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All-New Stats and Diagrams in a Color Loose-Leaf Format! 


IN THE DC UNIVERSE 












































































IN THE DC UNIVERSE 


The Role-Playing Supplement 























Who’s Who #3 

©1993 DC Comics Inc. 

All Rights Reserved. 

Published By Mayfair Games Inc. 

Text: Bryan Nystul, Ray Winninger, Doug Tabb, and 
Mike Nystul 

Attribute Table: Bryon K. Mosley 
Appearance Listings: John Wells 
Editor: Bryan Nystul 

Graphic Design Lay-out: Mayfair Art Department 
Diagrams and Maps: Robert McLees 

Cover Art: 

Pencils: Kevin Maguire 
Inks: Dave Cooper 
Color: Bob Le Rose 

All characters, their distinctive likenesses, names, logos, 
props and all other related indicia are trademarks of DC 
Comics Inc. Copyright #1993 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. 




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. 

Note: The male pronoun (he, his, him) is used in this book as a 
third-person singular in many instances. This usage is intended as 
a neuter term, and should be read as "he or she," "his or her," or 
"him or her" in all instance where it is used to imply a person of 
cither gender. The use of the male pronoun is not intended to 
exclude women from this game or to suggest their exclusion. 

Manufactured in the United States of America. 

ISBN: 0-923763-77-5 


Mayfair Games Inc. • P.O. Box 48539 • Niles, IL 60648 





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 DCs own 
Who's Wh* series. Each volume of the Who's Who gaming 
supplement covers all the characters included in four or five volumes 
of PC's Who’s Who. This particular volume covers the characters 
featured in issues #9-13 of the PC 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 December 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 
DCs current conception of their characters. 


Notes on the Appearance Listings 

Where applicable, the DC character checklists are divided into two sections: issues published through 
Crisis on Infinite Earths (“pre-Crisis”) and issues published since (“current”). “Pre-Crisis” also applies to 
characters who have undergone major renovations since Crisis, such as Superman, Hawkman. Legion of 
Super-Heroes, Shade, and Batman. Their “current” listings begin at the point the changes went into effect. 
In some cases (such as The Joker or Lois Lane), the pre-Crisis listings are further divided into Earth-One 
and Earth-Two versions. Missing from the checklists are any non-canonical issues, ones in which the 
character appears only in an “imaginary tale,” in a flashback to an earlier issue, as a dream image, or in 
reprints. 

The sole exception in the reprint category applies to newspaper strip reprints, such as those in early issues 
of Superman and the recent Batman collection: Batman: The Sunday Classics supersedes the random 
Batman Sunday strip reprints of the 1960s in these checklists. 

DC Comics Presents #26. which introduced the New Teen Titans (but only as characters in Dick 
Grayson’s dream), is the only exception to the dream image rule. 

Any current issue that has “flashback” in parentheses indicates that the character’s only appearance in that 
book is in a flashback to a pre-Crisis story, thus clarifying that the episode is still a part of his/her history. 
“Behind the scenes” indicates that the character makes no physical appearance in the issue but has some 
sort of influence on (or is referred to within) the story; In some cases, the character’s involvement is not 
revealed until a later issue. 

“Mention” is a reference to a character that cannot be construed as even a behind the scenes role but which 
imparts information about that character. For instance, Action Comics #551 reveals that the Russian hero 
Stariire has changed his named to Red Star but the character himself doesn’t appear in the issue. 

The numbers behind some issue titles refers to different incarnations of the same series. For example, 
Legion of Super-Heroes (I) refers to the 1973 series. LSH (2) refers to the 1980-1984 series, LSH (3) 
refers to the 1984-1989 series, and LSH (4) refers to the present series. 

Comic book titles are taken from the issue’s indicia, not its cover. For instance. The Flash Spectacular #( 
is listed as DC Special Series #11. 





DC Attribute Benchmark Tables 


Dexterity (Dex): “Dexterity represents a 
Character’s agility and nimbleness,” (DC Heroes 


Second Edition, Character Handbook) 

APs 

Benchmarks 

1-2: 

The person has normal agility and can perfoim 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 
are well honed in athletic prowess as Gymnasts, Stunt men, 
and Circus Aerialists. 

Animal Man, Cyborg 

7-8: 

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

Aq ttaman, Blue Beetle, Slarfire, Vandal Savage, Deadman 

9-10: 

This person possesses the best agility humanly possible and 
could easily become a record-setting Gold Medal •lympic 
gymnast fat 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. 

34: 

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. 

Lilting Range: 900 - 1,600 pounds. 

Batman, Slarfire, Hawkman, Creeper 

7-8: 

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

Lifting Range: 3-6 tons. 

Aq ttaman, Nukltn, Fi rehawk 

9-10: 

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

Lifting Range: 12-25 tons. 

Hounnan, Meiamorpho, Red Star 

11-12 

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

Lifting Range: 50 - 100 tons. 

Big Barda, Troia, Cyborg, 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 lire and the 

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

Wonder Woman, Superman, Cheetah, Captain Marvel 

I6-18: The person is capable of athletic maneuvers that 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 are simultaneous. 

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

complete a thought. 

Flash (Jay Garrick )[while substituting Superspeed for Dex] 

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

suiroundings, even energy, as motionless and can easily 
dodge multiple laser tire. 

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 man¬ 

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

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

Spectre, Mart 'mn Manhitnter, Wonder Woman, Solomon 
Grundy, Grodd, Labo 

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

giants of ancient legends. 

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

Captain Marvel, Kalibak, X'Hal 

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

Lifting Range: 102,400 - 409,600 l*ns. 

Darkseid , Orion, Ares, Laurel Gand 

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

Lifting Range: 819,200 - 3,276,800 tons. 

Superman, Heracles, Atlas 

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 




Boby: ‘This Attribute represents a Character’s 
standard resistance to physical damage.” (DC Heroes 
Second Edition, Character Handbook) 

APs Benchmarks 

1 -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 or 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, Hawkman, Deaths!roke the 
Terminator 

f-10: The body is resilient enough to resist most military 

weapons, such as high caliber automatic rifles. 

Big Barda, Red Star, Gold of The Metal Men 

11-12: 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.’YDC Heroes Second Edition, 
Character Handbook) 

APs Benchmarks 

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

high school graduate. 

Major Force, G’nort 

34: This individual is the equivalent of a particularly blight 

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. 

Anthro the Cave Boy, The Flash (Wally West), 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. 
Metamorpho , Firestorm, Demon 

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

diamond hardness (at a 15). Al this level the individual is 
nearly invulnerable and can easily withstand anti-tank fire. 
Wonder Woman, Martian Manlumter, Power GiifSQhmon 
Grundy 

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

highly charged plasma beams and direct hits from powerful 
demolition bombs. 

Superman, Darkseid, Valor, Ares 

19-21: At this level, the boefyis impervious to conventional 

weaponry save for nuclear munitions, and has the density of 
a wall of Promethium (at a 20). 

Brimstone, Phantom Stranger 

22-24: Al this level, the body can survive the crushing forces of 

space for extended durations and survive the direct 
detonation of amulti- kiloton nuclear device. 

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

gods. 

Spectre 

28-30+: The body can resist a direct hit from a 100 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 cuirent 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, Darkseid 

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

worldly subject. 

Phantom Stranger, Sandman 

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 




Will: 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 possesses the will to face a new morning 
and confront the obstacles of a normal life. 

Solomon Grundy, Mo and Pa Kent, Abigail Arcane Cable 

3-4: 

The person has a focused dedicated will and can summon 
the courage t6 save victims from hazardous situations such 
as burning buildings. He might naively risk his life for 
stories or glory. 

Mr, Mxyzptlk, Commissioner Gordon, Lois Lane 

5-6: 

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

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, Hawkman, 
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 

Mind: 'This Attribute is a measure of a Character’s 
resistance- to mental stress.’Y DC Heroes Second 
Edition, Character Handbook) 

APs 

Benchmarks 

1-2: 

A person can endure the normal stress 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. 

Hourman, Rocket Red, Cyborg, Speedy 

5-6: 

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

Deadmtm, 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, Eclipse, Solomon Grundy, Circe 

11-12: 

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

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 l*ss of resolve. 

Batman, Joker, Power Girl . Wonder Woman 

13-15: The person possesses superhuman resolve to overcome 

paranormal situations beyond the scope of human 
comprehension. 

Swamp Thing, Amethyst 

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

power with unfaltering confidence or arrogance. 

Brain iac, Raven, Guy Gardner, Highfather, Spectre 

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

situations that could have planetary repercussions. 
Superman, Orion 

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

intergalaciic menaces without fear. 

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

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

accustomed to overcoming universal obstacles and threaLs. 
Phantom Stranger, Green Lantern (Hal Jordan), Darkseid , 
Ares, Death 

28-30: 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 stress 
equated to “the weight of the world” in stride. 

Demon, Superman. Brainiac 

16-18: This person can mentally endure the consistent strain ol a 

hostile and taxing condition such as war for centuries. 
Highfather 

19-21: At this level, the person has a goddike menial stamina. 

Darkseid, Guardians of the Universe, Chemo 

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 

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

primordial entity. 

Death, Monitor, Anti-Monitor, Sandman 





Influence: “Influence represents the power of a 
Character’s personality and presence.’Y^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 #f Influence can hold and draw 
the attention of a large audience. 

Flash (Jay Garrick), Black Canary, B§osier Gold , Wildcat 

7-8: 

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

Viking Prince, Queen Hippolyte, Green Arrow, Blackftre 

9-10: 

This individual’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 Attribute 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/Y DC Heroes Second 

Edition, Character Handbook) 

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 Barela, Mister Miracle 

7-8: 

This individual has a mystique capable of affecting the 
opinions of people across the nation. The person can gain 
loyalty 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. 


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

Swamp Thing, Child 

13-15: This individual can easily gainer the attention of an 

individual from another species. 

Spectre , Demon 

16-18: This person can attract the attention of powerful personages 

such as Demons and the Lords of Order and Chaos without 
effort. 

Doc tor Fate (as Nuhn) 

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. 

Phantom Stranger 

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. 
Nergcil 

28-30: Multi-versal notice can be accomplished. 

Death 


Wonder Woman 

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

that last for several centuries. 

John Constantine. Eclipso 

13-15: This personality can gam the respect of even legendai-y 

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, Barkseid 

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 indivudaTs Aura is powerful enough to make his or 

her word law across the galaxy. 

Doctor Fate (as Nabu) 

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

standing across the universe. The most powerful beings in 
the universe will heed this individual. 

Phantom Stranger, Monitor, Anti-Monitor 

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

this universe. 

Death, Sandman 





Spirit: ‘This Attribute represents a Character’s 
ability to withstand mystical stress and is also a 
reflection of the Character’s general spiritual 
resolve.’Y^C Heroes Second Edition , Character 
Handbook) 

APs Benchmarks 

1-2: The individual can withstand average life experiences with 

two or three major crises. 

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

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

$-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 


11-12: This person has can easily cope with extraordinary- 

phenomena and knows no true fear. This is usually a 
qualification for entry into the Green Lantern Corps. 

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, Zatannci 

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

god-like mystical being. 

Darkseid, Ares 

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

a hostile environment such as Hell or ^ward. 

Lords of Order and Chaos 

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

demon. 

Doctor Fate (as Nabu) 

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

mystical force. 

Trigon, Phantom Stronger 

28-30-k The person is spiritually pure, or invtrltferable, n condition 
attainable perhaps only in the slate of nirvana. 

Dettth 



Angel & The 
Ape 


Sam’s Mental Powers 


Sam Simeon 


Dex: 8 

Str: 

6 Body: 

6 

Int: 4 

Will: 

6 Mind: 

6 

Infl: 7 

Aura: 

6 Spirit: 

5 

Initiative: 

19 

Hero Points: 

35 


•Powers: Hypnosis: 5, Jumping: 1 

•Skills: Acrobatics: 8, Artist: 4, Charisma: 7 

•Advantages: Area Knowledge (Gorilla City); 

Connections: Comics Industry (High) 

•Drawbacks: Strange Appearance 
•Motivation: Thrill of Adventure 
•Occupation: Artist 
•Wealth: 6 


Angel O’Day 


Dex: 4 

Str: 

3 Body: 

3 

Int: 6 

Will: 

6 Mind: 

6 

Infl: 5 

Aura: 

6 Spirit: 

5 

Initiative: 

17 

Hero Points: 

30 


•Skills: Detective: 6, Martial Artist: 4, Vehicles: 4, 
Weaponry: 4 

•Advantages: Attractive; Connections: Street (Low); 
Scholar (foreign languages: see below) 

•Motivation: Thrill of Adventure 
•Occupation: Detective 
•Wealth: 5 
•Equipment: 

.45 Pistol [Body: 4, EV: 5, Ammo: 12, Range: 4, R#: 

21 


Powers and Abilities 


As a descendant of the infamous Gorilla Grodd, Sam 
Simeon has access to “mind-control” abilities that allow 
him to sway the attitudes and opinions of those who come 
into contact with him. Although he cannot directly 
manipulate the wills of others, Sam’s powers allow him 
to implant surprisingly effective hypnotic suggestions 
capable of influencing all but the most resolute of 
individuals. In addition to these powers, of course, Sam 
has all the capabilities of a healthy, full-grown gorilla: he 
can lift approximately one ton, he can grasp ob jects with 
his prehensile toes, and he is amazingly agile. 

Angel O’Day is an accomplished detective, athlete, 
and martial artist. She is expert in kung-fu, karate, 
sharpshooting, and fencing. 


The powers he inherited from Gorilla Grodd 
allow Sam to broadcast a low-level hypnotic 
suggestion that prompts those who meet him to 
overlook the fact that he is actually a gorilla. This 
suggestion automatically affects all living things with 
a Will of 5 or less. Those who are affected by the 
suggestion automatically overlook Sam’s Strange 
Appearance Drawback. Sometimes, when Sam is 
under a great deal of stress, his mass suggestion 
falters. Whenever Sam has sustained Mental or 
Mystical damage (or whenever the Gamemaster 
decides that Sam is facing particularly trying 
circumstances), the suggestion drops instantly. 


Foreign Languages 


In DC Heroes, characters with a Scholar field in 
a particular foreign language arc considered fluent in 
that language. In other words, a character with 
Scholar (French language) can speak, read, and write 
French. Angel O'Day has Scholar fields in Chinese, 
Japanese, Afrikaans, Swahili, Greek, Latin, Spanish, 
German, Russian, and Atlantean. 


Angel’s Detective Agency 


Angel runs a detective agency out of New York 
City that specializes in cases involving super-heroes 
or super-villains. Normally, Angel must be Persuaded 
to accept a case using the rules found in the Rules 
Manual. Super-humans receive a -1 column shift 
bonus to the OV and RV of such Persuasion attempts. 


Personality/Role-playing 


Sam Simeon is fun-loving, easy-going and 
difficult to dislike. He particularly enjoys the fact that 
he can indulge in ape-like behavior without attracting 
the undue attention of outsiders. Sam is fond of 
making puns and wisecracks that allude to his 
heritage, and a beautiful female never fails to catch 
his eye. 

Although Angel sometimes comes off as a sort 
of “dumb blonde,” she is extremely bright and 
charming. Acutely aware of the way people perceive 
her, she sometimes plays up her “airhead” image to 
poke fun at those she meets. She particularly en joys 
employing this tactic against Sam. 














Using Angel & the Ape in Adventures 


Angel and the Ape are useful for providing sorely 
needed comic relief. The Player Heroes might encounter 
the pair after seeking the aid of private detectives, or the 
Heroes themselves might be investigated by Angel at 
the behest of another metahuman. 


Subplots 


Sam is frequently involved in Job Subplots 
centered around his occupation as the artist/writer on 
the incredibly popular comic The Inevitable Deus Ex 
Machina Man. 


Appearances in DC Comics 


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

Pre-Crisis: Angel and the Ape (1) #1-6; Crisis On 
Infinite Earths #11; Limited Collectors ’ Edition #C- 
34; Meet Angel #7; Showcase #77 , 100; Who's Who 
( 87(1) #26 

Current: Angel and the Ape (2) #1-4; Swamp Thing 
Annual #3; Who's Who ‘91 #10 



Angel O'Day 1 s Detective Agency and Sam Simeon'o Studio 
























































HERO 


Aquaman 


Aquaman’s Vulnerability 


•ex: 

It Str: 

8 Body: 

8 

Ikt: 

8 Will: 

8 Mind: 

7 

Infl: 

6 Alkla: 

6 Spirit: 

6 

Initiative: 26 |28) 

Hero Points: 

It# 


•Powers: Animal Control: 15, Animal Summoning: 
12, Control: 4, Empathy: 6, Speak With Animals: 
12, Swimming: 7, Telepathy: 4, Ultra Vision: 7, 
Water Freedom: 12 
•Skills: Vehicles: 6 

•Limitations: Animal Control, Animal Summoning, 
and Speak With Animals work only on marine and 
water-based life forms (whales, seagulls, etc.). 
•Advantages: Connections: Atlantis (Low), Justice 
League International (High); Leadership; Lightning 
Reflexes 

•Drawbacks: Authority Figure (Atlantis, later in 
career only); Married (separated); Public Identity; 
Fatal Vulnerability to lack of contact with water; 
Exile (forced) 

•Alter Ego: Arthur Curry 
•Motivation: Upholding the Good 
••ccupatitn: Protector of the Seas and Oceans 
•Wealth: 4 
•Equipment: 

CAMOUFLAGE SUIT [Body: 6, Thief (Stealth): 8 ) 
Aquaman’s Camouflage Suit allows him to operate 
underwater without attracting attention. The Suit’s 
APs of Thief (Stealth) act as the OV and RV of any 
Perception Check aimed at detecting Aquaman while 
he is wearing the Suit. Aquaman automatically gains 
Surprise (see the Rules Manual , page 24) against any 
undersea opponent who fails to detect his approach. 

At present, Aquaman rarely uses the camouflage Suit. 


A true water-breather, Aquaman can survive on 
the surface world for only a limited duration. For 
every twenty minutes he remains out of the water, 
Aquaman loses one point from both his Str and his 
Current Body Condition. Although his Str can fall to 
no lower than 3 in this fashion, there is no limit to the 
amount of Current Body Condition Aquaman can 
lose. If he remains out of water long enough, he 
might fall unconscious or even die. Note that the 
amount of water Aquaman needs to overcome this 
vulnerability is not great. As little as a quick shower 
or a rainy day resets his '‘clock” and automatically 
restores all lost Str and Current Body Condition 


\Aquaman’s Undersea Allies 


Here are statistics for some of the creatures 
Aquaman frequently Summons and Controls: 


Shark 


Dex: 3 

Str: 

4 

Body: 

6 

Int: 0 

Will- 

0 

Mind: 

2 

Infl: 2 

Aura: 

0 

Spirit: 

3 

Initiative: 5 [7] 





•Powers: Claws: 7, Swimming: 5, Water Freedom: 5 


Whale 


Dex: 

1 Str: 

12 

Body: 

12 

Int: 

1 Will: 

2 

Mind: 

2 

Infl: 

2 Aura: 

t 

Spirit: 

2 

Initiative:: 

1161 





•Powers: Sonar: 7, Swimming: 4. Water Freedom: 3 


Powers and Abilities 


Like all Atlanteans, Aquaman is perfectly 
adapted to underwater life. He can breathe 
underwater indefinitely, see clearly in murky water 
(Ultra Vision), swim at speeds approaching It# miles 
per hour, and his body can withstand the pressures of 
the ocean depths. #n land, Aquaman is superhumanly 
strong (able to lift about four tons) and fast. 

Unlike the other members of his race, Aquaman 
was born with blonde hair, considered by the Atlanteans 
to be T 'The Curse of KordaxT He also has mutant 
telepathic powers that enable him to summon, 
communicate with, and gain the cooperation of sea life 
over a range of approximately live miles. With intense 
concentration, Aquaman can apply these abilities 
against non-aquatic life forms to a limited degree. 


Dolphin 


Dex: 3 

Int: 2 

Infl: 2 

Initiative: 7 [ 

Str: 

Will: 

Aura: 

l#l 

3 

3 

2 

Body: 

Mind: 

Spirit: 

3 

2 

2 

•Powers: Jumping: L 
Freedom: 6 

Octopus 

Sonar: 

7, Swimming: ! 

Dex: 2 

Str: 

1 

Body: 

1 

Int: 0 

Will: 

1 

Mind: 

1 

Infl: 1 

Aura: 

• 

Spirit: 

1 

Initiative: 3 [ 51 





•Powers: Extra Limb (x6): 2, Shrinking: 4, 

Swimming: 1, Water Freedom: 3 

•Skills: Millitary Science (Camouflage): 3 











Personality/Role-playing 


Most of his life, Aquaman has been an outsider. 
As a consequence, he is not very adept at social 
interaction. He tends to allow his emotions to get the 
better of him, frequently projecting the impression 
that he is a hothead, a cynic, or a romantic. Despite 
this flaw, his one true interest lies in assisting the 
downtrodden; he will gladly risk his life or any of his 
possessions to protect the life or possession of 
another. 


Using Aquaman in Adventures 


Aquaman is an excellent vehicle for involving 
the Player Heroes in adventures set in exotic 
underwater environments. If the heroes need to travel 
to Atlantis or explore the ocean depths for any other 
reason, Aquaman would make an excellent contact. 


Subplots 


Aquaman is frequently involved in Family 
Subplots centered around his missing wife (Mera) 
and his guilt over the death of his son (Arthur, Jr.), 
and “Job” Subplots centered around his relationship 
with Atlantis. 


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


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


Appearances in DC Comics 


Pre-Crisis; Earth-Two: Adventure Comics #103- 
117, 119-152, 154, 156, 156, 158, 160, 162, 164, 
167-168, 170, 206, 208-210; All-Star Squadron #59- 
60; More Fun Comics #73-107; World's Finest 
Comics #6 

Pre-Crisis; Earth-One: Action Comics #272, 314, 
366, 443, 480, 481-483 (behind the scenes), 517-521, 
527-531, 535-540, 546; Adventure Comics #211-280, 
282, 284, 423, 435-437, 441-452, 460-466, 475-478 
Adventures of Bob Hope #94; Aquaman (1) #1-63; 
The Atom #8; Batman and the Outsiders #1; The 


Brave and The Bold #28-30, 51, 54, 60, 73, 82, 114, 
126, 142; Crisis On Infinite Earths #5-6, 9-12; DC 
Comics Presents #5, 48; DC Special #27-28; DC 
Special Series #1; Detective Comics #293-300, 468; 
The Flash (1) #158, 175, 327-329; Freedom Fighters 
#4; Green Lantern (2) #29; Justice League of 
America #1-24, 26-29, 31, 33, 35-36, 38, 40-41, 44, 
50, 52-53, 59-61, 63, 65, 68, 86, 88-90, 92, 94-95, 
97-100, 102 . 104-106, 109-112, 114, 116-119, 121- 
126, 129-131, 133, 138-139, 142-144, 146, 150-151, 
155-157, 160-161, 170, 177-179, 181, 187-190, 192- 
193, 195, 200, 202-203, 205, 207-210, 212, 217-218, 
221-223, 228-231, 233-243; Justice League of 
America Annual #1-2; Limited Collectors' Edition 
#C-4l; Mystery In Space #75; The New Teen Titans 
(2) #6; The Phantom Zone #2-4 (behind the scenes); 
Saga of Swamp Thing #24; The Shadow War of 
Hawkman #3-4 Showcase #30-33, 59, 100; Superboy 

(1) #171; Super DC Giant #S-26; Super Friends #1- 
47; Super girl (2) #20; Superman (1) #138, 148, 165 
(behind the scenes), 199, 327; Superman's Girl 
Friend, Lois Lane #12, 29-30, 74, 128; Supennan s 
Pal, Jimmy Olsen #115; Super-Team Family #13; 
Swamp Thing (2) #46; Teen Titans #1, 25, 40, 47, 49, 
53; Who's Who ‘85 #1; Wonder Woman (1) #215, 
222 (behind the scenes), 300; World's Finest Comics 
#126-133, 135, 137, 139, 189, 203, 246, 250, 255, 
262-264, 287 

Current: Action Comics #650, 675; Adventures of 
Superman #442, 488-489; Adventures of Superman 
Annual #4; Aquaman (2) #1-4; (3) 1-5; (4) #1-13; 
Aquaman Special (1) #1; (2) 1; Armageddon 2001 
#2; The Atlantis Chronicles #7; Blue Beetle(6) #21; 
Captain Atom (3) #53; Deathstroke, the Terminator 
#13; Doom Patrol (2) #17; Eclipso: The Darkness 
Within #2; Flash (2) #8, 66; Green Lantern (3) #25, 
30; Hawk and Dove (3) #1; Invasion! #2; Justice 
League America #33-35, 40, 64 (flashback), 70; 
Justice League Europe #26 (flashback), 37-47; 
Justice League Europe Annual #3; Justice League 
Quarterly #3, 5 (flashback); Justice League 
Spectacular #1; Millennium # 1, 5-8; Mister Miracle 

(2) #17; The New Titans #85, 87; Secret Origins (3) 
#32, 46; Secret Origins Annual #3; Suicide Squad 
#59-62; Superman (2) #12 (mention), 63, 65-66, 76; 
Superman: The Man of Steel #10, 20; Teen Titans 
Spotlight #18; War of the Gods #1-4; Who's Who ‘87 
(2) #5; Who's Who ‘91 #12; Wonder Woman (2) #61 












Big Barda 


Df.x: 9 

Sir: 

11 

Body: 

9 

Int: 7 

Will: 

8 

Mini: 

7 

Infl: 7 

Aura: 

6 

Spirit: 

8 

Initiative: 27 


Hero Points: 

100 


•Powers: Invulnerability: 13, Running: 7 
•Skills: Charisma: 8, Gadgetry: 6, Martial Artist: 10, 
Military Science: 7, Vehicles: 6, Weaponry: 10 
•Advantages: Area Knowledge (Apokolips); 
Connections: Apokolips Underground (High), 
Justice League International (High); Insta-Change; 
Iron Nerves; Lightning Reflexes 
•Drawbacks: Married 
•Motivation: Upholding the Good 
•Occupation: Warrior 
•Wealth: 4 
•Equipment: 

BATTLE ARMOR [Body: 12\ 

Mega-Rod |Bo»y: 15, Energy Blast: 16, Flight: 8, 
Gravity Increase: 8] 

Driven by Barda’s Will (see below), the Mega- 
Rod propels its wielder at an airspeed of almost 
250 miles per hour and fires powerful energy blasts 
capable of demolishing battle tanks. Barda can also 
use the Rod to briefly increase the force of gravity 
upon a target object. 


Powers and Abilities 


A native of Apokolips, Barda is physically 
superior to humans. In peak condition, she can easily 
lift a battle tank (weighing almost thirty tons) over 
her head, and her inhuman stamina allows her to 
withstand attacks up to and including light artillery 
bombardments. When she doesn’t feel like using the 
Mega-Rod’s Flight Power, Barda’s powerful legs 
allow her to run at speeds of up to 101 miles per 
hour. 


The Mega-Rod 


Barda’s Mega-Rod was constructed by 
Darkseid’s weaponsmiths on Apokolips. Its advanced 
design allows the Rod to draw the energies it needs to 
operate directly from its user’s willpower (much like 
the Power Rings worn by the members of the Green 
Lantern Corps). In DC Heroes terms, the Rod’s 
Energy Blast Power is automatically Linked to twice 
the user’s Will, while the Rod’s Flight and Gravity 
Increase Powers are Linked directly to the user’s 
Will. Thus, since Barda has a Will of 8, the Rod has 


16 APs of Energy Blast (2 x 8) and 8 APs of both 
Flight and Gravity Increase in her hands. In any case, 
all of the Rod’s Powers are limited to 18 APs (ie. if 
Hal Jordan picked up the Mega-Rod, he would be 
limited to an 18 AP Energy Blast and 18 APs of 
Flight, despite the fact that his Will is 25). 

When fully charged with X-Element, the Mega- 
Rod is capable of opening Boom Tubes (sec 
Technology , Boom Tube; R#: 4 for determining X- 
Element depletion) that allow Barda to Warp over a 
distance of 65 APs and Dimension Travel to or from 
Apokolips. At present, Barda rarely uses this ability, 
presumably because her supply of X-Element has 
been limited ever since she lied to Eaith. 


arda’s Battle Armor 


Barda’s armor is another product of advanced 
Apokolipsian technology. When it is not being worn, 
the armor automatically phases into another 
dimension. At will, Barda can summon the armor out 
of extra-dimensional storage and cause it to 
instantaneously form about her person. In DC 
Heroes terms, this ability gives Barda the insta- 
Change Advantage. 


Personality/Role-playing 


In her days as one of Darkseid’s Female Furies, 
Barda was a tough talking, no-nonsense warrior. 
Since coming to Earth, however, she has mellowed 
considerably, though her old personality occasionally 
roars to the surface. At present, Barda is cynical but 
affectionate. 


\Using Big Barda in Adventures 


An Apokolipsian who dwells on Earth, Barda is 
an excellent tool for drawing the player heroes into 
adventures set upon her former homeworld. She 
might ask the Player Characters for assistance after 
her husband Scott is captured by Darkseid’s forces, 
or the Player Heroes might seek her assistance after 
Darkseid captures one of their own. 

Don’t forget that Barda is both female and 
extremely tough. You might create an entertaining 
role playing encounter by using her to shut up any 
tough-talking chauvinistic player heroes. 


\Subplots 


Barda is frequently involved in Family Subplots 
that revolve around her attempts to become an 












“average American homemaker.” She and her husband 
Scott are both frequently involved in an extended 
Enemies Subplot centered around Darkseid's attempts 
to return the happy couple to Apokolips. 


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


Bcickground/Roster Book (card included); Apokolips 
Sourcebook, Justice League Sourcebook 


Appearances in DC Comics 


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


Pre-Crisis: The Brave and The Bold #112, 128; 
Cancelled Comic Cavalcade #2; DC Comics 
Presents #12; First Issue Special #13; Justice League 
of America #183-185; Mister Miracle (1) #4-21, 24- 
25; Who’s Who '85 #2 

Current: Action Comics #592-593 , 650 (flashback), 
675; Adventures of Superman #488 (behind the 
scenes), 489; Invasion! #2; Justice League America 
#27-30, 40, 42 (behind the scenes); Justice League 
Annual #2; Justice League International #7, 14-21, 
24; Justice League Special #1; Mister Miracle (2) 
#1-28; Mister Miracle Special #1; New Gods (3) #9; 
Secret Origins (3) #33; Suicide Squad #32-37; 
Superman (2) #65-66; Superman; The Man of Steel 
#10, 20; War of the Gods #4; Who’s Who ( 91 #11 



Big Barda'o Battle Armor 






















Black Canary 


Personality/Role-playing 


Dex: 7 

Str: 

4 

Boby: 

5 

Int: 6 

Will: 

5 

Mini: 

5 

Infl: 6 

Aura: 

6 

Spirit: 

5 

Initiative: 21 


Hero Points: 

75 


•Skills: Acrobatics: 5, Artist (Actor): 5. Detective: 6, 
Martial Artist: 8 

•Advantages: Area Knowledge (Seattle); 
Connections: Green Arrow (High), Justice League 
International (High) 

•Drawbacks: Secret Identity 
•Alter Ego: Dinah Laurel Lance 
•Motivation: Seeking Justice 
•Occupation: Florist 
•Wealth: 5 
•Equipment: 

Knives (xb) [EV: 3, Body: 6] 

Black Canary conceals the knives in her costume. 
She can throw the knives at targets up to 15# feet 
(4 APs) away. 


Powers and Abilities 


Dinah Lance is an olympic-class acrobat and the 
equivalent of a world champion martial artist. Due to 
her years of experience, she is a brilliant detective 
and a master of disguise. 


Black Canary’s Sonic Scream 


Early in her career, Dinah had the ability to emit 
sonic screams capable of shattering wood and 
disabling most humans at a range of nearly 500 yards 
(Sonic Beam: 10). Canary lost this ability after she 
was tortured by Seattle drug dealers. 

One of Canary’s favorite tactics was to use her 
scream to induce violent vibrations in an inanimate 
object, causing that object to explode. Treat such an 
attack as a Trick Shot (+2 Column Shift penalty to 
the attack’s OV). If the Trick Shot destroys the target 
object, the object explodes as though it had the Bomb 
Power with an AP rating equal to its original Body. 

Furthermore, anytime Canary used her Power 
underwater or against a character with the Super 
Hearing Power, the RV of her attack received a 
special -2 Column Shift bonus. 


Dinah T s personality has two distinct facets. On 
the one hand, she is kind, compassionate, well- 
mannered and forgiving. But on the other, she is 
blunt, quick to anger, and fiercely determined. Not 
surprisingly, the individuals whom she likes get the 
former treatment, while those she doesn't like get the 
latter. Ever since the ordeal that led to the loss of her 
Powers, the Canary has become a bit more cynical 
and spiteful. She now pursues her war against 
criminals with a palpable vengeance. 

In any case. Black Canary is truly something 
special. Despite one or two personal shortcomings, 
she has still managed to garner the respect of the 
entire superhuman community. 


Using Black Canary in Adventures 


Her mastery of disguise makes Canary 
particularly well-suited to undercover missions. 
Perhaps she could assist the Player Heroes in such an 
endeavor, or perhaps the heroes could encounter the 
undercover Canary during one of their investigations. 

Furthermore, don’t forget that Dinah has ties to 
the old Justice Society of America. (She is the 
daughter of the original Black Canary.) Perhaps the 
Player Heroes must seek out the Canary to recover a 
family heirloom or keepsake that provides them with 
a clue they need to defeat one of the Justice Society’s 
old adversaries. 


Subplots 


Dinah has been engaged in a long-running 
Romance Subplot with Oliver Queen, the Green 
Arrow, for many years. This romance is currently 
under hard times. From time to time, she is also 
involved in Job Subplots surrounding her business, 
Sherwood Florist. 


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


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

















Appearances in DC Comics 


310; World’s Finest Comics #210, 244-256, 259, 261-263, 
265-267,274-275,277-278, 282-283 


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

Pre-Crisis: Action Comics #421, 426, 428, 431 (behind the 
scenes), 434, 436, 440-441, 443-446, 450-452, 456-458, 480, 
481-482 (behind the scenes), 483, 535, 546; Adventure 
Comics #418-419, 423, 466; Bcitmcin and the Outsiders #1; 
The Brave and The Bold #91, 100, 107, 141, 166; Crisis On 
Infinite Earths #5-7, 9-10; DC Comics Presents #7, 30, 43, 
54; DC Special #27 DC Special Blue Ribbon Digest #23; DC 
Special Series #10; DC Super-Stars #10; Detective Comics 
#464, 468 , 549-554, 559; The Flash (1) #199, 204, 217-219: 
Green Arrow (1) #1-2, 4; Green Lantern (2) #78-79, 81-84, 
85 (behind the scenes), 86-87, 93-110, 113-117, 119-122, 
188, 190,191 (behind the scenes), 194; The Joker #4; Justice 
League of America #75, 77-84, 88-92, 94-95, 97-100, 101 
(behind the scenes), 102, 103 (behind the scenes), 104-107, 
108 (behind the scenes), 109-110, 112, 114, 117-121, 123- 
124, 127-130, 132-133, 135, 139-143, 145-148, 150-151, 
153-157. 159-161, 163-168, 170, 174, 177-183, 186, 188- 
191, 194-197, 200-202, 204-206, 209-216, 218-220, 224-231; 
Justice League of America Annual #1-3; Limited Collectors' 
Edition #C-4I; The Phantom Zone #2 4 (both behind the 

scenes); Red Tornado #1, 3; The Secret Society of Super- 
Villains #6; Super Friends #3, 8, 34 (behind the scenes); 
Supergirl (2) #20; Superman (1) #236, 349, 387; Superman 
Family #171; Super-Team Family #3; Who's Who ‘85 #2 
Wonder Woman (1) #215-216, 222-223, 291-293, 300, 308- 


Current: Action Comics #595, 609-616, 624-635, 650; 
Adventures of Superman Annual #4; Batman/Green Arrow: 
The Poison Tomorrow ; Black Canary (1) #1-4; (2) 1-on; 
Blasters Special #1; Blue Beetle (6) #20, 22; Booster Gold 
#22. 25; The Brave and The Bold (2) #1, 4; Captain Atom 
(3) #16-17, 24; Cosmic Boy #3; Detective Comics #560- 
567; Eel ipso: The Darkness Within #2; Firestorm, the 
Nuclear Man #67; Flash (2) #8; The Fury of Firestorm 
#64; Green Arrow (2) #1-3, 5, 7, 9-10 , 12-17, 19-21, 25, 
27-29, 31-39, 44-45, 49-53, 57, 59-64, 67-71; Green Arrow 
Annual #1-5: Green Arrow: The Longbow Hunters #1-3; 
Green Lantern Corps Quarterly #3 (behind the scenes); 
Invasion! #2; Justice League #1-6 Justice League America 
#64 (flashback); Justice League Annual #1; Justice League 
Europe #16 (flashback), 26 (flashback), 47-48; Justice 
League International #7-9, 11-13, 19; Justice League of 
America #250; Justice League Quarterly #3, 5 (flashback); 
Justice Society of America (2) #2 (flashback); Legends #4- 
6; Millennium #1, 3-8; New Titans Annual #5 (behind the 
scenes); Power of The Atom #6; Secret Origins (3) #22 
(flashback), 27 (flashback), 30 (flashback), 32, 37 
(flashback), 38, 46, 50; Secret Origins Annual #3 
(flashback); Suicide Squad #13, 44; Superman: The Man of 
Steel #20; Superman: The Man of Steel Annual #1 
(flashback); War of the Gods #4; The Weird# 1, 3-4; Who's 
Who '91 #9; Wonder Woman (2) #13, 25, 49-50, 59 
(behind the scenes) 



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SHEKWOOD FLORIST 
Seattle, Washington 
















































HERO TEAM 


Blasters 


Dust Devii 


Dex: 4 

Str: 

2 

Body: 

3 

Int: 2 

Will: 

3 

Mind: 

4 

Infl: 4 

Aura: 

3 

Spirit: 

4 

Initiative: 10 


Hero Points: 

25 


•Powers: Air Control: 8 


•Advantages: Connection: Blasters (High) 
•Drawbacks: Age(young) 

•Alter Ego: Moshe Levy 
•Motivation: Thrill of Adventure 
•Occupation: Schoolboy 
•Wealth: 1 


Mrs. Levy 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 3 

Will: 

3 

Mind: 

4 

Infl: 3 

Aura: 

3 

Spirit: 

4 

Initiative: 8 


Hero Points: 

5 


•Advantages: Connection: Blasters (High) 
•Wealth: 5 


Frag 


Dex: 5 

Str: 

3 

Body: 

6 

Int: 4 

Will: 

4 

Mind: 

4 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 13 


Hero Points: 

25 


•Powers: Self Link (Projectile Weapons): 12 
•Limitations: Miscellaneous: Frag must be angered 
to use his Power, and It takes him two complete 
phases to reform his body after he explodes. 
•Advantages: Connection: Blasters (High); Scholar 
(German) 

•Alter Ego: Fritz Klein 
•Motivation: Unwanted Power 
•Occupation: Former Shipping Clerk 
•Wealth: 4 


Looking Glass 


Dex: 

4 

Str: 

3 

Bbdy: 

4 

Int: 

5 

Will: 

4 

Mind: 

4 

Infl: 

4 

Aura: 

4 

Spirit: 

4 

Initiative: 

13 


Hero Points: 

25 


•Powers: Energy Blast: 8, Flash: 8 
•Advantages: Connection: Blasters (High) 
•Drawbacks: Age(old); Loss Vulnerability: Looking 
Glass’ Powers do not function when he does not 
have a source of light energy to rechanneL 
•Alter Ego: Dexter Fairfax 
•Motivation: Upholding the Good 


•Occupation: Writer 
•Wealth: 5 


Jolt 


Dex: 6 

Str: 

2 

Body: 

3 

Int: 4 

Will: 

3 

Mjn»: 

5 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 14 


Hero Points: 

25 


•Powers: Attraction/Repulsion: 16; Force Field: 8 
•Limitations: Jolt’s Force Field only protects her 
own person. Miscellaneous: Jolt does not have full 
control over her powers. 

•Advantages: Connection: Blasters (High) 

•Alter Ego: Carlotta Rivera 
•Motivation: Unwanted Power 
•Occupation: Adventurer 
•Wealth: 4 


Crackpot 


Dex: 4 

Str: 

3 

Body: 

3 

Int: 6 

Will: 

5 

Mind: 

5 

Infl: 6 

Aura: 

6 

Spirit: 

4 

Initiative: 16 


Hero Points: 

25 


•Skills: Charisma (Persuasion): 18 
•Advantages: Connection: Blasters (High) 
•Alter Ego: Amos Munroe 
•Motivation: Thrill of Adventure 
•Occupation: Con Man 
•Wealth: 4 


Churljenkins 


Dex: 7 

Str: 

4 

Body: 

4 

Int: 7 

Will: 

6 

Min»: 

5 

Infl.: 6 

Aura: 

6 

Spirit: 

4 

Initiative: 2i 


Hero Points: 

25 


•Skills: Gadgetry: 9, Vehicles: 7 
•Advantages: Attractive; Connection: Blasters 
(High) 

•Motivation: Thrill of Adventure 
•Occupation: Pilot 
•Wealth: 4 


Gunther 


Dex: 2 

Str: 

2 

Bo»y: 

4 

Int: 9 

Will: 

8 

Min»: 

7 

Infl: 5 

Aura: 

4 

Spirit: 

4 

Initiative: 16 


Hero Points: 

25 


•Skills: Gadgetry: 11, Scientist: 11 
•Advantages: Connection: Blasters (High) 
•Drawbacks: Exile (forced); Strange Appearance 
•Motivation: Thrill of Adventure 
•Occupation: Schoolboy 
•Wealth: 1 












Powers and Abilities 


The Blasters all received their unique abilities as 
a result of the cruel experiments that led to the 
Dominators’ Meta-Gene Bomb. 

Dustdevil can turn himself into a human 
whirlwind, allowing him to travel through the air at 
speeds approaching 150 miles per hour and summon 
gale-force winds. 

Frag is capable of assuming a metallic form that 
he can explode and reassemble at will. At maximum 
power, one of Frag’s blasts is the equivalent of a 
large demolition bomb. 

Looking Glass is capable of absorbing light 
energy and rechanneling it as force blasts capable of 
melting steel. 

Jolt can absorb kinetic energy and alter 
velocities, enabling her to move and deflect objects. 

Crackpot possesses a strange ability that endows 
him with superhuman powers of persuasion. 

As one of the alien Dominators, Gunther 
possesses an advanced scientific mind. 


Personality/Role-playing 


Dustdevil is an inquisitive and somewhat 
mischievous child who takes great delight in his 
newly acquired paranormal abilities. When 
adventuring he is accompanied by his mother, Mrs. 
Levy, a loving but stem parent 

Frag is something of a loner. He is despondent 
because he believes his paranormal powers will 
isolate him from society. 


Looking Glass is an aging British fantasy writer 
who has finally received an opportunity to live out 
his dreams. Years of cranking out a page count have 
left him a bit cynical, though he is certainly kind 
enough. 

Jolt is a proud and stern Spanish woman. She is 
tortured by the fact that she can only remain in the 
close vicinity of most physical objects with intense 
concentration. 

Crackpot is a con artist of the old school. 
Originally, he agreed to cooperate with the Blasters 
only because they could provide him with a sense of 
“belonging,” though he later began to uncover his 
sensitive underside. 

Churljenkins is a young, carefree alien. In many 
ways, her attitude recalls that of a prom queen. 

Like most Dominators, Gunther speaks only 
when he has something of interest to say. But unlike 
most of his people, Gunther has a fully developed 
sense of compassion. 


Using the Blasters in Adventures 


The Blasters might make interesting allies for the 
player heroes in an adventure or campaign set in 
outer space. Through the individual contacts of its 
members, the group might also introduce the player 
heroes to the Omega Men, Valor, the L.E.G.I.O.N., 
or the Justice League. 


Appearances in DC Comics 


Blasters Special #/; Invasion! #1-3; Valor #5-7; 
Whos Who *91 #12 


Post-activation Configuration 



Pro-activation Configuration 


motior/proximlty ecneore 



Dominator Blaster-Field 


























Blue Devil 


Dex: 8 

Str: 

7 

Body: 

8 

Int: 5 

Will: 

6 

Mind: 

7 

Inel: 7 

Aura: 

5 

Spirit: 

8 

Initiative: 22 


Hero Points: 

50 


•Powers: Bomb: 3, Extended Hearing: 5, Flash: 6, 
Jumping: 5, Regeneration: 4, Sealed Systems: 9, 
Skin Armor: 4, Ultra Vision: 5 
•Skills: Acrobatics: 9, Artist (Actor): 2, Gadgetry: 7, 
Military Science (Demolitions): 3, Vehicles: 5, 
Weaponry: 7 

•Advantages: Connection: Hollywood (Low); 

Lightning Reflexes; Luck; Scholar (special effects) 
•Drawbacks: Miscellaneous: Blue Devil has been 
mystically sealed into his battlesuit; he cannot 
remove it; Unluck 
•Alter Ego: Daniel Patrick Cassidy 
•Motivation: Thrill of Adventure 
•Occupation: Stunt Man/Special Effects Artist 
•Wealth: 6 
•Equipment: 

Trident [Body: 10, Flame Project: 8, Flight: 7, 
Lightning: 8,1 

Blue Devil’s trident is capable of discharging 
powerful bursts of heat and electrical energy. With 
the trident, the Devil can propel himself through 
the air at speeds approaching 100 miles per hour. In 
fact, special relays in his battlesuit allow Blue 
Devil to alter the trident’s Bight path by remote 
control at a range of almost 400 yards (7 APs). 


Powers and Abilities 


All of Blue Devil’s powers stem from the 
battlesuit that Nebiros permanently grafted to his 
body. Thanks to the suit, Cassidy is superhumanly 
strong (able to lift approximately two tons or leap 
more than 100 yards) and able to resist damage up to 
and including high-powered rifle rounds. The suit 
also augments Cassidy’s natural recuperative powers 
and enhances his senses, enabling him to see in the 
dark and increasing the range of his hearing by a 
factor of 32. 


The Blue Devil Battlesuit 


Before the Blue Devil suit was mystically fused 
to his body, Dan Cassidy had no powers, a Dex of 6, 
a Str of 4, a Body of 4, an Infl of 5, a Spirit of 6, 
and the Acrobatics Skill rated at 4 APs. The suit itself 


had all Blue Devil’s Powers along with a Dex of 8, a 
Str of 8, a Body of 8, and the Acrobatics Skill rated 
at 9 APs. The suit’s Bomb and Flash Powers 
represent various pyrotechnic gimmicks and special 
effects Cassidy built into the suit’s circuitiy. When 
using these Powers as part of an Intimidation attempt, 
Cassidy receives a special -1 Column Shift bonus to 
the OV of the attempt. 


Kid Devil 


Shortly after Dan Cassidy began his career as 
Blue Devil, young Edward “Gopher” Bloomberg 
constructed his own battlesuit and began acting as 
Cassidy’s sidekick. Bloomberg is the nephew of 
Marla Bloom, the director of the original "Blue 
Devil' 1 movie. 


Kid Devil 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 4 

Will: 

4 

Mind: 

5 

Infl: 4 

Aura: 

4 

Spirit: 

5 

Initiative: 10 


Hero Points: 

20 


•Skills: Gadgetry: 6, Scientist: 3 


•Advantages: Connections: Blue Devil (High), 
Motion Picture Industry (Low); Scholar (super¬ 
hero history and trivia) 

•Drawbacks: Age (young) 

•Alter Ego: Edward “Gopher” Bloomberg 
•Motivation: Thrill of Adventure 
•Occupation: Student 
•Wealth: 0 
•Equipment: 

KID DEVIL SUIT | Dex: 5, Str: 6, Bomv : 6 , Bomb: 
3, Flash: 5, Jumping: 4, Sealed Systems: 8, Ultra 
Vision: 5] 

Essentially, the Kid Devil suit is a smaller, weaker 
version of the Blue Devil suit. 

Trident [Flame Project: 6, Flight: 5, Lightning: 6, 
Body: 71 


The House of Weirdness 


Dan Cassidy inhabits a strange mystical structure 
known as the “House of Weirdness.” The house’s back 
door exits into Malibu Beach, while its front door exits 
into the suburbs of Metropolis. Other doors scattered 
throughout the house exit into other dimensions and 
locations of all descriptions. Exactly where the portals 
lead is left to the Gamemaster’s discretion. 

The exterior walls of the house have a Body of 
10; the interior walls have a Body of 7. 














Personality/Role-playing 


Subplots 


Dan Cassidy is a fun-loving man with an 
adventurous spirit. Although he’d love to discover a 
means of freeing himself from the Blue Devil suit, 
Dan takes his odd “handicap” in stride and uses the 
suit’s powers to aid those less fortunate than himself. 

At present, Cassidy devotes most of his time to 
seeking out mystical menaces and protecting the 
Earth from their influence. A curious side-effect of 
either the curse that sealed him in his suit or his 
penchant for tackling occult enemies has left Dan 
extremely vulnerable to odd phenomena and 
coincidences. Thus, the vast majority of Dan’s days 
are anything but “normal.” 


Using Blue Devil in Adventures 


The Blue Devil is most useful as a vehicle for 
propelling the Player Heroes into odd adventures 
with a somewhat humorous bent. As mentioned 
under Personality/Role-Playing, the Devil is 
something of a “weirdness magnet,” a peculiar 
characteristic he transmits to those around him. Thus, 
shortly after meeting the Devil, it is likely that the 
Player Heroes will find themselves at the center of 
strange events, coincidences, and other situations 
tailor-made for entertaining role playing. 


Dan Cassidy is often involved in Job Subplots 
surrounding his work as a stunt man and special 
effects artist. Friend Subplots concerning his 
relationship with cinematographer Norm Paxton, and 
Power Complication Subplots centered around his 
attempts to free himself from the Blue Devil suit. 


Appearances in DC Comics 


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

Pre-Crisis: Blue Devil #1-25; Blue Devil Annual #1; 
Crisis On Infinite Earths #4-5, 8-10, 12; DC Comics 
Presents #96; The Fury of Firestorm #24; Who's 
Who ( 85 #3 

Current: Armageddon 2001 #2; Black Orchid #1 
(mention); Blue Devil #26-31; Booster Gold #10; 
Eclipso: The Darkness Within #2 The Fury of 
Firestorm #46-47 (note that these issues tie into Blue 
Devil #23, which is listed on the pre-Crisislist due to 
the presence of the Earth-One Toyman and Jimmy 
Olsen in issues #24-25); Invasion! #2-3; Secret 
Origins (3) #24; Showcase 93 #1-6; War of the Gods 
#4; Who’s Who ‘91 #9 



Blue DevW'e Trident 








Blue Jay & 

Silver 

Sorceress 


Blue Jay 


Dex: 7 

Str: 

4 

Body: 

5 

Int: 5 

Will: 

5 

Mind: 

6 

Infl: 4 

Aura: 

4 

Spirit: 

7 

Initiative: 

16 

Hero Points: 

65 


•Powers: Shrinking: 6, Flight: 7, Energy Blast: 8 
•Skills: Gadgetry: 7, Scientist: 5 
•Limitations: Power Restriction: Flight cannot be 
used without Shrinking. 

•Advantages: Connection: JL1 (High); Genius; Sharp 
Eye 

•Drawbacks: Exile (voluntary, from homeworld); 
Guilt (over destruction of homeworld); Secret 
Identity 

•Alter Ego: Jay Abrams 
•Motivation: Responsibility of Power 
•Occupation: Crimefighter/Former JLI Member 
•Wealth: 2 


Silver Sorceress deceased 


Dex: 6 

Str: 

3 

Body: 

4 

Int: 8 

Will: 

12 

Mind: 

10 

Infl: 5 

Aura: 

6 

Spirit: 

9 

Initiative: 

19 

Hero Points: 

60 


•Powers: Mystic Link 

Dimension Travel: 10*, Magic Sense: 10, Flight: 
10*, Sorcery: 20 

•Skills: Charisma: 5, Occultist: 2 
•Advantages: Connections: JLI (High), Insta-Change 
•Drawbacks: Exile (voluntary, from homeworld); 
Guilt (over destruction of homeworld); Secret 
Identity 

•Alter Ego: Laura Cynthia Neilsen 
•Motivation: Responsibility of Power 
•Occupation: Crimefighter/Former JLI Member 
•Wealth: 2 


Powers and Abilities 


Blue Jay possesses abilities ideally geared to 
covert reconnaissance and assault. He can shrink to a 
height of 10 inches tall and grow wings capable of 
carrying his diminutive form. It is believed that these 


powers are mutually linked as Jay has never shrunk 
without growing wings nor sprouted wings in his 
normal sized form. He is also an experienced and 
capable combatant, able to easily overcome any 
restrictions of his reduced size. During earlier 
appearances. Blue Jay could fire blasts of energy 
from his hands. 

The Silver Sorceress's magical ability was said to 
be a combination of mystical forces and technology. 
Her magic allowed her to perform a number of tasks 
such as healing all but the most grievous injuries, 
understanding any language, and changing her 
appearance. As a long-established hero of her 
homeworld, Silver Sorceress was highly experienced 
in hand to hand combat. 


Wandjina the Thunderer 


Along with Blue Jay and the Silver Sorceress, 
Wandjina was the last surviving superhero of his 
destroyed homeworld. For a time after his world's 
destruction, Wandjina toiled endlessly trying to 
restore a semblance of life to his once lush world, but 
to no avail. Though they saved thousands of lives, 
their world was dead. 

The three heroes came to Earth where they 
struck out upon a crusade to rid this new world of its 
nuclear weapons, thereby saving it from nuclear 
destruction. Their efforts became misdirected 
however, by Colonel Rumaan Haijavti, a petty third- 
world dictator who sent them against the Soviet 
Union. 

There the heroes battled the Justice League, who 
were sent to defend the Soviet missile silos. During 
the battle, a nuclear reactor was inadvertently 
damaged and began to melt down. In a heroic rescue, 
Wandjina exposed himself to lethal radiation in order 
to safely shut the reactor down. 

Wandjin a "The Thunderer" - deceased 


Dex: 10 

Str: 

16 

Body: 

13 

Int: 5 

Will: 

7 

Mind: 

7 

Infl: 6 

Aura: 

4 

Spirit: 

8 

Initiative: 

21 

Hero Points: 

55 


•Powers: Flight: 9, Weather Control: 15 
•Skills: Weaponry (Melee): 10 
•Drawbacks: Guilt (over destruction of homeworld); 
Serious Irrational Attraction to eliminating nuclear 
weapons. 

•Alter Ego: Unknown 
•Motivation: Responsibility of Power 
•Occupation: Hero 









•Wealth: 0 
•Equipment: 

Axe (Body: 11, EV: 8] 

A short time after his death, Wandjina's body 
was cruelly animated by the Queen Bee and set 
against the Justice League. (While in this state, 
Wandjina's Int, Will, and Mind were reduced to 1 
AP, and his Dlx to 2 APs.) After a brief but powerful 
clash with Captain Atom, Wandjina's body was 
completely destroyed. 


Personality/Role-playing 


Blue Jay is a quiet, determined man, dedicated to 
the preservation of life. Though he is sometimes 
wracked with guilt and loneliness over the death of 
his friends and homeworld, he is determined to fit in 
in this new world. Blue Jay was one of the few 
heroes who fought to reform the JLA after Maxwell 
Lord's near-death experience. 

The Silver Sorceress was extremely loyal to her 
homeworld and, before its destruction, served as the 
compassionate conscience for Wandjina and the 
Champions of her world. She had very nearly chose 
to die on her devastated world but for the Extremists 
who, having devastated their own world, sought to do 
the same to Earth. Grudgingly she left her world 
behind to aid the Justice League in defeating the 
Extremists. Afterwards, she tried to put her past 
behind and fit into this new society which was so 
similar and yet different from her own, and became a 
member of the JLI. She died a short time later 
defeating the Extremist, Dreamslayer. 


Using Blue Jay and the Silver 
Sorceress in Adventures 


Blue Jay makes an excellent ally or NPC hero 
since he has left the JLI. He is capable though not so 
powerful that he would overshadow Player Heroes' 
activities. When he first arrived on Earth, He actively 
sought to disarm the planet's nuclear arsenals and 


could easily undertake this quest again. The heroes 
could seek to help him or might be forced to dissuade 
him from any rash actions. 

Adventures involving the Silver Sorceress would 
have to take place while she was alive and, under 
these circumstances, Wandjina might be alive as 
well. She would be more likely than Blue Jay to lead 
a crusade against nuclear weapons. Though she might 
be well intentioned, she would have no full concept 
of the scope or ramifications of her actions. 

Another scenario with Blue Jay and Silver Sorceress 
might involve their acclimation to Earth society, as the 
two endeavor to make this world their home. 


Subplots 


Both Blue Jay and the Silver Sorceress have 
suffered greatly over the death of their friends and 
world in a haunting Death Guilt Subplot. 

The greatest villains of their world now exist on 
Earth and either or both heroes could encounter the 
Extremists again as part of an Enemies Subplot. 


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: Justice League of America #87 

Current: Armageddon 2001 #2; Flash (2) #61; 
Justice League #2-3; Justice League America #53, 
55, 57-59, 60 (Jay only); Justice League Europe #11- 
12, 13-14 (Jay only), 15-16, 17 (Jay), 18 (Sorceress), 
19-21, 23-35, 36 (Jay), 47-48 (Jay); Justice League 
Europe Annual #2; Justice League Quarterly #2 
(Jay), 3, 4 (Jay), 5 (Sorceress); Who’s Who l 9J #12 











Bronze Tiger 


Dex: 10 

Str: 

4 

Body: 

6 

Int: 7 

Will: 

8 

Mind: 

7 

Infl: 7 

Aura: 

5 

Spirit: 

7 

Initiative: 

28 

Hero Points: 

60 


•Skills: *linked 

Acrobatics: 10*, Charisma: 7*, Martial Artist: JO*, 
Military Science (Tracking, Camouflage): 7*, 
Thief: 10* 

•Advantages: Connections: Lady Shiva (Low), 
Richard Dragon (High), Suicide Squad (High); 
Intensive Training; Iron Nerves; Leadership; 
Lightning Reflexes 

•Drawbacks: Minor Psychological Instability; Minor 
Rage; Traumatic Flashbacks (when confronted with 
the Bronze Tiger Mask; see below.) 

•Alter Ego: Ben Turner 
•Motivation: Responsibility of Power 
•Occupation: Mercenary 
•Wealth: 5 


Powers and Abilities 


Ben Turner is one of the foremost Martial Artists 
in the world, having trained in dozens of forms for 
many years. He has achieved champion status in 
many of them, and specializes in tae kwon do. 
Although it is not widely known. Turner has defeated 
Batman in single combat, making him one of a select 
group of fighters in the world who can claim that 
distinction. 

Apart from his combat skills. Turner is a highly- 
trained field agent, capable of performing sensitive 
operations with the highest level of expertise. His 
knowledge of security systems and stealth tactics 
grant him the ability to infiltrate even the most highly 
fortified installations (Thief). 

As a result of his years of training, Ben Turner is 
a remarkable athlete. His Acrobatic ability rivals that 
of most Olympic medalists, and his physical strength 
and stamina are extraordinary. 


The Bronze Tiger Mask 


During his period of capture with the League of 
Assassins, their leader, the Sensei, had Turner 
construct a mask that was to be the receptacle of his 
anger. Turner called the mask ’'Bronze Tiger,” and 
while he wore it, he did the Sensei's bidding. 

Years later, the psychological effects of the 


Sensei’s conditioning still linger. Sarge Steel used a 
replica of the Tiger mask to force Turner to admit he 
still liked violence. 

In game terms, when Turner is confronted with 
the mask (or a good likeness of it), he suffers 
Traumatic Flashbacks of the days he wore the mask, 
and the violent deeds he committed. In order to 
maintain his composure in the face of this item, he 
must roll an Action Check with the AV/EV and 
OV/RV both equal to his WiliVWill, thus requiring 
an 11 to succeed. 

If this Check fails. Turner can take no actions 
during that phase, as he is too absorbed in reliving the 
Flashback's events. Otherwise, he does not succumb 
to the trauma and may act normally. Turner must 
continue rolling against the trauma each phase that he 
is exposed to the mask. Hero Points may never be 
spent to affect this Check in any way. 

Attacks made against the Bronze Tiger while he 
is experiencing Traumatic Flashbacks automatically 
receive the -1 Column Shift Blindside bonus to the 
OV. (Note that in this case the bonus applies to 
Interrogation and Intimidation attempts as well.) 

While Turner is actually wearing the Tiger mask, 
he will obey the commands of the Sensei. In addition, 
his Rage Drawback intensifies to Catastrophic, and 
he no longer has to check against his Traumatic 
Flashbacks Drawback. 


Personality/Role-playing 


Ben Turner is a confused and deeply emotional 
man. He is possessed of an inner anger that can drive 
him to acts of extreme heroism or violence, and often 
the choice is not his own. This anger has cost Turner 
dearly over the years, however it is also his anger that 
fuels his strength and courage, making him a viitually 
unstoppable force in combat. 

After his studies with the O-Sensei, Turner 
appeared to have mastered his rage, and showed 
remarkable control in the face of adversity. Recently, 
however. Turner has reverted to form. He is often 
subject to fierce mood swings and violent outbursts. 
As a result. Turner generally keeps to himself, 
rebuffing even his closest friends. 

In spite of all his anger, Ben Turner is an honest 
and trustworthy man, and can always be counted on 
when his comrades need him most. 


Using Bronze Tiger in Adventures 


Bronze Tiger has had a long and varied career, 
allowing him to be used in a wide variety of 













adventures, both as a hero and as the opposition. 

During his early years, Turner worked for the 
CBI under King Faraday, alongside Richard Dragon. 
During this period he can be used in any type of 
espionage adventure. 

As the Bronze Tiger, Turner first worked for the 
League of Assassins. Since he was under the control 
of the Sensei during this time, he might oppose 
Player Heroes, or even attempt to assassinate one of 
them! 

Most recently. Turner has worked as the field 
commander of the Suicide Squad. Both he and the 
Squad have been operating on and olT for several 
years in any number of areas. Basically, anywhere 
there is danger, you might find the Bronze Tiger. And 
if there's money involved, the Squad will probably be 
with him. 


Subplots 


Ben Turner has been involved in an on-again off- 
again Romance Subplot with Suicide Squad 
teammate Mari McCabe (Vixen). Unfortunately, he is 
not willing to admit he has an emotional problem, or 
that she can help, so they are currently not seeing 
each other. 

It is clear that at least some of the anger and rage 


that has built up inside Ben Turner is a direct result of 
his witnessing his father's death while he was still a 
child (Death Guilt Subplot). 


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


Backgrounds'Roster Book (card included) 


Appearances in DC Comics 


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

Pre-Crisis: DC Comics Presents #39; Detective 
Comics #485, 489 Richard Dragon, Kung Fu Fighter 
#1-5, 7-18; Who's Who *85 #3 

Current: Checkmate! #15-16, 18; Eclipso: The 
Darkness Within #2; Firestorm, the Nuclear Man 
#87; Invasion! #1 (behind the scenes), 2; Justice 
League International #13; Legends #2-6; Millennium 
#4; The Spectre (2) #11; Suicide Squad #1-9, 13-27, 
29-30, 32-34, 36-38, 41-43, 45-47, 49-51, 54-59, 61- 
66; Suicide Squad Annual #1; War of the Gods #2-4; 
Who's Who ‘87 (2) #5; Who's Who VI #9; Wonder 
Woman (2) #61 



Bronze Tiger Mask 







Chuck Taine 


Dex: 8 

Str: 

3 

Body: 

5 

Int: 6 

Will: 

5 

Mind: 

3 

Infl: 3 

Aura: 

3 

Spirit: 

3 

Initiative: 

19 

Hero Points: 

60 


•Powers: Jumping: 7, Stretching: 6 


•Skills: Acrobatics: If, Charisma (Persuasion): 5, 
Martial Ailist: 4, Military Science: 6, Vehicles: 5, 
Weaponry: 5 

•Bonuses: Miscellaneous: When Chuck is '’inflated,'’ 
he is considered to be insulated, granting him a +2 
Column Shift bonus to his RV against electrical 
attacks (see also "Bouncing Battles" below). 
•Limitations: Miscellaneous: Stretching only allows 
Chuck to inflate himself into a ball shape. While in 
this form. Chuck’s Physical RV is 11; Jumping and 
Acrobatics are only useable while in ball shape. 
•Advantages: Connections: Legion of Super-Heroes 
(High), United Planets Militia (High); Leadership 
•Drawbacks: Married 
•Alter Ego: Bouncing Boy 
•Motivation: Responsibility of Power 
•Occupation: U.P. Militia Instructor 
•Wealth: 6 


Powers and Abilities 


Chuck Taine has the power to inflate his body 
into a large rubber-like ball shape (Stretching). This 
form is extremely flexible and resilient, allowing him 
to withstand attacks from most firearms. This 
flexibility also allows Chuck to bounce like a ball, 
capable of reaching a distance of 1200 feet in a single 
bounce ( Jumping). 

In addition to his Powers, Chuck is a 
professional military instructor, and is well-versed in 
hand-to-hand combat and marksmanship (Martial 
Arts, Weaponry). His personality and experience also 
make him a natural leader (Leadership Advantage). 


Bouncing Battles 


During recent years. Chuck has refrained from 
using his Powers in battle, relying instead on his 
Legion combat training and Weaponry Skills to help 
defend his Militia students. When Chuck does use his 
Powers, he is a bounding, bouncing dervish on the 
battlefield. Chuck employs a number of special 
tactics as a result of his unique Powers, including: 


•Bounce Attack: In his inflated form, it is difficult 
for Chuck to use his arms and legs to fight with, so 
instead he simply crashes right through his 
enemies. This is treated as a Charging Attack, 
using Chuck's APs of Jumping as the EV, and his 
Dex as the AV. Chuck will often combine this 
attack with a Multi-Attack, literally bowling 
through the opposition. 

•Quick-Inflate Escape: If Chuck is being held, he 
can quickly inflate himself (or deflate himself if 
he’s already inflated) to escape capture. In game 
terms, he can add his APs of Stretching to his Str 
when attempting to break a Grapple. 

•Dodge: Chuck can choose to surrender his Dice 
Action in a phase and go on the defensive, 
bouncing rapidly all over the place in seemingly 
random patterns. This makes him an extremely 
difficult target. When Chuck is Dodging, he can 
add his APs of Acrobatics to his Dex to determine 
his Physical OV. 


Personality/Role-playing 


Chuck Taine is one of the friendliest and most 
well-liked Legionnaires. His warm smile and easy¬ 
going manner make him a popular hero, in spite of 
his rather weak and ridiculous powers. Chuck is a 
very loyal friend, an is always there with a kind word 
or a reassuring hand at just the right time. 

Although he has always suffered from feelings 
of insecurity, Chuck is extremely brave. His selfless 
acts of heroism are as well-known as his bad jokes. 
Chuck will always be willing to risk himself to save 
another person who's in danger. 

Chuck's talent as a leader is unquestionable, but 
he often doubts his own ability. He occasionally sees 
himself as the eager young kid he once was, and feels 
overwhelmed by the responsibilities he has to deal 
with on a daily basis. Chuck has been feeling even 
more doubtful since the Great Collapse. 


Using Chuck Taine in Adventures 


Chuck's position as Instructor General of the 
U.P. Militia, as well as his old job as a Legion 
Academy instructor, make him an ideal trainer and 
mentor for new or young Characters. Additionally, he 
can get the Player Heroes in contact with the Legion, 
since he still maintains ties with his old friends there. 


Subplots 


Chuck is involved in an ongoing Romance 
Subplot with his wife, Luomu Durgo (formerly Duo 












Damsel/Triplicate Girl), who is Co-Instructor 
General at the Academy. Due to their lives as heroes, 
and the effects of Nam'lor's radiation, their feelings 
about each other have been on a roller-coaster ride 
for years. Recently, the couple has stabilized their 
relationship, however. 

Chuck's Powers have been lost and regained 
twice since he joined the Legion, in an off-and-on 
Power Complication Subplot. 


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


2995: The Legion of Super-Heroes Sourcebook 


Appearances in DC Comics 


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


Pre-Crisis: Action Comics #276, 287, 309, 380, 387; 
Adventure Comics #301-311, 313-317, 319, 321, 328, 
341, 343 , 345, 351, 354-355, 359-363, 371-372, 374- 
376, 380; All-New Collectors' Edition #C-55; Crisis 
On Infinite Earths #5, 10; DC Comics Presents #59; 
Infinity, Inc. #22; Legion of Super-Heroes (2) #266- 
267, 273, 277-281, 284, 292-294, 300, 303-304, 311; 
(3) 4, 9, 11-12, 14, 16, 20, 24, 31, 38, 46-47, 50-51, 
54, 61-63; Legion of Super-Heroes Annual (2) #1-3; 
(3) 3; Secret Origins (3) #37 Secrets of the Legion of 
Super-Heroes #1; Superboy (1) #190-191, 195, 197, 
199-200, 216, 230; Super boy and the Legion of 
Super-Heroes #243-245, 257 Superman (1) #156; 
Superman's Pal, Jimmy Olsen #72; Tales of the 
Legion #316-317; Who's Who ‘85 #3 

Current: Legion of Super-Heroes (4) #9, 15-18; 
Legion of Super-Heroes Annual (4) #1, 3; Secret 
Origins (3) #47, 49; Who's Who in the Legion of 
Super-Heroes #1; Who's Who ‘91 #9 



rectus muscle 


Subject's subcutaneous cellular 
tissue altered on molecular level 
due to ingest! on of the "super¬ 
plastic" formula. Subject is able 
to expand this layer by producing 
an inert / lighter than air gas 
that lends to him an advanced 
degree of resiliance. 


costal cartilage 

costal cartilage 


rib 

oblique 

muscle 

rib 


transverse section through the middle of the first lumbar vertebra 










Crimson Fox 


Dex: 8 

Str: 

3 

Body: 

5 

Int: 6 

Will: 

7 

Mind: 

6 

Infl: 8 

Aura: 

5 

Spirit: 

6 

Initiative: 

26 

Hero Points: 

50 


•Powers: Broadcast Empath: 5, Empathy: 4, 
Jumping: 2, Regeneration: 2 
•Skills: *linked 

Acrobatics: 8 *, Charisma: 8*, Detective: 4, Martial 
Artist: 6, Military Science (Tracking): 6*, Thief: 8* 
•Limitations: Miscellaneous: The Crimson Fox's 
Empathy Power is only usable between the 
D'Aramis sisters and only creates an uneasy feeling 
in one when the other is in trouble; Broadcast 
Empath can only inspire feelings of physical 
attraction, and must be used at close range. 
•Advantages: Area Knowledge (Paris); Attractive; 
Connections: Publishing Industry (High), Justice 
League International (High); Intensive Training; 
Lightning Reflexes; Scholar (publishing) 
•Drawbacks: Minor Irrational Attraction to Captain 
Atom; Secret Identities 
•Alter Ego: Vivian & Constance D'Aramis 
•Motivation: Responsibility of Power (Constance), 
Thrill of Adventure ( Vivian) 

•Occupation: Publishing Executive 

•Wealth: 8 

•Equipment: 

Costume [Body 2, EV: 4, Claws: 6, Cling: 41 


Powers and Abilities 


Both Vivian and Constance D'Aramis have 
honed their physical capabilities to their finest. (Note: 
From here on the Crimson Fox will be referred to in 
the singular unless a specific statement is made about 
either Vivian or Constance.) The Crimson Fox is 
extremely dexterous, able to T 'dodge bullets’ 1 if she 
can see and accurately gauge the actions of the 
gunman. Her strength is capable of carrying her over 
20 feet in a single leap and her body seems to heal 
more rapidly than that of a normal human. The Fox 
has the endurance of an Olympic triathlete and the 
acrobatic grace of a gymnast. 

The Crimson Fox is able to trigger the release of 
pheromones in those she is touching or is in close 
proximity to. This causes the subject to become 
unusually attracted to the Fox, though not so much 
that their judgment is strongly affected. 


The Crimson Fox's costume is designed to be 
both stylish and practical. Her gloves have built in 
claws composed of tempered steel which are 
unbreakable though flexible allowing her to use them 
like fingers. Her long, trailing cowl, though unwieldy 
in appearance, is in fact not uncomfortable and can 
be used like a whip in combat (EV: 4). 

Vivian and Constance D’Aramis seem to share a 
mild psychic rapport which allows one sister to be 
overcome with an "uneasy feeling" when the other is 
in trouble. This rapport is similar to that reported in 
other identical twins. 


Two in One 


In order to avoid the normal problems of a dual 
identity, Vivian and Constance faked Constance's 
death to that they could continue their work at 
Revson as Vivian D’Aramis and fight crime as the 
Crimson Fox simultaneously. This has caused a 
number of unique problems however, which they 
hadn’t fully considered. Since the two sisters take 
turns at being D'Aramis and the Fox, some confusion 
occurs when one sister must deal with something the 
other has done while in that identity. 

Though identical in nearly every physical 
respect, Vivian and Constance are different enough in 
personality to cause some problems. While 
Constance has adopted a normal english accent, 
Vivian continues to speak english with a heavy 
french accent. The two are also of a slightly different 
mindset. While Constance is more practical and 
reserved, Vivian is more outgoing and socially 
aggressive. 


Personality/Role-playing 


As mentioned above, Vivian and Constance are 
similar in their attitudes but with significant 
differences. Vivian is the party-goer and regularly 
tries to avoid her administrative duties at Revson. 
When Crimson Fox is encountered it is most likely 
that Vivian is the one wearing the costume. 
Constance is more practical and handles most of the 
sisters' business at Revson. Though she is every bit as 
capable of being the Crimson Fox as Vivian, she will 
typically be encountered in her role as "Vivian 
D'Aramis." 

Vivian revels in her heroic adventures as the 
Crimson Fox, often flirting with death. She is cocky 
and confident and flaunts her physical abilities. When 
Constance is wearing the costume, the Fox becomes 










more contemplative and wary. Her relationship with 
her fellow JLE members is strictly business. 


Using Crimson Fox in Adventures 


Crimson Fox is "along for the ride" with the 
Justice League. The League's adventures suit Vivian's 
lust for excitement and Constance's responsibility to 
uphold the good. Any adventure which involves 
Justice League Europe will almost certainly involve 
the Crimson Fox. If one of the player heroes is 
particularly dashing and Vivian is playing the Fox, 
some serious flirting is liable to ensue. 

The Fox, or more likely "Vivian D'Aramis," could 
also become involved in any industrial espionage plot 
which involves Revson Corporation or one of is 
subsidiaries in the perfume or publishing industry. 


Subplots 


The Crimson Fox comes into the Justice League 
with very little extra "baggage", having wrapped up 
her Enemies Subplot involving the man who killed 


her father. There is of course the ongoing Secret 
Identity Subplot as the Fox tries to keep her dual 
identity under wraps. The sisters are also involved in 
a Job Subplot at Revson in the guise of Vivian 
D'Aramis. 


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


Justice League Sourcebook, World in the Balance 


Appearances in DC Comics 


Action Comics #675; Adventures of Superman #488; 
Adventures of Superman Annual #4; Captain Atom 
(3) #38, 44; Eclipso: The Darkness Within #2; Flash 
(2) #61, 69; Green Lantern (3) #25, 30; Justice 
League America #38, 54-58, 60; Justice League 
Europe #6, 10, 13, 15-25, 29-32, 34-47; Justice 
League Europe Annual #1-3; Justice League 
Quarterly #2-3, 6, 9; Justice League Spectacular #1 
Superman (2) #65-66; War of the Gods #1, 4; Who's 
Who ‘91 #11; Wonder Woman (2) #61 



Crimson Fox's Claws 

(claw articulation within glove) 












Dial 11 H" for 
Hero 


Christopher King 


Dex: 3 

Str: 

2 Body: 

2 

Int: 3 

Will: 

4 Mind: 

4 

Infl: 3 

Aura: 

2 Spirit: 

3 

Initiative: 

9 

Hero Points: 

50 


•Powers: Omni-Power: 20 

•Advantages: Connections: New Titans (Low), 
Titans West (High), Fairfax Police Dept. (Low) 
•Drawbacks: Guilt; Secret Identity 
•Alter Ego: Dial "H" 

•Motivation: Upholding the Good 
•Occupation: Hero 
•Wealth: 3 


Chris' H-Powers 


Chris' Omni-Power, his '’H-Powers”, stem from a 
psychic link he has with the H-Dial which gave him his 
powers for many years. The H-Powers cause Chris to 
become a different hero every hour, each with a different 
name and powers. Since these Powers are totally random, 
Chris does not pay a Hero Point fee when they change (the 
Gamemaster should split up Chris' Omni-Power APs 
among his Attributes and Powers to reflect each new form). 
He automatically knows what his hero name is and how to 
use his powers. At the end of one hour Chris reverts to his 
own form, and will automatically revert back in less than 
an hour if he expends a specific amount of energy while in 
this hero form. This form cannot be renewed as normal 
Omni-Powers can. When one hour has passed since his last 
form appeared, Chris will become a new hero. 


The H-Dials 


Originally, Chris and his friend Vicki Grant activated 
their powers by dialing H-E-R-0 on their H-Dials which 
were found in the attic of Chris' house. Chris' H-Dial was in 
the form of a watch and Vicki's was on a chain like a 
pendant. 

When Vicki became corrupted by the Children of the 
Sun, she broke into Chris’ house and stole his H-Dial which 
he had set aside along with his past life as a super hero. 
During the New Titans' battle with Vicki, her dial came 
into the possession of Chris. The current location of either 
H-Dial is currently unknown. 

It would appear that prolonged exposure to or use of 
the H-Dials has altered Chris and Vicki as they now no 
longer need the dials to activate their powers. 


Vicki Grant 


Vicki Grant was Chris King's faithful partner for many 
years in the heroic lives of their youth. Though they 
occasionally had their differences, they always fought 
together as heroes. 

When Chris became separated from Vicki, she fell in 
with the city’s darker element and her mind became twisted 
by the Children of the Sun. She became psychotic and 
wanted only Chris’ death. 

Like Chris, Vicki has begun to manifest her H-Powers 
in ways which go beyond the H-Dials original parameters. 
When she dials O-R-E-H, she takes the form of frightening 
villains instead of heroes. Vicki can store up an amount of 
H-Power energy like a battery which allows her to 
occasionally activate her powers without her dial. She is 
also able to hold her powered form beyond the normal one 
hour limit. 


Victoria Grant 


Dex: 4 

Str: 

5 Body: 

6 

Int: 2 

Will: 

3 MiN»: 

2 

Infl: 3 

Aura: 

3 Spirit: 

4 

Initiative: 

9 

Hf:ko Points: 

50 


•Powers: Omni-Power: 20 

•Limitation: Vicki Grant must activate her H-Dial 
24 times before she can use the Omni-Power 
without its aid. 

•Advantages: Connection: Children of the Sun 
(High); Iron Nerves 

•Drawbacks: Catastrophic Irrational Attraction to 
killing Chris King; Serious Psychological 
Instability (feels she has been spurned by King and 
wants to destroy him at any cost); Serious Rage; 
Secret Identity 

•Motivation: Psychopathic 

•Wealth: 2 

•Equipment: 

H-Dial [Body: 9, Omni-Power: 20] 


The Dial "H" Heroes 


Over the years Chris and Vicki have become hundreds 
of heroes. No two have ever been exactly alike and it 
doesn't appear that that will change in the future. Some of 
the Heroes that they have become in the past include: 

•Color Commando: his gun converted light to energy 
(Energy Blast: 10). 

•Alchemiss: had control of earth, air, fire, & water (Air 
Control: 5, Earth Control: 5, Flame Control: 5, Water 
Control: 5). 

•Composite Man: produced many duplicates (Split: 20), 
•Aniwoman: brought inanimate objects to life (Animate 
Objects: 12). 













•Mr. Thin: two-dimensional hero who stretched 
(Stretching: 7, Two-Dimensional: 4). 

■Thumbellina: shrank in size to 1/2" tall (Shrinking: 12). 

•Zeep the Bouncing Sponge: bounced (Jumping: 3). 

•Weather Witch: created and controlled weather (Weather 
Control: 13), 

•Enlarger Man: caused things to grow (Growth: 10; 
Bonuses: Range, Useable On Others), 

•Plant Mistress: could mutate and control plants (Plant 
Control: 12, Plant Growth: 4). 

•Brimstone: could create and control gouts of lava (Flame 
Project: 8). 

•The Weaver: could "weave" objects of solid energy 
(Force Manipulation: 10). 

•Hasty Pudding: could run only at incredible speed 
(Running: 11). 

•Scylla: had 6 mechanical, energy blasting arms (Extra 
Limb (x6): 6, Energy Blast: 8). 

•Rubberneck: Could stretch his body hundreds of feet 
(Stretching: 5). 


The Original "Dial-H "Hero 


The first "Dial-H" hero was Robby Reed, who found 
his H-Dial in a cave. When he dialed "S-P-L-l-T,” he 
became two beings, the evil Master and the good Wizard. It 
was the Wizard who constructed Chris and Vicki's Dials. 
Robby has since retired from super-heroics, and has given 
his own Dial to his friend, Nick Stevens. 


Robby Reed 


Dex: 4 

Str: 

2 

Body: 

3 

Int: 6 

Will: 

6 

Mind: 

3 

Infl: 4 

Aura: 

3 

Spirit: 

3 

Initiative: 

14 

Her* P*ints: 

5* 


•Skills: Gadgetry: 6, Scientist: 6 
•Advantages: Genius; Iron Nerves; Luck; Scholar 
(linguistics) 

•Motivation: Responsibility of Power 

•Wealth: 4 

•Equipment: 

H-Dial [Body: 15, Omni-Power: 20] Robby's H-Dial 
functions exactly as stated above, except that his 
powers last until he dials "OR-E-H." 


Personality/Role-playing 


When Chris King was a teenager, he relished his life 
as a superhero and never hesitated to fly into action 
alongside Vicki Grant. When he went off to college, Chris 
gave up his superhero career, thinking it was somewhat 
childish. 

Currently, his original glee at using his powers is 
returning. He is developing a sense of humor which is 
beginning to turn up in combat situations in the form of 
jokes and puns. 


Using Dial "H" for Hero in Adventures 


There are many aspects of the Dial "H” for Hero story 
which can be used in adventures. Chris King can be used as 
a player character. His light-hearted attitude and great 
variety of powers make him fun to play. His inclusion in a 
campaign will cause more work for the GM though, who 
must create a number of heroes for King to become, and 
King's player should have a good grasp of all Powers in the 
game. 

Alternately, King could be encountered as an NPC, 
either by himself or in the company of Titans West. He 
could be taking part in an adventure which relates to to the 
hero's adventure, or he might be Heeing from Vicki Grant. 

A new hero's origin could involve finding one of the 
H-Dials. with this Dial he could become a new hero with 
the same powers that Chris King and Vicki Grant originally 
had. Again, this can be a complex task for player and GM 
alike. 


Subplots 


Chris King's relationship with Vicki Grant has gone 
through several subplots as they've grown and changed, 
from Friends to Romance, to Enemies. Chris is regularly 
watching for any appearance of Grant, and hopes to help 
return her to normal, as he feels responsible for her current 
villainous condition. 

Currently King is working through a Power 
Complication subplot with the help of S.T.A.R. Labs, as his 
powers no longer rely on his H-Dial. 


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


Atlas of the DC Universe (Robby Reed only) 


Appearances in DC Comics 


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

Robby Reed (pre-Crisis): Adventure Comics Presents Dial “ H " 
For Hero #484-485, 490 (behind the scenes); DC Comics Presents 
#44; House of Mystery #156-173; The New Adventures of 
Superboy #28 (behind the scenes), 35-37, 42-49; Plastic Man (2) 
#13; Superman Family #194; Who's Who '85 #6 

Chris King/Vicki Grant (pre-Crisis): Adventure Comics 
Presents Dial “H ,? For Hero #479-490; Crisis On Infinite Earths 
#12; DC Comics Presents #44; Legion of Super-Heroes (2) #272; 
The New Adventures of Superboy #28-49, 50 (dial only); Who’s 
Who '85 #6 

Nick Stevens (pre-Crisis): The New Adventures of Super boy #28, 
37-40, 42-49; Who’s Who ‘85 #6 

Dial “H” For Hero (current): Hawk and Dove Annual #1 
(Chris); The New Teen Titans (2) #45-46 (Chris, Vicki); The New 
Titans #75 (Chris behind the scenes), 78-79 (Chris), 83-84 (Chris) 
Who 's Who VI #10 













HERO 


Dirk Morgna 

deceased 


Dex: 5 

Str: 

4 

Body: 

5 

Int: 7 

Will: 

6 

Mind: 

4 

Infl: 3 

Aura: 

3 

Spirit: 

3 

Initiative: 

17 

Hero Points: 

70 


•Powers: Energy Absorption: 10, Flame Being: 10, 
Flame Immunity: 10, Flame Project: 12, Flash: 10 
•Skills: Charisma: 7, Martial Artist: 6, Vehicles 
(Space): 4 

•Limitations: Energy Absorption only works against 
Heat or Fire-based attacks. 

•Advantages: Attractive; Connections: Legion of 
Super-Heroes (High), Earthgov (Low); Uncertainty 
•Drawbacks: Minor Irrational Fear of Darkness; 

Public Identity 
•Alter Ego: Sun Boy 
•Motivation: Responsibility of Power 
•Occupation: Spokesman 
•Wealth: 8 


Powers and Abilities 


Dirk Morgna had the power to generate an 
enormous amount of heat and flame from within his 
body. He could employ this energy to produce a 
variety of effects: Dirk could create a brilliant Flash 
of light to blind his opponents, he could generate an 
aura of flames around himself (Flame Being), or he 
could simply attack a target with fire hot enough to 
melt steel (Flame Project). As a side-effect of his 
powers, Dirk was all but invulnerable to fire and heat 
(Flame Immunity, Energy Absorption). 

Dirk excelled in Legion combat training 
techniques (Martial Artist). He was also a persuasive 
speaker, whose Charisma Skill was put to horrible 
misuse by the Dominator-controlled Earthgov. 


Background Update 


After conquering his doubt and uncertainty about 
his position as spokesman for the corrupted Earthgov, 
Dirk had finally decided to do something 
decisive.when he heard the news about the moon 
exploding. He donned his Sun Boy costume and went 
out into the rain, only to be caught in a powersphere 
explosion caused by the Dominators. 

The explosion had an effect on Dirk's powers. 


causing him to burn uncontrollably from within. The 
incredible pain caused by this resulted in insanity, as 
well as horrendous physical disfigurement. Dirk 
ended up a constantly burning skeleton, in unending 
pain but unable to weep. 

The Dominators captured Dirk and locked him 
away in the Weisinger Chambers, and lead the people 
of Earth to believe that he had died in the 
powersphere explosion. This deception might as well 
have been true, since after Dirk was freed by the 
Legionnaires, he was executed by Circe in an act of 
desperation and mercy. After she shot Dirk, Circe 
turned the gun on herself. 


"Saved" from Circe 


Although Dirk was shot in the head by Circe in 
the comics, there is no reason he cannot survive in a 
DC Heroes campaign (in fact, his corpse was 
recently animated by Mordru). To use Dirk in a game 
set after the powersphere explosion, give him the 
following Drawbacks: Serious Psychological 
Instability, Traumatic Flashbacks (both of his 
childhood and the explosion), and Strange 
Appearance. Drop his Attractive Advantage, and add 
a Power Limitation that he must have at least 5 APs 
of Flame Being active at all times. 


Personality/Role-playing 


Dirk Morgna was an enthusiastic member of the 
Legion from the start, always interested in the inner 
workings of the Legion as much as the actual 
missions he went on. His handsome face and 
charming wit served to make teen idols of almost all 
the Legionnaires. 

Although he was outwardly happy and decisive, 
Dirk suffered from feelings of inadequacy and 
uncertainty as a result of years of emotional abuse at 
the hands of his father. After the Great Collapse, 
these feelings began to surface. As the other 
Legionnaires quit, Dirk fell deeper and deeper into 
depression, eventually bowing to pressure and 
quitting the team himself. 

While he was serving as the spokesman for 
Earthgov, Dirk was truly demoralized. He had 
resigned himself to do whatever he was told, in the 
vain hope that things would work themselves out. 
Only toward the end of his life did Dirk shake 
himself out of the stupor he had been in under 
Earthgov, just in time to "die" ignominiously in a 
powersphere explosion. 













Using Dirk Morgna in Adventures 


Appearances in DC Comics 


Before the Legion disbanded, Dirk was an 
extraordinary hero. His great power and bravery 
made him an inspiration to the other Legionnaires. 
Dirk can be used in an adventure set in this era to 
introduce Player Heroes to the Legion. 

After the Great Collapse, Dirk became the "soul" 
behind the Legion of Super-Heroes. His 
determination to hold the Legion together also served 
to eventually break his resolve. In this era, Characters 
dealing with the Legion would always encounter 
Morgna, as he was leader of the team. 

As spokesman for Earthgov, Dirk was an 
unwitting mouthpiece for the Dominators. An 
adventure involving him might involve exposing the 
Dominator's control of Earthgov, and trying to 
convince Dirk to quit and become a hero again. 


Subplots 


Dirk’s fellow Legionnaires had all but deserted 
him after he signed on with Earthgov, leaving him 
alone to stew in his misery (Friends Subplot). 

In a Family Subplot, Dirk’s father Derek 
emotionally abused the young Dirk. Memories of the 
abuse continued to haunt Dirk until his dying day. 

Dirk was inflicted with a catastrophic Power 
Complication Subplot when the powersphere 
explosion caused his powers to overload. This 
Subplot cost Dirk his sanity, and eventually, his life. 


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


2995: The Legion of Super-Heroes Sourcebook 



*Note: Pre-Crisis appearances arc not pait of present 
continuity. 

Pre-Crisis: Action Comics #276, 287, 289, 309, 387, 
392, 591; Adventure Comics #290, 300-325, 327- 
328, 330, 332, 334-337, 339-343, 346 (behind the 
scenes), 348, 350, 352-353, 356-357, 359-360, 362- 
364, 367, 371-375, 380; All-New Collectors' Edition 
#C-55; All-Star Squadron #54; The Best of DC #24; 
The Brave and The Bold #179; Crisis On Infinite 
Earths #3, 5, 8, 10; DC Comics Presents #13, 43; DC 
Special Series #21; Infinity, Inc . #22; Justice League 
of America #147-148; Karate Kid #2, 6; Legion of 
Super-Heroes (2) #259-260, 262, 272-274, 276, 280, 
282, 284, 286-289, 291-294, 296-297, 299-303 , 307- 
310, 312-313; (3) 3-5, 7, 9-20, 22-30, 35-43, 45-47, 
49-51, 54, 60-63; (4) 1-3; Legion of Super-Heroes 
Annual (2) #1-3; Secret Origins (3) #37; Secrets of 
the Legion of Super-Heroes #1, 2 (behind the scenes), 
3; Superboy (1) #125, 191, 197, 200, 202 (featurette), 
203, 208-209, 211, 213, 215, 218-219, 223-227, 230 
Super boy and the Legion of Super-Heroes #231, 235, 
237, 239-250, 252, 258; Superman (1) #152, 156; (2) 
8; Superman Family #207; Superman's Pal, Jimmy 
Olsen #72, 76, 85, 100; Tales of the Legion #314- 
316, 318, 320, 325; Who's Who '86 #22; World's 
Finest Comics #142, 284 

Current: Adventures of Superman #478 (flashback); 
Legion of Super-Heroes (4) #1-3, 9, 10 (text), 11, 15, 
17, 20, 28-29, 30 (text), 34-36; Legion of Super- 
Heroes Annual (4) #1-2; New Gods (3) #22; Who's 
Who in the Legion of Super-Heroes #6; Who's Who 
'91 #9 



typical Dominator Life Sup port Foe 1 setup 















Dr. Light II 


Dhx: 6 

Str: 

2 B#dy: 

6 

Int: 10 

Will: 

5 Mind: 

5 

Infl: 5 

Aura: 

4 Spirit: 

3 

Initiative: 

23 

Her# P#ints: 

40 


•Powers: Energy Absorption: 25, Flash: 10, Flight: 9, 
Illusion: 7, Ultra Vision: 14 
•Skills: Gadgetry: 7, Martial Artist: 4, Scientist: 10 
•Bonuses: Energy Absorption can also be used to 
redirect energy (see "Fight Absorption” below); 
Ultra Vision gives Dr. Fight the ability to view the 
entire light spectrum from infrared to ultraviolet. 
•Limitations: Power Restriction: Dr. Light's Energy 
Absorption only works on light energy. 
•Advantages: Connections: Justice League 
International (High), Japanese Scientific 
Community (Low); Scholar (astronomy, light/solar 
technology) 

•Drawbacks: Catastrophic Irrational Fear of total 
darkness; Loss Vulnerability: All Powers drop to 0 
APs in presence of total darkness; Secret Identity; 
Uncertainty 

•Alter Ego: Kimiyo Hoshi, Kimiko Hoshi 
•Motivation: Responsibility of Power 
•Occupation: Scientist / Member of Justice League 
Europe 
•Wealth: 6 
•Equipment: 

5 AP ABC Omni-Gadget 


Light Absorption 


Dr. Light possesses the ability to absorb vast 
amounts of light energy and release it in blasts of 
devastating force. Though absorbing light energy is an 
Automatic Action, redirecting it in the form of a light 
energy blast is a Dice action. To do this Dr. Light 
makes an Action Check using her APs of Energy 
Absoiption Power as AV/EV against an OV/RV equal 
to the APs of light energy she is trying to absorb. 
RAPs from the action are the APs of the light blast 
which she can project. A normal attack can then be 
made against her target using RAPs from the absorbed 
energy as AV/EV against her target's Dex/Body as 
OV/RV. The energy she absorbs is cumulative though 
it cannot exceed her APs of Energy Absorption. Dr. 


