br /&gt;
&lt;br /&gt;
Astra remains an active member of the First Family, balancing team adventures with her private life and personal goals.&lt;br /&gt;
&lt;br /&gt;
|powers = &lt;br /&gt;
Although Astra is a younger member of the First Family, she may be its most powerful. All of her powers originate from her ability to generate and control an unidentified energy source. She seems to have the combination of her mothers ability to internalize her powers and her uncle's ability to externalize the energy. She seems to be able to tap into that energy in a stronger, perhaps purer fashion. &lt;br /&gt;
&lt;br /&gt;
Her powers include the following:&lt;br /&gt;
&lt;br /&gt;
;Energy Form&lt;br /&gt;
:Astra can instantly convert her entire body into energy while retaining her consciousness and rough physical form. She has also been observed transforming specific parts of her body, such as her hands and forearms. While in her full energy form, Astra can fly and appears immune to physical attacks. &lt;br /&gt;
&lt;br /&gt;
;Flight&lt;br /&gt;
:While her top speed has not been measured, Astra is incredibly agile in flight, able to dodge multiple lasers, weave complex patterns, and fly through small openings. &lt;br /&gt;
&lt;br /&gt;
;Energy Blasts&lt;br /&gt;
:Like her uncle Nick, Astra can project damaging streams of energy from her hands. &lt;br /&gt;
&lt;br /&gt;
;Energy Manipulation&lt;br /&gt;
:Astra has some fine control over her energy projection, allowing her to: encircle enemies in coils of energy; emit particle streams that can she can use to manipulate and levitate small objects; create “energy camp-fires”; and even “draw” simple symbols or shapes (such as a hopscotch board) in the air or a suitable surface. She is also able to affect energy other than her own by partially merging her energy form with the external power. &lt;br /&gt;
&lt;br /&gt;
;Disruption&lt;br /&gt;
:Astra’s energies can seemingly disrupt various types of transmissions, including psychic communication. &lt;br /&gt;
&lt;br /&gt;
;Energy Empathy&lt;br /&gt;
:As an energy being herself, Astra has an innate understanding of other forms of energy. During one battle with the Silver Brain, she was able to partially dissolve into the villain’s power core and shut it down. &lt;br /&gt;
&lt;br /&gt;
;Strength level&lt;br /&gt;
:Presumably normal human strength for a girl of her age who engages in intensive regular exercise. &lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
:While Astra is seemingly intangible in her energy form, she can be injured by other energy attacks or beings composed of pure energy (such as the Silver Brain’s Anti-Bodies). When she is not transformed, Astra is essentially a normal human, susceptible to injury, hunger, and cold. &lt;br /&gt;
&lt;br /&gt;
;Abilities&lt;br /&gt;
:Tutored by her genius grandfather and the A.I. construct Mister Smartie, Astra is bright and well-educated, with knowledge of everything from molecular biology to the documented weaknesses of known villains. At ten, she was so well-versed in computers that she was able to falsify school records and enroll herself in Bolling Elementary School. However, her writing skills are only normal, at a level one would expect from an average person of her age. She is also a skilled hopscotch player.&lt;br /&gt;
&lt;br /&gt;
|equipment =&lt;br /&gt;
As a member of the First Family, Astra has access to a wide range of equipment. She has been observed using:&lt;br /&gt;
&lt;br /&gt;
;First Family Uniform&lt;br /&gt;
:Astra’s First Family uniforms can be reprogrammed to transform from her familiar orange-and-black jumpsuit into other types of clothing, including an insulated hooded parka and even pajamas. The uniform also includes a locator chip. &lt;br /&gt;
&lt;br /&gt;
;Cerebra-Circuit&lt;br /&gt;
:A device that attaches to the forehead and protects against mental domination powers, such as those possessed by the Silver Brain. &lt;br /&gt;
&lt;br /&gt;
;Vehicles&lt;br /&gt;
:Although she can fly on her own, Astra also has access to the First Family’s stable of vehicles, including Family-1, the First Family’s transforming transport.&lt;br /&gt;
&lt;br /&gt;
;Teleportation device&lt;br /&gt;
:This device, worn like a wrist watch, can create a portal to First Family Headquarters at the press of a button. It only works in specific spots, though, possibly areas that are pre-arranged in some way. &lt;br /&gt;
