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Au-Ntw Stats and Diagrams in a Colon Loosi-Uaf FokmatI 























WHO'S 



IN THE DC UNIVERSE 


The Role-Playing Supplement 































Who's Who #2 

©1992 DC Comics Inc. 

All Rights Reserved. 

Published By Mayfair Games Inc. 

Text: Andrew Webster 

Attribute Table: Bryon K. Mosley 

Editors: Bryan Nystul and Ann Goetz 

Graphic Design Lay-out: Maria Cabardo and Mike 

Russo 

Cover Art: 

Pencils: Kevin Maguire 

Inks: Ray McCarthy 

Color: Bob LcRose 

Interior Art: DC Staff 

Graphic Design and Maps: Robert McLees 

All characters, their distinctive likenesses, names, logos, 
props and all other related indicia are trademarks of DC 
Comics Inc. Copyright ©1992 DC Comics Inc. Used 
under license by Mayfair Games Inc. All rights reserved. 



is a trademark of DC Comics Inc., used under 
license by Mayfair Games Inc. 



is a registered trademark of Mayfair Games Inc. 


No part of this book may be reproduced in any form or 
by any means, except for the inclusion of brief quotations 
in a review, without permission in writing from the 
publisher. Permission is granted to the purchaser of this 
book to copy the maps and histories contained herein for 
personal use, provided that none of the copies are sold or 
traded. 

All characters in this book are fictitious. Any 
resemblance to actual persons, living or dead, is purely 
coincidental. 

Manufactured in the United States o l America. 

ISBN: 0-923763-5#-3 


Mayfair Games Inc. • P.O. Box 4S539 • Niles, IL 6f64S 



INTRODUCTION 

Welcome to the Who's Who gaming supplement. This 
sourcepack allows gamers to keep up with the latest 
developments in the DC Universe and update all their 
favorite characters. 

This book was designed to function as a supplement to 
DC's own Who's Who series. Each volume of the Who's 
Who Gaming Supplement covers all the characters included 
in four volumes of DC's Who's Who .This particular volume 
covers the characters featured in issues #5-8 of the DC 
series. Gamers are advised to insert these pages into their 
Who's Who binders directly after the DC entries they 
supplement. 

In addition to our standard game statistics, each entry in 
this volume includes a personality descriptions, advice for 
using the character in your own Adventures, descriptions 
of the Subplots in which the character has been involved, 
and a complete listing of the character's appearances in the 
DC Comics. The cut-off date for these appearance lists is 
July of 1992, so any appearances after this date are not 
included. 

You should note that comic book characters change and 
evolve over time. Any discrepancies between the statistics 
published here and those published elsewhere are 
intentional and reflect changes in DC's current conception 
of their characters. 


DC Heroes Revision 

Over the last few years, the DC Universe seems to have 
become a slightly grittier and more “street-oriented” 
environment. You can reflect these changes in your own 
DC Heroes campaign with the following rules changes. 

• Jt now costs 5 Hero Points to raise aa AV, EV, OV, or 
RV by a single point. 

• It now costs 3 Hero Points to remove a single point of 
damage through Last Ditch Defense. 





DC Attribute Benchmark Tables 


Dexterity (Dex): "Dexterity represents a 
Character’s agility and nirnblencss.” (DC Heroes 
Second Edition, Character Handbook) 


APs 

Benchmarks 

1-2: 

The person has normal agility and can perform activities 
associated with daily living. 

3-4: 

The individual has agility equivalent to one who practices 
athletic abilities beyond what is required for daily living 
such as: 

police officers, firemen, clowns, stage performers, dancers 

5-6: 

The person possesses agility equivalent to individuals who 
arc well honed in athletic prowess as Gymnasts, Stunt men, 
and Circus Aerialists. 

Robin, Animal Man, Cyborg 

7-8: 

The individual is agile enough to be a medal-winning 
Olympic gymnast. 

Aquaman, Blue Beetle, Starfire «. Vandal Savage, Deadman 

$-10: 

This person possesses the best agility humanly possible and 
could easily become a record-setting Gold Medal Olympic 
gymnast [at the level 10]. 

Batman, Bronze Tiger, Ra’sAl Ghul, Kobra 

Strength (Str): "Strength represents a Character’s 
ability to lift weight and withstand duress.” (DC 
Heroes Second Edition, Character Handbook) 

APs 

Benchmarks 

1-2: 

A normal human who can lift 200 pounds above his head. 

3-4: 

A person with exceptional human strength, equivalent to 
that of professional weight lifters. 

Lifting Range: 400 - 800 pounds 

Anthro the Cave Boy, Jonah Hex, Amanda Waller, Wildcat 

5-6: 

This is the level of maximum human strength. 

Lifting Range: 900 - 1,600 pounds. 

Butman, Starfire, Nawkman, Creeper 

7-8: 

This is super-human strength capable of bending a steel 
crowbar. 

Lifting Range: 3 - 6 tons. 

Aquaman, Cyborg . Nuklon, Fire hawk 

9-10: 

A person with strength of sufficient force to demolish a 
concrete barrier. 

Lifting Range: 12-25 tons. 

Hourman, Metamotpho, Red Star, Deathsrroke the 
Terminator 

j M2: 

The power of the individual’s strength can rupture a steel 
wall. 

Lifting Range: 50 - 100 tons. 

Big Barda, Troia, Chemo, Lead of The Metal Men 


11-12: This is a superhuman level of athletic prowess, where the 

individual can actually dodge high velocity projectiles such 
as arrows and bullets aimed directly at him or her with 
moderate effort. 

Elongated Man , Spectre, Mister Miracle, Amazo 

13-15: This level of agility allows the dodging of laser fire and the 

ability to sight and catch slower moving projectiles, such as 
arrows and bullets. 

Wonder Woman, Superman, Cheetah, Captain Marvel 

16-18: The person is capable of athletic maneuvers thaL seem to 

defy the ability of the humanoid structure. His or her 
reactions are so swift laser fire appears in slow motion. 
Monitor, Anti-Monitor 

19-21: Reaction time and coordination are so attuned that the 

individual’s thoughts and actions arc simultaneous. 

22-24: The character’s actions begin before the human brain can 

complete a thought. 

Flash (Jay Gar rick)\ while substituting Superspeed for Dex] 

25-27: A person with agility of this magnitude sees his 

surroundings, even energy, as motionless and can easily 
dodge multiple laser fire. 

28-30: A level of agility where the individual’s reactions occur as 

if he was clairvoyant. 


13-15: The individual can summon strength to crush titanium 

without real effort or throw a car a half mile (this can be 
done at a 15). 

Lifting Range: 200 - 800 tons. 

Iron of The Metal Men, Mammoth 

16-18: At this level of strength, most barriers, natural or maa- 

made, cannot stop this individual, as he can easily demolish 
a fortified bunker. 

Lifting Range: 1,600 - 6,400 tons. 

Spectre, Martian Manhunter, Wonder Woman, Solomon 
Grundy, Grodd, Lobo 

19-21: This individual possesses strength equivalent to that of the 

giants of ancient legends. 

Lifting Range: 12,800 - 51,200 tons. 

Kalibak, X’Hal 

22-24: At this level the individual possesses god-like strength. 

Lifting Range: 102,400 - 409,600 tons. 

Darkseid, Orion, Ares, Laurel Gaud 

25-27: Beings with strength in this range have Titan-level prowess. 

Lifting Range: 819,200 - 3276,800 tons. 

Superman. Heracles . Arias 

28-30+: This is entity-level strength. Small celestial bodies are 

obliterated with the exercise of this level of strength. 

Lifting Range: 6,553,600- 13,107,200 tons. 

Monitor, Anti -Monitor, Trigon 




Bo*y: “This Attribute represents a Character's 
standard resistance to physical damage.” (DC Heroes 
Second Edition , Character Handbook) 

APs Benchmarks 

I- 2: A normal human who is susceptible to normal pain 

stimulus. 

3-4: Body conditioned to withstand moderate damage without 

great pain. The individual can weather many blunt attacks, 
as a prizefighter *r a martial artist. 

Amanda Waller, John Constantine, Huntress > Captain 
Boomerang 

5-6: The body is conditioned to withstand the greatest amount of 

physical damage humanly possible. The individual 
possesses exceptional resistance to fatigue. 

Batman , Bronze Tiger, The Warlord, Jonah Hex 

7-8: The body can endure attacks from street-level weaponry, 

such as knives, chains, bats, and small caliber guns. The 
body has a density equal to a brick wall. 

Swamp Thing, Aquaman T Hawkman, Deathstroke the 
Terminator 

9-10: The body is resilient enough t« resist most military 

weapons, such as high caliber automatic rifles. 

Big Bar da. Red Star, Gold of The Metal Men 

II- 12: The body can withstand high impact explosives that could 

demolish a reinforced concrete bunker. Characters with a 


Intelligence (Int): “Intelligence represents a 
Character's ability to think rapidly and his/her 
knowledge of facts.”(T>C Heroes 2nd Edition , 
Character Handbook) 

APs Benchmarks 

1-2: This person has the problem-solving abilities of the average 

high school graduate. 

Major Force, Gnort 

3-4: This individual is tine equivalent of a particularly bright 

high school graduate. 

Plastic Man, Ragman, Peacemaker, Guy Gardner 

5-6: The individual has the ability to process information on the 

level of the industrious college student. 

An thro the Cave Boy, The Flash (Wally West), Robin, 

Major Disaster 

7-8: The person’s intellectual capacity rivals a professional who 

is one of ten authorities in a field of study or a bom genius. 
Aquaman, Nightwing, Scarecrow 

9-10: The intellect equals a professional who is one of three 

world authorities on a subject. 

Swamp Thing.. Hawkman, Grodd, Wonder Woman, Joker 


Body in this range literally possess steel-hard skin. 
Metamorphq, Green Lantern II. Firestorm, Demon 

13-15: The body has density ranging from titanium (at a 13) to 

diamond hardness (at a 15). Aithis level the individual is 
nearly invulnerable and can easily withstand anti-tank flic. 
Wonder Woman, Martian Man hunter. Power Girl, Solomon 

Grundy 

{ 

16-18: The body is virtually indestructible and can withstand * 

highly charged plasma beams and direct hits from powerful 
demolition 

Superman , Darkseid. Valor, Ares 

19-21: At Iftis-feyel, the body i s impervious ifo conventional 

"•weaponry save for nuclear munitions, and has the 
a wall of Promethium (at a 2f). 

Brimstone 

22-24: At thi.cfevef, the body can survive the crushing forcotf&f 

space for extended; durations and survive 
detonation of amulti-Trlotbninuclear'Jevice. 

25-27: Bodies in this range can withstand forces unleashed by 

gods. 

Sandman 

28-30+: The body can resist a direct hit from a 1 Of megaton nuclear 

weapon. 

Monitor. Anti -Monitor 


11-12: The person is a genius or has intellect on par with an 

individual who is the best authority in the world on a 
subject. 

Batman, Superman, John Constantine 

13-15: The individual’s intelligence is beyond what is normally 

experienced on Earth, with the ability to conceive concepts 
centuries beyond current conventions. 

Lex Luthor, Pariah, The Brain, Jor-El 

16-18: The person has an intellect giving the individual the ability 

to adopt concepts completely foreign to his society or 
environment. 

Vril Dox II of the LEGION, Brainiac, Highfather, Darks eid 

19-21: This individual has the intellectual ability to master every 

worldly subject. 

Phantom Stranger 

22-24: This individual possesses intellect with the ability to 

comprehend and utilize knowledge spanning the galaxy. 

25-27: At this level, the individual can understand and process 

knowledge on a universal scale. 

Anti-Monitor 

28-30: The individual can understand and conceive knowledge that 

is multi-versal in magnitude. 

Monitor 






Wiix: “This Attribute represents a Character's 
ability to draw conclusions and his/her willpower in 
general.” (DC Heroes Second Edition, Character 
Handbook) 

APs 

Benchmarks 

1-2: 

The individual ppss^sses the will to face a new morning 
and confront ^obstacles of a normal life, 

Solomon Grundy, Ma and Pa Kent, Abigail Amina Cable 

3-4; 

The person has^foeisSqd;defeated will and can summon 
the courage to savey idtiml; fcomTiazardous situations such 
as burning buildings. Hfc’might naively risk his life for 
stories or glory. 

Mr. Mxyzpllk, Commissioner Gordon, Lois Lane 

5-6: 

This individual has exceptional self-discipline and can 
remain rational and calm during a crisis. 

Captain Atom, Pariah , Doctor Mid-nite (original), Rocket 
Red 

7-8: 

The individual possesses the resolve to conquer any human, 
rational threat or fear, save death. 

Bronze Tiger, Catwoman, Mister Miracle, Htwkman, 
Maxwell Lord 

9-10: 

The individual possesses enough willpower to override 
self-preservation and enter an obviously unsurvivable 
battle. 

Lady Quark, Sergeant Rock, The Warlord, Enemy Ace 

JVInvD: “This Attribute is a measure of a Character’s 
resistance to mental stress ”(BC Heroes Second 
Edition, Character Handbook) 

APs 

Benchmarks 

1-2: 

A person can endure the normal slress of daily existence. 

3-4: 

The person’s mind is conditioned to withstand stressful 
conditions simular to those faced by police officers, 
firemen, and doctors. 

Hoitrman, Rocket Red, Cyborg, Speedy 

5-6: 

The person’s mind is equipped to deal with great stress as a 
part of daily life. Undercover agents, leaders of nations, and 
most heroes fit this category. 

Deadman, Green Arrow, Fire, Vixen 

7-8: 

The individual has the mental fortitude to continue normal 
activities even in persistently painful or stressful situations, 
such as those experienced by hardened soldiers. 

Martian Manhunter, Sergeant Rock, Ra’s At Ghul 

9-10: 

The individual will maintain self-discipline and sanity even 
under strenuous torture or pain. 

Wonder Woman, Eclipso, Solomon Grundy, Circe 

11-12: 

This person’s mental endurance is at the peak of human 
fortitude. 

Batman, Swamp Thing, Raven, Brother Blood 


11-12: The will is of an unyielding determination and fanatical 

strength and the individual is fully capable of confronting 
sanity-threatening situations and mystical phenomenon 
with no loss of resolve. 

Batman, Joker, Power Girl, Wonder Woman 

13*-15: The pers»n possesses superhuman resolve to overcome 

paranormal situations beyond the scope of human 
comprehension. 

Swamp Thing, Sandman, Amethyst 

16-18: The individual has sufficient willpower to wield greal 

power with unfaltering confidence or arrogance. 

Brainiac, Raven, Guy Gardner, Highfather 

19-21: Individuals at this level of willpower can dominate 

situations that could have planetary repercussions. 
Superman, 0rion 

22-24: The individual's will is formidable enough to challenge 

intergalactic menaces without fear. 

Metron, Green Lantern (Alan Scott), Green Lantern (John 
Stewart) 

25-27: The individual possesses god-like mental resolve and is 

accustomed to overcoming universal obstacles and tiireats. 
Phantom Stranger, Green Gin tern (Hal Jordan), Darkseid, 
Ares 

28-3t: The individual is resolute even in the face of universal 

destruction. 

Monitor, Anti-Monitor, Guardians of the Universe 


13-15: A person with this level of Mind is accustomed to dealing 

with alien or inexplicable phenomena, or problems outside 
any human experience. Individuals can handle the stiess 
equated to “the weight of the world'' in stride. 

Demon, Superman, traiiliac 

16-18: Ibis person can mentally endure the consistent strain of a 

hostile and taxing condition such as war for centuries. 
Highfather 

I £-21: At this level, the person has a god-like mental stamina. 

Darkseid, Guardians of the Universe , Chet no 

22-24; The mind remains whole even in situations where the laws 
of reality shift. 

25 27: The mind can withstand an assault that strikes to the core of 

the individual’s existence. 

Phantom Stranger 

28-30t-: An individual with mental stamina at the level of a 

primordial entity. 

Monitor, Anti-Monitor 





Influence: “Influence represents the power of a 
Character's personality and presencc.”(#C Heroes 
Second Edition, Character Handbook) 


APs 

Benchmarks 

1-2: 

The individual receives the normal attention accorded any 
living creature. 

3-4: 

This person has the persuasive ability to hold and draw the 
attention of a small audience. 
most minor entertainers 

5-6: 

The individual at this level of Influence can hold and draw 
the attention of a huge audience. 

Flash (Jay Garrick), Black Canary, Booster Gold, Wildcat 

7-8: 

The personality is so unique as to be highly regardedby 
several people across a nation or a stale. 

Viking Prince, Queen Hippolyte, Green Arrow, Blackftre 

9-10: 

This individual 7 s personality is strong enough to attract the 
attention of the leaders and citizens of many separate 
nations. 

Amanda Waller, Batman, Circe, John Constantine, Wonder 
Woman 

11-12: 

The person's presence is powerful enough to have gained 
the attention of even legendary personages. In some cases 

Aura: “This Attn bute represents a Character’s 
ability to intercede with his/her personality to affect 
the actions of others and also indicates his or her 
level of magical power .”(DC Heroes 2nd Edition, 

C heir act er H and book) 

APs 

Benchmarks 

1-2: 

At this level an individual can leave a basic impression on 
someone. 

3-4: 

This individual possesses an Aura equivalent to a that of a 
very amiable person, such as an actor or a priest. 

Jonah Hex, Speedy, Hourman (Rex Tyler), The Atom (Ray 
Palmer) 

5-6: 

This person has a presence strong enough to change the 
emotional status of an auditorium-sized crowd of people 
from dead calm to an electrified frenzy. 

Queen Hippolyte, Aquaman . Big Barda, Mister Miracle 

7-8: 

This individual has a mystique capable of affecting the 
opinions of people across the nation. The person can gain 
loyally and respect upon appearance. 

Batman, Enemy Ace, The Warlord, Green Lantern (Hal 
Jordan) 

9-10: 

The individual can alter the opinions of various citizens 
across the world and is capable of generating a cult 
following within a region the size of a country'. 

Wonder Woman 


their notoriety is so comprehensive as to be a household 
word across the world. 

Swamp Thing, Doctor f ate II 


13-15: 

This individual can easily gamer the attention of an 
individual from another species. 

Spectre, Demon 

16-18: 

Tliis person can attract the attention of powerful personages 
such as Demons and the Lords of Order and Chaos without 
effoit. 

Phantom Stranger, Helmet of Nahu 

19-21: 

This individual receives reactions from people as if the 
person were a god or goddess without needing any display 
of power or a reputation. 

Monitor using the Charisma skill . 

22-24: 

This person has an overwhelming presence, and can 
establish a reputation across the galaxy. 

25-27: 

This person can force a reaction from universal audiences 
and personages such as Death, Destiny, Sandman, etc. 

28-30: 

Multi-versal notice can be accomplished. 


11-12: This individual is capable of generating myths and legends 

that last for several centuries. 

Confucius, John Constantine, Eclipso 

13-15: This personality can gain the respect of even legendary 

figures, such as King Arthur, and sway the opinions of 
beings of great mystical power. 

Arion, Circe, Zatanna, Brother Blood 

16-18: The individual can reason with and possibly alter strong 

personalities, such as those of angels and demons. 

Demon, Doctor Fate II, Sandman, Darkseid 

19-21: When it comes to strength of personality, this individual 

can walk amongst the gods as a near-equal. 

Spectre, X’Hal, Superman 

22-24: This indivudafs Aura is powerful enough to make his or 

her word law across the galaxy. 

Doctor Fate (as Nahu) 

25-27: This personality is powerful enough to etch a legendary 

standing across the universe. TT^®fst powerful beingsjih 
the universe will heed this indivijgjt- 
Phantom Stranger, Monitor, Anii'Mmmr 

28-30: The individual's presence stretches beyond the coniines of 

this universe. 




Spirit: ‘This Attribute represents a Character’s 
ability to withstand mystical stress and is also a 
reflection of the Character’s general spiritual 
resolvc .”(DC Heroes Second Edition, Character 
Handbook) 


APs Benchmarks 

I- 2: The individual can withstand average life experiences with 

two or three major crises. 

3-4: The person’s Spiiit is equivalent to that of an individual 

who can weather an assault on his or her core beliefs. 

Ice, Changeling, Desaad, Checkmate Knight 

5-6: This person is so secure in his or her beliefs that he or she is 

willing to die for them. 

Most Heroes: Huntress, Fire, Cyborg, Booster Gold 

7-8: The individual is capable of enduring several major crises 

without loss of resolve. 

John Constantine, Deadman 

9-10: The individual possesses a fortitude that cannot be altered 

even by the blackest life experiences. He can withstand the 
mystical assault of an experienced sorcerer. 

Batman, Wonder Woman, Doctor Occult, Mister Miracle 

II- 12: This person has can easily cope wi th extraordinary 

phenomena and knows no true fear. This is usually a 


a: 


// 



qualification for entry into the Green Lantern Coips. 
Zmtanna , Brother Blood, Hal Jordan, Arion, Sinestro 

13-15: This individual can endure several attacks from a master 

level sorcerer and traumatic supernatural catastrophes 
routinely. 

Amethyst, X'Hal 

16-18: This person's spiritual resilience is equivalent to that of a 

god-like mystical being. 

Darkseid, Ares 

1 f-21: At this level the Spirit remains strong even in the ravages of 

a hostile environment such as Hell or ^ward. 

Phantom Stranger, Sandman 

22-24: The Spirit can withstand an extended battle with a major 

demon. 

Doctor Fate (Nabu) 

25-27: The individual can resist the attack of an entity-level 

mystical force. 

Trigon 

28-3#-h: The person is spiritually pure, or invulnerable, a condition 

attainable perhaps only jn.lhe state of nirvana. 


O 




\\ 



JK 


O 





Adam Strange 


Dex: 

7 

Sir: 

4 

Body: 

5 

Int: 

10 

Will: 

9 

Mind: 

8 

Infl: 

8 

Aura: 

7 

Spirit: 

8 

Initiative: 29 


Hero Points: 

75 


•Skills: Acrobatics: 5, Charisma: 8*, Gadgetry: 10*, 
Martial Artist: 7*, Military Science: 10*, Scientist: 
10*, Thief: 6, Vehicles: 7*, Weaponry: 10 
•Advantages: Area Knowledge (Rann); 

Connections: Ranagar Ruling Council (High); 
Intensive Training; Iron Nerves; Lightning 
Reflexes; Scholar (archaeology, history) 

•Alter Ego: Adam Strange 
•Motivation: Upholding the Good 
•Wealth: 6 
•Equipment: 

BODY SUIT | Body: 6 , Flame Immunity: 7] 

Jet Pack [Body: 8, Flight: 8, R#: 2] 

Laser Pistol [Body: 4, Heat Vision: 8, R#: 2) 


Powers and Abilities 


Adam Strange has no meta-human powers, but 
he has proven his worth as Rann T s champion through 
his skill in battle, intelligence, diligence, and his 
ingenious employment of Rann T s technology. Strange 
is highly accomplished in hand-to-hand combat and 
the use of all forms of weapons (reflected by his high 
Martial Artist and Weaponry Skills). 

Strange is also an accomplished scientist and 
archaeologist. He can understand and develop 
technology and identify, or at least trace the origins 
of, most objects using his Scientist and Gadgetry 
Skills. 


Personality/Role-playing 


Strange T s most obvious quality is his heroism. As 
Rann's champion he will face danger without a 
thought for anything but the lives of his adopted 
people. Without any powers, and armed with only 
brains and talents, Strange has taken on mad 
scientists, aliens, natural disasters and dinosaurs. It is 
believed that he is almost fearless.In fact, Strange has 
come to love Rann and its people even more than he 
loved Earth. Thus, whenever he must leave Rann, 
Strange strives to return. 

For the most part, Strange's feelings about Rann are 
reciprocated by its people. There are still natives who do 
not trust him, but they are few. Most of the populace 
loves Adam as much as humans love Superman. 


Adam is a man with a thirst for taowledge and 
adventure. He began as an archeologist on Earth, and 
his desire to learn continues on Rann. In fact, through 
his exploring, he has learned more about the land and 
cities of Rann than many of the natives. 

Adam tries to be a good role-model for the 
people of Rann. He cherishes all life, will not kill, 
and resorts to violence only when necessary. 

On occasion Adam Strange returns to Earth to 
aid the heroes there. His general opinion, however, is 
that there are enough super-heroes to protect the 
world of his birth. 


The Zeta Beam 


When Adam Strange becomes saturated with 
radiation from the Zeta Beam, he is instantly 
transported to Rann. When the Zeta energy leaves his 
system, he returns to Earth, at the point where he 
departed. 

ZETA BEAM [Body: 6, Teleportation: 55, R#: 2J 

Limitations: The effects of the Zeta-Beam wear 
off in approximately 18 APs of time, returning the 
Teleported character to his original location (to 
randomly determine the exact time the Beam wears 
off, the Gamemaster can roll 1D10+3 for the number 
of days); the Zeta Beam can only be used to Teleport 
single Characters from Earth to Rann. 

The Zeta Beam strikes the Earth approximately 
once every two to six months (20-22 APs of time), 
always somewhere in the Southern Hemisphere. 
Strange must make a Scientist Skill Check vs. 
OV/RVs of 6/6 (Strenuous Task) to figure out where 
the Beam will strike next. 

Strange is currently under the effects of a Mega- 
Zeta Beam which should, theoretically, keep him on 
Rann forever. 


Using Adam Strange in Adventures 


Adam Strange is a great classic science fiction 
hero to use in an Adventure in outer space. He brings 
with him the popcorn aura of 1950's science-fiction 
movies like The Dciy the Earth Stood Still and 
Forbidden Planet . Present him as a classic 1950's hero 
to your players — serious, brave, untouchable, and a 
font of unerring knowledge. Strange is too good to be 
true, and the Player Characters should see it. 

If space-faring heroes fail a Piloting Check, they 
might crash on Rann. There, Adam Strange can be a 












guide to this technologically advanced world where the 
landscape and flora and fauna are still pre historic in 
Earth terms, and where dinosaurs live outside golden, 
floating cities. Adventures on Rann usually deal with 
protecting the inhabitants from natural dangers or 
stopping technology gone bad (usually at the hands of 
some disgruntled scientist). The heroes might assist 
Strange with one of these common problems. 

Strange also makes appearances during 
adventures of worldly importance, such as the Crisis 
on Infinite Earths or Millennium sagas. I n such cases, 
Strange will travel to Earth to team up with heroes, 
and possibly lead them. 


Subplots 


In a Family Subplot, Adam recently lost his wife 
and was betrayed by his father in law. He is now 
taking care of his daughter, Aleea. She is one of his 
strongest emotional attachments to the world of Rann. 

As part of a Job Subplot, Strange's personal life 
often conflicts with his responsibilities to Rann. 
Adam's responsibilities to his homeworld, Earth, and 
his new home are often in conflict. 

A small faction of Rannians do not believe 
Strange should be considered their champion and 
they often try to destroy his credibility. This causes 
internal conflicts in the city of Ranagar as part of a 
Public Relations Subplot. 



Appearances in the DC Heroes Role 
Playing Game, Second Edition 


Justice League Sourcebook, Background/Roster Book 


Appearances in DC Comics 


*Notc: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: All-New Collectors' Edition #C-56; The 
Brave and the Bold (1) #90, 161, 190; Crisis On 
Infinite Earths #5, 10-12; DC Comics Presents #3, 
82; The Flash (1) #210 (cover); Green Lantern (2) 
# 132-147; Hawkman (I) #18-19; Justice League of 
America #24, 96, 100, 120-121, 138-139, 144. 200; 
Mystery In Space #53-100, 102; Showcase #17-19, 
100-103; Strange Adventures #222, 226; Swamp 
Thing (2) #46; Swing With Scooter #5; Tales of the 
Legion #325; Who's Who ‘85 #1; World's Finest 
Comics #262-264 

Current: Action Comics #650 (flashback); Adam 
Strange #1-3; Cosmic Odyssey #2-3; Firestorm, the 
Nuclear Man #80; Invasion! #1-2; Millennium #8; 
Secret Origins (3) #17; Star man #5; Swamp Thing (2) 
#57-58, 61, 84; Who's Who ‘91 #6 



Laser Pistol 


Jet Pack 









Aqualad 


Dex: 6 

Str: 

7 

B«dy: 

7 

Iw: 8 

Will: 

7 

Mind: 

10 

Ijnfl: 4 

Aura: 

4 

Spirit: 

3 

Initiative: 18 

119] 

Hero Points: 

40 


•Powers: Swimming: 7, Telepathy: 3, Ultra Vision: 
7, Water Freedom: 7 

•Skills: Animal Handling: 4* Vehicles: 5 
•Limitations: Power Restriction: Ultra Vision is only 
usable underwater; Telepathy is only usable on 
other Atlanteans. 

•Advantages: Connections: New Titans (High), 
Poseidonis Government (High), Aquaman (High), 
Justice League of America (Low) 

•Drawbacks: Fatal Vulnerability: Aqualad must 
immerse himself in water every hour or he begins 
to die. 

•Alter Ego: Garth 
•Motivation: Upholding the Good 
•Wealth: 5 


Powers and Abilities 


Aqualad has the physique of most Atlanteans 
with a muscular structure that is dense enough to 
protect him from the crushing pressure of the deep 
sea. This ability (reflected by his Body of 7 APs) 
allows him to withstand damage caused by fists or 
even blunt weapons. On terra firma, he displays 
enough strength to bend steel with his hands and 
great speed (reflected by his high Str score). 

Due to an ancient magical serum, Atlanteans have 
the ability to breathe underwater indefinitely. Garth, 
like the others, can move about freely underwater as 
normal humans can on land (Water Freedom). Garth 
himself is able to swim faster than most undersea 
creatures (Swimming). However, Garth can only stay 
out of water for limited periods (about an hour) before 
he begins to suffocate from breathing unfiltered air 
(Fatal Vulnerability Drawback). 

Aqualad can communicate telepathically with 
other Atlanteans who are within range of his sight. 
He does not have the ability to communicate with and 
control underwater fauna as does Aquaman, but is 
naturally empathic with sea creatures (Animal 
Handling). 

Garth trained with the Teen Titans and had 
numerous adventures with Aquaman, which taught him 
to deal with danger and combat. In spite of this, Aqualad 
remains a pacifist and usually only fights defensively. 


Personality/Role-playing 


Aqualad is a kind and sensitive individual who is 
deeply affected by the stress and turmoil he 
encounters in his pursuit of justice. He is also 
sensitive about his usefulness and often lacks self- 
confidencc because he is unable to remain out of 
water for longer periods of time. This same 
sensitivity, however, makes Aqualad one of the 
kindest heroes on Earth. 

Garth tends to follow the pacifistic philosophy of 
his Idylistic heritage. In battle he is usually on the 
defensive and will attempt to capture rather than 
injure an opponent with his superior abilities. These 
same peaceful leanings have also caused Garth to act 
as an ambassador to the surface world to maintain 
good relations between it and Atlantis. 

Aqualad has entered a new stage in his role as 
hero. He is no longer subordinate to anyone else, and, 
having reached adulthood, Aqualad has been able to 
test and accept himself. He has also gained 
acceptance, even acclaim, in his home of Atlantis. 

Although he was the side-kick to Aquaman, 
Garth now prefers to work alone. Aqualad will do his 
best to aid the Titans or Aquaman whenever they 
need them, though, because he cares for them and 
considers their friendships important. 


Fish Out of Water 


Aqualad can only stay dry for a period of about 
an hour (10 APs) before he starts to suffocate from 
breathing unfiltered air and needs to be immersed in 
water. He is not discriminatory on such occasions and 
can just as easily recuperate in fresh water, or a bath 
tub, but he much prefers the open seas. In addition, a 
rainy day will keep Aqualad from suffocating. After 
one hour of being on land, he will lose one AP of his 
Current Body Condition per 4 APs of time (1 
minute). When his Body reaches O APs he will be 
unconscious and unable to get himself to water. 
When his Body Condition reaches -7 he will have 
suffocated to death. 


Using Aqualad in Adventures 


Garth is a good hero to use as a Non Player 
Character if an Adventure takes place underwater. He 
may aid or lead other underwater warriors (such as 
Aquaman) on missions to save Atlantis from villains 










or war. 

Aqualad is a good guide to the cities of Atlantis 
during adventures, and could connect Player Heroes 
with the people in power in those realms. He could 
also be questioned when the heroes need expert 
knowledge about anything in the oceans (flora, fauna, 
underwater structures or hazards, etc.). 


Subplots 


Before she died, Aqualad carried on a Romance 
Subplot with Tula (Aquagirl). He has since had to 
deal with her death. 

Aqualad still maintains a Friends Subplot with 
the New Titans as well as Aquaman. 

In a Miscellaneous Subplot, Garth has had to 
deal with his uncertainty during adventures where he 
has had to work out of water. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Appearances in DC Comics 


Pre-Crisis: Action Comics #272; Adventure Comics 
#269-280, 282, 284, 436, 446-450, 452-455, 461 - 
463; Aquaman (1) #1-25, 27-41, 43-53, 55, 62-63; 
The Best of DC #18; The Brave and the Bold (1) #51, 
54, 60, 73; Crisis On Infinite Earths #5-7, 9-10, 12; 
DC Special Series #11; Detective Comics #293-300; 
Justice League of America #86; The New Teen Titans 
(1) #23, 33, (2) 6; Showcase #30-33, 59, 100; Super 
Friends #25, 27; Superman's Pal t Jimmy Olsen #78; 
Tales of the Teen Titans #45-47, 50; Teen Titans #1- 
19, 28-30, 36, 40, 45-49, 51-53; World’s Finest 
Comics #125-133, 135, 137, 139, 262, 264; Who’s 
Who ‘SJ# 1 

Current: Aquaman (2) #4 (flashback), (3) 1 (4) 5, 8; 
Aquaman Special (2) #1 (flashback); The New Titans 
#85, 87 


New Titans Sourcebook 



Residential 


Residential 


Commercial 


Commercial 


Government 

Tritonis 


0 500 1500 

feet 






























































Ayla Ranzz 


Dex: 6 

Str: 

3 

Body: 

5 

Int: 6 

Will: 

6 

Mind: 

5 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 18 


Hero Points: 

60 


•Powers: Lightning: 14 

•Skills: Acrobatics: 6, Charisma (Persuasion): 6, 
Martial Artist: 5, Vehicles: 5 
•Advantages: Attractive; Connection: Legion of 
Super-Heroes (High); Rich Family 
•Alter Ego: Lightning Lass, Light Lass 
•Motivation: Responsibility of Power 
•Wealth: 5 


Powers and Abilities 


Ranzz’s Power allows her to create bolts of bio¬ 
electricity powerful enough to bum through titanium 
(Lightning Power). She is also trained in Legion 
hand-to-hand combat techniques (Martial Artist) and 
is a dangerous opponent. She is quick both in mind 
and body, as well as extremely agile due to her 
natural Acrobatic ability. 


Personality/Role-playing 


Ayla is a very tempered, even-minded person. 
She exhibits great emotional and mental stability, an 
openness that verges on aggressive, and a strength of 
character that impresses most people. She knows that 
she is attractive, but rarely flaunts it. 

In combat, Ayla is very sure of herself. She has 
the experience and training that allows her to keep up 
with some of the younger, more powerful members 
of the team. Ayla is always ready to use her abilities 
to face dangers, and like her twin (Garth Ranzz), she 
is brave and strong willed. 

Ranzz has dedicated her life to her friends in the 
Legion. She feels most comfortable with them, even 
though they have caused her the most emotional 
stress. Although Ayla tries to keep her relations with 
her teammates on a professional level, she still 
considers her them her best friends. 


Lightning Powers 


Ayla Ranzz can fire powerful charges of 
electricity at opponents or targets for Physical 
Attacks. The AV/EV of this Attack equals her APs of 
Power (up to 13) vs. her opponent’s Dex/Body. This 


Power usually displays itself in the form of a directed 
lightning bolt. 

Ayla may use her Power to destroy or deactivate 
electronics and other objects with conductive 
components. Such an attempt is a standard attack 
against a Gadget (vs. OV/RV of Body/Body), but 
Ayla gets a -2 Columns Shift to the RV. If the 
Current Body of the mechanism after the attack 
equals or is lower than 0, it has shorted out and is no 
longer operational. 


Light Lass 


At one time. Dream Girl changed Ayla's powers 
so that she could manipulate gravity rather than 
electricity. During this time Ayla had the Gravity 
Decrease Power rated at 14 APs, instead of her 
Lightning Power. 

When she was Light Lass Ayla was more of a 
defensive fighter who would help her teammates 
defeat opponents by changing the villains’ mass, 
propelling them toward a teammate, or by dropping 
them on one of their own teammates. 


Using Ayla Ranzz in Adventures 


Ayla Ranzz is a means by which adventurers can 
be introduced to members of the Legion of Super- 
Heroes who may aid the Player Heroes with their 
expertise and resources. She is one of the most open- 
minded of the Legionnaires and is most likely to 
welcome new faces. Ayla might take visitors on a 
tour of their new facilities and perhaps even be able 
to talk LSH Leader Rokk Krinn into letting the 
visitors stay for a while to help the Legion in its 
efforts. 


Subplots 


At one time, Ayla carried on a Romance Subplot 
with her teammate, Brin Londo (Timber Wold/Furball). 
After a number of years this relationship crumbled 
because of Londo's irrational behavior. 

Recently Ranzz was reunited with her dear 
friend Salu Digby (Vi). Their Friends Subplot is 
evolving as they have become inseparable. 

Ayla Ranzz is involved in a Family Subplot with 
her brother Garth Ranzz (formerly Lightning Lad) his 
wife, Imra (formerly Saturn Girl), their children, and her 
brother Mekt (formerly Lightning Lord) who now live 
on Winath. In the past, Mekt tried to influence Ayla to 
join him in his criminal activities. Now he is reformed 















and residing happily with the rest of the family. 


Appearances in DC Comics 


Pre-Crisis: Action Comics #309, 378, 382; 
Adventure Comics #308, 312-3 13, 3 16-319, 322, 
325-327, 329-330, 333-338, 340-347, 348 (behind 
the scenes), 350, 353-357, 359-360, 362-364, 368, 
371, 374-375, 380; All-New Collectors’ Edition #C- 
55; Crisis On Infinite Earths #2-3, 5, 8, 10; Infinity, 
Inc. #22; Legionnaires Three #2-3; Legion of Super- 
Heroes (1) #260, 262-264, 269-273, 275, 277-280, 
282, 284-296, 300 (2) 1-11, 14, 16-27, 29-30, 35-38, 
40-41, 45, 47, 49, 51-53, 56-58, 60-63 (3) 3; Legion 


of Super-Heroes Annual (2) #1; Secrets of the Legion 
o f Super-Heroes #1,2 (behind the scenes), 3; 
Superhoy (1) #147, 172, 200, 202, 207, 211,215, 
217, 221-222, 228-229; Superhoy and the Legion of 
Super-Heroes #235, 237, 241-245, 247-248, 253-254, 
256-257; Superman’s Pal , Jimmy Olsen #76; The 
Wanderers #3; Who’s Who ‘8(5 #13; Who’s Who in 
the Legion of Super-Heroes #4 

Current: Legion of Super-Heroes (4) #3, 10, 12, 15- 
17, 20, 27, 28 (flashback); Legion of Super-Heroes 
Annual (4) #1, #3; Secret Origins (3) #47 (flashback); 
Who’s Who l 9l #6 



Motor pool 


Equipment 

shacks 


Pumptower 


Storage 


Pumphouse/ 

storage 


Feed storage Equipment 
shacks 


Bunkhouse 


Orchard 


0 500 


2000 Main building 


feet 


Grazing pasture 


Lightning Ring Plantation 


Orchard 

/ 

















Black Thorn 


Dex: 7 

Str: 

3 

Body: 

5 

Int: 5 

Will: 

3 

Mind: 

4 

Infl: 5 

Aura: 

4 

Spirit: 

6 

Initiative: 21 


Hero Points: 

35 


•Skills: *linked 

Artist (Actor): 5*, Acrobatics: 7*, Charisma: 5*, 
Detective: 4, Gadgetry: 4, Martial Artist: 5, 
Medicine (First Aid): 5*, Military Science: 5*, 
Thief: 7*, Vehicles: 1% Weaponry: 7* 
•Advantages: Area Knowledge (New York City); 
Connections: Checkmate (High); Intensive 
Training; Iron Nerves; Lightning Reflexes; Scholar 
(street crime); Sharp Eye 

•Drawbacks: Catastrophic Irrational Attraction to 
protecting her Secret Identity; Mistrust; Secret 
Identity; Serious Rage 
•Alter Ego: Elizabeth Thome 
•Motivation: Seeking Justice 
•Wealth: 6 
•Equipment: 

Thorn Gun [Body: 3, EV: 4, Ammo: 12, Poison 
Touch: 5, R#: 3| 

Knives [Body: 4, EV: 4] 


Powers and Abilities 


Black Thorn is experienced in the use of firearms 
and other weapons, and has even designed her own 
Thom Gun (Weaponry and Gadgetry Skills). She is 
also a deadly adversary in the use of martial arts 
(Martial Artist). Thorne has well-developed thieving 
and criminal investigation abilities (Thief and 
Detective Skills), and she can drive most vehicles with 
extra proficiency (Vehicles Skill). Using her Artist 
Skill, Thome can also successfully disguise herself. 


Personality/Role-playing 


Elizabeth Thorne's most prominent attribute is 
her quick thinking. Her smarts have helped her 
survive countless dangerous government Intelligence 
missions. Her ability to learn quickly from other 
vigilante heroes and her natural detective skills have 
raised her to a level with the most dangerous covert 
agents in the world. 

Thorne is also confident to the point of seeming 
cocky. She acts tough and speaks frankly to let others 
know she does not mess around. She is quick to 
inform her enemies that she is not squeamish about 


hurting them. She also knows exactly what she is 
capable of and is not so brash that she leaps into 
trouble unprepared. 

Despite her hard, sharp outward appearance and 
code-name, Elizabeth is very caring. She does what 
she can to bring justice and to protect those who 
cannot protect themselves. She has loved, but since 
the death of Chase (Vigilante), it may be a while 
before she is involved romantically again. 


Disguise 


Thome may use her Actor Subskill (Artist) to 
create convincing disguises for herself. Her APs of 
Actor will work as the OV/RV of any Perception 
Check focussed on her. The AV/EV is equivalent to 
the Int/Mind of the Character attempting a 
Perception Check. If they fail their Check, Thorne's 
disguise has thoroughly convinced them, and they do 
not suspect a thing. 


Breaking the Habit 


Elizabeth Thorne, in her more carefree days, 
developed a problem with alcohol and drug use. She 
tries to stay clean, but her forbearance is often tested, 
especially when one of her friends and/or allies is 
killed (as when Vigilante killed himself). During 
these times, the Gamemaster should have Thome's 
Player roll an Action Check to resist the urge to turn 
to chemical relief. AV/EVs for the attempt equal 
Thorne's Will/Mind, while the OV/RVs are set by 
the Universal Modifiers Table, based on the severity 
of the situation. If any RAPs are scored, Thorne 
resists. If no RAPs are scored, however, she will seek 
out alcohol or drugs as soon as possible, and 
temporarily gain a Serious Irrational Attraction to 
Drugs until she can receive medical therapy. 


Using Black Thorn in Adventures 


Black Thorne is your quintessential vigilante 
Character who is best used in a Gritty or Real Genre 
Adventure. She will most probably be found 
prowling alone in New York City or reluctantly 
working with Checkmate 

As government operatives, the Player Characters 
might work alongside Black Thorn in Adventures 
(she could be used as a Player Characters if the group 
is doing a Checkmate Adventure), or they may need 
to track her down if the Intelligence Community 
wants her under tight reign. 












Subplots 


Appearances in DC Comics 


Black Thorn was involved in a Romance Subplot 
with Vigilante before his tragic suicide. 

In a Family and Wealth Subplot. Elizabeth was 
disowned by her father. She therefore has no family 
or financial support from the wealthy Thorne 
household. 


Checkmate! #1-2, 8, 14, 16-20, 22-23, 26, 28; 
Firestorm, the Nuclear Man #87; Suicide Squad #28- 
30; Vigilante #46, 48-50; Who’s Who ‘88 #1; Who's 
Who ‘91 #8 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book 


Thorn Gun 




Throwing Knife 










Butcher 


Dex: 7 

Str: 

4 

Body: 

6 

Int: 7 

Will: 

9 

Mind: 

8 

Infl: 8 

Aura: 

6 

Spirit: 

8 

Initiative: 26 


Hero Points: 

50 


•Skills: Hinked 


Acrobatics: 4, Detective: 7*, Martial Artist: 7*, 
Military Science: 7*, Thief: 7*, Vehicles: 7*, 
Weaponry: 7* 

•Advantages: Connections: the Question (Low), 
Green Arrow and Black Canary (High), Native 
American Community (High); Intensive Training; 
Iron Nerves; Lightning Reflexes; Scholar 
(philosophy, espionage, Lakota traditions) 
•Drawbacks: Minor Rage; Mistrust; Public Identity 
•Alter Ego: John Butcher 
•Motivation: Seeking Justice 
•Wealth: 3 
•Equipment: 

Knife [Body: 9, EV: 3| 

Stick [Body: 6, EV: 3] 


Powers and Abilities 


John Butcher is well trained in combat techniques 
and martial arts. He is especially skilled in the use of 
knives, Filipino stick fighting, and is trained in the 
fighting style of his Lakota tribe (Martial Artist and 
Weaponry Skills). Butcher also gained a number of 
skills necessary in keeping him alive on dangerous 
Army Intelligence missions, including the Thief, 
Military Science, and Detective Skills. 


Personality/Role-playing 


As a result of his studies in Lakota and other Native 
American traditions, the Butcher is quiet, direct, 
extremely self-controlled, and has attained an inner 
balance. He speaks only when necessary and has a 
solemn countenance. Although those who meet him may 
consider him morose, Butcher occasionally surprises his 
compatriots with his straight-faced dry wit. 

Though Butcher can enlist strong allies, he has 
very few personal friends. For some reason he shies 
away from relationships, possibly to keep others out 
of danger. He has a strong compassion for the less 
powerful and wronged, like his people, the Lakota. 

On the job. Butcher prefers not to draw attention to 
himself. Most people pay him no heed because he is 
quiet and keeps to himself when under cover. He will, 
however, call for outside help when he is out-matched. 


John usually deals with crime related to, or 
affecting. Native Americans in the American 
Northwest. He detests actions initiated through 
prejudice, and is a truly savage fighter in such cases, 
using his anger at the treatment of his people as an 
extra source of energy. 


Stick Fighting 


The Butcher is trained in Filipino stick fighting 
techniques which he can use with any staff about the 
length of his arm. The Butcher will use his APs of 
Weaponry Skill (7) as the A V, and an EV of 3 for the 
stick. Some tactics he particularly favors are: 

•Aimed Shot: Butcher can strike a particular area of 
the opponent's body or other target with great 
force. This is a good way for Characters with high 
Weaponry skills (such as Butcher) to effectively 
attack with low EV weapons such as knives, guns, 
and arrows. A strike against a vulnerable spot 
would be considered a Critical Blow. The target 
receives +2 Column Shifts to its OV, but if the 
attack hits, the target's RV is reduced by -3 Column 
shifts. Instead, Butcher might attempt an all-out 
attack against a very defenseless spot, such as the 
head. This would be treated as a Devastating 
Attack, with the target receiving +4 Column Shifts 
to its OV and -6 Column Shifts to its RV. 

•Disarm an Opponent: This is treated as a Take 
Away: a Dice Action with a +2 Column Shift to the 
OV and a +1 Column Shift to the RV. One or more 
RAPs signify that Butcher successfully relieved his 
opponent of his or her weapon. 

•Multiple Attacks: The Butcher can strike up to 4 
opponents at a time. Treat as a normal Multi- 
Attack 

•Throwing the Stick: Butcher can hurl the stick at 
an opponent. The maximum range for an accurate 
throw is 4 APs (151 ft.). The EV of such an attack 
is the Butcher's Str. 

•Trip an Opponent: This is a Trick Shot using the 
stick to tangle up his opponent's feet. Add +2 
Column Shifts to the OV during this Physical 
Attack. One or more RAPs indicates an opponent 
has been tripped and can take no Dice Action 
during his or her next phase in order to stand again. 


Using the Butcher in Adventures 


Butcher may infiltrate an operation and try to 
destroy it (or collect information) from the inside. 












The heroes might meet Butcher as they investigate a 
drug trade or anti-Native American campaigns in the 
American Northwest. 

Butcher is best matched with with low-level 
heroes or those that are based on Skills rather than 
Powers. He may be able to aid Characters with his 
knowledge of martial arts, Indian affairs, or the 
Northwestern States. 


Subplots 


The Butcher is involved in Friend Subplots that 
concern his relations with other heroes, like Green 


Arrow and the Question, and tracking down villains 
that prey on the innocent. 

In a Miscellaneous Subplot, John has trouble 
dealing with the modern lifestyle of some of the 
Lakota who have been forced to give up their land 
and traditional ways of life. Though he cares about 
his people, John feels separated from those who do 
not want to return to their traditions. 


Appearances in DC Comics 


The Brave and The Bold (2) #1-6; The Butcher #1-5; 
Ms. Tree Quarterly #2-3; Who's Who '91 #8 


USMC Combat Knife 



Residential 



Light industry 


Lakota Indian Reservation 
























Captain Atom 


Dex: 7 

Str: 

22 

Body: 

10 

Int: 5 

Will: 

6 

Mind: 

6 

Infl: 5 

Aura: 

5 

Spirit: 

5 

Initiative: 19 


Hlro Points: 

100 


•Powers: Reflection/Deflection: 9, Energy 
Absorption: 12, Energy Blast: 16, Flight: 13, 
Sealed Systems: 20, Skin Armor: 5 

•Skills: Marital Artist: 4, Military Science: 5, 
Vehicles: 6, Weaponry: 5 

•Limitations: see ' ? Being Thrown Through Time" 
below. 

•Advantages: Connections: Justice League 
International (High), U.S. Air Force (Low); Insta- 
Change; Scholar (1960 ? s history and trivia) 

•Drawbacks: Dark Secret (true origin). Secret 
Identity 

•Alter Ego: Nathaniel Christopher Adam, Cameron 
Scott 

•Motivation: Unwanted Power 

•Wealth: 4 


Powers and Abilities 


When Nathaniel Adam coats himself with the 
alien alloy that is part of his body, he becomes nearly 
invulnerable, able to deflect all but the most powerful 
of Earthly explosives (Skin Armor and Body). He 
can survive in hostile and airless environments, 
including outer space, for up to one month (Sealed 
Systems), although he still needs to eat and drink. 

This same alloy coating also allows Adam to tap 
into the quantum field, granting him the strength to 
easily lift a Battleship, the ability to fly at speeds 
exceeding Mach 10 (Flight), and to absorb, redirect, 
and project massive quantities of energy (Energy 
Absorption, Reflection/Deflection, and Energy 
Blast). The atomic-energy blasts Adam generates are 
powerful enough to melt a man-sized hole in a bank 
vault door, or reduce a concrete wall to rubble. 


Personality/Role-playing 


Though not considered a born leader by many, 
Adam is a major in the U.S. Air Force and has the 
discipline and training of a true soldier. He is likable 
and friendly, but occasionally overzealous about 
discipline and control. He simply wants to keep 
things in line with his deep-seated morals. 

Captain Atom is one of the most selfless and 
heroic Characters in the DC Universe, Though he 
never wanted his super powers, he is more than 


willing to use them responsibly. He never kills, and 
only uses force when necessary. At times, however, 
he overdoes it and causes tremendous damage or 
injury—much to his chagrin. 

Adam has adjusted reasonably well to the life in 
the eighties and nineties. He has acclimated modern 
concepts of technology and heroing very quickly, 
though he is still a little old-fashioned in his beliefs. 


Background update 


During a tremendous battle in which the heroes 
of Earth were challenged by the futuristic dictator 
known as Monarch, Captain Atom absorbed a 
neutron bomb explosion and was thrown (along with 
Monarch) back in time to the Stone Age. After a 
series of battles with Monarch in the past, he 
managed to make periodic jumps forward in time. He 
has only just recently returned to the 1990s and has 
not yet returned to Justice League Europe for 
personal reasons. 


Being Thrown Through Time 


The one disadvantage to Captain Atom's abilities 
is his connection to the “quantum field" from which 
he draws his energy. If he absorbs a tremendous 
amount of energy of any sort, he will open the 
“quantum field’ 1 and be sent forward in time. For this 
reason, Atom is very careful about absorbing energy, 
but on occasion he has little choice but to do it. 

When Captain Atom absorbed the energy from 
Monarch’s neutron bomb, they were both hurtled 
backward in time, rather than forward. The reason for 
this is unclear, but it appears to be an isolated 
incident, possibly related to the massive quantity and 
type of energy Atom absorbed. 

Atom's Energy Absorption Power works for 
every form of energy attack and actually has no 
limits. However, if he absorbs more than 12 APs of 
Energy at any one time, he will be sent forward in 
time the number of APs absorbed. If, for instance, 
Captain Atom absorbs 18 APs of energy (far beyond 
his limit of 12 ) he is sent hurtling through the 
"quantum field" and will reappear in the same spot 
over seven days later. 


Using Captain Atom in Adventures 


If adventurers require the assistance of Justice 
League Europe during Captain Atom's tenure with 
the team, they might go to Atom first. Cap could be 
the one who answers the phone, and, being a stickler 












for safety and accuracy, he would most likely give 
the Player Character on the other end of the line a 
good-natured third degree. 

Because of the peculiar quirk in his powers. Captain 
Atom can wind up in any era by slipping through the 
quantum zone. It is feasible that others could be 
transported with him as evidenced by his sojourn with 
Monarch. This would create interesting problems for the 
heroes as they try to figure out a way home. 

Atom is a powerhouse like Superman. He should 
therefore be used sparingly, except against cosmic 
level foes. Most obstacles will be easy to overcome 
with his Powers and Skills, and he should not be 
allowed to diminish the role of the Player Heroes, 


Subplots 


In a complicated Family Subplot Adam was 
reunited with his family in the 1990’s. After 
believing him dead for nearly two decades, they had 
a difficult time accepting his return. 

In a Criminal Past Subplot, Adam had to clear 
his name after being erroneously convicted as a 
traitor. As a result of this, he was under governmental 
surveillance and control for a long lime. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Justice League Sourcebook, Background/Roster Book 
(card included), Come on Down 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Americomics Special #1; Captain Atom 

(2) #78-89; Charlton Bullseye #1; Crisis On Infinite 
Earths #6-7, 9-10, 12; DC Comics Presents #90; 
Ghost Manor #21; Space Adventures #33-40, 42, 44- 
45; Who's Who ‘85 #4 

Current: Action Comics Weekly #627-631; 
Adventures of Superman #449, 463; Animal Man #34 
(behind the scenes); Armageddon: Alien Agenda #1- 
4; Armageddon 2001 #2; Blasters Special #1; Blue 
Beetle (6) #20, 22; Booster Gold #22; Captain Atom 

(3) #1-57; Captain Atom Annual #1-2; Checkmate! 
#18; Doctor Fate (2) #15; Firestorm, the Nuclear 
Man #68-69, 87, 91; Flash (2) #8, 29; The Futy of 
Firestorm #62-63; Invasion! #2-3; Justice League 
America #32, 53-55; Justice League Annual #3-4; 
Justice League Europe #1-11, 13, 14 (behind the 
scenes), 15-30; Justice League Europe Annual #1-2; 
Justice League International #7-15, 17, 19, 21, 24; 
Justice League Quarterly #3; Martian Manhunter #1; 
Millennium #1, 3-8; The New Titans Annual #5; 
Suicide Squad #9, 13, 28-30; Superman (2) #26; War 
of the Gods #1; The Weird# 1, 3-4; Who’s Who 1 87 
(2) #1; Who’s Who ‘91 #6; Wonder Woman (2) #13, 
26,49 


Test subject area 


750 FT down 
at 75 degree slope 




Test chamber 


Communication 



Captain Atom Project Center 


















































Captain Comet 


Dex: 

7 

Str: 

11 

Body: 

8 

Int: 

16 

Will: 

8 

Mind: 

6 

Infl: 

5 

Aura: 

5 

Spirit: 

7 

Initiative: 34 


Hero Points: 

45 


•Powers: Flight: 28, Invulnerability: 6, Recall: 20, 
Sealed Systems: 14, Superspeed: 4, Telekinesis: 9, 
Telepathy: 8 

•Bonuses: sec "Mind Over Matter" below. 

•Skills: Detective: 9, Gadgetry: 8, Scientist: 9, 
Vehicles (Space): 8, Weaponry: 7 
•Advantages: Connections: L.E.G.I.O.N. (High); 

Genius; Iron Nerves; Lightning Reflexes 
•Drawbacks: Voluntary Exile; Public Identity 
•Alter Ego: Adam Blake 
•Motivation: Responsibility of Power 
•Wealth: 9 


Powers and Abilities 


Captain Comet's physique is extremely strong 
and durable; he can easily withstand small-caliber 
gunfire (Body and Invulnerability), and can lift more 
than 30 tons. Comet is also extremely quick, and can 
accomplish most tasks 16 times faster than an 
ordinary human (Superspeed). 

Comet’s highly advanced mutant mind is capable 
of a number of amazing psionic feats. He can lift and 
manipulate objects with sheer force of will, and can 
achieve flight by "lifting" himself (Telekinesis). 
Comet can also Telepathically communicate over 
distances of a quarter mile or less. Comet’s mind is a 
warehouse of knowledge, and he can remember any 
piece of information he has ever absorbed (Recall). 
Extremely intelligent and a fast learner, Blake excels 
in every topic known to man. 


experience and high level of intelligence and 
normal humans, as much as he loves them, cannot 
sufficiently entertain his active mind. 


Mind Over Matter 


Captain Comet's most frequently used power is 
his Telekinesis. By exerting his will over nearby 
objects, he can accomplish a number of powerful 
effects, including: 

•Enhancing Strength: Through extreme 
concentration, Blake can use his Telekinesis to 
supplement his physical strength. He may 
temporarily add his APs of Telekinesis to his Str, 
as long as lifting is the only Action he performs. 
This extra Str may only be used to lift or support 
weight (up to 20 APs), not to make attacks. 

•Lift and Move Objects: Comet may manipulate 
objects with his mind, at a maximum range of half 
a mile. The APs of Telekinesis (9) equal the weight 
(in APs) of any objects moved plus the distance (in 
APs) that those objects may be moved in a single 
phase. For example. Comet could pick up a car (6 
APs) and move it across 80 feet (3 APs). A 
character or object may resist being moved with an 
appropriately resistant Power (a Character with 
Flight could subtract the APs of Flight from the 
distance moved by Telekinesis). 

•Hurl Objects: Blake can use his Telekinesis to fling 
objects at a target to cause Physical damage. Such 
an attempt is a Dice Action with an AV of 9 
(Telekinesis), and an EV equal to the weight of the 
object thrown. 

•Self-Propulsion: Comet can achieve flight by lifting 
and carrying himself. In space, he can achieve 
sufficient velocity to ermss interplanetary distances 
(Flight Power rated at 28 APs). 


Personality/Role-playing 


Sixty Years of Genius 


A man one hundred thousand years ahead of his 
time, Adam Blake headed for the stars to find other 
sentient creatures with whom he could communicate 
on his own level. As a result, Adam is always looking 
to increase his already immense storehouse of 
knowledge. 

Blake still abides by the down-home, simple 
morals he learned in his youth. But since he has seen 
and experienced many things in his six decades of 
existence, he is not naive about evil, violence, and 
death. In the past, Blake also bored easily because of 


Sometimes it appears that Captain Comet knows 
everything, and with his genius level IQ, Recall, and 
decades of adventuring experience, he does have a lot 
of useful (and trivial) information stored in his meta¬ 
human brain. Using his Recall Power, Captain Comet 
can photographically remember every detail of a 
scene, entire volumes of text, or long conversations 
word-for-word. He cannot keep all of the information 
on the tip of his tongue, however, and when he no 
longer needs what he has memorized, or when he 
memorizes something new, the old information is 










stored in his long term memory. If Comet wants to 
remember information on any place, time, or 
situation, he makes an Action Check using his APs of 
Recall as AV/EV against an OV/RV determined by 
Consulting the Universal Modifiers Table on the 
Gamemaster's Screen ( Rules Manual p. 1 1) to 
remember the information. Treat the RAPs as 
Knowledge Points. One RAP indicates vague 
memories, half the RV in RAPs gives him a fairly 
clear recollection, and APs equivalent to the full RV 
of the attempt allows him sharp, detailed memories. 
Some memories and information are harder to dredge 
up due to age or obscurity. Remembering a great 
occurrence that affected his life would be Average 
(no roll necessary), recalling a book he read over 20 
years ago would be Strenuous (OV/RV of 6), and 
remembering a conversation he had with a person he 
only met once before he left Earth would be Beyond 
the Limit (OV/RV of 15). Comet's knowledge base is 
so broad that the Gamemaster should allow him to 
come up with just about any fact, unless such 
knowledge is deemed completely alien or would ruin 
and entire Adventure. 


Using Captain Comet in Adventures 


Captain Comet is a 1950’s hero that, like Adam 
Strange, is too good to be true. His experience with 
alien races and his intelligence can be of great use to 
Player Characters during any space Adventure. 
Remember, however, because of his intelligence, he 
is somewhat unreachable. The Player Characters 
should be awed by him. 

The Player Characters can meet Comet through 
L.E.GJ.O.N. since he is now a member of that 


organization. He is a good contact for the heroes, and 
might be the one to answer their call at L.E.G.I.O.N. 
headquarters. 


Subplots 


Captain Comet seems to have settled down 
recently with L.E.G.I.O.N., and is in love with with 
Marij'n Bek, a member of that group (Romance 
Subplot). 

In a recent Power Complication Subplot, Comet 
had been suffering from periodic massive headaches, 
accompanied by unexplained flareups of his Mental 
Powers. During these episodes, Comet has 
occasionally displayed additional Powers, including 
Energy Absorption and Mind Probe. It was later 
discovered that he was possessed by a sort of space 
parasite, which has since been purged from his body 
and is living a life of its own. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: All-Star Squadron #53; Crisis On Infinite 
Earths #5, 10-12; DC Comics Presents #22, 91; DC 
Special #27; DC Special Series #6; Justice League of 
America #157; The Secret Society of Super-Villains 
#2-15; Strange Adventures #9-44, 46, 49; Super- 
Team Family #13; Who’s Who ( 85 #4 

Current: L.E.G.I.O.N. VO (et al.) #16-27, 29-30, 32- 
43; L.E.G.I.O.N. VI Annual #2; Secret Origins 
Annual #1; Who's Who VI #8 



Captain Comet's single seater spacecraft 



















HERO 


Checkmate 


Checkmate Knight 


Dex: 6 

Str: 

3 

Body: 

4 

Int: 5 

Will: 

4 

Mind: 

4 

Infl: 4 

Aura: 

2 

Spirit: 

4 

Initiative: 19 


Hero Points: 

40 


•Skills: *linked 


Acrobatics: 6*, Charisma: 4*, Detective: 5*, 
Martial Artist: 6*, Medicine (First Aid): 5*, 
Military Science: 5*, Thief: 6*, Vehicles: 6*, 
Weaponry: 6* 

•Advantages: Connections: Checkmate (High), U.S. 
Intelligence (Low); Intensive Training; Iron 
Nerves; Lightning Reflexes; Scholar (criminology, 
espionage); Security Clearance (Low); Sharp Eye 

•Drawbacks: Secret Identity 

•Motivation: Seeking Justice 

•Wealth: 4 

•Equipment: 

BATTLE SUIT [Body: 7, EV: 7] 

Comlink (Radio) [Body: 1] 

GAUNTLETS [Body: 4, EV: 4, Ammo: 7/3, R#: 3] 
Bonuses: The Gauntlet houses a .45 Automatic, a 
retractable knife, and a knife gun. The second 
Ammo Rating is that of the knife gun. 

Grappling Hook and Line [Str: 7, Body: 2, R#: 2) 
Note: The line is 4 APs long. 

HELMET [Body: 4, Lightning: 4, Thermal Vision: 5, 
R#: 2) Limitations: Lightning has a Range of 
Touch. 

M-16AI Assault Rifle [Body: 4, AV: 4, EV: 4, 
Ammo: 8, R#: 2] 

Telescoping Lance [Body: 6, EV: 5, R#: 3] Note: 
The lance is similar to a policeman’s billy club, but 
can telescope to a length of seven feet. It can be 
used as a melee weapon or a thrown weapon at 
either length. 

Surveillance Binoculars [Body: 3, Telescopic Vision: 
10, Ultra Vision: 5, Super Hearing: 10, R#: 3] 

5 AP ABCD Omni-Gadget 


Powers and Abilities 


Although Checkmate Agents are trained for their 
particular position, all have Martial Aitist, Weaponry, 
Thief, and Military Science Skills at a higher than 
average level to aid them on any mission. The 
Knights are excellent fighters and espionage agents. 
Other members of the organizations are experts on 
meta-humans, computer systems, weapons 
development, and so forth. All field operatives are in 


top physical condition and the Knights are Olympic 
level athletes. 

Note: The Attribute and Skill Ratings given 
above represent an average Knight. Individual 
Knights may vary from these numbers by 1 or 2 APs. 


Description 


Checkmate began as a small branch of the United 
States Intelligence agency known as Task Force X and 
evolved into one of the best equipped espionage and law 
enforcement groups under Presidential control. 

When Checkmate comes in contact with 
costumed vigilantes it often recruits them as allies or 
even full operatives. The administration would rather 
join than oppose the costumed crime-fighters who 
might endanger operations. This is not to say that 
Checkmate follows the whims of such individuals. In 
fact, most vigilantes that are approached have very 
little choice but to join the ranks. Among the crime- 
fighters who have worked with Checkmate are Black 
Thorn, Peacemaker, and the deceased Vigilante II. 
These “special agents” are kept under strict 
surveillance and have been invaluable to Checkmate 
when properly placed on a mission. 


The Security Clearance Advantage 


Most Government Agents will have a Security 
Clearance Advantage of a given level. A High Level 
Security Clearance allows the bearer to pass through 
Government Security Systems ranked at I 8 APs or 
lower unescorted. A Medium Level Advantage 
allows the bearer to pass through a Security System 
of 15 APS or less and a Low Level Advantage allows 
the bearer to pass a system ranked at 12 APs. 


Checkmate's Structure 


The hierarchy of the Checkmate organization is 
based on the game of chess. 

•Queen: The Queen is the liaison to the President and 
oversees operations and administration. Sarge Steel 
currently fills this position. He has a High Level 
Security Clearance. 

•King: Harry Stein is the King, and is in charge of 
regular operations. The King directs cases, chooses 
personnel, and so forth. Stein is a sharp, no- 
nonsense guy who is very particular about 
operating procedures and accuracy. He has a High 
Level Security Clearance. 










•Bishops: The Bishops are specialists who cover 
high level intelligence, act as Rooks, and work 
together to aid the King, each supervising a 
specific area of operations. These men and women 
are hand picked by the King. Bishops have a 
Medium Level Security Clearance. 

•Rook: A Rook is an individual in charge of a 
specific assignment. One of the Bishops often fills 
the role of Rook for a mission, especially those of a 
sensitive nature. They have the back up support of 
the other Bishops and answer directly to the King. 
Rooks are sometimes assigned High Level 
clearance depending on the type of mission, but 
they generally have a Medium Level Security 
Clearance. 

•Knights: Knights are specially trained, 
exceptionally skilled, and intelligent women and 
men who do the footwork on espionage operations. 
Each Knight is a one person army; dangerous with 
or without weapons. They are supplied with the 
most advanced equipment, weapons, and backup 
support on every mission. Knights must always 
stay in costume because their identities may only 
be known by the higher echelon (a Rook or higher). 
Knights have a Low Level Security Clearance. 

•Pawns: Pawns are an intrinsic part of the operation 
since they are the engineers, the communication 
technicians, and the plain-clothes field agents that 
make the organization work. Pawns usually have a 
Low Level Security Clearance, however, 
communications experts and those who work 
closely with Knights and Bishops might have a 
Medium Level Security Clearance. 


Harry Stein 


Harry Stein, formerly of the NYPD, reorganized 
the failing Checkmate organization by bringing in 
specialists in various fields and hiring only 
prestigious, trustworthy operatives. 


Harry Stein 


Dex: 4 

Str: 

3 

Body: 

4 

Int: 5 

Will: 

4 

Mind: 

4 

Infl: 5 

Aura: 

4 

Spirit: 

4 

Initiative: 16 


Hkro Points: 

25 


•Skills: Charisma: 5, Detective: 5, Martial Artist: 4, 
Medicine (First Aid): 4, Military Science: 6, Thief: 
4, Vehicles: 4, Weaponry: 4 
•Advantages: Connections: Checkmate (High), New 
York Police Department (High), Suicide Squad 
(High); Iron Nerves; Leadership; Scholar (police 


work, espionage); Security Clearance (High) 
•Motivation: Seeking Justice 
•Wealth: 5 
•Equipment: 

.45 Automatic [Body: 4, EV: 4, Ammo: 7, R#: 3] 


Using Checkmate in Adventures 


Since meta-humans are sometimes recruited for 
specific missions by Checkmate agents, the Player 
Heroes might be contacted by Harry Stein to assist 
the Knights for a case. The heroes would then take on 
dangerous super-humans, or branches of 
governmental meta-human programs gone bad (like 
the Major Force Project). 

Adventuring heroes may tangle with Checkmate if 
their mission crosses one of Checkmate’s investigations. 
For example, the Player Characters get too close to 
some sensitive intelligence operations while sniffing out 
a crime, and they run into Checkmate operatives. Less 
powerful meta-human heroes (of the 450 Hero Point 
range) will have a rough time trying to defeat the well 
organized Checkmate Knights and operatives, and will 
need to use diplomacy, planning, and teamwork to settle 
the situation. 


Subplots 


Checkmate often comes in contact with other 
intelligence and meta-human agencies. Sometimes 
they will aid each other, but oftentimes their goals 
conflict in a Miscellaneous Subplot. 

More often, however. Checkmate creates 
Subplots for other heroes, complicating their Family 
life (perhaps by involving a hero’s family in an 
intelligence investigation), Jobs (a hero may have to 
investigate their own boss!), and Romantic life (the 
hero’s love interest is a spy!). 


Appearances in the DC Heroes Role- 
Playing Game , Second Edition _ 


Background/Roster Book 


Appearances in DC Comics 


Action Comics #598; Checkmate! #1-33; 
Deathstroke: The Terminator #17-20; Doom Patrol 
(2) #16; Firestorm, the Nuclear Man #80, 87; 
Manhunter (2) #10-12; Suicide Squad #25, 27-30; 
War of the Gods #4; Who's Who ‘88# 1; Who's Who 
‘91 #7 












the Chief 


Dbx: 2 

Str: 

2 

Body: 

4 

Int: 13 

Will: 

8 

Mind: 

11 

Infl: 8 

Aura: 

7 

Spirit: 

5 

Initiative: 23 


Hero Points: 

110 


•Skills: Charisma: 8, Medicine: 15, Military Science: 

8, Detective: 8, Gadgetry: 15, Scientist: 15 
•Advantages: Connections: Doom Patrol (High), 
Scientific Community (High), U.S. Government 
(High); Genius; Leadership; Scholar (robotics, 
chemistry, general sciences) 

•Drawbacks: Catastrophic Physical Restriction: 
Caulder is paralyzed from the waist down; Serious 
Irrational Attraction to chocolate 
•Alter Ego: Dr. Niles Caulder 
•Motivation: Upholding the Good 
•Wealth: 5 
•Equipment: 

Wheelchair |Str: 4, Body: 8, Force Field: 5, R#: 2] 
Note: the Wheelchair contains two 8-AP ABCD 
Omni-Gadgets. 


Background Update 


After being exposed as the secret villain who 
caused the accidents that created The Doom Patrol, 
Caulder was decapitated. His lietd lives on as the 
mascot of the new, scaled-down Doom Patrol which 
consists of Cliff Steele, Dorothy Spinner, and 
Caulder, who is now known as "The Head.” Note that 
the Attributes, Drawbacks, and text of this entry 
reflect Caulder as The Chief, not his current ”Head” 
form, which will appear in any future references. 


Laboratory 


The Chief's Laboratory contains monstrous 
machines and 21st Century-level robotic technology. 
It is kept under lock and key (Security System: 18). 
No one is allowed to enter without the Chief present. 
The lab also contains a computer and monitoring 
system with an Int of 6 and a Recall of 16 APs. The 
Lab itself has a rating of 18 APs for electronics, 
robotics, and chemistry. 


Powers and Abilities 


Caulder is one of the world’s most talented 


scientific minds and is in the highest echelon of 
chemistry and robotics research. He often aids the 
Doom Patrol with his inventions and has even 
redesigned Cliff Steele’s (Robotman) robotic body. 
He is also an excellent medical doctor and a natural 
leader. 


Personality/Role-playing 


Dr. Niles Caulder’s life has been filled with 
bizarre adventures and unthinkable tragedies. 
Because of this, he is a very secretive man who 
always surrounds himself with powerful beings, 
usually misfits, for protection and cover. Though not 
terribly open or emotionally giving, Caulder is 
extremely trustworthy and loyal to his team. 

Obsessed with research, the Chief prefers to lock 
himself away when working on new projects and is 
very careful about who gains access to his lab. He is 
not tolerant with those who interrupt his work, and 
will often stay in his lab for days at a time. When he 
is interrupted he is usually rude and abusive to the 
intruder. 

The Chief will be the man behind the scenes in 
Doom Patrol adventures aiding his team with his vast 
knowledge and odd gadgets. He rarely gives the 
orders, but when he does, the Patrol members follow 
him, more out of respect than authority. Normally he 
will not go on missions with his team, but if he finds 
it necessary to do so, he will stay out of the fight and 
keep well protected. He relies on other heroes to 
protect him, especially Cliff Steele. 


Leadership 


Because of his high intelligence and vast 
experience the Chief has earned the Leadership 
Advantage. Whenever he is with the Doom Patrol, 
they will follow his orders because Caulder has a 
presence and way of speaking that conveys to the 
team that he knows the best plan of attack for any 
situation. 

Niles can transfer his Hero Points (any amount) 
to any member of the Doom Patrol whenever he 
wishes. This transference of Hero Points is 
permanent. 


Paralysis 


In one of his past adventures, the Chief lost the 













use of his legs. He now has a specially designed 
wheelchair which allows him to travel at 4 APs per 
phase. When using a conventional wheelchair he can 
only travel at 1 AP per phase. If Caulder is 
attempting some physical feat which would normally 
be aided by the use of legs (climbing, swimming, 
etc.) he must make an Action Check, even if the feat 
would normally be considered an Automatic Action. 
Use the Universal Modifiers Chart for the proper 
OV/RV of the task. When making a Physical Attack, 
his opponent gains a +2 Column Shift bonus to his 
OV. 


Using the Chief in Adventures 


The Chief is a good primary contact for the 
Doom Patrol. If the Player Heroes call the Doom 
Patrol for information on former Doom Patrol villains 
or perhaps some help in one of the Chiefs areas of 
expertise, The Chief is a great person to have answer 
the phone. The role-play resulting from his abusive 
personality (especially if the heroes have interrupted 
his work) would be interesting to say the least. 


In a bizarre Family Subplot a few years ago, a 
woman named Arani Desai resurrected the Doom 
Patrol and claimed she was the Chief’s wife. 
Although the Chief categorically denies this, he is 
lying. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: The Brave and The Bold (1) #65; 
Challengers of the Unknown #48; Doom Patrol (1) 
#86-121; My Greatest Adventure #80-85; Showcase 
#95; Teen Titans #6; Who’s Who ‘85 #4 

Current: Doom Patrol (2) #2-3, 5-6, 9, 11 (behind 
the scenes), 12, 14-23, 25-27, 30-38, 42-47, 49, 55- 
57; Invasion! #3 (behind the scenes); Justice League 
Europe #32; Justice League Quarterly #5 (behind the 
scenes); Secret Origins Annual #1 (flashback); Teen 
Titans Spotlight # 9 ; Vigilante #47; Who’s Who '91 #7 



The Chief's wheelchair 



















































Conglomerate 


Praxis 


Dex: 7 

Str: 

4 

Body: 

5 

Int: 8 

Will: 

5 

Mind: 

6 

Infl: 4 

Aura: 

7 

Spirit: 

5 

Initiative: 19 


Hero Points: 

50 


•Powers: Control: 10, Invisibility: 15, Mind Blast: 10 
•Skills: Detective: 7, Vehicles: 5, Weaponry: 5 
•Bonuses: Powers can be used on any device that runs 
on electricity, as well as on living minds. 
•Limitations: Miscellaneous: Invisibility is Always 
On and only works on visual recording devices 
(television, photographic equipment, etc.). 
•Advantages: Connections: Conglomerate (High), JLI 
(Low), Oregon Police Department (High) 
•Drawbacks: Guilt; Secret Identity 
•Alter Ego: Jason Praxis 
•Motivation: Seeking Justice 


•Wealth: 5 
Gypsy 


Dex: 6 

Str: 

3 

Body: 

4 

Int: 6 

Will: 

5 

Mind: 

6 

Infl: 6 

Aura: 

4 

Spirit: 

5 

Initiative: 20 


Hero Points: 

40 


•Powers: Illusion: 10, Invisibility: 7 
•Skills: Martial Artist: 4, Thief: 6 
•Limitations: Minor Power Burnout on Illusion 
•Advantages: Area Knowledge (Detroit); 

Connections: Conglomerate (High), Justice League 
of America (High), Street (Low) 

•Alter Ego: Cindy Reynolds 
•Motivation: Thrill of Adventure 
•Wealth: 5 


Connections: Conglomerate (High), JLI (Low) Street 
(Low) 

•Alter Ego: Armando Ramone 
•Motivation: Seeking Justice 
•Wealth: 5 


Maxi-Man 


Dex: 8 

Str: 

9 

Body: 

8 

Int: 3 

Will: 

2 

Mind: 

3 

Infl: 5 

Aura: 

4 

Spirit: 

6 

Initiative: 16 


Hero Points: 

45 


•Powers: Running: 5, Invulnerability: 5 
•Advantages: Connection: Conglomerate (High) 
•Alter Ego: Henry Hayes 
•Motivation: Thrill of Adventure 
•Wealth: 5 


Vapor 


Dex: 6 

Str: 

2 

Body: 

2 

Int: 6 

Will: 

4 

Mind: 

5 

Infl: 5 

Aura: 

5 

Spirit: 

5 

Initiative: 17 


Hero Points: 

40 


•Powers: Acid: 10, Dispersal: 10, Invisibility: 8, 
Poison Touch: 8, Self-Link (Fog): 15, 

•Limitations: Miscellaneous:All other Powers may 
only be used when Vapor is in her Self Link (Fog) 
form; Miscellaneous: Acid has a range of Touch. 
Miscellaneous: Dispersal does not allow Vapor to 
pass through solid objects. 

•Advantages: Connection: Conglomerate (High), JLI 
(Low) 

•Drawbacks: Secret Identity 
•Alter Ego: Carrie Donahue 
•Motivation: Upholding the Good 
•Wealth: 5 


Reverb 


Dex: 4 

Str: 

4 

Body: 

4 

Int: 7 

Will: 

5 

Mind: 

4 

Infl: 3 

Aura: 

4 

Spirit: 

3 

Initiative: 16 


Hero Points: 

35 


•Powers: Force Shield: 8, Sonic Beam: 8, Vibe (see 
Vibe Power on other side of sheet): 8 
•Skills: Martial Artist: 5, Thief: 6 
•Limitations: Miscellaneous: Force Shield is sound 
based and cannot be used in an environment that 
does not transmit sound (such as a vacuum); Sonic 
Beam can only be used to create hearing loss in 
Reverb's opponents. The RAPs earned equals the 
amount of time the victim is without hearing. 
•Advantages: Area Knowledge (Detroit); 


Echo 


Dex: 5 

Str: 

2 

Body: 

3 

Int: 5 

Will: 

3 

Mind: 

4 

Infl: 4 

Aura: 

5 

Spirit: 

5 

Initiative: 14 


Hero Points: 

35 


•Powers: Reflection/Deflection: 16 
•Skills: Artist (Musician): 2 

•Advantages: Connection: Conglomerate (High),JLI 
(Low), Music Industry (High) 

•Drawbacks: Age (Young); Uncertainty 
•Alter Ego: Terri Eckhart 
•Motivation: Upholding the Good 
•Wealth: 5 


Description 













The Conglomerate, founded by Claire 
Montgomery, is a corporate sponsored super-hero 
team. For this reason, the material needs of the team 
members are rarely lacking. They have access to the 
best equipment and facilities, and anything the team 
requests is provided. 

Being sponsored by a corporation does have its 
drawbacks, however. The heroes often find 
themselves fighting for what the company wants 
them to and being exploited in the media for the sake 
of profits. Most of the Conglomerate members find 
this to be the most uncomfortable part of their job. 

Of all the team members, Gypsy is the most 
experienced. She is a street smart young woman with 
chameleon-like powers who is extremely loyal to her 
friends, particularly Martian Manhunter of the Justice 
League. 

Praxis is an electromagnetic enigma. Always 
morose and stony faced, he is an experienced 
detective as a result of his police training. He can 
manipulate electricity in both machines and 
organisms. He also cannot be photographed or 
captured on film or video tape. 