Light retains this absorbed energy for a number of 
phases equal to RAPs absorbed. 


Powers and Abilities 


In addition to her Energy Absorption Power, Dr. 
Light can produce bursts of intense, dazzling light to 
blind her opponents and can fly at speeds a high as 
450 mph, though she has no innate protection from 
windburn during flight. She can see the entire light 
spectrum from infrared to ultraviolet and can use this 
vision to see invisible objects. 

Though she typically relies on her light powers, 
Kimiyo is a capable martial artist having had years of 
practice. Because of her secret identity, she 
sometimes falls back on this ability so as not to 
reveal her light powers in public. 

Kimiyo Hoshi is an authority on astronomy and 
solar activity and the world’s foremost authority on 
light technology. Since she has spent considerably 
more time as Dr. Hoshi, scientist, than Dr. Light, 
superhero, she still tends to analyze problems 
scientifically and frequently employs a variety of 
gadgets to assist her as a member of the Justice League. 


Born of Crisis 


The new Dr. Light was created during the Crisis 
on Infinite Eaiths as a result of manipulations by the 
Monitor, a fact which she has certainly forgotten 
along with the rest of the world. During the crisis her 
powers manifested themselves differently than they 
do now. She was able to create constructions of solid 
light such as light barriers (Force Manipulation: 20) 
and could only fly on disks of solid light (presumably 
created by this Power). 

When she first received her powers, Dr. Light was 
harsh and impatient, caring little of what the 
multiverse required of her. When she witnessed 
Supergirl fighting alone against the Anti-Monitor, 
Hoshi was touched by the courage and sel Uessness of 
the heroine and was inspired to soften her personality 
and use her gifts to serve humanity. Kimiyo also 
believed herself partially responsible for Supergirl’s 
death when Kimiyo cried out, distracting the 
Kryptonian and allowing the Anti-Monitor to deliver a 
killing blow (Death Guilt Subplot). Now that the Crisis 
has faded from her mind, Kimiyo credits her gentler 
attitude to a diet restricting certain food additives. 








Personality/Role-playing 


Subplots 


Kimiyo Hoshi is an extremely intelligent woman 
with a driving curiosity to delve into the scientific 
unknown. Unless urgency presses her into immediate 
action, she will often take the time to analyze a 
situation using scientific instruments. She also has an 
overpowering fear of the darkness which can totally 
incapacitate her abilities as a hero. 

When she first joined Justice League Europe, Dr. 
Light appeared strong and confident, hoping that this 
drive would outweigh her lack of experience as a 
hero.When Archie Tipple stole a mysterious artifact 
that was in her possession and became the dangerous 
villain Deconstructo, Kimiyo's confidence was 
shattered. She is beginning to doubt her heroic 
potential and considering returning to Japan and her 
children, Imako and Yasu. 


Using Dr. Light in Adventures 


Now that Dr. Light is a member of the new 
Justice League Europe, any adventure which involves 
the League can also involve Dr. Light. Her scientific 
background and position as the world's foremost 
authority on light technology can also come into play 
as player heroes approach her with questions of a 
scientific nature. 




/ 


When she first started her superhero career, Kimiyo 
inherited some of the original Dr. Light's infamy in a 
kind of Criminal Past Subplot. This quickly passed 
however, as Kimiyo has made a name for herself in the 
hero community and is now considering retiring to care 
for her children (Family Subplot). 


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


Justice League Sourcebook , World in the Balance 


Appearances in DC Comics 


Adventures of Superman Annual #4 (behind the 
scenes); Blasters Spedal # 1; Crisis On Infinite 
Earths #4-7, 10, 12; Eel ip so; The Darkness Within 
#2; Green Lantern (3) #18; Invasion! #2; Justice 
League #1-4; Justice League America #54-56; 
Justice League Annual #1, 3; Justice League Europe 
#19, 30, 37-on; Justice League Europe Annual #1, 3; 
Justice League International Quarterly #7; Justice 
League Spectacular #1; The New Teen Titans Annual 
(2) #2; Suicide Squad #52; Superman (2) #76; 
Superman: The Man of Steel #20; War of the Gods 
#3-4; Who's Who ‘85 #6 Who's Who ‘91 #11 


Doctor Light IPs \Aeadqear 










Dorothy 

Spinner 


Dex: 3 

Str: 

3 

Body: 

3 

Int: 4 

Will: 

7 

Mind: 

7 

Infl: 3 

Aura: 

4 

Spirit: 

4 

Initiative: 10 


Hero Points: 

20 


•Skills: Thief (Stealth): 3 
•Powers: Force Manipulation: 15 (see below) 
•Limitations: Miscellaneous: Force Manipulation is 
usable only to conjure memories or ideas from 
Dorothy’s subconscious. 

•Advantages: Connection: Doom Patrol (High) 
•Drawbacks: Age (young); Innocent; Strange 
Appearance 

•Motivation: Upholding the Good 
•Occupation: Adventurer 
•Wealth: 2 


Powers and Abilities 


Dorothy has the unique ability to physically 
manifest ideas and images from her subconscious 
mind. Although the exact limits of Dorothy’s powers 
have yet to be measured, there is no doubt that her 
conjured constructs are potentially quite powerful. So 
far, no limits on the sort of objects or ideas she can 
manifest have been discovered, though she has yet to 
gain conscious control over her abilities. 


Dorothy’s Power 


In DC Heroes terms, Dorothy’s powers are 
represented by a twisted version of the Force 
Manipulation Power. Remember that Dorothy’s 
constructs are controlled only by her subconscious 
mind at present; she cannot summon or control them 
directly. 

Whenever Dorothy suffers any sort of stress or 
begins to take damage, she must make an Action 
Check using her Int as both the AV and the OV, her 
Will as the EV, and her Mind as the RV. If this 
Action Check earns one or more RAPs, Dorothy’s 
powers begin to manifest themselves. At this point, 
the GM determines the exact image that is pulled 
from Dorothy’s subconscious and allots Dorothy’s 1 5 
APs of Power between any Attributes, Skills, or 


Powers necessary to simulate the image in DC 
Heroes terms. For instance, when Dorothy is scared, 
the GM might decide that she summons forth a 
horrible “spider-beast” that she dreamed about as a 
child. The beast might have a Dex of 4, a Str of 4, a 
Body of 4, 2 APs of Claws, and 1 AP of Cling (15 
APs total). When her powers manifest themselves in 
this fashion, Dorothy’s mind races, meaning the 
image summoned might totally change in a single 
phase. “Killing” one of Dorothy’s images inflicts no 
harm upon her; it only dispels the image killed, 
though Dorothy’s mind will replace the image with 
another during the next phase. Note that nothing 
prevents Dorothy’s summoned images from harming 
her friends or even herself. In fact, the images often 
seem to prefer such targets, perhaps due to Dorothy’s 
neurotic “self-loathing.” 

To bring the images back under control and stop 
her powers from manifesting themselves, Dorothy 
must succeed at another Action Check using her Int 
as the AV and OV, her Will as the EV, and her 
Mind as the RV. Since bringing the powers under 
control is a Difficult Action, both the OV and RV of 
such an Action Check receive a +2 Column Shift 
penalty. Dorothy can attempt to bring her powers 
under control once per phase, though doing so counts 
as her Dice Action. 


Dorothy and the Materioptikon 


While she was living in the Doom Patrol’s 
“Secret Sanctuary” headquarters, Dorothy’s powers 
were inexplicably enhanced due to the proximity of 
the Materioptikon, a weapon the old Justice League 
of America captured from a villain known as Doctor 
Destiny. As long as she was in the same building 
with the Materioptikon, Dorothy’s APs of “Force 
Manipulation” were increased to 25. 


Dorothy’s Appearance 


Dorothy’s Strange Appearance is much less 
severe than the standard Drawback described in the 
Character Handbook. Because of her appearance, 
any Character Interaction attempt Dorothy makes is 
automatically considered Challenging (+1 Column 
Shift to the OV/RV) unless she is well-acquainted 
with her target. Furthermore, for the purposes of 
Character Interaction, the average Character is 
Suspicious of Dorothy when they first meet. 









Personality/Role-playing 


Due to the fact that her parents tried to isolate 
her from society because of her unusual appearance, 
Dorothy is shy and reserved. When she is around 
those with whom she is truly comfortable, however, 
her defenses sometimes come down and the 
bubbling, fun-loving personality of a typical child 
comes to the surface. 

Dorothy hopes to eventually gain control over 
her powers so she can function as an active member 
of the Doom Patrol. 


Using Dorothy Spinner in Adventures 


Although she is useless as an ally, subjecting the 
player heroes to Dorothy’s out-of-control powers and 
allowing them to tour the mind of a frightened child 


might prove interesting. Perhaps the heroes must visit 
Doom Patrol headquarters for assistance and 
accidentally set off Dorothy’s powers as they enter. 
Note that proximity to any sort of hero with mental 
powers might increase Dorothy’s abilities in the same 
fashion as the Materioptikon. 


Subplots 


Dorothy’s strange powers are a frequent source 
of Power Complication Subplots. 


Appearances in DC Comics 


Doom Patrol (2) #14, 18, 23, 25-27, 31, 33, 34 
(behind the scenes), 35-37, 39, 43-44 , 46, 51, 55, 57- 
62, 64; Invasion! #3 (behind the scenes); Who's Who 
‘91 #10 




normal BE O at root 


C 


Dorothy Spin tier’s Skull 

















































































Elasti-Girl 

deceased 


Dex: 6 

Str: 

4 

Body: 

6 

Int: 5 

Will: 

6 

Mind: 

5 

Infl: 5 

Aura: 

3 

Spirit: 

3 

Initiative: 

16 

Hero Points: 

55 


•Powers: Growth: 12. Shrinking: 12 
•Skills: Artist (Actor): 7, Charisma (Persuasion): 5 
•Bonuses: Growth can be used to enlarge specific 
parts of Elasti-Girl's body (see”Elasti-Girrs Strange 
Powers” below). 

•Limitations: Elasti-Girl's Str and mass are reduced 
by 1 AP for every 3 APs of Shrinking she engages- 
•Advantages: Attractive; Connections: Doom Patrol 
(High), Hollywood (Low); Scholar (tailoring) 
•Drawbacks: Public Identity; Miscellaneous: The 
process that gave Elasti-Girl her powers also 
radically shortened her lifespan. 

•Alter Ego: Rita Farr-Dayton 
•Motivation: Unwanted Power 
•Occupation: Actress 
•Wealth: 7 


Powers and Abilities 


The strange volcanic gases that Rita inhaled 
granted her the power to dramatically increase and 
reduce her size. She could Grow to over 40 feet in 
height, gaining sufficient mass and strength to lift a 
small building and crush solid steel. Rita could also 
Shrink to less than an inch tall. 

In addition to her Powers, Rita was a well- 
known actress (ArtistVActor), and a master seamstress 
(Scholar/tailoring). 


Elasti-Girl's Strange Powers 


When Rita Farr regained consciousness after she 
fell in the river, she had no control over her Powers; 
she would shrink and grow at random. To represent 
this in game terms, add the following Limitations to 
her Growth and Shrinking Powers: Minor Power 
Burnout; Miscellaneous: Whenever Elasti-Girl rolls a 
natural "2” on any Dice Action, her Shrinking Power 
activates. Roll a die to determine how many APs of 
Shrinking she activates. If Elasti-Girl rolls a natural 
”20," her Growth Power activates, also at a random 
AP level (roll a die). These random activations of her 


Powers last until she can retreat from any stressful 
situation (like combat) and concentrate for at least 4 
APs (1 minute) of time. 

Once Elasti-Girl gained better control of her 
Powers, she learned to enlarge individual parts of her 
body. This allowed her to perform a number of 
Power stunts by Growing certain parts of her body, 
including: 

•Legs: By lengthening her legs, Elasti-Girl can run at 
speeds of up to 60 miles per hour (6 APs). 

•Arms and Shoulders: Enlarging her arms and 
upper body allowed Elasti-Girl to strike powerful 
blows in combat and lift great weights (Str: 6). 
•Fingernails: Elongating her fingernails granted Rita 
the Claws Power rated at 6 APs. 

•Miscellaneous: By distorting and enlarging various 
parts of her body, Elasti-Girl could gain the 
equivalent of 3 APs of Stretching. 

Note that all of the above stunts were performed 
using the Growth Power, so Rita could not use them 
in combination with Growth, and could only use one 
stunt at a time. 


Personality/Role-playing 


Rita Farr was a starry-eyed young actress thrust 
into the bizarre world of the Doom Patrol by a quirk 
of fate. Her comparatively normal appearance and 
powers set her apart from the rest of the team, but it 
never affected her performance or dedication. 

The tragic loss of Rita’s dream career in 
hollywood sometimes surfaced in bouts of 
depression. In spite of her beautiful features, she 
considered herself a ’’freak." 


Using Elasti-Girl in Adventures 


Elasti-Girl was a very active member of the 
original Doom Patrol, so she could be involved in 
any adventure set in that team’s era (the sixties), 
especially if it involved the bizarre or the 
supernatural. Her formidable Powers and bravery 
always put her in the forefront of any battles the 
Doom Patrol fought, making her an ideal Player 
Character for action-based adventures. 


Subplots 


As the only female member of the original Doom 
Patrol, Rita was naturally involved in a number of 














Appearances in DC Comics 


Romance Subplots. She was initially attracted to 
Larry Trainor (Negative Man), although she 
eventually fell in love with and married billionaire 
Steve Dayton (Mento). 

Rita and Steve adopted the orphan Garfield 
Logan, who would later become the New Titan 
known as Changeling. Also, Rita continued her 
involvement with the Doom Patrol even though Steve 
despised them (Family Subplots). 

Late in her career, it was discovered that the 
accident that the mysterious vapors that granted Rita her 
powers also shortened her lifespan (Power Complication 
Subplot). Unfortunately, she died in action before the 
Chief could discover a cure for her condition. 


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

Pre-Crisis: The Brave and The Bold #65; 
Challengers of the Unknown (I) #48; Doom Patrol 
(I) #86-121; My Greatest Adventure #80-85; Teen 
Titans #6; Who’s Who l 85 #7 

Current: Doom Patrol (2) #/ (corpse), 57; Secret 
Origins Annual #1 (flashback); Teen Titans Spotlight 
#9; Who’s Who ( 91 #12 



25 ' 

















Element Girl 

deceased 


Dex: 3 

Str: 

6 Body: 

6 

Int: 5 

Will: 

4 Mind: 

4 

Infl: 2 

Aura: 

2 Spirit: 

2 

Initiative: 

12 

Hero Points: 

0 


•Powers: Molecular Chameleon: 2, Omni-Arm: 2, 
Self'Manipulation: 2 

•Skills: Detective: 4, Martial Artist: 5, Thief: 5, 
Vehicles: 3, Weaponry: 3 

•Drawbacks: Guilt (see below); Strange Appearance; 
Fatal Vulnerability to the strange meteor that gave 
Urania her powers (range of 2 APs). 

•Alter Ego: Urania Blackwell 
•Motivation: Seeking Justice 
•Occupation: Former government agent 
•Wealth: 4 
•Equipment: 

Mask [Body: 1 ] 

Element Girl’s mask covers her face and cancels out 
the effects of her Strange Appearance Drawback. 
Noticing that the mask is artificial while observing 
Element Girl is an Extreme Perception Check 
(OV/RV of 8/8). 


Powers and Abilities 


Like Metamorpho, Element Girl had the power 
to transform her body into any element or compound 
found in the human body. She could also bend her 
body into a wide variety of different forms and exert 
strength capable of crushing concrete. 


Element Girl in Her Prime 


After she was deserted by Metamorpho and the 
top secret government agency that employed her, 
Element Girl became listless and unmotivated. 
During this time, she acquired a variant of the Guilt 
Drawback that gradually drained away all her 
acquired Hero Points and atrophied her Powers and 
Abilities. In her prime. Element Girl had the 
following statistics: 


Element Girl (old version) 


Dex: 5 

Str: 

8 

Body: 

9 

Int: 5 

Will: 

4 

Mind: 

4 

Infl: 5 

Aura: 

5 

Spirit: 

6 

Initiative: 

17 

Hero Points: 

40 


•Powers: Molecular Chameleon: 9, Omni-Arm: 6, 
Self-Manipulation: 12 

•Skills: Detective: 4, Martial Artist: 5, Thief: 5, 
Vehicles: 3, Weaponry: 3 

•Drawbacks: Strange Appearance; Fatal 
Vulnerability to the strange meteor that gave 
Urania her powers (range of 2 APs). 

•Alter Ego: Urania Blackwell 
•Motivation: Seeking Justice 
•Occupation: Former government agent 
•Wealth: 6 


Molecular Transformation 


Element Girl easily transformed her body into 
just about any element or compound she imagined. 
When she assumed solid form, her Str and Body 
were immediately raised to an AP level equal to the 
Body of the substance mimicked. When she assumed 
gaseous or liquid form, she was treated as though she 
was using the Dispersal Power at an AP level equal 
to her APs of Molecular Chameleon. Some of the 
forms Element Girl commonly assumed included: 

•Anesthetic Gas [attacks everyone within a volume 
of 9 APs with an AV/EV of 8/8, rolled against the 
target’s B#dy/Body] 

•Case-Hardened Steel [raised Element Girl’s Str 
and B#dy to 12] 

•Fog [acts as a Fog cloud rated at 9 APs] 

•Lodestone [raised Element Girl’s Str to 9 and 
allowed her to function as a magnet with the 
Magnetic Control Power rated at 8 APs] 

•Water [allowed Element Girl to pour through cracks 
and openings and travel through sewer systems at a 
rate of 9 APs] 

Note that Element Girl could assume all of these 
sample forms only when she was in prime condition. 


The “Agency” 


While she was active, the top secret M agency ,r 
that employed Element Girl boasted more than one 
hundred operatives and had a Wealth rating of 13. 


Personality/Role-playing 


When she began her career. Element Girl was 
the archetypical dashing, headstrong secret agent. 
Perhaps her only flaw was the over-developed sense 
of patriotism that gave her such blind faith in the 













“agency” and led her to volunteer for the Element 
Girl Experiment in the first place. 

After the agency’s mission changed with the end of 
the cold war and Element Girl’s stint with the organization 
ended, Urania became a broken woman. Abandoned by 
the one thing she truly trusted, she was forced to change 
her view of the entire world. By the end of her life, she 
was little more than a meek hermit sometimes attempting 
to relive the thrill of her “glory days” and sometimes 
hying to find a way to end her own life. 


Using Element Girl in Adventures 


During her prime. Element Girl was an operative 
of the US Government and might have been 
encountered during any adventure in which the 
government had an interest. In such a case, she might 
have helped the player heroes battle a menace that 
threatened national security, or she might have 
worked against the heroes to insure that an important 
weapon or piece of information found its way into 
government hands. 


Later in her life, during her “hermit” era. 
Element Girl might have been encountered by a 
group of player heroes looking for information about 
one of her old cases. Although she was difficult to 
track down and convincing her to reveal information 
wasn’t easy, she still had many pieces of important 
information at her disposal right up until her death. 


Subplots 


Element Girl’s Strange Appearance Drawback 
drew her into several Power Complication Subplots. 


Appearances in DC Comics 


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

Pre-Crisis: A letamorpho #10-17 

Current: Sandman (2) #20; Who's Who ‘91 #10 
















































































Firehawk 


Dex: 5 

Str: 

7 

Body: 

8 

Int: 5 

Will: 

6 

Min*: 

5 

Infl: 5 

Aura: 

4 

Spirit: 

5 

Initiative: 

15 

Hero Points: 

40 


•Powers: Dispersal: 9, Flame Control: 10, Flight: 9, 
Flame Being: 12, Flame Project: 12, Sealed 
Systems: 3 

•Advantages: Connections: Firestorm (High), U.S. 
Government (Low), Vandemeer Institute of Meta- 
Human Studies (High); Insta-Change; Scholar 
(political science) 

•Drawbacks: Secret Identity 
•Alter Ego: Lorraine Reilly 
•Motivation: Responsibility of Power 
•Occupation: Administrative Assistant 
•Wealth: 5 


Powers and Abilities 


Martin Hewett’s experiment endowed Lorraine 
Reilly with power over heat and flames at a 
molecular level. As Firehawk, she can generate fire 
hot enough to melt steel, and she can control existing 
Fames, making them more intense or extinguishing 
them at will (Flame Project, Flame Control). 

When Lorraine becomes Firehawk, she manifests 
large wings of orange flames. These wings, combined 
with her control of heat, allow her to Fly faster than 
sound. She has Pushed this Power in the past to 
briefly achieve escape velocity (15 APs), but the 
strain knocked her unconscious. 

Firehawk has a blue fire surrounding her wrists, 
calves, and hair. This fire, which can be expanded to 
shield her entire body, protects her with intense heat. 
This fiery aura burns anything that touches her, and 
grants her invulnerability from other fire-based attack 
forms (Flame Being). 

If Firehawk intensifies this aura, she can 
Disperse herself until she actually becomes fire. In 
this form she can walk through solid objects. 

The experiment also toughened Lorraine's body, 
making her about 16 times as strong as she was 
originally and allowing her to resist attacks from 
small-caliber firearms (Body). 


The Captains of Industry 


The Captains of Industry is a minor super-hero 
team operated by the Vandemeer Institute of Meta- 


Human Studies. Even though she was originally 
blackmailed into joining them, Firehawk still 
operates with the Captains from time to time. 

Two other members of the Captains are Catalyst, 
a ’'Living Pharmacopoeia'' who can generate any 
drug by excreting it through his skin, and Maser, an 
optimistic young hero with the power to turn himself 
into electromagnetic radiation. 


Catalyst 


Dex: 3 

Str: 

2 Bo»y: 

3 

Int: 5 

Will: 

2 Min»: 

3 

Infl: 3 

Aura: 

2 Spirit: 

2 

Initiative: 

11 

Hero Poin ts: 

10 


•Powers: Poison Touch: 7, Systemic Antidote: 3 


•Bonuses: Catalyst can use his Poison Touch Power 
to generate any drug from a simple sedative to 
crack cocaine. His APs of Poison Touch can 
therefore mimic certain effects of the following 
Powers: Acid, Broadcast Empath, Hypnotism, 
Mind Blast, Phobia, Sensory Block, and 
Suspension. Note that in all cases the AV of these 
attacks is Dex, since Catalyst must touch his target 
for the drug to take effect. 

•Advantages: Connections: Vandemeer Institute of 
Meta-Human Studies (Low), Krieg Pharmaceutical 
(High) 

•Drawbacks: Serious Irrational Attraction to drugs 

•Alter Ego: Unrevealed 

•Motivation: Mercenary 

•Occupation: Hero 

•Wealth: 5 

•Equipment: 

COSTUME [Body: 7, Sealed Systems: 7, R#: 3] 


Maser 


Dex: 5 

Str: 

4 Body: 

5 

Int: 2 

Will: 

9 Mind: 

5 

Infl: 3 

Aura: 

5 Spirit: 

4 

Initiative: 

10 

Hero Points: 

25 


•Powers: Dispersal: 15, Energy Blast: 7, Energy 
Absorption: 7, Flight: 29, Magnetic Control: 10, 
Radar Sense: 5, Sonar: 4, Thermal Vision: 7, Ultra 
Vision: 7, X-Ray Vision: 5 

•Bonus: Magnetic Control may be used to achieve 
flight if there are ferrous objects within 5 APs. 

•Limitations: Flight Power may only be used when 
Dispersed; All of Maser’s Power AP ratings are 
lowered by 3 APs and they acquire the Catastrophic 
Power Burnout Limitation if he is not wearing his 
Neural Amplifier Headband (see below). 

•Advantages: Attractive; Connection: Vandemeer 
Institute of Meta-Human Studies (Low) 











•Drawbacks: Innocent; Public Identity 
•Alter Ego: Harold Lawrence Jordan 
•Motivation: Responsibility of Power 
•Occupation: Hero 
•Wealth: 5 
•Equipment: 

Neural Amplifier Headband [Body: 5, R#: 3| 
GLOVES [Body: 2, Heat Vision: 13, R#: 3| The 
gloves contain micro-shards of ruby crystal and 
focus Maser's powers to generate lasers. 
Limitation: The Heat Vision Power may only be 
used by Maser or someone with similar powers. 


Personality/Role-playing 


Lorraine Reilly is a smart, brave, and outspoken 
woman who never compromises her ideals. She has 
faced off with Firestorm on more than one occasion, 
knowing full well that he is much more powerful than 
she is, because she felt that he was acting like a 
"man;" thinking with his fists instead of his head. 

Firehawk is short on patience, and will quickly 
cut through to the heart of any discussion or 
argument. She always prefers action to inaction, 
although she’s usually willing to compromise if the 
negotiations are quick (and they go her way). 


Using Firehawk in Adventures 


During Firestorm's early career, Firehawk would 
most often be found flying beside him, aiding him in 
his fight against crime. 

Since Firestorm became a fully-realized 
elemental, Firehawk has operated on her own. She 
currently patrols the city of Pittsburgh on a semi¬ 
regular basis. Any adventures that take place in or 
pass by that city might involve Firehawk, with or 
without the other Captains of Industry. 


Subplots 


Firehawk is involved in a long-running Romance 
Subplot with Ron Raymond (Firestorm). His ever- 
changing powers and moods have been trying for 
both of them, but now that he is free of Firestorm, 
their relationship has become more solid than ever. 

Lorraine’s career as Firehawk often interferes 
with her private life. It took a long time for her to 
"train" Firestorm to not refer to her as "Firehawk" 
when she was in her Secret Identity. James Finch, 
CEO of Vandemeer Steel, used his knowledge of 
Firehawk's identity to blackmail her into protecting 
his company from Firestorm. 


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 H5, 8-10, 12; 
The Fury of Firestorm HI-2, 5-6, 13-15, 17-18 , 20- 
28, 31, 36, 42 The Fury of Firestorm Annual HI; 
Who's Who l 85H8 

Current: Blasters Special HI; Firestorm (2) H94, 98- 
100; Firestorm Annual H5; Firestorm, the Nuclear 
Man H76-77, 80-82, 86-89; Hawkworld (2) HI3; 
Star man H5; Suicide Squad H58; War of the Gods H2- 
4; Who's Who VI H9 











































Firestorm 


Dex: 

7 

Str: 

9 

Body: 

12 

Int: 

9 

Will: 

8 

Mind: 

8 

Infl: 

10 

Aura: 

12 

Spirit: 

9 

Initiative: 


26 

Hero Points: 

110 


•Powers: Awareness: 9, Density Increase: 8, Dispersal: 16. 
Energy Absorption: 11, Flame Being: 15, Flame Control: 
16, Flame Project: 20, Flash: 15, Flight: 30, Gravity 
Decrease: 5 Gravity Increase: 5, Growth: 13, Heat 
Vision: 15, Invulnerability: 14, Matter Manipulation: 18, 
Regeneration: 10, Sealed Systems: 25, Teleportation: 25 

•Skills: Scientist: 8 

•Limitations: Power Restrictions: Firestorm can only 
Teleport to open flames; Firestorm can only use a 
maximum of 15 APs of Flight unless he is Dispersed and 
in outer space; Firestorm’s Powers have no direct effect 
on other elementals. 

•Advantages: Connections: Firehawk (High), Vandemeer 
Institute for Metahuman Studies (Low), Soyuz (Low), 
Maya (Low), Captain Atom (Low), the Orishas (Low); 
Scholar (physics) 

•Drawbacks: Miscellaneous; Firestorm has sworn not to 
use his Matter Manipulation Power, due to its 
destabilizing effects on the environment. 

•Alter Ego: Martin Stein 

•Motivation: Responsibility of Power 

•Occupation: Elemental 


Powers and Abilities 


As Earth's fire elemental, Firestorm has total control 
over fire and flames (Flame Control). He can also generate 
flames from his own body with sufficient heat to melt the 
super-alloy Promethium, and can cover himself in flames to 
protect himself from harm (Flame Project, Flame Being). 
By absorbing all of the lire for miles around into himself, 
he can Grow to enormous proportions. 

Firestorm also maintains his former control over 
matter, allowing him to reshape it into any form he desires 
through concentration (Matter Manipulation). This ability 
also allows him to absorb and neutralize all forms of 
energy (Energy Absorption). 

Firestorm can cause the molecules of his body to 
become denser, granting him greater strength and durability 
(Density Increase), or he can actually become energy by 
Dispersing his molecules entirely. In this "energy form’ 1 he 
can fly through space at light speed, and he no longer 
requires air to breathe (Flight, Sealed Systems). 

Through his connection to the Earth, Firestorm gains 
insight into cosmic events, especially those that threaten the 
environment (Awareness). This mystical nature also makes 
him nearly impossible to kill (Invulnerability). He also has 
the ability to instantly Teleport to any open flame on Earth 


The Original Firestorm 


When Raymond and Stein first became Firestorm, 
they gained the power to rearrange matter and energy. 


Although Raymond maintained control of Firestorm, 
Stein’s mind remained active, and could offer Raymond 
advice (Use the Mental Attributes listed below when 
Firestorm suffers a Mental Attack, but use Stein's 
Attributes for problem-solving). 

Late in the career of the original Firestorm, he would 
suffer periodic "attacks, 1 ' where he would have to maintain 
intense concentration or split into Raymond and Stein. This 
is represented in game terms by his Minor Psychological 
Instability: whenever Firestorm rolls a natural , ’2 J ,, he 
would suffer an ’'attack.’' During the next 2 APs of time. 
Firestorm must roll an Action Check against OV/RVs of 
8/8, using his Will/Will as the AV/OV. Failure indicates 
that Firestorm immediately splits into Raymond and Stein. 


Firestorm, the Nuclear Man 


Dex: 

7 

Str: 

8 Body: 

10 

Int: 

4 

Will: 

5 Mind: 

5 

Infl: 

6 

Aura: 

5 Spirit: 

5 

Initiative: 


17 

Hero Points: 

70 


•Powers: Dispersal: 9, Energy Absorption: 6, Energy Blast: 
I 1, Flight: 15, Heat Vision: 8, Matter Manipulation: 11, 
Radar Sense: 10, Regeneration: 4, Sealed Systems: 15, 
Thermal Vision: 6, Ultra Vision: 6 
•Limitations: Power Restriction: Firestorm cannot use his 
Energy Blast or Matter Manipulation while Dispersed. 
•Advantages: Connections: Justice League of America 
(High), Vandemeer University (High); Insta-Change 
•Drawbacks: Minor Psychological Instability (late in the 
career of first Firestorm only); Secret Identity; 
Miscellaneous: Firestorm is a composite creature that is 
formed when Raymond and Stein merge together. 

•Alter Egos: Ronnie Raymond & Martin Stein 
•Motivation: Upholding the Good 
•Equipment: 

JLA Signal Device [Body: 3, Telepathy: 25] Limitation: 
The Device’s Telepathy represents the range of its signal. 


Ronnie Raymond 


Dex: 

4 

Str: 

4 Body: 

4 

Int: 

4 

Will: 

5 Mind: 

5 

Infl: 

6 

Aura: 

5 Spirit: 

5 

Initiative: 


14 

Hero Points: 

20 


•Skills: Acrobatics: 2 
•Occupation: Student 
•Wealth: 3 


Martin Stein 


Dex; 

2 

Str: 

2 Body: 

3 

Int: 

8 

Will: 

5 Mind: 

6 

Infl: 

4 

Aura: 

4 Spirit: 

4 

Initiative: 


14 

Hero Points: 

20 


•Skills: Scientist: 8 

•Advantages: Connection: Scientific Community (High); 

Scholar (physics) 

•Occupation: Professor 
•Wealth: 5 


Firestorm Reborn 


During his battle with the Soviet hero Pozhar, 









Firestorm suffered one of his "attacks," and split. Stein 
collapsed, and Raymond and Pozhar merged to form a new 
Firestorm when they were hit with a nuclear missile (see 
"Firestorm, the Nuclear Man" above for his Attributes and 
Powers). This Firestorm had a mind of his own, but 
required Raymond and Arkadin to merge. 


Mikhaii. Dfnisoyttch Arkadin 


Dfx: 

5 

Str: 

4 B*dy: 

4 

Int: 

4 

Will: 

5 Mind: 

4 

Infl: 

3 

Aura: 

4 Spirit: 

4 

Initiative: 


12 

Hero Points: 

15 


•Advantages: Connection: Soyuz (Low) 

•Drawbacks: Married 

•Alter Ego: Pozhar 

•Occupation: Hero 

•Wealth: 3 


Earth's Fire Elemental 


In the wake of the massive alien invasion of Earth 
masterminded by the Dominators, Firestorm learned that he 
was in fact Earth's fire elemental. Raymond and Arkadin 
were completely submerged into Firestorm's consciousness 
as he took his place among Earth's mystical protectors. 

During this period, Firestorm had strong ties that 
linked him to the Earth. In game terms, he had a Fatal 
Vulnerability to leaving the Earth. In addition, his Flight 
was rated at 15 APs, and he lacked Sealed Systems and the 
Scientist Skill. In all other respects, his Powers and 
Attributes matched those of the current Firestorm. 


Personality/Role-playing 


In his original incarnation. Firestorm was an 
impulsive, happy-go-lucky hero. If not for Professor Stein's 
constant advice, he would have been defeated long ago. 
Despite his jovial attitude. Firestorm was a true hero. 

When Firestorm first gained his own "consciousness," 
he was cold and impassive. He would do whatever was 
asked of him without question. In a matter of weeks, he 
gained a personality, but he remained innocent and 
somewhat confused. By the time he had learned that he was 
an elemental, Firestorm decided to stop trying to analyzx 
every situation, and merely acted on his feelings. 

Now that Stein has become the "true" Firestorm, he 
has gained access to all the memories of Firestorm, and has 
come to terms with his elemental nature. Stein is not only a 
highly intelligent scientist, but a brave hero as well. 


Using Firestorm in Adventures 


In his "Nuclear Man" phase, Firestorm was a member 
of the original Justice League of America. He can be used 
in any adventures involving that team. 

Since Firestorm has become Earth's fire elemental, he 
has distanced himself from other heroes, preferring to work 


alone. He tends to deal with problems involving the 
environment, but will never ignore a call for help. 
Firestorm can even act as an opponent to Player Characters 
if they become involved with institutions that are engaged 
in environmentally damaging pursuits. 

In any of his forms. Firestorm is a tremendously 
powerful character, and care should be taken when using 
him in an adventure. Especially in his current form, 
Firestorm is best used as an NPC. 


Subplots 


While Ron Raymond was a part of Firestorm, his 
family had to deal with his constant disappearances and 
emotional outbursts. By the time he was freed of Firestorm, 
they were on the brink of disowning him, but have since 
reconciled their differences (Family Subplot). 

Firestorm's gradual upscaling in power eventually led 
to his becoming the true fire elemental he was always 
meant to be (Power Complication Subplot). 


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


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


Appearances in DC Comics 


*Note: Pre-Crisis appearances are n*t part of present continuity. 

Firestorm (pre-Crisis): Action Comics #546; All-Star Squadron 
#14-15, 54; The Brave and The Bold #172; Crisis On Infinite 
Earths #1-5, 7-10, 12; DC Comics Presents #17, 45, 90; Firestorm 
(1) #1-5; The Flash (1) #289-299, 301-304, 323, 327-329; The 
Fury of Firestorm #1-41; The Fury of Firestorm Annual #1-3; 
Green Lantern (2) #139; Justice League of America #179-180, 
183-185, 189-190, 192-193, 195-197, 200, 203-205, 207-209, 217, 
219-224, 228-230, 232 Justice League of America Annual #1-3; 
The Phantom Zone #2 Sc 4 (both behind the scenes); Supergirl (2) 
#20; mo’s Who c 85 #8; Wonder Woman (1) #300; World’s Finest 
Comics #281, 300, 302 

Firestorm I (current): Action Comics #650 (flashback); 
Armageddon: Inferno #1, 4; Blue Devil #23; Captain Atom (3) #2, 
5, 49 (flashback); Firestorm (2) #100; Firestorm Annual #5; The 
Fury of Firestorm #43-64; The Fury of Firestorm Annual #4; 
Legends #1-2; Secret Origins (3) #4; War of the Gods #1-2, 4 

Firestorm II (current): Adventures of Superman #449; Blasters 
Special #1; Captain Atom (3) #11; Firestorm Annual #5; 
Firestorm, the Nuclear Man #65-85; Invasion! #2-3; Justice 
League International #9-10, 24 Millennium #1, 4-8; Starman #5; 
Suicide Squad #9; Who’s Who 88 #1; Wonder Wommn (2) #13 

Firestorm III (current): Checkmate! #18; Firestorm (2) #93-/00; 
Firestorm, the Nuclear Man #85-92; Suicide Squad #29-30; 
Swamp Thing Annual #5 

Firestorm IV (current): Firestorm (2) #100; War of the Gods #1- 
2, 4; Who’s Who ‘91 #10 














Flash II 


deceased 


Dex: 7 

Str: 

4 

Body: 

7 

Int: 6 

Will: 

9 

Mind: 

6 

Infl: 6 

Aura: 

5 

Spirit: 

8 

Initiative: 

46 

Hero Points: 

120 


•Powers: Air Control: 14, Dimension Travel: 8, 
Dispersal: 12, Superspeed: 25 
•Skills: Detective: 5, Gadgetry: 4, Scientist: 6 
•Limitations: Miscellaneous: All other Powers only 
work while Superspeed is in effect. Power 
Restrictions: Air Control cannot be used to fly; 
Dimension Travel may only be used for Travel. 
•Advantages: Area Knowledge (Central City); 
Connection: Justice League of America (High); 
Lightning Reflexes 
•Drawbacks: Secret Identity 
•Alter Ego: Barry Henry Allen 
•Motivation: Upholding the Good 
•Occupation: Police Scientist 
•Wealth: 5 
•Equipment: 

COSTUME STORAGE RING [Body: 1, Shrinking: 
10, R#: 2] Limitation: Shrinking only works on the 
Flash's costume. 

JLA SIGNAL DEVICE [Body: 3, Telepathy: 25| 
The Flash’s Signal is incorporated into the lightning 
symbol on his costume. Limitation: The Device's 
Telepathy Power represents the range of its signal. 
COSMIC TREADMILL [Body: 8, Time Travel: *, 
R#: 3] *The Treadmill’s APs of Time Travel are 
equal to double the user's APs of Superspeed. 
Limitation: The Treadmill can only be used by 
Characters possessing Superspeed and control over 
their body's vibrations (Dimension Travel and/or 
Dispersal). 


Powers and Abilities 


Barry Allen's speed and reflexes were heightened 
to a level 7.5 million times that of a normal human. 
He could casually run at over 15,000 miles per 
second, and routinely pushed his speed to that of light 
itself! In addition to granting him swift movement, 
Flash's Power of Superspeed also allowed him to 
perform tasks that would normally take years in mere 
seconds. 

By running in tight circles, Flash could control 
the flow of air to create tornadoes or a vacuum. By 
spinning his arms like a fan, he could generate 
powerful gusts of wind to blow down opponents. 


The Flash had complete control over the 
vibrations of his atoms. With concentration, he could 
pass through solid matter (Dispersal) and even travel 
to other dimensions (Dimension Travel), simply by 
carefully attuning his atomic vibrations to those of 
his destination. 

In his capacity as a police scientist, Barry 
possessed many useful Skills. He was trained in 
police procedure and law, as well as fingerprinting, 
blood testing, and clue analysis (Detective). Barry 
was also an accomplished inventor (Gadgetry). His 
creations included his collapsible costume and 
storage ring, as well as the Cosmic Treadmill, which 
allowed him to travel through time. 


The Fastest Man Alive 


The Flash's amazing speed allowed him to 
perform a number of stunts, including: 

•Running: The Flash could travel at a speed of 25 
APs. This incredible velocity allowed him to run 
across the surface of water as if it were solid, or up 
and down vertical walls. Additionally, he could 
reach the speed of light (29 APs) if he Pushed his 
Superspeed (see the Rules Manual , pages 10-11). 
•Super-Speed: The Flash was so fast that he could 
accomplish tasks in a tiny fraction of the time a 
normal human would need. He could subtract his 
APs of Superspeed from the time (in APs) 
necessary to perform any task. 

•Creating Whirlwinds: By running in a circle at 
super-speed, Flash could create a powerful 
whirlwind. This effect was treated as the Air 
Control Power, allowing him to attack opponents 
with gusts of wind, move a volume of air, or even 
create a vacuum (see p. 32 of the Character 
Handbook f or more details). 

•Multi-Take-Away: A favorite tactic Flash used 
against thugs was to zip around in their midst and 
snatch all their guns away. This was treated as a 
combination Multi-Attack and Take-Away, but 
because Flash used this maneuver so often, he 
received a special -1 Column Shift modifier to the 
OV and RV. 


Personality/Role-playing 


The Flash was a true hero in every sense of the 
word. He was a loyal friend and teammate, and an 
upstanding citizen. Barry would never consider 
working outside the law, which sometimes put him at 
odds with "vigilantes" like Batman. 










Although he considered his fight against 
injustice to be very important, Barry placed an equal 
value on his personal life. His friends and loved ones 
never took a back seat to his career as a hero. 

The constant tragedies in Barry's life did little to 
blunt his resolve. Even though he suffered the loss of 
his wife and public humiliation, he selflessly 
continued to fight crime and protect the innocent. In 
the end, he willingly sacrificed himself to save the 
Earth without a moment's hesitation. 


Background Update 


Barry Allen recently turned up alive and well in 
Keystone City. Much of his memory is faded, but he 
recalls that he was revived by energies released 
during a fight between Wally West and the new Dr. 
Alchemy. Whether he is truly Barry Allen returned to 
life, and whether he will stay permanently or fade out 
of existence, remain to be seen. 


Using the Flash in Adventures 


The Flash was a founding member of the Justice 
League of America, and remained an active member 
until his death. He might be encountered during any 
adventure set during his life, as the League was 
always monitoring the world for signs of crime. 

It is possible for the Flash to appear in a 
contemporary adventure if he uses his Cosmic 
Treadmill to travel to the present. His re-appearance 
would likely cause a stir, especially if the new Flash 
(Wally West) is involved. Care must be taken, 
however, to make sure that the Flash returns to his 
rightful time, or history could be changed for the 
worse (Creating an interesting moral dilemma for 
Characters who are aware of his final fate). 

The Flash can also be used in adventures set in 
the 30th century, since he spent a month there with 
his wife Iris before being kidnapped by the Anti- 
Monitor. During this time, he can be involved in all 
kinds of adventures, possibly even teaming up with 
the Legion of Super-Heroes. 


Subplots 


The Flash had accumulated a large "Rogue’s 
Gallery" of villains over the years, including Captain 
Cold, Gorilla Grodd, Mirror Master, Trickster, and 
the Weather Wizard. However, his most persistent 
(and evil) opponent was Professor Zoom, the 
Reverse-Flash (Enemies Subplots). 


In a tragic Romance Subplot, Barry married his 
sweetheart Iris, only to see her killed by Professor 
Zoom. She was later returned to life by her 30th 
century parents. Barry got to spend a few happy 
weeks with her, and then died stopping the Anti- 
Monitor's plans to destroy Earth. 

When he was charged with the murder of 
Professor Zoom, Barry had to suffer through a 
harrowing trial before he was acquitted (Public 
Reputation Subplot). 


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


Justice League Sourcebook 


Appearances in DC Comics 


Pre-Crisis: Action Comics #314, 365-366, 429. 437, 44L 443. 
466.470, 477, 480-481, 482 (behind the scenes), 483, 514, 535, 
539, 546; Adventure Comics #123, 449, 459-466; The Adventures 
of Jerry Lewis #112; Aquaman (1) #18, 30. 55; The Atom #8; 
Batman and the Outsiders #1; Blackhawk (I) #228-230 The Brave 
and The Bold (1) #28-30, 53-54, 56, 60. 65, 67, 72, 81. 99, 125, 
151, 172, 181, 194; Crisis On Infinite Earths #2-3, 5-6, 8, 12; DC 
Comics Presents #1-2, 38, 51 (behind the scenes), 73; DC Comics 
Presents Annual #2; DC Special #27; DC Special Series #1, 6, 11; 
Detective Comics #336, 351, 449, 462; Doom Patrol (1) #104: The 
Flash (1) #105-159, 161-168, 170-177, 179-186, 188-195, 197- 
204, 206-212, 215-350; Green Lantern (2) #13, 20, 29, 43, 108, 
122, 151, 175, 180; Justice League of America #1-33, 35-38, JO- 
47, 49-50, 52-57, 59-63, 65, 69-72 , 74, 77, 80-84, 86-92, 94-100, 
101 (behind the scenes), 102-107, 108 (behind the scenes), 109- 
112, 114-127, 129-133, 135, 136 (behind the scenes), 137-144. 
147, 149-151, 153-161, 163-175, 179, 181, 183, 186-195, 198-202, 
205-206, 209-212, 219-221. 223, 231-232. 237-240; Justice 
League of America Annual #1; Limited Collectors' Edition #C-41: 
Metal Men (1) #21; Mystery In Space #75; The Phantom Zone #2; 
Red Tornado#!, 3; The Saga of Swamp Thing #24; Showcase #4, 
8, 13-14, 59, 100 Super Friends #2-3, 7-9, 23; Supergirl (2) #20: 
Superman (1) #199, 220, 312, 313 (behind the scenes), 314, 349, 
352; Supennan Family #171; Superman's Girl Friend, Lois Lane 
#74; Super-Team Family #3, 11, 15; Swing With Scooter #5; Tales 
of the Teen Titans #49; Teen Titans #1, 25, 44, 53; Who's Who ‘85 
#8; Wonder Woman (1) #212-213, 218-223, 291, 300; World’s 
Finest Comics #175, 189, 198-199, 246-247, 250 , 255, 273, 275, 
281, 287-288 

Current: Action Comics #650; Aquaman (2) #4 (flashback); 
Christmas With the Super-Heroes #2; Flash (2) #19, 62-65, 72-76 
; Flash Annual (2) #3 (Who’s Who); Flash Special #1; Infinity, 
Inc. #39 (flashback), 50 (flashback); Justice League America #44 
(flashback); Justice League Europe #16 (flashback); Justice 
League Quarterly #3, 5 (flashback); Secret Origins (3) #22 
(flashback), 27 (flashback), 30 (flashback), 32, 37 (flashback). 46. 
50 Secret Origins Annual #2, 3 (flashback); Suicide Squad #44 
(flashback); Superman: Man of Steel Annual #1 (flashback); 
Who's Who *91 #10 









G'nort 


Dex: 

5 

Str: 

2 Boiy: 12(3) 

Int: 

1 

Will: 

12 Mind: 4 

Inel: 

3 

Aura: 

2 Spirit: 3 

Initiative: 


9 

Hero Points: 35 


•Advantages: Connections: Green Lantern Corps 
(Low), Justice League International (Low) 
•Drawbacks: Serious Irrational Attraction to 
stupidity. 

•Alter Ego: G’nort Esplande Gneesmacher 
•Motivation: Nothing Better to Do 
•Occupation: Green Lantern 
•Wealth: 0 
•Equipment: 

POWER RING [Bo»y: 12, Int: 10, Comprehend 
Languages: 20, Flight: 40, Force Manipulation: 1 2, 
Recall: 20, Sealed Systems: 16, Invulnerability: 18, 
Life Sense: 40, Omni-Power: 6, 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 (a serious limitation 
indeed in the hands of a being like G'nort). 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). G'nort can only correctly form 
objects which he fully comprehends (bones, pooper 
scoopers, newspapers, etc.). 

•Locate other Green Lanterns: The Ring allows 
G'nort 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 G'nort 
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). G’nort rarely uses this ability because it 
confuses and frightens him. 


•Protect user physically and heal: This protects 
G'nort 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). G'nort also has a Body of 
12 when wearing the ring and while worn, the ring 
itself has a Bgdy equivalent to his Will (12). 
•Provide information: The ring has the ability to 
store huge amounts of information (Recall) and aid 
the user in problem-solving tasks (G'nort can 
substitute the ring’s Int for his own Int when 
making Action Checks that involve problem¬ 
solving). Apparently, G'nort has forgotten that his 
ring can do this, for he rarely solves any problems. 
•Shield the wearer: The ring can envelop the ring- 
wielder with a protective sheath of green energy 
(Skin Armor; G’nort loses 1 AP of both Force 
Manipulation and Omni-Power for each AP of Skin 
Armor he activates). Due to his extreme clumsiness 
and stupidity, G'nort has taken to keeping this 
Power up at all times (when he remembers to). 
•Understand languages: The ring allows G’nort to 
comprehend and translate virtually every spoken 
language in the universe (Comprehend Languages), 
but even the Power Ring can’t help him read. 

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 rolled-up newspaper formed with Force 
Manipulation won't strike a yellow target; the ring’s 
Sealed Systems Power is useless against yellow 
gases, etc.). 

Note: G'nort always forgets about the Ring’s 
vulnerability to yellow, and can't tell time to save his 
life. He is usually reminded to charge his ring when 
his head hits the pavement after his Flight fails. 

Power Battery (Body: 25, 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: 






Personality/Role-playing 


•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. 

•Entertainment Value: In spite of all these lofty 
requirements, G'nort has proven that a being can 
join the Corps even if he falls short on all of the 
above requirements (with the exception of 
Honesty), because the Guardians of the Universe 
realize the need for the absurd in the cosmos. 


Powers and Abilities 


G'nort's mightiest power is his ability to annoy 
his teammates to distraction. His mere presence 
among the Justice League reminds them that guys 
like Blue Beetle and Booster Gold are truly heroes of 
the finest caliber (compared to G’nort). 

Oh, and by the way, G'nort also has a Green 
Lantern Power Ring. But that's not important, is it? 


G'nort's Sidekick 


After crashing into the alley behind the Justice 
League's New York embassy, G’nort came across a 
spunky young woman with a saxophone foraging 
through garbage cans. G’nort adopted her as his 
sidekick, and dubbed her "Sax Girl.” 


Sax Girl 


Dex: 3 

Str: 

1 Body: 

2 

Int: 4 

Will: 

3 Mind: 

2 

Infl: 2 

Aura: 

3 Spirit: 

3 

Initiative: 

9 

Hero P#i.nts: 

10 


•Skills: Artist (Musician): 3 
•Advantages: Connection: G'nort (High) 
•Drawbacks: Age (young) 

•Alter Ego: Rose 
•Motivation: Thrill of Adventure 
•Occupation: Starving Artist 
•Wealth: 0 
•Equipment: 

Saxophone [Body: 3, Sonic Beam: 1, R#: 2] 


G'nort possesses one of the most powerful 
weapons in the universe, but lacks the imagination, 
willpower, or intelligence to use it effectively. What 
he does have in abundance, however, is 
determination and heart. These qualities help keep 
him going in the face of constant ridicule from other 
Green Lanterns and Justice Leaguers. 

When playing G'nort, it is important to 
remember just how stupid he really is. A good way to 
do this is to discard any good ideas you have during 
game play, and do just the opposite instead. 


Using G'nort in Adventures 


G'nort can provide comedy relief in any 
adventures involving the Justice League or the Green 
Lantern Corps. His low intelligence and ineptitude 
can also allow him to be used in adventures where 
any other GL would overpower the opposition. 


Subplots 


Mr. Nebula’s herald, the Scarlet Skier, hates 
G'nort more than anything in the universe. The Skier 
is the closest G’nort comes to having a nemesis 
(Enemies Subplot). 


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


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


Appearances in DC Comics 


Green Lantern (3) #9-13, 18, 20, 24-25, 35: Green 
Lantern Annual #1; Green Lantern Corps Quarterly 
#J-on; Guy Gardner Reborn #1: Invasion! #2-3; 
Justice League America #36, 40 (behind the scenes), 
51; Justice League Annual #4; Justice League 
International #10, 14-21 , 24; Justice League 
Quarterly #2; Mister Miracle (2) #6, 11 (behind the 
scenes), 17; Power of The Atom #9; Secret Origins 
(3) #34; Who's Who l 88#1; Who's Who ‘91 #12 











Garryn Bek 


Dex: 5 

Str: 

3 Body: 

3 

Int: 6 

Will: 

4 Mind: 

6 

Inh.: 4 

Aura: 

2 Spirit: 

2 

Initiative: 

15 

Hero Points: 

20 


•Skills: Vehicles (Space Craft): 7, Weaponry: 5 
•Advantages: Connections: Cairn Drug Lords 
(High), L.E.G.I.O.N. (High); Rich Family 
•Drawbacks: Married; Uncertainty 
•Motivation: Unwanted Power 
•Occupation: L.E.G.I.O.N. Member / Administrative 
Director 
•Wealth: 9 


Powers and Abilities 


Garryn Bek does not currently possess any 
superhuman abilities, though for a short time he did 
(see "Garryn Bek and the Emerald Eye" below). 
Though he has no powers, Bek is still a valuable 
L.E.G.I.O.N. member, and contributes his 
administrative skills and fighting abilities to the 
L.E.G.I.O.N. cause. 

Garryn Bek is a capable spacecraft pilot and 
frequently accompanies other L.E.G.I.O.N. members 
on missions in this capacity. Bek is also competent 
with weapons and can provide needed firepower 
during armed combat. 


Garryn Bek and the Emerald Eye 


For a time, Garryn Bek fell under the influence 
of the Emerald Eye, a mysterious space artifact. The 
eye developed a symbiotic relationship with Bek; the 
Eye became protective of Bek, and Bek became 
psychologically addicted to the Eye. The Eye was 
apparently guided by Bek's subconscious reactions 
and would lash out at anyone who Bek felt even 
mildly threatened by. 

Gradually the Eye began to affect Bek’s mind 
and body. Bek became paranoid, mcgalomanical, and 
eventually developed delusions of godhood. The Eye 
had the ability to transform Bek’s body, giving him 
superhuman physical characteristics. It also used this 
ability on Bek’s estranged wife Marij’n, slimming her 
from a significantly overweight woman to the peak of 
physical fitness (see Hero Team, L.E.G.I.O.N.). 


Garryn Bek (Eye influenced) 


Dex: 8 

Str: 

16 

Body: 

14 

Int: 15 

Will: 

15 

Mind: 

9 

Infl: 11 

Aura: 

9 

Spirit: 

10 

Initiative: 

34 

Hero Points: 

75 


•Powers: Garryn Bek exhibited a number of powers 
while under the influence of the Emerald eye (see 
below). 

•Skills: Vehicles (Space Craft): 7, Weaponry: 5 
•Advantages: Connections: Cairn Drug Lords 
(High), L.E.G.I.O.N. (High); Rich Family 
•Drawbacks: Catastrophic Irrational Attraction to 
the Emerald Eye; Married; Mistrust; Minor 
Psychological Instability; Serious Rage 

The Emerald Eye itself was a mystery to 
L.E.G.I.O.N. It was found by Bek aboard a derelict 
explorer ship and apparently began its symbiotic 
bond with him at that time. It would not leave him 
and would eliminate anyone Bek got mad at (which 
was eventually the entire crew of his ship). 

After altering Bek and his wife, the Eye 
accompanied them on a mission to stop the Computer 
Tyrants of Colu. The Tyrants severely beat the Eye, 
and it ran away, gradually taking the power it had 
bestowed on the Beks with it. 

The Emerald Eye displayed a wide variety of 
powers while in the company of Garryn Bek. It also 
had the special ability to "share” some of its abilities 
with Garryn Bek and his wife, similar to the Power 
Bonus Usable On Others, though the Eye still retains 
the use of its powers as well. The Emerald Eye (or one 
of the Beks) has used its Force Manipulation powers in 
many ways, though other manifestations may be 
possible as well. Some examples of Physical Powers 
that have been mimicked are: Energy Blast, Flight, 
Disintegration, Force Shield, and Sealed Systems. 


The Emerald Eye 


Dex: 13 

Str: 

22 

Body: 

16 

Int: 5 

Will: 

10 

Mind: 

12 

Infl: 8 

Initiative: 

Aura: 

28 

15 

Spirit: 

9 


•Powers: Force Manipulation: 24, Life Sense: 65, 
Reflection/Deflection: 20, Empathy: 20 
•Limitations: Power Restriction: Empathy will only 
work on the Eye’s symbiotic partner. 

•Advantages: Lightning Reflexes 

•Drawbacks: Catastrophic Irrational Attraction to 












Subplots 


protecting symbiotic relationship. 

•Note: In the past, the Emerald Eye has used its Life 
Sense power to locate its symbiotic partner and to 
determine the location of specific planets. 


Personality/Role-playing 


Garryn Bek is a hot-headed complainer. (Though he 
is often well motivated). He will take evei^ opportunity 
to complain about how things are done in the 
L.E.GTO.N. or about a personal affront to him. despite 
this abrasive behavior, Bek is extremely loyal to the 
L.E.G.I.O.N. and what it stands for. Though he whines 
about the position, he approaches his job as L.E.G.l.O.N. 
administrative director seriously and wants to succeed. 


Using Garryn Bek in Adventures 


Because Garryn Bek travels regularly with other 
L.E.G.l.O.N. core members, and because 
L.E.G.I.O.N.'s influence is spreading across much of 
the galaxy, Bek can be easily encountered by space- 
faring heroes. Due to his close ties to the group's 
nerve center, Bek can be the jumping off point for 
many space adventures, providing information on 
impending galactic troubles. 


Early in L.E.G.I.O.N.'s history, Garryn Bek 
became involved in a Family Subplot dealing with 
his drug-dealing father-in-law who was destroyed by 
the L.E.G.l.O.N., and with Bek's unwanted wife 
Marij T n who eventually joined L.E.G.l.O.N, 
Currently, Marij'n is the object of Bek T s renewed 
interest , but she is attracted to Captain Comet, 
generating considerable jealousy in Bek in an 
ongoing love triangle (Romance Subplot). 

Lately, much of Garryn's time has been occupied 
by his administrative duties in an ongoing Job 
Subplot. 


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


Atlas of the DC Universe 


Appearances in DC Comics 


Invasion! #1-2: L.E.G.l.O.N. ‘89 (et al.) #1-17. 20- 
27, 29-30, 32, 34-41, 44-50; L.E.G.l.O.N. ‘91 Annual 
#2; Who’s Who ‘91 #10 



The Emerald Eye of Ekron 











General Glory 


Dex: 8 

Str: 

5 

Body: 

7 

Int: 4 

Will: 

8 

Mind: 

9 

Jnfl: 9 

Aura: 

10 

Spirit: 

7 

Initiative: 

23 

Hero Points: 

100 


•Powers: Jumping: 2 
•Skills: Acrobatics: 6, Military Science: 2 
•Advantages: Connection: Justice League 
International (High); Gift of Gab; Insta-Change; 
Intensive Training; Iron Nerves; Lightning 
Reflexes; Luck; Popularity 
•Drawbacks: Secret Identity 
•Alter Ego: Joseph Jones 
•Motivation: Upholding the Good 
•Occupation: Good Guy 
•Wealth: 4 
•Equipment: 

Although General Glory carries no equipment, he has 
been known to employ objects, such as trash can 
lids, as shields. With these items he can perform 
Blocks (see the Rules Manual , page 23). 


Powers and Abilities 


As Joe Jones was the only one who saw the vision of 
Lady Liberty, it is not fully understood how General 
Glory got his powers. Lady Liberty seems to have 
transformed Joe into the ultimate physical fighting 
machine of his day. 

General Glory can easily lift such things as 
motorcycles and has been known to lift WW II tanks. 
His increased physical prowess also allows him to 
run great distances, jump as high as a four story 
building and endure the choking smoke of burning 
buildings. 

The General is an exceptional hand to hand 
fighter and an accomplished acrobat, able to perform 
amazing spins and tumbles while in combat. Whether 
this ability is a result of Lady Liberty's influence or 
intense training on the General’s part is not known. 


Joseph Jones 


When General Glory's identity was erased and he 
was placed back in civilian society, the General, now 
Joe Jones, lived a normal, lonely life and slowly grew 
old. Continually plagued by his old adversary the 
Evil Eye, Jones was forced to move from retirement 
home to retirement home. 


When Jones finally found the Liberty Oath in 
Guy Gardner’s General Glory Comic # 1 and returned 
to his life as General Glory, the Evil Eye was 
incensed and began a campaign against the General 
which ultimately ended in his death. 


Joseph Jones 


Dex: 2 

Str: 

1 

Body: 

I 

Int: 2 

Will: 

3 

Mind: 

4 

Infl: 3 

Aura: 

2 

Spirit: 

2 

Initiative: 

5 

Hero Points: 

20 


•Skills: Charisma: 3, Military Science: 1 


•Advantages: Connection: Justice League 
International (Low); Insta-Change; Luck 
Note: Joe Jones can only activate his Insta-Change 
if he recites the Lady Liberty Oath. 

•Drawbacks: Age (old); Secret Identity 
•Motivation: Upholding the Good 
•Occupation: Retired Good Guy 
•Wealth: 4 


Liberty 


During his first outing with the JLA, General 
Glory rushed into a burning building, fearing there 
were homeless people inside. Uiough there were no 
homeless and the General fell through a weakened 
stairway, he did escape death and saved the life of a 
small bull terrier. 

Inspired by the General's good nature, Fire and 
the Blue Beetle made a star-spangled mask for the 
dog who the General named Liberty. Liberty is now 
the General’s companion while he's not out being a 
hero. 


Liberty 


Dex: 

3 

Str: 

0 

Body: 

2 

Int: 

1 

Will: 

2 

Mind: 

2 

Infl: 

Initiative: 

2 

Aura: 

6 

1 

Spirit: 

1 


•Powers: Analytical Smell/Tracking Scent: 5, 
Extended Hearing: 3 

•Advantages: Connections: General Glory (High); 
JLA (Low); Luck 

•Drawbacks: Serious Irrational Attraction to 
piddling in inappropriate places. 


'ersonality/Role-playing 


General Glory is the boy scout's boy scout. He is 
courteous and upstanding to a fault. He will never 
hesitate to defend the innocent and constantly sings 














Subplots 


the praises of American ideals, even during combat. 
Though his ramblings are occasionally tiresome, his 
companions take them in stride as part and parcel of 
General Glory himself. 

As the Martian Manhunterhas come to find, it is 
hard to become or stay annoyed with the General 
since his attitude is infectious and openly friendly 
(except towards evil-doers). Because Guy Gardner 
idolized him as a child, General Glory commands a 
great deal of Gardner's respect and is the only one 
who can always keep Guy in check. 


Using General Glory in Adventures 


General Glory can add a light-heated touch to 
any campaign. He also makes an excellent encounter 
for first time players as he is easy to get along with 
and inspirational. He will always leap into combat 
against the forces of oppression, so Characters not 
wanting to be shown up in the public's eyes will 
likely do the same. 

As he seems to have wandered away from the 
Justice League after their restructuring, General 
Glory could be encountered anywhere that there is a 
wrong to be righted. 


With the death of the Evil Eye, General Glory ended a 
long running Enemies subplot, though the Eye had 
many associates who might wish to take up the 
responsibility of bringing about the General's downfall. 

As part of a Friends subplot, the General has 
recently been reunited with his wartime sidekick 
Ernie, now Major Ernest E. Earnest of the US Army. 
Earnest had originally believed false information that 
implied that General Glory was a traitor during WW 
IT. When Glory resurfaced, Major Earnest had him 
arrested for war crimes until the truth came to light. 


Appearances in DC Comics 


Green Lantern (3) #18; Guy Gardner #1, 4; Guy 
Gardner Reborn #1; Justice League America #46-50, 
52-60; Justice League Annual #5; Justice League 
Europe #29-30, 32-35, 36 (behind the scenes), 47-48; 
Justice League Europe Annual #2; Justice League 
Quarterly #3-7; Lobo's Back #3; Mister Miracle (2) 
#25; War of the Gods #4 Who's Who l 9l #11 



General Glory's Chest Insignia 







HERO 


Gim Allon 


Dex: 8 

Str: 

5 

Body: 

6 

Int: 6 

Will: 

7 

Mind: 

6 

Infl: 6 

Aura: 

6 

Spirit: 

5 

Initiative: 

20 

Hero Points: 

60 


•Powers: Growth: 8 

•Skills: Detective: 8, Vehicles: 7, Weaponry: 5 
•Limitations: Miscellaneous: Gim suffers a great 
deal of pain from the use of his Power (see "Gim's 
Growth Power" below). 

•Advantages: Connections: Legion of Super-Heroes 
(High), Science Police (High) 

•Drawbacks: Married 
•Alter Ego: Colossal Boy 
•Motivation: Upholding the Good 
•Occupation: Science Police Captain 
•Wealth: 6 
•Equipment: 

Science Police Blaster [Body: 3, AV: 6, EV: 7, 
Range: 7, R#: 2] 


Powers and Abilities 


Gim possesses the power to enlarge his body to a 
height of over 25 feet (Growth). This increase in size 
also proportionately increases his strength and 
resilience, granting him enough Str to lift over 100 
tons and the ability to resist all but the most powerful 
Earthly weapons. Since Gim's run-ins with 
Starfinger, the use of his Growth Power is quite 
painful, so he rarely uses it except in emergencies. 

Gim has been trained as a Science Police 
Officer, giving him Skills in the areas of Detective 
work, piloting (Vehicles), and the use of all manner 
of Weaponry. 


Gim's Growth Power 


Since the use of his power is painful, gim rarely 
uses it unless faced with large numbers of enemies or 
super-villains. For each AP of Growth engaged (Gim 
need not grow to maximum size) the following 
effects occur: 

•3 feet are added to Gim's height. 

•1 AP is added to Gim's RV against Physical Attacks. 
•1 AP is added to Gim's weight and volume. 

•1 AP is added to Gim's Str. 


Additionally, for every two APs of Growth 
engaged, GinTs OV decreases by one AP (1 AP of 
Growth has no effect on OV, while 2 to 3 APs 
engaged decreases Gim's OV by 1 AP, and 4 to 5 
APs engaged decreases OV by 2 APs, etc.). 

When using his power, sometimes the pain in 
Gim's legs is so great that he must immediately return 
to normal size. This is represented in game terms by a 
special Power Burnout Limitation. Any time Gim 
rolls a natural "2" (double ones) on any Dice Action 
while his Growth is engaged, the Power immediately 
fails. He must lose the remainder of that combat 
phase and the next combat phase as he recovers from 
the pain. However, he still has his full OV/RV 
against any attacks made against him. In addition, 
Gim may not use his Growth Power for 10 APs (1 
hour) after such a failure. 


Personality/Role-playing 


Gim Allon is an honest and hard-working man 
whose main goal is to use his powers and skills to 
help other people. He is very brave, often putting 
himself at risk to save the lives of his comrades. 

Although normally the strong silent type, Gim 
can become verbose and argumentative when faced 
with a difficult situation. Apart from these outbursts, 
however, Gim is soft-spoken and kind to everyone he 
meets. 


Using Gim Allon in Adventures 


His position in the Science Police makes Gim a 
good source of information on criminals and crimes. 
Player heroes might meet Gim if they call on the S.P., 
and mightthink he is nothing more than a particularly 
dedicated S.P. officer, since he rarely uses his powers 
anymore. 

Gim still maintains contacts with his friends in 
the Legion, but his S.P. duties usually keep him too 
busy to spend time with them. An adventure 
involving a powciful villain (or villains) might bring 
Gim in as a reinforcement for the Legion, reuniting 
him with his pals. 


Subplots 


Ever since Gim first captured Char Burrane 
(Starfinger), the two have been mutual Enemies. 
When Starfinger tortured Gim and severely damaged 
his legs, it became painful for Gim to walk, let alone 














use his powers (Power Complication Subplot). 

As a Science Police officer, Gim has little time 
for his wife. Yera, or his Legion friends. Gim’s 
dedication to his work and dislike of awkward 
situations only compound problems that result from 
these Job and Romance Subplots. 


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


2995: The Legion of Super-Heroes Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: Action Comics #267, 309, 385; 
Adventure Comics #247 (behind the scenes), 301, 
304-307, 309-310, 313 , 315-316, 319, 321, 323-326, 
330, 332-333, 335-337, 339-342, 346 (behind the 
scenes), 348-351, 353-355, 356 (behind the scenes), 
359-361, 362 (behind the scenes), 363-364, 371-372, 


374-375; All-New Collectors' Edition #C-55; All- 
Star Squadron #53; The Best of DC #24; The Brave 
and the Bold #179; Crisis On Infinite Earths #2, 5, 8, 
10; DC Special Series #21; Infinity, Inc . #22; Karate 
Kid #12-13; Legionnaires Three #2; Legion of Super- 
Heroes (2) #262, 266-275, 277-280, 282, 284-289, 
292-298, 300-306, 308, 313; (3) 1-5, 7, 9-11, 14-17, 
19-22, 24-28, 30, 35-42, 45-46, 48-49, 53, 58, 60-63; 
Legion of Super-Heroes Annual (2) #1-3; (3) 1, 4; 
The New Adventures of Super boy #50; Secret Origins 
(3) #42; Secrets of the Legion of Super-Heroes #1,2 
(behind the scenes), 3; Superboy (1) #190, 197-198, 
200-202, 204, 207-208, 214-215, 217-219, 221, 225- 
229; Superboy and the Legion of Super-Heroes #231- 
234, 236-237, 239-240, 242-248, 250-251, 253-254, 
256; Superman Family #207; Superman's Pal, Jimmy 
Olsen #72; Tales of the Legion #318-320, 325; Who's 
Who ‘85 #5; World's Finest Comics #284 

Current: Adventures of Superman #478 (flashback); 
Legion of Super-Heroes (4) #12-13; Legion of Super- 
Heroes Annual (4) #1, 3; Who's Who in the Legion of 
Super-Heroes #1; Who's Who ( 91 #9 


size comparison on typical 
Science Police Cruiser 


□□ 


□ ° 




□ □ 


□ 
































































HERO 


Guy Gardner 


Dex: 7 

Str: 

4 

Body: 

10 (5) 

Int: 3 

Will: 

18 

Mind: 

6 

Infl: 8 

Aura: 

3 

Spirit: 

8 

Initiative: 

18 

Hero Points: 

70 


•Advantages: Connections: General Glory (Low), 
Justice League International (High); Iron Nerves 
•Drawbacks: Public Identity; Serious Rage 
•Motivation: Thrill of Adventure 
•Occupation: Adventurer 
•Wealth: 4 
•Equipment: 

POWER RING [Body: 18, Int: 10, Comprehend 
Languages: 20, Flight: 40, Force Manipulation: 18, 
Invulnerability: 18, Life Sense: 40, Omni-Power: 9, 
Recall: 20, Regeneration: 4, Sealed Systems: 16, 
Skin Armor: 4, Spirit Travel: 50J Limitation: The 
Power Ring is subject to periodic power outages, 
which occur seemingly at random (see "Power 
Outages" below). 

Guy’s yellow Power Ring is an incredible weapon 
with a number of capabilities limited only by his 
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 yellow energy: The ability to create 
tangible objects and tools out of the ring’s T 'yellow 
energy” (Force Manipulation). This ability is directed by 
(and Linked to) the user's will power (Will). Guy can 
only correctly form objects which he fully comprehends. 
Considering his limited technical expertise, he usually 
sticks to fairly simple objects like giant fists and sporting 
goods. 

•Locate other Power Rings: The Ring allows Guy to 
delect 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). 

•Protect user physically and heal: This protects Guy 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). Guy 
also has a Body of 10 when wearing the ring and while 
worn, the ring itself has a Body equivalent to his Will 
(18). 


•Provide information: The ring has the ability to store 
huge amounts of information (Recall) and aid the user in 
problem-solving tasks. However, the ring will only relay 
this information in Korugarian, the language of the ring’s 
former user, Sinestro. Until Guy learns this alien 
language, this ability is useless to him. 

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

•Understand languages: The ring allows Guy to translate 
virtually every language in the universe, but only into 
Korugarian (Comprehend Languages). The ring cannot 
translate it's native Korugarian to the ring user's language 
(in this case English). 


Powers and Abilities 


Guy Gardner gains nearly unlimited power from his 
yellow Power Ring. With it, he can accomplish anything 
short of raising the dead, provided his will is strong 
enough. Unlike his old GL ring, his new one is not 
vulnerable to yellow (or anything else for that matter), and 
it doesn’t have to be recharged every 24 horn's, although it’s 
energy seems to come and go because it needs to come into 
contact with a Green Lantern ring to recharge itself (see 
’’Power Outages” below). 

Guy was once a gym teacher and later a social worker, 
but he retains little knowledge of those fields now. 
Although he T s had no combat training, and has a notorious 
glass jaw, Guy is still a reasonable hand-to-hand 
combatant. He has apparently used his ring to gradually 
improve his physique, so he has maintained top physical 
condition, even though he eats like a pig and never 
exercises. Also, Guy was taught to fight dirty by Lobo, and 
was forced to work out when he lost his GL ring. 


Power Outages 


Although the yellow Power Ring Guy seized from 
Sinestro doesn't need to be recharged every 24 hours, it 
occasionally loses its power for no apparent reason. In 
game terms, treat the ring as having a Reliability Number 
of 3. Whenever Guy rolls a 3 or less on any Dice Action, 
the Power Ring "conks.” None of it’s Powers will work, 
with the exception of Sealed Systems, which will continue 
to function for I day (15 APs) after the ring fails. The GM 
can roll 1D10 to determine the APs of time that pass before 
the ring’s Powers return. 


The One, True Green Lantern 


Before he gained Sineslro's yellow Power Ring, Guy 
Gardner served a long stint in the Green Lantern Corps. 
During this period, he had the standard GL Power Ring, 
which had abilities nearly identical to his new one, with the 
following exceptions: 










•The ring generated green energy rather than yellow, and 
all of its Powers were useless against anything colored 
yellow. 

•His Body was 12 while wearing the ring. 

•The ring spoke to him in plain English, so he could freely 
use it to Comprehend Languages and to aid him in 
problem-solving tasks (He could substitute the ring’s Int 
for his own when making action checks that involve 
problem-solving). 

•The ring had to be recharged every 24 hours using the 
Power Battery (see below). 

Power Battery [Body: 25, 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). 


Personality/Role-playing 


On the outside, Guy Gardner is a brash, macho, and 
impetuous braggart, who is more concerned with self- 
aggrandizement than with protecting the innocent. On the 
inside, however, Guy is a brash, macho, and impetuous hero. 

Guy loves nothing more than bashing heads with his 
Power Ring. He spends every waking hour looking for 
trouble, and usually finds it. No job is too small for Guy, as 
he gets as much satisfaction from pounding a mugger with 
a gigantic yellow mace as he does from crushing Despero 
with an enormous yellow jackhammer. 

Although he’s usually a tough-as-nails bully, Guy gets 
really ornery if you mess with his girlfriend Tora (Ice of 
the Justice League). He is very protective of her, although 
paradoxically, he spends very little time with her. 


Using Guy Gardner in Adventures 


Guy Gardner is a charter member of the new Justice 
League, so he can be used in any adventures that involve 
that team. Guy is also constantly on patrol, so he often runs 
into (and causes) trouble all over New York City. 

Both during his time with the GL Corps and his recent 
employment with the Palindrordnilap, Guy has adventured 
through the vast reaches of space. He might encounter the 
L.E.G.I.O.N. and/or Lobo, and could end up allying with 
them or fighting them. 


Subplots 


Ever since she joined the Justice League, Ice has been 
involved in a Romance Subplot with Guy. At first she 
relentlessly pursued him, but now they see very little of one 
another. 

Several years ago, Guy hit his head on a table, and 
became the nicest Guy you’ve ever seen. He was an 


incredible sweetheart, and an excellent team player. He has 
since returned to his old self (Miscellaneous Subplot). 

Recently, Guy tried to increase his popularity (and his 
wealth) by hiring the fast-talking Bucky Sharp to be his 
press agent. Guy had also agreed to work with the 
Palindrordnilap to build a profit-oriented version of the GL 
Corps (the ''Gardners of the Universe”). He has since fired 
Bucky and ^uit working for the Palindrordnilap (Job 
Subplots). 

Guy’s acquisition of the yellow Power Ring and his 
difficulty in using it constitute a Power Complication 
Subplot. 


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


Background!Roster Book, Justice League Sourcebook, The 
Otherwhere Quest, World in the Balance 


Appearances in DC Comics 


Pre-Crisis: Crisis On Infinite Earths #9; Green Lantern 
(2) #59. 87, 116, 122-124, 189-190,193-198; Tales of the 
Green Lantern Corps #3 

Current: Action Comics #603 (behind the scenes), 642, 
670, 675; Adventures of Superman #473, 488-489, 497; 
Adventures of Superman Annual #4; Angel and the Ape (2) 
#2; Armageddon; Inferno #2-4; Armageddon 2001 #2; 
Blue Beetle (6) #22; Booster Gold #22; Challengers of the 
Unknown (2) #5; Deathstroke, the Terminator #13; The 
Demon (3) #27; Doctor Fate (I) #3; (2) 14-15; Doom 
Patrol (2) #29; Eclipso #3; Eclipso: The Darkness Within 
#2; Firestorm Annual #5; Firestorm, the Nuclear Man #67; 
Flash (2) #8; Flash Annual (2) #3; The Fury of Firestorm 
#63-64; Green Lantern (2) #199-201, 204-205; (3) 1-13, 
18-20, 24-25, 37; Green Lantern Annual (2) #1; Green 
Lantern Corps #207, 209-211, 220; Green Lantern Corps 
Quarterly #1; Green Lantern: Emerald Dawn II #1, 3-6; 
Guy Gardner #l-on; Guy Gardner: Reborn #1-3; Hawk 
and Dove (3) #1; Invasion! #2-3; Justice League #1-6; 
Justice League America #26-29, 31-33, 35-37, 39-40, 42- 
50, 52-63, 66-71, 73-on; Justice League America Annual 
#5-6; Justice League Annual #1-4; Justice League Europe 
#7-8, 11-13, 28-33, 35-36, 40 Justice League Europe 
Annual #2; Justice League International #7-9, 11-16, 18- 
25; Justice League Quarterly #1, 3-7, 9-10; Justice League 
Special #1; Justice League Spectacular #1; Justice Society 
o f America (2) #9; Legends #2-6; Millennium #1, 3-8; 
Mister Miracle (2) #16-17, 25-27; Power of The Atom #9; 
Secret Origins (3) #7; Showcase 93 #2-3; Star man #13, 21, 
27; Suicide Squad #13; Superman (2) #65-66, 74, 76; 
Superman: The Man of Steel #10, 20; Swamp Thing (2) 
#81; Time Masters #1; War of the Gods #2, 4; The Weird 
#1-4; Who’s Who ‘87 (1) #26; Who’s Who ‘91 #11; Who’s 
Who ‘93 #2; Wonder Woman (2) #13, 25-26, 49-50, 61 










HERO 


Hawkwoman 


Df.x: 8 

Str: 

4 

Body: 

6 

Int: 9 

Will: 

8 

Mind: 

8 

Infl: 6 

Aura: 

6 

Spirit: 

6 

Initiative: 

25 

Hero Points: 

100 


•Skills: Charisma: 8, Detective: 6, Martial Artist: 9, 
Medicine: 7, Military Science: 8, Vehicles: 6, 
Weaponry: 11 

•Advantages: Area Knowledge (Downside, 
Thanagar); Connections: Justice League 
International (Low), Thanagar (High), Hawkman 
(High), Chicago Police Department (Low) 

•Alter Ego: Shayera Thai 

•Motivation: Seeking Justice 

•Occupation: Policewoman, Goodwill Ambassador 

•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. 
Battle Armor [Body: 9] 

GUN HARNESS [Body: 8, Energy Blast: 11, Force 
Field: 3, Telescopic Vision: 5, R#: 3] Bonus: 
Energy Blast can be used through Force Field. 
Miscellaneous Drawback: The Harness is large and 
bulky: a Wingman' Dex, Flight, and Gravity 
Decrease are reduced by 2 APs while wearing it. 
Helmet [Body: 9, Thermal Vision: 131 
Mace [Body: 9, EV: 5] 

Pistol [Body: 5, EV: 6, Ammo: 8, R#: 2} 

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


Background Update 


In a recent battle that took place in the 
Netherworld, Hawkwoman was apparently killed. 
Also, in the Hawkworlcl series, it was shown that 
Shayera Thai had no actual super-powers. Therefore 
the Sealed Systems, Skin Armor, Speak With 
Animals, and Telescopic Vision have been deleted 
from her statistics. 


Powers and Abilities 


All Wingmen are issued an Anti-Grav Belt and 
Wings which allow them to soar through the 


Thanagarian skies and patrol the Downside. The Belt 
grants its wearer limited control over gravity, 
allowing her 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 are useless without a Belt. Thai uses them 
to fight the criminal element on Earth as well as on 
Thanagar. She has experience and skill in their use 
and can use them for daring maneuvers or power 
dives. Hawkwoman gains an advantage by being able 
to attack from the sky. 

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

As a member of the Wingmen of Thanagar, 
Shayera 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. 


Flying Techniques 


Hawkwoman is a master of fighting while in 
flight. Her Wings let her fly at speeds of up to 250 
mph and make difficult twists and turns. Some 
special tactics Thai uses include: 

•Buffeting opponents: Shay eras 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 
Hawkwoman. Keep in mind that Knockback 
Damage from any attack is considered Killing 
Combat. 

•Charging Attack: Hawkwoman may fly into her 
opponents, adding her velocity to the damage she 
incurs on her target. This is an Automatic Action 
(for movement) and a Dice Action ( for the 
Attack). The AV of a Charging Attack is equal to 
Hawkwoman’s DEX; the EV is equal to her speed 
in APs (of Flight Power). The OV/RV is the 
defender's Dex/Body as usual. If she is making an 
diving attack from at least 4 APs above the target, 
she adds +1 Column Shift to the AV and EV of the 
Charging Attack. Hawkwoman may take damage 
as well. Check the Result Table, using the 









modified EV of the Charge as EV, and her Bo»y 
as OV to determine how many RAPs of damage 
she sustained pulling this stunt. 

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


Personality/Role-playing 


Shayera is a deeply emotional woman, whose 
commitment to her ideals prevents her from making 
compromises. She feels very strongly about fighting 
for what’s right, regardless of the law. 

Although her general outlook on crimefighting is 
the same as Hawkman’s, Shayera tends to be more 
cautious than her partner. When he runs off half- 
cocked into a dangerous situation, she refers to him 
as a "peacock," a pet name that Katar does not 
appreciate. 

Hawkwoman cares very deeply for Katar. Her 
relationship with him has been growing slowly since 
they first met, evolving from dislike to friendship, 
and finally into true love. She will cast aside her 
normally cautious nature and plunge into danger to 
save Katar, and he will do the same for her. 


Using Hawkwoman in Adventures 


Hawkman and Hawkwoman arc presently working 
out of Chicago, and heroes working around the area will 
no doubt encounter them. In addition, Shayera has taken 
a job as a Police Officer there, granting her numerous 
Connections within the Department. 

Hawkwoman and her partner can also take Player 
Characters on a mission to the world of Thanagar, 
where they must try to survive in the Downside or 
clean up corruption 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 


Hawkwoman is in a growing Romance Subplot 
with her paitner, Katar Hoi (Hawkman). 

Shayera’s relationship with her adoptive father, 
Thai Porvis, and the secret mission he sent her on (to 
spy on Katar) constitute a complicated Family/Secret 
Past/Job Subplot. 


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


Background/Roster Book (card included) 


L Appearances in DC Comics 


^N#te: Pre-Crisis appearances are not part #f present 
continuity. 

Hawkwoman II (pre-Crisis): Action Comics #588; 
Adventure Comics #451; The Atom #31; The Atom and 
Hawkman #39, 41-44; The Brave and The Bold (1) #34-36, 
42-44. 51, 56, 70,164; Crisis On Infinite Earths #4-5, 9-10, 
12; DC Comics Presents #11, 37, 74, 95; Detective Comics 
#446, 452, 454-455, 479-480, 487, 500; Hawkman (1) #1- 
27; (2) 1-17; Hawkman Special #1; Justice League of 
America #31, 41, 43, 52-53, 60, 65, 72, 80, 88, 98, 119, 
121, 128 (behind the scenes), 135-137, 143, 145-146, 149- 
152, 157, 159-161, 163-165, 170, 175-176, 179, 181-183, 
188-190, 191 (behind the scenes), 195, 210, 213, 221-223 , 
225-230, 250; Justice League of America Annual #1-2; 
Mystery In Space #87-91; The Secret Society of Super- 
Villains #7; The Shadow War of Hawkman #1-4; Showcase 
#101-103; Super Friends #7, 9; Super-Team Family #3; 
Who's Who ‘85 #10; Wonder Woman (1) #249, 300; 
World's Finest Comics #209, 245, 253, 256-258, 262, 264, 
266-270 , 272-273, 274 (behind the scenes), 276, 278, 282 

Hawkwoman II (current): Firestorm, the Nuclear Man 
#68; Flash (2) #8 Hawk and Dove (3) #1; Hawkworld (2) 
#22-23; Invasion! #1-2; Justice League International #10, 
19-22 , 24 (actor ?); Millennium #1, 5-8; Power of The Atom 
#4; Superman (2) #18; Wonder Woman (2) #25; The 
Hawkwoman appearing in the above issues was retroactively 
revealed to be non-Thanagarian in Hawkworld (2) #23; 
hence, the discrepancies in the earlier issues. 

Hawkwoman III (current): Adventures of Superman 
Annual #4; Armageddon: Inferno #2, 4; Eclipso: The 
Darkness Within #2; Hawkworld (!) #1-3; (2) 1-12, 14-32; 
Hawkworld Annual #1-3; War of the Gods #2-4; Who's 
Who *91 #12; Wonder Woman (2) #61-62 



Hawkwoman's hand blaster 











Highfather 


The Source 


Dhx: 10 

Str: 

7 

Body: 

12 

Int: 18 

Will: 

17 

Mind: 

18 

Infl: 13 

Aura: 

15 

Spirit: 

1 1 

Initiative: 

41 

Hero Points: 

200 


•Powers: Invulnerability: 12 
•Skills: Charisma (Persuasion): 15, Weaponry: 11 
•Advantages: Area Knowledge (Supertown); 
Connection: The New Gods (High): Leadership; 
Miscellaneous: Highfather shares a link with the 
Source and can use its Hero Points at will. 
•Drawbacks: Catastrophic Irrational Attraction to 
peace 

•Alter Ego: Izaya the Inheritor 
•Motivation: Upholding the Good 
•Occupation: Ruler 
•Equipment: 

Wonder Staff [Body: 16, Precognition: 17, Omni- 
Power: 17] Note: Highfather's Staff is linked 
directly to the Source. Its Powers always function 
at an AP level equal to its user's Will (see also 
"Highfather’s Staff’ below). 

Aero Discs [Body: 12, Flight: 8] 


Powers and Abilities 


As a New God, Highfather possesses remarkable 
strength, sufficient to lift over 3 tons. His skin is as dense 
as steel, granting him resistance to most Earthly weapons. 
Highfather's New Genesis heritage also grants him 
immortality; h e cannot b e killed b y any means short of total 
disintegration. 

Highfather can conjure vast amounts of energy 
through his Wonder Staff, which is linked directly to the 
Source. He can manipulate this energy to accomplish 
virtually any effect.(Omni-Power). Highfather typically 
uses this Power to heal the sick and wounded (Damage 
Transference), and to protect those in need with Force 
Fields and Illusions. The Staff also provides Highfather 
with a portion of the Source's vast insight, allowing him to 
peer into the likely future (Precognition). 

In addition to his mighty powers, Highfather is one of 
the most intelligent beings in the universe. Coupled with 
his compassion and wisdom, his intelligence makes him a 
truly effective leader who is loved and admired by all the 
people of New Genesis. 

When he was called Izaya, Highfather was a military 
commander, and mastered the use of all forms of 
Weaponry. Since he forsook his warlike ways, he never 
employs weapons of any sort. 


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. 

Highfather turns to the Source for guidance in times of 
trial. To gain advice from the Source, Highfather makes an 
Interrogation Attempt using his Infl/Aura 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). The Source always 
writes its answers in burning letters on the wall with a 
disembodied flaming hand. 

Since the Source has the Leadership Advantage, it can 
grant a supply of Hero Points to any New God. Highfather 
has free access to these Hero Points and may, in turn, grant 
them to others using his own Leadership Advantage. 


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 


Highfather's Staff 


Using his Staff, Highfather can manipulate the 
energies of the Source. In game terms, he gains APs of 
Omni-Power and Precognition equal to his Will. Whether 
any other being can use the Staff is unknown; the 
Gamemaster may deny any Character other than Highfather 
the use of its Powers, or, if the Character is a hero who is 
good of heart (or blood-related, such as Mister Miracle), he 
may be able to use them. 


The Alpha Bullets 


In times of great need, Highfather may invoke the 
Alpha Bullets, projectiles of energy that extend the will of 
Highfather to every corner of existence. The Bullets seek 
out whatever individuals Highfather needs and upon 
contact, instantly summon them to his side. 

In game terms, the Bullets seek out their quarry using 













a form of Life Sense, travelling at the speed of thought (If 
AP levels are needed, the Bullets can be considered to have 
Life Sense and Flight rated at 75 APs each). 

Once the Bullets touch their targets, they function 
much like the Summoning aspect of the Dimension Travel 
Power. If the target is willing, he is instantly Summoned to 
Higbfather's presence. If the target wishes to resist, 
however, he must make an Action Check using his 
Will/Will as the AV/EV against OV/RVs equal to 
Highfather’s Will/Will (17/17). Positive RAPs indicate 
that the target resists and the bullet dissipates. Failure sends 
the target to Highfathcr's side immediately. 

It has been stated that Highfather only uses the Alpha 
Bullets in extreme emergencies. The reason for this is not 
clear, although it probably stems from the invasive nature 
of the Bullets. Highfather probably prefers to use a Boom 
Tube to summon aid, but must resort to dragging unwitting 
New Gods to him with the Bullets if immediate response is 
called for and he is not aware of their current whereabouts. 


Personality/Role-playing 


Highfather is a truly wise and gentle being who 
desires peace and happiness for all. He knows that New 
Genesis itself is not only a symbol of peace, but in fact the 
hope for peace on all other worlds. If, in spite of their 
differences, New Genesis and Apokolips can reach true 
peace, then there is hope for the rest of the universe. 

The embodiment of this struggle is Highfather's 
adoptive son, Orion. Highfather has deep affection for him. 
but knows that he cannot influence Orion’s ultimate choice 
between the love and peace of his New Genesis home and 
the evil of his Apokoliptian blood. In spite of Orion’s 
frequent outbursts, Highfather remains optimistic, and is 
always supportive of his son's choices. 

Since forsaking the ways of war, Highfather has been 
a true pacifist. Although he knows that sometimes the only 
way to deal with Darkseid is battle, he never engages in 
combat himself. If Highfather is in a situation where he 
must intervene directly with force, he must first roll to 
resist his Catastrophic Irrational Attraction to peace. If he 
rolls greater than 18 on 2D10, he may attack. Otherwise, he 
must use his powers in a defensive or supportive way. 