&lt;br /&gt;
;Power-Sceptre&lt;br /&gt;
:As a member of the Monstro City royal family, Astra owns a sceptre device similar to her grandmother's. In addition to boosting her own innate abilities, this symbol of office has energy-related abilities all its own, such as the generation of a protective bubble around its wielder. &lt;br /&gt;
&lt;br /&gt;
|speculations =&lt;br /&gt;
Astra has a very dynamic DNA body chemistry. Derived from a compositional blending of her father's reptilian species, and her mother's already “cross-breed” mixture (between a possible superhuman and Kaspian, the Prince of the Beast-Men), it’s quite possible that Astra could yet develop or exhibit other powers. Based on her parentage, such powers could include super-strength, increased durability, enhanced senses, and superhuman agility.&lt;br /&gt;
&lt;br /&gt;
|observations = &lt;br /&gt;
Astra’s favorite color is green.&lt;br /&gt;
&lt;br /&gt;
Over the years, the celebrity press have romantically linked her to Lindsay Lohan, Shia LeBeouf, Prince Harry, and various others. The first claim is utterly false, and the others are of doubtful veracity as well. Her genuine former boyfriends include the fellow superhero Kid Jackdaw (briefly in their teen years) and the alien prince Gavrad of Tellurin.&lt;br /&gt;
&lt;br /&gt;
As the granddaughter of Madame Majestrix, Astra is officially Majestros-Third, third in line to the throne of Monstro City. Additionally, being the biological granddaughter of the leader of the Beast-Men as well, she is set to receive her position in that animalistic tribe's hierarchy when she is in her mid-40s.&lt;br /&gt;
&lt;br /&gt;
The energy source seemingly shared by Natalie, Nick, and Astra Furst, has not been identified, although it strongly resembles the energy seen encircling Nadia (Natalie and Nick’s birth mother) in 2:2. Augustus Furst has also harnessed it for various weapons, and as the energy source of his Energenerator.&lt;br /&gt;
&lt;br /&gt;
|Timelines =&lt;br /&gt;
Astra Furst&lt;br /&gt;
Astrid Ljinders&lt;br /&gt;
First Family&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|footnotes =&lt;br /&gt;
First Family's mini-biography at the official Astro City website&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Heroes]]&lt;/div&gt;</summary>
		<author><name>69.24.169.226</name></author>
		
	</entry>
	<entry>
		<id>https://herocopia.com/index.php?title=The_Living_Nightmare&amp;diff=1415</id>
		<title>The Living Nightmare</title>
		<link rel="alternate" type="text/html" href="https://herocopia.com/index.php?title=The_Living_Nightmare&amp;diff=1415"/>
		<updated>2013-09-07T16:30:32Z</updated>

		<summary type="html">&lt;p&gt;69.24.169.226: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[image:LivingNightmare.jpg||right]]&lt;br /&gt;
&lt;br /&gt;
The Living Nightmare was inadvertently created by a psychologist who attempted to eliminate fear but instead externalized the emotion into a violent and destructive physical manifestation of society’s fears. The Living Nightmare has taken many forms over the years, even becoming a force for good on occasion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contents&lt;br /&gt;
[hide]&lt;br /&gt;
&lt;br /&gt;
    1 Vital Statistics&lt;br /&gt;
    2 History&lt;br /&gt;
    3 Personal Data&lt;br /&gt;
    4 Characteristics&lt;br /&gt;
    5 Powers&lt;br /&gt;
    6 Weaknesses&lt;br /&gt;
    7 Psychological Profile&lt;br /&gt;
    8 Speculations, Observations and Theories&lt;br /&gt;
    9 Headlines&lt;br /&gt;
    10 Appearances&lt;br /&gt;
    11 Timelines of Interest&lt;br /&gt;
    12 External Links&lt;br /&gt;
&lt;br /&gt;
[edit]&lt;br /&gt;
Vital Statistics&lt;br /&gt;
&lt;br /&gt;
Status: Active&lt;br /&gt;
Real Name: Inapplicable (current) or Unrevealed (former incarnations)&lt;br /&gt;
Debut: Volume 1 Issue 1 (&amp;quot;In Dreams&amp;quot;)&lt;br /&gt;
Earliest Known Appearance: 1962&lt;br /&gt;
Group Affiliation: Formerly Honor Guard&lt;br /&gt;
Base of Operations: Mobile&lt;br /&gt;
Range of Operations: Presumably global&lt;br /&gt;
[edit]&lt;br /&gt;
History&lt;br /&gt;
&lt;br /&gt;
Place of Creation: Unknown&lt;br /&gt;
Known Relatives: Possibly Dr. Prochnow (creator)&lt;br /&gt;