Reverb, a young hero with sonic powers, joined 
the Conglomerate to honor his brother's memory. He 
is extremely proud and reclusive and prefers to avoid 
media attention. 

Maxi-Man loves his power and is a major cheese 
about it. He flaunts his strength, endurance, and 
speed every chance he gets. Still, Hayes is rather 
conservative, conscientious, and loyal. All of which 
make him very popular. 

Echo has the ability return the force of an attack 
back at her attacker. She is quiet, thoughtful, and 
often wonders if the Conglomerate is doing the right 
thing. Ironically, despite her quiet nature, she loves 
heavy metal and plays it loud on her stereo when 
there's nothing else to do. 

Carrie Donahue (Vapor) is very strong willed, 
opinionated, and direct. She is not altogether happy 
about having her abilities, but she has decided that it 
is best to use them for fighting crime. She can 
transform herself into various gaseous forms. 


The Vibe Power 


The Character Reverb has a Power that was not 
covered in the Character Handbook . It is described 
as follows: 

•Link: Str *Type: Dice 
•Factor Cost: 4 *Base Cost: 20 

•Range: Standard 

Vibe gives the user the ability to vibrate nearby 


objects at frequencies great enough to damage those 
objects. 

In short. Vibe is a simple Physical Attack. The 
user makes an Action Check against an OV/RV equal 
to the target's Dex/Bmy (if the target is a living 
being or gadget) or against the target’s Body/Body 
(if the target is an inanimate object). RAPs earned 
equal the damage inflicted by the attack. 


Using the Conglomerate in 
Adventures 


Scenarios involving the Conglomerate will often 
deal with cleaning up some industrial mess, defeating 
laboratory experiments or robotics research gone bad, 
or being forced to play bodyguard for their sponsors. 

However, when a real crisis occurs, such as 
Despero trashing Times Square and the Justice 
League, the Conglomerate could step in and help. JLI 
Player Characters may find themselves competing 
with the new team. Or, if Players are using the 
Conglomerate as Characters in their adventures, they 
may be admonished by their shareholders for heroing 
without permission. 


Subplots 


In a Miscellaneous Subplot, some of the 
members are facing moral dilemmas as they decide 
whether to stay with the team or not. 


Appearances in DC Comics 


Ech#: Ad\ 'emures of Superman #476; Justice League America #58; Justice 
League Europe #34; Justice League Quarterly #1 

Gypsy—Pre-Crisis: Crisis 0n Infinite Earths #5, 9-1#; Infinity, Inc. #19; 
Justice League of America #233-239, 241-26#; Justice League of America 
Annual #2-3; Who’s Who '85 #1# 

Gypsy—Current: The fury of Firestorm #55; Justice League America #38- 
41, 42, 58; Justice League Europe #34; Justice League Quarterly #1; 
Legends #1-2; Mister Miracle (2) #17; War of the Gods #4 

Maxi-Man: Justice League America #38, 58; Justice League Europe #34; 
Justice League Quarterly # 1; Mister Miracle (2) #9-1# 

Praxis: Justice League America #4# (behind the scenes), 58; Justice League 
Europe #34; Justice League Quarterly HI : The Spectre (2) #24-29 

Reverb: Adventures of Superman #476; Justice League America #58; 
Justice league Europe #34; Justice League of America Annual #2; Justice 
League Quarterly #1 

Vapor: Justice League America #58; Justice League Europe #34; Justice 
League Quarterly HI 








Crazy Jane 


Dex: 2 

Str: 

2 

Body: 

3 

Int: 6 

Will: 

6 

Mind: 

8 

Infl: 8 

Aura: 

7 

Spirit: 

8 

Initiative: 16 


Hero Points: 

35 


•Powers: Omni-Power: 12 
•Skills: Artist (Painter): 3 

•Bonuses: Miscellaneous: Crazy Jane can use her 
Omni-Power to raise her Attributes. 

•Limitations: Miscellaneous: Kay does not control 
which Powers and Abilities activate. It depends 
upon which personality is dominant at the time. 
•Advantages: Connections: Doom Patrol (High) 
•Drawbacks: Serious Psychological Instability; 
Uncertainty; Miscellaeneous: Kay has only limited 
control over her personality changes. 

•Alter Ego: Kay Challis 
•Motivation: Unwanted Power 
•Wealth: 3 


Powers and Abilities 


Challis 1 meta-human abilities give her a variety 
of Powers, depending upon the personality she is 
manifesting. These Powers can range from raised 
Attributes to Claws to Chameleon to Matter 
Manipulation (Omni-Power). Crazy Jane has very 
little conscious control over her Powers or 
personalities. 


Personality Changes 


Jane imagines her shattered consciousness as a 
large subway network stretching between platforms 
that house her multiple personalities. Jane envisions 
one of the personalities, Driver 8, as a train conductor 
that leads her psyche from personality to personality. 

During play, you can chart Jane's personality 
changes on the enclosed psyche map. Jane's 
personality changes whenever she is subjected to 
extreme stress (whenever she takes Mental damage or 
Gamemaster’s discretion). In addition, Jane can 
trigger a voluntary change by passing a successful 
Mental Action Check (Int/Will as the AV/EV) 
against an OV/RV of 12/12 (Herculean task). 
Whenever Jane undergoes a personality change, roll 
ID 10 and divide the result in half (rounding fractions 
down). This is the number of “stations” she can move 
on the psyche map. Note that only a few of Jane's 
personalities have been detailed in the comics. 


Should she slip into an undetailed personality, it is up 
to the Gamemaster to invent the personality’s Powers 
and abilities. 


Personality/Role-playing 


A sensitive and emotional girl, Kay Challis 
internalized the pain her abusive father caused until it 
cracked her persona into more than sixty separate 
personalities. Each of these personae is complete 
enough to come to the foreground, but many have not 
yet shown themselves. As a result, Kay is uncertain 
and reclusive. 

Due to the care Jane recieved from Dr. Niles 
Caulder and Dr. Joshua Clay, some of her personae 
have dispersed and she is more comfortable and 
confident. Cliff Steele, who convinced her to join the 
team and gain Caulder's aid, gave her all the 
emotional support he could and often protected her. 
Kay found that the band of misfits known as the 
Doom Patrol was an ideal environment for her 
gradual recovery, as she was surrounded by kindred 
spirits who truly cared about her. 


Multiple Personalities 


Black Annis 

Str: 10, Body: 8, Int: 2, Claws: 7 

Black Annis is large, vicious, angry, and 
bloodthirsty. She represents Kay's anger toward her 
father because of his abuse. In this personality, Jane 
has the Strange Appearance and Serious Rage 
Drawbacks. 

The Hangman’s Beautiful Daughter 

Animate Image: 9 (works only on Jane’s own 
paintings). 

The Hangman's Beautiful Daughter is Kay's 
artistic and sensitive side. She is very soft-spoken and 
peaceful. 

Spinning Jenny 

Body: 7, Flame Project: 8, Flight: 4 

Spinning Jenny is an insecure personality that 
panics easily. 

Mama Pentecost 

Object Reading: 9, Occultist: 9 

Mama Pentecost represents Jane’s spooky 
mystical side. 

Flit 










Teleportation: 14 

Befitting her name. Flit is tentative and flighty. 

The Scarlet Harlot 

Control: 8 (can only be used to sexually threaten 
males) 

The Scarlet Harlot represents Jane’s animalistic 
sexual side. No man can maintain his ardor in the 
face of her mean-spirited teasing. 


Using Crazy Jane in Adventures 


Jane’s personae have their own agendas and 
when one becomes dominant, it might possibly begin 
criminal activities. Black Annis may, for instance, go 
on a violent rampage attacking males (or only hero 
males). Some of Jane’s other personalities can 


manipulate reality, as is the case with the Hangman's 

Beautiful Daughter and the Scarlet Harlot. In these 
states. Crazy Jane may create bizarre settings for 
adventures. The primary objective of such adventures 
would be to retrieve Crazy Jane and bring the Kay 
Challis persona back to the forefront. 


Subplots 


Jane is currently living happily ever after on 
Danny the World (formerly Danny the Street). It is 
unknown when she will return, if ever 
(Miscellaneous Subplot). 


Appearances in DC Comics 


Doom Patrol (2) #19-24, 26, 28-33, 34 (behind the 
scenes), 35-41, 43-44, 46-51, 55-56; Who’s Who '91 
#6 


The “Underground” 






























































The Creeper 


Dex: 9 

Str: 

6 

Body: 

7 

Int: 3 

Will: 

4 

Mind: 

4 

Infl: 9 

Aura: 

3 

Spirit: 

7 

Initiative: 25 


Hero Points: 

40 


•Powers: Jumping: 3, Regeneration: 5 
•Skills: Acrobatics: 9, Charisma (Intimidation): 6, 
Martial Artist: 7 

•Advantages: Connections: Justice League 
International (High); Insta-Change; Lightning 
Reflexes 

•Drawbacks: Secret Identity, Catastrophic 
Psychological Instability, Miscellaneous: The 
Creeper is completely irrational. 

•Alter Ego: Jack Ryder 
•Motivation: Thrill of Adventure 


Powers and Abilities 


When he transforms into the Creeper, Jack Ryder 
develops Olympic level Dexterity and Acrobatic 
ability, and can bench press a ton (Dkx, Acrobatics, 
and Str). The transformation device was designed to 
replicate the genetic structure of organisms, so it 
allows the Creeper to heal very quickly 
(Regeneration). His characteristic leaping allows him 
to travel across cities by rooftop (Jumping). 


Personality/Role-playing 


Jack Ryder is a well known and controversial 
columnist who causes trouble by speaking his mind. 
He is obstinate and will not quit a news story to 
expose crime regardless of the danger. He takes 
threats seriously, and returns them with his own. 

When Ryder believes that a job is too tough for 
him to handle alone, he becomes the Creeper using 
the ionized promethium plate implanted into his 
wrist. Lately this transformation has occurred without 
his control, but since Jack does not remember 
anything that happens while he is the Creeper, he has 
not noticed this problem yet. As the Creeper, he 
appears costumed in a wild yellow and red motley, 
and his body chemicals are infused with 
hallucinogenic elements. The change causes him to 
appear insane, because while the transformation 
boosts his physical abilities, it also clouds his mind. 
Usually the Creeper is eccentrically obsessed with 
doing good and busting the heads of criminals. 


The Creeper’s most dangerous characteristic is 
his unpredictability. He does not perceive the world 
as most cognizant humans, but rather in a 
hallucinogenic haze. His laughter, appearance, and 
insane daring terrify the average criminal (as well as 
many of his allies). He seems to embody an 
exaggerated extension of Ryder’s own unstoppable 
drive and inherent search for truth and justice in this 
crazy world. 

When the Creeper is used as a Player Character, 
he should try to be as goofy and unpredictable as 
possible. The Creeper is hard to work with on a team 
because one can never have a straight conversation 
with him, and because he finds planning extremely 
boring and useless. The Creeper can be kept in line, 
however, by especially powerful personalities, such 
as Batman and Martian Manhunter. 


Jack Ryder 


Ryder is hard-nosed, stubborn, and seriously 
critical in nature. As a result, he has very few friends. 
Normally, he attacks people and organizations that he 
views as harmful, but recently, because of his “Hot 
Seat” television program, he has been primarily 
dealing with stories that get the best ratings. Ryder 
also used to rant about the Justice League 
International even though his alter ego is considered 
an ally to the team. 


Jack Ryder 


Dex: 3 

Str: 

3 

Body: 

4 

Int: 6 

Will: 

4 

Mind: 

4 

Infl: 4 

Aura: 

5 

Spirit: 

3 

Initiative: 13 


Hero Points: 

40 


•Skills: Detective: 4 

•Advantages: Connection: Print and Television 
Media (High) 

•Drawbacks: Secret Identity 
•Alter Ego: The Creeper 
•Motivation: Seeking Justice 
•Wealth: 7 


Using the Creeper in Adventures 


The Creeper is a fun Non-Player Character to use 
to liven up a scenario. He can be used to annoy or 
distract Player Heroes from their mission, or he may 
become an indispensible ally because he has 
important information. He will not give out 















information, however, without a lot of teasing and 
taunting. The Creeper loves a good fight, so he can 
be a valuable ally on missions, but Players should not 
expect him to take orders seriously. 

The Heroes might meet the Creeper when 
villains or large criminal organizations that they are 
investigating are exposed by Ryder in either his 
column or the "Hot Seat" program. If Ryder touches 
on some sensitive areas, the bad guys will come 
gunning for him. The heroes could approach Ryder 
for information and try to protect him. This would 
lead to some interesting role-play with Ryder's strong 
personality and later, the Creeper’s erratic one. 


Subplots 


Jack has a Power Complication Subplot caused by 
his recent inadvertent transformations into the Creeper 
at inconvenient times. However, Ryder doesn't know 
that this occurs because he has memory lapses. 

Ryder is a workaholic in his never-ending 
investigative battle against evil and corruption. 
Adventures as the Creeper cut into his time, however, 
and leave him struggling to keep up with his work 
(Job Subplot). 


Appearances in DC Heroes Role- 
Playing Game, Second Edition 


Justice League Sourcebook , Background/Roster Book 
(card included) 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Action Comics #563; Adventure Comics 
#445-447; All-Star Squadron #54; Beware the 
Creeper #1-6; Blue Devil Annual #1; The Brave and 
The Bold (1) #80, 143, 177-178; Cancelled Comic 
Cavalcade #2; Crisis On Infinite Earths #5, 9-1 0; DC 
Comics Presents #88; Detective Comics #418, 445, 
447-448; First Issue Special #7; The Flash (1) #318- 
323; Infinity , Inc . #22; The Joker #3; Justice League 
of America #70; Karate Kid #2; The Secret Society of 
Super-Villains #9-10; Showcase #73, 100; Super- 
Team Family #2; Swamp Thing (2) #46; Teen Titans 
#46; Who's Who ( 85 #5; World's Finest Comics 
#249-255 

Current: Action Comics #668; Armageddon: Inferno 
#1; Batman Annual #13; Doctor Fate (2) #40; 
Eel ipso: The Darkness Within #1; Hawk and Dove 
(3) #18-19; Invasion! #2-3; Justice League #2, 5-6; 
Justice League International #7-8, 24; Millennium 
#8; Secret Origins (3) #18; War of the Gods #4; 
Who's Who L 91 #7; Wonder Woman (2) #26 


White room 





to elevator 


Jack Ryder’s 
office 


Hot Seat Studio 


v 































































































Cyborg 


Dex: 6 

Sir: 

1 1 Body: 

6 

Int: 6 

Will: 

2 Mind: 

0 

Initiative: 12 


Hero Points: 

60 


•Powers: Cling: 7, Directional Hearing: 6, Energy 
Blast: 7 Extended Hearing: 6, Fog: 9, Jumping: 7, 
Lightning: 8, Running: 5, Skin Armor: 7, 
Stretching: 1, Super Hearing: 6, Telepathy: 1, 
Telescopic Vision: 5, Ultra Vision: 12 

•Bonuses: Miscellaneous: The Fog Power represents 
poison gas projectors in Cyborg's legs. The smoke 
produced not only obscures vision, but also attacks 
all targets within the Fog at AV/EV of 9, vs. 
OV/RV of Body/Body. 

•Limitations: Power Restrictions: Cyborg can only 
Stretch his hands; Telepathy only works on 
computers and electronic devices; Lightning has a 
maximum range of 1 AP 

•Advantages: Connections: S.T.A.R. Labs (High), 
New Titans (High ) 

•Drawbacks: Public Identity; Miscellaneous: Cyborg 
has no free will, so he must cither be programmed 
or issued specific instructions. 

•Alter Ego: Victor "Vic'' Stone 


Powers and Abilities 


After Cyborg crashed in Russia and nearly died 
(see "Background Update" below), the Soviet 
scientists improved on his physical capabilities in 
addition to saving his life. Vic’s strength is vastly 
improved, allowing him to easily lift a battle tank 
over his head. Cyborg's body has been plated with 
reinforced steel, and a cranial shield has been added 
to protect his face, making him much more resistant 
to physical harm. All of Cyborg's weapon systems are 
now carried on-board, hidden beneath his steel skin. 
These weapons pop out at his mental command, 
eliminating the need for bulky snapon accessories. 

Vic’s mechanical implants are connected to his 
organic body and are not removable without surgery. 
They keep him alive, replacing lost organs and tissue. 


Personality/Role-playing 


Vic Stone has always been a strong-willed, 
independent young man, who puts on a tough guy 
facade. But in reality, he needs to belong like 
everyone else. 


Though he acts reluctant at times. Cyborg uses 
his powers for good and is not afraid to risk his own 
life to save others. He is the most violent and reactive 
hero on the team, and his fighting style is hard and 
nasty. Still, he does not go out of his way to "break" 
opponents. As he grows older, Stone is learning to 
control his rampages and act more responsibly with 
his powers. 

Although he is loved by many people, Stone 
does not open himself to emotion or advice easily. He 
has developed a close friendship with Changeling, 
however, who tries to make him laugh. Stone has 
even tried a couple of romantic relationships. 

In his current slate. Cyborg has no personality or 
memories, and is cold and reactionless. This condition 
severely distresses his Titans teammates, especially 
Changeling. It is unknown how long Vic will remain 
this way, but his friends have high hopes that he will 
soon return to them in mind, as well as body. 


Programmed For Action 


Since Cyborg currently lacks free will or 
conscious thought, he is effectively immune to 
Mental Damage, but is defenseless against other 
forms of Mental influence (Mind of 0). He is also 
immune to all forms of Mystical Attacks, unless they 
have actual Physical manifestations. 

Cyborg cannot make his own decisions, so he 
must be given very specific instructions ("follow 
me", "Pick that up", etc.), or be programmed. Any 
Character with Scientist or Gadgetry Skill can 
attempt to program Cyborg with a preset action or set 
of actions that are triggered by a command word. 
Such an attempt is an Action Check with AV/EVs 
equal to the programmer’s Skill, an OV equal to 
Cyborg's Int, and an RV determined by the 
complexity of the program, as determined by the 
Universal Modifiers Table. 

For example, Cyborg already has an "Attack 
Mode" that allows him to fight opponents on his own 
initiative, without the need to have each and every 
blast and punch directed. Installing such a 
complicated program would have been an Extreme 
task, with an OV/RV of 6/8. 


The Original Cyborg 


Before he was nearly killed by the Wildebeest, Vic 
had full use of all his mental faculties, but was 
physically smaller and weaker. 












Original Cyborg 


Dex: 6 

Str: 

8 

Body: 

5 

Int: 6 

Will: 

6 

Mind: 

4 

Ini-l: 7 

Aura: 

5 

Spirit: 

5 

Initiative: 19 


Hero Points: 

60 


•Powers: Cling: 7, Directional Hearing: 6, Extended 
Hearing: 6, Jumping: 7, Lightning: 7, Running: 5, 
Skin Armor: 6, Stretching: 1, Super Hearing: 6, 
Telepathy: 1, Telescopic Vision: 5, Ultra Vision: 

12 

•Skills: Vehicles: 7, Charisma (Intimidation): 7, 
Gadgetry: 7, Scientist: 6 

•Limitations: Power Restrictions: Cyborg can only 
Stretch his hands; Telepathy only works on 
computers and electronic devices. 

•Advantages: Area Knowledge (New York City); 
Connections: S.T.A.R. Labs (High), New Titans 
(High ) 

•Drawbacks: Minor Irrational Fear of his mechanical 
side causing him to lose his value as a human 
being; Public Identity 
•Motivation: Unwanted Power 
•Wealth: 6 
•Equipment: 

LASER ATTACHMENT [Body: 6, Heat Vision: 7, 
R#: 3] 

GRAPPLING HOOK & WINCH [Str: 9, Body: 6] 
The line attached to the Winch is 5 APs long 
WHITE SOUND GENERATOR [Body: 6, Sonic 
Beam: 10, R#: 4] 

10-AP Repair Kit 

Note: Cyborg spends an Automatic Action each 
time he plugs a Gadget into his mechanical body 


Using Cyborg in Adventures 


In light of his current state, Cyborg is probably 
best used as a Non-Player Character, perhaps as extra 
’’muscle” for the New Titans. 

A villain might figure out a way to control 
Cyborg's electronic implants making him a dangerous 
adversary. The Player Heroes could then assist the 
Titans in helping them regain control. 


Background Update 


Recently Cyborg was nearly killed when the 
Wildebeest orchestrated a plane crash in Siberia. 
Russian Scientists at Science City Complex #3 were 
able to save Vic’s life, but because they did not have 
the proper technology, he is in a trance-like state. 
Cyborg’s body is almost completely artificial now. 
Though he does not have conscious awareness, 


Cyborg’s robotic body follows the commands of the 
S.T.A.R. Labs researchers who are studying him, and 
also responds to his teammates in the New Titans, 
presumably because he was programmed to do so. 


Subplots 


As detailed above, Cyborg is currently involved 
in a major Power Complication Subplot. He has lost 
all of his memories, and the only known backup was 
presumed lost when Titans' Tower was recently 
destroyed. 

Cyborg has a long-lasting Friends Subplot with 
his comrade, Changeling, who spends most of his 
time trying to cheer Cyborg up. 


Appearances in DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book (card included ), New Titans 
Sourcebook 


Appearances in DC Comics 


Pre-Crisis: Action Comics #532, 536, 546; All-Star 
Squadron #53; Batman and the Outsiders #5; The 
Best of DC #18; Crisis On Infinite Earths #1-5, 7-12; 
DC Comics Presents #26 (as dream image); The New 
Teen Titans (1) #1-1, 13-37, 39-40 (2) 1-14; The New 
Teen Titans Annual (I) #1-2 (2)1; The New Teen 
Titans drug awareness giveaways #1-3; Super girl (2) 
#20; Swamp Thing (2) #46; Tales of the New Teen 
Titans #1-4; Tales of the Teen Titans #41-43, 44 
(behind the scenes), 45-58; Teen Titans Annual #3; 
The Vigilante #3; Who's Who ‘55 #5; Wonder 
Woman (1) #287; World’s Finest Comics #300 

Current: Action Comics #584, 615; Batman #440; 
Blue Beetle (6) #11-14; Deathstroke the Terminator 
#1 (flashback), 4 (flashback); Flash (2) #1-2, 4, 9, 12; 
Hawk and Dove (3) #11-12, 26; Infinity, Inc. #45; 
Justice League America #40; Mister Miracle (2) #9, 
17 (behind the scenes); The New Teen Titans (2) #18- 
20, 22, 24-49; The New Teen Titans Annual (2) #2-4; 
The New Titans #50-55, 56 (behind the scenes), 57- 
66, 68-69, 71, 75-79, 81-82, 85-87; The New Titans 
Annual #5-6; Secret Origins (3) #46; Secret Origins 
Annual #3; Teen Titans Spotlight #20; Who’s Who 
V0 #5 











Dolphin 


Dex: 

5 Stk: 

6 

Body: 

7 

Int: 

6 Will: 

6 

Mind: 

6 

Infl: 

6 Aura: 

5 

Spirit: 

5 

Initiativi-:: 20 |22| 

Hero Points: 

35 


•Powers: Sonar: 7, Swimming: 5, Water Freedom: 7, 
Ultra Vision: 6 

•Skills: Artist: (Actor): 2 

•Limitations: Miscellaneous: Ultra Vision reflects 
Dolphin's ability to see in the murky depths of the 
ocean. 

•Advantages: Area Knowledge (Ocean): 
Connection: Miami’s Oceanworld Seaquarium 
(High); Lightning Reflexes; Scholar (Sign 
language); Miscellaneous: Dolphin ages very 
slowly. 

•Drawbacks: Innocent; Miscellaneous; Dolphin 
rarely speaks and prefers to use sign language. 

•Alter Ego: Unknown 

•Motivation: Upholding the Good 

•Wealth: 3 


Powers and Abilities 


Dolphin is able to survive the cold and pressure 
of the oceans (Water Freedom) for indefinite amounts 
of time and her body is very strong and resilient as a 
result. Her ’’gills” allow her to breathe under water. 
She may come to the sutface and breathe unfiltered 
air. but this causes her discomfort if she remains for 
extended periods. Her Ultra Vision allows her to see 
through the darkness of the deep sea. 

Dolphin swims with the dolphins and matches 
their speed without benefit of fins (Swimming). She 
does however, have webbing between her fingers and 
toes to aid her swimming. Dolphin can generate 
intense pulses of sound under water, allowing her to 
communicate with dolphins on a rudimentary level, 
and warn them of danger. 


Personality/Role-playing 


The woman nicknamed Dolphin is a quiet, 
mysterious being. Few know her, and even fewer 
have any sort of emotional connection to her. Though 
Dolphin does not appear interested in a strong 
attachment to other humans, she is friendly and 
gentle with them. Still, she is a loner who 
understands dolphins better than her own species. 
She has spoken very few times since joining her 


present associates on land, feeling more comfortable 
using sign language. 

Dolphin is caring, self-sacrificing, and 
surprisingly intelligent. The time she spent 
underwater growing up left her with a very narrow 
view of the world, however. She is fairly naive about 
the surface world and the evils people can commit. 
Because of this, she is easily manipulated by those 
who wish to exploit her. 

The strange and elusive Dolphin is one of the 
few super-powered beings on Earth who is not 
dedicated to either crime or crime-fighting. In fact, 
she prefers to spend much of her time alone. At 
present, Dolphin resides at Oceanworld Seaquarium 
as a performer and a subject of study. She does not 
seem to mind being studied as long as she has the 
right to leave when she pleases. 


Under the Sea 


Dolphin's Water Freedom Power allows her to 
move through water and other liquids as easily as the 
average human moves through air. She does not 
suffer any underwater motion or combat penalties 
(see page 25 of the Rules Manual ). While submerged, 
Dolphin can breathe freely and may substitute her 
APs of Water Freedom for her Dex. Use the Initiative 
score in brackets when she is under water. 


Using Dolphin in Adventures 


An adventure including the Dolphin will have an 
ecological focus, such as a scenario dealing with 
destruction of the ocean's natural resources (like the 
dolphins). 

On one occasion at least , Dolphin has aided 
other heroes with her abilities. She could become an 
underwater ally for adventurers in the depths of the 
sea or an advisor about the oceans. She appears to 
have given up on speaking, so Player Characters will 
have to communicate with her by sign language. 
Keep in mind that she has been misled by humans 
before and is suspicious of them. 


Subplots 


A former Navy diver, Chris Landau, first 
discovered Dolphin over twenty years ago. He 
immediately fell in love with her, but she decided to 
return to the sea. This Romance Subplot has affected 
his life ever since. 














Dolphin is currently developing a Friends 
Subplot with Dr, Meredith Riley of Miami's 
Oceanworld Seaquarium. 


Appearances in DC Comics 


: *Note: Pre-Crisis appearances are not part of present 
continuity. 


Pre-Crisis: Action Comics #552-553; Crisis On 
Infinite Earths #4-7, 10-12; DC Comics Presents 
#77-78; Infinity, Inc. #22; Showcase #79, 100; Who’s 
Who *85 #7 

Current: Animal Man #15; Secret Origins (3) #14 
(flashback), 50; War of the Gocls #3-4; Who’s Who 
*91 #6 


Oceanworld Seaquarium 


warehouse 


motorpool 


employee 

parking 


o 

o o 



□ 



ticket booths 


□ □ □ □ 




















HERO 


Dove - —Deceased. 


Dex: 

10/4 

Str: 

4/3 

Body: 

8/3 

Int: 

5 

Will: 

6 

Mind: 

6 

Infl: 

7 

Aura: 

7 

Spirit: 

8 

Initiative: 26/20 

Hero Points: 

55 


•Powers: Danger Sense: 5, Flight: 5, Flash: 4, Magic 
Sense: 3, Regeneration: 3 

•Skills: Acrobatics: 9, Charisma: 6, Martial Artist: 5, 
Thief: 7 

•Limitations: Flash only works when Dove is on 
high magic worlds. 

•Advantages: Connections: Hawk (High), New 
Titans (Low); Insta-Change; Lightning Reflexes; 
Rich Family 

•Drawbacks: Loss Vulnerability: All Powers and 
Skill drop to 0 APs, and Dex, S i r and Body drop 
to 4, 3, and 3, respectively, when no injustice is 
present; Secret Identity 

•Alter Ego: Dawn Grainger 

•Motivation: Responsibility of Power 

•Wealth: 3 


Powers and Abilities 


When she encountered danger or injustice, 
Grainger called out the magic word, “Dove,” and was 
instantly transformed into the super-hero known as 
Dove. Dove could fly and had nearly inhuman agility 
(Dex) to match Hawk’s strength. She could withstand 
a great deal of physical punishment and heal quickly, 
but could not transform back until any serious 
injuries (that would kill Dawn Grainger) were healed. 

This transformation actually changed Grainger 
into a minor force of Order and she gained some 
brilliant avian physical characteristics which were 
usually hidden under her (normally) unremovable 
costume. Within realms with higher levels of magic, 
Dove could remove the costume and show her true 
form which shone with the light of Order (Flash 
Power). Her connection with such forces also 
provided her with Danger Sense and Magic Sense. 


Personality/Role-playing 


Dawn Grainger was the second individual to 
hold the title and power of Dove. After gaining her 
power from the Lords of Order and Chaos, she used 
them responsibly as a hero and as a balancing agent 
for her partner, Hawk (Hank Hall). He was more in 


control of himself within her presence and possibly 
more secure knowing his partner cared for his 
welfare. 

Dawn was an intelligent, worldly woman who 
studied at the prestigious Georgetown University. 
There she gained a number of friends, mostly 
acquaintances of Hank’s. Though well liked, she was 
secretive and concentrated her energies on her role as 
Dove. 

Unlike Hawk, Order/Chaos’ spell did not affect 
Dawn’s mind. Dove was clear-headed, with wisdom 
beyond her years. She did not go running 
thoughtlessly into battle, but carefully chose the best 
plan of attack, using her opponent’s weaknesses 
against them. Grainger would never have thought to 
abuse her powers. 

Unlike Don, the original Dove, Dawn did not 
stay out of battles or follow Hawk’s orders. She did, 
however, fight defensively. Grainger was determined 
and forceful when need be, sometimes even 
outspoken and painfully honest. Dove considered 
herself an equal to Hawk. 


Dove I 


Don Hall was a pacifist who rarely agreed with 
his brother's stand on anything. Though he tried to 
convince Hawk to be less reactive and violent, his 
advice was often ignored. Don never stood up to 
Hawk (the forceful side of the duo). Dove was heroic, 
and in the end sacrificed himself to save innocent 
bystanders during the Crisis. 


Dove I —deceased 


Dex: 8 

Str: 

4/2 

Body: 

5/3 

Int: 5 

Will: 

5 

Mind: 

5 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 21 


Hero Points: 

45 


•Skills: Acrobatics: 4, Charisma: 4, Martial Artist: 4, 
Vehicles: 3 

•Advantages: Connections: Teen Titans (Low), 
Titans West (High); Insta-Change; Lightning 
Reflexes 

•Drawbacks: Loss Vulnerability: All Powers and 
Skill drop to 0 APs, and Str and Body drop to 2 
and 3, respectively, when no injustice is present; 
Secret Identity 
•Alter Ego: Don Hall 
•Motivation: Responsibility of Power 
•Wealth: 4 










Grainger - The Early Years 


Before the death of the Terataya and T'Charr, 
Dove was somewhat less powerful than directly 
before her death. Still, she was a formidable 
opponent who knew how to best use her Skills. 

Dove II (before the deaths of Terataya 
and T'Charr) 


Dex: 

8 

Str: 

4/2 

Body: 

5/3 

Int: 

5 

Will: 

6 

Mind: 

6 

Infl: 

5 

Aura: 

5 

Spirit: 

6 

Initiative: 22 


Hero Points: 

45 


•Powers: Danger Sense: 5 

•Skills: Acrobatics: 9, Charisma: 6, Martial Artist: 5, 
Thief: 7 

•Drawbacks: Loss Vulnerability: All Powers and 
Skills drop to 0 APs, and Str and Body drop to 2 
and 3, respectively, when no injustice is present 


Using Dove in Adventures 


There is a strong connection between Dove and 
the Lords of Order and Chaos. Dove can lead Player 
Heroes in battles of a cosmic scale (particularly those 
instigated by Order and Chaos) and to bizarre 
settings, like the magic realm of Druspa Tau. 


During most of her heroic career. Dove was 
unaware of her true nature, and simply fought normal 
street crime. She could be a Player Character or 
useful contact in any Adventure that takes place in or 
around her home of Washington, D.C. 


Subplots 


Before her death, Grainger was caught up in a 
developing Romance Subplot with her partner. Hank Hall. 
When Hall was transformed into the villain Monarch, he 
killed Dawn as one of his first acts of e vil. 

Dawn had a School Subplot, as she tried to 
juggle being a hero and full-time student. She had to 
hide her identity from her friends and classmates in a 
Secret Identity Subplot. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Background/Roster Book, New Titans Sourcebook 


Appearances in DC Comics 


Dove II: Armageddon 2001 #2; Hawk and Dove (2) 
#1-5 (3) 1-28; Hawk and Dove Annual #1-2; 
Invasion! #2; Justice League America #43; New Gods 
(3) #15; War of the Gods #2, 4; Who's Who ( 91 #6 




Georgetown 

campus 


Dove’s Dormitory Room 






























































































Elongated Man 


Dex: 12 

Sir: 

4 

Body: 

8 

Int: 5 

Will: 

6 

Mind: 

5 

Infi,: 6 

Aura: 

5 

Spirit: 

5 

Initiative: 23 


Hero Points: 

70 


•Powers: Danger Sense: 6, Chameleon: 6, 

Stretching: 8 

•Skills: Detective: 6, Gadgetry: 4 
•Limitations: Power Restriction: Chameleon does 
not duplicate clothing. 

•Advantages: Connections: Justice League 
International (High); Shaip Eye 
•Drawbacks: Married; Public Identity; Loss 
Vulnerability: Elongated Man must drink Gingold 
approximately once a week (18 APs of time) in 
order to maintain his powers. If he doesn't drink it 
once a week, he loses his Stretching and 
Chameleon Powers, and his Dex and Body are 
reduced to 4 APs, until he is able to do so. 

•Alter Ego: Ralph Dibny 
•Motivation: Thrill of Adventure 
•Wealth: 5 
•Equipment: 

JLI Signal Device [Body: 4, Telepathy: 25] 
Limitation: The Device's Telepathy Power 
represents the range of its signal. 


Ralph's Chameleon Power 


Ralph has the ability to alter parts of his body 
and facial features to a degree. For that reason, he has 
been given the Chameleon Power at 6APs. 


Powers and Abilities 


Gingold allows the Elongated Man to Stretch his 
body to a quarter of a mile in length, or cover 
hundreds of square yards. He has the ability to shape 
and twist his elastic form, giving him increased 
agility, speed over short distances, and inhuman 
resistance to physical damage(reflected in his Body 
Score). On occasion he can even impersonate another 
people by molding his body and facial features. This 
takes intense concentration, so he attempts it rarely. 

Dibny is not a trained fighter, but he often uses 
his elastic form to wrap himself around foes or trip 
them up. He has the advantage of being able to hit 
them from long range and from any direction. 

Ralph is a good detective whose skills seem 
more inherent than trained. His keen perceptions and 


curiosity pick up clues other heroes overlook. Often 
times his instincts warn him of danger or foul play 
(Danger Sense Power), but it is his persistence and 
love of mysteries that lead him to a solution. 


Personality/Role-playing 


It is not the thrill of battle that got Ralph Dibny, 
the world-famous Elongated Man, into crime-fighting, 
but rather his love for solving mysteries. Ralph is a 
natural detective and his activities take he and his 
wife. Sue, all over the world in search of adventure. 
Sometimes, Sue complains that he loves a mystery 
more than her. The fact is, he can become overexcited 
and obsessed when his world's longest nose smells a 
crime. Elongated Man has solved countless small 
mysteries and his Detective Skills often aid the Justice 
League Europe during their missions. 

Dibny's second priority is gaining fame through 
his adventures. He will proudly announce his identity 
to everyone he meets, without thinking of the 
consequences to those who are close to him. 
Fortunately, none of his previous opponents have 
tried to hunt him down (yet)! 

Ralph has always been the joker of the Justice 
League in all of its incarnations. He is even light¬ 
hearted during heavy battles. His teammates may find 
this characteristic annoying at times, but overall it 
makes a rather dangerous and terrifying job fun. 
Dibny also loves to pull harmless pranks and cracks 
jokes continuously. 

Dibny is a great, albeit annoying, pal who would 
never leave his teammates in the lurch. Even though 
he is one of the less powerful Leaguers, he will 
always do his part, and does not like to see anyone 
stomping on his friends. Dibny and Wally West 
(Flash III) are chums, but he often aggravates West 
by comparing the young Flash to his predecessor, 
Barry Allen. 

Sue and Ralph have a very loving relationship. 
She supports his super-heroics, but at times she 
wishes he would spend more time with her. She often 
works in the Justice League Europe headquarters on 
monitor duty, though the assignment is not what Sue 
considers spending quality time with her husband. 


Gingold 


Dibny gains his super-human malleability from 
drinking an extract of the juice of the gingo plant. 
The most accessible form can be found in Gingold 

Soda which uses the juice of the fruit. Elongated Man 













is one of a handful of humans who can safely drink 
the extract straight, because the substance causes 
severe allergic reactions in most people. 

Player Characters who want try gingo extract 
must make a Poison Touch Roll using 8/fl as the 
AV/EV and the Character's Body/Body as OV/RV. 
If RAPs are gained, the Character takes them as 
Bashing Damage as per the Poison Touch Rules. This 
continues every phase until a roll fails, or until the 
Character's Current Body Condition reaches zero. 
Characters do not gain Stretching Power if they are 
poisoned by gingo. 

If the Character is not allergic (the Poison Touch 
Roll failed), they have a chance of gaining Stretching 
Power. A roll of 20 (or higher) on a 2d 10 indicates 
success. Characters may use a number of Hero Points 
up to their APs of Body to add to this Roll. The 
difference of the amount rolled and 19 is the APs of 
Stretching Power the Character receives. For 
instance, a Character who survives drinking gingo 
extract unharmed uses 5 Hero Points and rolls a 17 
on a 2d 10. He gains 3 APs of Stretching (5+17-22; 
then 22-19= 3 APs). 

A Gamemaster who allows a Player Character to 
gain Stretching Power in this fashion should keep in 
mind that gingo is very rare, and a well-guarded 
secret. The Character must also drink Gingold 
periodically to maintain his powers (just as Ralph 
does), or they will go away. The Character will then 
have to undergo the whole process all over again, as 
detailed above, to attempt to regain them. 


Using Elongated Man in Adventures 


Every year for his birthday Sue concocts a 
mystery as a gift to her husband. A good way for the 
heroes to meet Ralph, then, is to have them 
accidentally get involved in his mystery. In the end 
they find out it was a hoax orchestrated by Sue, and 
Ralph can invite them to his birthday party (to spend 
some time with the world-famous Elongated Man!). 

Ralph takes missions seriously unless he is 
distracted by a mystery. Other heroes must make him 
keep his mind on his work. In any adventure where 
Elongated Man is a Player Character, there should be 
some form of secondary mystery or crime that ties 
into the main storyline in the end. The Game Master 
should award extra Hero Points to a Player using 
Ralph when he successfully solves such a mystery. 


Subplots 


Ralph has always had a number of Friends 
Subplots, and is now as close to Wally West (Flash 
III), as he was with Barry Allen (Flash II). 

In a Romance Subplot, Ralph has been happily 
married to Sue for years. At times, his crime-fighting 
and detective work put a strain on their relationship. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Justice League Sourcebook, Background/Roster Book 
(card included), Come On Down, World in the 
Balance 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are ntt part *f present continuity. 

Pre-Crisis: Action Comics #443, 480, 481-482 (behind the 
scenes), 483: Adventure Comics #459; All-Star Squadron #53; 
Batman #177; Batman and the Outsiders #1; Batman Family #20; 
Blue Devil # 4-5; The Brave and The Bold #177; Challengers of the 
Unknown #87; Crisis On Infinite Earths #5, 9-12: DC Comics 
Presents #21, 58. 93: DC Special Series #11; Detective Comics 
#327-383, 426, 430, 436. 444. 449, 453. 456-457, 462. 465-466, 
468, 488, 500, 557; The Flash (1) #1 12, 115, 119, 124. 130. 134, 

138, 206, 208, 210, 212, 221, 252-253, 277, 296, 323-325, 327, 
329, 241. 349: Justice League of America #51, 100, 101 (behind 
the scenes), 102, 105-109, 111-114. 116-121, 127-129, 131-134. 

139, 142-143, 150-152, 155-157, 159-168, 170, 174, 179, 181-183, 
186-191, 194-195, 197-200, 202-206, 209-212, 217-221, 223, 226- 
230. 233-239. 241-245; Justice League of America Annual #1-3; 
Limited Collectors' Edition #C-41; The Phantom Zone #2, 4 
(behind the scenes); Red Tornado #3; The Secret Society of Super- 
Villains #5; The Shadow War of Hawkman #3-4: Super Friends #3, 
7-9; Supergirl (2) #20; Superman Family #171,211; Swamp Thing 
(2) #46; Who's Who ‘85 #7; Wonder Woman (1) #215, 219-220. 
222, 247, 291, 300, 308-309; World’s Finest Comics #250, 300, 
302 

Current: Action Comics #670; Adventures of Superman #442, 458 
(behind the scenes), 463; Animal Man #16, 20; Armageddon 2001 
#2; Captain Atom (3) #30, 34. 38, 50; Detective Comics #572; 
Elongated Man #1-4; Flash (2) #29.35, 48-49: Hawk and Dove { 3) 
#1; Invasion! #3; Justice League America #53-59; Justice League 
Annual #3-4; Justice League Europe #1-10, 13-21, 25-30, 32-on; 
Justice League Europe Annual #1-2; Justice League International 
#24: Justice League of America #246-255, 257-258; Justice 
League Quarterly #3-5; Legends #1-2; The New Titans Annual #5; 
Power of The Atom #5; Secret Origins #22 (flashback), 27 
(flashback), 30: War of the Cods #1,4; Who's Who ‘91 #7; 
Wonder Woman (2) #50, 61 









Furball 


Dex: 6 

Str: 

20 

Body: 

14 

Int: 1 

Will: 

5 

Mind: 

3 

Infl: 4 

Aura: 

3 

Spirit: 

4 

Initiative: 13 


Hero Points: 

60 


•Powers: Danger Sense: 12, Tracking Scent: 7 
•Skills: Charisma (Intimidation): 6 
•Advantages: Connection: Legion of Super-Heroes 
(High); Iron Nerves; Lightning Reflexes 
•Drawbacks: Catastrophic Physical Restriction: 
Furball is incapable of speech; Dark Secret (he 
doesn't want people to know he is actually Timber 
Wolf); Serious Physical Restriction: Londo cannot 
control the cycle when he changes from human to 
his "Furball" state. 

•Alter Ego: Brin Londo 
•Motivation: Unwanted Power 
•Wealth: N/A 


Background Update 


Recently, Brin Londo was "saved" from his 
deteriorating physical condition by Aria, who brought 
them both to the 20th century. A description of his 
current form will appear on his updated entry in 
Who's Who #4. 


Powers and Abilities 


Originally, the experimental serum injected into 
Brin Londo's body enhanced his Str and Body to 
amazing levels. He could easily uproot tress or hurl 
small spacecraft into orbit. It made him faster 
(Running), more agile (Dex and Acrobatics ), and 
sensitive to his surroundings (Tracking Scent, Danger 
Sense and Tracking Subskill). 

Later, however, it transformed him into a furred 
creature of immense size and clouded thought. As 
Furball, Brin is four times as strong as before but 
bulkierand, therefore, less agile. 


Personality/Role-playing 


Londo has always felt remorse, even guilt, for 
the death of his parents. Because of this, he acts 
tough and does not often allow others to know he 
needs affection and love. His gruff but handsome 
appearance (as Brin Londo) intrigued many, 
especially Ayla Ranzz. However, the emotional 
distance he kept, and his growing violent nature. 


often caused him to be rejected by others. The Legion 
became important in his life because its members 
would accept him. After its break-up, he was left 
alone. 

Brin Londo did not ask to receive the Powers 
that created Timber Wolf, and he most certainly did 
not ask for the bizarre side-effects of the Zuunium 
serum. Londo loses intelligence and the ability to 
speak as Furball, but can still remember his former 
teammates and react to them appropriately. When 
completely transformed, Furball is more gentle and 
protective than Londo. 

Londo joined the reformed Legion to be near to 
his old friends and to get their help (Brainiac is 
working on reversing the process of the serum). If a 
cure is not found for Londo’s condition soon, he will 
die from radiation poisoning. 


Timber Wolf 


As Timber Wolf Londo was one of the most 
active and formidable Legionnaires. Londo was an 
aggressive, active hero, always in the midst of things, 
especially battle. He had animalistic tendencies but a 
good sense of logic. 


Timber Wolf 


Dex: 11 

Str: 

18 

Body: 

20 

Int: 6 

Will: 

6 

Mind: 

4 

Infl: 4 

Aura: 

3 

Spirit: 

4 

Initiative: 23 


Hero Points: 

70 


•Powers: Danger Sense: 14, Running: 6, Tracking 
Scent: 6 

•Skills: Acrobatics: 8, Charisma: 7 
•Advantages: Connection: Legion of Super-Heroes 
(High); Iron Nerves; Lightning Reflexes 
•Motivation: Unwanted Power 
•Wealth: 5 


Using Furball in Adventures 


Furball may be found roaming the charred 
remains of cities on Earth or on the Legionnaires' 
new base. Either way, he can be an interesting 
Character to use to introduce Players to the present 
Legion of Super-Heroes. When the Player Heroes go 
to the Legion’s new base on Talus to ask for 
assistance, they are greeted by a very large, 
threatening looking monster. Depending on how they 
act around him, they could be in for a fight. 














Subplots 


In his younger days as Timber Wolf, teammate 
Ayla Ranzz caught Londo T s affections and involved 
him in a long-running Romance Subplot. 

Londo's health is deteriorating quickly as he dies 
from the affects of radiation poisoning and the late- 
stage effects of the Zuunium serum. In its earlier 
stages, this Power Complication Subplot only caused 
aggression or a transformation into the Furball state. 

In an unusual Friends Subplot, Kono became 
closer to Furball, treating him like a pet until he 
transformed back to human form. She is presently 
trying to deal with him as a man. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 


Pre-Crisis: Action Comics #378, 382, 387, 390-391 
Adventure Comics #327, 354, 372, 374 (behind the 
scenes), 375, 378-379; All-New Collectors ’ Edition 
#C-55; Crisis On Infinite Earths #5, 10; DC Special 
#28; Legion of Super-Heroes (1) #260-262, 269-271, 
273-275, 277-280, 284-297, 300-305, 307-310, 313 
(2) 1,3, 5-7, 9-17, 19, 21-28, 30, 35-36, 38, 40-41, 
43, 45-51, 53-54, 57-58, 60-63 (3) 3; Legion of 
Super-Heroes Annual #1-3 (2) 2-3; Secrets of the 
Legion of Super-Heroes #1-3; Superhoy (1) #172, 
191, 197, 200-202, 207-209, 212-213, 217, 221-222, 
225-226, 228-229; Superhoy and the Legion of 
Super-Heroes #232, 235, 237, 239-241, 244-245, 
247, 250-251, 253-254, 256-257; Tales of the Legion 
#318-320; Who’s Who ‘87 ( 1) #23; Who's Who in the 
Legion of Super-Heroes #6 

Current: Adventures of Superman #478; Legion of 
Super-Heroes (4) #3, 6-7, 12-13, 15, 21-24, 26 




Scale 

















































Gangbuster 


Dex: 8 

Str: 

5 

Body: 

5 

Int: 5 

Wtll: 

6 

Mind: 

5 

Inpl: 5 

Aura: 

5 

Spirit: 

6 

Initiative: 22 


Hero Points: 

40 


•Skills: *linked 

Acrobatics: 8*, Martial Artist: 8*, Thief: 8*, 
Vehicles: 8*, Weaponry: 8* 

•Advantages: Area Knowledge (Suicide Slum); 
Connections: Superman (High), Metropolis Police 
Dept. (Low); Intensive Training; Lightning 
Reflexes 

•Drawbacks: Secret Identity 
•Alter Ego: Jose Delgado 
•Motivation: Seeking Justice 
•Wealth: 2 
•Equipment: 

Billy Club (x2) [Body: 2, EV: 4] 

BODY ARMOR [Momy: 7] 

Nunchakas [Body: 2, EV: 4] 

Taser [Body: 2, Lightning: 3, R#: 3] Limitation: 
Lightning has a Range of Touch. 


Powers and Abilities 


Delgado is a superb athlete and combatant. 
Although he is new to crime-fighting, Gangbuster has 
had years of experience in the boxing ring and grew 
up fighting in the mean streets of Metropolis' Suicide 
Slum. He also has excellent acrobatic ability and 
expertise with melee weapons which he integrates 
into his unique fighting style (Dex, Acrobatics and 
Martial Artist). 


Personality/Role-playing 


Jose Delgado is a selfless man who hates to see 
others suffer or be harassed by more powerful forces. 
He dons the armor of Gangbuster to protect the 
defenseless of Metropolis, targeting crime that affects 
them the most (drugs, gangs, etc.). 

Delgado understands kids and the conditions 
they have to live with on the streets of Metropolis. As 
a survivor of Suicide Slum, he has experienced a hard 
life himself. This knowledge gives him a definite 
edge in his mission, but also a great deal of 
compassion for kids who go bad. This same 
experience also makes him a good teacher. 

Gangbuster is one of the most well-meaning, yet 
unlucky vigilantes in the DC Universe. More than 


once he has been seriously injured on his missions. 
He has been beaten, broken, and put out of his home 
for the actions he has taken against criminals. Despite 
this, he keeps on fighting. 

Superman, who is usually against vigilante 
activities, respects and trusts Delgado and will often 
team up with him to fight crime on the streets. 
Superman understands that Gangbuster knows the 
streets of Metropolis and its people in a way he never 
will. Jose has also befriended Lois Lane. She and 
Superman help him in his crime-fighting in any way 
they can, 

Gangbuster inevitably appears in Metropolis 
when Superman cannot be around. He is quick, quiet, 
and slips out of sight when his job is done so no one 
can get a close look at him. Gangbuster is unusual in 
that he works during the day, when the city is 
bustling. 

Jose sometimes works for money, but this is for 
survival, not greed. It does not make him any less 
formidable an opponent or less trustworthy in the 
eyes of other heroes. 

Gangbuster is even more heroic considering he 
has no super abilities and has to live a "normal" life 
in addition to fighting crime. He does not have riches, 
alien gadgetry, or a genius IQ. However, he does 
have an unerring drive and a wish to right wrongs in 
the city which he calls home. 


Gangbuster's Implant 


During one of his early adventures, Gangbuster 
broke his spine in battle, paralyzing him from the 
waist down. He volunteered for an experimental 
electronic implant that would give him full mobility. 
What he did not know was that the device was 
created by Lexcorp. Lex Luthor used remote control 
on the implants causing Gangbuster's body to attack 
his enemies. Professor Hamilton, an ally of 
Superman, negated the effects of the device. 

Luthor, Luthor Jr., or other enemies, may try to 
reactivate control over Gangbuster. The implant has 
10 APs of Control. The person who wishes to Control 
Gangbuster must be in possession of a mechanism 
that can communicate with Gangbuster's implants, or 
develop another one using the Gadgetry Skill. The 
would-be-controller uses the device's Control as the 
AV/EV in an Action Check against an OV/RV equal 
to Gangbuster's Str/Body (instead of normal 
Int/Wtll). RAPs indicate successful activation of the 
implant controls. 

Delgado may try to break free of the Control 








each phase by making an Action Check using his 
Str/Body vs 10/10 (the APs of Control Power of the 
implant), with RAPs indicating his body is under his 
own control once again. 

Certain gadgets may be able to interfere with or 
break the Control. A Character with Gadgetry Skill 
may attempt to use any sort of radio transmitter or 
Omni-Gadget to do so. Make an Action Check using 
the Character's Gadgetry Skill as the AV and the 
device's APs as the EV, against OV/RVs equal to the 
APs of Control (10/10). On these attempts, any 
positive RAPs signify that the Control transmissions 
have been jammed. 


Using Gangbuster in Adventures 


Gangbuster is a good contact in Metropolis for 
Player Characters. His knowledge of Metropolis' dark 
side and his fighting prowess make Gangbuster an 
ideal ally against powerful forces like Intergang or 
Lexcorp. There Player Heroes could also come to his 
aid if he once more finds himself under the control of 
a villain group. Perhaps he is sent on a rampage that 
the heroes must stop. 

In any event, when the Player Characters are 
with Delgado, there will always be action; the 
Gamemaster should make sure that when Gangbuster 
is used in an adventure, somebody is out to destroy 
him. 


Subplots 


Jose prefers to keep his Gangbuster identity a secret. 
However, a number of friends, allies, and enemies 
already know of his dual Identity. This Secret Identity 
Subplot creates a number of conflicts and clangers. 

Delgado is in the midst of a Romance Subplot 
with Daily Planet columnist Catherine Grant. 
Originally, he worked as her bodyguard when she 
was a star witness in the trial of former Intergang 
Boss, Morgan Edge. Although she is no longer in 
danger, they have continued to see one another. 

In a Job Subplot, Jose needs to find work soon. 
His duties as Gangbuster require great effort, but they 
do not pay the bills. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Superman: The Man of Steel Sourcebook 


Appearances in DC Comics 


Gangbuster: Action Comics #597, 643, 653-654, 
656, 659, 667, 671; Adventures of Superman #428, 
432-434, 437, 439-440, 442, 445-448, 450-451, 453, 
456, 463, 465-467, 470, 480, 483; Armageddon 2001 
#2; Superman (2) #30, 37, 42-44, 47, 50-53, 62; 
Who’s Who '88 #1; Who’s Who ‘ 91 #6 



Gangbuster (alias Superman): Adventures of; 
Superman #446-450; Superman (2) #26-27 



Nunchakas 
























Global 

Guardians 


Doctor Mist 


Dux: 

5 

Str: 

4 

Body: 

5 

Int: 

8 

Will: 

6 

Mind: 

5 

Infl: 

6 

Aura: 

8 

Spirit: 

7 

Initiative 21 



Hero Points: 

50 


•Powers : *Mystic Link 

Awareness: 6. Illusion: 8*. Invulnerability: 8*, Transmutation: 

8 * 

•Skills: Occultist: 7, Martial Artist: 5 

•Advantages: Connection: Global Guardians (High); Leadership 

•Alter Ego: Nommo 

•Motivation: Thrill of Adventure 

•Wealth: 9 

•Equipment: 

Stone of Life [Body: 8. Sorcery: 8] 


Jack O’L wtfrn I 


Dex: 

7 

Str: 

4 

Body: 

5 

Int: 

7 

Will: 

6 

Mind: 

5 

Infl: 

6 

Aura: 

5 

Spirit: 

6 

Initiative: 20 



Hero Points: 

45 


•Advantages: Connection: Global Guardians (High); Popularity 
(in Europe) 

•Alter Ego: Daniel Cormac 
•Motivation: Thrill of Adventure 
•Wealth: 4 
•Equipment: 

Lantern [Body: 10, Dispersal: 12, Energy Blast: 12, Flash: 12, 
Force Field: 13, Illusion: 12, Lightning: 15, Teleportation: 8, 
Telekinesis: 12. R#: 2] Miscellaneous Limitation/Bonus: The 
Lantern is powerless during the noon hour (12am to 1pm),. and 
il*s Powers are at +1 AP during the midnite hour (12pm to I am). 


OWLWOMAX 


Dex: 

7 

Str: 

5 

Body: 

6 

Int: 

6 

Will: 

6 

Mind: 

5 

Infl: 

6 

Aura: 

5 

Spirit: 

6 

Initiative: 21 



Hero Points: 

25 


•Powers: Claws: 12, Flight: 8, Ultra Vision: 3 
•Skills: Military Science (Tracking): 9. Thief (Locks and Safes, 
Stealth): 7 

•Advantages: Connection: Global Guardians (High); Lightning 
Reflexes; Shaip Eye 
•Drawbacks: Minor Rage 
•Alter Ego: Wenonah Littlebird 
•Motivation: Responsibility of Power 
•Wealth: 4 


BushmaStkr 


Dex: 

6 

Str: 

4 

Body: 

4 

Int: 

4 

Will: 

5 

Mind: 

5 

Infl: 

5 

Aura: 

4 

Spirit: 

4 

Initiative: 1: 

5 


Hero Points: 

25 


•Skills: Gadgetry: 11. Thief: 5 ? Acrobatics: 5 
•Advantages: Connection: Global Guardians (High); Genius 
•Alter Ego: Bernal Rojas 
•Motivation: Thrill of Adventure 
•Wealth: 4 


•Equipment: 

MASK [Body: 2, Thermal Vision: 3] 

BIONIC EXOSKELETON [flow; 8. Str: 9. R#: 2] 

GECKO GLOVES [Body: 2, Cling: 4] 

Terrapin Shell [Bo»y: 14, Growth: 0, R#: 21 Note: Bushmaster 
carries the shell as a collapsible backpack that opens to protect 
him and one other person (about 10' (0 APs) in diameter). 
Chameleon Cloaker [Body: 5, Invisibility: 6, R#: 3| 

Venom Gun [Body: 4, AV: 4, Poison Touch: 9, Ammo: 6, R#; 2] 
Note: Poison Touch may be used to put targets to sleep. 

9 AP ACD REPTILE OMNI-GADGETS (x2) 


Olympian 


Dux: 7 

Str: 

5 

Body: 

6 

Int: 3 

Will: 

5 

Mind: 

4 

Infl: 5 

Aura: 

6 

Spirit: 

5 

Initiative: 15/32 


Hero Points: 

35 


•Advantages: Connection: Global Guardians (High) 

•Drawbacks: Serious Psychological Instability (Schizophrenic) 

•Alter Ego: Aristides Demetrios 

•Motivation: Responsibility of Power 

•Wealth: 4 

•Equipment: 

Golden Fleece [Dex: 12, Str: 13, Boor: 8, Aura: 7 , Spirit: 8. 
Invulnerability: 10, Flight: 12, Superspeed: 12, X-Ray Vision: 
10] Limitation: The Fleece has a Body of 6 when not worn. 


Impala 


Dex: 

9 

Sir: 

5 

Body: 

6 

Int: 

4 

Will: 

4 

Mind: 

4 

Infl: 

4 

Aura: 

5 

Spirit: 

5 

Initiative: 19 



Hero Points: 

25 


•Powers: Jumping: 3, Running: 6 

•Advantages: Connection: Global Guardians (High); Lightning 
Reflexes 

•Alter Ego: Mbulaze 
•Motivation: Upholding the Good 
•Wealth: 4 


Thunderlord 


Dex: 

5 

Str: 

4 

Body: 

4 

Int: 

7 

Will: 

6 

Mind: 

7 

Infl: 

4 

Aura: 

3 

Spirit: 

4 

Initiative: 16 



Hero Points: 

25 


•Powers: Sonic learn: 13 
•Skills: Artist (Actor): 7 

•Limitations: Miscellaneous: Artist (Actor) can only be used to 
mimic various sounds and voices. 

•Advantages: Connection: Global Guardians (High) 

•Alter Ego: Liang Xih-k'ai 
•Motivation: Upholding the Good 
•Wealth: 4 


Wild Huntsivlyn 


Dex: 10 

Str: 

6 

Body: 

7 

Int: 4 

Will: 

5 

Mind: 

5 

Infl: 6 

Aura: 

8 

Spirit: 

7 

Initiative: 21 


1 Iero Points: 

35 


•Skills: Animal Handling: 5, Weaponry: 8 

•Advantages: Connection: Global Guardians (High); Pets (Okran 
and Donnerschlag, see below) 

•Drawbacks: Minor Rage 
•Alter Ego: Aibrect von Mannheim 
•Motivation: Upholding the Good 
•Wealth: 4 











•Equipment: 

Helmet [Body: 12] 

Magic Axe [Body: 12, EV: 9] Limitation: Wild Huntsman enters 
Killing Combat when employing the Axe in battle. 

Shield [Body: 12] 


Okran 


Dex: 

3 

Str: 

6 

Body: 

7 

Int: 

2 

Will: 

2 

Mind: 

2 

Infl: 

1 

Aura: 

1 

Spirit: 

2 

Initiative: 6 



Hero Points: 

20 


•Powers: Jumping: 5, Running: 7 


Donnkrschlag 


Dex: 

4 

Str: 

3 

Body: 

3 

Int: 

2 

Will: 

2 

Mini: 

2 

Infl: 

1 

Aura: 

1 

Spirit: 

2 

Initiative: 7 



Hero Poin ts : 

20 


•Powers: Analytical Smell/Tracking Scent: 7, Extended Hearing: 
3, Claws (teeth): 7, Running: 6 


Codiva 


Dex: 

4 

Str: 

3 

Body: 

4 

Int: 

4 

Will: 

4 

Mind: 

4 

Infl: 

5 

Aura: 

4 

Spirit: 

5 

Initiative: 13 



Hero Points: 

30 


•Powers: Air Control: 6, Extra Limb (Hair): 8, Gliding: 4, 
Stretching: 4 
•Skills: Thief: 6 

•Limitations: Power Restrictions: Stretching only affects Godiva's 
hair; Gliding and Air Control may only be used when hair is 
free; Air Control may only be used to create a wind or make 
buffeting attack. 

•Advantages: Attractive; Connection: Global Guardians (High) 
•Drawbacks: Mistrust; Minor Irrational Fear of scissors (or other 
objects used to cut hair) 

•Alter Ego: Dorcas Leigh 
•Motivation: Thrill of Adventure 
•Wealth: 4 


Tuatara 


Dex: 3 

Sir: 

3 

Body: 

3 

Int: 5 

Will: 

5 

Mind: 

7 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 12 


Hero Poin ts: 

25 


•Powers: Precognition: 8, Postcognition: 8 

•Bonuses: Miscellaneous: Tuatara does not need to touch an object 
to use Postcognition. 

•Advantages: Connection: Global Guardians (High); Sharp Eye 
•Drawbacks: Strange Appearance 
•Alter Ego: Jeremy Wakefield 
•Motivation: Upholding the Good 

•Wealth: 4 


Rising Sun 


Dex: 5 

Str: 

4 

Body: 

5 

Int: 5 

Will: 

6 

Mind: 

5 

Infl: 6 

Aura: 

4 

Spirit: 

4 

Initiative: 18 


Her* Points: 

45 


•Powers: Energy Absorption: 12, Energy Blast: 10, Flame Project: 

10, Flame Immunity: 8, Flush: 7, Flight: 10 
•Skills: Martial Artist: 6 

•Limitations: Power Restriction: Energy Absorption may only be 
used for solar or light-based energy. 

•Advantages: Connection: Global Guardians (High); Popularity 
(in Japan) 


•Drawbacks: Public Identity 
•Alter Ego: Isuma Yasunari 
•Motivation: Responsibility of Power 
•Wealth: 4 


Little Mermaid— deceased 


Dex: 

5 Str: 

3 

Body: 

5 

Int: 

4 Will: 

7 

Min*: 

5 

Infl: 

4 Aura: 

4 

Spirit: 

4 

Initiative: 13 [ 151 

Hero Points: 

25 


•Powers: Flight: 6, Swimming: 6, Water Freedom: 7 
•Limitations: Water Freedom only allows Mermaid to slay 
underwater without breathing for 15 APs of time (30 hours). 
•Advantages: Connections: Global Guardians (High), Aquaman 
(I^*w): lnsta-Change (Fins) 

•Alter Ego: Ulla Paske 
•Motivation: Upholding the Good 
•Wealth: 4 


Description 


The Global Guardians are an international peace keeping force much 
like the Justice League International, They fight crime in any country where 
their assistance is required. Though their popularity in some parts of Europe 
surpasses the JLl's, the group has no official international recognition. 

Although the Guardians are dedicated to protecting the world and 
working towards peace, individual members are of ten under the command or 
surveillance of their native countries and cannot give their all to the team, 
•n occasion, members have gone rogue and been considered vigilantes. 


Background Update 


When the Justice League gained United Nations backing, the Global 
Guardians were disbanded. Without the leadership of the mysterious Doctor 
Mist, the Global Guardians fell under the manipulations of the %iecn Bee, 
ruler of Bialya, The original Jack O’ Lantern. (Cormac) once believed dead, 
has been retrieved from imprisonment by Owlwoman. and Doctor Mist has 
returned to lead the team. 


Using the Global Guardians in Adventures 


The Global Guardians are a link to many different world-wide settings 
for an Adventure. Heroes who travel anywhere on the globe will no doubt 
meet this team and/or require their assistance. Player Characters may also 
meet up with and gain the aid of one of the Guardians in their native country 
(Godiva in England, Tasmanian Devil in Tasmania or Australia, Rising Sun 
in Japan, etc.). Using these heroes will demonstrate to the Players the 
vastness of DCs World because of their availability. 


Subplots 


•wlwoman and the original Jack O' Lantem have a Romance Subplot 
brewing. 

In a recent Death Guilt Subplot, the Global Guardians stood by 
helplessly as Little Mermaid was accidentally killed by the raving Jack O’ 
Lantem II. 


Appearances in DC Comics 


*]\ote: Pre-Crisis appearances are not pail of present continuity. 

Pre-Crisis: Crisis On Infinite Earths #12; DC Comics Presents #46; Super 
Friends #45-46; Who’s Whs ‘85 #9 

Current: infinity, Inc . #32, 34-37; Justice League America #55: Justice 
League Europe #2. 29-3$; Justice League Europe Annual # 5; Justice League 
Quarterly #5-7; Secret Origins (3) #33: Who’s Who ‘91 #7 
















Green Lantern 
John Stewart 


Dex: 7 

Str: 

4 

Body: 12 (4) 

Int: 8 

Will: 

23 

Mind: 8 

Infl: 6 

Aura: 

5 

Spirit: 12 

Initiative: 21 


Hero Points: 110 


•Skills: Scientist: 5 

•Advantages: Connection: Hal Jordan (High); Iron 
Nerves; Scholar (architecture, classic literature) 
•Drawbacks: Public Identity; Guilt; Catastrophic 
Irrational Attraction to destroying Star Sapphire 
•Alter Ego: None 

•Motivation: Responsibility of Power 

•Wealth: 5 

•Equipment: 

POWER RING [Body: 23, Int: 10, Comprehend 
Languages: 20, Flight: 40, Force Manipulation: 23, 
Recall: 20, Sealed Systems: 16, Invulnerability: 18, 
Life Sense: 40, Omni-Power: 11, Regeneration: 4, 
Skin Armor: 4, Spirit Travel: 50] 

A Green Lantern’s Power Ring is an incredible 
tool with a number of capabilities limited only by the 
GL's imagination and willpower. Some of these 
abilities are as follows: 

•Fly: The ability to propel the ring-wielder at speeds 
approaching 1500 times the speed of light (Flight). 
•Form objects from emerald energy: The ability to 
create tangible objects and tools out of the ring's 
"emerald energy" (Force Manipulation). This 
ability is directed by (and Linked to) the user's will 
power (Will). Stewart can only correctly form 
objects which he fully comprehends. Stewart is an 
architect and very mechanically oriented. 

•Locate other Green Lanterns: The Ring allows 
Stewart to detect other Power Rings up to several 
thousand light years away (Life Sense; this Power 
can’t be used in any other fashion). 

•Manifest user's will power: This allows the user to 
manifest many abilities through the sheer force of 
will (Omni-Power; this Power is linked to 1/2 the 
user's Will). 

•Project an "energy self": This Power allows 
Stewart to separate his "energy" or spirit self from 
his body and travel freely at the speed of thought 
while perceiving his surroundings normally (Spirit 
Travel). 

•Protect user physically and heal: This protects 


Green Lantern from physical harm 
(Invulnerability). It also allows him to survive 
hostile environments such as the vacuum of space 
(Sealed Systems). The Ring also speeds the user's 
healing abilities to 16 times normal (Regeneration). 
Green Lantern also has a Body of 12 when 
wearing the ring and while worn, the ring itself has 
a Body equivalent to his Will (23). 

•Provide information: The ring has the ability to 
store huge amounts of information (Recall) and aid 
the user in problem-solving tasks (Green Lantern 
can substitute the ring's Int for his own Int when 
making Action Checks that involve problem¬ 
solving). 

•Shield the wearer: The ring can envelop the ring- 
wielder with a protective sheath of green energy 
(Skin Armor; Green Lantern loses 1 AP of both 
Force Manipulation and Omni-Power for each AP 
of Skin Armor he activates). 

•Understand languages: The ting allows Stewart to 
comprehend and translate virtually every language 
in the universe (Comprehend Languages). 

Despite all its virtues, the Power Ring does have 
a couple flaws: it must be recharged every 24 hours 
using the Power Battery (see below), and all of its 
Powers are useless against anything colored yellow 
(i.e., a green hammer formed with Force 
Manipulation won’t strike a yellow target; the ring’s 
Sealed Systems Power is useless against yellow 
gases, etc.). 

Power Battery [Body: 23, Energy Absorption: 18, 
Invisibility: 15, R#: 2] The Power Battery is usable 
only to recharge the Power Ring every 24 hours 
(Energy Absorption). The Ring wielder can will 
the battery to turn invisible (Invisibility of 15). 


What it Takes to be a Green Lantern 


The members of the Green Lantern Corps are 
among the bravest and most noble beings in the 
universe. Any potential Green Lantern must meet all 
of the following requirements: 

•Fearlessness: GLs must have a Spirit of 12 or 
higher and the Iron Nerves Advantage. 
Additionally, all Green Lanterns must follow a 
strict code of behavior. Any deviation from this 
code can result in disciplinary action, including 
removal from the Corps. 

•High Will power: The higher the will power, the 







more potent the GL. Creatures with a Will below 
15 will be selected for the Corps only under the 
most unusual circumstances. 

•Honesty: GLs must be completely honest and 
trustworthy 

•Worthiness: The GL must have a heroic 
Motivation. 


Powers and Abilities 


Thanks to his Ring, John Stewart's power is only 
limited by his imagination and strength of will. He 
can accomplish anything short of raising the dead if 
he puts his mind to it, with only the few limitations 
noted above. Outside his abilities as a GL, John is a 
superior athlete, as well as an accomplished engineer 
and architect. 


Personality/Role-playing 


Under his brash exterior, Stewart is a good man 
who has dedicated his life to helping others. As a 
result, he strives to be the best Green Lantern 
possible, and when he makes mistakes, he berates 
himself and carries the guilt of his failures. 

Stewart blames himself for not saving the people 
of Xanshi in time. He is, therefore, less cocky and 
more thoughtful in the use of his abilities than he 
used to be. He is also trying to redeem himself by 
building a new world, and keeping the peace between 
the varied and numerous cultures of the Mosaic. 

John not only has a strong will, but a strong set of 
beliefs on how his abilities should be used. He 
considers the ring a license to fight any moral 
wrongdoing, no matter the cost. 

Since Star Sapphire murdered his true love. Katma 
Tui, Stewart has become morose and contemplative. 
However, the anger he feels drives him on. 

John is extremely well-read, and will often express 
his thoughts through quotes from classic literature and 
philosophy. 


Using John Stewart in Adventures 


During an Adventure in space, Player 
Characters might meet John Stewart on Oa. Since he 
has designated himself mediator between the various 
races that are now trying to live together on one 
world, he would undoubtedly welcome any help that 
Player Characters would be willing to give. 


Remember, however, that Stewart will not solicit 
help from the heroes, they must offer it, and even 
then he will accept it only on his terms. 

John Stewart can also be used as a last minute 
save for Player Characters if they need one during a 
space mission, but the Gamemaster should be careful 
not to make this a habit. 


Subplots 


John Stewart is involved an Enemies Subplot 
with Star Sapphire. He will enter Killing Combat 
against her if he sees her, unless he can roll 18 or 
more on 2D 10 (Irrational Attraction). 

John's obligations as a Green Lantern and his 
disagreement with Hal Jordan about how their 
powers should be used constitute a Job Subplot. 

John’s current assignment in the GL Corps (to 
watch over the Mosaic on Oa) often taxes his abilities 
and patience (Job Subplot). He is also involved in a 
Romance Subplot with Rose, one of the Mosaic 
denizens from Earth. She has one son, Toby. 


Appearances in the DC Heroes Role- 
Playing Game , Second Edition 


Background/ Roster Book (card included), 
Otherwhere Quest 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: All-Star Squadron #53; Blue Devil #12-13, 
17; Crisis On Infinite Earths #1-5, 7-8; Green Lantern 
(2) #87, 94-95. 164-165, 181-183, 185-198; Infinity, 
Inc . #22; Justice League of America #110; Justice 
League of America Annual #1; Red Tornado #1, 3; 
Tales of the Green Lantern Corps #3; Tales of the 
Green Lantern Corps Annual # 1; Who's Who ‘85 #9 

Current: Action Comics #598, 601-604, 606; 
Adventures of Superman #430; Blasters Special #1; 
Cosmic Odyssey #1-4; Green Lantern (2) #199-205 (3) 
1-9, 13-17, 19-20; Green Lantern Corps #206-213, 
216-224; Green Lantern Special #1; Millennium #1-8; 
The New Teen Titans (2) #29-31; Secret Origins (3) #7, 
23; Starman #41 -42; Who's Who VI #8 











Hawkman 


Dex: 8 

Str: 

5 

Body: 

7 

Int: 9 

Will: 

8 

Mind: 

8 

In el: 5 

Aura: 

6 

Spirit: 

6 

Initiative: 24 


Hero Points: 

100 


•Skills: Charisma: 7, Detective: 7, Gadgetry: 7, 
Martial Artist: 8, Medicine: 7, Military Science: 7, 
Scientist: 7, Vehicles: 5, Weaponry: 10 
•Advantages: Area Knowledge (Downside, 
Thanagar); Connections: Justice League 
International (Low), Thanagar (High), 
Hawkwoman (High); Scholar (Earth law 
enforcement history) 

•Alter Ego: Katar Hoi 
•Motivation: Seeking Justice 
•Wealth: 4 
•Equipment: 

ANTI-GRAV BELT [Body: 9, Gravity Decrease: 
7].Limitation: Gravity Decrease only allows the 
wearer to hover in place and lift great weights. 
Pistol [Body: 5, EV: 6, Ammo: 8, R#: 2] 

Battle Armor \B*dy: 9] 

Helmet [Body: 9, Thermal Vision: 13] 

Mace [Body: 9, EV: 5] 

Wings [Str: 6. Body: 10, Flight: 8] Limitation: The 
Wings will not function unless used with an Anti- 
grav Belt. 


Hawk man's Statistics 


In the Huwkworlcl series, it was shown that Katar 
Hoi has no actual no super-powers. Therefore the 
Sealed Systems, Skin Armor, Speak With Animals, 
and Telescopic Vision have been deleted from his 
statistics as found in the Bcickgrmind/Rtster Book. 


Powers and Abilities 


All Wingmcn are issued an Anti-Grav Belt and 
Wings which allow them to soar through the 
Thanagarian skies and patrol the Downside.Thc Belt 
grants it's wearer limited control over gravity, 
allowing him to levitate and hover, and to lift great 
weights, presumably by making objects touched 
lighter (Gravity Decrease).The Wings afford the 
Anti-Grav Belt wearer the maneuverability needed to 
fly swiftly and with great agility. The Wings 
themselves arc useless without a Belt. Hoi uses them 
to fight the criminal element on Earth as well as on 
Thanagar. He has experience and skill in their use 


and can use them for daring maneuvers or power 
dives. Hawkman gains an advantage by being able to 
attack from the sky. 

Katar protects himself with standard Wingman 
Armor, capable of withstanding heavy weapons fire. 
He always employs a weapon as well, usually a hand 
blaster or laser rifle (EV: 6). with deadly accuracy. 
On occasion, he may use archaic Earth weapons, 
such as the Mace. 

Katar Hoi has no meta-human abilities. He has, 
however, a superior alien physiology. He is as agile 
as an Olympic Gymnast (Dex), he can lift about 
1,000 pounds (Str), and his body is almost as dense 
as a brick wall (Body). He has a sharp eye and an 
even sharper mind. 

As a member of the Wingmen of Thanagar, 
Katar trained intensively in the use of weapons, 
military arts, combat, and interrogation (Charisma, 
Weaponry, Military Science and Martial Artist) to 
survive the harshness of the Downside. 


Personality/Role-playing 


Though he has broken with his totalitarian 
homeworld of Thanagar, Hawkman is a dedicated 
scholar of law enforcement. For this reason. Earth 
history and law fascinate him and the idea of 
American's democracy intrigues him. However, he 
considers some laws and law enforcement to be 
corruptions of the Constitution’s original intent, and 
fears that Earth may become like Thanagar in the 
future. 

Hoi believes in enforcing justice with speed and 
a strong hand. Many law enforcement agents see him 
as a vigilante with far too much freedom. 

Katar Hoi is not much of a showman, and he 
does not care for the media attention his actions 
sometimes provoke. To others he often appears aloof 
and distant. Hawkman tries to do what he believes is 
best to serve the cause of true justice and democracy. 
However, he prefers not to go out in public except to 
fight crime. 

Violence is part of Hawkman's life, but he also 
yearns for peace. He is very loyal to Hawkwoman 
and will protect his partner with his own life. 


Flying Techniques 


Hawkman is a master of fighting while in flight. 
His Wings let him fly at speeds of up to 250 mph and 
make difficult twists and turns. Some special tactics 
Hoi uses include: 














•Buffeting opponents: Kalar's wings can produce up 
to 700 lbs. of pressure that can be used to attack 
opponents. Treat this wind attack as the Super 
Breath Power (APs of Flight as the AV/EV of a 
Physical Attack) against everyone within 4 APs of 
Hawkman. Keep in mind that Knockback Damage 
from any attack is considered Killing Combat. 

•Charging Attack: Hawkman may fly into his 
opponents, adding his velocity to the damage he 
incurs on his target. This is an Automatic Action 
(for movement) and a Dice Action ( for the 
Attack). The AV of a Charging Attack is equal to 
Hawkman's Dex; the EV is equal to his speed in 
APs (of Flight Power), The OV/RV is the 
defender's Dex/Body as usual. If he is making an 
diving attack from at least 4 APs above the target, 
he adds 4-1 Column Shift to the AV and EV of the 
Charging Attack. Hawkman may take damage as 
well. Check the Result Table, using the modified 
EV of the Charge as EV, and his Body as OV to 
determine how many RAPs of damage he 
sustained pulling this stunt. 

•Surprise: The Thanagarian gains a -f 1 Column 
Shift (on OV and RV) on any Perception Checks 
made against him when he is attacking from the 
air. 


Using Hawkman in Adventures 


Hawkman and Hawkwoman presently work out 
of Chicago, and heroes working around the area will 
no doubt encounter them. 

Hawkman and his partner can also take Player 
Characters on a mission to the world of Thanagar, 
where they must try to survive in as outlaws the 
Downside or battle tyranny in the world's towering 
cities. Since these adventures can be violent and 
gruesome, they are best used in a Real or Gritty 
Genre. 


Subplots 


Hawkman is in a growing Friends Subplot with 
his partner and pal, Shayera Thai (Hawkwoman). In 
time, it may develop into a Romance Subplot as 
Katar explores his feelings for her. 

Katar is entangled in Enemy and Public 
Reputation Subplots developing on Thanagar as 
Kan jar Ro's political maneuvering has made Hoi into 
an outlaw and rebel, damaging his once respected 
family reputation, making he and Shayera Thai 


hunted and suspect among the many levels of 
Thanagarian culture. 