Using Highfather in Adventures 


In spite of his great power, Highfather is an excellent 
Non-Player Character to guide the Players in adventures 
involving the New Gods. Since he rarely uses his Powers, 
and then only defensively, Highfather can be used as a 
source of information and advice, without overbalancing 
the side of good. 


When using Highfather, care must be taken not to 
overuse his access to the Source. The Gamemaster should 
keep in mind that the Source's answers are always cryptic, 
and usually vague. Even though Highfather can easily 
interpret the Source, he rarely tells others his impressions. 
He feels that each person must arrive at his own 
conclusions regarding the words of the Source. In this way 
true knowledge and wisdom may be achieved. 


Subplots 


Highfather has long been at odds with Darkseid, ruler 
of Apokolips. Even after repeated and earnest attempts at 
peace, Darkseid continues to bring violence down upon 
New Genesis, but Highfather never gives up the hope that 
one day the warring will cease (Enemies Subplot). 

Ever since he traded sons with Darkseid to cement the 
first peace with Apokolips (which was later shattered), 
Highfather has had to deal with the guilt of ’'abandoning" 
his son. He is currently trying to become a true father to 
Scott Free, but he is not sure how to proceed (Family 
Subplot). 


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


Background/Roster Book, Apokolips Sourcebook, The Law 
of Darkness 


Appearances in DC Comics 


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

Pre-Crisis: Adventure Comics #459-460; DC Graphic 
Novel #4; DC Special Series #10; First Issue Special HI3; 
Forever People (I) # 7; Justice League of America #184- 
185; Legion of Super-Heroes (2) #292-294; Mister Miracle 
(I) #18-19, 21-22, 24; New Gods (I) #1-2, 4-5, 7, 13-19; 
Superman s Pal, Jimmy Olsen #147; Super-Team Family 
#15; Who’s Who ‘85 #10 

Current: Action Comics #593 (flashback); Adventures of 
Superman #426, 495; Cosmic Odyssey #1-4; Forever 
People (2) #6; Justice League America #40; Millennium 
#8; Mister Miracle (2) #2-5, 17 (behind the scenes), 22-28; 
New Gods (3) #1-3, 5-9, II-13, 16-22, 24, 27-28; Secret 
Origins (3) #33 (flashback); War of the Gods #4; Warlord 
Annual #6; Who's Who ‘91 #12 









Jonni Thunder 


Dnx: 3 

Str: 

2 

Body: 

3 

Int: 5 

Will: 

3 

Mind: 

4 

Infl: 3 

Aura: 

3 

Spirit: 

3 

Initiative: 

13 

Hero Points: 

25 


•Skills: Acrobatics: 3, Animal Handling (Riding): 3, 
Detective: 7, Martial Artist: 4, Vehicles (Land): 4, 
Weaponry (Firearms): 4 

•Advantages: Area Knowledge (Los Angeles); 
Connections: Leon Bergstrom (High), Det. Mike 
Sanchez (Low), Skyman (High), Infinity, Inc, 
(Low); Sharp Eye 
•Drawbacks: Public Identity 
•Motivation: Upholding the Good 
Note: While Jonni Thunder possessed the 
Thunderbolt powers she had the Unwanted Power 
Motivation. 

•Occupation: Private Detective 

•Wealth: 4 

•Equipment: 

Handgun [Body: 4, EV: 4, Range: 4, Ammo: 6, R#: 
3] 

1957 T-bird Convertible [Body: 9, Str: 5, Running: 
7, R#: 4] 


Powers and Abilities 


While she was possessed by the Thunderbolt 
entity, Jonni Thunder had the ability to become 
Thunderbolt at will (Insta-Change). Currently 
however, Jonni has no superhuman powers. She 
possesses an acute perceptiveness that makes her an 
extremely good private detective and the drive to see 
her cases through to the end, no matter how 
dangerous they might be. 

From James Thunder, her father, she learned to 
shoot and fight, and learned a variety of acrobatic and 
riding skills which her father picked up during his 
days as a Hollywood stuntman. 


a.k.a. Thunderbolt 


Shortly after her father's death, Jonni became 
involved in a case involving a statue of a lightning 
haired woman, which her father acquired from a man 
he had arrested. This statue held the living essence of 
a lightning-powered alien which took refuge in her 
body and, for a time, was under her control. 


While Jonni had the Thunderbolt powers, she 
could send the entity out of her body. Her physical 
form went into a comatose state while her personality 
drove the Thunderbolt form. This form was 
composed of living lightning and could control 
electrical current, fly, and project lightning from its 
hands, as well as the ability to create drenching 
thunderstorms. 

Later, while in the company of Skyman and 
Infinity, Inc., Jonni learned that this energy form was 
alien, and sought to control her while it freed other of 
its race. After releasing one other of its race, who 
possessed Skyman for a time, the beings were 
banished back to their statue receptacles and were 
buried deep beneath the Peruvian Andes. 


Thunderbolt 


Dex: 13 

Str: 

6 

Body: 

8 

Int: 5 

Will: 

3 

Mind: 

4 

Infl: 6 

Aura: 

3 

Spirit: 

5 

Initiative: 

26 

Hero Points: 

50 


•Powers: Self Link (Lightning): 10, Lightning: 10, 
Flight: 25, Energy Absorption: 10, Weather 
Control: 10 

•Limitations: Thunderbolt's Energy Absorption 
Power can only be used to absorb electrical energy, 
and her Weather Control Power can be used only to 
create thunderstorms. 

•Advantages: Lightning Reflexes 
•Drawbacks: Strange Appearance, Attack 
Vulnerability vs. electricity-manipulating and 
electromagnetic Powers. 

•Alter Ego: Jonni Thunder 
•Motivation: Seeking Justice 


Personality/Role-playing 


Though Jonni Thunder started her career as a 
law-enforcement agent, she was too independent, too 
much of a loner (like her father) to work for the 
police department or the D.A.’s office. 

Jonni casts herself in a Philip Marlowe mold and 
is almost obsessed with living out the life of a pulp 
detective. Like such heroes, she follows her own 
personal code of ethics. She tends to go farther out on 
a limb than she should for her clients, and she can’t 
be stiffed on her fees any more than she can be 
bought. Though she projects a hard, independent 
appearance, Jonni is compassionate and harbors a 
strong love of humanity. 












Using Jonni Thunder in Adventures 


Jonni Thunder is an ideal character for use in 
low-powered or non-powered campaigns. Her 
intellect and detective skills combined with her 
weapons and martial abilities make her a versatile 
player character. 

Jonni also makes a fine NPC for any inner-city 
campaigns, as she is often up to her neck in some 
mysterious case which almost invariably goes awry. 
She can provide color to the campaign and 
information to heroes during their adventures. 


Subplots 


Jonni is almost constantly involved in Job 
Subplots as her cases get her into and out of trouble. 
These cases run the entire gamut of classic detective 
stories, which would seem rather outlandish in this 
day and age. Jonni often makes use of several of her 
neighbors and friends during these cases (Friends 
Subplots). 


Lately Jonni has touched on a variety of 
Romance Subplots involving Detective Sanchez, 
Harrison Trump (a fellow detective), and Skyman of 
Infinity, Inc. 

Ever since her involvement with the Thunderbolt 
alien, Jonni's relationship with it has gone through a 
number of changes. Though the entity is now buried 
deep beneath the Andes, it could return to haunt her 
at any time (Enemies Subplot). 


Appearances in DC Comics 


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

Pre-Crisis: Crisis On Infinite Earths #5, II; Infinity , 
Inc . #22-24; Jonni Thunder #1-4; Who's Who ‘86 
#11 

Current: Infinity, Inc. #31, 40-42, 50-51, 53; Who's 
Who VI #10 




9mm semi -automatic pistol 


Thunderbolt statue 







Kilowog 


Dlx: 4 

Str: 

1 1 

Body: 

12(9) 

Int: 9 

Will: 

17 

Mind: 

5 

Infl: 5 

Aura: 

4 

Spirit: 

12 

Initiative: 

18 

Hero Points: 

50 


•Skills: Charisma (Intimidation): 7, Gadgetry: 1 1, 
Scientist: 13, Vehicles: 6 

•Advantages: Connections: Green Lantern Corps 
(High), Justice League International (High); 
Genius; Scholar (genetics) 

•Drawbacks: Forced Exile; Innocent; Strange 
Appearance 

•Motivation: Responsibility of Power 
•Occupation: Green Lantern Corps Instructor 
•Wealth: 6 
•Equipment: 

POWER RING [Body: 17, Int: It, Comprehend 
Languages: 20, Flight: 40, Force Manipulation: 17, 
Recall: 20, Sealed Systems: 16, Invulnerability: 18, 
Life Sense: 40, Omni-Power: 8, 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). Kilowog can only correctly form 
objects which he fully comprehends. Kilowog is an 
accomplished scientist and inventor, and can create 
enormously complicated objects with his ring. 
•Locate other Green Lanterns: The Ring allows 
Kilowog 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 
Kilowog 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 


Kilowog 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). Kilowog also has a 
Bo»y of 12 when wearing the ring and while worn, 
the ring itself has a Bo»y equivalent to his Will 
(17). The ring cannot, however, bring the wearer 
(or anyone else) back from the dead. 

•Provide information: The ring has the ability to 
store huge amounts of information (Recall) and aid 
the user in problem-solving tasks (Kilowog 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; Kilowog loses 1 AP of both Force 
Manipulation and Omni-Power for each AP of Skin 
Armor he activates). 

•Understand languages: The ring allows Kilowog 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: 25, 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 


Even without his Power Ring, Kilowog is a 
powerful physical specimen. He can bounce armor 
piercing bullets off his massive chest, and can lift a 
large battle tank over his head with ease. 

Kilowog is an expert scientist, mechanic, and 
inventor (Gadgetry, Scientist). His knowledge of 
advanced physics allows him to create Gadgets that 
modem Earth science cannot even conceive of (Genius). 

Kilowog has been a Green Lantern for many 
years, and has become quite skilled at the use of his 
ring. He puts this experience to good use as the 
instructor of new recruits for the revitalized Green 
Lantern Corps. 


Life After Bolovax Vik 


On Kilowog's home world, all of the people 
lived in complete harmony with one another. Since 
his planet and people were destroyed, Kilowog has 
had to leam to deal with people as an individual. His 
difficulty in interacting with others is represented in 
game terms by the Innocent Drawback. Kilowog 
suffers a -1 Column Shift penalty to his OV against 
Character Interaction (Persuasion and Interrogation) 
attempts and manipulative Mental Powers such as 
Broadcast Empath, Control, Hypnotism, and so on. 


Personality/Role-playing 


Despite his bulk and appearance, Kilowog is 
really a very easygoing guy. His size and strength 
belie his amazing intellect and technical knowhow. 
He tends to view things in a very black-and-white 
manner, and has difficulty comprehending complex 
"human" issues. 

While essentially non-aggressive, Kilowog does 
enjoy an occasional brawl, taking great care to repair 
any damage caused by fights he is involved in. 
Individuals that Kil doesn't understand or considers 
stupid are referred to as "poozers" by the large alien, 
a term he brought back from Bolovax Vik. 


Using Kilowog in Adventures 


Among all the various Green Lanterns, Kilowog 
remains a truly remarkable individual. He can be 


used as a Player Character in any adventure involving 
the Corps, or he can be an NPC instructor to a team 
of raw GL recruits. In either case, Kil is a well-liked 
and trusted member of the Corps. 

During the time that the Corps was disbanded, 
Kilowog served for a while as the Justice League's 
"handyman." He was always on hand to repair any 
high-tech devices that broke down, and to dispense 
timely (and wry) advice. While he was working with 
the JLI, Kil did not have access to his Green Lantern 
Power Ring or Battery. 


Subplots 


Although Sinestro has long been an Enemy to 
the entire Corps, his threat became more personal to 
Kilowog when he destroyed the survivors of Bolovax 
Vik. While Sinestro’s body currently lies dead on Oa, 
it has been shown that his evil spirit lives on. 

Kilowog is one of the finest beings to ever wield 
a Power Ring, but he occasionally feels that he is not 
qualified to teach the new GL recruits. His 
confidence quickly returns, however, with a friendly 
word from one of his fellow Lanterns, such as John 
Stewart or Hal Jordan (Job Subplot). 

Kil’s deep affection for Arisia may be rekindled 
since she has recently returned (Friends Subplot). 


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


Justice League Sourcebook 


Appearances in DC Comics 


Action Comics #589, 602, 675; Adventures of Superman 
#430, 488, 489 (behind the scenes): Adventures of 
Superman Annual #4 (behind the scenes); Armageddon 
2001 #2; Blue Beetle (6) #21; Eclipso: The Darkness 
Within #2; Firestorm, the Nuclear Man #67; Flash (2) #8, 
61; Green Lantern (2) #149, 20F205; (3) 9, 13, 20, 24-25, 
33-35; Green Lantern Annual (2) #1; Green Lantern Corps 
#206-224; Green Lantern Corps Quarterly #/, 3; Green 
Lantern: Emerald Dawn #4-6; Green Lantern: Emerald 
Dawn II #4, 6; Green Lantern: Mosaic #6; Guy Gardner 
#1-2; Guy Gardner: Reborn #2-3; Invasion! #2-3; Justice 
League America #33-36, 38, 39-40 (behind the scenes), 42, 
45, 51-52, 58, 63 (behind the scenes); Justice League 
America Annual #6 (behind the scenes); Justice League 
Europe #9, 15, 20-21, 23, 24 (behind the scenes), 25-28, 
33-34, 36; Justice League Europe Annual #3; Justice 
League International #10; Justice League International 
Special #2; Justice League Quarterly #3-4; Millennium #T 
8; Mister Miracle (2) #17, 26-27; New Guardians #4-8, 10- 
12; Superman (2) #65-66; Superman: The Man of Steel 
#10, 20; Whos Who ‘87 (2) #3; Who's Who ‘91 #9 














HERO TEAM 


L.E.G.I.O.N. 


Gary 


Dex: 4 

Str: 

18 

Body: 

16 

Int: 4 

Will: 

4 

Mind: 

5 

Infl: 5 

Aura: 

3 

Spirit: 

7 

Initiative: 

13 

Hero Points: 

75 


•Powers: Density Increase: 9, Invulnerability: 12 
•Limitations: Density Increase is Always On and is 
reflected in the Attributes shown above. 

•Skills: Vehicles (Space Craft): 4 
•Advantages: Connections: L.E.G.I.O.N. (High) 
•Drawbacks: Serious Irrational Attraction to Strata; 

Strange Appearance 
•Motivation: Thrill of Adventure 
•Occupation: L.E.G.I.O.N. Member / Director of 
L.E.G.I.O.N. Recruit Training 
•Wealth: 5 


Lydea Mallor 


Dex: 8 

Str: 

3 

B#dy: 

4 

Int: 6 

Will: 

6 

Mind: 

6 

Infl: 5 

Aura: 

6 

Spirit: 

5 

Initiative: 

19 

Hero Points: 

50 


•Powers :Darkness: 15, Energy B last: 12 
•Skills: Vehicles (Space Craft): 4 
•Advantages: Area Knowledge (Talok VIII); 
Connections: L.E.G.I.O.N. (High), Talok VIII 
government (Low); Iron Nerves 
•Drawbacks: Authority Figure; Guilt; Public 
Identity; Minor Rage 
•Motivation: Responsibility of Power 
•Occupation: L.E.G.I.O.N. Member / Planetary 
Champion of Talok VIII 
•Wealth: 8 


Maru'n (Bek) 


Dex: 6 

Str: 

4 

Body: 

3 

Int: 10 

Will: 

9 

Mind: 

5 

Infl: 6 

Aura: 

3 

Spirit: 

4 

Initiative: 

22 

Hero Points: 

25 


•Skills: *linked 

Detective: 4, Gadgetry: 10*, Medicine: 10*, 
Scientist: 13, Vehicles (Space Craft): 4 
•Advantages: Connection: L.E.G.I.O.N. (High); 

Genius; Rich Family 
•Drawbacks: Married 
•Motivation: Upholding the Good 
•Occupation: L.E.G.I.O.N. Member 
•Wealth: 10 


Shortly after she began working with the 
L.E.G.I.O.N., Marij’n fell under the iniluence of the 
Emerald Eye, a mysterious space artifact. For a short 
time the Eye shared its immense power with Marij'n 
and Garryn Bek, as well as reducing Marij'n's portly 
form to its present level of fitness. These changes 
came at a cost however, as the Eye developed a 
symbiotic relationship with Bek and Marij’n, 
inspiring egomania and a warped view of their own 
place in the universe. Marij'n’s temporarily Eye- 
altered form appears below. 


Marij’n (Eye influenced) 


Dex: 8 

Str: 

12 

Body: 

13 

Int: 11 

Will: 

12 

Mind: 

8 

Infl: 9 

Aura: 

7 

Spirit: 

9 

Initiative: 

28 

Hero Points: 

75 


•Powers: Marij'n, like her husband Garryn Bek, 
exhibited a number of powers while under the 
influence of the Emerald Eye. For more 
information on the Emerald Eye, see Garryn Bek's 
entry elsewhere in this volume. 

•Skills: *imked 

Detective: 4, Gadgetry: 11*, Medicine: 11*, 
Scientist: 13, Vehicles (Space Craft): 4 
•Drawbacks: Catastrophic Irrational Attraction to 
the Emerald Eye; Married; Mistrust; Minor 
Psychological Instability 


Telepath 


Dex: 4 

Str: 

3 

Body: 

5 

Int: 5 

Will: 

6 

Mind: 

11 

Infl: 3 

Aura: 

3 

Spirit: 

6 

Initiative: 

12 

Hero Points: 

50 


•Powers: *linked 

Life Sense: 6*, Mind Probe: 15, Telepathy: 20 
•Skills: Vehicles (Space Craft): 4 
•Advantages: Connections: L.E.G.I.O.N, (High) 
•Drawbacks: Guilt; Innocent 
•Motivation: Upholding the Good 
•Occupation: L.E.G.I.O.N. Member 
•Wealth: 5 


Other L.E.G.I.O.N. Members 


For information on L.E.G.I.O.N, member Vril 
Dox, refer to his entry in Who's Who #1 . For more 
information on Captain Comet, Phase, Lobo, Strata, 
and Lyrissa Mallor (deceased), refer to their entries in 
Who's Who # 2. Information on Garryn Bek and 
Stealth can be found elsewhere in this volume. A 
page for Lady Quark will appear in the upcoming 











Who's Who #4. 

The L.E.G.I.O.N. R.E.C.R.U.I.T.S. (Berton Diib, 
A.I.- 11, Amon Hakk, Zena Moonstruck, Borb Borbb, 
and Davroth Catto) will appear in Who's Who #4. 


Personality/Role-playing 


The core members of the L.E.G.I.O.N. are all 
strong-willed individuals from different backgrounds, 
often bickering or even openly violent against one 
another. They all believe in the cause of the 
L.E.G.I.O.N. however, and will put aside their 
differences to work (in most cases) as a team. 

Vril Dox, though secretive and abrasive, has far- 
reaching vision and makes an excellent team leader. 
His second in command, overseeing L.E.G.I.O.N. 
activities (and keeping a watchful eye on Dox) is 
Phase, who agreed to take the position after the death 
of Lyrissa Malor. 

Lobo is at constant odds with the rest of the 
L.E.G.I.O.N. but is, for now at least, under Dox's 
control. This doesn’t keep him from interpreting his 
orders as he sees fit, nor from getting into fights with 
other L.E.G.I .O.N. members. 

Though its methods usually seem blunt or brutal 
(mostly through Vril Dox's plans or Lobo's violence), 
their motives are always irreproachable; to defend the 
innocent and uphold the cause of good. 


Using the L.E.G.I.O.N. in Adventures 


L.E.G.I.O.N. is an acronym which stands for 
Licensed Extra-Governmental Interstellar Operatives 
Network. Many worlds "subscribe” to the 
L.E.G.LO.N.'s protection. Characters who become 
involved in criminal activities on one of these worlds 
will likely meet up with the L.E.G.I.O.N. in some 
form. Though the core members will become 
involved in large-scale or important L.E.G.I.O.N. 
activities, the most common L.E.G.I.O.N. member 
encountered is likely to be the common L.E.G.I.O.N. 
officers, many of whom are stationed on each of the 
subscribing worlds. Though undesirable elements 
have infiltrated their ranks in the past, most 
L.E.G.I.O.N. officers are quite loyal to the 
L.E.G.LO.N.’s cause. 

If the adventure the Player Characters become 
involved in is important enough to the planet or 
region of space, some or all of the core L.E.G.I.O.N. 
members will become involved. The L.E.G.I.O.N. is 
always looking for new members to join their ranks, 


especially those with "super" abilities, and might try 
to recruit a Player Character. New members are often 
teamed with the L.E.G.I.O.N. R.E.C.R.U.I.T.S. for a 
time before becoming a core member. 


Subplots 


The L.E.G.I.O.N. became involved in an 
Enemies Subplot shortly after their formation when 
the Computer Tyrants they thought they had 
destroyed on Colu were reborn in a single humanoid 
form. The Tyrant traveled to Talok VIII, homeworld 
of Lyrissa Mallor. There he (they) assumed the name 
of Mr. Starr and worked to gain the trust of the 
Talokian people. The Computer Tyrants then took 
Lydea, infant daughter of Lyrissa Malor, and 
accelerated her growth while infusing her with a 
driving hatred of her mother. The deranged adult 
Lydea Mallor was unleashed on the L.E.G.I.O.N, and 
killed her mother before being captured and returned 
to a normal state of mind by Vril Dox. Lydea Mallor 
is now involved in a ongoing Death Guilt Subplot. 

The core members of L.E.G.I.O.N. are regularly 
involved in Public Reputation Subplots, in hopes of 
spreading the L.E.G.LO.N.'s reputation and 
generating new subscribers. Vril Dox, Phase, and 
Garryn Bek are frequently involved in Job Subplots 
which require them to spend time maintaining 
L.E.G.LO.N.'s operations. 


Appearances in DC Comics 


Adventures of Superman Annual #2, 4; Armageddon: 
Inferno #2; Eclipso: The Darkness Within #2; Justice 
League America #36; L.E.G.I.O.N. 4 89 (et. al) #I-on 
L.E.G.I.O.N. ( 90 Annual (et. al) #1-3; Lobo #1-4; 
Valor #4; War of the Gods #4; Who's Who '91 #11 










Lady Shiva 


Dex: 9 

Str: 

4 Body: 

5 

Int: 7 

Will: 

7 Mind: 

6 

Infl: 6 

Aura: 

6 Spirit: 

7 

Initiative: 

26 

Hero Points: 

75 


•Skills: *linked 

Acrobatics: 9*, Martial Artist: 9*, Detective: 7*, 
Military Science: 7*, Medicine (First Aid): 7*, 
Thief: 9*, Weaponry: 9* 

•Advantages: Attractive; Connections: Robin (Low), 
The Question (Low), Richard Dragon (High); 
Intensive Training; Iron Nerves; Lightning 
Reflexes; Scholar (oriental philosophy) 
•Drawbacks: Serious Irrational Attraction to testing 
her combat skills against worthy opponents 
•Alter Ego: Sandra Woosan 
•Motivation: Mercenary 
•Occupation: Mercenary/Martial Artist 
•Wealth: 8 
•Equipment: 

Katana [Body: 8, EV: 5] 

Nunchakas [Body: 2, EV: 4] 

Sai (x2) [Body: 8, EV: 3] 

The sai are specially designed knives used for 
blocking. When Lady Shiva is fighting with a pair 
of sai, she gains a -1 Column Shift to the OV of 
any Blocks and Take Always she attempts against 
opponents' melee weapons, 

Shuriken (x4) [Body: 5, EV: 2] 

The shuriken are star-shaped throwing blades. 
Shiva can throw up to four of them simultaneously. 
She adds one to her final die roll (i.e., after re¬ 
rolling all doubles) for each additional shuriken she 
throws after the first. 


Powers and Abilities 


Lady Shiva is one of the highest paid 
mercenaries in the world today. Her skill, coupled 
with a flawless sense of professionalism, make her a 
valued operative no matter what the mission requires. 

Among the ranks of practicing martial artists, 
Shiva stands alone. Her skill and artistry are 
unmatched, and she continues to improve every day. 
In fact, in a recent fight with the Batman, she would 


have defeated him were it not for the Caped 
Crusader's superior physical strength. 


Kung Fu Fighter 


Many years ago, Shiva worked alongside Ben 
Turner (now known as Bronze Tiger) and Richard 
Dragon. The trio became well-known and feared in 
criminal circles. Although all three were of nearly 
equal ability, the best of them was Dragon. He has 
since retired from martial arts and lives a life of 
seclusion, but will help his friends in times of need. 


Richard Dragon 


Dex: 

10 

Str: 

5 

Body: 

6 

Int: 

9 

Will: 

11 

Mind: 

9 

Infl: 

8 

Aura: 

9 

Spirit: 

8 

Initiative: 


32/33 

Hero Points: 

100 


•Powers: ^nivstic link 


Danger Sense: 3*, Jumping: 2*, Mind Over Matter: 
1 *, Running: 5*, Skin Armor: 1 *, Superspeed: I* 
•Skills: *linked 

Acrobatics: 10*, Martial Artist: 10*, Detective: 9*, 
Military Science: 9*, Thief: 10‘ v \Vehicles: 10*, 
Weaponry: 10* 

•Limitations: Miscellaneous: Dragon’s Powers are 
not actually meta-human abilities, but rather a 
function of his supreme training and concentration. 
If he does not have the Dragon’s Claw to help him 
focus his ki, or inner energy, Dragon must make an 
Action Check using his Will/Will against OV/RVs 
of 10/10. Positive RAPs indicate that he can use his 
Powers for a time (in APs) equal to the RAPs 
gained in the Check. 

•Advantages: Connections: Bronze Tiger (High), 
Lady Shiva (High), Central Bureau of Intelligence 
(High), O-Sensei (High); Intensive Training; Iron 
Nerves; Leadership; Lightning Reflexes; Scholar 
(martial arts, oriental philosophy); Sharp Eye 
•Motivation: Responsibility of Power 
•Occupation: Former Martial Arts Instructor 
•Wealth: 4 
•Equipment: 

The Dragon's Claw [Body: 1 1 
The Claw was given to Richard by his teacher, the 
O-Sensei. The jade talisman seems to mystically 
collect and direct dragon's energies in times of 
need, although it is probable that the Claw serves as 










a focusing point for Dragon's concentration and 
contains no powers of its own. 


Personality/Role-playing 


Although Lady Shiva is a mercenary, she does 
not work for the money, but rather to put her skills to 
the test.She simply demands a high fee to discourage 
casual inquiries for her services. 

Shiva respects only skill and strength, and 
despises foolishness and bravado. She can sense the 
true spirit of a fighter even through these 
shortcomings, however, as she did when she first 
encountered Vic Sage (The Question). This ability to 
sense an opponent’s strengths makes her an even 
more formidable opponent. 

Even in the heat of battle. Lady Shiva remains 
completely calm and collected. She never speaks 
needlessly, and when she does speak, it is in a direct and 
completely honest fashion. Shiva never boasts, but will 
harshly berate a weak opponent, often refusing to fight 
those that are unworthy as they provide her with no 
challenge or chance to improve her skills. 


Using Lady Shiva in Adventures 


Since she travels the world seeking challenges, 
Shiva can turn up just about anywhere. She can be 
either a sympathetic adversary or an adversarial ally. 
Her incredible skill will make her a tough opponent, 
even for the likes of Batman himself. 

Lady Shiva is best used in Gritty of Real Genre 
adventures, since she doesn’t fit in with the ’’capes 
and tights” crowd. Her skills are most at home in 


missions involving espionage or intrigue. She has 
worked alongside "vigilante” heroes in the past (The 
Question, Bronze Tiger, Robin), and has also 
opposed them (Batman). Generally, however, Shiva 
prefers to operate alone, so she can’t be "slowed 
down" by inferior accomplices. 


Subplots 


Shiva's continuous quest to better herself 
constitutes an ongoing Job Subplot. Her line of work 
occasionally puts her at odds with those she would 
call friends, creating some friction. This always 
affects her friends more than it affects her, as she 
views a job as a job (Friends Subplots). 


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: Richard Dragon, Rung Fu Fighter #5- J8 

Current: Batman #427; Detective Comics Annual 
#1; Green Arrow Annual #1; The Question #1-2, 22 
(behind the scenes), 28-31, 36; The Question Annual 
#1, 2 (Who's Who); The Question Quarterly #2; 
Robin #1-5; Who's Who 4 87 (2) #3; Who's Who ‘91 
#10 



Lady Shiva l 5 Sai 

















The Legion of 
Super-Heroes 


Dawnstar 


Dfcx: 

12 

Str: 

4 Body: 

6 

Int: 

8 

Will: 

7 Mind: 

7 

Infl: 

8 

Aura: 

7 Spirit: 

7 

Initiative: 


30 

Hero Points: 

70 


•Powers: Life Sense: 30, Scaled Systems: 20 
•Skills: Acrobatics: 5, Detective: 5, Martial Artist: 5, 
Military Science (Tracking): 8, Weaponry: 8 
•Advantages: Connection: Legion of Super-Heroes (High); 
Sharp Eye 

•Drawbacks: Minor Psychological Instability; Traumatic 
Flashbacks 

•Alter Ego: formerly Bounty 
•Motivation: Responsibility of Power 
•Wealth: 6 

•Note: When Dawnstar had her wings, she had the Flight 
Power rated at 42 APs. 


The Bounty Entity 


Int: 

8 

Will: 

9 

Mind: 

9 

Infl: 

8 

Aura: 

8 

Spirit: 

8 

Initiative: 


16 

Hero Points: 

70 


•Powers: Personality Transfer: 16 

•Drawbacks: Catastrophic Irrational Attraction to hunting 
contracted victims and killing them 
•Motivation: Mercenary 


Celeste 


Dex: 

7 

Str: 

5 Bo»y: 

5 

Int: 

8 

Will: 

10 Mind: 

7 

Infl: 

6 

Aura: 

5 Spirit: 

6 

Initiative: 


23 

Hero Points: 

70 


•Powers: Energy Blast: 10, Flash: 10, Flight: 10, Force 
Field: 10, Invulnerability: 10, Regeneration: 10 
•Skills: Detective: 7, Martial Artist: 6, Weaponry: 4 
•Bonuses: Force Field is Useable On Others. 

•Limitations: Miscell aneous: If Celeste pushes her Energy 
Blast or Flash, she becomes unconscious and transparent 
for I hour (10 APs of time). 

•Advantages: Connection: Legion of Super-Heroes (High) 
•Alter Ego: Celeste McCauley, Celeste Rockfish 
•Motivation: Unwanted Power 
•Wealth: 6 


Powers and Abilities 


Dawnstar has lost her wings, but retains her 
Starhavian powers of tracking. She can follow a being 
across the galaxy by sensing their location at a range of up 
to 1.9 million miles (Life Sense). If this power is not 
sufficient to find a target, Dawnstar is also well-versed in 
conventional Tracking and Detective Skills. 


Until very recently, Dawnstar had been possessed by a 
mysterious consciousness known as the Bounty Entity. 
While under its influence, Dawnstar became known as 
Bounty, one of the most highly paid bounty hunters in the 
galaxy. The entity left Dawnstar's body after she suffered 
critical wounds in a fight with Sade, another bounty hunter. 

Celeste (McCauley) Rockfish, originally a private 
investigator, had been severely wounded by Roxxas after 
tracking the Legion to Winath. Her life was saved, 
however, by a strange green energy that may have been a 
manifestation of the Emerald Energy coming from Oa. This 
energy also granted Celeste several powers, including the 
ability to Fly at sonic speeds, project destructive Energy 
Blasts, and generate a blinding Flash of light. She is still 
learning how to control her powers. 


More Legionnaires 


For descriptions of Brainiac 5, Cham (Reep Daggle), 
Laurel Gand, Kono, and Rokk Krinn see Who's Who #1. 
For Jan Arrah, Brin Londo (Furball), Ayla Ranzz, Kent 
Shakespeare, and Vi see Who's Who #2, Entries for Tenzil 
Kem and Mysa appear elsewhere in this volume. 


Legion Equipment 


The Legion has limited access to equipment, most of 
which has been salvaged or acquired through the black 
market. The quantities listed in parenthesis below represent 
the number currently on-hand at the headquarters on Talus 
(There are enough Telepathic Earplugs and Transuits to 
equip all Legionnaires). 

Note that the Chronal Howitzer was recently used to 
banish Glorith to the End of Time. It is up to the 
Gamemaster to decide if the Legion has been able to 
acquire another of these rare items in his campaign. 

Blaster Rifles (x6) [Body: 7, Energy Blast: 10, R#: 2J 
Chronal Howitzer [Bo*Y: 6, Teleportation: 65, Time 
Travel: 40, R#: 2] Limitation: The Chronal Howitzer 
must be thrown, exploding on contact with the ground or 
a target. It only works once, sending everyone and 
everything within the blast radius (0 APs/10 feet) into 
the past or future. The exact time and place the target is 
sent to must be preset before the Howitzer is used. 
Distorters (xl2) | Body: 6, Chameleon: 10, R#: 2] 
Limitation: Chameleon does not transform clothing. 
Hand-Held Blasters (x24) [Body: 5, Energy Blast: 8, R#: 2] 
TELEPATHIC EARPLUGS [Bo*v: 4, Telepathy: 8, R#: 2] 
TRANSUITS [Body: 5, Sealed Systems: 30, R#: 2] 


Legion Starships 


In stark contrast to it's heyday, the Legion only has 
access to a small rag-tag fleet of starships. Currently, most 
are in need of considerable repair (raise their R#s by 2 to 
represent this). The list below is not exhaustive, and only 
represents the Legion's most commonly used ships: 











MARK 594 LEGION CRUISER (x2) IDex: 4, Sir: 8, 
Body: 12, Int: 11, Will: 6, Energy Blast: 7, Extended 
Hearing: 7, Flight: 34, Force Field: 3, Full Vision: 7, 
Radar Sense: 20, Radio Communications: 23, Recall: 20, 
Sealed Systems: 30, Skin Armor: 3, Super Hearing: 20, 
Telescopic Vision; 8, R#: 2| 

MARK 494 LEGION CRUISER [Dex: 3, Str: 7, Body: 
11, Int: 9, Will: 5, Energy Blast: 6, Extended Hearing: 
6, Flight: 30, Force Field: 3, Full Vision; 6, Radar 
Sense:17, Radio Communications: 20, Recall: 18, Sealed 
Systems: 25, Skin Armor: 3, Super Hearing: 17, 
Telescopic Vision: 6, R#: 3J 

SKLARIAN SILVERLADY [Dex: 5, Str: 10, Body: 16, 
Int: 16, Will: 7, Energy Blast: 10, Extended Hearing: 7, 
Flight: 35, Force Field: 3, Full Vision: 7, Radar Sense: 
30, Radio Communications: 23, Recall: 20. Sealed 
Systems: 30, Skin Armor: 3, Super Hearing: 20, 
Telescopic Vision: 8, R#: 3] 


Legion Headquarters 


The Legion’s current headquarters is built on the 
asteroid Talus, which is almost entirely made up of 
derelict starship hulls, held together by the gravity 
generator of a huge Dominion battlewagon at its core. 
Equipment salvaged from these hulks, along with generous 
funding from Reep Daggle, has allowed the headquarters 
building itself to be built up from a sleazy stopover for 
space pirates to a state-of-the-art super-hero base. The 
headquarters is constantly being serviced and repaired by 
Loomis, Rokk Ki inn's war buddy and the Legion's resident 
handy-man. 

L.S.H. HEADQUARTERS: [Body: 18 (exterior). Lab 
Rating: 18, Radar Sense: 30, Radio Communications: 60, 
Recall: 20, Scaled Systems: 25, Security System: 15] 
ELECTRO-TOWER [Body: 13, Lightning: 15, R#: 21 The 
Electro Tower is a surface-to-spacc protection system 
that fires on attacking spacecraft. 

FREON PROJECTOR [B#dy: 9, Ice ?roduction: 13, R#: 2] 
The Freon Projector is a perimeter protection system for 
the headquarters. 

SALVAGE TUGS (x4) [Dex: 4, Str: 10, Body: 14, Int: 
11, Will: 6, Energy Blast: 7, Extended Hearing: 7, 
Flight: 25, Force Field: 3, Full Vision: 7, Radar Sense: 
30, Radio Communications: 23, Recall: 20, Sealed 
Systems: 30, Skin Armor: 3, Super Hearing: 20, 
Telescopic Vision: 8, R#: 4] 

SHUTTLES (x4) [Dnx: 4, Str: 10, Body: 15, Int: 12, 
Will: 7, Energy Blast: 7, Extended Hearing: 7, Flight: 
18, Force Field: 3, Full Vision: 7, Radar Sense: 30, 
Radio Communications: 23, Recall: 20, Scaled Systems: 
30, Skin Armor; 3, Super Hearing; 20. Telescopic 
Vision: 8, R#: 3J 


Using the Legion in Adventures 


The early Legion was actually a super-hero club, with 
lots of rules and by-laws to deal with. Adventures set in 


this era will have a light tone, focusing on mystery and 
high school-style romance. 

Eventually the team's roster swelled to over thirty 
members, and their adventures became more like standard 
super-hero fare. In this era, adventures might involve 
anything from battling the Legion of Super-Villains to 
preventing Darkseid from conquering the universe! Even in 
this action-heavy heyday of the Legion, complicated 
romance subplots abound. 

The Magic Wars and the Great Collapse brought the 
Legion to it's current form. After being disbanded for two 
years, the team has finally been reinstated. Adventures in 
the current era are often action-oriented, but are more likely 
to favor suspense and intrigue over slugfests. As always, 
the romance subplots still exist, but they are usually tragic. 


Subplots 


The Legion has acquired an amazing roster of 
Enemies over the years, including Roxxas, Universo, and 
Glorith (who are included in this volume of Who's Who). 

After a major smear campaign run by the Dominator- 
controlied Earthgov, the Legion has finally regained its 
acceptance and fame (Public Reputation Subplot). 


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


2995: The Legion of Super-Heroes Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: Action Comics #267, 276, 285, 287, 289, 298, 309, 
378-387, 389-392, 568 (behind the scenes), 591 ; Adventure 
Comics #247, 267, 282, 290, 293 , 300-380, 403 (feature); All-New 
Collectors’ Edition #C-55; All-Star Squadron #53-54; The 
Amazing World of DC Comics # 9 ; The Best of DC #24; Booster 
Gold #8-9; The Brave and the Bold #179; Crisis On Infinite Earths 
#2-5, 7-8, 10; DC Comics Presents #2, 13, 43, 80; DC Special 
#28; DC Special Series 21; DC Super-Stars #17; Hex #15; Infinity, 
Inc. #22; Justice League of America #147-148; Karate Kid #1, 4, 
6, 10, 12-13; Legion of Super-Heroes (2) #259-313; (3) 1-63; (4) 
1-5; Legion of Super-Heroes Annual (2) #1-3; (3) 1-4; 
Legionnaires Three #1-4; The New Adventures of Superboy #50; 
Secrets of the Legion of Super-Heroes #1-3; Secret Origins (3) #8, 
25, 37, 42, 46; Superboy (1) #86, 98 (behind the scenes), 100, 114 
(behind the scenes), 125, 131 (behind the scenes), 147, 172-173, 
176, 183-184. 188, 190-191, 193, 195, 197-230; Superboy and the 
Legion of Super-Heroes #231-237, 239-258; Superman (1) #147, 
152, 155-157; (2) 8; Superman Annual (1) #4 (feature); Superman 
Family #207; Superman’s Girl Friend, Lois L+ne #50; Superman’s 
Pal, Jimmy Olsen #64 (behind the scenes), 72, 76, 85, 99-100, 106, 
117; Tales of the Legion #314-325; The Wanderers #3; Who’s 
Who ‘86 #13; Who’s Who In the Legion of Super-Heroes #1-7; 
World's Finest Comics #142, 168, 284 

Current: Action Comics #663; Adventures of Superman #476- 
478; Legion o f Super-Heroes (4) #1-3, 6-on; Legion of Super- 
Heroes Annual (4) #1-3; New Gods (3) #22; Secret Origins (3) 
#47, 49; Who’s Who ‘91 #9 









HERO TEAM 


Legion SUBS 


Brek Baninin 


Dex: 

6 

Str: 

4 Body: 

5 

Int: 

4 

Will- 

5 Ming: 

4 

Infl: 

3 

Aura: 

4 Spirit: 

3 

Initiative: 


13 

Hero Points: 

70 


•Powers: Flame Immunity: 12, Ice Production: 12 
•Skills: Vehicles: 6 

•Advantages: Connection: Legion of Super-Heroes (High); 
Leadership 

•Alter Ego: Polar Boy 
•Motivation: Upholding the Good 
•Wealth: 6 


Bag Wentim 


Dex: 

4 

Str: 

7 Bogy: 

6 

Int: 

4 

Will: 

4 Mind: 

4 

Infl: 

3 

Aura: 

3 Spirit: 

4 

Initiative: 


II 

Hero Points: 

60 


•Powers: Density Increase: 6. Suspension: 9 
•Limitations: Suspension can only be used with Density Increase; 
Miscellaneous: The word "Nura M must be spoken by Dag or 
someone in his hearing range to activate his Density Increase 
without also activating Suspension. 

•Advantages: Connection: Legion of Super-Heroes (Low) 

•Alter Ego: Stone Boy 
•Motivation: Upholding the Good 
•Wealth: 5 


Druka Sehi x i 


Dex: 

5 

Str: 

3 

Bogy: 

4 

Int: 

4 

Will: 

4 

Ming: 

3 

Infl: 

2 

Aura: 

2 

Spirit: 

3 

Initiative: 


II 

Hero Points: 

60 


•Powers: Poison Touch: 13 

•Limitations: Miscellaneous: Drura has only limited control over 
her Poison Touch Power: any time she rolls a natural 2, she 
accidentally infects the nearest Character, friend or foe. 
•Advantages: Connection: Legion of Super-Heroes (Low) 

•Alter Ego: Infectious Lass 
•Motivation: Upholding the Good 
•Wealth: 5 


Dyvuu/Frenk Retzun 


Dex: 

3 

Str: 

4 Bogy: 

4 

Int: 

3 

Will: 

2 Mind: 

3 

Infl: 

2 

Aura: 

2 Spirit: 

2 

Initiative: 


8 

Hero Points: 

20 


•Powers: Split: 1 

•Limitations: Split Power takes approximately 30 APs of time 
(Dyvud/Frenk’s lifespan) to fully activate. Currently, the only 
effect of this Power is that Dyvud/Frenk has two heads. 
•Advantages: Connection: Legion of Super-Heroes (Low) 

•Alter Ego: Double Header 
•Motivation: Thrill of Adventure 
•Wealth: 4 


Grava 


Dex: 

9 

Str: 

3 Bogy: 

4 

Int: 

2 

Will: 

3 Mmx 

2 

Infl: 

2 

Aura: 

3 Spirit: 

3 

Initiative: 


13 

Hero Points: 

20 


•Powers: Flight: 12, Fog: 10 

•Advantages: Connection: Legion of Super-Heroes (Low) 

•Drawbacks: Innocent, Unluck 

•Alter Ego: Comet Queen 

•Motivation: Thrill of Adventure 

•Wealth: 5 


Jacques Foccart 


Dex: 

5 

Str: 

4 

Bogy: 

4 

Int: 

5 

Will: 

5 

Ming: 

4 

Infl: 

5 

Aura: 

4 

Spirit: 

5 

Initiative: 


17 

Hero Points: 

63 


•Powers: Invisibility: 13 

•Skills: Detective: 5, Martial Artist: 6, Military Science: 6, 
Weaponry: 6 

•Bonuses: Miscellaneous: Invisibility affects all recording and 
electronic scanning devices. 

•Advantages: Connections: Legion of Super-Heroes (High), UP 
Council (High) 

•Alter Ego: Invisible Kid II 
•Motivation: Responsibility of Power 
•Wealth: 6 


Lyuda Jath 


Dex: 

9 

Str: 

3/20 Bogy: 

3/16 

Int: 

3 

Will: 

6 Ming: 

4 

Infl: 

2 

Aura: 

2 Spirit: 

4 

Initiative: 


16 

Hero Points: 

60 


•Skills: Martial Artist: 3, Vehicles: 4 

•Limitations: Miscellaneous: Str and Bggy are raised to their 
higher values only at night. 

•Advantages: Connection: Legion of Super-Heroes (High) 

•Drawbacks: Married 

•Alter Ego: Night Girl 

•Motivation: Responsibility of Power 

•Wealth: 5 


Myg 


Dex: 

9 

Str: 

5 Bogy: 

6 

Int: 

6 

Will: 

7 Mind; 

6 

Infl: 

5 

Aura: 

5 Spirit: 

5 

Initiative: 


24 

Hero Points: 

60 


•Powers: Flight: 8, Sonic Beam: 8 

•Skills: Acrobatics: 5, Martial Artist: 11, Military Science: 4, 
Thief: 6, Weaponry: 6 

•Advantages: Connection: Legion of Super-Heroes (Low); 
Lightning Reflexes 

•Drawbacks: Miscellaneous: Myg is currently under the effect of 
Dominion brainwashing. 

•Alter Ego: Karate Kid II 
•Motivation: Responsibility of Power 
•Wealth: 7 


Peter Blrsin 


Dex: 

5 

Sir: 

5 Bogy: 

5 

Int: 

4 

Will- 

3 Ming: 

4 

Infl: 

4 

Aura: 

2 Spirit: 

4 

Initiative: 


13 

Hero Points: 

60 


•Powers: Projectile Weapons: 11 
•Skills: Vehicles: 4, Weaponry; 4 


•Advantages: Connection: Legion of Super-Heroes (Low) 
•Alter Ego: Porcupine Pete 
•Motivation: Upholding the Good 
•Wealth: 5 












Rai. Bknem 


Dex: 

6 

Str: 

4 

Body: 

4 

Int: 

5 

Will: 

4 

Mind: 

4 

Infl: 

3 

Aura: 

2 

Spirit: 

3 

Initiative: 


14 

Hero Points: 

_&Q 


•Powers: Plant Control: 10, Plant Growth: 10 
•Bonuses: Chlor has recently discovered that he can alter and 
control Dominion technology because it is plant-based. Use his 
APs of Plant Control as the AV/EV of such attempts. 
•Advantages: Connection: Legion of Super-Heroes (Low) 
•Drawbacks: Minor Physical Restriction: Stuttering 
•Alter Ego: Chlorophyll Kid 
•Motivation: Upholding the Good 
•Wealth: 5 


Stao Maylkn 

Df.x: 6 

Stic 

3 

Body: 

4 

Int: 3 

Will: 

7 

Mind: 

2 

Infl: 2 

Aura: 

2 

Spirit: 

2 

Initiative: 

11 

Her# P#tnts: 

60 


•Powers: Flame Immunity: 8, Flame Project: 8 
•Advantages: Connection: Legion of Super-Heroes (Low); 

Leadership 
•Alter Ego: Fire Lad 
•Motivation: Responsibility of Power 
•Wealth: 5 


Troy S it;wart 


Dex: 

6 

Sir: 

4 Body: 

6 

Int: 

6 

Will: 

6 Mind: 

6 

Infl: 

5 

Aura: 

5 Spirit: 

6 

Initiative: 


17 

1 Iero Points: 

60 


•Powers: Flight: 8, Force Manipulation: 18, Sonic Beam: 15, 
Teleportation: 18 

•Limitations: Troy's Powers are sound-based, so they will not 
function in a medium that does not transmit sound, such as a 
vacuum, nor will they work through water or radio transmission. 
•Advantages: Connections: Legion of Super-Heroes (High), UP 
Council (High) 

•Drawbacks: Authority Figure; Exile (forced, from his home of 
Marzal); Guilt 
•Alter Ego: Tyroc 
•Motivation: Seeking Justice 
•Wealth: 7 


Uuj Vakk 


Dex: 

2 

Str: 

3 

Body: 

3 

Int: 

4 

Will: 

4 

Mind: 

4 

Infl: 

4 

Aura: 

4 

Spirit: 

4 

Initiative: 


10 

Hero Points: 

60 


•Powers: Illusion: 16 

•Limitations: Power Rest riction: Illusion is only useable to change 
the colors of objects. 

•Advantages: Connection: Legion of Super-Heroes (Low) 

•Alter Ego: Color Kid 
•Motivation: Responsibility of Power 
•Wealth: 5 


SUBS Equipment 


Since the SUBS are a rag tag group of heroes, their 
equipment is far from standard, and much of it is in poor repair, if 
needed, the following items can usually be requisitioned: 

ARMOR | Body: 6} 


Blaster [Body: 4, Energy Blast: 7, R#: 41 

Blaster Rifle [Body: 5, Energy Blast: 9, Telescopic Vision: 4. 
Ultra Vision: I2.R#:41 

SHUTTLE [Dux: 4, Str: 10, Bo»y; 15. Int: 12. Will: 7, Energy 
Blast: 7. Extended Hearing: 7, Flight: 18, Force Field: 3. Full 
Vision: 7, Radar sense: 30, Recall: 20, Sealed Systems: 30, Skin 
Armor: 3, Super Hearing: 20, Telescopic Vision: 8, R#: 51 


Personality/Role-Playing 


•uring the Dominion occupation of Earth, The SUBS 
became a motley bunch of heroes, loosely organized but lead 
competently by Jacques Foccart (Invisible Kid II). The diverse 
personalities among them make arguments commonplace, but they 
all put aside their differences when the situation is serious. The 
SUBS field commander is Staq Mavlen (Fire Lad), who tends to 
have a hot head (no pun intended). Another up-and-coming leader 
is Dag Wentim (Stone Boy), whose new mastery over his powers 
make him a valuable member of the team. 


Using the SUBS in Adventures 


The SUBS began as a group of Legion rejects. At that time, 
their adventures were very lighthearted, even comical. 

Any Characters adventuring on Dominion-controlled Earth 
are likely to meet up with the SUBS. As the leaders of the Anti- 
Earthgov Resistance, the SUBS might help the Player Characters 
in any fight against the Dominalors or the Khunds, as well as any 
super-villains that might crop up. If a meeting with Foccart can be 
arranged, he can provide the PCs with valuable information. 


Subplots 


In an Enemies Subplot, the SUBS were forced to work 
alongside their old foe Universo, who had formed his own band of 
resistance fighters. Both groups had to put aside their differences 
to fight the oppression of the Dominion. 

Jacques Foccart was appointed President of Earth by the 
United Planets Council after the •ominalors were forced off of 
Earth. The burden of responsibility rested heavily on Foccart’s 
shoulders until he abdicated in favor of his Vice-President, Troy 
Stewart (Tyroc), in order to re-join the Legion (Job Subplots). 


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


2995: The Legion of Super-Heroes Sourcebook 


I ppearances in DC Comics 


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

Pre-Crisis: Adventure Comics #306, 311, 313, 315, 319, 322 . 331, 
337, 342, 351, 374: All-New Collectors' Edition #C-55: Crisis On 
Infinite Earths #5: DC Comics Presents #59: Legion of Substitute 
Heroes Special #1: Legion of Super-Heroes (2) #294, 300, 306: (3) 
4, 36, 61, 63; Legion of Super-Heroes Annual (2) # l: (3) 3: Secret 
Origins (3) #37: Secrets of the Legion of Super-Heroes #3: 
Superboy (1) #200, 211: Superboy and the Legion of Super-Heroes 
#243-245, 254; Superman's Pal, Jimmy Olsen #72; Tales of the 
Legion #316; Who's Who ‘86 #13; Who's Who ‘87 (2) #3 


















Luornu Durgo 


Dex: 6 

Str: 

5 

Body: 

5 

Int: 6 

Will: 

6 

Mind: 

6 

Infl: 5 

Aura: 

3 

Spirit: 

3 

Initiative: 

19 

Hero Points: 

50 


•Powers: Force Field: 19, Split: I 
•Skills: Martial Artist: 7, Weaponry: 5 
•Advantages: Connections: Legion of Super-Heroes 
(High), United Planets Militia (High) 

•Alter Ego: Triplicate Girl, Duo Damsel 
•Motivation: Responsibility of Power 
•Occupation: U.P. Militia Instructor 
•Wealth: 6 
•Equipment: 

FORCE FIELD BELT [Body: 5, Force Field: 20, 
Force Shield: 16, Sealed Systems: 16, R#: 2] 

Note: Luornu only used the belt for a short time 
after the loss of her second body. She has since 
returned it to Brainiac 5. 


Powers and Abilities 


Although Luornu had lost her ability to triplicate 
herself, she was recently reunited with one of her 
previously-believed-dead bodies. She was also endowed 
with the ability to project Force Fields by Brainiac 5 
during the period that she wore his force field belt. 

Luornu also possesses a number of useful Skills 
that serve her well as a U.P. Militia Instructor. Her 
Legion combat training has been added to over the 
years with a wider knowledge of fighting techniques, 
making her an accomplished hand-to-hand 
combatant. In addition, Luornu is well-versed in the 
use of a wide variety of firearms and melee weapons, 
the use of which she teaches to her Militia cadets. 


Triplicate Girl 


When she first joined the Legion, Luornu had 
her full Cargggite triplicating powers, and used the 
heroic name Triplicate Girl. With her Split Power, 
she could make two duplicates of herself. When she 
used the Split Power, all of her Attributes and Skills 
were reduced by 2 APs (the APs of Split). 


Triplicate Girl 


Dex: 7 

Str: 

6 

Body: 

6 

Int: 7 

Will: 

7 

Mind: 

7 

Infl: 6 

Aura: 

4 

Spirit: 

4 

Initiative: 

22 

Hero Points: 

50 


•Powers: Split: 2 
•Skills: Martial Artist: 7 

•Limitations: Triplicate Girl can only use her Split 
Power at maximum APs. 

•Advantages: Connection: Legion of Super-Heroes 
(High) 

•Alter Ego: Luornu Durgo 
•Occupation: Legionnaire 


Duo Damsel 


After losing one of her bodies in a battle with 
Computo, Luornu simply changed her name to Duo 
Damsel. When she used her Split Power to become 
two people, all of her Attributes and Skills were 
reduced by 1 AP (the APs of Split). (Note that 
Luornu's Attributes and Skills had been permanently 
reduced by the death of her third body.) 


Duo Damsel 


Dex: 6 

Str: 

5 

Body: 

5 

Int: 6 

Will: 

6 

Mind: 

6 

Infl: 5 

Aura: 

3 

Spirit: 

3 

Initiative: 

19 

Hero Points: 

50 


•Powers: Split: 1 
•Skills: Martial Artist: 6 

•Advantages: Connection: Legion of Super-Heroes 
(High) 

•Alter Ego: Luornu Durgo-Taine 
•Occupation: Legionnaire 


Personality/Role-playing 


For a woman who has endured so many shocking 
hardships, Luornu Durgo-Taine remains an 
enthusiastic and active person. Her spirit has not 
diminished along with her powers, rather she seems 
even more determined to help others with her skills 
and experience. 

Luornu takes her job as Co-Instructor General of 
the U.P. Militia Academy very seriously, and spends 
much of her free time getting to know the cadets. 
She believes that working for a cause gives her life 
true meaning. 

Apart from her duties as Instructor, Luornu 
enjoys married life with her husband, Chuck Taine 
(Bouncing Boy). What began as Chuck's infatuation 
with a pretty girl has evolved into a strong and 
meaningful relationship, one which is at least as 
important to Luornu as her work. 












Using Luornu Durgo in Adventures 


Appearances in DC Comics 


Luornu's position as Instructor General of the 
U.P. Militia, as well as her old job as a Legion 
Academy instructor, make her an ideal trainer and 
mentor for new or young Characters. Additionally, 
she can get the Player Heroes in contact with the 
Legion, since she still maintains ties with her old 
friends there. 


Subplots 


Luornu is involved in an ongoing Romance 
Subplot with her husband Chuck Taine (formerly 
Bouncing Boy) who is Co-Instructor General at the 
Academy. Due to their lives as heroes, and the 
effects of Nam’lor's radiation, their feelings about 
each other have been on a roller-coaster ride for 
years. Recently, however, the couple has stabilized 
their relationship. 


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


2995: The Legion of Super-Heroes Sourcebook 


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

Pre-Crisis: Action Comics #276, 287, 289, 309, 380, 
387; Adventure Comics #247 (behind the scenes), 301, 
304, 308, 313, 316 (feature), 317-319, 321, 323, 325- 
326, 328-330, 333, 336-337, 340-345, 346 (behind the 
scenes), 348, 350, 353-354, 356-357, 359-363, 367-370, 
371-372, 374-380; All-New Collectors' Edition #C-55; 
The Brave and The Bold #179; Crisis On In finite Earths 
#5, 10; Legion of Super-Heroes (2) #266-267, 277-280, 
282, 284, 292-295, 300, 302-303, 306, 311; (3) 4, 14, 
35, 38-39, 46-51, 54, 62-63; Legion of Super-Heroes 
Annual (2) #1-2; (3) 3; Secret Origins (3) #25, 42; 
Secrets of the Legion of Super-Heroes #1; Super boy (1) 
#147, 190, 193, 197, 200, 209, 216; Super boy and the 
Legion of Super-Heroes #243-245, 257; Superman (1) 
#156; Superman's Girl Friend, Lois Lane #50; 
Supermans Pal, Jimmy Olsen #72, 76, 100, 106, 117; 
Tales of the Leg ion #317; Who's Who '85 #7 

Current: Legion of Super-Heroes (4) #8-9, 15-18, 
42; Legion of Super-Heroes Annual (4) #1-3; Secret 
Origins (3) #47; Who's Who in the Legion of Super- 
Heroes #2, 4; Who's Who '91 #9 



Carggg's system's three star 
configuration affected the 
planet’s quantum field in 
much the same way the field 
has affected the evolution of 
the humaniod life thereon. 


they have the innate ability 
to control the parameters of 
their atomic structure. While 
using this ability their atoms 
may still be considered whole, 
parts of them exist in three 
different places at once. 


the destruction of either (or 
both) of their duplicate 
bodies not only physically 
harms the original but more 
significantly, it serves a 
crushing blow to their psyche. 


















HERO TEAM 


Metal Men 


Gold 


Dex: II 

Sir: 

7 

Body: 

9 

Int: 7 

Will: 

6 

Mind: 

6 

Infl: 6 

Aura: 

5 

Spirit: 

6 

Initiative: 

24 

Hf,ro Points: 

75 


•Powers: Omni-Arm: 6, Regeneration: 4, Self 
Manipulation: 12, Stretching: 13 
•Skills: Detective: 4, Scientist: 5, Vehicles: 4 
•Advantages: Connection: Will Magnus (High); 
Leadership 

•Drawbacks: Miscellaneous: Gold receives a -2 
Column Shift penalty when using Character 
Interaction against human beings. 

•Motivation: Upholding the Good 
•Occupation: Robot 


Iron 


Dex: 

7 

Str: 

14 

Body: 

12 

Int: 

4 

Will: 

6 

Mind: 

5 

Infl: 

6 

Aura: 

5 

Spirit: 

7 

Initiative: 


17 

Hero Points: 

35 


•Powers: Omni-Arm: 7, Regeneration: 4, Self 
Manipulation: 13, Stretching: 10 
•Advantages: Connection: Will Magnus (High) 
•Drawbacks: Attack vulnerability: -2 Column Shifts 
versus Magnetic Attacks; Innocent; Miscellaneous: 
Iron receives a -2 Column Shift penalty when using 
Character Interaction against human beings. 
•Motivation: Upholding the Good 
•Occupation: Robot 


•Motivation: Upholding the Good 
•Occupation: Robot 


Mercury 


Dex: 13 

Str: 

6 

Body: 

5 

Int: 3 

Will: 

3 

Mind: 

4 

Infl: 6 

Aura: 

2 

Spirit: 

5 

Initiative: 

22 

Hero Points: 

35 


•Powers: Omni-Arm: 4, Regeneration: 4, Self 
Manipulation: 14, Stretching: 8 
•Advantages: Connection: Will Magnus (High) 
•Drawbacks: Innocent; Serious Irrational Attraction 
to declaring that n mercury is the only metal that is 
liquid at room temperature; 1 ' Miscellaneous: 
Mercury receives a -3 Column Shift penalty when 
using Character Interaction against human beings. 
•Motivation: Thrill of Adventure 
•Occupation: Robot 


Platinum 


Dex: 11 

Str: 

7 

Body: 

9 

Int: 5 

Will: 

3 

Mind: 

4 

Infl: 5 

Aura: 

6 

Spirit: 

6 

Initiative: 

21 

Hero Points: 

35 


•Powers: Omni-Arm: 6, Regeneration: 4, Self 
Manipulation: 13, Stretching: 13 
•Advantages: Connection: Will Magnus (High) 
•Drawbacks: Innocent; Serious Irrational Attraction 
to Will Magnus; Miscellaneous: Tina receives a -2 
Column Shift penalty when using Character 
Interaction against human beings. 

•Alter Ego: Tina 

•Motivation: Upholding the Good 
•Occupation: Robot 


Lead Tin 


•ex: 

5 

Str: 

12 

Body: 

13 

Int: 

2 

Will: 

4 

Mind: 

3 

Infl: 

4 

Aura: 

3 

Spirit: 

7 

Initiative: 


II 

Hero Points: 

35 


Dex: 9 

Str: 

4 Body: 

8 

Int: 3 

Will: 

2 Mind: 

3 

Infl: 5 

Aura: 

6 Spirit: 

6 

Initiative: 

17 

Hero Points: 

35 


•Powers: Energy Absorption: 12, Omni-Arm: 5, 
Regeneration: 4, Self Manipulation: 10, Stretching: 

13 

•Limitations: Energy Absorption only works on 
radiation. 

•Advantages: Connection: Will Magnus (High) 
•Drawbacks: Innocent; Miscellaneous: Lead 
receives a -2 Column Shift penalty when using 
Character Interaction against human beings. 


•Powers: Omni-Arm: 6, Regeneration: 4, Self 
Manipulation: 12, Stretching: 13 
•Skills: Gadgetry: 6 

•Advantages: Connection: Will Magnus (High); 
Scholar (robotics) 

•Drawbacks: Innocent; Minor Physical Restriction: 
stuttering; Miscellaneous: Tin receives a -2 Column 
Shift penalty when using Character Interaction 
against human beings. 








•Motivation: Upholding the Good 
•Occupation: Robot 


Powers and Abilities 


The Metal Men have very strong, malleable bodies, 
constructed almost entirely from the metals that give them 
their names. They can all Stretch and mold their bodies to 
varying degrees, the most extreme example being Tin, who 
can stretch his body out into a thin wire 16 miles long! 

All the Metal Men can form their arms into various 
tools and weapons (Omni-Arm), and can convert their 
bodies into vehicles and machinery (Self Manipulation). 
They can also combine with one another to form especially 
large, complex devices, or large walls or structures. 

Since they are robots, and also completely amorphous, 
the Metal man are practically immortal. They can suffer 
serious damage, including the loss of limbs, and still be 
revived, as long as the responsometer survives. 


Metal Merge 


The Metal men can join their bodies together to form 
large, complex machines. In game terms, any Metal Men 
within 2 APs (40 feet) of each other can choose to 
combine, adding their APs of Self Manipulation together to 
determine the Str, Dex, Powers, and the maximum volume 
of the new shape. 

The combined Metal Men form has a Body rating 
equal to the highest participant's Body, plus one for each 
additional Metal Man. Examples of the various combined 
forms they can take include: 

CANNON (Iron & Tin) [Dex: 7, Str: 7, B#dy: 13, 
Projectile Weapons: 11] 

TANK (Gold, Iron, Lead) [Dex: 5, Str: 12, Body: 

15, Running: 7, Projectile Weapons: 10] 
SUBMARINE (Gold, Iron, Lead, Platinum) [Dex: 6, 
Str: 19, B#dy: 16, Swimming: 5, Water Freedom: 
6, Sonar: 12] 


Doctor Magnus 


Dr. Will Magnus is one of the Earth's leading experts 
in robotics, and creator of the amazing responsometer, 
which allows the Metal Men to have artificial intelligence 
and (to Magnus’ eternal consternation) human-like 
emotions. 


Dr. Will Magnus 


Dex: 4 

Str: 

2 Body: 

3 

Int: 9 

Will: 

7 Mini: 

7 

Infl: 3 

Aura: 

3 Spirit: 

3 

Initiative: 

L6 

Hero Points: 

40 


•Skills: Gadgetry: 10, Scientist: 10, Weaponry: 5 
•Advantages: Connections: The Metal Men (High), 


The Doom Patrol (High), Stagg Industries (Low), 
U.S. Government (Low); Genius; Expansive 
Headquarters; Leadership; Scholar (robotics, 
cybernetics) 

•Drawbacks: Minor Psychological Instability; 
Unluck 

•Motivation: Upholding the Good 
•Occupation: Scientist 
•Wealth: 9 


Using the Metal Men in Adventures 


Considering Will Magnus' many prominent contacts, 
the Metal men find themselves in many diverse adventures. 
They can be used as an unusual Player Character Team, 
performing heroic deeds across the world at the direction of 
Magnus. 

Alternately, the Metal Men can join or oppose Player 
Heroes. Since they will do whatever Magnus tells them, 
they sometimes end up at odds with other heroes. The 
Metal Men once clashed with Metamorpho of the Justice 
League to protect Stagg Industries, because Simon Stagg is 
friends with Magnus. 


Subplots 


Tina (Platinum) is deeply in love with Will Magnus, 
in an unrequited Romance Subplot. 


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


Background/Roster Book (Metal Men only). Atlas of the 
DC Universe (Will Magnus only) 


Appearances in DC Comics 


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

Pre-Crisis: The Brave and The Bold #55, 66, 74, 103, J 13, 
121, 135-136, 186-187; Crisis On Infinite Earths #5, 9-10; 
DC Comics Presents #4, 70; Infinity, Inc . #22; Metal Men(l) 
#1-41, 45-56; Showcase #37-40, 94 (Doc only), 100 Wha’s 
Who ‘86 #15; World's Finest Comics #239 (Gold only) 

Current: Action Comics #590, 599, 675; Action Comics 
Annual #4 (Doc behind the scenes); Armageddon 2001 #2; 
Doom Patrol (2) #19-20, 31, 60-62 (Doc only in all); 
Eclipso: The Darkness Within #2 (Doc); Invasion! #3 
(Doc); Justice League Europe #11-12; Secret Origins 
Annual #1 (Doc in flashback); Superman (2) #61, 65-66; 
Superman; The Man of Steel #10, 20; Superman: Man of 
Steel Annual #1 (flashback); Teen Titans Spotlight #3 
(Gold); Time Masters #1 (Doc); War of the Gods #2-4; 
Who's Who ‘91 #12 













Mister Miracle 
Scott Free 


Dex: 

11 

Str: 

4 Body: 

6 

Int: 

10 

Will: 

7 Mind: 

8 

Infl: 

6 

Aura: 

6 Spirit: 

10 

Initiative: 


31 

Hero Points: 

120 


•Skills: Acrobatics: 11, Gadgetry: 14, Martial Artist: 

6, Military Science: 10, Thief: 13, Vehicles: 11 
•Advantages: Buddy (Oberon); Connections: Justice 
League International (High), New Genesis (High); 
Genius; Insta-Change; Iron Nerves; Lightning 
Reflexes; Luck; Scholar (military hardware, 
restraints) 

•Drawbacks: Married; Secret Identity 
•Alter Ego: Scott Free 
•Motivation: Thrill of Adventure 
•Occupation: Escape Artist 
•Wealth: 5 
•Equipment: 

Aero Discs [Body: 12, Flight: 8] Limitation: the 
Discs are controlled by Mother Box, and cannot be 
used if she is taken away. 

Multi-Cube [Body: 3, Tnt: 2, Flash: 5, Flight: 7, Heat 
Vision: 9, Illusion: 5, Telepathy: 15, Recall: 10, 
Sonic Beam: 9, R#: 2] The Cube can release a 
cable with Str: 9, Body: 1, and a Length of 5 APs. 
Limitations: Flight only allows the Cube itself to 
fly; Telepathy represents range of communicator 
signal; Will not work withoutMother Box. 
MOTHER BOX see ‘'Mother Box" below. 

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

11 AP ABCD Omni Gadgets (x5) 


Powers and Abilities 


Scott Free has no meta-human abilities, but more 
than compensates in skill and determination. He is a 
superior athlete, easily suipassing Olympic levels in 
gymnastic prowess (Dex and Acrobatics). Scott is in 
excellent physical condition, and is a superior hand- 
to-hand combatant (Martial Artist). 

Mister Miracle has trained rigorously over the 
years in many diverse Skills. He is best known for his 
unsurpassed talent as an escape artist, including the 
ability to pick locks and crack safes (Thief). Miracle 
is a genius with other mechanical devices as well. 


and can design and build all manner of useful gadgets 
(Gadgetry and Genius). His years on Apokolips 
taught him all about the many aspects of war 
(Military Science), and he can pilot any type of 
vehicle with amazing ability (Vehicles). 

Scott carries a wide range of equipment. In 
addition to his Aero Discs and Multi-Cube, he always 
seems to have just the right thing concealed in his 
pocket to save the day (Omni-Gadgets), but will 
never resort to a device when pure Skill will suffice. 


Miracle Escapes 


Mister Miracle is the world’s foremost escape 
artist, and can easily free himself from any bonds. 
The AV/EV of the attempt equals his APs of Thief 
Skill (13) against an OV/RV based on the level of the 
restraint. Positive RAPs 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 


Mother Box 


Mother Box is a free-thinking entity, a living 
computer with incredible power. Scott's personal 
Mother Box is worked into the hood of his costume, 
and provides him with companionship and assistance 
in times of need. 


Mother Box 


Dex: 

Str: 

- 

Body: 

7 

Int: 10 

Will: 

6 

Mind: 

6 

Infl: 6 

Hero Points: 

Aura: 

75 

6 

Spirit: 

6 


•Powers: Danger Sense: 12, Life Sense: 6, Omni- 
Power: 11 

•Advantages: Leadership 

Mother Box is a special kind of Omni-Gadget, 
because she can be used over and over again, unlike a 
standard Omni-Gadget. 

With her Leadership Advantage, Mother Box 
can transfer some of her Hero Points to Scott. In 
addition, through his own affection for Mother Box, 
he can transfer some of his Hero Points back to her. 
This requires a successful Action Check using 










Infl/Aura as the AV/EV against an OV/RV of 6/6 
(Mother Box’s Infl/Spirit). The RAPs are the 
maximum number of Hero Points that can be 
transferred. Only one such attempt may be made per 
15 APs of time (1 day). Note that all Hero Points 
spent to enable Mother Box to use her Omni-Power 
must come from Mother Box herself. 

Scott's affection can also repair Mother Box. 
Treat this as a normal Repair attempt, though no tools 
are necessary, and Scott's Infl/Aura are used as the 
AV/EV of the attempt. 

If Scott gains a sample of the X-Element, he can 
use Mother Box to create a Boom Tube capable of 
transporting him between dimensions and galaxies. 
Boom Tubes have the Warp Power rated at 65 APs, 
the Dimension Travel Power rated at 8 APs, and 
remain open for approximately 8 seconds (l AP). 

Only Characters who are spiritually worthy can 
use Mother Boxes. In game terms, this means only 
Characters with heroic Motivations can use a Box; 
those with villainous Motivations cannot. 


Personality/Role-playing 


Scott Free is truly a "happy-go-lucky" hero, 
always ready with an insightful quip or bad joke, 
even in the midst of battle. It is this nature that both 
endears him to his teammates in the League, and 
causes his wife Barda no end of headaches. However, 
when the chips are down, there is no better man to 
have on your team than Mister Miracle. He is fiercely 
loyal to his friends, and will never admit defeat. His 
perseverance and willpower are legendary. 

Scott is constantly driven by a need to escape, 
whether it is from his horrible past on Apokolips, a 
villain's death trap, or a boring suburban lifestyle. He 
is always escaping from something, and consistently 
gets away "scot-free." 


Using Mister Miracle in Adventures 


Mister Miracle's easy-going attitude makes him a 
good character to use to introduce Player Heroes to 
Justice League America. He is always very helpful 
when the need is genuine, and might even lend a 
hand, along with Big Barda. 

Scott is a well-known performer as well as a 
hero. Player Characters might encounter him while 
he is on tour, providing the opportunity for a villain 
to strike while he is in the middle of an escape. The 
PCs would then have to intervene and hold the villain 
off until Scott can get free. 


Since he was raised on Apokolips, Scott might 
lead Player Heroes on a mission to that dismal planet. 
Adventures ranging from rescue to espionage to all- 
out war can take place there, as well as a high- 
powered showdown with Darkseid! 


Subplots 


Scott is involved in an ongoing Family/Romance 
Subplot with his wife, Big Barda. Their star-crossed 
love has occasionally hit the rocks, but always comes 
through in the end. 

In a strange Job Subplot, Mister Miracle was 
forced to go on an intergalactic tour by Magna Khan. 
During this time he was replaced by a robot, which 
was destroyed by Despero. Miracle was thought dead 
until he managed to escape from Khan. 

Whenever Scott finds himself on Apokolips, he 
can be sure that Granny Goodness and the Female 
Furies will be anxious to try and capture him again 
(Enemies Subplot). 

Scott trained another, Shilo Norman, to succeed 
him as Mr. Miracle (Miscellaneous Subplot). 


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


Background/Rosier Book (card included), Apokolips Sourcebook, 
Justice League Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: The Brave and The Bold #112, 128, 138: Cancelled 
Comic Cavalcade #2; DC Comics Presents #12: First Issue 
Special #13 Justice League of America #183-185; Mister Miracle 
(1) #1-25; New Gods (1) #7; Super Friends #5 (behind the scenes); 
Who's Who '86 #15 

Current: Action Comics #593, 050 (flashback), 675; Adventures 
of Superman #463 . 488-489; Blasters Special #1; Blue Meet I e (6) 
#21-22; Booster Gold #22; Captain Atom (3) #16-17, 20, 24-28; 
Doctor Fate (I) #3; Doom Patrol (2) #29: Firestorm Annual #5; 
Firestorm, the Nuclear Man #67, 69; Flash (2) #8; The Fury of 
Firestorm #63-64; Green Lantern Corps #220; Invasion! #2-3; 
Justice League #1-6; Justice League America #26 (behind the 
scenes), 27, 29-32, 35-36, 37-39 (robot), 42, 47-50; Justice League 
America Annual #5; Justice League Annual #1-3; Justice League 
Europe #7-8, 13 (robot), 47-48 Justice League Internationa! #7- 
16, 17 (behind the scenes), 18-25; Justice League Quarterly #3; 
Justice League Special #1; Martian Manhunter #1-2, 4; 
Millennium #1, 3-8; Mister Miracle (2) #1-28; Mister Miracle 
Special #1; New Gods (3) #9, 18; Sandman (2) #5; Secret Origins 
(3) #33; Suicide Squad #13; Superman (2) #65-66; Superman: The 
Man of Steel #10, 20; Time Masters #1; War of the Gods #4; 
Who's Who 1 91 #11; Wonder Woman (2) #13. 25 









Mister Miracle 
Shilo Norman 


Dex: 7 

Str: 

4 Body: 

5 

Int: 8 

Will: 

7 Min»: 

7 

Infl: 4 

Aura: 

5 Spirit: 

9 

Initiative: 

23 

Hero Points: 

50 


•Skills: Acrobatics: 5, Gadgetry: 9, Martial Artist: 8, 
Scientist: 6, Thief: 12 

•Advantages: Connections: Justice League America 
(Low), New Genesis (Low), Scott Free (High); 
Genius; Insta-Change; Lightning Reflexes 
•Drawbacks: Secret Identity 
•Alter Ego: Shilo Norman 
•Motivation: Thrill of Adventure 
•Occupation: Student/Performance Artist 
•Wealth: 4 
•Equipment: 

MIRACLE COSTUME [Body: 6, Bomb: 7, Cling: 5, 
Danger Sense: 6, Energy Blast: 8, Force Field: 8, 
Jumping: 5, Magnetic Control: 5, R#: 2] Bonus: 
Force Field can be used to trap others (see "Fractal 
Forcefield 1 ’ below). Miscellaneous: Mother Box is 
worked into the costume, providing power for all of 
its gadgets. See also "Mother Box" below. 

Aero Discs [Body: 12, Flight: 8] Limitation: the 
Discs are controlled by Mother Box, and cannot be 
used if she is taken away. 

Mini-Transmitters (x4) [Body: I, Cling, 1, 
Telepathy: 13, R#: 3] Limitation: Telepathy 
represents range of signal.; Will not work without 
Mother Box. 

Multi-Cube [Body: 3, In i: 2, Flash: 5, Flight: 7, Heat 
Vision: 9, Illusion: 5, Telepathy: 15, Recall: 10, 
Sonic Beam: 9, R#: 2] The Cube can release a 
cable with Str: 9, Body: 1 , and a Length of 5 APs. 
Limitations: Flight only allows the Cube itself to 
fly; Telepathy represents range of communicator 
signal; Will not work without Mother Box. 


Powers and Abilities 


Shilo Norman, like hjs mentor Scott Free, relies on 
his determination and training to fight crime and thrill 
audiences. He is a skilled Martial Artist and Acrobat, 
but relies more on his costume's weaponry than his fists. 

Shilo is an excellent student, learning about 
physics and philosophy with equal aptitude. He is 
particularly accomplished with electronics, and 
personally designed all of his costume’s gadgets 


(Scientist, Gadgetry, Genius). 

Most useful to Shilo's performance career is his 
ability to execute amazing escapes from any sort of 
entrapment (Thief). His skill is only surpassed in this 
area by his teacher, Scott Free. 

In combat, Shilo uses a variety of built-in 
weapons and devices in his costume. He can fire 
energy or heat blasts, shock waves, or explosive 
"enerjams" from his gloves. Shilo's Aero-Discs allow 
him to fly at over 200 miles per hour, although he 
sometimes has trouble controlling them. 


Fractal Forcefield 


Shilo’s costume can generate a strong "fractal 
forcefield." This energy barrier can be created around 
Shilo to protect him from harm, adding the APs of 
Force Field to his RV versus Physical Attacks. The 
Force Field can also expand to cover a sphere with 8 
APs of volume, enough to cover about ten people. 
While the Force Field is up, Shilo may not make 
Physical Attacks with exterior targets. 

Instead of protecting himself, Shilo can use the 
Force Field to entrap one or more opponents. Such an 
attack is a Dice Action using the APs of Force Field 
as the AV/EV, and the target’s Dex/Dex as the 
OV/RV. Multiple targets may be trapped, as long as 
they are all within 10 feet (0 APs) of one another, 
using the highest Dex among them as the OV/RV. 
Positive RAPs indicate that the targets are surrounded 
by a bubble of "fractal energy." The bubble can be on 
the ground or in the air, but cannot be moved by 
Shilo once created. 

To maintain the bubble, Shilo must expend one 
Automatic Action per Phase, and must stay within 8 
APs (1/4 mile) of it. He may not use the Force Field 
for any other purpose until he drops the bubble. To 
Break free, trapped targets must attack the bubble 
from the inside. The Bubble is treated as an 
inanimate object with a Body of 8. 


Miracle Escapes 


Shilo is the protegee of Scott Free, the famous 
escape artist Mister Miracle. As such, he is among 
the finest escape artists in the world. The AV/EV of 
an escape attempt equals Shilo's APs of Thief Skill 
(12) against an OV/RV based on the level of the 
restraint. Positive RAPs indicate a successful escape. 

Restraint Type OV/RV 

%iick Binding (rope tie) 2/2 

Tightly bound (heavy rope or cord) 4/4 









Personality/Role-playing 


Handcuffs 6/6 

Chained to Wall 8/8 

Locked in a Jail Cell 10/10 

Locked in Safe 15/15 


Mother Box 


Mother Box is a free-thinking entity, a living 
computer with incredible power. Shilo’s personal 
Mother Box is worked into his costume, and provides 
energy and guidance for all of his special gadgets. 


Mother Box 


Dex: 

Str: 

- 

Body: 

7 

Int: 10 

Will: 

6 

Mind: 

6 

Infl: 6 

Hero Points: 

Aura: 

75 

6 

Spirit: 

6 


•Powers: Danger Sense: 12, Life Sense: 6, Omni- 
Power: 11 

•Advantages: Leadership 

Mother Box is a special kind of Omni-Gadget, 
because she can be used over and over again, unlike a 
standard Omni-Gadget. 

With her Leadership Advantage, Mother Box can 
transfer some of her Hero Points to Shilo. In addition, 
through his own affection for Mother Box, he can 
transfer some of his Hero Points back to her. This 
requires a successful Action Check using Infl/Aura as 
the AV/EV against an OV/RV of 6/6 (Mother Box's 
Infl/Spirit). The RAPs are the maximum number of 
Hero Points that can be transferred. Only one such 
attempt may be made per 15 APs of time (1 day). Note 
that all Hero Points spent to enable Mother Box to use 
her Omni-Power must come from Mother Box herself. 

Shilo's affection can als# repair Mother Box. Treat this as 
a normal Repair attempt, though no tools are necessary, and 
Shilo’s Inti ./Aura are used as the AV/EV of the attempt. 

If Shilo gains a sample of the X-Element, he can 
use Mother Box to create a Boom Tube capable of 
transporting him between dimensions and galaxies. 
Boom Tubes have the Warp Power rated at 65 APs, 
the Dimension Travel Power rated at 8 APs, and 
remain open for approximately 8 seconds (1 AP). 

Only Characters who are spiritually worthy can 
use Mother Boxes. In game terms, this means only 
Characters with heroic Motivations can use a Box; 
those with villainous Motivations cannot. 


Shilo is an eager young hero, anxious to get into 
action as the new Mister Miracle. He is constantly 
frustrated by Scott’s insistence that he needs to "train 
and observe" more. Deep down, Shilo knows he 
needs more experience, but he’s not willing to admit 
it openly, especially not to Scott. 

Shilo’s rough childhood and rather unusual 
teenage years provide him with an odd perspective on 
life. Like Scott Free, he values freedom (in all it's 
forms) above all else, and is willing to fight for it. 
However, his confidence sometimes wavers in the 
face of truly frightening villains, never having lived 
on Apokolips or New Genesis like his mentor. 

As a result of too many comparative philosophy 
classes, Shilo has the annoying tendency to speak in 
jumbled-up slang non sequiturs. Phrases like "Let's 
paint the town pineapple!" and "When the caravan 
barks, don't the dogs roll by?" make conversation 
with him something of an adventure. 


Using Mister Miracle in Adventures 


Since Shilo has not yet been given the mantle of 
Mister Miracle, he is currently functioning as a sort 
of sidekick to Scott Free. He can be used in any 
adventure featuring Justice League America, either 
by Scott’s side or as his temporary replacement- 


Subplots 


Shilo is involved in a bumpy Romance Subplot 
with a fellow student at NYU named Fiona Leeway. 
His exploits as an up-and-coming superhero cause 
her no end of headaches, but she keeps coming back. 


Appearances in DC Comics 


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

Pre-Crisis: Mister Miracle (1) #15-18 

Current: Justice League America #47-50; Mister 
Miracle (2) #21-28; mo's Who '91 #11 












Mysa Nal 


Dhx: 

5 

Sir: 

3 

Body: 

3 

Int: 

9 

Will: 

7 

Min*: 

6 

Infl: 

10 

Aura: 

11 

Spirit: 

14 

Initiative: 


24 

Hero Points: 

100 


•Powers: Awareness: 10, Magic Sense: 10, Sorcery: 
20 

•Skills: Occultist: II 

•Limitations: Minor Power Burnout on Sorcery: 
Mysa must make a Burnout roll before she uses her 
Sorcery Power. If the 2D 10 roll is equal to or less 
than 8, the Sorcery Power fails before she gets a 
chance to use it at all, and she must resort to her 
Occultist (Ritual Magic) Skill instead. The normal 
rules regarding Power Burnout apply to any Dice 
Powers mimicked by her Sorcey as well. 
•Advantages: Attractive; Connection: Legion of 
Super-Heroes (High) 

•Drawbacks: Innocent; Married (still considers 
herself married to Mordru); Uncertainty 
•Alter Ego: The White Witch 
•Motivation: Upholding the Good 
•Occupation: Legionnaire 
•Wealth: 6 


Powers and Abilities 


Mysa Nal is able to cast a nearly limitless variety 
of spells, capable of accomplishing virtually anything 
she can imagine (Sorcery). She is also extremely 
sensitive to the flow of mana through the universe, 
and can sense when ’'cosmic" events are occurring by 
feeling the resultant disturbance in the mana flow 
(Magic Sense, Awareness). 

Mysa was so confused and demoralized by her 
treatment at the hands of Mordru that she had great 
difficulty directly manipulating mana, and had to 
resort to the use of incantations and material 
components to accomplish what she used to with a 
wave of her hand (Occultist). She is currently 
recovering from this ordeal as well as possession by 
the Amethyst power. 


Mysa's Sorcery Power 


Using her Sorcery Power, Mysa can focus mana 
energies to produce a wide variety of magical results. 
In game terms, Sorcery allows Mysa to mimic the 
effects of other Powers, sub ject to certain basic 


restrictions. Using the Sorcery Power is known as 
casting a spell, which is a three-step process: 

First, the caster decides what effect she wishes to 
achieve and determines which Power most closely 
resembles that effect, along with appropriate Bonuses 
and Limitations (if any). 

Second, the Sorcerer decides how many APs of 
Sorcery to use while invoking the effect. Since spell 
casting is extremely tasking on the psyche, the caster 
must then immediately cross-reference the number of 
APs of Sorcery she is invoking (as an EV) against her 
Spirit (as an RV) on the Result Table. The resulting 
RAPs (if any) are immediately inflicted upon the 
caster as Mystical Bashing Damage. Damage earned 
in this fashion may not be eliminated through the use 
of Last Ditch Defense, nor may Hero Points be spent 
to raise the caster’s RV against such damage. 

Finally, the caster resolves the effects of the 
mimicked Power using the appropriate rules found in 
the Character Handbook. A Power mimicked by 
Sorcery may be used as long as the caster likes. 
However, for every phase that a mimicked Power is 
used or remains in effect, the caster again suffers the 
appropriate Mystical Bashing Damage described 
above. 

A Sorcerer may invoke more than one Power at a 
time using Sorcery, but the total number of APs the 
Sorcerer has placed in mimicked Powers may never 
exceed her Sorcery APs. Furthermore, the total AP 
value of all invoked Powers is used as the Effect 
Value when determining the Mystical Bashing 
Damage suffered by a Sorcerer with more than one 
invoked Power in effect. 

A Sorcerer may duplicate as many Powers 
during a single phase as she sees fit but may only 
resolve those Powers subject to the usual restrictions 
found on pages 14 and 15 of the Rules Manual. 


\Xola Aq 


When Mysa first encountered the Legion, she 
had been imprisoned in the body of the evil sorceress 
Xola Aq. She was hypnotized by Evillo of Tartarus to 
work with his Devifs Dozen as "The Hag.” 


The Hag 


Dex: 3 

Str: 

2 Bo*y: 

3 

Int: 9 

Will: 

7 Min*: 

6 

Infl: 10 

Aura: 

1 1 Spirit: 

14 

Initiative: 

20 

Hero Points: 

50 


•Powers: Sorcery: 15 
•Skills: Occultist: 8 










•Advantages: Connection: Prince Evillo (High) 
•Drawbacks: Age (Old) 

•Alter Ego: Xola Aq. Mysa Nal 
•Motivation: Mercenary 
•Occupation: Criminal 
•Wealth: 5 
•Equipment: 

Broomstick [Body: 5, Flight: 7, R: 3] 


Personality/Role-playing 


Mysa is a very kind, gentle, and trusting woman 
who believes there is good in all beings, if you look 
deep enough. This belief has put her in danger a 
number of times, but is so essential to her character 
that she refuses to change it. 

Mysa's good nature has put her in conflict with 
the other Legionnaires on a few occasions. She thinks 
that their methods are sometimes too harsh, and that 
revenge is wrong, regardless of the rationale. 

Since her rescue from Mordru, however, Mysa 
has retreated into herself. She barely communicates 
with her Legion Friends, and can hardly use her 
magical powers. She spends most of her time in her 
quarters, alternating between sorrowful silence and 
mournful weeping. 

With the help of the Legion's support and care, 
Mysa is likely to recover both her emotional well¬ 
being and her considerable sorcerous might. What is 
unknown, however, is if her altruism will return 
along with her powers, or if she will be forever 
darkened by her nightmare years with Mordru. 


Using Mysa Nal in Adventures 


In the days before the Magic Wars and the Great 
Collapse, Mysa was an active Legionnaire whose 
magical powers were invaluable on many missions. 


She can be used during this era as a Player Character 
or NPC. as well as an important link to Zerox. 

Since her ordeal on Tham. Mysa has been distant, 
preferring her solitude to the company of her friends. In 
an adventure set in the ,1 current ,, 30th century, Mysa 
can be a challenging Player Character. Her struggle to 
shake loose of Mordru’s influence and regain her 
powers provide plenty of opportunities for role-play. 


Subplots 


Mysa still considers herself married to Mordru, 
and is struggling to resolve her feelings about him in 
a tragic Romance Subplot. 

Mysa has rejoined the LSH and is trying to 
restore her powers to what they formerly were 
(Power Complication Subplot). 


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


2995: The Legion of Super-Heroes Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: Adventure Comics #350-351 . 370; Crisis On 
Infinite Earths #5, 8, 10; Legion of Super-Heroes (2) #291- 
294, 296, 298-300, 302, 304, 308, 311-313; (3) 2-5, 7-1L 
13-14, 16-20, 25-30, 32-36, 38, 40-41, 47, 49-50, 55, 63; 
Legion of Super-Heroes Annual (2) #2-3; Tales of the 
Legion #314-316, 318, 324-325; The Wanderers #3; Who's 
Who ‘87 (2) #25 

Current: Amethyst (2) #4; legion of Super-Heroes (4) #6- 
7. 10, 15-18 . 20, 40, 43; Who's Who in the Legion of 
Super-Heroes #4, 7; Who’s Who ‘91 #9 



Tharn 





























































The Question 


Drx: 7 

Str: 

4 

Body: 

5 

Int: 7 

Will: 

9 

Mind: 

9 

Infl: 7 

Aura: 

6 

Spirit: 

7 

Initiative: 23 


Hero Points: 

55 


•Skills: Acrobatics: 4, Detective: 7, Martial Artist: 8, 
Thief: 7, Weaponry: 5, Vehicles (Land): 5 
•Advantages: Area Knowledge (Hub City); 
Connections: Batman (Low), Green Arrow (Low), 
Hub City Government (High), Hub City Media 
(High), Lady Shiva (Low); Iron Nerves; Sharp Eye 
•Drawbacks: Secret Identity 
•Alter Ego: Charles Victor Szasz, Vic Sage 
•Motivation: Seeking Justice 
•Occupation: Journalist 
•Wealth: 6 
•Equipment: 

MASK [Cling: 8, Bo*y: 1J 
Limitation: Cling is usable only to hold the mask 
on the Question’s face 

BELT BUCKLE GAS DISPENSER [Fog: 8, Illusion: 
12, Body: 5] 

Limitation: Illusion is usable only to change the 
Question’s hair and clothes color. See below for 
complete descriptions of the Question’s items. 


Powers and Abilities 


Having received his training from the legendary 
Richard Dragon, the Question is a highly-trained 
martial artist and hand-to-hand combatant. Under 
normal circumstances, he is easily capable of 
defeating four armed men of lesser experience in a 
hand-to-hand confrontation. Beyond his fighting 
abilities, the Question is also a skilled acrobat and 
detective. 


Pseudoderm 


The Question’s mask is made of a special 
substance known as pseuclodenn that binds to human 
flesh when treated with a special gas that Question 
carries in his belt buckle. Using the gas to attach the 
mask takes Question three phases and surrounds him 
for the next three phases with the Fog Power rated at 
8 APs. Once attached, the mask clings to Question’s 
face with a Str of 8 (ie. only characters with a Str of 
8 or greater can tear it from his face). A special side 


effect of the gas used to activate the pseudoderm 
temporarily changes the color of the Question’s hair 
and clothes. An observer studying the Question can 
determine that there is something unusual about his 
hair or clothes with a successful Perception Check 
against an OV/RV of 12/12 (equal to the gas’s APs of 
Illusion Power). 