Origin Revealed: Volume 1 Issue 1 (&amp;quot;In Dreams&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Very little is known about the history of the Living Nightmare, save for the fact that it was inadvertently created by a psychologist during an ill-conceived attempt to eliminate fear altogether. It is also known that during two periods, the monster was mentally controlled by a courageous Marine pilot. Under the pilot’s influence, the Living Nightmare became a hero and even joined Honor Guard.&lt;br /&gt;
&lt;br /&gt;
By 1995, however, the Living Nightmare had become a nearly mindless, primal monster inexplicably drawn to the super-powered beings who had contained it countless times in the past. During this period, it confronted Samaritan and was soundly defeated again.&lt;br /&gt;
&lt;br /&gt;
Personal Data&lt;br /&gt;
&lt;br /&gt;
Other Aliases: None known&lt;br /&gt;
Nicknames: None known&lt;br /&gt;
Occupation: Inapplicable (current incarnation); marine pilot (former incarnation)&lt;br /&gt;
Legal Status: Unknown; formerly United States citizen, presumably with no criminal record (former incarnation)&lt;br /&gt;
Dual Identity: Presumably secret&lt;br /&gt;
Marital Status: Inapplicable (current); Unknown (former incarnation)&lt;br /&gt;
[edit]&lt;br /&gt;
&lt;br /&gt;
Characteristics&lt;br /&gt;
&lt;br /&gt;
Height: x'xx&amp;quot;&lt;br /&gt;
Weight: xxx lbs (xxx kg)&lt;br /&gt;
Eyes: Red&lt;br /&gt;
Hair: None&lt;br /&gt;
Skin: Pitch black&lt;br /&gt;
Unusual features: The Living Nightmare’s appearance likely changes with each incarnation, but as of 1995 it had several tentacles on its head, at least two sets of glowing red eyes, and a giant fang-filled mouth in its chest.&lt;br /&gt;
[edit]&lt;br /&gt;
Powers&lt;br /&gt;
&lt;br /&gt;
Powers: As the physical manifestation of fear, the Living Nightmare has a host of powers, many of which are still poorly understood. Documented abilities include:&lt;br /&gt;
&lt;br /&gt;
Superhuman Strength: The Living Nightmare is incredibly strong. Although the upper limits of its strength are unknown, it has been observed trading blows with the extremely powerful Samaritan and shrugging off Samaritan's Empyrean Web, which is capable of containing a tidal wave.&lt;br /&gt;
&lt;br /&gt;
Energy Drain: The Living Nightmare can leech energy from its opponents, causing them to grow weaker as they fight the monster. Any and all physical contact with the creature causes drainage.&lt;br /&gt;
&lt;br /&gt;
Invulnerability and Superhuman Durability: The Living Nightmare’s energy draining powers seem to protect it from many forms of attack, making it nigh-invulnerable. It can also survive in the vacuum of space.&lt;br /&gt;
 &lt;br /&gt;
Uncanny Senses: As of 1995, the Living Nightmare was inexplicably drawn to its super-powered enemies.&lt;br /&gt;
&lt;br /&gt;
Teleportation: The Living Nightmare appears out of nowhere, and it “blinks out of existence” when too far away from his power source, fear.&lt;br /&gt;
&lt;br /&gt;
Reconstruction: Despite being defeated numerous times, the Living Nightmare has always reconstituted and returned, though the nature of each incarnation may vary. &lt;br /&gt;
&lt;br /&gt;
Abilities: No known special abilities.&lt;br /&gt;
Strength level: Strength level unknown, but rivals that of Samaritan and other powerhouses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses'''&lt;br /&gt;
&lt;br /&gt;
The Living Nightmare is powered by raw fear and can be defeated if isolated from these emotions (by sending it into space, for example). In addition, the tentacles on its head are said to be fear-receptors, and the creature has occasionally been defeated by blocking or modifying its access to the fear around it.&lt;br /&gt;
[edit]&lt;br /&gt;
Psychological Profile&lt;br /&gt;
&lt;br /&gt;
In its current incarnation, the Living Nightmare is a mindless creature who relentlessly attacks its enemies until on the verge of defeat or separated from a source of fear. It seems consumed by rage, blindly lashing out at its enemies.&lt;br /&gt;
&lt;br /&gt;
The Living Nightmare is also an incredibly stupid and predictable creature that can be maneuvered into a tactically disadvantageous position during combat. It has shown no ability to communicate beyond growls, roars, and other incoherent noises.&lt;br /&gt;
[edit]&lt;br /&gt;
Speculations, Observations and Theories&lt;br /&gt;
    &lt;br /&gt;