Earth Law Enforcement agencies and other 
heroes do not completely trust Hawkman (Public 
Reputation Subplot). Some government (and private) 
agencies covet his Thanagarian flight technology. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Background/Roster Book (card included) 


Appearances to date in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Hawkman II—Pre-Crisis: Action Comics #350, 365, 480- 
481,482 (behind the scenes), 483, 489-491,5 14, 535, 546, 
588, 600; Adventure Comics #423, 451, 464; All-Stcir 
Squadron #14-15; Animal Man #6; Aquaman (I) #18, 30, 
55; The Atom #7, 31, 37; The Atom and the Outsiders #1; 
The Brave and The Bold #34-36, 42-44, 51, 56. 70. I 39. 
164, 186; Captain Atom (3) #24; Crisis On Infinite Earths 
#4-5, 9-10, 12; DC Comics Presents #10 (behind the 
scenes), I I, 74, 95; DC Special #27; Detective Comics 
#428, 434, 446, 452, 454-455, 467-468, 479-480. 500; 
Firestorm, the Nuclear Man #67-68; The Flash (I) #158, 
175, 199, 204, 327, 329 (2) 8; The Fury of Firestorm #4; 
Green Lantern (2) #122; Hawk and Dove (3) #1 ; Hawkman 
(1) #1-27 (2) 1-17; Hawkman Special #1; Infinity, Inc. #22; 
Invasion! #2-3; Jemm, Son of Saturn #5 (behind the 
scenes); Justice League International #10, 19-22, 24; 
Justice League of America #31-34, 36, 38, 40-41, 43-47, 
50-53, 57, 59-63, 65, 68, 71-75, 78-84, 86-92, 94-106. 109, 
116-119, 121, 123-137, 139, 143, 145-146, 149-152. 157, 
159-161, 167-168, 171-172, 175, 179, 182-183, 188-191, 
195, 200-202, 207-218, 221-223, 225-230, 240, 250; 
Justice League of America Annual #1-2; Limited 
Collectors ' Edition #C-4I; Millennium #1. 5-8; Mystery In 
Space #87-91 ; New Gods (3) #15; The New Teen Titans (I) 
#14-15, 19; The Outsiders #18; Power of The Atom #4; The 
Saga of Swamp Thing #24; Secret Society of Super-Villains 
#5-7; The Shadow War of Hawkman #1-4: Showcase #101- 
103; Super Friends #3, 7,9,33; Super girl (1) #8 (2) 20; 
Superman (I) #199, 220 (behind the scenes), 387 (2) 18; 
Superman Family #171; Superman's Girl Friend , Lois 
Lane #74; Super-Team Family #3, 12; Swamp Thing #46; 
Swing With Scooter #5; Who r s Who ‘$5 #10; Wonder 
Woman (I) #218-222, 291, 300 (2) 25; World's Finest 
Comics #189, 201,209, 245-246, 250, 253, 256-259, 262, 
264-270, 272-282, 286-287, 300, 302 

Hawkman II—Current: Hawkworld (I) #1-3 (2) l-on; 
Hawkworld Annual #1-2; War of the Gods #2-4; Who's 
Who '91 #6; Wonder Woman (2) #61-62 









Hero Hotline 


•iAMONDETTE 


Dex: 5 

Str: 

3 

Body: 

4 

Int: 5 

Will: 

4 

Mind: 

4 

Infl: 4 

Aura: 

4 

Spirit; 

5 

Initiative: 14 


Hero Points: 

35 


•Powers: Claws: 12 
•Skills: Medicine: 3 

•Advantages: Connection: Hero Hotline (High) 
•Alter Ego: Diana Theotocopoulos 
•Motivation: Upholding the Good 
•Wealth: 4 


Hotshot 


Dex: 5 

Str: 

3 

Body: 

4 

Int: 4 

Will: 

4 

Mind: 

4 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 13 


Hero Points: 

35 


•Powers: Flame Project: 8 

•Advantages: Connection: Hero Hotline (High) 

•Drawbacks: Uncertainty 

•Alter Ego: William "Billy'' Lefferts 

•Motivation: Unwanted Power 

•Wealth: 4 


Microwavabelle 


Dex: 4 

Str: 

3 

Body; 

3 

Int: 7 

Will: 

5 

Mind: 

4 

Infl: 5 

Aura: 

5 

Spirit: 

4 

Initiative: 16 


Hero Points: 

35 


•Skills: Gadgetry: 6 

•Advantages: Connection: Hero Hotline (High); 
Genius 

•Alter Ego: Belle Jackson 
•Motivation: Responsibility of Power 

•Wealth: 4 
•Equipment: 

MICROWAVE SUIT [Body: 3. Flight: 7, Heat 
Vision: 7, R#: 3J Limitation: If Heat Vision is used 
on metal or metallic objects, it is subject to Power 
Burnout. 


Mister Muscle 


Dex: 5 

Str: 

7 

Body: 

6 

Int: 2 

Will: 

3 

Mind: 

3 

Infl: 4 

Aura; 

4 

Spirit: 

5 

Initiative: 13 


Hero Points: 

40 


•Skills: Martial Artist: 6 

•Advantages: Connection: Hero Hotline (High) 
•Drawbacks: Minor Irrational Attraction to changing 


his heroic code-name. 

•Alter Ego: Sturgis Butterfield 
•Motivation: Upholding the Good 
•Wealth: 4 


Private Eyes 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 8 

Will: 

6 

Mind: 

5 

Infl: 2 

Aura: 

2 

Spirit: 

4 

Initiative: 12 


Hero Points: 

35 


•Skills: Detective: 7, Gadgetry; 6 
•Advantages: Connection: Hero Hotline (High) 
•Drawbacks: Serious Irrational Attraction to 
examining things with his Lenses. 

•Alter Ego: Lester Lee 
•Motivation: Upholding the Good 
•Wealth: 4 
•Equipment: 

Lenses [Body: 4, X-Ray Vision: 9. Telescopic 
Vision: 9, Thermal Vision: 9, Full Vision: 9, 
Microscopic Vision: 9, R#: 21 


Stretch 


Dex: 9 

Sir: 

3 

Body: 

7 

Int: 5 

Will: 

4 

Mind: 

5 

Infl: 3 

Aura: 

2 

Spirit: 

4 

Initiative: 17 


Hero Points: 

35 


•Powers: Omni-Arm: 4, Stretching: 8 
•Advantages: Connection: Hero Hotline (High) 
•Alter Ego: Thomas Longacre 
•Motivation: Responsibility of Power 
•Wealth: 4 


Voice-Over 


Dex: 4 

Str: 

2 

Body: 

2 

Int: 6 

Will: 

4 

Mind: 

4 

Infl: 6 

Aura: 

5 

Spirit: 

4 

Initiative: 16 


Hero Points: 

35 


•Skills: Artist (Actor): 6, Gadgetry: 3 
•Advantages: Connection: Hero Hotline (High) 
•Alter Ego: Andrew P. Greenwald 
•Motivation: Thrill of Adventure 
•Wealth: 4 
•Equipment: 

COSTUME [Body: 3, Super Ventriloquism: 6, Sonic 
Beam: 8, R#; 2] 


Description 


Hero Hotline is a 9 11 of the bizarre. If you are in 
need of a hero, and the big meta-humans are off 












saving the planet, you can call 1-800-555-HERO and 
receive immediate aid from its motley collection of 
super-heroes. 

The Hotline has two shifts of super-heroes always 
on stand-by in case of emergency.They are capable of 
resolving minor problems (like rescuing cats from 
trees) and serious challenges (such as hostage crises). 
They have even taken on minor super-villains. 

The organization is run by the Coordinator, a 
man who is rarely seen but often heard, giving his 
orders through the floating voice system in the 
Hotline offices. The Coordinator is supposedly a 
retired super-hero himself. He effectively runs the 
operation, is fair with his employees, and knows how 
to keep them in line. 


500Z-Q 


A robot nick-named Soozie-Q takes care of 
technical calls and acts as floor manager, while the 
Coordinator decides who is best suited to a particular 
mission. Soozie also remotely monitors the activities 
of all Hotline Heroes, as well as every news 
broadcast on the air. She issues a very loud Red Alert 
to the Hotline in the event of a real emergency. 


500Z-Q 


Dex: 5 

Str: 

4 Body: 

5 

Int: 7 

Will: 

4 Mind: 

3 

Initiative: 12 


Hero Points: 

0 


•Powers: Remote Sensing: 14, Recall: 16, Super 
Hearing: 16, Flight: 4 
•Skills: Detective (Police Procedures): 7 
•Limitations: Power Restriction: Remote Sensing 
can only be used to monitor the activities of Hero 
Hotline employees. 


•Advantages: Connection: Hero Hotline (High) 
•Drawbacks: Serious Physical Restriction: 500Z-Q 
has no manipulative appendages 
•Alter Ego: Soozie-Q/Sooz 
•Motivation: Responsibility of Power 
•Equipment: 

SLEEP GAS | Body: 0, AV: 6, EV: 6, Fog: 6] 
Defensive Blaster [Body: 3, AV: 4, EV: 5, R#: 3] 

5 AP ACD Omni-Gadget 


Using Hero Hotline in Adventures 


The Hotline is a mostly unexplored team in the 
heroic world of DC. Player Characters may wish to 
call upon the Hotline members for short-term help or 
even sign up to work with them. The Hotline might 
show up to help the Player Characters when other 
heroes are too busy, or when the task seems too 
mundane. 

The Heroes could also meet the Hotline 
members by crossing paths with them on an 
investigation. One of the small crimes they've solved 
could be the key to the one the Player Characters are 
investigating. The Hotline members might even 
volunteer to help the heroes solve the case. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book 


Appearances in DC Comics 


Action Comics Weekly #637-640; Hero Hotline #1-6; 
Who’s Who ‘91 #8 




500Z-Q Scale 










Hourman II 


Dex: 6 

Str: 

3 

Body: 

4 

Int: 7 

Will: 

4 

Mind: 

4 

Infl: 5 

Aura: 

5 

Spirit: 

5 

Initiative: 20 


Hero Points: 

35 


•Skills: Artist (Painter): 3, Martial Artist: 4 
•Advantages: Connections: Infinity, Inc. (High), 
Tyler Chemical Company (High); Scholar (art, 
chemistry) 

•Drawbacks: Secret Identity 
•Alter Ego: Richard “Rick” Tyler 
•Motivation: Responsibility of Power 

•Wealth: 3 
•Equipment: 

MIRACLO TABS [Sir: 7, Body: 9, Running: 7, R#: 
3] Limitations: Each tab’s effect lasts for one hour; 
after the effects of one tab wear off, Hourman must 
wait one hour before activating another; Miraclo 
Tabs only work on Rick Tyler. 


Powers and Abilities 


When Hourman used a Miraclo Tab by touching 
it to the skin on his neck, he gained the strength of 
five strong men (Str). The chemicals also boosted 
his stamina, speed, and and ability to withstand 
damage. Hourman's skin and body became denser 
than normal, able to resist automatic weapons fire 
(Body). He could run at speeds over one hundred 
miles per hour. Once the Miraclo wore off (after one 
hour), Hourman had to wait another hour before a 
second dose would take effect. 


Personality/Role-playing 


Rick Tyler is a young man looking for direction 
and maybe some excitement in his life. To satisfy his 
need for a purpose, he turned from a life in the 
sciences to art as a form of rebellion. Rick is still 
searching, however, and he continues to use his art as 
an outlet for his frustrations. 

When he decided to use Miraclo for crime¬ 
fighting and adventuring with the other young heroes 
of Infinity, Inc, Rick felt that he was closer than he 
had ever been to finding his niche. 


Hourman I 


Hourman I (Rex Tyler) can be used for 
adventures from the World War II era to the present. 


He is adventurous and daring, but not terribly skilled 
in battle. Tyler was one of the first super-powered 
"mystery men," and worked alongside the All-Star 
Squadron on stateside adventures. Rex had twice the 
strength of Hourman II, but became addicted to the 
version of Miraclo that he had developed. Rex had 
reluctantly passed on the Hourman title to his son. He 
now often adventures once again as Hourman. 


HOURMAN 1 

Dex: 6 

Str: 

4 

Body: 

5 

Int: 5 

Will: 

5 

Mind: 

4 

Infl: 5 

Aura: 

4 

Spirit: 

6 

Initiative: 16 


Hero Points: 

75 


•Skills: Gadgetry: 7, Scientist: 7 
•Advantages: Area Knowledge (New York City); 
Connections: Justice Society of America (High); 
Genius; Scholar (chemistry) 

•Drawbacks: Serious Irrational Attraction to 
Miraclo; Secret Identity 
•Alter Ego: Rex Tyler 
•Motivation: Upholding the Good 
•Wealth: 5 
•Equipment: 

MIRACLO PILLS [Sir: 8, Body: 9, Running: 7, R#: 
3] Limitations: The effects of Miraclo last for only 
one hour, and the user must wait one hour between 
doses for an effect; Long term use of Miraclo 
causes the user to develop a Serious Irrational 
Attraction to the drug. 

•Note: The effects of the Miraclo Pills now come 
from his natural power. When using Hourman I in 
his current form, disregard the Pills, and instead 
apply the improved Attributes and Running 
directly to Rex' above stats. 


Using Hourman in Adventures 


If Player Characters find themselves in the Los 
Angeles area, they might meet Hourman II. As a 
struggling artist, Rick must show his work at galleries 
around the area and try to sell his work. The Player 
Heroes might encounter him during an investigation 
of an art gallery robbery. 

Or, perhaps a group of super villains steals a case 
of Miraclo in order to adapt it to their own purposes. 
No doubt Hourman would be eager for some 
assistance in trying to recover the stolen drug. 

Hourman 1 may be used in conjunction with 
WWII heroes to fight Axis forces from spreading 
across the globe. 














Subplots 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Rick was romantically involved with former 
lnfinitor, Beth Chapel, the second generation Doctor 
Midnite (Romance Subplot). 

Unfortunately for Hourman, playing hero is not a 
paying job. Tyler is a fairly talented artist but needs to 
spend lots of time selling his art to survive (Job Subplot). 


Background/Roster Book, World at War {Hourman I) 


Appearances in DC Comics 


Hourman IT: Flash (2) #8; Infinity, Inc . #20-22, 25, 
27-32, 34-38, 40-44, 46-51; Millennium #1, 3-5, 7-8; 
Secret Origins (3) #9; Who's Who ‘85 #10; Who's 
Who ‘90 #5 


Kitchen 



Power & 
Pumphouse 


Main building 



Tyler Chemical 
























































Huntress 


Dex: 7 

Str: 

3 

Body: 

4 

Int: 5 

Will: 

6 

Mind: 

5 

Infl: 5 

Aura: 

6 

Spirit: 

5 

Initiative: 21 


Hero Points: 

35 


•Skills: *linked 

Acrobatics: 7 :i: , Artist (Actor): 5*, Detective: 5 :i: , 
Martial Artist: 7*, Thief: 7*, Weaponry: 7* 
•Advantages: Connections: Justice League 
International (High), Organized Crime (Low); 
Intensive Training; Lightning Reflexes 
•Drawbacks: Dark Secret (Mafia family); Secret 
Identity 

•Alter Ego: Helena Bertinelli 
•Motivation: Seeking Justice 
•Wealth: 9 
•Equipment: 

Boomerang [Body: 3, EV: 4, Gliding: 1] Bonus: The 
APs of Gliding are added to the thrower’s Str to 
determine Range. 

Crossbow Pistol [Body: 5, EV: 5, Ammo: 3, R#: 2] 
Flash Bombs (x 3) [Body: 1, Flash: 4, R#: 2] 

Knives (x2) [Body: 3, EV: 3] Bonus: Huntress’ 
knives are balanced for throwing. 

Stun Bombs (x2) [Body: I, Bomb: 5] Limitation: 

Bombs only do Bashing Damage. 

Swing Line [STR: 8 , Body: 1J Note: The Swing Line 
is I AP long. 

Tranquilizer Pistol [Body: 4, Poison Touch: 5, 
Ammo: 5. R#: 3] 

4-AP AC Omni-Gadgets (x2) 


Powers and Abilities 


The Huntress is well-trained in many fighting 
techniques thanks to her former bodyguard, Sal 
(Martial Artist). She is also an Olympic-level 
gymnast (Acrobatics). In battle, she combines these 
talents to become a one woman fighting machine, 
capable of taking down many opponents larger than 
herself. She is also extremely perceptive and 
intelligent. Bertinelli has mastered the use of almost 
all weapons (Weaponry), but rarely uses firearms, 
preferring non-lethal alternatives such as stun-bombs 
and tranquilizer darts. 

Huntress is also effective outside of combat, as 
she is an accomplished detective (Detective), and 
well-versed in the methods of stealth and escape 
(Thief). Helena has recently displayed a talent for 
disguising herself (Artist/Actor). 


Personality/Role-playing 


Bertinelli takes a hard and straight-forward 
approach to dealing with crime. She is often very rough 
with opponents, and does her best to keep them on the 
defensive. They are the prey, and she is the Huntress. 

Though Helena is heavily armed, she is not 
murderous or cruel. She will break the law when she 
feels it necessary or rough up a thug, however. She 
prefers to use psychological intimidation over 
physical violence. 

Huntress often works alone on covert missions. 
Her lack of experience with other heroes and vigilante 
activities may cause law enforcement officials or 
upstanding heroes (like Superman) to not trust her. 


Intimidation 


The Huntress may try to Intimidate an opponent 
before making an attack, or scare them into spilling 
information (Intimidation). This is especially effective 
with thugs and hired muscle. The heroine uses her 
Infl/Aura as AV/EV against the opponent’s 
Infl/Spirit. If the RAPs earned from the Intimidation 
Action Check equal or exceed the opponent's Spiri t, he 
is Intimidated for an amount of time equal to the RAPs 
earned, minus the target's Spirit. The Intimidated 
Character must wait until all non-Intimidatcd 
Characters take their turn, regardless of Initiative. 
Huntress can also exert control over any Intimidated 
targets, preventing them from moving or taking any 
hostile actions. Huntress may not perform a Dice 
Action during a phase in which she does this, however. 

When the Huntress decides to Interrogate a 
Character, the Action Check is the same as above, 
except that any RAPs earned yields Information: 1 
RAP, and she gains scant information, RAPs 
equaling or exceeding the Interrogated Character's 
Spirit, and the thug will cough up all the information 
available to him. Interrogation cannot normally be 
used during Combat, as it takes a base of 8 APs (15 
minutes) of time to properly execute. 


Using Huntress in Adventures 


The Huntress is a Character that will most often be 
involved in detective oriented scenarios. She deals with 
the underground and crimes related to it (gangland 
murders, drugs, etc.). Due to Huntress' origins, she 
often runs into organized crime on her solo adventures. 
She has little patience with such "family" affairs, as her 
own family was destroyed in a mafia war. She will do 
her best to expose such operations. 












On occasion Huntress has joined the Justice League 
to aid them in their endeavors. She may aid other 
adventuring heroes in a similar way. When Batman is 
not available, she is the crime solver to use. She, like 
Batman, works best in the Mock-Real or Gritty Genre. 


Subplots 


Huntress is involved in a Secret Past Subplot 
because the Mafia revealed her identity as a child of 
a crime boss. Huntress has to find some way to keep 
her past a secret. 

Huntress often works solo and on the edge of the 
law. She could be considered a dangerous vigilante 
by the authorities in a Public Relations Subplot. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Justice League Sourcebook, Background/Roster Book 
(card included). Exposed, In Hoi Pursuit 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Adventure Comics #461-466; All-Star 
Comics #461-466; All-Star Comics #69-74; All-Star 
Squadron #15; America v.v. the Justice Society #1-4; 
Batman Family #17-20; The Brave and The Bold 
#184; Captain Carrol and His Amazing Zoo Crew 
#15: Crisis On Infinite Earths #5, 7, 9-12; DC Super- 
Stars #17; Infinity, Inc . #1-6, 8-12, 21, 24; Infinity, 
Inc. Annual #1; Justice League of America #159-160, 
166, 171-172, 183-185, 195, 207-209, 219-220; 
Who's Who ‘85 #10; Wonder Woman (1) #271-287, 
289-299, 301-321 

Current: Armageddon 2001 #2; Checkmate! #25; 
Detective Comics #652-3; The Huntress #1-19; 
Justice League America #26, 30-31, 35, 42; Justice 
League Special #1-2; Robin III #1-6; Time Masters 
#1; Who's Who ‘J7 #6 


Knife Tranquilizer Pistol 



Bullwhip 













Jan Arrah 


Dex: 6 

Str: 

3 

Body: 

5 

Int: 9 

Will: 

6 

Mind: 

5 

Infl: 4 

Aura: 

7 

Spirit: 

5 

Initiative: 19 


Hero Points: 

70 


•Powers: Transmutation: ] 5 
•Skills: Scientist: 6, Weaponry: 6 
•Limitations: Miscellaneous: When using his Power, 
Jan must think through the elemental change taking 
place. The Gamemaster must therefore judge how 
much time it will take for him to change a 
substance as per the guidelines provided below 
under "Transmutation''. 

•Advantages: Connections: Anti-Earthgov 
Resistance (Low), Legion of Super-Heroes (High), 
Science Police (Low); Scholar (Chemistry) 
•Drawbacks: Uncertainty 

•Equipment: 

Staff [Body: 6| 

•Motivation: Upholding the Good 
•Wealth: 6 


Powers and Abilities 


Jan Arrah, using the inherent Ability of his 
people, may change the molecular structure of 
inorganic substances through force of will. Arrah 
could, for example, change lead to gold or vice versa. 

As he grows older, the process of transmuting 
materials becomes more conscious to him, where it 
was once instinctual. Arrah now needs to logically 
and methodically think out the rearrangement of the 
molecules and atoms when using his Power, making 
it T s use much more difficult. 


Trom 


The planet Trom was once a peaceful and 
exclusive haven. Because of the native people's 
ability to transform one substance into another at 
will, they rejected social structures based on the 
accumulation of wealth and did not freely associate 
with other worlds that would try to plunder their 
resources. The Trommites focused their energies on 
more spiritual and scholarly pursuits, as well as the 
search for self-sufficiency and control. The planet 
itself was filled with treasures and artistic creations 
due to its artisans who used their transmutation 
ability creatively. 

When the entire population of Trom was 


massacred by Roxxas, the planet was left in ruin. 
However, it is still filled with precious metals, rare 
compounds, and artifacts left by the transmuting race. 
To Trommites these items had no monetary value, 
but to plunderers, they are worth a fortune. Travellers 
who have time to visit Trom and pick up a collection 
of artifacts will have their Wealth Rating increased 
by 2 APs. Filling a space craft with objects will 
increase a person's Wealth by 4 APs. However, if Jan 
Arrah is on Trom, all fortune seekers will have to 
deal with him first. 


Transmutation 


When Jan Arrah uses his Transmutation Power, 
he makes an Action Check with his APs of Power (15 
normally) as the AV/EV of the attempt. The OV/RV 
is equivalent to the Body/Body of the substance he is 
going to transmute (The Body of most gasses is 0). 
Jan may manipulate any element or compound as 
long as it is at least 90% pure (impurities remain 
unchanged). RAPs indicate the volume of the chosen 
material which may be transmuted. Changes wrought 
through the use of this Power are permanent unless 
negated by another use of the Power. 

Some substances are more difficult to transmute 
than others due to the complexity of their molecular 
structure. Since Jan has to envision the structure of an 
element as he changes it, more complex materials 
take more time to Transmute. The time in APs 
needed is equal to the OV Column Shifts imposed 
(glass, for example, is Extreme, which would take 4 
APs, or 1 minute, of time).The Universal Modifiers 
Chart in the Rules Manual will be of assistance for 
determining the appropriate OV Column Shift 
Modifiers. Use only the Modifier for the original 
substance or the intended new substance, whichever 
is higher. Some examples are as follows: 

•Plexiglass (+2): Difficult. Plexiglass has a Body of 

8 . 

•Oxygen to Nitrogen (+3): Strenuous. Turning all of 
the oxygen in an area into nitrogen is a common 
tactic employed to knock opponents unconscious. 
If Transmutation is successful, all Characters in the 
affected area are Physically Attacked with an 
AV/EV of 7/7 against an OV/RV that is equal to 
each Character's Body/Body. Multi-Attack 
penalties do not apply. A Character with Sealed 
Systems may add the APs of Power to his RV. 
•Glass (+4): Extreme. 

•Asbestos (+5): Pushing the Limit. An article of 










clothing Transmuted into asbestos will provide the 
wearer with 6 APs of Flame Immunity. 

•Plutonium (+6): Herculean . Plutonium created 
through use of the Transmutation Power may 
become unstable and explode, with each RAP from 
the Transmutation attempt equal to I AP of Bomb. 

•Kryptonite (+7): Beyond the Limit. 


Personality/Role-playing 


As a Trommite, Jan believes in finding inner 
peace and spiritual understanding. For this reason, he 
tends to be quiet, introverted, and very thoughtful. 
Arrah will not kill. In fact, he even spared Roxxas, 
who destroyed his entire race. Presently, Jan finds 
that his adventures with the Legion are a learning 
experience that will aid him in his quest towards a 
higher consciousness; whereas in the past, he felt that 
the pressures of being a Legionnaire were disturbing 
and distracting. 

Due to Arrah's level head and calm nature others 
tend to follow his lead and put their faith in the hero. 
He considers this an honor and does his best to live 
up to their expectations, although he prefers to 
remain in the background. 

Jan, as the last surviving member of his race, 
carries the great burden of continuing Trom's 
traditions. For this reason, he has designated himself 
caretaker of the ghost world. Until rejoining the 
Legion in 2994, Jan lived in its ruins, protecting the 
remnants of its civilization from scavengers and 
grave robbers. It gave him a place to be alone for 
meditation. Legends have sprung up about the 
honors which befall anyone who sets foot on Trom 
while Arrah is on guard. These stories are 
unwarranted, but they keep scavengers away. 


Using Jan Arrah in Adventures 


In post-Collapse United Planets Space, Arrah is 
the man who can connect characters with 
underground forces on Earth, through former Science 
Police officer Sean (formerly Shvaughn) Erin or 
Universo’s band. He is also a good source of 
information on many of the Legion of Super-Heroes' 
former foes, especially Roxxas. 


Subplots 


In a Miscellaneous Subplot, Jan Arrah is trying 
to achieve a spiritual balance in his life. Adventures 


that involve violence or questions of morality can 
confuse him and cause him to have inner conflicts 

In the past, Arrah was involved in a Romance 
Subplot with Shvaughn Erin of Earth's Science 
Police. This relationship was interrupted by his self¬ 
exile to Trom and political conflicts affecting 
Earthgov and the Science Police. Jan brought the 
relationship to an end when he discovered that 
Shvaughn was actually Scan Erin, a man who used a 
sex changing drug called Profem to make himself 
into a woman. 

Jan is afflicted with a Death Guilt Subplot 
concerning the genocide of his race at the hands of 
one of the Legion’s greatest enemies, Roxxas. 
Although Jan helped the Legion put Roxxas back in 
detention, it is one of the few times he has had to 
fight for control of himself. He wishes to destroy 
Roxxas, but these thoughts go against all of his 
pacifistic beliefs. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Action Comics #309, 379, 384, 387, 390- 
392; Adventure Comics #307, 316, 319-321,323-326, 
328-331, 333, 335-338, 340-345, 346 (behind the 
scenes), 348, 350-351, 353-356, 359-360, 362 
(behind the scenes), 363, 373-376; All-New 
Collectors’ Edition #C-55; The Brave and The Bold 
#179; Cosmic Boy# 1; Crisis On Infinite Earths #3, 5, 
8, 10; DC Comics Presents #43, 80; Hex #10; Legion 
of Super-Heroes (1) #266-267, 275, 277-278, 280, 
282, 284, 287-294, 296, 298-302, 304-307, 310-313 

(2) 2-30, 33-38, 40-43, 45-46, 48-54. 56, 58, 60-63 

(3) 3; Legion of Super-Heroes Annual (I) #1-3 (2) 2; 
The New Adventures of Superhoy #50; Secrets of the 
Legion of Super-Heroes #1,2 (behind the scenes), 3; 
Superhoy (1) # 198, 200-203, 207, 211,215,218, 220, 
226, 230; Superhoy and the Legion of Super-Heroes 
#231, 236, 241-247. 250, 253-254; Superman’s Pal 
Jimmy Olsen #70, 106; Tales of the Legion #316, 
322, 325; Who’s Who '85 #7; Who’s Who in the 
Legion of Super-Heroes #2; World's Finest Comics 
#168 

Current: Adventures of Superman #478 (flashback); 
Legion of Super-Heroes (4) #3, 6-7, 10, 12, 31; 
Secret Origins (3) #47 (flashback); Who’s Who ‘91 
#7 










Jo Nah 


Dex: 

10 Str: 

5 (24) 

Body: 5(16) 

Int: 

5 Will: 

6 

Mind: 5 

Infl: 

5 Aura: 

5 

Spirit: 4 

Initiative^) (30) 

Hero Points: 75 


•Powers: Flight: 15, Heat Vision: 14, Invulnerability: 
20, Microscopic Vision: 14, Power Reserve: 19, 
Sealed Systems: 10, Super Breath: 11, Superspeed: 
10, Systemic Antidote: 16, Telescopic Vision: 12, 
X-Ray Vision: 13 

•Skills: Detective: 3, Gadgetry: 3, Medicine: 3, 
Scientist: 3, Thief: 7, Vehicles: 5 
•Limitations: Power Restriction: Increased Body 
and Invulnerability are ineffective against certain 
forms of high-level radiation; Miscellaneous: 
Power Reserve can only be used to increase Str or 
Body. Miscellaneous: Jo Nah can only use certain 
Powers together (see "Ultra-Energy" below); 
Miscellaneous: Jo Nah cannot use his X-Ray 
Vision through Inertron. 

•Advantages: Connections: Legion of Super-Heroes 
(High), Rimbor Underworld (Low) 

•Drawbacks: Minor Psychological Instability (as a 
result of his time-traveling) 

•Alter Ego: "Green Dragon," Ultra Boy 
•Motivation: Responsibility of Power 
•Wealth: 7 


Powers and Abilities 


Jo Nah has the ability to activate a number of 
Powers that are very similar to those of a Kryptonian 
or Daxamite under a yellow sun. He can only use his 
Ultra-Energy for one "Power" at a time, by shifting it 
to different parts of his body. 

When Jo shifts his energy to his eyes, he has 
exceptional range of vision (Telescopic Vision), and 
can actually see through objects (X-Ray Vision), 
although this ability is blocked by the super-alloy 
Inertron. Jo can also focus the energy through his 
eyes to generate destructive beams of intense heat, 
hot enough to melt steel (Heat Vision). 

With his energy in his muscles, Jo Nah becomes 
tremendously strong, able to lift a battlecruiser with 
one hand. His energized muscles allow him to move 
and perform tasks at blinding speed, achieving a land 
speed of over 1000 miles per hour (Superspeed). 

Jo can shift the energy to his throat and lungs, 
granting him exceptional lung capacity (Sealed 
Systems). He can survive without air for about an 


hour this way. Jo can also exhale a powerful jet of air 

as an attack (Super Breath). 

The most potent use of Jo T s Ultra-Energy is 

Invulnerability. With it, he can survive any injury 
short of a nuclear explosion. This Power saved Jo 
from dying after the attack by the Imskian ultra¬ 
energy beast. 


Personality/Role-playing 


Jo Nah is a fun loving and confident adventurer 
and hero. He is aware of the power he possess and 
feels a strong responsibility to use it for good. 
Because he, Valor, and Laurel Gand are so 
tremendously powerful, he expects to be on the front 
lines when dealing with the most dangerous Legion 
foes. 

Nah will always enter a fight before his 
teammates and will risk himself before others 
because he feels he has a better chance of surviving. 
On occasion, though, he mistakenly thinks that he has 
a situation under control when he actually does not. 
When Jo Nah takes the time to think before entering 
a situation, his performance is flawless and 
unbeatable. When he does not, he makes costly 
mistakes. 

Jo loves excitement, particularly the excitement 
of a good fight. This love of action is also fed by his 
engagement in the semi-illegal smuggling of non- 
addictive Silverale on Rimbor. Despite appearances, 
though, Jo does not have a criminal drive. He simply 
does what he must to suiwive and have fun, whether 
the law looks kindly upon his actions or not. 


Ultra-Energy 


Jo Nah can only uscone of his "powers" at a 
time, depending on what pait of his body is infused 
with Ultra-Energy. It takes an Automatic Action for 
Jo to shift his energy from one area to another. Since 
only one Dice Action is allowed per phase, Jo could 
not punch someone with his Str, then shift to Flash 
Vision and burn another opponent. He could, 
however, blow away a squad of approaching 
Dominators with his Ultra-breath, then shift to 
Invulnerability to deflect incoming Attacks. Jo can 
shift his energy to his: 

•Eyes: By shifting energy to his eyes, Jo gains the 
following Powers: Heat ("Flash-") Vision: 14, 
Microscopic Vision: 14, Telescopic ("Ultra-") 












Vision: 12 , X-Ray ("Penatra-") Vision: 13. Note 
that the X-Ray vision cannot see through the alloy 
Inertron. 

•Muscles: If Jo uses the energy to enhance his 
muscles, he gains a Sir of 24 (from the Power 
Reserve), and the Super ("Ultra-") speed Power at 
10 APs. 

•Skin and Immune System: When Jo shifts his 
energy to Invulnerability, he gains a Body of 16 
(from the Power Reserve), Systemic Antidote at 16 
APs, and 20 APs of Invulnerability. The 
Invulnerability and increased B#dy are ineffective 
against certain types of M Hard M radiation. 

•Throat and Lungs: Jo can shift the energy to his 
lungs, giving him Super- ("Ultra-”) Breath at II 
APs and 10 APs of Sealed Systems. 

•External Thrust: By focusing his energy 
externally, Jo can achieve Ultra-speed Flight. 


Using Jo Nah in Adventures 


Jo Nah is an excellent character to introduce 
Player Characters to the Legion. He is an extremely 
friendly person who would welcome any help the 
PCs would be willing to give the Legion. He might 
even convince Rokk Krinn or Reep Daggle to let the 
visiting heroes "hang around" for a while. 

The heroes might encounter Jo Nah when he's on 
one of his smuggling runs. They would find 
themselves having to decide whether to help Jo break 
the law, or help the authorities. 

Jo became enemies with Glorith, the time 
empress, when he thwarted one of her plans. He 
might therefore be a focal point for another attack by 
this time warping villain. Usually her plots are on a 
scale so large that they could realistically involve 
many Player Characters. 

If used in an adventure as an Non-Player 
Character, the Gamemaster must be careful not to let Jo 
Nah take away challenges from the Player Heroes. 


Jo Nah was at one time engaged in a Romance 
Subplot with Tinya Wazzo (Phantom Girl/Phase). In 
retaliation for a past defeat at Nah's hand, Glorith 
sent Wazzo back in time to the 20th Century sans 
memory. Jo believes her to be dead, and has not 
completely dealt with her loss. 

Jo also runs a Silverale Ring on Rimbor. This 
can be the basis for an odd Job Subplot. He left the 
ring to rejoin the Legion recently, but it goes on in 
his absence. The Legionnaire spends a good deal of 
time watching out for his protegee, Kono. Kono used 
to help him run the ring, but has a knack for getting 
into trouble (Friends Subplot). 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are n#t part of present 
continuity. 

Pre-Crisis: Action Comics #381, 384, 386-387; Adventure 
Comics #301-302. 304, 309-310, 314, 316-317, 319, 321- 
330, 332, 335-338. 340-342, 345, 346 (behind the scenes). 
348 (behind the scenes), 350-351, 354, 357-364, 368, 370- 
372, 374-376, 378-380; All-New Collectors’ Edition #C-55; 
All-Star Squadron #53; Booster Cold #8-9; Crisis On 
Infinite Earths #4-5, 10; DC Comics Presents #80; DC 
Special #28; Infinity, Inc. #22; Justice League of America 
#147-148; Legion of Super-Heroes (1) #260, 262, 273-275, 
277-282. 284, 286, 288-294, 296-298, 300-305, 307-310, 
313 (2) M I, 13-14, 16-26, 30, 32-35, 37-38, 45-47, 50-51, 
54. 56. 59, 61-63 (3) 2-3; Legion of Super-Heroes Annual 
(1) #1-3 (2) 2; Secret Origins (3) #42; Secrets of the Legion 
of Super-Heroes #1-3; Superhoy (1) #98, 100, 176, 184, 188, 
190, 190, 197, 200-201, 205, 208, 213-215, 218-220, 222, 
225-226; Superboy and the Legion of Super-Heroes #231, 
237, 239, 241-245, 247, 250-25 L 253-254, 256-257; 
Superman’s Pal, Jimmy Olsen #73. 76: Tales of the Legion 
#324-325; Who's Who '<$7(1) #24; Who’s Who in the Legion 
of Super-Heroes #7 

Current: Adventures of Superman #477, 478 (llashback); 
Armageddon: Inferno #1; Legion of Super-Heroes (4) #2-3, 
6-7, 10-15, 18-24, 29; Legion of Super-Heroes Annual (4) 
#1-3; New Gods (3) #22; Secret Origins (3) #47; Who’s 
Who ‘JO #5 


Subplots 







Justice League 
America 

•Equipment: 

JLI Signal Device [Body: 4, Telepathy: 25] 
Limitation: The Device's Telepathy represents the 
range of its signal. 

JLI Transporter [Body: 8, Teleportation: 23, R#: 2] 
Teleportation only works between teleport tubes. 

SECRET SANCTUARY [Main Door: Body: 1 1, 
Mountain Top Entrance: Body: 17, Security 
System: 11] 

JLA COMPUTER [Body: 10, Int: 10, Recall: 25] 

The Computer is moved with them to each 

location. 


Description 


Through many years and incarnations, the 
Justice League (of) America has been a well loved, 
much trusted collection of the finest heroes in the 
world. Membership has included experienced and 
powerful heroes (Martian Manhunter and Green 
Lantern), new heroes (Fire and Ice), and those use 
their skills for justice (Blue Beetle, Batman, and 
Mister Miracle). 

In the last few years, the team has consisted of 
Martian Manhunter, Guy Gardner, Blue Beetle, 
Booster Gold, Fire and Ice. Occasionally heroes like 
Batman, Mister Miracle, Big Barda, the Creeper, and 
Huntress would temporarily join the ranks. 


Using Justice League America in 
Adventures 


The present Justice League America is famous 
for their squabbling, bickering, and bantering which 
occurs during even the most serious situations. 
Though they have differing opinions and techniques, 
the members have learned to work together 
effectively most of the time. 

The Justice League America has more than its 
share of meta-humans and highly skilled allies to call 
upon in times of need. Treat the group as having 
Omni-Connection (most through Maxwel 1 Lord). 

The League has more than its share of super- 
powered villains as well, enough to keep role-players 
busy for years. These include Despero, the Extremists, 
Starro, the Royal Flush Gang, and Felix Faust. 


Background Update 


Recently, Justice League International lost its 
U.N. support, and both teams were forced to disband. 
However, some of Earth's more experienced heroes 
joined the remnants of the latest League incarnation 
to battle the Royal Flush Gang (again). After this, 
Green Lantern Hal Jordan convinced Superman and 
Aquaman that a League is necessary, but that it must 
have their experience and discipline to make it work. 
With this encouragement, the Justice League 
reformed, JLA returning to their old base, the Secret 
Sanctuary, and JLE moving to London to reorganize. 

After some manipulation. Maxwell Lord was 
able to regain U.N. support, and the American team 
moved to new offices in a building in the shadow of 
the U.N. In the midst of all of this, the the JLA roster 
changed quite a bit. The new team consists of 
Superman, Blue Beetle, Booster Gold, Maxima, Fire, 
Ice, the mysterious Bloodwynd, and Guy Gardner 
(sporting Sinestro's yellow Power Ring). Maxwell 
Lord works with the team once again, but Superman 
does not trust him (or Gardner). This causes some 
friction when decisions need to be made. 


Subplots 


There have been a couple of Romance Subplots 
brewing between Guy Gardner and Ice, and Oberon 
and Fire. Presently Ice has a major crush on 
Superman. 

The new team recently went on a mission to save 
Maxima's world of Almerac from destruction at the 
hands of Starbreaker. After defeating the villain. 
Maxima was exiled from her world in a 
Miscellaneous Subplot. 

The Justice League is the most well-known 
super-team around, which often leads to difficulties 
in maintaining a proper image and standing with the 
public (Public Reputation Subplot). 

Recently, the team has had problems contacting 
Superman because of his busy schedule, putting his 
positions in the League and the Daily Planet in 
jeopardy (Job/Miscellaneous Subplot). 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book , Justice League 
Sourcebook , World in the Balance 














Appearances in DC Comics 


Action Comics #595, 650, 670; Adventures of 
Superman #463; Animal Man #1 (photo); 
Armageddon 2001 #2; Blue Beetle (6) #20-22; 
Booster Gold #22, 25; Captain Atom (3) #16-17, 24- 
28, 50; Doctor Fate (1) #3 (2) 14-15; Doom Patrol 
(2) #29; Firestorm Annual #5; Firestorm , the Nuclear 
Man #67; Flash (2) #8; The Fury of Firestorm #63- 
64; Green Lantern (3) #1, 4, 9, 13, 18; Invasion! #2- 
3; Justice League #1-6; Justice League America #26- 
on; Justice League America Annual #5; Justice 


League Annual #1-4; Justice League Europe #4-5, 7- 
8, 11, 13, 27-35; Justice League Europe Annual #1-2; 
Justice League International #7-25; Justice League 
Quarterly #l-on; Justice League Special #1-2; 
Justice League Spectacular #1; Legends #6; Martian ; 
Manimater #1 -2, 4; Millennium #1-8; Mister Miracle 
(2) #7-8, 10, 14-17, 19, 25-27; New Titans Annual #5 
(behind the scenes); Power of The Atom #9; Suicide 
Squad #13; Time Masters #1; War of the Gods #2-4; 
The Weird #1-4; Who’s Who *87 (2) #3; Who's Who 
VI #7; Wonder Woman (2) #13, 25-26, 49-50, 61 



Basement 




Justice League American Embassy 




















































































































Kent 

Shakespeare 


Dex: 13 

Str: 

1 1 

Body: 

10 

Int: 9 

Will: 

12 

Min* 

10 

Infl: 10 

Aura: 

8 

Spirit: 

11 

Initiative: 38 


Hero Points: 

70 


•Powers: Extended Hearing: 8, Invulnerability: 13, 
Jumping: 8, Running: 8, Superspeed: 2, Telescopic 
Vision: 10, X-Ray Vision: 12 
•Skills: Charisma: 12, Medicine: 10, Scientist: 6 
•Advantages: Attractive; Connection: Legion of 
Super-Heroes (High); Lightning Reflexes; Sharp 
Eye 

•Alter Ego: Impulse 
•Motivation: Responsibility of Power 

•Wealth: 5 


Powers and Abilities 


The virus that transformed Shakespeare's body, 
imbued him with the super human ability to lift over 
30 tons (Str) and leap a quarter of a mile (Jumping 
Power). He can run at a top speed that can surpass 
most 20th Century automobiles and move with 
tremendous alacrity in other circumstances as well 
(Running and Superspeed Powers). 

Between Kent's Invulnerability and Body of 10, 
(and the fact that he keeps dodging) he is an 
extremely hard target to knock down. 

Shakespeare is a very intelligent and sociable 
Character. He is currently in training for a medical 
degree and has an extensive knowledge of Medicine 
and Science. 


Quarantine 


Quarantine is a small, out of the way planet used 
only as a medical facility for extremely contagious 
viruses and other dangerous maladies. Shakespeare 
worked there in the pediatric ward while evading 
Earth Gov and their branch of the Science Police. 
Kent made a number of young friends there, and at 
the request of Garth and Imra Ranzz, kept a close eye 
on their son, Garridan. Garridan carries the dreaded 
Validus Plague. 

Quarantine's facilities have a Lab Rating of 15, 
Sealed Systems: 21, and an outer hull with a Body of 
13 APs. There are Security Systems (6-13 APs) set 
up in especially hazardous areas of the planet, but 


because of the large medical staff and the remote 
nature of the planet, these are often unnecessary. 


Personality/Role-playing 


Kent Shakespeare is an exuberant, cheerful 
member of the Legion of Super-Heroes. He is always 
ready with tasteless jokes or out of place comments, 
even in the most desperate situations. 

Kent is also kind, caring, idealistic, and 
protective. These attributes make him appear almost 
naive to his cohorts, but in actuality he has a sharp 
mind and a keen perception of the world. 

Shakespeare loves action and adventure. He 
seems to thrive on dangerous situations, rarely 
considering them with the seriousness they require. 
This unnerves his teammates, but they know they can 
put their faith in his abilities. Despite his cockiness 
and adventure lust, Kent knows the limits of his 
abilities and resources, and would not endanger 
others with his recklessness. 

Kent plays hero not only for the fun, but also 
because he is able to aid and protect others. He will 
always be concerned with innocents that could be 
hurt during adventures, especially children. 


Shakespeare's Medical Skill 


When Brainiac 5 is not around, Shakespeare is 
next in line with medical knowledge. As a medical 
student and intern on Quarantine, he has a lot of skills 
fresh in his mind but does not have much clinical 
experience. Using the First Aid Subskill, Kent can 
treat wounds inflicted in Killing Combat by reducing 
or delaying the resulting damage (bleeding may be 
stopped and the infection of wounds can be 
prevented). The AV/EV of a First Aid attempt is 
10/10 (his APs of Medicine), while the OV/RV 
equals the total amount of damage to the Current 
Body Condition of the Character being treated. 

Successful First Aid attempts will halt the loss of 
Current Body Condition APs sustained by his patient 
reduced to a negative Current Body by Killing 
Combat. The RAPs earned equal the length of time in 
APs that the bleeding has been stopped. At the end of 
this time, wounds will reopen and the injured Character 
will again sustain damage every 8 APs of time. 

The Medical Treatment Subskill enables Kent to 
aid others in combating the effects of disease. 
Medical Treatment may only be attempted once per 
day on any one Character. RAPs are added directly to 
the patient's Recovery APs (see page 18 of the Rules 













Manual) to determine how rapidly the Character 
heals. If Recovery is unsuccessful for any reason. 
Medical Treatment has no effect. 

AV/EV for Medical Treatment attempts equal 
10/10 (Kent's Medicine Rating) while OV/RVs equal 
the absolute value of damage (in APs) sustained by 
the Character treated (if the Character's Body is 
reduced to -6, OV/RV’s equal 6/6). For more on the 
use of the Medicine Skill see pages 58-59 of the 
Character Handbook . 


Using Kent Shakespeare in 
Adventures 


Shakespeare is a wanted man on Earth. The 
reasons for this are somewhat vague, but he has 
somehow crossed the wrong people. If he returns to 
Earth, the Science Police will try to nab him and 
bring him to "justice." Player Characters might be 
forced by Earthgov to hunt him down, or they could 


be asked by the Resistance to warn Shakespeare of a 
new Earthgov plot to capture him. 

Kent also feels a great responsibility to aid the 
children of Quarantine. The Player Characters could 
meet him, then, in a scenario that endangers the 
medical planet. 


Subplots 


Shakespeare has a Job Subplot with a pediatric 
ward on the planet Quarantine. He has the secondary 
task there of watching out for Garridan Ranzz 
(Validus), the son of Garth (Lightning Lad) and lmra 
(Saturn Girl) Ranzz. 


Appearances in DC Comics 


Legion of Super-Heroes (4) #12-13, 15-17, 20-24,; 
Legion of Super-Heroes Annual (4) #3; Who's Who 
*9/ #8 


Lav 


Office 


TO 

1 “ ~ 


f9 






Children's Clinic on Quarantine 










































































































Personality/Role-playing 


Lobo 


Dex: 10 

Str: 

16 

Body: 

15 

Int: 2 

Will: 

9 

Mind: 

9 

Infi.: 9 

Aura: 

3 

Spirit: 

10 

Initiatives 


Hero Points: 

60 


•Powers: Invulnerability: 24, Jumping: 5, Life Sense: 
40, Regeneration: 3, Running: 6, Sealed Systems: 
20 

•Skills: Charisma (Intimidation): 11, Military 
Science (Tracking): 7, Vehicles (Space): 10, 
Weaponry: 10 

•Limitations: Miscellaneous: Lobo's Life Sense can 
only be used for tracking his ’’target”; Sealed 
Systems is ineffective against gas attacks. 

•Advantages: Iron Nerves; Lightning Reflexes; 
Scholar (Biology); Sharp Eye 

•Drawbacks: Catastrophic Irrational Attraction to 
fighting; Catastrophic Irrational Attraction to 
keeping his promises; Catastrophic Rage; Serious 
Psychological Instability 

•Equipment: 

Hook and Chain [Str: 8, Body: 10, Claws: 8, 
Stretching: I] 

SPACE HARLEY (Custom ’’SpazFrag 666”) [Str: 7, 
Body: 7, Flight 39, Projectile Weapons: 9, Radar 
Sense: 15, R#: 4] Drawbacks: Unluck 

•Motivation: Psychopath 
•Wealth: 3 


Powers and Abilities 


Lobo is the baddest, meanest assassin in the 
galaxy. His immense strength, and his ability to take 
tremendous physical punishment (Str and Body), 
make him an extremely dangerous opponent. Small 
thermonuclear explosions barely faze him, as he can 
quickly recover from any injury this side of total 
annihilation (Invulnerability and Regeneration). Lobo 
can easily talk and breathe in space (Sealed Systems). 

Lobo is the best Bounty Hunter anywhere. His 
ability to track (Military Science-Tracking) is beyond 
compare. In addition, Lobo has the power to sniff out 
his quarry through the vacuum of interplanetary 
space (Life Sense). 

Lobo has a detailed knowledge of anatomy, and 
used to design killer microbes as a hobby (Scholar- 
Biology). He is also a master of all known weapons 
(Weaponry) but rarely uses them, unless he's in a 
hurry. Lobo can pilot his Harley like nobody's 
business (Vehicles-Space) when it's not broken down. 


Lobo is the most ruthless, cruel, stubborn, and 
down-right despicable being in the known universe, 
though he is good for laughs. His goal is to maim 
and kill, enjoying himself as much as possible in the 
process. He finds ecstasy in his own anger and 
destructive force and usually flies into a berseker 
rage when in battle. 

So he can see more action, Lobo hires himself 
out as a contract assassin. The violence is more 
important to him than the money he receives. Lobo 
proudly claims that he never kills without a contract, 
but will attack anyone who gets in his way, annoys 
him, or offers him help. He does this to maintain his 
reputation, and because it's so much fun. 

Lobo has a very special place in his heart for 
destroying super-heroes because his favorite 
opponents are those that fight well, and because he 
can't stand knowing that someone claims to be badder 
than he is. 

Presently Lobo is contract bound to work for the 
L E G J.O.N, and he hates it. No teammate can trust 
him because he has already tried to kill several of the 
operatives. 

The only beings to whom Lobo shows any 
compassion for are his space dolphins whom he calls 
his ’’fishies.” 

Lobo is always grumbling and complaining, 
usually about the L.E.G.I.O.N. or Vril Dox. Lobo 
will never take orders from anyone but Dox, and 
even then will bend them to the breaking point. He 
uses a number of colorful exclamations, including 
’’Feetal's Gizz" (which is short for "Feetafs 
Gizzard”), ”Frag,” ’’Fraggin,” and "Bastich.” 


Contracts 


Hiring Lobo requires the employer-to-be to 
contact him. This is not always an easy task because 
Lobo travels all over the galaxy. However,using 
appropriate Connections (especially Omni- 
Connection) should get the word to him. Hiring Lobo 
usually requires a Wealth Check against an OV/RV 
of 12, although sometimes he'll just take a job if it 
amuses him. If the Check fails, he will probably kill 
the would-be employer for wasting his time. 

Lobo will always fulfill his contract, unless he 
discovers that he was tricked in some way, or will not 
be paid as promised. Upon discovering this, Lobo 
will become Enraged, and track down and kill the 












being that went back on the contract, also killing 
dozens of other beings along the way. 


Lobo's ‘Fishies 1 


Lobo's Space Dolphins are his pride and joy. 
They fly in herds near his free-floating space hovel, 
which may be near the remains of Czarnia. The 
Dolphins have adopted Lobo and seem to be the only 
intelligent creatures who can stand him. In return, he 
gives them a lot of love. If anyone harms his 
"fishies," Lobo will immediately seek out the 
perpetrator and destroy him. 


Space Dolphins ("Fishies") 


Dex: 3 

Str: 

4 

B#dy: 3 

Int: 2 

Will: 

3 

Mind: 2 

Infl: 2 

Initiative: 7 

Aura: 

2 

Spirit: 2 


•Powers: Flight: 5, Sealed Systems: 29 


Using Lobo in Adventures 


As a Non-Player Character, Lobo is a ready 
made Adventure all his own. A group of Players may 
find themselves protecting a Character for whom 
Lobo has a contract, possibly one of their own 
friends. It takes a number of very powerful heroes, or 
some extremely clever coercing, to stop Lobo from 
fulfilling his duties and destroying the surrounding 
terrain in the process. 

It should be remembered that Lobo's reputation 
precedes him throughout the galaxy. He is one of the 
most feared beings in existence. The only thing more 
frightening and devastating than Lobo on a rampage, 
is Lobo on a drunken rampage. For this reason he can 
be easily tracked by adventurers (if they have the guts 
to track him), especially near hedonistic worlds with 
lots of strong alcohol. 


Subplots 


Lobo is involved in continuous Job Subplots as 
new contracts pour in. Sometimes he takes off to 
fulfill them while he is supposed to be with the 
L.E.G.I.O.N. The rest of the time, Lobo tries to find 
ways to get out of his contract so that he no longer 
has to work for the L.E.G.I.O.N. and Dox. 

Lobo has made countless enemies through the 
years, but they are usually too scared of him to 
attack. Occasionally a huge horde of these enemies 
will get the guts to gang up and hunt him down 
(Enemies Subplot). 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Atlas of the DC Universe 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Omega Men #3, 5, 9-10, 19-20, 

Current: Action Comics #650; Adventures of 
Superman #464; Adventures of Superman Annual #2; 
The Demon (3) #11-15; Justice League America #57- 
58; Justice League Europe #32-34; Justice League 
International #18-21; L.E.G.I.O.N. ‘89 (et al.) #3-27, 
29-34, 35 (behind the scenes); L.E.G.I.O.N. ‘90 
Annual (et al.) #1-2; Legion of Super-Heroes (4) #21- 
24; Loho #1-4; Lobo Paramilitary Christmas Special 
#1; Lobos Back #1-4; Lobo’s Greatest Hits; Mister 
Miracle (2) #13-14; Omega Men #37; Stamian #42- 
44; Superman (2) #41; War of the Gods #1, 3-4; 
Who’s Who ‘91 #8; Wonder Woman (2) #60 













Lyrissa Mallor 


—Deceased 


Dex: 8 

Str: 

3 

Body: 

4 

Int: 7 

Will: 

6 

Mind: 

7 

Infl: 5 

Aura: 

6 

Spirit: 

5 

Initiative: 22 


Hero Points: 

75 


•Powers: Darkness: 15 

•Skills: Charisma: 7, Detective: 5, Martial Artist: 8, 
Occultist: 4, Scientist: 5 

•Advantages: Area Knowledge (Talok VIII); 
Connections: L.E.G.I.O.N. (High), Talok VI) I 
Government (Low); Iron Nerves; Leadership 
•Drawbacks: Authority Figure; Forced Exile; Guilt; 

Married; Public Identity 
•Alter Ego: None 

•Motivation: Responsibility of Power 
•Wealth: 8 


Powers and Abilities 


Lyrissa, as a member of an ancient line of 
planetary protectors, wielded the ability to disperse 
light. Using her Darkness Power, she created a field 
of pure blackness. This black field could fill a radius 
limited only by her sight. She could, for instance, 
completely blacken an entire closed arena or cover 
and entire city if she were able to view it all. Mallor 
could move about in her field of Darkness 
unimpeded, giving her a definite edge over her 
opponents. 

In addition to her Darkness Power, Lyrissa was 
well versed in the personal combat (Martial Artist 
Skill), having trained intensively to be a champion 
from an early age. She was at her physical peak 
before her death. With her cool demeanor and sharp 
mind, Lyrissa used her abilities to become a fierce 
opponent and espionage agent. 


Personality/Role-playing 


Lyrissa Mallor was a demanding woman who 
knew what it took to keep the L.E.G.I.O.N. 
operatives alive and the operation working. She often 
set kindness and joviality aside in her position as 
leader, but was always willing to be a friend to her 
teammates when they needed it. 

Lyrissa Mallor was extremely intelligent and 
resourceful. These qualities helped her in running the 


L.E.G.I.O.N. for Vril Dox. She had enough sense not 
to trust Dox, however, and often argued and fought 
with him regarding his selfish use of influence and 
power. 

Lyrissa was a dedicated mother and wife who 
had to leave Talok VIII and her family to spare them 
from the hardship of war with the Alliance.This 
selflessness was also reflected in her willingness to 
sacrifice her life for her team. 


Talok VIII 


Talok VIII is the only habitable planet in its 
binary star system. As a result of almost constant 
sunlight and heat bombarding the planet, Talok VIII 
has an extremely dry, arid environment, with nearly 
eighty-five percent of the planet’s surface taken up by 
deserts. A few areas have large outcroppings of rock, 
however, and it was in the shadows of these rocks 
that a race of blue-skinned humanoids became the 
dominant life-form on Talok VIII. 

The culture of Talok VIII is centered around 
their religion, which is founded on a deep reverence 
for the shadows which they believe gave them life. 
Every generation a defender of the planet is born with 
formidable shadow powers that come from within 
Talok VIII itself. This Shadow Champion must first 
face the mysteries of the Shadow Cave before 
receiving his or her powers. Thus far, only members 
of the Mallor family have been fortunate enough to 
be Talok Vlll's Shadow Champion, with Lydea being 
one of the most recent in the bloodline. 


Using Lyrissa Mallor in Adventures 


Player Characters can find Lyrissa Mallor in a 
leadership position with the L.E.G.I.O.N. or on Talok 
VIII. She might introduce characters to other 
L.E.G.I.O.N. operatives. If the heroes contact 
L.E.G.I.O.N, during her tenure, she will be the one 
who answers the summons. Her no-nonsense attitude 
should lead to some interesting role-play with the 
Player Heroes. 

Mallor can take Characters on Adventures to the 
desert world of Talok VIII or across the cosmos 
where the L.E.G.I.O.N. operates. 


Subplots 


In a Job Subplot, Mallor disagreed with Dox on 
the workings of the organization and how he treated 
















operatives. She also had to keep a number of 
operatives and technicians in line. 

Lyrissa's infant daughter, Lydea Mallor, was 
force-grown into an adult by the Computer Tyrants of 
Colu and programmed with a deep hatred for her 
mother. Possessing a warped version of her shadow 
powers, Lydea attacked and killed her mother, but 
was later reformed. Currently she is a member of 
L.E.G.LO.N. as one of their R.E.C.R.U.1T.S., but 
has yet to claim her title as Shadow Champion of 
Talok VIII (Family Subplot). 


Appearances in the DC Heroes Role- 
Playing Game , Second Edition 


Atlcis of the DC Universe 


Appearances in DC Comics 


Adventures of Superman Annual #2; Invasion! #2; 
Justice League America #36; L.E.G.LO.N. ‘89 (et al.) 
#1-17, 19-21; L.E.G.LO.N. ‘90 Annual #1; Who’s 
Who ‘90 #5 



Talok VIII 












The Gift 


Martian 

Manhunter 


Dex: 7 

Str: 

18 

Body: 15 

Int: 9 

Will: 

9 

Mind: 8 

Infl: 7 

Aura: 

7 

Spirit: 6 

Initiative: 30 


Hlro Points: 143 


•Powers: Chameleon: 10, Flight: 13, Invisibility: 10, 
Mind Probe: 6, Stretching: 6, Super Breath: 10, 
Superspeed: 5, Telepathy: 6, Telescopic Vision: 8, 
X-Ray Vision: 8 

•Skills: Scientist: 6, Vehicles: 8, Weaponry: 5 
•Limitations: Miscellaneous: Use of Invisibility 
Power strains Martian Manhunter's concentration: 
None of J'Onn's other Powers will function while 
his Invisibility is in effect 

•Advantages: Connections: Justice League 
International (High); Leadership; Lightning 
Reflexes; Scholar (Mars) 

•Drawbacks: Minor Irrational Fear of Fire 
•Alter Ego: J'Onn J’Onzz, John Jones 
•Motivation: Upholding the Good 
•Wealth: 4 


Powers and Abilities 


The Martian Manhunter controls a wide range of 
abilities inherent to members of his race. J’Onzz's 
form is extremely malleable, and he may impersonate 
other humanoids, including their clothing 
(Chameleon Power). He can also Stretch his body or 
become Invisible for short periods of time. 

Martians were well beyond humans in mental 
capacity. The Martian Manhunter has a genius level 
IQ (by Earthling standards) and telepathic abilities 
(Telepathy and Mind Probe). He often uses Telepathy 
to communicate with teammates in battle to gain 
surprise on opponents. He only uses Mind Probe 
when absolutely necessary, as its use compromises 
his principles of privacy. 

J’Onn has displayed other useful Powers during 
the course of his adventures such as X-Ray Vision 
(a.k.a. Ma rtian Vision), Telescopic Vision, and Super 
Breath, all of which operate in a similar capacity to 
Superman’s Powers. He may Fly by force of will, and 
his malleable body can survive tremendous 
punishment (Body and Invulnerability). The Martian 
has the strength to uproot small buildings, and can 
move and react at super-speed (Str and Superspeed). 


Martians had the ability to create a perfect 
dream-like image of another being's greatest wish 
inside that being's mind. It was considered a great 
honor to receive The Gift from a Martian because 
they could only use the ability one time in their entire 
life. For the most part, they used it for loved ones. 
The ability is treated as the Illusion Power at 30 APs, 
and only works on one individual. J'Onn used it on 
Despero to make the monster believe that he had 
destroyed the League and Earth. Despero then left 
Earth and became inert. 


Personality/Role-playing 


Over the years, J’Onn’s personality has gradually 
shifted and developed. In his earliest adventures with 
the League, J’Onn was an exotic alien visitor, 
unfamiliar with Earth's customs and laws. As he 
became more accustomed to his surroundings and 
grew closer to his fellow Leaguers, J'Onn became the 
group’s straight man. Now, with his wisdom and 
experience, J’Onn has grown into a quasi-father 
figure for the younger, undisciplined heroes that 
make up Justice League International. As a result, he 
often finds himself acting as arbitrator, or even baby 
sitter, for the latest incarnation of the Justice League. 

Ever since he joined the JLI, the Manhunter has 
started to develop a sharp wit, allowing himself the 
luxury of an occasional subtle joke and revealing a 
whole new facet of his personality. His fellow members 
sometimes find it difficult to tell when he is joking. 

J’Onn is a quiet, competent hero who has proven 
himself a more than capable leader. He is cool and 
decisive and can be a fierce fighter when necessary. 
He rarely loses his temper, but when he does, it's 
usually as a result of League antics. 


Fire Vulnerability 


At one time, Martian Manhunter was terrified of 
fire. This fear was a result of seeing his wife 
cremated after she had died of a plague. J'Onn could 
not remember this occurrence when he first arrived 
on Earth, but he had a Catastrophic Irrational Fear of 
any open flame. If he was caught within the fire (or 
within 1 AP) he would lose the ability to use any of 
his Powers except Flight. Now that he knows what 
causes his fear, he no longer loses control of his 
abilities in the presence of flame or severe heat. 













though he still has to fight off the fear (Minor 
Irrational Fear). 


Using Martian Manhunter in 
Adventures 


J'Onn J’Onnz is one of the most experienced and 
respected Heroes in the DC Universe. He is a good 
NPC to show new Characters what being a hero is all 
about. He will encourage the heroes, give them 
constructive criticism on how they perform, and give 
them pointers on how to be more effective in the use 
of their Powers and Skills. J'Onn is a mentor type of 
Character, and tends to be dogmatic in his style of 
leadership. 

Martian Manhunter is also a good tool for 
introducing Player Heroes to Justice League 
America. If the PCs call the JLA Embassy for 
assistance during his tenure as leader, one of the 
more anxious and glib members will usually answer 
the phone (Blue Beetle, for instance). After he 
hassles the PCs for a while, Manhunter will snatch 
the phone away and politely and calmly assist the 
heroes as best he can. 


Subplots 


J'Onzz’s position as JLA's leader has been 
straining him, and he is in desperate need of solitude. 
Recently he decided that he needed a break from the 
League and has gone off in search of himself (Job 
Subplot). 

In a Secret Past Subplot, the Martian Manhunter 
recently discovered his true origins and regained his 
memory. Studying the Martian Culture is therefore 
very important to him. 

In conjunction with his origin, J'Onn is involved 
in a Friendship Subplot with his friend Dr. Erdel, 
whom he once believed dead. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Justice League Sourcebook, Background/Roster Book 
(card included ), Exposed 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Action Comics #365-366; Adventure 
Comics #449-451; All-Star Squadron #53-54; 
Aquaman (I) #18; The Atom #8; The Brave and The 
Bold (1) #28-30, 50, 56; Crisis On Infinite Earths #5- 
10, 12; DC Comics Presents #27; Detective Comics 
#225-326, 500, 557; The Flash (1) #175; Green 
Lantern (2) #29; House of Mystery #143-173; 
In finity, Inc. #19, 22; Justice League of America #1- 
24, 26-29, 31, 33, 36, 38, 40-41, 44. 50, 52, 54, 59- 
61, 71, 100, 115, 144, 177-178, 200, 228-230, 232- 
239, 241-245; Justice League of America Annual #2; 
Mystery In Space #75; Superboy (1) #200; Superman 
(I) #199, 253; Who's Who ‘86 #14; World's Finest 
Comics #212, 245 

Current: Action Comics #595, 650, 670; Adventures 
of Superman #442, 463; Animal Man #9, 20; 
Aquaman (4) #1-2; Armageddon 2001 #2; 
Armageddon: Inferno #2-3; Aquaman (40 #5; 
Blasters Special #1; Blue Beetle (6) #20-22; Booster 
Gold #22, 25; Captain Atom (3) #25, 37, 50; Cosmic 
Odyssey #1-4; Doctor Fate (1) #3 (2) 14-15; Doom 
Patrol (2) #29; Firestorm Annual #5; Firestorm, the 
Nuclear Man #67-68; Flash (2) #8; Flash Annual #3; 
The Fury of Firestorm #63-64; Green Lantern. (3) #4, 
9, 18; Green Lantern Corps #220; Hawk and Dove 
(3) #1; Hawkworld (2) #22-23; Infinity, Inc. #39 
(flashback), 50 (flashback); Invasion! #1-3; Justice 
League #1-6; Justice League America #26-27, 29, 31 - 
32, 34-44, 46-60; Justice League America Annual #5; 
Justice League Annual #1-4; Justice League Europe 
#4, 7-8, 13, 19, 26 (flashback), 27-35; Justice League 
Europe Annual #1-2; Justice League International 
#7-25; Justice League of America #246-261; Justice 
League Quarterly #1-3, 5-6; Justice League Special 
#1-2; Legends #1-2, 6; Martian Manhunter #1-4; 
Millennium #1, 3-8; Mister Miracle (2) #6 (behind 
the scenes), 9-10, 14, 16-17, 25-27; New Titans 
Annual #5; Power of The Atom #9; Sandman (2) #5; 
Secret Origins (3) #32, 35, 37 (flashback), 46, 50 
(flashback); Secret Origins Annual #3 (flashback); 
Star man #13; Suicide Squad #13, 44; Time Masters 
#1; War of the Gods #2-4: The Weird #1-4; Who's 
Who ‘88 #2; Who's Who ‘90 #5; Wonder Woman (2) 
#13,25-26, 49-50,61 










Mr. Bones 


DeX: 5 

Str: 

8 

Body: 

7 

Int: 5 

Will: 

5 

Mind: 

6 

Infi.: 6 

Aura: 

3 

Spirit: 

5 

Initiative: 16 


Hero Points: 

45 


•Powers: Poison Touch: 8 
•Skills: Charisma; 6, Thief: 4 

•Limitations: Poison Touch is Always On. Mister 
Bones must wear special clothing to avoid harming 
everyone he touches, 

•Advantages: Connections: Helix (High), Infinity, 
Inc. (High) 

•Drawbacks: Catastrophic Irrational Attraction to 
speaking in rhyme; Minor Irrational Attraction to 
smoking; Minor Physical Restriction: Mister 
Bones’ right leg is mechanical restricting his 
movement to 3 APs per phase; Mistrust; Strange 
Appearance 
•Alter Ego: None 
•Motivation: Unwanted Power 
•Wealth: 1 
•Equipment: 

COSTUME [Body: 1] Note: The material of the 
Costume keeps Mr. Bones from harming people 
with his Poison Touch unintentionally. 


Powers and Abilities 


Mr. Bones' skin produces a cyanide based poison 
which is extremely deadly to humans and other living 
creatures. He cannot control this effect, so he must 
wear protective clothing to keep from harming 
others. Mr. Bones himself is unaffected by the poison 
his skin secretes. 

Due to the lack of any pigmentation in his body, 
Mr. Bones' skeleton is visible thorough his skin. This 
mutant trait gives him a great advantage when he is 
trying to Intimidate another Character (using his 
Charisma Skill), since most people are unnerved by a 
talking, animated skeleton. 

Mr. Bones' musculature is tougher than normal, 
granting him superhuman Str sufficient to lift and 
throw a car, and affording him somewhat increased 
resistance to injury (Body). 


Personality/Role-playing 


Mr. Bones is abrasive, harsh, and sarcastic. This 
is actually a defensive reaction against a world that 


will not accept his strange appearance and origins. He 
enjoys trying to annoy others, including his own 
teammates, and has developed the irritating habits of 
speaking in rhyme and chain smoking when around 
other people. 

Bones once committed crimes because he was 
ignorant about right and wrong. Although he is still 
not purposefully malicious, his obvious alienation 
due to his meta-powers and appearance still cause 
him to be malcontent. 

Mr. Bones has been both villain and hero and 
could easily be played as either. He will tend to work 
with those that accept him most. Whatever the role, 
he will be looking out for himself, and most 
importantly, searching for a place to belong. He will 
keep a distance from other characters, both physically 
and emotionally. 

Bones has been purposely sheltered all his life by 
the doctor who mutated all the members of Helix, 
and is still confused at times by the way the world 
works. 


Rhyming 


Whether as Player Character or NPC, Mister 
Bones has a very distinctive mode of expression that 
should always be followed. Not only is he omery, but 
he speaks in rhyme most of the time. Whoever is 
playing Mr. Bones should try to speak in rhyme 
whenever possible, and a Player Character Mr. Bones 
should get extra Hero Points for Role Playing when 
he maintains this style. 


Poison Touch 


Mr. Bones' Power allows him to generate a 
cyanide based substance which irritates the skin of 
his opponents on contact. The initial attack is made 
with Bones' Dex/APs of Power as the AV/EV (5/8) 
and his opponent’s Dex/Body as the OV/RV.If the 
initial attack is successful, the poison effect 
continues: In successive phases, the opponent is 
further attacked by the APs of Poison Touch as the 
AV/EV against the victim's Body/Body as the 
OV/RV. These attacks continue each phase until one 
of them fails. These continuing attacks simulate the 
spread of the poison through the opponent's body. 
Mr. Bones may not make another attempt to use 
Poison Touch on the victim until the previous attack 
fails. Cumulative attacks are not possible. 












Using Mr. Bones in Adventures 


Because of his strange appearance and haughty, 
intense nature, adventuring heroes might mistake 
Mister Bones for a criminal. Bones has been blamed 
for the murder of a teammate (Skyman) in the past, 
further proving that he is often mistrusted even by the 
super-hero community. Once Flayer Characters 
discover that Mister Bones is not a villain, he can be 
an introduction to adventures with Infinity, Inc. 
However, working alongside Mister Bones may 
lower the public’s opinion of the Players Heroes. 


Subplots 


Mr. Bones has had to deal with Criminal Past 
Subplots because of his activities with Helix and his 
supposed murder of Skyman which turned out to be a 
set-up. 

A very odd Family Subplot revolves around Mr. 
Bones relationship with Helix. Since he left, they do 
not accept him as one of them. 

Mr. Bones was developing a Friendship Subplot 
with Wildcat before Infinity, Inc. broke up. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Background/Roster Book 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Infinity , Inc. #16-18, 22, 24 

Current: Adventure of Superman #449; Flash (2) #8; 
Infinity , Inc . # 26-29, 32, 36, 38-47, 49-53; Infinity , 
Inc. Annual #2; Infinity , Inc. Special #1; Invasion! 
#2; Millennium #1, 3-5, 7-8; The New Teen Titans (2) 
#38; The Outsiders Special #1; Who’s Who ‘87 (2) 
#4; Who's Who ‘91 #6 



Mr. Bones' Prosthetic Leg 









Nightshade 


Dex: 7 

Str: 

4 

Body: 

5 

Int: 6 

Will: 

6 

Mind: 

4 

Infl: 7 

Aura: 

6 

Spirit: 

5 

Initiative: 22 


Hero Points: 

50 


•Powers: Darkness: 7, Dimension Travel: 7, Two- 
Dimensional: 6, Warp: 1 I, Force Manipulation: 8 
•Skills: Huiked 

Acrobatics: 7*, Charisma: 7*, Martial Artist: 7*, 
Thief: 7* 

•Limitations: Power Restrictions: Dimension Travel 
Power can only be used to go to and from the 
Nightshade Dimension which is now believed to 
be destroyed; Warp cannot be used to attack: using 
the Two-Dimensional Power causes Nightshade 
great pain; Force Manipulation is Always On and 
take the form of shadow creatures originating from 
Nightshade's body. 

•Advantages: Connections: Captain Atom (Low), 
Suicide Squad (High), U.S. Intelligence (High); 
Rich Family 

•Drawbacks: Guilt; Serious Irrational Fear of using her 
Warp Power; Secret Identity; Minor Psychological 
Instability (the Succubus is inside Nightshade and has 
partially possessed her); Uncertainly 
•Alter Ego: Eve Eden 
•Motivation: Unwanted Power 
•Wealth: 6 
•Equipment: 

NIGHT GOGGLES [Body: 2, Ultra Vision: 31 


Powers and Abilities 


Eve Eden, as Queen of the Nightshade 
Dimension, can open portals (Warp) and step through 
to other places, or to the Nightshade Dimension (by 
invoking her Dimension Travel Power). Other people 
may move through her Warps, but all must close their 
eyes to avoid the horrendous visions in the darkness. 
Nightshade herself is unaffected by the Teleportation 
or Dimension Travel. 

Eden can step into the shadows, and become part 
of them and immune to Physical Attacks (Two- 
Dimensional Power). She can still make normal 
attacks while in shadow form. She may also create 
areas of Darkness around herself with a maximum 
radius of hundreds of yards. 

Nightshade has also picked up a number of Skills 
including combat and espionage techniques working 
for the C.B.I. 


Personality 


There are two distinct sides to Eden's lifestyle. 
First is the social debutante. Eden is educated and 
lives comfortably in Washington D.C. where she is 
in the public eye. She plays this role, first of all, to 
gain her father's attention and be near him, but it is 
also a convenient cover for her true nature as a 
super-hero. 

Eve's other side is that of the daring, driven hero 
and government operative. As Nightshade, she takes 
her missions for the Suicide Squad very seriously and 
has been given the role of leader many times. Eve is 
also an extremely intelligent woman who knows her 
strengths and weakness and how to best accomplish a 
task. 

Nightshade originally used her abilities in hopes 
of saving her brother from the Nightshade 
Dimension. Her guilt about her inability to save him, 
and his recent death, drive her on to constant over¬ 
accomplishment. In fact. Nightshade is presently 
obsessed with her work. 

Eden is a devout Catholic and her religion has 
become important to her to give her direction and a 
sense of peace. She depends upon her faith to keep 
the Succubus within her contained. 

Nightshade is one of the few non-criminal 
members of the Suicide Squad. She is trustworthy 
and dedicated, and has experience working with 
numerous governmental agencies and top agents. 


Nightshade's Powers 


Nightshade's Two Dimensional Power causes her 
pain with extended use. Using the APs of the Power 
as the OV/RV (6/6) and her Will/Mind as the 
AV/EV (6/4), she must make a successful Action 
Check every 4 APs of time to continue using her 
Two-Dimensional Power. 

Eve's Darkness Power also requires extreme 
concentration and a Dice Action must be made using 
Will/Mind as the AV/EV and the Darkness Power as 
the OV/RV to continue to use the Power for more 
than 4 APs of time. 

If Characters travelling with Nightshade (using 
Warp or Dimension Travel) do not close their eyes, 
they suffer the equivalent of a Phobia attack at 8 APs, 
with OV/RVs equal to their Int/Mind. RAPs indicate 
the amount of time (in APs) the victim must do 
nothing but quiver in fear. 








Nightshade's Force Manipulation 


Subplots 


When she loses concentration, Nightshade's 
Force Manipulation Power creates shadow creatures 
that will protect her. She may also consciously use 
the shadows for attack. Nightshade uses Force 
Manipulation as a Physical Attack, and may split the 
Power (and the shadows) to attack more than one 
opponent at once (consider each extra attack an 
Automatic Action). The shadows usually take a 
shadowy, serpentine form with gaping jaws. These 
creatures bite and claw their opponents (Claws: 6). 


Using Nightshade in Adventures 


Nightshade might introduce Player Characters to 
the Suicide S^uad, and as occasional field 
commander, send them on missions. Eden may also 
connect them with other governmental agencies such 
as the C.B.I., who occasionally employ meta-human 
agents. 

A likely adventure concerning Nightshade might 
lead adventurers into the Nightshade Dimension in 
search for her long lost brother. The dimension was 
once a type of wonderland that has been corrupted by 
the Incubus. Players could find themselves embroiled 
in an all-out battle that may decide the fate of the 
dimension itself. 


In a Family Subplot, Nightshade is deeply 
affected by her father's apathy about the death of her 
mother and their relations. 

Nightshade works for the C.B.I. and other 
governmental agency in a Job Subplot, 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Bcickground/Roster Book 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Americomics Special #1; Captain Atom 
(2) #82, 85-89; Crisis On Infinite Earths #6-7, 9; 
Who's Who '86 #17 

Current: Captain Atom (3) #13-14, 22, 30, 44 (behind 
the scenes), 49; Checkmate! #18; Firestorm, the Nuclear 
Man #87; Invasion! #2-3; Justice League International 
#13; Secret Origins (3) #28; Suicide Squad #1-7, 11-21, 
23-26, 28-30, 33-38, 50-51, 53-59, 61-66; Suicide Squad 
Annual #1; War of the Gods #3-4; Who's Who ‘88 #2; 
Who’s Who VO #5; Wonder Woman (2) #61 



Nightshade's Goggles 











HERO 


Northwind 


Dex: 8 

Str: 

5 

Body: 6 

Int: 5 

Will: 

4 

Mind: 4 

Infl: 5 

Aura: 

4 

Spirit: 5 

Initiative: 18 


Hero Points: 25 


•Powers: Animal Control: 3, Flight: 7, Speak With 
Animals: 5 

•Skills: Military Science (Tracking): 8 
•Limitations: Speak With Animals only works with 
birds; Animal control only works on Birds (see 
below). 

•Advantages: Area Knowledge (New Feithera); 
Connections: Infinity, Inc. (High), Hawkman I and 
Hawkwoman I (High) 

•Alter Ego: Norda Cantrell 
•Motivation: Upholding the Good 
•Wealth: 5 


Powers and Abilities 


Northwind was born with wings attached to the 
length of his arms which allow him to fly as fast as a 
small prop airplane and faster than a diving hawk. 
Norda can speak to the birds and persuade them to do 
his bidding (Speak With Animals and Animal 
Control), allowing him useful and plentiful allies in 
the air. 

Northwind's body is part Feitheran and part 
human. He has a high, though not supernatural, 
constitution and stamina, reflected by his Physical 
Attributes. 


Personality/Role-playing 


Norda is a quiet, giving hero who values most 
the satisfaction that he has done something positive. 
His goal is to aid and protect those who need 
protection and to continue fighting evil. 

Northwind has often had to deal with prejudice 
because of his appearance, both in his native home of 
Feithera and in the outside world. At first this hurt 
him a great deal, but after working with Infinity, Inc., 
he grew in self-acceptance and maturity. As a result, 
he was able to go home to his people confidently and 
has since gained their acceptance. Still, Norda will 
never feel that he fits in completely as a human or 
Feitheran. 


Although Northwind can be a powerful combatant, 
he is a pacifist by nature, and not easily angered. He 
will only fight defensively and only if necessary. 


Migration 


If Northwind knows his destination and can fully 
concentrate on Flight, he can fly anywhere on Earth 
unerringly and without rest. His Str is considered 13 
APs for the purpose of migratory flight. Northwind 
makes an Action Check using the Str (13) APs as 
AV/EV against an OV/RV equal to the distance in 
AP’s Northwind wishes to travel. If he succeeds, he 
does not need to rest during the flight. 


Speaking with Birds 


Northwind can ask the birds to make actions on 
his part. He will never use his Animal Control 
Powers to force a bird to do something self¬ 
destructive or malicious. He asks birds to help him by 
using his Speak With Animals Power to 
communicate and Animal Control to Persuade. 

Using both Powers at once counts as one Dice 
Action during a phase. Use the APs of Animal 
Control as the AV/EV of the attempt against the 
Infl/Spirit of the bird (usually 1/1 or 1/2). The RAPs 
earned indicate the length of time the bird will be 
influenced to fulfill Norda's wishes. He can Persuade 
more than one bird at a time using the Multi-Attack 
Modifiers. For instance, 2 birds adds +1 Column 
Shift to the OV/RV of the attempt, 3-4 adds +2 
Column Shifts, and so forth. 


Using Northwind in Adventures 


Player Characters would most often find 
Northwind adventuring with Infinity, Inc. until the 
group dissolved. Since his powers allow him to travel 
quickly and make reconnaissance missions, he was 
the hero that would track down a group of 
Adventurers if Infinity, Inc. was in need of help. 

Northwind takes his heritage seriously and loves 
his birthplace. Now that Infinity, Inc. is dissolved, he 
spends most of his time in New Feithera. His dual 
heritage and experience with American culture allows 
Norda to act as something of an ambassador for the two 
peoples. He could lead Player Heroes to an Adventure in 
New Feithera, a land rarely seen by human eyes. 