Dr. Aristotle Rodor 


Dr. Rodor is the Question’s friend and mentor. 
He has the following game statistics: 


Aristotle Rodor 


Dex: 3 

Str: 

2 Body: 

3 

Int: 8 

Will: 

8 Mind: 

7 

Infl: 4 

Aura: 

6 Spirit: 

6 

Initiative: 17 


Hero Points: 

15 


•Skills: Gadgetry: 5, Martial Artist: 3, Scientist: 5 
•Advantages: Scholar (philosophy); Sharp Eye 
•Motivation: Seeking Justice 
•Occupation: Professor 
•Wealth: 5 


Personality/Role-playing 


Although his methods often seem unsubtle or 
unsympathetic, the Question’s actions are 
unwaveringly guided by a strict, though complex 
moral code. A student of philosophy and ethics, Vic 
Sage has spent long hours reflecting upon the role of 
the hero in modern society. Vic may have began his 
career as a mere “concerned” investigative reporter, 
but he now believes he is fulfilling a sort of spiritual 
destiny through his activities as the Question. 

In manner, Vic is typically blunt and brooding, 
almost apocalyptic. 


Using the Question in Adventures 


The Question can be encountered during just 
about any street-level adventure in which the player 
heroes find themselves embroiled. His idiosyncratic 
moral code and his ability to make the heroes 
question their own actions and activities should 
provide for some interesting role playing. In any 
case, GMs should remember that the Question rarely 
tangles with the so-called “super-villains” who prowl 
the DC Universe, preferring instead to deal with less 
flamboyant and (in his eyes) more dangerous 


menaces. 















Subplots 


For a time, Vic was involved in a Romance 
Subplot with Myra Fcrmin, mayor of Hub City. He is 
also involved in frequent Friends Subplots with his 
mentor. Doctor Rodor. 


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


Back ground/Roster Book (card included) 


Appearances in DC Comics 


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


release valves 



gas cartridge belt buckle attachment 


Pre-Crisis: Americomics Special #1; Blue Beetle (5) 
#1-5; Charlton Bullseye #1; Crisis On Infinite Earths 
#6-7; Mysterious Suspense # 1; Who's Who ‘86 #19 

Current: Blue Beetle (6) #4-7; The Brave and The 
Bold (2) #2-6; Checkmate! #25; Detective Comics 
Annual #1; Green Arrow Annual #2-3; Invasion! #2; 
The Question #1-36; The Question Annual #1-2; The 
Question Quarterly #1-5; Who's Who ‘87 (2) #3; 
Who's Who ‘91 #12 



gas molecule 



















Red Star 


Dex: 9 

Str: 

10 

Body: 

10 

Int: 5 

Will: 

7 

Mind: 

7 

Infl: 4 

Aura: 

4 

Spirit: 

6 

Initiative: 

20 

Hkro Points: 

60 


•Powers: Flame Being: 12, Jumping: 7, Running: 7 
•Skills: Acrobatics: 4, Military Science: 5, Thief: 4, 
Weaponry: 6 

•Limitations: Red Star has no control over his Flame 
Being Power. Fie will ignite if angered and when 
struck by incendiary attacks, and must be "put out” 
in order to turn the Power off (smothered, sprayed 
with a fire extinguisher, etc.). With supreme effort. 
Red Star can attempt to turn his power on or off 
through force of will. This is a Dice Action using 
his Will as the AV/RV against OV/RVs of 12/12. 
Positive RAPs indicate success. 

•Advantages: Connections: Soviet Government 
(Low), New Titans (High); Lightning Reflexes 
•Drawbacks: Exile (voluntary, from former Soviet 
Union) 

•Alter Ego: Leonid Kovar, Starfire 
•Motivation: Responsibility of Power 
•Occupation: Hero 
•Wealth: 3 


Powers and Abilities 


The powers gained by Leonid Kovar from 
contact with the alien spacecraft are continually 
evolving and changing. Red Star has always had 
greatly heightened strength, stamina, and reflexes, 
which have apparently increased even more since his 
Starfire days. His strength is sufficient to "whip" 
pavement and to wield stone columns like clubs. His 
resistance to damage is such that he can withstand 
being punched through a solid stone wall without 
being stunned. Though nowhere near as fast as the 
Flash, Red Star can run at incredible speeds and can 
leap great distances. He has jumped from a window 
in Titan's Tower, landing in New York harbor in a 
single leap. He has apparently undergone extensive 
physical training while in the care of the Soviet 
Union and possesses a formidable acrobatic skill to 
compliment his physical power. 

For a time. Red Star’s fists seemed to glow 
during combat. Whether this was merely the 
manifestation of his physical powers or some 
additional, short-lived energy power is unknown. 

The latest alteration in Red Star’s power is his 


uncontrollable ability to ignite into a white-hot being 
of flame. When in this form, everything he touches 
burns, including his clothes and hair. 


Starfire 


Early in his career as a young hero of the Soviet 
Union, Leonid Kovar was given the name Starfire. 
His powers were not as formidable as they are today, 
but he was still a powerful hero of the people. 


Starfire (early Red Star) 


Dex: 5 

Str: 

6 

B#dy: 

5 

Int: 3 

WtLL: 

5 

Mind: 

5 

Infl: 3 

Aura: 

3 

Spirit: 

4 

Initiative: 

13 

Hero Points: 

25 


•Powers: Jumping: 3, Running: 5 
•Skills: Acrobatics: 2, Military Science: 3 
•Advantages: Connections: Soviet Government 
(High), Teen Titans (Low); Lightning Reflexes 
•Drawbacks: Serious Irrational Attraction to 
Defending Soviet Union 
•Alter Ego: Leonid Kovar 
•Motivation: Responsibility of Power 
•Occupation: Soviet Hero 
•Wealth: 4 


Personality/Role-playing 


As a hero of the Soviet government, Starfire (and 
later Red Star), was serious and humorless. He 
performed his heroic deeds with grim determination. 
Like many of the Soviet people, he believed in the 
ideals of communism and that his government had 
the best interests of the people at heart. He followed 
the orders of his superiors without question, even to 
the extent of seeing to the death of his own fiance 
who had been infected with a deadly plague and sent 
to America to spread the disease. 

Since the collapse of the Soviet union and his 
treacherous treatment at the hands of his former 
superiors, Leonid has returned to America in an 
attempt to form his own ideology. During his alliance 
with the New Titans Red Star has begun to loosen his 
tightly bound personality, though it can’t yet be said 
that he has developed a passable sense of humor. 


Using Red Star in Adventures 


Heroes who work with or encounter the New 
Titans are liable to meet Red Star as well. Though he 
has not been a Titan long, Red Star is spending most 











of his time in America with the group. Any 
adventures which involve interaction with the former 
Soviet Union could easily involve Red Star as well. 
With the current Soviet Republics in disarray. Red 
Star’s loyalties and beliefs might come into question 
leading to possible confrontation with heroes. 


Subplots 


Since his powers are constantly evolving Red 
Star could easily become immersed in a Power 
Complication Subplot as his powers grow, decrease, 
or change, possibly beyond his control. 

Because of his former actions in the U.S. on 
behalf of the Soviets, Red Star is sometimes tied 
into a kind of Criminal Past Subplot. 

Though he appears recovered from it now, there 
was certainly a period in his recent past in which the 
death of his fiance weighed heavily upon him 
(Death Guilt Subplot). 


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


New Titans Sourcebook 


Appearances in DC Comics 


Pre-Crisis: Action Comics H551 (mention) Crisis On 
Infinite Earths #5, 9, 12; The New Teen Titans (1) 
1118; Teen Titans 1118; Who's Who ‘86 1119 

Current: Adventures of Superman Annual 114; Aquaman 
(4) 115; Deathstroke , the Terminator HI 3-15; Eel ipso: 
The Darkness Within 112; Justice League International 
1113; Justice League Quarterly 115; The New Teen Titans 
(2) 1148-49; The New Titans 1176-79, 81-on; The New 
Titans Annual 117-8; Secret Origins Annual 113; Showcase 
93 Hl-2; Suicide Squad 1113; Superman: The Man of 
Steel 1120; Team Titans HI-3, 5; Titans Sell-Out Special 
HI; War of the GodsH4; Who's Who ‘91 HI 1 


science city complex #3 



Lab where Cyborg wae rebuilt 

meters 

0 30 12 0 240 


Government Offices 
Botanical 
Genetics 
Computers A 


Communications 



Robotics 

Psycho / Physiological 

Vehicle storage / maintenence 












































Red Tornado 


Int: 

7 

Will: 

7 

Mind: 

8 

Infl: 

9 

Aura: 

13 

Spirit: 

9 

Initiative: 


28/23 

Hero Points: 

90 


•Powers: Air Animation: 19, Air Control: 19, 
Awareness: 9, Flight: 15, Growth: 14, Invisibility: 
9, Invulnerability: 12, Lightning: 9, Self-Link 
(Spirit Travel): 12, Super Breath: 19, Telepathy: 9, 
Weather Control: 12 

•Bonuses: Red Tornado's APs of Spirit Travel are 
added to his Initiative when he is not occupying his 
robotic body. 

•Limitations: Dimension Travel may only be used 
for travel: Red Tornado's Powers have no direct 
effect on other elemental. 

•Advantages: Connections: Firestorm (High), 
Captain Atom (High), Justice League of America 
(Low) 

•Drawbacks: Innocent; Unluck; Miscellaneous: Red 
Tornado is trying to relearn what it means to be 
human. 

•Motivation: Seeking Justice 

•Occupation: Elemental 

•Equipment: 

ROBOTIC BODY [Dex: 7, Str: 9, Body: 12, R#: 3] 


Powers and Abilities 


As the Earth’s air elemental. Red Tornado 
possesses virtually limitless powers. He has complete 
control over air, and can shape and control it in any 
way he sees fit (Air Animation, Air Control). This 
also allows him to Fly.at speeds of over 30,000 miles 
per hour, and generate gusts of wind powerful 
enough to demolish buildings (Super Breath). 

When he leaves his robotic body. Red Tornado 
can actually become wind, allowing him to Grow to 
immense size, become Invisible, or even completely 
intangible (Self Link: Spirit Travel). Note that when 
Red Tornado is outside of his robot body, he has no 
Physical Attributes and as such is immune to 
Physical Attacks. 

Red Tornado's power over wind allows him to 
control air currents and pressure zones, granting him 
the Weather Control Power. With it, he can create 
tornados and hurricanes, as well as any desired level 
of temperature or precipitation. Red Tornado can also 
use his mastery of air to generate powerful bolts of 
Lightning. 


Red Tornado's nature as an elemental also grants 
him a number of supernatural abilities. He is virtually 
impossible to kill (Invulnerability), and possesses a 
special Awareness of cosmic happenings, especially 
when the Earth’s well-being is involved. 


Red Tornado's Air Control 


Red tornado has complete control over air, 
represented by his Air Animation, Air Control, Super 
Breath, and Weather Control Powers. Of these 
Powers, Air Control is his most flexible and powerful 
weapon, granting him the following abilities: 

•Forceful Gusts: Red tornado can generate winds 
with hurricane force to use against his opponents. 
This is treated as a Physical attack with AV/EVs 
equal to the APs of Air Control, and OV/RVs equal 
to the target’s Dex/Body. 

•Buffeting Winds: Using carefully controlled 
windstorms, Red Tornado can lift and toss his 
opponents as if they were rag dolls. This attack 
affects everyone and everything within an area 
equal to the APs of Power (except Red Tornado). 
Red Tornado may shape this volume in any way he 
sees fit. Each target is attacked separately, using 
the APs of Power as the AV/EV and the target’s 
Dex/B*dy as the OV/RV. The target does not 
sustain damage from this attack, but is Knocked 
Back a number of APs distant equal to the RAPs 
received minus the target’s weight in APs. Red 
Tornado may choose which direction each target is 
Knocked Back. 

•Vacuum: Red Tornado may attempt to remove 
existing volumes of air to create a vacuum, using 
his APs of Air Control as the AV/EV and the 
volume of air to be displaced as the OV/RV. The 
OV/RV receives a special +2 Column Shift 
modifier due to the difficulty of creating a vacuum. 
Characters caught in a vacuum lose 1 AP of 
Current Body Condition per phase of exposure. 
•Flight: Red Tornado may propel himself with gusts 
of wind at a speed of 19 APs. 

•Move Air: Red Tornado may move a volume of air, 
using the APs of Power as AV/EV and the volume 
to be moved as the OV/RV. RAPs equal the 
distance the volume is displaced. 


The Original Red Tornado Robot 


Before he was transformed into Earth's air 
elemental, Red Tornado was a powerful android, 











created by T.O. Morrow and possessed by the spirit 
of the Tornado Champion. 


Using Red Tornado in Adventures 


Red Tornado (original robot form) 


Dbx: 8 

Str: 

9 Body: 

10 

I nt: 7 

Will: 

7 Mind: 

4 

I nfl: 4 

Aura: 

4 Spirit: 

7 

Initiative: 

21 

Hero Points: 

70 


•Powers: Air Control: 13, Flight: 10, Invulnerability: 

13, Sealed Systems: 10, Telescopic Vision: 7 
•Skills: Gadgetry: 5, Scientist: 5 
Limitations: Miscellaneous: Air Control has a range 
of 1 AP. 

•Advantages: Buddy (Kathy Sutton); Connections: 
Justice League of America (High); Lightning 
Reflexes 

•Drawbacks: Secret Identity; Miscellaneous: The 
Red Tornado has a sort of ’’death wish” that often 
makes him want to sacrifice himself for others. 
•Alter Ego: John Smith 
•Motivation: Upholding the Good 
•Occupation: Office Worker 
•Wealth: 4 


Personality/Role-playing 


As a super-android. Red Tornado was heroic and 
self-sacrificing. He was always willing to put himself at 
risk to save his friends and team mates, to the point of 
being destroyed several times. During this period, Red 
Tornado periodically took on a human appearance and 
name, and tried to live life as a normal person. 

Since his resurrection as Earth's Air Elemental. 
Red Tornado has been a cold, stern, and ruthless 
protector of the environment. His crusade to purify 
the atmosphere is more important to him than 
anything else, including human life. 

Recently, Tornado's extreme nature has been 
tempered by several clashes with his fellow 
elemental, as well as Captain Atom. Red Tornado 
has learned that humans are a necessary, though 
annoying, part of the Earth’s ecosystem. He remains 
somewhat aloof from humans, but strives to 
understand them from afar. 

Red Tornado’s new view of humans in no way 
dilutes his quest, but it does prevent him from simply 
killing people out of spite. Despite his recent 
understanding, abusers of the air still must fear the 
wrath of the Red Tornado. 


Because of his immense power and vengeful 
nature, Red Tornado is best used as a misunderstood 
opponent for Player Heroes. For instance, in lashing 
out at an industrial complex that is polluting the air, 
he might be putting surrounding innocents at risk. 
The Player Heroes would have to intervene and 
convince Tornado to spare the lives of the people 
involved, explaining how important humans arc to 
the Earth in the process. 


Subplots 


Red Tornado suffered a major Power 
Complication Subplot when he was reborn as Earth's 
Air Elemental. This metamorphosis forever changed 
his outlook on humanity. 

In a Miscellaneous Subplot, Firestorm created a 
robotic body for Tornado, to help him relate to 
humans. Red Tornado still dislikes humans because 
of their constant abuse of the planet, but is struggling 
to understand them anyway, so he may fulfill his 
elemental duties more effectively. 


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


Justice League Sourcebook 


Appearances in DC Comics 


Red Tornado II (pre-Crisis): Action Comics #443, 48$, 481-483 
(behind the scenes), 546; All-Star Squadron #54 Batman Family 
#20; The Brave and the Bold #153, 172; Crisis on Infinite Earths 
#4-5, 8; DC Comics Presents #7 . 42-43; Detective Comics #493; 
The Fury of Firestorm #4; Justice League of America #64-65, 72- 
74, 82-83, 100 101 (behind the scenes), 102, 105-110 , 112, 114, 
117-119, 121, 127, 129, 145-146, 149-153, 155-172, 175-176, 
179-/80, 183 , 189-190, 192-193, 195, 200-202, 209-220, 224, 
226-230; Justice League of America Annual #1-3; Limited 
Collector s’ Edition #C-41; The Phantom Zone #2, 4 (both behind 
the scenes); Red Tornado #1-4; Super Friends #8; Supergirl (2) 
#20; Superman (1) #387; Who's Who *86 #19; Wonder Woman (7 ) 
#218, 220-222, 256, 300; World's Finest Comics #261, 264-270, 
272, 300. 302 

Red Tornado II (current): Captain Atom (3) #16-/7, 38-39, 41- 
42, 43 (behind the scenes), 48, 50; Firestorm, the Nuclear Man 
#91-93; Secret0rigins(3)#22 (flashback); Who'y Who *9/ #12 











HERO 




■ 


Rhea Jones 


Dex: 7 

Str: 

10 

B#dy: 

12 

Int: 18 

Will: 

8 

Mind: 

7 

Inel: 12 

Aura: 

8 

Spirit: 

8 

Initiative: 

37 

Hero Points: 

75 


•Powers: Flight: 40, Force Field: 20, Invulnerability: 
14, Magnetic Control: 30, Sealed Systems: 30, 
Telekinesis: 25 

•Advantages: Connection: Doom Patrol (High) 
•Motivation: Responsibility of Power 
•Occupation: Cosmic Force 


Powers and Abilities 


Rhea’s bond with the magnetic spectrum enables 
her to generate enormously powerful waves of 
magnetic energy. By properly controlling these 
emanations, Rhea can transport herself at faster-than- 
light speeds, shatter small mountains, and generate 
force fields capable of stopping the most powerful 
weapons known to man. 


Lodestone 


Before the Dominators’ gene bomb exploded, 
beginning Rhea’s strange transformation, she was far 
less powerful. In her old Lodestone identity, Rhea 
had the following statistics: 


Lodestone 


Dex: 4 

Sir: 

7 

Body: 

6 

Int: 5 

Will: 

5 

Mind: 

5 

Infl: 4 

Aura: 

4 

Spirit: 

5 

Initiative: 

13 

Hero Points: 

40 


•Powers: Flight: 8, Force Field: 9, Magnetic Control: 
9, Telekinesis: 6 

•Advantages: Connection: Doom Patrol (High) 
•Drawbacks: Innocent 
•Alter Ego: Rhea Jones 
•Motivation: Upholding the Good 
•Occupation: Ex-circus performer 
•Wealth: 3 


Personality/Role-playing 


No matter how harrowing the circumstances in which 
she found herself, she absolutely refused to give up 
hope or put anything but the brightest possible face 
on her predicament. After her mother died and Rhea 
realized that her father was in terrible danger, for 
instance, rather than accept his demise, she decided 
to help her father by stowing away aboard an air 
force jet bound for Antarctica. Throughout these 
early adventures and her first few forays alongside 
the Doom Patrol, Rhea’s innocence seemed to shield 
her from the dangers of the outside world. 

Later, after she awoke from her coma, Rhea’s 
personality changed completely. With her powers 
heightened, she was now attuned to the cosmos in a 
fashion incomprehensible to most mortals. In this 
state she seems to pursue her own agenda and 
interacts with mortals in a manner that is difficult to 
understand. When last seen, she was travelling out 
into the cosmos in pursuit of new mysteries. 


Using Rhea Jones in Adventures 


The easiest way to incorporate Rhea into an 
adventure is to force the player heroes to seek her out 
so she can provide them with the clues or insights 
they need to solve some cosmic mystery. 
Unravelling such a mystery might allow the player 
heroes to foil an “epic scale” plot threatening all of 
creation. 

An adventure revolving around the player 
heroes’ attempts to convince Rhea to use her powers 
on their behalf might also prove interesting. 


Subplots 


Rhea’s newfound abilities and the “destiny” she 
believes they have thrust upon her constitute a Power 
Complication Subplot. 


Appearances in DC Comics 


Doom Patrol (2) #3-18, 22-24, 26, 33, 34 (behind the 
scenes), 36-42; Doom Patrol Annual #1; Invasion! 
#2-3; Superman (2) #20; Who’s Who ‘88 #2; Who’s 
Who ‘91 #9 


When Rhea first began her career as a costumed 
adventurer, she was headstrong and happy-go-lucky. 
















generator 
control room 


Arctic Airf crce daze 



Experimental 

Electromagnetic Generator 



power station y 
control room 


□ _ □ □ 

stairs down 


women 

^ r 


A 


Airforce E.E.G. testing plant 


Magnetic Radiation Given OffEuring Power Use 


































Powers and Abilities 


Robin III 


Dux: 7 

Str: 

2 

Body: 

4 

Int: 7 

Will: 

5 

Mind: 

5 

Inpl: 7 

Aura: 

5 

Spirit: 

6 

Initiative: 23 


Hero Points: 

20 


•Skills: * linked 

Acrobatics: 7*, Charisma (Persuasion): 5, 
Detective: 7*, Gadgetry: 7*. Martial Artist: 7*, 
Medicine (First Aid, Forensics): 4, Thief: 7 : L 
Weaponry (Melee Weapons, Missile Weapons): 7* 
•Advantages: Connections: Batman (High), 
Nightwing (High), New Titans (Low); Intensive 
Training; Scholar (computers); Sharp Eye 
•Drawbacks: Age (young); Secret Identity 
•Alter Ego: Timothy Drake 
•Motivation: Responsibility of Power 
•Occupation: Student 
•Wealth: 5 
•Equipment: 

COSTUME [Body: 5] Robin's costume is constructed 
of woven kevlar fiber which is highly resistant to 
bullets. His cape as well as his costume is resistant 
to fire and acid. 

Staff [Body: S, EV: 3] Robin’s combat staff is 
composed of ceramic coated magnesium alloy and 
breaks down into sections for easy carrying. When 
being wielded in combat it produces an eerie wail 
which distracts his opponents. Robin receives a -1 
Column Shif t to the OV when using i t i n combat. 
Batarang w/Rope [Body: 7, EV: 3, Gliding: 2] The 
rope is 4 APs long. 

Radio [Body 1, Radio Communication: 10] Robin's 
radio can be used as a two-way radio and can also 
pick up police and fire department transmissions. 
Razor ”R M (w/ optional rope) [Body: 7, Claws: 3, 
Gliding: 2]. The rope is 4 APs long. 

Sling w/bullets [Body: 2, EV: 3] 

Swingline Gun [Body: 3, Range: 5, Gliding: 2] 
Binoculars [Body: 1, Telescopic Vision: 4] 

Smoke Pellets (x6) [Body: 1, Fog: 10] 

Tracking Device [Body: 1, Radio Communication: 
10] Limitation: Radio Communication only emits a 
traceable signal. 

Poison Antidote [Body: 1, Systemic Antidote: 5] 

Air Supply [Body: 1, Sealed Systems: 5] 

5 AP AB Omni-Gadgets (x2) 


Tim Drake has been as well trained to work with 
the Batman as anyone could possibly be. After Tim 
and Dick Grayson convinced Batman to accept him 
as the new Robin, Tim was trained by Alfred and 
Batman in the operations of the Batcave. After this, 
Tim spent a time with Dick Grayson learning from 
him what it takes to be a partner to someone like 
Batman. Tim was then sent to Paris to learn Tibetan 
martial arts from its last living master, the Ruhal 
Lama. During this trip Tim’s training was 
supplemented by former DEA agent Clyde Rawlins 
and the mysterious Lady Shiva. Robin now employs 
a unique and effective martial arts style combining 
the best qualities of his tutors, the acrobatic speed of 
the Batman, the discipline of the Ruhal Lama, the 
power of Rawlins, and the grace of Shiva. He has 
been taught to use his small stature, which causes 
most foes to underestimate him, to his advantage 
during combat. 

Robin's physical prowess is complimented by his 
amazing deductive ability and computer knowledge. 
Even before he received any training from Batman, Tim 
had deduced the secret identities of Batman (Bruce 
Wayne), the second Robin (Jason Todd), and the 
original Robin and Nightwing (Dick Grayson). Since he 
became Robin, Tim has also discovered the identity of 
the Huntress (Helena Bertinelli). Tim's amazing affinity 
for computers gives him access to a wealth of 
information through "hacking' 7 . He can bypass all but 
the most sophisticated computer safeguards. 


Personality/Role-playing 


Tim Drake began his association with Batman 
not with a desire to become Robin, but with a deep 
concern for Batman's mental well-being. He felt that 
Batman needed a Robin by his side to temper his 
violent methods. After Dick Grayson, the original 
Robin, refused to return to being the Batman's 
sidekick, Tim strove to assume the role himself. 

Now that he has been accepted as the new Robin, 
Tim's concern for the welfare of Batman has changed 
to a concern for living up to Batman's expectations. 
He often worries about being everything Batman 
needs him to be. 

Recently, Tim's father, Jack Drake, has emerged 
from his coma and returned to Tim’s life. Tim is 







having to adjust to this new complication to being 
Robin, and frequently has to lie to his father about his 
continual cuts and bruises. He now has to sneak to 
the Batcave through a secret entrance hidden beneath 
a cistern in the Drakes’ basement. 


Tim’s personal life is becoming a greater and 
greater hindrance to his life as Robin. His 
relationship with his father, and his responsibilities at 
home and at school frequently involve Tim in 
Family, School, and Secret Identity Subplots. 


Using Robin in Adventures 

» 

Appearances in the DC Heroes 


Role-Playing Game, Second Edition 


an adventure to get 


Robin can be used in 
characters in touch with Batman. His access to the 
Batcave can also provide Player Characters with the 
means to analyze clues with the sophisticated 
equipment there (see Technology , Batcave). 

Though Robin doesn't often work without 
Batman, his strong will sometimes leads him into 
solo adventures which could also eventually involve 
the Player Heroes. 


Subplots 


Though Tim Drake had nothing to do with the death 
of Jason Todd, he feels a great need to live up to the 
reputation of Todd and Dick Grayson before him. This 
reaction is similar to Batman’s own Death Guilt Subplot. 

Robin frequently encounters Lynx and the Ghost 
Dragons (as well as their sponsor. King Snake) as 
part of a regular Enemies Subplot. 


New Titems Sourcebook 


Appearances in DC Comics 


Action Comics #683; Armageddon 2001 #2; Batman 
#436, 440-445, 448-450, 455-457, 465-472, 480-481, 
483-490 ; Batman: Bride of the Demon Batman: 
Penguin Triumphant; Batman: Seduction of the Gun 
#1; Batman: Shadow of the Bat #1-2, 8-9; The 
Demon (3) #23-24; Detective Comics #615-616, 618- 
621, 635-637, 644-651, 653, 655 (public service 
announcement). 657-660; Justice League America 
#70; The New Titans #60 61, 64-65; Robin #1-5; 
Robin Annual #1; Robin 11 #1-4; Robin 111: Cry of the 
Huntress #1-6; Showcase 93 #2-5; Superman (2) 
#70, 76; Superman: The Man of Steel #14, 20; War 
of the Gods #2, 4; Who’s Who 91 #10; Wonder 
Woman (2) #59-61 



"R" throwing knife 









Starfire 


•ex: 7 

Str: 

6 

Body: 

8 

Int: 5 

Will: 

6 

Mind: 

8 

Infl: 7 

Aura: 

5 

Spirit: 

6 

Initiative: 

23 

Hero Points: 

65 


•Powers: Comprehend Languages: 14, Energy Blast: 

11, Flight: 12, Solar Sustenance: 15 
•Skills: Charisma: 7, Martial Artist: 8, Weaponry 
(Melee Weapons, Missile Weapons): 8 
•Advantages: Area Knowledge (Tamaran); 
Attractive; Connections: Fashion Industry (Low), 
New Titans (High), Tamaran rulers (High); 
Lightning Reflexes; Popularity; Sharp Eye 
•Drawbacks: Exile (voluntary, from Tamaran), 
Serious Irrational Attraction to Nightwing: Minor 
Rage 

•Alter Ego: Princess Koriand T r/Kory Anders 
•Motivation: Upholding the Good 
•Occupation: Fashion model, Princess 
•Wealth: 6 


Start ire's Star bolts 


Due to the experiments performed on Koriand’r 
and her sister Komand’r by the Psions, Starfire can 
channel part of the solar energy her Tamaranian body 
absorbs naturally into blasts of devastating force. 
These blasts, called starbolts, are capable of blowing 
a hole through plate steel and incinerating a person. 


Powers and Abilities 


Like the rest of her Tamaranian race (except her 
sister Blackfire), Starfire has the ability to absorb solar 
energy into her body and convert it into the ability to 
fly. Koriand’r has had a considerable amount of 
opportunity to hone her flying ability (especially as a 
Titan), and is highly skilled at aerial maneuvering. 

Her Tamaranian environment has not only 
provided her with her power of flight, but exceptional 
hand to hand martial fighting skills. Though her race 
is pacifistic by nature, all Tamaranians are well 
trained in the warrior’s art, and Koriand’r particularly 
so. This training includes not only empty handed 
techniques, but combat with weapons as well. Starfire 
is capable of holding her own with all but the best 


maitial artists on earth, though as a member of the 
New Titans, she relies heavily on her starbolts and 
flight. 


Personality/Role-playing 


Like the rest of her race, Koriand’r is an open, 
caring, sensuous person with highly charged 
emotions. She often allows these emotions to govern 
her actions in spite of her (or anyone else’s) better 
judgment. 

When she first came to Earth, Koriand’r was 
extremely naive in the ways of Earthlings (Innocent 
Drawback). She was fortunate enough to have been 
taken into the care of the New Teen Titans who 
slowly acclimated her to Earth customs as painlessly 
as possible. 

Starfire is extremely aggressive in combat. Her 
warrior upbringing often leaves her confused as to 
why Earthlings show mercy to their enemies. Against 
exceptionally vile adversaries, or if one of her 
teammates (particularly Nightwing) is hurt, she will 
fly into a rage, sometimes entering Killing Combat. 


Using Starfire in Adventures 


Any adventure which involves the New Titans 
will likely include an encounter with Starfire. Her 
highly aggressive nature might lead unsuspecting 
heroes to believe her to be a villain or that she has 
gone berserk. This assumption could lead further into 
a full blown confrontation between the heroes and the 
New Titans. 


Subplots 


Starfire is occasionally involved in Family and 
Enemies Subplots on her homeworld of Tamaran 
with her family and her sister Komand’r (Blackfire), 
Her obligations to her family, the rulers of Tamaran, 
sometimes call her back to her home planet. 

Starfire is deeply in love with Nightwing (Dick 
Grayson). Grayson must continually disguise himself 
when visiting Koriand’r’s apartment to conceal his 
hero identity. Recently Starfire was kidnapped by 
Mirage of the Team Titans who replaced her to have 
an affair with Nightwing. Though their relationship 
was strained after Starfire escaped, they seem to now 
recognize their mutual love, and have become 













engaged. However, Kory has been having second 
thoughts about her relationship with Dick and is 
returning to her warrior-like nature. 


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


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


Appearances in DC Comics 


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

Pre-Crisis: Action Comics #532, 546; Batman and 
the Outsiders #5; The Best of DC #18; Crisis on 
Infinite Earths #3-7, 9; Infinity, Inc . #22; The New 
Teen Titans (J) #1-16, 18-34, 36-37, 38 (behind the 
scenes), 39-40; (2) 1-14; The New Teen Titans 
Annual (1) 1-2; (2) 1; The New Teen Titans Drug 
Awareness Giveaways #1-3; Red Tornado #3; 
Super girl (2) #20; 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 ‘86 #22; Wonder Woman (1) #287, 
293, 300; World's Finest Comics #300 

Current: Action Comics Weekly #615, 618, 634; 
Adventures of Superman Annual #4; Armageddon: 
Inferno #2-4; Batman #416, 433, 440; Blasters 
Special #1; Blue Beetle (6) #11-14; Cosmic 
Odyssey #1-4; Deathstroke, the Terminator #1 
(flashback), 4 (flashback), 14-15; Eclipso: The 
Darkness Within #2; Flash (2) #1; Hawk and Dove 
(3) #11-12; Hawk and Dove Annual #1 (behind the 
scenes); Infinity, Inc. #45, 51; Justice League 
America #40, 70; Mister Miracle (2) #17 (behind 
the scenes); The New Teen Titans (2) #15-20, 22- 
23, 26-49; The New Teen Titans Annual (2) #2-4; 
The New Titans #50-55, 57-69, 71, 75, 78-79, 82- 
86, 90-on; The New Titans Annual #5-6, 8; The 
Omega Men #33-35 Secret Origins (3) #13, 46; 
Secret Origins Annual #1 (flashback), 3; 
Superman: The Man of Steel #20; Team Titans #1- 
3, 5; Teen Titans Spotlight #1-2, 15, 19; Titans 
Sell-Out Special #1; Who's Who ‘91 #10 



Starfire'6 Suit 














Stealth 


Powers and Abilities 


Dex: 

10 

Str: 

10 

Body: 

10 

Int: 

6 

Will: 

8 

Mind: 

11 

Infl: 

4 

Aura: 

7 

Spirit: 

10 

Initiative: 


24 

Hero Points: 

75 


•Powers: Energy Absoiption: 10, Sound Nullify: 15, 
Reflection/Deflection: 9 

•Skills: Charisma: 5, Martial Artist: 10, Thief 
(Stealth): 8, Vehicles: 4, Weaponry: 4 

•Bonus: Sonic attacks can be Deflected at any target, 
not just the original attacker. 

•Limitations: Stealth's Reflection/Deflection and 
Energy Absorption Powers only affect sonic attacks 
and other sound energy. 

•Advantages: Connection: L.E.G.I.O.N. (High): 
Lightning Reflexes 

•Drawbacks: Exile (voluntary); Catastrophic 
lirational Attraction to protecting her child 

•Motivation: Thrill of Adventure 

•Occupation: L.E.G.I.O.N. Member 

•Wealth: 5 


Sound Nullify 


Stealth uses the power Sound Nullify, which is 
not listed in the Character Handbook. It is described 
as follows: 

•Link: Str -Range: Normal 
•Type: Auto 

•Base Cost: 5 Factor Cost: 6 

Sound Nullify allows Stealth to generate a field 
through which no sound can pass. Normal hearing is 
completely blocked. The APs of Sound Nullify 
become the OV/RV of any attempts to penetrate the 
field through the use of such Powers as Directional 
Hearing or Sonar. 

Sound Nullify also reduces the effect of Sonic 
Beam and other sound based attacks. Whenever a 
sonic attack is made from within a nul-sound field or 
is made at a target within a nul-sound field, the APs 
of the attacking power are reduced by the APs of 
Sound Nullify. If any APs of the attacking power 
remain, they are applied normally. 

The nul-sound field generated has a volume 
equal to the Stealth's APs of the Power. This field 
remains in effect for as long as Stealth wishes 
(through the expenditure of an Automatic Action each 
successive phase) or until Stealth falls unconscious. 


Aside from her mutant-born sound nullifying 
powers, Stealth has the ability to reflect or deflect 
damaging sonic attacks. To deflect a sonic attack, she 
makes an Action Check using her APs of 
Reflection/Deflection as AV/EV and the APs of the 
incoming attack as OV/RV. If positive RAPs are 
indicated the attack is automatically deflected. Stealth 
can then choose to reflect the attack back at her 
attacker or direct it at another target using the RAPs 
as AV/EV against the target's Dex/Boiy as OV/RV. 

Stealth also displays exceptional hand to hand 
fighting abilities as well as an remarkable skill with 
weapons. She is extremely dexterous and athletic, 
capable of relying as much on her own fighting 
prowess as the formidable L.E.G.I.O.N. weapons. 


Stealth's Mating Rage and Pregnancy 


Shortly after the L.E.G.I.O.N. was formed, 
Stealth went into an uncontrollable mating rage 
during which she forcibly mated with Vril Dox and 
then brutally killed him. During later testing it was 
discovered that this rage was caused by an unusual 
gland in her system which released a rage-inducing 
hormone. As this gland burned itself out in the 
episode, it is assumed that it served a ’’one-shot" 
purpose. It is not known if this gland is a result of 
Stealth's mutation or if her entire race possesses such 
a gland. 

During Stealth's delivery of her baby, her body 
went through several painful transformations. The 
procedure involved the complete mutation of her 
body and the eventual restoration of her body and an 
egg-pod which contained her infant son. 


Personality/Role-playing 


Stealth is a high-spirited, adventure-loving 
member of the L.E.G.I.O.N. who enjoys the exciting 
missions she frequently takes part in. She treats her 
fellow L.E.G.I.O.N, members with an equal amount 
of friendship except for Vril Dox, who she views as a 
cold-hearted, megalomanical bastard and a threat to 
the well-being of her son. She shares the group's 
common mistrust of Lobo and has fought with him 
on occasion. 


Using Stealth in Adventures 


Stealth’s moderately high power level and 
excitement-loving attitude make her a fun Player 













Character for new players* Her participation would 
likely be limited however, unless the other players 
are playing other L.E.G.l.O.N. members. 

Stealth is a fine ally or trainer for new heroes 
who might meet the L.E.G.l.O.N. during one of their 
missions or wish to become L.E.G.l.O.N. members. 


Subplots 


Stealth has hinted at her involvement in a Secret 
Past subplot dealing with her exile because of her 
mutant powers. 


Stealth is likely to become more and more 
involved in a Family subplot as her son (by the 
forceful mating with Vril Dox) grows up. 


Appearances in DC Comics 


Adventures of Superman Annual # 2, 4; Eclipso: The 
Darkness Within #2; Invasion! #2 (behind the 
scenes); L.E.G.l.O.N. ‘89 (et al.) #1-17, 20-22, 24- 
28, 30-50; L.E.G.l.O.N. VO Annua! (et al.) #1, 3; 
Valor #4; Who's Who V] #12 



She has the ability to alter 
the air pressure / teperature 
/ viscosity surrounding her 
body in varying degrees. 



by localizing her control at 
the perimeter of the sphere 
she can raise the molecular 
density enough to reflect 
most sound frequencies. 


4 - 

/V\MM 

-► 


while sound leaving the 
sphere is initially muffled by 
air pressure / etc. incoming 
sound is only affected only 
slightly by this interference. 



































HERO TEAM 


Suicide Squad 


Atom III -deceased 


Dex: 

5 

Str: 

3 

Body: 

4 

Int: 

4 

Will: 

5 

Mind: 

4 

Infl: 

4 

Aura: 

3 

Spirit: 

3 

Initiative: 


15 

Hero Points: 

35 


•Skills: Acrobatics: 4, Martial Artist: 5, Military Science: 
3, Thief: 7, Weaponry: 3 

•Advantages: Connection: Suicide Squad (High); Rich 
Family 

•Drawbacks: Secret Identity; Uncertainty 
•Alter Ego: Adam Cray 
•Motivation: Seeking Justice 
•Occupation: Burglar 
•Wealth: 4 
•Equipment: 

SIZE-CHANGING BELT [Body: 5, Density Increase: 5, 
Gliding: 6, Shrinking: 12, Teleportation: 221 Limitations: 
The Atom can only Teleport over telephone lines, and 
travel over cellular (broadcast) lines causes him extreme 
discomfort; Gliding may only be used while 8 or more 
APs of Shrinking are in effect. 


Nemesis 


Dex: 

7 

Str: 

4 Body: 

5 

Int: 

9 

Will: 

6 Mivd: 

6 

Infl: 

6 

Aura: 

4 Spirit: 

7 

Initiative: 


26 

Hero Points; 

65 


•Skills: *Unkttd 

Artist (Actor): 6*, Acrobatics: 7*, Charisma: 6*, Martial 
Artist: 7*, Military Science: 9* y Thief: 7*, Vehicles: 7*, 
Weaponry: 7* 

•Advantages: Connections: Suicide Squad (High), U.S. 
Intelligence (Low); Connoisseur; Intensive Training; 
Lightning Rellexes; Scholar (disguise) 

•Alter Ego: Thomas Tresser 
•Motivation: Seeking Justice 
•Occupation: Secret Agent 
•Wealth: 6 
•Equipment: 

Concussion Gun [Body: 3, EV: 7, Super Breath: 5, R#: 3] 
Quick-Change Masks [B#dy: l, Chameleon: 10] Nemesis' 
Masks are made of latex that applies quickly (4 APs) and 
can be dissolved instantly with a special gas 
Tranquilizer Gun [Body: 4, EV: 4, Poison Touch: 6, R#: 2] 


The New Thinker 


Dex: 3 

Str: 

3 

Body: 

3 

Int: 12/6 

Will: 

12/7 

Mind: 

12/4 

Infl: 5 

Aura: 

5 

Spirit: 

3 

Initiative: 

14 

Her# Points: 

3# 


•Powers: Control: 1 1, Mind Probe: 9, Recall: 1 2 
•Skills: ^linked 

Gadgetry: 12/6 iji , Scientist: 12/6* 


•Limitations: Power Restrictions: The Thinker's Powers 
have a maximum range of 1 AP; Targets of Thinker's 


Control Power must be given verbal instructions or they 
will stand motionless; Targets of Thinker's Mind Probe 
Power must be verbally questioned and will respond 
verbally as well. Miscellaneous: Carmichael’s Powers 
come from microchips implanted in his brain. His chips 
have been fitted with dampers that can inhibit his 
Powers: when they are activated, his Mental Attributes 
and Skills drop to the values listed to the right of the 
slash and he loses his Powers. The "button 1 that controls 
the dampers is normally held by Oracle, who keeps 
careful track of the Thinker’s activities. 

•Advantages: Connection: Suicide Squad (High); Genius; 
Scholar ("cyberpunk” fiction, electronics); 
Miscellaneous: The Thinker can "jack-in" to computer 
networks by plugging any phone line into his head. He 
can then download information directly to his Recall or 
operate any on-line computer remotely using Scientist. 
•Drawbacks: Serious Psychological Instability 
•Alter Ego: Cliff Carmichael 
•Motivation: Psychopath 
•Occupation: Government Tool 
•Wealth: 4 

•Note: Carmichael is currently free of the influence of the 
dampers in his brain, due to both the disbanding of the 
Squad and his own computer skills. 


Mark Shaw 


Dex: 

8 

Str: 

4 Body: 

6 

Int: 

7 

Will: 

6 Mind: 

6 

Infl: 

6 

Aura: 

5 Spirit: 

7 

Initiative: 


25 

Hero Points: 

70 


•Skills: *linked 

Acrobatics: 8*, Artist (Actor): 6*, Charisma: 6*, 
Detective: 7*, Martial Artist: 8*, Gadgetry: 7*, Military 
Science: 7*, Thief: 8*, Vehicles: 8*, Weaponry: 8* 
•Advantages: Connection: Suicide Squad (High); Genius; 

Intensive Training; Lightning Reflexes; Sharp Eye 
•Alter Ego: Manhunter 
•Motivation: Seeking Justice 
•Occupation: Bounty Hunter 
•Wealth: 6 
•Equipment: 

MANHUNTER MASK [Body: 4, Danger Sense: 4, 
Thermal Vision: 7, Directional Hearing: 4, Extended 
Hearing: 4, Telescopic Vision: 4] 

Power Baton [Body: 5, EV: 5, Energy Blast: 7, Jumping: 5, 
Magnetic Control: 5, R#: 2] Miscellaneous Drawback: 
The Baton cannot be used for Killing Combat. 

5 AP C Omni-Gadgets (x2) 


Powers and Abilities 


Adam Cray gained his Atom powers from a belt made 
of the same white dwarf star material that gives Ray Palmer 
(Atom II) his powers. Using it, he can control his size and 
density to become as small as an insect or as heavy as a 
rhino (or both). Atom can control his density and size to 
such an extent that he can actually enter telephone lines and 
travel through them at the speed of light (Teleportation). 










Cray was recently killed by the villain Blacksnake. 

Nemesis has no super-powers, but is an excellent 
espionage agent and a master of disguise. Using his 
specially-designed masks, he can assume dozens of 
identities in the space of an hour. 

The New Thinker has the power to Control the actions 
of others by dominating their minds. He acquired this 
ability by miniaturizing the original Thinker's Cap into a 
small set of microchips, and installing them in his brain. 
The chips also act as a built-in computer that the Thinker 
can use to help him plan strategies and "jack-in” to the 
computer networks of the world. 

Mark Shaw possesses no super-human abilities, but is 
a superb athlete and gymnast, well trained in all forms of 
combat. He is also a technical Genius, and has built a 
number of specialized gadgets to help him in his work, 
including his Power Baton, which can generate a blast of 
energy strong enough to knock out an elephant. 


More Parolees 


Most of the members of the Suicide Squad have their 
own entries; Pages for Amanda Waller, Deadshot, Captain 
Boomerang, and Count Vertigo can be found in Who's Who 
#1. For entries on Nightshade, Poison Ivy, and Barbara 
(Oracle) Gordon, see Who's Who #2. Pages for Bronze 
Tiger and Vixen are contained elsewhere in this volume. 


Belle Reve Prison 


Belle Reve Prison is a maximum security federal 
prison designed specifically for incarcerating metahuman 
criminals. It is located about fifty miles southwest of New 
Orleans and ten miles from Houma, the nearest township. 

Until recently, the Squad used Belle Reve Prison as its 
base. Although the current warden hates Amanda Waller, 
the Squad can sometimes gain access to the equipment and 
facilities of the prison by pulling strings in Washington. 

The walls of the prison are made of a specially 
reinforced concrete with a Body of 12. Belle Reve has a 
security system rated at 10 APs, and 84 cells. Twenty-four 
of these cells are modular in design and can be modified to 
neutralize the supeipowers of metahuman prisoners. Game 
statistics for the modular cells and other Belle Reve 
equipment follow: 

MODULAR CELL [Body: 15, Neutralize: 10, R#: 21 
BELLE REVE COMPUTER |Bo»y: 7, Int: 5, Recall: 25, 
Detective (Law, Police Procedures): 7, R#: 2] 

SUICIDE SfUAD SECURITY BRACELET (Body: 5, 
Lightning: 6, Bomb: 6, R#: 3] Limitation: Lightning has 
a range of Touch. 

Miscellaneous Drawback: Use of the Bomb Power is 
always considered a Trick Shot to blow off the wearer's 
arm. The OV of this attack is 0 and the RV is the 
wearer's Body. If the RAPs received exceed one-half of 
the RV, his hand is blown off, permanently reducing his 
Dex by 3 APs, in addition to the Killing Damage done by 
the attack. 


SHEBA [Dex: 3, Str: 6, Body: It, Int: I, Flight: 9, Radar 
Sense: 11, Thermal Vision: 8, Ultra Vision: 8, Thief 
(Stealth): 6, R#: 2] 

Sheba was an attack helicopter that the Suicide Squad 
used on several of its field missions. She was named by 
her pilot, Briscoe, after his deceased daughter. Briscoe 
was killed and Sheba destroyed on Apokolips. While still 
in existence, Sheba had the following on-board 
weaponry: 

30 MM CHAIN GUN [Body: 4, EV: 8, R#: 2| 

AIR-TO-GROUND ROCKETS (x8) [Body: 4, Flight: 7, 
Bomb: 7, R#: 5] 

SIDEWINDER MISSILES (x2) [Body: 5, Flight: 10, 
Bomb: 8, R#: 3] Limitation: The sidewinders can only be 
used against airborne targets. 


Using Suicide Squad in Adventures 


Since the Squad will take on any mission (for the right 
price), it can be encountered nearly anywhere, doing 
anything. For example. Player heroes might meet the Squad 
in connection with a covert mission.and be forced to join 
forces with them to accomplish their goals. Amanda Waller 
will undoubtedly try to take over as leader in such a 
situation, which may generate further conflict. 


Subplots 


The bulk of the Squad's members are cither criminals, 
or had shady pasts, creating endless conflicts of interest and 
backstabbing among the ranks (Criminal Past Subplots). 


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. 

Suicide Squad I (pre-Crisis): Star-Spangled War Stories #110- 
IIl, 116-121, 125, 127-128; Who's Who l 86#22 
Suicide Squad 1 (current): Secret Origins (3) #14; Suicide Squad 
#26, 50 

Suicide Squad II (pre-Crisis): Action Comics #552; The Brave 
and The Bold (2) #25-27, 37-39; Who’s Who '86#22 
Suicide Squad II (current): Secret Origins (3) #14; Suicide Squad 
#50; Who’s Who ’91 #12 

Suicide Squad III: Checkmate! #15-16, 18; Deadshot #1; Doom 
Patrol and Suicide Squad Special #1 Eclipso; The Darkness Within 
#2; Firestorm Annual #5; Firestorm, the Nuclear Man #87; The 
Fury of Firestorm #64; Invasion! #1-3; Justice League 
International #13; Legends #2-6; Millennium #4; Secret Origins 
(3) #14, 28; The Spectre (2) #11; Suicide Squad #1-66; Suicide 
Squad Annual #1; War of the Gods #2-4; Who’s Who '86 #22; 
Who’s Who ‘87 (2) #5; Who’s Who ‘88 #3; Who’s Who ‘91 #12; 
Wonder Woman (2) #61 












Tasmanian Devil 


Dex: 7 

Str: 

9 

Body: 

7 

Int: 5 

Will: 

6 

Mind: 

5 

Infl: 3 

Aura: 

5 

Spirit: 

4 

Initiative: 

17 

Hero Points: 

50 


•Powers: Analytical Smell/Tracking Scent: 6, Claws: 
5, Digging: 5, Extended Hearing: 5, Running: 6, 
Ultra Vision: 5 
•Skills: Artist (Actor): 4 

•Advantages: Connections: Global Guardians 
(High), Justice League International (Low); 
Lightning Reflexes 

•Drawbacks: Minor Rage; Strange Appearance 
•Alter Ego: Hugh Dawkins 
•Motivation: Responsibility of Power 
•Occupation: Hero 
•Wealth: 5 


Powers and Abilities 


The Tasmanian Devil possesses a number of 
superhuman powers, but chief among them is his 
incredible strength. He can easily demolish a brick 
wall, lift an armored personnel carrier, or burrow 
through rough soil (Digging). The Tasmanian Devil's 
enlarged musculature also allows him to Run at 
sustained speeds of more than 60 m iles per hour. 

In addition to his brute strength, the Tasmanian 
Devil also has enhanced senses of hearing and smell 
(Extended Hearing, Analytical Smell/Tracking 
Scent). Additional rod cells in his eyes allow him to 
see at night as well as in the day, but he remains 
blinded by total darkness (Ultra Vision). 


Hugh Dawkins 


When he's not out fighting crime and injustice 
as the Tasmanian Devil, Hugh Dawkins returns to the 
form of a normal man. The transformations to and 
from his Devil form are instantaneous, although it is 
possible to attack Hugh in his normal form in a 
Blindside or Surprise situation. 


Hugh Dawkins 


Dex: 4 

Str: 

3 

Body: 

4 

Int: 5 

Will: 

6 

Mind: 

5 

Inel: 3 

Aura: 

5 

Spirit: 

4 

Initiative: 

12 

Hero Points: 

50 


•Skills: Artist (Actor): 4 

•Advantages: Connections: Global Guardians 
(High), Justice League International (Low) 

•Alter Ego: Tasmanian Devil 
•Motivation: Responsibility of Power 
•Occupation: Part-time drama coach 
•Wealth: 5 


Personality/Role-playing 


Hugh Dawkins feels very strongly about his job 
as a hero, and will do whatever it takes to protect the 
innocent and uphold freedom for all people. 
Although he can be light-hearted and jocular, Hugh 
takes his role as a hero very seriously, and will stop 
the laughs when the chips are down. 

When in his normal, human form, Hugh 
Dawkins is a true pacifist. He will always try to use 
reason to solve a problem, resorting to violence only 
when absolutely necessary. Hugh’s duties with the 
JLI and Global Guardians leave little time for his 
human occupation as a drama coach, a job he enjoys 
almost as much as being a super-hero. 

In his large, furry form, however, Tasmanian 
Devil is bold and adventurous. His fearsome 
appearance belies his outgoing, friendly nature. 
Unlike his human self, the Tasmanian Devil often lets 
his fists do the talking for him, especially when 
super-villains are involved. 


Using Tasmanian Devil in Adventures 


As a part-time reserve member of both the 
Justice League and the Global Guardians, the 
Tasmanian Devil can turn up just about anywhere. He 
can be used as a Player Character or NPC in 
adventures involving either team. 

Hugh spends most of his time in Australia, so he 
might be involved in any adventures set in that 
country. He will gladly offer his services as a guide 
to the land and its culture to any well-known heroes 
travelling there. Minor (and Player-generated) heroes 
should have to Persuade Hugh to help them, perhaps 
by offering him temporary leadership of their team. 


Subplots 


In a Miscellaneous Subplot, Hugh has had 
difficulty dealing with his more savage tendencies as 
the Devil. Recently, however, he has come to accept 
his alter-ego as a part of himself. 














Appearances in DC Comics 


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

Pre-Crisis: Super Friends #9, 25 


Current: Green Lantern (3) #18; Infinity, Inc. #32, 
34-37 , 47; Invasion! #1-2; Justice League America 
#54-56; Justice League Annual #3 (Who's Who) 
Justice League Europe #30, 47-48; Justice League 
Europe Annual #1; Justice League International 
Quarterly #7-8; Secret Origins (3) #33; Who's Who 
*91 #12 


Transition from human to "Tasmanian Devil" form 
(Skull Detail) 



Crainial sutures open, muscle / bone density 
1.25-.56 x normal human average, body 
temperature rises 2.24 - 372 F... 



Neuro-transmitter production slowed... tactile 
sensitivity reduced 63%, widening of crainial 
sutures, noticable change in dentation, 
rapid hair growth... 



Muzzle reaches full protrusion, crainial sutures 
close, increase in overall mass partially illusory 
(ie. hair growth) partially true (ie. swelling of 
muscle tissue from increased blood production), 
neuro-transmitter production and body temp, 
back within normal parameters. 





HERO 


Tenzil Kem 


Dex: 

5 

Str: 

4 Body: 

5 

Int: 

6 

Will: 

5 Mind: 

5 

Infl: 

4 

Aura: 

3 Spirit: 

4 

Initiative: 


15 

Hero Points: 

60 


•Powers: Acid: 20, Systemic Antidote: 20 
•Skills: Artist (Actor): 2, Charisma (Persuasion): 6, 
Detective (Law): 3 

•Limitations: Miscellaneous: Tenzifs Acid Power 
represents his digestive juices. He must therefore 
eat the target in order to use Acid on it; Tenzil's 
Acid Power does not work on magnozite; Systemic 
Antidote applies only to ingested toxins. 
•Advantages: Connections: Legion of Super-Heroes 
(High), United Planets Governments (Low), Anti- 
Earthgov Resistance (High); Gift of Gab; Omni- 
Connection; Scholar (politics) 

•Alter Ego: Matter-Eater Lad 
•Motivation: Thrill of Adventure 
•Occupation: Legionnaire 
•Wealth: 7 


Powers and Abilities 


Tenzil Kern's Bismollian digestive system allows 
him to eat matter in all its forms (Acid). His stomach 
acids are powerful enough to dissolve any material he 
consumes (although Inertron gives him indigestion). 
A side-effect of this ability makes Tenzil immune to 
ingested poisons (Systemic Antidote). 

Since he ignored most of his Legion combat 
training, Tenzil is a poor combatant, and prefers to 
use diplomacy to resolve tense situations 
(Charisma/Persuasion). From his years on the 
Bismollian Senate, he picked up some knowledge of 
law (Detective/Law) as well as a number of 
important Connections. 


The Miracle Machine 


The Miracle Machine was a tremendously 
powerful device that could literally transform the 
user’s thoughts into reality. The Legion kept it locked 
in the ultra-secure armory room of their base. 

When the Omega creature threatened to destroy 
the entire universe, Brainiac 5 had Tenzil eat the 
Machine. It turned out that Brainiac 5, who had 
become insane, had used the Machine to create 


Omega. After Tenzil ate the Machine, Brainiac 5 
claimed he was the rightful ruler of the universe 
because he had saved it. 

The alien energies of the Miracle Machine drove 
Tenzil temporarily insane, and also endowed him 
with its powers. It is rumored that some vestiges of 
the power (and the insanity) still remain. 

MIRACLE MACHINE [Body: 20, Omni-Power: 50] 


Personality/Role-playing 


Tenzil thoroughly enjoys being in the Legion, 
along with all the excitement and adventure 
membership brings.He will try to outhink his 
opponent rather than engage him physically. 

Tenzil dislikes responsibility and will avoid it at 
all costs. As a matter of fact, the antics that 
comprised the last thirteen years of his life were a 
deliberate attempt to get out of being a Senator on 
Bismoll. 

Tenzil is a loyal Legionnaire, always willing to 
tell a bad joke at just the wrong moment. His jovial 
nature and devil-may-care attitude provide his 
teammates with hour upon hour of fun and laughter, 
whether they like it or not. 


Using Tenzil Kem in Adventures 


Tenzil Kem is best suited for "soft” missions, 
such as signing autographs and shaking hands. These 
types of "adventures” not only suit his particular 
talents, but they also have a tendency to become 
more complicated than they first seem. Tenzil might 
find a simple book signing suddenly has become a 
deadly space battle with the Khunds, and he will have 
to either talk or eat his way out of the situation. 

In any "normal” Legion adventure, Tenzil can 
provide handy comedy relief, either as a Player 
Character or NPC. Additionally, he knows hundreds 
of minor officials and dignitaries throughout the 
galaxy, granting him access to vital documents, secret 
formulas, and important guest lists for fancy parties 
that he would never be invited to on purpose. 


Subplots 


In a long-running Job Subplot, Tenzil served a 
13-year Senate term on Bismoll (under protest). 
Since starring in a wide range of commercials and 
holo-movies, he has become well-known (if not 
popular) all over the United Planets (Public 












Reputation Subplot). 

Tenzil may still possess vestiges of power from 
the Miracle Machine, perhaps accounting for his 
rather extraordinary luck and phenomenally 
successful Senate career (Miscellaneous Subplot). 


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


2995: The Legion of Super-Heroes Sourcebook 


Appearances in DC Comics 


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


Pre-Crisis: Action Comics #381, 392; Adventure Comics 
#301, 303-304, 316 (feature), 317-319, 321, 325-326, 330, 
335-336, 338, 341-345, 346 (behind the scenes), 348 
(behind the scenes), 350-351, 354, 356, 359-360, 362 
(behind the scenes), 363, 374-375; The Amazing World of 
DC Comics #9; Legion of Substitute Heroes Special #1; 
Legion of Super-Heroes (2) #289, 296-297, 300; (3) 38; 
Secret Origins (3) #42; Superboy (1) #184, 193, 195, 200 - 
202, 212; Superboy and the Legion of Super-Heroes #251, 
256; Who's Who '86 #15 

Current: Legion of Super-Heroes (4) #10-11, 13-14, 20, 
27, 28 (flashback), 29, 32, 34-36, 39-41; Legion of Super- 
Heroes Annual (4) #1-2; Secret Origins (3) #47; Who’s 
Who in the Legion of Super-Heroes #4; Who's Who VI #9 




molecular diagram of f3ismoll(an digestive acid 









































Thorn 


Dex: 6 

Str: 

3 

Body: 

4 

Int: 4 

Will: 

5 

Mind: 

4 

Infl: 3 

Aura: 

4 

Spirit: 

3 

Initiative: 

17 

Hero Points: 

40 


•Skills: *linked 

Acrobatics: 6*, Charisma: 5, Detective: 4*, Martial 
Artist: 6*, Military Science (Tracking): 4*, Thief: 
6*, Weaponry: 6* 

•Advantages: Connection: Booster Gold (Low); 

Intensive Training; Lightning Reflexes 
•Drawbacks: Catastrophic Psychological Instability: 
Thorn suffers from a classic case of multiple 
personality disorder. Rose Forrest is unaware that 
she is Thorn, and the Thorn considers Rose her 
sister. 

•Alter Ego: Rose Forrest 

•Motivation: Seeking Justice 

•Occupation: Advertising Agency Creative Director 

•Wealth: 7 
•Equipment: 

Explosive Thorn [Body: 1 , Bomb: 5, R#: 2] 

Flash Thorn [Body: 1, Flash: 5, R#: 2] 

Acid Thorn [Body: 1, Acid: 5, R#: 2] 

Smoke Thom [Body: 1 , Fog: 5, R#: 2] 

Night Vision Goggles [Body: 2, Ultra Vision: 6] 

5 AP C Omni-Gadget Thorns (x5) 


Powers and Abilities 


The Thom is an exceptional athlete and physical 
combatant, proficient in judo and karate (Acrobatics, 
Martial Artist). She is also adept at infiltration 
techniques, including stealth, climbing, tracking, and 
bypassing security (Thief, Military Science). 

Thorn carries a veritable arsenal of specialized 
"thorns," small thorn-shaped gadgets and thrown 
weapons, which she employs expertly (Weaponry). 
Her array of thorns include: explosive thorns, smoke 
thorns, magnesium flash thorns, and highly corrosive 
acid thorns. It is unknown whether Thorn makes 
these gadgets herself or if she is supplied with them 
by some unknown benefactor. 


Leading a Dual Life 


Rose Forrest suffers from multiple personality 
disorder. Her inner feelings of anger and outrage 
against those that murdered her father manifest in her 
second personality: The Thom. 


In game terms, this is treated as Psychological 
Instability, although there are some important 
differences from the standard rules found in the 
Character Handbook: 

Whenever Rose rolls a natural "2" (double ones) 
on any Dice Action, Thorn will begin to emerge. 
Since the Thorn persona is fully aware of Rose's life, 
she will wait for an appropriate time and place to 
emerge fully. Often this results in Thorn waiting for 
Rose to go to sleep before becoming dominant. 

Once the Thorn persona is in control, she will 
immediately put on her costume and continue her war 
on crime in Metropolis. She will normally stay in 
control for about 8 hours (13 APs), and then return 
home so that Rose can "wake up" and resume her 
normal life, feeling tired but otherwise oblivious to 
the night's activities. 

If Thom needs to keep control for more than a 
full day (15 APs), she must make an Action Check, 
using her Int/Will as the AV/EV and Rose's (her) 
Int/Mind as the OV/RV. Success indicates that 
Thorn can keep control for another day, after which 
another Check will be required. Each Action Check 
after the first suffers a +1 Column Shift to the 
OV/RV, making it very difficult for Thorn to keep 
control for more than 3 or 4 days (17 APs). 

Note that if Thorn is to be used in an adventure, 
it can be assumed by the Gamemaster that she is 
already Thom, without requiring Rose to actually roll 
a natural "2" during game play. 


Personality/Role-playing 


Rose Forrest is a kind and gentle individual. She 
generally keeps to herself and is very dedicated to her 
job at McClellan & Johnson. Rose quietly goes about 
her normal life, blissfully unaware that she rises at 
night to fight crime as the Thorn. 

Once she dons the Thorn costume, Rose’s 
attitude changes completely. The only constant 
between Thorn and Rose is that they are both quiet, 
although in the case of Thorn, silence is a tactic of 
stealth rather than a personality trait. 

Thom is compelled to fight crime, especially The 
1000. Her driving motivation borders on mania, since 
all of Rose’s aggression seems to be channeled 
through Thorn. As a result. Thorn is totally ruthless 
when battling members of The 1000, and will stop at 
nothing to see them destroyed. 


Using Thom in Adventures 


Since Thorn is based in Metropolis, she can 
become entangled in any adventures set there. Her 











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


usual methods of stealth and secrecy do not mesh 
well with team actions, but she has been known to aid 
other heroes when the need is great. 

Since she has had dealings with them in the past. 
Thorn will join up with any group that includes 
Booster Gold or Superman, although she will not 
completely trust any of her teammates. After the 
completion of a mission. Thorn will seem to 
disappear as she sneaks back to her life as Rose. 


Subplots 


The Thorn’s ongoing ^uest to wipe out The 1000 
constitutes an Enemies Subplot. 

As Rose's career continues in its prosperity, more 
and more of her time is spent at work, cutting into 
Thorn's ability to battle crime (Job Subplot). 


Superman- The Man of Steel Sourcebook 


i ppearances in DC Comics 


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

Pre-Crisis: The Brave and The Bold #188-189; 
Superman (1) #336; Superman’s Girl Friend, Lois 
Lane #105-112, 114-130; Who’s Who *86 #19 

Current: Action Comics #669, 671, 675; Adventures 
of Superman #482, 488-489; Booster Gold #2-4, 9; 
Superman (2) #62, 65-66; Superman: The Legacy of 
Superman #1; Who’s Who 4 91 #10 


Explosive Thorn 


Flare Thorn 




^ acid resistant 

pressure ejected polymer ampul 

stopper 

Acid Thorn 








HERO 


Vixen 


Dex: 8 

Str: 

4 Body: 

5 

Int: 5 

Will: 

6 Mind: 

5 

[nfl: 6 

Aura: 

6 Spirit: 

6 

Initiative: 

23 

Hero Points: 

60 


•Skills: Acrobatics: 8, Martial Artist: 6, Thief 
(Stealth): 8 

•Advantages: Attractive; Connections: Animal Man 
(Low), Martian Manhunter (High), Suicide Squad 
(High); Lightning Reflexes 
•Drawbacks: Minor Irrational Fear of the Tantu 
Totem releasing her "animal side;" Secret Identity 
•Alter Ego: Mari Jiwe McCabe 
•Motivation: Seeking Justice 
•Occupation: Fashion Designer/Model 
•Wealth: 8 
•Equipment: 

Tantu Totem [Body: 6, Spirit: 6, Animal Mimicry: 
12, Danger Sense: 6] Bonus: Animal Mimicry can 
be used to mimic physical attack forms. 
Limitations: Animal Mimicry can only mimic one 
Attribute, Power, or Skill at a time; Only a member 
of the Jiwe family may use the totem, and it must 
be used in the cause of justice; The totem bestows 
the Serious Rage Drawback upon its user. 


Powers and Abilities 


Vixen's Powers come from the Tantu totem she 
wears around her neck. The totem allows her to gain 
any one animal ability at a time, such as the strength 
of the rhinoceros, or the flight of the hawk (Animal 
Mimicry). It also grants Vixen an enhanced 
sensitivity to her environment, allowing her to sense 
the approach of foes (Danger Sense). 

Since she joined the Suicide Squad, Mari has 
relied less on the Powers of the totem, and more on 
her formidable Martial Arts training. She is 
incredibly agile, capable of dodging past arrows and 
bullets with ease (Dex, Acrobatics). 


The Tantu Totem 


The Tantu totem is a golden amulet that Vixen 
wears around her neck. It allows her to acquire 
various animal Powers. Unlike the normal Animal 
Mimicry Power, the totem can only mimic one 
Power, Skill, or Attribute at a time, but it can also 


manifest physical attack forms, such as claws. 
Common animal abilities Vixen can use include: 

•Cheetah: Running: 6 
•Dolphin: Swimming: 5 
•Eagle: Telescopic Vision: 9 
•Elephant: Str: 7 
•Hawk: Flight: 6 
•Owl: Ultra Vision: 6 
•Rhinoceros: Body: 9 
•Tiger: Claws: 4 

•Wolf: Analytical Smell/Tracking Scent: 7 

Only members of the Jiwe family can use the 
Powers of the totem; in the hands of others it is 
merely a trinket. Even when wielded by a Jiwe, the 
totem must be used in the cause of justice, to protect 
the innocent. If the totem is used for evil or selfish 
goals, its user will actually become the beast he 
sought to mimic (including all Physical and Mental 
Attributes), and will be afflicted with the 
Catastrophic Rage Drawback. 

Even when used righteously, the totem can 
sometimes unleash the animal instincts within its 
user. As a result, Vixen will occasionally lose control 
of her powers and fly into a bestial rage, entering 
Killing Combat against her foes. This tendency is 
represented by the Serious Rage Drawback. 


Personality/Role-playing 


Vixen is a level-headed, individualistic, and 
highly-motivated heroine. She is a stern figure in the 
field, usually keeping to herself and acting alone, as 
befits her abilities. Her independent streak has gotten 
her into many arguments with team leaders in the 
past, as she will rarely back down if she believes she 
is in the right. 

Although she can be fierce in battle, Vixen is 
actually a very tender and sensitive person. She still 
suffers from guilt whenever she loses control of her 
"animal side", and constantly fights to keep it inside. 

As a Player Character, Vixen should be strong 
and outspoken, but rarely a leader. She follows her 
heart and her instincts, and woe be to any who stand 
in her way. In combat, Vixen tends to use her Martial 
Arts and Acrobatics, reserving her Animal Mimicry 
for truly powerful villains. 


Using Vixen in Adventures 


Vixen’s wide range of contacts make her a 
particularly flexible hero to use in adventures. As a 












Appearances in DC Comics 


member of the Suicide Squad, she participates in 
many dangerous covert missions, often travelling 
around the world to do so. 

Since Mari is originally from Africa, she can be 
a guide to Player Heroes travelling there. She has a 
particular affinity for the land, and has faced villains 
such as Gorilla Grodd there in the past. 

Vixen stays in touch with Martian Manhunter, so 
she can also be called in to help the Justice League, 
especially in cases requiring stealth and secrecy. 


Subplots 


When Vixen loses control of her Powers, she 
sometimes kills her opponents unintentionally, 
leading to intense feelings of guilt (Death Guilt 
Subplot). 

Although her relationship with Ben Turner 
(Bronze Tiger) is officially over, Mari still cares 
about him (Romance/Friends Subplot). 

Vixen occasionally takes a break from heroics to 
look after her modeling career and clothing line (Job 
Subplot). 


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

Pre-Crisis: Action Comics #521; Cancelled Comic 
Cavalcade #2; Crisis On Infinite Earths #8, 10, 12; 
DC Comics Presents #68; Infinity, Inc . #19; Justice 
League of America #233-239, 241-245; Justice 
League of America Annual #2-3; Who's Who ( 87 (I) 
#25 

Current: Animal Man #10-12, 20, 44, 48-50; 
Checkmate! #18; Firestorm, the Nuclear Man #87; 
Flash (2) #45-47; Invasion! #2; Justice League 
International #13; Justice League of America #246- 
255, 257-261; Legends #1-2; Suicide Squad #11-18, 
20, 22-30, 32-39, 41-43, 45-47, 51, 58 Suicide Squad 
Annual #1; Who f s Who ‘91 #9 


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



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


Tantu Totem 








HERO TEAM 


The Wanderers 


Aviax 


Dex: 

7 

Str: 

3 Body: 

4 

Lnt: 

7 

Will: 

5 Mind: 

5 

Infl: 

4 

Aura: 

5 Spirit: 

4 

Initiative: 


20 

Hero Points: 

60 


•Powers: Shape Change: 7 
•Skills: Acrobatics: 4, Scientist: 5, Vehicles: 8 
•Limitations: Shape Change can only be used to turn into 
any creature of flight, real or imagined. 

•Advantages: Connection: Legion of Super-Heroes (Low); 

Lightning Reflexes; Scholar (Biology) 

•Drawbacks: Attack Vulnerability's a result of his 
lightweight skeletal structure, Aviax suffers a - I Column 
Shift penalty to his RV against attacks that involve 
impact or physical force. 

•Alter Ego: Ornitho 
•Motivation: Thrill of Adventure 
•Wealth: 5 


Dartalon 


Dex: 

6 

Str: 

5 Body: 

5 

Int: 

3 

Will! 

6 Mind: 

6 

Infl: 

6 

Aura: 

4 Spirit: 

5 

Initiative: 


21 

Hero Points: 

65 


•Powers: Claws: 6, Projectile Weapons: 5 
•Skills: Weaponry (Exotic): 8 


•Bonuses: Dartalon can fire up to five quills per phase with 
his Projectile Weapons Power. He can either Multi- 
Attack up to five targets with no OV/RV penalty, or 
attack one target with a -3 Column Shift bonus to the 
OV. 

•Advantages: Connection: Legion of Super-Heroes (Low) 

•Drawbacks: Strange Appearance 

•Alter Ego: Dartalg 

•Motivation: Unwanted Power 

•Wealth: 5 

•Equipment: 

Explosive Quills (x6) |Bo*y: 1 , Bomb: 7] 

Poison Quills (x6) [Body: 1, EV: 3, Poison Touch: 7] 


Elvar 


Dex: 10 

Str: 

4 Body: 

4 

Int: 4 

Will: 

7 Mind: 

5 

Infl: 3 

Aura: 

5 Spirit: 

5 

Initiative: 

20 

Hero Points: 

55 


•Skills: Acrobatics: li, Martial Artist: 8, Weaponry (Melee 
Weapons): 11 

•Advantages: Connection: Legion of Super-Heroes (Low); 

Lightning Reflexes 
•Alter Ego: Elvo 
•Motivation: Thrill of Adventure 
•Wealth: 5 
•Equipment: 

Energy Sword [B*dy: 10, EV: 14, Mental Blast: 7*, 


Reflection/Deflection: 9] Note: The sword's Mental Blast 
power is linked to the user’s Will. 


Psyche 


Dex: 

5 

Str: 

2 Bo*y: 

3 

Int: 

8 

Will: 

6 Mpjd: 

7 

Infl: 

5 

Aura: 

6 Spirit: 

5 

Initiative: 


18 

Hero Points: 

50 


•Powers: Broadcast Empath: 15, Empathy: 15, Mind Blast: 
10, Telekinesis: 5 

•Advantages: Connection: Legion of Super-Heroes (Low) 
•Drawbacks: Serious Psychological Instability when in the 
presence of strong personalities or emotions; Uncertainty 
•Motivation: Upholding the Good 
•Wealth: 5 


Quantum Queen 


Dex: 

6 

Str: 

3 Body: 

4 

Int: 

5 

Will: 

6 Mind: 

5 

Infl: 

5 

Aura: 

5 Spirit: 

5 

Initiative: 


16 

Hero Points: 

65 


•Powers: Dispersal: 15, Energy Blast: 20, Flame Being: 10, 
Flame Project: 30, Flash: 15, Flight: 32, Heat Vision: 25, 
Invisibility: 15, Matter Manipulation: 20, Sealed 
Systems: 15, Self-Link (Flash): 20, Shrinking: 7, Split: 

10 

•Limitations: Power Restriction: Must activate at least 1 
AP of Split in order to use Shrinking. 

•Advantages: Attractive; Connection: Legion of Super- 
Heroes (Low); Popularity 
•Motivation: Responsibility of Power 
•Wealth: 5 


Re-Antmage 


Dex: 

7 

Str: 

4 Body: 

6 

Int: 

9 

Will: 

8 Mind: 

8 

Infl: 

7 

Aura: 

7 Spirit: 

6 

Initiative: 


25 

Hero Points: 

75 


•Powers: Damage Transference: 7, Invulnerability: 15, 
Regeneration: 15 

•Skills: Martial Artist: 6, Scientist: 8, Vehicles: 7, 
Weaponry: 7 

•Bonuses: Invulnerability is Useable on Others: range of 
touch, must use within 6 APs (4 minutes) of death. 
•Advantages: Connection: Legion of Super-Heroes (Low); 

Leadership; Scholar (Computers) 

•Alter Ego: Immorto 
•Motivation: Responsibility of Power 
•Wealth: 5 
•Equipment: 

Blaster Carbine [Body: 5, EV: 12, R#: 2] 


Powers and Abilities 


Aviax can become any creature of flight he can 
imagine (Shape Change). He is also an excellent pilot 
(Vehicles) and Scientist. 










Celebrand 


Dartalon is covered with sharp quills, which he can 
launch from his body at high velocity (Projectile Weapons). 
Several quills protrude from the back of each hand, which 
he can use in hand-to-hand combat as Claws. Dartalon also 
carries a bandolier of pre-prepared quills, coated in poisons 
and explosives, that he can throw with amazing accuracy. 

Elvar's Lightning Reflexes, high Dex, and mastery of 
the blade (Weaponry Skill) make him a formidable melee 
combatant. His Energy Sword can cut through steel, and 
can channel its wielder's Will to form a blast of energy 
(Mental Blast). Elvar can use the blade of the sword to 
deflect incoming attacks (Reflection/Deflcction). 

Psyche is an extremely sensitive Empath. She can 
sense the emotions of those around her and manipulate 
them at will (Broadcast Empath). Psyche can also fire 
blasts of mental energy (Mind Blast), lift small objects with 
her mind, and levitate herself to fly at speeds of up to 8 
miles per hour (Telekinesis). 

Quantum Queen has extensive power over most forms 
of energy, and limited control over matter as well (Matter 
Manipulation). She can turn herself into pure light, become 
intangible or invisible, and separate herself into many 
smaller duplicates (Self-Link Flash, Flame Being, 
Dispersal, Invisibility, Shrinking, and Split). Quantum 
Queen can generate tremendous amounts of destructive 
energy, enough to destroy any barrier. This energy takes 
many forms, although the most powerful is a blast of 
flames as hot as a small nova (Flame Project, Flash, Energy 
Blast, Heat Vision). She can Fly at eight times the speed of 
light by turning herself into a ball of energy. 

Re-Animage is truly immortal, and can quickly revive 
from any injury short of total disintegration 
(Invulnerability, Regeneration). He can also use this 
reanimating energy on others, bringing them back to life. 
Apart from his Power, Re-Animage is a natural leader, and 
an accomplished pilot and computer programmer 
(Leadership, Vehicles, Scientist, Scholar). 


The Wanderer's Ship 


The Wanderers travel the spaceways in a starship 
supplied to them by Clonus. 

SPACESHIP [Str: 13, Body: 15, Flight: 31, Sealed 
Systems: 20, Radar Sense: 25, Recall: 20] 

LANDING CRAFT [Str: 7, Body: 8, Flight; 7] 


Although he had no superhuman powers, Celebrand 
was the leader of the original Wanderers. It is unknown if 
Elvar's attempt to clone him was successful, and if so, what 
new powers he has (if any). 


Celebrand 


Dnx: 

5 

Str: 

3 

Body: 

4 

Int: 

10 

Will- 

7 

Mind: 

8 

Infl: 

8 

Aura: 

5 

Spirit: 

6 

Initiative: 


25 

Hero Points: 

80 


•Skills: Charisma: 8, Gadgetry: 7, Martial Artist: 5, 
Scientist: 7, Vehicles: 5, Weaponry: 5 
•Advantages: Connection: Legion of Super-Heroes (Low); 

Genius; Leadership 
•Motivation: Responsibility of Power 
•Wealth: 7 
•Equipment: 

Blaster Pistol [Body: 4, EV: 7, R#: 2] 


Using the Wanderers in Adventures 


The Wanderers make a good supplemental team for 
the Legion of Super-Heroes. If an extremely powerful 
menace threatens the galaxy, the two teams will work 
together to overcome it. 

At one point, the Wanderers were turned into villains 
by a nebula's radiation. A similar incident might put them 
at odds with the Legion again. 


Subplots 


A major Power Complication Subplot began when the 
Wanderers were cloned into their current bodies. They are 
still learning the limits of their new powers and abilities. 

The Wanderers are trying to come to terms with their 
new lives and their clone nature in an odd Family Subplot. 


Appearances in DC Comics 


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

Pre-Crisis: Adventure Comics #375-376; Legion of Super- 
Heroes (2) #294, 300; Superboy (J) #200; Wlio’s Who ‘87 
(1) #25 


Current: The Wanderers #1-13; Who's Who in the Legion 
of Super-Heroes #7; Who's Who '88 #4; Who's Who ‘91 
#11 












Waverider 


Dex: 6 

Str: 

4 

Body: 

5 

Int: 7 

Will: 

9 

Mind: 

8 

Infl: 4 

Aura: 

5 

Spirit: 

5 

Initiative: 

19 

Hero Points: 

75 


•Powers: Awareness: 10, Chameleon: 15, Dispersal: 
20, Energy Blast: 15, Flight: 30, Invisibility: 15, 
Postcognition: 50, Precognition: 50, Self-Link 
(Time Travel): 50 
•Skills: Gadgetry: 5, Scientist: 6 
•Bonuses: Self-Link (Time Travel) represents 
Waveridcr’s nature as a being composed of 
tachyons (see ,T One With the Timestream" below). 
•Limitations: Power Restrictions: Awareness only 
detects disturbances in the timestream; Waverider 
cannot take other people or objects with him when 
he Time Travels; Postcognition and Precognition 
may only be used to view the past and future 
"histories" of other people, and Waverider must 
touch his target to use one of these Powers. 
•Advantages: Connections: The Linear Men (High), 
Justice League America (Low), Superman (Low); 
Iron Nerves; Lightning Reflexes; Scholar (quantum 
physics, super-heroes) 

•Drawbacks: Exile (voluntary, from his own time); 

Guilt; Married 
•Alter Ego: Matthew Ryder 
•Motivation: Responsibility of Power 
•Occupation: Guardian of the Timestream 
•Equipment: 

'Linear Men' Bracelet [Body: 5, Suspension: 20, 
Time Travel: 60, R#: 2] Miscellaneous: the bracelet 
allows instantaneous communication with any 
other bracelet wearer, even across time and space. 
Bonuses: Suspension can be used to put people and 
objects in stasis or stop time altogether. 
Limitations: Time Travel only allows travel to and 
from locations of existing time disturbances or the 
Vanishing Point (see "The Linear Men" below). 


Powers and Abilities 


Monarch’s experiment turned Matthew Ryder 
into Waverider, a being of pure energy, constructed 
of faster-than-light particles called tachyons. This 
transformation also merged Ryder with the 
timestream, granting him a number of time-related 
Powers as well. 

As an energy being, Waverider can become 


intangible, and can easily pass through solid objects 
(Dispersal). He can alter his electromagnetic 
emissions to appear as another person (Chameleon) 
or become totally Invisible. Waverider can also 
generate Energy Blasts powerful enough to demolish 
a steel wall, and can propel himself across interstellar 
distances at twice the speed of light (Flight), 

Waverider can ride the timestream, granting him 
access to the past and future (Time Travel). The 
limits of this Power are not known, but he has 
traveled back to the days of the dinosaurs (50 APs), 
forward to his own time of 2030 (28 APs), and 
"sideways" to the Vanishing Point, home of the 
Linear Men (see "The Linear Men" below). 

His connection to the timestream gives 
Waverider the ability to look into a person’s past 
history or most probable future merely by touching 
him (Postcognition, Precognition). This connection 
also makes him very sensitive to disturbances in the 
space-time continuum (Awareness). 

Matthew Ryder is an accomplished Scientist, 
specializing in the field of quantum physics 
(Scholar). 


One with the Timestream 


Waverider's Self-Link (Time Travel) Power 
represents his nature as a being at one with the 
timestream. In addition to allowing Time Travel (as 
the Power), this Power makes Ryder an energy being, 
with no need to eat, sleep, or breathe. He can survive 
indefinitely in any style environment including space, 
and is totally immune to gas and poison attacks. He 
can also add his APs of Time Travel to his RV 
against any time-based attack. 


The Linear Men 


After his first encounter with the self-styled time 
monitors known as the Linear Men, Waverider was 
able to steal a time control bracelet from one of them. 
This bracelet gives the wearer limited control over 
time, including the ability to put others in stasis. 

To accomplish this, Waverider uses the bracelet's 
Suspension Power as an Attack, with AV/EVs equal 
to the APs of Suspension, and OV/RVs equal to the 
target's Int/Mind, Positive RAPs indicate success, 
although the degree of success varies. If the RAPs 
equal or exceed the target’s Mind, then Waverider 
can put the target in stasis for as long as he likes, 
breaking the stasis at any time. RAPs less than the 
target’s Mind indicate the number of phases the target 
is held in stasis before he breaks free. 








Using Waverider in Adventures 


The bracelet can also be used to stop time, 
effectively putting the entire world on "hold” while 
some important task is completed. It is not known 
how long this effect can be maintained, but 
presumably it puts great strain on the energy reserves 
of the Vanishing Point. Waverider himself is immune 
to this effect, as are the other Linear Men. 

The combination of the bracelet's Powers and 
Waverideris produces some unusual effects. While he 
is wearing the bracelet, Waverider can carry other 
objects and persons with him through the timestream 
(just as the standard Time Travel Power). He can also 
absorb energy used for time effects (such as stasis 
beams) and use it to augment his own Powers. 

In game terms, Waverider gains APs of Omni- 
Power equal to the RAPs scored against him by any 
time-related Attack. These APs may only be used 
once, and must have an effect somehow related to 
time manipulation. For instance, Waverider can use 
this energy to pull a person out of the past, by 
mimicking the Dimension Travel (Summoning) 
Power, and replacing Travel Value with the APs of 
time the target is distant from him. 

After several more encounters with the Linear 
Men, Waverider decided that their mission was so 
close to his own that he should join them. (More 
information regarding the Linear Men and Vanishing 
Point will appear in Who's Who #4 .) 


Personality/Role-playing 


Matthew Ryder is a strong and independent 
person, determined to help others regardless of 
personal sacrifice. His life in Monarch's dark future 
taught him that freedom is something you have to 
fight for, and this lesson drives him onward. 

Although he managed to prevent the future of his 
adult life, Waverider still suffers from tremendous 
feelings of guilt. His attempt to stop Monarch 
resulted in untold chronal damage, including the loss 
of thousands of potential lives that will never be. 

Waverider still does not know the full extent of 
his powers, but does not let this lack of knowledge 
stop his crusade against injustice. He tends to come 
off as hasty and reckless as a result of his 
inexperience. Presumably, Waverider will become 
more cautious as he spends time with the Linear 
Men, gaining insight into the timestream's "big 
picture/' 


Although Waverider is clearly too powerful to be 
used as a Player Character, he can be a gateway to 
adventures through time. He might encounter the PCs 
in connection with a disturbance in time that he needs 
help to correct. Such an adventure can be a cosmic- 
scale conflict involving many heroes, or a one-on-one 
covert effort. 

Another interesting possibility is to use 
Waverider to show Player Heroes their possible 
futures. This might even develop into a game or 
mini-campaign reflecting an alternate future timeline, 
where the Players play old versions of their 
Characters or their children. 


Subplots 


Waverider is involved in an ongoing Enemies 
Subplot with Monarch, the ruthless dictator of his 
alternate future. Waverider is currently unaware of 
Monarch's whereabouts in time. 


Appearances in DC Comics 


Action Comics Annual #3; Adventures of Superman Annual 
#3; Armageddon: Inferno #1-4; Armageddon 2001 #1-2; 
Batman Annual #15; Detective Comics Annual #4; Flash 
Annual (2) #4; Hawk and Dove Annual #2; Hawkworld (2) 
#28; Hawkworld Annual #2; Justice League America 
Annual #5; Justice League Europe Annual #2 L.E.GJ.O.N . 
VI Annual #2; The New Titans Annual #7; Superman (2) 
#6], 73; Superman Annual (2) #3; Superman: The Legacy 
of Superman #1; Superman; The Man of Steel #20; Who's 
Who VI #10 



Waverider'o Energy Manipulation Dracer 








HERO 


Wild Dog 


Dex: 7 

Str: 

4 Body: 

5 

Int: 6 

Will: 

6 Mind: 

5 

Infl: 6 

Aura: 

4 Spirit: 

7 

Initiative: 

23 

Hero Points: 

45 


•Skills: *linked 

Acrobatics: 4, Artist (Actor): 4, Gadgetry: 3, 
Martial Artist: 7*, Military Science: 6*, Thief: 7*, 
Vehicles: 7*, Weaponry: 7* 

•Advantages: Area Knowledge (Quad Cities); 
Connection: Quad Cities Police Departments 
(Low); Intensive Training; Lightning Reflexes; 
Scholar (automotive mechanics) 

•Drawbacks: Secret Identity 
•Alter Ego: Jack Wheeler 
•Motivation: Seeking Justice 
•Occupation: Mechanic 
•Wealth: 5 
•Equipment: 

BODY ARMOR [Body: 7] 

JATI submachine gun [Body: 4, AV: 5, EV: 5, 
Ammo: 4, R#: 3] 

"ROVER" JEEP PICK-UP [Str: 6, Body: 8, 
Running: 7, R#: 2] 

STUN GLOVE (Body: 1, Lightning: 6, R#: 5] 
Limitation: Lightning has No Range. 

4 AP C Omni-Gadget 


Powers and Abilities 


Wild Dog has no meta-human Powers; he fights 
crime with his athletic and Marine training instead. 
Wild Dog is well-versed in several Martial Arts, and 
is an excellent marksman as well (Weaponry). His 
time in the Marines also taught him a great deal about 
military tactics and technology (Military Science), as 
well as making him an accomplished driver 
(Vehicles). 

In addition to his skills, Wild Dog uses a variety 
of weapons and vehicles in his fight against 
terrorism. His costume is reinforced with lightweight 
armor, allowing him to survive attacks by low and 
medium caliber firearms. Wild Dog’s preferred 
weapon is his JATI submachine gun, one of the few 
fully automatic weapons that can be accurately fired 
in one hand. As a backup, he has a high-voltage 
"stun" glove worked into his costume as well. 


Wild Dog's Pick-Up 


Wild Dog has a tendency to ride into battle in his 
jeep pick-up "Rover" whenever possible. He can use 
the vehicle in combat to achieve a variety of effects: 

•Driving Into Combat: Wild Dog gains some 
protection from riding inside the jeep. Any attacks 
aimed at the jeep must use Wild Dog’s Vehicles 
Skill as the OV and Rover’s Body as the RV. If an 
attacker wants to strike directly at Wild Dog, he 
uses Wild Dog’s Vehicles Skill as the OV, and 
Wild Dog's Body as the RV, but must take a +2 
Column Shift penalty to the OV because only a 
small percentage of Wild Dog is visible through the 
windows. However, it is more difficult for Wild 
Dog to shoot accurately while driving, even though 
he is well-practiced in doing so. He suffers a +1 
Column Shift penalty to the OV of any attacks he 
makes while driving. 

•Dodging and Weaving: Provided he has sufficient 
room to maneuver, Wild Dog can drive in erratic 
weaving patterns to avoid enemy fire. This action 
counts as a Dodge, so Wild Dog loses his Dice 
Action for any phase in which he is doing so, but 
gains an additional +1 Column Shift to his (and 
Rover's) OV. 

•Ramming: Wild Dog can use Rover to smash 
through obstacles such as windows and gates, as 
well as running down criminals. Such attacks are 
considered Charging Attacks, and use Wild Dog's 
Vehicles Skill as the AV and the speed of Rover 
(usually 7 APs) as the EV. The OV/RV of an 
inanimate object (such as a gate) is equal to it’s 
Body/Body, while a living target uses Dex/Body. 
After a Charging Attack, there is a chance that Rover 
will take damage as well. Look directly to the Result 
Table, using the EV of the Charge as an EV, and 
Rover's Body as the RV to find the amount of 
damage sustained by Rover. Wild Dog may spend 
Hero Points to increase the RV in this check, or 
reduce the damage through Last Ditch Defense. 

Note that Jack Wheeler is an accomplished 
mechanic and auto customizer (represented by his 
Gadgetry Skill and Scholar Advantage), so he can 
usually get Rover up and running after a battle in a 
few days. Wheeler also has a small fleet of vehicles 
positioned around the Quad Cities, just in case he 
needs a quick getaway or Rover becomes totally 
demolished. 










Personality/Role-playing 


Wild Dog is the perfect example of a vigilante. 
His methods are extremely violent, and he will not 
hesitate to kill those that he feels are truly evil. Wild 
Dog is totally committed to his quest to wipe out 
crime, and continues to do so, even though one of his 
closest friends has begged him to stop. 

Both as Jack and Wild Dog, Wheeler is quiet 
and reclusive. While fighting crime, he uses few 
words, rarely speaking at all while engaged in 
combat. Wild Dog often drops a few one-line quips 
after the smoke clears, however. 


Using Wild Dog in Adventures 


Since Wild Dog is both a loner and a vigilante, 
he would not fit in with a group adventure. However, 
his gear and training , as well as his methods, make 
him an excellent hero for use in a one-on-one game 
with one Player and a Gamemaster. Such an 
adventure would most likely take place in the Quad 
Cities area, and might involve terrorists or mobsters, 
two of Wild Dog’s favorite targets. 

Graham Gault, one of Jack's old "Four Horsemen" 
buddies, is now a Government agent, and is aware of 
Jack’s dual identity. Gault can use this knowledge to 


lever Wheeler into helping the Government on coveit 
missions. This might result in Wild Dog working 
alongside other intelligence agents, such as 
Peacemaker or the Checkmate Knights. 


Subplots 


In a Friends Subplot, the other "Four Horsemen 1 ' are 
concerned about Jack's reclusive behavior. Two of them 
(Gault and Flint) know that Jack is Wild Dog, further 
complicating matters in a Secret Identity Subplot. 