In Vol. 1, Issue 1, Samaritan observes that the Living Nightmare always seems to attack him when he is tired and theorizes this might &amp;quot;be a function of its current incarnation...&amp;quot; Whether the creature actually has the uncanny ability to sense when one of his enemies is tired or weak has not been confirmed. &lt;br /&gt;
&lt;br /&gt;
Samaritan goes on to narrate: &amp;quot;I’ll have to take that up with Dr. Prochnow...&amp;quot; Dr. Prochnow has not appeared yet, but this could be a reference to the Living Nightmare’s creator. Alternately, he could merely be a leading psychologist and/or the world's foremost expert on the Nightmare. &lt;br /&gt;
&lt;br /&gt;
In the one clear image we've seen of the Nightmare in one of its heroic phases, its appearance was different in minor but noticeable ways. In fact, the creatures somewhat resembled a suit of armor built in the likeness of the Living Nightmare. &lt;br /&gt;
&lt;br /&gt;
[edit]&lt;br /&gt;
Headlines&lt;br /&gt;
&lt;br /&gt;
August 9, 1995: Samaritan Checks Nightmare Rampage &lt;br /&gt;
&lt;br /&gt;
[edit]&lt;br /&gt;
Appearances&lt;br /&gt;
&lt;br /&gt;
1:1 Living Nightmare ambushes Samaritan at the end of a long day, but is defeated (&amp;quot;blinks out of existence&amp;quot;) after Samaritan carries it into space and hurls it towards the sun.&lt;br /&gt;
&lt;br /&gt;
LH:2 Living Nightmare is seen picking cars up off the road, until Atomicus intervenes.&lt;br /&gt;
&lt;br /&gt;
DA2:1 Living Nightmare is an Honor Guard member (Dec. 1976)&lt;br /&gt;
[edit]&lt;br /&gt;
Timelines of Interest&lt;br /&gt;
&lt;br /&gt;
The Living Nightmare&lt;br /&gt;
&lt;br /&gt;
Honor Guard&lt;br /&gt;
&lt;br /&gt;
[[Category: Villains|Living Nightmare]][[Category: Heroes|Living Nightmare]]&lt;/div&gt;</summary>
		<author><name>69.24.169.226</name></author>
		
	</entry>
	<entry>
		<id>https://herocopia.com/index.php?title=The_Unholy_Alliance&amp;diff=1182</id>
		<title>The Unholy Alliance</title>
		<link rel="alternate" type="text/html" href="https://herocopia.com/index.php?title=The_Unholy_Alliance&amp;diff=1182"/>
		<updated>2013-08-26T02:35:54Z</updated>

		<summary type="html">&lt;p&gt;69.24.169.226: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilerAlert|date= October 11, 2013}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Character infobox2&lt;br /&gt;
|image=Image:Unknown.jpg&lt;br /&gt;
|status=&lt;br /&gt;
|realname=&lt;br /&gt;
|debut=Kurt Busiek's Astro City Vol. 1 #4&lt;br /&gt;
|origin=&lt;br /&gt;
|affiliation= &lt;br /&gt;
|baseops= Flying headquarters (mobile)&lt;br /&gt;
|rangeops= &lt;br /&gt;
|relatives= &lt;br /&gt;
&lt;br /&gt;
|aliases=&lt;br /&gt;
|occupation=&lt;br /&gt;
|birthdate= &lt;br /&gt;
|maritalstatus=&lt;br /&gt;
|height= &lt;br /&gt;
|weight= &lt;br /&gt;
|eyes= &lt;br /&gt;
|hair= &lt;br /&gt;
&lt;br /&gt;
|appearances= 1:4&lt;br /&gt;
&lt;br /&gt;
2:20&lt;br /&gt;
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2:22&lt;br /&gt;
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LH:1 (just Demolitia and Slamburger)&lt;br /&gt;
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{{Character page&lt;br /&gt;
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The Unholy Alliance is a group of incredibly destructive out-for-profit super-criminals led by the weaponsmith Demolitia. They appear to be motivated by greed, revenge, and a mutual desire to cause as much damage as possible. They'll take a variety of jobs, ranging from assassination to the demolition of very public targets.&lt;br /&gt;
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Aside from Spice, each member has highly destructive powers or abilities well-suited to demolishing buildings and causing widespread collateral damage. During the attack on Binderbeck Plaza, Demolitia, Slamburger, and Glowworm seemed to concentrate on property damage, while Spice and Flamethrower performed “crowd control,” preventing police and firefighters from stopping the assault.&lt;br /&gt;
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|history =&lt;br /&gt;