Subplots 


Northwind is involved in a number of Friends 
and Family Subplots with the other lnfinitors, the 
original Hawkman and Hawkwoman, and the people 
of Feithera. He is becoming more comfortable and 
interactive with the workings of his Feitheran culture. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 


Pre-Crisis: All-Star Squadron #25-26; All-Star 
Squadron Annual #2; America vs. the Justice Society 1 
#1-2, 4; Crisis On Infinite Earths #4-6, 9-10; Infinity, 
Inc. #1-12, 14-24; Infinity, Inc. Annual #1; Justice 
League of America #244; Who's Who *86 #17 

Current: Blasters Special #1; Infinity, Inc. #25-32, 
34, 37, 39 (flashback), 43-44; Last Days of the 
Justice Society Special #1; Secret Origins (3) #9; 
Who's Who *91 #6 


Residential 



Feithera 


Power plant 


o o 


Manufacturing 


Government 


Business 






















Nuklon 


Dex: 7 

Str: 

8 

Body: 9 

Int: 6 

Will: 

5 

Mind: 5 

Infl: 4 

Aura: 

4 

Spirit: 5 

Initiative: 19 


Hero Points: 65 


•Powers: Density Increase: 2, Dispersal: 10, Growth: 
2 

•Skills: Gadgetry: 6, Vehicles: 7 
•Advantages: Connections: Infinity, Inc. (High), 
N.A.S.A. (High); Lightning Reflexes 
•Drawbacks: Public Identity 
•Alter Ego: Albert Rothstein 
•Motivation: Upholding the Good 
•Wealth: 4 


Powers and Abilities 


Nuklon's meta-powers display themselves in his 
tremendous stature, as well as control over the 
density of his physique. Rothstein’s size gives him 
strength enough to lift a semi-truck over his head (as 
reflected in his Str score). 

His Str increases even more with the use of his 
Growth Power. Nuklon may double his already 
tremendous frame of seven and one-half feet up to 
fifteen feet, adding 2 APs to his Str, 2 APs to his RV 
against Physical Attacks, and several hundred pounds 
to his mass. 

Nuklon also found that he could increase his 
density to become nearly invulnerable (Density 
Increase) and decrease his density enough to be able 
to pass through most substances (Dispersal). 

Albert Rothstein is also a pilot as well as a 
mechanical expert (reflected in his Vehicles and 
Gadgetry scores). 


Personality/Role-playing 


Nuklon was the physical powerhouse of Infinity, 
Inc, He is not a brute, however, and will not harm 
others needlessly. He is actually very gentle, but even 
so, he tends to be somewhat clumsy. 

Albert realizes the responsibility that comes with 
abilities like his and accepts it openly. He is very 
proud of his hero heritage (A1 Pratt, the original 
Atom, is his godfather) so he decided to keep a public 
identity. In fact, heroing was his life until the 
Infinitors went their separate ways. 

Albert tends to be shy, and feels awkward in 


social situations, especially since he lives in a world 
not designed for a man of his incredible size. In many 
ways, his social skills still need development. He has 
always been attracted to fellow teammate Lyta 
Trevor (Fury), but could never bring himself to 
challenge Hector Hall (Silver Scarab) for her 
affections. 


Nuklon's Density Increase 


With concentration Nuklon can increase his mass 
using the Density Increase Power. When he does this, 
his two APs of the Power add two APs to his RV 
against Physical Attacks and two APs to his weight. 
A drawback of this Power is that it removes two APs 
from his Dex. 

When he is using Density Increase and Growth, 
he is as tough as stone, nearly invulnerable, and 
difficult to lift. With both Powers fully activated he 
has a weight of 5 APs (approximately half a ton), a 
Dex of 5, and a Str of 10. 


Using Nuklon in Adventures 


Nuklon can be found adventuring in conjunction 
with the Infinity, Inc. Plots in which he plays a major 
role could possibly have the theme of following a 
proper ''hero code." He will always be the Character 
that will sacrifice himself before others. 

Rothstein’s piloting and mechanical expertise 
can be of as much use as his Powers during 
Adventures. He may be able to connect heroes with 
representatives of N.A.S.A. The Player Heroes could 
also encounter him working as a mechanic in Los 
Angeles, and ask him for assistance as they tackle a 
mission in the area. 


Subplots 


Nuklon’s failed attempts at a relationship with 
Lyta Trevor (Fury) constitute a Romance Subplot. 

A Job Subplot has evolved from the break-up of 
Infinity, Inc. Nuklon is trying to make a living and 
train for aircraft design. He often works as a 
mechanic to survive. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book 












Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: All-Star Squadron #25-26, 53-54; All- 
Star Squadron Annual #2; America vs. the Justice 
Society #1-2, 4; Crisis On Infinite Earths #5, 9-10; 
Infinity, Inc. #1-22, 24, 27; Infinity , Inc. Annual #1; 
Justice League of America #244; Who’s Who ‘86 #!7 


Current: Adventures of Superman #449; 
Armageddon 200J #2; Hawk and Dove (3) #1; 
Infinity, Inc. #25-38, 39 (flashback), 40-53; Infinity, 
Inc. Annual #2; Infillin' Inc. Special #1; Invasion! #2; 
Last Days of the Justice Society Special #1; 
Millennium #5-8; The New Teen Titans (2) #38; The 
Outsiders Special #1; Secret Origins (3) #9; War of 
the Gods #4; The Weird #3-4; Who's Who ‘91 #8 




Cross-section of 
normal human flesh 


Cape Canaveral 






















HERO 


Peacemaker 


Dhx: 7 

Str: 

4 

Body: 

5 

I nt: 3 

Will: 

8 

Mind: 

2 

Inkl: 6 

Aura: 

2 

Spirit: 

7 

Initiative: 20 


Hero Points: 

50 


•Skills: Acrobatics: 4, Gadgelry: 6, Martial Artist: 7, 
Military Science: 8, Weaponry: 8, Vehicles: 7, 
Thief: 6 

•Advantages: Connections: Pax Institute (High), 
U.S. Intelligence (Low); Lightning Reflexes; 
Expansive Headquarters (chateau on Lake Geneva, 
Pax Institute) 

•Drawbacks: Dark Secret (Peacemaker’s father was 
a Nazi war criminal); Catastrophic Irrational 
Attraction to fighting terrorists; Guilt (Peacemaker 
believes that he is haunted by a goading vision of 
his father and by the future victims of terrorism); 
Serious Psychological Instability; Serious Rage, 
Secret Identity 

•Alter Ego: Christopher Smith 
•Motivation: Seeking Justice 
•Wealth: 10 
•Equipment: 

BODY ARMOR [Boby: 6\ 

HELMET [Dhx: 6, Body: 5, Mind Blast: 6, Thermal 
Vision: 6, Telepathy: 14, R#: 2] Limitations: 
Telepathy Power represents the range of the all¬ 
band radio transmitter. Dex can be used at 
Telepathy range to remotely control his various 
aircraft with an effective Vehicles Skill of 6 APs. 
Grenades (x2) [Body: 6, Bomb: 8] 

HUGHES AH-64 APACHE (modified) [Str:7 ? 
Boiy: 9, Flight: 7, R#: 2J Weapons include: 
MACHINEGUN [Body: 5, AV: 5, EV: 8, Ammo: 
12, R#: 3], Air to Air Missiles (x4) [Body: 2, AV: 
7, EV: 13, Radar Sense: 19], Air to Ground 
Missiles (x4) [Body: 3, Bomb: 9, Radar Sense: 16] 
MINI-JET BACKPACK [Dex: 3, Bo»y: 3, Flight: 6] 
LAKE GENEVA CHATEAU [Bo*y:9 , Security 
System: 10| 

Nerve Gas Pellets (x5) [Body: I, Poison Touch: 8] 
Pistol [Body: 4, EV: 6, Ammo: 6, R#: 2] 
Submachinegun [Body: 4, AV: 5, EV: 6, Ammo: 6, 
R#: 3] 

Tool Kit [Body: I] 


Powers and Abilities 


Peacemaker has mastered the use of all weapons 
and a number of various fighting techniques 
(Weaponry and Martial Aitist). Other Skills add to 


his prowess as a terrorist hunter, including breaking 
into (or out of) high security areas (Thief) and 
tracking and demolitions (Military Science). His 
Acrobatic abilities aid him in battle and help him 
make an impressive entrance. 

Smith has invested a great deal of capital into his 
anti-terrorism campaign, developing some of the 
most sophisticated weaponry and vehicles in the 
world. He knows each of his weapons inside-out. As 
Peacemaker he always wears his Helmet and Armor 
and carries at least one weapon. 


Personality/Role-Playing 


Peacemaker is a psychotic vigilante who believes 
his destiny in life is to stop all terrorism in the world. 
He has said he can hear the voices of future terrorist 
victims, as well as his long-dead father, Wolfgang 
Schmidt. The voice of Wolfgang in particular pushes 
him on to a life of manhunting. 

Peacemaker often works with the Intelligence 
Community out of obligation, but is actually a loner. He 
prefers to focus on his own goals and doesn't like the 
distraction of other heroes. For this reason, Peacemaker 
does not work well with other operatives. Therefore, 
when he has to work for Checkmate or the Agency, he 
will get the job done any way he can. If other operatives 
have the same violent solutions to problems as himself, 
he becomes more tolerant of them. Peacemaker will 
usually follow orders, but his personal mission may 
override them at any time. In such cases he will refocus 
on his own quarry and drop everything else. 

No one is aware that Peacemaker "hears” the 
ghost of his father speaking to him at all times. Most 
of his peers do realize that he is psychologically 
unstable and possibly psychopathic. He can and will 
kill if he can justify it with the protection of 
innocents. Peacemaker’s superiors keep a sharp eye 
on him and are ready to take him down when he 
bursts into mad rages. 

Peacemaker is daring and fearless. He leaps at 
the chance to dole out justice. He is solemn in his 
actions and words while he is actually reveling in the 
thrill of battle. His style can become quite extreme by 
heroic standards. One should remember that, 
although he is trying to do good, he is unbalanced 
and often melodramatic. 


Wolfgang Schmidt 


Whenever Peacemaker rolls a natural "2" 
(double ones) on any Dice Action, he is visited by a 












vision of his father in a Nazi SS uniform 
(Psychological Instability). Wolfgang will berate his 
son, telling him he is not worthy of his father’s Nazi 
legacy. Peacemaker will be completely enthralled by 
the vision until it is passes (in 10 APs of time). His 
''father" may give him information he was seeking. 
(Peacemaker can make a Perception Check against 
OV/RVs of 4/4, positive RAPs will give him some 
clues, at the Gamemaster’s discretion). 

On some occasions, such as during battle. 
Peacemaker will hear the cries of those who suffered 
at the hands of terrorists. These visions drive him to 
work harder to preserve the lives of innocent people. 

The Gamemaster must play the role of either 
Wolfgang or the terrorized (or both) making sure it is 
pertinent to the Adventure. If Peacemaker is used as a 
Player Character, the Gamemaster should be sure to 
include a number of interesting visions. 


Using Peacemaker in Adventures 


Peacemaker is usually found in the midst of 
battle, preferably a war zone. He can get Player 
Characters in contact with meta-human government 
agents and organizations. If Peacemaker goes 
renegade, the PCs might be sent out to capture or 
pacify the him, a task that will take several powerful 
and intelligent heroes. 

Alternately, Smith himself (or the Pax Institute) 
may hire a group of adventurers for some terrorist 
hunting or corporate protection. Once again, they 
would probably work alongside Peacemaker, though 
he would want to keep his distance. Peacemaker is a 
good character to use in an action-packed, war zone 
Adventure. 


Subplots 


While working with the Agency, Smith has been 
placed in psychiatric treatment. Though this has helped 
calm his violent nature to some degree, he still has 
problems with hallucinations (Miscellaneous Subplot). 

Peacemaker is afflicted with a Secret Past 
Subplot dealing with his Guilt and the Dark Secret 
that his father was a Nazi war criminal. This is the 
main reason for his psychological problems. 

In Adventures where Peacemaker is part of the 
team, his personal mission may take precedence over 
group endeavors in a Job Subplot. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Back ground/Roster Book 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Crisis On Infinite Earths #6-7, 10-12; 
The Fightin ' Five #40-41; The Peacemaker (1) #1 -5; 
Who's Who ‘86 # 17 

Current: Blasters Special #1; Checkmate! #16-26, 
28, 32-33; Firestorm, the Nuclear Man #87; 
Invasion! #2; Justice League Europe #17; 
Peacemaker (2) #1-4; Suicide Squad #27-30; 
Vigilante #36-38, 41-43; War of the Gods #4; Who's 
Who '87 (2) #4; Who's Who VO #5 



Peacemaker's Cybernetic 
Helmet 


right exhaust-vent 
control subprocessors 


fuel cells 


deft exhaust-vent 
control subprocessors 

















Phase 


Dex: 

7 

Str: 

o 

Body: 

4 

Int: 

6 

Will: 

5 

Mind: 

4 

Infl: 

4 

Aura: 

3 

Spirit: 

4 

Initiative: 19 


Hero Points: 

50 


•Powers: Dimension Travel: 7, Dispersal: 25 
•Skills: Martial Artist: 5 

•Bonuses: Tinya can partially Disperse her body if 
she wishes (i.e. she can keep her torso Dispersed 
and make her fist solid). 

•Limitations: Miscellaneous: Dimension Travel can 
only be used to travel between the Earth 
Dimension and Bgztl (Travel Distance of 2—see 
Magic Sourcebook , p. 20); Miscellaneous: 
Dimension Travel cannot be used to transport 
others between dimensions. 

•Advantages: Connection: L.E.G.I.O.N. (High) 
•Drawbacks: Forced Exile (30th Century); 
Miscellaneous: Phase has amnesia, and knows 
nothing of her life in the 30th Century. 

•Alter Ego: Tinya Wazzo 
•Motivation: Upholding the Good 
•Wealth: 5 


Powers and Abilities 


Like all the natives of her world, Tinya Wazzo 
has the ability to pass through solid objects and 
become intangible(Dispersal). Phase's control of this 
Power is greater than most of her race in that she has 
mastered becoming intangible for long periods, as well 
as making only parts of her body intangible. Through 
concentration, she can also make lightweight objects 
close to her body, such as clothing and small pieces of 
equipment, intangible. When using Dispersal, she is 
all but immune to physical harm. Only incredibly 
powerful energy weapons and nuclear explosives can 
damage her ghostly form. 

Phase can pass through almost any natural or 
man-made material. Substances denser than 
promethium (B#dy 20) begin to give her problems. 
However, Phase can only stay within another 
substance as long as she can hold her breath. Wazzo 
may even pass through the "Buffer Zone 11 between 
Earth and Bgztl (Dimension Travel). She has not 
used this ability since entering the 20th Century. 


Personality/ Role-playing 


Phase is an outgoing, adventurous woman who 
discovered she does not take well to a quiet. 


structured lifestyle. Having been raised in the rigid 
rules oriented society of Bgztl, she decided that Earth 
was more intriguingly chaotic and went to work there 
with Legion of Super-Heroes. With the Legion, she 
seemed to thrive on dangerous situations. 

Wazzo is now more controlled and mature than 
in her Legion of Super-Heroes days. Recently given a 
position as L.E.G.I.O.N. field commander after the 
death of Lyrissa Mallor, she has done her best to 
prove her mettle in a leadership capacity. She takes 
her responsibility very seriously and treats her 
teammates and subordinates as friends. She works 
hard to keep the L.E.G.I.O.N. working efficiently. 
She has the discipline and control to keep her 
L.E.G.I.O.N. comrades in line, and is always fair. 
She also is willing to give Vril Dox a piece of her 
mind when necessary, even though he unnerves her. 


Partial Phase 


Because Phase has an incredibly high level of 
control over her Dispersal, she can disperse any part 
or parts of her body and keep the rest of her body 
fully tangible. When she does this, she does not lose 
any points to her Str score, though she may lose 
some mass. Nor does she gain any APs to her OV/RV 
against Physical Attacks, unless the attack is directed 
at the part of her body that is dispersed. This can 
have an added advantage during battle, since she can 
phase through normal obstacles and then solidify for 
Physical Attacks on others (eg. Phase could punch 
someone on the other side of a wall). 


Bgztl 


The planet Bgztl is in a dimension near to Earth. 
One must pass the "Buffer Zone" to reach it. Usually 
only Bgztalians traverse the Zone, and even then, 
only rarely. Very few can do so without technological 
aid. Bgztl has a Travel Distance of 2 from the Earth 
Dimension (see Magic Sourcebook, p. 20). 


Using Phase in Adventures 


Phase tends to spend most of her time keeping the 
L.E.G.I.O.N. in line while pacifying Dox. She will 
often be found in Adventures where Player Characters 
run into the L.E.G.I.O.N. She may recruit the PCs for 
a mission or even a permanent assignment if she feels 
they are worthy of the challenge. 

If you want to use Phase as Phantom Girl in an 
old fashioned Legion of Super-Heroes Adventure, the 














Power and Skill Levels are the same. She will not, of 
course, have the connection to the L.E.G.I.O.N 
(replace it with L.S.H.), and will usually be found in 
the role of an espionage agent. 


Subplots 


As Phantom Girl, Wazzo was involved in a 
Romance Subplot with fellow Legionnaire Jo Nah 
(Ultra Boy) that abruptly ended when Glorith sent her 
back in lime without any memory of the 30th 
century. 

Phase's continuing Job Subplot deals with her 
trying to keep the L.E.G.I.ON, together and working 
during various times of crisis while developing 
friendships with her teammates. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Action Comics #276, 289-290, 365, 381, 
386-387; Adventure Comics #282, 290, 301, 304, 
313, 316, 319, 321-323, 325-326, 328, 330, 333-337, 
339-342, 346-348, 350-351, 354, 357, 359-364, 367- 
368, 372-375, 378-379; All-New Collectors' Edition 
#C-55; Crisis On Infinite Earths #2, 5, 10; DC 
Comics Presents #80; DC Special #28; DC Special 
Series #21; Karate Kid #10; Legionnaires Three # 1; 
Legion of Super-Heroes (1) #260, 261, 273-274, 275 
(behind the scenes), 276-282, 286, 288-298, 300, 
302-305, 307-310, 312-313 (2) 2-14, 16-17, 19-27, 
29-30, 36-39, 45-47, 49, 51, 54, 60-63 (3) 2 (text); 
Legion of Super-Heroes Annual f I) #1-3 (2) 2, 4; 
Secret Origins (3) #25, 42; Secrets of the Legion of 
Super-Heroes #1,2 (behind the scenes), 3; Superhoy 
(1) #147, 188, 190, 195, 197,200-201,203-205,210, 
212-213, 215, 218, 220, 225, 227; Superhoy and the 
Legion of Super-Heroes #233-234, 237, 239-241, 
243-245, 247-249, 253-254, 256-257; Supermans 
Girl Friend, Lois Lane #50; Superman s Pal, Jimmy 
Olsen #117; Tales of the Legion #314, 325; Who's 
Who ‘86 #18; Who's Who in the Legion of Super- 
Heroes #5 

Current: Adventures of Superman #477; Adventures 
of Superman Annual #2; L.E.G.LO. N. W (et al.) #9- 
27, 29-on; L.E.G.I.O.N. VO Annual #1; Legion of 
Super-Heroes (4) #2 (text), 5, 8-9; Legion of Super- 
Heroes Annual (4) #1-2; Who's Who VI #7 



Normal atomic density 



"Phasing" atomic dispersal 
and realignment 






Power Girl 


Dex: 6 

Str: 

18 

Body: 

13 

Int: 9 

Will: 

1 1 

Mind: 

15 

Infl: 8 

Aura: 

7 

Spirit: 

7 

Initiative: 34 


Hero Points: 

100 


•Powers: Awareness: 5, Directional Hearing: 6, 
Extended Hearing: 6, Flight: 12, Invulnerability: 
13, Sealed Systems: 8, Super Hearing: 6, 
Superspeed: 9, Systemic Antidote: 13, Telescopic 
Vision: 4 

•Skills: Gadgetry: 6, Scientist: 9 
•Advantages: Connections: Infinity, Inc. (Low), 
Doom Patrol (Low), Justice League International 
(High); Lightning Reflexes; Scholar (computer 
science, magic) 

•Drawbacks: Minor Rage; Secret Identity 
•Alter Ego: Karen StaiT, Kara 
•Motivation: Upholding the Good 
•Wealth: 7 
•Equipment: 

Justice League International Signal Device [BODY: 
4, Telepathy: 25J Limitations: The Device's 
Telepathy Power represents the range of its signal. 


Powers and Abilities 


Even after losing a considerable percentage of 
her abilities. Power Girl is still one of the most 
powerful heroes on Earth. Her Str allows her to lift a 
freight train or rend nearly any earthly substance with 
ease. Kara's body is extremely resistant to damage; 
she can easily deflect mortar rounds and howitzer 
shells. Beyond this, she can withstand adverse 
environments and poisons deadly to humans with her 
Sealed Systems and Systemic Antidote Powers. 

Power Girl’s senses arc incredibly acute, 
allowing her a greatly extended range of he^iring and 
vision. All of her enhanced senses were reduced by 
her injuries, but for some reason her vision powers 
suffered the most. Power Girl is sensitive to mystical 
events because of her magical nature (Awareness). 

Kara is also extremely intelligent, a skilled 
fighter, and a developing leader. She is an expert on 
the subject of computer systems and programming. 


Personality/Role-playing 


Power Girl is confident, sharp minded, and hot 
tempered. She has little patience for inaction, so she 
often leaps immediately into battle, sometimes 
against the wishes of her leaders. Although Kara can 


become extremely angry and reactive, she rarely does 
foolish things in combat. She is wary of those who 
arc more powerful than herself and knows when to 
keep her distance. 

Kara is a very kind woman, but she often comes 
across as stern and belligerent. This is mainly due to 
the cavalier attitude of some of her fellow League 
members. Some of them do not take heroing as 
seriously as she does and this frustrates her. Kara is 
also bewildered by the relentless battle of the sexes 
she must fight with her male teammates, especially 
Wally West (Flash 111). 

Power Girl has shown promise as a possible 
leader for the JLE. In fact, Kara believes she would 
make the best leader. However, when there is already 
an established leader, she will always follow orders 
and work with the team. She would give her life for 
her teammates, though at times she feels like killing 
them herself. 

Power Girl is not afraid to speak her mind, and 
often has differing opinions from her associates. She 
is usually willing to compromise, because she 
quickly tires of arguing. 


Power Girl before Teasdale 


Before she was almost killed by the Gray Man 
during the "Teasdale Imperative," Kara’s powers 
were considerably stronger: 


Dex: 

7 

Str: 

22 

Body: 

15 

Int: 

9 

Will: 

11 

Mind: 

15 

Infi.: 

8 

Aura: 

7 

Spirit: 

7 

Initiative: 

36 


Hero Points: 

100 


•Powers: Awareness: 5, Directional Hearing: 8, 
Extended Hearing: 8, Flight: 13, Invulnerability: 
15, Sealed Systems: 9, Super Hearing: 8, 
Superspeed: 10, Systemic Antidote: 15, Telescopic 
Vision: 12 

•Drawbacks: Secret Identity; Uncertainty 


Using Power Girl in Adventures 


Power Girl is a good Character to connect Player 
Characters with Justice League Europe. If the PCs 
contact the JLE for assistance, she might answer the 
phone. Her phone manner would be brief at first 
(depending on what her teammates said or did to her 
that day), but she would lighten up when she hears 
that the PCs need help. She may be willing to aid a 
group of Player Characters in the physical 
department. However, since she is one of the more 















invincible characters in the DC Universe, she should 
be used sparingly and only in a supporting role. 


Subplots 


In a Friends Subplot, Kara comes into conflict 
with her teammates on ideals and the way that the 
men treat the women, especially with Characters like 
Guy Gardner and Wally West. 

Recently, Karen Starr (Kara) has neglected her 
duties at StarrWare, Inc. to adventure with the JLE. 
Her return to an unsupervised company has 
developed into a Job Subplot. 

A Power Complication Subplot was introduced 
when Kara was severely injured in a battle with the 
Gray Man. Superman performed the surgery that 
saved her life, but it has left her weaker than before. 

In an ongoing Miscellaneous Subplot, Power 
Girl has been experiencing dramatic mood swings, 
accounting for her Minor Rage Drawback. This has 
been traced to an allergy to artificial sweeteners, but 
she stubbornly refuses to give up her diet cola, 
claiming it has nothing to do with her temper. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Justice League Sourcebook , Back ground/Roster Book 
(card included), Come On Down, World in the 
Balance 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Adventure Comics #461-466; All-Star 
Comics #58-74; All-Star Squadron #15, 53; America 
v.v. the Justice Society #1,4; Captain Carrot and His 
Amazing Zoo Crew #15; Crisis On Infinite Earths #5, 
7, 9-12; DC Comics Presents #38, 56; Infinity, Inc. 
#1-7, 9-12, 21-22, 24, 27; Infinity, Inc. Annual #1; 
Justice League of America #147-148, 171-172. 183- 
185, 195, 207-209, 219-220; Showcase #97-99; 
Who's Who *86 #18; Wonder Woman (1) #274-276, 
291-293, 300 

Current: Action Comics #650, 670; Adventures of 
Superman #463; Armageddon 2001 #2; Blasters 
Special # 1; Captain Atom #34, 38, 50; Doctor Fate 
(2) #15; Doom Patrol (2) #13-14; Firestorm , the 


Nuclear Man #77, 80; Flash (2) #29-30, 59-60; 
Infinity , Inc. #25, 30, 39 (flashback), 50-51; Infinity , 
Inc. Annual #2 (flashback); Invasion! #2; Justice 
League America #32, 53, 55-59; Justice League 
Annual #3-4; Justice League Europe #1-10, 1 3-on; 
Justice League Europe Annual #1 -2; Justice League 
International #24; Justice League Quarterly #1, 3-5; 
Justice League Special #1; Justice League 
Spectacular #1; Last Days of the Justice Society 
Special #1; The New Teen Titans Annual #5; Power 
Girl #1-4; Secret Origins Annual #1; Starman #5-6, 
17-18; Time Masters #7-8; War of the Gods #1-2, 4; 
Warlord (1) #116-121; Warlord Annual #6; Who's 
Who ‘87 (2) #4; Who's Who *91 #6; Wonder Woman 
(2) #61 









































RAVE N - Deceased 


Dex: 4 

Str: 

2 

Body: 

6 

Int: 5 

Will: 

16 

Min»: 

11 

Infl: 8 

Aura: 

13 

Spirit: 

8 

Initiative: 17 


Hlro Points: 

60 


•Powers: *Soul Self Only 

Broadcast Empathy: 7, Damage Transference: 20, 
Dimension Travel: 12, Empathy: 15, Fog: 8, 
Mental Blast: 12, Regeneration: 8, Teleportation: 
20, Force Field: 15*, Phobia: 12*, Spirit Travel: 6* 
•Limitations: Miscellaneous: For every 2 APs of 
time beyond 6 APs that Raven's Soul Self remains 
out of her body, she loses 1 AP of Current Mind 
Condition 

•Advantages: Area Knowledge (Azarath); 

Connection: New Titans (High); Scholar (Trigon) 
•Alter Ego: None 
•Motivation: Upholding the Good 
•Wealth: 4 

•Note: The above listed Powers and Attributes reflect 
Raven's original form, not her current incarnation 
as an entity of evil, which will appear in any future 
references. 


Powers and Abilities 


Due to her demonic heritage. Raven developed 
incredible Mental and Mystical Powers. These included 
the ability to read the emotions of others (Empathy) as 
well as to project her own emotions as a focused mental 
attack (Broadcast Empathy, Mental Blast). She often 
used this to calm a crowd or pacify an opponent. 

Raven was trained to use her Damage 
Transference Power to heal others. Though this 
process was painful, she healed the injured willingly. 

Raven could move though dimensions and 
teleport across space (Dimension Travel and 
Teleportation). She used Dimension Travel to travel 
to and from Azarath. 

Raven had the ability to separate her spirit from 
her body using the Spirit Travel Power. Her spirit (or 
her ’’Soul Self 1 as it was most often called) took the 
form of a giant raven that silhouetted her body. It 
caused fear (Phobia Power) in anyone it enveloped in 
its impenetrable darkness. Raven was limited, 
however, in the amount of time she could use this 
special ability. Her Soul Self had to return to her 
body within four minutes or she began to lose mental 
stamina (APs of Mind). 


Raven was an extremely disciplined woman who 
spent most of her life controlling her emotions. She 
knew that increased use of her Powers (especially her 

raven Soul Self) and allowing herself to experience 
emotions would create an opening through which 
Trigon could attack her. For this reason. Raven 
preferred to stay in the background, away from action 
and emotional contact. 

Once she no longer needed such control, Raven 
had had a difficult time understanding affection. At 
times she manipulated the emotions of some of her 
teammates out of misunderstanding. Eventually, 
Raven learned to care for her teammates, and they 
became the most important part of her life. 

Raven was secretive and aloof. However, as a 
trained healer, she was willing to aid anyone who 
was in pain, therein dispelling the illusion that she 
was an uncaring spectator. 

Her demon heritage had a grip on Raven until 
the end. Only her incredible force of will could keep 
back the evil of her heritage. Once her sire, Trigon, 
was dead and she no longer had to worry about her 
demonic side taking control of her, she relaxed and 
became more open with her feelings. 


Azarath 


The extra-dimensional land of Azarath was 
originally settled by a group of mystics who wanted 
to live in peace, harmony, and self-restraint. Their 
pacifistic society survived a thousand years without 
strife. When the evil they had left behind finally 
returned in the form of Trigon, they were unable to 
defeat him. They did manage to trap Trigon in their 
dimension so that he could not destroy other worlds. 
However, it took the combined might of Raven, the 
New Titans, and the Azarathians' merged soul forces 
to defeat him. Though Trigon was gone, Azarath was 
tainted with his evil. Azarath had a Travel Distance 
of 10 (see page 20 of the Magic Sourcebook). 


Soul Self 


When Raven used her Spirit Travel Power, her 
Soul Self took the form of a large bird-like silhouette. 
This Soul Self was visible and partially tangible. 
When her Soul Self was released, it had Powers of its 
own (ones that Raven did not normally control). The 
silhouette manifested itself when Raven teleported 
through space or dimensions and appeared with 
billowing clouds of smoke (Fog Power) and elderich 


Personality/Role-playing 













energy. She could cause great fear in anyone within 
the shadow of the raven, using the Phobia Power. 

The ability to control the raven Soul Self came 
from her Azarathian heritage, not from Trigon. 


Using Raven in Adventures 


Raven is a powerful Character and a Gamemaster 
might use her as a harbinger for danger and a starting 
point for an Adventure. She can lead Player Heroes to 
Adventures in other dimensions and bring them to tackle 
challenging foes like Trigon. 

Or, perhaps Ravens demonic side can take control 
of her for a short time. In that instance, the Player 
Characters would be forced to try and defeat her without 
harming her. To do this, they would need to seek out the 
source of her transformation (at one time it was the 
extra-dimensional demon, Trigon) and end it's threat. 


Background Update 


Raven and the New Titans recently returned to 
the remains of the Azarath Dimension. The 
Azarathian population that had merged when Trigon 
threatened their dimension had become tainted with 
Trigon's evil, and had possessed their friend Jericho. 
When Jericho died, this same Azarathian evil 
possessed Raven. Raven’s mother, Arella, and Danny 
Chase together defeated and apparently destroyed the 
young heroine by purging her of evil with the light of 
Azar. The Titans then escaped to Earth just as the rest 
of the Azarath dimension collapsed upon itself. 
Unfortunately, Raven then returned as an entity of 
evil with slightly different powers: the malevolent 
being she was always meant to be. 


Subplots 



Raven's Symbol Clasp 


For a long time Raven had to deal with a Power 
Complication Subplot; she knew that excessive use of 
her abilities and lack of emotional control could let 
Trigon free to destroy Azarath and Earth. 

After she gathered the latest version of the Titans 
to battle Trigon, Raven had to learn how to deal with 

the Earthlings who soon became not only allies, but 
also friends (Friends Subplot). 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Background/Roster Book , New Titans Sourcebook 


Appearances in DC Comics 


Pre-Crisis: Action Comics #536, 546; Batman and 
the Outsiders #5; DC Comics Presents #26; The New 
Teen titans (1) #1-37, 39-40 (2) 1-5, 14-15; The New 
Teen Titans Annual (1) #1-2 (2) 1; The New Teen 
Titans drug awareness giveaways #1-3; The Saga of 
Swamp Thing #24 (behind the scenes); Tales of the 
New Teen Titans #1-4; Tales of the Teen Titans #41- 
43, 44 (behind the scenes), 45-48, 50, 56; Teen Titans 
Annual #3; Who’s Who ‘86 #19; Wonder Woman (1) 
#287, 293; World’s Finest Comics #300 

Current: Action Comics Weekly #615; Adventures of 
Superman #470; Blue Beetle (6) #14; Deathstroke 
the; Terminator #1 (flashback), 4 (flashback); Hawk 
and Dove (3) #11-12; Infinity, Inc. #45; Justice 
League America #40; Mister Miracle (2) #17 (behind 
the scenes); The New Teen Titans (2) #18, 20-22, 26, 
28-49; The New Teen Titans Annual (2) #3-4; The 
New Titans #50-55, 57-59, 62-69, 71, 75, 78-79, 82 
(behind the scenes), 83-84; The New Titans Annual 
#5-6; Secret Origins (3) #46; Secret Origins Annual 
#3; Teen Titans Spotlight#\5\ Who’s Who ‘91 #8 



o 


Rings Containing 
Azar's Essence 










Personality/Role-playing 


Sarge Steel 


Dex: 5 

Str: 

4 

Body: 5 

Int: 7 

Will: 

8 

Mind: 7 

Infl: 6 

Aura: 

5 

Spirit: 6 

Initiative: 20 


Hero Points: 35 


•Skills: Acrobatics: 4, Artist (Actor): 4, Detective: 7, 
Martial Artist: 8, Military Science: 7, Thief: 7, 
Vehicles: 6, Weaponry: 7 

•Advantages: Connections: White House (High), 
U.S. Intelligence (High), Checkmate (High), C.B.I. 
(High), Suicide Squad (Low); Iron Nerves; 
Leadership; Scholar (meta-humans); Security 
Clearance (High) 

•Drawbacks: Secret Identity 
•Alter Ego: Unknown 
•Motivation: Responsibility of Power 
•Wealth: 6 
•Equipment: 

.45 Automatic [Body: 4, EV: 4, Ammo: 7, R#: 3] 
METAL HAND [Str: 6, Body: 12] 

Steel can use his Metal Hand to Attack or even 
Block. For Physical Attacks he replaces his Str 
with 6 (the Hand's Str) as the EV. 

Steel may attempt to Block a blow or other 
Physical Attack allowing the hand to take the 
damage instead of his Body. This is an Action 
Check using Steel’s Dex as the AV/EV of the 
attempt. The OV and RV are both equal to the 
Acting Value of the incoming attack. If the Block 
Action Check earns one or more RAPs, the Block 
succeeds, and the attack is then resolved normally, 
using Sarge's Dex as the OV and the Body of the 
Hand (12 APs) as the RV. RAPs of damage are 
taken to the Hand's Current Body Condition. 


Powers and Abilities 


Sarge Steel is one of the most formidable non- 
meta-human agents working for American 
Intelligence. His military prowess is unrivaled and he 
keeps himself in peak physical condition. Steel has 
mastered most every form of martial arts, and 
delivers a nasty left hook with his mechanical fist. 
Possibly his most amazing characteristic is his 
unbreakable spirit; he is nearly impossible to crack 
even under torture due to his Iron Nerves. 

Steel has traveled around the world and made 
countless contacts. His reputation and expertise are 
well known and command international respect. 


Steel is a rough, hard nosed veteran crime-fighter 
and soldier. His stubbornness and inflexibility anger 
many of his associates, but his knowledge is well 
respected. He is hard on others because he has been 
through it all and has the experience others need to 
survive. Steel is also extremely patriotic, and the old 
soldier is honored by his position in the Presidential 
Cabinet. 

Since Vietnam, Sarge Steel has focussed his 
talents on special Intelligence missions for various 
government agencies. Now, although the President 
and the Central Bureau of Intelligence depend on him 
for his expertise in military intelligence, they rely 
more on his knowledge of meta-humans, which is a 
growing concern to the government. As a result, 
Sarge’s role has become more administrative and less 
dangerous. If the need arises, however, he is still 
ready to take on death defying missions. 

Steel has been placed in charge of Meta-Human 
Affairs for American Intelligence and he strongly 
distrusts meta-humans. He keeps an eye on operations 
like the C.B.I., Checkmate, the Captain Atom Project, 
and Task Force X (a.k.a. the Suicide Squad). If the 
intelligence community were to consider creating a 
new meta-human organization. Steel will strongly 
oppose it. He understands the need to harness meta¬ 
human abilities, but he does not want to deal with 
conflicting governmental super-power organizations. 


Security Clearance Advantage 


As Presidential Advisor and Head of Meta- 
Human Affairs, as well as "Queen" of Checkmate, 
Sarge has access to some of the most top secret areas, 
equipment, and information under governmental 
control. Steel has a High Level Security Clearance. 
This means he can enter any American Intelligence 
or Secret Service controlled area (the White House, 
Checkmate Headquarters, etc.) with a Security 
System Rating of 18 APs or less without an escort. 
This allows him access to powerful people and 
tremendous amounts of information. 


Using Sarge Steel in Adventures 


Heroes on adventures dealing with government 
operations will likely meet up with Steel, and may 
even find themselves under his command. Most 









missions he directs will be covert and closely 
supervised. He may take part in the action, link Player 
Characters with other meta-human groups, or both. 


Subplots 


Sarge Steel is involved in an ongoing Job 
Subplot, running all meta-human agencies and 
projects, and advising the President in such affairs. 

In his Vietnam years. Steel was involved in an 
Enemies Subplot revolving around his opposition to 
Communist Agent Ivan Chong. Chong was 
responsible for the loss of Steel's left hand. 

Steel, as part of a number of top secret projects, 
needs to keep a low media profile, though he does not 
use a Secret Alter-Ego (Secret Identity Subplot). 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Judomaster #91-98; Sarge Steel #1-8; 
Secret Agent #9-10 

Current: Adventures of Superman Annual #1; 
Captain Atom (3) #40 (behind the scenes), 50; 
Captain Atom Annual #2; Checkmate! #18, 21, 25, 
27-31, 33; Dead shot # I; Firestorm , the Nuclear Man 
#87; Legends #3; Millennium #8; Secret Origins (3) 
#14; Suicide Squad #28-32, 34, 38-41,43, 53 (behind 
the scenes), 60 (behind the scenes), 61-63; Superman 
(2) #26; Superman Annual (2) #1; Swamp Thing 
Annual #5; Who’s Who ‘86 #20; Who 1 s Who ‘91 #6 



Sarge Steel's Solid Metal Prosthesis 







Shade the 
Changing Man 


Dex: 4 

Str: 

3 

Body: 

5 

Iint: 6 

Will: 

7 

Mind: 

8 

Infl: 6 

Aura: 

6 

Spirit: 

5 

Initiative: 18 


Hero Points: 

100 


•Powers: Air Walking: 4, Aura of Fear: 6, 
Awareness: 8, Chameleon: 4, Dimensional Travel: 
5, Illusion: 15, Matter Manipulation: 13, Flight: 4, 
Force Manipulation: 18, Self Link (Personality 
Transfer): 8, Spirit Travel: 12, Telepathy: 13, 
Teleportation: 21 
•Skills: Artist (Writer): 2 

•Bonuses: Telepathy can only be used in conjunction 
with Illusion Power. It allows Shade to enter a 
person's mind to cure madness. 

•Limitations: Power Restriction: Dimension Travel 
can only be used to travel to Meta (Travel Value: 
10); Personality Transfer allows Rac Shade to take 
over the body of Troy Grenzer or another dead 
body. Miscellaneous: Rac does not have full 
control of his powers; see below for details. 
•Advantages: Area Knowledge (Meta, Area of 
Madness); Scholar (American Culture, Madness) 
•Drawbacks: Forced Exile; Minor Psychological 
Instability: Occasionally remaining pieces of Troy 
Grenzer's psyche (or the psyche of those he is 
possessing) will force itself to Shade’s 
consciousness and try to manipulate or destroy 
Shade's morals and beliefs; Secret Identity; 
Uncertainty; Miscellaneous: Rac Shade’s original 
body, which he left in the meta-/.one, is dead and 
deteriorated beyond hope of resurrection. 

•Alter Ego: Rac Shade, Troy Grenzer 
•Motivation: Unwanted Power 
•Wealth: 0 


Powers and Abilities 


Rac Shade's original body is outfitted with a 
Madness Vest which allows him to manipulate reality. 
Using the vest, he draws the madness from inside minds 
and controls it. He has used these forces to Teleport 
across America, Fly, change forms (using Chameleon or 
Illusion Powers), and create forceful blasts of solid 
madness (Force Manipulation). He can reconstruct 
surrounding reality with his Matter Manipulation Power 
or affect his target's perceptions through use of Aura of 
Fear and illusion Powers. The combined affects of his 
powers are usually followed by a localized psychedelic 


twisting of real ity. Shade has developed his Powers far 
enough to be able to return to Meta and the Area of 
Madness (where his original body continues to 
deteriorate) through the use of Dimension Travel. 

Shade still has trouble controlling, and even 
understanding, some of his abilities. The side effects of 
his Powers often cause strange physical and perceptual 
changes in the area around him, even when he is not 
consciously using them. Rac is training himself to 
control this effect. His increasing control over the 
Madness may eventually allow him to do anything that 
his concentration and imagination wi II allow. 

Wizor trained Shade to use his Powers for tracking 
down and dispersing areas of madness that have begun 
to appear on Earth. To do this, he transports himself to 
the epicenter of the madness and then uses his own 
abilities to negate the effects of the insanity. Usually, 
Shade has been known to enter a maddened victim's 
mind and clear up the obsessions or disturbances that 
created the madness in the first place. Ironically, the 
Changing Man often discovers that he is the origin of 
ceitain disturbances. 

Rac’s Powers often manifest as whims of his 
subconscious mind with surprising results. Other people 
with strong mental afflictions, those "touched 1 ' by 
madness, may also subconsciously tap into Shade's 
Powers and wreak havoc by warping reality. In game 
terms, Shade does not lose any power from this because 
he is simply a conduit for the madness. He does, 
however, have to clean up the situation and bring things 
back under control. 


Personality/Role-playing 


Rac Shade is a lonely and emotional soul, who has 
been betrayed by those he trusted and who has brought 
pain to those he loves. He has a power he does not 
necessarily want and would prefer to return home to 
Meta and live a peaceful life. 

As long as he is exiled to Earth, however, he 
reluctantly continues to use his abilities to quell the 
madness growing in America, personified by the 
American Scream. He performs these exorcisms on an 
individual basis (one maddened person at a time). Even 
with the protection of the Madness Vest, it is unknown 
what all the exposure to insanity may do to Shade. 

Rac often battles with the resonant personality of Troy 
Grenzer, which remained after Shade took over the 
executed murderer's body. Sometimes, Shade's dark side 
takes the form of Grenzer and controls Shade. At these 
times, he is unpredictable, animalistic, and fearless. Rac 
will only release this side of his personality in moments of 
dire need or extreme weakness. Recently, this dark persona 
has been dubbed "Hades" by Shade's travel companions. 

Shade should be played as an over-emotional. 







guilty man who constantly questions his own actions 
and motives. He is afraid of his own powers but has the 
courage to put them to good use. Still, he constantly 
worries about the long term effects of his madness 
control and the harm he may bring to his companions. 


Shade's Teleportation 


When a strong area of madness develops, Shade is 
uncontrollably pulled towards it. His Teleportation Power 
works automatically to send him directly into the heart of 
the phenomena. Should Shade try to resist, he will need 
to make an Action Check with the AV/EV equivalent to 
this Int/Wi.l while APs of his own Teleportation Power 
act as the OV/RV. Any positive RAPs indicate success 
and he stays where he is. Unfortunately, the phenomena 
often catches him off guard. 


Madness Vest 


With the exception of Awareness and Spirit Travel, 
Rac Shade’s Powers originate from the Madness Vest. 
While on Earth, the Vest is spiritually connected to him, 
and he uses its Powers like his own. His original body is 
floating in the madness zone, no longer usable, so it 
appears that the Madness Vest is now a permanent part 
of him. 

Recently the Changing Man discovered that the 
Vest was created from the remains of a previous Mind 
Agent. The Vest had a psyche and wanted revenge on 
Shade's former mentor, Wizor. Only Shade could speak 
with or perceive the spirit of the Madness Vest. The 
spirit could only control the Power of Illusion over 
Shade. Shade himself was in control of the other 
Powers. 


Madness Vest 


Dex: 0 

Str: 

0 

Body: 

15 

Int: 5 

Will: 

7 

Mind: 

4 

Infl: 4 

Aura: 

5 

Spirit: 

6 

Initiative: 5 


Hero Points: 

0 


Background Update 


Shade recently lost control of his Hades personality 
and ran into Stringer, a policeman who had been 
following him across the country. When Hades decided 
to have a little violent fun with Stringer, the human 
released a Metan weapon that destroyed Shade/Hade’s 
body. However, with strength of will. Hades was able 
construct a body out of the Madness, after which he 
returned control to Shade. For a time, Shade had to 
concentrate to keep from dissolving into his 
surroundings. Soon, he possessed the dead body of a 


woman who had drowned. He changed the body to 
match his own, but was only able to maintain it for a 
short time. It soon changed back to that of the woman, 
and Shade is presently trying to figure out why he is 
unable to change back . 


Using Shade in Adventures 


Player Characters might meet Shade when he is 
automatically teleported to an area from which madness 
originates. Perhaps one of the PCs, or one of their 
friends, has been touched by madness and must be cured 
by Shade. His lack of control or some unexpected side- 
effect of the Madness Vest could make for some 
interesting experiences for the heroes. Therefore, 
whenever Shade uses his powers, all sorts of weird 
phenomena should occur. The backlash can be as 
magnificent and dangerous as the original threat. 

Shade is best used in bizarre adventures with a 
meta-physical flavor. He and his companions usually 
fight warped incarnations of American popular culture 
brought to life by the madness of a community or 
particularly strong willed individuals. 


Subplots 


Shade has been struggling with a Romance Subplot 
with Kathy George, his travel companion. He does 
know that he needs Kathy to help him keep his sanity 
and perspective. 

Learning to control his amazing Abilities is the 
basis for a Power Complication Subplot, especially 
when his Powers cause some form of turmoil. In an 
ongoing Job Subplot, Shade is a bit confused about his 
responsibilities as a Changing Man. 

While he was in Troy Grenzer’s body, Shade was 
involved in Criminal Past Subplot because he was 
wanted by the law. Now in a woman's body, he is trying 
to find out her identity and a way to change back to a 
man in a Miscellaneous Subplot. 


Appearances to date in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Blasters Special #1; Cancelled Comic 
Cavalcade #2; Checkmate! #18; Crisis On Infinite Earths 
#12; Firestorm , the Nuclear Man #87; Invasion! #2; Shade , 
the Changing Man (I) #1-8; Suicide Squad #16-37; Suicide 
Squad Annual #1; Who's Who ‘86 #20; Who's Who ‘88# 3 

Current: Shade , the Changing Man (2) #1 -on; Who's Who 
‘91 #7 















Son of Vulcan 


Dex: 2/6 

Str: 

2/19 

Body: 

3/9 

Int: 6 

Will: 

7 

Mind: 

7 

Inh.: 5 

Aura: 

6 

Spirit: 

9 

Initiative: 13/17 

Hero Points: 

65 


•Powers: * My Stic Linked 
Dimension Travel: 13, Flame Immunity: 15*, 
Hypnotism: 6*, Invulnerability: 8*, Sealed 
Systems: 12*, Omni-Power: 10 
•Skills: Artist (Photographer/Writer): 4; Detective: 5, 
Weaponry: 1 1 

•Bonuses: Omni-Power can be applied to specific 
Skills and Advantages (see "Power of the Gods" 
below). 

•Limitations: Power Limitations: Son of Vulcan 
must say the name "Vulcan" before he can use his 
heightened Attributes, Powers and Weaponry Skill; 
Dimension Travel can only be used to teleport 
various weapons to the Son of Vulcan from the 
forges of Vulcan (Travel Value 13) and back; 
Omni Power is limited to those Powers certain 
gods wield (see "Powers of the Gods" below). 
•Advantages: Connections: Roman Pantheon (High), 
Vulcan’s Forge (High); Insta-Change 
•Drawbacks: Serious Physical Limitation: When in 
human guise, Mann's right leg is missing; Secret 
Identity 

•Alter Ego: John Mann, Halciber Fillus 
•Motivation: Responsibility of Power 
•Wealth: 4 
•Equipment: 

MYSTICAL ARMOR [Body: 15] 

Mystical Shield [Body: 15] Used to Block attacks. 
LIGHTNING BOLTS OF ZEUS (x5) [B#dy: 0, 
Lightning: 15] Note: Lightning Bolts self-destruct 
on contact and may only be used once. 

Weapons of Vulcan (see the "Weapons of Vulcan" 
section) 


Powers and Abilities 


When John Mann transforms into the Son of 
Vulcan by calling out his patron god's name, he 
changes into a powerful being with titanic strength 
and endurance. He is taller, more muscular, and fully 
armed if the circumstances call for it. 

Son of Vulcan's Str allows him to smash any 
mortal barrier. He wields an array of Powers that 
protect him from harm. He can survive in space or go 
without breathing for over four hours (12 APs) before 
tiring. Plus, his body is tough as stone. Because 
Mann's patron is the God of the Forge, he is immune 


to effects of extreme heat, even at the heart of a 
volcano (Flame Immunity). 

Son of Vulcan has some limited ability to 
manipulate the minds of other sentient creatures. He has 
used this Hypnotism Power to make others fall asleep. 

Son of Vulcan's Mystical Armor was forged by the 
Roman god, Vulcan. It protects him from harm from 
most physical attacks, even those of high-level 
explosives. 

Vulcan opened his forge to his young human ward, 
so Mann has his choice of finely crafted and magical 
weapons which he summons from the armory with his 
Dimension Travel Power. This allows him access to just 
the right weapon for the occasion. Son of Vulcan 
usually summons one at a time. 

The KJng of the Roman Gods, Jupiter, has also 
granted Son of Vulcan the use of his Lightning Bolts 
forged by Vulcan. 


Personality/Role-playing 


Mann never asked for the power the Roman gods 
bestowed upon him; but when they did, he knew he 
had a responsibility to fight the evil that men do. As 
Son of Vulcan, Mann takes his mission seriously and 
carries it out unwaveringly. He is intelligent, 
resourceful, and knows when to follow his own sense 
of right and wrong, even against the wishes of the 
gods themselves. 


Powers of the Gods 


On occasion, Mann may ask Vulcan to borrow 
special abilities from other gods. This is reflected by 
Son of Vulcan’s Omni Power. To use this Power, 
Vulcan must try to Persuade the particular god to 
allow Son of Vulcan to use a Power or Skill. This 
requires an Action Check using Mann's Infl/Aura as 
the AV/EV of the Persuasion attempt against an 
OV/RV of 7/7 (a low number for gods because of 
their familiarity and interest in Son of Vulcan’s 
welfare). Positive RAPs mean that Son of Vulcan 
may use their ability. Normal rules (Hero Point cost, 
etc.) apply for use of the Omni-Power. 

The OV/RV of the Persuasion attempt may 
change according to the state of mind of the god, and 
his or her position on Son of Vulcan’s use of the 
Power(s). Some suggestions for what Powers the 
Roman gods might grant him are below: 

•Apollo: The god of light would give him Flash, 
Energy Blast, heightened Dex (at APs of Omni 
Power) and prophecy (Pre- and Post- Cognition). 












Apollo is also the god of healing and may grant 
him Regeneration and Damage Transference 
Powers. And, as the god of music, he might also 
grant the Musician Subskill of Artist. 

•Bacchus: The god of wine gives him the ability to 
induce madness (Broadcast Empathy) and 
prophetic sight (Pre- and Post- Cognition). 

•Demeter: The goddess of nature would give him 
Speak with Plants, Plant Growth, Plant Control, 
and Earth Animation. 

•Diana: Apollo’s sister would give him Animal 
Handling Skill, Analytical Smell/Tracking Scent, 
and Speak with Animals. Her other face, known as 
Hacatae, would give him the powers of the night: 
Ultra Vision and Illusion, 

•Juno: The wife of Jupiter would temporarily give 
him the Luck Advantage. Son of Vulcan must 
spend 20 Hero Points for this temporary 
Advantage. 

•Mercury: The messenger god would give him the 
Powers of Flight and Superspeed. 

•Minerva (Athena): The goddess of wisdom would 
raise his Int and Will to the APs of Omni Power. 
Since she is also the goddess of stage craft, she 
could also grant him the Actor Subskill of Artist. 
She is also the goddess of military strategy and 
would give him the Military Science Skill. 

•Neptune: The god of the oceans would give him 
Water Freedom, Water Control, and Swimming. 
He is also the god of horses and may grant Son of 
Vulcan a fine steed if he needs one. 

•Jupiter: The king of the gods may grant the use of 
Weather Control. 

•Pan: This god would give him the power to strike 
fear (or panic) in his opponents (Phobia Power). 

•Pluto: The lord of the underworld would grant him 
control over the dead (Animate Dead) and 
Darkness. He is also the god of wealth and may 
temporarily raise Son of Vulcan's wealth to the 
APs of Omni-Power. 

•Venus: The goddess of love gives him Charisma, 
Empathy, Broadcast Empathy, and Control. 

•Vulcan: Although the god of the forge has already 
granted him abilities, he might also give the young 
hero the ability to create fire (Flame Project) and 
control fire (Flame Control). Vulcan's OV/RV to 
Persuasion by Mann is 5/5, since he already likes 
the young hero. 

If the gods refuse Son Vulcan’s request for a 

specific ability (i.e., if he fails his Persuasion 


Attempt), the gods should give him reasons for their 
refusal. It is up to the gamemaster to think of a good 
reason, although one could always say ’’the gods 
want to see if you can handle this alone!” 


Weapons of Vulcan 


Son of Vulcan can summon weapons and items 
from Vulcan’s Forge. He may trade one weapon for 
another using Dimension Travel. He can send the 
weapons back, even if they are taken away, by simply 
willing them to return to Vulcan's Forge. All of these 
items are mystical weapons and will inflict damage 
on those who are susceptible to mystical attacks, such 
as Superman. Below is a list of weapons Son of 
Vulcan might use: 

Bow and Arrows: [S tr: 8, Body: 4, EV: 5, R#4J 
Club: [Body: 4,EV: 5, R#3[ 

Knife [Body: 9, EV: 5] 

Mace: [Body: 9, EV: 6] 

Sling: [Body: 3, Flame Production: 7] This sling 
hurls bolts of flame at opponents. 

Sword: [Body: 9, EV: 6| 


Using Son of Vulcan in Adventures 


Son of Vulcan offers interesting opportunities 
for adventure due to his close relationship with the 
Roman gods, and might lead heroes to Olympus, 
New Olympus orthe Forge of Vulcan. 

A Gamemaster might use Son of Vulcan as a 
messenger of the gods, perhaps warning Player 
Characters of cosmic dangers to come or wrathful 
gods. He could even be turned against the heroes to 
fight for his patrons, but usually he is intelligent and 
strong willed enough to know who the true heroes 
are. 


Subplots 


Job and Secret Identity Subplots come from John 
Mann trying to live a double life as a syndicated 
reporter and servant of the gods. 


Appearances in DC Comics 


Crisis On Infinite Earths #12; Mysteries of; Unexplored 
Worlds #46-48; Son of Vulcan #49-50; War of the Gods #1- 
4; Who's Who ‘86 #21; Who's Who ‘90# 5 










Strata 


Dex: 4 

Str: 

20 

Body: 

17 

Int: 5 

Will: 

5 

Mind: 

5 

Infl: 4 

Aura: 

6 

Spirit: 

6 

Initiative: 13 


Hero Points: 

25 


•Powers: Density Increase: 10, Energy Absorption: 
12, Invulnerability: 15, Sealed Systems: 10, 
Telepathy: 10 

•Limitations: Power Restrictions: Density increase is 
always on and is reflected in the Attributes above; 
Telepathy can only be used to communicate with 
other silicon-based life forms. 

•Advantages: Connection: L.E.G.I.O.N. (High) 

•Drawbacks: Strange Appearance(to non-Dryadians) 

•Alter Ego: None 

•Motivation: Upholding the Good 

•Occupation: L.E.G.I.O.N, Operative 

•Wealth: 5 


Powers and Abilities 


The race of Dryadians developed on a high- 
gravity world and their bodies are silicon-based 
living stone. For this reason. Strata displays massive 
strength and an extremely high density (reflected in 
her Body rating as well as the Density Increase 
Power that is always activated). 


Personality/Role-playing 


Strata appears content with the life of a 
L.E.G.I.O.N. operative and guide to trainees. She is 
one of the few operatives who is not afraid of, or 
greatly annoyed by, Vril Dox. She tends to become 
the arbiter during many of the disputes characteristic 
of the L.E.G.I.O.N. due to her cool head. She does all 
she can to keep the L.E.G.I.O.N. running smoothly 
and because of this, she has made a number of close 
friends during her stay. 

Strata is particularly effective in combat because 
of her ability to assess situations and find an opponent's 
weaknesses. Because of her natural resilience. Strata 
often uses her body as a shield to protect her 
teammates and will usually use defensive tactics. 


Shedding Skin 


A rough, dark, granite-like material covers the 
body of immature Dryadians. During the maturation 
process, the skin sloughs off to revealing a smooth, 
crystalline skin. In their mature form, Dryadians 


discover whether they are male or female, and their 
bodies become much tougher once the Skin Armor is 
gone. 

In her immature state. Strata had a Body of 10 
and Skin Armor of 7. When Lobo attacked her, he 
ripped off some of her Skin Armor, revealing the 
crystalline form beneath and causing the maturation 
process to begin early. To make this kind of attack, 
an opponent must use a Critical Blow or Devastating 
Attack directed at cracking or tearing off the Skin 
Armor. RAPs earned in this Physical Attack are 
subtracted from the Skin Armor rather than Body 
until the Skin Armor is reduced to 0. The Dryadian 
cannot Recover Skin Armor following an attack of 
this kind. After this, the Dryadian gains I AP of 
Boby every 2 days ( 16 APs) until the Body Rating is 
equivalent to the sum of the original Body and Skin 
Armor Ratings (10 + 7 in Strata's case) as result of 
the speeded maturation process. 

Strata is now fully matured. 


Using Strata in Adventures 


Strata will always be found on adventures in 
conjunction with the L.E.G.I.O.N., most often 
leading the new recruits or working on specialized 
and dangerous missions for Vril Dox. An intriguing 
scenario using Strata would be to have her recruit the 
Player Characters to join L.E.G.I.O.N. She would put 
the heroes through various tests and training missions 
to keep them busy and to develop their talents. She 
might also train them to be a special sub team of the 
L.E.G.I.O.N. for specific tasks. The L.E.G.I.O.N. is, 
after all, a larger group than its core members. 


Subplots 


In a Job Subplot, Strata often has difficulties 
training some of her new recruits. She is also 
involved in several Friends Subplots as she attempts 
to keep the L.E.G.I.O.N. operatives working together 
as a team. 

Strata is developing a strong friendship with 
fellow operative Garv, who is also large and 
physically powerful. Their relationship could evolve 
into a Romance Subplot. 


Appearances in DC Comics 


Adventures of Superman Annual #2; Invasion! #2; 
L.E.G.I.O.N. ( 89 (et aL) #1-27, 29-on; L.E.G.I.O.N. 
NO Annual (et al.) #1-2; Legion of Super-Heroes (4) 
#3; Lobo# 1, 4; Who’s Who VI #8 

















Dryad 























































Vi 


Dex: 7 

Str: 

4 

Body: 

5 

Int: 7 

Will: 

6 

Mind: 

5 

Infl: 3 

Aura: 

4 

Spirit: 

5 

Initiative: 19 


Hero Points: 

70 


•Powers: Shrinking: 35 

•Skills: Acrobatics: 6, Gadgetry: 3, Martial Artist: 9, 
Military Science: 5, Scientist: 3, Thief: 5, Vehicles: 
5, Weaponry: 5 

•Advantages: Area Knowledge (Imsk); Connection: 

Legion of Super-Heroes (High) 

•Drawbacks: Guilt; Physical Restrictions: Salu is 
missing her right eye and her right leg. Both are 
prosthetics with a Body equal to her own and an 
R# of 2. 

•Alter Ego: Salu Digby, Shrinking Violet 
•Motivation: Seeking Justice 
•Wealth: 7 


Powers and Abilities 


As all lmskians, Vi is able to shrink down to 
sub-atomic size. The transformation is lightning fast, 
and she can stop at any size in between. Vi retains all 
her Physical Attributes at current levels, no matter 
what her size. 

Digby has trained fiercely in Legion combat 
techniques. Between her Skills as a Martial Artist and 
Thief, and her Shrinking Power, Vi is one of the most 
formidable and dangerous hand-to-hand combatants 
ever to serve the Legion. 


Personality/Role-playing 


Having survived a number of harsh experiences, 
the once shy Shrinking Violet has developed into a 
confident, self-sufficient, and overly serious woman. 

Digby is always ready for action. She enjoys 
taking on dangerous situations and powerful 
opponents. She is a good team player though she may 
not always agree with her colleagues. She is 
extremely protective of her teammates and makes 
watching their backs a priority. 

Vi, once hesitant, now takes an active role in 
most situations that concern her. She speaks her mind 
and acts confidently. She is not as quiet as she was in 
the past, although she has maintained her ability to 
think about what she says before she says it. When 
she does speak, it is with strength and authority. 

Vi is presently patching up relations with Rokk 
Krinn now that the Imsk/Braal war is over. She feels 


personally responsible for his loss of Powers due to 
her role in the Venado Bay incident. Although Krinn 
does not blame her for his loss and he does his best to 
let her know this, she cannot forgive herself. She has 
refused to have the scar she received during the battle 
removed from her face because it reminds her of her 
involvement in the massacre. 


Imskian Shrinking 


Vi's Shrinking Power allows her to perform a 
number of special feats in combat: 

•Physical Attack: Vi can attack a Character while 
enlarging. The motion of her body as she grows 
adds momentum to her normal hand-to-hand attack, 
adding +1 Column Shift to her EV. 

•Defense: Vi adds the number of APs of Shrinking 
engaged to her OV against Physical Attacks. 
•Surprise: If Vi is using her Shrinking Power at a 
level of 7 APs or more, she may attempt a Surprise 
attack under conditions where a normal sized 
person would be seen. At 13 APs of Shrinking she 
is only noticeable by Characters with some form of 
heightened perception Power. Her opponent is 
allowed a Perception Check with his Int/Will as 
the AV/EV of the attempt, and Vi's active APs of 
Shrinking (Examples include: Child: 2, Cat: 5, 
Mouse: 8, Insect: 12, Virus: 25, Atom: 32) as the 
OV/RV. If positive RAPs are gained, the Character 
realizes Vi is present. If the Attempt fails, Vi's 
opponent takes no action and has a -1 Column Shift 
on his OV for one phase. 

Note that Vi doesn't Shrink to the size of an atom 
and stay there indefinitely, in order to keep her OV 
at 39. The reason for this is that her movement APs 
(base of 4) are reduced by the number of APs of 
Shrinking engaged. For example, if Vi is the size of 
a mouse (8 APs), her Running movement is -4, or 6 
inches per phase. At the size of an atom (32 APs), 
she would have to hike for over a year (24 APs) 
just to cross this page! 


Using Vi in Adventures 


Since very few barriers can stop her, and 
imprisoning her in anything less then a stasis field is 
improbable, Vi often acts as an espionage agent for 
the Legion. The Player Characters could meet her 
when she is on a mission for the Legion. She might 
release them if they are captured by a certain villain 












(she might be conducting an investigation or freeing 
some of her own friends at the same time), or, they 
could accidentally find her when they are involved in 
an investigation that crosses one of her own. Vi 
might be hiding in a piece of equipment the PCs take 
home to investigate! 

Vi is also a good contact for information 
regarding the planet Imsk, it's people, and it's 
technology. 


Subplots 


Salu is dealing with a Guilt Subplot over her role 
as Imskian Security Chief during the Venado Bay 
incident. 

Though they have always been friends, Digby 
and Ayla Ranzz have become much closer with the 
reformation of the Legion. They are rarely separated, 
and their developing relationship is material for a 
Friendship Subplot. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Action Comics #276, 319, 381-382, 389: 


Adventure Comics #301-306, 308, 310, 313-314, 
316-317, 319, 321, 324-326, 328, 330-331, 336-337, 
340-343, 346-347, 348 (behind the scenes), 349-350, 
353-355, 356 (behind the scenes), 358-361,364, 368, 
371-372, 374-375, 378-379; All-New Collectors' 
Edition #C-55; The Brave and The Bold #179; Crisis 
On Infinite Earths #4-5, 8, 10; DC Comics Presents 
#80; Legion of Super-Heroes (1) #259, 262, 268-271, 
273, 275, 278-280, 284-286, 305, 308, 312-313 (2) I- 
11, 13-17, 19-24, 26-27, 30, 35-39,41-43, 45-47, 49- 
51,54, 56, 60-61 63 (3) I, 3; Legion of Super-Heroes 
Annual (1) #3 (2) 1. 3-4; Secrets of the Legion of 
Super-Heroes #1-2, 3 (behind the scenes); Superboy 
(I) #147, 293, 195, 197-198, 200-202, 205, 207, 209, 
212-214, 218-219, 221, 225-22; Superboy and the 
Legion of Super-Heroes #232, 234, 237, 241, 243- 
245, 247, 250, 255-258: Superman (1) #156; 
Superman Family #207; Superman s Girl Friend, 
Lois Lane #50; Superman’s Pal, Jimmy Olsen #72; 
Tales of the Legion #324; Who’s Who '86 #21; 
World’s Finest Comics #284 

Current: Adventures of Superman #477-478; Legion 
of Super-Heroes (4) #1,3,9-10, 12-13, 15-18, 20,27; 
Legion of Super-Heroes Annual (4) #1,3; Secret 
Origins (3) #47; Who’s Who in the Legion of Super- 
Heroes #6; Who’s Who ‘91 #6 


Magnification xl 00 





Single grain of sand 

/ 


Size comparison 


Prosthetic implant 






Vigilante I 


Dex: 4 

Str: 

3 

Body: 

4 

Int: 6 

Will: 

7 

Mind: 

7 

Infl: 5 

Aura: 

5 

Spirit: 

7 

Initiative: 17 


Hero Points: 

45 


•Skills: Animal Handling: 8, Artist (Musician): 5, 
Detective: 5, Martial Artist: 7; Vehicles (Land): 7, 
Weaponry: 1 1 

•Advantages: Connections: Entertainment Industry 
(Low), Seven Soldiers of Victory (High), All-Star 
Squadron (Low), El Diablo (Low); Lightning 
Reflexes; Scholar (cowboy lore); Sidekick (Stuff) 
•Drawbacks: Secret Identity; Age (old) 

•Alter Ego: Greg Saunders 
•Motivation: Seeking Justice 
•Wealth: 9 
•Equipment: 

Six-Shooters (x2) [Body: 5, EV: 5, Ammo: 6, R#: 2J 
Lasso [Str: 5, Body: 7] Note: Vigilante's Lasso is 3 
APs long. 

MOTORCYCLE [Str: 6, Body: 7, Running: 7, R#: 2 ] 


Powers and Abilities 


Vigilante is still known for his talent with the 
six-shooter (Weaponry) and his abilities in fisticuffs 
(Martial Artist). In his normal guise as western singer 
Greg Saunders, he wowed audiences with his singing 
and performance in a number of musical westerns 
during the 40’s and 50’s (Artist: Musician). 

Vigilante developed a number of skills for 
combating corrupt hombres of the wild west, such as 
horse back riding and other rodeo skills (Animal 
Handling). In order to track down the lawless in 
cities. Vigilante learned to ride a motorcycle nearly 
as well as horses (Vehicles). 


Personality/Role-playing 


Unlike most heroes that begin their career 
seeking revenge for the death of a loved one. 
Vigilante never became obsessed with fighting crime. 
He takes a fairly open-minded approach to his task, 
focussing on doing what he can to protect innocent 
people and work toward justice. He knows one man 
can't beat all criminals, but he feels that what he does 
sends the criminals a warning. 

Saunders has a strong sense of right and wrong 
but not much faith in the system. He goes beyond the 


law to end criminal activities and respects other 
heroes who have the courage to do the same, like El 
Diablo and Batman. 

Presently Saunders' age and a changing world 
have slowed him down, but when the world needs 
him, he pulls out the six-shooters and lariat and puts 
on the old costume. 

Saunders' music and his business are just as 
important to him as law enforcement. Hunting down 
criminals has taken a back seat to his business 
endeavors. He feels he has earned his retirement and 
is enjoying is golden years. 


The War Years 


In his youth. Vigilante's statistics were slightly 
different from those found above: 


Dex: 7 

Str: 

4 

Body: 

5 

Int: 5 

Will: 

7 

Mind: 

7 

Infl: 5 

Aura: 

5 

Spirit: 

7 

Initiative: 21 


Hero Points: 

45 


•Skills: Animal Handling: 8, Artist (Musician): 4, 
Detective: 4, Martial Artist: 7; Vehicles (Land): 7, 
Weaponry: 1 1 

•Advantages: Connections: Entertainment Industry 
(Low), Seven Soldiers of Victory (High), All-Star 
Squadron (Low); Lightning Reflexes; Scholar 
(Cowboy Lore); Sidekick (Stuff) 

•Drawbacks: Secret Identity 
•Wealth: 6 


Rope Tricks 


Lassoing an object is a Dice Action using 
Vigilante's APs of Weaponry against an OV/RV of 
2/2 (typically). The OV/RV may change according to 
the difficulty of the attempt (size of object, height, 
distance) and circumstances involved with the 
attempt. Use the Universal Modif ier Table (page I 1 
of the Rules Manual) for finding the OV/RV for more 
complex lassoing attempts. 

If Vigilante is lassoing an opponent or moving 
target, he uses his Weaponry/STR as AV/EV for the 
attempt against his opponent's Dex/Str as OV/RV. 
Positive RAPs gained signify the target has been 
lassoed and is considered Grappled by the rope. In 
subsequent phases. Vigilante can tighten the rope 
using his Str. Consider this a normal attack while 
Grappled (see Grappling rules on page 21 of The 
Rules Manual ). 














Stuff, the Chinatown Kid 


Victor Leong began his career in heroing at an 
early age. He latched up with Vigilante when he was 
a teen and has been with his mentor ever since. 
Together they shared numerous adventures with the 
All Star Squadron and the Seven Soldiers of Victory. 
"Stuff" currently manages Saunders' business affairs, 
especially his chain of Last Roundup Restaurants. 


Stuff 


Dex: 5 

Str: 

3 

Body: 

4 

Int: 6 

Will: 

5 

Mind: 

5 

Infl: 5 

Aura: 

5 

Spirit: 

6 

Initiative: 16 


Hero Points: 

30 


•Skills: Martial Artist: 6 

•Advantages: Connections: All-Star Squadron 
(Low), Seven Soldiers of Victory (Low), Vigilante 
(High) 

•Drawbacks: Age (old) 

•Alter Ego: Victor Leong 
•Motivation: Upholding the Good 
•Wealth: 5 

Stuff was a bit quicker during the war years. At 
the time his Attributes were: Dex: 6, Str: 3, Body: 4, 
Int: 5. He also had the Age (Young) Drawback, and 
his Wealth Rating was 2. 


Using Vigilante in Adventures 


A Character might meet Vigilante out in the 
West, especially if they are working solo. Vigilante 
seems to have taken an interest in the young 
vigilantes now protecting his old stompin' ground. He 
might take it upon himself to teach the young pups a 
thing or two. 

A group of adventurers might also bump into 


him in a World War 11 America setting. He would be 
working with the All-Star Squadron or Seven 
Soldiers of Victory, along with his pal Stuff. 


Subplots 


The older Saunders now has very conventional 
responsibilities with his business dealings. Such Job 
Subplots have forced him to slow down his career as 
an adventurer. 

Vigilantes are not looked on with the awe they once 
were, especially with the proliferation of meta-human 
types. Modern law may not look kindly on the Vigilantes 
moonlighting activities in a Miscellaneous Subplot. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


World cit War Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Action Comics #42-198; Action Comics 
Miniature; Adventure Comics #417, 422, 426-427, 
438, 442-443; All-Star Squadron #29, 31, 32 (behind 
the scenes), 53 (behind the scenes), 56, 59-60; Crisis 
On Infinite Earths #L2; Infinity, Inc. #11; Justice 
League of America #78-79, LOO-102, 144; Leading 
Comics #1-14; Western Comics #1-4; Who's Who ( S7 
(I) #25; World's Finest Comics #214, 244-248 

Current: El Diablo #12; Secret Origins (3) #9 
(flashback); Who’s Who VO #5; Young All-Stars #3, 
25 (behind the scenes), 27 (flashback); Young All- 
Stars Annual # I 



Vigilante I's Custom Motorcycle 


























Wildcat II 


Dex: 8 

Str: 

4 

Body: 5 

Int: 5 

Will: 

5 

Mind: 5 

Infl: 6 

Aura: 

5 

Spirit: 5 

Initiative: 23 


Hero Points: 45 


•Powers: Claws: 7, Cling: 4, Tracking Scent: 7 
•Skills: Acrobatics: 9, Artist (Writer): 2, Martial 
Artist: 6, Thief: 8 

•Advantages: Connections: Infinity, Inc. (High), 
Music Industry (Low); Lightning Reflexes; Scholar 
(rock & roll) 

•Drawbacks: Secret Identity 
•Alter Ego: Yolanda Montez 
•Motivation: Responsibility of Power 
•Wealth: 5 


Powers and Abilities 


Wildcat was born a meta-human with increased 
strength, stamina, and cat-like reflexes and speed (a 
combination of high Dex and Acrobatics Skills). As 
her code-name implies, she has the feline ability to 
track anyone by scent alone (Tracking Scent), as well 
as move about in silence by applying her Thief Skill. 

Wildcat’s fingernails have evolved into sharp 
Claws that can cut through substances as hard as 
wood or fired brick. She can retract them when not in 
use, so they appear as normal nails. The combination 
of strength and Claws also gives her the Cling Power; 
this allows her to swiftly climb almost any surface. 


Personality/Role-playing 


Yolanda Montez was born with her Powers that 
she could have kept secret if she had wished. But when 
she realized the good she could do and the people she 
could aid using them, she leapt to the task. Wildcat 
pays homage to her godfather, Ted Grant (the original 
Wildcat) by becoming a hero using his name and 
motif. She was always very proud of Grant and feels 
responsible for carrying on the Wildcat hero legacy. 

Montez is a bright, vivacious woman with a 
sense of adventure. When she puts on her costume, 
she becomes a savage fighter, able to hold her own in 
most conflicts. 


Climbing 


Wildcat’s Cling Power allows her to traverse 
perfectly vertical, or even inverted surfaces, as if they 


were level ground. Attempts to Cling to any unusually 
slippery substances are resolved according to the 
Universal Modifiers Chart (ice or Teflon is Difficult, 
while an oil coated wall or ceiling would be Extreme). 

The collective weight of objects carried while 
she uses Cling cannot exceed her Str of 4 APs. 
Therefore, Wildcat could carry up to three averaged 
sized people (and herself) while making a normal 
vertical climb. Because of her Claws and Acrobatics 
Skill, Wildcat can have one hand full and still climb 
at full speed. 


Using Wildcat in Adventures 


Wildcat is most often seen with Infinity, Inc. 
Since their break-up she has been partially retired as 
a hero. Player Characters might meet her in a plot 
that involves a threat on a rock star's life. For her job, 
Yolanda would cover the story, but for her love of the 
rock industry and simply because it's right to protect 
a helpless person, she just might come out of 
retirement. The heroes, either attending the concert, 
protecting the star, or just showing up to help might 
encounter her at that time. 

Montez is believed to be connected in origin to 
the bizarre collection of meta-humans known as 
Helix. She may join them on an unconventional 
adventure or lead heroes against the eccentric group 
of social outcasts. 


Subplots 


Yolanda's job with Rock Stars magazine may 
have to take a back seat when she is on missions as 
Wildcat. She would then have to catch up on her 
deadlines in a Job Subplot. 

Wildcat found herself involved in a strange 
"Family" Subplot with the members of Helix. 
Supposedly all of their mothers were experimented 
on by Doctor Love. His machinations resulted in the 
birth of numerous meta-humans including Montez. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book 


Appearances DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 



















Pre-Crisis: All-Stcir Squadron #53; Crisis On Infinite Current: Flash (2) #8; Infinity, Inc. #25-47, 49-53; 
Earths #5-7, 9-12; Infinity , Inc . #12, 16, 21, 23; Infinity, Inc. Annual #1; Infinity, Inc. Special 
Who J s Who ‘87 (1) #25 #1 Invasion! #2; Millennium #1, 3-5, 7-8; The New 

Teen Titans (2) #38; The Outsiders Special #1; Secret 
Origins (3) #9, 50; Who's Who V) #6 



Rock Stars Magazine's Corporate Offices 


□□□□□ 




















































































VILLAIN 


Ares 


Dex: 8 

Str: 

22 

Body: 

18 

Int: 11 

Will: 

26 

Mind: 

20 

Infl: 19 

Aura: 

20 

Spirit: 

18 

Initiative: 42 


Hero Points: 

200 


•Powers: *Mystic Linked 

Animate Objects: 19, Aura of Fear: 7, Energy 
Blast: 20*, Control: 7*, Darkness: 15*, Dimension 
Travel: 25, Energy Absorption: 13*, Flame 
Project: 16*, Flight: 20*, Growth: 8*, Hypnotism: 
16*, Invulnerability: 25*, Life Sense: 17, Mind 
Blast: 15*, Mystic Shield: 16, Sealed Systems: 
20*, Skin Armor: 6, Telepathy: 15, Teleportation: 
25* 

•Skills:Martial Artist: 16, Military Science: 16, 
Occultist: 15, Weaponry: 20 
•Bonuses: Darkness Power works against all vision 
Powers, Ares can make himself or selected targets 
visible in the Darkness at will.; Dimension Travel 
Power can be used to Summon any weapon. 
•Advantages: Area Knowledge (Areopagus, 
Olympus); Authority Figure; Connections: All 
Military Organizations (High), New Olympus 
(Low); Iron Nerves; Leadership; Lightning 
Reflexes; Sharp Eye 

•Drawbacks: Attack Vulnerability: Ares suffers -4 
Column Shifts to his OV and RV against attacks 
using the Amulet of Harmonia (see' 1 Special 
Vulnerabilities" section below); Serious Rage; 
Serious Psychological Instability; Catastrophic 
Irrational Attraction to causing war, death, and 
destruction; Catastrophic Irrational Attraction to 
destroying the Amazons 
•Motivation: Power Lust 
•Equipment: 

WAR ARMOR I Body : 30] 


Powers and Abilities 


Ares is a god with power beyond human 
comprehension. As a god, he has a tremendous 
number of Mystical and Mental Powers at his 
disposal, most of which he uses to coerce mortals 
into warring with one another (such as Control, 
Hypnotism, and Aura of Fear). Ares can quickly 
travel through space and dimensions (Flight, 
Teleportation, and Dimension Travel), and survive 
for extended periods in nearly any environment 
(Sealed Systems). 


Beyond all his Powers, Ares is, by definition, the 
ultimate authority on war, military science, the use of 
weapons, and all fighting techniques (Military 
Science, Weaponry and Martial Arts Skills). 

Ares is always ready for battle, and his 
equipment reflects this. He can instantly summon to 
his hand any weapon he desires (using the Dimension 
Travel Power). He always wears his armor, which is 
nearly indestructible. While wearing it, Ares can 
survive any attack, up to and including a direct hit 
from a nuclear warhead. 


Personality/Role-playing 


Ares can best be described as obsessively 
destructive. In fact, he has dedicated his entire 
existence to the cause of war and violence. He enjoys 
the pain and bloodshed of mortals, but also needs 
their worship, direct or indirect, which he often 
forces from them. 

Ares cares for no one and spends most of his 
time alone in his home, the Areopagus. Many 
millennia ago, he separated himself from the other 
gods whom he considered weak and compassionate. 
Though he has fathered three children, he had no 
emotional attachment to their mother. Aphrodite. His 
children, especially Harmonia, are the only entities to 
whom he has shown any sign of affection. 

Ares is a morose, brooding god, acting dark and 
depressed even when engaged in his favorite 
activities. When angered, he is a vicious, terrifying 
force of death who strikes in an uncontrolled rage. 
Although he goes on such destructive binges, he 
actually has an incredible mental capacity and 
develops plans well before acting them out. He is a 
master strategist and very few have outwitted him. 

Ares has declared himself the ultimate enemy of 
the Amazons because they encourage peace and 
harmony in the world. He especially hates Wonder 
Woman, who forced him to see that his ultimate wish 
of total destruction for mankind would cause him to 
cease to exist. 


Special Vulnerabilities 


Ares’ OV and RV are lowered by -4 Column 
Shifts against Attacks using the Amulet of Harmonia. 
Ares is especially sensitive to this artifact and cannot 
use Mystic Shield or Energy Absorption to protect 
himself from its effects. 