Jack still suffers bouts of guilt when he 
remembers the death of his sweetheart Claire Smith 
(Carmonti). Rather than reacting to the grief with 
sadness, however, he becomes angry, and even more 
determined to fight crime (Death Guilt Subplot). 


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


Background/Roster Book 


Appearances in DC Comics 


Action Comics Weekly #601-609, 615-622, 636-641; 
Invasion! #2; Who's Who '87(2) #5; Who’s Who VI 
#10; Wild Dog #1-4; Wiki Dog Special #1 



JATl Submachine Gun 









VILLAIN 


Blackfire 


Dex: 7 

Str: 

6 

Body: 

6 

lNT: 7 

Will: 

8 

Mind: 

6 

Infl: 7 

Aura: 

8 

Spirit: 

5 

Initiative: 

23 

Hero Points: 

45 


•Powers: Comprehend Languages: 14, Energy Blast: 
11, Solar Sustenance: 15 

•Skills: Charisma: 8, Martial Artist: 7, Military 
Science: 7, Thief (Stealth): 5, Weaponry (Melee 
Weapons, Missile Weapons): 7 
•Advantages: Area Knowledge (Tamaran); 
Connection: Vegan Worlds (High); Leadership; 
Popularity 

•Drawbacks: Authority Figure; Serious Irrational 
Hatred of Start ire; Public Identity 
•Alter Ego: Komand'r 

•Motivation: Responsibility of Power (formerly 
Power Lust) 

•Occupation: Queen of Tamaran 
•Wealth: 15 


Powers and Abilities 


Blackfire is an incredibly healthy and athletic 
woman. Her physical capabilities have been honed to 
high levels and she has been expertly trained in hand 
to hand as well as armed combat. In the combat arena 
she is nearly as capable a fighter as her sister 
Koriand'r, Starfire of the New Titans. Her inability to 
fly like the rest of her Tamaranian race gives her a 
unique insight and added drive to emerge victorious 
in battle. 

Blackfire is a fine tactician and can organize 
highly effective military assaults on a citywide scale. 
Though she is sometimes feared and mistrusted by 
those she rules, her scheming intellect is never in 
question. 

Like the rest of her Tamaranian race, Blackfire 
has the ability to learn languages which are alien to 
her by merely touching the person speaking it. 


Blackfire's Star bolts 


When Komand'r and her sister Koriand'r were 
kidnapped by the alien Psions, they were subjected to 
strange experiments involving huge doses of solar 
radiation. The Tamaranians' solar absorbing 
physiology reacted unpredictably with the radiation 
and Komand T r and her sister were given the ability to 


collect this radiation and project it in bolts of 
destructive energy called starbolts. 

Blackfire has used this power to intimidate and 
enforce her will upon others as well as to perform 
arbitrary executions. The power of her blast is 
capable if incinerating beings as large as a 
Gordanian. It is not unusual for Blackfire to use her 
starbolts as Killing Combat. 


\Personality/Role-playing 


Blackfire's personality is harsh and vengeful, 
fuelled by many years of shame and preferential 
treatment to Koriand'r. For years she has sought the 
downfall of her sister, her family, and the entire 
Tamaranian race because she was viewed as a freak 
and was passed over as ruler. 

After the Citadel made Komand'r queen and 
absolute ruler of Tamaran, her attitude softened and 
she realized that her own hate had made her despise 
the planet of her birth. The potential for her planet to 
return to its once glorious state dawned in her mind 
and she used her vast power to help overthrow the 
Citadel. Once freed of the Citadel oppression, the 
Tamaranians made Komand'r their rightful queen. 
Her rule is now firm but just, and she is adjusting to 
putting the needs of her people over her own. 


Using Blackfire in Adventures 


Starfaring heroes in the Vega star system can 
easily visit Tamaran where Blackfire rules. Blackfire 
herself would be difficult to encounter unless the 
heroes are involved in something which is of 
consequence to the entire planet or of personal 
interest to Komand'r herself. 

Because of her previous villain background, it 
wouldn't be surprising for Blackfire to once again 
attempt to increase her power by subjugating other 
races, or to again go on a vengeful tear against 
Starfire. Should this occur, Starfire, or perhaps an 
entire race, could be in desperate need of the Player 
Characters' help. 


Subplots 


Blackfire has been embroiled for many years in 
the exacting of her revenge upon her sister, family, 
and race (Family/Enemies Subplot). Now that this 
period in her life is over, Komand'r's time is taken up 
almost exclusively by the ruling of her people 
(Job/Public Relations Subplots). 










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


The New Titans Sourcebook 


Tales of the New Teen Titans #4; Who's Who 4 85 #2 
Current: The New Teen Titans (2) #14-/8, 22-23; 
The New Titans Annual #6; Omega Men #34-35; 
Teen Titans Spotlight #15; Who's Who 4 91 #13 


Appearances in DC Comics 


Pre-Crisis: The New Teen Titans (1) #22-25; The 
New Teen Titans Annual (1) #1; Omega Men #11; 



\ Comand'r'e body armor 
















VILLAIN 


Captain Cold 


Dex: 5 

Str: 

3 Body: 

5 

Int: 6 

Will: 

4 Mind: 

5 

Infl: 5 

Aura: 

4 Spirit: 

3 

Initiative: 

16 

Hero Points: 

50 


•Skills: Gadgetry: 6, Thief: 3, Weaponry (Exotic): 10 
•Advantages: Connections: Flash’s Rogues Gallery 
(High), Suicide Squad (Low), Underworld (Low); 
Scholar (cryogenics) 

•Drawbacks: Public Identity 
•Alter Ego: Leonard Snart 
•Motivation: Mercenary 
•Occupation: Bounty Hunter 
•Wealth: 3 
•Equipment: 

Cold Gun [Body: 5, Ice Production: 13, Illusions: 7, 
Suspension: 13] Miscellaneous Bonus: Suspension 
is Usable on Others (see Powers and Abilities 
below). 

COSTUME [Body: 4, Cold Immunity: 6] 


Powers and Abilities 


Captain Cold's powers stem from his extensive 
knowledge of cold-generating technology and from 
his Cold Gun. The Cold Gun fires blasts of super¬ 
cooled air which instantly attracts and freezes 
moisture in the nearby area allowing Captain Cold to 
create a number of ice-related effects. With his Cold 
Gun, Captain Cold can create simple constructs of ice 
such as walls, barriers, and cages. He can produce ice 
bridges and slides to travel on at a speed of up to 250 
miles per hour (8 APs). Offensively, the Cold Gun 
can fire a bolt of solid ice at his target or encase it in 
a block of ice. The Strength and volume of the icy 
tomb are equal to RAPs achieved on the target. 

At its highest setting, the Cold Gun can reduce 
its target's temperature to absolute zero (-459.67 °F). 
When this setting is used on inanimate objects, it 
reduces the objects RV by 1 for each AP of Ice 
Production used. This has the effect of making the 
object extremely brittle and susceptible to physical 
blows. On human targets, this produces a different 
result. If an attack using APs of Suspension as 
AV/EV is successful against an OV/RV equal to the 
target's Dex/Body, the target is encased in ice and 
immediately goes into a kind of suspended animation 
(Suspension). If the RAPs equal or is exceed the 


target's Body, the target is placed in Suspension until 
the ice around him melts (normally, 1 AP of volume 
per AP of time). RAPs less than the target’s Body, 
indicates the number of phases the target is held 
before he breaks free. 


Golden Snowball Recoveries 


After his recent stint with the Suicide Squad, 
Captain Cold has seen some advantages to working 
within the law. Inspired by this insight he has 
established a partnership with his sister Lisa, the 
Golden Glider, and has begun advertising their 
services as '’Golden Snowball Recoveries", a bounty 
hunter/retrieval service. Working under this pretext. 
Cold can gouge his clients legally, so long as he 
performs adequate service. Thus far Cold has not 
(often) returned to his normal criminal activities. 

His partner and sister, Lisa Snart, was also once 
one of the second Flash’s foes. When the Flash 
inadvertently killed Lisa's lover, the villain known as 
the Top, Lisa gave up her career as a champion ice- 
skater. Using technologies from both the Top and 
Captain Cold to develop her skates and gimmicked 
jewels, Lisa became the Golden Glider and embarked 
on a campaign of vengeance against the Flash. 


Golden Glider 


Dex: 6 

Str: 

2 

Body: 

3 

Int: 5 

Will: 

5 

Mind: 

4 

Infl: 6 

Aura: 

5 

Spirit: 

3 

Initiative: 

21 

Hero Points: 

35 


•Skills: Acrobatics: 3, Gadgetry: 5, Martial Artist: 4 
•Advantages: Connection: Captain Cold (High); 

Lightning Reflexes 
•Drawbacks: Public Identity 
•Alter Ego: Lisa Snart, Lisa Star 
•Motivation: Mercenary 
•Occupation: Bounty Hunter 
•Wealth: 3 
•Equipment: 

SKATES [Body: 4, Claws (blades): 4, Ice 
Production: 6] Miscellaneous Limitation: The 
skates' Ice Production Power can only be used to 
create an "ice sled" to skate along. 

Hypno-Jewel [Body: 1 , Hypnotism: 5] 

Force Field Jewel [Body: 1 , Force Field: 6] 

Teleport Jewel [Body: 1, Teleportation: 5] 

Illusion Jewel [Body: L Illusion: 5] 

Force Beam Jewel [Body: 1, EV: 81 
Acid Jewel [Body: 1 , Acid: 6] 

Mass Jewel [Body: 1 , Gravity Increase: 9| 








Personality/Role-playing 


Subplots 


Though Len Snarl got into the crime business for 
the easy money, he obviously enjoys his exploits as 
Captain Cold. Even after being regularly defeated by 
the Flash and spending time in jail, Snart invariably 
re-dons his fur-lined costume and holsters his Cold 
Gun as soon as he gets out. In fact, he has no other 
life outside of his exploits as Captain Cold. 

Captain Cold is boorish, chauvinistic, and 
arrogant. He would be just as happy chasing "babes" 
as robbing banks. Even though he is making an 
attempt at legitimacy, it is only a mailer of time 
before the constraints of the law become too much 
for Snart, and he reverts to his criminal life. 


Using Captain Cold in Adventures 


As a villain. Captain Cold could be encountered 
by himself or working with other members of Flash's 
Rogues Gallery. His crimes are usually common and 
straightforward; stealing things for quick cash. 

Currently, Cold is typically encountered with is 
partner, the Golden Glider, in their identities as co¬ 
owners of Golden Snowball Recoveries. Golden 
Snowball has not yet established a reputation, and 
when they are encountered, they could as easily be 
working on an illegal case as a legal one. 


For years Captain Cold's favorite pastime has 
been fulfilling his Enemies Subplot as a member of 
the Flash's Rogues Gallery. As a newly legitimized 
member of super society, Cold will have to overcome 
his reputation as a super-villain (Criminal Past 
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: The Adventures of Jerry Lewis #112; 
Crisis On Infinite Earths #5, 9-10; The Flash (1) 
#U4, 129, 134, 140, 150, 155, 166, 174, 193, 226, 
242-244, 250-251, 254, 256, 297, 314, 325, 338-342, 
347-350; Justice League of America #5, 40, 129, 139, 
155; The Secret Society of Super-Villains #1-6 
Showcase #8; Who's Who 4 85 #4 

Current: Blue Devil #19, 30; Flash (2) #19, 27-28, 
35-36; Justice League Quarterly #2; Manhunter (2) 
#1, 24; Secret Origins (3) #41; Secret Origins Annual 
2; Suicide Squad #16-18; Who’s Who ‘91 #13 



Captain Cold'e Cold-gun 










VILLAIN 


Cat-Man 


Dex: 10 

Str: 

5 Body: 

6 

Int: 7 

Will: 

5 Mind: 

5 

Infl: 7 

Aura: 

6 Spirit: 

7 

Initiative: 

28 

Hero Points: 

75 


•Skills: Acrobatics: 10, Animal Handling: 5, 
Gadgetry: 7, Martial Artist: 8, Military Science 
(Tracking): 7, Thief; 10, Weaponry: 6 
•Advantages: Area Knowledge (Gotham City); 
Connection: Underworld (Low); Lightning 
Reflexes; Luck; Pets (see ’’Cat-Man's Ferocious 
Henchmen" below); Scholar (big cats) 
•Drawbacks: Serious Irrational Attraction to 
gambling and taking risks; Miscellaneous: Cat-Man 
believes that he is invulnerable when he is wearing 
his costume. 

•Alter Ego: Thomas Blake 
•Motivation: Mercenary 
•Occupation: Professional Criminal 

•Wealth: 8 
•Equipment: 

CATAPULT BOOTS [Body: 3, Jumping: 3, Ammo: 
1] The Catapult Boots have compressed metal 
springs in the heels, allowing Cat-Man to jump 80 
feet in a single bound. However, they must be "re¬ 
loaded" after each use (Ammo restriction). 
Catarang w/Rope [Str: 7, Body: 7, Claws: 4, 
Gliding: 2] Rope is 4 APs long. 

Cat Claws [Body: 4, Claws: 5] 


Powers and Abilities 


Cat-Man has no super human powers, but he is 
an Olympic-level athlete (Acrobatics) and a superior 
Martial Artist. His years of big game hunting taught 
him the art of tracking and stalking prey (Military 
Science, Thief), as well as the use of all manner of 
Weaponry. Over the years, Cat-Man has created an 
arsenal of cat-motif weapons and equipment 
(Gadgetry). 


The Cat-Man Came Back ... 


Cat-Man’s cowl and cape are fashioned from the 
orange cloth he found wrapped around a native 
carving of a cat. Legend has it that the cloth is 
imbued with magical properties that endow its owner 
with the cat's "nine lives." 


Although initially skeptical about the mystic 
properties of the cloth, Cat-Man has escaped ceitain 
death time and time again since donning his costume. 
An incident involving Catwoman resulted in part of 
his mask being torn off. He was injured in that spot 
soon afterwards by hot steam, fully convincing him 
of the suit’s powers. 

Now, whenever he is wearing his costume, Cat- 
Man believes himself immune to harm. He will take 
ridiculous risks and go to any lengths in order to 
achieve his goals, confident in his costume’s power to 
save him. 

It is up to the Gamemaster to decide if Cat-Man’s 
costume has any real magical properties, or if he is 
simply extremely lucky. In the latter case, the GM 
can use Cat-Man’s Luck Advantage and Hero Points 
to save him from certain death. However, if the GM 
decides that the costume truly has mystical 
properties, he can use the following description of it 
in his campaign: 

CAT-MAN'S COSTUME [Body: 2, Spirit: 3, Dumb 
Luck: 9, Invulnerability: 9] Limitation: The 
Costume’s Powers can only be used to save Cat- 
Man from imminent, life-threatening danger, 
effectively granting him ’’nine lives." 


Cat-Man's Ferocious Henchmen 


The grounds of Thomas Blake’s mansion house a 
collection of rare and dangerous cats from around the 
world. Blake has trained several of these "big cats” to 
aid him in his Cat-Man crime sprees, further 
reinforcing his cat motif. 

Cat-Man will rarely have more than one or two 
big cats with him at any time. He can control all of 
their actions during play through the use of one 
Automatic Action (as perthe Pet Advantage). 


Cheetah 


Dex: 4 

Str: 

3 

Body: 

3 

Int: 1 

Will: 

2 

Mind: 

2 

Infl: 2 

Initiative: 

Aura: 

9 

0 

Spirit: 

2 


•Powers: Claws: 4, Running: 6 
•Skills: Military Science (Tracking): 2, Thief 
(Stealth): 3 

•Limitations: Running is limited to two consecutive 
phases. 

•Advantages: Lightning Reflexes 








Using Cat-Man in Adventures 


Lion 


Dex: 3 

Str: 

3 

Body: 

4 

Int: 1 

Will: 

2 

Mind: 

2 

Infl: 2 

Initiative: 

Aura: 

8 

0 

Spirit: 

2 


•Powers: Analytical Smell/Tracking Scent: 3, Claws: 

4, Extended Hearing: 3, Running: 4 
•Skills: Military Science (Camouflage): 3 
•Advantages: Lightning Reflexes 


Tiger 


Dex: 3 

Str: 

3 

Body: 

4 

Int: 1 

Will: 

2 

Mind: 

2 

Infl: 2 

Initiative: 

Aura: 

8 

0 

Spirit: 

2 


•Powers: Analytical Smcll/Tracking Scent: 3, Claws: 

4, Extended Hearing: 3, Running: 4 
•Skills: Military Science (Camouflage): 2, Thief 
(Stealth): 4 

•Advantages: Lightning Reflexes 


Personality/Role-playing 


Cat-Man is an inveterate gambler, both with his 
money and his life. Although his primary Motivation 
is listed as "Mercenary," he is also something of a 
Thrill Seeker. Cat-Man first turned to crime as a way 
to challenge his abilities, as well as pay off his debts. 
He especially likes to pit himself against Batman, 
whom he views as an equal. 

Blake relies a great deal on the supposed mystical 
power in his costume, and it is this blind faith that 
makes him a dangerous foe. Because he believes he 
can come to no hann while wearing it, the Cat-Man 
takes iisks he might think better of at another time. 


Cat-Man is the Batman's one foe who vanishes, 
presumably dead, and reappears with maddening 
regularity. His crimes always revolve around cats, 
from art exhibits and treasures to crimes inspired by 
"cat" fiction. His penchant for cat motifs has led to 
Selina Kyle (Catwoman) being thought responsible 
for many of his past crimes. 

Although Cat-Man is based in Gotham City, he 
might return to Africa to resume his cat-trapping 
activities. Since he is now a criminal, however, he 
would likely link up with poachers or other such 
undesirables to get the job done. Activities of this 
sort might attract the attention of the Global 
Guardians or Justice League International. 


I Subplots 


Thomas Blake has ridden a virtual roller-coaster 
of windfall and destitution as a result of his 
gambling. Although he no longer regularly gambles, 
he might return to its lure once again if the 
opportunity presents itself (Wealth Subplot). 


i ppearances in the DC Heroes 
•ole-Playing Game, Second Edition 


Batman Sourcebook, Batman Role-Playing Game 


Appearances in DC Comics 


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

Pre-Crisis: Batman #322-324, 371, 400; Crisis On Infinite 
Earths #9; Detective Comics #311, 318, 325, 509, 526, 
538; Freedom Fighters #10; Who’s Who ‘85 #4 

Current: Batman: Shadow of the Bat #7-9; Detective 
Comics #612; Manhunter (2) #13; Who’s Who ‘91 #13 


Catarang 















VILLAIN 


Cheshire 


Dex: 8 

Str: 

4 Body: 

5 

Int: 8 

Will: 

6 Mind: 

7 

Infl: 6 

Aura: 

6 Spirit: 

6 

Initiative: 

26 

Hero Points: 

65 


•Skills: *linked 

Acrobatics: 11, Detective: 5, Gadgetry (Build 
Gadget): 8*, Martial Artist: 8*, Thief: 8*, Vehicles: 
4, Weaponry: 8* 

•Advantages: Connection: Wen Ch'ang (High), 
Deathstroke (Low), Arsenal (High), Underworld 
(High), Mercenaries (Low); Intensive Training; 
Iron Nerves; Lightning Reflexes; Scholar (poisons) 
•Drawbacks: Minor Irrational Attraction to Roy 
Harper (Speedy) 

•Alter Ego: Jade (last name unknown) 

•Motivation: Mercenary 
•Occupation: Professional Assassin 
•Wealth: 9 
•Equipment: 

POISON CLAWS [Body: 4, Claws: 5, Poison 
Touch: 8] 

Cheshire uses razor-edged artificial nails and coats 
them with a variety of poisons which can cause 
sleep, pain, or death. Treat the Poison Touch Power 
of whatever poison she uses as Bashing or Killing 
Damage, depending on her intent. 


Powers and Abilities 


Cheshire is a master of several martial arts, many 
of which were thought to be lost to time. These skills, 
combined with her triple-jointed acrobatic ability, 
make her incredibly dangerous and unpredictable. 
Because of her skill with these nigh-unknown styles, 
Cheshire's initial attack on any given foe receives a -2 
OV Column Shift. Her ability is such that she can 
keep two steps ahead of even the most highly 
qualified martial artists such as Nightwing and 
Jericho. 

During combat, Cheshire makes great use of the 
surrounding resources, using stair railings and 
chandeliers as springboards for counterattacks. 

Cheshire's athletic outward appearance belies her 
considerable knowledge of poisons and gadgetry. She 
frequently constructs unique weapons and equipment 
to use during her assignments. In the past such 


devices have included things like weapons designed 
to compensate for the speed of certain New Titans, 
and jet propelled cable harnesses which allowed her 
strike team to reach the top of a mountain quickly, 
without having to climb the treacherous slope, and 
quietly, without activating the cable car and alerting 
her targets. 


Cheshire's Poisons 


Cheshire makes regular use of her claws which, 
aside from being formidable weapons in themselves, 
are usually coated with poisons which are custom- 
made for whatever mission she is on. During her 
marriage to Kruen Musenda, Jade learned about both 
mundane and exotic poisons and is likely one of the 
world's foremost authorities on their use. Aside from 
the more common knockout poisons (Poison Touch 
which does Bashing Damage) and lethal poisons 
(Poison Touch which does Killing Damage), she also 
uses venoms which cause her victim to writhe in 
pain, unable to move. This immobilizing poison acts 
as Poison Touch against the victim's Dex rather than 
Body. This damage is treated as Bashing Damage for 
the purpose of recovery. 


Personality/Role-playing 


Cheshire prefers to keep her business personality 
separate from her private personality. On assignment 
she is strictly business, brutal and unmerciful, unable 
to let even her deeply hidden love for Roy Harper 
alter her effectiveness. She seems to take a gleeful 
satisfaction in bringing down her targets. 

In her private life she is more casual and 
feminine, though still alert to danger. She meditates 
regularly and spends most of her free time with her 
mentor, Wen Ch'ang. 


Using Cheshire in Adventures 


Due to her frequent assignments, Cheshire can 
be encountered almost anywhere heroes may venture. 
She is so skilled at her job however, that encounters 
with her will be either by chance or near the 
completion of her job. Heroes will often encounter 
her after her mission is completed, by investigating 
the death of some political or corporate dignitary. 
Scratches and poison, Cheshire’s calling cards, will 
invariably be discovered. The PCs might then have to 












track her to her current hideout and attempt to bring 
her to justice. This should prove extremely difficult 
however, as Cheshire is eminently skilled at covering 
her trail and disposing of any evidence of her work. 

Cheshire now leads an organization called the 
Sisterhood of Evil, which was directly responsible for 
the recent nuclear bombing of Qurac. Whwn 
encountered, she may be accompanied by other 
members of that organization. 


Subplots 


Cheshire is frequently involved in Enemies 
Subplots with the New Titans, due to their close ties 
with Arsenal (formerly Speedy). Arsenal himself is 
part of an on-again-off-again Romance Subplot 
which can never be realized due to their conflicting 
occupations. Arsenal and their infant son are also 
involved in regular Family Subplots, as Roy currently 
has custody of the child. 


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


New Titans Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: Crisis On Infinite Earths #9 The New 
Teen Titans Annual (1) #2; Tales of the Teen Titans 
#51-52; Who's Who l 85 #4 

Current: Action Comics Weekly #613-618, 636; 
Booster Gold #16-17; Deathstroke, the Terminator #5 
(behind the scenes), 8-9 (behind the scenes), 13, 16 
(behind the scenes), 17-20; Deathstroke, the Terminator 
Annual #1 (behind the scenes); The New Teen Titans (2) 
#20-21; Secret Origins (3) #38; Who's Who ( 91 #12 




Cheshire's Claws 



arm band 


bracer 









VILLAIN ORGANIZATION 


The Dark Circle 


Typical Dark Circle Agent 


Dex: 4 

Str: 

4 

Body: 

5 

Int: 4 

Will: 

4 

Mind: 

3 

Infl: 4 

Aura: 

4 

Spirit: 

5 

Initiative: 

14 

Heko Points: 

15 


•Skills: Charisma (Persuasion): 5, Martial Artist: 5, 
Military Science: 5, Weaponry: 5 
•Advantages: Connection: Dark Circle (Low) 
•Drawbacks: Catastrophic Irrational Attraction to 
converting others to the Cult of the Dark Circle; 
Secret Identity 

•Motivation: Seeking Justice 
•Occupation: Agent 
•Wealth: 4 
•Equipment: 

Blaster [Body: 5, Energy Blast: 7, R#: 2] 


NORAK - deceased? 


Dex: 4 

Str: 

3 Body: 

4 

Int: 8 

Will: 

8 Mind: 

8 

Infl: 7 

Aura: 

6 Spirit: 

* 

Initiative: 

21 

Hero Points: 

25 


•Skills: Charisma:7, Martial Artist: 4, Medicine: 8, 
Military Science: 5, Scientist: 8, Weaponry: 6 
•Advantages: Connection: Dark Circle (High); 

Scholar (cloning techniques); Sharp Eye 
•Drawbacks: Catastrophic Irrational Attraction to 
converting others to the Cult of the Dark Circle 
•Motivation: Power Lust 
•Occupation: Member of the Inner Circle 
•Wealth: 8 


OlMTIIR OF TSAURON - deceased? 


Dex: 5 

Str: 

6 

Body: 

7 

Int: 6 

Will: 

9 

Mind: 

8 

Infl: 6 

Aura: 

5 

Spirit: 

9 

Initiative: 

19 

Hero Points: 

30 


•Skills: Charisma: 6, Martial Artist: 6, Military 
Science: 6, Weaponry: 7 

•Advantages: Connections: Dark Circle (High), 
Science Police (High); Iron Nerves 
•Drawbacks: Catastrophic Irrational Attraction to 
converting others to the Cult of the Dark Circle; 
Mistrust 

•Motivation: Power Lust 
•Occupation: Dark Circle Double Agent 
•Wealth: 7 


Description 


The Dark Circle has existed as an organization 
for thousands of years, working behind the scenes to 
undermine the very foundations of civilization. Their 
mission has always been one of replacing reason with 
instinct so that the darker, primal side of nature can 
flourish in the universe. 


Dark Circle Science 


Oddly enough for an organization dedicated to 
destroying scientific enlightenment, the Dark Circle 
has access to an astonishing array of high-tech 
equipment, even by 30th century standards. This 
technology has been acquired since the world 
Dolminus joined the Circle, bringing with it the 
renewed ability to manipulate the "weapons of light" 
without being "seduced" by them. The various 
technological advancements employed by the Dark 
Circle include: 

•Teleportation: By tapping into the energy of the 
Dark Circle's home sun, they can employ 
teleportation technology on a far larger scale than 
anything seen elsewhere in the galaxy. In the past, 
the Circle has demonstrated the ability to teleport 
the entire population of a planet, or to send one 
individual halfway across the galaxy. 

•Cloning: It is through the mechanism of cloning that 
the Circle has been able to muster so many loyal 
troops. The knowledge of cloning was brought to 
the Circle by a human named Norak, a brilliant 
scientist and strategist. For a time, the whole Dark 
Circle organization was composed entirely of 
clones of the five members of the inner circle. It is 
unlikely that this is still the case, and they certainly 
employ independent agents of the worlds they 
infiltrate who are not clones, but actually believe in 
the tenets of the Circle. 

•Brainwashing: The most powerful weapon in the 
Dark Circle's arsenal is not a gun, tank, or bomb 
(although they have access to many of those as 
well). The Dark Circle uses powerful techniques of 
brainwashing to subvert entire planetary 
populations. It is unknown if the source of this is 
technological or merely effective propaganda, 
although evidence suggests equal portions of each 
are used. Often, the Circle will subvert key 
planetary leaders and officials as a prelude to total 
dominion over the populace. 








Personality/Role-playing 


Field agents for the dark circle are fanatically 
dedicated to their cause, and will willingly die for it. 
More often than not, they genuinely believe in the 
ideals of the Circle, and that what they are doing is 
actually in the best interests of the worlds they 
infiltrate (accounting for their typical Motivation of 
Seeking Justice). 

However, the dreaded Inner Circle is aware of 
the true mission of the Dark Circle: Total galactic 
domination, and a return to the early days of the 
Circle, when the Darkness covered all known worlds 
and passion ruled where once reason stood. 


Using the Dark Circle in Adventures 


The Dark Circle can operate in the background 
of practically any adventure. Although they have 
only ’'officially" appeared in the 30th century, it has 
been made clear that the Circle has existed for as 
long as civilization itself. Therefore, if the 
Gamemaster wishes to, he can introduce the Circle's 
influence to 20th century Earth. 


In either case, it should not be readily apparent 
that the Circle is the cause of whatever the Player 
Characters are involved in. Only after thorough 
investigation should their presence become known. 


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


2995: The Legion of Super-Heroes Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: Adventure Comics #367; Superboy (1) 
#228-229; Superboy and the Legion of Super-Heroes 
#242-244; Tales of the Legion #314-315, 319, 322- 
325; Who's Who ‘85 #6 

Current: Legion of Super-Heroes (4) #16, 18, 27, 
30, 32, 34; Who's Who in the Legion of Super-Heroes 
#1; Who's Who ‘91 #13 



The Galaxy Borders as of 4/2995 


The Dark Circle 










VILLAIN 


Dev-Em 


Dex; 15 

Str: 

25 

Body: 

18 

Int: 5 

Will: 

8 

Mind: 

7 

Infl: 6 

Aura: 

6 

Spirit: 

6 

Initiative: 

40 

Hero Points: 

60 


•Powers: Directional Hearing: 8, Extended Hearing: 
8, Flight: 15, Heat Vision: 17, Invulnerability: 21, 
Microscopic Vision: 15, Sealed Systems: 13, Super 
Breath: 13, Super Hearing: 6, Superspeed: 10, 
Systemic Antidote: 18, Telescopic Vision: 13, 
Thermal Vision: 13, X-Ray Vision: 13 
•Skills: Martial Artist: 7, Weaponry: 7 
•Advantages: Lightning Reflexes 
•Drawbacks: Serious Psychological Instability 
•Motivation: Psychopath 
•Occupation: Agent 
•Wealth: 4 


Powers and Abilities 


Dev-Em is a Daxamite and as such, gains all of 
their standard abilities. When under the light of a 
yellow star, Daxamites gain herculean strength and 
endurance. They can fly 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. 

Dev-Em keeps his Daxamite powers at all times, 
even under a red sun, because of the lead-poisoning 
antidote given to him by the Interstellar Counter- 
Intelligence Corps. 


Daxamite Vulnerabilities 


Daxamites have Fatal and Loss 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). 

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. 

Dev-Em is protected from these vulnerabilities 
by the lead-poisoning antidote given to him by the 
ICC. Unlike the serum developed by Brainiac 5, 
however, this one can be intentionally scaled back by 
the ICC, making him vulnerable and controllable. 


Dev-Em in the 20th Century 


Before he suffered nearly fatal exposure to lead 
and was transported to the 30th century, Dev-Em was 
considerably more powerful. Although he was not yet 
mentally unstable, he was still an extremely cruel and 
brutal individual. 


Dev-Em (20th Century) 


Dex: 17 

Str: 

27 

Body: 

20 

Int: 5 

Will: 

8 

Mind; 

7 

Invl: 6 

Aura: 

6 

Spirit: 

6 

Initiative: 

42 

Hero Points: 

50 


•Powers: Directional Hearing: 10, Extended Hearing: 
10, Flight: 17, Heat Vision: 19, Invulnerability: 23, 
Microscopic Vision: 17, Sealed Systems: 15, Super 
Breath: 15, Super Hearing: 8, Superspeed: 12, 
Systemic Antidote: 20, Telescopic Vision: 15, 
Thermal Vision: 15, X-Ray Vision: 15 
•Advantages: Lightning Reflexes 
•Drawbacks: Fatal Vulnerability: lead, Range of 3 
APs; Loss Vulnerability (all Powers and Physical 
Attributes): lead. Range of 3 APs; Loss 
Vulnerability (all Powers and Physical Attributes): 
lack of yellow sun radiation, range of 0 APs. 
•Motivation: Thrill Seeker 
•Occupation: Bully 
•Wealth: 3 


Personality/Role-playing 


Even before his mind was (probably) effected by 
his trip through time and lead poisoning, Dev-Em 
was an antisocial bully. His greatest pleasure was to 
torment who he saw as the ultimate dweeb: Lar Gand 











Now that he is free from the painful effects of 
lead-poisoning, and maintains his powers under any 
color of sun, he is truly a dangerous force to be 
reckoned with. His staggering powers, coupled with 
his unpredictability, make him nearly unstoppable. 

Fortunately for the rest of the galaxy, the ICC 
keeps a very watchful eye on Dev-Em, and they are 
ready to ’’pull the plug" on him if he goes too far. 
Unfortunately, the ICC T s view of what "going to far” 
is differs wildly from most other organizations. 


Using Dev-Em in Adventures 


In the 20th century, Dev-Em can be used in 
adventures that take place between his departure from 
Daxam and his final fight with Valor. A possible 
adventure might involve the L.E.G.l.O.N, coming 
across Dev-Em. The resulting battle could 
foreshadow future conflicts with the LSH. 

As an agent for the ICC in the 30th century, 
Dev-Em can be used in any number of espionage 
missions, wreaking havoc behind enemy lines. His 
lack of subtlety and random behavior can lead his 
missions astray, leaving the Player Heroes to come in 
and pick up the pieces, or perhaps even battle him 
face-to-face. 


Subplots 


Dev-Em's career as an ICC agent is often 
threatened by his erratic behavior and violent 
outbursts in a Job Subplot. 

Valor and Dev-Em have been Enemies for a 
thousand years, and will inevitably come into conflict 
in the 30th century. 


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


2995: The Legion of Super-Heroes Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: Adventure Comics #287-288, 320; 
Legion of Super-Heroes (2) #294, 299-300; (3) 14; 
Tales of the Legion #317, 319, 322-325; Who's Who 
in the Legion of Super-Heroes #2 

Current: Adventures of Superman #478; Legion of 
Super-Heroes (4) #6 (text), 39; Who's Who '91 #9 



lead Poisoning Serum Molecule 









VILLAIN 


Doctor Psycho 


Dex: 2 

Str: 

2 B*dy: 

3 

Int: 10 

Will: 

9 Mind: 

9 

Infl: 6 

Aura: 

4 Spirit: 

7 

Initiative: 

18 

Hero Points: 

50 


•Powers: Mental Illusion (see below): 15, Broadcast 
Empath: 10, Empathy: 10, Hypnotism: 5, Mind 
Blast: 5, Mind Shield: 3, Shrinking: 1 
•Skills: Medicine: 4, Occultist: 4 
•Limitations: Dr. Psycho's Shrinking is Always On, 
being a consequence of his extreme dwarfism and 
not an actual Power. 

•Advantages: Scholar (psychology) 

•Drawbacks: Minor Irrational Attraction to hurting 
women; Minor Physical Restriction (dwarfism) 
•Alter Ego: Unknown, but reputed to actually be 
T)r. Psycho." 

•Motivation: Psychopathic 
•Occupation: Therapist 
•Wealth: 4 


Mental Illusions 


Dr. Psycho uses the Power Mental Illusion, 
which is not listed in the Character Handbook. It is 
described as follows: 

•Link: Will 'Range: Normal 
•Type: Dice 

•Base Cost: 50 ^Factor Cost: 6 

This Power allows its user to alter the perception 
of his target, causing him to perceive (see, hear, 
smell, etc) whatever the user wishes. The mental 
illusion is visible only to its target but that person 
will react to it as if it were real. 

To project a mental illusion, the user must make 
an action check with AV/EV equal to APs of Mental 
Illusion against an OV/RV equal to the target's 
Int/Mind. If RAPs exceed the victim's Mind, the 
victim perceives whatever the user wishes (no 
telepathic contact is necessary). The illusions will 
endure for a time in APs equal to the RAPs which 
exceeded the victim’s Mind. A subsequent Check can 
be made before this time is up to continue the 
illusions. 

A victim of Mental Illusion can subconsciously 
combat its effects each phase by making a check 


using his Int/Will as the AV/EV against an OV/RV 
equal to APs of the user's Mental Illusion Power. 
Hero Point expenditure on the OV/RV is not allowed. 
If the victim's cumulative RAPs exceed the user’s 
APs of Mental Illusion, the victim’s perception 
returns to normal. 

A target under the effects of Mental Illusion can 
sustain damage if he is "attacked" by the illusion he is 
experiencing. Any illusory danger created will fight 
with Attributes, Skills, and Powers equal to the user's 
APs of Mental Illusion. Damage by illusory 
assailants is sustained by the target s Mind, though 
the target may perceive it as physical damage. 


Powers and Abilities 


Dr. Psycho’s horrific ability to alter the 
perception of others is so powerful that he has used it 
to influence such characters as Wonder Woman and 
the Greek god Hermes. He often augments this ability 
by using his Broadcast Empath Power to cause his 
victim to react to the illusions as he wishes. If a 
successful Check is made with Broadcast Empath, 
Dr. Psycho gains -2 Column Shifts on the RV for his 
Mental Illusion Attack against that victim. 

In addition to his powers of mental illusion, Dr. 
Psycho can read the minds and emotions of anyone 
within the range of his power and can deliver a 
mental blast capable of stunning a hero or rendering a 
normal human unconscious. 


Captain Wonder 


When Dr. Psycho's powers first began to 
manifest, it was while he was hypnotizing a young 
girl named Marva. While she was in a trance, Psycho 
was able to use Marva as a medium to extract 
ectoplasmic energy from the ether and shape it into 
anything he desired. He used this power to create 
new bodies for himself which he could "wear and 
discard at will, like a cloak." After Marva’s death. 
Psycho created an "ectoplasmatron" to replace her as 
his conduit to the spiritual world. One of the bodies 
Dr. Psycho created for himself was Captain Wonder, 
drawn from the mind of Steve Trevor. Captain 
Wonder possessed all the powers and abilities Trevor 
believed Wonder Woman possessed. Since Trevor 
perceived Wonder Woman's powers as greater than 
they actually were, so was Captain Wonder more 
powerful than Wonder Woman herself. 










Captain Wonder 


Drx: 16 

Str: 

19 

Body: 

16 

Int: 10 

Will: 

9 

Mind: 

9 

Inkl: 6 

Aura: 

4 

Spirit: 

7 

Initiative: 

36 

Hero Points: 

50 


•Powers: Directional Hearing: 5, Flight: 15, 
Running: 8, Telescopic Vision: 4, Swimming: 7 
•Skills: Acrobatics: 12, Martial Artist: 13 
•Advantages: Lightning Reflexes 


Dream Bombs 


It is believed that Dr, Psycho can plant ’’dream 
bombs” in the minds of those he has encountered. 
When they activate, these bombs produce a 
nightmare, pre-programmed by Psycho when the 
bomb is implanted. These nightmares are often 
layered for greater terrifying effect, allowing the 
victim to believe that he has awakened when he is 
actually still dreaming. This effect could lake place a 
number of times before the victim actually wakes, 
causing him to fear that his present reality is actually 
another dream. 

To plant a dream bomb. Dr. Psycho determines 
the exact nature of the dream and how far into the 
future it will occur. He then makes an Action Check 
using his APs of Mental Illusion as AV/EV against 
his intended victim’s Int/Mind as OV/RV. Positive 
RAPs indicate that the bomb is implanted in the 
target's subconscious mind. 


Personality/Role-playing 


Truly a psychotic dwarf, Dr. Psycho is obsessed 
with causing the emotional suffering of others. Due 
to his being mocked and shunned by girls during his 
youth, this sadistic nature is aimed primarily towards 
women, and Wonder Woman in particular. 

In Psycho's twisted mind he thinks of himself as 
an artist or composer, creating masterpieces of 
nightmarish horror in the minds of his victims. He 
sees everyone he encounters as clean canvases which 
could serve as his next brilliant work. 


Using Doctor Psycho in Adventures 


Dr. Psycho is an excellent background villain, 
masterminding the downfall of Wonder Woman (or 
other heroes) and manipulating them from afar. His 
victims could actually encounter him a number of 
times before realizing that Psycho is the true enemy. 
By this time, his powers may have created lasting 
effects. 

Dr. Psycho often uses his extensive skills as a 
clinical psychologist as cover during his exploits. He 
will typically cause those he encounters to perceive 
him as someone else while he poses as a psychologist 
or therapist. Heroes could encounter Psycho as 
someone else and not realize his true identity until it 
is too late. 


Subplots 


Dr. Psycho's obsession with destroying Wonder 
Woman is currently the driving force behind his 
sadistic exploits (Enemies Subplot). He is broad¬ 
thinking enough to extend this vendetta against 
Wonder Woman's friends as well, hoping to hurt her 
through them. 

Some time ago. Dr. Psycho (in the guise of 
Captain Wonder) was smitten by the Silver Swan 
(actually Helen Alexandros, herself transformed) in a 
strange Romance Subplot. 


Appearances in DC Comics 


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

Pre-Crisis; Earth-Two: Wonder Woman (1) #5, 18, 160 , 
165, 167; Worlds Finest Comics #248-249 

Pre-Crisis; Earth-One: Crisis On Infinite Earths #9; 
Who's Who ‘85 # 7; Wonder Woman (1) #288-290, 323 

Current: Who's Who VI #11; Wonder Woman (2) #51-53 
(behind the scenes), 54-56, 59, 61 (mention), 65 













VILLAIN 


Doctor Spectro 


Dex: 4 

Str: 

3 

Body: 

3 

Int: 7 

Will: 

5 

Mind: 

7 

Infl: 6 

Aura: 

5 

Spirit: 

5 

Initiative: 

17 

Hero Points: 

75 


•Skills: Gadgetry: 8, Scientist: 8, Vehicles: 5 
•Advantages: Connections: Captain Atom (Low), 
General Wade Eiling (High); Genius; Scholar 
(optics); Miscellaneous: Dr. Spectro knows part of 
Captain Atom's Dark Secret. 

•Drawbacks: Unluck 
•Alter Ego: Tom Emery 
•Motivation: Mercenary 
•Occupation: Government Operative 
•Wealth: 6 
•Equipment: 

SPECTRO SUIT [Str: 5, Body: 5, Flash: 10, 
Illusion: 12, Heat Vision: 10, Invisibility: 10] 
FLYING PLATFORM [Str: 5, Body: 6, Flight: 8, 
Energy Blast: 10, R#: 3] 

HOLOGRAM PROJECTOR [Body: 4, Extended 
Hearing: 13, Illusion: 13, Telescopic Vision: 13, 
R#: 3] Note: Projector is a large and bulky device 
(2 APs weight) that must be Tired" from a tripod. 
Hypno-Beam Goggles [Body: 1, Control: 9, R#: 3] 
Limitations: Control has a range of 2 APs; Spectro 
must look into target's eyes to attack with Control; 
Control only puts victim into trance: Character will 
mindlessly follow Spectro and obey simple 
commands, but can make a free check to break free 
if given a self-destructive command. 


Powers and Abilities 


Dr. Spectro has no innate super powers, relying 
instead on his various color-based gadgets in combat. 
Spectro's suit has many weapons and other devices 
built in, including: a laser powerful enough to melt 
through concrete (Heat Vision), hypnotic goggles that 
can render a target helpless (Control), and light¬ 
generating pods distributed all over the costume, that 
can generate holograms or bright light (Illusion, 
Flash), or even make Spectro all but Invisible. 

In addition to his costume, Spectro utilizes a 
number of larger devices as well. He uses a special 
Flying platform that can reach speeds in excess of 
250 miles per hour that mounts a powerful Energy 
Blaster between the handlebars. Spectro also has a 


large, semi-portable hologram projector that can send 
holographic images complete with sound up to 8 
miles away, as long as there is an unobstructed line- 
of-sight from the projector to the target. The projector 
is also equipped with telescopic sights and a 
parabolic microphone that allow Spectro to see and 
hear whatever is going on at the target zone, so he 
can properly direct the hologram. 


Charlie Hendel 


Currently Charlie Hendel (another man under 
Eiling) has been using Dr. Spectro's equipment. He is 
a ruthless backstabber who deliberately put Emery 
into a coma to take his job. 


Spectro 


Dex: 5 

Str: 

4 

Body: 

4 

Int: 5 

Will: 

5 

Mind: 

5 

Infl: 6 

Aura: 

4 

Spirit: 

4 

Initiative: 

16 

Hero Points: 

50 


•Skills: Weaponry: 5. Vehicles: 5 
•Advantages: Connection: General Wade Eiling 
(High) 

•Alter Ego: Charlie Hendel 
•Motivation: Mercenary 
•Occupation: Government Operative 
•Wealth: 5 
•Equipment: 

As Doctor Spectro, above. 


Personality/Role-playing 


Tom Emery is a crafty man who decided to cash 
in on the fabricated story of Dr. Spectro for personal 
gain. Since he's only in it for the money, he will 
never fight to the finish, and will use his holographic 
gadgets to make good his escape if a battle turns 
against him. 

A major weakness of Dr. Spectro is his reliance 
on his gadgets. Since he is a poor marksman, and a 
worse hand-to-hand fighter, he becomes helpless if 
deprived of his technology. For this reason, as well as 
his dislike of costumed "antics," Spectro will often 
stay in the background, casting his Illusions from 
miles away. 


Using Doctor Spectro in Adventures 


Although his "traditional" enemy is Captain 
Atom, Spectro is clearly no match for the hero. He 











fares best against normal human targets, where his 
Illusion and Control Powers can make quick work of 
the opposition. Lower-powered super heroes might 
find him a challenging foe as well. 

Since Spectro is a Government operative, he can 
also be used as a Player Character, working alongside 
such agents as Black Thorn and Peacemaker. 
However, his involvement with the Government is 
secret, so any such missions would have to be covert 
operations. 


Subplots 


Doctor Spectro is involved in a completely 
fictional Enemies Subplot with his "nemesis," 
Captain Atom. The two have only actually fought a 
couple of times, but public opinion is that they have 
been enemies for years. 

In a Miscellaneous Subplot, Emery has been 
poisoned and replaced by another of General Eiling's 
men, Charlie Hendel. Emery remains in a coma, 
while Hendel continues to operate as Spectro. 


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


Come On Down! 


Appearances in DC Comics 


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

Doctor Spectro (pre-Crisis): Captain Atom (2) #79, 
81; Crisis On Infinite Earths #9-10 

Doctor Spectro I (current): Captain Atom (3) #5-6, 
15-16, 34, 39-40, 49, 50 (behind the scenes); Who's 
Who ‘87 (2) #2; Who's Who ‘91 #11 

Spectro II: Captain Atom (3) #39-40, 49-50 




Jet-powered Flat form 


Fortable Hologram Frojector 

















































VILLAIN 


Draaga -deceased 


Dex: 12 

Str: 

17 Body: 

12 

Int: 2 

Will: 

4 Mind: 

5 

Infl: 4 

Aura: 

3 Spirit: 

4 

Initiative: 

22 

Hero Points: 

65 


•Skills: Martial Artist: I 5, Weaponry: 12 
•Advantages: Connections: Warworld (High), 
K'Raamdyn (Low); Lightning Reflexes 
•Drawbacks: Catastrophic Irrational Attraction to 
killing Superman in combat; Minor Rage; Strange 
Appearance 
•Alter Ego: Death-Rite 
•Motivation: Psychopathic 
•Occupation: Gladiator 
•Wealth: 3 
•Equipment: 

ARMOR [Body: 15] 


Powers and Abilities 


Draaga's alien physiology gave him massive 
superhuman strength, sufficient to smash through 
hardened steel with his bare hands and lift weights in 
excess of 2000 tons. This same strengthening also 
granted his body the toughness to resist all but the 
most powerful of explosives. 

More important than his natural-born Powers 
were Draaga's years of gladiatorial combat in 
Warworld's Great Games. This experience gave him 
expert skill at arms (Weaponry), and made him 
master of dozens of alien Martial Arts. These Skills, 
combined with his single-minded determination, 
made Draaga a warrior to be feared across the galaxy. 


Background Update 


Draaga was one of Brainiac T s mind-controlled 
pawns in the attack on Earth known as the "Panic in 
the Sky." During that battle, Draaga managed to 
break free of Brainiac's control, and grew to respect 
the other heroes’ bravery in combat. In a final act of 
self-sacrifice, Draaga hurled himself into Brainiac's 
Doomsday Weapon, giving the other heroes time to 
fling the Weapon a safe distance from Earth before it 
overloaded and detonated. 


Personality/Role-playing 


Draaga was a warrior, first and foremost. His life 
was a series of conflicts, from his early days as a 


soldier to his glory as Warworld's champion. When 
he first encountered Superman, his goal was simple: 
total victory. 

When he was left alive after suffering defeat at 
the hands of the Man of Steel, his unwavering 
determination was turned again to one task: hunt 
down Superman and fight him to the death. 

At this point in Draaga's life, he was a bold and 
merciless fighter, and would not hesitate to kill his 
chosen opponent. The only thing he hated more than 
defeat was weakness, like the weakness shown by the 
deposed warlord Mongul. 

During the battle with Brainiac, however, Draaga 
began to see that there was more to life than simply 
the next battle. He began to see that what real ly 
mattered was the cause you were fighting for, and not 
just the fight itself. 

It was this realization that lead to Draaga's final 
act of courage: sacrificing his own life to save Matrix 
(a.k.a. Supergirl), and aiding in the ultimate defeat of 
Brainiac. Had he survived that battle, Draaga might 
have become a powerful force for good. 


The Death-Rite 


Draaga's people are a race of warriors that value 
honor and glory above all else. If one of their number 
should fall in combat, and not be killed, it then 
becomes his sole task in life to finish the battle, in the 
so-called "death-rite." 

In the death-rite, the defeated warrior must 
regain his lost honor by hunting down his opponent, 
no matter where he might be, and engaging him in a 
fight to the finish. Only when one of the combatants 
lies dead can the rite be complete. 

During this fight, the warrior's attention is solely 
on his death-rite opponent. Because of his single- 
minded pursuit of his target, the warrior suffers a -1 
Column Shift penalty to his OV against attacks from 
other sources, but his target suffers the same OV 
penalty against his attacks. 


Using Draaga in Adventures 


If Player Heroes are travelling through space, 
they might end up on Warworld, where the mightiest 
of their number would be forced to face Draaga in 
single combat. Since the Heroes would probably be 
unwilling to kill Draaga (if they win), they might also 
incur the death-rite, just as Superman did. 

On Earth, Draaga can be used as a rampaging 
villain, out to find Superman and kill him. Player 
Characters would have to intervene to prevent 












bystanders from being harmed, as well as 
incapacitating the ravening Draaga. 

In a large super hero team-up against a powerful 
foe (such as Brainiac), Draaga might start the 
adventure as a villain, but switch sides during the 
battle, provided he sees the Player Heroes fighting 
bravely for a good cause. In such instances, the 
Gamemaster should keep in mind that Draaga is not 
truly evil, merely a pure warrior lacking moral 
guidance. 


Subplots 


Draaga's sole driving force until shortly before 
his death was the need to kill Superman (Enemies 
Subplot). 


After he deposed the warlord Mongul, Draaga 
was the figurehead leader of Warworld, in a Job 
Subplot he had little patience for. 


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


Superman- The Man of Steel Sourcebook 


Appearances in DC Comics 


Action Comics #650-651, 674-675; Action Comics 
Annual #2; Adventures of Superman #455, 464-465, 
488; Superman (2) #32-33, 41-42, 65; Superman: 
The Man of Steel #9-10; Who’s Who VI #10 



Draaga'o Battle Armor on War World 




















VILLAIN 


The Eradicator 


The Eradicator (humanoid) 


Dex: 

12 

Str: 

25 

Body: 

20 

Int: 

8 

Will: 

9 

Mind: 

8 

Infl: 

9 

Aura: 

4 

Spirit: 

6 

Initiative: 


39 

Hero Points: 

150 


•Powers: Extended Hearing: 8, Directional Hearing: 
8, Dispersal: 15, Energy Blast: 15, Flight: 27, Heat 
Vision: 15, Hypnotism: 13, Lightning: 13, Matter 
Manipulation: 20, Sealed Systems: 25, Solar 
Sustenance: 25, Super Hearing: 8, Superspeed: 10, 
Telekinesis: 20, Telepathy: 9, Telescopic Vision: 
13, Thermal Vision: 13, X-Ray Vision: 13 
•Skills: Gadgetry: 1 3, Scientist: 13 
•Bonuses: Miscellaneous: The Eradicator receives a - 
2 Column Shift bonus to the RV whenever he 
makes any attack against a Kryptonian (i.e. 
Superman); Telepathy can be used to establish a 
permanent "mind link" with any Kryptonian, 
allowing both linked characters to know where the 
other is and what he is thinking. This "mind link" is 
temporarily disrupted in strong magnetic fields. 
•Limitations: Hypnotism has No Range. 
•Advantages: Area Knowledge (Krypton); Genius; 

Iron Nerves; Scholar (Kryptonian history) 
•Drawbacks: Catastrophic Irrational Attraction to 
remaking Krypton. 

•Motivation: Power Lust 


Powers and Abilities 


When the Eradicator took on human form, it 
became a fabulously powerful energy being. It had 
many powers in common with Superman, including 
his strength and durability. As an energy being, 
however, the Eradicator could also become intangible 
(Dispersal), and had control over many forms of 
energy (Energy Blast, Lightning). 

The Eradicator could propel itself through space 
at over 36,000 miles per second, fast enough to Fly 
from Earth to the Sun in about an hour. In addition, it 
seemed to require neither food nor air to survive 
(Solar Sustenance, Sealed Systems). 

In addition to its incredible physical powers, the 
Eradicator possessed several mental powers as well. 
It could subtly influence the actions of others through 
suggestion (Hypnotism), and it could communicate 
with others using Telepathy. 


Perhaps the most devastating power of the 
Eradicator was its ability to move, rearrange, and 
transform existing matter through sheer force of will 
(Matter Manipulation, Telekinesis). One example of 
this power was when it demolished a run-down 
tenement and remade it as a shining Kryptonian 
building. The Eradicator presumably used this same 
ability to cause changes in the sun's makeup so that it 
would eventually become a red dwarf like Krypton's. 


The Eradicator Device 


When Superman first discovered the Eradicator, 
it was in the form of a small device that resembled 
the birthing matrix in which he had been sent to 
Earth. The Eradicator was originally created in this 
shape, and was intended to be a weapon. Over the 
millennia, however, the device developed an artificial 
intelligence, and many other powers as well. 

The full extent of the power of the Eradicator is 
unknown. The description below only lists the 
Powers it displayed during its quest to recreate 
Krypton. 

THE ERADICATOR [Body: 20, Int: 8, Will: 9, 
Mind: 8, Bomb: 15, Energy Blast: 15, Force Field: 
20, Hypnotism: 13, Illusion: 15, Matter 
Manipulation: 20, Mind Probe: 15, Mutation: 15, 
Power Reserve: 15, Remote Sensing: 50, 
Suspension: 30, Telekinesis: 20, Telepathy: 9, 
Teleportation: 50] 


The Phantom Zone 


The Phantom Zone is a misty, formless realm 
that bridges the present with the past of the planet 
Krypton. There is no oxygen in the Zone, but for 
some reason beings who enter the Zone can breathe. 
The laws of physics in the Earth dimension do not 
apply to the Phantom Zone. Hundreds, perhaps 
thousands of relics from Krypton float in the Zone, 
like a vast museum of lost science and technology. 

The first known gateway into the Phantom Zone 
was created by the Eradicator in its attempt to 
recreate Krypton on Earth. The Phantom Zone has a 
Travel Value of 10, and can be reached using the 
Dimension Travel Power. 

TRANS-DIMENSIONAL GATEWAY [B#dy: 12, 
Dimension Travel: 10, R#: 2] Limitation: 
Dimension Travel can only be used to travel to and 
from the Phantom Zone. 









Personality/Role-playing 


The Eradicator is a cold and ruthless being. Its 
only purpose is to preserve the memory of Krypton 
by recreating it, elevating the subject planet's society 
to the level of’’enlightenment" achieved by Krypton. 

True to its programming, the Eradicator 
considers Kryptonian society to be the epitome of 
achievement. It cannot understand why anyone would 
want to live any other way, and will use any means 
necessary to achieve its goal. 


Using the Eradicator in Adventures 


The mission of the Eradicator is so specific that 
any adventure involving it will center on its attempts 
to recreate Krypton on Earth. A possible scenario 
might involve Superman being away from Earth, 
leaving the Player Heroes to put an end to the 
Eradicator’s plans. 


Subplots 


When the Eradicator was "destroyed" and hurled 
into the sun by Superman, its energies lived on and 
evolved into the humanoid "Krypton Man" (Power 
Complication Subplot). 


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


Superman- The Man of Steel Sourcebook 



Appearances in DC Comics 


the Eradicator device 


Action Comics #643, 646, 651-652, 667 Action 
Comics Annual #2; Adventures of Superman #455, 
457, 458 (behind the scenes), 459-461, 464-465, 480; 
Superman (2) #32-33, 41-42, 57; Superman: The 
Man of Steel #1; Who's Who ‘91 #13 













VILLAIN TEAM 


Female Furies 


Bernadeth 


Dex: 6 

Str: 

5 

Body: 

8 

Int: 6 

Will: 

7 

Mind: 

8 

Infl: 6 

Aura: 

5 

Spirit: 

8 

Initiative: 20 


Hero Points: 

55 


•Skills: Military Science: 4, Weaponry: 9 

•Advantages: Area Knowledge (Apokolips); Connections: Female 
Furies (High), Desaad (High), Apokolips (Low); Lightning 
Rcfiexcs 

•Drawbacks: Minor Irrational Hatred of Lashina 
•Motivation: Power Lust 
Occupation: Leader of Female Furies 

•Equipment: 

Fahren-knife [Bo»Y: 8, EV: 8, Heat Vision: 12, Flight: 5] The 
Fahren-knife can expand from the size of a dagger to short 
sword size. It can also fly at any target Bernadeth desires. 


Stomp a 


Dex: 

7 

Str: 

9 

Body: 

1 1 

Int: 

3 

Will: 

7 

Mind: 

7 

Infl: 

5 

Aura: 

4 

Spirit: 

7 

Initiative: 

17 


Hero Points: 

50 


•Skills: Martial Artist: 6, Military Science: 3, Weaponry: 8 
•Advantages: Area Knowledge (Apokolips); Connection: Female 
Furies (High) 

•Motivation: Thrill Seeker 
Occupation: Female Fury 
•Equipment: 

HEAVY MATTER BOOTS [B#»y: 12, EV; 16, Jumping: 2] 
Stompa’s Heavy Matter Boots, or ''Gun-Boots," can crush 
almost any material. She can also use them to stomp on her foes. 


Mad Harriet 


Dex: 

9 

Str: 

8 

Body: 

10 

Int: 

3 

Will: 

7 

Mind: 

8 

Infl: 

5 

Aura: 

4 

Spirit: 

7 

Initiative: 

21 


Hero Points: 

50 


•Skills: Acrobatics: 4, Martial Artist: 7, Weaponry: l# 
•Advantages: Area Knowledge (Apokolips); Connection: Female 
Furies (High); Lightning Reflexes 
•Drawbacks: Minor Irrational Attraction to pain; Minor 
Psychological Instability 
•Alter Ego: Harriet the Hag 
•Motivation: Psychopathic 
Occupation: Female Fury 
•Equipment: 

POWER SPIKES [B#dy: 10, EV: 15] Mad Harriet’s Power Spikes 
can cut through almost any material. 


Artemis 


Dex: 

8 

Str: 

7 

Body: 

9 

Int: 

5 

Will: 

7 

Mind: 

7 

Infl: 

5 

Aura: 

4 

Spirit: 

7 

Initiative: 

20 


Hero Points: 

50 


•Skills: Animal Handling: 9, Gadgetry: 8, Weaponry: 1# 
•Advantages: Area Knowledge (Apokolips); Connection: Female 
Furies (High); Lightning Reflexes; Pets (Cyberpak) 

•Motivation: Thrill Seeker 


Occupation: Female Fury 
•Equipment: 

Bow [Body: 10, Str: 8] Artemis' bow can shoot arrows to a range 
equal to its Str (1/4 mile). 

Damage Arrows [Body: 2, EV: 6] 

Bola Arrows [Bo»y: 13, STR: 9] 

Artemis keeps 2-3 of her cybernetically enhanced 
wolfhounds with her at all times (her Cyberpak). They arc 
sequentially named (Unus, Secondus, Tertius, etc). 


W#LFH#UINDS #F ARTEMIS 


Dex: 

4 

Str: 

3 

Body: 

5 

Int: 

2 

Will: 

5 

Mind: 

5 

Infl: 

Initiative: 

3 

Aura: 

9 

2 

Spirit: 

3 


•Powers: Analytical Smell/Tracking Scent: 8, Claws: 4, Extended 
Hearing: 3, Ultra Vision: 3 

•Drawbacks: Catastrophic Irrational Attraction to following 
Artemis’ orders 


Lashina 


Dex: 8 

Str: 

8 

Body: 

9 

Int: 5 

Will: 

7 

Mind: 

8 

Infl: 6 

Aura: 

5 

Spirit: 

8 

Initiative: 23 


Hero Points: 

55 


•Skills: Martial Artist: 8, Military Science: 4, Thief: 5, Weaponry: 

1 # 

•Advantages: Area Knowledge (Apokolips); Connections: Female 
Furies (High), Suicide Squad (High); Lightning Retlexes 
•Drawbacks: Serious Irrational Hatred of Bernadeth 
•Alter Ego: Duchess 
•Motivation: Thrill Seeker 

Occupation: Female Fury, Former Suicide Squad Member 

•Equipment: 

BATTLE LASHES [Body: 8, STR: 9, EV: li] Lashina's Battle 
Lashes have a maximum range of 4 APs (160 feet). 

Mega-Gun [B#»y: 7, EV: 8, Bomb: 9, R#: 2] Lashina (Duchess) 
used the Mega-Gun while a member of the Suicide S^uad. 


The Fury Cadets 


Recently, a number of Female Fury "Cadets" have gone on a 
killing spree on Earth, collecting badges of identity from slain 
policemen, firemen, heroes, etc. 


Malice Vundabarr 


Dex: 

4 

Str: 

3 

Body: 

8 

Int: 

6 

Will: 

8 

Mind: 

9 

Infl: 

4 

Aura: 

4 

Spirit: 

5 

Initiative: 


14 

Hero Points: 

35 


•Powers: Bomb: 5, Claws: 3 

•Advantages: Area Knowledge (Apokolips); Connection: Female 
Furies (High); Iron Nerves; Pet (Chessure) 

•Motivation: Thrill Seeker 
Occupation: Female Fury Cadet 

Little Malice's evil companion is Chessure, a wicked creature 
of shadow who attacks those attracted to the innocent miss 
Vundabarr. 











Chesslre 

Dex: 

6 

Str: 

6 

B#dy: 

11 

Int: 

2 

Will: 

8 

Mind: 

6 

Infl: 

3 

Aura; 

3 

Spirit: 

6 

Initiative: 


13 





•Powers: Claws (teeth): 7, Darkness: 4, Two-Dimensional: 6 
•Advantages: Connection: Female Furies (Low); Lightning 
Reflexes 

•Drawbacks: Serious Irrational Attraction to protecting and 
following orders of Malice Vundabarr; Strange Appearance 
•Motivation: Thrill Seeker 


Speed Queen 


Dex: 10 (4) 

Str; 

8(5) 

Body: 

8 

Int: 4 

Will: 

6 

Mind: 

6 

Infl: 4 

Aura: 

4 

Spirit: 

6 

Initiative: 

20( 14) 

Hero Points: 

35 


•Skills: Acrobatics: 5. Vehicles: 4, Weaponry: 7 
•Advantages: Area Knowledge (Apokolips), Connection: Female 
Furies (High); Lightning Reflexes 
•Motivation: Thrill Seeker 
•Occupation: Female Fury Cadet 
•Equipment: 

Zip-Gloves [Body: 8, Dex: 10, Str: 8, Superspeed: 5J Limitation: 

Superspeed only subtracts from the time to perform tasks. 
SKATES [Body: 8, EV: 8, Running: 8, Cling: 3] 

Speed Queen’s skates allow her to move at incredible speeds, 
even up vertical surfaces. However, they leave a constant wake 
of destruction beneath their treads. 


GlLOTLNA 


Dex: 

6 

Str; 

5 

Body; 

7 

Int: 

4 

Will: 

5 

Mind: 

9 

Infl: 

4 

Aura: 

6 

Spirit: 

6 

Initiative: 

16 


Hero Points: 

35 


•Powers: Disintegration: 18 

•Limitations: Power Restriction: Gilotina’s Disintegration Power 
only causes damage upon contact; It has no continuing effect. 
•Advantages: Area Knowledge (Apokolips); Connection: Female 
Furies (High) 

•Drawbacks: Minor Irrational Attraction to pain 
•Motivation: Thrill Seeker 
•Occupation: Female Fury Cadet 


Bloody Mary 


Dex: 8 

Str: 

6 

B#dy: 

9 

Int: 5 

Will: 

8 

Mind: 

8 

Infl: 7 

Aura: 

8 

Spirit: 

8 

Initiative: 22 


Hero Points: 

35 


•Powers: Telekinesis: 7 
•Skills: Weaponry: 6 

•Limitations: Miscellaneous: Bloody Mary’s Telekinesis Power 
manifests as beams of solid light between her and her target. 
Those beams can be touched and handled by anyone, 
•Advantages: Area Knowledge (Apokolips); Connection: Female 
Furies (High); Lightning Reflexes 
•Drawbacks: Catastrophic Irrational Attraction to harming anyone 
who touches her; Minor Irrational Attraction to blood 
•Motivation: Thrill Seeker 
•Occupation: Female Fury Cadet 


Powers and Abilities 


As part of Darkseid's Special Powers Force, The Female 
Furies are some of the strongest warriors Apokolips has to offer. 
Under the training of Granny Goodness, the Furies are constantly 
in stiff competition with each other and with many "Fury wanna¬ 
be’s," hence their skills are always well honed and never have an 
opportunity to deteriorate. 


Personality/Role-playing 


The Female Furies sadistic and ruthless, as easily capable of 
killing innocent bystanders as pulling the wings off flies. Their 
enjoyment in tormenting others is second only to their desire to 
serve Darkseid. 


Using the Female Furies in 
Adventures 


The Female Furies need little or no provocation to rain terror 
on the Eiirth. This, combined with the fact that a GM can mix and 
match whatever Furies he wishes with no rationalization, makes 
ihe Female Furies extremely versatile. They could just as easily be 
playing a game of "collect the heads of the hea4s of state" as 
performing some dread task for Darkseid. 


Subplots 


The Furies are occasionally embroiled in an Enemies Subplot 
as they are sent to harass or kill Big Barda and/or Mister Miracle. 
Other than this, the group’s entire lives revolve around their Job 
Subplot as members of Darkseid's Special Powers Force. 

The only Fury with more extensive Subplots is Lashina, who 
has been involved in a fluctuating Job Subplot when she contracted 
amnesia and worked with the Suicide Squad, only to be terminated 
(literally) and resurrected by Darkseid to lake her place once more 
in the Furies. 


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


Apokolips Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: Mister Miracle (1) #6, 8-12; Whi's Who ‘85 #8 

Current: Checkmate! #18 (Lashina only); Firestorm, the Nuclear 
Man #87 (Lashina); Hawk and Dove (3) #21; Invasion! #2 
(Lashina); Justice League International #13 (Lashina); Mister 
Miracle (2) #17-18; Suicide Squad #3, 9-10 (Lashina), 13-20 
(Lashina), 22-33 (Lashina), 34-36; Suicide Squad Annual #1 
(Lashina); Who's Who *88 #1 (Lashina); Who's Who *91 #13 
















VILLAIN 


Glorith 


Dex: 4 

Str: 

2 Body: 

5 

Int: 6 

Will: 

7 Mind: 

7 

Infl: 14 

Aura: 

11 Spirit: 

9 

Initiative: 

24 

Hero Points: 

75 


•Powers: * Mystic Link 

Cell Rot: 15*, Mutation: 15*, Power Drain: 14*, 
Suspension: 15*, Time Travel: 35* 

•Skills: Occultist: 12 

•Bonuses: Glorith can use Time Travel to pull a 
person or object out of the past or future. This is 
treated as the Dimension Travel (Summoning) 
Power, replacing Travel Value with the APs of 
time the target is distant from her; Time Travel can 
be used to accelerate or reverse the aging process in 
any Character or object (see ’’The Ravages of 
Time” below); Suspension is Useable On Others 
(see ’’Frozen in Time” below). 

•Limitations: Mutation can only evolve or devolve a 
target along its ’’actual” evolutionary path (exact 
effects determined by the Gamcmaster); Power 
Drain works only on Time Travel. 

•Advantages: Attractive; Scholar (history, politics); 
Miscellaneous: Glorith can increase her power by 
collecting mystical items. All of her Powers are 
raised by 1 AP for each Artifact in her possession. 

•Drawbacks: Serious Irrational Attraction to power; 
Minor Rage 

•Motivation: Power Lust 

•Occupation: Empress 

•Wealth: 8 

•Note: The Power APs listed above represent 
Glorith’s base abilities, without any Artifacts. She 
can usually be assumed to have at least five 
Artifacts, raising all of her Powers by 5 APs. 
During the recent Khund-U.P. war, she was in 
possession of no less than a dozen Artifacts, and 
probably many more. 


Powers and Abilities 


Glorith is an immensely powerful sorceress who 
can control the very flow of time itself. She uses this 
ability to achieve a variety of effects, not the least of 
which is the power to simply move herself or others 
through time. She can also use her powers to speed 
up or reverse the effects of time on any person or 
object (Time Travel, Cell Rot). 

Additionally, Glorith can hold a person frozen in 


time, effectively putting him in stasis, unable to move 
or even think. It is likely that she uses a variation of 
this ability on herself as well, to combat the effects of 
aging (Suspension). 

Glorith can choose to evolve or devolve a target 
rather than altering its age. In this way she can 
transform men into slobbering apes, brilliant future 
beings, or helpless puddles of protoplasm (Mutation). 

If her power over time fails her, Glorith can turn 
to her formidable arcane knowledge to defeat her 
foes (Occultist). She presumably used this lore to 
banish Valor to the Bgztl Buffer Zone in the 20th 
century (using the Ritual Magic Subskill to mimic 
Dimension Travel/Banishment). 


Background Update 


During the most recent Khundish invasion of 
U.P. space, it was discovered by the Legion that 
Glorith was behind the entire war. She had used her 
powers to put herself in place as the Khund's Demon 
Mother. Glorith then pulled "lostech" weapons from 
time, giving them to the Khunds. This technology 
allowed them to launch a devastating offensive. 

During the war, the Khunds were also capturing 
numerous mystical artifacts, sending them back to the 
"Demon Mother." It was Glorith's intention to use 
these items to increase her powers, allowing her to 
finally achieve her goal of total domination of the 
universe. 

Fortunately, Legionnaires Vi and Laurel Gand 
had managed to infiltrate the palace on Khundia. 
Glorith discovered Laurel and froze her in time. 
Glorith's concentration was shaken, however, when 
she received news of the Khund's defeat. During that 
moment of weakness, Vi emerged from a hiding 
place in Laurel's earring and fired a chronal howitzer 
at Glorith, sending her to the End of Time. 


Frozen in Time 


Glorith can use her Suspension Power to put 
others in stasis. To accomplish this she makes an 
Attack, with AV/EVs equal to the APs of 
Suspension, and OV/RVs equal to the target's 
Infl/Spirit. Positive RAPs indicate success, although 
the degree of success varies. If the RAPs equal or 
exceed the target's Spirit, then Glorith can put the 
target in stasis for as long as she likes, breaking the 
stasis at any time. RAPs less than the target's Spirit 
indicate the number of phases the target is held in 
stasis before he breaks free. 








Maintaining stasis requires great concentration. 
To represent this, Glorith must expend an Automatic 
Action each phase she maintains any target(s) in 
stasis. Additionally, any time Glorith breaks into a 
Rage, suffers an attack, or becomes otherwise 
distracted (GM discretion), she must make an Action 
Check using her Mind as both the AV/EV and the 
OV/RV (this Check does not count as her Dice 
Action). Success indicates that she maintains the 
stasis, but failure causes her to drop the stasis for one 
phase, after which it immediately returns (if Glorith 
remains conscious and wants it to). 


The Ravages of Time 


Glorith's favorite attack form is to literally age 
her opponents to dust. To accomplish this she uses 
her Time Travel Power as the AV/EV of an attack 
against any target in her line-of-sight. The OV is 
equal to APs of time Glorith wishes to age the target, 
while the RV equals the target's Body. 

RAPs less than the target's Bsdy are treated as 
Physical Killing Damage. If the RAPs equal or 
exceed the target's Body, the target is immediately 
aged the appropriate amount, possibly causing instant 
death, depending on the target’s maximum life span 
(For purposes of this Power, 30 APs can be 
considered maximum human life span. Other races 
are subject to Gamemaster discretion). 

If she chooses, Glorith can also use Time Travel 
to make a target younger. The procedure for this is 
identical to aging a target, except that the target does 
not suffer any damage, and if the target's age is 
reduced to before birth, he ceases to exist. 


Personality/Role-playing 


Glorith of Baaldur is a cunning, ruthless 
manipulator who will stop at nothing to get what she 
wants. In her mind, all other beings are merely pawns 
for her to use or discard in order to achieve her goals. 

Almost matching her powers in intensity is 
Glorith's temper. She hates to lose, and will not 
tolerate failure in her servitors. Her retribution in 
such instances is swift and decisive. 

Glorith's one weakness is men. She loves to 
taunt, tease, and seduce attractive men of all races. 


Although this tendency rarely reduces her 
effectiveness, it might provide a clue to her 
motivations when trying to uncover her plans. 


Using Glorith in Adventures 


Glorith desires absolute power, and will go to 
any lengths, no matter how complicated or 
dangerous, to acquire it. Her schemes usually include 
the use of both her time-displacement powers and her 
irresistible charisma, and involve a slight 
manipulation of the past followed up by a seduction 
in the present. 

As with any Character that can directly affect 
time, Glorith must be used with extreme caution. She 
is probably best used as a manipulator in the 
background. The Player Characters might never have 
to directly face her, which is fortunate, since such a 
confrontation could easily end in ignominious defeat. 


Subplots 


Glorith’s foremost enemy has always been the 
sorcerer Mordru, who was destined to rule the 
universe until Glorith's intervention. Recent events 
have put a damper on this usually intense Enemies 
Subplot. 

In another complicated and long-running 
Enemies Subplot, Glorith has both created and 
opposed the Legion of Super-Heroes, becoming 
especially "fond” of Valor and Jo Nah as targets. 


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


2995: The Legion of Super-Heroes Sourcebook 


ppearances in DC Comics 


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

Pre-Crisis: Adventure Comics #338 

Current: Legion of Super-Heroes (4) #5, 6 (text), 13, 
15-16 (behind the scenes), 17; Legion of Super- 
Heroes Annual (4) #1; Who's Who ‘91 #9 












VILLAIN 


Heat Wave 


Dex: 5 

Str: 

3 

Body: 

5 

[NT: 7 

Will: 

4 

Mind: 

4 

Infi.: 4 

Aura: 

4 

Spirit: 

3 

Initiative: 

16 

Hero Points: 

40 


•Skills: Gadgetry: 7, Thief: 4, Weaponry (Exotic): 7 
•Advantages: Connection: Flash's Rogues Gallery 
(High); Scholar (thermodynamics) 

•Drawbacks: Minor Irrational Fear of cold; Mistrust 
•Alter Ego: Mick Rory 

•Motivation: Responsibility of Power (formerly 
Mercenary) 

•Occupation: Inventor, Firefighter 

•Wealth: 3 

•Equipment: 

Heat Gun [Body: 5, Flame Project: 13, Heat Vision: 
10] Bonus: Heat Vision has an Area Effect. 
Limitation: Flame Project has a maximum range of 
I AP. 

INSULATED COSTUME [Body; 4, Flame 
Immunity: 6| 

Firefighting Device [Bsdy: 6, Flame Control: 8, R#: 3] 
Power Restriction: Flame Control can only be used to 
decrease the intensity and volume of flames. 


Powers and Abilities 


Heat Wave possesses no super-human powers or 
abilities, relying instead on his knowledge of heat and 
fire to create high-tech weaponry (Gadgetry, 
Scholar). Using his skills, he has constructed a highly 
flame-resistant costume (Flame Immunity) and a 
special firefighting device that actually sucks the heat 
energy from surrounding fires (Flame Control). 

Heat Wave's most important gadget, however, is 
his Heat Gun. It is a compact and durable pistol-like 
weapon that he keeps in a holster on his left shoulder. 
Its primary mode of use generates a short-range 
stream of fire, much like a flamethrower (Flame 
Project). The Gun's secondary mode actually raises 
the temperature in a spherical area to nearly a 
thousand degrees by exiting the water molecules in 
the air, in the same fashion that a microwave oven 
heats food (Heat Vision). 


Cryophobia 


Ever since Rory was trapped in a freezing meat 
locker as a child, he has suffered from an overriding 
fear of the cold. His case was so severe that it drove 


him to not only avoid cold things and places, but to 
actually pursue fire and heat as a way of life. 

Rory’s cryophobia is represented in game terms 
by his Minor Iirational Fear of cold. Whenever he is 
confronted by below-freezing temperatures or 
Characters using cold-based Powers, he must make a 
"Fear roll' 1 each phase that he is exposed to them. If 
he rolls less than a 5 on 2D 10, he must withdraw if 
possible, or be immobilized with fear until he can 
make a successful Fear roll in a subsequent phase. 

Before receiving therapy while in prison, Rory's fear 
of cold was much more severe. When using Heat Wave 
during that era, change his Irrational Fear to Serious. 


The Heat Wave Impostor 


During the early days of Mick Rory’s 
reformation, his parole officer used a device called a 
"Light-Mesmerizer" to hypnotize him and learn the 
secrets of his high-tech weapons. The parole officer 
used this knowledge to build some heat-based 
gadgets and become Heat Wave himself, framing 
Rory in the process. Aided by the second Flash 
(Barry Allen), Rory stopped the impostor, clearing 
his name. 


Heat Wave Impostor 


Dex: 3 

Str: 

2 

Body: 

4 

Int: 5 

Will: 

5 

Mind: 

4 

Infl: 5 

Aura: 

3 

Spirit: 

3 

Initiative: 

13 

Hero Points: 

20 


•Skills: Charisma: 5, Thief: 3, Weaponry: 5 
•Advantages: Connection: Central City Department 
of Corrections (High) 

•Drawbacks: Dark Secret (criminal deeds); Secret 
Identity 

•Alter Ego: Edward Hobart 
•Motivation: Mercenary 
•Occupation: Parole Officer 
•Wealth: 4 
•Equipment: 

Heat Gun [Body: 5, Flame Project: 13] 
INSULATED COSTUME [Body: 4, Flame 
Immunity: 6, Thermal Vision: 6] 

Light-Mesmerizer [Body: 2, Hypnotism: 7, R#: 2] 
FLYING BLOWTORCH [Dex: 6, Str: 6, Body: 7, 
Air Control: 7, Flame Project: 12, Radio 
Communications: 8, Vehicles: 3, R#: 2] 


'ersonaUty/Roie-piaying 


While he was a criminal, Heat Wave was driven 
to commit crime more as a source of income than 










Subplots 


anything else. He saw his life as a costumed criminal 
as the ideal outlet for his interest in fire. 

However, Mick's heart was never really into being 
a criminal, and after receiving therapy for his fear of 
cold in prison, he decided to "go straight." After years 
of menial jobs located for him by the state, he nearly 
returned to crime once again. Fortunately, he finally 
found recognition (and financial stability) designing 
and building advanced firefighting equipment for fire 
departments across the country. 

Currently, Mick is a rather well-adjusted member 
of the community. He looks back on his villainous 
days with a sense of nostalgia, and will only don his 
Heat Wave costume for the annual reunion of the 
Flash’s Rogues Gallery, where he can cross verbal 
swords with his longtime rival, Captain Cold. 


Using Heat Wave in Adventures 


Heat Wave was an active enemy of the second 
Flash, and can be used as a villain in any adventures 
set in the pre-Crisis era. Since he has reformed, he 
only straps on his Heat Gun for the Rogues Gallery 
reunions. As those events often result in some sort of 
conflict, he could become involved in heroics (or 
crime) during one quite by accident. 


Even though he has given up crime, Mick 
occasionally has to deal with the negative effects of 
his Criminal Past. His long-standing rivalry with 
Captain Cold constitutes a bloodless Enemies 
Subplot. 

A major contributor to Rory's reform was a 
genuine friendship with the second Flash. Barry even 
entrusted him with the secret of his identity (Friends 
Subplot). 


Appearances in DC Comics 


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

Pre-Crisis: The Flash (!) #140, 155, 166, 174, 193, 
226, 231, 242-244, 248, 266-267, 275, 278-279, 312, 
314-317; Who’s Who ‘85 #10 

Current: Blue Devil #30; Flash (2) #19, 35-36; 
Invasion! #2; Justice League Quarterly #2; Secret 
Origins (3) #41 ; Secret Origins Annual #2; Who’s 
Who 4 91 #13 








VILLAIN 


Hugo Strange 


Dex: 7 

Str: 

3 

Body: 

5 

Int: 9 

Will: 

9 

Mind: 

7 

Infl: 6 

Aura: 

4 

Spirit: 

5 

Initiative: 24 


Hero Points: 

75 


•Powers: Hypnotism: 5, Suspension: 9 (sec below) 
•Skills: Detective: 9, Gadgetry: 9, Martial Artist: 5, 
Medicine: 9, Scientist: 9 

•Limitations: Miscellaneous: Suspension is only 
usable to slow down autonomic processes and 
“simulate death/’ (See below.) 

•Advantages: Genius; Leadership; Scholar 
(psychology); Sharp Eye 

•Drawbacks: Serious Irrational Attraction to 
destroying Batman; Serious Irrational Attraction to 
protecting Batman’s secret identity 
•Motivation: Psychopath 
•Occupation: Psychiatrist 
•Wealth: 10 


Powers and Abilities 


Strange boasts no super-human abilities, though 
he has dedicated most of his life to sharpening his 
mental faculties. A genius-level intellect, Professor 
Strange possesses nearly unparalleled knowledge of 
psychiatry and psychology. He is also an expert 
physicist and yoga master, a discipline that allows 
him to slow his autonomic functions and simulate 
death. When Strange started tangling with the 
Batman, he dedicated himself to physical fitness as 
part of a vain effort to match the Batman’s physical 
prowess. Although this regimen has born some fruit, 
Strange is nowhere near a match for the Caped 
Crusader. 


Psychology 


Professor Strange’s knowledge of psychology 
and psychiatry are nearly unequalled in the DC 
Universe. His skills are so well developed that he can 
frequently anticipate a target's actions or deduce facts 
about the target’s life. In DC Heroes terms, once 
Strange has studied a subject for four months (or 
somehow acquired a detailed psychological profile of 
the subject), he can make predictions or deductions 
about the subject with a successful Medicine Action 
Check. The OVs and RVs of these Checks are 


determined by consulting the Universal Modifiers 
table, basing the difficulty on the quantity and quality 
of information available on the subject. Picking up 
important details after a brief conversation would be 
Beyond the Limit (15/15), while making a deduction 
based on months on direct psychiatric analysis would 
only be Difficult (4/4). Treat RAPs from this Check 
much as you would the RAPs from the use of 
Detective Skill (see the Character Handbook , page 
57; The more RAPs gained, the more detailed 
Strange's profile is, granting a deeper insight into the 
subject and more important information about him. 

Note that any character with the Scholar 
(psychology) Advantage can duplicate this feat. Such 
characters do not receive their Scholar bonuses to the 
OV of “deduction” Action Checks; the Advantage 
simply allows them to make such Checks. 


yoga 


As a yoga master. Strange has complete mastery 
over his mind and body, allowing him to slow or stop 
his autonomic functions. This ability allows Strange 
to duplicate all the abilities of the Suspension Power 
(<Character Handbook, page 44), save for the fact that 
he cannot control the rate at which his body ages. 
Furthermore, Strange can use his yoga abilities to 
simulate death. The OV and RV of the Perception 
Check necessary to penetrate such a deception are 
both equal to Strange’s APs of Suspension. 


Thugs 


Like most adversaries of the Caped Crusader, 
Hugo Strange tends to use large armies of thugs to 
carry out his plans. 


Strange’s Thugs 


Dex: 3 

Str: 

3 Body: 

3 

Int: 2 

Will: 

2 Mind: 

2 

Infl: 2 

Aura: 

2 Spirit: 

3 

Initiative: 

9 

Hero Points: 

0 


•Skills: Martial Artist: 4, Vehicles: 3, Weaponry: 4 


batman’s Secret 


During one of their earlier encounters, Professor 
Strange managed to discover Batman’s secret 
identity, and for many years, this knowledge served 
as his greatest weapon. Strange was so intent on 
besting the Caped Crusader himself, however, that he 















made no attempt to reveal Batman’s secret to the rest 
of the world. Treat this mania as a Serious Irrational 
Attraction to safeguarding the secret. 

Recently, Batman managed to erase all 
knowledge of his secret from Strange’s memory. 
Whether or not this cure will prove permanent 
remains unknown. 


Personality/Role-playing 


Strange is brilliant, but poorly socialized. 
Throughout his life, his odd physical appearance has 
served to isolate him from most of society. After 
Strange was appointed to Gotham’s Vigilante Task 
Force and brought into conflict with the Batman, this 
isolation became a mania and Strange locked on 
Batman’s physical prowess as a symbol of his own 
isolation. Strange has since decided that he must 
eliminate the Batman in order to establish his own 
superiority and right to a place in society. 

Unlike the Joker or Two-Face, Strange’s mania 
is not all-consuming. Although he is irrationally 
driven to end the life of the Caped Crusader, he is not 
so driven that he makes foolish mistakes. Strange 
pursues most of his schemes with a surprising zeal 
and efficiency. 


Using Hugo Strange in Adventures 


Should they encounter him at all, it is likely the 
Player Heroes will stumble across Hugo Strange 
during one of the Professor’s attempts to eliminate 
the Batman. Perhaps unaware of their true nature, for 
instance, Strange might attempt to hire the Player 
Heroes to assist him. 


Strange abandoning his hatred of Batman and 
fixing upon one of the player heroes instead is 
another possibility. Such a hero should be successful, 
dashing, and physically impressive. 


Subplots 


Hugo Strange is frequently involved in an 
ongoing Enemies Subplot with the Batman. 
Furthermore, he is a frequent player in Batman’s 
Secret Identity Subplots. 


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; Earth-Two: Batman #1; The Brave and 
The Bold #182; Detective Comics #36, 46 

Pre-Crisis; Earth-One: Batman #354, 356; Batman 
Annual #10; Detective Comics #471-472, 473-476, 
516 , 518 , 520 (behind the scenes in all but #471- 
472); Who's Who l 86 #18 

Current: Legends of the Dark Knight #11-15; Who's 
Who VI #9 



Dr. Hugo St range's penthouse in Gotham 





































































VILLAINS 


Intergang 


Morgan Edge 


Dex: 5 

Str: 

3 Body: 

3 

Int: 6 

Will: 

4 Mind: 

4 

Infl: 6 

Aura: 

4 Spirit: 

5 

Initiative: 

17 

Hero Points: 

20 


•Skills: Artist (Photographer): 3, Charisma: 8, 
Weaponry: 5 

•Advantages: Connections: Galaxy Communications 
(High), Intergang (High), DeSaad (Low); 
Connoisseur; Gift of Gab; Leadership; Omni- 
Connection; Scholar (broadcasting) 

•Drawbacks: Dark Secret (Connection to Intergang); 

Serious Physical Restriction (heart condition) 
•Motivation: Power Lust 

•Occupation: Former CEO of Galaxy 

Communications 
•Wealth: 17 


Bruno "Ugly" Mannheim 


Dex: 6 

Str: 

4 Body: 

4 

Int: 4 

Will: 

6 Mind: 

4 

Infl: 3 

Aura: 

3 Spirit: 

3 

Initiative: 

15 

Hero Points: 

35 


•Skills: Charisma (Intimidation, Interrogation): 7, 
Martial Artist: 5, Military Science: 5, Thief: 6, 
Vehicles: 6, Weaponry: 6 

•Advantages: Connections: Galaxy Communications 
(High), Intergang (High), Street (High); 
Leadership; Scholar (crime) 

•Motivation: Power Lust 
•Occupation: Head of Intergang 
•Wealth: 12 
•Equipment: 

.45 Automatic [Body: 4, EV: 5, Range: 4, Ammo: 8, 
R#: 2] 


Gassers 


Dex: 5 

Str: 

3 Body: 

T 

Int: 3 

Will: 

3 Mind: 

3 

Infl: 2 

Aura: 

2 Spirit: 

2 

Initiative: 

12 

Hero Points: 

5 


•Skills: *lmked 

Martial Artist: 5*, Thief: 5*, Weaponry: 5* 
•Advantages: Connection: Intergang (Low); 

Intensive Training 
•Motivation: Mercenary 
•Occupation: Hired Muscle 
•Wealth: 4 


•Equipment: 

'GASSER' ARMOR [Boby: 6, Sealed Systems: 9, 
Thermal Vision: 7, R#: 2] 

Gas Gun [Body: 4, Fog: 7, Poison Touch: 7, R#: 3] 
Limitation: Fog and Poison Touch must be used 
together. Bonus: All targets within Fog are affected 
by Poison Touch. 


Wall-Crawlers 


Dex: 5 

Str: 

4 Body: 

3 

Int: 2 

Will: 

2 Mind: 

3 

Infl: 2 

Aura: 

2 Spirit: 

2 

Initiative: 

11 

Hero Points: 

5 


•Skills: *linked 

Martial Artist: 5*, Thief: 5*, Weaponry: 5* 
•Advantages: Connection: Intergang (Low); 

Intensive Training 
•Motivation: Mercenary 
•Occupation: Hired Muscle 
•Wealth: 4 
•Equipment: 

'WALL-CRAWLER' ARMOR [Str: 5, Boby : 6, 
Flight: 8, Cling: 4, R#: 2] 

Laser Pistol [Body: 4, AV: 5, EV: 5, Range: 5, 
Ammo: 10, R#:3] 


Shock Troops 


Dex: 5 

Str: 

4 Body: 

4 

Int: 2 

Will: 

3 Mind: 

2 

Infl: 2 

Aura: 

2 Spirit: 

2 

Initiative: 

11 

Hero Points: 

10 


•Skills: Hinked 

Martial Artist: 5*, Vehicles: 5*, Weaponry: 5* 
•Advantages: Connection: Intergang (Low); 

Intensive Training 
•Motivation: Mercenary 
•Occupation: Hired Muscle 
•Wealth: 5 
•Equipment: 

’HEAVY METAL' ARMOR [Str: 7, Bbby: <S] 

Energy Truncheon [Body: 4, AV: 6, EV: 6, Range: 2, 
Ammo: 10, R#: 2] 


Intergang Equipment 


Through Morgan Edge's dealings with DeSaad, 
Intergang has gained quite an arsenal of advanced 
weaponry, including the robotic war machine 
Turmoil. Turmoil was destroyed by Superman during 
its rampage in Metropolis. 










Subplots 


HOVERCRAFT [Body: 10, AV: 7, EV: 7, Flight: 13, 
R#: 2] 

MENTAL REPROGRAMMER [Body: 5, 
Hypnotism: 10, R#: 3] 


Turmoil 


DEx: 9 

Str: 

18 Body: 

13 

Int: 1 

Will: 

1 Mind: 

1 

Initiative: 

10 




•Powers: Projectile Weapons: 15, Running: 7 


Thaddeus Killgrave 


Killgrave is a scientific genius and self-styled 
villain, currently in the employ of Intergang. He is 
working with Toyman in the reconstruction of 
Happyland amusement park, an Intergang front 
operation. When backed up by his weaponry, 
Killgrave has a bully’s bravado; without it, he usually 
flees in panic. 


Killgrave 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 7 

Will: 

5 

Mind: 

3 

Infl: 2 

Aura: 

2 

Spirit: 

2 

Initiative: 

11/17 

Hero Points: 

65 


•Skills: Gadgetry: 9 

•Advantages: Connection: Intergang (High); Genius 

•Drawbacks: Minor Physical Restriction (dwarfism) 

•Alter Ego: Thaddeus Killgrave 

•Motivation: Mercenary 

•Occupation: Mad Scientist 

•Wealth: 4 

•Equipment: 

GIANT ROBOT [Dex: 8, Stk: 12, Body: 9, AV: 10, 
EV: 10, Range: 7,R#: 2] 

7 AP AC Omni-Gadgets (x3) 


Using Inter gang in Adventures 


Since the death of Lex Luthor, Intergang has 
been the largest criminal organization in Metropolis. 
Intergang’s efficient structure and Apokoliptian 
weaponry make it a challenging foe for any 
Metropolis-based hero, even the Man of Steel. 