While the origins of the Unholy Alliance remain unrevealed, it is known that the group was formed, defeated, and incarcerated prior to 1993. Around November of 1995, Demolitia broke out of prison after scavenging parts from her cot and toilet to create a jackhammer. Despite being pursued by the [[First Family]], Demolitia managed to free the rest of her group from other prisons, including Leavenworth. The Unholy Alliance escaped [[Honor Guard]] on the Iowa side of the Quad Cities, but soon resurfaced in Astro City when they attempted to demolish Binderbeck Plaza. The villains were defeated by the First Family, who had been alerted to the attack by [[Nick Furst]]’s fiancée, lawyer Darcy Conroy, who worked in the building. Flamethrower escaped from police while being brought in, but the rest of the team was presumably re-imprisoned. (&amp;quot;[[Safeguards]]&amp;quot;)&lt;br /&gt;
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Sometime after this, the Unholy Alliance escaped prison again and joined the [[Conquistador]]'s army of villains, unaware that he was plotting to betray them all. As part of his scheme - which assigned half of the villain army to creating distractions nationwide so that the other half might loot Astro City without hero intervention - the Unholy Alliance was tasked with causing chaos in Detroit, where they drew Honor Guard's attention.&lt;br /&gt;
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[[Crimson Cougar]]'s Pelt: The Unholy Alliance next surfaced when they tried to kill the Crimson Cougar, a soap actor who had unwittingly become a costumed crimefighter. The attack was meant to discourage other &amp;quot;volunteer&amp;quot; superheroes. Yet again, however, the Unholy Alliance was foiled by Honor Guard (with some help from the Crimson Cougar himself). (&amp;quot;[[Great Expectations]]&amp;quot;)&lt;br /&gt;
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Mob Rules: &amp;quot;Long-sought fugitives Demolitia and Slamburger&amp;quot; met with Mr. Jaseny, a representative of East Coast organized crime, to discuss some sort of partnership with the mob. The pair tried to strong-arm Jaseny into accepting the terms of their deal, but were defeated and captured by Cleopatra and Jack-in-the-Box. (&amp;quot;[[Newcomers]]&amp;quot;)&lt;br /&gt;
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By 2013, their line-up had undergone change. Spice was out, Flamethrower was replaced by a female counterpart, and they gained two new members (names still unknown). This incarnation of the group was hired to steal an arsenal of advanced weaponry and even a genocide-level alien virus. While hightailing it with the virus, their mobile base was detected by an employee of the Honor Guard Call Center, who sent her employers to intercept.&lt;br /&gt;
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The Unholy Alliance was captured, but '''whoever hired them remains unidentified and at large'''. (&amp;quot;[[Welcome to HumanoGlobal]]&amp;quot;)&lt;br /&gt;
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|equipment =&lt;br /&gt;
The team operates out of a high-tech flying headquarters. Its cloaking technology renders it invisible, though the presence of Glowworm's radiation reduces that to ''mostly'' invisible.&lt;br /&gt;
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|powers = &lt;br /&gt;
'''Demolitia''': A genius in demolition technology. Once made a jackhammer out of nothing but the material in her prison cell. Wears a strength-magnifying exo-skeleton, a wrecking ball on one arm and a jackhammer on the other.&lt;br /&gt;
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'''Flamethrower''': In a completely unexpected twist, wields flame-throwing equipment.&lt;br /&gt;
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'''Glowworm''': Can emanate radiation and fire it in blasts.&lt;br /&gt;
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'''Slamburger''': Superstrong and looks like meat.&lt;br /&gt;
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'''Spice''': Wields a whip.&lt;br /&gt;
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|speculations =&lt;br /&gt;
* It is unknown when the Unholy Alliance formed, but in their first appearance, which takes place in 1995, the recently-escaped Slamburger reveals that he has been in prison for two years. &lt;br /&gt;
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}}&lt;br /&gt;
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[[Categories:Villains]]&lt;/div&gt;</summary>
		<author><name>69.24.169.226</name></author>
		
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