Ares needs worshippers to survive. This is a 
paradox in that Ares was born to cause war and 
destruction. He once wished that he could cause 
complete Armageddon, but he realized that without 
humans he would cease to exist. Ares will now 
defend humanity in matters of cosmic importance to 
protect his own interests. 

When he was worshiped by many as an entity of 
destruction, Ares was much more powerful. Now that 
humans no longer directly worship him, he constantly 
grows weaker. Every time a peace pact is signed and 
upheld, Ares must cause equivalent strife elsewhere 
in the world or he loses 1 point of Infl and Aura. It 
is conceivable that worldwide peace could cause him 
to become inert and nearly defenseless to Mystical 
Attacks. 


Areopagus 


The Areopagus is the temple of war and Ares 1 
residence. He set up base there when he left Mount 
Olympus, disgusted by his fellow gods. The 
Areopagus is close to Olympus, lying in the same 
Dimension, but where the mountain of the gods is 
bright and awe inspiring, the Areopagus is dark, 
foreboding, and fills beings that visit there with 
feelings of despair, fear, and anger. The Areopagus 
has a Travel Distance of 10 (see page 20 of the Magic 
Sourcebook) and can only be reached by those who 
have Dimension Travel Power or some magical 
artifact designed to take the possessor there. 


and Control to take over key officers and personnel, 
subtly bending their actions to his will. Aura of Fear 
can be used in the battlefield to create tension which 
could escalate into a battle. 


Using Ares in Adventures 


Ares should only be used in Earth-shattering 
campaigns with a number of powerful heroes. Or, to 
prevent the Player Heroes from being obliterated, 
they might have to stop a war that Ares instigated, 
without challenging him head-on. 

Since Ares is a sworn enemy to the Amazons, 
they might have to protect themselves from his wrath. 
Wonder Woman is often foremost in protecting her 
people and may seek out the aid of the Player 
Characters to help her defeat the war god. 

Remember that although Ares is ruthless and 
devastatingly destructive he is also extremely 
intelligent. His might is far more than a match for the 
most powerful heroes in the world. If Player 
Characters are in over their heads against Ares, they 
might try to gain the aid of gods like Hermes or 
Artemis. 


Subplots 


Ares is involved in an ongoing Enemies Subplot 
with the Amazons. He is also involved in a Family 
Subplot with his children Harmonia, Phobos, and 
Deimos, and the other Olympians (particularly his 



dedicated to war or ''defense. M Through the 
knowledge of these organizations afforded him by the 
Connections, he can use his Powers of Hypnotism 


War of the Gods #2-4; Who's Who ‘87 (2) #1; Who's 
Who VO #8; Wonder Woman (2) #1, 2-4 (behind the 
scenes), 5-6, 13 



Ares' Helmet 












VILLAIN 


Blockbuster I 


Dex: 5 

Str: 

10 Body: 

10 

Int: 2 

Will: 

4 Mind: 

6 

Infl: 2 

Aura: 

4 Spirit: 

6 

Initiative: 

9 

Hero Points: 

60 


•Powers: Growth: 1, Skin Armor: 4 
•Limitations: Growth is Always On 
•Drawbacks: Miscellaneous: Blockbuster must 
consume tremendous amounts of food and drugs to 
to maintain his strength and stamina (see 
"Weaknesses" below); Serious Rage 
•Alter Ego: Roland Desmond 
•Motivation: Psychopath 
•Wealth: 3 


Powers and Abilities 


Blockbuster is a towering 8' giant whose body is 
composed of rock-hard muscle. His skin is nearly 
impenetrable, able to withstand small artillery fire. 
Blockbuster’s strength offsets his massive bulk, 
allowing him to move with remarkable agility. He is 
also capable of lifting over 25 tons. 

Currently, Blockbuster has lost the ability to 
change back to his normal human form. When he 
could, he had the lnsta-Change Advantage, and his 
Growth was not Always On. 


Personality/Role-playing 


Since he received his meta-human abilities, 
Roland Desmond has used his newly discovered 
power for destruction and self-gratification. He is 
completely self-centered and a consummate show- 
off. He fears no one, and will take on the toughest 
heroes simply to prove his might. In fact, he is 
willing to kill to prove it. 

Roland has been a small time criminal for years and 
cares nothing for heroics. He cannot be calmed when he 
is in a rage, since he could care less about the destruction 
he causes. In fact, he seems to take great pride in the 
damage that he can cause with his new super-human 
form. Unlike his brother Mark (the original 
Blockbuster), he holds a great deal of animosity towards 
heroes and will destroy them whenever possible. 

Untrained in combat, Desmond can be easily 
beaten by an opponent using strategy and skill, but 
one blow from him could quickly end the fight in his 
favor. He relies completely on his strength and 
savagery when opposed. 


Weaknesses 


One of the drawbacks to Blockbuster’s power is 
that he tires easily. His heightened metabolism causes 
him to need tremendous amounts of food and sleep, 
and Roland often uses steroids to augment his already 
massive form. After exerting himself in battle (after 10 
rounds or more) or any other strenuous activity 
(exerting his full Physical capacity for 9 APs or more 
of time, such as traveling on foot at high speeds), 
Blockbuster makes an Action Check with the AV/EV 
and the OV/RV equal to his Body/Body. If he fails to 
gain positive RAPs on the attempt he must rest for half 
a day (14 APs ) or suffers a -2 Column Shift on all 
Physical Dice Actions until he has rested. 

Blockbuster may try to use drugs to boost his 
stamina, which may have some effect on his 
behavior. He also uses drugs on occasion to keep 
himself moving as it is hard to gain momentum with 
such a tremendous form. Jf Blockbuster takes 
chemical stimulants and/or steroids, he will escape 
the Column Shift Penalty of all Physical Dice 
Actions while on the drug. However, due to the 
massive amount he must consume to affect a body 
his size, he adds the Catastrophic (instead of Serious) 
Rage Drawback and must suffer an Attack with his 
Body/Body as OV/RV and an AV/EV equal to 8 
(treat as Poison Touch). 

Blockbuster must also eat 5 times as much food 
per day as the average human. For each day he does 
not eat this much, he loses 1 point of Str (to a 
minimum of 4). 


Blockbuster I 


The hulking behemoth known as Blockbuster is 
actually the second man to carry the name. Originally 
Roland’s brother was Blockbuster, a monster by 
misfortune. Mark Desmond developed a serum to 
increase his sickly physical form, but it triggered his 
meta-gene (obviously very similar in nature to his 
brother’s). He died a hero fighting the Apokoliptian 
monster Brimstone. 


Blockbuster I — Deceased 


Dex: 5 

Str: 

10 Body: 

12 

Int: 2 

Will: 

2 Mind: 

6 

Infl: 2 

Aura: 

2 Spirit: 

8 

Initiative: 

1 1 

Hero Points: 

60 












•Powers: Growth: 1 
•Skills: Martial Artist: 8 

•Advantages: Connections: Bruce Wayne (Low), 
Task Force X (High) 

•Drawbacks: Catastrophic Rage 
•Alter Ego: Mark Desmond 
•Motivation: Unwanted Power 
•Wealth: 5 


Using Blockbuster in Adventures 


Blockbuster is a formidable opponent for heroes 
to encounter. He is best used in fast paced storylines 
where Characters do a lot of fighting and honing their 
teamwork skills. In a longer scenario. Blockbuster 
might work with other villains on some scheme to 
gain power and riches. He would most likely be hired 
on as muscle. In such an Adventure, unwary heroes 
might find their team being split up so that each hero 
fights one villain head-to-head. Woe to the hero who 
meets Blockbuster alone. 

The first Blockbuster, Mark Desmond, was 
constantly in self-conflict Though he had a tendency 
to be destructive when angered, he could be calmed 
by Bruce Wayne or Roland. 


Subplots 


Roland Desmond is quickly developing a drug 
dependency. This coupled with his lack of control 
over his Power and mad rages lead to a serious Power 
Complication Subplot. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Blockbuster I (Pre-Crisis): Bcitmcin #194, 308-309; 
Crisis On Infinite Earths #5, 9-10; Detective Comics 
#345, 349, 498-499; Justice League of America #46- 
47, 135, 166-168; Secret Society of Super-Villains 
#12-15; Wonder Woman (1) #294-295; Who's Who 
‘85 #3, (Current): Legends #3 

Blockbuster II (Pre-Crisis): Detective Comics #345, 
(Current): Stannan #9-10; Who's Who ‘91 #7 



-2 fully armed and armored guards check the cells 
every 30 minutes. 


Blockbuster’s Belle Reve Prison Cell 

















VILLAIN 


Bolt 


Dex: 8 

Str: 

4 

Body: 

5 

Int: 4 

Will: 

4 

Mind: 

4 

Inki.: 5 

Aura: 

3 

Spirit: 

4 

Initiative: 21 


Hero Points: 

35 


•Skills: Acrobatics: 6, Gadgetry: 5, Martial Artist: 8, 
Thief: 6, Vehicles: 6, Weaponry: 6 
•Advantages: Genius; Lightning Reflexes 
•Alter Ego: Unknown 
•Motivation: Mercenary 
•Wealth: 5 
•Equipment: 

COSTUME [Body: 3, Str: 7, Teleportation: 10, 
Lightning: 12, Flight: 6, R#: 2] Limitation: Minor 
Power Burnout on Lightning. 


Bolt's Statistics 


According to DCs Who's Who '91, Bolt’s special 
abilities are contained entirely in his suit. Therefore, 
his statistics have been shifted around to show that 
his suit gives him his Powers. Also, since Bolt 
reputedly knows how to work with, fix, and design 
his technology, he has been given the Gadgetry Skill 
and Genius Advantage. 


Powers and Abilities 


Bolt has no Powers and relies on his electronic 
Gadgets when on a mission. He is, however, a 
veteran assassin and a master of the trade (employing 
Martial Artist, Thief and Weaponry Skills). Bolt 
designs and builds the complex circuitry that powers 
his costume (Gadgetry Skill). 

The costume Bolt wears to conceal his identity is 
more than a tasteless motley. It contains sophisticated 
electronics that allow him to fire massive electrical 
discharges that can blow through a steel wall 
(Lightning). With the costume, he can fly at moderate 
speeds up to 60 miles per hour. Most important to his 
work, he gains the element of surprise with his ability 
to Teleport. He can use this Power to Teleport about 
one mile of distance. 


Personality/Role-playing 


Bolt is a mysterious assassin who works for the 
highest bidder. However, just because one has the 
money to hire him does not mean he will take the job 
being offered. He is very particular about which 
“hits” he makes and will question his perspective 


employerextensively about details to make certain he 
is not being set up. 

Despite how careful he is, however, he always 
seems to fall into the path of one super-powered hero 
or another when fulfilling his contracts. His last 
conflict with Starman ended with him behind bars, a 
rarity for this elusive criminal. 

Even if Bolt is caught, however, he never reveals 
information about his employers or his contract. Not, 
at least, willingly. Under extreme duress. Bolt might 
break down and tell what he knows, but this has yet 
to be proven because he hasn't been held that long. 

Bolt gives an impression of an uneducated 
misanthrope by his speech, mannerisms, and career 
choice. In actuality. Bolt is a clever man who makes 
decisions carefully and quickly. If this were not the 
case, he would not still be alive and at large. 

It is believed Bolt uses most of his income to 
finance and develop new technology. Whether 
anyone knows his true identity or not is a mystery, 
but he seems to have a number of resourceful and 
powerful connections. It is possible that he may be a 
powerful force in organized crime. 


Using Bolt in Adventures 


Bolt will usually be found on a mission to 
assassinate someone important. He is hired for his 
expertise and equipment, so he often takes out big 
names, politicians, crimelords, or possibly even 
vigilantes and heroes. 

Bolt could be used as a lead in to a much greater 
villain who hired Bolt to kill one (or more) of the Player 
Characters. Or, the heroes could stop one of his 
assassination attempts and try to bring the elusive 
mercenary to justice along with his mysterious employer. 


Subplots 


Bolt appears to have an Enemies Subplot with 
any hero within his vicinity, because they inevitably 
show up and beat the tar out of him. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Bcickground/Rosler Book , World in the Balance 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

















Pre-Crisis: Blue Devil #6-9; Crisis On Infinite 
Earths #9-10; Hawkman (2) #13-14; Who's Who '85 
#3 


Current: Blue Devil #6-9, 23; Captain Atom (3) #9, 
27-28; Crisis On Infinite Earths #9-1#; The Fury of 
Firestorm #45-47; Hawkman (2) #13-4; Starman #2- 
3; Who’s Who *85 #3; Who’s Who 91 #6 



Bolt’s Battlesuit 











VILLAIN 


The Brain and 

Monsieur 

Mallah 


The Brain 


Dkx: 2 

Str: 

0 

Body: 

12 

Int: 13 

Will: 

10 

Mind: 

10 

Infl: 9 

Aura: 

7 

Snrit: 

8 

Initiative: 

24 

Hero Points: 

75 


•Powers: Iron Will: 8, Mental Blast: 8 
•Skills: Charisma: 10, Detective: 8, Medicine: 12, 
Gadgetry: 12, Scientist: 10 

•Advantages: Connections: Society of Sin (High), 
Underworld (High), Zandia (Low); Connoisseur; 
Genius; Iron Nerves; Leadership; Scholar 
(surgery); Sharp Eye 

•Drawbacks: Strange Appearance; Catastrophic 
Physical Restriction: The Brain is literally a 
disembodied brain that cannot survive outside of 
its containment unit. 

•Alter Ego: Unknown 
•Motivation: Power Lust 
•Wealth: 13 


Monsieur Mallah 


Dex: 8 

Str: 

7 

B#dy: 

7 

Int: 8 

Will: 

7 

Mind: 

7 

Infl: 6 

Aura: 

4 

Spirit: 

5 

Initiative: 

26 

Hero Points: 

75 


•Skills: Acrobatics: 8, Gadgetry: 5, Martial Artist: 8, 
Medicine: 8, Scientist: 6, Weaponry: 6 
•Advantages: Connections: Society of Sin (High); 
Genius; Lightning Reflexes; Scholar (surgery, 
weapons technology) 

•Drawbacks: Strange Appearance 
•Alter Ego: None 
•Motivation: Mercenary 
•Wealth: 5 
•Equipment: 

Sub-machine gun [Body: 2, AV: 5, EV: 6, Ammo: 4, 
R#: 3] 


Powers and Abilities 


All that is left of the Brain's original body is a 
brain kept in a containment unit of chemicals and 
nutrients that keep it alive. He does not have a 


humanoid form to move about in "normally." His 
brain can, however, be transplanted by skilled hands 
into a robotic form if one becomes accessible. His 
normal unit is an armless contraption that wheels 
about while he gives orders. 

Brain is a genius as well as a criminal strategist. 
He seems able to order and intimidate others even 
without the ability to physically threaten them. The 
Brain also has an indomitable will power (Iron Will) 
and can focus blasts of mental energy that can injure 
his opponents physically (Mental Blast), 

Monsieur Mallah is a gorilla with a genius level 
l.Q. thanks to the machinations of the Brain. His 
gorilla heritage gives him great Strength and speed, 
plus a natural combat ability (Dex, Acrobatics and 
Maitial Artist). Mallah is also a talented scientist and 
capable surgeon who can keep the Brain alive and his 
containment suit in working order. 


Personality/ Role-playing 


The Brain is a high-level genius who likes to use 
his intelligence to manipulate, persuade, and 
intimidate weaker minds. However, he is also very 
much a coward, and when faced with forces who are 
not deterred by his sharp mind, he tends to go on a 
nervous rampage, shrink back in fear, or go into 
hiding. He often surrounds himself with an elite force 
to protect himself. 

Mallah is a formidable opponent due to his 
natural acrobatic abilities and physical build. 
Although he carries a sub-machine gun and wears 
extra ammo at all times, he is not a truly hateful or 
nihilistic creature. He fights and works for the Brain, 
whom he owes his heightened intelligence. Mallah’s 
job as chief lieutenant for the Brain is to protect the 
Brain at all costs, and the gorilla does so loyally and 
with deep affection. 

The two are inseparable, and even without the 
other members of the Brotherhood of Evil (now 
called the Society of Sin), they have launched many 
schemes to gain power. Neither would hurt the other. 
In fact, they recently expressed deep emotions for 
one another shortly before they both apparently died 
in an explosion. 


Brain Transplant 


If Brain’s B#dy Condition reaches 0 in Killing 
Combat, the unit that carries his Brain becomes 
inoperable. However, his brain may be rescued and 
placed into another containment unit or robotic body 










built to receive an organic brain. Anyone with the 
Medicine Skill has a chance to save the Brain from 
dying by making a Surgery Attempt against an 
OV/RV of 10/10. If positive RAPs are gained they 
are added to the Brain's Body Condition, the Brain is 
safely in a new containment suit, and it stops losing 
APs of Body. If the Attempt fails, the Brain takes one 
additional point of damage and is in no better shape 
than before. 


Using the Brain and Monsieur Mallah in 
Adventures 


Brain and Monsieur Mallah are likely to be 
involved in Adventures where there is a great deal of 
power to be gained. If someone is trying to conquer 
an area through organized crime, it is likely that the 
Brain is behind it. 

Recently, the duo has been in the European 
Underground, building up power and resources to 
become a force to reckon with once again. Heroes 
Adventuring in Europe, therefore, might encounter 
these two and their operatives. 

Monsieur Mallah discovered that there were 
other intelligent gorillas in the world when Gorilla 
Grodd mentally called him to Gorilla City in Africa. 
He may play a part in adventures where Characters 
travel to or need aid from Gorilla City. 


Subplots 


Brain and Mallah were involved in a strong Friends 
Subplot that evolved into a Romance Subplot just before 
they both died. Brain, through his abrasive and selfish 
ways, has brought Enemies Subplots with the Doom 
Patrol and Madame Rouge against him. The other 
Society of Sin members do not care for him much either. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book, New Titans Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: The Brave and The Bold #65; Crisis On 
Infinite Earths #5, 9; Doom Patrol (1) #86-87, 90, 93, 
96-97, 101, 104, 107-113, 119, 121 (2) 26, 34 (Mallah 


isn’t in #101, 113, 119); The New Teen Titans (l) #14- 
15, 29, 31; Who's Who B5 #3 (Brain), 16 (Mallah) 

Current: Doom Patrol (2) #26, 34; The New Teen 
Titans (2) #26-27, 43; Secret Origins annual #1 
(flashback);Swtfmp Thing Annual #3; Teen Titans 
Spotlight #11; Who s Who ‘91 #8 



brain-computer interface 


video sensor array 


sensory reconfiguration unit 


life suppoil 
monitoring unit 


climate control 


power regulation/ 
trickle charge unit 


nutrient bath and 
protective chamber 


brain function monitonng unit 
and systems control bank 


high-density ni-cad 
rechargable batteries 


lor 

drive casters 


biiological defense unW 
antibody storage tank 


drive casters 


recycling pump 


nutrient tank 


Brain’s Mobile Casing 














VILLAIN 


Deceased 


Dex: 9 

Str: 

6 

Body: 

7 

Int: 7 

Will: 

8 

Mind: 

7 

Infl: 4 

Aura: 

5 

Spirit: 

4 

Initiative: 

22 

Hero Points: 

50 


•Powers: Shape Change: 13 

•Skills: Charisma: 7, Detective: 7, Martial Artist: 7, 
Military Science: 9, Weaponry: 9 
•Bonuses: Miscellaneous: Byth's Shape Change 
Power allows him to assume the form of any 
animal he has ever seen. Byth can also use Shape 
Change to alter only a single part of his body, 
allowing him to assume parts of several forms 
simultaneously. 

•Advantages: Area Knowledge (Thanagar); 
Connections: Thanagarian Underground (High), 
Wingmen (Low); Leadership 
•Drawbacks: Catastrophic Irrational Attraction to 
the "Krotan Drug;' 1 Serious Psychological 
Instability; Serious Rage 
•Motivation: Power Lust 
•Wealth: 12 
•Equipment: 

Rifle LBody: 5, AV: 4, EV: 6, Ammo: 15, R#: 2J 


Powers and Abilities 


Byth excelled in the Skills that are necessary for 
the role of Thanagarian Wingmen, including mastery 
of combat, weapons, and the use of the hawk wings 
(Martial Artist and Weaponry Skills). His 
intelligence and speed, plus his leadership abilities, 
kept him alive in the dangerous Downside. 

The former Wingman also used the drug called 
Krotan which gave him the ability to manipulate his 
form to resemble any Thanagarian or off-world 
creature he could imagine. Although he was unable 
to replicate meta-human abilities, he could use any 
Powers inherent to an animal he mimicked and often 
used claws and teeth for an attack. The drug also 
made him more violent and vicious than normal. 


Personality/Role-playing 


Byth was trusted and honored as a Wingman, but 
he used his influence for his own twisted maniacal 
purposes. He ruined lives and led his world toward 
disaster all for individual power arid later, to fuel an 
addiction to a poweiful off-world drug. 

Although he was psychopathic, Byth was careful 


and methodical. He planned and schemed thoroughly 
so that others would take the fall for him. He was 
commanding and charismatic, making him a natural 
leader, and something of a tyrant. 

Byth was an obsessive and maniacal fiend. He 
did not care about the lives of anyone, not Earthlings, 
Downsiders, or even his own Thanagarian people. 
All he cared for was the power and luxury he could 
gain by destroying those in his path. Byth appeared 
to relish the act of murder, especially when under the 
influence of drugs. 

By the end, Byth was only interested in his drug 
cartel and the use of the morphonogenic drug, 
Krotan. Thoroughly addicted to the drug, he was 
completely unstable mentally , believing that he was 
unstoppable. 

Byth was a vicious, ruthless, psychopathic killer. 
He always struck first if there was to be a fight, and 
he would always try to destroy Hawkman and 
Hawkwoman before any other opponent. 


Krotan 


Krotan is a moiphonogenic (body altering) drug 
that originates on one of Thanagar's many slave 
worlds. It has become a popular recreation drug for 
Thanagarians, and Byth had quite a business going 
by smuggling the substance. 

Characters who use Krotan gain the ability to 
change their form (treat as Shape Change of 13 APs). 
Beings with a Int of 6 or more (such as Byth) can 
create creature forms from their imagination, or 
partially transform their body (their arms could 
become snakes, for instance). Characters under the 
influence of the drug are treated as having Serious 
Psychological Instability. As Krotan is extremely 
addictive, a user must make an Action Check using 
his Mind/Wtll as AV/EV against an OV/RV of 8/8 
each time the effects of the drug wear off. If no RAPs 
are gained, the Character must find a way to get more 
Krotan soon, and all Dice Actions performed will be 
at a +1 Column Shift to the OV and RV until he 
scores some. 


Using Byth in Adventures 


Adventures using Byth may involve tracking 
him down and bringing him to justice. To expand his 
drug cartel, he would no doubt want to introduce 
Krotan to the streets of American cities. Player 
Characters would have their hands full with defeating 
countless metamorphing people under the influence 











of Krotan. To stop the spread of the drug, PCs would 
need to find and defeat Byth, or cut off his supply of 
Krotan- This, of course, would be a good way for the 
heroes to meet Hawkman and Hawkwoman since 
they have dealt with Byth numerous times in the past. 


Subplots 


Byth went through a Power Complication 
Subplot with his overuse and addiction to Krotan. 

A Job Subplot, centering around Byth's role as 
Wingmen commander, plus his numerous illegal 
activities, had major effects on Katar Hofs life. 

Byth T s criminal activities caught up with him 
when he lost his position of power and Hawkman 
tracked him down to Earth (Criminal Past Subplot). 

Byth began an Enemies Subplot with Hawkman 
by causing hardship for Hoi and the death of Paran 
Katar (Hoi's father). 


Appearances in the DC Heroes 
Role-playing Game, Second Edition 


Atlcis of the DC Universe, Who's Who 1 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: The Brave and The Bold (1) #34, 42; 
Hawkman { 2)#8-12; Showcase #103; Who’s Who ‘85 
#3; World’s Finest Comics #266-268, 273 

Current: Action Comics # 588; Hawkworld (1) #1-3 
(2) 1-10; Who’s Who ‘91 #8 



Molecular structure of Krotan drug 



Development of 
"lizard' 1 area of brain 


Growth of pineal 
and adrenal glands 


* r 


— Overall increase 
in production of 
"hyper-specific" 
RNA 


Effects of Long-time 
use with addiction 


The Krotan Drug 









VILLAIN 


Chemo 


Dex: 3 

Str: 

12 

Body: 

18 

I nt: 1 

Will: 

1 

Mind: 

20 

Infl: 1 

Aura: 

2 

Spirit: 

20 

Initiative. 

5 

Hero Points: 

50 


•Powers: Acid: 18, Adaptation: 20, Growth: 30, 
Invulnerability: 25, Poison Touch: 9 
•Bonuses: Miscellaneous: Chemo's Invulnerability 
has increased effectiveness (see "Invulnerability" 
below) 

•Limitations: Power Restrictions: 7 APs of Growth 
are always on; Growth does not cause Str increase; 
Adaptation may only be used to duplicate Powers 
and Attributes of a being who has lent a physical 
element of himself to Chemo's composition (see 
"Adaptation" below) 

•Drawbacks: Strange Appearance 
•Motivation: Nihilist 


Powers and Abilities 


Chemo is composed of a thick, malleable plastic 
shell that contains a dangerous bubbling mixture of 
chemicals. Chemo can spray a high concentration of 
various liquids from its mouth which can be anything 
from poisonous mist to tremendously corrosive acids 
capable of burning through almost any material. 
Oddly enough, the giant is always completely filled 
with seething green liquid, even when it grows or 
sprays a lot of acid. 

Chemo's original size is 25 feet. The more active 
Chemo is, the larger the behemoth becomes. On 
occasion, Chemo has quadrupled his size, becoming a 
horrendously powerful foe, but a rather easy, slow- 
moving target. Chemo’s shell is flexible enough to 
take another form (while keeping its tremendous 
size), but this is usually a physical reaction and not 
controlled by Chemo’s will (see Adaptation). 

Chemo is nearly indestructible, able to withstand 
barrages from high-explosive warheads without a 
scratch. Even if Chemo is blown to bits, it will 
eventually reform itself to wreak havoc again 
(Invulnerability). 


Personality/Role-playing 


Chemo’s main goal is to destroy. It is not picky 
about what it destroys, though it docs seem to enjoy 
crushing buildings. Therefore, it is especially partial 


to large metropolitan areas. Needless to say, a visit 
from Chemo lowers property values for miles around. 

Chemo has no concern for life, if it even 
comprehends such concepts, and mercilessly destroys 
everything in its path until it is stopped. It has a very 
short attention span and easily forgets what it is 
doing, but it does have a rudimentary memory and 
will attack those who have fought it in the past, 
especially the Metal Men. 

Though slow and cumbersome, Chemo catches 
many off-guard with a blast of deadly chemicals, its 
primary form of attack. At present Chemo has been 
destroyed, but it will undoubtedly turn up again. 


Adaptation 


The component chemicals that boil within 
Chemo's body give it its characteristic abilities. 
Foreign substances interacting with this seething 
inner soup can cause physical changes in the monster. 
On one occasion, Clark Kent (Superman) fell into a 
vat of chemicals that were the remains of Chemo. 
When the creature reconstructed itself, the few cells 
that Superman lost in the vat gave Chemo a genetic 
base to create itself in the form of a giant Superman. 
On occasions such as this one, it can mimic 
Attributes, Powers, appearances, and Vulnerabilities. 

Chemo does not do this intentionally: the Power 
is automatic. The total APs of Powers, Skills, and 
Attributes duplicated cannot exceed 20 APs (the 
Power Rating), and it takes Chemo one hour to 
reproduce the Ability or Attribute within itself. 


Invulnerability 


Chemo has the ability to completely reform itself 
from even the smallest drop of its chemicals. This 
ability is represented in game terms by the 
Invulnerability Power. If Chemo's Body condition 
falls to -18 or lower, the Gamemaster makes an 
Action Check using the Invulnerability APs as the 
AV/EVs and Chemo's current Body APs (absolute 
value) as OV/RVs. RAPs from this roll equal the 
number of Body points Chemo regains. 

If no RAPs are gained, Chemo will still come 
back (eventually). Another Action check can be 
attempted every 20 APs (I month) of time, until 
Chemo recovers. The only way to completely destroy 
Chemo is to lower his Body condition to -100 
(absolute zero), or kill him with Mental or Mystical 
Damage. 












Using Chemo in Adventures 


Stopping Chemos mad rampages can be a short 
and exciting mission for Player Characters. The 
creature is powerful enough to give heroes trouble, 
but can always be outsmarted with teamwork. It is, 
on occasion, controlled by others as part of a larger 
plot involving a number of super-villains. It could 
appear during some catastrophic environmental 
disaster (a spill of some kind) or at a chemical factory 
that heroes may be surveying. 


Subplots 


Chemo is engaged in a continuing Enemies 
Subplot with Will Magnus' Metal Men. 


Appearances in the DC Heroes 
Role-Playing Game, Second Edition 


Background/Roster Book 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Crisis On Infinite Earths #9-10; DC 
Comics Presents #4; Metal Men (1) #14, 25, 46 
Showcase #39-40; Superman (1) #342, 370; Who’s 
Who <85 #4 

Current: Action Comics #590; Who’s Who VO #5 


0 10 


FEET 



Prof. Ramsey Norton's Laboratory 



Molecular structure of Chemo's liquid core 








































VILLAIN 


Copperhead 


Dex: 4 

Str: 

5 

Body: 

6 

Int: 6 

Will: 

7 

Mind: 

4 

Infl: 5 

Aura: 

4 

Spirit: 

4 

Initiative: 

17 

Hero Points: 

40 


•Powers: Claws: 3, Stretching: 1 
•Skills: Acrobatics: 4, Thief: 9 
•Limitations: Power Restriction: Copperhead can 
only stretch his body a maximum of 0 APs, but 
may use Stretching at 1 AP for defensive purposes 
•Advantages: Connections: Underworld (Low); 
Scholar (killing techniques, fringe religions); 
Lightning Reflexes 

•Drawbacks: Serious Irrational Attraction to snake 
and snake-motif crimes; Serious Psychological 
Instability 

•Motivation: Psychopath 
•Wealth: 4 
•Equipment: 

SNAKE SUIT [Dek: 12, Body: 8, Cling: 6, Extra 
Limb (tail): 6, Poison Touch (fangs): 7, Stretching: 
5, R#: 2] Limitation: Stretching only works on tail. 
Note: the R# is to ascertain whether Copperhead 
has any venom left in his costume; See also 
’’Coiling Attack” below. 


Powers and Abilities 


Copperhead believes he is a cold-hearted reptile 
and has devoted all his time and energy to becoming 
more serpentine. He even filed his teeth to needle 
point sharpness while in prison (Claws Power). 
Extremely disciplined and possessing a strength born 
more from madness than exercise. Copperhead has 
trained his body to stretch. He may even disconnect 
his joints or slither using his abdominal muscles. This 
ability, along with his special snake-skin suit covered 
with a silicone coating, allow him to squeeze through 
tight spots and make it nearly impossible to grab hold 
of him. Copperhead can Stretch and twist to wrap 
himself around a body and then crush the victim with 
his nearly super-human strength. 

Copperhead's Costume adds to his ability to 
Stretch and gives him an Extra Limb in the form of a 
prehensile tail that stretches. The suit is coated with a 
silicone substance that is very slippery. He uses the 
suit's fangs on victims he has Grappled. 


Personality/Role-playing 


Copperhead relishes the excitement of the chase 
and the kill. He now only deals in murders, mostly 
for hire. Occasionally he does it just for kicks. 

When not slithering about, Copperhead prefers 


his solitude. He concentrates on his pseudo-religious 
studies and practicing his meditations and stretching 
exercises. The sleek skinned villain has a thirst for 
knowledge and has proven his intelligence and 
cunning in his success as a hit man. 

Copperhead acts as as characteristically 
serpentine as possible. He may be found slithering 
around outside of buildings, along floors, or in the 
trees ready to catch an opponent by surprise. The 
assassin uses a hide-and-seek method of attack, 
slipping close to an opponent unawares and either 
crushing them with his arms and legs in a coiling 
fashion orbiting them with the poison-tipped fangs in 
his costume. When in a good mood, he may use both 
methods. He never gives his target the advantage of 
knowing he is present before attacking, and does not 
back down in a fight. 

Copperhead believes himself to be the most 
dangerous creature alive. When obviously 
overpowered will he slip out of sight and hide until 
the next chance to attack appears. At times. 
Copperhead loses his edge because gets sloppy. 
When he has a victim in his grip, he likes to gloat 
before the kill, which gives his victims the extra few 
seconds they may need for escape. 


Coiling Attack 


Copperhead can "coil” himself around an 
opponent using his arms, legs, and costume tail to 
crush the life out of his opponent. He does this by 
making a Grappling Attack against the victim. He 
uses his Dex/Str against his opponent's Dex/Body as 
normal for a Physical Attack. If Copperhead gains 
RAPs he has successfully Grappled his opponent and 
inflicts Physical damage as normal. Until the Grapple 
is broken. Copperhead uses his Str/Str as AV/EV 
against his opponent's Str/Body as OV/RV from 
then on. 

To break the Grapple, either Copperhead or his 
victim must make an Action Check using Str as the 
AV/OV and EV/RV. If the Character gains RAPs the 
Grapple is broken. When Copperhead Attacks to 
Grapple, his opponent suffers -1 Column Shift to his 
OV because of his Stretching and Extra Limb Powers. 


Slipping Away 


Copperhead's costume allows him to avoid being 
caught and Grappled. Opponents attempting to 
Grapple (either wrestle or catch) the villain must take 
a +2 Column Shift Penalty to the RV for the attempt. 
This bonus also applies when Copperhead attempts to 
break free of a Grapple. 

When wearing the suit. Copperhead can slip 
through the most incredibly small spaces (for a 









human), and his costume tail gives him extra balance 
and control. When making an Escape Artist Attempt, 
he may substitute the Costume’s Dex for his Thief 
Skill astheAV/EV. 


Using Copperhead in Adventures 


Copperhead will most likely be found in an 
assassination oriented adventure. Perhaps he is out to hit 
an important diplomat or the key witness for a murder 
trial where powerful organizations are involved. The 
Player Characters will have to trace down the elusive 
villain and defeat him before he reaches his victim(s). 
Or, Copperhead may be out to get one or all of the Player 
Characters themselves, possibly attacking them on their 
own time while they are in their secret identity 
(Copperhead prefers to be sneaky and would not attempt 
attacking an entire team of heroes in broad daylight). 


Subplots 


Copperhead is involved in a continuing Enemies 
Subplot with Batman when working in Gotham. He would 


like to take revenge on the Caped Crusader for past defeats. 

Copperhead's role as an assassin constitutes a 
Job Subplot. He may enjoy his work, but he may not 
always respect or appreciate his employers. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/ Roster Book , Exposed, Batman Role- 
playing Game, World in the Balance 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity 

Pre-Crisis: The Brave and The Bold #78; Cancelled 
Comic Cavalcade #2; Crisis On Infinite Earths #5, 9; 
The Secret Society of Super-Villains #1,3, 6-8, 12, 
15; Who's Who ‘85 #5 

Current: Elongated Man #1-3; Hawk and Dove (3) 
#8-9; Who's Who ‘91 #6 



Copperhead’s Battlesuit 





















VILLAIN 


Darkseid's Elite 


Doctor Bedlam 

Int: 12 Will: 

6 

Mind: 

7 

Infl: 7 

Aura: 

6 

Spirit: 

7 

Initiative: 

19 

Hero Points: 

65 


•Powers: Aura of Fear: 7, Self-Link (Spirit Travel): 
9, Invisibility: 15 

•Skills: Gadgetry: 15, Scientist: 13 
•Advantages: Connection: Apokolips (High); 
Genius; Scholar (Fear) 

•Drawbacks: Miscellaneous: The Doctor has no real 
physical form. 

•Motivation: Psychopath 
•Equipment: 

ANIMATES [Dex: 7, Str: 7, Body: 7, Int: 2, Will: 
2, Mind: 2] 

Bedlam can mentally control up to 6 animates at 
one time and can even transfer himself into one of 
their bodies, temporarily gaining corporeal form. 
An animate inhabited by Bedlam instantly 
resembles the Doctor's former appearance. 

Paranoid Pill [Fog: 25, Broadcast Empath: 8] 

The gas released by the pill attacks everyone it 
touches with Broadcast Empath, causing the targets 
to become overcome by paranoia, fear, and hatred. 


Kanto 


Dex: 

12 

Str: 

7 

Body: 

7 

Int: 

1 1 

Will: 

1 1 

Mind: 

10 

Infl: 

8 

Aura: 

6 

Spirit: 

8 

Initiative: 


35 

Hero Points: 

100 


•Skills: Charisma: 8, Martial Artist: 12, Military 
Science: 15, Thief: li. Weaponry: 14 
•Advantages: Area Knowledge (Apokolips); 
Connection: Apokolips (High); Lightning 
Reflexes; Scholar (Assassination, Renaissance 
history) 

•Motivation: Mercenary 


Steppenwolf 


Dex: 10 

Str: 

6 

Body: 

8 

Int: 12 

Will: 

1 1 

Mind: 

9 

Infl: 9 

Aura: 

8 

Spirit: 

10 

Initiative: 

35 

Hero Points: 

150 


•Skills: Animal Handling: 10, Charisma: 11, Martial 
Artist: 11, Military Science: 16, Vehicles: 10, 
Weaponry: 12 

•Advantages: Area Knowledge (Apokolips); 
Connections: Apokolips (High), Dog Cavalry 
(High); Leadership; Lightning Reflexes 


•Motivation: Power Lust 

•Equipment: 

Cable Snare [Str: 15, Body: 16, Energy Blast: 12] 
Miscellaneous Drawback: The Cable Snare is 3 
APs long. 

ELECTRO-AXE [Body: 16, EV: 11, Lightning: 10] 
Miscellaneous Drawback: The electro-axe is 
mounted o n a cable that can only stretch to 1 A P in 
length. 


Dr. Virman Vundabar 


Dex: 5 

Str: 

4 Body: 

5 

Int: 9 

Will: 

6 Mind: 

6 

Infl: 8 

Aura: 

6 Spirit: 

6 

Initiative: 

24 

Hero Points: 

75 


•Skills: Charisma: 9, Gadgetry: 13, Martial Artist: 7, 
Military Science: 12, Scientist: 8, Weaponry: 5 
•Advantages: Area Knowledge (Apokolips); 
Connection: Apokolips (High); Genius; Scholar 
(19the Century Germany, Traps) 

•Motivation: Power Lust 


Kalibak the Cruel 


Dex: 8 

Str: 

21 

Body: 

16 

Int: 6 

Will: 

17 

Mind: 

9 

Infl: 10 

Aura: 

6 

Spirit: 

12 

Initiative: 

28 

Hero Points: 

110 


•Powers: Invulnerability: 20 

•Skills: Charisma (Intimidation): 8, Martial Artist: 
11, Weaponry: 8 

•Advantages: Area Knowledge (Apokolips); 
Connection: Apokolips (High); Iron Nerves; 
Lightning Reflexes 

•Drawbacks: Serious Irrational Attraction to 
boasting and taunting 
•Motivation: Nihilist 
•Equipment: 

Beta-Club [Str: 22, Body: 30, Energy Blast: 17, 
Mind Blast: 15] 


More of the Elite 


For Desaad and Granny Goodness, see their 
separate entries in Who's Who #}. For Amazing 
Grace and Glorious Godfrey see their separate entry 
in this volume. 


Description 


Each of the Elite have their own personal 
agendas and interests, but all of them bow down 
before Darkseid to do his bidding. All but Granny 
Goodness fear Darkseid. Some, like Desaad, flatter 












Darkseid and treat him with great respect to get what 
they want. All are evil and self-serving. All gain life 
and luxury doing what they like most: destroying, 
killing, and breaking a person's will. Each has a 
special task to perform for their lord which they are 
the best suited. They will protect Darkseid at all 
costs, unless there is a good chance that they would 
benefit greatly by his death. 


Using Darkseid's Elite Adventures 


One or more of Darkseid's Elite will always be 
near him for protection and to help him run 
operations. When foreign Player Characters arrive 
Apokolips they will most probably be met by one of 
the Elite, the Female Furies, or at least Parademons, 
who will try to destroy them or bring them before 
Darkseid where they might have to confront the Elite. 
The members of the Elite are extremely difficult to 
defeat, but heroes have to go through them to get to 
Darkseid. Only the toughest and most resourceful 
Player Characters should dare to take on one, let 
alone all, of Darkseid's servants. 

On occasion, Darkseid sends one of his 
operatives to Earth to help him recover pieces of the 
Anti-Life Equation or to destroy Earth's heroes whom 
he detests. All of Earth's heroes would get involved 
just as they did during the Legends series. 

If Granny Goodness gets her hands on a fallen 
Player Character, she will try to break his will and 
turn him into a sen ant of Darkseid. If the Character 
is powerful enough he may then become one of the 
Elite. An adventure might originate from the capture 
of a teammate by Darkseid's forces. The other heroes 
will need to retrieve their comrade before the 
brainwashing becomes irreversible (if they fail, the 
captured hero may become a Non-Player Character). 


Subplots 


Members of the Elite tend to scheme and plan 
without Darkseid's permission. Unauthorized activities 
are punishable by death in this twisted Job Subplot. 


Granny spends a good deal of time breaking new 
super-powered beings in her Job Subplot. Perhaps 
some will become new members of the Elite. 

The forces of Apololips and New Genesis are 
constantly at odds, and occasionally open conflict 
breaks out, in an ongoing Enemies Subplot. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Apokolips Sourcebook , Lem of Darkness 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity 

Doctor Bedlam—Pre-Crisis : First Issue Special 
#13; Mister Miracle (1) #3, 11, 18-21; New Gods (I) 
#14; Who’s Who ‘85 #6 

Doctor Bedlam—Current: Justice League 
International #20; Legends #1-2; Mister Miracle (2) 
# 1-2; Warlord Annual #6; War of the Gods #4 

Kanto—Pre-Crisis: Mister Miracle (1) #7-8, 18-22 

Kanto—Current: Justice League International #21; 
Millennium #8; Suicide Squad #34-36; Who's Who 
'87 (2) #3 

Steppenwolf—Pre-Crisis: New Gods (I) #7 (2) 6 
\Whos Who ‘86 #22 

Steppenwolf—Current: New Gods (3) #22; War of 
the Gods #4 

Virman Vundabar—Pre-Crisis: Mister Miracle (1) 
#5, 8, 18-21; Who’s Who ‘87 ( 1) #25 

Virman Vundabar—Current: Justice League 
International #21; Suicide Squad #34-36; Warlord 
Annual #6 










VILLAIN 


Doctor Light I 

Deceased 


Dex: 5 

Str: 

2 Body: 

5 

Int: 8 

Will: 

3 Mind: 

4 

Infl: 5 

Aura: 

4 Spirit: 

4 

Initiative: 18 


Hero Poin ts: 

75 


•Skills: Charisma: 5, Gadgetry: 7, Scientist: 6, 
Weaponry: 5 

•Advantages: Connections: Suicide Squad (Low), 
Underworld (Low); Genius; Scholar (optics, 
quantum physics) 

•Drawbacks: Minor Irrational Fear of Jacob Finlay's 
ghost; Unluck 

•Alter Ego: Dr. Arthur Light 

•Motivation: Power Lust 

•Wealth: 4 

•Equipment: 

COSTUME [Bo*y: 6 , Energy Blast: 7, Flash; 9, 
Force Field: 8, Force Manipulation: 8, Flight: 8, 
Illusion: 12, R#: 5J Bonus: Dr. Light can combine 
his Force Manipulation and Illusion Powers to 
create solid light images of himself or others, 
which usually explode on contact as Bomb: 7; 
Limitation: Force Manipulation can only create 
simple forms. 

IO-AP ABC Light Omni-Gadgets (x2) 


Powers and Abilities 


Light was never trained for battle, or even agile. 
His true advantage was his high intelligence, which 
was wasted on criminal endeavors, and his genius for 
creating sophisticated light-based Gadgetry. No 
matter how hard he tried, Dr. Light appeared 
incapable of employing his own technology 
successfully. 

Doctor Light’s Powers were derived from 
technology developed through his knowledge of 
physics and light-based weaponry. Light’s inventions 
had been incorporated into his costume with which 
he could create blinding flashes, laser blasts, and 
even solid energy illusions. At one point, he learned 
to affect the fabric of space and time to an extent 
through controlling photons (this Power would be 
considered Warp: 25 and Dimension Travel: 6). 


Personality/Role-playing 


Arthur Light was lured to crime by the power it 


promised. He was a consummate failure, however, 
and never came close to his aspirations. 

Somewhat neurotic, Arthur Light believed he was 
a dangerous villain. When he felt that he had an 
opponent where he wanted him. Light would gloat and 
makes speeches admiring his own genius. He would 
always make some mistake, however, and be beaten. 

Because of his hyper-inflated ego. Light 
continually tried to challenge major super-hero teams 
like the Justice League of America and the Teen 
Titans, only to be soundly defeated and severely 
humiliated through his own ineptitude. Picking up the 
pieces of his shattered ego, he would immediately 
return to the drawing board, invent more light 
weapons, upgrade his costume, challenge the heroes 
again and be easily beaten once more. He was 
completely bent on proving his superiority, so this 
cycle continued on until his death. 

Light was sniveling and self-centered. Though 
an incompetent super-villain (and hero), he was 
nevertheless gifted with a scientific mind and may 
well have had a glorious career as a scientist if he had 
not been so power hungry. 


Jacob's Ghost 


Jacob Finlay was Light's partner for many years 
until he was killed in a laser accident at S.T.A.R. 
Labs. Originally, Finlay wanted to use the technology 
they had developed to fight for justice and it was he 
that created the Dr. Light costume. His ghost 
continued to appear to haunt Light about his criminal 
use of the costume. 

Every time the Dr. Light rolls a natural two 
(double ones) on any Dice Action, Jacob’s Ghost will 
appear to harass him. Jacob may also appear at times 
when the Gamemaster feels it is necessary to the 
progression of the storyline. Light should make an 
Irrational Fear Roll when the spectre appears. If he 
rolls a 5 or less on a 2d 10, he is incapacitated with 
fear and will do whatever Finlay tells him. 

The only way Doctor Light can get Finlay to 
leave him alone is to use his light technology. 
Consider the ghost to have a Body of 6 against light- 
based attacks.No one else can perceive Jacob's Ghost. 


Using Doctor Light in Adventures 


Light is not much of a challenge by himself, but 
he often teams up with other villains to fight a group 
of heroes. He might organize such a group himself 
(of other loser villains) in order to gather a new 











means of power (perhaps a new piece of light 
technology at S.T.A.R. Labs or a magical light 
generating artifact). It would be extremely 
humiliating if Doctor Light managed to beat a Player 
Character, or worse yet, the whole team of heroes. 

Dr. Light can also be a good wrench to throw 
into the works of a well-run group of heroes. He 
might join them temporarily to beat back a threat, 
but, because of his bad luck and incompetence as 
villain (or hero, for that matter) he may end up 
unintentionally warning opposing forces that the 
Player Characters are nearby, endangering his 
teammates with his own equipment, etc. If the 
Gamcmaster likes, he could make Dr. Light crazy 
enough to attack his own teammates in hopes of 
building his reputation or gaining his freedom. 


Subplots 


In a strange Death Guilt Subplot, Arthur was 
often visited by the ghost of Jacob Finlay who would 
admonish his actions and fill him with dread. 

Doctor Light has been known to take on the likes 
of teams such as the New Titans and the JLA in an 
Enemies Subplot. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Justice League Sourcebook , Background/Roster Book 
(card included) 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity 

Pre-Crisis: Action Comics #574; The Atom #8; 
Batman and the Outsiders #5; The Brave and The 
Bold (I) #147; DC Super-Stars #14; The Flash (1) 
#171, 223; Green Lantern (2) #33; Justice League of 
America #12, 61, 65, 122, 136, 149; The New Teen 
Titans (1) #13-14, 7, 19, 37; Tales of the Teen Titans 
#49; Teen Titans #44; Who’s Who ‘85 #6; World’s 
Finest Comics #207, 264 

Current: Checkmate! #18; Flash (2) #12, 19 (behind 
the scenes); Secret Origins (3) #37; Secret Origins 
Annual #3; Suicide Squad # 19, 24-25, 27, 29-31, 33- 
34, 36-37, 39,52; Who’s Who VO #5 



Doctor Light’s Battlesuit 
















VILLAIN 


Extremists 

Deceased 


Lord Havok 


Dex: 5 

Str: 

4 

Body: 

4 

Int: 8 

Will: 

9 

Mind: 

8 

Infl: 7 

Aura: 

8 

Spirit: 

7 

Initiative: 

20/25 

Hero Points: 

100 


•Skills: Charisma: 8, Military Science: 7, Weaponry: 
7 

•Advantages: Connection: the Extremists (High); 

Iron Nerves; Leadership 
•Drawbacks: Strange Appearance 
•Motivation: Power Lust 
•Equipment: 

CYBERNETIC ARMOR \Dex : JO, Str: 18, Body: 
75, Energy Absorption: 17, Power Reserve: 17] 
Limitations: Power Reserve is used to increase the 
suit's Dex, Str, and Body, Power Reserve begins 
at 0 APs: The energy that Lord Havok absorbs with 
his Energy Absorption is added to his Power 
Reserve. He retains this energy for 8 APs of time. 
If he ever absorbs more than 17 APs of energy, the 
Energy Absorption Power breaks down and Power 
Reserve is immediately reduced to 0 APs. 


Dr- Diehard 


Dex: 7 

Str: 

4 

Body: 

4 

Int: 7 

Will: 

9 

Mind: 

7 

Infl: 6 

Aura: 

6 

Spirit: 

5 

Initiative: 

20 

Hero Points: 

60 


•Skills: Gadgetry: 9, Scientist: 9, Weaponry: 1 1 
•Advantages: Connection: the Extremists (High); 

Genius; Scholar (nuclear weapons, magnetism) 
•Motivation: Power Lust 
•Equipment: 

COSTUME [Body: 8, Energy Blast: 12, Magnetic 
Control: 12 (35), Force Field: 8] Limitations: 
Magnetic Control can only be used at its higher AP 
level to achieve global effects (such as taking 
control of the world's nuclear missiles). In normal 
combat, the Power is restricted to 12 APs; 
Miscellaneous Drawback: The wearer must spend 
one Automatic Action every phase to concentrate 
on maintaining control of any objects held with 
Magnetic Control. 


Gorgon 


Dex: 4 

Str: 

8 

Body: 

7 

Int: 5 

Will: 

4 

Mind: 

6 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 

13/18 

Hero Points: 

50 


•Powers: Extra-Limb (tentacles, x5): 12, Stretching: 
6 

•Limitations: Stretching is limited to Gorgon's 
tentacles. 

•Advantages Connection: the Extremists (High) 
•Drawbacks: Serious Physical Restriction: Gorgon 
has no hands. 

•Motivation: Psychopath 
•Equipment: 

MECHANICAL CLAWS \Dex: 9, Body: 5, Claws: 
8, R#: 2] 


Dreamslayer 


Dex: 

3 

Str: 

2 

Body: 

4 

Int: 

9 

Will: 

13 

Mind: 

11 

Infl: 

10 

Aura: 

11 

Spirit: 

8 

Initiative: 22 


Hero Points: 

85 


•Powers: *Mystic Link 

Dimension Travel: 9, Flight: 15*, Magic Blast: 12, 
Magic Sense: 10, Magic Shield: 1 1, Matter 
Manipulation: 14*, Mind Probe: 8*, Mind Blast: 
8*, Personality Transfer: 10, Self Link (Spirit 
Travel): 6, Sorcery: 10, Telepathy: 8* 
•Limitations: Spirit Travel only works if 
Dreamslayer's physical body is destroyed; 
Personality Transfer can only be used when he is in 
Spirit form, to "inhabit" a new body. 

•Skills: Occultist: 10 

•Advantages: Connection: the Extremists (High); 

Iron Nerves; Leadership 
•Drawbacks: Strange Appearance 
•Motivation: Psychopath 


Tracer 


Dex: 7 

Str: 

3 

Body: 

4 

Int: 2 

Will: 

3 

Mind: 

5 

Infl: 5 

Aura: 

24 

Spirit: 

5 

Initiative: 18 


Hero Points: 

50 


•Powers: Analytical Smell/Tracking Scent: 16, 
Claws: 9, Jumping: 4, Regeneration: 10 
•Skills: *linked 

Acrobatics: 7*, Martial Artist: 5, Military Science 
(Tracking): 10, Thief: 7* 

•Advantages: Connection: the Extremists (High); 
Lightning Reflexes 

•Drawbacks: Catastrophic Rage; Serious 
Psychological Instability; Unluck 
Motivation: Nihilist 


Description 


The Extremists are a malicious and destructive 
super-villain team who caused a nuclear holocaust on 
the other-dimensional world known as Angor. They 










greatly enjoy creating havoc and pride themselves on 
cruelty. Once there is nothing left for them to destroy 
or torture, they seek out new worlds to oppress with 
their evil. Dreamslayer, the most intelligent of them 
all, is the cunning manipulator. Lord Havok leads the 
pack with his forceful, commanding nature. The rest 
are power lusting psychopaths out for kicks. They 
usually begin an endeavor in hopes of gaining power, 
but end up obliterating everything and everybody 
until there is no one left to dominate. 


Robot Doubles 


The present Extremists, with the exception of 
Dreamslayer, are sophisticated robot replicas of 
Angor’s most dangerous super-villains. They are 
programmed to believe they are the originals, as their 
Powers, Attributes, and personalities are the same. 
For all intents and purposes, they are the Extremists, 
and just as dangerous. However, their mechanical 
bodies can be destroyed or possibly overridden. 

Mitch Wacky, a survivor of the Angor Holocaust 
and the inventor of the robotic process which 
inadvertently created the Extremists robots, is the 
only person capable of controlling his creations. 
"Unca" Mitch may command them to do anything 
due to M neuro-impulses" which come from 
mechanisms implanted in his body (consider it 
Control: 15 for his robots only). When he is present, 
they will stop whatever they are doing and wait for 
his orders. 


Dreamsiayer's Update 


The only Extremist who was not replicated by 
Wacky was Dreamslayer, whose mystical 
consciousness was able to survive its original 
destruction to later possess the body of Maxwell 
Lord. His consciousness was later destroyed by the 
Silver Sorceress at the price of her life. 


Using the Extremists in Adventures 


This extra-dimensional super-villain team was one 
of the most dangerous and ruthless forces the Justice 
League International ever encountered. As a result, 
these villains are a perfect ”big threat” to throw at 
Player Characters who think they can take on anyone. 
This group is out for domination and destruction, they 
are always in Killing Combat, and they always use the 
most vicious attacks they can imagine. As a group, 
they can take out some of the toughest heroes, so good 
teamwork is a must to defeat them. 


The Extremists may also lead heroes to an 
Adventure on the nuclear wasteland that was once 
Angor, and specifically. Wacky World (the theme 
park where they were built). 

As an extra note, a Gamemaster should make 
sure there are some powerful Player Characters on the 
team before challenging them with the Extremists. 


Appearances in the DC Heroes Role - 
Playing Game, Second Edition _ 


Justice League Sourcebook 


Appearances in DC Comics 


Justice League America #57-59; Justice League 
Europe #15-19, 33-34; Who's Who ‘90#5 



“Doctor Diehard” Cut Away View 









VILLAIN 


Glorious 
Godfrey & 
Amazing Grace 


Glorious Godfrey 


Dex: 5 

Stk: 

3 

Body: 

5 

Int: 8 

Will: 

6 

Mind: 

6 

Infl: 13 

Aura: 

20 

Spirit: 

6 

Initiative: 

26 

Hero Points: 

95 


•Powers: Broadcast Empath: 6 
•Skills: Gadgetry: 5, Charisma (Persuasion): 25 
•Bonuses: Area Effect on Broadcast Empath 
•Limitations: Miscellaneous: Godfrey must speak to 
use Broadcast Empath Power. 

•Advantages: Area Knowledge (Apokolips); 

Connections: Barkseid (High); Leadership 
•Drawbacks: Miscellaneous: Godfrey is very jealous 
of Desaad's relationship with Darkseid. 

•Alter Ego: G. Gordon Godfrey 
•Motivation: Power Lust 
•Equipment: 

Mind Control Helmets [Body: 6, Control: 9J 
Limitations: Control only works on the wearer. 


Amazing Grace 


Dex: 6 

Str: 

3 

Body: 

5 

Int: 8 

Will: 

6 

Mind: 

5 

Infl: 8 

Aura: 

7 

Spirit: 

5 

Initiative: 

22 

Hero Points: 

55 


•Powers: Control: 10 

•Skills: Charisma (Persuasion): 12, Thief (Stealth): 5, 
Weaponry: 7 

•Advantages: Area Knowledge (Armaghetto); 

Connections: Darkseid (Low) 

•Motivation: Power Lust 
•Equipment: 

Knife [Body: 5, EV: 3] 


Powers and Abilities 


Glorious Godfrey was born with the ability to 
verbally convince or persuade others of lower 
intelligence than himself (Charisma Skill), as well as to 
emotionally manipulate the minds of his target 
audience. He could, therefore, incite a mass of people 
to riot and cause violence, or to be calm (Broadcast 
Empathy). He has been known to emotionally 


manipulate groups of fifty or more people (though one 
must take into account the effects of mob reactions). 

Amazing Grace has a similar Power, but where 
Godfrey controls the emotions of his victims, she is 
more direct, commanding other beings, and giving 
them false beliefs or suppressing their memory with 
her vast psionic powers (Control Power). She also 
may manipulate a large group of people to an extent, 
but usually focuses her Power on one influential 
person. 

Neither Glorious Godfrey nor Amazing Grace 
are trained in Physical combat (though Grace does 
have some familiarity with Apokoliptian weapons). 
They prefer to use their Powers on opponents. 
Nevertheless, as New Gods, their Attributes are far 
above normal human standards. 


Personality/Role-playing 


Godfrey is evil, conniving, and cares nothing for 
anyone but himself. He is fairly loyal to Darkseid, 
although his loyalty comes from fear more than 
respect as he is truly a coward at heart. Occasionally, 
Godfrey's desire for power drives him to desperate 
acts, even in opposition with Darkseid. He attempted 
to gain such power when he tried, unsuccessfully, to 
invoke the power of Doctor Fate's helmet. At present, 
he is in a coma-like state due to the mystical backlash 
of the helmet. 

His sister. Amazing Grace, works to a similar 
end for Darkseid. Like her brother, she only cares for 
her own well-being and knows to stay on Darkseid’s 
"good" side by following his every command. As one 
of the Elite, she lives in luxury most inhabitants of 
Apokolips could only dream of, and does not risk it 
by turning on her dark lord. Still, she is murderous, 
treacherous, and completely untrustworthy. 

Glorious Godfrey and Amazing Grace will 
always use their Powers on opponents in preference 
to physical conflict. Both will most probably be in 
disguise during a mission. Although it is their duty to 
protect Darkseid and follow his every wish, Godfrey 
or Grace may become less than courageous when 
their Powers are ineffective and they will run to save 
their own skins. 


War Dog Robots 


During Darkseid's campaign to destroy Earth's 
"Legends,' 1 Glorious Godfrey was given access to 
several Apokolitian War Dog Robots. These 
fearsome machines were fully capable of independent 










action, but Godfrey placed two human crewmen in 
each one, so that the heroes would have a more 
difficult time destroying them. 


War 9og Robot 


Dex: 

8 

Str: 

8 

Body: 

10 

Int: 

Initiative: 

2 

Will: 

10 

1 

Mind: 

1 


•Powers: Claws: 9, Skin Armor: 4 


Using Glorious Godfrey and 
Amazing Grace in Adventures 


These siblings are two of Darkseid's most useful 
agents. Darkseid tends to send Godfrey to Earth to 
instigate chaos. On his last mission, his goal was to 
move the people of America to destroy their own 
"legends," the heroes of Earth who have caused 
Darkseid constant trouble and interference. Player 
Characters might succumb to Godfrey's anti-hero 
sermons, or feel the hate for them welling up in the 
people for which they have risked their lives. 
Godfrey may also be the lead-in for Darkseid to 
attack heroes with his tools of destruction (like his 
Hounds and creatures like Brimstone). The people 
will support Darkseid once Godfrey has undermined 
the heroes in the eyes of the public. 

Darkseid keeps Grace on Apokolips. Her duties 
are to ferret out areas of discord among the Hunger 
Dogs of Armaghetto and begin revolts against 
Darkseid's rule. Darkseid then proceeds to quickly 
obliterate the rebels for sport and to send a message 
of hopelessness to all his people. Grace will be 


disguised as a Hunger Dog when working in 
Armaghetto. Heroes living on or travelling to 
Apokolips will be prime targets for Grace's mental 
manipulation. As she did with Superman, she may 
cause an adventurer to believe he or she was bom to 
fight for Darkseid. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Apokolips Sourcebook, Superman—The Man of 
Steel Sourcebook (Amazing Grace only) 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity 

Glorious Godfrey—Pre-Crisis: Forever People (i) 
#3, 6-7; Who's Who ‘85#9 

Glorious Godfrey—Current: Batman #401; Blue 
Beetle (6) #9; Cosmic Boy #1,3; Detective Comics 
#568; The Fury of Firestorm #55-56; Green Lantern 
Corps #208; Legends #1-6; Shazam!: The New 
Beginning #4; Suicide Squad #3; Superman (2) #3; 
Who 's Who ‘91 #6 

Amazing Grace—Pre-Crisis: Who's Who ‘87 (2) #1 

Amazing Grace—Current: Action Comics #586, 
600; Adventures of Superman #426; Superman (2) 
#3; Warlord Annual #6; Who's Who ‘91 #6 


War Dog Robot 



Driver’s seat 


v o 


Navigator's seat 



















VILLAIN 


Kanjar Ro 


Dex: 6 

Str: 

3 

Body: 

4 

Int: 9 

Will: 

6 

Mind: 

6 

Infl: 6 

Aura: 

6 

Spirit: 

5 

Initiative: 21 


Hero Points: 

55 


•Skills: Gadgetry: 11, Scientist: 9, Thief: 6 
•Advantages: Area Knowledge (Downside, 
Thanagar); Connections: Hawkman (Low), 
Thanagarian Government (Low); Genius; 
Leadership 

•Drawbacks: Mistrust; Miscellaneous: Kanjar Ro is 
from one of the slave worlds of Thanagar and is 
considered an inferior race to his Thanagarian 
superiors. 

•Motivation: Power Lust 
•Wealth: 8 
•Equipment: 

Energy Rod [Body: 11, Telekinesis: 9, Telepathy: 
40] 

Note: The Energy-Rod probably has many more 
Powers that are yet to be revealed. 

GAMMA METAL GONG [Body: 11, Control: 6 

(12)J 

Bonuses: The gong's Control Power can be used 
on all the inhabitants of a planet at the same time, 
but is limited to holding its victims in a state of 
paralysis; if the gong is used o a single target, its 
Control APs are boosted to 12. 

COSMIC BOAT [Body: 1 1, Flight: 40, Sealed 
Systems: 25] 

Note: With the Energy-Rod, Kanjar Ro can 
shrink the boat down to pocket size. 


Powers and Abilities 


Kanjar Ro has displayed no supernatural abilities 
and it appears he has no training in physical combat. 
However, he is extremely intelligent and 
manipulative. His cunning and persuasive nature 
have allowed him to survive the rigors of the 
Downside. 

It is believed that on his homeworld, Ro was a 
great scientific mind (hence his Science Skill). When 
he was shipped as a slave to the Downside, the Skill 
rarely came into use. However, he has picked up 
Gadgetry and Thief Skills to aid him in survival. 


Personality/Role-playing 


Kanjar Ro works only for his own benefit. He 
uses aiding those who are oppressed, such as the 


Downsiders of Thanagar, as a cover as he steals from 
charitable sources. He also steals power through 
treachery and cunning, manipulating the Thanagarian 
elite to his own ends. 

Ro has turned his back on his own people and 
other races who are enslaved on Thanagar for 
personal gain. It is doubtless that he will turn on his 
Thanagarian connections as well, when they are no 
longer valuable to him. Ro has already done this to 
Katar Hoi (Hawkman) who helped put him in a 
position of power. 

Ro T s two main goals are to live in luxury and 
have some administrative control over others. He 
especially enjoys the intellectual edge he has over 
many of his superiors in the Thanagarian 
government. 

Though his plans of rising up the power ladder 
are bold, Ro is actually a terrible coward. When 
things do not go according to plan, he snivels and 
begs for mercy. 

Kanjar Ro can act like a very personable fellow. 
He puts on a convincing act of innocence and 
humbleness when begging his superiors for 
something. On occasion, Ro acts a liaison for other 
races visiting Thanagar and puts on his best face. 


Position of Power 


Katar Hoi (Hawkman) is one of Kanjar Ro's 
biggest lobbyists. He gives Ro 8 APs of Money per 
month to aid the Downsiders and to represent their 
needs honestly to the Thanagarian High Council. 
However, Ro tends to spend this money on frivolities 
and accouterments that will impress and ingratiate 
him with powerful people in Thanagarian 
government. 

Kanjar may try to bribe another government 
official, especially one of his superiors, to gain more 
control or to rise on the ladder of success. He makes 
a Wealth Action Check using his Wealth Rating as 
AV/EV against an OV/RV equal to the Wealth 
Rating of the person to be bribed. If he gains one 
RAP or more, he may try to Persuade the bribed 
individual, who suffers a -2 Column Shift penalty to 
his OV/RV.. If the Wealth Check fails, Kanjar still 
Persuades, but his target gets a +2 Column Shift 
adjustment to his OV/RV. 


Using Kanjar Ro in Adventures 


Kanjar Ro can be the Player Character's 
connection with the Downside inhabitants of 











Thanagar, as he is their representative in the 
Thanagarian High Council. Because of his relative 
position of power in government (high for an alien), 
Kanjar could cause political upheaval or unrest in the 
Downside. In such a case, adventurers may find 
themselves in a brewing civil war if Kan jar's more 
covert plans to gain power fall through. Or, heroes 
may need to control his power trips if he becomes an 
uncontrolled tyrant on one of Thanagar's slave worlds. 

Ro knows Thanagar and its political structure 
fairly well. A few well placed comments to the right 
people can cause a lot of trouble and loss of status for 
Hawkman and Hawkwoman, or other Player 
Characters who's safety on Thanagar could be lost 
once their reputation is destroyed. Kanjar Ro is not 
beyond turning on Hoi (or other heroes) as long as he 
has Thanagarians in power backing him up. 


Subplots 


Kanjar Ro is mostly a minor pain in Hawkman’s 
tail feathers. He continues to waste Hoi's money on 
frivolities rather than aiding the Downsiders. 
Hawkman needs to straighten him out and stop him 


from misappropriating funds (Miscellaneous Subplot). 

If Kanjar Ro gains more political power, he 
could become competition for Hawkman and even 
cause the hero to lose face on his homeworld in a 
Public Reputation Subplot. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Atlas of the DC Universe 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity 

Pre-Crisis: Crisis On Infinite Earths #9-10; Justice 
League of America #3, 24, 120-121, 138-139; 
Mystery In Space #75; Showcase #101-103; Super 
Friends #45; Who's Who ‘86 #12 

Current: Action Comics #650 (flashback); 
Hawkworlcl (2) 1,6, 10; Who’s Who VI #6 



Kanjar Ro’s Office 


Elevators 









































Killer Croc 


Dex: 7 

Str: 

7 Body: 

6 

Int: 2 

Will: 

5 Mind: 

4 

Infl: 6 

Aura: 

2 Spirit: 

8 

Initiative: 17 


Hero Points: 

45 


•Powers: Regeneration: l, Skin Armor: 2 
•Skills: Charisma (Intimidation): 9, Marital Artist: 7, 
Weaponry: 7 

•Advantages: Area Knowledge (Gotham City 
sewers); Connections: Arkham Asylum (Low); 
Scholar (wrestling) 

•Drawbacks: Serious Rage; Catastrophic Irrational 
Attraction to killing Batman; Strange Appearance; 
Minor Psychological Instability 
•Alter Ego: Waylon Jones, ''Croc" 

•Motivation: Psychopath 
•Wealth: 2 


Powers and Abilities 


Killer Croc was born with a strange deformity 
which gives him tough, reptilian skin that protects 
him from most "street" weapons and makes him 
almost invulnerable to unarmed attacks (Skin 
Armor). His large frame and well developed muscle 
structure (seen in his naturally high Str and Body 
Ratings) make him a deadly fighter. He is at the peak 
of human Strength.While not a trained fighter. Croc 
makes up for it in combat with speed and savagery. 


Personality/Role-playing 


Croc has spent his life watching out for himself 
and enduring persecution for his appearance. He 
learned to take what he needs and wants because that 
is the only way he can get it. Croc also learned that 
he can gain power for himself through murderous 
acts and is not afraid of the prospect. 

Croc is one of Batman's most hated foes. 
Because Batman has managed to take him into 
custody, he will try to enact revenge on Batman 
whenever he gets the chance. As his name implies, 
Killer Croc will enter Killing Combat if he is fighting 
Batman. 

Jones has recently shown he is capable of 
compassion for those that respect and try to 
understand him. Mostly these people are the down - 
and-out, the homeless of Gotham, who have given 
him support and love. Croc is willing to take on the 


responsibility of protecting these people. 

Killer Croc has been judged criminally insane, 
and when captured, he is placed under high security 
at Arkham Asylum. 


Sewer Hideout 


Killer’s latest hideout was in the cavernous sewer 
systems of Gotham city, deep in holding tanks no 
longer in use. He shared this space with a number of 
homeless people, and they all worked together to 
make the place livable. A Character trying to find the 
entrance to said tunnels would need to make a 
Perception Check against an OV/RV of 8/8. 
Characters with Area Knowledge Advantage (for 
Gotham) would roll against a 4/4. 

Gotham occasionally flushes out the water 
system which is deadly to anyone within the tunnels. 
To hear the sound of water rushing and have enough 
time to escape, Croc and other Characters should role 
a Perception Check against and OV/RV of 3/3. 
Anyone caught in the tunnels is struck by tons of 
water (treat as an attack by Water Control: 10). The 
rushing water will last for 8 APs of time. 


Croc Wrestling 


Jones began his career wrestling alligators in the 
circus. His Skill in this form of attack is formidable. 
His opponents suffer a -1 Column Shift penalty to 
their OV/RV whenever he attempts to Grapple. 

Grappling is resolved as a normal Physical 
Attack (Dex/Str as AV/EV, Dex/Body as OV/RV). 
If this attack earns one or more RAPs, Croc's target 
has been Grappled, and the defender takes damage as 
usual. Until the Grapple is broken, an opponent may 
only make Physical Attacks and only use Powers 
with a Rang of Touch against Croc. The wrestling 
Characters use their Str as the AV,OV, and EV, 
while engaging in hand-to-hand combat. 

To break the Grapple, either Croc or his 
opponent makes a Dice Action of Str versus Str. If 
any positive RAPs are gained, the Grapple is broken. 
Croc will rarely try to break a Grapple. 


Using Killer Croc in Adventures 


Adventures using Killer Croc will usually 
include a homicide or a theft of some sort. Players 
may try to team up with Batman, or gain information 











from him to foil the criminal's plans. 

Heroes would most likely encounter Croc in the 
sewers beneath Gotham City, and might actually see 
a different side of him as he tries to help Gotham's 
homeless. This would put them in a moral dilemma 
as they try to decide wether to return Croc to 
Arkham, or leave him where he is loved, respected, 
and cared for. 


Subplots 


In a recent Friends Subplot, Killer found a home 
with new friends, the street people of Gotham. 

Killer Croc spends a good deal of time in 
Arkham Asylum for the criminally insane. There, 
doctors are treating his inferiority problems and 
violent nature (Miscellaneous Subplot). 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Background/Roster Book , Batman Role-Playing 
Game 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity 

Pre-Crisis: Batman #357-359, 400; Detective 
Comics #524-526; Who's Who ‘85 #5 

Current: Arkham Asylum; Batman #471; The Demon 
(3) #11; Detective Comics #604; Secret Origins (3) 
#23; Swamp Thing (2)#66; Who's Who VI #7 





























VILLAIN 


Mad Hatter 


Dex: 3 

Str: 

2 

Body: 

3 

Int: 7 

Will: 

6 

Mind: 

5 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 

14 

Hero Points: 

50 


•Skills: Gadgetry: 7, Scientist: 7, Thief: 4 
•Advantages: Connections: Arkham Asylum (Low); 
Genius; Pet (chimpanzee); Scholar (computers, 
hats) 

•Drawbacks: Serious Irrational Attraction to hats; 

Serious Psychological Instability 
•Alter Ego: Jervis Tetch 
•Motivation: Mercenary 
•Wealth: 5 
•Equipment: 

Mind Control Device [Str: 5, Body: 1, Control: 6] 
Note: When placed in a hat, the wearer's Str is 
raised to 5 APs. 

This Gadget stimulates adrenal glands to pump 
adrenaline into the bodies of those wearing the 
Device (usually inside a hat). This makes people 
into zombies with incredible strength and 
endurance whom Tetch can command. 


Hatter's Pet Chimpanzee 


The original Hatter had a pet chimpanzee who 
assisted him in his crimes. It was a protector for the 
villain, and was useful in creating distractions for 
getaways. The chimpanzee didn't seem to have an 
actual name, although Hatter frequently addressed it 
as "My Dear." 


"My Dear" 


Dex: 

3 

Str: 

3 

Body: 

2 

Int: 

1 

Will: 

2 

Mind: 

2 

Infl: 

Initiative: 

2 

Aura: 

6 

0 

Spirit: 

2 


•Skills: Acrobatics: 6 


Powers and Abilities 


Tetch designs and builds sophisticated electronic 
devices for use in criminal activities. He often hides 
them in hats, either his own or his target’s, depending 
on the use for the device. Most have the ability to 
mentally manipulate others. For some reason, Tetch 
does not make devices that will change or enhance 
his own abilities. 

The Mad Hatter has a high level of expertise in 
the fields of micro-electronics, computer 


programming, and biofeedback. He uses his Scientist 
Skill for programming and hacking into systems 
where he does not belong. He employs the Gadgetry 
Skill to build his miraculous devices. 


Personality 


Mad Hatter, like his namesake, is a certifiable 
lunatic, and he does his best to fill the role of Lewis 
Carroll's crazy Wonderland character. His 
impulsiveness and unpredictability can be fatal to 
those around him. One would not think by looking at 
him that he was a dangerous opponent or criminal 
mastermind. 

Hatter is a cowardly but clever individual who 
has a penchant for thievery. He has discovered that he 
can make a lot of money very quickly through the use 
of his computer skills, and his schemes are 
remarkably well conceived. Though his crimes are 
usually hat-oriented, Tetch does not dwell on them as 
much as the second Mad Hatter did. 

Hatter, while crazy, is a bit more in touch with 
reality than most of his peers at Arkham, and will 
often prey on other criminal gangs. He realizes that 
he is no fighter and will avoid hand-to-hand combat, 
preferring to let his mind-controlled thugs do the 
fighting for him. 


Mad Hatter II 


While the original Mad Hatter was incarcerated, 
another man, claiming to be Jervis Tetch, began to 
commit crimes using a wide variety of gadget-hats. 
This second Hatter was not insane, merely cashing in 
on a good idea. Unlike his predecessor, he used hat 
gadgetry to give himself special abilities. He also 
seemed to change personality and character with each 
different hat—just for effect. He had some fighting 
abilities in his own right, and was skilled in the use of 
weapons. He was later killed by the first Hatter, who 
escaped from Arkham. 


Mad Hatter II (deceased) 


Dex: 2 

Str: 

2 Bo»y: 

3 

Int: 7 

Will: 

5 Mind: 

4 

Infl: 3 

Aura: 

4 Spirit: 

4 

Initiative: 14 


Hero Points: 

50 


•Skills: Artist (Actor): 4, Gadgetry: 10, Martial 
Artist: 3, Scientist: 3, Thief: 5, Weaponry: 3 
•Advantages: Genius 

•Drawbacks: Serious Irrational Attraction to Stealing 
Valuable Hats and Committing Crimes with a Hat Theme. 













•Alter Ego: "Jervis Tetch" 

•Motivation: Mercenary 

•Wealth: 7 

•Equipment: 

Archer Hat [Body: 4, Str: 7, EV: 3, Gliding: 2] The 
Hat projects a clamp to pull objects to the Hatter. 

Ball Bowler [Body: 3, Growth: 6] The hat discharges 
a ball which grows in size. The Ball has Body: 4. 

Chefs Hat [Body: 0, Jumping: 4] Limitation: The hat 
has an inner spring that Hatter must jump on like a 
trampoline to activate. 

Fire Hat [Body: 2, Fog: 7] Limitation: The hat only 
produces a thick smoke. 

Magician's Hat [Body: 1] This hat contains various 
magic tricks such as: 

Knock out gas flowers [Poison Touch: 7] 
Exploding Bunny [Bomb: 7] 


Using the Mad Hatter in Adventures 


in which he plays an unseen puppet-master role. 


Subplots 


Between his stays in Arkham, Tetch had to deal 
with the second Mad Hatter, who was cutting in on 
his business (Miscellaneous Subplot). 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Rosier Book, Batman Sourcebook , 
Batman Role-Playing Game 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity 


The Mad Hatter does not always pull off hat- 
motif crimes, though his tactics and reasoning will be 
as insane as his fictional namesake. This makes it 
difficult for Player Heroes to second-guess the 
diminutive villain. 

The Mad Hatter understands the value of subtlety. 
He is therefore capable of planning intricate schemes 


Pre-Crisis: Batman #49, 161, 201, 291-294, 297, 
378-379, 400; Detective Comics #230, 510, 526; 
Who's Who '86 #14 

Current: Animal Man #10; Arkham Asylum; Black 
Orchid #2; Detective Comics #573; Doctor Fate (2) 
#18; Secret Origins (3) #44; Who's Who '90 #5 


C 




reciever headband with integral "slave" circuitry and strength booster module 




fedora with strength booster module 


bowler with "slave" circuitry 


Mad Hatter’s Hypno-Hats 





































VILLAIN 


Major Force 


Dex: 7 

Str: 

23 Body: 

10 

Int: 2 

Will: 

4 Mind: 

4 

Infl: 6 

Aura: 

2 Spirit: 

4 

Initiative: 15 


Hero Points: 

50 


•Powers: Energy Absorption: 12, Matter 
Manipulation: 16, Skin Armor: 8, Sealed Systems: 
20 

•Skills: Thief: 4 

•Bonuses: Energy Absorption is technically limitless 
(see ''Being Thrown Through Time" below). 
•Limitations: Matter Manipulation can only be used 
to create and control “quantum matter,” a 
mysterious black substance with a Body of 8. 
•Advantages: Connection: U.S. Military (Low) 
•Drawbacks: Dark Secret (criminal, government, 
operative); Minor Psychological Instability; Minor 
Physical Restriction: Major Force has an artificial 
hand composed of quantum matter; Serious Rage 
•Alter Ego: Clifford Zmeck 
•Motivation: Psychopath 
•Wealth: 6 


Powers and Abilities 


Zmeck may instantly transform into Major Force 
at will (Insta-Change). When he does, his body is 
coated with an extremely durable alien metal that 
protects him from massive artillery bombardment 
(Skin Armor) and allows him to survive in almost 
any environment (Sealed Systems). Major Force is 
strong enough to easily lift an aircraft carrier over his 
head and can destroy almost any physical barrier 
(Str). 

Like Captain Atom, Major Force has the ability 
to tap energy from the "quantum field" for powerful 
attacks. He can also absorb any amount of energy. 
However, absorbing too much energy can be 
detrimental (see Being Thrown through Time). 

Major Force can solidify energy he draws from 
the quantum field into a black substance which he 
may use as a Physical Attack (Matter Manipulation). 


Personality/Role-playing 


Major Force has very little intelligence or sense 
of responsibility when it comes to using his abilities. 
In fact, Zmeck is a psychopath who had committed a 
series of heinous crimes before he was used as a test 
subject. 


Major Force is untrained and undisciplined. His 
rip and tear style of getting things done often 
endangers innocent bystanders and other meta¬ 
humans who are called in to work with him. He has 
little patience for Atom or other heroes that get in his 
way. 

As part of a government program to integrate 
meta-humans into intelligence agencies (the Atom 
Project, Task Force X, and Checkmate! for example), 
Zmeck was placed under the command of General 
Eiling, and he followed Eiling’s orders with all the 
extra violence and destruction he could manage. He 
did not, however, disregard his superior's orders 
enough to risk being court martialed, though the way 
he interpreted orders often put him in conflict with 
Captain Atom. Zmeck continued working for the 
government for what he could gain from it, knowing 
full well he had enough power to leave whenever he 
pleased. When he finally decided he was sick of 
being ordered around by Eiling, he went AWOL, 


Keeping Force In Line 


Major Force has been equipped with a number of 
devices intended to keep him under control. These 
items, created and installed by Dr. Megala, were 
implanted just beneath Force's alien metal skin before 
it had hardened. They are: 

•Wide-angle Micro-camera: [Body: 1, Remote 
Sensing: 17] 

Located just beneath Zmeck's forehead, this item 
broadcasts everything he sees and hears to the 
Major Force Project. 