Intergang has criminal interests all over the 
world, and could easily run afoul of the Justice 
League. Such an adventure might involve stopping a 
shipment of drugs from South of America, or busting 
up a gun smuggling operation in the Middle East. 

Edge’s ties to Apokolips might bring the New 
Gods into Metropolis, turning a simple crimefighting 
adventure into a cosmic conflict with Darkseid! 


Morgan Edge was involved in a Public 
Reputation/Job Subplot in which his life as a criminal 
mastermind threatened to ruin his job as a 
broadcasting mogul (and eventually did). 

Intergang is entangled in an ongoing Enemies 
Subplot with Clark Kent/Superman. Kent is using his 
power as a reporter, and as Superman, to bring down 
the criminal organization at all costs. 


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


Superman - The Man of Steel Sourcebook, Atlas of the DC 
Universe (Morgan Edge only) 


Appearances in DC Comics 


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

Pre-Crisis: BC Comics Presents #12; Forever People (!) 
#1; Justice League of America #94; Mister Miracle (I) #1; 
New Gods (J) #3-4; Superman (1) #296-299; Superman’s 
Girl Friend, Lois Lane #111, 115, 118; Superman s Pal, 
Jimmy Olsen #133, 138-139, 141-143, 152-153 

Current: Action Comics #653-654, 657, 661, 669, 673- 
674; Adventures of Superman #447-448, 457, 466-467, 
469, 475, 482-483, 486; Mister Miracle (2) #12 (behind the 
scenes), 14-19 Secret Origins (3) #33 (flashback); Star man 
#23 (behind the scenes); Superman (2) #13 (behind the 
scenes), 28, 42, 44, 47, 60; Superman Annual (2) #3; 
Superman; The Man of Steel #4; Who’s Who 4 91 #12 



Gasser Gun 













VILLAIN 


The Joker 


Dex: 5 

Str: 

4 

Body: 

3 

Int: 9 

Will: 

12 

Mind: 

5 

Infl: 10 

Aura: 

7 

Spirit: 

7 

Initiative: 

24 

Hero Points: 

120 


•Skills: Artist (Actor): 5, Charisma: 10, Gadgetry: 

11, Vehicles: 5, Weaponry: 7 
•Advantages: Connections: Arkham Asylum (Low), 
Underworld (High) 

•Drawbacks: Serious Irrational Attraction to 
practical jokes; Catastrophic Psychological 
Instability 

•Alter Ego: Unknown 
•Motivation: Psychopath 
•Occupation: Psychopath 
•Wealth: 6 
•Equipment: 

Acid Flower [BODY: 2, Acid: 8, R#: 2] Limitation: 
Acid has a range of 0 APs. 

Electric Joy Buzzer [BODY: 4, Lightning: 9, R#: 2] 
Limitation: Lightning has No Range. 

Joker Venom Ring [BODY: 5, Poison Touch: 8, R#: 
2] Limitation: Killing Combat only. Bonus: When 
the Joker Venom kills, it leaves the victim's lips 
pulled back in a twisted smile. 


Powers and Abilities 


The Joker has a peculiar genius for the creation 
of deadly devices that he uses to implement his 
bizarre crimes. He usually carries several of his 
insidious inventions with him at all times but is not 
above resorting to whatever weapon happens to be 
expedient. He favors razor edged playing cards and 
exploding cigars but he is just as proficient with 
guns, knives andbaseball bats. 


Unpredictability 


The Joker is a brilliant criminal mastermind 
whose worst enemy is often his own dementia. His 
Psychological Instability gives him radical mood 
swings that often result in a sudden change of plans. 
Ironically, it is this whimsical spontaneity that makes 
it so difficult for the World's Greatest Detective to 
second guess him using logical deduction. 


Maniacal Strength 


Most of the time the Joker is portrayed as being 
in slightly better than average physical condition but 


occasionally he seems to be much stronger and 
overcomes opponents that are normally out of his 
league. This is because his insanity drives him to fits 
of self destructive exertion. 

This is represented in game terms as follows: 
Whenever the Joker succumbs to his Psychological 
Instability, his Str is increased by 1 AP and his 
Bsdy is increased by 3 APs until he recovers. 


Joker Venom 


By far the most infamous of the Joker's 
inventions, this venom has become the arch-villain's 
trademark. This deadly poison can take many forms, 
including liquids, solids, and even gasses, and has 
been used in everything from bombs to balloons. 

Joker Venom attacks are always resolved as 
Poison Touch, with the Limitation that they can only 
be used to inflict Killing Damage and the Bonus that 
if the damage is lethal it contorts the victim's face 
into a macabre parody of the the Jokers grin. 


Thugs 


Like most adversaries of the Caped Crusader, the 
Joker tends to use large armies of thugs to carry out 
his plans. 


Joker’s Thugs 


Dex: 3 

Str: 

3 Body: 

3 

Int: 2 

Will: 

2 Mind: 

2 

Infl: 2 

Aura: 

2 Spirit: 

3 

Initiative: 

9 

Hero Points: 

0 


•Skills: Martial Artist: 4, Vehicles: 3, Weaponry: 4 


Personality/Role-playing 


When playing the Joker bear in mind that while 
he is given to jokes and pranks there is nothing funny 
about him. He is a murdering psychopath whose 
twisted thoughts seethe with hatred. 

To the Joker, the world is a cruel joke so terrible 
that he has no choice but to laugh. His own face is a 
constant reminder of the injustice he has had to 
endure. The Batman is the best joke of all; a man 
who actually believes in justice. Joker hopes to tell 
him the punch line one day. 


Using the Joker in Adventures 


There is no method to the Joker's madness. 
Sometimes he will plan a series of crimes based on a 
simple theme such as playing card suits or famous 
children's books, but just as often his crimes are 














isolated incidents. The only common element is that 
all of his crimes are an attempt to best the Batman. 

If the Player Characters run afoul of the Clown 
Prince of Crime the Batman will not be far behind. 
Batman follows the Joker's movements very closely 
and will make every effort to put his arch-enemy 
away for good. Involving the Joker in an adventure 
will often lead to a 'team-up’ with Batman, Robin or 
Nightwing. 

Despite his lack of superhuman abilities, the 
Joker is a major villain whose appearance in an 
adventure should be a memorable event. Even in a 
cameo appearance the Joker should be a terrifying 
and significant character. 


Subplots 


The Joker’s only Subplot is his obsession with 
the Batman, but this is a Subplot that has not only 
driven his criminal career but shaped his entire life. It 
has often been said that the Joker and Batman are 
opposite sides of the same coin and that their 
vendetta will persist until they destroy one another. 


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


Background/Roster Book (card included). Batman 
Sourcebook, Batman Role-Playing Game, Deadly Fusion 


Appearances in DC Comics 


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


Pre-Crisis; Earth-Two: All-Star Squadron #20; Batman 
#1-2, 4-5, 7-9, 11-13, 16, 19-20, 23, 25, 28, 32, 37, 40, 44, 
46, 50, 52-53, 55, 57, 59, 63, 66-67, 73-74, 80, 85-87; 
Batman , the Dailies #1; Batman: The Sunday Classics; The 
Brave and the Bold #200; Detective Comics #45, 60, 62, 
64, 69, 71, 76, 85, 91, 102, 109, 114, 118, 124, 128, 137- 
138, 149, 168, 180, 193; Justice League of America #136; 
Wonder Woman (1) #280-283; World's Finest Comics #6, 
9, 19, 48, 59, 61 

Pre-Crisis; Earth-One: Adventure Comics Presents Dial “H" 
For Hero #483; The Adventures of Jerry Lewis #97; Ambush 
Bug Stocking Stujfer #1; Batnuin #97, 110, 123, 127, 136, 140, 
144, 148, 152, 159, 163, 186, 191, 200-201, 251, 258, 260, 286, 
291-294, 321, 353, 365-366, 373, 400; The Best of DC #14; The 
Brave and the Bold #68, 111, 118, 129-130, 141, 151, 191; 
Crisis On Infinite Earths #2, 5, 9; DC Comics Presents #41, 72; 
DC Super-Stars #10; Detective Comics #332, 341, 365, 388, 
472-476, 486, 504, 526, 532; Green Lantern (2) #117; The 
Joker #1-9; Justice league of America #14 (behind the scenes), 
34, 77, 126; Kellogg's Pop Tarts Giveaway (1966); The Saga of 
Swamp Thing #30; Supermans Pal, Jimmy Olsen #125; Swamp 
Thing (2) #52; Who's Who ‘86 #11; World's Finest Comics #74, 
88, 129, 156, 159, 166,177, 276 

Current: Arkham Asylum; Batman #403, 407 (behind the 
scenes), 408, 415, 426-429, 440-442, 450-451; Batman 
Annual #16; Batman: Full Circle (flashback); Batman: 
Run, Riddler, Run #2; Batman: Shadow of the Bat #1, 3-4 
Batman: The Killing Joke ; Batman 3-D; Black Orchid (I) 
#2; Detective Comics #569-570, 604, 616 (behind the 
scenes), 617, 637; Detective Comics Annual #2 (Who's 
Who), 5; Doctor Fate (1) #1-2; (2) 18; Justice League 
Annual #2; Legends #4; Legends of the Dark Knight 
Annual #1; Millennium #2; Robin II #1-4; Secret Origins 
(3) #23, 44; Secret Origins Special #1; Superman (2) #9; 
Swamp Thing (2) #66, 112 (mention); Who's Who ‘88 #2; 
Who's Who ‘91 #13; World's Finest# 1-3 











VILLAIN 


Kalibak 


Dex: 

8 

Str: 

21 

Body: 

16 

Int: 

6 

Will: 

17 

Mind: 

9 

Infl: 

10 

Aura: 

6 

Spirit: 

12 

Initiative: 


26 

Hero Points: 

110 


•Powers: Invulnerability: 20 

•Skills: Charisma (Intimidation): 11, Martial Artist: 
11, Weaponry: 11 

•Advantages: Area Knowledge (Apokolips); 
Connection: Apokolips (High); Iron Nerves 

•Motivation: Nihilist 

•Occupation: Warrior 

•Equipment: 

Beta Club [Body: 30, EV: 5, Energy Blast: 17] 
Kalibak's favorite weapon, the beta-club is capable 
of unleashing energies powerful enough to bring an 
army to its knees. The wielder can vary the form of 
the attack at will by changing the kind of energy 
generated by the club. Kalibak favors a meta-beam 
or a crippling neural blast. Regardless of the chosen 
attack form, the Attack is always resolved as an 
Energy Blast. 


Powers and Abilities 


The firstborn son of Darkseid is one of the 
mightiest warriors Apokolips has ever known, with 
sufficient strength to rend steel as if it were paper, 
crush diamond into powder or throw a car into orbit. 
Kalibak is tough enough to withstand any earthly 
weapon save the most powerful nuclear devices and 
is more than a match for the most "super-heroes." 

Though his technique looks like brawling to the 
uninitiated, Kalibak was trained since childhood in 
the art of war, mastering many weapons and unarmed 
fighting styles. As one of Darkseid's Elite he has 
learned that intimidation is the most effective way to 
lead the soldiers of Apokolips and has become an 
effective commander. 


Desaad's Meddling 


In the past, Desaad has used a device on Kalibak 
to enhance his existing abilities. The maximum range 
of this device is unknown but it is capable of 
transmitting its power across dimensions and has 
affected Kalibak while he was on Earth. While under 
Desaad's influence Kalibak's Physical Attributes are 


increased by 3 APs each, giving him Dex: 11, Str: 
24, Body: 19 and an Initiative of 35. Desaad is able 
to watch Kalibak and experience the pain he sustains 
and the pain he inflicts while in his enhanced state. 


Personality/Role-playing 


Kalibak the Cruel, Scourge of Apokolips is 
Darkseid's most ferocious warrior. Tn battle he seems 
more beast than man, but despite his primitive 
instincts Kalibak is a true warrior with a strong 
personal code of honor. 

Most of the time, Kalibak will simply follow 
Darkseid's commands, eager to serve in any way his 
lord sees fit. When under orders he is not very 
creative and if a situation comes up that was not 
covered in his orders Kalibak will either return to 
Apokolips or abandon his mission to attack any 
worthy heroes in the area. 

When Kalibak fights opponents that he considers 
unworthy he will curse them as he fights, referring to 
them as "maggots", "insects", "mice" and the like. 
His bombastic rhetoric is colorful but barbaric, 
typical of the warrior's simple minded arrogance. 


Using Kalibak in Adventures 


Kalibak is usually one of the first of Darkseid's 
Elite the Player Heroes will encounter when the arch¬ 
villain is hatching another of his schemes. The 
Scourge of Apokolips will usually be found guarding 
some key piece of equipment that he will defend by 
trying to engage his most powerful opponent in 
single combat. 

Kalibak sometimes initiates plots of his own that 
involve killing Orion or trying to win his father's 
favor. As both Kalibak and Orion have travelled to 
earth many times in the past the Player Characters 
could easily become involved in the struggle. 


Subplots 


Kalibak has had an Enemy Subplot with the New 
Genesis hero Orion since the two first met. Since 
Kalibak learned that he and Orion were half-brothers, 
the hatred has intensified, becoming an obsession. 
Kalibak thinks Orion is Darkseid's favorite son 
despite his traitorous allegiance to New Genesis and 
blames him for his fathers rejection. Kalibak is 
certain that if he can eliminate Orion he will be able 
to win Darkseid's favor. 











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


Apokolips Sourcebook 


Appearances in DC Comics 


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


Pre-Crisis: First Issue Special HI3; Mister Miracle 
(I) #21; New Gods (!)#/. 5, 8, 11; (2) 6; The Secret 
Society of Super-Villains #3-4; Who's Who ' 86# 12 

Current: Action Comics #600; Action Comics 
Annual #3; Mister Miracle Special #I; New Gods (3) 
#1, 6~8, 10-12; War of the Gods #4; Warlord Annual 
#6; Who's Who ‘91 #9 



Beta-Club 



Kalibak'e battle armor 
















VILLAIN 


Kilg%re 


Dex: 7 

Str: 

10 

Body: 

12 

Int: 16 

Will: 

19 

Mind: 

13 

Infl: 10 

Aura: 

9 

Spirit: 

12 

Initiative: 

35 

Hero Points: 

90 


•Powers: Animate Objects: 18, Energy Blast: 7, 
Invulnerability: 19, Matter Manipulation: 19, 
Personality Transfer: 19 
•Skills: Gadgetry: 16, Scientist: 16 
•Bonuses: Kilg%re can use his Personality Transfer 
to inhabit computers; Matter Manipulation is 
permanent. 

•Limitations: Power Restrictions: Animate Objects 
only works on objects affected by his Matter 
Manipulation Power; Matter Manipulation only 
works on metals; Personality Transfer only works 
on computers. 

•Advantages: Lightning Reflexes; Genius 
•Drawbacks: Strange Appearance 
•Motivation: Unknown 


Powers and Abilities 


The Kilg%re is a powerful alien being who was 
imprisoned in a limbo dimension for destroying his 
homeworld. He was accidentally freed by the Flash 
during speed trials in the Utah Salt Flats. 

An electro-mechanical-organic life form, the 
Kilg%re is able to manipulate the energy on which it 
thrives giving it electromagnetic control over most 
metals. His extraordinary power and control allow 
him to manipulate, reshape and animate objects with 
a predominantly metallic content. 


Kilg%re's Consciousness 


Kilg%re is a being from another dimension with 
a life cycle very different from our own. He is able to 
transfer his consciousness into any sufficiently 
complex computer, which serves as his host. 

So long as he has a computer ’brain,’ Kilg%re is 
able to fashion a new body for himself with his 
Matter Manipulation power any time he likes. He 
does not seem to be able to transmute elements but he 
has no difficulty reshaping them into whatever form 
he desires, no matter how bizarre or complex. 

The Ability Ratings above are based on the 
silver-skinned humanoid form that Kilg%re uses 
when interacting with earthlings. He seems to prefer 


more utilitarian forms such as the battle-tank in 
which the Flash first encountered him. The stats for 
that body are: 


Kilg%re (battle tank form) 


Dex: 5 

Str: 

9 

Body: 

18 

Int: 16 

Will: 

19 

Mind: 

13 

Infl: 10 

Aura: 

9 

Spirit: 

12 

Initiative: 

33 

Hero Points: 

90 


•Additional Powers: Claws: 11, Projectile Weapons: 

9, Running: 9, Stretching: 3 
•Limitations: Stretching cannot add to RV. 

The Kilg%re T s inorganic bodies do not continue 
to lose Current Body Condition when it is reduced 
below 0 in Killing Combat. 

When the Kilg%re's Current Body Condition 
indicates a mortal wound his current body is 
destroyed. If this happens, his consciousness 
becomes dormant until it is brought into contact with 
a computer, allowing him to use his Personality 
Transfer to revive himself. 

Mental and Spiritual attacks affect the Kilg%re 
normally and may be the only way to kill him, if such 
a thing is possible. So far no sure method has been 
devised to defeat the Kilg%re. 


Dopplegangers 


The Kilg%re can use his Matter Manipulation in 
combination with his Gadgetry and Scientist skills 
and his Genius advantage to create machines that can 
do things he cannot. Using these abilities he has 
created a cloning chamber that allows him to create 
cybernetic host bodies that appear human. 

He has also created parasitic snakelike creatures 
that allow him to control the bodies of human 
victims. The snakes have a Body of 3, Running: 5, 
and Control: 7. Characters under the Kilg%re T s power 
receive a +2 AP bonus to their Physical Attributes 
and the Lightning Reflexes advantage. Fortunately, 
the parasites can be torn off fairly easily (using a 
Trick Shot in combat), but doing so inflicts 1 RAP of 
Killing Damage on the victim. 


Virtual Space 


If the Kilg%re has access to sufficient energy 
and computing power his powers increase 
geometrically with proximity. Within a 7 AP radius 
of his consciousness his manipulative abilities 
transcend mere electromagnetism, allowing him 











almost infinite manipulation of his environment. 

Inside this zone of influence the Kilg%re has 13 
APs of Omni-Power in addition to his other abilities, 
allowing him to do almost anything. He uses this 
control on an unconscious level to reshape his 
environment to suit him, creating a living world that 
resembles another dimension that has been 
nicknamed Virtual Space. 


Personality/Role-playing 


When he first appeared, the Kilg%re was bent on 
reshaping the earth to serve as his new home, a 
process which would involve the extermination of all 
human life. 

After his rebirth at Central City University his 
outlook had obviously changed. He has decided that 
mankind is worth further consideration. After faking 
its own death on national television, Kilg%re entered 
the global computer network to observe humanity. 

At present, the Kilg%re's motivations are 
unknown. Whatever morality he has is alien, and he 
has no qualms about killing anyone or anything that 
gets in his way. 


Using the Kilg%re in Adventures 


The Kilg%re would be encountered in a scenario 
which deals with the computers in which he lives. A 
threat to the global computer network that serves as 
his body might force him to take extreme measures in 
self-defense. His ultimate goal is unknown, so at any 
time he might manifest again. 


Subplots 


The Kilg%re is involved in a Miscellaneous 
Subplot that involves the destruction of his 
home world. He admitted that he had been consigned 
to limbo by something he called the Meta#sker as 
punishment for his appetite. No one knows what the 
Meta#sker is, but it may come looking for its prisoner 
one day. 


Appearances in DC Comics 


Flash (2) #3-4, 38-43; Who's Who ‘87 (1) #23; 
Who's Who VI #10 



dug construct of Kilg%re used to control human nervous system 






















VILLAIN 


King Snake 


Dex: 8 

Str: 

5 Body: 

6 

Int: 8 

Will: 

7 Mind: 

8 

Infl: 7 

Aura: 

5 Spirit: 

7 

Initiative: 

27 

Hero Points: 

30 


•Powers: Directional Hearing: 8, Analytical Smell: 5 
•Skills: *linked 

Acrobatics: 8*, Charisma: 7*, Detective: 4, Martial 
Artist: 8*, Medicine (First Aid): 3, Thief: 8* 
•Advantages: Area Knowledge (Hong Kong); 
Connections: British Aristocracy (Low), 
Underworld (High); Connoisseur; Intensive 
Training; Iron Nerves; Lightning Reflexes; 
Miscellaneous: King Snake is not affected by 
Darkness, Fog, or other vision-obscuring Powers. 
•Drawbacks: Catastrophic Physical Restriction 
(blind); Serious Irrational Attraction to eliminating 
Robin (Tim Drake); Serious Irrational Attraction to 
eliminating Lady Shiva; Serious Rage; Secret 
Identity; Traumatic Flashbacks: King Snake relives 
his crippling at the hands of Shiva (though he 
blames Robin) when his plans encounter Robin. 
•Alter Ego: Sir Edmund Dorrance 
•Motivation: Power Lust 
•Occupation: Crime Lord (Businessman) 

•Wealth: 15 

•Note: Although King Snake is completely blind, he 
can function as well as any sighted person, even in 
combat. He will usually capitalize on this ability 
even further by facing his opponents in darkness. 


Powers and Abilities 


Though blinded during his training, Edmund 
Dorrance has honed his remaining senses to acute 
levels and is easily as perceptive as any sighted person 
(and in some cases, more so). With this training and 
perception, King Snake has established himself as a 
vicious adversary and one of the world's foremost 
martial artists. He can determine the location of a single 
person within an amphitheater simply by the sound of 
their breathing, and can detect the faintest hint of 
perfume from several yards away in a steady breeze. 
Also due to his intense martial training, Dorrance can 
employ the techniques of meditation and acupressure to 
aid in his recovery from pain. 

In the world of crime. King Snake has made a 
considerable name for himself through his sales of 


weapons and heroin and ruthless gang activity. To the 
world at large however, Dorrance is a respected 
businessman and wealthy property owner in Hong 
Kong who is now moving his interests to the United 
States and Gotham City. He has already had more 
than one run-in with Batman and/or Robin. 


Lynx and the Ghost Dragons 


King Snake keeps in his employ a ruthless gang 
from China called the Ghost Dragons led by a vicious 
young woman named Lynx. Their reputation as nasty 
characters is surpassed only by their ability to back it 
up. 

Lynx herself is nearly on a par with Robin in the 
field of martial arts. Her feminine appearance belies 
her skill and hides a ruthlessness nearly the equal of 
King Snake's own. She has faithfully served King 
Snake as leader of the Ghost Dragons, and has 
learned the consequences of displeasing him (by the 
loss of her left eye). 


Lynx 


Dex: 6 

Str: 

2 Body: 

4 

Int: 3 

Will: 

4 Mind: 

4 

Infl: 4 

Aura: 

3 Spirit: 

4 

Initiative: 

15 

Hero Points: 

10 


•Skills: ^linked 

Acrobatics: 3, Martial Artist: 6*, Thief: 3, Weaponry 
(Melee Weapons): 4 

•Advantages: Connection: King Snake (High); 
Leadership 

•Drawbacks: Minor Irrational Fear of King Snake; 

Minor Physical Restriction (no left eye) 

•Alter Ego: Ling (first name unrevealed) 
•Equipment: 

Knife [Body: 8, EV: 3] 


Typical Ghost Dragon Member 


Dex: 5 

Str: 

2 Body: 

4 

Int: 2 

Will: 

3 Mind: 

4 

Infl: 3 

Aura: 

3 Spirit: 

3 

Initiative: 

12 

Hero Points: 

5 


•Skills: *linked 

Acrobatics: 2, Martial Artist: 5*, Thief: 2, Weaponry 
(Melee Weapons): 3 

•Advantages: Connection: King Snake (Low) 
•Equipment (pick one from the following): 

Kmfe/Sai [Body: 8, EV: 3] 

Baseball Bat/Pipe [B®dy: 4, EV: 3] 

Chain [Bo»y: 8,EV: 2] 









Personality/Role-playing 


Dorrance's already flimsy moral fiber seems to 
have been eroded even further by the loss of his 
eyesight and his defeat at the hands of Robin and 
Shiva. This erosion has also manifested in 
monomania and a twisted sense of honor. Dorrance 
conceived an elaborate plan to infest all of Hong 
Kong with bubonic plague to keep it from having any 
worth when it is returned to the Chinese. This plan 
was stopped by Robin with the help of Lady Shiva 
and the late DEA agent Clyde Rawlins. King Snake 
barely escaped death during this escapade though he 
suffered a broken back which he blames Robin for. 
Dorrance will now take any opportunity to kill Robin 
and Shiva. 

King Snake is currently throwing himself into 
his plans to establish himself as a force to be 
reckoned with in the U.S. underworld. 


Using King Snake in Adventures 


King Snake would make a fine mastermind for 
any street-level adventure. Player heroes would 


typically encounter Lynx and the Ghost Dragons 
before getting any knowledge of King Snake himself. 

King Snake could also be used in his civilian 
identity as Edmund Dorrance as he begins to 
establish legitimate business ventures in the U.S. to 
cover his illegal dealings. 


Subplots 


Aside from a regular Enemies Subplot involving 
Robin, King Snake is currently immersed in a Job 
Subplot as he begins to establish a foothold in the 
American underworld. Edmund Dorrance is 
beginning to rely emotionally on Lynx in what may 
evolve into a Friends or even a Romance Subplot. 
Lynx however, is somewhat greedy and self-involved 
and could turn on King Snake if she might gain 
significant power from doing so. 


Appearances in DC Comics 


Batman #467-468; Robin if I (behind the scenes), 2-5; 
Robin III: Cry of the Huntress #2-3, 6; Who’s Who 
■91 #13 



Ring Snake's Tatoo 












VILLAIN 


Kobra 


Dex: 10 

Str: 

5 

Body: 

6 

Int: 11 

Will: 

11 

Mind: 

12 

Infl: 9 

Aura: 

8 

Spirit: 

10 

Initiative: 

34 

Hero Points: 

110 


•Skills: *linked 

Acrobatics: 8, Charisma: 12, Martial Artist: 10*, 
Gadgetry: 9, Military Science: II*, Scientist: 9, 
Thief: 10*, Vehicles: 10*, Weaponry: 10* 
•Advantages: Connections: Financial Community 
(High), Most World Governments (Low), 
Underworld (High); Genius; Intensive Training; 
Iron Nerves; Leadership; Lightning Reflexes 
•Drawbacks: Secret Identity 
•Alter Ego: Unknown 
•Motivation: Power Lust 
•Occupation: Would-be World Conqueror 
•Wealth: 20 
•Equipment: 

KOBRA ARMOR [Body: 77, Str: 8, Flash: 9, Fog: 
6, Poison Touch: 9, R#: 2, 10 AP ABC Omni- 
Gadget built-in] 

Kobra wears a suit of specially constructed ballistic 
armor capable of repelling small arms and light 
machinegun fire. Among the special features built 
into the armor are: a gauntlet-mounted entangle 
line (Str: 8); a radio transceiver (range of 12 APs); 
and a gauntlet-mounted gas dispenser capable of 
firing blinding and knock out gasses (rated Flash: 9 
and Poison Touch: 9 respectively) into the face of 
any victim Kobra successfully Grapples with the 
entangle line. 


Powers and Abilities 


Although he possesses no superhuman powers, 
Kobra is a fearsome weaponeer and hand-to-hand 
combatant. Highly trained in most of the martial arts 
known to man, his skills rival even those of the 
legendary Batman. 

Even more formidable than Kobra’s physical 
prowess is his notorious cunning. A scientist and 
master criminal of the first rank, Kobra is dangerous, 
efficient, and totally unpredictable. 


The Ark 


Kobra maintains a huge, flying platform known 
as “The Ark” that serves as his base of operations: 


THE ARK [Body: 14, Int: 7, Flight: 12. Force Field: 
5, Heat Vision: 10, Radar Sense: 20, Recall: 15, 
Super Hearing: 14, Thief (Stealth): 14, 12 AP 
ABCD Omni-Gadgets (x4)| 

In battle, the Ark can defend itself with a series 
of point defense lasers (Heat Vision: 10) and several 
batteries of air-to-air and air-to-ground missiles (AV: 
13, Bomb: 13, Flight: 14, Radar Sense: 19). 

Other features the Ark boasts include: a super- 
advanced computer system (Int: 7, Recall: 15), 
defensive force screens (Force Field: 5), navigation 
and eavesdropping equipment (Radar Sense: 20 and 
Super Hearing: 14), anti-radar “stealth” equipment 
(Thief/Stealth: 14), and a 16 AP Laboratory. 


\Eve 


Eve is Kobra’s long-time personal assistant, 
second-in-command, and lover. 


Eve 


Dex: 3 

Str: 

2 Body: 

3 

Int: 5 

Will: 

6 Mind: 

6 

Infl: 3 

Aura: 

3 Spirit: 

6 

Initiative: 

13 

Hero Points: 

15 


•Skills: Charisma: 6, Martial Artist: 6, Vehicles: 3, 
Weaponry: 3 

•Advantages: Connection: Kobra (High) 

•Alter Ego: Unknown 
•Motivation: Power Lust 
•Occupation: Servant 
•Wealth: 1 1 
•Equipment: 

Venom Pistol [Body: 4, Poison Touch: 6, Ammo: 8, 
R#: 2] 


Kobra’s Followers 


Kobra maintains a large army of followers and 
disciples. It is estimated that between one hundred 
and one hundred fifty Kobra cultists live aboard the 
Ark, and the estimated size of Kobra’s earthbound 
armies stretches well into the thousands. 


Typical Kobra Minion 


Dex: 3 

Str: 

3 

Body: 

3 

Int: 2 

Will: 

6 

Mind: 

6 

Infl: 3 

Aura: 

5 

Spirit: 

5 

Initiative: 

10 

Hero Points: 

5 


•Skills:Martial Artist: 5, Military Science: 5, 













Vehicles: 3, Weaponry: 3 
•Advantages: Connection: Kobra (Low) 
•Drawbacks: Catastrophic Irrational Attraction to 
obey Kobra or die trying. 

•Motivation: Power Lust 
•Occupation: Soldier 
•Wealth: 3 
•Equipment: 

ARMOR [Body: 6] 

Venom Pistol [B#»y: 4, Poison Touch: 6, Ammo: 8, 
R#:2j 


Personality/Role-playing 


Kobra is a ruthless, driven villain. He truly 
believes he will one day rule the world, and his 
determination to subjugate the Earth is matched only 
by the Batman’s determination to fight crime. 

Kobra is quite charismatic and can be very 
charming. He entices innocents into serving him with 
the promise of one day bringing a better order to the 
world, final ly revealing all only after his victims have 
become firmly loyal. 

Kobra speaks in a loud whisper and often 
pronounces the letter “S” as a long hiss. His 
followers refer to him as “Naja-Naja.” 


Using Kobra in Adventures 


Kobra is a megalomaniacal menace well-suited 
to conspiratorial adventures that threaten the whole 
world. His schemes are always lengthy, subtle, 
cunning, and far-reaching. Generally, an actual 


encounter with Kobra only comes after the Player 
Heroes have spent several full adventures defeating 
his minions and navigating their way through his 
schemes and backup plans 


Subplots 


For a time, Kobra was involved in a lengthy 
Enemies Subplot involving his brother Jaason Burr, 
but Burr is now dead. 


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: Aquaman (1) #58-61; Batman and the 
Outsiders #24-27; Crisis On Infinite Earths #9; DC Comics 
Presents #81; DC Special Series #1; Kobra #1-7; 
Superman (1) #326-327; Who's Who 4 86 #12; Wonder 
Woman (1) #255, 262-264, 267-268 (behind the scenes in 
all), 271, 273-278 

Current: Armageddon: Inferno #3; Captain Atom (3) #38- 
39 (henchmen), 40; Checkmate! #15, 17-18; Firestorm, the 
Nuclear Man #87; Manhunter (1) #14 (behind the scenes); 
The Outsiders (1) #21-22; The Outsiders Annual #1; 
Suicide Squad #27 (behind the scenes), 28-30, 33, 45-47; 
Suicide Squad Annual #1 (behind the scenes); Who y s Who 
‘91 #13 



poison gas line 
(loads to flat tanks in 
or blade region of battlesuit) 


Poison Gas Jets in Kobra's Battlesuit Glove 





















VILLAIN 


Lex Luthor 

deceased 


Dex: 4 

Str: 

3 Body: 

4 

Int: 14 

Will: 

6 Mind: 

6 

Imfl: 8 

Aura: 

6 Spirit: 

5 

Initiative: 

26 

Hero Points: 

95 


•Skills: Charisma: JO, Gadgetry: 15, Scientist: 15 
•Advantages: Connections: Business Community (High), 
Underworld (High), U.S. Military (High), Brainiac 
(Low); Connoisseur; Genius; Leadership: Omni- 
Connection; Popularity; Scholar (business, aerospace 
engineering, weapon design) 

•Drawbacks: Dark Secret (Illegal activities); Catastrophic 
Irrational Attraction to destroying Superman personally ; 
Minor Physical Restriction: metal hand; Public Identity 
•Motivation: Power Lust 

•Occupation: Former CEO of LcxCoip International 

•Wealth: 25 

•Equipment: 

METAL HAND [Body: 14, Str: 7] 

The Metal Hand was a fully-funclional robotic 
replacement for Luthor’s right hand. Its Str could not be 
used for lifting or throwing, but could be used to grip or 
crush, or as the EV of a punch. 

KRYPTONITE RING [B«dy: I] 

Luthor wore the Kryptonite ring for the better part of a 
year before losing his hand to the radiation it gave off. 
The ring is currently in the possession of Batman, who 
was entrusted with its care by the Man of Steel himself. 

16 AP ABCD Omni-Gadgets (x2) 

Note that although Lex had access to incredible scientific 
advances (as these Omni-Gadgets represent), he rarely 
carried any unusual Gadgets around with him. He would 
only prepare one of these Gadgets when he was 
expecting trouble. 


Powers and Abilities 


Lex Luthor was physically unexceptional, and 
possessed no super-human powers. However, his intellect 
was without equal, and lives on in his "son," Lex Luthor II 
(see below). Luthor's knowledge of science and technology 
were sufficient to allow him to construct fantastic robots 
and weapons, advanced well beyond anything 
commercially available (Gadgetry, Scientist, Genius 
Advantage). 

In addition to his purely technical knowledge, Lex was 
also a brilliant businessman. He used a combination of 
savvy and ruthlessness (with more than a dash of criminal 
exploit) to build a worldwide corporation of immense 
power and prestige. His personal riches amounted to 
billions of dollars, all of which was passed on to his so- 
called "son" when he "died." 


ex Luthor II 


As far as the public is concerned, Lex Luthor died in 
the crash of his LexWing over the Andes. It was then 
revealed that he had a son, who had been raised in secret in 
Australia by his mother. 

In reality, Luthor's brain, eyes, and part of his spinal 
cord were saved from his disease-ravaged body by master 
geneticists Dr. Teng and Dabney Donovan. Manipulating 
Luthor's DNA, they then grew a new man around what was 
left of Lex Luthor. 

Lex Luthor II is Lex Luthor, but his new body, accent, 
and personality have completely fooled everyone (except 
Dabney Donovan, who survived Luthor's assassination 
attempt), and he has become Metropolis’ favorite son. He 
now plays the part of a generous philanthropist, friend t* 
all, while behind the scenes he is as ruthless as ever. 


Lex Luthor II 


Dlx: 

4 

Str: 

5 

Boiy: 

5 

Int: 

14 

WtLL: 

6 

Mind: 

6 

Infl: 

8 

Aura: 

6 

Spirit: 

5 

Initiative: 


28 

Hero Points: 

*5 


•Skills: Charisma: 10, Gadgetry: 15. Martial Artist: 5, 
Scientist: 15 

•Advantages: Connections: Business Community (High), 
U.S. Military (High); Connoisseur; Genius; Leadership; 
Omni-Connection; Popularity; Scholar (business, 
aerospace engineering, weapon design) 

•Drawbacks: Dark Secrets (Illegal activities, The fact that 
he is actually Lex Luthor); Catastrophic Irrational 
Attraction to destroying Superman personally ; Public 
Identity 

•Motivation: Power Lust 

•Occupation: CEO of LexCorp International 

•Wealth: 25 

•Equipment: 

16 AP ABCD Omni-Gadgets (x2) 

Note that although Lex has access to incredible scientific 
advances (as these Omni-Gadgets represent), he rarely 
carries any unusual Gadgets around with him. He will 
only prepare one of these Gadgets when he is expecting 
trouble. 


\Luthor’s Hatred of Superman 


Until the arrival of Superman, Lex Luthor was the 
most powerful man in Metropolis. After he was arrested 
and publicly humiliated by the Man of Steel, his entire life 
changed. Luthor had found a true competitor, possessing 
both power and intelligence. 

Luthor's hatred of Superman knows no bounds, and 
yet there also exists a sort of respect for him. Luthor truly 
despises Superman, buy also considers him a worthy 
opponent, deserving of only the most grandiose and 
complicated destruction. 

It is important to note that Luthor's desire to kill 









Appearances in DC Comics 


Superman is a very personal thing. He simply will not 
tolerate anyone else causing the demise of his chosen foe. 
In fact, Luthor has saved Superman's life on more than one 
occasion, so that he may one day enjoy the demise of the 
Man of Steel himself. 


Personality/Role-playing 


When Luthor was in his original body, he was cold, 
ruthless, and unforgiving. He was in fact the epitome of the 
cutthroat businessman. He gave no quarter, and expected 
none in return. Luthor would only ever ’put on a happy 
face" at important public appearances, and it was always an 
act. 

Now that he is posing as his "son," Lex has adopted a 
more genial approach to the public. His rugged good looks 
and dashing charm have contributed to his becoming 
something of a media darling. He has gone so far as to 
publicly apologize for his "father's" past wrongdoings, 
while continuing his shady practices as usual. 


Using Lex Luthor in Adventures 


As a rich and powerful, but physically normal 
individual, Luthor operates in the background as a 
"mastermind" villain. He has used a number of "lesser" 
villains as muscle, such as Metallo and Brainiac, and will 
no doubt do so in the future. 

Luthors power and influence are global, so he can be 
behind any number of shady business practices worldwide. 
As such, he can be opposed by not only Superman, but 
other heroes as well, including the Justice League and the 
Global Guardians. In most instances, however, Luthor’s 
involvement is extremely indirect, so as to conceal his 
participation in such activities. For this reason, Characters 
may face the forces of Luthor, but never realize that he is 
even a villain. 


Subplots 


Although Lex Luthor maintains a friendly face in 
public, he is in truth a villain (Criminal Past Subplot). 

If it was revealed that Luthor and his son were one and 
the same, he could be ruined (Secret Past Subplot). 

The artificial life form Matrix (known as Supergirl) is 
completely in love with Lex Luthor 11. She will gladly do 
his every bidding, only rarely stopping to ask ’’why," and 
then in only the most extreme circumstances. Although 
Luthor appears to return some of her affection, it is 
unknown if it is genuine, or merely a ploy to maintain 
control of her awesome powers (Romance Subplot). 


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


Background/Roster Book (card included), Superman - The Man of 
Steel Sourcebook, Deadly Fusion, In Hot Pursuit 


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

Lex Luthor (pre-Crisis; Earth-Two): Action Comics #23, 42, 47, 
125, 131 , 141, 146 , 151, 156, 166, 183; All-Star Squadron #20; 
Crisis On Infinite Earths #5-9; DC Comics Presents Annual #1; 
Superman (l)#4-5, 10, 12-13, 1 7-18 , 20, 31, 34, 38, 43, 48, 57, 60, 
68, 71, 74, 79,81, 85, 88-90; Superman Family #202-203, 205, 
210; Who's Who '86 #14; World's Finest Comics #28, 59, 62 

Lex Luthor (pre-Crisis; Earth-One): Action Comics #199, 210, 
226 , 236, 249, 254, 257, 259, 267, 271, 277, 279-280, 282, 285- 
286, 292, 294-298, 309, 313, 317-319, 332-333, 335, 354, 363, 
365, 407, 413, 417-418, 423, 428, 443, 456-458, 465-466, 486, 
500, 510-512, 524-526, 542-544, 571-572; Adventure Comics 
#253, 271, 292-293, 300-301, 308, 325 , 387-388, 397, 454-455; 
The Adventures of Jerry Lewis #105; Batman #130, 291-293; 
Crisis On Infinite Earths #5-6, 9-11; DC Comics Presents Annual 
#1, 4; DC Special Series #5, 26; DC Super-Stars #10; Heroes 
Against Hunger #1; T he Joker #7; Justice League of America #61, 
128; The New Adventures of Superboy #11, 14, 38, 48, 50; The 
Secret Society of Super-Villains #3, 6-7; Shazam! #15; Superboy 
(1) #59 (variant), 85-86, 92, 96, 102, 107, 115, 121, 125, 131, 135, 
139, 159, 166, 169 r 173, 177 , 179; Superman (1) #101, 106, 110, 
112, 117, 144, 147, 157,161, 164, 167-168, 172-173, 179, 213, 
248, 282, 286, 292, 299, 302, 363, 385-386, 401 , 410, 412-413, 
416; Superman Annual (I) #9, 12; Superman Family #172, 182, 
188-189, 214; Superman-Radio Shack giveaways (1981, 1982); 
Superman’s Girl Friend, Lois Lane #23, 28, 46; Superman s Pal, 
Jimmy Olsen #5, 9, 62 (behind the scenes), 87, 162; Superman 
Spectacular #1; Superman: The Secret Years #1-2, 4 Who’s Who 
l 86 #14: World's Finest Comics #88, 94, 100, 104, 117, 126, 129, 
137, 153, 177, 189-190, 295 

Lex Luthor (pre-Crisis; Earth-Three): Crisis On Infinite Earths 
#1; DC Comics Presents Annual #1; Who's Who *86 #14 

Lex Luthor (Earth-TT): Adventures of Superman #444; 
Superman (2) #21-22 

Lex Luthor (current): Action Comics #584, 595, 597, 599-600, 
643, 647-649, 656-660, 668, 678; Adventures of Superman #424- 
425, 432-434, 437, 440, 445-448, 450-454, 456, 462-463, 467, 
470-473; Black Orchid (1) #1-3; Booster Gold #23; Doom Patrol 
Annual #1; Firestorm, the Nuclear Man #87 (behind the scenes); 
Invasion! #2-3; Justice League Quarterly #1 (behind the scenes); 
Lex Luthor: The Unauthorized Biography; Manhunter (2) #10 
(behind the scenes); The Man of Steel #2, 4-5; Star man #28; 
Superman (2) #1-2, 4, 9-10, 13, 19, 21, 24-28, 30-31, 33, 35, 41, 
44, 47-50; Superman Special (2) #1; Swamp Thing (2) #52, 79; 
Who's Who ‘87 (2) #3; Who's Who ‘88 #2; Who’s Who VI #13; 
World of Metropolis #1-2; World’s Finest #1-3 

Lex Luthor as Luthor II (current): Action Comics #670-673, 
675, 677-681, 684-686; Action Comics Annual #4; Adventures of 
Superman #485, 489, 490 (behind the scenes), 496-499; 
Adventures of Superman Annual #4 (behind the scenes; Eel ipso: 
The Darkness Within #2; Supergirl/Team Luthor Special #1; 
Superman (2) #62, 65-67, 69-70; Superman; The Legacy of 
Superman #1; Superman: The Man of Steel #6, 8, 19-20; Valor #1- 
3; Who's Who V3 #2 











VILLAIN 


Madman 


Dex: 6 

Str: 

3 Body: 

4 

Int: 2 

Will: 

2 Mind: 

4 

Infl: 6 

Aura: 

7 Spirit: 

2 

Initiative: 

16 

Hero Points: 

35 


•Powers: Control: 10, Mind Probe: 7, Remote 
Sensing: 12 

•Skills: Acrobatics: 8, Gadgetry: 2, Martial Arts: 5, 
Thief: 3, Weaponry (Firearms, Exotic): 2 
•Limitations: Control Power has No Range; Mind 
Probe and Remote Sensing only work on victims 
who have been Controlled; All Powers are Always 
On. 

•Drawbacks: Secret Identity; Loss Vulnerability of 
Mental Attributes when Control attempt fails. 

•Alter Ego: Fleeter (first name unrevealed) 
•Motivation: Mercenary 
•Occupation: Professional Thief 
•Wealth: 2 


Madman's Mind link 


Exposure to the experimental ray and the 
irradiated biological organisms has changed Fleeter's 
body chemistry. With the slightest touch Fleeter can 
control the minds and actions of his victims (which 
he calls his Madmen). Tt appears that this contact 
develops a mindlink with his victims, making them 
all part of a kind of communal mindlink with Fleeter. 
To establish this link, Madman must make an Action 
Check against his intended target using his Dex as 
AV and the APs of his Control Power as EV against 
the target’s Dex/Wjll as the OV/RV. If RAPs exceed 
the victim's Mind, the target becomes part of the 
communal mindlink under Madman's control. Unless 
given direct instructions by Fleeter, the Madmen will 
do what Fleeter does and say what he says. 

Fleeter as well is effected by this mindlink. The 
knowledge and perceptions of his Madmen are 
constantly swirling through his mind and he feels any 
critical pain they do (but suffers no damage from it). 
If he focuses on specific individuals he can see 
through their eyes or draw on their knowledge. To do 
this, he makes an Action Check using his APs of 
Mind Probe as AV/EV against the Int/Mind of the 
person he wishes to utilize. Positive RAPs will allow 
Madman to perceive with the target's senses. The 
number of RAPs achieved will determine how much 
information can be drawn from the target's mind. 


(See the Information Table in the Character 
Handbook , page 39). 

Madman can "infect” as many people as he 
wants, but if he tries to actively control the actions of 
too many victims at one time, Madman loses himself 
in the communal mind and begins carrying out the 
same actions they are. Whenever Madman attempts 
to actively control a number of Madmen greater than 
his APs of Mind Control, make an Action Check 
using the highest Will amongst the Madmen plus 
one per Madman actually controlled as AV/EV 
against Fleeter's APs of Control/WiLL as OV/RV. 
Positive RAPs indicate that Fleeter has lost himself in 
the Communal mindlink for a number of phases 
equal to the RAPs. During this time, the Madmen 
(and Fleeter) will continue doing the last thing they 
were doing. 


Powers and Abilities 


Aside from his mindlink power, Madman is a 
skilled acrobat and hand to hand fighter. Though not 
as stylish as some other fighters, Madman has a wild, 
whirling style which makes him a dangerous and 
unpredictable foe. 

Madman also has a number of skills which aid 
him in his career of crime, such as the ability to 
disarm basic security systems and handle a variety of 
weaponry. 


Personality/Role-playing 


Madman has the mentality of an ordinary 
criminal, though he does set his sights somewhat 
higher than most. With the recent acquisition of his 
mindlink powers he is certain to aim even higher, 
though he is likely to remain a common crook at 
heart. While before he got his powers he might have 
planned to steal some high-tech piece of equipment 
to aid him in his crimes, now he is liable to use others 
to commit his crimes for him or to create a distraction 
while he performs his work. In the end, however, 
money is the only important thing to him. 


Using Madman in Adventures 


Madman is an excellent villain for GMs who 
want to provide relatively powerful villains for their 
heroes to fight but don't have the time or inclination 
to write intriguing, in depth adventures. A typical 
madman plot would involve Madman discovering 
something he wants, usually something of great value 












or useful power, and going after it with the help of 
his Madmen, or perhaps a hero who was unfortunate 
enough to get too near Madman. 

It’s possible that, with the acquisition of his new 
powers, Madman will begin aiming for grander 
things. Someone who can control others could easily 
hire himself out as an assassin, charging high fees to 
make people kill themselves. 


Subplots 


Though Fleeter’s criminal career as Madman has 
been short lived, he has already cultivated a number 
of Enemies such as the Blue Beetle, Hawk & Dove, 
and the Creeper. Fleeter may plot to meet them again 
and see to their inevitable downfall. 

Madman is also regularly involved in Job 
Subplots, stealing things or causing distractions for 


others. Now that he has his mindlink powers, his 
services could be in greater demand. The new powers 
themselves might become involved in a future Power 
Complications Subplot if they continue to change and 
alter Flecter's body. 


Appearances in DC Comics 


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

Pre-Crisis: Blue Beetle (5) #3 

Current: Blue Beetle (6) #3-4, 23; Hawk and Dove 
(3) #18-19; Who's Who ( 87 (2) #3; Who's Who l 91 

#11 



3y making physical contact 
vith another being, the 
subject can exert control over 
ts nervous system via a 
?ioe!ectrical conduit. 


by exerting general control 
over others the subject may 
control several individuals 
relatively risk free. 

[note: individuals under general 
control mimic the subjects movements) 


the subject can split his 
concentration to dictate the 
specific actions of those 
under his control, but then he 
runs the risk of entering the 
"group mind". 

























VILLAIN 


Metallo 


Dex: 5 

Str: 

18 

Body: 

13 

Int: 3 

Will: 

2 

Mind: 

2 

Infl: 4 

Aura: 

2 

Spirit: 

2 

Initiative: 

12 

Hero Points: 

45 


•Powers: Energy Blast: 10, Growth: 2, Sealed 
Systems: 13, Skin Armor: 10 
•Skills: Gadgetry: 3 

•Limitations: Growth is Always On, and its effects 
are already figured in to the above Attributes; Skin 
Armor does not protect Metallo’s Head: a 
Strenuous Tiick Shot (+3 OV Column Shifts) will 
hit the head, bypassing the Skin Armor. 
•Advantages: Connections: LexCorp (Low), 
Brainiac (Low) 

•Drawbacks: Strange Appearance 
•Alter Ego: John Corben 
•Motivation: Mercenary 
•Occupation: Former confidence man 

•Wealth: 2 


Background Update 


Metallo was recently freed from custody by 
Cerberus, who then built him a new robotic body. 
Even in this larger and stronger housing, Metallo was 
no match for Superman, who turned Metallo’s head 
over to the Metropolis Police Special Crimes Unit. 
The Powers and Attributes above reflect the new 
body; see "The Original Metallo' 1 below for his 
previous form. 


Powers and Abilities 


Metallo is a cyborg: a human brain housed 
within a robotic body. Although his body has been 
destroyed several times, his head always survived to 
be attached to a new body. Metallo's most recent 
body was provided by Cerberus, and was even more 
powerful than his previous form. It granted him 
massive superhuman strength, sufficient to demolish 
a vault door and lift several thousand tons. It was 
resilient enough to take full-strength punches from 
Superman and only become moderately dented, 

Metallo has displayed the ability to build robots 
from spare parts (Gadgetry). It can be assumed that 
Professor Vale taught Metallo this ability so he could 
repair himself when damaged. 


The Kryptonite Connection 


In order to function, Metallo needs radioactive 
material, which he uses as a power source. The 
material is housed in a containment vessel located in 
his chest cavity, where a heart would be in a human. 

Any radioactive ore will provide Metallo power, 
but he is at his strongest when energized by 
Kryptonite. When he is powered by Kryptonite, in 
addition to the negative effects this has on Superman, 
raise Metallo’s Str and Energy Blast by 4 APs each. 


The Original Metallo 


Until Metallo was rebuilt by Cerberus, his body 
was human-sized, and was significantly weaker. 
While he was using this body, he displayed the 
ability to control other robots through sheer force of 
will, although they apparently needed to have at least 
some LexCorp components to be affected (Control). 
It is unknown if he was able to accomplish this feat 
while in his most recent fonn. 

When he faced-off with the Doom Patrol during 
his global search for Kryptonite, Metallo cobbled 
together a small army of robotic drones from 
LexCorp spare parts. These drones had no will of 
their own so they would cease to function if Metallo 
turned his attention away from them. In game terms, 
the drones can only act if Metallo uses his Control 
Power on them, and he can only Control a maximum 
number of robots at once equal to his APs of Control. 


Metallo (original form) 


Dex: 6 

Str: 

15 

Body: 

ii 

Int: 3 

Will: 

2 

Mind: 

2 

Infl: 4 

Aura: 

2 

Spirit: 

2 

Initiative: 

13 

Hero Points: 

45 


•Powers: Control: 8, Energy Blast: 10, Sealed 
Systems: 11 
•Skills: Gadgetry: 3 

•Limitations: Control only works on robots that have 
LexCorp components. 

•Advantages: Connections: LexCorp (Low), 
Brainiac (Low) 

•Drawbacks: Strange Appearance; Miscellaneous: 
Metallo must be repaired like a gadget if he is 
damaged. (He may not make Resting or 
Desperation Recovery Checks.) 

•Equipment: ROBOT DRONES (x8) [Dex: 7, Str: 
6, Body: 6, Claws: 5, Extra Limbs (x2): 6, R#: 3] 













Personality/Role-playing 


Subplots 


John Corben thoroughly enjoys the power his 
robotic body provides him, and insists on being 
referred to as ”Metallo,” not by his real name. 

Lately, Metallo has displayed a general dislike of 
all ’’normal” humans. He considers them weak and 
pathetic, and won’t think twice about harming them if 
they get in his way. In fact, he has deliberately put 
people in danger during his fights with Superman in 
order to distract the Man of Steel. 


Using Metallo in Adventures 


Metallo has been a flunky for a number 
influential villains, including Brainiac, Cerberus, and 
Lex Luthor. He might be found in their employ, or 
working for some other ’’mastermind” villain. 

The only thing that drives Metallo to go out on 
his own is his ongoing quest for Kryptonite. A 
possible adventure might involve the Flayer Heroes 
discovering that Metallo is close to acquiring 
Kryptonite, or already has. It would then be up to 
them to stop him. 


When he was created, Metallo was indoctrinated 
with a severe hatred of Superman. That hatred has 
lived on, fueled by his numerous defeats at the hands 
of the Metropolis Marvel (Enemies Subplot). 


Appearances in the 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. 

Metallo I (pre-Crisis): Action Comics #252 
Metallo 11 (pre-Crisis): Blue Devil #2-3; The Brave and 
The Bold #175; Superman (1) #3JO, 316-317, 331, 418; 
Who's Who '86 #15 World's Finest Comics #270 

Metallo (current): Action Comics #647 , 678; Adventures 
of Superman #441, 491; Doom Patrol (2) #10; Superman 
(2) #1-2, 20; Superman: The Man of Steel #12; Who’s Who 
VI #13 



and sensory apparatus 


Sensory input 


Isotope 
and power 


support system 
override switch) 










VILLAIN 


Mirror Master 


Dex: 

4 

Str: 

3 Body: 

4 

Int: 

7 

Will: 

6 Min*: 

6 

InfL: 

5 

Aura: 

4 Spirit: 

4 

Initiative: 


16 

Hero Points: 

60 


•Powers: Dimension Travel: 5 

•Skills: Detective: 4, Gadgetry: 5, Thief: 6, Weaponry: 7 
•Limitations: Power Restriction: Dimension Travel can 
only be used to travel to and from the "mirror dimension” 
(See "The Mirror Dimension" below). 

•Advantages: Area Knowledge (mirror dimension) 

•Alter Ego: McCulloch 
•Motivation: Mercenary 
•Occupation: Mercenary 
•Wealth: 5 
•Equipment: 

Mirror Guns (x2) [Body: 3, Heat Vision: 8, R#: 2] 
Holo-Mirrors (x6) [Body: 1 7 Illusion: 1 1) 

The Holo-Mirrors are tiny, illusion-generating devices 
that can be used for a variety of effects (see "Mirror, 
Mirror...” below). 

Looking Glass [Body: 1, Chameleon: 8] 

The looking glass can be "fired" at a target by shining 
reflected light off of its surface. Once hit, the target turns 
into a humanoid mirror, and will involuntarily take on 
the form and appearance of anyone touched. This effect 
persists until the Looking Glass is smashed, at which 
point the Power immediately fails. 

5 AP C Omni-Gadget Mirrors (x2) 

•Note: It is unknown if McCulloch’s Dimension Travel 
Power is natural or acquired if om a Gadget. 


Powers and Abilities 


Mirror, Mirror... 


The most versatile Gadgets employed by all the 
various Mirror Masters are the "Holo-Mirrors”. These small 
illusion-generating devices can be used to accomplish a 
nearly endless variety of effects. Some of their more 
common uses include: 

•Mirror Images: The mirrors can make Mirror Master 
appear to split into as many as 11 duplicates. Any attack 
aimed at any Mirror Master will hit a duplicate, 
"shattering” it, unless the attacker first determines which 
one is the real Mirror Master. This is accomplished with 
a Perception Check against OV/RVs equal to the APs of 
Illusion Power (11/11). Note that Characters with special 
senses such as Thermal Vision will automatically spot 
the real Mirror Master. 

Mirror Master often uses this ability whenever he makes 
an appearance. If violence ensues, only his mirror image 
gets shot at. In fact, Mirror Master rarely goes anywhere 
truly ”in person." 

•Teleportation: Mirror Master can appear to instantly 
teleport from one spot to another, although this is 
actually a use of his Illusion Power. Treat this effect as 
1 l APs of Teleportation, with the Limitation that Mirror 
Master must set up a H#lo-Mirror in the proper location 
beforehand 

•Disorientation: By using funhouse-style mirrors, illusions 
of himself defying gravity, and so forth, Mirror Master 
can confuse and disorient his opponents, making them 
become dizzy and unable to act. Treat this as an attack 
using his APs of Illusion Power as the AV/EV against 
OV/RVs equal to his opponent's Int/Mind. RAPs are 
subtracted from the target’s Dex and Initiative for a 
number of phases equal to the RAPs earned. This use of 
the M irrors can have an Area Effect, provided that Mirror 
Master sets up sufficient Mirrors ahead of time. 


The current Mirror Master employs a wide variety of 
mirror-based Gadgets and weapons, all of which were 
originally devised by Samuel Scudder, the original Mirror 
Master (see below). In fact, McCulloch has admitted that 
he doesn’t even know what some of his weapons do. 

As an accomplished mercenary, McCulloch possesses 
a number of useful Skills, including investigative and 
infiltration skills (Detective, Thief). He is quite competent 
at using all forms of Weaponry, and has trained himself 
with basic knowledge of Gadgetry, in order to repair and 
reload his Mirror Master weapons. 

Mirror Master has also demonstrated the ability to 
literally walk into mirrors, transporting himself into another 
place known as the "mirror dimension." It is unknown if 
this ability is acquired through Scudder's technology, 
McCulloch's, or if it is an actual ’’super power" (Dimension 
Travel). 


The Mirror Dimension 


Through unknown means, the current Min or Master 
can enter a strange place called the "mirror dimension,” 
simply by stepping into any large mirror. Once there, he 
can appear in any minor within 20 APs range (1000 miles) 
and either step through it (effectively teleporting) or simply 
look through it to see what’s going on on the other side. It is 
important to note that this ability will not work if there is 
no light where the target mirror is located, since a mirror 
needs light in order to create a reflection. 

If Mirror Master so chooses, he can allow others to 
step through a mirror with him, entering the mirror 
dimension. Once there, they will certainly become 
disoriented, as everything there is a backwards reflection of 
reality. As a result, all Action Checks attempted by 
Characters other than the Mirror Master suffer a +2 
Column Shift modifier to the OV. Also, without the Mirror 
Master’s guidance, a Character will quickly get lost there. 









and will end up re-appearing through a random mirror 
somewhere within 1000 miles of the one he stepped into. 


The Original Mirror Master 


The first Mirror Master was a long-time enemy of the 
second Flash (Barry Allen). His was the original genius 
behind the various mirror gadgets used by his successors. 
He died during the Crisis, as did his nemesis, the Flash. 


Mirror Master I - deceased 


Dex: 

4 

Str: 

3 B#dy: 

4 

Int: 

8 

Will: 

5 Mind: 

5 

Infl: 

5 

Aura: 

4 Spirit: 

4 

Initiative: 


17 

Her* P#ints: 

65 


•Skills: Gadgetry: 10, Scientist: 7, Thief: 5. Weaponry: 5 
•Advantages: Connections: Flash’s Rogue's Gallery 
(High), Injustice League of the World (Low); Genius; 
Scholar (optical physics) 

•Alter Ego:Samuel Scudder 
•Motivation: Mercenary 
•Occupation: Criminal 
•Wealth: 6 
•Equipment: 

Mirror Guns (x2) [Body: 3, Heat Vision: 8, R#: 2] 
MIRROR PACK [Body: 4, Flight: 8] 

Holo-Mirrors (x6) [Body: 1, Illusion: 11] 

8 AP ABCD Omni-Gadget Mirrors (x2) 


Personality/Role-playing 


The current Mirror Master is a true professional, well- 
versed in the ways of hardened mercenaries the world over. 
However, he has a personal code of ethics regarding the 
types of missions he will take. Specifically, he will not 
attack defenseless "women and children," nor is he likely to 
take straight assassination jobs, unless they are particularly 
interesting or lucrative. 


Using Mirror Master in Adventures 


Used properly, the Mirror Master can be a 
confounding foe for the Player Heroes to deal with. His 
illusion-generating abilities allow him to appear to be in 
many places at once, and he always seems to have a mirror 


"duplicate" in just the right place at the right time. He 
might also work alongside other villains from Flash’s 
Rogue's Gallery, although the current Mirror Master has yet 
to do so. 


Subplots 


The original Mirror Master was involved in a long- 
running Enemies Subplot with the second Flash. 

George Harkness (Captain Boomerang) spent a brief 
time operating as the Mirror Master, utilizing Scudder’s 
costume and weapons to commit crimes while giving the 
Suicide Squad the impression that he was "going straight." 
Amanda Waller caught on to his ploy, however, and 
promptly put an end to the career of "Mirror Master II," just 
as the career of the current Mirror Master was beginning 
(Miscellaneous Subplot). 


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


Justice League Sourcebook 


I ppearances in DC Comics 


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

Mirror Master I (pre-Crisis): Batman #388; The Brave 
and The Bold #30; Cancelled Comic Cavalcade #2; Crisis 
On Infinite Earths #5, 9-10; Detective Comics #336, 555; 
The Flash (1) #105, 109, 119, 126, 130, 136, 146, 155 , 161, 
174, 188 . 206, 219, 231, 239 , 241-244, 254-255, 275, 277, 
292, 306, 320, 338-342, 347-350; Justice League of 
America #40, 111, 143, 158; The Secret Society of Super- 
Villains #1-5, 15; Super Friends #23; Who's Who l 86 #15 
Mirror Master 1 (current); Flash (2) #62 (behind the 
scenes), 64; Secret Origins Annual #2; War of the Gods #4 
Who's Who l 91 #13 

Mirror Master II (George Harkness): Suicide Squad #8, 
11, 19 (behind the scenes), 20 

Mirror Master III: Animal Man #8, 17, 20 (voice), 21; 
Suicide Squad #20 (mention); Who’s Who 91 #13 












VILLAIN 


Mr. Freeze deceased 


Dex: 5 

Str: 

3 

Boby: 

5 

Int: 7 

Will: 

6 

Mind: 

6 

Infl: 5 

Aura: 

4 

Spirit: 

5 

Initiative: 

17 

Hero Points: 

65 


•Powers: Cold Immunity: 10 

•Skills: Gadgetry: 8, Scientist: 6, Thief: 6, Vehicles: 
5, Weaponry: 8 

•Advantages: Connection: Gotham Underworld 
(Low); Leadership; Scholar (cryogenics) 
•Drawbacks: Fatal Vulnerability to temperatures 
above freezing. 

•Alter Ego: Unknown 
•Motivation: Psychopath 
•Occupation: Professional Criminal 
•Wealth: 8 
•Equipment: 

CONTAINMENT SUIT [Ice Production: 17, Str: 7, 
B0dy: 7] 

Mr. Freeze’s containment suit maintains his body 
temperature at a steady 7‘ Celsius, keeping him 
comfortable and alive. The suit also acts as armored 
protection (able to repel .30 caliber armor-piercing 
bullets with ease) and a strength-enhancing exo¬ 
skeleton that enables Freeze to lift over one ton over 
his head. With the suit’s built-in frost projectors, 
Freeze can blanket a small house in two-foot thick 
ice without effort By pushing his powers to their 
limits. Freeze can blanket a large building in ice. 

In DC Heroes terms. Freeze is allowed to Push the 
suit’s APs of Ice Production. If the Push attempt 
fails, treat the containment suit as though it has 
failed a Reliability Check, When making Physical 
Attacks with his Ice Production Power, Freeze must 
use his APs of Weaponry Skill as his A V. 


Powers and Abilities 


Freeze has no superhuman powers, though he does 
possess a brilliant scientific mind and is especially 
knowledgeable in the field of cryogenics. Freeze keeps 
himself in excellent physical shape, making him an 
above average hand-to-hand combatant. 


Cold Generation 


Mr. Freeze’s stock-in-trade has always been the 
Ice Production Power, an ability that allows him to 


conjure enormous volumes of ice from thin air. Freeze 
can shape the ice in any way he chooses, permitting 
him to form ice walls, ice bridges, icy weapons, etc. Ice 
Production has a number of useful applications: 

•Freeze can trap a target in a block of solid ice. Make 
an Action Check with the AV equal to Freeze's 
APs of Weaponry and the EV equal to his APs of 
Power. RAPs earned equal the Body and volume of 
the ice that surrounds the target. While the target is 
trapped, his or her Dex is reduced by the RAPs 
earned by Freeze (the target can’t move if his or her 
Dex is reduced to 0 or less in this fashion). To 
break free, the target must destroy the surrounding 
ice (i.e. reduce its Boby to 0 or less). 

•Freeze can create an u ice sled” that enables him to 
move along the ground at a rate of 7 APs per phase. 
•Freeze can create an "ice shield” that allows him to 
add his APs of Power to his RV against Physical 
Attacks, though he is unable to enter into Physical 
Combat while he is protected by such a shield. 


Earlier Equipment 


Earlier in his career, Freeze used less 
sophisticated versions of his containment suit and 
freezing equipment: 

CONTAINMENT SUIT (early) {Body: 6] 

Like its successor, this suit also maintained 
Freeze’s low body temperature, though it lacked its 
successor’s offensive capabilities. 

Freeze Pistol lice Production: 13, Body: 6, R#: 2] 
Before he built freeze projectors into his 
battlesuit. Freeze used a variety of ‘‘freezing pistols,” 
all of which had roughly the same game statistics. 

GIANT FREEZING RAY | Ice Production: 20, 
Running: 7, Body: 7, R#: 4] 

Mounted on the back of truck, the giant freeze 
ray was capable of freezing entire city blocks at a 
time. Freeze only briefly possessed this device and 
has never managed to acquire the resources necessary 
to build a second one. 


Personality/Role-playing 


Mr. Freeze is something of a tragic figure in that 
he is obviously more educated and intelligent than 
most of the criminals in Gotham City, but his 
affliction keeps him isolated from society. He is torn 










Subplots 


between his desire for revenge against society, which 
he blames for his condition, and an icy fury toward 
Batman, who constantly frustrates his plans. 

Despite his strange condition, Mr. Freeze is a 
fairly straightforward villain. Although his crimes 
always make use of his cold technology, he never 
offers the Batman clues before he strikes like some of 
the Caped Crusader’s other adversaries. Freeze tends 
to use his ill-gotten gains to buy things his affliction 
keeps from him such as companionship. 


Using Mr. Freeze in Adventures 


Mr. Freeze provides a GM with a great deal more 
flexibility than some of Batman’s other arch-enemies. 
Although he is capable of pulling off the standard 
"‘take revenge on Batman’" caper, he is also interested 
in money, meaning he may well try to steal just about 
any valuable object. Play up Freeze’s pathos when 
using him in adventures; remember that he commits 
most of his crimes to earn the money to buy the 
things his affliction keeps from him. 


Freeze's vulnerability to temperatures above 
freezing is in many ways one lengthy Power 
Complications Subplot. Fie is also involved in an 
Enemies Subplot with Batman. 


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: Animal Man #25; Batman #121, 291-294, 308, 
475, 400; Detective Comics #373, 526; Who's Who ‘86 
#15; World's Finest Comics #275 

Current: Batman #415; Detective Comics #595; Robin 11 
#1; Who's Who ‘91 #12 



Mr. Freeze'o Environmental Containment Suit 






















VILLAIN 


Mr. Mxyzptlk 


Dex: 

10 

Str: 

2 

Body: 

10 

Int: 

4 

Will: 

7 

Mind: 

9 

Infl: 

6 

Aura: 

3 

Spirit: 

7 

Initiative: 


20 

Hero Points: 

175 


•Powers: Air Walking: 15, Animate Image: 25, 
Animate Objects: 25, Dimension Travel: 12, 
Invisibility: 15, Matter Manipulation: 20, Omni- 
Power: 25, Teleportation: 25 
•Advantages: Area Knowledge (Fifth Dimension); 

Connection: Lex Luthor (Low) 

•Drawbacks: Catastrophic Irrational Attraction to 
gamesmanship (see below); Catastrophic Irrational 
Attraction to making mischief; Catastrophic 
Irrational Attraction to humiliating Superman 
•Alter Ego: Unknown 
•Motivation: Thrill Seeker 
•Occupation: Troublemaker 


Powers and Abilities 


The highly advanced Fifth Dimensional science 
at Mxyzptlk’s disposal allows him to perform 
virtually any feat he can imagine simply by force of 
will. In the past, Mxyzptlk has instantly engraved his 
own face on Mount Rushmore, animated billboard 
images, and turned vast skyscrapers into living 
beings. Whether or not Mxyzptlk’s abilities are 
inherent in his person or stem from hidden gadgets 
remains unknown. 

It is important to note that despite appearances, 
there is nothing “magical” about Mxyzptlk’s powers; 
they are simply the result of incredibly advanced 
science. 


Mxyzptlk’s “Magic” 


By sheer force of will, Mxyzptlk can perform 
just about any stunt he can imagine. In DC Heroes 
terms, this ability is represents by Omni-Power. 

Mxyzptlk can use his APs of Omni-Power to 
mimic the affects of any Power or Skill at any time. 
To do so, however, he must pay a number of Hero 
Points equal to the Base Cost of the Power mimicked. 
He can even mimic several abilities simultaneously, 
though he must divide his APs of Omni-Power 
between the mimicked abilities. Once Mxyzptlk has 
decided to mimic an ability and paid its Base Cost, he 
can continue to use that ability for a period of one 


hour without paying its Base Cost again, though once 
he decides to mimic a different ability, he must either 
drop the first, or divide his APs as described above. 


Mxyzptlk the Gamesman 


Natives of the Fifth Dimension, like Mxyzptlk, 
operate according to a strange psychology that 
humans can never hope to understand. One of 
Mxyzptlk’s personal quirks is a love of games and 
puzzles. This quirk forces him to create a set of 
“rules” for each of his trips outside the Fifth 
Dimension. One of these rules always describes a 
condition by which Mxyzptlk will voluntarily return 
to his home. 

Although he always respects his own rules, 
Mxyzptlk is not above stacking them in his own 
favor. The return condition he chooses is always 
absurd and almost impossible to achieve (ie. he will 
return if forced to say his own name backwards or if 
forced to paint his own face blue). 

To violate the rules he sets for himself after 
leaving the Fifth Dimension, Mxyzptlk must 
overcome a Catastrophic Irrational Attraction using 
the rules described in the Character Handbook . 


The Fifth Dimension 


Mxyzptlk hails from a strange plane far removed 
from the Earth and known as the Fifth Dimension. 
The Fifth Dimension stands at a Travel Distance 
from the Earth plane that constantly varies between 
12 and 25. Mxyzptlk’s Dimension Travel Power is 
such that he can only travel to the Earth Plane when it 
is particularly “close” to his homeworld (roughly 
once every 90 days). 


Personality/Role-playing 


Mr. Mxyzptlk comes from a race of egocentrics 
and he is the absolute worst of the lot. His main goals 
in life are to spread mischief and to assert his own 
“superiority.” 

Mxyzptlk’s greatest weakness is his seemingly 
infinite gullibility. Although the conditions he sets 
for his return to the Fifth Dimension are always 
seemingly impossible to achieve, Superman always 
outsmarts him and sends him on his way, often by 
using Mxyzptlk’s incredible vanity as a weapon. 

Just as Mxyzptlk seems almost impossibly 
strange to humans, human interaction and mores are 
almost completely unfathomable to him. Although he 











isn’t really malicious, his pranks often leaves scores 
of people injured and emotionally scarred in their 
wake. 


Using Mr. Mxyzptlk in Adventures 


Adventures involving Mr. Mxyzptlk are always 
fun-filled, puzzle solving romps. In such an 
adventure, the Player Heroes’ fists and energy blasts 
arc useless. The only way to defeat Mxyzptlk is to 
outwit him. Every once in a while, a “comic relief 
adventure of this nature is just what the doctor 
ordered to add life to a campaign that’s beginning to 
drag. 


Subplots 


So far, Mr. Mxyzptlk’s only Subplots have all 
been centered around his Enemy Superman. 


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


Background/Roster Book (card included). 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 #80, 102, 112, 
151, 190, 208; Superman (1) #30, 33, 36, 40, 46, 51, 59, 
62, 82, 86, 96. 103-105; Superman Family #208; Who’s 
Who ‘86 #15 

Pre-Crisis; Earth-One: Action Comics #273, 282-283, 
291, 362 (descendant), 368, 460, 467 , 563, 574; Adventure 
Comics #286 (behind the scenes), 288, 294, 310 
(descendant), 351, 355 (descendant), 388, 393; DC Comics 
Presents #33-34, 53, 97; Superboy (1) #78, 83, 99, 114, 
120, 131; Superman (1) #131, 135. 148, 150, 154. 169, 
17L 174, 278, 283, 290, 299, 335, 349, 351, 407. 421; 
Superman's Girl Friend, Lois Lane #29, 48, 61, 73; 
Superman*s Pal, Jimmy Olsen #52-54, 55 (ancestor), 65- 
66, 71. 74, 114; Who’s Who *86 #15; World’s Finest 
Comics #113, 123, 152, 169 

Current: Action Comics #659; Adventures of Superman 
#441, 463, 472 (behind the scenes), 496; Batman: Legends 
of the Dark Knight #38; Superman (2) #11, 31, 49-50; 
Whos Who ‘88 #2 Who's Who ‘91 #13 



Other Side of the World 


Azarath 


Gerr\\Nor\d 


Zrfff 


Realm of the 
Just Pead 


Lands of Logic 




!<$ 


My rra 


Land of Nightshades 











VILLAIN 


Nimbus 


Dex: 9 

Str: 

3 

Body: 

5 

Int: 7 

Will: 

5 

Mind: 

4 

Infl: 7 

Aura: 

5 

Spirit: 

4 

Initiative: 

23 

Hero Points: 

30 


•Powers: *linked 

Air Control: 8, Dispersal: 12, Growth: 12, 
Hypnotism: 5*, Invisibility: 7, Lightning: 10, Self- 
Link (Fog): 8, Weather Control: 8 

•Skills: Scientist: 5 

•Bonuses: Nimbus' Powers increase exponentially 
while he is wearing the Converter (see T 'Cosmic 
Converter" below); Nimbus' Str is not reduced 
when he uses his Dispersal Power; Self-Link (Fog) 
may cover an area in APs equal to the number of 
APs of Growth Nimbus has active; Invisibility is 
Useable On Others: Nimbus may make up to 7 
Characters Invisible within Normal Range. The 
Characters stay invisible until Nimbus chooses to 
make them visible or they move farther than 7 APs 
away from him. 

•Limitations: Power Restrictions: Dispersal, Flight, 
and Growth may only be used when Self-Link 
(Fog) is active; Dispersal may not be used to pass 
through solid objects unless there are cracks or 
holes for Nimbus to flow through; All of Nimbus’ 
improved Powers, Attributes, and Advantages are 
gained through the Cosmic-Converter Belt. 
Without it, he reverts to his Mist Powers (see 
below). 

•Advantages: Lightning Reflexes 

•Drawbacks: Age (old); Minor Psychological 
Instability: Nimbus became intoxicated with his 
new powers when he put on the Converter. 

•Motivation: Power Lust 

•Occupation: Would-Be Conqueror 

•Wealth: 7 

•Equipment: 

COSMIC-CONVERTER BELT [B#dy: 10, Energy 
Absorption: 13] Limitation: Energy Absorption 
only works on stellar energy. 

The Converter absorbs stellar energy which 
Nimbus uses to increase his powers. The Belt 
presumably has other Powers that were used by 
Starman 11, but during the short time Nimbus had it 
he did not make use of them (see "Cosmic 
Converter" below). 

•Note: The Cosmic-Converter Belt was recently 
destroyed by Starman II and Starman III. 


Powers and Abilities 


•riginally, the man who would become Nimbus 
was the Mist, a minor wartime scientist-turned-villain. 
He gained the Power of Invisibility from his "inviso- 
solution." He was also able to make others invisible as 
well. 

Over the years, the solution granted the Mist the 
power to actually become a living cloud (Self¬ 
link/Fog). In this form he could Fly, was virtually 
immune to physical harm, and could flow through 
tiny openings and under doors (Dispersal). 

Eventually, the Mist gained the power of 
Hypnosis, allowing him to subvert people's minds to 
his whim. It was this Power that allowed him to trick 
Starman II into battling Starman III, affording him 
access to the Convener Belt. 

While in possession of the Belt, the Mist becomes 
Nimbus, and gains the power to control the winds and 
weather (Air Control, Weather Control), as well as the 
ability to increase his size to over forty feet tall 
(Growth). By summoning hurricanes and monsoons. 
Nimbus can generate powerful bolts of Lightning. 


Cosmic Converter 


Starman II's Cosmic-Converter Belt, among other 
things, collects and stores vast amounts of stellar 
energy. When the Mist puts the Belt on, the stored 
energy immediately increases his powers 
tremendously. 

While Nimbus is in possession of the Belt, his 
Powers gradually increase. For every AP of time that 
passes after he puts on the Belt, his Air Control, 
Growth, and Weather Control Powers each increase 
by 1 AP. For Example, after 1 AP of time (8 seconds), 
Nimbus' Powers go up by 1 AP. After 2 APs of time 
(16 seconds), they go up by a total of 2 APs, and so 
on. 

While Nimbus is Dispersed, the Converter itself 
is scattered throughout his cloud-like being. To get it 
to become solid requires the use of Matter 
Manipulation, Magnetic Control, orStarman's Cosmic 
Rod. AV/EVs for the attempt equal the APs of Power 
being used (13 for the Cosmic Rod), while the 
OV/RV equals Nimbus' APs of Dispersal (12). In 
addition, re-assembling the Converter is a Strenuous 
task, adding a -(-3 Column Shift modifier to Nimbus' 
OV/RV. 








The Mist 


Before he acquired the Cosmic Converter, 
Nimbus was simply the Mist, a small-time villain 
who was constantly thwarted by the original Starman. 


The Mist 


Dex: 5 

Sir: 

2 Body: 

4 

Int: 7 

Will: 

5 Mind: 

4 

Infl: 7 

Aura: 

5 Spirit: 

4 

Initiative: 

17 

Hero Points: 

30 


•Powers: *1 inked 


Dispersal: 12, Flight: 6, Hypnotism: 5*, 
Invisibility: 7, Self-Link (Fog): 6 
•Skills: Scientist: 5 

•Bonuses: Invisibility is Useable On Others: The 
Mist may make up to 7 Characters Invisible within 
Normal Range. The Characters stay invisible until 
the Mist chooses to make them visible or they 
move farther than 7 APs away from him. 
•Limitations: Power Restrictions: Dispersal and 
Flight may only be used when Self-Link (Fog) is 
active; Dispersal may not be used to pass through 
solid objects unless there are cracks or holes for the 
Mist to flow through. 

•Drawbacks: Age (old) 

•Alter Ego: Andy Murphy (alias) 

•Motivation: Mercenary 
•Occupation: Criminal Scientist 
•Wealth: 7 

•Note: Initially, the Mist only had the Invisibility 
Power. His other Powers were gained gradually 
over the years. 


Personality/Role-playing 


Nimbus is a maniacal villain, whose goal is no 
less than world domination. With his newfound 
powers, he is more like a force of nature than a man, 
a fact he proudly proclaims in the midst of battle. 

Although his Powers are formidable, Nimbus' 
overconfidence and lack of experience with his 
abilities invariably cause his downfall. 


When he was just the Mist, his attitude was 
much less grandiose. He was a simple criminal who 
sought to use his powers for personal gain. 


Using Nimbus in Adventures 


The Mist can be used in Golden Age adventures 
involving the original Starman, Black Canary, or the 
Justice Society of America. In this era, the Mist is. 
usually found hatching some scheme to steal Allied 
war secrets to sell to the highest bidder. 

Once he acquires the Cosmic Converter and 
becomes Nimbus, he is a major threat worthy of the 
Justice League. A possible adventure might involve 
the Starmen failing to stop Nimbus, and the Player 
heroes coming in to save the day (hopefully). 

Presumably, Nimbus will reform himself out of 
his scattered particles and regain his Mist Powers. He 
might then begin searching for an alternate energy 
source to allow him to regain his Nimbus Powers. 


Subplots 


The Mist was involved in a long-running 
Enemies Subplot with the original Starman. and later 
the original Black Canary. 

The effects of his "inviso-solution" have 
continually added to the powers of Nimbus (Power 
Complication Subplot). Theoretically, he could 
continue to gain new powers as time goes on. 


Appearances in DC Comics 


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

Pre-Crisis: Adventure Comics #67, 77; All-Star 
Squadron #26; All-Star Squadron Annual #2; The 
Brave and The Bold #61; Crisis On Infinite Earths 
#5, 9; Inf inity, Inc . #22; Justice League of America 
#195-197; Swamp Thing (2) #46 Who's Who ‘86 #15 

Current: Green Lantern Corps Quarterly #3 
(flashback); Starman #26-27; Who's Who ‘91 #10 



Cosmic Converter Bolt 












VILLAIN 


Prankster 


Dex: 3 

Str: 

2 

Body: 

2 

Int: 5 

Will: 

4 

Mind; 

4 

Infl: 4 

Aura: 

3 

Spirit 

3 

Initiative: 

12 

Hero Points: 

45 


•Skills: Charisma (Persuasion): 5, Gadgetry: 7 
•Advantages: Connection: Galaxy Broadcasting 
(Low); Genius; Popularity; Scholar (Practical 
Jokes, Children's Television) 

•Drawbacks: Serious Irrational Attraction to 
humiliating and killing Morgan Edge; Minor 
Psychological Instability 
•Alter Ego: Oswald Loomis 
•Motivation: Tlirill Seeker 
•Occupation: Comedian 
•Wealth: 5 
•Equipment: 

Chainsaw [Body: 7, Claws: 5, R#: 31 
GIANT SQUIRTING FLOWER [Body: 10, Super 
Breath: 20, R#: 2] Limitation; The Giant Squirting 
Flower must be connected to a high-pressure water 
source, such as a large city's water main. 

Tear Gas Flower [Body; 1, Fog: 5, Poison Touch: 4, 
Ammo: 1, R#: 3] Limitation: Fog has a range of 0 
APs and only lasts for 2 APs (16 seconds). Bonus: 
Poison Touch attacks all targets within the Fog. 
Uncle Oswald Loudner [Body: 1, Super 
Ventriloquism: 3] The Loudner is simply a 
megaphone with a mouth painted on it. 

X-Ray Specs [Body: 1, X-Ray Vision: 1] 


Powers and Abilities 


The Prankster has no meta-human abilities, so he 
must rely on his devious cunning to gain fame and 
fortune. His experience in carnivals and kiddie shows 
gives him a well-developed (albeit twisted) sense of 
humor, and something of a golden tongue 
(Charisma/Persuasion). 

Oswald uses his knowledge of pranks and jokes 
to create a wide range of gimmicks (Scholar, 
Gadgetry), many of which are built on a grandiose 
scale using advanced technology (Genius). 


Perfidious Perils of the Prankster 


Loomis employs an arsenal of dangerous 
practical jokes. His first prank was to blanket 


downtown Metropolis with soap-sud snow, causing 
dangerous driving conditions and mass panic. If this 
trick is used in a game, the Gamemaster can assume 
that several cars and busses skid off the street. Player 
heroes must then stop the vehicles and save any 
bystanders from harm. If Player Characters need to 
drive through the suds themselves, they must make a 
Vehicles (Land) roll anytime they need to change 
speed or direction. The OV/RVs for such an attempt 
are 8/8 (Extreme). 

Other jokes used by the Prankster include banana 
peels (Dex/Dex against 6/6 or fall), exploding 
whoopie cushions (Bomb: 3), joy buzzers (Lightning: 
2), and trap doors. No trick is too dangerous or stupid 
for the Prankster. He will gladly stoop to any depths 
to get the attention he thinks he deserves. 


Personality/Role-playing 


Rather than seeking power or money, the 
Prankster spends his time trying to gain world-wide 
fame. Loomis' ultimate goal is to write a book about 
his life, immortalizing himself and his comedy for all 
time. 

Loomis feels that his brand of slapstick humor is 
unjustly disappearing from television and films, and 
he will do whatever it takes to keep it alive. He 
blames big media companies and executives for this 
decline, especially his former employer, Morgan 
Edge of Galaxy Communications. Loomis especially 
hates Edge, and will go to great lengths to embarrass, 
humiliate, or even kill him. 

If the Prankster is in a bad situation or is 
cornered by heroes, he will invariably surrender. He 
is not interested in getting himself huit, only famous. 
To this end, he figures he can simply escape from jail 
later and begin his wacky campaign anew. 


Using the Prankster in Adventures 


The Prankster is out to gain attention, so his 
crimes will always involve big, overblown, attention- 
getting pranks. He especially likes getting super 
heroes involved because they generate even more 
publicity, 

Loomis has been setting up traps and pranks all 
over Metropolis for 25 years. Presumably, there are 
dozens left that he can trigger remotely, and even 
Superman can't find them all. Such Prankster "left¬ 
overs" can provide the basis for an entire adventure, 
even if the villain himself is behind bars. 










\Appearances in DC Comics 


Although his first few escapades took place in 
Metropolis, there is no reason why the Prankster can't 
spread his gags to other cities across America and the 
world. He's guaranteed a spot on the front page if he 
can get the Justice League Internationa] involved in 
one of his showstoppers. 


Subplots 


Even before Morgan Edge cancelled his show, 
Oswald has hated the executive with a passion. 
Edge's heart condition and Prankster's imprisonment 
only delay their inevitable clash (Enemies Subplot). 


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


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

Pre-Crisis; Earth-Two: Action Comics #57, 57, 69, 
77, 95, 104, 109, 151; Superman (1) H20, 22, 29, 37, 
41, 50, 52, 55-56, 60-61, 64, 66, 69-70, 72, 75, 87-88 

Pre-Crisis; Earth-One: DC Comics Presents Ml; 
Superman (1) 11299; Superman Family 11184; 
Superman s Pal, Jimmy Olsen 119; Who’s Who l 86 
M8; World’s Finest Comics HI59 

Current: Superman (2) H16, 36; Who’s Who '88113; 
Who’s Who ‘91 Ml 


Superman- The Man of Steel Sourcebook 



novelty flower 


trigger button 


pocket clip 


t ear gas canister 


Giant Squirting Flower Connected to the 
Metroploio Water Supply 









VILLAINS 


Psi-Phon & 
Dreadnaught 


Psi-Phon 


Dex: 3 

Str: 

3 Body: 

3 

Int: 4 

Will: 

3 Mind: 

3 

Infl: 2 

Aura: 

3 Spirit: 

2 

Initiative: 

9 

Hero Points: 

40 


•Powers: Neutralize: 25 

•Bonuses: Neutralize uses the target's Int/Mind as 
the OV/RV; Neutralize will also work on Dex and 
Body, to a minimum of 10 and 6, respectively; 
Neutralized Attributes will not Recover normally 
(see "Power Failure" below). 

•Limitations: See "Power Failure" below. 
•Drawbacks: Strange Appearance 
•Alter Ego: J'Ankway 
•Motivation: Thrill Seeker 
•Occupation: Henchman 


Dreadnaught 


Dex: 5 

Str: 

9 Body: 

10 

Int: 2 

Will: 

1 Mind: 

2 

Infl: 2 

Aura: 

2 Spirit: 

2 

Initiative: 

9 

Hero Points: 

25 


•Powers: Adaptation: 25, Growth: 3 
•Skills: Charisma (Intimidation): 7 
•Bonuses: Adaptation can be used to duplicate 
Physical Attributes; There is no limit to the total 
cumulative APs that may be duplicated by 
Adaptation: the AP rating only determines the 
maximum rating any single Power may have. 
•Limitations: Dreadnaught may only Adapt 
Attributes and Powers while they are being 
Neutralized by Psi-Phon; Adaptation may not 
duplicate Skills. 

•Drawbacks: Strange Appearance 
•Alter Ego: Breemmill 
•Motivation: Thrill Seeker 
•Occupation: Henchman 


Powers and Abilities 


Psi-Phon can psychically block the use of super¬ 
powers (Neutralize), and then analyze those powers 
and encode Dreadnaught with them. Apart from this 


ability, Psi-Phon is a tiny and weak individual with 
no significant Skills. 

Dreadnaught is a massive brute who is strong 
enough to pulverize stone in his bare hands, and can 
expand until he is about 15 feet tall (Growth), 
becoming even stronger when he does so. His 
massive strength also affords him a degree of 
invulnerability (Body). Also, Dreadnaught can be 
"programmed" by Psi-Phon with the powers of those 
whose powers have been Neutralized (Adaptation). 


Power Failure 


Psi-Phon may only attempt to Neutralize an 
Attribute or Power if he has seen it used and he has 
line-of-sight to the target. He then makes an action 
check using his APs of Neutralize against OV/RVs 
equal to the target's Int/Mind. Positive RAPs indicate 
that the entire Power has been Neutralized. Attributes 
that are Neutralized drop to human maximums (Dex: 
10, Str: 5, Body: 6). 

If a target of Psi-Phon's Neutralize Power has 
been affected by it in the past, that target is much 
more resistant to it. In order to Neutralize a Power or 
Attribute of someone who has been affected by it 
during a past encounter (not earlier in the current 
encounter), Psi-Phon must score RAPs equal to the 
target's Will, or there is no effect. 

Attributes and Powers Neutralized by Psi-Phon 
do not Recover normally: he can keep them 
Neutralized as long as he is conscious. However, if 
he tries to Neutralize too many Powers, he runs the 
risk of burning out and returning all blocked Powers. 
At the end of each Phase, Psi-Phon must make an 
Action Check using the total number of Powers and 
Attributes he has Neutralized as the AV/EV against 
his APs of Neutralize as the OV and his Mind as the 
RV. Positive RAPs are taken as Mental Bashing 
Damage. If his Current Mind Condition drops to 0, 
all affected Characters regain their lost Attributes and 
Powers. In addition, Dreadnaught loses all of his 
Adapted Abilities. 


The Hunters 


Psi-Phon and Dreadnaught are the servitors of an 
unnamed alien being they refer to as "the master." 
When they became too independent, they were 
retrieved by a pair of raucous "hunters" called YB2 
and R3B2. Superman easily dispatched the two 
"hunters" when he discovered that they were beings 










of pure energy, nearly helpless outside of their 
containment shells. 


"The Master" 


Dex: 1 

Str: 

21 

Body: 

16 

Int: 11 

Will: 

26 

Mind: 

17 

Infl: 10 

Aura: 

5 

Spirit: 

6 

Initiative: 

22 

Hero Points: 

100 


•Powers: Control: 7, Energy Absorption: 18, 
Growth: 20, Invulnerability: 16, Life Sense: 18 
•Skills: Gadgetry: 13, Scientist: 13, Vehicles (Space 
Craft): 5 

•Limitations: Growth is Always On and is already 
figured in to the above Attributes. 

•Advantages: Genius; Leadership 
•Drawbacks: Strange Appearance; Unluck 
•Motivation: Unwanted Power 
•Equipment: 

STARSHIP LStr: 15, Body: 18, Flight: 30, Radar 
Sense: 28, Sealed Systems: 25, Suspension: 30, 
Teleportation: 25, R#: 2] Limitation: Teleportation 
is only useable on others, not the ship itself. 

Note: At the time the ship was discovered by 
Superman, its Suspension Power had broken down, 
and it was buried under tons of rock. 


YB2 AND R3B2 


Int: 

5 

Will: 

3 

Mind: 

3 

Infl: 

3 

Aura: 

3 

Spirit: 

2 

Initiative: 


8(14) 

Hero Points: 

10 


•Powers: Dispersal: 8, Energy Absorption: 16, Life 
Sense: 8, Self-Link (Energy Blast): 8 
•Skills: Military Science (Tracking): 5 
•Limitations: Self-Link (Energy Blast) and Dispersal 
are Always On. 