•Respiratory Control: [Body: 1, Poison Touch: 13, 
Ammo: 63, R#: 2] Bonus: Poison Touch is not 
affected by Force's Sealed Systems. Limitation: R# 
represents Zmeck gaining an immunity to the gas. 

Sixty-three Delta-9 Microgas Pellets are 
imbedded in Zmeck's brow, along with a molded 
facial cover that channels the nerve gas to his pores 
and mouth. He has recently developed an immunity 
to the gas. 

•"Adam's Apple": [Body: 2, AV: 11, EV: 11] 
Bonus: is not affected by Force's Skin Armor. 
Force suffers a -2 Column Shift penalty to his RV 
against the Attack. Note: Attack is Killing Combat. 

This item is a small but powerful explosive 
implanted in Zmeck's neck. If he becomes 
completely uncontrollable, or if the decision to 
"shut down" the Major Force project is made, the 
device can be remotely detonated, likely killing 
Zmeck instantly. 









The devices can only be activated if Force is 
within 200 miles (17 APs) of one of the many 
government microwave tracking stations around the 
world (The Gamemaster can assume that Force is 
within range if he is in the USA, or near a major 
city). Eiling and Megala both carry remote controls 
for the devices as well, with effective ranges of 5 
miles (12 APs). 

Note that few if any people outside the Major 
Force Project are aware of these devices' existence. 


Being Thrown Through Time 


The one disadvantage to Major Force's abilities 
is his connection to the “quantum field" from which 
he draws his energy. If he absorbs a tremendous 
amount of energy of any sort, he will open the 
“quantum field' 7 and be sent forward in time. For this 
reason, Zmeck is very careful about absorbing 
energy, but on occasion he has little choice but to do 
it. 

Zmeck's Energy Absorption Power works for 
every form of energy attack and actually has no 
limits. However, if he absorbs more than 12 APs of 
Energy at any one time, he will be sent forward in 
time the number of APs absorbed. If, for instance, 
Major Force absorbs 18 APs of energy (far beyond 
his limit of 12 ) he is sent hurtling through the 
"quantum field" and will reappear in the same spot 
over seven days later. 


Artificial Hand 


Zmeck's left hand was destroyed in an explosion. 
Since then he has learned to form an artificial, 
inarticulate fist to replace the original using his 
Matter Manipulation Power. The fist has a Body of 
8. If destroyed, Zmeck can create another one by 
making a Dice Action using his Matter Manipulation 
Power as the AV/EV as well as the OV/RV of the 
attempt. Any positive RAPs gained signifies he has 


managed to create a new fist. He creates the 
appendage from the same ’'quantum 1 ' substance that 
he uses for attacks. 


Using Major Force in Adventures 


Recently, Major Force went AWOL. Player 
Characters might be asked by the government to go 
into outer space to retrieve him. This is also a good 
way for them to meet Captain Atom, who is a good 
source of information on the villain and who might 
help him in his efforts. 

Adventures using Major Force will inevitably 
lead to government involvement and meetings with 
other organizations like the Suicide Squad or 
Checkmate. If the Player Characters end up trying to 
stop Major Force, they might end up dealing with 
government red tape and even criminal prosecution. 


Subplots 


In a Secret Past Subplot, Major Force owes the 
government service because of past crimes he has 
committed. 

Major Force is also involved in an ongoing 
Enemies Subplot with Captain Atom. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book 


Appearances in DC Comics 


Captain Atom (3) #12, 15, 18, 25, 32-33, 35-36, 39- 
40, 43, 45-46; Captain Atom Annual #1-2; 
Checkmate! #16, 18; Firestorm, the Nuclear Man 
#87; Invasion! #2-3; Justice League Europe Annual 
#1; Justice League International #24; Suicide Squad 
#28-30; Who’s Who ‘88 #2; Who f s Who ‘91 #7 



polytetrathylene casing 
americanium wafer 




• mother board 



power regulation and 
transmission recieving board 

high-density lithium battery 

polytetrathylene casing 


Implant is one (1) inch in diameter 

Bomb Implant 


(cut away) 


















VILLAIN 


Mister Nebula 
& Scarlet Skier 


Mr. Nebula 


Dex: 5 

Str: 

6 

Body: 

8 

Int: 3 

Will: 

8 

Mind: 

12 

Infl: 12 

Aura: 

9 

Spirit: 

13 

Initiative: 

20 

Hero Points: 

75 


•Powers: Growth: 25, Neutralize: 35, Comprehend 
Languages: 15 

•Skills: Artist: 1, Gadgetry: 9 

•Bonuses: Comprehend Languages will translate any 
conversation Mister Nebula has, for all to hear. 
Anyone within hearing range will be able to 
understand everything in any conversation which 
includes Mister Nebula. He loves the sound of his 
own voice, and wants everyone to hear it. 
Neutralize works against any Attack made against 
Mr. Nebula (see "Immortal Design” below). 

•Limitations:Power Limitation: Neutralize may only 
be used on Powers that are used directly against 
Mister Nebula. 

•Advantages: Connections: Scarlet Skier; Extensive 
Headquarters (Nebulamobile); Genius; Gift of Gab; 
Scholar (redecorating, tacky art) 

•Drawbacks: Forced Exile (home dimension); 
Catastrophic Irrational Attraction to redecorating 
everything in some horrid, tasteless style; Serious 
Irrational Attraction to black velvet paintings. 

•Motivation: Artistic Fervor 

•Alter Ego: Kirtan-Rodd of Kvetch 

•Equipment: 

NEBULA ARMOR [Body: 12, Flight: 15, Sealed 
Systems: 15] Note: Mr. Nebula's armor is 
horrendously tacky, and includes a built-in Terrain 
Modifier (see below). 

NEBULAMOBILE [Body: 18, Flight: 35, Recall: 16, 
Sealed Systems: 25, Security System: 1 8] 

TERRAIN MODIFIERS [Body: 12, Matter 
Manipulation: 25] Bonus: Matter Manipulation 
works on organic substances as well; Limitation: 
Substances manipulated do not revert back. 


Scarlet Skier 


Dex: 4 

Str: 

3 Body: 

4 

Int: 2 

Will: 

2 Mind: 

2 

Infl: 4 

Aura: 

2 Spirit: 

3 

Initiative: 10 


Hero Points: 

15 


•Skills: Vehicles (Space): 7 


•Advantages: Connections: G'nort (High), Mister 
Nebula (High), Cluster (Low); Scholar (locating, 
dramatic monologues) 

•Drawbacks: Serious Irrational Attraction to 
destroying G'nort; Unluck 
•Alter Ego: Dren Keeg, Prisoner #314-B27 
•Motivation: Mercenary 
•Wealth: 2 
•Equipment: 

COSMIC ARMOR [Str: 4, Body: 6, Sealed Systems: 
15] Limitations: the armor rusts very easily and 
must be kept well-oiled. 

COSMIC SKIS & THRUSTER [Body: 4, Flight: 38, 
R#: 11] 

Scarlet Skier's Cosmic Skis are his only form of 
transportation. The Reliability Rating reflects its 
common ability to break down or come to some 
form of harm during times of need. G'nort recently 
damaged the Skis so that the Skier cannot leave 
Earth. 


Powers and Abilities 


Mister Nebula is a humanoid who can grow to 
whatever size fits the decor (Growth). He is not 
terribly intelligent, however. He is invulnerable to 
any weapon or Power (Neutralize). Nebula's most 
feared creations are the Terrain Modifiers, which 
allow him to alter a planet's decor to fit his singularly 
tasteless vision of design (Matter Manipulation). 

The Scarlet Skier has displayed no super-Powers 
or Attributes. In fact, he is fairly weak and a lousy 
fighter. He relies on his Armor and Skis to help him 
survive and to keep him from freezing his butt off in 
space (Sealed Systems). 


Personality/Role-playing 


Mister Nebula is tacky and disgustingly tasteless. 
What is worse is that his goal is to redecorate the 
universe. He believes everyone appreciates the 
atrocious changes he causes on various worlds. The 
cosmic designer is not terribly intelligent or 
perceptive. He is, however, dreadfully cheerful and 
loves his job. 

The Scarlet Skier spends his days locating new 
worlds for Mister Nebula to redecorate. He has 
terrible luck and usually ends up in impossible 
situations This makes him abrupt and easily irritated. 
All in all, Skier really just wants to go home, but he 
has obligations to Nebula that he must fulfill. 

Scarlet Skier also hates G'nort with a passion 








andwill take out his revenge on the Green Lantern if 
and when he sees him. 


Immortal Design 


Mister Nebula has the ability to negate any Power 
or Attack used against him (Neutralize Power). This 
Power is always activated and being used in a 
defensive mode. When a Character uses a Power or 
Attack against Nebula they must first make an Action 
Check using their APs of Power or Attack as the 
AV/EV against Nebula's APs of Neutralize as the 
OV/RV. If the Character succeeds in gaining RAPs, 
the Neutralize defense failed and a normal Attack roll 
is made. If they failed to gain RAPs on this roll, the 
Power or Attack is useless against Mister Nebula. 


Using Mister Nebula and Scarlet 
Skier in Adventures 


Mister Nebula and Scarlet Skier are comedic 
role-playing tools who best serve in a Humor Genre 
adventure. When he last left Earth, Nebula believed 
that Earth was trying to redecorate itself in honor of 
him (Martian Manhunter showed him Las Vegas). 
The cosmic designer might then return to see if the 
Earthlings have progressed any further in their 
designing pursuits. He must, of course, be stopped 


before he makes Earth one of his list of finely 
decorated worlds. To do this, Player Characters will 
have to work together, especially since their Powers 
will be useless. 

Scarlet Skier is not much of a challenge, even for 
G'nort. Skier is used to signal the arrival of Mister 
Nebula on Earth, giving Player Heroes just enough 
time to panic, flee, or make plans to defeat him. 


Subplots 


Mr. Nebula is involved in a Job Subplot as he 
seeks out and redecorates new worlds. 

Scarlet Skier is in the midst of an Enemies 
Subplot dealing with his indecision about whether to 
escape from or destroy G'nort. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Justice League Sourcebook (Scarlet Skier only) 


Appearances in DC Comics 


Justice League America #36; Justice League Annual 
#4 (Skier only); Justice League Quarterly #2; 
Star man #35; Who ’s Who l 9 7 #6 



Nebulamobile 


tonnage 

20000 tons 

diameter, Irgst 

338 m 

smlst 

123 m 

height 

307 m 

crew, min 

1 

max 

1 

passengers 

750 

cargo space 

1000 tons 








































































VILLAIN 


Parasite 


Dex: 7 

Str: 

9 

Body: 

7 

Int: 1 

Will: 

3 

Mind: 

8 

Infl: 6 

Aura: 

2 

Spirit: 

9 

Initiative: 

14 

Hero Points: 

75 


•Powers: Mind Drain: 25, Power Drain: 25, 
Vampirism: 16 

•Bonuses: Miscellaneous: Power Drain also works 
on Attributes and Skills; Vampirism has a Range of 
1 AP. 

•Limitations: Power Restriction: Vampirism cannot 
be used on a victim until the Parasite has drained 
the victim’s Powers (if any) and Attributes; Power 
Drain and Mind Drain each have a Range of 1 AP 
and do not affect Gadgets or Mystical Powers. 

•Drawbacks: Catastrophic Rage; Strange 
Appearance; Fatal Vulnerability: Parasite must use 
Vampirism on some living creature once per day, 
or he will begin to die; Serious Psychological 
Instability 

•Alter Ego: Rudy Jones 

•Motivation: Nihilist 

•Wealth: 0 


Powers and Abilities 


Parasite can not only drain another being's 
Attributes and Powers (Power Drain), but their 
memories and knowledge as well (Mind Drain). In 
essence, he absorbs the life-force of his victim, often 
leaving them dead (Vampirism). The villain can then 
use the abilities he drained. He must touch his 
victims for the Powers to work. Parasite needs to use 
Vampirism once a day or he will die. 

The Parasite does not always know how to use 
the absorbed Powers. For example, he had trouble 
seeing when he absorbed all of Superman's Vision 
Powers. The over abundance of Drained memories 
has driven him insane as well. 


Personality/Role-playing 


Parasite thoroughly enjoys the power he has over 
other living creatures. He has no reservations about 
killing to survive, something he must do every day, 
and even relishes the task. All his victims would be 
human if it were feasible because they have more life 
energy than other animals. More than anything, he 
craves lots of power, so he often tangles with meta¬ 
humans and super-heroes like Slarman and Firestorm. 
The more energy and power he absorbs, the more 
power-hungry and ecstatic he becomes. 

Rudy Jones is not very smart, and never plans for 
anything ahead of time. This lack of foresight usually 


sends him walking right into situations where he can 
be easily defeated. His lack of insight and clouded 
judgment caused his initial transformation into his 
present form when he decided to go searching for 
hidden money in cans of nuclear waste. In short, 
Parasite does not plan; he simply acts. 

Parasite becomes more insane with every mind 
he drains. The more memories he absorbs, the more 
confused he becomes. The villain does not seem to 
know how to employ the knowledge he drains from 
others minds, but it causes his thought process to be 
unpredictable, making him very dangerous. 

The villain should be played as a raving power 
monger. Parasite will leap into the most dangerous 
situations and attack the most powerful of foes, 
laughing all the while. He enjoys his power 
immensely and does not seem to notice that it is 
slowly destroying him. 


Parasite's Appetite 


To stay alive Parasite must use Vampirism on a 
living creature at least once every day (15 APs of 
time). He may live off of small animals, but it 
weakens him, especially after dining on the life-force 
of humans. When he has not eaten, Parasite begins to 
lose 1 AP of Body per hour (10 APs of time), until 
he reaches a Body of -7, whereupon he dies of 
hunger. 

Presently, Parasite is incarcerated at Belle Rcvc. 
He is only served small amounts of food everyday. 
Guards must be extremely careful when nearing his 
cell. If Parasite drains the energy of even one person, 
he will be able to free himself. 


Combining Powers 


The Parasite may use his Vampirism, Power 
Drain, and Mind Drain Powers at the same time when 
attacking an opponent. He must first make contact 
with his victim. Then he makes an Action Check for 
each of the Powers used, though the combined attack 
only counts as one Dice Action. If using two of his 
Powers, Parasite’s opponent gets +1 Column Shift to 
their OV/RV against the attacks. If he uses all three 
Powers, the opponent gains +2 Column Shifts to their 
OV/RV. If any of Parasite's attempts fail to result in 
positive RAPs, all the Powers fail. If he succeeds in 
all attempts, each power takes effect. 


Using Parasite in Adventures 


Parasite will fearlessly seek out powerful 
Characters so that he may drain them dry. He might 
track down a Player Character or team of Characters 














and try to attack them out of sheer hunger. Perhaps 
one of the heroes has a Power that, if drained by 
Parasite, might make him more dangerous than ever! 

The Player Characters may also find themselves 
tracking down the villain with the goal of stopping 
his serial murders. His style is less than subtle, so 
tracking him should not be too much of a challenge. 
Either way, a scenario using the Parasite forces 
Players to cooperate and come up with a solid plan of 
attack to put him behind bars. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Back ground/Roster Book , Superman—The Man of 
Steel Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Action Comics #340, 361, 555, 578; DC 
Comics Presents #55; Supennan (1) #286, 299, 304, 
319-322, 331, 369; Who's Who ‘86 #17; World’s 
Finest Comics #246-247, 270 

Current: Action Comics #670; Adventures of 
Superman #481-482; Firestorm Annual #5; 
Firestorm , the Nuclear Man #82, 86, 98-99; The Fury 
of Firestorm #58-59, 64; Star man #13-14; Suicide 
Squad #1; Superman: The Man of Steel #4; Who’s 
Who ‘87 (2) #4; Who’s Who ‘91 #7 



l-RNA (infiltrator) links to host DNA 
strand. FM-RNA (false messenger) 
is then created to build "leeching 
bridge" to parasite organism. 


Bio-electrical / chemical drain. 
Migration of host DNA/RNA over 
"leeching bridge". 



"Leeched" host RNA alters parasite 
organism's DNA temporarily. 


A. l-RNA 


B. host D/RNA strand being absorbed C. "inherited" meta-human abilities 
by parasite organism’s ribosome. 

D. "inherited" cellular memory 


Parasite’s “Leeching” Process 














VILLAIN 


Penguin 


Dex: 3 

Str: 

2 

Body: 

4 

Int: 9 

Will: 

4 

Mind: 

5 

Infl: 6 

Aura: 

5 

Spirit: 

4 

Initiative: 20 

Hero Points: 


70 


•Skills: Animal Handling (Animal Training): 5, 
Charisma: 6, Gadgetry: 7, Martial Artist: 5, 
Vehicles: 7, Weaponry (Exotic): 7 
•Advantages: Connections: Suicide Squad (Low), 
Underworld (High); Connoisseur; Genius; 
Leadership; Pets (10-20 birds of prey and others); 
Scholar (birds, literature, chess) 

•Drawbacks: Serious Irrational Attraction to birds 
and bird-motif crimes 

•Alter Ego: Oswald Chesterfield Cobblepot 
•Motivation: Mercenary 
•Wealth: 9 
•Equipment: 

Flame Thrower Umbrella [Body: 4, Flame Project: 7, 
R#:3] 

Lightning Umbrella [Body: 4, Lightning: 7, R#: 2] 
Parachute Umbrella [Body: 4, Gliding: 2 R#: 2] 

This Umbrella has an open diameter of over 
seven feet and allows the Penguin to drop from 
great heights safely as long as he keeps a tight grip. 
Rifle Umbrella [Body: 4, AV: 4, EV: 6, Ammo: 8, 
R#: 2] 

This is a working umbrella that fires bullets out 
of the tip with the force of an automatic rifle. The 
trigger is located in the handle. This weapon may 
also have a retractable bayonet (consider as Claws 
of 6 APs). 

Smoke/Poison Gas Umbrella [Body: 3, Fog: 11 , 
Poison Touch: 7, R#: 3] Note: all characters in the 
Fog are affected by the Poison Touch. 

The Umbrella emits a cloud of smoke to cover 
an escape (similar to Batman's smoke pellets). 
Another version sprays a poisonous gas or a 
sleeping gas (treat as Poison Touch). 

Sword Umbrella [Body: 4, EV: 6, R#: 2] 

10 AP ACD Omni-Umbrellas (x4) 


Powers and Abilities 


The Penguin has no meta-human abilities, but he 
is an extremely clever criminal strategist. He is also 
an above average combatant, trained in boxing 
(Martial Artist). Due to his size and shape, most are 
surprised by his fighting prowess and speed. 
Cobblepot can also turn any umbrella into a nasty 
weapon (Gadgetry). 


Penguin loves birds and has a knack for training 
them (Animal Handling), He has trained a number of 
his birds to attack enemies or help him in his crimes 
(Pet Advantage). 


Personality/Role-Playing 


Ostracized for his appearance and use of his 
omnipresent umbrella as a youth, Oswald decided 
that society only deserved his contempt. He became, 
therefore, an extremely vain man, only interested in 
gaining power and riches to "show the world" what 
he can do. Others underestimate him because he still 
comes across as an eccentric. He has a vicious streak, 
however, that makes him very dangerous. 

Penguin does not like competition. If working 
with another villain, he will use his umbrellas and 
birds to aid the endeavor, and do a lot of footwork. 
However, he will have a plan in mind for back- 
stabbing his partners and escaping with the loot if 
trouble occurs. 

Cobblepot has several passions, among which 
are chess, birds and literature (namely Shakespeare). 
He often patterns his crimes around these interests, as 
well ice and cold (because of his notable moniker). 
He likes to quote Shakespeare, mainly as an attention 
getting device. 

The Penguin is an extremely vain man and is 
easily swayed by flattery. If one appeals to his ego. 
they often end up on his g«od side or in his 
confidence. This has occasionally led to his downfall 
in the past. 


Birds 


Penguin owns an Aviary that holds between 10- 
20 birds at a time. It has a Lock and Security System 
of 7 APs. Characters who trip the Security Systems 
will be attacked by two birds of prey, and attract the 
wrath of Cobblepot! 

Cobblepot is a knowledgeable ornithologist, and 
has a number of birds which he keeps at the Gotham 
Aviary. He has trained most of them, and even uses 
them occasionally to aid him in his crimes. He may 
use the hawks to attack an opponent, and has taught 
penguins to carry off loot or perform other simple 
tasks. To train a bird. Penguin uses his APs of 
Animal Handling Skill as the AV/EV against a 
OV/RV equal to the bird's Infl/Spirit in a Dice 
Action. A bird can only follow one simple command, 
such as "attack." 









Hawk 


Dex: 

5 

Str: 

1 Bo»y: 

1 

Int: 

1 

Will: 

1 Mind: 

1 

Infl: 

1 

Aura: 

0 Spirit: 

1 

Initiative: 


9 




•Powers: Flight: 6, Telescopic Vision: 7, Claws: 2 
•Advantages: Lightning Reflexes 


Penguin 


Dex: 

1 

Str: 

1 Body: 

1 

Int: 

1 

Will: 

1 Mind: 

1 

Infl: 

1 

Aura: 

0 Spirit: 

1 

Initiative: 


3 




•Powers: Swimming: 4, Cold Immunity: 5 


Using the Penguin in Adventures 


Adventures including the Penguin will most 
often be based on a bird-motif series of thefts or 
murders that build up to a master plan Penguin has in 
the works. Player Heroes should find bird, umbrella, 
or cold-oriented clues that will set them on the right 
trail. 

Penguin has some authority in Gotham's 
underworld, and other criminals seem to fear him. If 
anyone stands up to the diminutive villain, there 
could be mayhem while the two forces duke it out. 
Player Characters may need to intervene before the 
Penguin acts rashly to prove himself once again. 


Subplots 


Penguin was, at one time, involved with Dovina 
Partridge in a Romance Subplot. She tried to get him 
to go straight. 


Of course, where would the Penguin be without 
Batman? Probably free to roam the streets. Since his 
first days of crime-fighting, the Caped Crusader has 
been involved in an Enemies Subplot with the Penguin. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book (card included), Batman 
Sourcebook, Batman Role-playing Game 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Batman #11, 14, 17, 21, 25, 27, 30, 33, 
36, 38, 41, 43, 48, 51, 56, 58, 61, 70, 76, 99, 155, 
169, 190-191, 200-201, 257, 287-288, 374, 400; 
Batman: The Sunday Classics 1943-1946; The Best of 
DC #11, 14; The Brave and The Bold #68, 166, 1 85- 
186, 191; Crisis On Infinite Earths #5, 9; Detective 
Comics #58-59, 67, 87^ 99, 120, 126, 134, 171, 472- 
474, 492, 526, 541; Justice League of America #40, 
61, 135; Kelloggs Pop-Tarts Giveaway (1966); 
Super Friends #1-2; Superman s Girl Friend , Lois 
Lane #70; Who's Who ‘86 #17; World's Finest 
Comics #6, 35, 49, 156, 159, 261 

Current: Batman #415, 422, 441,448-449; Batman 
Annual #11; Batman: Full Circle (flashback); 
Batman: The Killing Joke; Batman 3-D; Detective 
Comics #568, 610-611, 615, 628, 637; Detective 
Comics Annual #1; Manhunter (2) #1; Secret Origins 
Special #1; Suicide Squad #3, 5-7; Who’s Who ‘90 #5 





FLAME THROWER UMBRELLA 


SWORD UMBRELLA 


Penguin’s Umbrellas 












VILLAIN 


Poison Ivy 


Dex: 5 

Str: 

3 Body: 

4 

Int: 8 

Will: 

8 Mind: 

4 

Infe: 9 

Aura: 

8 Spirit: 

8 

Initiative: 24 


Hero Points: 

55 


•Powers: Plant Control: 8, Plant Growth: 6, Poison 
Touch: 5, Systemic Antidote: 8 
•Skills: Acrobatics (Climbing): 8, Charisma: 10, 
Gadgetry: 6, Martial Artist: 5, Scientist: 6, Thief: 4 
•Bonuses: Poison Touch can be used for various 
effects (see Poison Touch below) 

•Advantages: Attractive; Connections: Arkham 
Asylum (Low), Suicide Squad (Low); Scholar 
(botany, horticulture, poisons) 

•Drawbacks: Serious Irrational Attraction to 
Batman; Serious Psychological Instability 
•Alter Ego: Pamela Lillian Isley, Lillian Rose 
•Motivation: Psychopath 
•Wealth: 4 


Powers and Abilities 


Not only is Pamela Isley an expert botanist, but 
she can mentally control the growth and motion of all 
plant forms with her Plant Growth and Plant Control 
Powers. She can employ entwining thorn bushes or 
unbreakable tree limbs and roots for attacking and 
capturing foes. 

Perhaps Poison Ivy's most formidable talent is 
her ability to create various "potions" within her body 
chemistry which she can transfer to an opponent 
through touch. Isley must successfully make contact 
with the victim's bare skin to produce any effect. If 
her target is male, she will try to use a kiss for this 
effect. She is also immune to her own poisons as well 
as others because she can change her body chemistry 
to acclimate (Systemic Antidote). 

Isley is a fair hand-to-hand combatant and very 
agile when applying her Martial Artist and 
Acrobatics Skills. 


Personality/Role-playing 


Poison Ivy seems to have no real direction when 
committing crimes except for the need to call 
attention to herself. She does seem to like the thrill 
involved with pulling off particularly dangerous 
crimes. 

Poison Ivy's emotions are mercurial and 
elemental. She can be sweetly innocent one moment 


and bitterly cruel the next. Because of her link with 
nature, she is not completely of the world of 
mankind. She follows the rules of the vegetable 
kingdom, reveling in the process of growth, freedom, 
decay, and death. 

Isley especially craves the affection of men, and 
she prides herself in being able to manipulate and 
seduce any man. Isley has even attempted numerous 
times to capture Batman’s attention, and she finds 
him all the more attractive, as well as infuriating, for 
his stern refusals. Poison Ivy has developed a 
love/hate relationship with Batman, wishing to 
destroy him, and hoping he will surrender his love to 
her at the same time. This instability makes her all 
the more dangerous as a villain. She may try to 
seduce or kill a male hero, depending on her mood. 

Poison Ivy is a very confused individual with 
little self-respect. She is proud of only two things: her 
ability to affect men and her natural skills as a thief. 
She cannot deal with anyone on a close, emotional 
level and often sees herself only as an object of male 
fascination. 


Poison Touch 


Poison Ivy can create various effects using 

Poison Touch: 

•Skin Irritant: Poison Ivy can give someone a rash 
just like her namesake. The initial attack is made 
with the her Dex/APs of Power as AV/EV and the 
opponent's Dex/Body as OV/RV, respectively, the 
opponent sustaining RAPs of damage. In successive 
phases, the opponent is further attacked by the APs 
of Poison Touch as the AV/EV against the victim's 
Body/Body as OV/RV. The attacks continue each 
phase until one of them fails. 

•Aphrodisiac: Poison Ivy can make a male opponent 
fall in love with her. The initial attack is as above 
except that the opponent defends with his 
Dex/Will as the OV/RV, much like the Control 
Power. The victim uses his Int/Will for subsequent 
phases until one fails. If the total cumulative RAPs 
from this attack equal or exceed the victim’s Mind, 
he falls in love with Ivy. All men under the 
influence of this poison will do whatever Poison 
Ivy tells them in hopes of gaining her affection. 
They will spend all their time near her and will not 
be able to concentrate on anything but her beauty. 
A man smitten with Ivy's poison can try to break 
free of her influence if he is removed from her 
presence. He can make one attempt per phase to 









break free, using his Int/Will as the AV/EV 
against OV/RVs of 5/5 (APs of Poison Touch). 
Positive RAPs indicate success. 

•Truth Serum/Sleep Potion: Poison Ivy can use a 
hypnotic potion to either put her opponents to sleep 
or to make them give her information. In this case, 
the attack is made with Ivy's Dex/APs of Power 
versus her opponent's Dex/Mind as OV/RV. 
Characters will either tell the truth when asked or 
fall into a deep slumber immediately when under 
the effects of one of these potions. RAPs gained on 
the attack are the Knowledge Points of information 
the victim gives or the amount of time in APs the 
victim will sleep, depending upon which poison 
was used. 


Attacking with Plants 


Poison Ivy may attempt to Grapple an opponent 
with large plants in her vicinity. She uses her Plant 
Control Rating as the AV/EV of an attack versus the 
opponent's Dex/Str If she scores positive RAPs, the 
branch, root, or vine has Grappled an opponent. She 
may continue to crush the Grappled character each 
phase using Plant Control once again as the AV/EV 
against an OV/RV equal to the character's Str/Body. 


Plant Golems 


In a more bizarre display of her Powers, Ivy 
occasionally creates animated golems from plant life. 
This is a special extension of her Plant Control Power. 
First Ivy creates the form she wishes to animate with 
her Plant Growth Power (an Action Check using her 
APs of Power against and OV/RV equal to the APs of 
Body to be formed). She may then control the 
creatures with her Plant Control. When attacking, a 
creature has an AV/EV (and Str) equal to Ivy's Plant 
Control. She may split her APs of Plant Control to 
animate more than one golem at a time. 


Using Poison Ivy in Adventures 


Poison Ivy likes to commit crimes in Gotham in 
hopes of luring the Dark Knight or other challenging 



aura photograph 
of maple leaf. 


male heroes into the open In Adventures, therefore, 
she could be used to lure a male hero into trouble 
with her abilities. A group of adventurers might have 
to search for her to find their missing comrade, who 
may have already been subverted to her will. 

Because of her botanical powers, Isley is 
connected to the Green and might be sought out by 
the Swamp Thing because of her overuse or misuse 
of her abilities to manipulate plant matter. 


Subplots 


Ivy is involved in an imagined Romance Subplot 
with Batman, which causes her to chase him. She is 
also involved in a Enemies Subplot with Gotham's 
vigilante. 

Ivy also had problems dealing with other 
members of the Suicide Squad, especially Amanda 
Waller, in a Job Subplot. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book, Batman Sourcebook, 
Batman Role-playing Game, Magic Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Batman #181, 183, 291-294, 339, 341 - 
344, 367, 400; Batman Family #17; Crisis On Infinite 
Earths #5, 9; DC Special Series #6; Detective Comics 
#534; Justice League of America #111, 143, 158; 
Secret Society of Super-Villains #10; Super Friends 
#1-2; Supermans Girl Friend, Lois Lane #115-116; 
Who's Who l H6 #18; World's Finest Comics #251 - 
252 

Current: Black Orchid #2; Detective Comics #589, 
604; Secret Origins (3) #36; Suicide Squad #33-37, 
39, 41-47, 58-59; Swamp Thing Annual #4; War of 
the Gods #3; Who's Who VO #5; Wonder Woman (2) 
#61 



aura photograph of 
maple leaf touched 
by Poison Ivy. 


Ivy’s Effect on 
Plant Life 

















VILLAIN 


Punch & 
Jewelee 


Punch 


Dex: 5 

Sir: 

3 Body: 

4 

Int: 2 

Will: 

7 Mind: 

4 

Infl: 4 

Aura: 

5 Spirit: 

4 

Initiative: 

11 

Hero Points: 

50 


•Skills: Acrobatics: 6, Artist (Actor): 6, Thief: 4 
•Advantages: Connection: Suicide Squad (Low) 
•Drawbacks: Married; Serious Psychological 
Instability 

•Alter Ego: Unknown 
•Motivation: Psychopath 
•Wealth: 3 
•Equipment: 

AIR BOOTS [Body: 4, Air Walk: 5, Flight: 7, R#: 2] 
Limitation: Minor Power Burnout on Flight. 

Sting Strings (Gun) [Str: 5, Body: 4, AV: 4, 
Lightning: 7, Control: 9, R#: 2] Limitation: May 
not be used to Multi-Attack, 

Punch may use the Strings to to harm 
(Lightning) or Control his target. To use either 
attack, the Strings must first Grapple the target, 
using AV/EVs of 4/5 against the target's Dex/Str. 
Positive RAPs do not do damage, but the target is 
immediately attacked with the appropriate Power, 
and is Grappled. The Power will automatically 
attack the target each phase until he can break the 
Grapple, or until Punch chooses to attack a 
different target. 


Jewelee 


Dex: 5 

Str: 

3 Body: 

4 

Int: 2 

Will: 

6 Mind: 

5 

Infl: 4 

Aura: 

5 Spirit: 

4 

Initiative: 

11 

Hero Points: 

50 


•Skills: Acrobatics: 6, Artist (Actor): 6, Thief: 4 
•Advantages: Connection: Suicide Squad (Low) 
•Drawbacks: Married; Minor Rage; Minor 
Psychological Instability 
•Alter Ego: Unknown 
•Motivation: Psychopath 
•Wealth: 3 
•Equipment: 

Hypno-Jewel [Body: 11 , Flash: 6, Illusion: 4] 
Blast-Jewel [Body: 1 1, Energy Blast: 8] 


Powers and Abilities 


Punch and Jewelee have no innate Powers, but 
their unpredictability and alien weaponry more than 
compensate. Both are extremely agile and use their 
natural Acrobatic abilities to easily avoid attackers. 

Punch can walk on air and fly at moderate 
speeds using his Air Boots (Air Walking), and his 
Sting Strings can shock an opponent (Lightning), or 
have him dancing like a marionette. 

Jewelee possesses a collection of jewels that she 
uses to create a variety of effects. Her Hypno-Jewel 
generates bright flashes of light to dazzle all 
onlookers, and can also create convincing holograms 
(Flash, Illusion). Jewelee also uses a jewel that can 
create powerful blasts of force (Energy Blast). 


Personality/Role-playing 


Upon first glance, Punch and Jewelee seem like 
crazed kids out for thrills. They act silly and bounce 
around as though they are part of some circus, 
continually pulling dangerous practical jokes and 
causing all sorts of mischief. 

Under it all, the couple are serious criminals who 
know that their act will distract victims and heroes 
enough to make up for their lack of super-human 
powers. Punch and Jewelee can be malicious and 
may kill to get what they want, if they feel like it. 

Punch and Jewelee are not terribly powerful or 
skilled, but they can give their adversaries a 
challenge while making them look ridiculous. If 
Jewelee is hard pressed in battle, she may become 
enraged and try to kill her opponent. One important 
fact: Punch and Jewelee will not fight in hand-to 
hand-combat, preferring to use their weapons or 
nearby "props." 


Fooling Around 


Punch and Jewelee have a knack for convincing 
others they are harmless, or at least not challenging 
opponents. To convince others that their schemes and 
actions are simply pure silliness (instead of part of a 
well-devised plan) either Punch or Jewelee, or both, 
may use their APs of Actor Subskill as the OV/RV of 
an Perception Check by another Character. The 
number of positive RAPs gained against Punch and 
Jewelee on this Perception Check signify the amount 
of knowledge gained about the duo's true intentions. 
RAPs equal to or more than the RV (the Actor 










Subskill) give the Perceiving Character a good idea 
what the villainous duo is planning. 


Using Punch and Jeweiee in 
Adventures 


Punch and Jeweiee, whether acting on their own 
or with a group (like the Suicide Squad) will act 
crazy and rambunctious while secretly working out 
their own private schemes. They may cross the paths 
of Player Characters when pulling off small time 
crimes like robbery. Often their criminal activities 
will be in a public area since they tend to put on a 
show to cover their illicit activities. 

These two eccentric villains can also be a lead in 
for adventurers to meet and work with the Suicide 
Squad. Since they are under government control, 
meeting them will likely lead to involvement with 
one government organization or another. 

Also, since Punch and Jeweiee have made their 
home in the suburban mid-United States, the Player 
Heroes might run across the supposedly reformed duo in 
the midst of a daring swindle in that environment. 


Subplots 


Recently, Punch and Jeweiee have moved to 
suburbia, where in a Family Subplot, they are raising 
Jewelee's child and trying to live a normal lifestyle. 

Punch and Jeweiee were obligated to work for 
the Suicide Squad in lieu of their prison terms. (Job 
Subplot) 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Cciptciin Atom (2) #85, 89 (Jeweiee); 
Crisis On Infinite Earths #9; Who's Who ‘86 #18 

Current: Checkmate! #18; Firestorm, the Nuclear 
Man #87; Hawk and Dove (3) #18-19; Secret Origins 
(3) #28; Suicide Squad #24-25, 27, 29-31, 33-34, 36- 
37, 38 (Jeweiee), 39; Who's Who ‘88# 3; Who's Who 
‘91 #8 



Jewelee’s Hypno-Jewel 







VILLAIN 


Riddler 


Dex: 5 

Str: 

4 

Body: 

4 

Int: 10 

Wile: 

5 

Mind: 

4 

Infl: 8 

Aura: 

4 

Spirit: 

6 

Initiative: 

25 

Hero Points: 

65 


•Skills: Artist (Actor): 6, Charisma: 7, Martial 
Artist: 6, Thief: 6, Vehicles: 6, Weaponry: 7 
•Advantages: Connections: Underworld (High); 

Leadership; Scholar (puzzles and riddles) 
•Drawbacks: Catastrophic Irrational Attraction to 
riddles, puzzles, and riddle motif crimes 
•Alter Ego: Eddie Nashton, Edward Nigma 
•Motivation: Mercenary 
•Wealth: 4 
•Equipment: 

Puzzle Piece Bombs (x5) [Body: 1, Bomb: 6, R#: 2, 
Note: The Bombs explode on contact] 

Question Mark Pistol [Bo»y: 4, EV: 3, Ammo: 6, R#: 5] 


Powers and Abilities 


The Riddler does not have any meta-human 
Powers, but is extremely intelligent and a master at 
riddles and puzzles. Nashton also trained himself to 
be an excellent marksman, especially when 
employing his specially designed puzzle motif 
weapons. He is also a reasonably good hand-to-hand 
combatant, more from years of being beaten by 
Batman than from practice or training. 


Personality/Role-Playing 


Edward Nashton has an overwhelming obsession 
with puzzles, and this drives him more than anything 
else into conflicts with the one mind in the world 
worthy of his riddles: Batman. Nashton is literally 
compelled to leave clues behind in the form of riddles 
or puzzles. 

Riddler is a coward at heart, to the point of 
recently retiring from his criminal activities. If the he 
is cornered, he will surrender rather than fight. This 
does not mean that Riddler will not fight, for he is an 
exceptional marksman. He will only engage in battle 
when it is to his advantage to do so, preferring to 
outwit his opponents rather than outfighting them. 

Riddler is capable of very little malice. He would 
never even dream of killing Batman, for doing so 
would eliminate his greatest challenge. Riddler would 


far prefer humiliating Batman by stumping him with 
a particularly tricky riddle. 

The Riddler usually commits a number of minor, 
seemingly unrelated crimes, culminating in a grand 
theft. Each of the lesser crimes supplies a clue to the 
final caper. This pattern always leads to Riddler's 
downfall, as clever heroes (like Batman) will 
invariably catch on, and thwart his plan just as it is 
about to succeed. 


Riddled With Clues 


Riddler has the self-defeating obsession of 
leaving a clue for Batman to find for each crime he 
pulls. There may be a number of clues for a number 
of schemes in quick succession during a scenario. If 
the Riddler wants to commit a crime without leaving 
a riddle behind as a clue, he would need to role a 18 
or greater on a 2d 10 (because of his Catastrophic 
Irrational Attraction). The same holds true if he tries 
to hold off from stealing something connected with 
riddles and puzzles, especially something of value or 
in the public eye (or both). 

The Riddler is best used if the Gamemaster can 
actually come up with puzzles and riddles for the 
Players to solve during the adventure. The Players 
should be able to figure the riddles out and use the 
answers to track down the Riddler. However, if the 
Players get stumped, Characters with the Detective 
(Clue Analysis) Subskill can attempt an action check 
to get some hints from the GM. 

AV/EVs to a Clue Analysis equal a Character's 
APs of Detective, while the OV/RVs vary depending 
on the difficulty of the puzzle or riddle, using the 
Universal Modifiers Chart as a guide. Riddler's most 
challenging riddles will have an OV/RV of 10/10 
(equal to his Int). 

If the attempt scores positive RAPs, the 
Gamemaster must give the Players a hint about the 
riddle or its relevance to the Riddler's master plan. 1 
RAP will provide a minor clue, RAPs up to 1/2 the 
RV will provide a major clue, and RAPs equal to or 
greater than the RV will essentially solve the riddle, 
or at least a major portion of it. 

In any case, the Gamemaster should never hand 
the solution to the Players when it is possible for 
them to solve it on their own. If the PCs manage to 
foil the Riddler's schemes without extra hints, they 
should be awarded extra hero points at the end of the 
adventure (up to 1 Standard Award). 









Using the Riddler in Adventures 


Riddler is a good villain for challenging Players' 
minds and testing the mettle of detective Characters. 
He is best used against heroes that need to use their 
minds to solve crimes. It is essential with the Riddler 
that he follow his characteristic interest in puzzles 
throughout the adventure. 

The Riddler may team up with other members of 
Gotham's villain roster in an all-out attack on Batman. 


Subplots 


Nashton's Criminal Past makes it difficult for 
him to get into a legitimate line of work. This doubles 
as both a Criminal Past and a Job Subplot. 

Riddler constantly comes into conflict with 
Batman in an Enemies Subplot. 

In a bizarre Miscellaneous Subplot, Riddler was 
possessed by a 17th century demon. The demon 
caused Riddler to perform heinous acts of violence, 
and nearly killed Batman. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Background/Roster Book, Batman Sourcebook , 
Batman Role-Playing Game 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Batman #171, 179, 263, 279, 291-292, 
317, 362, 400; The Best of DC #14; The Brave and 
The Bold #68, 183; Crisis On Infinite Earths #5, 9; 
Detective Comics #140, 142, 362, 364, 373, 377, 493, 
526; The New Teen Titans (1) #19 (behind the 
scenes); Super Friends #4; Who's Who ‘86 #19; 
World's Finest Comics #159 

Current: Batman #415, 452-454; Batman 3-D; Black 
Orchid #2; The Question #26; Robin II #4; Secret 
Origins Special # 1; Who's Who ‘90 #5 



Riddler’s Pistol 


30 rnd. non-staggered clip 


firing pin (not shown) 



high-density 
polyethylene casing 


detonator 


Exploding Puzzle Piece 























VILLAIN 


Royal Flush 
Gang 


Ace 


Dex: 6 

Str: 

5 Body: 

6 

Int: 2 

Will: 

4 Mind: 

3 

Infl: 4 

Aura: 

3 Spirit: 

3 

Initiative: 12 


Hero Points: 

45 


•Skills: Thief: 5 

•Advantages: Connection: Royal Flush Gang (High) 

•Drawbacks: Secret Identity 

•Alter Ego: Ernie Clay 

•Motivation: Mercenary 

•Wealth: 4 

•Equipment: 

EXOSKELETON [Dex: 7, Str: 13, Boor: 6] 


King 


Dex: 5 

Str: 

4 

Body: 

4 

Int: 5 

Will: 

5 

Mind: 

4 

Infl: 5 

Aura: 

4 

Spirit: 

4 

Initiative: 17 


Hero Points: 

55 


•Powers: Invulnerability: 10, Regeneration: 10 
•Skills: Acrobatics: 3, Martial Artist: 5 
•Bonuses: Miscellaneous: King's Invulnerability and 
Regeneration Powers make him essentially immortal. 
•Alter Ego: Joe Carny 
•Motivation: Mercenary 
•Wealth: 4 


Queen 


Dex: 6 

Str: 

4 Body: 

4 

Int: 4 

Will: 

5 Mind: 

4 

Infl: 5 

Aura: 

3 Spirit: 

4 

Initiative: 17 


Hero Points: 

55 


•Skills: Acrobatics: 3, Artist (Actor): 7, Martial 
Artist: 5 

•Advantages: Scholar (Disguises) 

•Drawbacks: Serious Irrational Attraction to 
drinking alcohol (the Queen is an alcoholic). 

•Alter Ego: Mona Tyler 
•Motivation: Mercenary 
•Wealth: 4 
•Equipment: 

Razor Spades and Wrist Shooter[Bo»y: 4, EV: 5, 
Ammo: 52, R#: 3] Bonus: Queen can fire up to 
eight razor spades in a single phase: add one to the 
final dice roll (after all rolls for doubles) for each 
additional spade fired past the first. 


Jack 


Dex: 5 

Str: 

4 Body: 

4 

Int: 5 

Will: 

4 Mind: 

4 

Infl: 5 

Aura: 

4 Spirit: 

4 

Initiative: 17 


Hero Points: 

50 


•Powers: Heat Vision: 7 

•Skills: Acrobatics: 3, Charisma: 6, Martial Artist: 5 
•Drawbacks: Serious Irrational Fear: Jack believes 
he is considered ugly by all women because of his 
laser eye. 

•Alter Ego: Unknown 
•Motivation: Mercenary 
•Wealth: 4 

Ten 


Dex: 8 

Str: 

4 

Body: 

5 

Int: 4 

Will- 

4 

Mind: 

4 

Infl: 3 

Aura: 

3 

Spirit: 

4 

Initiative: 19 


Hero Points: 

55 


•Skills: Acrobatics: 6, Martial Artist: 7, Thief: 7, 
Vehicles: 6 

•Advantages: Lightning Reflexes 
•Alter Ego: Wanda Wayland 
•Motivation: Mercenary 
•Wealth: 4 
•Equipment: 

Spade Bombs (x 10) [Body: 1, Bomb: 7] The Spade 
Bombs are attached to her costume. She removes 
them and throws them. 

2 Way Headset Radio [Body: 2, Telepathy: 14, R#: 2, 
Note: Telepathy represents the range of the radio] 


Average Foot Soldiers (Teenagers) 


Dex: 4 

Str: 

3 Body: 

3 

Lnt: 3 

Will: 

2 Mind: 

2 

Infl: 2 

Aura: 

3 Spirit: 

2 

Initiative: 11 


Hero Points: 

55 


•Skills: Acrobatics: 5, Martial Artist: 5, Weaponry: 5 

•Motivation: Mercenary 
•Wealth: 3 
•Equipment: 

2 Way Headset Radio [Body: 2, Bomb: 3, Telepathy: 
14, R#: 2, Note: Telepathy represents the range of 
the radio. Bomb power is a self destruct device.] 


General Equipment 


All the Royal Flush Gang members have access 
to the following equipment: 

FLYING CARD [Body: 5, Flight: 8] 

Blaster Pistols [Body: 4, EV: 9, R#: 2] 

8 AP ABC Omni-Cards (x2) 











Powers and Abilities 


Only the King has a true meta-human Power: the 
ability to heal quickly and never die (Invulnerability 
and Regeneration Powers). Jack can fire lasers (treat 
as Heat Vision) from the electronic implant in his 
right eye. The rest of the Gang rely on their 
equipment and Skills. 

All members of the Royal Flush Gang have skill 
and experience in pulling off crimes, usually the 
Thief or Acrobatics Skill. All but Ace are trained 
fighters (Martial Artist). Queen was formerly a well 
known actress and has the Actor Subskill (of Artist). 
Ten, a former pilot, can fly just about any air vehicle 
(Vehicles Skill). 


Description 


The current Royal Flush Gang is a 
conglomeration of thieves who are trying to pull off 
the big scam that will finally let them live the good 
life. Whereas the original group was self-sufficient, 
this incarnation relies on the resources and 
technology of benefactors whom they work for as 
hired guns. More than anything they want to be rich 
and will work for anyone in order to attain this goal. 

None of the Gang is terribly bright, and they 
would not last long against most heroes without their 
special equipment and weapons. However, they are 
cocky enough to believe themselves more powerful 
than they truly are. 

Most members of the Gang has some sort of flaw 
that affects the way the team works together: the 
Queen’s alcoholism and gambling, Jack's inferiority 
complex, and Ace and King's propensity for petty 
thievery. These weaknesses affect their efficiency as 
a team. The Gang members do not work well 
together, and there is usually some contention over 
who should be the leader. 


The Ace Android 


When the Gang was totally re-formed by Hector 
Hammond (and later hired by Maxwell Lord), the team 
included the Ace Android, a powerful robot specifically 
programmed to fight the Justice League. The Ace 
Android was destroyed by Booster Gold during his first 
battle alongside the new Justice League. 


Ace Android 


Dex: 7 

Str: 

18 

Body: 

10 

I NT: 2 

Will: 

2 

Mind: 

10 

Infl: 2 

Aura: 

2 

Spirit: 

10 

Initiative: 11 


Hero Points: 

50 


Powers: Energy Blast: 13, Flame Being: 10, Flame 
Project: 9, Neutralize: 1 1, Skin Armor: 8 
’Limitations: Neutralize only works against anti¬ 
gravity devices, such as Mister Miracle's Aero 
Discs. 

•Advantages: Scholar (Justice Leaguers and their 
weaknesses); Miscellaneous: Ace can turn itself 
yellow at will, thus making itself immune to the 
effects of a Green Lantern's Power Ring. 


Using the Royal Flush Gang in 
Adventures 


The Royal Flush Gang is a good opponent for 
super-teams that need to hone their teamwork. 
Individually, the Flushers are fairly weak, but since 
there are so many of them, they can gang up on the 
Player characters with Team Attacks. The Gang 
almost always works for hire, so the real challenge 
will be to find the villain who is paying them. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Justice League Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Crisis On Infinite Earths #9 (Ace); The 
Joker #5; Justice League of America #43, 54, 203- 
205; Who’s Who '86 #19; Wonder Woman (1) #258 

Current: Black Orchid #1 (mention: Ten of Spades); 
Justice League America #4, 12 (Jack); The New 
Titans #68-69; Who’s Who '87 (2) #5; Who’s Who 
'91 #6 



















VILLAIN 


Society of Sin 


Houngan 


Dex: 5 

Str; 

3 Body: 

5 

Int: 6 

Will: 

5 Mind: 

4 

Infl: 5 

Aura: 

6 SfiRiT: 

7 

Initiative: 16 


Hero Points: 

50 


•Skills: Charisma: 6, Gadgetry: 7, Occultist: 8 
•Advantages: Connections: Society of Sin (High), 
Haitian Voodoo Community (High), Brain and 
Monsieur Mallah (Low); Genius; Scholar (voodoo) 
•Alter Ego: Jean-Louis Droo 
•Motivation: Psychopath 
•Wealth: 5 
•Equipment: 

Computer Fetish [Body: 2, Voodoo: 9, R#: 3] 


Phobia 


Dex: 6 

Str: 

3 Body: 

4 

Int: 5 

Will: 

5 Mind: 

6 

Infl: 5 

Aura: 

7 Spirit: 

6 

Initiative: 18 


Hero Points: 

50 


•Powers: Phobia: 13 
•Skills: Martial Artist: 5 

•Advantages: Connections; Society of Sin (High), 
British Aristocracy (High), Brain and Monsieur 
Mallah (Low) 

•Alter Ego: Angela Hawkins III 
•Motivation: Thrill Seeker 
•Wealth: 8 


PLASMUS 


Dex: 6 

Str: 

7 

Body: 

7 

Int: 4 

Will: 

5 

Mind: 

5 

Infl: 5 

Aura: 

2 

Spirit: 

5 

Initiative: 15 


Hero Points: 

50 


•Powers: Acid: 9, Cell Rot: 9, Dispersal: 3 
•Skills: Charisma (Intimidation): 6 
•Limitations: Acid and Cell Rot have No Range and 
are Always On. 

•Advantages: Connections: Society of Sin (High), 
Brain and Monsieur Mallah (Low) 

•Drawbacks: Strange Appearance 
•Alter Ego: Otto Von Furth 
•Motivation: Psychopath 
•Wealth: 4 


Trinity 


Dex: 3 

Str: 

3 Bo»y: 

3 

Int: 5 

Will: 

4 Mind: 

5 

Infl: 3 

Aura: 

5 Spirit: 

5 

Initiaitve: 11 


Hero Points: 

40 


•Powers: Energy Blast: 10, Illusion: 10, Mystic 
Freeze: 10 

•Alter Ego: Unknown 
•Motivation: Power Lust 
•Wealth: 4 


Warp 


Dex: 6 

Str: 

3 Body: 

6 

Int: 6 

Will: 

5 Mind: 

5 

Infl: 4 

Aura: 

3 Spirit: 

5 

Initiative: 16 


Hero Points: 

45 


•Powers: Flight: 6, Warp: 13 
•Skills: Thief: 6 


•Limitations: Power Restriction: Warp can only 
create one Warp at a time: each use inflicts 1 RAP 
of Bashing Combat damage to his Current Mind 
Condition. 

•Advantages: Connections; Society of Sin (High), 
Brain and Monsieur Mallah (Low) 

•Alter Ego: Emil LaSalle 
•Motivation: Mercenary 
•Wealth: 7 


Madame Rouge (deceased) 


Dex: 7 

Str: 

5 

Body: 

5 

Int: 7 

Will: 

6 

Mind: 

5 

Infl: 6 

Aura: 

5 

Spirit: 

6 

Initiative: 24 


Hero Points: 

70 


•Powers: Chameleon: 10, Stretching: 5 
•Skills: Artist (Actor): 8, Charisma: 7, Martial Artist: 
7, Scientist: 4, Thief: 6 

•Advantages: Connections: Brotherhood of Evil 
(High); Lightning Reflexes 
•Alter Ego: Laura De Mille 
•Motivation: Power Lust 
•Wealth: 10 


Powers and Abilities 


Phobia has the ability to read the fears of others 
and project them at an opponent (Phobia Power). Her 
teammate Warp can create a dimensional door (or 
Warp) which he can step through, circumventing 
distances of up to 16 miles. This Power is very taxing 
and lowers his Current Mind condition. Plasmus, a 
living mass of protoplasm, not only appears 
terrifying, but has the horrible ability to burn and 
dissolve both living and non-living substances (Acid 
and Cell Rot Powers), as well as lose cohesion 
(Dispersal) allowing better protection from Physical 
Attacks. Houngan has no Powers, but is an electronic 
genius and occultist. He combined this knowledge to 
create a high-tech voodoo doll to torture his enemies. 










All he needs is a small organic sample from his target 
(hair, tooth, fingernail, etc.) and his Computer Fetish. 
The newest team member, Trinity, can throw blasts 
of kinetic energy (Energy Blast), slow her opponents 
in time (Mystic Freeze), and create maddening 
illusions (Illusion). Madame Rouge was given the 
power of true disguise by the Brain, allowing her to 
mold her features (Chameleon) and Stretch her body. 


Description 


Each member of the Society of Sin has his or her 
own agenda and reason for joining the group. Phobia, 
a rich, bored aristocrat from Britain is simply 
looking for amusement. Plasmus is seeking revenge 
on society for his blob-like state. He is the most 
vicious of the group because of his rage, and all of 
his attacks are meant to kill. Houngan is insane. 
Warp is mainly a part of the group due to a sort of 
romantic loyalty he holds for them. He also finds the 
life of a criminal exciting. Trinity's reasons for 
joining the group are still a mystery. 

These villains all have strong personalities and 
bloated egos, especially Phobia. They often argue with 
one another and fight for the spotlight during combat. 
This does not help their chances in battle, of course. 
Members have even been known to turn on the others as 
was the case with former member, Madame Rogue. 


Using the Society of Sin in 
Adventures 


The Society of Sin is formidable challenge for 
any team of heroes. If the Player Characters 
encounter the Society of Sin, or suspect them in an 
investigation, they could always seek information or 
assistance from the Doom Patrol or the New Titans. 
If they do, of course, any fight with the Society will 
most likely become a vicious grudge match. 

Adventurers also may encounter Society 
members who are on solo missions. The villains need 
to make a living and may attempt grand theft or 
assassination for exorbitant fees. If the Player Heroes 
capture one member, though, it could easily lead to 
an encounter with the rest, because the Society 
members are extremely loyal to each other. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background'Roster Book, New Titans Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Society of Sin: The New Teen Titans (2) # 26-27; 
The New Titans Annual #6; Teen Titans Spotlight 
#11; Who’s Who VI #8 

Society Of Sin Members: 

Houngan—Pre-Crisis: Crisis On Infinite Earths #9- 
10; The New Teen Titans (1) #14-15, 28-31; 26-27; 
Who’s Who ‘85 #10 

Houngan—Current: The New Teen Titans (2) # 26- 
27; The New Titans Annual #6 

Phobia—Pre-Crisis: Crisis On Infinite Earths #5, 
10; The New Teen Titans (1) #14-15, 28-31; Who’s 
Who ‘86 #18 

Phobia—Current: The New Teen Titans (2) # 26- 
27, 43; Teen Titans Spotlight # 11 

Plasmus—Pre-Crisis: Crisis On Infinite Earths #5, 
9; Infinity, Inc. #22; The New Teen Titans (1) #14-15, 
28-31; Who’s Who ‘86# 18 

Plasmus—Current: The New Teen Titans (2) # 26- 
27; The New Titans Annual #6 

Trinity: The New Titans Annual #6 

Warp—Pre-Crisis: Crisis On Infinite Earths #5, 9- 
10; The New Teen Titans (1) # 26-27; Who’s Who 1 87 
(1) #25 

Warp—Current: Elongated Man #1-3; The New 
Teen Titans (2) # 26-21 \ The New Titans Annual #6; 
Teen Titans Spotlight #11 









VILLAIN 


Sonar 


Dex: 

6 

Str: 

4 

Body: 

5 

Int: 

11 

Will: 

9 

Mind: 

8 

Infl: 

4 

Aura: 

3 

Spirit: 

4 

Initiative: 21 


Hero Points: 

60 


•Skills: Charisma: 9, Gadgetry: 7, Scientist: 7, 
Vehicles: 4, Weaponry (Exotic): 7 
•Advantages: Area Knowledge (Modora); 
Attractive; Connections: Modora (High), Hector 
Hammond (Low); Connoisseur; Genius; Rich 
Family; Scholar (sonics) 

•Drawbacks: Authority Figure; Public Identity 

•Alter Ego: Bito Wladon 

•Motivation: Power Lust 

•Wealth: 5 

•Equipment: 

Sonic Sceptre [Body: 9, Energy Absorption: 15, 
Flight: 15, Illusion: 20, Sonic Beam: 17, 
Telekinesis: 10, R#: 2] Limitation: Energy 
Absorption only works on sonic attacks; 
Miscellaneous Drawback: All of the Sceptre's 
Powers are sound-based, so they will not function 
in a vacuum. 


Powers and Abilities 


Bito Wladon is a technological genius and an 
expert in sonics research. He has created a number of 
powerful sound-based weapons and tools, and being 
an expert at their use, has the advantage of Exotic 
Weapons Subskill when using any of his inventions 
for offensive purposes. 

Most of Bito's sonic inventions have been 
incoiporated into one hand-held weapon called the 
Sonic Sceptre which he carries as a royal symbol. 
Sonar employs it to absorb, as well as fire, sonic 
waves (Energy Absorption, Sonic Beam). The 
Sceptre can cause hallucinations in its target 
(Illusion) by disrupting the brain's electromagnetic 
pulses. The Sonic Sceptre also allows Sonar to Fly by 
nullifying gravity and propelling him with sound 
waves. He may even use it to move objects at a 
distance (Telekinesis). 

Recently, Sonar incorporated his advanced sonic 
devices into a "super-suit," endowing him with all the 
powers of his Sonic Sceptre. 


Personality/Role-Playing 


Sonar is a megalomaniac with an overblown 


sense of patriotism. Because he is full of pride and 
honor, he tries to follow the traditions of his Eastern 
European heritage very closely. All the crimes he 
commits are, in his view, for the "betterment" of his 
nation, Modora. His goal is simply to put his country 
on the map as a world power, and he will stop at 
nothing to accomplish it. 

Bito's inflated ego leads him to believe he is a 
match for any hero. He leaps into dangerous 
situations with unwarranted confidence, and his 
impulsive, temperamental nature usually leads to his 
downfall at the hands of heroes like the Elongated 
Man. 


Modora 


Modora has a quaint Eastern European culture 
that never fell under the influence of the Soviets 
because of its small size and lack of industry. The 
people of Modora are self-sufficient and remain at 
the technological level of 19th Century pre-industrial 
Europe. Wladon's castle sits on a hill in the center of 
the diminutive country and is the only center of 
technology. Roads and rail lines do not run into 
Modora. There is no telephone service or airports. 
The country is essentially cut off from the rest of the 
world. 


The Fake Sonar 


Recently, the Elongated Man encountered Bito 
Wladon again in Europe as ruler of Modora. It was 
revealed that the man incarcerated earlier in the 
United States by Green Lantern was actually a man 
hired by Wladon to masquerade as himself and to use 
a weaker sound weapon to make the world believe 
that "Sonar" was not a threat. The true Wladon was 
actually the legal ruler of Modora, a country whom 
he forced to remain in the lifestyle of the 19th 
Century "for their own good." The "fake" Sonar had 
the following statistics: 


Sonar (the Impostor) 


Dex: 4 

Str: 

4 

Body: 

5 

Int: 5 

Will: 

5 

Mind: 

5 

Infl: 3 

Aura: 

3 

Spirit: 

4 

Initiative: 12 


Hero Points: 

40 


•Skills: Vehicles: 4, Weaponry (Exotic): 7 
•Advantages: Area Knowledge (Modora); 

Connection: Bito Wladon (Low); Connoisseur 
•Alter Ego: unknown 













•Motivation: Mercenary 
•Wealth: 4 
•Equipment: 

Sonic Gun [Body: 7, Energy Absorption: 10, Flight: 
10, Illusion: 12, Sonic Beam: 15, Telekinesis: 8, 
R#: 2] Limitation: Energy Absorption only works 
on sonic attacks; All of the Gun's Powers are 
sound-based: they will not function in a vacuum. 


Castle Modora 


The castle is guarded by a small army of men 
armed with rifles and sonic guns. There is a 
monitoring and communication system in the castle 
for observation of the country and village. The castle 
has the following statistics: 

CASTLE MODORA [Body: 12, Security System: 8, 
Lab Rating: 15] 

ANTI-AIRCRAFr SONIC CANNON [Body: 9, AV: 

8, Sonic Beam: 13, R#: 2] Note:The Sonic Cannon 
rests on one of the Castle platforms overlooking 
the village. The Cannon is stationary and cannot be 
aimed down. 

COMMUNICATION SYSTEM [Body: 8, Recall: 
15, Remote Sensing: 10, Super Ventriloquism: 10, 
Telepathy: 14, R#: 2] 

Recall represents the security system’s memory. 
The system can monitor the outlying areas of the 
castle and village both visually and through 
numerous electronic ’'bugs' 1 (Remote Sensing). 
Wladon may communicate by radio with other 
nearby countries (Telepathy is range of radio), or 
make loudspeaker broadcasts to the village (Super 
Ventriloquism). 

BRAINWASHING MACHINE [Body: 8, Hypnosis: 

9, R#: 3] Limitation: Hypnosis has No Range. 

Bito's soldiers carry special stnic blasters: 

Sonic Blasters [Body: 3, Sonic Beam: 6, R#: 2] 


Using Sonar in Adventures 


When Sonar appears in an adventure, he will 
most probably be '’aiding” his homeland in some 
criminal manner, whether the people of Modora want 
his help or not. Sonar may, for instance threaten 
powerful countries or break-up plans for a united 
market in Europe so that his country will stay safely 
isolated. Wladon's schemes are fairly straightforward, 
even predictable, though his powerful weapons make 
him a challenge. 

Adventures with Sonar can lead Player heroes 
into the land of Modora since the base of operations 
for his criminal activities is located there. 

Heroes, especially Green Lantern, might face the 
’’fake” Sonar in the U.S. stealing artifacts that are 
associated with Modora's history. 


Subplots 


Bito considers himself personally responsible for 
the well-being of Modora in a Job Subplot. 

Sonar seems to continually face Green Lantern Hal 
Jordan, and as such has developed an Enemies Subplot 
involving him. Sonar feels that he would gain 
immeasurable prestige for his country if he defeated GL, 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Green Lantern (2) #14, 19, 25, 105-106, 
130, 188-189, 197-198; Justice League of America 
#131-132; Who’s Who ‘86#21 

Current: Elongated Man #1-4; Green Lantern (2) 
#199, 201-203; Justice League America #43- 
44(impostor); Who’s Who ‘JO #5 



Sonic Gun 









VILLAIN 


Toyman 


Dex: 

2 

Str: 

2 

Body: 

3 

Int: 

11 

Will: 

5 

Mind: 

5 

Infl: 

4 

Aura: 

4 

Spirit: 

4 

Initiative: 17 


Hero Points: 

55 


•Skills: Gadgetry: 12, Scientist: 8, Weaponry: 2 
•Advantages: Connections: Intergang (High), Toy 
Industry (Low); Genius; Scholar (toys) 
•Drawbacks: Catastrophic Irrational Attraction to 
toys and toy motifs; Serious Irrational Attraction to 
killing Lex Luthor 

•Alter Ego: Winslow Percival Schott 
•Motivation: Psychopath 
•Wealth: 7 
•Equipment 

12 AP ABCD Omni-Gadget Toys (x4) 

Exploding Action Figures [Dex: II, Str: 7, Body: 7, 
Int: 1 Bomb: 9, Energy Blast: 9, Flight: 13, R#: 2] 
Limitation: The robots' Bomb Power goes off and 
they explode if their Current Body Condition is 
reduced to 2 APs or less. 

Giant Teddy Bears [Dex: 2, Str: 6, Body: 3, Int: 1, 
Claws: 5, Stealth: 4, R#: 2] 


Powers and Abilities 


The Toyman is a master gadgeteer and robotics 
expert (Gadgetry, Scientist). He prides himself on 
being one of the top toy designers in the world. 
Unfortunately for him, his style is not as marketable 
as it once was. 

Schott has no meta-human powers, and is less 
than useless in hand-to-hand combat. He relies 
entirely on his specialized toys to protect him, 
especially his swarms of exploding action figures. 
Toyman always carries a few special toys in his 
pockets, ready to brighten a child's day, or allow a 
quick escape from a pesky hero (Omni-Gadgets). 


Personality/Role-Playing 


Winslow Schott is a disgruntled toymaker who 
felt that the modem world humiliated and destroyed 
him. He turned violent and criminal with his 
inventions, targeting Lex Luthor, the man who 
indirectly forced him out of his job as a toymaker. He 
has since decided to enact vengeance on anyone who 
gets in his way and has already killed mercilessly, 
using his toys as weapons. 

The Toyman is a self-centered, spiteful, and 
angry man who believes his way is always right. He 


is adverse to change, and will fight anything that 
affects his lifestyle or beliefs. 

Ironically, the Toyman's life is dedicated to the 
welfare of children. He spends his time doing what 
he believes is best for the youth of today. Childless 
himself, Schott always has a kind word and a safe toy 
for girls and boys. He would never harm a child and 
it would destroy him if one of his own creations ever 
caused a child harm. 

Schott usually works behind the scenes, sending 
his toys out as agents and assassins. He has no 
combat ability, so he is easily apprehended once 
discovered, provided he doesn't have a toy handy to 
allow an escape. 


Happyland 


Happyland is an amusement park that seconds as a 
front for Intergang operations. Here, Toyman has a 
workshop with a rating of 12 APs where he creates 
Gadgets for use against Superman, and toys for the 
enjoyment of the children that Intergang kidnaps. 
Happyland has a Security System of 6 which, if tripped, 
will send out an army of toy soldiers, tanks, and other 
automated toys to capture or destroy trespassers. 

Toy Soldiers (x 20) [Dex: 5, Str: 1, Body: 3, Int: 1, 
AV: 3, EV: 3, Ammo: 6, R#: 2] 

Tanks (x5) [Str: 2, Body: 6, Hardened Defenses, 
AV: 4, EV: 6 (or Flame Project: 6), Running: 5, 
R#: 2] 

Planes (x5) [Dex: 6, Body: 4, Int: 1, Bomb: 4, 
Flight: 7, Ammo: 2, R#: 2] 


Using Toyman in Adventures 


Adventures with the Toyman will usually 
involve the villain trying to assassinate someone, 
especially Lex Luthor, with one of his toy weapons. 
Toyman will stay hidden as long as possible, but may 
make many attempts to destroy his target. His drive 
may lead to tremendous destruction in Metropolis. 
Player Heroes will need to intervene to keep the 
destruction to a minimum and Lexcorp in running 
order. They also might be asked to protect Luthor, as 
Toyman makes attempts on his life. This is bound to 
create a moral dilemma for heroes who suspect 
Luthor of shady business dealings. 

Schott is also involved with Intergang for whom 
he develops high-tech toys and weapons. His 
expertise makes Intergang an even more formidable 
force for Player Characters to contend with. 











Toyman’s Intergang base, Happyland, is an excellent 
(and deadly) setting for a super-hero scenario. 


Appearances in DC Comics 


Subplots 


Toyman is involved in an Enemies Subplot with 
Lex Luthor and Lexcorp. 

Toyman often has disagreements with his Intergang 
partners about the treatment of children (Job Subplot). 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Back ground/Roster Book, Superman—The Man of 
Steel Sourcebook 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Action Comics #64 85, 432, 561; Blue 
Devil #24; DC Comics Presents #39, 67; Super 
Friends #1-2, 41; Superman (2) #27, 32, 44, 47, 49, 
60, 63, 88, 182, 305-306; Superman Family #184; 
Superman’s Pal, Jimmy Olsen #9; Who’s Who ‘87 (1) 
#24; World’s Finest Comics #20, 159 

Current: Action Comics #657; Adventures of 
Superman #475; Superman (2) #13; Who’s Who l 88 
#3; Who s Who VO #5 








VILLAIN 


Trickster 


Dex: 6 

Str: 

3 

Body: 

4 

Int: 7 

Will: 

4 

Mind: 

3 

Infl: 4 

Aura: 

3 

Spirit: 

3 

iNITIATfVE: 19 


Her# Points: 

35 


•Skills: Acrobatics: 7, Gadgetry: 8 
•Advantages: Gift of Gab; Lightning Reflexes; 

Scholar (Gags and pranks. Special Effects) 
•Drawbacks: Serious Irrational Attraction to tricks 
and pranks. 

•Alter Ego: James Jesse 
•Motivation: Thrill Seeker 
•Wealth: 4 
•Equipment: 

AIR WALKER SHOES [Body: 3, Air Walking: 10, 
R#: 2] 

Exploding Rubber Chicken [Body: 3, EV: 5, Bomb: 
6, R#: 4] Note: The chicken may be used as a 
striking weapon with an EV of 5, or a bomb in the 
Rubber Chicken can be activated to explode on 
contact. If a Dice Action using the chicken yields a 
number less than the Reliability Number, the 
chicken will explode on Trickster. 

Razor Rings (x 5) [Body: 6, EV: 7, Gliding: 3] 
Limitation: Trickster enters Killing Combat when 
using the Rings. 

7 AP ACD Gag Omni-Gadgets (x2) 


Powers and Abilities 


Trickster is a talented and daring acrobat. He 
does not have any fighting skills, so he relies on his 
dexterity, cunning, and acrobatics to escape combat. 
Jesse is also an imaginative gadgeteer who is 
presently using his talents for legitimate endeavors. 
He relies on his air walker shoes for transportation, 
and to aid his already considerable dodging abilities. 


Personality/Role-Playing 


James Jesse is an adventure-seeking man who 
learned to conquer his fears of dangerous situations 
by attempting daring crimes and challenging super¬ 
heroes. He thrives on making fools of heroes and 
spends most of his time thinking up ways to do lure 
them into traps. 

Trickster acts silly and relatively harmless until 
an opponent is within range of his trap. Then he nails 
them in some humiliating spectacle. Trickster's 


gadgets and traps occupy the hero while he escapes 
with a bag of loot, laughi ng the whole time. 

Despite the unpredictable, slapstick nature of his 
crimes, Trickster is dangerously clever and 
malicious. He does not care if his tricks harm the 
target or bystanders. He should be played as jovial, 
unpredictable, and nasty. He loves to laugh at 
another's humiliation. 


Trickster's Bag of Tricks 


Preferring to avoid direct combat whenever 
possible, the Trickster instead employs a wide range 
of special Gadgets designed to look like harmless 
pranks and toys. He often modifies existing Gadgets 
to perform special stunts. This is a Dice Action, using 
Trickster’s Gadgetry Skill as the AV/EV, and the APs 
of the Power to be Added as the OV/RV. Because he 
is modifying an existing Gadget, the OV/RV are each 
shifted +2 Columns to the right. Positive RAPs 
indicate success. To determine how long it took to 
make the modification, subtract the RAPs of the 
attempt from 18. The result is the time in APs it took. 

For example. Trickster once modified his air 
walker shoes to give him Superspeed, in order to fool 
the other members of the Rogue's Gallery into 
thinking the Flash had risen from the dead. 

For more details on using the Gadgetry Skill, see 
pages 32-43 of the Rules Manual. 


The Flying "Flying Jesse" 


When the Trickster is forced into combat with 
heroes, he will jump around the battlefield, using his 
air walker shoes to gain extra altitude and mobility. 
Trickster is extremely hard to catch while using his 
air walkers, and gains a +1 Column Shift to his OV 
against any attempts to Grapple or Take Away. 

If he still has useful offensive tricks left. 
Trickster will stay and fight, and use his extra 
mobility to Dodge. Otherwise, he will use that same 
mobility to flee the area, climbing through the air to a 
convenient rooftop or open window. 


Using the Trickster in Adventures 


Trickster prides himself in humiliating super¬ 
heroes and just might target a group of Player heroes 
simply for the challenge. The Trickster often 
commits a crime just to harass a hero who has 














angered him in the past, like the Flash. He might, 
therefore, declare a similar war on one of the Player 
Characters. 

Since he turned legitimate, Jesse has been 
working as a special effects designer in Hollywood. 
Player Characters travelling there might run into him, 
as well as his other nemesis, the Blue Devil. 

As a member of the Flash’s Rogues' Gallery, 
Trickster always attends their annual reunion. Most 
of the Rogues are reformed, but the reunions seem 
cursed to be a magnet for strange happenings. Player 
heroes visiting the Flash or Central City might need 
to intervene and break up the reunion. 


Subplots 


Trickster recently began a Job Subplot when he 
(supposedly) went straight and became a special 
effects designer in California. 

Trickster's favorite target was Flash II (Barry 


Allen). After that hero’s demise, Trickster set his 
sights on the Blue Devil, and more recently, the new 
Flash (Wally West), in a rather amiable Enemies 
Subplot. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Black Lightning #10; Blue Devil #6-9, 
14, 16; Crisis On Infinite Earths #9; The Flash (1) 
#113, 121, 129-130, 142, 152, 177, 209, 228, 239, 
242-244, 254, 256, 285, 325, 338-342, 347, 349-350; 
The Fury of Firestorm #24; Secret Society of Super- 
Villains #8-10; Who's Who ‘87 { 1) #24; World's 
Finest Comics #280 

Current: Blue Devil #19, 21, 30; Flash (2) #19; 
Secret Origins (3) #24, 41; Who's Who VO #5 



ivent directional control sensors 


high-density cadmium batteries 


shock-absorbing material 


air intake 


electric turbine steering vents 


air intake 


(cross-section through sole of boot) 

T rickster’s Shoes (cross section) 




Rubber Chicken Bomb 













VILLAIN 


Turtle 


Dex: 2 

Str: 

2 Body: 

2 

Int: 6 

Will: 

5 Mind: 

3 

Infl: 4 

Aura: 

4 SriRiT; 

4 

Initiative: 10 


Hero Points: 

40 


•Skills: Detective: 5, Military Science: 5, Thief: 4 
•Advantages: Connection: Underworld (Low); 

Expansive Headquarters (Keystone City) 
•Drawbacks: Age (old); Catastrophic Irrational 
Attraction to defeating the Flash (any of the three); 
Minor Physical Restriction: obesity; Minor 
Psychological Instability 
•Alter Ego: Unknown 
•Motivation: Psychopath 
•Wealth: 6 
•Equipment: 

FLOATING CHAIR [Body: 10, Flight: 2] 

Poison Gas Capsules (x2) [Body: 1, Fog: 7, Poison 
Touch: 6] 


Powers and Abilities 


The Turtle has no meta-human Powers. He is 
clumsy and overweight, and knows nothing of 
combat. Turtle is, however, an excellent strategist, 
adept at hatching complex schemes to destroy Flash 
once and for all. He operates in the background, 
using Turtle Man's technology and hired thugs to 
carry out his schemes. 


Personality/Role-Playing 


Turtle is a crotchety old man, obsessed with 
getting revenge for all his past defeats at the hands of 
all the heroes who have taken the Flash moniker over 
the years.He is ornery, clever, and scheming. He is 
patient, because he feels that only things done slowly 
are done well. He likes to use surprise and tactics that 
will circumvent a hero's abilities. He will also employ 
agents who have prosthetic implants designed by 
Turtle Man, rather than fight for himself. 


Turtle's Base 


The Turtle used a warehouse in Keystone City as 
his base of operations. The warehouse contained 
living areas for Turtle, Turtle Man, and the Turtle's 


staff. It also contained a large monitoring station, and 
the Sensory Deprivation Machine. The Turtle 
destroyed this base during his last battle with Flash 
III (Wally West), in hopes of taking the Flash with it. 

MONITORING STATION [Body: 10, Recall: 13, 
Remote Sensing: 11, Telepathy: 11] Note: Remote 
Sensing acts as the range of the monitoring cameras; 
Telepathy is the Range of electronic surveillance 
devices ("bugs"). 

SENSORY DEPRIVATION MACHINE [Body: 12, 
Neutralize: 20, Illusion: 10, R#: 2] Bonus: 
Neutralize is effective against Dex and Str as well 
as Powers and may be used on more than one 
Power or Attribute; Limitation: Illusion creates a 
field of pure white around the victim, depriving 
him/her of all physical senses; Neutralize has a 
Range of Touch. 


Turtle Man 


Turtle Man is a technological genius who will 
help the Turtle any way he can. He is the brains 
behind the Turtle’s inventions, but he is a non- 
aggressive follower. Turtle Man will always obey 
Turtle's orders, since his only wish was to be a great 
super-villain like the Turtle. 


Turtle Man 


Dex: 1 

Str: 

1 Body: 

2 

Int: 8 

Will: 

3 Mind: 

2 

Inr.: 2 

Aura: 

3 Spirit: 

2 

Initiative: 11 


Hero Points: 

10 


•Skills: Gadgetry: 9, Scientist: 8 
•Advantages: Connection: Turtle (High); Genius 
•Drawbacks: Catastrophic Physical Restriction: 
Turtle Man can only move using his floating chair; 
Minor Psychological Instability; Serious Irrational 
Attraction to being a famous super-villain 
•Alter Ego: Unknown 
•Motivation: Mercenary 
•Wealth: 8 
•Equipment: 

FLOATING CHAIR [Body: 10, Flight: 2] 

The chair keeps Turtle Man alive by means of 
"electronic prosthetics." It appears that he may not 
leave the chair for any length of time. The chair 











also has controls allowing him to manipulate his 
electronics and lab equipment. 


The Turtle's Henchmen 


Turtle Man enhanced these three thugs to help 
the Turtle capture Wally West. Sloe and Steddy are 
standard underworld arm-breakers, except that they 
are cybernetically enhanced, and can generate 
destructive electrical blasts through their hands. Mr. 
Sprynt is a rather dull-witted individual, but is 
equipped with a powerful suit of exo-armor, giving 
him remarkable speed and strength, as well as an 
electrical discharge similar to Sloe and Steddy's. 


Mr. Sprynt 


Dex: 5 

Str: 

4 

Body: 

5 

Int: 2 

Will: 

2 

Mind: 

3 

In el: 2 

Aura: 

2 

Spirit: 

3 

Initiative: 11/14 

Hero Points: 

20 


•Skills: Weaponry: 6 

•Advantages: Connection: Turtle (High), Lightning 
Reflexes 

•Alter Ego: Unknown 
•Motivation: Psychopath 
•Wealth: 4 
•Equipment: 

EX#-ARMOR [Dex: 8 , Str: 8, Boor: 8, Lightning: 
9] Limitation: Lightning has No Range. 


Sloe 


Dex: 6 

Str: 

4 Body: 

6 

Int: 4 

Will: 

3 Mind: 

3 

Infl: 4 

Aura: 

3 Spirit: 

2 

Initiative: 16 


Hero Points: 

15 


•Powers: Lightning: 7 

•Skills: Martial Artist: 6, Thief: 3, Weaponry: 5 
•Limitations: Lightning has No Range. 
•Advantages: Connection: Turtle (High) 

•Alter Ego: Jonas Sloe 
•Motivation: Mercenary 
•Wealth: 4 


Steddy 


Dex: 4 

Str: 

5 Body: 

7 

Int: 3 

Will: 

2 Mind: 

3 

Infl: 3 

Aura: 

2 Spirit: 

2 

Initiative: 12 


Hero Points: 

15 


•Powers: Lightning: 8 

•Skills: Charisma (Intimidation): 5, Martial Artist: 5, 
Weaponry: 4 

•Limitations: Lightning has No Range. 

•Advantages: Connection: Turtle (High) 

•Alter Ego: Frederick Steddy 
•Motivation: Mercenary 
•Wealth: 4 


Using the Turtle in Adventures 


Turtle is always a good villain to introduce 
players to the Flash (any of them). This villain is 
always developing some elaborate plan to get 
revenge on Flash by slowing the Scarlet Speedster 
down. Perhaps one of these times, Turtle is 
successful. The heroes might have to help the hero 
escape, especially if he is placed in the sensory 
deprivation machine. 

During an Adventure set in the Golden Age or 
War Years, Turtle could be caught doing small time 
thefts. This might be a lead-in to a much larger 
problem. Perhaps this petty criminal has 
unknowingly stolen something of great mystical 
power. In this case, the Player heroes would have to 
locate him before something terrible happens. 


Subplots 


Turtle has been involved in an Enemies Subplot 
with the Flash that has stretched over four decades 
and three generations of super-heroes. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

The Turtle I—Pre-Crisis: All-Flash #21; Comic 
Cavalcade #24; The Flash (1) #201 (2) 30 (behind 
the scenes), 31 (voice), 32-35 

The Turtle II—Pre-Crisis: DC Special Series #11; 
The Flash (1) #220 (2) 32, 34-35; Showcase #4; 
Who's Who ‘87 (1) #24 

The Turtle I—Current: Flash Annual #3 (behind 
the scenes); Who's Who ‘f/ #8 












VILLAIN 


Tweedledee & 
Tweedledum 


Tweedledee 


Dex: 2 

Str: 

2 Body: 

2 

Int: 5 

Will: 

5 Mind: 

4 

Infl: 4 

Aura: 

4 Spirit: 

3 

Initiative: 11 


Hero Points: 

25 


•Skills: Artist (Actor): 5, Charisma: 5, Thief: 4, 
Weaponry: 4 

•Advantages: Connections: Underworld (Low), 
Joker (High), Arkham Asylum (Low) 

•Drawbacks: Minor Physical Restriction: Obesity, 
Minor Psychological Instability 
•Alter Ego: Deever Tweed 
•Motivation: Mercenary 
•Wealth: 5 
•Equipment: 

Electric Cane [B#dy: 4, Lightning: 4, R#: 3] 
Limitation: Lightning has a Range of Touch. 


Tweedledum 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 5 

Will: 

5 

Mind: 

4 

Infl: 4 

Aura: 

4 

Spirit: 

3 

Initiative: 11 


Hero Points: 

25 


•Skills: Artist (Actor): 5, Charisma: 5, Thief: 4, 
Weaponry: 4 

•Advantages: Connections: Underworld (Low), 
Joker (High), Arkham Asylum (Low) 

•Drawbacks: Minor Physical Restriction: Obesity, 
Minor Psychological Instability 
•Alter Ego: Dumfree Tweed 
•Motivation: Mercenary 
•Wealth: 5 
•Equipment: 

Electric Canes [Body: 4, Lightning: 4, R#: 3] 
Limitation: Lightning has a Range of Touch. 


Powers and Abilities 


The Tweed cousins’ most notable Skill, and one 
they happen to be very proud of, is the ability to act 
as if they are one person. They use the Acting 
Subskill (Artist) to make the deception effective, and 
occasionally use some form of optical illusions to 
convince people they are one and the same. 


Tweedledee and Tweedledum have been dealing in 
crime for years, which accounts for the various Skills 
they have developed, such as Thief and Weaponry. 

The Tweeds use electrical canes as walking 
sticks. They can use them to shock their opponents 
with enough electricity to knock out an average 
person instantly. 


Personality/Role-playing 


The Tweed brothers always work together on 
any endeavor, be it criminal or otherwise. The two 
get along fabulously and can almost read one 
another’s minds. They rarely disagree, but when they 
do, their violent arguing causes them to resemble 
their literary namesakes. 

Tweedledee and Tweedledum are rambunctious, 
jovial men who love a good con more than anything. 
They are also lazy, and will hire people to do legwork 
for them, even when they themselves are employed 
by a larger crime boss. 

Despite their apparent carefree attitude, the 
brothers have been known to seriously hurt people 
that get in the way of their plans They are cowards, 
however, and will abandon their plans and run when 
faced with the likes of Superman or Batman. 

The Tweeds have been judged criminally insane 
and often find themselves locked up in Arkham 
Asylum. 


Tweedle Who? 


Deever and Dumfree love to make people think 
they are only one person. Their resemblance to one 
another is absolutely uncanny and their differences 
are usually imperceptible. This comes in handy when 
they need an alibi. 

When the Tweeds trade places. Player 
Characters and Non-Player Characters alike are 
allowed to roll a Perception Check to notice a 
difference using Int/Will as AV/EV while either 
Tweed uses his Actor Subskill as the OV/RV. If a 
Character gains one RAP, they notice something is 
amiss, two or more RAPs and they realize that 
Tweedledee and Tweedledum are not the same 
person. No RAPs indicates that the Tweeds have 
duped their opponent. Characters who have had 
experience dealing with the duo in the past (i.e. Joker 
or Batman) get a -1 Column Shift to the OV/RV 
when making these Perception Checks. 











Using Tweedledee and Tweedledum 
in Adventures 


Tweedledee and Tweedledum are not usually 
found in gritty, realistic adventures. In fact, the duos 
actions are usually comical. For this reason, they 
would make a good light-hearted encounter for any 
group of heroes who seem to be taking themselves 
too seriously. 

Adventures using the Tweeds will often be based 
on some kind of heist, if they work alone. More 
often, they will be running interference for their boss, 
and trying to throw heroes off the trail of the real 
crime. When the major villain appears, say the Joker, 
Tweedledee and Tweedledum will be at his side, 
causing all sorts of distracting, slapstick havoc. 


Subplots 


Too much exposure is putting a damper on their 


Secret Identity, and makes it difficult for them to 
pretend they are the same person. This Secret Identity 
Subplot has become a disappointment to the cousins. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Batman Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Batman #18, 24, 291, 294, 400; Detective 
Comics #74, 526; Who \v Who ‘87(1) #24 

Current: Animal Man #24; Black Orchid #2 (behind 
the scenes); Secret Origins (3) #23; Who’s Who ‘91 
#7; World’s Finest #1-3 


shelves 



Arkham Asylum Cell 



Electric Cane 


leads to power supply in handle 



energy flow 
conversion/ 
regulator board 


hard rubber 
nub 


steel prod 

























































VILLAIN 


Ventriloquist 


Dex: 2 

Str: 

2 Body: 

2 

Int: 5 

Will: 

4 Mind: 

3 

Infl: 2 

Aura: 

3 Spirit: 

2 

Initiative: 9 


Hero Points: 

35 


* using Scarf ace only 
•Powers: Super Ventriloquism: 2 
•Skills : Charisma (Intimidation): 5*, Weaponry: 3* 
•Advantages: Connections: Gotham Underworld 
(High); Gift of Gab*; Leadership*; Scholar 
(puppeti*y, gangster films) 

•Drawbacks: Catastrophic Irrational Attraction to 
communicating through Scarface; Catastrophic 
Irrational Attraction to using ’30 r s gangster movie 
speech patterns*; Catastrophic Rage*; Physical 
Restriction: Scarface pronounces his 'B's as 'G's*. 
•Alter Ego: Unknown 
•Motivation: Psychopath 
•Wealth: 6 
•Equipment: 

Scarface [B#dy: 5] Scarface is the Ventriloquist's 
dummy. It has an articulate mouth, head, and arms. 
Ventriloquist runs his operation through the mouth 
of the dummy. 

Tommy Gun [Body: 3, AV: 5, EV: 5, Ammo: 4, R#: 3] 


Powers and Abilities 


The Ventriloquist can throw his voice across a 
room and can animate his dummy, Scarface, through 
ventriloquism. Because he does not move his lips, he 
has trouble pronouncing his 'B's, so Scarface talks 
with an impediment causing him to pronounce 'B' as 
'G' (he refers to his henchmen as "imgeciles" instead 
of "imbeciles"). While using Scarface, the 
Ventriloquist is also good at Intimidation. 

The Ventriloquist is Physically weak and slow, 
and cannot use his Skills except through Scarface. 
When using the puppet, however, he seems to have 
boundless energy. 


Personality/Role-playing 


The Ventriloquist comes across as a mild 
mannered, shy, and nervous man. He appears 
completely harmless. The puppeteer quietly sits by 
while Scarface barks out orders, hoping to not be 
yelled at or contradicted by his own dummy. 

Although the Ventriloquist's appearance can 
deceive others into believing he is harmless, he is 
actually brutal and ruthless and demands unwavering 


loyalty from his few henchmen. His subordinates 
know that Scarface is their true boss, and they 
address the puppet with great respect or suffer 
sinister consequences. 

At times the Ventriloquist appears to want to 
stop living a life of crime. When the Ventriloquist 
comments on his own treachery, the puppet showers 
its owner with verbal abuse. Despite this, 
Ventriloquist will often say or do something that will 
aid Batman or other heroes in capturing him and 
Scarface.Ventriloquist is also quite attached to the 
puppet, and was devastated when he thought Scarface 
was destroyed. 


The Ventriloquist Club 


The Ventriloquist Club was a popular dinner 
club in Gotham with a 1930's Speakeasy theme. The 
Club also fronted the Ventriloquist's illegal mob and 
drug organization. This was his main base of 
operation until Batman sent Ventriloquist away to 
Gotham Penitentiary. Upon release, Ventriloquist and 
his men discovered that rival organizations had 
burned the Club. When operating, the Ventriloquist 
Club had a Wealth Rating of 10. 


Using the Ventriloquist in 
Adventures 


An Adventure using the Ventriloquist would 
have the feel of both a modern organized crime story 
and a gangster film. Scarface's organization is a 
major distributor of new drugs in Gotham, and the 
cause for a number of brutal murders. The heroes 
might meet this villain by tracking an apparently 
lethal drug which is being introduced to American 
Cities. Since Ventriloquist deals with new drugs, he 
might be behind the new drug's introduction to the 
streets. 

Ventriloquist has quickly become one of the 
most powerful crimelords in Gotham City. His 
freedom might lead to mob wars. The heroes could 
then meet Batman and help the Dark Knight as he 
attempts to end the bloodshed. 


Subplots 


The Ventriloquist, or more accurately, Scarface, 
is involved in an Enemies Subplot with rival gangs 
and criminal organizations in Gotham, as well as 
Batman. 














Appearances in DC Comics 


Detective Comics #583-584, 610; Who \v Who ‘88 #4; 
Who’s Who ‘91 #8 




The Ventriloquist Club 































































































VILLAIN 


Yuga Khan 


Dex: 

11 

Str: 

24 

Body: 

18 

Int: 

16 

Will: 

26 

Mind: 

19 

Infl: 

18 

Aura: 

20 

Spirit: 

20 

Initiative: 45 


Hero Points: 

200 


•Powers: Continuum Control: 35, Dimension Travel: 
12, Flight: 20, Illusion: 20, Invulnerability: 25; 
Regeneration: 8, Sealed Systems: 25, Telepathy: 
20, Vampirism: 10, Waip: 65 
•Bonuses: Vampirism has a 25 AP radius Area 
Effect; Miscellaneous: RAPs from Vampirism can 
be added to any damaged Attribute or Power. 
•Limitations: Vampirism takes 7 APs of time to use. 
•Advantages: Area Knowledge (Apokolips, 
Promethean Galaxy); Iron Nerves; Leadership 
•Drawbacks: Catastrophic Irrational Attraction to 
breaching the Wall (the barrier to The Source); 
Serious Rage 
•Motivation: Nihilist 


Powers and Abilities 


Yuga Khan appears to have all the Powers and 
Abilities his son Darkseid wields and more. He may 
Warp space, manipulate matter and energy, and travel 
across dimensions by using his Continuum Control 
and Dimension Travel Powers. He can create 
tremendous blasts of energy able to destroy small 
planets. Yuga can also fly through space without 
harm (Flight, Sealed Systems). 

Yuga Khan has the Physical, Mental, and 
Mystical attributes of a god (a New God to be exact). 
The conqueror is nearly impossible to destroy due to 
his Bo»y, Mind, and Spirit levels, as well as his 
Invulnerability, Energy Absorption, Regeneration, 
and Continuum Control Powers. Even the New Gods 
fear such power. He is on the verge of becoming a 
force of nature. 

Khan is amazingly intelligent, but his obsessions 
and emotions often cloud his judgement. He has a 
lower Intelligence than Darkseid, who is more 
cunning. 


Planetary Absorption 


Khan may absorb the life from every living 
being on a planet. He can actually draw the energy 
out of a world, leaving it a smoldering husk. To 
accomplish this, Khan attacks the planet with his 
Area Effect Vampirism Power. All beings within 25 
APs (32,000 miles) are affected at once, each 
suffering a separate attack with AV/OVs of 10/10. 


It takes Yuga Khan 7 APs of time to complete 
this attack, during which he can do nothing but stand 
still and make Vampirism checks each phase. All 
positive RAPs gained from this use of Vampirism 
may be used to raise current Attribute and Power 
conditions to their original status. 


Omega Effect 


Like Darkseid, Yuga Khan may use his 
Continuum Control to fire powerful blasts from his 
eyes. Most often he will use it to attack a target with an 
Energy Blast, and if he receives a number of RAPs 
equal to twice the target's Body, he can choose to 
completely disintegrate the target and scatter its atoms 
across the cosmos. Later, Khan may resurrect 
disintegrated targets by making an Action Check, using 
his APs of Continuum Control as the AV/EV and twice 
the target's Body as the OV/RV. He may also use the 
Omega Effect to Teleport a target, using his APs of 
Continuum Control as the Teleportation Power. 

It is unknown what the source of Yuga Khan's 
Omega Blast is. It is possible that he uses the X 
Element, like his son Darkseid, to power his Continuum 
Control, Dimension Travel, and Warp Powers. 


Personality/Role-playing 


Yuga Khan is undoubtedly the most fearsome 
and awe inspiring of the New Gods. It was his reign 
that turned the planet Apokolips into smoldering 
ruins. His greed and impudence grew as he sought 
out The Source. His search, if completed, will lead to 
the eventual destruction of the universe. 

His might dwarfs the other New Gods, even 
Highfather and Darkseid, and all seem to fear his 
horrifying wrath and insatiable desire for power. 
However, his judgment is often directed by his 
singleminded drive towards the Source and a raging 
arrogance that leads him to believe he can do 
anything or defeat anyone. Although he is more 
powerful than his son, Yuga Khan is not as cunning 
or manipulative as Darkseid, and his lack of foresight 
and logic often lead to his ruin. 

Darkseid and Yuga Khan hate one another with a 
passion. However, because of his god-like status, 
Darkseid is unable to kill his father directly and must 
have the aid of others to do so. Yuga Khan is the only 
being in the universe Darkseid fears, although he 
would never admit it. 

Khan will never forget that Darkseid had his 
wife, Heggra killed. For that reason, he will most 
likely kill his son if he gets the chance. 











The Promethean Galaxy 


At the edge of the physical universe lies a vast 
expanse of space known as the Promethean Galaxy, 
the last signpost before entering the heart of The 
Source. (A character may reach it with a 
Teleportation or Warp Power of 35 or better.) At the 
edge of the Promethean Galaxy is a giant wall of 
stone faces; the faces of beings who sought the secret 
of The Source and were naive enough to think they 
would succeed. Others float in space before the wall, 
bloated mockeries of their own arrogance. Yuga 
Khan is among these. 

When Yuga Khan is trapped in the Promethean 
Galaxy as a Promethean Giant, he is hundreds of feet 
tall, but bound and helpless. When he manages to 
free himself, his physical height reverts back to its 
normal eight feet. 

These floating Promethean Giants, each larger than 
a moon, can be visited and searched. They are like 
small planets, each with some degree of gravity and 
atmosphere. A detailed search will reveal some simple 
life forms and a few clues regarding the giant's past. 


Only the most powerful beings have attempted to 
breach the wall, or its smaller version on New 
Genesis. To pass beyond the Final Barrier, Yuga 
Khan, or anyone else, must make a Dimension Travel 
check against an OV/RV of 75/75. 


Using Yuga Khan in Adventures 


Yuga Khan would be found in the most Earth (or 
Apokolips) shattering Adventures and only against 
the combined power of a the most formidable beings 
and New Gods. The former monarch is capable of 
destroying entire worlds if he wishes. He can out- 
power any one New God. However, most of his 
energies will be placed in regaining his throne on 
Apokolips and then seeking commune with The 
Source. Adventures with Yuga Khan will take the 
most powerful of heroes and gods on an epic battle to 
save the universe from the evil New God's might. 


Appearances in DC Comics 


New Gods (3) #17-21; Who's Who VI #8 



fi 

Empire State Bldg. 


Celestial Bindings Head Restraint 


Scale 








SUPPORTING CAST 


Barbara 

Gordon 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 7 

Will: 

8 

Mind: 

8 

Infl: 6 

Aura: 

5 

Spirit: 

5 

Initiative: 17 


Hero Points: 

50 


•Powers: Recall: 12 
•Skills: *linked 

Artist (Actor): 6*, Charisma: 6*, Detective: 7*, 
Martial Artist: 7, Thief: 7, Vehicles: 5 
•Limitations: Miscellaneous: Use of the Martial 
Artist Skill is limited to her upper arms and torso; 
Miscellaneous: Thief Subskills needing full 
mobility to perform are considered at 2 APs. 
•Advantages: Connections: Batman (Low), Gotham 
City Police Department (High), Street (Low), 
Suicide Squad (Low); Intensive Training; Scholar 
(politics, computers); ShaipEye 
•Drawbacks: Traumatic Flashbacks; Uncertainty; 
Catastrophic Physical Restriction: paralysis of both 
legs. 

•Alter Ego: Batgirl, Oracle 
•Motivation: Seeking Justice 
•Wealth: 6 
•Equipment: 

COMPUTER [Body: 6, Ini: 6, Detective: 6, R#: 2] 
WHEELCHAIR [Str: 3, Body: 4, Running: 11 


Powers and Abilities 


As Batgirl, Barbara Gordon trained herself to the 
peak of physical perfection. She is still able to use 
her upper body for Judo and Karate, and even though 
she is paralyzed from the waist down, she can still 
employ her Martial Artist and Thief Skills with a 
great deal of efficiency. 

A natural detective, her photographic memory 
and keen mind (Int, Will, Recall, Sharp Eye) help 
her deal with tremendous amounts of information and 
find clues even Batman might miss. 

Her most formidable ability is her mastery of 
computers and information systems (Scholar 
Advantage). She can access a number of high- 
security computer databases anywhere in the world. 
Her Recall allows her to remember any and all 
pertinent information she discovers from her 
computer probes that may aid her or other heroes on 
a case. 


Batgirl 


Before Barbara was paralyzed, she fought crime 
in gotham city as Batgirl. When she was Batgirl, she 
had the following statistics: 


Batgirl 


Dex: 7 

Str: 

3 

Body: 

4 

Int: 7 

Will: 

8 

Mind: 

8 

Infl: 6 

Aura: 

5 

Spirit: 

5 

Initiative: 22 


Hero Points: 

50 


•Powers: Recall: 12 
•Skills: *linked 


Acrobatics: 7*, Artist (Actor): 6*, Charisma: 6*, 
Detective: 7*, Martial Artist: 7*, Thief: 7*, 
Vehicles: 5 

•Advantages: Connections: Batman (Low), Gotham 
City Police Department (High), Street (Low); 
Intensive Training: Scholar (politics, computers); 
Sharp Eye 

•Equipment: 

UTILITY BELT [Body: 4J 
Batgirl’s Utility Belt was similar to Batman's. It 
was equipped with the following items: 

Bat-Rebreather [Body: 1, Sealed Systems: 12, R#: 2] 
Power Limitation: Sealed Systems is only effective 
against airborne poison gases, including tear gas. 

Bat Shurikcn [Body: 6. EV: 2| 

Batlinc and Grappling Hook [Body: 4, Str: 5, Claws: 
3] Note: the Batline is 3 APs long and is attached 
by a reel to the belt. 

Infrared Flashlight and Goggles [Body: 2, Heat 
Vision: 9, R#: 2] Limitation: Range of Heat Vision 
is only a few inches. 

Micro-Cassette Bat-Recorder [Body: 1, Recall: 12, 
R#: 2] Miscellaneous Limitation: Recall only 
records audio information. 

Miniature Bat-Camera [Body: I, Recall: 12, R#: 2J 
Miscellaneous Limitation: Recall only records 
visual information. 

Plastic Bat-Explosives [Body: I, Bomb: 7J Note: 
Batgirl will be injured if within range of detonated 
explosive. 


Personality/Role-playing 


Barbara is a caring, introspective, and dedicated 
woman. Although she once idolized powerful heroes 
like Batman, has come to realize through her own 













loss that every life is extremely fragile. Being 
paralyzed tempered her naive ambitions, but not her 
determination. She is still strong, optimistic, and has a 
great love of life. 

As Oracle, Barbara provides information to those 
who are in need and is willing to use any means 
necessary to make certain that justice is done. 


Computer Hacking 


As her reputation as Oracle grows, more and 
more computer data bases across the country, 
including governmental organizations, have opened 
access to Barbara to give and receive beneficial 
information. When Barbara tries to glean information 
from them on a specific subject, she uses her 
Detective Skill. Her APs of Detective are used against 
an OV/RV equivalent to the Recall (or Int if there is 
no Recall Rating) of the system she is using. Any 
RAPs earned will signify what information she was 
able to find: I RAP will tell her where the 
information is located, who is in control of it, and 
other general clues, RAPs equal to 1/2 RV yields a 
fairly thorough collection of information, and RAPs 
equal to the Full RV will give Oracle all the 
information possible. 

Quite often, a number of computer systems are 
locked to prevent tampering (especially 
governmental, multinational corporations, and 
criminal organizations). Gordon may use her Thief 
Skill to break through, or "hack" into the system. The 
OV/RV of the Dice Action would be determined by 
the Universal Modifiers Table. For example,a 
corporate computer system would be Difficult (4/4) a 
government computer system would be Strenuous 
(6/6) and a criminal organization computer system 
would be Extreme (8/8). Positive RAPs indicate 
success, though it will take her at least one minute (4 
APs) to access the system. If her Attempt fails, she 
will not access the system, and the organization to 
whom the system belongs may be able to trace her 
actions back to her computer if they make an Action 
Check using Barbara's Thief Skill as the OV/RV. 


Using Barbara Gordon in 
Adventures 


The most interesting way to use Gordon in 
Adventures is to have the Player Characters meet her 
through the medium she uses most frequently, the 
computer network. She could tap into their secret 


computer files to get information from the heroes, or 
perhaps leave valuable information for the heroes on 
their computer system signed with the mysterious 
moniker "Oracle." However, since Gordon prefers to 
keep her identity a secret, the heroes may have 
contact with her, but they should probably never meet 
her face to face. 


Subplots 


A Power Complication Subplot began for 
Barbara when she was shot through the spine by the 
Joker. Though she had no Powers to begin with, she 
had lost most of her mobility. 

Since Barbara works to maintain a Secret 
Identity, her computer hacking activities could lead to 
a number of problems when the law or other 
organizations try to trace and expose her. 


Appearances in DC Heroes Role- 
Playing Game, Second Edition 


Batman Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are nol part of present continuity. 

Fre-Crisis: Adventure Comics #381, 453; Batman #191. 197, 214, 311, 346, 
348-349, 352, 355, 365-366; Batman Family #1, 3-7, 9-20; The Brave and 
the Bold #78; Crisis On Infinite Eurths #4-5, 7, 12; DC Comics Presents #19, 
86; Detective Comics #359, 363, 369, 371. 375. 384-385, 388-389, 392-393, 
396-397. 400-401.404-424. 435 (behind the scenes), 481-499. 501-503, 505- 
510, 512-519. 524. 526, 527 (behind the scenes). 531-533. 546; Freedom 
Fighters #14-15: Infinity, Inc. #22; Justice League of America #60; 
Superman (l) #268, 279; Superman Family #171; The Untold Legend of The 
Batman #3; World’s Finest Comics #169, 176, 189. 255, 262 (behind the 
scenes); Who’s Who ‘85 #2 

Current: Bat girl Special #1; Batman #428, 451; Batman Annual #13; 
Batman: The Killing Joke ; Firestorm (2) #98; Hawk and Move (3) #22-24; 
Manhunter (2) #13, 14 (behind the scenes), 17. 19; Secret Origins (3) #20; 
Starman #27; Suicide Squad #23-24. 26, 27 (behind the scenes), 32. 34 
(behind the scenes), 38, 48-49, 51,54-57, 59, 61, 63-65; Who's Who *87 (2) 
#1; Who’s Who VI #7; World’s' Finest tfl-3 



Wheelchair Mobility Diagram 

-Three point turn 
-360 degree turn 































SUPPORTING CAST 


Jimmy Olsen 


Dex: 

3 

Str: 

2 

Body: 

2 

Int: 

3 

Will: 

3 

Mind: 

3 

Infl: 

3 

Aura: 

3 

Spirit: 

5 

Initiative: 

9 


Hero Points: 

15 


•Skills: Artist (Photographer): 3, Thief: 2, Gadgetry: 
2 

•Advantages: Connections: Daily Planet (High), 
Superman (High) 

•Drawbacks: Miscellaneous: Jimmy is extremely 
curious, which frequently leads him to investigate 
things that might be better left alone (treat as 
Serious Irrational Attraction if he tries to overcome 
his curious nature). 

•Alter Ego: James Bartholomew Olsen 

•Motivation: Upholding the Good 

•Occupation: Photographer/Reporter 

•Wealth: 3 

•Equipment: 

Camera [Body: 2, Recall: 12, R#: 3] Limitation: 
Recall only works for visual information. 

SIGNAL WATCH [Body: 2, Telepathy: 20, R#: 21 
Limitation: Telepathy is actually a high-frequency 
noise that only Superman can hear. 

Jimmy has promised Superman to only use the 
Signal Watch in dire emergencies. The watch uses a 
frequency that Superman can detect with his 
Extended Hearing Powers up to 20 APs (about 
1000 miles). Within 9 APs of distance (1/2 mile) 
the signal actually hurts the Man of Steel's ears. 


Powers and Abilities 


Olsen has proven himself as an up-and-coming 
photo-journalist in Metropolis. He can create 
attractive and sellable pictures under nearly any 
circumstances using his Artist/Photographer Subskill. 
Jimmy also has a talent with electronic devices 
(Gadgetry). He is able to repair computers and simple 
robotics, and has even designed the Signal Watch to 
summon Superman. Olsen has also developed some 
infiltration skills (Thief Skill) that are helpful when 
he's trying to get a scoop. 


Personality/Role-playing 


Jimmy Olsen has no super-powers, but he does 
appear to have a super-human curiosity that gets him 
into dangerous situations. Even after some of the 
harrowing experiences he has had, he still has a 


youthful innocence and exuberance that continually 
leads him back into trouble. While this insatiable 
curiosity often leads him to good stories and 
photographs for the Planet , there is no doubt that it is 
also his most dangerous trait. 

Jimmy has always been a responsible young man. 
In fact, he arranged his own education and found a 
job at a very young age. And, although he has found it 
very difficult to keep his housing on a small budget, 
his independent nature made him to refuse to ask 
anyone for help. It is this determination that has led 
Perry White to believe Jimmy has the potential to 
become a great reporter someday. 

Olsen is a kind-hearted, trusting friend, willing to 
help anyone in need without hesitation. And although 
his feelings are easily hurt, he rarely holds a grudge. 

Jimmy often follows Lois Lane and Clark Kent to 
learn skills of the journalist trade from the best, and 
he idolizes them almost as much as his pal, 
Superman. He has therefore become one of their most 
loyal friends. He is not, however, privy to Superman's 
secret identity. 


Jimmy's Money Situation 


While he was working full time for the Daily 
Planet , Jimmy had a Wealth Rating of 4. When he 
was laid-off, Jimmy's Wealth dropped to 2, and he 
took spare jobs to pay the overdue bills. While Jimmy 
tried to keep his new apartment, he had to mak e an 
Action Check using his Wealth as the AV/EV against 
an OV/RV of 2/2 (the cost of his apartment rental) 
once a month (in game time). 

If Olsen wants to sell some of his photographs to 
a newspaper or other periodical, he must find a 
breaking news story and then try to sell his wares 
using his Artist Skill against the Infl/Aura of the 
Character he's trying to impress. The resulting RAPs 
indicate how much money he will receive for the 
photos. He gets a +1 Column Shift to his AV when 
selling to a Character who knows him (i.e. Perry 
White) and a -1 Column Shift when outside 
Metropolis. He may only sell one set of photos a 
week (in game time). 


Background Update 


After jimmy's mother found him working at the 
Ace O' Clubs (a tavern run by Bibbo Bibbowski) 
during Christmas, she convinced him to move back 
home until he could make it on his own once again. 
Directly afterwards, Olsen was hired by a Metropolis 


















Appearances in DC Comics 


based magazine. Perry White also asked him to come 
back to the Planet and Olsen bargained with White for 
a raise before he declined the other job. Although 
Jimmy made it look like a hard-sell, he was actually 
very excited about returning to his favorite paper. 


Using Jimmy Olsen in Adventures 


Jimmy Olsen is a good vehicle by which the Player 
Characters can meet Superman since he can summon 
the popular hero with his signal watch. Remember, 
however, that Superman can easily steal the limelight 
from the PCs, so it would be best if the Man of Steel 
doesn't arrive until the end of an Adventure. 

Player Characters might also have to protect the 
young journalist because he has incriminating 
photographs of a villain's activities. They would need to 
keep Olsen safe until the photos could be published in 
the Daily Planet. They would, of course, receive 
Superman’s praise for doing so. 

In contrast, Jimmy might have photographs or 
information that could reveal a Player Character's 
Secret Identity or wrongly incriminate him in some 
crime (especially if the hero is a Mistrusted vigilante). 
The Character(s) in question would need to convince 
the young reporter not to publish the story. 


Subplots 


Recently, Jimmy began a Romance Subplot with 
Lucy Lane, Lois' sister. Because of his uncertainty and 
shyness with women, things are moving slowly at best. 

Jimmy has also struggled with Wealth and Job 
Subplots due to the Daily Planet layoffs. He was living 
hand to mouth, selling photos where and when he 
could. Because he was unable to pay his rent, Jimmy 
was even homeless for a short time. 


Appearances in DC Heroes Role- 
Playing Game , Second Edition 


Background/Roster Book , Deadly Fusion, Superman — 
the Man of Steel Sourcebook 


Distress signal chip located 


*Note: Pre-Crisis appearances are not part of present continuity. 

Pre Crisis—Earth One: Action Comics #200, 203, 210, 212, 228, 
231, 236, 238, 241, 243, 244, 248-249, 252. 253, 262, 269, 272, 274. 
278-280, 283, 286-291, 295-298, 300-303, 305-306. 309-313, 317. 
320, 322-323. 326, 328-329. 332-333, 335, 337, 344 (behind the 
scenes), 345, 351, 358-359, 361,364, 375-376, 379, 395. 408, 420, 
423, 428, 434-435, 440, 443, 449, 454, 456, 462, 465, 468-470, 472- 
474 , 476, 478-481, 483, 487-490, 493-494, 497, 499-500, 503, 505, 
509, 511-514, 516-518, 523. 525-529, 531-535, 538-543, 545-546, 
548-552, 556, 558-559, 562-566, 568, 570. 573-574. 576, 579-582; 
Adventure Comics #216, 287, 323, 342 (behind the scenes). 348 
(behind the scenes), 384; All-New Collectors' Edition #C56; The 
Amazing World of Superman-, Batman and the Outsiders #19; Batman 
Family#] 1; Black Lightning #1 (behind the scenes), 4-5, 6 (behind 
the scenes); Blue Devil #25; The Brave and The Bold# 150: Crisis On 
Infinite Earths #7, 11; The Daring New Adventures of Super girl #3-6, 
8-10. 12; DC Comics Presents # 11-12, 14, 16, 20, 21 (behind the 
scenes). 22-23. 27. 31-34, 38-39, 41,43-44, 49-50. 52-54, 64, 68-71, 
73, 84-85, 93: DC Comics Presents Annual #102; DC Special Series 
#5, 26; DC Super-Stars #12; Detective Comics #493; Forever People 
(1) # 1 ; Justice League of America #13, 82, 144, 146, 154, 240; 
Legion of Super-Heroes (2) #300; Lois Lane #1-2; Phantom Zone 
#102; Superhoy (I) #55; Super Friends #28; Superman (1) #93. 95, 
97-98, 106, Ill, 115, 118. 121-124, 126-127, 129. 131. 136, 138- 
139, 144-147, 150-151, 153, 155-158, 160, 163-165, 167, 169, 171- 
173, 176-182, 184-186, 191, 195-196, 205, 208-21 I, 219-220, 225- 
226, 233, 238, 240, 242, 244, 247, 257, 263, 273, 278, 280, 289-290, 
295. 298. 305-306, 325, 328-329, 333. 335-338, 341-343, 346-347, 
349, 351-353. 355. 357, 360, 364. 367, 369-370, 373. 375, 377-385, 
387-391, 398-399, 401, 403, 407-410, 412-414. 418, 421-422; 
Superman Annual (1) #9-10; Superman Family #164, 167, 170, 172- 
173, 176, 179. 181-199, 201-222; Superman’s Girl Friend, Lois Lane 
#1,5, 8 , 17-19, 23, 27-30, 32, 35-36, 40 (behind the scenes), 41-45, 
54, 56-57, 61, 67, 70, 74, 79, 81, 88 , 93, 98, 105, 108, 121, 128; 
Superman’s Pal, Jimmy Olsen #1-94. 96-103, 105-108, 110-121, I 23- 
130, 132-139. 141-163; Superman Special #1. 3; Superman 
Spectacular # 1; Who’s Who '85 #7; World's Finest Comics #141-145, 
147, 152, 155, 158-160, 173, 175-176. 181, 189, 195-196, 198-199. 
202, 209, 246-247, 258-260, 263-264 : 268-269, 271, 274, 293-294, 
296,303,314 

Current: Action Comics #595, 598-600, 643, 645, 650, 653, 655- 
656, 660-661, 663-665, 667-668, 673-678; Adventures of Superman 
#424, 428. 432-435. 438-439. 442-443, 445-446, 449-450, 455, 457- 
459, 462-463, 467-470, 473, 475-478, 480-482, 485-487, 489-491; 
Adventures of Superman #489-491; Adventures of Superman Annual 
#2; The Earth Stealers; Flash (2) #53; Invasion! #1; Man of Steel #2, 
5; Phantom Stranger (3) #1-3; Suicide Squad #22; Superman (2) #4- 
5. 9-12, 15-17, 19-21, 23. 26, 32-34, 37-41,43, 45-47, 50-51,54-55. 
57, 59-61,63, 66 . 69; Superman Annual (2) #2; Superman for Earth: 
Superman: The Man of Steel #1-2, 4-5, 7-1 I, 13; Swamp Thing (2) 
#79; War of the Gods # 1; Who's Who ’88 #4; Who’s Who ‘90 #5; 
Wonder Woman (2) #37; World of Krypton (2) #4: World of 
Metropolis #1-4; World’s Finest #1-3 
































SUPPORTING CAST 


Oberon 


Dex: 4 

Str: 

2 

Body: 

3 

Int: 5 

Will: 

4 

Mind: 

3 

Infl: 6 

Aura: 

4 

Spirit: 

5 

Initiative: 17 


Hero Points: 

20 


•Skills: Acrobatics: 2, Charisma: 6, Gadgetry: 4, 
Martial Artist: 4, Thief: 4 

•Advantages: Connections: Justice League 
International (High); Scholar (escapes, 
promotions); Sharp Eye 

•Drawbacks: Minor Physical Restriction: Oberon is 
a dwarf 

•Alter Ego: None 

•Motivation: Thrill of Adventure 

•Wealth: 5 

•Equipment: 

JLI Signal Device [Body: 4, Telepathy: 25] 
Limitation: Telepathy reflects the range of signal. 


Powers and Abilities 


Oberon has no meta-human abilities, but his 
sharp mind and even sharper tongue make him a 
formidable opponent. 

In his time with the circus, Oberon learned 
Acrobatics. As the assistant to both Mister Miracles 
he was also trained in picking locks, escaping traps, 
and various other techniques used to aid the stars 
during their circus acts. These abilities are reflected 
in his Thief Skill. Oberon also has a high degree of 
street-fighting prowess (Martial Artist). 


Personality/Role-playing 


Oberon has learned to be a tough, hard-nosed, 
"crack-them-up-side-the-head" kind of guy to 
survive. This trait also helps him keep things running 
smoothly at Justice League America's headquarters. 
League members respect him and know to take him 
seriously when he is truly angry. 

Oberon has a very caring, fun-loving side that is 
concealed by his gruffness, and he seems to be 
attracted to others who have an adventurous spirit. 
An example of this is be his romantic interest in Fire 
(Bea DaCosta). Ironically, she is the only person with 
whom Oberon acts shy. 

Although he likes to complain about it, Oberon 
gives his all to the Justice League because he cares 
about every single member a great deal (even Guy 


Gardner). In addition, he watches out for Scott Free 
and Big Barda because they are his family. In both 
cases, his harsh exterior is his way of expressing his 
true affection for his friends. 

Oberon often best aids the Justice League from 
behind the scenes in an information gathering or 
administrative capacity, and by keeping a cool head 
and thinking quickly. He takes on any task willingly 
(although he is tired of being stuck on monitor duty), 
and if the need arises, Oberon will even fight. He will 
easily admit, however, that he is no match for most of 
the super-villains that the League faces. 


Oberon's Thief Skill 


Oberon learned a few escape tricks from Mister 
Miracle through the years, although he is far from 
being a master escape artist. He may attempt to use 
what he knows for escapes from restraints that would 
hold many heroes. The AV/EV of the attempt equals 
his APs of Thief Skill against an OV/RV based on 
the level of the restraint. Positive RAP T s indicate a 
successful escape. 


Restraint Type OV/RV 

Quick Binding (rope tie) 2/2 

Tightly bound (heavy rope or cord) 4/4 

Handcuffs 6/6 

Chained to Wall 8/8 

Locked in a Jail Cell 10/10 

Locked in Safe 15/15 


For Escape Attempts (or other Dice Actions 
using the Thief Skill) where Oberon can take 
advantage of his small size (such as handcuffs that 
are too big, small openings, bars just far enough 
apart, etc.) a -1 Column Shift is applied to the OV. 


The Perks of Oberon 1 s Position 


Though he may often appear to be no more than 
a comedic sidekick for heroes, Oberon actually has a 
powerful role in managing the affairs of the Justice 
League, Mister Miracle, and Big Barda. When 
working for a team or individual hero, he gains 
access to all of their Connections. As aid to Maxwell 
Lord, he can contact the United Nations and is 
authorized to make purchases for the JLI. He may use 
a Wealth Rating of 12 for the Justice League 
International’s resources or a Wealth Rating of 7 
when doing business for Mister Miracle. 




















Using Oberon in Adventures 


Oberon is a good means of connecting the Player 
Characters with the Justice League. He could answer 
the phone if the PCs call the League for assistance or 
information. Perhaps he could even track down 
information with a little computer detective work or 
get deals made with powerful people for the heroes 
(if they ask really nicely). Getting past Oberon's 
sarcastic and gruff personality should create some 
interesting role-playing opportunities. 

In a scenario using either the Justice League or 
Mister Miracle and Big Barda, Oberon might be there 
to throw in some witty comments and world-weary 
observations. 


Subplots 


Oberon is hoping to begin a Romance Subplot 
with Justice Leaguer Fire (Bea DaCosta), and will if 
he ever gets the nerve. He seems to lose a good deal 
of confidence when she is around. Bea finds this 
attractive. 

Some of Oberon's many Job Subplots include 
handling Mister Miracle's promotional affairs, taking 
care of Maxwell Lords League business, and running 
things around JLA headquarters. 


Appearances in the DC Heroes 
Role-Playing Game, Second Edition 


Justice League Sourcebook , Background/Roster Book 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: The Brave and The Bold #112, 128; DC 
Comics Presents #12; Justice League of America #183-185; 
Mister Miracle ( 1 ) #1-7, 10-22, 24-25 

Current: Action Comics #593, 650 (flashback); Blue 
Beetle (6) #20 (behind the scenes); Captain Atom (3) #25, 
37; Doctor Fate (2) #14-15; Flash (2) #21; The Fun of 
Firestorm #63; Green Lantern (3) #1; Hawk and Dove (3) 
#1; Invasion! #1-3; Justice League #1-2, 4; Justice League 
America #26-3 1, 33-34, 36, 42, 45, 47-49; Justice League 
Annual #2-4; Justice League Europe #1, 4-5, 11-12; Justice 
League International #7-9, 1 1-22, 24-25; Justice League 
Quarterly #2-4; Justice League Special #1; Millennium #1; 
Mister Miracle (2) #1-28; Mister Miracle Special #1; 
Power of The Atom #35; Secret Origins (3) #33, 35; Who's 
Who '88 #4; Who's Who '91 #7 

Oberon's Room at JLI 
New York Embassy 



6 ’ 






















SUPPORTING CAST 


Perry White 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 6 

Will: 

5 

Mind: 

3 

Infl: 3 

Aura: 

3 

Spirit: 

2 

Initiative: 

9 

Hero Points: 

5 


•Skills: Artist (Writer): 6, Charisma: 4, Detective: 4 
•Advantages: Connections: Daily Planet (High), 
Superman (Low); Leadership; Scholar 
(journalism) 

•Drawbacks: Age (old); Catastrophic Irrational 
Attraction to maintaining journalistic integrity; 
Married 

•Alter Ego: Perry Jerome White 
•Motivation: Upholding the Good 
•Wealth: 6 


Powers and Abilities 


Perry White is one of the most talented figures in 
the newspaper industry as a reporter, writer, and 
editor (Artist and Detective Skills). He is also a 
powerful motivator for his employees (reflected in 
his Charisma Skill and Leadership Advantage), 
making the Planet one of the top newspapers in the 
country. 


Personality/Role-Playing 


One would almost think that Perry lives in the 
Daily Planet building. The truth is, the Planet’s 
manager spends most of his time there overseeing the 
entire newspaper making process. The paper is his 
life and has been since his youth. For this reason, 
Perry seems to be an ever-present force that pushes 
all the employees to the limit. He shows those who 
perform well under his pressure a great deal of 
respect. 

White may be hard nosed and sometimes down¬ 
right ornery, but he is a good man, dedicated, much 
like Superman, to truth and justice. He believes in 
getting the facts straight and publishing stories that 
affect his readers the most, regardless of who might 
not want them published. White's integrity has even 
pitted him against Lex Luthor. 

Perry White can usually be found in his office 
yelling at an employee or chasing down a story that 
is past deadline. When there is need for him to be 
patient and compassionate for his employees, though, 
Perry's office door is always open. 


The Daily Planet 


Founded by publisher Joshua Meriwether in 
1775, the Daily Planet is Metropolis' largest daily 
newspaper. It publishes a morning edition, evening 
edition, and a hefty Sunday edition. On top of its 
local editions, the Planet also publishes national and 
international editions daily. Due to its accuracy and 
prize-winning staff, the International Daily Planet is 
the most widely read English-language newspaper on 
the European continent. 

Perry White has been the paper's Managing 
Editor for a decade. During his tenure, he has 
assembled a loyal staff of reporters, columnists, and 
feature writers who have won numerous Pulitzer 
Prizes. Under his tutelage, both Lois Lane and Clark 
Kent developed into nationally renowned journalists. 

The Daily Planet has a Wealth Rating of 1 7 
which Perry White can access for business expenses. 


Using Perry White in Adventures 


Perry can be used in Adventures by sending 
Clark, Lois, Jimmy, or any of his reporters out on 
assignments that will cause a need for super-hero 
intervention. Perry can also be an excellent source of 
information in Metropolis for Player Characters. He 
may be able to give them access to Planet resources 
or connect them with heroes like Superman. 

If a Player Character happens to be working for 
the Daily Planet , Perry could be used as part of a Job 
Subplot, leaning on the Character to get his work 
done. The PC may well be struggling with work life 
and adventuring, and the added pressure can cause 
interesting complications. 


Subplots 


In a recent Family Subplot, Jerry, White's son, 
was killed in a drug dispute instigated by Blaze. 
Perry has taken a leave of absence to deal with the 
tragedy, and be with his wife, Alice. 

There are constant Job Subplots involving the 
running of the paper, missing reporters, and the 
recent layoffs due to cutbacks at the Plane t. 


Appearances in the DC HEROES 
Role-Playing Game, Second Edition 


Background/Roster Book, Superman—The Man of 
Steel Sourcebook Sourcebook 
















Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre Crisis—Earth Two: Action Comics #32-35, 37-39, 
44. 47-48, 52, 55, 57, 61, 66, 68, 72-75, 77, 79-80, 82, 85, 
87, 90-92, 95, 97-98, 102, 105-106, 112, 114, 117, 124, 
126, 128-129, 131, 133-134, 136-139, 141, 144, 146, 155, 
159, 166, 169, 189, 196, \9%: All-New Collectors' Edition 
#C54; Superman (1) #7-13, 15-20, 22-23. 25, 27, 33, 38- 
41, 45-46, 48-49, 54, 60-62. 67,70, 72-73, 78-79, 82, 85- 
88; World's Finest Comics #1-6, 8-11, 13, 15, 23, 25, 27, 
37, 43,48, 50-51.55. 58, 63, 70 

Pre-Crisis—Earth One: Action Comics #200-201, 203, 
207-208, 21 1-213, 215, 226, 231, 234, 243, 252, 254, 260, 
262, 266-270, 272, 274, 278, 280, 282-284, 287-290, 293, 
295-297, 300-303, 305-307, 309-313, 317, 323-324, 326, 
331-333, 335, 337, 340-341, 342 (behind the scenes), 343- 
346. 348, 350-351, 354, 356, 361-362, 368, 375, 379, 383, 
408. 420, 436-437, 449, 461-462, 465, 468-470, 478, 481, 
487-489, 493-494, 497, 499-500, 508-509, 511-512. 514, 
517, 520, 523-526, 529. 531-534, 537-540. 542-543, 548- 
549,551, 556, 560, 562-563, 565. 567-568, 570-571, 574, 
582; Adventure Comics #286 (behind the scenes), 287; All- 
New Collectors’ Edition #C-56; The Amazing World of 
Superman: Batman and the Outsiders #19; The Brave and 
The Bold #175; Crisis On Infinite Earths #7, 1 I; The 
Daring New Adventures of Supergirl #2-12; DC Comics 
Presents #11, 14. 41-42. 44, 50. 53, 64, 69, 71, 86, 88. 93; 
DC Comics Presents Annual #1; DC Special Series #5, 26; 
Krypton Chronicles #1,3; Lois Lane #1-2; The New 
Adventures of Superboy #12; Phantom Zone #1-2, 4; 
Superboy (1) #63; Superman (1) #91-92, 95. 98, 102, 105, 
107-108. 115, 117-118, 120, 122, 124, 126-127, 129-131, 


133, 135, 135-136, 138-139, 142-143, 146-147. 151-154, 
156-158, 160, 163, 165, 168-169, 176-179. 182, 185-186, 
191, 196, 201, 205, 208-211, 214, 216, 219-220, 223, 233, 
244, 257, 263, 265, 273, 278, 280, 282, 285, 288, 291, 320- 
322, 325, 333, 336, 338, 343, 346-347, 349, 353, 355, 362, 
364-366. 369-370, 375-376, 380-386, 388-390, 394, 398- 
399, 401,405-407, 410-413, 416, 418-419, 421; Superman 
Annual (1) #10; Superman Family #164, 170, 172, 178, 
182-187, 189-191, 196-199, 201-213,215-218, 220-222; 
Superman Special #1; Superman Spectacular #1; 
Superman’s Girl Friend, Lois Lane #1. 5-6, 8, 10, 13-14, 
16-19, 22-23, 27-30, 32, 35-37, 39-45, 47, 50, 52, 54, 56- 
57, 61 -62, 64, 67, 69-71,74, 79,81. 84-85, 88, 93, 98, 105, 
107-108, 110, 114, 121-123, 126, 129, 131-133, 137; 
Supermans Pal, Jimmy Olsen #1. 15, 17, 21-22, 24,27, 32- 
33, 35-37. 40-43, 50-51, 55, 59, 62-64, 67-68, 71. 74, 76, 
78, 84, 92, 94, 96, 101-102, 106, I 12 (behind the scenes), 
114 (behind the scenes), 118, 120, 123-124, 127, 129-130, 
132, 153, 158, 160-161; Superman: The Secret Years #4; 
Worlds Finest Comics #72, 76, 78, 80, 84, 87-88, 91, 106, 
137, 141, 155, 159-160, I8M82, 189, 199, 204, 209, 252, 
271-272, 274, 277, 293, 303 

Current: Action Comics #594-595, 598-600, 610-612, 643, 
645, 648, 650, 655-656, 658 (behind the scenes), 660, 663- 
665, 667-670, 672, 677-678; Adventures of Superman 
#424, 428, 430, 433-434, 439, 445-446, 450, 452-453, 456- 
458, 460, 462-463, 465-466, 469-470, 473, 477-478, 480; 
Animal Man #13 (behind the scenes); The Earth Stealers ; 
Eclipso: The Darkness Within #1; Invasion! #1,3; Justice 
League Spectacular #1 (voice); Man of Steel #2; Suicide 
Squad #22; Superboy Special #1; Superman (2) #5, 9-10, 
16-17, 20-21, 24. 26-29, 33, 36, 40, 42-43, 47, 49-51, 54- 
55, 57, 62; Superman Annual (2) #1; Superman For Earth ; 
Superman: The Man of Steel #1, 3, 9, 12-13; Who's Who 
88 #4; Who's Who : 9l #7; World of Metropolis #1-2; 
World of Smallville #4; World's Finest #1 -3 



Daily Planet 
News Room 



























































SUPPORTING CAST 


Snapper Carr 


Dex: 4 

Str: 

3 

Body: 

4 

Int: 4 

Will: 

3 

Mind: 

3 

Infl: 4 

Aura: 

3 

Spirit: 

4 

Initiative: 12 


Hero Points: 

35 


•Powers: Teleportation: 50 


•Skills: Artist (Musician): 2, Gadgetry: 2, Scientist: 
4, Thief: 4, Vehicles: 3 

•Bonus: Miscellaneous: Teleportation is usable on 
others. 

•Limitations: Miscellaneous: If Snapper uses his 
Teleportation Power without closing his eyes, he 
becomes disoriented and unable to perform any 
actions for 19 APs of time (two weeks); 
Miscellaneous: Snapper can only teleport to those 
places he has seen before or that he can actually 
picture in his mind. 

•Advantages: Connections: Blasters (High), Justice 
League America (Low) 

•Drawbacks: Public Identity 
•Alter Ego: Lucas Carr 
•Motivation: Thrill of Adventure 
•Wealth: 5 


Powers and Abilities 


Snapper can use his meta-human Teleportation 
Power to instantly transport himself anywhere he can 
envision within Earth's dimension. 

He has also learned a number of things with the 
Justice League and during his time working for 
S.T.A.R. Labs. Among these are using and repairing 
high-tech equipment (Scientist and Gadgetry), spying 
and gathering information (usually with his Thief 
Skill), and driving unusual vehicles, including 
spacecraft (Vehicles Skill). 

Carr is also an excellent guitarist, which is 
accounted for by his Artist Skill. 


JLofA Mascot 


Before becoming a super-hero in his own right, 
Carr worked with the original Justice League of 
America and even helped them defeat super-villains 
like Starro the Conqueror. Carr was allowed access to 
the Secret Sanctuary and had High Connections with 
Aquaman, Flash II (Barry Allen). Martian Manhunter, 
Black Canary, and Green Lantern, among others. 
Snapper was also issued a Justice League Signal 
Device [Body: 3, Telepathy: 16, R#: 2, Limitation: 
Telepathy is the signal Range of the Device). 


Personality/Role-playing 


Carr is a happy-go-lucky guy who’s life is rarely 
dull. Because he lives for the moment and is rarely 
affected by pressure, he is usually quick with a joke 
or some snappy comment during critical situations. 
Snapper stands behind his friends 100%, however, 
and will readily risk himself to save others. 

Snapper also has the determination and courage 
to get what he wants. His persistence ingratiated him 
with the old Justice League of America and has made 
him successful in most of his pursuits. 

Snapper is sharp witted but often not very 
thoughtful. He will often jump into the thick of things 
without careful assessment of the situation. Despite 
his carelessness, however, he has held his ground 
even against powerful super-villains. 

Carr is still getting used to his special ability, and 
he finds great amusement in testing it to new limits. 


Snapper's Teleportation 


When teleporting. Snapper snaps his fingers. The 
act is dramatic and unnecessary, but he believes it 
gives him more style. It notifies his allies (and 
sometimes even enemies) that he is teleporting. 

Carr also closes his eyes when he teleports. If he 
leaves his eyes open, the process of watching his 
transportation can literally drive him insane. He and 
anyone he takes with him while using Teleportation 
will be disoriented and unable to function normally 
for 19 AP’s (two weeks) if their eyes are not closed. 
The last and only time Snapper did this, he ended up 
in a psychiatric ward and believed himself to be 
insane. 


Using Snapper Carr in Adventures 


Snapper is a fun Character to drop into an 
adventure simply because of his style. Half the fun 
for the Player Characters will be trying to understand 
Snapper's ’’hipster” style of speaking. The other half 
would be dealing with Snapper's fun-loving, careless 
attitude that often leads to trouble. 

The heroes would most likely encounter 
Snapper and his team, the Blasters, during an 
Adventure in outer space. Since all of the heroes on 
that team are developing their abilities, the Player 
Character’s efforts would most likely be riddled with 
problems as super-powers go awry. 












Subplots 


Appearances in DC Comics 


Carr is getting to know his new teammates (the 
Blasters) in a Friends Subplot. He may possibly 
become official team leader which would lead to a 
Job Subplot. 

One of the Blasters, Churljenkins, and Snapper 
have begun a relationship that constitutes a Romance 
Subplot. 


Appearances in the DC Heroes 
Role-Playing Game, Second Edition 


Justice League Sourcebook 


"'Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: The Atom #4, 8; The Brave and The Bold 
#28-30; Green Lantern (2) #29; Justice League of 
America #1-20, 23, 26-29, 31, 33-35, 38, 40-41, 43- 
45, 49-50, 52-53, 57, 59, 61, 63, 65-66, 77, 100, 114, 
149-150, 181, 200; Mystery in Space #75; Superman 
Family #187-189, 192,194-195; Who’s Who ‘86# 21 

Current: Action Comics #650; Blasters Special #1; 
Invasion! #1, 2 (behind the scenes), 3; Who’s Who 
‘91 #6 



TONNAGE 

LENGTH 

WIDTH 

HEIGHT 


50 tons 
33 m 
37 m 

7.3 m (9.5 m ) 


CREW, MIN. 
MAX. 

PASSENGERS 
CARGO SPACE 


1 

5 

20 

8.6 tons 


Blasters Starship 

















































SUPPORTING CAST 


Wonder 

Woman 

Supporting Cast 


Prof. Julia Kapatelis 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 5 

Will: 

3 

Mind: 

3 

Infl: 3 

Aura: 

3 

Spirit: 

3 

Initiative: 8 


Hero Points: 

5 


•Skills: Scientist: 2 

•Advantages: Connections: Harvard University 
(High). Wonder Woman (High); Scholar 
(archaeology, history, linguistics) 

•Drawbacks: Age (Old) 

•Motivation: Upholding the Good 
•Wealth: 6 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book 


Vanessa Kapatelis 


Dex: 3 

Str: 

1 

Body: 

2 

Int: 2 

Will: 

2 

Mind: 

2 

Infl: 2 

Aura: 

2 

Spirit: 

2 

Initiative: 7 


Hero Points: 

5 


•Skills: Acrobatics: 2 
•Advantages: Scholar (ancient history) 
•Drawbacks: Age(young) 
•Motivation: Thrill of Adventure 
•Wealth: 1 


Steve Trevor 


Dex: 3 

Str: 

3 

Body: 

3 

Int: 3 

Will: 

3 

Mind: 

3 

Infl: 3 

Aura: 

2 

Spirit: 

4 

Initiative: 11 


Hero Points: 

15 


•Skills: Martial Artist: 4, Medicine (First Aid): 2, 
Military Science: 5, Vehicles: 5, Weaponry: 4 
•Advantages: Connections: U.S, Military (Low). 

Wonder Woman (High) 

•Motivation: Responsibility of Power 
•Wealth: 5 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book 


Etta Candy 


Dex: 3 

Str: 

2 

B#dy: 

3 

Int: 3 

Will: 

2 

Mind: 

2 

Infl: 3 

Aura: 

2 

Spirit: 

3 

Initiative: 11 


Hero Points: 

10 


•Skills: Acrobatics: 4, Charisma (Persuasion): 5, 
Detective (Law): 2, Martial Artist: 4, Medicine 
(First Aid): 2, Military Science: 4, Vehicles: 3, 
Weaponry: 4 

•Advantages: Connections: U.S. Air Force (High) 
•Motivation: Upholding the Good 
•Wealth: 4 


Inspector Ed Indelicato 


Dex: 3 

Sir: 

3 

Body: 

3 

Int: 4 

Will: 

4 

Mind: 

3 

Infl: 3 

Aura: 

2 

Spirit: 

2 

Initiative: 12 


Hero Points: 

5 


•Skills: Charisma (Interrogation): 4, Detective: 4, 
Military Science (Tracking): 3, Martial Artist: 4, 
Weaponry: 4 

•Advantages: Connections: Boston Police Department 
(High), Wonder Woman (Low) 

•Drawbacks: Serious Irrational Attraction to Wonder 
Woman 

•Motivation: Seeking Justice 
•Wealth: 4 
•Equipment: 

Handgun [Body: 4, EV: 4, Ammo: 7, R#: 3] 


Powers and Abilities 


Julia Kapatelis, an expert in Ancient Greek 
culture, has taught history and archaeology at the 
college level for many years. She also has some ability 
in scientific analysis. 

Vanessa is agile due to her youth and has trained 
in Acrobatics. 

Steve Trevor is an ace pilot (Vehicles Skill) and 
gained a number of other abilities during his career 
with the Air Force. These include combat (Martial 
Artist and Weaponry Skills), First Aid (Subskill of 
Medicine), and Military Science. 

Because of his police training, Inspector Ed 
Indelicato is well versed in hand-to-hand combat 
(Martial Artist), fire arms (Weaponry) and police 
procedure (Detective). He is a good and reliable law 
enforcement officer. 

Because of her Air-Force training, Etta has 
developed some hand-to-hand skills (Martial Artist), 
and is trained in using Firearms (Weaponry), military 
tactics (Military Science) and first aid (Medicine). She 
also has some knowledge of law (Detective). 














Personality/Role-playing 


Julia Kapatelis subconsciously holds the morals 
and belief in the sanctity of life instilled in her by the 
Amazons who raised her on Themyscira. As a result, 
she is intellectual, maternal, loving, sacrificing, and 
strong willed. Julia will give all she can to help 
someone in need. 

Her daughter, Vanessa, is your slightly-more- 
intelligent-than average teenage girl. Like her 
mother, she is kind hearted. She has reached a 
difficult age, however, and often become self- 
centered, envious of others, and even angry at the 
attention that Wonder Woman receives. Still, 
Vanessa often showers Diana with sisterly affection. 

Steve Trevor is a loyal, brave, patriotic man who 
is willing to risk his life for his country and loved 
ones. He will also defend his rights and beliefs 
without hesitation. In fact, the adventurous spirit he 
has shown in defense of his country and personal 
values has not dulled with age, and although he is a 
bit slower, he is by no means less brave. 

Etta Candy is a soft spoken and intelligent ally to 
the Amazon Princess. She has a strong sense of 
morals, and when offended, she breaks her usual 
demure nature to speak her mind. She has long been 
in love with Steve Trevor and has recently had the 
feelings returned. 

Ed Indelicato is a harsh-speaking man who is 
dedicated to justice, and his methods to achieve it are 
often more gritty than the innocent Diana often thinks 
they should be. He has a realistic view regarding 
crime, and he often reveals the cold truth in a 
situation. Ed's gruff behavior hides his true caring 
nature, but in his mind, his harshness actually reveals 
how much he cares. The only time he reveals a soft 
side is when he deals with Princess Diana. He has, in 
fact, fallen in love with her, but he hides his feelings 
behind his tough facade. 


Using the Cast in Adventures 


Wonder Woman's Supporting Cast members are 
good tools to link Player Characters to Wonder 
Woman, but they are also useful in any campaign 
simply to show how inter-connected the DC Universe 
can be. On a mission to Boston, the heroes might 
have to get information from the police. In that case, 
a meeting with Inspector Indelicato might generate 
some interesting role-play with his dark attitude. The 
Player Characters might need some information on 
Ancient Greek culture, language, or mythology, 
making contact with Julia Kapatelis at Harvard a 


requirement. They could be sent by the U.S. to 
protect a new airplane designed by Steve Trevor, or 
perhaps they could find themselves saving a very 
mouthy teenage girl (Vanessa) from the hands of 
kidnappers or terrorists. 

When these Characters are used, however, 
Wonder Woman should make at least one appearance 
to demonstrate her connection to these people. It is 
better to have her arrive at the end of an Adventure so 
that she doesn't steal the spotlight from the heroes. 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present continuity. 

Etta Candy—Pre-Crisis—Earth Two: All-Star Squadron M16; Comic 
Cavalcade #5, 11, 13-15, 18, 20, 23, 28-29; DC Special #3; BC Special 
Series #9; Legend of Wonder Woman #1,4; Sensation Comics #2-5, 9, 11- 
19, 21-23, 26, 29, 36, 39,41,45-46, 48-52. 54-57, 61-63, 67, 71,73, 76, 79- 
82; Wonder Woman (i) #1-6. 8-12, 14-18, 20-29, 31, 33-36, 38, 42-44, 156, 
196. 229,236-243 

Etta Candy—Pre-Crisis—Earth One: Blue Devil #10; Wonder Woman (1) 
#117. 127, 272-277, 279-283, 286, 288-289, 291, 294-298, 300-301, 303- 
309, 313-317, 319-329 

Etta Candy—Current: Who's Who ‘88 #4; Who's Who ‘91 #7; Wonder 
Woman (2) #2-9, 1 1-12, 14-15, 17, 24-28, 32, 35, 43-44, 50, 52, 58-62; 
Wonder Woman Annual #1 

Ed Indelicato: Batman #470; War of the Gods #3; Who's Who ‘91 #7; 
Wonder Woman (2) #16, 20, 28, 31-32, 35, 49-50, 53, 56-64: Wonder 
Woman Annual #2; Wonder Woman Special #1 

Julia Kapatelis: Christmas With the Super-Heroes #2; War of the Gods #3; 
Who's Who ‘88 #4; Who’s Who ‘91 #7; Wonder Woman (2) #3-9,14-15, 17- 
28, 32-37, 41. 46-56, 59-62: Wonder Woman Annual #1-2; Wonder Woman 
Special #1 

Vanessa Kapatelis: Christmas With the Super-Heroes #2; War of the Gods 
#3; Who’s Who ‘91 #7; Wonder Woman (2) #3-4, 7-9, 14-19, 21-28, 32-33, 
35-37, 41, 46-50, 52, 54-57, 59, 61-62; Wonder Woman Annual #1-2; 
Wonder Woman Special #1 

Steve Trevor—Pre-Crisis—Earth Two: All-New Collectors' Edition #C- 
54; All-Star Comics #8; All-Star Squadron #16; America vs. the Justice 
Society #2; Comic Cavalcade #5-6, 8-9, 11-13, 15, 17, 20, 23, 26-27, 29: 
Crisis Bn Infinite Earths #12; BC Special #3; BC Special Series #9; Infinity, 
Inc. #1, 3, 7-8, 12, 21, 25, 27: Infinity, Inc. Annual #1; Legend of Wonder 
Woman #1-4; Sensation Comics #1-6. 9-14. 17-20, 22-24. 26, 28-30, 33, 35- 
36, 39, 42, 44-46, 48-51,54-55, 57-59, 61-62, 64, 66, 68, 73, 78-79. 81, 84, 
94-98, 101-102, 104; Wonder Woman (1) #1-37, 41, 43-44, 46-68, 53-56. 
60-61, 63, 65-68, 70, 76, 79, 81, 87, 92, 157, 196, 229-236, 239-243, 300; 
World's Fines Comics #244-249 

Steve Trevor I—Pre-Crisis—Earth One: Adventure Comics #460; The 
Brave and The Bold #28: DC Comics Presents #32; Justice League of 
America #7. 60, 65; Super Friends #11: Wonder Woman (1) #95, 99, 101- 
102, 104-109, 112, 114-115, 118, 125-126, 130, 133, 137, 141, 148, 157- 
161. 163-166, 170, 174-175, 178-180, 223-227.244-248, 317. 320-322; 
World's Finest Comics# 251-252 

Steve Trevor II—Pre-Crisis—Earth One: DC Comics Presents #32; 
Green Lantern (2) #181; Phantom Zone #2; Wonder Woman (1) #270-278, 
280-286, 288-290. 294-301, 303-304, 306-307, 309, 311-317, 319-325, 328- 
329 

Steve Trevor—Current: Captain Atom (3) #7: Who's Who ‘88 #4: Who’s 
Who ‘91 #7: Wonder Woman (2)#2-7,9, 11-12, 14-17. 25-28, 32, 34-37, 39- 
40, 42,49-50, 52, 57-62: Wonder Woman Annual #1-2 
















TECHNOLOGY 


Batmobile 

IStr: 7, Body: 9, Flame Immunity: 8, Fog: 7, Heat 
Vision: 7, Military Science (Tracking): 10, Recall: 
12, Running: 7, Security System: 10, Skin Armor: 
5, Telepathy: 17, Thief (Stealth): 8, Vehicles 
(Land): 5, R: #2] 

Limitations: Miscellaneous: Military Science 
(Tracking) represents the Batmobile's navigation 
system which allows Batman to track his prey; 
Miscellaneous: Telepathy Power reflects the 
communications system which includes micro- 
wave connection to the computers in the Batcave 
and his Police short-wave-radio. The police radio 
is limited to a range of 12 APs (4 miles); 
Miscellaneous: Recall refers to computer memory 
only. 

AFTERBURNER [Running: 8. This replaces the 
car's Running Power of 7 APs for only 2 APs of 
time.] 

Limitations: Miscellaneous: After using the 
afterburner, the Batmobile will need to be refueled 
within 9 APs (32 minutes) of regular driving. 

OIL GUN [Ice Production: 6. Limitation: Ice 
Production is actually an oil slick which causes a 
road hazard to pursuers] 

PORTABLE CRIME LAB [Detective: 7| 

TIRE SLASHERS (x4) [Body: 4, Claws: 4] 


Description 


The Batmobile has gone through many 
incarnations, and all, including the current model, 
have been unparalleled by any other four-wheeled 
vehicle on the road. The present Batmobile has a 
maximum speed of 225 MPH and is capable of off¬ 
road movement. Over the years, Batman has also 
added various new weapons systems and computer 
hardware. The current model houses a bank of 
computer hardware that is linked to the Batcomputer. 

The Batmobile only accommodates two people: 
the driver and one passenger. 


Features 


The latest Batmobile is a low slung sportscar, 
which resembles a 1989 Corvette. Despite 
appearances, however, it has a number of useful 
features, including: 

•Afterburner: Though its normal speed is 7 APs, the 


Batmobile has an afterburner that can push the car 
up to 8 APs for 10 seconds (2 APs of time). Once 
used, the car has to be refueled before it can be 
used again. 

•Body Protection: The body and windshields are 
coated with a unique bullet-proof ceramic similar 
to the heat resistant tiles on the space shuttles 
(Flame Immunity: 8, Skin Armor: 5). 

•Communications system: The Batmobile has 
microwave transmitters that connect the Batmobile 
to the Batcomputer (Telepathy: 17). Batman also 
has a Police short-wave radio, but its maximum 
range is 4 miles (12 APs). 

•Homing Device: The homing device (Telepathy: 17, 
Vehicles(Land): 5) will control the car to take 
Batman back to the Batcave when he is too injured 
to drive. 

•Laser Headlights: The Batmobile's headlights 
contain powerful lasers that Batman uses to disable 
retreating vehicles or to vaporize the occasional 
road hazard left by criminals (Heat Vision: 7). 

•Oil Gun: The car is capable of spilling an oil slick 
in its wake creating any ice-like road hazard for 
anyone driving through the slick. Anyone driving 
through the slick must make a successful Action 
Check, using Dex or Vehicles Skill against 
OV/RVs of 6/6 (Ice Production). Failure indicates 
a loss of control of the vehicle. 

•Portable Crime Lab: The portable lab which is 
stored behind the drivers scat allows Batman to 
immediately analyze clues found at a crime scene. 
Using the Combining Actions rule (page 48 of the 
Rules Manual ), Batman can subtract a Column 
Shift from the OV of any Detective Skill Attempt. 

•Security System: To protect the Batmobile from 
possible break-ins, the car has a nearly 
impenetrable security system (Security System: 
10). If an opponent does not make positive RAP's 
versus 10 APs during a Thiel' Attempt a silent 
alarm will sound alerting the Batman. 

•Smokescreen: A special exhaust system can project 
a smokescreen in its wake to blind pursuers (Fog 
Power of 7 APs). 

•Stealth: For such an incredibly powerful machine, 
the Batmobile is very quiet. Treat it has having the 
Stealth Subskill (8 APs) when not using the 
afterburner. 

•Tire Slashers: Foot long blades sheathed within 
each of the hubcaps slide outward to shred the tires 
of cars next to the Batmobile (Claws: 4 ). This is 
terribly effective for stopping villains' getaway 
cars, especially when travelling at high speeds. 












Using the Batmobile in Adventures 


The Dark Knight's vehicle, much like Batman 
himself, often adds a bit of mystique to any 
adventure set in Gotham City. Now and again the 
Player Characters can catch a glimpse of a "black, 
unusual looking sportscar" as they go about their 
business. This will remind the heroes that they are 
not the only crime fighters in this grim and corrupt 
setting. 

The car also serves to foreshadow the entrance 
of the Batman. For example, the Player Characters 
might stumble upon the car before they are 
confronted by the Dark Knight himself. 


Appearances in DC Heroes Role- 
Playing Game , Second Edition 


Bcitmcm Sourcebook, Rules Manual 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity, 

Pre-Crisis—Earth Two: All-Star Comics #69; All-Star 
Squadron #20, 24-25; All-Star Squadron Annual #3; 
Batman #5-95; Batman: The Dailies #1-3; Batman: The 
Sunday Classics :; The Brave and The Bold #166, 182, 197, 
200; Detective Comics #48-49, 60-64, 74, 80, 92, 1 12. 
140, 156, 158, 165, 168, 179, 185, 192, 197,205,215-216, 
218, 222; Justice League of America #135, 137: Star- 
Spangled Comics #126-127; Wonder Woman (1) #282- 
283; World's Finest Comics #3, 6, 9, 58 


Pre-Crisis—Earth-One: Batman #96-166, 168-175. 177- 
181, 183-184, 186, 188, 190-192, 194-197. 199-202,203 
(feature), 204, 206-207, 209-217, 220, 222. 26, 229-231. 
234, 236, 239-241,246-247, 251.254. 255 (feature), 258, 
267, 270, 272-276, 278-281, 285, 287-292, 294, 302-303. 
305, 311-313, 315-317, 319, 323-324, 327-331. 336, 339- 
346, 351-353, 355, 358-360, 368. 371, 373, 382-385, 387- 
389, 392, 394, 397. 400; Batman and the Outsiders #16; 
Batman Annual #10; Batman Family #8, 17, 20; The 
Brave and The Bold #28, 64, 67-71, 76, 78, 81, 106, III, 
131, 140, 148, 149, 156, 160-161, 165, 168, 172, 178, 183, 
188-189, 191; DC Comics Presents Annual #2; DC 
Special #28; DC Special Series #15; The Flash (1) #192; 
Justice League of America #32, 40, 50, 52, 61, 68, 76, 
154, 188; Super Friends #306, 10, 14, 19, 22, 31-32, 40; 
Superman's Girl Friend , Lois Lane #70; Superman’s Pal. 
Jimmy Olsen #111; The Untold Legend of The Batman # I - 
3: World’s Finest Comics #72-73, 76-77, 80-81,85, 88-89, 
91, 94-95, 98. 101, I 12-113, 118, 121-122, 126, 128, 130, 
137, 140, 142. 146. 155, 159-160, 163, 165. 168-169, 173, 
177, 181, 189, 239, 257, 261-262. 266, 268, 270, 279, 
286-287, 290-291, 194, 296, 303, 322-323 

Current: Batman #401-403, 408-412, 414-416, 418, 424- 
426, 432, 437-442, 444, 448-449, 451-467, 469-471, 474, 
479-481; Batman AnnuaI #11, 13; Batman: Bride of the 
Demon ; Batman: Full Circle ; Batman: The Cult #4; 
Batman: The Killing Joke\ Batman 3-D ; Batman Versus 
Predator #1-3; Christmas With the Super-Heroes #2; 
Deathstroke the Terminator#! , 9; The Demon (3) #3-4, 8, 
24; Detective Comics #584, 589, 591-593, 595-597, 600- 
605, 608, 611, 613-616, 619-620, 625-630, 635-636, 642, 
644; Gotham Nights #3; Justice League Annual #2; 
Legends #2; Legends of the Dark Night #11, 13. 15, 27. 
30-31; The Man of Steel #3; The New Teen Titans (2) #18; 
Secret Origins (3) #39; Secret Origins Special #1; Suicide 
Squad #40; Swamp Thing #53; Swamp Thing Annual #4; 
World's Finest #1,3 


the Batmobile 




















TECHNOLOGY 


Fortress of 
Solitude 

[Body: 18 (exterior), LAB: 12, Security System: 14] 


Description 


The Fortress of solitude has become Superman's 
memorial to Krypton. He rarely travels there, unless 
he needs to make use of the technology therein. 
Sometimes Superman goes to the Fortress to meditate 
and reflect on his life. Some of the items contained in 
the Fortress include: 

BIRTHING MATRIX [Body: 13, Flight: 40, Sealed 
Systems: 23, Recall: 20, Solar Sustenance: 23] 
Limitations: Solar Sustenance keeps a child alive 
inside the matrix; Miscellaneous Drawbacks: The 
Powers are no longer operational. 

Superman was brought to Earth as a child in the 
Birthing Matrix. It has long since fulfilled its 
function, but he keeps it as a memento of his 
origins. 

COMPUTER JOURNAL [Int: 4. Recall: 12] Note: 

All journal entries are in Kiyptonese. 

EL BATTLE SUIT [Dex: 8, Sr*: 17, B*dy: 18, 
Energy Blast: 10, Remote Sensing: 13, Sealed 
Systems: 21, Solar Sustenance: 21] This fifteen 
foot tall battlesuit was used by Kal-EI's ancestors 
during war to travel and fight in an environment 
poisoned by radiation. The powerful mechanical 
shell houses a tank that holds the user's body in a 
nutrient bath for months at a time, while the user 
mentally directs the machine and "sees" thiough it's 
sensory systems. 

SUPERMAN BATTLESUIT [Dex: 14, Str: 23, 
Body: 17 , Flight: 14, Sealed Systems: 11, 
Superspeed: 12, R#: 2] Superman used this suit to 
replace his special physical abilities when he lost 
them temporarily. The suit is still in working order 
if he finds use for it again. 


Security 


Beyond the fact that it is nearly impossible to 
find beneath the ice of Antarctica, the Fortress of 
Solitude's walls are strong enough to withstand 
bombardment from heavy artillery. In addition, it is 
guarded by an automatic Security System (Security 


System: 14). The entrances arc attuned to Superman's 
presence so that only he may enter. Interlopers must 
shut off the Security System to enter without being 
attacked by security robots. 

SECURITY ROBOTS [Bex: 6, Str: 5, Body: 5, Int: 
1, Will: 2, Stretching: 2, Flight: 6, R#: 2] 
Limitations: Stretching can only be used for arms; 
Reliability Number includes the possibility for the 
circuitry to go bad and the Robots to become 
renegade. 

These Robots can be used as servants or security. 
Superman does not use them, but the automatic 
systems in the Fortress will activate them to protect 
the structure. They use their extending tentacle 
arms to Grapple opponents. 


Using the Fortress of Solitude in 
Adventures 


The Fortress of Solitude is a good way to 
introduce the Player characters to Superman. Perhaps 
they can enter its vicinity during an Adventure that 
takes them to Antarctica. After the heroes deal with 
the legion of security robots, the Man of Steel 
(summoned by the security system) arrives to find a 
group of exhausted heroes very close to accidentally 
discovering his secret abode! 

The Fortress was the starting point for the 
Eradicator's attempt at restructuring of Earth into a 
Kryptonian state. Heroes might therefore aid 
Superman in a similar scenario by stopping runaway 
Kryptonian technology. Because of its odd origins 
and capabilities, the Fortress could set loose 
countless hazards for Player Characters to defeat, 
shut down, or destroy. 


Appearances in DC Heroes Role- 
Playing Game, Second Edition 


Superman—The Man of Steel Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis—Earth Two: Action Comics #53, 149, 484; 
Superman (l) #17, 21, 25, 58, 81, 108; Superman Family 
#212, 2.17; Worlds Finest Comics #7, 11, 69 

















Pre Crisis— Earth One: Action Comics #241-245, 247, 
249, 251, 253, 261-262, 265, 269, 273, 282, 284, 286, 290, 
292, 294, 297-298, 300, 302-307, 310-311, 314-317. 320- 
321, 324, 326, 328, 330. 336, 339, 344, 346, 352, 364, 366- 
369, 375-378. 381. 383, 385, 390, 395-398, 400, 402-403, 
407, 409, 41 I, 415, 429 437, 443-444, 452-453, 455, 463, 
472-473, 476, 480-481, 489-490, 496, 498-500, 502, 505- 
506, 511,514, 524, 529, 536-537, 544, 546, 560, 565. 570- 
572, 574-575, 577, 580-582; Adventure Comics #384, 386- 
387, 389, 404, 407, 409; All-New Collectors' Edition #C- 
56; The Daring New Adventures of Super girl #1 1-13; DC 
Comics Presents #15, 18, 21, 25, 30, 35, 55, 57, 62, 67, 81, 
84,93, 95; DC Comics Presents Annual #1; DC Special 
Series #6, 26; Flash (1) #309; Green Lantern (2) #122-123; 
Justice League of America #52, 87. 122, 189, 243; Krypton 
Chronicles #1,3; Limited Collectors' Edition #C-48 
(feature); Phantom Zone #2-3; Superboy (1) #118. 135; 
Super Friends #12. 34; Super girl (1) #2, 4, 8 (2) 19-20; 
Superman { I) #129, 132, 134. 138-140, 142, 144, 150-154. 
156-158, 160, 163-164, 167-168, 172, 174, 176-177, 179, 
185, 195, 201, 203-205, 209, 223, 225, 236, 254, 258, 266- 
268, 283, 284 (feature), 295. 297-299, 306-309, 315, 317. 


321. 322, 325. 335, 337-338, 351, 358, 360, 362-363, 365- 
371, 373, 375. 378-379, 382, 385, 390-393, 405, 410, 414- 
416. 422: Superman Annual (1) #1 1-12; Superman Family 
#173, 177, 179-180. 183-194, 197, 206, 212; Superman 
Special #3; Superman Spectacular # I; Superman s Girl 
Friend , Lois Lane# 14-15, 27-30, 35. 42, 56, 61. 85, 87, 98, 
106, 128, 132, 134; Supermans Pal Jimmy Olsen #30, 37, 
40, 42, 63, 67-69, 77, 81, 97, I 14, 130; World of Krypton 
(I) #103; World's Finest Comics #99-100, 109, 1420143, 
146, 143, 155, 159, 164, 173, 175-176, 181-182, 201, 109, 
2211, 213, 215-216 (behind the scenes), 217, 221-222 
(behind the scenes), 224 (behind the scenes), 228 (behind 
the scenes), 230-231 (behind the scenes), 233 (behind the 
scenes), 236, 238 (behind the scenes), 239-240, 242 
(behind the scenes), 246-248, 251, 256, 263-264, 267, 272- 
274, 289. 293,311,318-320 

Current: Action Comics #652, 667; Adventures of 
Superman #461. 464-465, 468, 480. 484; Superman (2) 
#41,44,57; Superman: The Man of Steel #3; Who's Who 
VI #6 


Trophy Room 
(extends up 
through entire 
structure) 







































































































































GEOGRAPHY 




New Genesis 


Typical New God 


Dex: 5 

Str: 5 

Body: 

5 

Int: 5 

Will: 4 

Mind: 

4 

Infl: 4 

Aura: 4 

Spirit: 

4 

Initiative: 14 

Hero Points: 

5 


•Skills: Artist: 3 or Scientist: 3, Vehicles: 3 
•Motivation: Upholding the Good 
•Wealth: N/A 


New Genesis Police 


Law Enforcement Officers on New Genesis 
exist, though they are rarely needed. They have Dex 
and Body of 6, wear Armor [Body: f |, and carry 
Staves [Body: 6, Energy Blast: 5, Limitation: Energy 
Blast has a Range of Touch]. 


Description 


New Genesis is a paradise world that combines 
high levels of technology, society, and nature without 
one impeding on the development of the others. In 
fact, New Genesis would be a virtual utopia if it were 
not for the strife and occasional war caused by its 
sister planet Apokolips. 

The people of New Genesis are generally 
peaceful and fearless, and since there is little 
hardship or need for work, most New Gods spend 
their time in intellectual and artistic pursuits. 
Individualism is supported, though it can cause minor 
conflicts. 