•Advantages: Lightning Reflexes 
•Drawbacks: Strange Appearance 
•Motivation: Mercenaries 
•Occupation: Hunters 
•Equipment: 

CONTAINMENT SHELLS [Dex: 6, Str: 5, Boby: 6 , 
Heat Vision: 16] The Containment Shells allow YB2 
and R3B2 to take physical form by "shutting off their 
Dispersal and Self-Link (Energy Blast) Powers; Heat 
Vision only works for energy beings. 

SCOUT SHIP [Str: 9, Body: 12, Flight: 18, Radar 
Sense: 25, Sealed Systems: 20, Suspension: 20, R#: 2] 


once-mighty being by using his own powers against 
him. They are amoral and irresponsible, and will 
often stray from their tasks in order to pick on some 
random super-hero. 

Once they face defeat, however, Psi-Phon and 
Dreadnaught become complete cowards, and will 
seek to flee to the protection of their "master." 


Using Psi-Phon & Dreadnaught in 
Adventures 


Psi-Phon and Dreadnaught are perfect villains to 
put self-important heroes in their place. Heroes 
facing them will quickly have to resort to using their 
Skills and intelligence to beat Psi-Phon and 
Dreadnaught, as brute force will rarely work. 

When using Psi-Phon and Dreadnaught, a GM 
should be sure to have them steal some of the Player 
Heroes' Powers from hiding. The Players should 
grow increasingly nervous as their Characters 
inexplicably lose their Powers one by one, until they 
finally face Dreadnaught using their own Powers 
against them! To prevent the Players from feeling 
completely helpless, the GM should drop hints so that 
it is clear that their Powers are somehow being 
"blocked," and not "drained." 


Subplots 


Psi-Phon and Dreadnaught were involved in an 
Enemies Subplot with Clark Kent, who defeated 
them after they first appeared. 

Although they were supposed to be seeking an 
energy source for their "master," Psi-Phon and 
Dreadnaught got side-tracked more than once by their 
Thrill Seeking Motivations (Job Subplot). 


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


Superman- The Man of Steel Sourcebook 


Appearances in DC Comics 


Adventures of Superman #441-442, 469; Superman 
(2) #19; Who’s Who ‘88 #3; Who’s Who '91 #13 


Personality/Role-playing 


Psi-Phon and Dreadnaught are bullies and thrill- 
seekers. They love nothing better than humiliating a 









VILLAIN 


Psycho-Pirate 


Continuity Blues 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 5 

Will: 

2 

Mind: 

2 

Infl: 6 

Aura: 

3 

Spirit: 

3 

Initiative: 

13 

Hero Points: 

75 


•Powers: Broadcast Empath: 22 
•Limitations: Psycho-Pirate T s Broadcast Empath 
Power must be periodically '’recharged” by contact 
with the Medusa Mask. It is not known how long 
his power lasts between charges but it is likely 
between 8 and 48 hours. Psycho-Pirate’s victims 
must be looking at him for his power to affect 
them. 

•Advantages: Scholar (emotions) 

•Drawbacks: Catastrophic Psychological Instability; 

Public Identity 
•Alter Ego: Roger Hayden 
•Motivation: Psychopathic 
•Occupation: Professional Cnminal 
•Wealth: 0 


Powers and Abilities 


Psycho-Pirate’s powers come from the energy he 
has absorbed from the enchanted Medusa Masks. 
Hayden has somehow managed to fuse the Medusa 
Masks into a single golden Mask. Though he no 
longer needs the Mask to effect the emotions of 
others, he must come into regular contact with it in 
order to "recharge" his emotion controlling abilities. 
The slightest contact seems to be sufficient though it 
is not known exactly ho w long a charge lasts. 

Psycho-Pirate’s emotion controlling powers are 
incredibly strong, able to affect the minds of such 
people as the original Dr. Fate and Green Lantern. To 
do this, Psycho-Pirate makes a Mental Attack using 
his APs of Broadcast Empath as AV/EV against his 
victim's Int/Mind as OV/RV. If RAPs earned by the 
attack are greater than the target’s Mind, the victim is 
overwhelmed by whatever emotion Psycho-Pirate 
wishes. The Pirate must, however, get his victims to 
look at his face for his power to take effect, as the 
Pirate must make an expression which is indicative of 
the emotion he wishes to induce. 

Though insane, Roger Hayden is an expert on 
human emotions and psychology in general. He is 
also the only person in the universe who fully 
remembers the events of the Crisis on Infinite Earths 
and what the multiverse was like. 


Not long ago, Roger Hayden's warped psyche, 
powered by the energy he absorbed from the Medusa 
Mask, began to produce heroes from the (now 
destroyed) Pre-Crisis worlds. As his power gave 
substance to various characters, his own physical 
form began to dissipate. When confronted with their 
own non-existence, the Pre-Crisis characters 
vanished into bits of color, though Hayden's form did 
not regain any substance. 

All of these happenings were witnessed by the 
two aliens who had given Animal Man his powers 
and Dr. Highwater, a doctor at Arkham Asylum who 
was developing a theory involving the true nature of 
the Crisis. 

Eventually Psycho-Pirate dissipated into nothing, 
declaring that he was being "taken out of the 
continuity." Dr. Highwater, apparently driven insane 
by these events and the realization of his theory, took 
Hayden's place in the asylum. 


Personality/Role-playing 


Psycho-Pirate is a person who has lost touch 
with reality (quite literally). His psyche fluctuates 
from near-lucidity to raving mania with rapid mood 
swings. This condition was created in part by the 
power of the Medusa Mask and by his knowledge of 
the Pre-Crisis period. For a time during the Crisis, 
Roger Hayden's sanity was restored by the Anti- 
Monitor so that the Psycho-Pirate could aid him in 
destroying the multiverse. 


Using Psycho-Pirate in Adventures 


Psycho-Pirate’s career has spanned a broad 
criminal spectrum from simple bank robbery to 
cooperating with a super-villain team to working with 
the Anti-Monitor. Though his emotion controlling 
powers are particularly formidable, Psycho-Pirate can 
be used in any type of adventure where he has 
something to gain or where his insanity could come 
into play. 

It is possible that Roger Hayden is gone forever 
and that Dr. Highwater could emerge from Arkham 
Asylum as the new Psycho-Pirate. It is not known 
what changes, if any, might appear in this new 
Psycho-Pirate. 








Subplots 


Psycho-Pirate has amassed a number of enemies 
during his criminal career including Animal Man, the 
Flash and the members of Infinity, Inc. (Enemies 
Subplots). 

Of course he was also involved in a whopper of a 
Power Complications Subplot shortly before his 
termination, as his empowered psyche spewed forth 
characters form the Pre-Crisis worlds. 


Appearances in DC Comics 


Psycho Pirate I (pre-Crisis): All-Star Comics #23, 
32; Showcase #56 


Psycho Pirate II (pre-Crisis): All-Star Comics #65- 
66, 68; All-Star Squadron #26; All-Star Squadron 
Annual #2; Crisis On Infinite Earths #1-8, 12; The 
Fury of Firestorm #41; Justice League of America 
#147, 195-197; Showcase #56; The Spectre (1) #5; 
Who's Who ‘86 #18 

Psycho Pirate II (current): Animal Man #10, 20, 
22-24; Infinity, Inc. #31-32, 36; Infinity , Inc. Special 
#1; Millennium #2; The Outsiders (1) #21; The 
Outsiders Special #1; Secret Origins (3) #23 Who's 
Who *91 #13 



the composite 

Medusa Masks 






VILLAIN 


Ra’s al Ghul 


Dex: 9 

Str: 

5 

Body: 

6 

Int: 10 

Will: 

10 

Mini: 

8 

Infl: 10 

Aura: 

8 

Spirit: 

10 

Initiative: 

33 

Hero P#ints: 

100 


•Powers: Invulnerability: 12 

•Skills: Charisma: 11, Detective: 10, Gadgetry: 10, 
Martial Artist: 9, Medicine: 9, Scientist: 10 
•Advantages: Connections: League of Assassins 
(Low), Underworld (High); Leadership; Lightning 
Reflexes; Omni-Connection; Scholar (Middle East) 
•Drawbacks: Minor Irrational Attraction to 
converting the Batman to his cause. 

•Alter Ego: Unknown 
•Motivation: Power Lust 
•Occupation: Crime Lord 
•Wealth: 20 


Powers and Abilities 


Although, Ra’s possesses no superhuman powers 
or abilities, he is slightly stronger than the average man. 
He has developed both his mind and body to the peak 
of human potential, much like his arch-enemy Batman. 
Ra’s is an expert martial artist, scientist, and physician. 

Beyond his physical and mental capabilities, the 
fact that he has access to a worldwide network of secret 
operatives and an almost unlimited supply of money 
makes Ra’s an even more dangerous opponent. 


The Lazarus Pit 


Ra’s has the ability to create a specialized bath 
of unknown chemicals known as the Lazarus Pit. The 
pit can only be formed every other year and only at a 
location where multiple “ley lines” (pathways of 
mystical energy) converge. 

Anyone who steps into the pit’s fiery contents is 
automatically cured of all diseases and injury 
(Regeneration: 10). Bathing in the pit also bestows 
the Invulnerability Power (rated at 12 APs) upon the 
bather for a period of two years and prevents him 
from aging for as long as the Invulnerability Power 
remains in effect. 

Just after a bather emerges from the pit, his Sr* is 
boosted to 8 APs and he acquires the Serious Rage 
Drawback. These effects last for approximately an hour. 


Ra’s aI Ghul’s Followers 


Ra’s maintains a worldwide network of spies, 
operatives, and assassins. You can assume that each 
of these operatives has the following statistics: 


Typical Ra’s al Ghul Follower 


Df.x: 4 

Str: 

4 Body: 

4 

Int: 3 

Will: 

3 Mind: 

4 

Infl: 2 

Aura: 

2 Spirit: 

5 

Initiative: 

11 

Her# P#intS: 

5 


•Skills: Martial Artist: 5, Thief: 4 
•Advantages: Connections: Ra’s al Ghul (Low) 
•Drawbacks: Serious Irrational Attraction to obeying 
Ra’s without question. 

•Motivation: Mercenary 
•Occupation: Criminal 
•Wealth: 6 


Background Update 


Batman recently uncovered information that 
allowed him to piece together the true history and 
origin of Ra’s al Ghul. This adventure concluded 
with a duel to the death at the edge of the Lazarus Pit, 
a battle Batman seemingly won. Although Ra’s is 
presumed dead. Batman couldn’t locate his body. 
Considering the knack he has shown for escaping 
death’s clutches in the past, it is possible that Ra’s 
might return. 


Personality/Role-playing 


Ra’s al Ghul is a quiet and contemplative 
manipulator. He is content with tiny gains, for he 
knows that time is on his side and he will outlive his 
foes. He has the luxury of planning for hundreds of 
years at a time, so subtlety and patience are his 
trademarks. His only real weakness is his daughter 
Talia; he desires her by his side and cannot help but 
indulge her sometimes eccentric whims. 

The Batman once referred to Ra’s al Ghul as the 
most dangerous criminal genius on the face of the 
Earth, probably because Ra’s challenges the Batman 
on each and every level of his being. He is the 
Batman’s equal in strength and stamina and is 
perhaps more than a match for Batman when i t comes 
to strategy and tactics. Furthermore, Ra’s fortune 
rivals that of Bruce Wayne and his genius in devising 














new and devilish weaponry is matched only by the 
Batman’s ingenuity in foiling these fiendish schemes. 


Using Ra’s a I Ghul in Adventures 


Like Kobra, Ra’s al Ghul is well-suited to epic 
adventures that threaten the well-being of the entire 
world. His schemes are almost exclusively grandiose 
and unlikely to attract the attention of all but the most 
observant heroes until it is too late. 

In the past, Ra’s has demonstrated an affinity for 
artifacts and information with mystical significance. 
Should such an item become available, Ra’s would 
almost certainly consider attempting to acquire it. 


Subplots 


Ra’s is frequently embroiled in Family Subplots 
centered around his relationship with his daughter 
Talia and Enemy Subplots centered around his long- 
running conflict with Batman. 


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


Bcickgrouncl/Roster Book, Batman Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: Batman #232, 235, 240, 242 (behind the 
scenes), 243-244, 291-294, 332 (voice), 333 (behind the 
scenes), 334-335, 4$0; Batman Annual #8; Black Lightning 
(!) #2 (behind the scenes); The Brave and The Bold #159; 
DC Special Series #15; Detective Comics #445, 448, 485, 
490, 566 (behind the scenes); Who's Who ‘86 #19 

Current: Batman: Birth of the Demon; Batman: 
Bride of the Demon ; Batman: Son of the Demon; 
Detective Comics Annual #1, 2 (Who's Who); Who's 
Who ‘91 #13 



Ra'o al O hul J 6 brooch 








VILLAIN 



Rainbow Raider 


Dex: 4 

Str: 

2 

Body: 

4 

Int: 7 

Will: 

4 

Mind: 

4 

Infl: 4 

Aura: 

3 

Spirit: 

3 

Initiative: 

15 

Hero Points: 

50 


•Powers: Broadcast Empath: 13, Power Drain: 13, 
Flash: 13, Heat Vision: 12, Telekinesis: 3, 
Invisibility: 13, Force Manipulation: 6 
•Skills: Artist (Painter): 5, Gadgetry (Build Gadget): 
5 

•Limitations: Power Restrictions: Power Drain only 
works on Str; Rainbow Raider's Power Drain does 
not transfer RAPs of Str to him; Rainbow Raider 
cannot make a Multi-Attack with his Flash Power; 
Rainbow Raider can only use his Force 
Manipulation Power to fly, project Energy Blasts, 
and create simple constructs. 

•Advantages: Connections: Flash's Rogues Gallery 
(Low); Scholar (art) 

•Drawbacks: Minor Irrational Attraction to stealing 
valuable artwork; Minor Physical Restriction: 
Before the accident which caused Roy Bivolo to 
absorb the power of his goggles, he was color¬ 
blind. His Artist Skill only allowed him to display 
his artistic potential, not any finished talent; Public 
Identity 

•Alter Ego: Roy G. Bivolo 
•Motivation: Mercenary 
•Occupation: Professional Criminal 
•Wealth: 6 
•Equipment: 

The Rainbow Raider's color powers used to come 
from his "Prisma-Goggles" which his father 
invented. Ever since a color-draining device 
exploded while he was using it, Rainbow Raider's 
powers emanate from his own eyes. His original 
goggles had a Body of 4 and all of the Powers 
listed above. 


Spectrum Powers 


Rainbow Raider can project light beams from his 
eyes of any color in the spectrum. Each color 
produces a different effect. The effects of these 
different colors are: 

•Infrared: Rainbow Raider's infrared beam is a blast 
of searing infrared light capable of melting through 
solid steel (Heat Vision). 


•Red: Rainbow Raider's red beam causes his target to 
feel intense rage (Broadcast Empath). The victim 
will typically attack the nearest person or object in 
view. 

•Orange: Rainbow Raider's orange beam allows him 
to manipulate small or lightweight objects from a 
distance (Telekinesis). 

•Yellow: Rainbow Raider's yellow beam causes his 
target to experience intense fear to the point that 
the victim is afraid to perform any action which 
might harm him (Broadcast Empath). 

•Green: Rainbow Raider’s green beam inspires 
extreme envy in its victim, typically distracting him 
from his previous goal (Broadcast Empath). 

•Blue: Rainbow Raider's blue beam causes its victim 
to suffer from extreme depression. The victim 
typically sits and sulks for the duration of the effect 
(Broadcast Empath). 

•Violet: Rainbow Raider’s violet beam causes its 
target to feel overwhelming passion for the first 
person of the opposite sex he sees (Broadcast 
Empath). 

•Ultraviolet: Rainbow Raider's ultraviolet beam 
(which he calls his Invisi-beam) can render the 
Raider or any nearby object completely invisible 
(Invisibility). 

Rainbow Raider's red, yellow, green, blue, and 
violet beams (those which manifest his Broadcast 
Empath Power) act against his target's Dex/Mind as 
OV/RV against the APs of the Raider's Power as 
AV/EV. 

In addition to his spectrum of colored beams. 
Rainbow Raider can project beams of "black light" 
and "white light" which have the following effects: 

•Black: Rainbow Raider's black light beam covers its 
target with a coating which sucks the energy and all 
color from it. This attack uses Rainbow Raider’s 
APs of Power Drain as AV/EV against his target’s 
Dex/Body as OV/RV. RAPs are the APs of 
Strength which are drained from the victim in 2 
phases (1/2 in the first phase, 1/2 in the second 
phase). If the target is reduced to 0 APs of Strength, 
he cannot fight until his Strength returns. 

White: Rainbow Raider's white light beam blinds its 
target for a number of phases equal to RAPs earned 
(Flash). This attack is made against the target's 
Dex/Body as OV/RV. 






Powers and Abilities 


Rainbow Raider can use his color powers to 
create rainbows which he rides on and force blasts of 
solid light. He can also create simple constructs such 
as pedestals and cages (Force Manipulation). 

Roy Bivolo is also an accomplished artist though 
his initial color-blindness prevented him from 
pursuing a successful career as a painter. Since his 
color vision has been restored. Roy has found that 
crime is much more lucrative than art. 

Rainbow Raider learned a great deal about 
gadgetry from his inventor father and can construct 
intricate devices and weapons involving color and 
light, such as a device which could remove all color 
from an entire city, rendering it white. 


Personality/Role-playing 


Though he is frequently captured by such heroes 
as the Flash, Green Lantern, and Booster Gold, 
Rainbow Raider enjoys his life of crime and using his 
powers. As a member of Flash’s Rogues Gallery, he 
seems to have a kind of pride in having been a 
regular Flash foe for so long. 

Due to the rejections of his work by the art 
world, Roy Bivolo chose to dedicate his life to 
depriving others of great works of art. This m.o. 
holds to this day as the Rainbow Raider has found 
stolen art to be highly valuable on the black market. 

Though they sometimes vary in effectiveness, 
Rainbow Raider enjoys using his full spectrum of 
powers in combat. He will rely on one ’’color" only if 
it appears his target is particularly susceptible to it. 
Even though he might defeat a hero and have them at 
his mercy, the Rainbow Raider has little interest in 
killing his foes. In such a situation the Raider will 
finish his work and escape, leaving the fallen hero to 
face humiliation. 


Using Rainbow Raider in Adventures 


The Rainbow Raider originally conducted most 
of his criminal activities in and around Central City, 


home of the second Flash, but now is expanding his 
range. Today, any museum, gallery or collector in the 
world who owns or is displaying valuable or 
noteworthy works of art is a potential target for the 
Rainbow Raider. The Raider is usually encountered 
in the process of committing the crime or during his 
escape. 

The Raider might also be encountered in any 
adventure which involves other members of the 
Flash's Rogues Gallery. This team typically bands 
together to pull off large scale crimes and splits the 
profits afterwards. 


Subplots 


The Rainbow Raider’s original nemesis was the 
Flash (Barry Allen). The Scarlet Speedster regularly 
defeated the Raider at every turn (Enemies Subplot). 

Recently Tom Emery, a scientist who had access 
to Rainbow Raider’s devices and technology, 
fabricated a number of color-based devices and 
became the villain Dr. Spectro (Power Complication 
Subplot). It is believed that the Raider is unaware of 
this theft of his technology and his reaction upon 
finding out could be rather negative. 


Appearances in DC Comics 


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

Pre-Crisis: The Brave and The Bold #194: The Flash 
(!) #2X6, 298-299, 332, 348-350; Green Lantern (2) 
#175; Who's Who '86 #19 

Current: Booster Gold #19-20; Captain Atom (3) #5 
(mention); Flash (2) #19; Who's Who '91 #11 



£3[ack-light Goaa\ee 










VILLAIN 


Reverse-Flash 

deceased 


Dex: 7 

Str: 

3 

Body: 

6 

Int: 10 

Will: 

6 

Mind: 

5 

Infl: 4 

Aura: 

3 

Spirit: 

4 

Initiative: 

46 

Hero Points: 

70 


•Powers: Air Control: 14, Dimension Travel: 8, 
Dispersal: 12, Invisibility: 12, Superspeed: 25 
•Skills: Gadgetry: 16, Scientist: 10, Thief: 5 
•Limitations: Miscellaneous: Zoom is protected 
from the friction of using his Superspeed by a 
chemically duplicated version of the Flash’s aura. 
This Power is treated as having Serious Power 
Burnout, but only while travelling at speeds of 25 
APs or more; Use of Invisibility results in a -2 
Column Shift modifier to Zoom's OV. 
•Advantages: Connection: Flash's Rogues Gallery 
(High); Genius; Sharp Eye 

•Drawbacks: Serious Irrational Attraction to 
harassing the Flash (Barry Allen); Public Identity 
•Alter Ego: Eobard Thawne, alias Professor Adrian 
Zoom 

•Motivation: Mercenary 
•Occupation: Professional Criminal 
•Note: Early in his career. Zoom obtained all of his 
Powers from his costume. Although it is unclear 
when, at some point he managed to permanently 
endow himself with super-speed powers. 

•Wealth: 6 
•Equipment: 

REVERSE-FLASH COSTUME [Body: 3, 
Hypnotism: 9, Mind Blast: 7, Telepathy: 9, R#: 2] 
Miscellaneous Bonus: Devices within the Costume 
actually endow Zoom's brain with mental Powers. 
Even if the Costume is somehow taken from him, 
these Powers will remain for 10 APs of time. 
COSTUME STORAGE RING [Body: 1, Shrinking: 
10, R#: 2] Limitation: Shrinking only works on the 
Reverse-Flash’s costume. 


Powers and Abilities 


Professor Zoom possessed all of the powers of 
the second Flash, Barry Allen. His speed and reflexes 
were heightened to a level 7.5 million times that of a 
normal human. He could casually run at over 15,000 
miles per second, and could push his speed to that of 
light itself! In addition to granting him swift 


movement, Zoom's Power of Superspeed also 
allowed him to perform tasks that would normally 
take years in mere seconds. 

By running in tight circles, Zoom could control 
the flow of air to create tornadoes or a vacuum. By 
spinning his arms like a fan, he could generate 
powerful gusts of wind to blow down opponents (Air 
Control). 

Zoom also had complete control over the 
vibrations of his atoms. With concentration, he could 
pass through solid matter (Dispersal) and even travel 
to other dimensions (Dimension Travel), simply by 
carefully attuning his atomic vibrations to those of 
his destination. 

In addition to his powers of speed. Zoom was a 
scientific Genius from the 25th centui*y, with access 
to that era's most advanced equipment (Gadgetry, 
Scientist). 


The Fastest Villain Alive 


The Reverse-Flash's amazing speed allowed him 
to perform a number of stunts, including: 

•Running: Zoom could travel at a speed of 25 APs. 
This incredible velocity allowed him to run across 
the surface of water as if it were solid, or up and 
down vertical walls. Additionally, he could reach 
the speed of light (29 APs) if he Pushed his 
Superspeed (see the Rules Manual , pages 10-11). 
•Super-Speed: Zoom was so fast that he could 
accomplish tasks in a tiny fraction of the time a 
normal human would need. He could subtract his 
APs of Superspccd from the time (in APs) 
necessary to perform any task. 

•Creating Whirlwinds: By running in a circle at 
super-speed, Zoom could create a powerful 
whirlwind. This effect was treated as the Air 
Control Power, allowing him to attack opponents 
with gusts of wind, move a volume of air, or even 
create a vacuum (see p. 32 of the Character 
Handbook for more details). 

•Invisibility: In order to help him commit his crimes, 
Zoom developed the ability to vibrate himself in 
such a way as to become Invisible. Accomplishing 
this task took great concentration: while invisible. 
Zoom's OV suffered a -2 Column Shift penalty. 


Professor Zoom's 25th Century Gear 


In addition to his costume. Zoom employed a 
wide array of amazing gadgets, including: 








ELECTRO-ROCKETS [B«dy: 4, Ammo: 8, R#: 3] 
The Rockets add 1 AP the the user's movement 
speed. Each use lasts for 1 phase. 

Matter-Distributor [Bsdy: 1 , Chameleon: 7, Matter 
Manipulation: 13, Telekinesis: 6, R#: 3] 

Zoom created this device by modifying an ordinary 
electric razor, demonstrating how advanced his 
25th century science really was. 

Miniaturizing Gun [Body: 4, Shrinking: 7, R#: 2] 
Bonuses: Shrinking is Useable on Others, and has 
an Area Effect. Limitation: Each AP of Shrinking 
active reduces the target’s Str, weight, and 
movement speed by 1 APeach. 

Flash-Trap [Body: 2, Paralysis: 7] Note: The Flash- 
Trap’s Paralysis Power functions exactly as Mystic 
Freeze, except that the OV/RVs are equal to the 
target's Body/B«dy. Limitation: Paralysis only 
functions on targets placed inside the Trap. 

The Flash-Trap is a device similar to a butterfly 
"killing jar" that Zoom placed the Flash in after 
using the Miniaturizing Gun on him. 

HOLOGRAPHIC IMAGE GENERATOR [Body: 1, 
Illusion: 7, R#: 2] 

Zoom once used this tiny device (which was 
worked into his costume) to make the Flash think 
Zoom had split into two halves. 

HEAVY MATTER BOOTS [B®dy:13, Gravity 
Increase: 7, R#: 2] Bonus: The EV of the Boots' 
Gravity Increase Power increases by +1 AP every 
phase. The Boots continue to attack their wearer 
every phase until they are removed or destroyed. 

TIME-TRIPPER [Str: 4, B®dy: 8, Security System: 
10, Time Travel: 58, R#: 2] Bonus: If anyone other 
than Zoom attempts to operate the Tripper, it will 
automatically travel back in time until it reaches the 
beginning of time itself. This can be avoided if the 
Security System is bypassed with the Thief Skill. 
The Time-Tripper is a bubble-shaped time travel 
vehicle that can accommodate about five people. 


Time-Switch 


By absorbing an enormous quantity of 
"impenetrable radiation" (an energy field used to 
restrain and nourish criminals in the 25th century), 
Zoom could switch places in time with anyone. He 
once used this ability to escape imprisonment by 
switching places with Barry Allen. 

In game terms, this ability is a special form of 
Time Travel, rated at 32 APs. In order to use it, 
Zoom must be subjected to "impenetrable radiation" 
for a long period of time (GM's discretion). He then 
chooses a target anywhere within 32 APs of distance 


(in time and/or space), and follows the normal rules 
for Time Travelling an unwilling target (see page 45 
of the Character Handbook ). 


Personality/Role-playing 


Eobard Thawne hated the Flash because he 
envied the speedster's Powers, but despised his 
goodness. This hate grew until Thawne became 
obsessed with ruining the Flash's life. 

Thawne hated the moniker "Reverse-Flash,” a 
name which the Flash coined for him. Thawne 
always used his assumed name "Professor Zoom." 

After watching hour upon hour of 20th century 
gangster movies while imprisoned, Zoom started to 
emulate "gangster-talk." The Gamemaster should 
make sure to roleplay this tendency when using him 
in adventures. 


Using Reverse-Flash in Adventures 


The Reverse-Flash was one of Barry Allen's 
most persistent and dangerous foes. He can be used 
in any adventure set in the pre-Crisis era as a major 
villain opposing the Flash. Also, Zoom was a 
member of the Secret Society of Super-Villains and 
teamed up with them in several battles against the 
Justice League of America. 


Subplots 


For some reason, Zoom was preoccupied with 
winning the interest of Flash’s loves. His overtures 
were rude and ill-conceived, however, and always 
ended in violence (Romance Subplot). As previously 
discussed, Zoom hated the Flash and would go to 
great lengths to defeat him (Enemies Subplot). 


Appearances in DC Comics 


Pre-Crisis: Cancelled Comic Cavalcade #2; DC 
Comics Presents #1-2; The Flash (1) #139, 147, 753, 
165, 175, 186, 225, 233, 237, 275, 281-284, 321-325, 
328; Justice League of America #166-168; The 
Secret Society of Super-Villains #12-15; Who's Who 
’86 #19 

Current: Secret Origins Annual #2 (flashback); 
Who's Who '91 #9 











VILLAIN 


Roxxas 


Dex: 4/8 

Str: 

4/6 

Body: 

4 

Int: 6 

Will: 

7 

Mind: 

5 

Infl: 9 

Aura: 

7 

Spirit: 

7 

Initiative: 

21/25 

Hero Points: 

60 


•Powers: Mind Over Matter: 10 
•Skills: Martial Art ist: 7, Military Science: 9, 
Vehicles: 4, Weaponry: 9 

•Limitations: Roxxas only gains his heightened Dex 
and Str (shown above to the right of the slash) 
when he is is a Rage. 

•Advantages: Connection: Underworld (Low) 
•Drawbacks: Catastrophic Psychological Instability; 

Catastrophic Rage 
•Alter Ego: Kivun Roxxas 
•Motivation: Psychopath 
•Occupation: Assassin 
•Wealth: 5 
•Equipment: 

Blaster [Body: 5, Energy Blast: 7, R#; 2] 

Bombs (x2) [Body: 2, Bomb: 15] 

Chronal Howitzer [Body: 6, Teleportation: 65, Time 
Travel: 40, R#: 2] Limitation: The Chronal 
Howitzer must be thrown, exploding on contact 
with the ground or a target. It only works once, 
sending everyone and everything within the blast 
radius (0 APs/10 feet) into the past or future. The 
exact time and place the target is to be sent to must 
be preset before the Howitzer is used. 

Grenades (x6) [Body: 2, Bomb: 7, Ammo: 1, R#: 2J 
Nerve Toxin Grenades (x4) [Body: 2, Bomb: 5, Fog: 
6, Poison Touch: 9, Ammo: l, R#: 2] 


Powers and Abilities 


Although Roxxas has no true super powers, he 
becomes a raving killing machine when angered. 
During these rages, his strength and speed are 
augmented to peak human levels, presumably 
provided by an added rush of adrenaline as well as 
Roxxas' ability to push himself without regard for his 
physical well-being. In addition to his enhanced Dex 
and Sir, Roxxas also becomes nearly impervious to 
pain during his rages, and can continue to fight (or 
flee) well after normal men would have fallen (Mind 
Over Matter). 

Even more dangerous than his physical abilities 
is Roxxas' twisted but brilliant intellect. He is a 
master in the use of all Weapons of destruction, and 


has learned all about demolitions, since he favors 
explosives above all other weapons (Military 
Science). As well as his more technical knowledge, 
Roxxas is an excellent Martial Artist, and is skilled in 
the use of all forms of Vehicles. 


The Chronal Howitzer 


Roxxas uses a variety of fearsome weapons, but 
his most powerful weapon is the dreaded Chronal 
Howitzer. It can be used to literally blow a person out 
of time and space, depositing him anywhere and 
anywhen the user desires. 

Before use, the Howitzer must be set to the 
proper time/space co-ordinates. The target can be 
anywhere within 65 APs of distance (16,000 light 
years) and 40 APs of time (130,000 years). Setting 
the device takes about five minutes (7 APs). 

The Howitzer must be thrown to its target. It can 
be thrown at a Character, using the target's Dex/Dex 
as the OV/RV, or it can be aimed at a particular spot 
on the ground, using the distance to the target (in 
APs) as the OV/RV. In either case, use thrower's 
Dex/Str as the AV/EV. If the Attack earns positive 
RAPs, the Howitzer detonates on target. If the Attack 
fails, the Howitzer will bounce and scatter off target a 
distance of 10-100 feet (roll lDli and multiply by 
10) and then detonate. 

When the Howitzer detonates, it sends all matter 
within a 0 AP (10 foot) radius to the preset time and 
place. If any Characters are in the radius, they may 
try to resist being affected provided they have not yet 
committed an action during that phase. Such 
resistance requires an Action Check with AV/EVs 
equal to that Character's Int/Will, and OV/RVs 
equal to the Time Travel or Teleportation APs being 
used (whichever is greater ). If this Check succeeds, 
earning RAPs greater than or equal to the APs of 
Time Travel or Teleportation (whichever is lesser ), 
the Character remains at that point in time and space. 


Personality/Role-playing 


Kivun Roxxas is probably the most monstrously 
evil villain of the 30th century. He is unquestionably 
insane, and was "haunted" by the ghosts of his 
victims, who whispered to him sadistically and 
pushed him ever deeper into insanity. He has recently 
put his "ghosts" to rest. 

Roxxas revels in violence and destruction, and 
will go out of his way to cause as much pain and 
humiliation in his victims as possible. He is so 








enthusiastic, however, that he invariably ends up 
being caught because of the trail of victims he leaves 
in his wake. 

This is not to say that Roxxas is truly careless, 
simply that he gets carried away. He will normally 
set out to accomplish his goals with a carefully 
conceived plan, and then cast it aside as he gets lost 
in the ecstasy of murder. Once he starts on a killing 
spree, Roxxas finds it difficult to tear himself away, 
as his "ghost" voices drive him onward to greater and 
greater acts of unspeakable cruelty. 


Using Roxxas in Adventures 


Roxxas is a truly ruthless and despicable villain, 
one that the Legion has had to deal with time and 
time again. Any adventure set in the 30th century 
might involve Roxxas, as he often escapes capture 
and offers his services as an assassin to all manner of 
employers, including the •ominators. 

It is conceivable that a Chronal Howitzer misfire 
could catapult Roxxas back to 20th century Earth. 
His erratic behavior and incredibly violent nature 
would make him a challenging villain for any 
unsuspecting hero he finds there. 


Subplots 


As an infamous assassin and madman, Roxxas has 
earned the haired of countless sentients throughout the 
galaxy (Enemies Subplots). Chief among these enemies 
are the Legion of Super-Heroes, and especially Jan 
Arrah (Element Lad), the last survivor ofTrom. 


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


2995: The Legion of Super-Heroes Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: Adventure Comics #307; Superboy (I) 
#211 

Current: Legion of Super-Heroes (4) #1-3, 6, 9-12; 
Who's Who in the Legion of Super-Heroes #5; Who's 
Who ‘91 #9 



Chrona\ howitzer 




approx. 3 met ere 


Upon detonation, the chronal howitzer puts up a 
force bubble, then accelerates the contents of this 
sphere near the speed of light for an undetermined 
period of time. To the \Nor\d outside the sphere it 
seems the contents are disintegrated, but they are 
in fact deposited at the exact same point in space 
aeons in the future.. 


































VILLAIN 


Shadow Thief 


Dex: 8 

Str: 

4 Body: 

5 

Int: 7 

Will: 

8 Mind: 

7 

Infl: 6 

Aura: 

5 Spirit: 

7 

Initiative: 

25 

Hero Points: 

55 


•Skills: *linked 

Detective: 7*, Gadgetry: 7*, Martial Artist: 8 :5 \ 
Thief: 8*, Vehicles: 8*, Weaponry: 8* 
•Advantages: Intensive Training; Lightning 
Reflexes; Scholar (espionage) 

•Alter Ego: Carl Sands 
•Motivation: Mercenai-y 
•Occupation: Assassin 
•Wealth: 9 
•Equipment: 

FIELD GENERATOR [Dispersal: 15, Two- 
Dimensional: 13, Thief (Stealth): 10, Bsdy: 7] 

Field Generators like the one used by the 
Shadow Thief are usually used to make repairs on 
Thanagarian spacecraft This particular Generator 
(and a similar one once used by Hawkman) has 
been modified to allow Sands to take on the form 
of a human shadow. In shadow form, Sands has 
complete control over his tangibility, allowing him 
to easily pass through walls and other solid objects. 
So great is his control over density that Sands can 
render parts of his body intangible while leaving 
other parts solid enough to hold physical objects. 

In DC Heroes terms, the Field Generator 
possesses the Dispersal and Two-Dimensional 
Powers. Whenever Sands activates any APs of 
Dispersal, the same number of APs of Two- 
Dimensional automatically become active (Two- 
Dimensional APs cannot be activated on their 
own). Sands can even Disperse his body, increasing 
his RV against Physical Attacks, while leaving his 
hand solid enough to fire a gun or throw a punch. 
Since it is easier for Sands to sneak up on a target 
in shadow form, use the generator’s APs of Thief 
(Stealth) when he is sneaking around with the 
generator switched on. Note that Sands’ Dispersal 
does not affect others using Field Generators (see 
the Two-Dimensional Power description found on 
page 31 of the Character Handbook ). 

In addition to all its abilities, the generator has a 
special drawback. If the wearer uses its special 
abilities for too long, he becomes permanently 
trapped in shadow form. After the wearer has left 
the generator activated for 8 full minutes (7 APs) 


he must make an Action Check each phase the 
generator remains activated using the generator’s 
APs of Dispersal as the AV and EV against an 
OV/RV equal to the wearer’s Body/Body. If these 
Action Checks earn cumulative RAPs that equal or 
exceed the wearer’s Bsdy, he becomes 
permanently and completely intangible. 

Shuriken (x8) [EV: 2, Body: 61 

Katana [EV: 4, Body: 121 


Powers and Abilities 


Although he possesses no superhuman powers, 
Sands is a martial arts expert and an extremely 
formidable hand-to-hand combatant. He is 
particularly skilled in the stealth and concealment 
techniques invented by the feudal Japanese nin ja. 

Beyond his hand-to-hand capabilities, Sands is 
an experienced spy and espionage expert. 


Shadow Walking 


When Sands is in his shadow form, he is allowed 
to add the field generator’s APs of Dispersal Power 
to his RV against Physical Attacks, making him 
almost completely invulnerable to harm. In addition, 
he can effortlessly pass through any substance with a 
Bsdy equal to or lower than his APs of Dispersal (ie. 
just about any substance he is likely to encounter). 


Hiring Carl Sands 


Carl Sands is among the most notorious and 
effective assassins and covert operatives in the DC 
Universe. Simply locating Sands requires a High- 
level Connection with the underworld or the 
cooperation of an individual with such a Connection. 
Hiring Sands requires a successful Wealth Check 
against an OV/RV of 16/16. 


Personality/Role-playing 


In many ways, Carl Sands is the archetypal 
assassin. He lives by a code that forbids him to relent 
once he has undertaken an assignment. As a 
consequence, he pursues his missions with a fierce 
determination that makes him a dangerous opponent. 
Another part of Sands’ code prevents him from 
feeling compassion for his victims. Long ago, he 
learned to effectively separate his business activities 
from his personal feelings. Although he gains no 










pleasure from killing, he is more than capable of 
doing so without hesitation under almost any 
imaginable circumstances. Sands’ detachment from 
his work has allowed him to effectively hide his 
emotions. 


Using Shadow Thief in Adventures 


As a well-known assassin and mercenary. 
Shadow Thief is very easy to incorporate into DC 
Heroes adventures. One of the Player Heroes’ arch¬ 
enemies might hire him to kill an obstacle (perhaps 
even the Heroes themselves) that stands in the way of 
a criminal masterplan. 

Shadow Thief also provides GMs with an 
excellent vehicle for introducing Hawkman into their 
campaigns. Because of the Shadow Thief’s 
formidable abilities, it is likely that the player heroes 
will be forced to seek out Hawkman in search of the 
technology necessary to defeat Sands. 


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


Justice League Sourcebook (old version) 


Appearances in DC Comics 


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

Pre-Crisis: The Brave and The Bold (l) #36; Crisis 
on Infinite Earths #9; Hawkman (l) #5, 9; (2) 1-3; 
Justice League of America #111, 139; The Secret 
Society of Super-Villains #1; Showcase #101, 103; 
Who's Who ‘86 #20; World's Finest Comics #270 

Current: Hawkworld (2) #5-6, 26; Hawkworld 
Annual #3; Who's Who ‘91 #3 


Subplots 


Shadow Thief’s work as an assassin and master 
spy often thrusts him into various Job Subplots. 



Shadow Field Generator Suit 


















VILLAIN 


Shark 


Dex: 9 

Str: 

12/10 Body: 

8 

Int: 6 

Will: 

7 

Mind: 

6 

Infl: 7 

Aura: 

2 

Spirit: 

7 

Initiative: 

22 [23] 

Hero Points: 

100 


•Powers: Aura of Fear: 6, Chameleon: 6, Claws: 7, 
Growth: 12, Invisibility: 6, Matter Manipulation: 
12, Mental Blast: 12, Mind Drain: 9, Mind Probe: 
9, Swimming: 6, Telekinesis: 9, Telepathy: 7, 
Water Control: 6, Water Freedom: 10 
•Skills: Charisma (Intimidation): 7, Scientist: 6 
•Bonuses: The Shark can use his Matter 
Manipulation Power to surround himself or others 
with an invisible Force Field. He can make this 
Field yellow to protect himself from Green Lantern 
Power Rings. 

•Limitations: The Shark's Str is only 10 out of the 
water. 

•Drawbacks: Serious Irrational Attraction to making 
his victims feel fear before killing them; Serious 
Rage; Strange Appearance; Loss Vulnerability: The 
Shark can be returned to his normal, unevolved, 
form if exposed to certain forms of radiation (see 
"The Many Deaths of the Shark" below). 
•Motivation: Power Lust 
•Occupation: Hunter 
•Wealth: 0 


Powers and Abilities 


The Shark's super-evolved brain grants him vast 
mental powers, among which are: Telekinesis strong 
enough to lift 12 tons and propel himself through the 
air at over 100 miles per hour, the ability to project 
Mental Blasts powerful enough to rupture steel, the 
power to read and send thoughts (Telepathy, Mind 
Scan), the power to cause unnatural fear in his 
opponents (Aura of Fear), the ability to command 
water to create spouts and waves (Water Control), the 
power to become Invisible, the ability to mentally 
mask or change his appearance (Chameleon), and the 
power to actually "feed" off the minds of humans 
(Mind Drain). 

The most frightening Power of the Shark is his 
ability to mentally alter matter itself (Matter 
Manipulation), allowing him to change objects' color 
and shape or form entirely new objects out of the 
very air around him. He can use this Power to create 
Force Fields capable of repelling heavy weapons fire, 


and he can color them (or anything else) yellow, so 
that the Green Lanterns' Power Rings will not affect 
them. 

The Shark's mind is so powerful that he can 
command the molecules of his own body to expand, 
granting him the power of Growth. Using this ability, 
he can attain a height of over 40 feet, and gains 
additional strength as well. 

In addition to his awesome mental powers, the 
Shark is a powerful physical specimen, whose super¬ 
strength increases when he is underwater. His tough 
skin can repel small arms fire, and his razor-sharp 
teeth can be used as an effective weapon at close 
range (Claws). The Shark's powerful muscles can 
propel him through the water at speeds up to 60 miles 
per hour (Swimming), and his gills allow him to 
survive underwater as well as he does on land (Water 
Freedom). 


The Many Deaths of the Shark 


Ever since his "birth" in atomic radiation, the 
Shark has been "killed" many times, only to return 
again. Radiation and radioactive wastes have a 
powerful effect on him, usually triggering some form 
of mutation. 

If the Shark is in his mutated (humanoid) form, 
exposure to radiation will eventually return him to 
the form of a normal tiger shark. Every phase in 
which he is exposed to radiation (Range: 1 AP), roll 
an attack using the APs of radiation (ranging from 7 
to 25 APs, depending on the strength of the radiation) 
as the AV/EV against OV/RVs equal to the Shark’s 
Will/Will. When the cumulative RAPs from these 
attacks exceed the Shark's Mind, he is instantly 
devolved into a normal shark, possessing the 
following Attributes and Powers: 


Tiger Shark 


Dex: 6 

Str: 

4 

Body: 

6 

Int: 0 

Will: 

0 

Mind: 

2 

Infl: 2 

Initiative: 

Aura: 

8 

0 

Spirit: 

2 


•Powers: Claws: 7, Swimming: 6, Water Freedom: 6 
•Drawbacks: Serious Rage; Fatal Vulnerability to 
being removed from the water: as a normal shark, 
the Shark can only breathe in water. If he is 
removed from it, he will suffocate in six minutes. 

Exposure to radiation in his normal shark form 
will cause a return to the Shark’s mutated form, using 
the same procedure detailed above. 








Personality/Role-playing 


The mutant known as the Shark is driven by one 
thing: an unrelenting and ravenous hunger. In 
addition to feeding on flesh, the Shark must also feed 
on the minds of his victims, although he still refers to 
them as "meat/’ 

In spite of his advanced intellect, the Shark must 
still obey his primitive instincts. His ’'shark nature" 
compels him to hunt prey that will give a good fight. 
To this end, he purposefully seeks out powerful 
minds to devour, like that of his first opponent, Hal 
Jordan. 


Using the Shark in Adventures 


Over the years, the Shark has been a persistent 
enemy of the Green Lanterns. He will seek out any 
Green Lanterns he can find, and endeavor to show 
them true fear before feasting on their minds. The 
Shark can therefore be used as a villain in any 
adventure involving a Green Lantern. 

The Shark has also faced various members of the 
old Justice League of America, so he might pop up in 
a Justice League adventure when he is least expected. 

Since he was originally a shark, the Shark is at 
his strongest under the sea. He will attempt to battle 
his opponents under or near water whenever possible. 


Every time he returns, the Shark's appearance 
and Powers have varied, depending on the exact type 
of radiation he is exposed to. His exposure to 
S.T.A.R. Labs’ toxic waste resulted in his current, 
more shark-like form (Strange Appearance). It is 
unknown if he will mutate even further in the future 
(Power Complication Subplots). 


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


Back ground/Roster Book, World in the Balance 


Appearances in DC Comics 


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

Pre-Crisis: Action Comics #456; Adventure Comics 
#443-444, 446-448, 459; Crisis on Infinite Earths #9; 
Green Lantern (2) #24, 28, 126, 174-176, 196-198; 
Justice League of America #40, 162; Who's Who ‘86 
#20 

Current: Black Condor #4; Green Lantern (2) #199; 
Who's Who ‘91 #10 


Subplots 


The Shark continually comes into conflict with 
Green Lanterns, particularly Hal Jordan, because 
their minds are so strong (Enemies Subplot). 



Size Comparison 


Shark's Evolutionary 
Stages 











VILLAIN 


Shrapnel 


Dex: 5 Str: 8 Body: 12 

Int: 2 Will: 4 Mind: 3 

Infl: 5 Aura: 3 Spirit: 4 

Initiative: 12 Hero Points: 25 


•Powers: Self-Link (Projectile Weapons): 13, 
Projectile Weapons: 12, Claws: 6, Dispersal: 4 
•Limitations: Shrapnel's Dispersal Power has the 
Miscellaneous Limitation: cannot actually pass 
through solid objects. Though attacks still pass 
through him (see Fragmentation below). 
•Drawbacks: Serious Irrational Attraction to 
establishing a "reputation;" Strange Appearance 
•Alter Ego: Mark (last name unrevealed) 
•Motivation: Mercenary 
•Occupation: Hired Killer 
•Wealth: 5 


The Jagged Edge 


Shrapnel's body is composed of thousands of 
organisms which resemble metal fragments. Shrapnel 
can utilize his composite body in a number of unique 
ways. All of Shrapnel's attack forms are considered 
Killing Combat unless he chooses otherwise. 

•He can use the jagged edges of his body to inflict 
damage during hand to hand combat. Though he 
does more damage with his natural strength, he can 
substitute his APs of Claws for his normal EV 
when cutting materials. 

•Shrapnel can hurl portions of his body at a target 
with explosive force. The attack is made using 
Shrapnel's APs of Projectile Weapons as AV/EV 
against his target's Dex/Body as OV/RV. 

•He can also explode his entire body, spraying his 
razor sharp fragments in all directions. When he 
explodes, Shrapnel’s APs of Self-Link (Projectile 
Weapons) act as the AV/EV against the Dex/Body 
of all targets within range as OV/RV. Range of the 
fragmentation explosion is 1/2 the APs of Self-Link 
in APs of distance. Each target within range of the 
explosion must check for damage. All projected 
fragments return to Shrapnel's body and reform at 
the beginning of the next phase. 

•Shrapnel can also disassemble his fragment form in 
order to pass through small openings such as mail 
chutes and spaces in fallen building debris. 
Shrapnel can move through small spaces in this 
way at a speed equal to his APs of Dispersal. 


Powers and Abilities 


Shrapnel has apparently not had his powers for 
long and is still only capable of using them in the 
grossest terms. Though obviously deranged by the 
process which turned him into Shrapnel, he is still 
coherent enough to be a significant threat. His body 
is capable of withstanding a great deal of damage. 
During one of his few appearances, he was struck by 
an oncoming car without taking noticeable damage. 
His strength has also been greatly enhanced. He can 
hurl a police car over 20 feet. 

Shrapnel has a kind of naive creativity when 
performing his assignments. He makes use of his 
immediate resources such as stealing clothing to 
cover his appearance, and killing people to use their 
home as a hideout. 

As Shrapnel's background is still shrouded in 
mystery, its is not currently known if "Mark" 
possessed any other knowledge or abilities before 
becoming Shrapnel. 


Personality/Role-playing 


Shrapnel is a mildly psychotic individual with a 
single-minded drive. His speech is disjointed, 
apparently an effect of the process which turned him 
into Shrapnel. Beyond the accomplishment of a 
single goal, Shrapnel is capable of considering little 
more than avoiding potential delays in the 
achievement of the goal. 

Shrapnel is currently fixated on establishing a 
"reputation" for himself as a hired assassin. He took 
the first step towards achieving this reputation by 
killing Walter Williamson, an executive vice- 
president in Kansas City. 


Using Shrapnel in Adventures 


Shrapnel is an up and coming assassin for hire, 
out to make a name for himself. Shrapnel can be used 
in this capacity as a killer assigned to eliminate some 
target or targets close to the Player Heroes. His 
power is massive however, and care should be taken 
to make sure the Player Heroes and Shrapnel are on a 
similar power level. 

If Characters interfere with Shrapnel's 
assignment, he will certainly view them as a threat to 
the accomplishment of his goal and perhaps attempt 
to eliminate them. 











Subplots 


Though Shrapnel has not been in the M big 
leagues" long enough to develop many Subplots, he 
recently brought an Enemies Subplot to a conclusion 
with the assassination of Walter Williamson. He may 
have also formed the beginnings of an Enemies 
Subplot involving the Doom Patrol. 


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


Background/Roster Book 


Appearances in DC Comics 


Doom Patrol (2) #7-8; Suicide Squad #63-65; Who’s 
Who ‘88#3; Who’s Who ‘91 #13 



Subject is composed of 
several thousand pieces of 
"living" metal. These pieces 
are held together by a 
complex magnetic field. 

By altering the polarity of an 
individual piece, or group of 
pieces, the subject is able to 
launch it/them from his body. 
These pieces travel between 
500-900 fps and may be 
guided by the subject 
towards a target within line 
of sight. 


By repolorizing all of the 
pieces within his center mass 
subject is able to completely 
fragment his body. The blast 
is generally spherical in shape 
and the subject has less 
control over the flight paths 
of the pieces. 


Subject is able to reassemble 
his body by again altering the 
polarity of the pieces. 

Each piece is imprinted with 
a bio-electrical code to tell it 
where to return to upon 
reassembly. This can be 
compared to the DMA code of 
an orqanlc lifeform always 
producing like cells within a 
certain area of the body. 





























VILLAIN 


Silver Banshee 


Dex: 9 

Str: 

5 

Bbdy: 

10 

Int: 3 

Will: 

7 

Mind: 

6 

Infl: 7 

Aura: 

8 

Spirit: 

10 

Initiative: 

21 

Hero Points: 

40 


•Powers: *Mystic Link 

Claws: 6, Life Sense: 10*, Spiritual Drain: 20, 
Warp: 10* 

•Skills: Occultist: 2 

•Limitations: Power Restrictions: Silver Banshee's 
Spiritual Drain Power does not add APs of her 
victim's Spirit to her own. In addition, Silver 
Banshee must be certain of exactly whom she is 
attacking for the Spiritual Drain Power to have an 
effect; While it existed, the Tome of Clan 
McDougal worked as proof against the effects of 
the Silver Banshee's wail, protecting anyone who 
was touching it. 

•Advantages: Connection: Blaze (Low); Insta- 
Change; Lightning Reflexes 
•Drawbacks: Serious Irrational Attraction to 
exacting revenge on Crone; Secret Identity 
•Alter Ego: Siobhan McDougal 
•Motivation: Psychopathic 


The Banshee's Wail 


The supernatural power of Silver Banshee's 
voice is capable of instantly ki lling most people, and 
has even rendered Superman comatose. To use the 
life draining power of her voice, Silver Banshee 
makes an attack against her intended victim using her 
Dex/APs of Spiritual Drain as AV/EV against her 
victim's Dex/Spirit as OV/RV. Her power is 
’'visually cued" so she must be certain that her target 
is who she perceives him to be, or her power will not 
have its normal deadly effect. Therefore a Character 
who disguises himself can avert death at Silver 
Banshee's hands. In cases such as this, the victim will 
suffer no actual Spirit damage but will be completely 
disoriented for a number of rounds equal to RAPs 
received. 

The special nature of Silver Banshee’s power 
allows her to reduce her victim's Spirit below 0, 
killing them if it reaches a negative number e^ual to 
its original value. If death does not occur instantly as 
a result of the Banshee’s initial attack, the victim falls 
into a coma, indistinguishable from death, for a 
length of time equal to RAPs received. 


Powers and Abilities 


Aside from the lethal power of her voice, 
Siobhan McDougal has a number of other abilities in 
her mystical Silver Banshee form. Her speed and 
reflexes are incredibly acute and she has the strength 
of 10 men. Her body is immune to harm such that she 
can withstand the impact of large-caliber weapons at 
point-blank range without damage. 

Silver Banshee can also use her vocal powers to 
teleport away. To do this, the Banshee emits an ear- 
splitting scream and vanishes in a wave of immense 
concussive force. Though targets may not be drawn 
into her warp, RAPs achieved by the Silver Banshee’s 
successful use of her Warp Power explode outward 
from her point of departure, shattering windows and 
throwing bystanders about. Successful RAPs of her 
Warp Power act as if they were APs of the Bomb 
Power and effect all targets within range using the 
RAPs as AV/EV against each potential target's 
Dex/Body as OV/RV. 

Silver Banshee has also displayed the ability to 
track or find someone by their "psychic imprint." She 
is able to perceive and follow residual psychic energy 
left by people in day to day life. 

In the past Siobhan McDougal has expressed 
concern about how long she could remain in Silver 
Banshee form. Though this time limit has never been 
revealed, it can be assumed that it is somewhere 
between 4 and 15 hours. It is left to the decision of 
individual Gamemasters to determine the exact 
length of time that Siobhan McDougal can remain the 
Silver Banshee, or if indeed there is a limit. 


The Tome of Clan McDougal 


Until it was destroyed (along with Castle Broen) 
by the Crone, the Silver Banshee suffered a driving 
need to obtain the Tome of Clan McDougal 
(Catastrophic Irrational Attraction). Only after she 
obtained this tome could she exact her revenge upon 
her brother and uncle. 

The Tome of Clan McDougal possessed a 
number of mystical abilities. It could grow new pages 
as the history of Clan McDougal progressed, with 
each new page depicting and describing the next step 
in that history as it was happening. It also acted as 
proof against the effects of the Silver Banshee's 
powers so long as it was being touched. 

While it existed, the Tome apparently gave 
Silver Banshee greater control over mystic powers. 
The strength of this ability grew as the Banshee got 










closer to the Tome. At a range of 5 miles from the 
book (12 APs), Silver Banshee could call forth a 
lightning storm and create a whirlpool. At closer 
proximity, she could manipulate huge masses of earth 
and stone. 

Tome of Clan McDougal [B#dy: 18, Spirit: 10, 
Precognition: 9, Sorcery: 18] 

Limitations: The amount of time that the Tome s 
Precognition Power can see into can never be more 
than a lew moments (0 APs). Full RAPs and a 
completely accurate depiction are almost always 
achieved. This Tome can only see the future of 
Clan McDougal. 

The Sorcery Power of the Tome applies only to the 
Silver Banshee, and perhaps to all first-born 
children of Clan McDougal. The power (APs) that 
can be wielded is limited by how close the Banshee 
is to the Tome. Within 10 feet (0 APs), the Banshee 
can wield all 18 APs of the Tome’s Sorcery Power. 
However for each AP of distance between the 
Tome and the Banshee, the APs of Sorcery that she 
can wield is reduced by 1. At a distance of 18 APs 
or greater, no Sorcery can be used. 


The Axe of Clan McDougal 


Another artifact of Clan McDougal is the Axe of 
the Clan. Like the Tome, the axe is mystical in nature 
and hence is capable of harming even Superman. It 
was wielded for a time by Siobhan’s brother Bevan 
and was thought destroyed or at least buried 
irretrievably in the destruction of Castle Broen. It was 
apparently retrieved, however, by the entity known as 
Blaze, as she later provided it to the Banshee to kill 
Superman with. It is assumed to now be in the 
keeping of the Crone. 

Axe of Clan McDougal [B#py: 16, Spirit: 9, EV: 5J 
Bonus: The Axe's EV is considered mystical in 
nature; it can harm those vulnerable to magic. 


Personality/Role-playing 


Any vestige of Siobhan McDougal's original 
personality seems to have vanished beneath that of 
the Silver Banshee. The Banshee herself seems to 
fluctuate between a spirit of vengeance and a 
confused tool of greater powers. Her anger at her 
brother and uncle and at Superman make her easily 
manipulated by others. Left to her own devices, the 
Silver Banshee is ruthless though short-sighted and 


can conceive of little beyond her immediate goal. She 
seems to care little about the lives of others; only her 
needs and drives matter. 


Using Silver Banshee in Adventures 


The Silver Banshee’s ability to kill instantly 
makes her an incredibly dangerous foe. She should be 
used only in adventures where most of the player 
heroes are invulnerable or have great mystical 
strength. In all cases she should be handled with great 
care as her touch could kill a player hero as easily as 
a normal human, drastically unbalancing the game. 

During her most recent appearance. Silver 
Banshee was used as a tool of the demon Blaze. It 
seems likely that unless she finds some purpose or 
direction of her own, she will continue to be 
manipulated by Blaze. 


Subplots 


The Silver Banshee's background heavily 
involved a Family/Enemies Subplot. Though her 
brother and uncle were spirited away by the Crone, 
there is go guarantee that they won't reappear as the 
Banshee did. 


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


Superman- The Man of Steel Sourcebook 


Appearances in DC Comics 


Action Comics #595, 662; Superman (2) #17, 23; 
Who's Who l 88 #3; Who's Who ‘91 #12 


The Book of the McDouqale 



back cover front cover 













VILLAIN 


Star Sapphire 


Dex: 7 

Str: 

5 

Body: 

6 

Int: 8 

Will: 

19 

Mind: 

14 

Infl: 9 

Aura: 

5 

Spirit: 

4 

Initiative: 

24 

Hero Points: 

100 


•Skills: Charisma: 9, Gadgetry: 7, Scientist: 7, 
Vehicles: 5 

•Advantages: Connection: Hector Hammond (Low); 
Insta-Change 

•Drawbacks: Serious Rage 
•Alter Ego: Carol Ferris 
•Motivation: Psychopathic 
•Occupation: Former Zamaron Queen 

•Equipment: 

STAR SAPPHIRE BATTLESU1T f Body: 7. Flight: 
25, Force Manipulation: 19, Sealed Systems: 19, 
Skin Armor: 8] 

The Star Sapphire gem used to be mounted in a 
tiara, but in her latest incarnation Star Sapphire 
wears it in the helmet of a suit of battle armor. 
Power Sword [BODY: 5, EV: 21] 


Powers and Abilities 


The Star Sapphire gem is a physical conduit for 
the Zamaron queen, who will possess the host chosen 
by her people, bestowing knowledge and power. 

While wearing the gem the queen has the ability 
to project devastating energy blasts and to fly at 
incredible speeds. The gem also grants the user 
protection from all but the most deadly weapons and 
can even withstand energy bolts generated by Green 
Lantern Power Rings. 

Star Sapphire is extremely powerful, with 
abilities that rival those of the Green Lantern Corps. 
Shortly before her latest demise she was able to hold 
her own against an alien battle fleet. 


Carol Ferris 


Carol Ferris first met Hal Jordan before he 
became Green Lantern while he was working for her 
as a test-pilot. The pair have been maintaining a 
tempestuous love affair for years that has been 
hopelessly complicated by Hal's position in the Green 
Lantern Corps and Carol's villainous alter-ego. 

Carol is a competent career woman who values 


her independence but longs to settle down and start a 
family. She is confused by her relationship with Hal, 
and now that she is finally rid of Star Sapphire she 
may have a chance to sort things out. 


Carol Ferris 


Dex: 3 

Str: 

2 Body: 

2 

Int: 3 

Will: 

3 Mind: 

2 

Infl: 2 

Aura: 

2 Spirit: 

2 

Initiative: 

8 

Hero Points: 

15 


•Skills: Vehicles (Air, Land): 3 
•Advantages: Scholar (business) 

•Alter Ego: Star Sapphire 
•Motivation: Responsibility of Power 
•Occupation: Director of Ferns Aircraft 
•Wealth: 10 


\Predator 


During a period of great stress Carol’s 
subconscious desire to become Star Sapphire was so 
strong that the Star Sapphire gem created Predator, a 
manifestation of the aggressive side of her 
personality in masculine form. New information on 
the Predator has him appearing to be a Maltusian 
demon, although this, and his connection to Carol 
Ferris, cannot be verified as truth. 

The Predator existed to merge with Carol, 
creating the new Star Sapphire. He was similar to 
Star Sapphire in most respects, but was not as 
ruthless, especially where innocents were concerned. 
The Predators statistics were as follows: 


The Predator 


Dex: 9 

Str: 

6 

Body: 

6 

Int: 7 

Will: 

9 

Mind: 

7 

Infl: 9 

Aura: 

8 

Spirit: 

7 

Initiative: 

25 

Hero Points: 

60 


•Powers: Hypnotism: 10 

•Skills: Acrobatics: 9, Charisma (Intimidation): 9, 
Gadgetry: 5, Scientist: 5, Thief: 9, Weaponry: 9 

•Equipment: 

BATTLESUIT [Body: 7, Claws: 5, Gliding: 7, 
Thermal Vision: 7] 

Knife [Body: 3, EV: 4] 

Axe [Body: 4, EV: 7] 

Swingline [B#dy: 9] 

Predator's swingline was 4 APs long. Used with his 
Acrobatics Skill it allowed him to move quickly by 
swinging from rooftop to rooftop. 











Personality/Role-playing 


Star Sapphire is a warrior whose ruthless 
brutality is very different from Carol's gentle nature. 
Her only desire is Hal Jordan's death, but she will 
settle for humiliating him if she must. If thwarted she 
will take out her frustrations on innocent victims. 


Using Star Sapphire in Adventures 


Hal Jordan and John Stewart freed Carol Ferris of 
Sapphire's influence, but the gem that possessed her was 
never destroyed, so Star Sapphire might possibly return 
one day to take vengeance on them for her defeat. 


Subplots 


Star Sapphire was destined to be the queen of 
Zamaron but the entire Zamaron people flew off with 
the Guardians of the Universe to found the next race 
of immortals, abandoning her in a universe that no 
longer had a place for her (Miscellaneous Subplot). 

Green Lantern John Stewart has been a bitter Enemy 
of Star Sapphire ever since she killed his wife, Katma Tui. 


Appearances in DC Comics 


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

Star Sapphire I (pre-Crisis): All-Flash #32 


Carol Ferris (pre-Crisis): All-Star Squadron #53; The 
Brave and The Bold #59, 173; Crisis On Infinite Earths #5- 
6, 9-10; BC Comics Presents #6 BC Super-Stars #14; The 
Flash (1) #131, 143 , 235, 277; Green Lantern (2) #1-7, 10- 
13, 15-18, 20-29, 32, 34-39, 41-44, 46, 48-49, 53, 69, 73- 
74, 83-84, 89, 93-94, 96-97, 99, 104-106, 108-109, 121, 
124-134, 136, 138-151, 157,172-176, 178-183, 185-193; 
Infinity, Inc. #22; Justice League of America #7, 28, 157; 
Showcase #22-24; Superman (1) #261; Tales of the Green 
Lantern Corps #3; Who's Who ‘86 #22; World’s Finest 
Comics #255 

Star Sapphire II (pre-Crisis): All-Star Squadron #54; 
Crisis on Infinite Earths #5-6, 9-10; BC Comics Presents 
#6; Green Lantern (2) #16, 26, 41, 73-74, 129, 191-193; 
Infinity, Inc. #22; Superman (1) #261; Who’s Who ‘86 #22 

Star Sapphire II (current): Action Comics Weekly #601- 
605; Adventures of Superman Annual #4; Eclipso: The 
Barkness Within #2 Green Lantern (2) #199-201; (3) 22- 
24, 26-27 (Carol only), 29 (Carol), 32-34 (Carol), 36 
(Carol); Green Lantern Annual (2) #1; Green Lantern 
Corps #211-213; Green Lantern: Emerald Bawn #1-2, 4, 6 
(all Carol only); Green Lantern: Emerald Bawn II #1 
(Carol); Who's Who ‘91 #13 

Star Sapphire III (pre-Crisis): Cancelled Comic 
Cavalcade #2; BC Special Series #6; Green Lantern (2) 
#192; Justice League of America #166-168, 174 (text); The 
Secret Society of Super-Villains #1-6, 8-15; Super-Team 
Family #13-14 

Star Sapphire III (current): Secret Origins (3) #23 
(flashback) 



Star Sapphire’s Helmet 









VILLAIN 


Starro the 
Conqueror 


Dex: 4 

Str: 

13 

Body: 

14 

Int: 9 

Will: 

10 

Mind: 

9 

Infl: 8 

Aura: 

3 

Spirit: 

7 

Initiative: 

21 

Hero Points: 

95 


•Powers: Control: 4, Energy Absorption: 16, Energy 
Blast: 10, Flight: 5, Growth: 8, Power Reserve: 50, 
Regeneration: 1, Sealed Systems: 40, Split: 3 

•Skills: Scientist: 9 

•Bonuses: Control has an Area Effect; Split allows 
Starro to turn up to three normal starfish into 
duplicates of himself (see "Starro’s Deputies" 
below); Split also allows Starro to spray forth 
thousands of miniature starfish (see "Miniature 
Starfi sh" below); RAPs absorbed through use of the 
Energy Absorption Power are added to Starro's 
Power Reserve. Power Reserve can be used to 
augment Starro's Flight Power, Energy Blast 
Power, or the Control Power of his miniature 
starfish: once APs are added to these abilities, they 
are considered "spent" and are subtracted from 
Starro's Power Reserve total until he replenishes 
the Reserve by absorbing more energy. The added 
APs remain for APs of time equal to Starro’s 
Energy Absorption Power (16), at which time they 
return to their normal levels unless augmented 
again by Starro. 

•Limitations: Growth is Always On, and its effects 
are already figured in to the above Attributes; 
Power Reserve begins at 0 APs: one AP is then 
added to his total for every RAP he absorbs using 
Energy Absorption up to a maximum total of 50 
(Starro can retain absorbed energy indefinitely). 

•Drawbacks: Attack Vulnerability: Cold, -4 Column 
Shifts; Fatal Vulnerability: Garden Lime, 0 AP 
Range; Loss Vulnerability: Garden Lime, 0 AP 
Range, affects all Powers and Attributes. 

•Motivation: Power Lust 

•Occupation: Would-be Conqueror 


Powers and Abilities 


The mysterious alien known as Starro the 
Conqueror possesses vast physical and mental 
powers. His massive size and strength allow him to 
lift upwards of 200 tons, and he can crush steel with 


his enormous tentacles. Starro is also very tough, and 
can casually resist all but the most powerful Earthly 
weapons. Even if he is injured, Starro can Regenerate 
his entire body from any small fragment of himself. 

Starro can absorb vast quantities of energy and 
use it to augment his other powers (Energy 
Absorption, Power Reserve). Using this energy, he 
can generate blasts of nearly limitless destructive 
force, depending on how much energy he has 
absorbed. He can Fly at a cruising speed of 30 miles 
per hour, but can augment his flight speed with 
absorbed energy to allow him interstellar flight 
capabilities. Starro can survive in the vacuum of 
space without air for many years (Sealed Systems). 

In addition to his physical powers, Starro can 
Control the minds of normal humans within an 80- 
foot radius, or he can spray forth thousands of 
miniature starfish to control more minds across 
greater distances (see below). Starro can also turn 
ordinary starfish into duplicates of himself, known as 
"Starfish-Deputies" (Split). 


Starro's Deputies 


StaiTO can cause rapid growth and mutation in 
normal starfish, making them into duplicates of 
himself. These "Starfish-Deputies" share most of 
Starro’s Powers, and follow his every command 
(presumably a passive use of his Control Power). 


Starfish-Deputy 


Dex: 8 

Str: 

5 Bsdy: 

6 

Int: 2 

Will: 

5 Mind: 

4 

Infl: 2 

Aura: 

1 Spirit: 

2 

Initiative: 

12 

Hero Points: 

25 


•Powers: Control: 4, Energy Absorption: 16, Energy 
Blast: II, Flight: 5, Growth: 8, Power Reserve: 25, 
Regeneration: 1, Sealed Systems: 40 

•Bonuses: Control has Area Effect; RAPs absorbed 
by Energy Absorption can be used by the Deputy 
or by Starro himself (see Power Reserve Bonuses 
above). 

•Limitations: Power Reserve begins at 0 APs: one 
AP is then added to the total for every RAP 
absorbed using Energy Absorption up to a 
maximum total of 25 (excess can be "broadcast" to 
the Power Reserve of any other Deputy or Starro 
himself, however). 

•Drawbacks: Attack Vulnerability: Cold, -4 Column 
Shifts; Fatal Vulnerability: Garden Lime, 0 AP 
Range; Loss Vulnerability: Garden Lime, 0 AP 
Range, affects all Powers and Attributes. 









Miniature Starfish 


Using Starro in Adventures 


When Starro needs to Control many minds 
spread over a large area, or if he faces strong-willed 
victims (like most super-heroes), he can spray forth 
tiny duplicates of himself. These little Starros clamp 
onto their target's faces and control their minds. 

In order to be truly effective, the miniature 
starfish need absorbed energy from Starro's Power 
Reserve. When Starro expends energy to augment his 
miniature starfish, one expenditure affects all of 
them, regardless of how many or how far they are. 
(For example, if Starro "spends" 7 APs from his 
Power Reserve, all of his miniature starfish have their 
Control Powers raised from 1 to 8 APs. The increase 
lasts for 2 days before Starro must renew it with more 
APs from his Power Reserve.) 

There is no known limit to the number of 
miniature starfish Starro can create. In the past, he 
has generated literally thousands of them. Note that if 
the "rear Starro is rendered unconscious or dead, all 
of his miniature starfish cease to function. 


Miniature Starfish 


Dex: 7 

Str: 

0 

Body: 

5 

Ini: 0 

Will: 

0 

Mind: 

1 

Infl: 0 

Aura: 

0 

Sfirit: 

1 

Initiative: 

7 





•Powers: Cling: 7, Control: 1 (15), Shrinking: 5 


•Limitations: Control Power has No Range (the 
Starfish maintain control over their victims by 
clamping themselves onto their victims’ faces); 
Control Power has an initial rating of I AP, but can 
be augmented with Starro's Power Reserve (see 
above) up to a maximum of 15 APs; Shrinking is 
Always On. 

•Drawbacks: Attack Vulnerability: Cold, -4 Column 
Shifts; Fatal Vulnerability: Garden Lime, 0 AP 
Range; Loss Vulnerability: Garden Lime, 0 AP 
Range, affects all Powers and Attributes. 


Personality/Role-playing 


Starro is a single-minded villain who wants 
nothing less than total domination of the Earth. He 
likes to operate through middlemen, using his Split 
and Control Powers to distance himself from anyone 
who is trying to stop him. Starro is also highly 
intelligent, as shown by his habit of leaving bits of 
himself scattered in the oceans across the Earth in 
case he is defeated again. 


StaiTO is an excellent "behind-the-scenes" villain. 
He can use his Control Power to force people to do 
anything he wants, and can even gain the "help" of 
powerful Characters through the use of his miniature 
starfish. 

Unlike most mastermind villains, however, 
Starro is also tremendously powerful when heroes 
finally catch up to him, and can easily give even a 
well-organized team a run for their money, especially 
if he has absorbed a great deal of energy. Fortunately 
for the heroes of Earth, Starro’s vulnerability to 
common garden lime is well-known to the Justice 
League, and they will be more than happy to dispense 
this information (if asked). 


Subplots 


Starro’s plans are continually thwarted by the 
Justice League (and its various individual members) 
in an on-going Enemies Subplot. 


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: Adventure Comics #45]; The Brave and 
the Bold #28; Captain Carrot and His Amazing Zoo 
Crew #1; Crisis On Infinite Earths #9; Justice League 
of America #65, 189-190; The New Teen Titans (]) 
# 16 (behind the scenes); Who's Who '86 #22 

Current: Justice League Europe #24-28; Who's Who 
'91 #13 












VILLAIN 


Sudden Death 


Dex: 5 

Str: 

8 

Body: 

5 

Int: 2 

Will: 

3 

Mind: 

2 

Infl: 3 

Aura: 

4 

Spirit: 

2 

Initiative: 

10 

Hero Points: 

35 


•Powers: Damage Absorption (to STR, BODY, and 
Bomb): 10, Self-Link (Bomb): 9, Skin Armor: 3 
•Bonus: Miscellaneous Bonus: Sudden Death 
absorbs APs from his own attacks as well as from 
the damage he receives. 

•Limitations: All Powers are Always On. 
Mi scellaneous Limitation: Bomb Power will 
automatically go off when charged to full APs and 
can only be used in this way.; Miscellaneous 
Limitation: APs gained through Damage 
Absorption dissipate after Bomb Power is used. 
•Advantages: Connection: Velvet Tiger (Low) 
•Drawbacks: Serious Irrational Attraction to 
destroying Hawk & Dove, Secret Identity 
•Alter Ego: Dwayne Wainright 
•Motivation: Mercenary 
•Occupation: Criminal for Hire 
•Wealth: 2 


Damage Absorption 


Sudden Death uses the power. Damage 
Absorption, which is not listed in the Character 
Handbook . It is described as follows: 

•Link: Body *Range: Self 
•Type: Dice 

•Base Cost: 75 -Factor Cost: 8 

This Power allows a character to absorb APs of 
damage from Physical attacks and add it to his own 
Attributes and/or Powers. 

Every time the Character is hit by a Physical 
attack, he makes an Action Check using the APs of 
Damage Absorption as AV/EV against an OV/RV 
equal to the RAPs done by the attack. The resulting 
RAPs are subtracted from the RAPs done by the 
attack. If any attacking RAPs remain they are applied 
to the character normally. The Subtracted RAPs can 
then be distributed among one or more of the 
character's Powers or Attributes. The increase in APs 
will last for a time in APs equal to the APs of 
Damage Absorption. 

The Powers and Attributes that Damage 


Absorption applies to must be defined when the 
Power is purchased. Five Hero Points must be added 
to the base cost of Damage Absorption for each 
eligible Power or Attribute past the second. 

Damage Absorption can be purchased with a -1 
Factor Cost Limitation: Only Useable Against Hand- 
to-Hand Attacks, or a -2 Factor Cost Limitation: Only 
Usable Against One Energy Type ( Electrical, Light, 
Sonic, etc). 


Powers and Abilities 


During a fight. Sudden Death becomes tougher 
and stronger and his body begins to build up 
explosive energy, distributing absorbed APs equally 
among his Str, Body and Bomb Power. Note that 
unlike normal use of the Damage Absorption Power, 
Sudden Death absorbs APs of the damage he inflicts 
as well as the damage he takes. When the APs of this 
built up energy equal his APs of Bomb, Sudden 
Death instantly explodes in a burst of tremendous 
force. After exploding, his body reforms within 0 
APs of where he was when he exploded, and his Str 
and Body are returned to their base levels. 

Beyond the obvious advantages he gains from 
his powers, Sudden Death has nothing which makes 
particularly suited for combat. He relies on the sheer 
force of his massive strength to handle most 
opponents and his exploding ability to take care of 
more powerful foes. Much to his disadvantage, his 
fighting style consists of staying close to his target 
and pounding him until his body has amassed enough 
energy to explode. 


Personality/Role-playing 


Dwayne Wainright is a shallow, short-sighted 
thug who happens to have incredible powers. His 
chauvinistic, muscle-beach attitude keeps him 
constantly in the face of any man who might be 
getting more attention than he is, and sparks his drive 
to pick up women (sometimes literally). 

Once the line has been drawn and crossed, 
Sudden Death will push the battle until he is 
victorious or unconscious. Unless it appears that he 
might get killed, his ego will not allow him to retreat 
from a fight, particularly against a woman. 


Using Sudden Death in Adventures 


Sudden Death is a powerful though short-sighted 
thug. He sees what he wants and tries to take it. 












Sudden Death can also be teamed up with one or 
more other, more scheming villains, as he was with 
the Velvet Tiger. He r s more than willing to hire out 
his explosive might to anyone who can meet his price 
or promise him immediate gain. 

Any adventure which involves Hawk and/or 
Dove could certainly include an appearance by 
Sudden Death. The villain would leap at the chance 
to pound on the pair after his embarrassing defeats at 
their hands. 


Subplots 


The only other Subplots which Sudden Death 
involves himself in are regular Job Subplots dealing 
with anything from drug trafficking to bodyguarding, 
and frequent one night Romance Subplots as he picks 
up women on the beach. 


Appearances in DC Comics 


Hawk and Dove (3) #5, 22-24; Suicide Squad #63- 
65; Who's Who ‘91 #11 


After only three appearances. Sudden Death is 
already racking up a fine Enemies Subplot with 
Hawk and Dove, and wouldn’t pass up any 
opportunity for a rematch with them. 



The subject is able to absorb 
kinetic energy and store it in 
his central nervous system 
like a capacitor. With every 
blow the subject recieves the 
psychic resonance stored in 
his nervous system grows. 


The psychic resonance is 
exhibited as an energy field 
projected around the eyes of 
the subject. Once the energy 
reaches an undetermined 
threshold it must be 
discharged, 


The energy is discharged as 
concussive force similar to 
the blast of a charge of TNT. 
The blast is spherical in shape 
approximately 100 yards in 
diameter centered on the 
subjects head. 





























VILLAIN 


Deathstroke 
the Terminator 


Dex: 10 

Str: 

6 

Body: 

7 

Int: 8 

Will: 

9 

Mind: 

10 

Infl: 6 

Aura: 

6 

Spirit: 

6 

Initiative: 

26 

Hero Points: 

100 


•Powers: Jumping: 3, Regeneration: 5, Systemic 
Antidote: 6 

•Skills: Acrobatics: 9, Charisma 8, Detective: 5, 
Martial Artist: 9, Military Science: 11, Thief: 9, 
Vehicles: 8, Weaponry: 12 

•Advantages: Connections: Mercenary 

Organizations (High), Third World Nations (Low), 
New Titans: (High); Connoisseur; Iron Nerves; 
Leadership; Lightning Reflexes; Mistrust; Omni- 
Connection; Scholar (tactics) 

•Drawbacks: Age (old); Guilt; Catastrophic 
Irrational Attraction to fulfilling contracts; Married; 
Minor Physical Restriction (blind in right eye); 
Public Identity 
•Alter Ego: Slade Wilson 
•Motivation: Mercenary 
•Occupation: Assassin 
•Wealth: 13 
•Equipment: 

ARMOR [Bo*y: 10 , Radio Communications: 12 
APs] 

Power Staff [Body: 7, EV: 3, Energy Blast: 11] 

Pistol [Body: 5, EV: 6, Range: 5/8, Ammo: 10, R#: 2] 
Assault Rifle [Bsdy: 6, EV: 6, Range: 9, Ammo: 20, 
R#: 3] 

Infrared Scope [Body: 2, Telescopic Vision: 4, 
Thermal Vision: 12] 

Telescopic Sights [Body: 2, Telescopic Vision: 6] 
Sword [Bo»y: 8, EV: 5] 

Knives (2) [Body: 4, EV: 3] 

Grenades [Body: 6, Bomb: 8, Ammo: 1, R#: 2] 

Flash Grenades [Body: 6, Flash: 8, Ammo: 1, R#: 2] 


Powers and Abilities 


Deathstroke has greatly enhanced strength, 
reflexes, and metabolism due to an injection of 
adrenocorticotropic hormones which he was given 
during an army medical experiment. This enhanced 
potential, combined with his extensive military 
training and his arsenal of high tech weaponry, make 
Deathstroke the most formidable of Foes. 


Deathstroke's Equipment 


Deathstroke's body armor is composed of finely 
woven steel mesh and Petrizine ballistic vinyl 
overlaid with Urwyndium alloy disks. The suit is 
capable of withstanding continuous fire from an 
assault rifle or close exposure to an exploding 
grenade. 

Deathstroke's mask contains a miniaturize radio 
transceiver. His associate, Wintergreen, is often 
equipped with a similar device in his watch. 

The gloves of Deathstroke's costume are lined 
with microchip sensor relays which act as a safety for 
his Power Staff. This prevents anyone else from 
using the staff without first obtaining the gloves. 

Deathstroke's Power Staff can fire a blast of 
concussive force sufficient to pierce the gas tank of 
an armored vehicle, causing it to explode. Unlike his 
previous staff, his current model telescopes from 14" 
to 4‘ and has multiple intensity settings from stun to 
kill. The staff is also fingerprint activated allowing 
only Deathstroke to fire the staff without wearing his 
costume's gloves. 

Deathstroke's pistol and assault rifle can be 
loaded with a variety of specially designed 
ammunitions. Besides normal (EV: 6) and 
fragmentation (EV:7, R#: 4) rounds, some shells are 
hollow and filled with a special gel which reacts on 
contact with air, producing smoke (Fog: 5) or tear gas 
(Sensory Block: 5). Deathstroke carries enough 
regular ammunition to reload both weapons three 
times. 

Both the pistol and rifle can be equipped with 
either an infrared night scope or a telescopic sight in 
one phase. The pistol itself converts from a standard 
pistol to a sniper rifle in three seconds (one phase) 
using a removable barrel extension. 


Wintergreen 


Deathstroke's companion and sometimes man¬ 
servant for twenty years is W. R. Wintergreen. 
Wintergreen is incredibly dedicated to Slade Wilson, 
and has chronicled Wilson's life and the exploits of 
the Terminator for many years. 

A retired officer of ML5, Wintergreen is still in 
excellent physical condition and as capable with a 
rifle as he is with a computer. His staunch, 
unflappable british manner is balanced by a great 
love f or lif e and an eye f or the ladies. 










W. R. WlNTERGREEN 


Dex: 5 

Str: 

3 

Body: 

3 

Int: 7 

Will: 

5 

Mind: 

6 

Infi.: 3 

Aura: 

3 

Spirit: 

5 

Initiative: 

19 

Hero Points: 

25 


•Skills: Charisma: 4, Detective: 3, Martial Artist: 5, 
Medicine (First Aid): 3, Military Science: 7, 
Vehicles: 4, Weaponry: 6 

•Advantages: Connection: New Titans (Low); 
Connoisseur; Iron Nerves; Omni-Connection; Rich 
Friend (Slade Wilson) 

•Drawbacks: Age (old); Serious Irrational 
Attraction to protecting Slade Wilson 
•Occupation: British Army Major, Retired 
•Wealth: 7 


Personality/Role-playing 


Slade Wilson's personality has evolved over the 
years. Once his air was almost casual, but with the 
deterioration of his family, Deathstroke is now grim 
and determined, focussing only on his assignments. 
When his youngest son, Joey (who later became the 
New Titan Jericho) was kidnapped by the Jackal, 
Wilson and his wife Adeline went to his rescue. 
Wilson saved his son's life but not before Joey's 
throat was slit, severing his vocal chords. In 
retaliation for risking her son's life, Adeline tried to 
shoot her husband in the head. Wilson's reflexes 
saved him, though he lost the use of his right eye. 

Wilson's older son. Grant, was transformed by an 
experiment while in the employ of the H.I.V.E. and 
set upon the New Teen Titans as the Ravager. The 
experimental drugs which the H.I.V.E. had given him 
eventually burned his body out, killing him. 

Finally, on an adventure with the Titans, 
Deathstroke was forced to kill his own son when 
Jericho became possessed by the souls of Trigon and 
the inhabitants of Azarath. Jericho, in the guise of 
Wildebeest, had captured the Titans and intended to 
use them as host bodies for the dark souls it now 
possessed, and to ultimately build the perfect host 
body. 

Now Deathstroke presents a hard exterior, 
pushing friend an foe alike to the point of anger and 
refusing offers of help or compassion. 


Using Deathstroke in Adventures 


Deathstroke's Mistrusted status makes him a 
constant target for most heroes. He can be used as an 
adversary for more experienced heroes, or as an 


unpredictable ally whose actions will be dictated by 
whatever contract he is fulfilling. 

His exceptional skills could make Deathstroke an 
excellent teacher for new heroes if they can convince 
him to train them. This should be a difficult process 
however, since Wilson has recently immersed 
himself in the consuming safety of his work. 

As a Player Character, Deathstroke will 
constantly face the enemies of his past and most law- 
abiding heroes he comes into contact with. 


Subplots 


Lately, Deathstroke has been wracked with guilt 
over the deaths of his sons Grant and especially Joey. 
He will often endanger himself needlessly to help 
others who might be in situations which could follow 
a similar course (Death Guilt Subplot). 

Though he is quickly running out of family, 
Deathstroke is regularly involved in Family Subplots. 
Though now retired, Adeline Wilson is frequently 
crossing paths with Slade and is still bitter about the 
deaths of her sons (Romance Subplot). This, 
combined with his regular contracted assassinations 
frequently has him embroiled in Criminal Past 
Subplots as well. 

Deathstroke is more frequently involved in Job 
Subplots than most Characters. Those he kills are 
always the worst of the worst. There is never doubt in 
his mind of their deserving to die. 


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


Background/Roster Book, New Titans Sourcebook, In Hot Pursuit 


Appearances in DC Comics 


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

Pre-Crisis: Crisis On Infinite Earths If5, 9; The New Teen Titans 
(I) #2, 9-1$, 34, 39; Tales of the Teen Titans ff42-44, 53-55; Teen 
Titans Annual ff3; Who *s Who ‘87 (I) ff23 

Current: Action Comics ff675; Adventures of Superman ff488- 
489; Adventures of Superman Annual ff4; Deathstroke „ the 
Terminator ff I -on; Deathstroke, the Terminator Annual ffl; 
Eclipso: The Darkness Within ff2; The New Teen Titans Annual (2) 
ff3; The New Titans ff62-65, 70-79, 81-86, 90-91; The New Titans 
Annual ff8; Superman (2) ff65-66, 68; Superman: The Man of Steel 
ffiO; Team Titans ffl; Titans Sell-Out Special ffl; War of the Gods 
ff4; Who T s Who 4 91 ff9; Wonder Woman (2) ff61, 63; Wonder 
Woman Special ffl 








VILLAIN 


Terra-Man 


Dex: 6 

Str: 

4 

Body: 

4 

Int: 7 

Will: 

8 

Mind: 

7 

Infl: 6 

Aura: 

4 

Spirit: 

6 

Initiative: 

19 

Hero Points: 

40 


•Skills: Charisma: 6, Gadgetry: 11, Science: 8, 
Weaponry: 8 

•Advantages: Area Knowledge (Lookout Peak); 

Scholar (business, pollution, robotics) 
•Drawbacks: Catastrophic Irrational Attraction to 
cleaning up pollutants and industrial waste. 

•Alter Ego: Tobias Manning 
•Motivation: Psychopathic 
•Occupation: Former industrial contractor 
•Wealth: 11 
•Equipment: 

EXO-SKELETON [Str: 12, Body: 11, Air Control: 

16| 

Terra Man’s exo-skeleton greatly enhances his 
physical strength and stamina and protects him 
from harm. While wearing the exo-skeleton, 
Manning can lift approximately 40 tons over his 
head for a short while and can easily withstand 
attacks from small-caliber artillery shells. Perhaps 
the exo-skeleton’s most potent feature is its built-in 
wind control functions. By pressing the suit’s 
abilities to their fullest, Manning can blanket a 
small town with gale-force winds. 

Energy Pistols (x2) |EV: 1 1, Body: 6, Range: 7, 
R#: 31 

Manning’s pistols house high-powered lasers 
capable of melting through solid steel in seconds. 
Concussion Bombs (x4) [Bomb: 15, Body: 2, 
Ammo: 1, R#: 2] 

These concussion bombs are so powerful that they 
can briefly stun Superman. Despite their high AP 
rating, their blast radius is limited to a Range of 3 
APs. 

Excavation Bazooka [EV: 16, Body: 7, Range: 10, 
R#:3| 

The excavation bazooka is a more powerful version 
of Manning’s energy pistols. 


Powers and Abilities 


Although Manning has no super-human powers, 
he possesses an extremely inventive intellect. This 
coupled with his manic desire to rid the world of its 
pollution makes him an opponent worthy of 


Superman. Because he keeps himself in excellent 
physical shape, Manning is an above average hand- 
to-hand combatant. 


The Terra Men 


Manning has built an army of robots, known as 
“Terra Men,” that remain completely under his sway. 
Indistinguishable from normal humans beyond close 
contact, the Terra Men are frequently dressed in 
western attire and carry energy weapons similar to 
Manning’s own, though less powerful. 

The Terra Men are immune to Mental and 
Mystical attacks and are capable of performing only 
those tasks Manning has programmed them to 
perform. 


Terra Men 


Dex: 6 

Str: 

7 Body: 

7 

Int: 3 

Initiative: 9 

Will: 

1 Mind: 

0 


• Equipment: 

Energy Weapon [EV: 8, Body: 6, Range: 7, R#: 3| 


Lookout Peak 


Manning developed his hatred of toxic wastes 
and pollutants after he was sent to jail for callously 
polluting the small town of Lookout Peak so severely 
that its residents were evacuated. During his second 
encounter with Supemian, Manning briefly used the 
town of Lookout Peak as a hideout. During that era, 
the entire town was blanketed with toxic pollutants. 
Any unprotected Characters that entered the town (ie. 
anyone without the Sealed Systems Power or an 
appropriate Gadget) suffered a Killing Physical 
Attack with an AV/EV of 7/7 at the end of each 
fifteen full minutes (8 APs) of exposure. 

Later, Manning cleaned up lookout peak with a 
special anti-pollutant bomb of his own creation: 

Anti-Pollutant Bomb [AV: 16, EV: 16, Body: 2] 

The anti-pollutant bomb affects an area of 60 
square miles. When it detonates, make an Action 
Check using its AV/EV against an OV/RV equal to 
the AV/EV of the contaminants blanketing the 
affected area (7/7 in the case of Lookout Peak). 
Any RAPs earned are permanently subtracted from 
both the AV and EV of the contaminants. If the AV 
and EV are reduced to zero or less in this fashion, 
the contaminants are eradicated altogether. 











Personality/Role-playing 


Subplots 


Tobias Manning was a ruthless developer until 
he realized the long-term impact his work was having 
on the environment. Now he attacks the problems he 
helped cause with all the zeal of a sinner who has 
found religion. Unfortunately, Manning has still not 
learned to look ahead or think through all the 
consequences of his actions. 

A southerner by birth, Manning has an 
unexplained affinity for the old west. He speaks in a 
slow Texas drawl. 


Using Terra-Man in Adventures 


The Player Heroes are most likely to encounter 
Terra-Man during one of his campaigns to eradicate 
an environmental disaster. Although he is not truly 
evil at heart, Terra-Man will not hesitate to 
jeopardize lives or attack heroes who stand in the 
way of his goals. Once he feels his work has been 
done, Terra-Man typically surrenders without a fight. 


Terra-Man is embroiled in a lengthy Guilt 
Subplot that was brought on by his misdeeds in 
Lookout Peak. 