The leader of the New Gods of New Genesis is 
Izaya, the Inheritor, also known as Highfather. He is 
a warrior hero of legends as well as a powerful being 
with connections to The Source (see below). 
Highfather usually manages to keep the peace with 
Apokolips, and once exchanged sons with Darkseid 
(the ruler of Apokolips) to prevent war. 

The people of New Genesis have the power of 
gods, and only the abilities of other New Gods can 
challenge them. The New God heroes include Orion, 
Lightray, Highfather, Metron, and Fastbak (see 
separate entries). All these heroes will defend New 
Genesis with their lives (except Metron who only 
observes). 


Supertown 


Most of the New Gods live in Supertown, an 
orbiting city miles above the planet surface. It's 
position is a safeguard against further attacks from 
Apokolips. It is a magnificent and huge city with 
gleaming towers, tremendous wildlife areas, and 
parks. Highfather lives in a giant building in the 
center of this city. 

Darkseid has made plans to completely destroy 
New Genesis. When this time comes. Supertown will 
leave orbit, and Metron will lead the New Gods to a 
new world. Supertown is capable of Flight at 29 APs 
when not in orbit (as well as Solar Sustenance: 30, 
Sealed Systems: 30). 


Using New Genesis in Adventures 


New Genesis is an entire world full of 
Characters and settings for Adventures on a cosmic 
scale. The Player Heroes might help the New Gods 
fight off an attack by the forces of Apokolips. 
Perhaps the heroes might ask the New Gods for 
assistance in saving Earth from one of Darkseid's 
schemes. 


The Source 


The Source has become a major part of the New 
God saga. It is said to contain the ultimate knowledge 
of the universe and the Life Equation, two closely 
related concepts. It rests beyond the Promethean 
Galaxy, and manifests itself for mortal eyes in the 
form of Highfather's giant glowing wall. 

To gain advice from the Wall, Highfather makes 
an Interrogation Attempt using his Infl/Aura (or 
Charisma/Interrogation Skill) against an OV/RV of 
4/4. Other Characters that are pure of heart (Heroes) 
may ask the Source for advice using an OV/RV of 
8/8, and evil or power mongering Characters 
(Villains) must make an Interrogation roll against 
15/15. The more positive RAPs gained, the clearer 
the advice, though it will always be cryptic (RAPs 
exceeding the OV/RV of the attempt will yield fairly 
clear answers). 

Besides Highfather's wall, one can contact The 
Source directly by passing through the Final Barrier 
located in the Promethean Galaxy (although doing so 
requires a Dimension Travel roll against 75/75). 
Anyone who successfully breaks this barrier adds 
fifteen to all of his/her Mental and Mystical 
Attributes, receives 200 Hero Points, and becomes a 
Non-Player Character. 
















Appearances in DC Comics 


Because The Source has the Leadership 
Advantage, it can grant a supply of Hero Points to 
anyone it wishes. 


The Source 


Dex: 

75 

Str: 

75 

Body: 

75 

Int: 

75 

Will: 

75 

Mind: 

75 

Infl: 

75 

Aura: 

75 

Spirit: 

75 


Hero Points: 500 _ 

•Powers: Omni-Power: 50, Precognition: 75, 
Recall: 100 

•Advantages: Leadership 


*Note: Pre-Crisis appearances are not part of 
present continuity. 

New Genesis—Pre-Crisis: Adventure Comics 
#459-460; DC Graphic Novel #4; DC Special Series 
# 10; First Issue Special #13; Forever People (1) #1, 
5-7; Mister Miracle (1) #19, 21-22, 24; New Gods 
(1) #1-2, 4-5, 7-10, 13-19; Superman’s Pal , Jimmy 
Olsen #147; Super-Team Family #15; Who’s Who 
‘86 #16 


Current: Action Comics #586; Adventures of 
Superman #459-460; Cosmic Odyssey #1-4; Forever 
People (2) # 6; Justice League of America #183; 
Mister Miracle (2) # 23; New Gods (3) #1-9, 11-13, 
16-17, 19-22, 27-28; Warlord Annual #6; Who’s 
Who ‘91 #7 



Government Residential 



Recreational Commercial 


Supertown 





























































Brother Power, 
the Geek 


Dex: 3 

Str: 

4 

B#dy: 

4 

Int: 2 

Will: 

3 

Mind: 

2 

Infl: 8 

Aura: 

9 

Spirit: 

12 

Initiative: 13 


Hero Points: 

55 


•Powers: Animate Objects: 18, Awareness: 8, 
Invulnerability: 12, Matter Manipulation: 18, 
Personality Transfer: 8, Regeneration: 10, Self- 
Link (Spirit Travel): 14 

•Skills: Acrobatics: 4, Artist (Musician): 5, 
Charisma: 8, Scientist: 2 

•Bonuses: Brother Power uses Personality Transfer 
and Spirit Travel to inhabit mannequins, dolls, and 
Animated Objects (see ''Free Spirit" below); 
Objects altered by Matter Manipulation do not 
return to their original state unless Brother Power 
wills them to do so. 

•Limitations: Power Limitations: Animated Objects 
have a Dex of 3 and a Str and Body equal to their 
Bbdy; Invulnerability and Regeneration only work 
in the presence of energy (see "Flower Power" 
below); Personality Transfer can only be used on 
objects affected by Brother Power's Animate 
Objects Power; Matter Manipulation can only be 
used to alter the shape and appearance of objects 
Brother Power has inhabited with Personality 
Transfer so that they look like his original body 
(see "Free Spirit" below). 

•Advantages: Scholar (chemistry, flower power) 

•Drawbacks: Innocent; Strange Appearance; 
Miscellaneous: When Brother Power is knocked 
unconscious or "killed", he cannot revive until he 
absorbs some form of energy (see "Flower Power" 
below). 

•Motivation: Upholding the Good 


Powers and Abilities 


Brother Power the Geek is a unique being 
created from a special combination of Earth Forces 
that occasionally create elementals like Swamp 
Thing and Naiad. He can use his Animate Objects 
and Matter Manipulation Powers to create a new 
body for himself, and inhabit it with his Personality 
Transfer Power. Brother Power can also Animate 
Objects that he is not inhabiting, such as mannequins 
and socks. 

As an elemental force. Brother Power is difficult 


to destroy, as he can simply leave a damaged body 
and create a new one for himself somewhere else. He 
is energized with strength, and becomes even 
stronger when in larger bodies. Brother Power can 
create new bodies the size of buildings. When at this 
size, he can easily lift hundreds of tons. 

Brother Power is an accomplished musician and 
an inspired speaker, and is an expert on chemistry, a 
skill he taught himself to help himself figure out what 
he was. 


Personality/Role-playing 


Brother Power is hippie cult hero who uses his 
elemental abilities to aid hippies and other good- 
hearted folks. His mission is to spread the word of 
peace, in his own sixties fashion. 

Brother Power is a puppet elemental imbued 
with consciousness through the power of nature. 
Energy gives him life and it restores his strength. 
Unlike other elementals, Brother Power does not 
really know what he is, nor does he care. He simply 
wants there to be peace, love, and rock-n-roll 
everywhere. He is single-minded, not terribly bright, 
and very direct and self-assured in his mission. 


Free Spirit 


Brother Power has no permanent physical form, 
as he is truly a disembodied spirit. He travels from 
body to body, spreading the good word. When he 
decides to use another body, the old one loses color 
and slumps to the ground, and the new one loudly 
pops and snaps to life, taking on the form and color 
of Brother Power, the Geek. 

Since an inanimate object has no Int/Mind, 
Brother Power can automatically inhabit any 
Animated Object, with no roll required. The 
Attributes listed in the stat box at the top of the page 
represent Brother Power as he normally exists: in a 
roughly man-sized rag doll body. Larger bodies are 
correspondingly stronger. The Str and Body of any 
new form equals the original object 1 s Body. See page 
38 of the Rules Manual for examples of object Body. 


Flower Power 


Brother Power's body is not organic. Therefore, 
he does not continue to lose Bbdy points when his 
Current Body reaches 0 APs in Killing Combat, and 
he does not die when his Body condition reaches a 
negative equal to his starting Bbdy. If this occurs, he 











simply becomes immobile and dormant until he soaks 
up enough energy to come back to life. 

Brother Power's Regeneration Power only 
operates in the presence of energy. The more energy, 
the faster he is able to recuperate. Brother Power will 
recover fully after a half hour in bright sunlight (9 
APs of time), ten minutes (8 APs) with an intense 
light source, such as a spotlight or heat lamp, and 
immediately if imbued with a tremendous amount of 
energy at at one time (struck with a lightning bolt, hit 
with an Energy Blast, etc). Such an energy surge will 
also activate Brother Power's Invulnerability Power 
when he has taken sufficient damage to have T 'died. ? ' 

If Brother Power is the victim of an energy 
attack (even an attack by nature, such as lightning), 
normal rolls must still be made for damage to the 
Geek's Body. 


Using Brother Power in Adventures 


Brother Power would best be used in humorous 
or mystically oriented adventures, particularly 
scenarios set back in the sixties, a more mellow time 
for super-heroes and hippies alike. Because he is an 
elemental, he may lead Characters to discover other 
new clementals on Earth. Alternately, if Brother 
Power allies himself with Player Characters, they 
may have to teach him about the world, and help him 
learn to use his abilities. 


Subplots 


Brother Power is involved in a Miscellaneous 
Subplot as he discovers what America is all about in 
the '90s. He is trying to get back in touch with the 
world by touring the country as an easy rider, like 
Brother Peter and Brother Dennis. 

In the old days, the Geek had a Friends Subplot 
involving two peaceniks, Nick and Paul, who taught 
him about the world. In return, he aided them against 
others less understanding of their hippie lifestyle. 


Appearances in DC Comics 


Blasters Special #1; Brother Power , the Geek #1-2; 
Swamp Thing Annual #5; Who’s Who ‘ 85 #3; Who’s 
Who 91 #7 




Gyroscope/navigation/ 
engine monitoring equipment 


Payload 


Liquid hydrogen 


Liquid oxygen 


Turbo pump 


Thruster engine 


Experimental 

Rocket 


















SUPERNATURAL 


Death 


Dr:x: 

5 

Str: 

5 

Body: 

9 

Int: 

22 

Will: 

25 

Mind: 

35 

Infl: 

28 

Aura: 

38 

Spirit: 

35 

Initiative: 55 


Hlro Points: 

600 


•Powers: Awareness: 18, Dimension Travel: 30, 
Sorcery: 40 
•Skills: Occultist: 20 

•Advantages: Area Knowledge (the Afterworlds, 
Realm of the Just Dead); Attractive; Connection: 
The Endless (High); Iron Nerves; Miscellaneous: 
Death can cause or forestall the death of any living 
creature (see "Power Over Life and Death" below); 
Death cannot be killed or knocked unconscious by 
Physical Damage (see "Endless Existence" below). 
•Alter Egos: Grim Reaper, Thanatos, etc. 
•Motivation: Responsibility of Power 


Power Over Life and Death 


Death's mission in the universe is to bring all 
lives to their inevitable end. To accomplish this task, 
she has the Power to cause the death of any living 
creature, from the lowliest human to the most 
powerful god. Conversely, she can use this same 
Power to grant a being extended life. 

in game terms, this allows Death to instantly kill 
any Character, with no roll required, or allow any 
being to live forever. Obviously, this is not a Power to 
be used lightly, and Gamemasters are discouraged 
from using it at all. If an Adventure calls for extremely 
powerful mystic Characters to oppose Death, treat this 
ability as having an AP rating of 75. 

When Death uses this Power to kill someone, that 
Character doesn’t simply cease to exist. Rather, the 
Character dies of rational or plausible causes: heart 
attack, hit by a car, spontaneous combustion, etcetera. 
In fact, every time any Character dies anywhere, it is 
actually Death, using this Power, that causes it. 


Powers and Abilities 


Death is a force of nature, or possibly an end to 
such forces. Death appears at the close of every 
person's life to aid him in passing from the material 
world to the Realm of the Just Dead, where he then 
goes on to some form of afterworld. 

Death is everywhere in the universe at once, taking 
countless lives every moment. Though not human, 
Death often looks like one. She can appear in any guise, 
male or female. She is the most powerful of The 
Endless, with the exception of her brother, Destiny. 


Personality/Role-playing 


Death is chipper, exuberant, and vivacious. 
Ironically, she loves and extols the beauty of life. 
She is sensitive to the fears and pain of those she 
visits and tries to be comforting, but she is also stem 
and does not allow the dying to hesitate in starting 
on their journey. She is not master or punisher of 
mortals, but a servant of the Universe. 

Of all The Endless, Death is closest to her 
brother, Morpheus, Lord of Dreams. She often tries 
to cheer his melancholy nature, and often offers him 
sisterly advice. On occasion, she brings him to 
watch humans and understand them better, because 
she feels he is too aloof. Death often gets angry at 
her siblings in The Endless because of their 
selfishness. They respect her as a matriarch who has 
power over them all which she will inevitably use. 

When dealing with The Endless, especially 
Morpheus, Death is an advisor and friend, as well as 
arbiter of affairs. She generally works alone, but 
may occasionally allow one of her siblings to join 
her on her rounds. She occasionally extends favors 
to the Endless. For example, she is allowing a friend 
of the Sandman, Hob Gadling, to live until he 
decides to die. 


Endless Existence 


As one of the Endless, Death is a mystical 
entity, not a living being. As such, her physical body 
is merely a shell, and is completely inconsequential 
to her existence. If Death should sustain Physical 
damage sufficient to "kill" her (see "Dying in DC 
Heroes” below), her physical form simply disperses. 
Death can reform a new body, if she so chooses, the 
very next phase. The only way to truly destroy 
Death is with Mental or Mystical Damage. 


The Face of Death 


During the modern age on Earth, Death usually 
appears as a beautiful, but hauntingly pale, young 
woman clad in black clothing. She is ornamented by 
a large ankh (Egyptian symbol of eternal life and 
power) hanging on a chain about her neck, her 
personal sigil. If she chooses, only those who are 
dying, with the exception of the Endless and 
extremely mystically sensitive beings, may sec her. 
However, wings like those of a raven may be heard 
(sometimes perceived by humans as a "death rattle”) 
when the spirit of a being is taken from this world. 

Some people say they have looked Death in the 















face, but were able to return to life. In such cases, 
Death has realized it was not that person's time to go, 
or they were accidentally endangered before their 
appropriate time and were close to physical death. 


belonging to each of the other Endless. Should Death 
wish to summon any of her siblings, she need only 
hold the appropriate artifact, and call to him. No 
matter where he or she is, the Endless so summoned 



reaches a negative number equal to their original 
Body, Mind or Spirit rating. A Character with a 
Body of 3 would would die when his current Body 
score reached -3. Some Characters have a 
Regeneration or Invulnerability Power that works 
even after they arc technically dead, allowing them to 
revive. Certain beings and gods are considered 
immortal. Although such Characters live for a very 
long time, all living creatures will eventually be taken 
by Death, including the other Endless. 

Certain Powers may allow a Character to 
seemingly resurrect a dead Character (Sorcery and 
Animate Dead). However, these zombies have no 
spirit and are only corporeal remains. 

Some Characters may create spells contacting 
beings in the Afterworlds with Occultist Skill or 
Sorcery Power. Treat such contact as Telepathy 
Power. The positive RAPs made on an attempt to 
contact the dead are the amount of time that the 


Death is not a Player Character, and should only 
rarely be used by the Gamemaster. Only dying 
Characters can see the personification of death. This 
anthropomorphic vision will be perceived differently 
by every person. She would therefore appear to each 
person as she believes would best suit the 
circumstances of their death. For example, she might 
appear as a fearsome robed skeleton to an evil 
person, or as a kind and comforting dark angel to a 
dying child. 

The Gamemaster can allow Player Characters a 
glimpse of Death just to let them know they are very 
close to "the end." She tells most mortals who can 
perceive her that she will "see you soon." 

Occasionally, Death sends the spirit of a mortal 
who died in his sleep to Morpheus' realm, rather than 
the Afterworlds. This is a rare occurrence and usually 
granted on the behest of the Sandman. Matthew the 
Raven is one such being. 



Spirits of the recently departed are brought by 
Death to a limbo-like dimension called the Realm of 
the Just Dead. Occasionally, a being is not allowed to 
go further than this into an Afterworld, because there 
is something he needed to accomplish on Earth (a 
strong drive to protect a loved one, revenge, etc.). 
This may hold him in a phantasmal state and he 
might appear as a ghost to mortals. Each spirit has its 
own abilities, and some even gain Powers, such as 
the Spectre and Deadman. 


Gallery of the Endless 


Death is one of a family of powerful magical 
beings known as the Endless. There arc seven 
Endless: Destiny, Death, Dream (Sandman), Desire, 
Despair, Destruction, and Delirium. They are 
incomprehensibly powerful beings that are the living 
embodiments of their names. 

Each of the Endless maintains a personal realm, 
and in that realm is a gallery that contains an artifact 


Sandman (2) #8, 13, 20-21, 24-25, 31; Sandman 
Special #1; Who's Who VI #8 



i- 


Death's 

Ankh 

Medallion 


















UPERNATURA 


The Demon 
Etrigan 


Dex: 9 

Str: 

10 

Body: 

12 

Int: 12 

Will: 

17 

Mind: 

14 

Infl: 13 

Aura: 

17 

Spirit: 

12 

Initiative: 34 


Hero Points: 

130 


•Powers: * Mystic Link 

Awareness: 11, Claws: 13, Flame Project: 13*, 
Invulnerability: 13, Jumping: 3, Magic Blast: 16, 
Precognition: 30*, Regeneration: 10, Sorcery: 15 
•Skills: Occultist: 15 

•Limitations: Power Restriction: Etrigan may not use 
Precognition on himself. 

•Advantages: Area Knowledge (Hell); Connections: 
Hell (High); Iron Nerves 

•Drawbacks: Strange Appearance; Miscellaneous: 
Etrigan always speaks in rhyming verse; 
Miscellaneous: Etrigan cannot cross the bounds of 
a perfectly drawn “magic circle,” nor can he use his 
Powers to attack targets on the other side of such a 
circle. [Note: only Characters with the Occultist 
(Ritual Magic) Skill rated at 7 APs or higher can 
inscribe such circles. Inscribing a circle is an 
Automatic Action and takes roughly fifteen minutes 
(8 APs ) to complete.] 

•Alter Ego: Jason B lood, lason Blaise 
•Motivation: Psychopath 
•Equipment: 

LIVING ARMOR [Body: 15] 

Before particularly important combats, Etrigan 
impales a number of living scorpions on the sharp 
spikes that protrude from his bony skin, giving him 
a form of ’’living armor.” Once put in place, the 
armor lasts ten phases before sloughing off and 
becoming useless. Etrigan rarely uses this ability. 


Powers and Abilities 


As the son of a major demon, and a high level 
lord of Hell himself (Rhyming Caste), Etrigan wields 
quite a bit of natural and learned magic (Sorcery, 
Occultist). He can peer into a person’s mind, or his 
future (Mind Probe, Precognition). His preferred 
methods of attack are either a Magic Blast or a jet of 
Hellfire, which he spews from his gaping maw, 
toasting anything in its path (Flame Project). 

The Demon's Body is as tough as steel, able to 
resist bullets and high-explosive blasts. As a denizen 
of the underworld, he is immortal, and practically 
impossible to kill, as he can quickly recover from any 


wound short of complete disintegration 
(Invulnerability, Regeneration). 

Etrigan is horribly Strong, and can easily hoist 
250 screaming mortals over his head (if he can get 
them wadded up into a ball). His mighty leg muscles 
allow him to Jump from rooftop to rooftop, and his 
wickedly Clawed hands can tear through titanium like 
tissue paper. 

Despite all his power, Etrigan cannot break the 
spell which binds him to Jason Blood. 


Personality/Role-playing 


As a demon of the elite Rhymer Caste, Etrigan 
shows his supreme confidence in battle (and annoys 
everyone around him) by always speaking in verse. 
This is an essential part of his character, and a Player 
portraying him should always speak in verse, even if 
the rhymes aren't perfect. A good way to prepare for 
playing Etrigan is to read some Demon comics to get 
a feel for his style. Another way is to write some 
rhymes ahead of time, before the game starts. The 
Gamemaster should award extra Hero Points to a 
Player who can always speak in verse as Etrigan. 

Oddly enough, the Demon is considered by most 
to be something of a hero since he often sides with 
meta-humans to drive away evils which prey on less 
powerful beings. This could be because Etrigan loves 
to bust heads, and attacking weak foes is not as much 
fun. Etrigan has even knocked superior demons down 
a peg or two. 

Running the Demon is actually playing two 
roles: the raucous hellspawn, and the weary 
demonologist within whom he is trapped. Blood will 
do his best to keep the Demon at bay, but on 
occasion, he will call upon Etrigan to save himself or 
others. 


Jason Blood 


Bl ood is Etrigan's mortal host and most 
persistent opponent. Although he is not a terribly 
powerful person, he has nevertheless seen and 
experienced quite a lot in his thousand-year 
existence. Blood has played many roles in history and 
studied many fields, especially demonology and 
magic. Occasionally The Demon somehow manages 
to erase Blood's memory, and he forgets his origins 
and magical knowledge. 










Jason Blood 


Dex: 

4 

Str: 3 

Body: 

5 

Int: 

11 

Will: 14 

Mind: 

10 

Infl: 

10 

Aura: 14 

Spirit: 

10 

Initiative: 

25 

Hero Points: 

65 


Note: Jason Blood's Hero Points are half of Etrigan’s. 
Point Awards are always added to the Demon's 
total. 

•Powers: * Mystic Link 

Awareness: II, Invulnerability: 6, Postcognition: 
20*, Precognition: 30*. Regeneration: 6, Spiritual 
Drain: 5 

•Skills: Charisma (Intimidation): 9, Occultist: 12 
•Limitations: Power Restriction: Blood cannot use 
Precognition upon himself. Power Restriction: 
Spiritual Drain is linked only to Jason's blood, 
which is fatal if used in a transfusion. The demonic 
elements in his blood drain life force from their 
host. 

•Advantages: Connections: Earth’s Mystical 
Community (High); Iron Nerves; Scholar (cults, 
demonology, history) 

•Drawbacks: Guilt; Secret Identity; Minor 
Psychological Instability: periodic memory lapses. 
•Alter Ego: Etrigan 
•Motivation: Unwanted Power 
•Wealth: 7 


Gone, Gone, O Form of Man... 


Jason Blood is understandably reluctant to 
summon the Demon, but is often placed in situations 
where he must. To do so, he recites a rhyming phrase 
to bring him forth, such as: "Gone, gone, o form of 
man. And rise the Demon, Etrigan!" The Demon will 
immediately replace Blood, well aware of what has 
transpired since last he was free. 

Even though Etrigan is quite evil, he will often 
act in the best interests of Blood, for the two of them 
know that if one of them dies, the other will soon 
follow. 

To return Jason Blood and banish the Demon, the 
mystic phrase "Yarva Daemonicus Etrigan" must be 
spoken, followed by a rhyming verse intended to send 
the Demon away. One such phrase would be: "Gone, 
gone, o Etrigan, Return again in form of man!" The 
key to sending the Demon away is the phrase "Yarva 
Daemonicus Etrigan," which is known by Jason 
Blood's companions Glenda Mark, Harry Matthews 
(The Pillow Man), and Randu Singh. 


Etrigan is a good Character to add some 
unpredictabil ity to any adventure. His raucous wit and 
violent nature can liven up any dull mission. 

Jason Blood is an accomplished demonologist 
and expeit on the occult. Player heroes needing such 
information in Gotham City might go to him for help, 
possibly resulting in an unexpected run-in with the 
Demon. Depending on how the Players handle the 
situation, this could either help or hinder them. 


Subplots 


Jason Blood is involved in a Romance Subplot 
with his girlfriend Glenda Mark. She knows of his 
dual nature, but stays by his side faithfully. Recently, 
Jason declared his love for her. 

Etrigan is truly ruthless, and has made quite a few 
Enemies among the denizens of hell. Vaiious demons 
and beasts occasionally rise up from the pit to attempt 
to destroy him. 

in a frightening Job Subplot, Etrigan was nearly 
elected President of the United States. His plans were 
narrowly stopped by Blood and a brave speech writer 
named Patty Nonage. 

In a related Miscellaneous Subplot, Etrigan 
managed to capture the Crown of Horns, making him 
King of Hell. The Crown (and the title) were taken 
away from him shortly thereafter. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition _ 


Background/Roster Book, Atlas of the DC Universe , Magic 
Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Batman Family #17; Blue Devil #12-13; Blue 
Devil Annual #1; The Brave and The Bold #109, 137; 
Challengers of the Unknown #87; Crisis On Infinite Earths 
#1 1-12; DC Comics Presents #66; The Demon (1) #1-16; 
Detective Comics #482-485; The Saga of Swamp Thing #25- 
27; Swamp Thing Annual #2; Who's Who ‘85 #6; Wonder 
Woman (1) #280-282 

Current: Action Comics #587, 636-641; Animal Man #23; 
The Books of Magic #1-2; Cosmic Odyssey #1-4; The 
Demon (2) #1-4 (3) I-on; Detective Comics #602-603; 
Millennium #8; Sandman [2) #4; The Spectre (20) #23; 
Superman (2) #55; Swamp Thing (2) #49-50, 76, 85-87. 97- 
98; Who's Who ‘91 #7 


Using the Demon in Adventures 












Felix Faust 


Dex: 

5 

Str: 

3 

Body: 

5 

Int: 

9 

Will: 

11 

Mind: 

9 

Infl: 

9 

Aura: 

10 

Spirit: 

13 

Initiative: 

23 


Hero Points: 

95 


•Powers: Magic Sense: 7, Sorcery: 7 (20) 

•Skills: Occultist: 9 

•Limitations: Faust can only use Sorcery at 20 APs 
when his abilities are augmented by the demons 
Abnegazar, Rath, and Ghast. 

•Advantages: Connections: Crime Champions 
(Low); Scholar (alchemy demonology, ritual 
magic) 

•Alter Ego: None 
•Motivation: Power Lust 
•Wealth: 10 
•Equipment: 

Spell Books [Body: I ] 

Faust's tomes contain arcane rituals mimicking 
nearly every imaginable Power. Faust has such a 
formidable collection of spells that any magic 
rituals he enacts have four times normal effect (add 
2 APs to mimicked Powers produced by rituals). 


Powers and Abilities 


Faust has demonstrated great ability in both 
natural and learned magic (Sorcery and Occultist 
Skill). His specialty is the manipulation of organic 
matter. His favorite spell, Darwood's Dictum, allows 
him to make an individual into one of his fingers so 
he may then control his victims and cause them pain. 

Faust's Power levels fluctuate, possibly due to a 
sensitivity to the Manna flow or as a result of 
numerous defeats at the hands of other magicians. To 
become truly powerful, Felix Faust once used his 
magics to summon the trio of demons: Abnegazar, 
Rath and Ghast. With the demons present, Faust 
became eight hundred times more potent. However, 
as with all demons, the trio was very difficult for 
Faust to control. 


Personality/Role-playing 


Felix Faust has spent his thousand year existence 
searching for ways to increase his mystical abilities. 
His fate is tied to the hero known as Dr. Mist, who 
has lived as long as Faust and carries in him the 
Flame of Life. When Faust is at the end of his 
mystical rope, he tries to obtain the legendary magic 
of the Flame from Nommo (Dr. Mist). His latest 
attempt proved futile as the magic integrated itself 
into Dr. Mist's life force. 


Faust's greatest weakness is his single-minded 
greed for power. He cares very little for human life at 
all. He focuses on collecting magical might, and it 
always leads into conflict with other powerful forces, 
such as super-heroes. 

Faust is obsessed and slightly crazed. A thousand 
years of searching for magical power and periodic 
banishment into limbo have taken a toll on his mind. 
Because of this, Faust thinks he can challenge 
anyone, even the most powerful sorcerers, and beat 
them easily. Often during battles he wastes time 
boasting and ranting about his inevitable success. In 
truth, his magics are never up to the level he believes, 
and without his items, books, and scrolls to focus his 
energy, Faust would be almost helpless. 


Abnegazar, Rath, and Ghast 


This trio of demons are nasty, malevolent 
creatures, as old as time itself. They are more chaotic 
than the demons of Hell's Hierarchy, being demons 
from the time of the Predead. Of late, Abnegazar's 
apparent death has caused a great reduction of their 
Powers. 


Abnegazar, Rath, and Ghast 


Dnx: 

7(6) 

Str: 13(7) 

Body: 

16 (10) 

Int: 

9(6) 

Will: 10(6) 

Mind: 

12(7) 

Infl: 

11 (7) 

Aura: 15 (8) 

Spirit: 

13(6) 

Initiative: 27(19) 

Hero Points: 

85 


Note: The numbers in parentheses represent Rath and 
Ghast's current AP levels. This reduction is due to the 
presumed death of Abnegazar. 

•Powers: ^Mystic Link 

Animate Object: 16 (7)*, Awareness: 8 (0), Energy 
Blast: 15 (8)*, Matter Manipulation: I 8 (8)*, Magic 
Sense: 8 (5), Sorcery: 22 (9) 

•Skills: Occultist: 10 

•Advantages: Area Knowledge (Hell); Connections: 
Felix Faust (Low), Hell (Low), Wotan (Low); Iron 
Nerves; Scholar (demon lore) 

•Motivation: Nihilist 


Summoning Demons 


Each of the demons who once lived on the Earth 
plane has a special talisman that allows him to return 
to Earth. The talismans of Abnegazar, Rath, and 
Ghast were known as the Silver Wheel of Nyorlath, 
the Green Bell of Uthool, and the Red Jar of 
Calythos. The Gamemaster can create similar 
talismans if he wishes a villain to attempt to summon 
another demon of the Predead. To summon one of the 














Predead, a special ritual must be performed over the 
talisman by one of the demon's agents on Earth (such 
as Faust), as follows: 

Effect — Dimension Travel (Summoning): 15 
Casting Time—Five minutes (7 APs) 

Necessary Components—candle, hourglass, crystal 
ball, incantation bowl with burning incense, goblet 
filled with blood, and the talisman specific to the 
demon being summoned; Cost of $ 1,000 (6 APs). 
Special Restrictions—The first five components must 
be placed at five corners of a star inscribed on the 
floor in front of the Occultist during the ritual. 
After successfully performing the ritual, the 
Occultist must make a Dimension Travel Action 
Check against an OV/RV of 10/10. Positive RAPs 
indicate that the demon has been brought to the 
Earth plane. If the Occultist is interrupted after he 
has cast the ritual, but before he makes the 
Dimension Travel Action Check, the demon will be 
released 100 years after the moment in which the 
talisman ritual was performed. 

Hero Point Cost—680 


Using Felix Faust in Adventures 


At his mystical peak, Felix Faust is a challenge 
for extremely powerful, magic oriented heroes such 
as Doctor Fate or Zatanna. When weakened, he may 
give non-magical heroes or novice magicians a 
challenge. He can be used in any mystical Adventure 
for any level of Player Character. 

In most Adventures, Faust will inevitably be 


seeking out a major source of power (the Flame of 
Life, for instance). Should he gain access to such an 
artifact, he could become powerful enough to best the 
most powerful forces. Player Characters might try to 
determine his plans and stop him before it is too late. If 
he becomes desperate (i.e. the Players are defeating 
him too quickly), the Gamemaster may have him 
summon some demons. If Abnegazar, Rath, and Ghast 
are summoned, they should cause an equal amount of 
trouble for Faust and the Player Characters. 


Subplots 


Faust is involved in a millennium-old Enemies 
Subplot with Nommo (Dr. Mist). He wants the magic 
contained within his foe for his own twisted ends. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Justice League Sourcebook, Magic Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

need pre-crisis appearances 

Current: The Books of Magic #2; Secret Origins (3) 
#27; Who’s Who ‘88# 1; Who’s Who ‘91 #7 



Siver Wheel of Nyorlath 



Red Jar of Calythos 


Green Bell of Uthool 













Flaw and Child 


Flaw 


Dex: 4 

Str: 

10 Body: 

5 

Int: 1 

Will: 

1 Mind: 

1 

Infl: 2 

Aura: 

1 Spirit: 

5 

Initiative: 11 


HtRO Points: 

15 


•Powers: *Mystic Link 
Magic Field: 10, Skin Armor: 10* 

•Skills: Martial Artist: 5 

•Advantages: Connection: Child (High); Lightning 
Reflexes 

•Drawbacks: Catastrophic Rage; Strange 
Appearance; Miscellaneous: Flaw is totally 
subservient to Child. 

•Alter Ego: None 
•Motivation: Nihilist 


Child 


Dex: 6 

Str: 

4 Body: 

9 

Int: 4 

Will: 

13 Mind: 

7 

Infl: 11 

Aura: 

14 Spirit: 

12 

Initiative: 21 


Hpro Points: 

85 


•Powers: ^Mystic Link 

Awareness: 10, Darkness: 6*, Dimension Travel: 
14, Dispersal: 10*, Invulnerability: 12*, Magic 
Sense: 8, Sorcery: 14, Telepathy: 8* 

•Skills: Occultist: 12 

•Advantages: Area Knowledge (Domain of Chaos); 
Connections: Barter (Low), Gemworld (Low), 
Lords of Chaos (High) 

•Drawbacks: Age (although Child is an immortal 
Lord of Chaos, he wears the form and has the 
personality of a young boy); Serious Rage 
•Motivation: Nihilist 
•Wealth: N/A (essentially limitless) 


Powers and Abilities 


Child is a Lord of Chaos in corporeal form. 
Because of his origins, he is capable of great Sorcery 
and creating chaotic events. He can travel anywhere 
instantly with his Dimension Travel and Sorcery 
Powers. Child's consciousness is connected with the 
universe, so he has the Powers of Telepathy, 
Awareness, and Danger Sense to various degrees. 
Though he has a solid form, his body is much more 
durable than a normal mortal's (Invulnerability). 

Child uses his Sorcery Power for a variety of 
effects, but mostly for flight, to sustain his mortal 


form and keep it from aging, and to create and 
maintain constructs like Flaw. 

Basically an animated chunk of silicon, Flaw is 
nearly invulnerable to Physical and Magical Attacks 
(Skin Armor and Magic Field). Though terribly 
strong (able to uproot large trees easily), he is 
extremely stupid and slow. 


Personality/Role-playing 


Think of the most excitable, mischievous, and 
precocious 10-year old imaginable, give him the 
power of a god, and you have Child. Although he is 
eons old. Child's personality perfectly matches the 
form of a young boy that he has chosen to adopt. He 
is immature, irresponsible, and self-centered to an 
almost absurd degree. He does, however, seem to 
have a soft spot in his heart for Flaw, despite the fact 
that he constantly badgers and insults his hulking 
companion. Child took extreme risks, even for a Lord 
of Chaos, in order to rebuild Flaw, perhaps the only 
selfless act he has ever performed. 

Flaw is completely loyal to Child, in a puppy- 
dog sort of way. If his brutish strength and crystalline 
invulnerability were matched with intelligence, he 
would pose much more of a threat than he does. As it 
is, he is little more than a muscle-bound flunky for 
Child to order around. 


Rebuilding Flaw 


When Flaw is destroyed. Child can reconstruct 
the behemoth as long as he has a single shard of his 
companion's body left. Child uses his Sorcery to 
mimic the Animate Objects Power. This takes 15 APs 
of Sorcery (Flaw's Body is considered 15, the 
hardness of diamonds), so Child must Push his 
Sorcery. Because of his incredible density, Flaw T s 
Dex stays at 4 instead of equalling the APs of Power 
(as is normally the case with Animated Objects), and 
he automatically has the Skin Armor and Magic Field 
Powers as these abilities are magical characteristics 
of the crystals from which he is formed. 

When making any Sorcery attempt. Child must 
immediately cross-reference the number of APs of 
Sorcery invoked as an EV against his Spirit as RV. 
The Resulting APs are inflicted upon Child as 
Mystical Bashing Damage. However, because of his 
familiarity with this spell and his ability to prepare 
correctly. Child can use Hero Points to raise his RV 
against this Damage. 












Using Flaw and Child in Adventures 


Child and his lackey might appear in an 
Adventures in which Player Characters become 
involved with the battle between Chaos and Order. 
These Adventures could take them to magic places 
like Druspa Tau or Gemworld, and set them against 
some of the most powerful forces in the universe. 

Flaw and Child are best used against mystically 
oriented Characters, especially ones who are servants 
of the Lords of Order (Doctor Fate, Amethyst, Hawk 
and Dove, etc.). 


Subplots 


Child is involved in an ongoing Friends Subplot 
with Flaw. 

As a Lord of Chaos, it is Child's task to cause 
trouble and to make sure that Order does not get the 


upper hand in the universe. This constitutes a rather 
odd Job Subplot. 

Child has developed an Enemies Subplot with 
Amethyst, Princess and Protector of Gemworld. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Mcigic Sourcebook 


Appearances in DC Comics 


Amethyst (1) #15-16 (2) 1-3; Amethyst Special #1; 
Hawk and Dove (3) #2, 14-17; Secret Origins (3) 
#43; Who’s Who ‘87 ( 2)#2; Who’s Who ‘91 #8 




6 ' 



Child's Amulet 


Scale 











UPERNATURAL 


Floro 


Dex: 4 

Str: 

4 

Body: 

7 

Int: 8 

Will: 

6 

Mind: 

4 

Infl: 8 

Aura: 

7 

Spirit; 

6 

Initiative: 20 


Hero Points: 

55 


•Powers: Plant Control: 15, Plant Growth: 18, 
Regeneration: 10, Speak With Plants: 18 
•Skills: Gadgetry: 7, Scientist: 11 
•Advantages: Connections: Arkham Asylum (Low), 
New Guardians (High); Scholar (botany) 
•Drawbacks: Serious Psychological Instability; 

Strange Appearance 
•Alter Ego: Jason Woodrue 
•Motivation: Psychopath 
•Wealth: 4 
•Equipment: 

False Flesh Spray (Bo*y: 2) 

Woodrue uses the False Flesh Spray over his 
body to temporarily restore his human appearance. 


Powers and Abilities 


Jason Woodrue developed a serum that 
transformed him into a plant-like creature and gave 
him other botanical Powers. With his Plant Growth 
Power, Floro may control and speed plant growth 
through force of will. He can also Speak With Plants, 
and Regenerate at a phenomenal rate. 

Floro is not a physical combatant, nor is he 
terribly strong. However, his tree-like endurance 
allows him to survive tremendous punishment, as 
reflected in his B#dy of 7. His unpredictability and 
Powers are his most dangerous weapons. 


Personality/Role-playing 


Woodrue is caught on the edge of sanity and 
humanity. He believes he is mostly plant life and has 
little respect for humanity. This is probably 
misdirected anger for the misfortunes that have 
befallen him as a human. 

Floro believes he is on a mission for the Green 
(the consciousness and power of all plants on Earth) 
to undermine animal, and especially human, 
domination of the planet. However, the Green has 
not accepted Floro as part of itself. In fact, the Green 
considers him mostly human. 

Woodrue no longer has the obsession about 
gaining power over other living creatures that 
marked his earlier criminal career. He now 
concentrates on protecting the ecosystem from 
human destruction. To do this, he once tried to 
destroy the entire human race, but was shown by 
Swamp Thing that humanity is actually part of the 


ecosystem. Since then, he has decided to help 
humans continue their evolution by becoming a 
member of the New Guardians. 

Floro is mentally unstable. He has spent a great 
deal of time in Arkham Asylum but treatment has 
done little for him. Now, Floro roams the world 
trying to find a place in it. Sometimes he interacts 
with society in disguise, but he prefers plants 
because they comfort his madness. 


Plant Talk 


Although he is not accepted as part of the Green, 
Woodrue may communicate with plants, and is found 
doing so frequently. To request information about an 
area, Floro makes an Action Check using his APs of 
Speak With Plants as the AV/EV of the attempt 
against an OV/EV equal to the radius around him he 
wishes to survey. One RAP will give him a vague 
impression of the area; RAPs equal to 1/2 RV 
indicate a fairly detailed picture; and full RV RAPs 
indicate a thoroughly accurate and complete 
description of the location. 

He may also use Speak With Plants to find 
objects or people. The AV/EV is again the APs of 
Power. The distance (in APs) between Floro and his 
subject will be the OV/RV of the attempt (the 
distance will probably be unknown to the Player and 
decided by the Gamemaster). RAPs are subtracted 
from the distance to determine how long it takes (in 
APs) for the plants to locate Floro's subject. 


Using Floro in Adventures 


Floro may join a team of adventurers to save the 
environment from the machinations of villains or 
villainous corporations. Floro may also be able to 
locate other Player Characters or gain information 
for adventurers by questioning flora. 

A likely scenario would involve Floro scheming to 
destroy all of humanity using his formidable powers 
over plant growth. Such an adventure may have a gritty, 
horrific tone (as with many of Swamp Thing's enemies). 
For example, Floro may find a way to increase plant 
growth to levels that normal humans could not contain. 
Super-heroic or mystical forces would be needed to 
defeat him or help him regain sanity. 

Floro could introduce Player Characters to other 
members of the New Guardians who might need help 
from, or give help to, adventurers. 


Subplots 


Floro is continually trying ingratiate himself 
with the Green in a Miscellaneous Subplot. The 














Green does not accept him as a plant, but he persists, 
nonetheless. 

Floro began to gain allies in a Friends Subplot as 
part of the New Guardians. Recently, the team has 
been inactive and Floro is alone once again. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Swamp Thing Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 


Pre-Crisis: The Atom #1, 24; Crisis On Infinite 
Earths #9; The Flash (1) #245-246; Justice League of 
America #61, 166-168, 195-197; Secret Society of 
Super-Villains #11-15; The Saga of Swamp Thing 
#21-24, 30; Super-Team Family #14; Who’s Who ‘85 
#8 

Current: Batman #415; Black Orchid #1; Blue 
Beetle (6) #21; Doctor Fate (1) #2; Green Lantern 
Corps #221; Infinity , Inc. #46; Invasionl #2-3; Justice 
League International #10 (behind the scenes); 
Millennium #2-8; The New Guardians #1-12; Secret 
Origins (3) #23, 36; Swamp Thing (2) #52, 66, 82, 
91; Swamp Thing Annual #5; Teen Titans Spotlight 
#19 (behind the scenes); Who’s Who l 91 #6 


0 


Molecular structure of Synthi-flesh 

Synthi-Flesh 




Jason Woodrue's Portable Labratory 














Phantom 

Stranger 


Dex: 

7 

Str: 

3 

Body: 20 

Int: 

20 

Will: 

25 

Mind: 25 

Infl: 

19 

Aura: 

28 

Spirit: 25 

Initiative 46 


Hlro Poin ts: 300 


•Powers: Awareness: 25, Sorcery: 40 
•Skills: Occultist: 15 

•Advantages: Area Knowledge (the Afterworlds, 
Realm of the Just Dead); Connections: Justice 
League of America (High), Lords of Order (Low), 
Mystical Community (High); Leadership; Luck; 
Omni-Connection 
•Drawbacks: Guilt 
•Alter Ego: "The Gray Walker 1 ’ 

•Motivation: Unwanted Power 


Powers and Abilities 


The Phantom Stranger wields tremendous 
mystical might drawn from the collective life-force of 
humanity. Ironically, he rarely uses any of this power, 
and in battle, almost never. However, when pressed 
he can hurl eldritch bolts of energy, raise mystic 
shields, and cast spells to imprison even the strongest 
foes (mimicking Energy Blast, Force Field, Force 
Shield, Force Manipulation, and the like). The 
Stranger may traverse the dimensions with ease, as 
well as teleport anywhere in the cosmos 
instantaneously (by mimicking Teleportation.or 
Dimension Travel). 

Though not inhumanly strong, the Stranger can 
take substantial punishment (with a Body of 20). He 
understands things far beyond the comprehension of 
mortals due to his extremely high Int rating and 
Awareness Power. Not only can he dish out 
incredible mystical force, but can also survive heavy 
mystical attacks with the resilience of an entity 
(Aura and Spirit). 

Stranger's origins are, as yet, unrevealed. It is 
rumored that his beginnings are entwined with the 
creation of this universe and that he has taken part in 
a number of cosmic occurrences. From this, it can be 
assumed that the Stranger never ages and is most 
probably immortal. 

The Stranger can use his Sorcery to travel to the 
Realm of the Just Dead (Travel Value 7). He docs 
this by following the "Gray Path," a trail laid out 


specifically for him. In this dimension he can 
communicate with the recently deceased. 


Personality/Role-playing 


The Phantom Stranger can best be described as 
enigmatic. He intentionally shrouds himself in 
mystery, appearing, giving scant information, and 
then disappearing once again when least expected. 
As his name implies, he prefers to keep an emotional 
distance from those he helps in spiritual and mystical 
matters. 

For the most part The Phantom Stranger prefers 
mortals to solve their own problems. This is not 
because he does not care for them, but because he 
does not overtly interfere with the destiny of 
humanity. At times when tenable forces threaten the 
safety of humanity (and sometimes the whole 
universe), however, the Stranger will make contact 
with Earth heroes who can resolve the problem.He 
will only step in himself when humans are absolutely 
unable to help themselves. 

The Stranger is a melancholy, soft-spoken 
advisor to the recently deceased passing through the 
Realms of the Just Dead. There, he walks a very long 
and lonely path. In fact, he has only a handful of 
friends, one being Deadman who also resides in the 
Realm of the Just Dead. Many humans, even heroes, 
are disturbed or put off by his presence at first. But 
they soon learn to respect his wisdom, even though 
he stays distant and aloof. To most he is "merely a 
stranger." 


Back in Time 


One of the ways the Phantom Stranger uses his 
Sorcery Power is to travel backward in time. In fact, 
he has travelled as far back as the birth of the 
universe twice: once during the Earth shattering 
Crisis, and once on a mystical tour with young 
Timothy Hunter. The Gray Walker needs his full 
concentration to do this. Unlike normal the Time 
Travel Power, the wandering spirit can actually travel 
through his own timestream backwards (rather than 
entering an alternate time stream), and take others 
with him on such a journey. When in the past, the 
Stranger and any other travelers are invisible, 
intangible, and all but non-existent. They can watch 
events unfold, but cannot interact. None but the most 
sensitive mystically oriented beings can sense him 
(make a special Perception Check using the 








Infi/Aura of the Character trying to perceive him as 
the AV/EV and 18/18 as the OV/RV). 


Using the Phantom Stranger in 
Adventures 


Most often the Phantom Stranger should be used 
as an Non-Player Character to start heroes on an 
intriguing mission of worldly importance. It is best if 
players do not completely understand what they are 
up against, or the Stranger's part, all at once. 
Alternately, Stranger may aid heroes who are way in 
over their heads in mystical matters. In either case, 
the aid he gives will be the least amount necessary, 
enough for a resourceful hero to survive on his or her 
own. The Phantom Stranger never sticks around and 
chats, though he may spout some small poetic bit of 
moral advice before his departure. Stranger's exits arc 
some of the best in the DC Universe. Remember to 
time Stranger’s exit so that is a complete surprise-— 
when no one is paying attention. 

The Stranger is not generally used as a Player 
Character because few other beings in the DC 
Universe match his ability level. He should only be 
used sparingly as a Non-Player Character so that the 
mystery and impact of one of his visits is not 
diminished. 


Subplots 


Phantom Stranger has an odd Friendship Subplot 
with Deadman, whom he often spends time with in 
the Realm of the Just Dead. He also has allies in the 
Justice League. 

The Stranger is involved in a mysterious Job 
Subplot that causes him to wander the Gray Path, 
escorting newly departed souls to their destination, 
and to warn humanity of imminent dangers. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Justice League Sourcebook, Background/Roster 
Book, Magic Sourcebook 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Batman and the Outsiders #8; Blue Devil 
Annual #1; The Brave and The Bold (1) #89, 98, 145; 
Crisis On Infinite Earths #5, 7, 10-12; DC Special 
Series #21; DC Comics Presents #25, 72; DC Super- 
Stars #18; Detective Comics #500; The Fury of 
Firestorm #32; Green Lantern (2) #93; House of 
Secrets #150; Justice League of America #103, 1 10, 
139, 145-146, 150, 156-157, 200, 211-212, 231; The 
Phantom Stranger (1) #1-6 (2) 1-41; The Saga of 
Swamp Thing #1-15; Showcase #80, 100; Superman 

(1) #344; Swamp Thing (2) #46; Swamp Thing 
Annual #2; Who's Who '86 #18; Wonder Woman (1) 
#218, 222; World's Finest Comics #249 

Current: Action Comics #585, 610, 612-613, 617, 
623, 631-634, 636, 641; Animal Man #22-23, 40; The 
Books of Magic #1-2, 4; Captain Atom (3) #42, 54, 
57; The Demon (3) #9-11, 14-15; Doctor Fate (1) #3 

(2) 19-24; Doom Patrol (2) #29; Hawk and Dove (3) 
#1; Justice League Quarterly #4; Legends #2-6; 
Millennium #8; Mister E #1-2, 4; The Phantom 
Stranger (3) #1-4; Power Girl #3-4; Secret Origins 

(3) #10; The Spectre (2) #2-3, 6-7, II, 18, 21, 23; 
Superman (2) #3; Swamp Thing (2) #49-51, 55, 76, 
83; War of the Gods #2-4; Who's Who ‘91 #8 


Appearances in DC Comics 










UPERNATURAL 


Sandman 


Dex: 

5 Str: 

5 Body: 

9 

Int: 

20 Will: 

22 Mind: 

30 

Infl: 

20/25 Aura: 

30/35 Spirit: 

25/30 

Initiative: 45/50 

Hero Points: 

500 


•Powers: Awareness: 16, Dimension Travel: 30, 
Sorcery: 35/50 

•Skills: Occultist: 20 

•Advantages: Area Knowledge (Dreaming); 
Connections: The Endless (High), Hell (Low), 
Earth’s Mystical Community (Low); Iron Nerves; 
Miscellaneous: Sandman cannot be killed or 
knocked unconscious by Physical Damage (see 
"Endless Existence" below). 

•Drawbacks: Authority Figure 

•Alter Ego: Morpheus, Dream, Oneiros, 
Oneiromancer, Lord Shaper, Kai’dkul, L'Zoril, and 
innumerable others 

•Motivation: Responsibility of Power 

•Equipment: 

HELMET [Body: 16, Note: The Helmet is the 
Sandman’s official badge of office, and with it he 
can visit other mystical realms with impunity as an 
official envoy.] 

Pouch of Sleep Dust [Body: 16. Hypnosis: 35, Magic 
Sense: 20] Bonus: Any Character put to sleep with 
the Dust’s Hypnosis Power is instantly transported 
to the Dreaming; Limitation: Hypnosis can only be 
used to put target to sleep. 

Ruby [Body: 6, Spirit: 22, Sorcery: 25] Note: While 
in possession of the ruby, the user's Spirit is 
considered 22 APs for the purpose of determining 
the amount of Mystical Bashing Damage he 
sustains while using the Ruby's Sorcery Power. 
The Ruby was recently destroyed in a battle with 
Doctor Destiny and the Sandman regained the 
Power he had placed within it. Before the Ruby 
was destroyed, Sandman’s Sorcery was at 15/25. 

•Note: Attribute an 4 Power Ratings before the slash 

apply to Sandman outside the Dream Dimension; 

Ratings after the slash apply when he is in the 

Dreaming. 


Powers and Abilities 


Morpheus' Powers are nearly limitless. He can 
manipulate "dream stuff 1 into any form he chooses. 
Alternately, he may pull specific elements from 
dreams that are occurring and use them. For instance, 
he can summon a vehicle or a piece of scenery from a 


dreamer at the time of his dream. Sandman may 
travel anywhere within the Dream Dimension 
instantly, or anywhere in the universe where someone 
is dreaming, and speak with any dreamer. He also 
may affect the process of a person’s dreams, but 
usually allows dreams to follow their natural course. 


The Dreaming 


The realm of Morpheus is known as the Dream 
Dimension, or the Dreaming. It is here that the 
Dreamkin dwell, venturing forth to visit the sleep of 
mankind to provide wonders and terrors for 
inspiration and self-revelation. 

Sandman himself dwells in the Dreaming, and 
his power is greatly increased while he is there (as 
indicated by the Attribute and Power Ratings to the 
right of the slash). Normally, a sleeper in the Dream 
Dimension is still simply dreaming, and anything that 
happens to him will last only as vague memories 
when he awakens. Sandman, however, can use his 
Sorcery Power to affect a dreamer's waking life. This 
is a Difficult task, so the OV/RVs of such an attempt 
are at +2 Column Shifts. 


Endless Existence 


As one of the Endless, Sandman is a mystical 
entity, not a living being. As such, his physical body 
is merely a shell, and is completely inconsequential 
to his existence. If Sandman should sustain Physical 
damage sufficient to "kiM" him (see "Dying in DC 
Heroes" below), his physical form simply disperses. 
Sandman can reform a new body, if he so chooses, 
the very next phase. The only way to truly destroy 
Sandman is with Mental or Mystical Damage. 


Gallery of the Endless 


Sandman is one of a family of powerful magical 
beings known as the Endless. There are seven 
Endless: Destiny, Death, Dream (Sandman), Desire, 
Despair, Destruction, and Delirium. They are 
incomprehensibly powerful beings that are the living 
embodiments of their names. 

Each of the Endless maintains a personal realm, 
and in that realm is a gallery that contains an artifact 
belonging to each of the other Endless. Should 
Sandman wish to summon any of his siblings, he 
need only hold the appropriate artifact, and call to 
him. No matter where he or she is, the Endless so 











summoned can hear the call, and may instantly 
appear before Sandman if heorsheso wishes. 


Personality 


The Sandman is a dark, melancholy Character 
who considers himself superior in stature to humans 
and prefers to keep his distance from them. He is not, 
however, without compassion, and has allied with 
and even befriended a few mortals. At the request of 
his sister, Death, Dream will sometimes walk through 
the shadows to Earth and watch humans during their 
waking hours to better understand them. 

Morpheus’ responsibility over dreams is his life, 
and he takes it extremely seriously. He is, therefore, a 
strict ruler, allowing no Dreamkin to run rampant or 
meddle in the affairs of men without his permission. 
Nor does Sandman welcome visitors to his realm 
who are awake and uninvited. He is not evil or 
malicious, and will generally send such beings on 
their way with a warning. 


Using the Sandman in Adventures 


An encounter with Morpheus can be the starting 
point for Adventures of great mystical significance 
for Player Characters, especially within the Dream 
Dimension. He can be an excellent guide to journeys 
in the Dreaming (or other realms as he has travelled 
extensively: Hell, Earth, and spheres controlled by 


other Endless), but he will rarely use his powers to 
help anyone unless he feels obligated. Sandman may 
also give counsel to heroes while they sleep. 

Adventurers will most often meet the Sandman 
in their sleep. An occurrence that forces Player 
Characters to fall asleep, or causes disturbances in 
their dreams may bring them all into Morpheus’ 
realm for a scenario. 


Subplots 


Family Subplots with the Endless often 
punctuate the storyline in the Sandman's adventures. 
He relates best with Death. The other "siblings” do 
not interest him much, though they may cause him 
trouble. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book (card included), Magic 
Sourcebook 


Appearances in DC Comics 


The Books of Magic #3; Hellblazer # 19; Sandman (2) 
#1-19, 20 (behind the scenes), 21-32, 33 (behind the 
scenes), 35-on; Sandman Special #1; Swamp Thing 
(2) #84; Who's Who VO #5 



Sandman's Helmet 












PERNATURAL 


Solomon 

Grundy 


Dex: 

6 

Str: 

17 

Body: 

14 

Int: 

1 

Will: 

2 

Mind: 

9 

Infl: 

5 

Alra: 

2 

Spirit: 

7 

Initiative: 

12 


Hero Points: 

75 


•Powers: Energy Absorption: 8, Invulnerability: 20, 
Regeneration: 4, Force Manipulation: 8 
•Limitations: Miscellaneous: Grundy can only use 
Force Manipulation after Absorbing Energy, for a 
number of phases equal to the APs of energy 
absorbed; Grundy has no conscious control of his 
Force Manipulation Power. 

•Drawbacks: Serious Irrational Attraction to Jade; 
Catastrophic Irrational Attraction to destroying 
Green Lantern; Serious Rage; Strange Appearance 
•Motivation: Nihilist 
•Wealth: 0 


Solomon Grundy's Statistics 


According to DC's Who's Who ' 91 , Solomon 
Grundy is able to absorb certain forms of energy and 
manipulate them at will. He has therefore been given 
the Energy Absorption and Force Manipulation 
Powers. 


Powers and Abilities 


Solomon Grundy is a strange, inhuman construct 
formed from a mysterious life energy. His body is 
composed of decayed materials from the basin of a 
swamp, including the remains of a man named Cyrus 
Gold. Due to his composition, he is impervious to 
most forms of physical punishment and does not tire 
(reflected by his Body score as well as 
Invulnerability). He has no nerves and feels no pain, 
and when damaged, can quickly Regenerate. In fact, 
his body can survive conditions where humans could 
not, such as being frozen solid or left underwater 
indefinitely. Grundy can absorb energy used against 
him and manipulate it at will, but he does not have 
the intelligence to control the use of this Power. 

Grundy is not a good fighter, but he is fast. One 
of his blows can crush a human. He has the Strength 
to tear apart machinery or hurl large vehicles 


effortlessly. 


Personality/Role-Playing 


In terms of personality, there is little to be said 
for Solomon Grundy. For the most pait, he lives to 
fight and destroy and understands little else. The 
most emotion he displays is a berserker rage during 
battle. If someone can pacify him, they can usually 
control him. Grundy will always attack those he 
remembers as his enemies, proving there is some 
rudimentary memory and logic at work in the 
monster's head. 

Grundy will attack his targets on sight, and 
becomes angry if attacked back. If he works up to a 
berserker rage, he will enter Killing Combat until 
calmed or defeated. Though he will not harm Jade of 
Infinity, Inc., he has no compunctions about injuring 
others. 

Jade seems to be the only person who is able to 
calm and control Grundy. He holds genuine affection 
for her. Solomon Grundy will not let any harm come 
to Jade in his presence. 


Calming Grundy 


Any Character with the Attractive Advantage 
and an Influence rating of 5 or higher (Grundy's Infl) 
gains a one column shift in their favor when making 
a Persuasion attempt against Grundy. 

A Character may try to use Persuasion on 
Solomon Grundy if he becomes enraged during 
battle. Positive RAPs from such a check will allow 
Grundy to try and regain composure. To do this he 
must then make a successful Action Check with 
AV/EVs and OV/RVs equal to Grundy's Will/Will 
(Hero Points may not be used). Grundy will not try to 
calm down without being successfully Persuaded. 


Using Solomon Grundy in 
Adventures 


Solomon Grundy is a dangerous foe to the 
Justice Society of America and Infinity, Inc,, but 
usually works under the "employ" of other villains as 
muscle. His appearance is not only dangerous and 
challenging to a group of heroes, but usually signals 
that other villains are nearby. 













Subplots 


In a bizarre Miscellaneous Subplot, it was 
recently shown that Solomon Grundy is actually a 
failed attempt to create another elemental like the 
Swamp Thing. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Back ground/Roster Book , World at War 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: All-American Comics #61; All-Star 
Comics #33, 63; All-Star Squadron #1-3; Comic 
Cavalcade #13, 24; Crisis On Infinite Earths #5, 9; 
DC Comics Presents #8: Detective Comics #523; 
Infinity , Inc . #3-4, 22-23; Justice League of America 
#46-47, 91-92, 193; Superman (1) 301, 319-322; 
Who's Who ‘86 #21: Wonder Woman (1) #27 1 -273 

Current: Infinity, Inc . #35-40, 42, 44, 46-47, 51-53; 
Justice Society of America #1-3, 5-8; Swamp Thing 
(2) #67; Who's Who VO #5 


Slaughter Swamp 


deforested area 


site of Cyrus Gold's murder 




.25 


MILES 













SUPERNATURAL 


Spectre 


Dex: 12 

Str: 

16 

Bo»y: 

25 

Int: 10 

Will: 

18 

Mind: 

15 

Infl: 15 

Aura: 

20 

Spirit: 

12 

Initiative: 40 


Hero Points: 

140 


•Powers: *Mystic Link 

Animate Objects: 18, Aura of Fear: 18, Awareness: 
12, Dimension Travel: 15, Dispersal: 15*, Fog: 
25*, Growth: 18*, Illusion: 18*, Invisibility: 20*, 
Magic Sense: 12, Mind Probe: 35*, Self Link 
(Spirit Travel): 30, Sorcery: 12 
•Skills: Occultist: 18 

•Bonuses: Dimension Travel can be used to pull 
people into the Spectre's being (see "Inside the 
Spectre 11 below). 

•Limitations: Power Restrictions: Dimension Travel 
can only be used for travel to the Realm of the Just 
Dead and the Afterworlds, and the Spectre must 
have access to a fresh corpse to use the Power; 
Mind Probe only allows the Spectre to divine the 
target's future intentions, and whether he is good or 
evil, unless Spectre actually "enters" the target's 
mind (see "Plumbing the Depths of Evil" below). 
•Advantages: Connections: Earth's Mystical 
Community (High), The Phantom Stranger (High) 
•Drawbacks: Catastrophic Irrational Attraction to 
punishing murderers; Strange Appearance 
•Alter Ego: James Corrigan 
•Motivation: Seeking Justice 


Powers and Abilities 


The Spectre is nearly omnipotent. As a spectre, he is 
invisible, intangible and may pass through solid objects. In 
this form, he can fly at several thousand miles per hour. 
However, the Spectre may make himself solid by collecting 
his ectoplasm into a human form. Even in this form, he is 
incredibly strong and practically indestruclable. 

Spectre is able to Animate Objects with ease, travel to 
most mystical spheres instantaneously using Dimension 
Travel, and create thick, chilling, disorienting mists (Fog). 
He is a formidable Mental and Mystical force with the 
ability to delve into the minds of others and to divine their 
intentions and loyalties using Mind Probe, as well as cause 
distortion of perceptions with Illusion. Spectre wields the 
power to bring deep fear into the hearts of his enemies with 
his spectral presence (using the Aura of Fear Power). He is 
also very sensitive to cosmic and mystical happenings due 
to his Magic Sense and Awareness Powers. 


Personality/Role-playing 


The Spectre was never human. For this reason, the 
spirit usually acts cold, aloof, and objective towards 


mortals. His Awareness places his conception of the 
universe far beyond others and he is rarely interested in 
mortal opinions. 

More than anything, the Spectre is the spirit of 
vengeance for those greatly wronged, especially those 
whose lives were ended too soon and too violently. To the 
perpetrators of such acts, the revenge is swift and often 
brutal. The Spectre seems to enjoy meting out poetic 
justice, in the form of elaborate, deadly Illusions. 

The Spectre is actually two roles, the tough, dead ex¬ 
cop, Jim Corrigan, and the phantasmal spirit of vengeance 
that dwells within him. When the Spectre takes action, he 
moves quickly and efficiently, uttering few words. His 
form then quickly returns to that of Jim Corrigan. 


Inside the Spectre 


The Spectre can pull people into his very being, where 
the laws of reality are subject to his will. To accomplish 
this, he uses the Banishment function of his Dimension 
Travel Power. The APs of Power arc the AV/EV, while the 
OV/RV is equal to the target's Infl/SpIRit. IT the RAPs 
scored are greater than or equal to the victim's Spirit, he is 
sent screaming into the Spectre's inner being. 

Within this "realm," the Spectre is supreme. The 
environment and surroundings there arc subject to his 
whim, and his power to exact punishment is nearly 
limitless. To represent this, Spectre gains the equivalent of 
20 APs of Sorcery while in his "being," and may spend 
Hero Points to increase his RV against the Mystical 
Bashing Damage suffered from its use. 

While engaged with victims inside his being, Spectre 
can take no other actions, and remains invisible and 
intangible in the "real world." Victims arc trapped in the 
Spectre until he chooses to let them out, although another 
Character could attempt to free them using the Summoning 
function of the Dimension Travel Power. The OV/RV of 
such an attempt would be the Spectre's Inel/Spirit, and 
would require RAPs equal to or greater than his Spirit of 
12 to succeed. 


Plumbing the Depths of Evil 


Normally, the Spectre’s Mind Probe Power can only 
be used to get a general sense of intention from his victim, 
and whether he is "good" or "evil." However, if the need 
for more information is great, the Spectre may enter the 
target's mind, much as he pulls others into his own being. 
The AV/EV for this attempt is the Spectre's Mind Probe 
Power, while the OV/RV is equal to the target's Int/Mind. 
Positive RAPs indicate success, and the Spectre enters the 
mind of the target. 

While he is inside someone's mind, Spectre is 
particularly vulnerable. The surroundings there are the 
victim's memories themselves, and the victim has power 
since his mind is his own "home turf." Treat the victim as 
having Sorcery power, linked to his Aura, so a character 
with an Aura of 5 would have 5 APs of Sorcery. The 
Spectre maintains all of his normal Powers and Attributes, 














but all tasks he attempts are considered Strenuous, and 
suffer a +3 Column Shift penalty to the OV/RV. 

To gain the information he seeks, the Spectre must 
"explore" the terrain of his victim's mind, suffering the 
assault of the victim's subconscious all the way. In game 
terms, he must spend a number of Phases in combat equal 
to the RAPs of the initial Mind Probe attempt, up to a 
maximum of the victim's Mini. At the end of this time, 
Spectre will have gained the insight he needed, and can 
safely exit. If things arc going badly, he may choose to 
withdraw early, without gaining any knowledge, but must 
suffer one attack from the victim before departing. 


James Corrigan 


Jim Corrigan was an ace detective and quite 
comfortable with a handgun. Through the years he learned 
a great deal about the occult in order to find his final rest. 

Although Corrigan and the Spectre were separate 
entities for a time, they are currently one being; Corrigan is 
a ghost inhabited by the vengeful power of the Spectre. 
The Attributes and Skills below represent Corrigan as he 
was while separated from the Spectre: 


James Corrigan 


Dex: 

4 

Stu: 

3 

Body: 

4 

Int: 

6 

Will: 

7 

Mind: 

7 

Infl: 

5 

Aura: 

6 

Spirit: 

6 

Initiative: 

15 


Hero Points: 

140 


•Skills: Detective: 6, Occultist: 3, Thief: 4, Vehicles 
(Land): 4, Weaponry: 4 

•Advantages: Connections: New York City Police 
Department (Low), Madame Xanadu (High) 
•Drawbacks: Miscellaneous: Corrigan and the Spectre 
are alter-egos and cannot exist at the same time. 
•Alter Ego: The Spectre 
•Motivation: Seeking Justice 
•Wealth: 5 


Kim Liang 


Kim Liang was James Corrigan’s personal secretary 
and sometimes love-interest. She was a permanent fixture 
in Corrigan's Greenwich Village office until she was 
revealed to be a creation of Madame Xanadu. She no longer 
exists. 

Liang was a bright, bubbly, creative, and slightly 
unconventional woman. She hated tedium and monotonous 
work, preferring unique and challenging opportunities. This 
made her the perfect custodian for Jim Corrigan/Spectre. 


Kim Liang 


Dex: 

3 

Str: 

2 

Body: 

2 

Int: 

3 

Will: 

3 

Mind: 

4 

Infl: 

3 

Aura: 

4 

Spirit: 

5 

Initiative: 

9 


Hero Points: 

10 


•Skills: Detective: 2, Occultist: 2 
•Advantages: Connections: Jim Corrigan (High), 
Madame Xanadu (High) 

•Motivation: Upholding the Good 
•Wealth: 4 


Using the Spectre in Adventures 


Spectre is usually involved in mystical plots dealing 
with vengeance. The Gamemaster can use him to aid or 
warn a group of Characters about an impending danger of a 
cosmic or magical nature. 

Although he is best used as a Non-Player Character, 
the Spectre can also make an interesting PC, since he can 
have entire adventures in the "world" of a villain's mind. 


Subplots 


The constant fluctuations in the Spectre's Power and 
Attribute levels are the basis for a Power Complication 
Subplot as the avenging spirit learns the limits of his 
abilities. 


Appearances in the DC Heroes Role- 
Playing Game, Second Edition 


Background/Roster Book (card included), Magic 
Sourcebook 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Adventure Comics #431-440; All-Star Comics 
#1-23, 70; All-Star Squadron #1-5, 20. 27-28, 30-35, 50, 
59-60; All-Star Squadron Annual #2-3: America vs. the 
Justice Society #2; The Brave and The Bold (1) #72, 75, 

116, 180, 199; Crisis On Infinite Earths #5, 7-8, 10-12; DC 
Comics Presents #290; DC Special #29; Ghosts #97-99; 
Justice League of America #46-47, 82-83, 124, 193, 220; 
Showcase #60-61, 64, 100; The Spectre (l) #1-10; Swamp 
Thing Annual #2; Who’s Who '86 #21; Wonder Woman (1) 
#241-243; Wrath of The Spectre #4 

Current: Action Comics #596, 663: All-Star Squadron 
#67; Animal Man #23; The Books of Magic #2; Detective 
Comics #582 Infinity, Inc. #49 (flashback); Infinity, Inc. 
Annual #2 (flashback); Invasion! #1-3; Justice League 
America #31-32; Justice League Europe #7-8; Last Days of 
the Justice Society Special #1; Millennium #4-5, 8; Secret 
Origins (3) #15, 31, 50; The Spectre (2) #L31; The Spectre 
Annual #1; Suicide Squad #8. 9 (behind the scenes); Swamp 
Thing (2) #49-50, 58; War of the Gods #2, 4; Who’s Who 
'87 (2) #5; Who’s Who ‘91 #8; Young All-Stars #3. 27; 
Young All-Stars Annual #1 













ALIENS 


Daxaiviites 


Typical Daxamite 


Dex: 16 

Str: 

26 

Body: 

18 

Int: 8 

Will: 

7 

Mind: 

7 

Infl: 6 

Aura: 

6 

Spirit: 

6 

Initiative: 42 


Hero Points: 

30 


•Powers (under yellow sun only): Directional 
Hearing: 9, Extended Hearing: 9, Flight: 15, 
Microscopic Vision: 16, Invulnerability: 23, Heat 
Vision: 16, Sealed Systems: 12, Super Breath: 13, 
Super Hearing: 6, Superspeed: 12, Systemic 
Antidote: 18, Telescopic Vision: 13, Thermal 
Vision: 13, X-Ray Vision: 13 
•Drawbacks: Fatal Vulnerability: lead. Range of 3 
APs; Foss Vulnerability (all Powers and Physical 
Attributes): lead. Range of 3 APs; Foss 
Vulnerability (all Powers and Physical Attributes): 
lack of yellow sun radiation, range of 0 APs 
•Major Representatives: Far Gand (Valor), Faurel 
Gand 

•Motivation: Upholding the Good 
•Wealth: 4 

•Group Affiliation: Former Member of the Alliance 
•Equipment: 

SPACECRAFT [Dex: 4, Str: 16, Body: 16, Int: 13, 
Energy Blast: 13, Extended Hearing: 8, Flight: 24, 
Full Vision: 11, Radar Sense: 35, Radio 
Communication: 40, Recall: 25, Sealed Systems: 
27, Skin Armor: 2, Super Hearing: 18, Telescopic 
Vision: 6, Warp: 39, R#: 2] 

Most Daxamite spacecraft are large, 
sophisticated vessels capable of travelling at nearly 
400 times the speed of light. 


Powers and Abilities 


When under the light of a yellow star, 
Daxamites gain herculean strength and endurance. 
They can tly at over 30,000 miles per hour, survive 
the explosion of a thermonuclear bomb, and travel 
thorough space unprotected (as indicated by their 
Flight, Body, Invulnerability, and Sealed Systems 
scores, respectively). Daxamites also possess a 
number of specialized vision powers and heightened 
senses, including: Heat Vision, X-Ray Vision, Ultra 
Vision, Telescopic Vision, Microscopic Vision, and 
Extended Hearing. All these Powers function much 
like those manifested by Superman. 


Even without their Powers, Daxamites are 
extremely intelligent beings with a true love for 
discovery. 


Description 


Daxam, a world much like Earth, has spawned a 
culture and technology far more advanced than those 
of the Earth. 

Due to their vulnerability to lead, as well as 
other cultural barriers, Daxamites are a fairly 
xenophobic race. They fear that other races might 
bring traces of lead to their world. In fact, their 
insatiable thirst for knowledge is the only thing that 
drives the scientifically-minded Daxamites from the 
safety of their world. 

The Daxamite race has the potential to be the 
most powerful in the known universe. Even 
Superman would be hard pressed to beat a Daxamite 
in physical combat. In fact, in many ways, Daxamites 
and Kryptonians are amazingly similar, and it has 
been theorized that there is a common lineage 
between the two races. While many fear the 
Daxamites' potential for displaying destructive force 
of immeasurable magnitude, the Daxamites have 
already demonstrated their noble ideals by helping 
Earth’s heroes turn back the Dominators’ recent 
invasion. At present, the Daxamites strive to remain 
neutral in extra-terrestrial affairs, though they will 
take action to preserve universal harmony if 
absolutely necessary. 


Daxamite Vulnerabilities 


Daxamites have Fatal and Foss Vulnerabilities 
to lead. If a Daxamite comes within 3 APs of the 
element (or any compound that contains it), he 
immediately loses his Powers, and his Physical 
Attributes drop down to 4. Thereafter, the Daxamite 
loses one point of Current Body Condition every 
minute (4 APs of time), until he is either removed 
from the presence of the lead or dead. If the 
Daxamite is successfully removed from the lead’s 
influence, he may Recover normally, and his Powers 
return at the rate of 1 AP per minute. In any case, 
each exposure permanently reduces each of the 
Daxamite's Powers and Physical Attributes by a 
number of APs equal to the number of minutes the 
exposure lasted (Attributes to a minimum of 4). 

Sometime in the late 30th Century, Brainiac 5 of 
the Fegion of Super-Heroes develops a serum that 











counteracts the effects of the lead-poisoning in 
Daxamites and allows them to keep their powers under 
any sun. Due to the scarcity of Kryptonite, a necessary 
component of the serum, only Laurel Gand and her 
ancestor, Valor (Lar Gand), receive treatments. 

Daxamites also lose all their Powers (and their 
Physical Attributes are reduced to 4) when they are 
not in the presence of yellow sun radiation. Daxam 
itself sits beneath a red sun. 


Daxamite Science 


Daxamite technology is particularly formidable, 
especially in the realm of bio-mechanics. The best 
Daxamite scientists have the Scientist and Gadgetry 
Skills rated at 15 APs and the Medicine Skill rated at 
16 APs. 


Using Daxamites in Adventures 


Daxamites are very powerful Characters and 
should be incorporated into Adventures with caution. 
Renegade Daxamites become a powerful force under 
a yellow sun, and can give Player Heroes a rough 
time. Just one Daxamite can effectively challenge an 
entire team. Heroes facing a Daxamite must find a 
way to subdue the renegade and return him to Daxam 
for incarceration. 

Adventuring heroes will meet Daxamites 
primarily during adventures in space. Though they 
may be cautious at first, the Daxamites can usually 
be convinced to help true heroes. 


Subplots 


Usually a world closed to outside influence, 
Daxam has recently fraternized with other races for 
scientific reasons (Miscellaneous Subplots). These 
political and social dealings are new to them. 

Threat of lead poisoning can cause a Power 
Complication Subplot for a Daxamite Character as it 
has with both Valor and Laurel Gand. 


Appearances in the DC Heroes 
Role-Playing Game, Second Edition 


Back ground/Roster Book, Atlas of the DC Universe 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 

Pre-Crisis: Action Comics #384; Adventure Comics 
#312; Legion of Super-Heroes (1) #293-294, 296 
(behind the scenes), 301 (behind the scenes), 302- 
303, 313 (2) 1, 52-53; Legion of Super-Heroes 
Annual (2) #2; Superboy (I) #89; Who’s Who in the 
Legion of Super-Heroes #4 

Current: Invasion.' #1-2; Legion of Super-Heroes (4) 
#6 (text), 9; Legion of Super-Heroes Annual (4) # I- 
2; Power of The Atom#!', Swamp Thing (2) #97-98; 
Who’s Who ‘90 #5 



TONNAGE : 32 tons 

LENGTH : 30.4 m 

WIDTH : 12.2 m 

HEIGHT :4.3 m (6.5 m) 


CREW, MIN. 
MAX. 

PASSENGERS 
CARGO SPACE 


1 

3 

20 

1.1 tons 

























ALIENS 


Durlans 


Typical Durlan 


Dex: 6 

Str: 

3 

Body: 

5 

Int: 3 

Will: 

3 

Min*: 

3 

Infl: 2 

Aura: 

2 

Spirit: 

3 

Initiative: 11 


Hero Points: 

20 


•Powers: Self Manipulation: 8, Shape Change: 8, 
Chameleon: 8, Omni-Arm: 8 
•Skills: Artist (Actor): 6 
•Advantages: Insta-Change 

•Drawbacks: Serious Irrational Fear of other races 
(xenophobia) 

•Major Representatives: R. J, Brande, Reep 
Daggle, Yera, Toog Lintens 
•Motivation: Thrill Seeker 
•Wealth: 3 


Powers and Abilities 


With its antennae, a Durian can read the 
molecular structure of any object or creature and 
duplicate its form. They may not copy meta-human 
or magical Abilities of specific forms, but can use the 
Powers and Skills inherent to a species (wings, 
claws, shrinking, etc.). A Durian may take forms 
larger or smaller than themselves but usually choose 
a proportional form. Most Durians prefer their 
natural, tentacled form when on Durla. 

Many Durians working in concert may create a 
symbiotic or colony life form. This has been 
demonstrated by the formation of starships made 
completely of Durians. 


Description 


Durians are one of the most primitive and feared 
races in the known galaxy. For the most part, they 
are xenophobic and prefer no contact with other 
worlds. For this reason. Durians are usually abrupt 
and secretive. 

The Durian culture has evolved very slowly 
since the Six Minute War, a nuclear holocaust that 
gave the surviving population the ability to shape 
change. Even during the late 30th Century, Durians 
live in separate tribes and deal with rules of 
succession and conflict through battles to the death. 
A ritual that requires brothers to fight one another to 
the death drives Reep Daggle from his homeworld 
and I ands him in the Legion of Super-Heroes. 

A Durian’s natural tentacled form is usually 
hidden under customary hooded robes. When dealing 


with other races, however, they may take a more 
humanoid appearance, with orange skin, antennae, 
and pointed ears. 

The planet Durla is rocky and barren. Few would 
have reason to go there if they were even allowed. 
On the other hand, archeologists from all over the 
universe would give anything to organize digs of 
legendary value on its surface. 

In the future, the United Planets will offer terra- 
forming equipment to develop Durla, but its 
inhabitants will stubbornly and proudly refuse the 
off-world aid. 


Durian Spacecraft 


When invading Earth, Durians came in their own 
spacefaring ships. In fact, the Durians were the ships. 
While the other races in the Alliance have space 
technology, Durla is backwards in such respects. 
They rarely leave Durla, so when they need to do so, 
they rely on their abilities. 

It takes approximately one hundred Durians 
working together to create a colony organism that is 
capable of long distance space travel. A vessel of this 
sort has Physical Attributes as follows: Dex: 1 2, Str: 
20, Body: 18. When the Current Body Condition of 
the ship equals 0, the Ship breaks apart into 
individual Durians. The Ship also has Flight: 29 and 
Sealed Systems: 22. 


Using Durians in Adventures 


Adventures on Durla are a challenge, since no 
other races are allowed on the world. Durians will try 
to destroy interlopers, especially humans. A 
Gamemaster might start an Adventure there or have 
heroes track down a villain who takes shelter on 
Durla. 

Durian's make excellent spies and warriors 
because of their shape shifting abilities. A Durian 
even infiltrated the Legion of Super-Heroes for a 
while disguised as Shrinking Violet, and only 
Brainiac 5 and Reep Daggle (another Durian) 
discovered her. In interplanetary Adventures, the 
Player Character's allies, and even teammates, could 
be Durians in disguise. 


Subplots 


Durians who willingly leave Durla to fraternize 
with other races are considered outcasts and become 
involved a Criminal Past Subplot if they try to return 
home. 














Appearances in the DC Heroes 
Role-Playing Game, Second Edition 


Background/Roster Book, Atlas of the DC Universe 


Appearances in DC Comics 


*Note: Pre-Crisis appearances are not part of present 
continuity. 


Pre-Crisis: Action Comics #267, 283; Adventure 
Comics #343-344; DC Special Series #21 ; Legion of 
Super-Heroes (2) #301; Legion of Super-Heroes 
Annual (2) #2; Superhoy ( 1 ) #212 

Current: Captain Atom (3) #24; Detective Comics 
#595; Flash (2) #20-22; Invasion! #1-2; Legion of 
Super-Heroes (4) #6, 8; Manhunter (2) #8-9; 
Starman #2-6; Who's Who *91 #8; Who's Who in the 
Legion of Super-Heroes #4; Wonder Woman (2) #26 


Durian Light Duty 
Personnel Transport 



TONNAGE : 31 tons 

LENGTH : 32.3 m 

WIDTH : 13.5 m 

HEIGHT : 6 m (6.9 m) 


CREW, MIN. 
MAX. 

PASSENGERS 
CARGO SPACE 


1 

3 

40 

2.7 tons