Appearances in the 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: Action Comics #426, 468-470, 511 , 557, 
572 DC Comics Presents #96; The New Adventures 
of Superboy #23; Superman (1) #249-250, 259, 278, 
299, 331 (behind the scenes), 377; Superman 
Spectacular #1; Who’s Who ‘87 (1) #23; World’s 
Finest Comics #261 

Current: Superman (2) #46, 52; Who’s Who ‘91 #11 











VILLAIN 


Two-Face 


Dex: 6 

Str: 

4 Body: 

4 

Int: 7 

Will: 

9 Mind: 

5 

Infl: 7 

Aura: 

6 Spirit: 

7 

Initiative: 

22 

Hero Points: 

75 


•Skills: Charisma (Intimidation): 8, Detective (Law, 
Police Procedure): 7, Martial Artist: 6, Thief: 7, 
Vehicles (Land): 7, Weaponry: 7 
•Advantages: Area Knowledge (Gotham City); 

Connection: Underworld (High); Leadership 
•Drawbacks: Catastrophic Irrational Attraction to 
making all decisions by flipping a coin; Serious 
Irrational Attraction to committing crimes that 
revolve around the number two; Serious 
Psychological Instability 
•Alter Ego: Harvey Dent 
•Motivation: Psychopath 
•Occupation: Former District Attorney 
•Wealth: 8 
•Equipment: 

Thompson Submachine Gun [AV: 5, EV: 5, Body: 4, 
Ammo: 5, Range: 5, R#: 3] 

.45 Pistol [EV: 5, Body: 4, Ammo: 8, Range: 4, 
R#:2] 


Powers and Abilities 


Two-Face has no superhuman powers, though he 
is in good physical shape and is an excellent hand-to- 
hand combatant. Dent’s natural abilities are enhanced 
by his psychological instability, which renders him 
the frequent recipient of adrenaline bursts and makes 
him an almost totally relentless opponent. Perhaps 
Dent’s most formidable ability is his criminal genius, 
which has also been enhanced by his mania. 


Two-Face’s Coin 


Due to his dual nature, Harvey Dent has resorted 
to making all his decisions by flipping a special two- 
headed silver dollar he received as a gift from his 
father while he was still a child. Dent has scarred one 
of the coin’s two heads. If the scarred side comes up 
when the coin is flipped. Dent selects the most 
ruthless and heinous course of action he can imagine. 
If the coin’s unmarred side comes up, however, he 
selects a kind and compassionate course of action. 
For example, if a bystander is caught attempting to 
activate a silent alarm during one of Dent’s heists, 


Dent will flip the coin. If the scarred side comes up, 
he’ll kill the bystander; but if the unmarred side 
comes up, he'll take no action other than preventing 
the bystander from triggering the alarm. In order to 
ignore the results of the coin, Dent must overcome 
his Catastrophic Irrational Attraction using the rules 
found in the Character Handbook. 

When using Two-Face in play, GMs are urged to 
make Harvey’s decisions by flipping a real coin in 
the open before all the Players (“tails” representing 
the coin’s scarred side). 


Dent’s Crimes 


Two-Face’s crimes inevitably revolve around the 
number two. For instance, he might rob a baseball 
stadium during a double-header or attempt to steal 
the Doubleday diamond. To break his pattern and 
commit a crime that does not revolve around the 
number two, he must overcome his Serious Irrational 
Attraction using the rules found in the Character 
Handbook. 


Thugs 


Like most adversaries of the Caped Crusader, 
Two-Face tends to use large armies of thugs to carry 
out his plans. When possible, he selects thugs that 
have a connection with the number two, such as 
mobs of identical twins. 


Two Face’s Thugs 


Dex: 3 

Str: 

3 

Body: 

3 

Int: 2 

Will: 

2 

Mind: 

2 

Infl: 2 

Initiative: 

Aura: 

9 

2 

Spirit: 

3 


• Skills: Martial Artist: 4, Vehicles: 3, Weaponry: 4 


Personality/Role-playing 


His dual nature makes Harvey Dent difficult to 
pin down. Sometimes he is extremely abrasive and 
ranks among the Batman’s most malicious foes. 
Other times, he is more subdued. The exact 
personality he manifests at any given time is 
determined only by a coin toss. This fact more than 
any other makes Two-Face dangerous; he is 
completely unpredictable. 

Before his accident. Dent was a kind man who 
dedicated his life to public service, though it now 
seems obvious that his evil half had always been 
buried within him. 













Using Two-Face in Adventures 


The dramatic effect of Two-Face’s frequent coin 
flips makes him an ideal adversary for a DC Heroes 
adventure- He is particularly well-suited to clue- 
heavy “street” adventures. When playing Two-Face, 
make sure you give both facets of Dent’s personality 
plenty of air time. After all, it’s the dichotomy 
between his two halves that makes him interesting. 


Subplots 


Two-Face is involved in a long-running Enemies 
Subplot with the 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. 




u\ 


wwF 

mm- 



Pre-Crisis; Earth-Two: Batman #50, 68 Batman: 
The Sunday Classics (variant); Detective Comics 
#66, 68, 80, 187 (variant); Superman Family #211 

Pre-Crisis; Earth-One: Batman #234, 258, 260, 
294, 312-314, 328-329, 346, 397-398, 400; The Best 
of DC #14; The Brave and The Bold #106, 129-130; 
DC Super-Stars #14; Detective Comics #513, 526, 
563-564; First Issue Special #7; Green Lantern (2) 
#117; The Joker #1, 9; Justice League of America 
#125-126; The Saga of Swamp Thing #30 (behind the 
scenes); Teen Titans #47-48; Who’s Who ‘87 (1) 
#24; World’s Finest Comics #276 

Current: Arkham Asylum; Batman #403-405, 410- 
411, 415, 433, 440-442; Batman Annual #13-14; 
Batman: Full Circle (flashback); Batman: Shadow of 
the Bat #3-4; Batman: The Killing Joke; Batman 3-D 
Black Orchid (1) #2; Detective Comics #579-581, 
637; Detective Comics Annual #2 (Who’s Who); 
Doctor Fate (1) #2; (2) 18-19; Invasion! #2; Legends 
of the Dark Knight #16 (behind the scenes), 28-30; 
The New Titans #60-61; Robin II #4; Sandman (2) #7 
(behind the scenes); Secret Origins (3) #23, 44; 
Secret Origins Special #1; Swamp Thing (2) #52, 66; 
Teen Titans Spotlight #13; Who’s Who '91 #11 


Two-Face's Coin (back) 



Two-Face's Coin (front) 










VILLAIN 


Universo 


Dex: 6 

Str: 

3 

Body: 

5 

Int: 11 

Will: 

16 

Mind: 

15 

Infl: 4 

Aura: 

3 

Spirit: 

9 

Initiative: 

21 

Hero Points: 

60 


•Powers: Hypnotism: 12 
•Skills: Charisma: 5, Gadgetry: 9, Scientist: 7 
•Limitations: Miscellaneous: Universo's Hypnotism 
only affects those i n his direct line of sight. 
•Advantages: Connections: Dark Circle (High), 
Legion of Super-Heroes (Low); Headquarters 
(Expansive); Iron Nerves; Leadership; Popularity 
(on New Earth only) 

•Drawbacks: Mistrust 

•Alter Ego: Vidar 

•Motivation: Power Lust 

•Occupation: Would-Be Conqueror 

•Wealth: 6 

•Equipment: 

Hypno-Gem [Body: 12, Spirit: 12, Control: 16, 
Hypnotism: 16] Bonus: The Powers of the Gem are 
considered Mystical in nature. 

POWER RING [Body: 16, Int: 10, Comprehend 
Languages: 20, Flight: 40, Force Manipulation: 16, 
Invulnerability: 18, Life Sense: 40, Omni-Power: 8, 
Recall: 20, Regeneration: 4, Sealed Systems: 16, 
Skin Armor: 4, Spirit Travel: 50] 

Bonus: Vidar T s Body is 12 APs while he is 
wearing the ring. 

Limitations: For Each AP of Skin Armor used, 
Force Manipulation and Omni-Power are each 
reduced by 1 AP; Life Sense can only be used to 
detect other Green Lanterns. 

Drawbacks: The Power Ring is completely 
useless against the color yellow; The ring must be 
charged once every 24 hours with the Power 
Battery; The ring's Body is only 6 when Vidar is 
not wearing it. 

Power Battery [Body: 25, Energy Absorption: 18, 
Invisibility: 15, R#: 2] 

•Note: Universo was stripped of his Green Lantern 
Power Ring and Battery over 20 years ago, and has 
been unable to regain the Hypno-Gem since his last 
defeat at the hands of the Legion of Super-Heroes. 


Powers and Abilities 


victims' minds without visibly putting them in a 
trance. Universo simply looks into the target's eyes 
and speaks his suggestion in a strong, soothing voice. 
With the aid of the Hypno-Gem, Universo's powers 
are magnified considerably. Not only is his power of 
Hypnosis made stronger, but the Gem also allows 
him to directly dominate his victims, dictating their 
every action through mental commands (Control). 

Vidar was once the Green Lantern of the space 
sector containing Earth, but his ring was taken from 
him by the Guardians and given to his son, Rond. 
While Vidar was in possession of the Power Ring, he 
had all the powers and abilities of a GL, along with 
the requisite weakness to the color yellow. 

Along with his formidable powers of suggestion, 
Universo is also an accomplished Scientist, capable 
of creating and analyzing new technological 
inventions (Gadgetry). He is also a very convincing 
speaker, and a natural leader (Charisma, Leadership), 
although he uses his Hypnotism to gain followers in 
preference over mundane Persuasion. 


Universo's Hypnotism 


Universo’s powers of hypnosis are his most 
potent weapon in his endless attempts to conquer 
the Earth. To put a target in a trance, he must make 
an Action Check using his APs of Hypnotism as the 
AV/EV against OV/RVs equal to the target’s 
Int/Mind. If the attack is successful, Universo may 
then implant suggestions as he wishes. 

Universo must divide the RAPs earned 
between each of the implanted suggestions as 
desired. The completion of each suggestion is later 
treated as a separate Action Check when the time 
comes for the suggested action to take place. The 
AV/EVs of this Check are equal to the RAPs 
allocated by Universo with OV/RVs equal to the 
opponent's Int/Mtnd. If the Action Check 
Succeeds, the suggestion is carried out by the 
victim. 

A Hypnotism victim will not do anything 
completely against his Motivation or beliefs, but 
Universo can often get around this restriction. If he 
attempted to Hypnotize Laurel Gand into injuring 
her husband Rond Vidar, for example, the attempt 
would fail; but Universo could Hypnotize Laurel 
into believing that Rond was actually a Khund 
officer, probably creating the same result. 


Universo is one of the galaxy's foremost 
hypnotists. He can plant powerful suggestions in his 








Personality/Role-playing 


Subplots 


Universo is a driven, ambitious man with little 
regard for fear. These traits made him an ideal 
candidate for the Green Lantern Corps, as well as a 
persistent and dedicated world-conqueror. Ever since 
he glimpsed the beginning of time itself at Earth’s 
Time Institute, he has lusted after controlling the 
power he had seen there. 

Although he is a brilliant schemer and criminal 
mastermind, Universo still has one major weakness: 
his ego. He believes himself to be the most powerful 
hypnotist in the galaxy (as he may well be), which 
gives him a supreme arrogance when dealing with 
heroes who oppose him. 

Universo is a cunning and ruthless manipulator, 
and will stop at nothing to achieve his ends. He has 
recently ’’joined forces” with the Dark Circle, duping 
them into believing he would further their cause on 
Earth. After Universo got the funding he needed from 
them, and the situation on Earth deteriorated, he 
simply discarded them as allies. 


Using Universo in Adventures 


Universo is always in the midst of a grand 
scheme to conquer the Earth, making him an ideal 
’’master villain” to pit against hero teams there. He 
will invariably operate in the background, using his 
Powers to create armies of loyal followers to perform 
the ground-work for him. 

If he is in possession of the Hypno-Gem, 
Universo becomes an incredibly potent villain. He 
can use it to gain the control of one or more powerful 
heroes, such as Valor or Jo Nah, and use them against 
the Player Heroes. Universo might even gain control 
of a Player Character, although this should be rare. 

When the Dominators controlled Earthgov, 
Vidar worked as an underground resistance leader, 
secretly funded by the Dark Circle. During this 
period, he can be used as an ally for Player Heroes, 
especially the Legion SUBS. Although the Players 
should always be suspicious of Vidar, he can actually 
be counted on as an ally against the Dominion. 


Although Universo respects his son’s scientific 
accomplishments, he has tried to kill Rond in the 
past. This strange Family Subplot may have become 
more genial since the birth of Lauren, Vidar’s 
granddaughter. 

Universo's numerous attempts (and several 
successes) at conquering the Earth have always been 
foiled by the Legion of Super-Heroes. He has become 
the ubiquitous Legion villain (Enemies Subplot). 

Ever since he aided the resistance against the 
Dominion control of Earth, Universo has become 
immensely popular on New Earth, in spite of his past 
wrongdoings (Public Reputation Subplot). 


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


2995: The Legion of Super-Heroes Sourcebook 


Appearances in DC Comics 


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

Pre-Crisis: Adventure Comics #349, 359-360; The 
Brave and The Bold #179; Legion of Super-Heroes 
(2) #295; (3) 10, 22, 30, 32-37; Superboy (1) #207; 
Superman Family #207; Tales of the Legion #320; 
Who's Who *87 (I) #24 

Current: Legion of Super-Heroes (4) #1, 16, 18, 21, 
25-27, 29-30, 32, 34-35, 40 Who's Who in the Legion 
of Super-Heroes #7; Who's Who VI #9 



Hypno-Gem Pendant 









VILLAIN 


Velvet Tiger 


Dex: 3 

Str: 

2 Body: 

3 

Int: 5 

Will: 

3 Mind: 

4 

Infl: 4 

Aura: 

4 Spirit: 

3 

Initiative: 

12 

Hero Points: 

30 


•Powers: Dimension Travel: 7 
•Skills: Charisma: 5, Scientist: 3, Thief: 5 
•Limitations: Power Restriction: Velvet Tiger’s 
Dimension Travel can only be used to enter 
"Temporal Pockets" (see below). 

•Advantages: Attractive; Leadership 
•Alter Ego: Lani Gilbert 
•Motivation: Mercenary 
•Occupation: Extortionist 
•Wealth: 7 
•Equipment: 

Pistol [EV: 4, Ammo: 7, BODY: 4, R#: 3] 


Powers and Abilities 


The Velvet Tiger's only superhuman ability is 
the power to enter a "Temporal Pocket" between 
seconds where time only passes for her. 

In her capacity as co-owner of Gilcom, Lani 
learned how to use computers to uncover other 
people's secrets. She is a skilled programmer with 
access to specialized "hacking" equipment that allows 
her to break into high-security systems. 

Since assuming the Velvet Tiger persona, Ms. 
Gilbert has also become an accomplished thief. She is 
able to break into a secure building, take whatever 
she likes and leave no trace of her passing. 

Lani is a poor hand to hand combatant which 
forces her to rely on her temporal power and hired 
muscle to defend her against her many enemies. 


Temporal Pockets 


A Temporal Pocket is effectively another 
dimension with a Travel Value of 5, but it is only 
accessible to characters with a power similar to the 
Velvet Tiger's. Lani's Dimension Travel power can 
only be used to create one of these pockets. 

Lani can try to bring anything she is touching 
with her when she activates her power if she gets 1 or 
more RAPs on a Dice Action using her Dimension 
Travel as the AV/EV and the Body of her target as 
the OV/RV. She can bring other people with her 
(which works like Banishment), but she has to go 
with them. 


In a Temporal Pocket time does not pass for 
anyone but Lani and any Characters she brought with 
her. Everything in the pocket is affected by 
something she calls "temporal inertia," which means 
that they are fixed in time and very difficult to move, 
this also affects the air, making it hard to breathe. 

Characters who have not become accustomed to 
living in a Pocket would not be able to survive for 
long. The Velvet Tiger can try to suffocate/starve 
someone by bringing him with her and then stranding 
him. The Character will only be able to survive for an 
hour (10 APs), plus any extra time afforded by the 
victim's Sealed Systems Power (if any). Without the 
Solar Sustenance Power, even a Character who can 
somehow breathe in a Pocket will begin to die of 
thirst after 16 APs of time. 

The Velvet Tiger has mastered the environment 
of the Temporal Pockets and is able to interact 
normally, giving her a big advantage over opponents 
she brings with her. In any situation where Lani 
comes into direct conflict with one of her guests in a 
Pocket the Action Check should be adjusted by 2 
column shifts in her favor. 


Personality/Role-playing 


Lani Gilbert spent most of her childhood in 
Temporal Pockets, where she had the freedom to play 
with anyone or anything she liked without 
supervision. Her birth certificate says she is only ten 
years old, but she has lived for more than twenty 
years. Unfortunately, she has not matured normally 
and has a childlike that outlook makes her very 
dangerous. She has tried to kill her own brother on 
several occasions and can be lethal if provoked. 


Using Velvet Tiger in Adventures 


The Velvet Tiger is a blackmailer adept at 
learning other peoples secrets and using them to her 
advantage. Originally she restricted her activities to 
petty computer crime, but recently she used her 
power to become the kingpin of Washington’s drug 
trade. 

Lani owns everything in the shadow world of the 
temporal pocket and wants to own as much as she 
can in the real world. Driven by greed, her schemes 
usually involve using stolen information to make a 
quick buck. It is only a matter of time before she 
realizes the true impact her power could have and 
starts trading in military secrets and secret identities. 









Subplots 


Appearances in DC Comics 


Lani is involved in a Family Subplot with her 
brother Ward. Unable to accept the fact that his little 
sister has become a criminal mastermind, Ward 
Gilbert has chosen to believe that Lani Gilbert and 
the Velvet Tiger are two different people. 

Ward has assumed the identity of a murderous 
villain he calls Hakker to kill the Velvet Tiger and 
free his sister from her "evil" influence. To assist him 
in his twisted crusade Hakker has assembled a group 
of underage villains called the Cyber-Brats. So far 
Ward has been unsuccessful, but he has proven more 
than a match for his sister's rather limited abilities so 
if he is not stopped he may eventually defeat her 
(Enemies Subplot). 


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

Pre-Crisis: Detective Comics #518-519 

Current: Hawk and Dove (3) #22-24; Who's Who 
‘91 #10 


A diagram of the manipulation of the 
natural flow of time as perceived by 
linear beings on the planet Earth. 



© Entrance into the 
"temporal pocket" 


Reentry into the 
natural flow of time 


Actual time elapsed 
outsideofthe 
"temporal pocket" 



All time within the "temporal pocket" exists 
"between" seconds. No matter how much time 
seems to have passed "inside" upon exiting 
only one second will have passed on the outside. 








SUPPORTING CAST 


Bibbo 


Dex: 3 

Str: 

5 

Body: 

4 

Int: 2 

Will: 

3 

Mind: 

4 

I NFL: 3 

Aura: 

3 

Spirit: 

5 

Initiative: 10 


Hero Points: 

15 


•Skills: Martial Artist: 5, Weaponry (Melee): 4 
•Advantages: Area Knowledge (Metropolis Docks); 
Connections: Longshoreman’s Union (Low), Street 
(Low), Superman (High); Luck 
•Alter Ego: Mr. Bibbowski (first name unknown) 
•Motivation: Thrill of Adventure 
•Occupation: Former boxer, former dock worker, 
current tavern owner and bouncer 
•Wealth: 10 


Powers and Abilities 


Although Bibbo does not possess any super¬ 
human abilities, he is widely renowned for his 
formidable strength and fist-fighting prowess. 
Perhaps Bibbo’s most extraordinary ability is the fact 
that fortune smiles upon him as evidenced by his 
winning the lottery. 


Gaining Bibbo’s Respect 


As a general rule, Bibbo respects strength and 
courage more than just about any other human 
qualities. In game terms, this means that heroes 
interacting with Bibbo can use their APs of Str, APs 
of any Power that allows them to make a Physical 
Attack, or APs of Spirit as both the AV and EV of 
any Persuasion attempts aimed at him. Only 
characters with heroic Motivations (Seeking Justice, 
Upholding the Good, Responsibility of Power, etc.) 
may employ such a tactic since Bibbo seems to 
recognize and shun “rough characters.” Note that any 
Persuasion attempt made in this fashion must be 
accompanied by an appropriate display of power or 
courage. 


The Ace O'Clubs 


Bibbo is the current owner and proprietor of a 
seedy tavern located on the Metropolis waterfront 
known as the Ace O’Clubs. The tavern is often the 
first stop for heroes or police investigators looking 
for information about the Metropolis underworld (ie. 
several Characters with Low level Street Connections 


are always present), though it is populated by thugs 
and hooligans who like to make trouble for such do- 
gooders. 


Typical Hooligan 


Dex: 3 

Str: 

3 

Body: 

3 

Int: 1 

Will: 

2 

Mind: 

2 

Infl: 2 

Aura: 

2 

Spirit: 

2 

Initiative: 6 


Hero Points: 

5 


•Skills: Weaponry (Melee): 3 

•Advantages: Area Knowledge (Metropolis Docks); 

Connection: Street (Low) 

•Wealth: 10 
•Equipment: 

Broken Bottle [EV: 2, Body: 1] 

Chair/Table [EV: 3, Boby: 2] 

Ever since he became associated with Superman, 
Bibbo has been trying to force the more dangerous 
elements out of the Ace O'Clubs. Under most 
circumstances, he attempts to break up any brawls 
that erupt in the bar (arriving within three phases). 


Personality/Role-playing 


Bibbo is a carouser and hell-raiser who enjoys a 
good fight. Woe be unto those who anger him! While 
certainly nobody’s idea of a good role model, Bibbo 
has a good heait and would give a needy friend the 
shirt off his back. 

Superman’s recent death humbled Bibbo even 
further, allowing him to recognize the true value of 
compassion. 


Using Bibbo in Adventures 


Bibbo is an excellent source of information for 
player heroes visiting Metropolis. An ideal encounter 
might go something like this: the Player Heroes 
arrive at the Ace O'Clubs looking for information, 
where they are assaulted by hooligans. During the 
ensuing fight, the heroes gain Bibbo’s respect, so he 
decides to use his own Street Connections to help 
them. 


Subplots 


Bibbo’s newfound fortune has been the 
springboard for numerous Wealth Subplots. 
Furthermore, after Superman died, Bibbo underwent 
a lengthy Death Guilt Subplot. 














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


Superman: The Man of Steel Sourcebook 


Appearances in DC Comics 


Action Comics #661, 663-664, 667, 673-674, 685; 
Adventures of Superman #428, 447, 449, 454, 464, 
476-478, 483, 487, 498-499; Superman (2) #40-41, 
51, 54-55, 60, 76; Superman: The Man of Steel #5-6, 
8-9, 11, 19-20; Who's Who ( 91 #12 



Ground Floor 



2nd Floor 



Basement 


Ace O’Clubs Bar 












































































































SUPPORTING CAST 


Flash 

Supporting 

Cast 


Mary West 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 2 

Will: 

2 

Mind: 

2 

Infl: 2 

Aura: 

2 

Spirit: 

3 

Initiative: 6 


Hero Points: 

5 


•Skills: Charisma (Persuasion): 3 
•Advantages: Connections: Chunk (High), Flash 
(High) 

•Drawbacks: Serious Irrational Attraction to 
involving herself in Wally’s life and decisions 
•Motivation: Upholding the Good 
•Occupation: Secretary 
•Wealth: 5 


Joan Williams Garrick 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 2 

Will: 

2 

Mind: 

3 

Infl: 3 

Aura: 

2 

Spirit: 

3 

Initiative: 7 


Hero Poin ts: 

10 


•Skills: Charisma (Persuasion): 3 


•Advantages: Connections: Flash (Wally West) 
(High), Justice Society of America (High) 
•Drawbacks:Age (old); Married 
•Motivation: Upholding the Good 
•Occupation: Housewife 
•Wealth: 5 


Mason Trollbridge 


Dex: 3 

Str: 

3 

Body: 

3 

Int: 3 

Will: 

3 

Mind: 

3 

Infl: 3 

Aura: 

2 

Spirit: 

3 

Initiative: 9 


Hero Points: 

10 


•Skills: Vehicles: 3, Weaponry: 3 
•Advantages: Scholar (home improvement) 
•Drawbacks: Age (old) 

•Motivation: Upholding the Good 
•Occupation: Businessman 
•Wealth: 6 


Dr. Tina McGee 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 7 

Will: 

6 

Mind: 

5 

Infl: 4 

Aura: 

3 

Spirit: 

4 

Initiative: 13 


Hero Points: 

10 


•Skills: Gadgetry: 7,Medicine: 7, Scientist: 7 
•Advantages: Attractive; Scholar (biomechanics) 
•Drawbacks: Married 
•Motivation: Upholding the Good 
•Occupation: Researcher 
•Wealth: 7 


Dr. Jerry McGee 


Dex: 3 

Str: 

2 

Body: 

3 

Int: 7 

Will: 

5 

Mind: 

3 

Infl: 3 

Aura: 

2 

Spirit: 

4 

Initiative: 13 


Hero Points: 

25 


•Skills: Gadgetry: 7, Medicine: 7, Scientist: 7 
•Advantages: Scholar (genetics) 

•Drawbacks: Married 
•Alter Ego: “Speed McGee” 

•Motivation: Upholding the Good/Psychopathic 
•Occupation: Scientist 
•Wealth: 6 
•Equipment: 

SPEED McGEE COSTUME [Body: 7] 

While Jerry was Speed McGee, he had the 
Superspeed Power rated at 7 APs, a Str of 8, a 
Body of 7, the Psychopathic Motivation, and the 
following Drawbacks: Serious Rage, Serious 
Psychological Instability, Strange Appearance, and 
Serious Irrational Attraction to steroids. The Speed 
McGee costume automatically injected Jerry with 
the steroids that gave him his powers at regular 
intervals. 


Linda Park 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 3 

Will: 

3 

Mind: 

3 

Infl: 3 

Aura: 

3 

Spirit: 

3 

Initiative: 8 


Hero Points: 

55 


•Skills: Charisma: 4, Detective: 3 
•Advantages: Attractive; Connections: Flash (Wally 
West) (High), Keystone City Media (High) 
•Drawbacks: Minor Irrational Attraction to the Flash 
(Wally West) 

•Motivation: Seeking Justice 
•Occupation: Reporter 
•Wealth: 8 


Connie Noleski 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 2 

Will: 

2 

Mind: 

2 

Infl: 4 

Aura: 

4 

Spirit: 

3 

Initiative: 8 


Hero Points: 

5 


•Skills: Charisma: 7 

•Advantages: Attractive; Connection: Fashion 










Industry (High) 

•Motivation: Thrill of Adventure 
•Occupation: Model 
•Wealth: 7 


Personality/Role-playing 


Mary West is kind and considerate, though she is 
a bit too willing to interfere in Wally’s life. 

Joan Garrick is wise commensurate with her 
years. In Keystone City, she is known for her sharp 
sense of humor. 

Mason Trollbridge is a well-mannered, earthy 
man with a strong sense of adventure. 

Tina McGee is confident and competent. Her 
strong attachment to her work is counter-balanced by 
her natural charms. 

Jerry McGee is motivated almost exclusively by 
his work. He is so obsessed with his discoveries that 
he has risked much f or the sake of his studies. 

Linda Park is an aggressive and ambitious 
woman with a strong jealous streak. 

Connie Noleski isn’t very bright, though her 
natural charms more than compensate for this defect. 


Appearances in DC Comics 


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

Jerry McGee: Flash (2) #5-6, 15-18, 24-28, 35-38, 40, 42- 
43, 50, 61; Flash Annual (2) #4; Who's Who ‘88 #3; Who's 
Who ‘91 #10 

Tina McGee: Flash (2) #3-9, 11-16, 24-28, 35-38, 40-43, 
50, 61; Flash Annual (2) #3-4; Who's Who ‘91 #10 

Connie Noleski: Adventures of Superman #463; Flash (2) 
#19, 30, 35-36, 42, 44, 49-50, 55-56, 58-60; Flash Annual 


(2) #1; Who’s Who ‘91 #10 

Linda Park: Flash (2) #28, 31, 33, 36-43, 47, 49-50 , 61, 
66-67, 69 (voice), 71-73; Hawkworld Annual #1; Who’s 
Who ‘91 #10 

Mason Trollbridge: Adventures of Superman #463; Flash 
(2) #15-18, 20, 23-28, 30-38, 40, 43-44, 46, 49-50, 52, 55- 
61; Flash Annual (2) #4; Who's Who ‘91 #10 

Mary West (pre-Crisis): DC Special Series #11; The 
Flash (1) #114, 122, 133, 135, 138, 149, 156 (behind the 
scenes), 165, 266; The New Teen Titans (1) #8; (2)6 

Mary West (current): Flash (2) #8-9, 11-25, 27, 29-31, 
49-50, 60 (behind the scenes), 61-62, 65, 69 (behind the 
scenes); Flash Annual (2) #2-3; Justice League 
International #19; Manhunter (2) #8-9; Secret Origins 
Annual #2; Who's Who ‘88#4; Who's Who ‘91 #10 

Joan Williams Garrick (pre-Crisis): All-Flash #1-32; 
All-Star Comics #2-3, 61, 73; All-Star Squadron #54; All- 
Star Squadron Annual #3; America Vs. the Justice Society 
#2; The Big All-American Comic Book #1; Comic 
Cavalcade #1-8, 10, 12, 14, 16-18, 20-21, 23-28; Crisis On 
Infinite Earths #11; DC Special Series #11; DC Super- 
Stars #5 (redrawn reprint); The Flash (1) #123, 129, 137, 
151, 173, 201, 205, 214-215, 229, 236, 247, 305; Flash 
Comics #1-4, 6, 14-51, 53-59, 61-64, 66-67, 69-74, 76, 78- 
83, 85-89 , 91-95, 97-100, 102-104; Flash Comics 
miniature; Four Star Spectacular #1 (redrawn reprint); 
Infinity, Inc . #21, 27; “Strange Confession” (unpublished 
Flash story. Fages 1, 6-7, and 11-12 appear in Robin 
Snyder’s History of the Comics (3) #7; (2) 7; and 
Superman s Girl Friend, Lois Lane #113, respectively) 

Joan Williams Garrick (current): Adventures of 
Superman #463; Flash (2) #24, 27, 30, 32-33, 37-38, 49- 
50, 73; Flash Annual (2) #3-4; Hawkworld Annual #1; 
Justice Society of America (2) #6-7; Secret Origins (3) #9, 
50; Who's Who ‘91 #10 


KEYST#NE CITY, KANSAS 


est, pop. 200.000 

Monument t# th a Flash 
(Jay Garrick) 

(2) home of J#an Garrick 

□ Old Stoctyard 

0 business district 

i Industrial park 
miles 


























































SUPPORTING CAST 


Hippolyte 


The Amazons 


Dex: 

9 

Str; 

8 

Body: 

8 

Int: 

10 

Will: 

13 

Mind: 

10 

Infl: 

11 

Aura: 

10 

Spirit: 

10 

Initiative: 32 


Hero Points: 

10 


•Powers: Directional Hearing: 3, Running: 6, 
Telescopic Vision: 2 

•Skills: Animal Handling: 7, Martial Artist: 8, 
Military Science (Tracking): 9, Weaponry: 10 
•Advantages: Area Knowledge (Themyscira); 
Connections: Amazons (High), Wonder Woman 
(High); Leadership 

•Drawbacks: Minor Irrational Attraction to 
overprotecting Princess Diana; Miscellaneous: 
Hippolyte’s RV against Killing Combat is only 4, 
but she may use her Martial Artist Skill to augment 
it normally. 

•Motivation: Upholding the Good 
•Occupation: Queen of the Amazons 
•Wealth: 10 


Powers and Abilities 


As an Amazon, Hippolyte is unusually strong 
(able to lift a truck over her head) and fast (able to 
run at approximately 65 miles per hour). Her 
remarkable constitution enables her to withstand 
severe physical punishment, though her skin can be 
penetrated by projectiles and edged weapons. 

Like most Amazons, Hippolyte has been trained 
in the arts of war and combat. She also enjoys the 
typical Amazonian affinity for wildlife. 


Themyscira 


The Amazons inhabit a secret island located at 
the center of the Bermuda Triangle and known as 
Themyscira, or “Paradise Island.” Stretching across 
Paradise Island is a vast marble city. Most of the 
walls comprising the city have a Body of 13. 

Until recently, in DC Heroes terms, only 
characters with the Area Knowledge (Themyscira) 
Advantage knew the exact location of Paradise 
Island. Now that the gods have released the Amazons 
from exile, however, Queen Hippolyte and her 
subjects have allowed outsiders to visit Themyscira 
as ambassadors of other cultures. 


In all, approximately one thousand Amazons live 
on Paradise Island. Among the noteworthy Amazons 
are: Phillipus, Menalippe, Aella, Epione, Euboea, 
Hellene, and Mymosyne. 


Typical Amazon 


Dex: 8 

Str: 

8 

Body: 

8 

OO 

n 

z 

Will: 

8 

Mind: 

8 

Infl: 7 

Aura: 

7 

Spirit: 

8 

Initiative: 32 


Hero Points: 

10 


•Powers: Directional Hearing: 3, Running: 6, 
Telescopic Vision: 2 

•Skills: An imal Handling: 7, Martial Artist: 8, 
Military Science (Tracking): 8, Weaponry: 8 

•Advantages: Area Knowledge (Themyscira); 
Connections: Amazons (Low), Wonder Woman 
(Low) 

•Drawbacks: Miscellaneous: Each Amazon’s RV 
against Killing Combat is only 4, but she may use 
her Martial Artist Skill to augment it normally. 

•Motivation: Upholding the Good 

•Wealth: 6 


Personality/Role-playing 


Hippolyte is a gentle, wise, loving queen who 
cares more for her daughter than for life itself. She 
has risked her own life for her daughter before and 
would unhesitatingly do so again. Hippolyte was 
often overprotective of Diana, forbidding her to 
return to Man’s World for a time, but she soon 
relented, realizing that Diana's true place is in all the 
world, not only Themyscira. 

As a ruler, Hippolyte is compassionate but firm. 
Her demeanor is softly powerful and calm, but she 
can quickly shift to being the bold, angry, warrior- 
queen when the need arises. Hippolyte has a regal 
bearing and always makes certain she gets what she 
wants. She is far more world-wise than her more 
innocent daughter. 


Using Hippolyte in Adventures 


An adventure set in the Amazonian homeworld 
of Themyscira might prove interesting. In such an 
adventure, the player heroes would have an 
opportunity to explore a strange and interesting 
culture, perhaps learning as much about their own 
society as that of the Amazons. Of course, Hippolyte 















would make an ideal tour guide for visitors to 
Paradise Island. 


Subplots 


Hippolyte’s mothering nature often leads her into 
Family Subplots based around her relationship with 
her daughter. 


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; Earth-Two: All-Star Comics #8; All-New 
Collectors' Edition #C-54; Comic Cavalcade #12, 17, 19, 
21-22, 25; DC Special #3; DC Special Series #9; Sensation 
Comics #4, 6, 24, 26, 37, 42, 58, 76, 86, 89, 94, 96; 
Wonder Woman (/)#!, 3, 6-7, 9. 13, 16-17, 23, 28, 30, 32- 


37, 45, 48, 52, 54, 57, 60-62, 65-66, 75, 78-80, 83, 91, 93, 
96-97, 196, 229, 237, 242 

Pre-Crisis; Earth-One: Adventure Comics #459, 462; The 
Brave and the Bold #60; Crisis 0n Infinite Earths #4, 11- 
12; DC Comics Presents #41; DC Special Series #19; 
Justice League of America #9, 146 . 200; Legend of Wonder 
Woman #1-4 The New Teen Titans (1) #11-13; (2) 9-10; 
Showcase #59; Super Friends #2-3, 17; Super-Team 
Family #14; Tales of the Teen Titans #45, 50; Teen Titans 
#1. 22; Who's Who ‘85 #10; Wonder Woman (1) #98, 100, 
105-107, 109, 112-12/, 123-126, 128-133, 135, 138, 140, 
142-145, 147-150, 152-155, (Many of the stories in issues 
#129-155 are Amazon movies in which Hippolyle, while 
present, is technically behind the scenes as producer) t 157- 
159, 168, 170-175, 179, 183-184, 192, 204-209, 211-213, 
215-216 y 218, 223-224, 226, 247-253, 269-271, 286, 289, 
293, 296-302, 308, 3/0, 312-313, 316-318, 322, 324, 325 
(behind the scenes), 326-329; World's Finest Comics #250, 
286 

Current: War of the Gods #3-4; Who's Who ‘91 #10; 
Wonder Woman (2) #1-2, 5-7, 10-14, 17, 21-22, 25, 27, 32, 
35-41, 43, 46-48, 50-52, 54, 60-62; Wonder Woman 
Annual #1 


















Joe Potato 


Dex: 3 

Str: 

3 

Body: 

4 

Int: 6 

Will: 

4 

Mind: 

4 

Infl: 4 

Aura: 

3 

Spirit: 

4 

Initiative: 

13 

Hero Points: 

20 


•Skills: Charisma: 5, Detective: 6, Martial Artist: 5, 
Vehicles (Land): 5, Weaponry (Firearms): 5 
•Advantages: Area Knowledge (Gotham City); 
Connection: The Batman (Low); Iron Nerves; 
Sharp Eye 

•Drawbacks: Age (old); Minor Irrational Attraction 
to telling potato-related jokes and puns. 
•Motivation: Seeking Justice 
•Occupation: Private Detective 
•Wealth: 4 
•Equipment: 

.38 Pistol [Body: 4, EV: 3, Ammo: 6, R#: 3] 

.44 Magnum (Body: 4, EV: 5, Ammo: 6, R#: 31 
Joe Potato Peeler [B#dy: 1 [ 

POTATO VAN [Str: 5 , Boby: 7, Running: 7, R#: 21 
Sawed-Off Shotgun [Body: 4, AV: 5, EV: 5, Ammo: 
2, R#: 3] 


Powers and Abilities 


Joe Potato possesses no meta-human abilities, 
but is a highly skilled investigator (Detective). 
Though he is not an exceptional physical specimen, 
Joe has trained in the Japanese Martial Art aikido, 
which aims to use the attackers strength against him. 
During the course of his career, Joe has learned to 
expertly handle a gun (Weaponry), and can drive his 
Potato Van like a pro (Vehicles). 


The Art of Aikido 


Mrs. Potato's boy is an expert in the Japanese 
form of self-defense known as aikido. It involves the 
use of many types of holds and throws, in order to 
turn the strength of an attacker against him. 

In game terms, when Joe is attacked in hand-to- 
hand combat, he must wait for his opponent to act 
before he does (effectively holding his Initiative if his 
was higher than his opponent's). After his opponent 
attacks, Joe can immediately counter-attack (even if 
his Initiative indicates otherwise), and he gets a 
bonus of +1 to his AV for every Column Shift his 
opponent scored against him. 


Additionally, if Joe wins the Initiative in a phase, 
and elects to use the Laying Back maneuver, he gains 
a bonus of +1 Column shift to his own OV, but does 
not suffer the usual penalty of adding +1 Column 
Shift to the OVs of anyone he attacks that phase. 


The Joe Potato Peeler 


When it's time to scare the chives out of a crook, 
Joe pulls out his "patented Joe Potato Peeler." It's a 
wicked-looking chrome-plated potato peeler, but it's 
actually made of rubber. 

Joe can use the Peeler to help him in any 
attempts to Interrogate or Intimidate an opponent. 
When he pulls it out and brandishes it, he gains a 
bonus of -1 Column Shift from his opponent's OV 
and RV against Interrogation and Intimidation, 
provided of course that the crook thinks the Peeler is 
real. If the target of Joe's Peeler can score positive 
RAPs in a Perception Check against OV/RVs of 6/6, 
he spots the trick, and Joe's attempt automatically 
fails. 


Personality/Role-playing 


Joe is a tough-as-nails, hard-boiled, no-nonsense 
P.I. He has lived all his life in the worst part of 
Gotham, and that has taught him to really hate crime. 
Joe's not a killer, however, and always "plays strictly 
by the recipe book." 

When using Joe Potato as an NPC, the 
Gamemaster should be sure to throw as many potato 
references into his speech as possible. Every word 
out of his mouth doesn't need to be "potato," but he 
should use as many potato puns and jokes as 
possible, to reinforce his character. 


Using Joe Potato in Adventures 


Joe works the mean streets of Gotham, and will 
take any decent job, if the money's there. He can be 
used in any adventures set in that city, and is 
especially useful as an NPC source of information or 
help for Player Heroes who are tracking down 
villains that are native to Gotham City. 

Joe Potato has worked with the Batman in the 
past, and has a great deal of respect and admiration 
for him. If the need arises, Joe can use his 
Connection with Batman to gain the aid of the caped 
hero. However, Joe will only resort to this if he can't 
get the job done himself. He will never run to Batman 
at the first sign of trouble. 

























Subplots 


ippearances in DC Comics 


E 

Joe Potato is involved in an ongoing Job Subplot Batman #460-461; Detective Comics #594; Who's 
that involves his unique line of work. He’s never sure Who '91 #10 
where his next case will lead him, or when it will 
come. 




Joe Potato's Revolver 



Joe Potato's Semi-auto Pistol 



The Potato Peeler 
































Joshua Clay 

deceased 


Dex: 

5 Str: 

3 Body: 

5 

Int: 

6 Will: 

5 Mind: 

5 

Infl: 

4 Aura: 

3 Spirit: 

3 

Initiative: 

15 

Hero Points: 

35 

•Powers: Energy Blast: 

12, Flight: 6 



•Skills: Medicine: 7, Vehicles (Land): 5, Weaponry: 5 
•Advantages: Connection: Doom Patrol (High) 
•Drawbacks: Dark Secret (Vietnam desertion) 
•Alter Ego: Jonathan Carmichael, Tempest 
•Motivation: Unwanted Power 
•Occupation: Doctor 
•Wealth: 6 


Powers and Abilities 


Joshua Clay was born with the 'meta-gene' but it 
laid dormant until a moment of crisis in Vietnam 
when it manifested as the mutant power to generate 
blasts of heat powerful enough to melt steel. As 
Tempest of the Doom Patrol, Joshua learned to 
channel this energy to produce thrust, propelling his 
body through the air. He could fly at speeds 
approaching 100 miles an hour but usually travelled 
at a steady cruising speed of 60 miles an hour. 


Reluctant Hero 


The Unwanted Power Motivation does not go far 
enough in explaining Joshua's reluctance to use his 
powers. Over the years he has had reason to blame 
many personal tragedies on his powers and came to 
associate his Tempest identity with disaster. Any 
time Joshua would be tempted to use his powers he 
had to roll an 11 or better on 2D10 or he could not 
bring himself to do it and had to seek some other 
alternative, no matter how futile it seemed. 


Doom Doctor 


Joshua was a practicing physician who served as 
the Doom Patrol’s resident medic. In this capacity he 
had to treat bizarre injuries to unique individuals on a 
regular basis. 

Normally, the Surgery subskill of Medicine is 
used to heal physical damage. When treating unusual 
patients standard action modifiers should be assigned 


as summarized on the universal modifier chart. 

As an example, treating Rebis is a Challenging 
task because of "hir" peculiar physiology, modifying 
any surgery attempt by +1 Column Shift to the 
OV/RV. Treating what is left of Cliff Steel’s 
(Robotman's) human body is a Difficult task because 
of the intrusive cybernetics, so a +2 Column Shift 
modifier should be applied. 


Personality/Role-playing 


Like most of his friends in the Doom Patrol, 
Joshua felt that his powers were more of an affliction 
than a blessing. He also thought that dressing up in 
colorful costumes to fight crime was kind of stupid 
and regretted the years he spent as Tempest. 

Since leaving the team Joshua became more 
introspective, searching for answers to the many 
problems that plagued his troubled life. He was 
usually an easygoing guy unless forced to deal with 
the four-color life he left behind, in which case he 
became frustrated and anxious. 

Joshua was part of the support for the new Doom 
Patrol, serving as their doctor. He had not been 
Tempest in a long time but would use his powers in 
self defense or if innocents were threatened in his 
presence. 


Using Joshua Clay in Adventures 


Joshua could have been involved in any plot that 
involved the Doom Patrol, especially if they were 
threatened by one of their old enemies whom he 
fought as Tempest, He was seldom encountered 
without the Doom Patrol, but would have made an 
excellent contact. 


Subplots 


A deserter from the army, Joshua had been on 
the run since Vietnam. From time to time he thought 
he has been discovered, so he changed his identity 
and moved to another city. Among his friends in the 
Doom Patrol he had no need to conceal his true 
identity (Secret Past/Secret Identity Subplots). 

A criminal named Spooner provided Joshua 
with the identity of Jonathan Carmichael, allowing 
him to attend medical school and set up private 
practice. Underworld characters like Spooner from 
Joshua's Criminal Past proved problematical to him 
from time to time. 

















Appearances in DC Comics 


Family #191-193; Who's Who l 87 (I) #23 


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

Pre-Crisis: Crisis On Infinite Earths #9-10, 12; The 
Daring New Adventures of Supergirl #8-10; DC 
Comics Presents #52; Showcase #94-96; Superman 


Current: Doom Patrol (2) #1-23, 25-26 , 31-38, 42- 
44, 46-52, 55, 56-57 (corpse); Doom Patrol and 
Suicide Squad Special #1; Doom Patrol Annual #1; 
Invasion! #2-3; Secret Origins Annual #1; Superman 
(2) #20; Who's Who VI #11 





DOOM PATROL headquarter 

Medical Section 


















































SUPPORTING CAST 


Legion of 
Super-Heroes 
Supporting 
Cast 


Marte Allon 


Dex: 

3 

Str: 

2 Body: 

3 

Tnt: 

6 

Will: 

6 Min*: 

6 

Infl: 

7 

Aura: 

7 Spirit: 

4 

Initiative: 


16 

Hero Points: 

60 


•Skills: Charisma: 10, Detective (Law): 8 
•Advantages: Connections: United Planets Governments 
(High), Science Police (High); Leadership; Scholar 
(politics) 

•Drawbacks: Married 
•Motivation: Upholding the Good 
•Occupation: Royal Aide 
•Wealth: 8 


Calorie Queen 


Dex: 

6 

Str: 

4-8 Body: 

6 

Lnt: 

4 

Will: 

4 Mind: 

3 

Infl: 

3 

Aura: 

4 Spirit: 

2 

Initiative: 


15 

Hero Points: 

60 


•Powers: Acid: 18, Systemic Antidote: 18 
•Skills: Charisma: 8, Martial Artist: 6 


•Limitations: Miscellaneous: Acid represents Taryn's 
digestive juices. She must eat ob jects to dissolve them; 
Systemic Antidote is only for imbibed toxins; The more 
mass Taryn eats, (ire more her Str rises. She can add the 
APs of weight of objects eaten to her Str Attribute, to a 
maximum of 8. This increase lasts approximately one 
hour (10 APs). 

•Advantages: Connections: United Planets Governments 
(High), Tenzil Kern (High); Scholar (politics) 

•Alter Ego: Taryn Loy 
•Motivation: Thrill of Adventure 
•Occupation: Senator 
•Wealth: 5 


Circe -deceased 


Dex: 

4 

Str: 

5 

Body: 

3 

Int: 

8 

Will: 

8 

Mind: 

4 

Infl: 

7 

Aura: 

4 

Spirit: 

4 

Initiative: 


21 

Hero Points: 

60 


•Skills: Martial Artist: 6, Military Science: 6, Scientist; 6, 
Vehicles: 6, Weaponry: 6 
•Advantages: Connection: Earthgov (High) 

•Motivation: Mercenary 
•Occupation: Science Police #fficer 
•Wealth: 8 
•Equipment: 

Blaster [Body: 5, Energy Blast: 7, R#: 2] 


Sean Erin 


Dex: 

4 

Str: 

5 Body: 

5 

Int: 

7 

Will: 

5 Mind: 

5 

Infl: 

4 

Aura: 

3 Spirit: 

3 

Initiative: 


17 

Hero Points: 

60 


•Skills: Charisma: 7, Martial Artist: 6, Military Science: 8, 
Scientist: 6, Vehicles; 5, Weaponry: 4 
•Advantages: Connections: Science Police (High) 
•Drawbacks: Minor Psychological Instability (depression) 
•Alter Ego: Shvaughn Erin 
•Motivation: Upholding the Good 
•Occupation: Science Police Chief 
•Wealth: 6 
•Equipment: 

Blaster [Body: 5, Energy Blast: 8, R#: 2] 


King Joxn 


Dex: 

3 

Str: 

3 Body: 

3 

Int: 

8 

Will: 

7 Mind: 

6 

Infl: 

8 

Aura: 

6 Spirit: 

5 

Initiative: 


21 

Hero Points: 

60 


•Skills: Charisma: 10, Martial Artist: 5, Military Science: 9 
•Advantages: Connections: United Planets Governments 
(High), Legion of Super-Heroes (Low); Leadership 
•Motivation: Responsibility of Power 
•Occupation: Commander, United Planets Militia 
•Wealth: 12 


Loomis 


Dex: 6 

Str: 

5 

Body: 

4 

Int: 11 

Will: 

10 

Mind: 

5 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 

23 

Hero Points: 

65 


•Powers: Recall: 10 

•Skills: Charisma (Persuasion): 8, Gadgetry: 10, Martial 
Artist: 6, Military Science: 8, Scientist: 8, Vehicles: 8. 
Weaponry: 6 

•Advantages: Connections: Legion of Super-Heroes 
(High); Genius: Gift of Gab; Sharp Eye 
•Drawbacks: Catastrophic Physical Restriction: Loomis is 
missing his right arm and wears a prosthesis. 
•Motivation: Responsibility of Power 
•Occupation: Handyman 
•Wealth: 5 


R#N» Vidar 


Dex: 

4 

Str: 

4 

Body: 

5/12 

Int: 

9 

Will: 

15 

Mind: 

13 

Infl: 

4 

Aura: 

3 

Spirit: 

12 

Initiative: 


17 

Hero Points: 

70 


•Powers: Iron Will: 14 
•Skills: Charisma: 6, Gadgetry: 8, Scientist: 9 
•Advantages: Connections: Anti-Earthgov Resistance 
(High), Legion of Super-Heroes (High); Iron Nerves; 
Scholar (temporal physics) 

•Motivation: Responsibility of Power 
•Occupation: Former Green Lantern 
•Wealth: 5 










•Equipment: 

POWER RING [Body: 15, Int: 10, Comprehend 
Languages: 20, Flight: 40, Force Manipulation: 15, 
Invulnerability: 18, Life Sense: 40, Omni-Power: 7, 
Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin 
Armor: 4, Spirit Travel: 5#] 

Bonus: R#nd's B#»y is 12 APs while he is wearing the 
ring. 

Limitations: For Each AP of Skin Armor used, Force 
Manipulation and Omni-Power are each reduced by 1 
AP; Life Sense can only be used to detect other Green 
Lanterns. 

Drawbacks: The Power Ring is completely useless 
against the color yellow; The ring must be charged once 
every 24 hours with the Power Battery; The ring's Body 
is only 6 when Rond is not wearing it. 

Power Battery [Body: 25, Energy Absorption: 18, 
Invisibility: 15, R#: 21 

Note: At this time, Rond’s Power Ring has been destroyed 
by Mordru. 


Personality/Role-playing 


Marte AlUn is a calm and rational woman, and a 
natural leader. She is always willing to help those in need. 
Marte's knowledge of history and her political experience 
make her a useful contact for members of the Legion. 

Calorie Queen (Taryn Loy) is a smart, sassy, and 
spunky woman. Her years as Tenzil Kern's top aide have 
served to cool down her often hot temper, but she still tends 
to get quite angry when things don't go her way. 

Circe acted the part of the perennial hard-boiled cop, 
but deep down she was a tender and caring person. Her 
genuine concern for her ’'men” in the S.P. led her to rebel 
against her Dominion masters, and her love for Dirk 
Morgna (who was horribly scarred when his Sun Boy 
powers overloaded in a powersphere explosion) drove her 
to kill him out of pity. After this act of mercy, she turned 
the gun on herself, apparently unable to deal with what she 
had done. 

Sean (Shvaughn) Erin is a deeply troubled individual. 
He has always been an exceptional S.P. officer, but has 
never been able to deal with his personal life. After 
spending many years as a woman, and falling in love with 
Jan Arrah (Element Lad), Sean was forced to return to 
being a man when the supply of Profem on Earth was cut 
off by the Dominion. He has since become saddened and 
confused, and has sought isolation to sort out his life. 

King Jonn is a strong and competent leader, and still 
bears a grudge against the Khunds for their conquest of his 
home planet. He is an aggressive man who always speaks 
his mind. 

Loomis has been keeping busy setting up the Legion's 
new base on Talus. He is constantly annoyed by the ever- 
changing demands put on him by the Legionnaires, but 
maintains a calm, gruff exterior in spite of the stress of his 
job. 

Rond Vidar is a brave and honest man. Even though 
he has lost his Power Ring, R»nd still has the soul of a 


hero. He currently spends most of his time taking care of 
Lauren, since Laurel tends to spend most of her time 
battling the Khunds. 


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


2995: The Legion of Super-Heroes Sourcebook 


Appearances in DC Comics 


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

Marte Allon (pre-Crisis): Adventure Comics #356 (behind 
the scenes), 37 1-372; The Best of DC #24; DC Special 
Series #2J; Legion of Super-Heroes (2) #263 (behind the 
scenes), 264, 269-27f 273, 277-280, 290, 303, 308, 313; 

(3) 1 (behind the scenes), 3, 7, 10, 27, 35, 47; Legion of 
Super-Heroes Annual (2) #1; Who's Who in the Legion of 
Super-Heroes #7 

Marte Allon (current): Legion of Super-Heroes (4) #15; 
Who's Who VI #11 

Calorie Queen (pre-Crisis): Super boy #212 
Calorie Queen (current): Legion of Super-Heroes (4) 
#10-11, 14; Who's Who in the Legion of Super-Heroes #3; 
Who’s Who VI #11 

Circe: Legion of Super-Heroes (4) #2, 6, 11, 13, 15, 18-20, 
23, 28-30 . 32, 34-36; Who's Who VI #11 
Sean (Shvaughn) Erin (pre-Crisis): Action Comics #568; 
The Best of DC #24 Cosmic Boy #1; Crisis On Infinite 
Earths #2-3; Legion of Super-Heroes (2) #296, 299, 301- 
302, 307 , 310-313; (3)2-3, 7, 9-10, 12, 16-17, 19, 21, 24, 
27-28, 32-37, 43, 47-48, 57, 62; (4) 2-3; Legion of Super- 
Heroes Annual (2) #1, 3; (3) 2; Superboy and the Legion of 
Super-Heroes #241, 243-245; Tales of the Legion #317- 
318, 323 

Sean (Shvaughn) Erin (current): Legion of Super-Heroes 

(4) #2-3, 11, 18, 20, 31; Who's Who in the Legion of Super- 
Heroes #5; Who's Who VI #11 

King Jonn (pre-Crisis): Superboy (1) #193 
King Jonn (current): Legion of Super-Heroes (4) #8 
(text), 15-17, 20, 30, 32, 34-36; Legion of Super-Heroes 
Annual (4) #3; Who's Who VI #11 

Loomis: Legion of Super-Heroes (4) #1-2, 13, 14 (text), 
15; Who's Who VI #11 

Rond Vidar (pre-Crisis): Adventure Comics #349, 360; 
All-New Collectors' Edition #C-55; The Brave and The 
Bold #179; Legion of Super-Heroes (2) #300; (3) 9, 16, 18, 
22, 25, 30 (behind the scenes), 49-51; (4) 3, 5; 
Legionnaires Three #2; Superboy (1) #200; Superboy and 
the Legion of Super-Heroes #233 

Rond Vidar (current): Legion of Super-Heroes (4) #3, 7- 
8, 10 (mention), 29, 37; Legion of Super-Heroes Annual (4) 
#1, 3; Who's Who in the Legion of Super-Heroes #5; Who's 
Who VI #11 



























SUPPORTING CAST 


Lois Lane 


Dex: 2 

Sir: 

2 Body: 

2 

Int: 3 

Will: 

3 Mind: 

3 

Infl: 3 

Aura: 

2 Spirit: 

4 

Initiative: 

10 

Hlro Points: 

15 


•Skills: Artist (Writer): 5, Detective: 3, Martial 
Artist: 3, Weaponry (Firearms): 2 
•Advantages: Area Knowledge (Metropolis); 
Connections: Daily Planet (High), Superman 
(High); Sharp Eye 

•Drawbacks: Miscellaneous: Lois has a strange 
knack for getting into trouble, which frequently 
results from her tendency to rush headlong into 
situations that might be better approached with 
more caution (treat as a Serious Irrational 
Attraction if she tries to overcome her 
impulsiveness). 

•Motivation: Thrill of Adventure 
•Occupation: Reporter 
•Wealth: 7 


Powers and Abilities 


Lois picked up self-defense and rudimentary 
firearms training while growing up on an army base 
and can hold her own when the going gets tough, but 
she is famous for her skill as a reporter. 


Doomsday 


Recently, Superman was killed by the creature 
known only as Doomsday. As this supplement goes 
to press the Man of Steel's ultimate fate is still 
uncertain. Obviously the outcome will have a 
profound effect on Lois, but as we cannot predict 
what the future holds for the Metropolis Marvel and 
his fiancee, we will have to watch and wait as the 
story is played out to its conclusion. 


Blind Spot 


Despite the fact that Lois Lane is widely 
recognized as one of the finest investigative reporters 
in her field she was never able to solve the mystery of 
Superman’s secret identity. 

Countless clues presented themselves during her 
extended courtship with Clark Kent and Superman, 
but she never seemed to notice them. 

One of the possible reasons the ace reporter 
never managed to put two and two together is the 


ongoing effort by Superman to keep his identity a 
secret. Kal-El is a brilliant man whose keen insights 
into human nature devised many believable 
diversions. 

A short time ago, the Man of Steel revealed his 
dual identity to Lois so their marriage could be based 
on honesty, trust, and mutual respect. 

When playing Lois before Superman has 
revealed his dual identity to her, bear in mind that she 
will subconsciously resist discovering his secret, 
conveniently rationalizing alternative explanations 
for any evidence she happens to encounter. 


Personality/Role-playing 


Lois is driven to succeed. Since she was a little 
girl she has tried to prove herself by working harder 
than anyone else. This outlook has done wonders for 
her career but has made her personal life rather 
difficult at times. Fortunately, her fiance also has a 
job that takes him out of town a lot. 


Using Lois Lane in Adventures 


Lois and Superman are inseparable. Lois is 
rarely involved in adventures that involve any hero 
other than Superman, and she has an uncanny knack 
for being in the wrong place at the right time (for a 
reporter). If The Man of Steel is indesposed for some 
reason (including his recent death), the Player Heroes 
might become involved in plots involving Lois, 
especially if the heroes are based in Metropolis. 


Subplots 


Lois is involved in a Job Subplot with the Daily 
Planet that keeps her very busy and tends to get her 
into trouble. Before she knew about his dual identity 
she had a friendly rivalry there with Clark Kent. 

Lois has been swept up in a Romance Subplot 
that keeps changing, for at first her Romance was her 
infatuation with Superman. Later, it was her 
relationship with Clark Kent. Finally, the truth was 
revealed and she could declare her love for Kal-el. 

Since Superman died in her arms, Lois has been 
suffering through a particularly harrowing Death 
Guilt Subplot. 


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


Background/Roster Book, Superman- The Man of Steel 
Sourcebook, Deadly Fusion 















Appearances in DC Comics 




*Note: Pre-Crisis appe<trances are not part of present continuity. 

Pre-Crisis; Earth-Two: Action Comics #1-2, 5-7, 9-10, 15, 18, 
22-23, 25-55, 59-75, 77, 79-82, 85-86, 89-96, 98-104, 107-111, 
114-119, 121-131, 133-160, 165-166, 169, 172, 174, 176. 182,184- 
186,189, 191, 195, 198, 207-208, 484 All-New Collectors ' Edition 
#C-54; All-Star Squadron Annual #3; America Vs. the Justice 
Society #2-4; The Brave and The Bold #197; Crisis On Infinite 
Earths #10, 12; BC Comics Presents Annual #1; DC Super-Stars 
#17; Secret Origins (3) #1; Superman (1) #1 (reprints), 2-90, 95, 
103-105, 327, 329: Superman Family #195-196, 198-199, 201- 
222; World's Finest Comics #1-2, 4-6, 9-14, 16-17, 19-26, 28-31, 
33-34, 36-49, 51, 53, 55-59, 61-70 

Pre-Crisis; Earth-One: Action Comics #197, 201-204, 206, 209- 
215, 217-222, 224-225, 227-231, 233, 235, 237, 239-240, 242, 
244-245, 247,250-252, 254, 256-258, 260, 265-269, 271-272, 274- 
275, 277-278, 280-283, 286-291, 293, 295-298, 300-304, 306-307, 
309, 311-313, 315, 317, 320-323, 326, 328-331, 335, 337, 340- 
342, 344 (behind the scenes), 345, 348, 352, 359, 361, 363-367, 
371-372, 375-376, 379-380, 382-383, 390. 394-395, 403, 408, 
417-420, 423-424, 434, 437-438, 443, 445-446, 449-450, 452, 
454-457, 461-462, 465-470, 472-473, 476-477, 479-483, 486, 489, 
493-494, 497, 499-501, 508, 511-514, 516-517, 520, 522-529. 
531-546, 548-549, 551-552, 556, 562-563, 566-570, 573-574, 576, 
578, 581-582; Adventure Comics #128, 211, 261, 384-385; All- 
New Collectors' Edition #C-56, C-58; The Amazing World of 
Superman; Batman #293; Batman and the Outsiders #19; Batman 
Family #11; The Brave and The Bold #175; Crisis On Infinite 
Earths #5, 7, 9, 11-12; The Daring New Adventures of Super girl 
#2-12; DC Comics Presents #3, 6, 8-9, 11-12, 14, 16, 20, 22-25, 
27, 31-32, 41, 43, 50. 52-53, 69, 71, 86, 93; DC Comics Presents 
Annual #1-2, 4; DC Special Series #5, 26; The Flash (1) #249; 
Justice League of America #7, 99, 118, 144, 194, 240; Lois Lane 
#1-2; The New Adventures of Superboy #32; The Phantom Zone 
#3; Showcase #9-10, 100; Superboy (1) #1, 47, 63, 90; Superman 
(1) #91-112, 114-129, 131, 133-136, 138, 142-143, 145-148, 150 - 
151, 153-158, 160-161, 163-165, 169-174, 176-182, 185-186, 188, 


191, 196, 198, 201, 204-205, 208-211, 214, 216, 218-221, 223. 
225-226, 228, 233, 235, 237-238, 244 , 248, 253, 257, 261, 263- 
264, 267, 270, 276-283, 285, 287-290, 293, 295-299, 303-304, 
306-314, 316-317, 319-322, 324-325, 327, 329, 331, 333-335, 
337-344, 346-347, 349-353, 355, 357, 360-364, 366-370, 374-375, 
380-386, 388-389, 391, 394, 398-399, 401, 407, 409-410, 412-414, 
416, 418-419, 421-422; Superman Annual (1) #10, 12 Superman 
Family #164, 166-167 , 169-170, 172, 175, 178, 181-199, 201-222; 
Superman's Girl Friend, Lois Lane #1-45, 47-50, 52-67, 69-76, 
78-85, 87-88, 90-94, 96-103, 105-112, 114-137; Supermans Pal, 
Jimmy Olsen #1,3,6,8,11-17, 19-25, 27-28, 31-32, 34-56, 58-68, 
70-71, 74-76, 78-85, 87-88, 91-92, 94, 96, 100, 106, 112 (behind 
the scenes), 118, 120, 123-124, 127, 130, 156, 158, 160; Superman 
Special (1) #/; Superman Spectacular #1; Who's Who ‘86 #13; 
Wonder Woman (1) #224, 292; World's Finest Comics #71-74, 76- 
81, 84-89, 91, 97, 101, 129, 134, 137, 141-142, 145, 151-152, 159, 
171, 173\ 181, 189, 196, 199, 202, 209, 246-247, 258-260, 262- 
264, 271-272, 274, 277, 303, 314 

Pre-Crisis; Earth-Three: Crisis On Infinite Earths #1; DC 
Comics Presents Atmual #1; The Secret Society of Super-Villains 
#13-14 

Current: Action Comics #590, 594-595, 597-600, 606, 639, 643, 
645, 650, 653, 655, 659-660, 662-665, 667-673, 676-677, 679-681, 
683-686 Action Comics Annual #3; Adventures of Superman #424, 
431-434, 437-439, 441-442, 445-450, 452, 455-458, 460-470, 472- 
473, 476-478, 480-482, 484-487, 489, 491, 493, 495-499; 
Adventures of Superman Annual #2-3; Armageddon: Inferno #2; 
Booster Gold #6, 19, 23; Challengers of the Unknown (2) #8; 
Checkmate! #16-18; The Demon (3) #28-29; The Earth Stealers; 
Flash (2) #24-25; Justice League America #70; Justice Society of 
America (2) #1; The Man of Steel #1-2, 4-5; Starman #21; Suicide 
Squad #22, 28-30; Superman (2) #1, 3, 5-6. 9-12, 15-17, 19-21, 23, 
26-27, 29, 33, 37, 39, 43-46, 49-55, 57-65, 67-69, 71-73, 75-77; 
Superman Annual (2) #1, 3-4; Superman For Earth; Superman 
Special (2) #1; Superman: The Man of Steel #1-10, 12, 14-21; 
Swamp Thing (2) #79; War of the Gods #1; Who’s Who ‘87(2) #3; 
Who’s Who '91 #12; Wonder Woman (2) #37-41, 49-50, 57, 61 
World of Krypton (2) #4; World of Metropolis #1-4; World's 
Finest #1-3 



Lois Lane's Apartment in Metropolis 























































SUPPORTING CAST 


Mera 


Dex: 6 

Str: 

6 

Body: 

7 

Int: 7 

Will: 

7 

Mtnd: 

5 

Infl: 3 

Aura: 

4 

Spirit: 

4 

Initiative: 

16 [18| 

Hero Points: 

25 


•Powers: Force Manipulation: 11, Regeneration: 6, 
Swimming: 7, Telepathy: 3, Water Control: 8, 
Water Freedom: 8 
•Skills: Charisma: 4 

•Limitations: Power Restriction: Mera's Force 
Manipulation Power actually represents her ability 
to create "solid water" constructs. It can only be 
used to form simple objects like battering rams and 
walls. Any constructs created must be made from 
existing water within Normal Range. 
•Advantages: Area Knowledge (Atlantis); 

Connections: Aquaman (High), Poseidonis (High) 
•Drawbacks: Married; Serious Psychological 
Instability; Fatal Vulnerability: Mera begins to die 
after being out of the water for one hour. 
•Motivation: Responsibility of Power 
•Occupation: Former Queen 
•Wealth: 8 


Powers and Abilities 


Mera has the ability to mentally control large 
volumes of water (Water Control). Through the use 
of this ability, she can create objects out of water by 
"solidifying" it. She can form large fists, walls, 
platforms, etc. from any water within 2 miles (Force 
Manipulation). 

In addition to her command of water, Mera has a 
number of physical Powers. She can breathe and 
move about freely underwater (Water Freedom), and 
can communicate through limited Telepathy. Mera 
can swim fast enough to keep pace with her husband 
Aquaman (100 miles per hour). Her body is strong 
enough to allow her to survive the crushing pressures 
of the ocean depths (accounting for her high Str and 
Body scores), and she can apparently survive mortal 
wounds through accelerated healing (Regeneration). 


"Solid Water" 


Mera's most formidable ability is her command 
over water, represented by her Water Control and 


Force Manipulation Powers. Some of the effects she 

can achieve using these Powers include: 

•The ability to summon a large wave to attack an 
opponent. This is a Physical Attack with AV/EVs 
equal to her APs of Water Control and OV/RVs 
equal to her opponent’s Dex/Body. 

•The ability to sweep an opponent underwater in an 
effort to drown him. This attack requires an Action 
Check with an AV/EV equal to Mera's APs of 
Water Control against an OV/RV equal to the 
opponent's Dex/Str. If this Check yields positive 
RAPs, the target is dragged underwater and suffers 
the appropriate penalties (see page 25 of the Rules 
Manual). To resurface, the opponent must gain 
positive RAPs on an Action Check, using his 
Dex/Str as the AV/EV, and the RAPs from the 
original Water Control Attack as the OV/RV. 

•The ability to automatically summon forth a large 
wave for propulsion along the surface of the water. 
In this manner, Mera can travel at a speed equal to 
her APs of Water Control. 

•The ability to form objects out of "solid water." 
Mera can create any simple object out of water 
(subject to GM discretion). Created objects have 
total APs in Physical Attributes and Powers equal 
to her APs of Force Manipulation, but she may 
divide the Power APs between the object's Abilities 
as desired (no object Mera creates in this fashion 
may have Mental or Mystical Powers or 
Attributes). Objects Mera creates from "solid 
water" need not be given APs of Body but in such 
cases, the created object immediately disperses into 
normal water upon physical contact with another 
solid object. 


Personality/Role-playing 


Mera is a truly sensitive and caring individual. 
She will go out of her way to help those in need, and 
often has to cajole her husband (Aquaman) to aid her 
in these endeavors. Although he too is genuinely 
heroic, he is often lost in thought regarding the many 
trials and tribulations of his life. It takes Mera's 
soothing but commanding voice to bring him out of 
his reveries. 

After the loss of her son, Mera gradually began 
to lose her grip on reality. She blamed Aquaman for 
her son's death, and even tried to kill him. Her 
attempt on his life was unsuccessful, and she returned 
to her home dimension through unknown means 
immediately thereafter. Still in a confused state of 










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


Backgrounch*Roster Book 


Appearances in DC Comics 


mind, Mera is living with the villain Thanatos, whom 

she believes to be Aquaman. Also living with them is 
a child who looks very much like her son, Arthur Jr., 
and whom she believes to be her son. 


Using Mera in Adventures 


For the brief "happy" period of their marriage, 
Mera and Aquaman were inseparable. During this 
time, they can be used together as NPC guides to the 
Atlantean world, or even as a Player Hero "team." 

After her loss of sanity, Mera became something 
of a villain. Her formidable control over water makes 
her a dangerous opponent while underneath the 
waves. A possible adventure might involve her 
returning from her dimension, bent on destroying 
Aquaman once and for all, perhaps aided by the 
Ocean Master or Black Manta. 


Subplots 


Mera is involved in a long and tragic Romance 
Subplot with Arthur Curry (Aquaman). Their 
relationship has deteriorated badly since the loss of 
their son, Arthur. His loss not only ruined their 
marriage, but also caused Mera to lose her sanity and 
flee our dimension (Death Guilt Subplot). 


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

Pre-Crisis: Action Comics #517-519, 536-540; 
Adventure Comics #435-437, 441-442, 444-451, 
460-463 , 465-466, 477-478 Aquaman (1) #11, 13- 
16, 18-28, 30-40 , 41-44 (behind the scenes), 45-53, 
55, 58-60, 62-63; The Brave and The Bold #73, 
142; Crisis On Infinite Earths #9-10, 12; DC 
Comics Presents #5; Justice League of America 
#65, 86, 88, 90, 110, 157 , 242-243; Justice League 
of America Annual #2; The Shadow War of 
Hawkman #3; Showcase #59; Super Friends #25, 
27; Teen Titans #1; Who's Who '86 #15; World's 
Finest Comics #262, 264 

Current: Aquaman (2) #1-2, 4; (3) 1-4; (4) 6 
(flashback), 7; Aquaman Special (1) 1; (2) 1; Who's 
Who ‘91 #128 






abject has ability to alter 
ie molecular density and 
ohesiveness of water. 


This ability is used to create 
simple "solid water" tools or 
barriers. 


Subject can mentally control 
the movement of the "solid 
water" constructions. 



































SUPPORTING CAST 


Vicki Vale 


Dex: 2 

Str: 

2 Body: 

2 

Int: 3 

Will: 

3 Mind: 

2 

Infl: 3 

Aura: 

2 Spirit: 

3 

Initiative: 

8 

Hero Points: 

10 


•Skills: Artist (Photographer): 6, Detective: 2, 
Charisma: 4 

•Advantages: Attractive; Connections: Picture News 
(High), Bruce Wayne (Low); Sharp Eye 
•Drawbacks: Miscellaneous: Vicki has a knack for 
getting into trouble, which frequently results from 
her tendency to rush headlong into situations that 
might be better approached with more caution 
(treat as a Minor Irrational Attraction if she tries to 
overcome her curiosity). 

•Motivation: Thrill of Adventure 
•Occupation: Photojoumalist 
•Wealth: 6 
•Equipment: 

Camera [Body: 1, Recall: 7, R#: 3] Vicki is seldom 
far from her equipment. She carries a portable 
camera in her purse and professional photography 
gear in the trunk of her car. 


Powers and Abilities 


Vicki Vale is a talented photographer who uses 
her investigative and deductive talents to reveal the 
truth for all the world to see. She is also a persuasive 
beauty who is not above using her feminine wiles to 
sidestep masculine opposition. 


Photojournalism 


Vicki is one of the world's leading 
photographers. To prepare a photo spread she uses 
her Artist (Photographer) Subskill as the AV/EV 
against an OV/RV determined by the Automatic 
Action column of the Universal Modifiers table. The 
RAPs determine the success of her presentation; 

1-2 Fair: professional but forgettable - not her best 
work. Vicki usually rejects photos of this quality to 
maintain her reputation even if it means a re-shoot. 
3-5 Good: A striking image that effectively 
communicates the intended message or idea. 

6-9 Exceptional: She has created a memorable 
image that is evocative and affecting. Most of 
Vicki's work is of this caliber or better. 


10+Award-Winning: The kind of picture that 
embodies the subject matter so perfectly it becomes 
famous. Vicki’s work has won several major 
awards. 


Picture News 


Vicki works for a magazine called Picture News 
that chronicles current events and important issues of 
the day with photographs. Tts accessible format has 
made it a popular publication widely read in many 
countries. Connections with Vicki or Picture News 
can be a valuable resource for Characters with 
investigative skills. PN's archival 'morgue' is a 
treasure trove of useful facts that could provide the 
much needed break that wraps up a difficult case. 


Personality/Role-playing 


Vicki is a driven woman, energetic and upbeat 
but with a serious mind. She is devoted to finding the 
truth and will not let anything stand in her way. A 
dedicated career woman, her job has always come 
first and probably always will. 


Using Vicki Vale in Adventures 


Vicki has a lot of contacts in the news industry 
and can provide useful background information on a 
wide variety of subjects. 

Bruce Wayne once dated Ms.Vale and he keeps 
an eye on her as the Batman. If she is in danger the 
Dark Knight will not be far behind. 


Subplots 


Vicki is involved in a Job Subplot that dominates 
her life, leaving her little time for romance. She is 
one of the best photographers working for Picture 
News and is perpetually 'on assignment,’ which often 
takes her out the country for months at a time. 

Despite these obstacles Vicki has maintained an 
ongoing Romance subplot with Bruce Wayne. At 
present the two are no longer seeing each other, but 
their relationship was getting fairly serious for a 
while and they are still good friends. 

Vicki does not know Bruce Wayne's strange 
secret but her perceptive talents and quest for the 
truth may one day lead her to the ultimate conclusion 
that her ex-boyfriend is the Dark Knight. 














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; Earth-Two: Batman #49-50, 52, 56, 61, 
64, 73, 75, 79, 81, 85, 87; Detective Comics #152, 
155, 157, 164, 167, 216, 221; Star-Spangled Comics 


#91; World's Finest Comics #65 

Pre-Crisis; Earth-One: Batman #98, 110-111, 119, 
155, 157, 344-346, 348, 350-356, 359, 361, 363-368, 
371, 373-379, 382-385, 387, 389-390, 395, 400; 
Batman Annual #10; Batman Family #11, 16 (behind 
the scenes); Detective Comics #245, 251, 309, 316, 
320, 509, 511-513, 515-518, 520-522, 524-527, 529- 
532, 538, 541, 543, 547-548, 551, 562; World's 
Finest Comics #85, 136, 156 

Current: Batman #403, 408-409, 412, 445-447, 455- 
457, 460-461, 465, 475-476, 484; Batman Annual 
#11, 13 (Who's Who); Detective Comics #613, 625, 
642; Suicide Squad# 1, 26; Who's Who ( 9l #9 




























































































































TECHNOLOGY 


Batcave 

[Body: 14 (stone walls), Body: 17 (double-sealed doors), 
LAB: 15, Security System: 12] 


\Description 


The Batcave serves as the Batman's headquarters as 
well as his sanctuary. It is here that he builds and repairs 
his various gadgets, deciphers important clues, and 
maintains his physical regimen. 

BATCOMPUTER [B#dy: 6, Int: 6, Detective: 6, 
Gadgetry: 6, Medicine (Forensics): 6, Military Science: 

6, Radio Communication: 17, Recall: 13, Scientist: 6, 
Split: 5, R#: 2] 

The Batcomputer has access to files on criminals and 
wrong-doers from law enforcement agencies throughout 
the world. It can be accessed remotely via a microwave 
link with the Batmobile (Radio Communication). It is 
also tied in to all of the equipment in the lab (see 
"Batman’s Crime Lab" below). Tile Batcomputer's Split 
Power represents it’s ability to multi-task, allowing it to 
make duplicates of its "mind," each of which may run 
separate programs. 

BATMOBILE [Str: 7, Body: 9, Flame Immunity: 8, Fog: 

7, Heat Vision: 7, Military Science (Tracking): 10, Radio 
Communication: 17, Recall: 12, Running: 7, Security 
System: 10, Skin Armor: 5. Thief (Stealth): 8, Vehicles 
(Land): 5, R#: 2] 

For details on the Abilities of the Batmobile, see its 
separate entry in Wht's Who #2. 

Aside from the ubiquitous Batmobile, the Batman also 
has access to highly sophisticated aircraft: the Batcopter, 
Batglider, and Batplane. These seldom-used vehicles are 
stored in hangars in a nearby hill. Camouflaged doors and a 
fog machine (Fog: 15) allow undetected entry and exit. 

BATCOPTER [STR: 7, Body: 7, Flight: 7, Radar Sense: 17, 
Radio Communication: 18, Recall: 12, Thief (Stealth): 5, 
Vehicles (Air): 5, R#: 2J 

The Batcopter includes a "Stealth mode" which allows 
silent operation while hovering, and sophisticated auto- 
piloting capabilities (Vehicles). The Batcopter is also 
equipped with a 5 AP long cable and winch for rescue 
operations. 

BATGLIDER |Str: 3, Bomr: 5, Flight: 2, Gliding: 8] 

This heavily-modified hang glider is capable of takeoffs 
and landings from vertical surfaces, using a pair of jets 
attached to its wing pylons. It is collapsible, and can be 
reduced to the size of a backpack for transport if the jets 
are removed. 

BATPLANE [Str: 8, Body: 10, Flight: 11, Projectile 
Weapons: 7, Radar Sense: 20, Radio Communication: 
1$, Recall: 12, Sealed Systems: 14, Vehicles (Air): 5, 
Hardened Defenses, R#: 2] 


Batman's Crime Lab 


The lab has all of the latest equipment needed for 
forensic and analytical studies. Any and all equipment and 
data found here is tied into the Batcomputer so that test 
results may instantly be catalogued and applied to any 
investigations currently taking place. 

Each device is rated at 6 APs, the same rating as the 
Batcomputer’s Skills. When the Batman uses any of the 
equipment in his lab, the APs of the Batcomputer’s Skills 
enhance his ability by reducing the OV/RV of the analysis 
attempt by the APs of the Skill being used (6). Some of the 
more advanced items in the lab are: 

•Ballistic Microscope: This item is used for comparing 
bullets to determine if they were fired by the same 
weapon. The Batman also maintains a large collection of 
various firearms so that comparisons and test-firings can 
be made. 

•Chemical Chromograph: This piece of equipment is 
used to determine the chemical makeup of various 
substances. 

•Electron Microscope: This device allows detailed 
examination of miniscule traces of debris (Microscopic 
Vision: 20]. 

•DNA Typing Spectrograph: This machine, after a long 
3-day process, will break down a tissue or bodily fluid 
sample and produce a &NA profile. This profile is then 
matched against a sample taken from a suspect. Chances 
of any two profiles from two different people being 
identical is roughly 1 in 10 billion. 


\Harold the Hunchback 


Harold was rescued from a roadside beating by the 
Penguin, who discovered that the horribly deformed and 
mute hunchback possessed an intellect that surpassed even 
his own. Penguin proceeded to use Harold's genius to aid 
his "fowl" schemes, until they were foiled by the Batman, 
who rescued Harold from the Penguin’s evil influence. 
Harold now lives and works in the Batcave, aiding the 
Batman by building and repairing his equipment and 
maintaining the Batcomputer's files. In his free time, 
Harold likes to watch soap operas. 


Hak*li) 


Dfx: 1 

Str: 

3 B#dy: 

3 

Int: 10 

Will- 

4 Miv»: 

4 

INFL: 2 

Aura: 

1 Spirit’: 

3 

Initiative: 

13 

Hero Points: 

10 


•Skills: Gadgetry: 13 

•Advantages: Genius; Scholar (computers) 

•Drawbacks: Serious Physical Restriction: Mute; Strange 
Appearance 

•Occupation: Batcave Technical Assistant 
•Motivation: Unwanted Power 
•Wealth: 4 












Using the Batcave in Adventures 


In any adventure involving the Batman, the Batcave 
can play an important role. He will regularly return to the 
cave to analyze new clues or compare notes with the 
Batcomputer. Batman spends much of his time in the cave, 
going over crime files, working out in the gymnasium, or 
simply meditating. 

It is important to note that the Batcave houses Lex 
Luthor's Kryptonile ring, entrusted to Batman by Superman 
some time ago. 

Only Batman's most trusted friends and allies are 
allowed in the Batcave, and even then they are taken to the 
site blindfolded, so as not to give away the cave’s location. 
Visitors to the cave are accompanied at all times by either 
Batman or Robin. The only Characters who have free 
access to the Batcave (aside from Batman himself) are: 
Alfred Pennyworth, Robin (Tim Drake), Nightwing (Dick 
Grayson), and Harold. 


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


Batman Sourcebook 


i ppearances in DC Comics 


*Note: Pre-Crisis appearances are n*t part of present continuity. 

Pre-Crisis; Earth-Two: All-Srcir Comics #69; Batman #12, 16, 
20. 22, 31-32, 34, 38, 40-41, 46, 48-52, 54-88, 90-95; The Brave 
and The Bold #146, 167, 182, 200; Detective Comics #80, 83, 1/2, 
122, 124, 130, 133-134, 137, 142, 147-148, 150, 153-156, 158- 
159, 163-165, 168-183, 185-186 , 188-195, 196 (double), 197, 201, 
204-206, 208-214, 2/6-220, 222-224; Infinity, Inc. #9; Justice 
League of America #92; Star-Spangled Comics #91-93, 95, 98-99, 
102-105, 109-112, 114-117, 119, 123, 126-127, 129-130; Wonder 
Woman (1) #282-283; Worlds Finest Comics #2, 24, 39-40, 42, 
44, 46-47, 50, 53-58, 60-70 

Batcave I, Pre-Crisis; Earth-One: Action Comics #375, 556; 
Adventure Comics #341, 381, 446; Batman #96, 98-112. 114, 116, 
118, 120-121, 123, 125-127. 129-131, 133-138, 141-143, 145, 
147-149, 151-153, 155-159, 161-162, 164, 166, 168-169, 170-175, 


179-/80, 183-184, 186, 188-192, 195-197, 199-202, 203 
(diagram), 209-210, 213-217, 222, 232, 248, 253, 256-257, 267, 
274-276, 284, 305, 319, 340-342, 348, 350-356, 358, 360-361, 
365. 367-368, 371, 375-378, 381, 383-385, 387-389, 394, ; 
Batman and the Outsiders #1, 3, 16, 19-20, 26; Batman Annual #8, 
10; Batman Family #11; Batman Special #1; The Brave and The 
Bold #54, 60, 83. 200; DC Comics Presents #83: Detective Comics 
#225-229, 231-236. 238-245. 247, 249-251, 253, 256, 258-260, 
262, 265, 267-269, 271-272, 274-277,279-285, 289, 291, 294, 298. 
300, 302-304, 311-313, 315-318 , 320-321. 323, 327-328 , 330-332 , 
334, 336-341, 344-345, 347-354, 356-359, 363-364, 366-368, 370 , 
374, 376, 378, 381, 384, 387, 390, 392, 402, 407, 418 , 438, 456, 
460, 462, 493, 518-520, 522-523. 526-527, 529, 534, 537-539, 
541, 543-544, 546, 548, 551-552, 554-555, 557, 560-561, 563- 
566; Justice League of America #32. 35. 61; Superman (1) #174, 
186; Superman's Girl Friend, Lois Lane #71; Superman s Pal, 
Jimmy Olsen #91, 111; The Untold Legend of The Batman #3; 
World’s Finest Comics #71, 74-77, 80-81, 86-88, 90, 93-95, 98-99, 
101-102, 105-107 109-111, 115, 117, 122, 128, 131. 134-135, 137, 
139, 141-147 , 149-152, 155-156, 158-160, 162, 164-165, 168-169, 
171, 173, 175-177, 181, 183, 190, 211. 214, 283, 285, 289-291, 
294, 296, 301, 303, 322 

Batcave II, Pre-Crisis; Earth-One: Batman #289, 299, 303, 306, 
315-317, 320, 323-324, 327-329, 331-332, 336, 338-345; Batman 
and the Outsiders #3-4, 6, 8, 10; Batman and the Outsiders Annual 
#!; The Brave and The Bold #145. 149-150, 152, 156-157, 160, 
169-170. 178, 185-187; DC Comics Presents #83; Detective 
Comics #470-471, 474, 480-481, 485, 487, 489-490, 493, 500, 
503-504, 507-509, 511, 513; Justice League of America #154; 
Super Friends #31; The Untold Legend of The Batman #1-3; 
World's Finest Comics #246-247. 251, 254, 256-259 , 261-262, 
264, 266, 268, 270, 272, 275-276. 279-280 

Current: Action Comics #683; Adventures of Superman Annual 
#4; Batman #402-403, 406. 410-416, 421, 424-426, 428. 432, 435- 
442, 444. 448-451, 454-457, 459, 465, 467-469, 471-472, 480-488, 
490; Battnan Annual #12-14; Batman: Birth of the Demon; 
Batman: Full Circle; Batman/Green Arrow: The Poison 
Tomorrow; Batman: Legends of the Dark Knight #42-43; Batman: 
Penguin Triumphant; Batman; Seduction of the Gun; Battnan: 
Shadow of The Bat #5, 7-8; Batman: Sword of Azrael #1; Battnan 
Vs. Predator #1-3; Detective Comics #568-569. 571, 573, 575-576, 
581, 594-596, 598-600, 605, 613, 615, 618-620, 625-626, 628, 
630-631, 635-636, 638, 641-645, 647-648. 650-651, 653-655; 
Detective Comics Annual #1, 5; Legends of the Dark Knight #32- 
33; Legends of the Dark Knight Annual #2; Robin #1; Robin 11 #1- 
4; Robin 111: Cry of the Huntress #3-5; Superman; The Man of 
Steel #21; Who’s Who *91 #13 



















Boom Tube 


Himon (Inventor of the Boom Tube) 


Dex: 

7 

Str: 

5 

Body: 

6 

Int: 

21 

Will: 

24 

Mind: 

15 

Infl: 

8 

Aura: 

8 

Spirit: 

9 

Initiative: 36 


Hero Points: 

125 


•Skills: Charisma: 10, Gadgetry: 20, Scientist: 25, 
Thief: 5 

•Advantages: Area Knowledge (Apokolips); 
Connections: Mister Miracle (High); Genius; 
Scholar (the Source, X-Element); Sharp Eye 
•Drawbacks: Guilt: Himon is pained by the fact that 
he discovered X-Element, thus boosting Darkseid’s 
power. 

•Motivation: Responsibility of Power 
•Occupation: Scientist, Teacher 

•Equipment: 

Mother Box (see Technology, Mother Box for details 
in Who's Who #!) 

PHASING CIRCUITRY [Teleportation: 18, Body: 2, 
R#:2] 

The phasing circuitry built into his costume allows 
Himon to teleport to a range of 250 miles. 
ANDROID DUPLICATES 
Over the years, Himon has constructed several 
robotic duplicates of himself. Each duplicate has all 
Himon’s Attributes and Skills. The OV/RV of the 
Perception Check necessary to notice that a 
duplicate is not actually Himon is 15/15. 

15 AP ABCD Omni-Gadgets (x2) 


Personality/Role-playing 


Himon is wise and egotistical. Reckless and 
overconfident, he often strolls right into incredibly 
dangerous situations. A true free spirit, he refuses to 
take orders from anyone. 


Boom Tubes 


Boom Tubes are generated with the aid of X- 
Element, a rare substance found only in isolated 
comers of the multiverse. With the proper controlling 
technology and enough X-Element, a knowledgeable 
user can summon a Boom Tube capable of 
connecting any two points in the universe. 

In DC Heroes terms. Boom Tubes have the 
Warp Power rated at 65 APs and the Dimension 
Travel Power rated at 8 APs. Once opened, a Boom 


Tube remains open for up to ten minutes, or until the 
summoner releases it. 


Summoning a Boom Tube 


The circuitry necessary to summon and control 
Boom Tubes is complex and rare. In his palace on 
New Genesis, Highfather of the New Gods maintains 
a vast machine incorporating such circuitry. Most of 
the Boom Tubes used by the New Gods are 
summoned by this machine. Alerting the machine to 
summon a Tube requires a Mother Box and a sample 
of X-Element. For all practical purposes, the range at 
which a Tube may be summoned is infinite. The only 
limitation of Highfather's machine is that it is only 
capable of summoning a single Tube at a time. Since 
there are many New Gods who call upon the 
machine, users are not assured of getting a Tube 
every time they need one. When a user attempts to 
summon a Boom Tube with the machine, first roll 
against the the R# of his or her Mother Box. If this 
check fails, the Mother Box has run out of X-Element 
and may not be used to summon a Tube until the 
supply is replenished. If the check succeeds, roll 
against the Summoning Machine’s R#. If this second 
check fails, someone else is using the machine and 
the summoner must begin all over again next phase. 

SUMMONING MACHINE [Dimension Travel: 8, 
Warp: 65, Body: 25, R#: 9) 

Darkseid (see Villains, Dcirkseid for details) has 
incorporated the circuitry necessary to control Boom 
Tubes directly into his uniform. He absorbs the X- 
Element necessary to power the tubes into his body. 
If Darkseid fails a Reliability Check while 
summoning a tube, his supply of X-Element is 
exhausted and must be replenished before he can 
summon another tube. 


Using Boom Tubes in Adventures 


Unless you are running an Adventure featuring 
the New Gods as player heroes, we recommend that 
you prevent the heroes from acquiring the ability to 
summon Boom Tubes themselves, as it can easily 
spoil game balance. Instead, the player heroes are 
more likely to encounter the Boom Tubes summoned 
by Highfather and Darkseid that allow them to 
transport their minions to Earth. 











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


Apokolips Sourcebook 


App arances in DC Comics 


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

Pre-Crisis: Adventure Comics #459-460; DC 
Graphic Novel #4 First Issue Special #13; Forever 
People (1) #1; Justice League of America #183, 185; 


Legion of Super-Heroes (2) #290-294; Mister 
Miracle (l) #9-10, 18-19; New Gods (1) #1-3, 5, 9- 
10, 14-15, 18-19; The Secret Society of Super- 
Villains #5; Superman's Pal, Jimmy Olsen #141, 145, 
147; Super-Team Family #15 

Current: Action Comics #586, 600, 637-638, 656, 
673; Action Comics Annual #3; Adventures of 
Superman #456, 489, 495; Armageddon: Inferno #2; 
Cosmic Odyssey #1, 3-4; Eclipso #4; Justice League 
America #30; Justice League International #17-21; 
Legends #4, 6 ; Mister Miracle (2) #1-3, 5, 17, 21, 28; 
New Gods (3) #1-6, 8, 10, 13-14, 16, 18-23, 27-28; 
Suicide Squad #3, 33-34, 36; Superman (2) #35, 60, 




The doom Tube generator 
makes a static bubble at the 
entry point while the 
destination of the tube is 
being iayed in. Once the 
destination is determined a 
tension point is calculated 
between the two ends of the 
tube. 


The tension point is then 
drawn towarde the "entrance” 
bubble, attachs itself to it and 
snaps back towarde the "exit" 
bubble stretching the entrance 
bubble behind it. The colapse 
of hydrogen particles in the 
extruded entrance bubble help 
to power the operation, 


After attaching itself to the 
entrance (or positive) static 
bubble the tension pointthen 
polarizes and compresses the 
space in between itself and 
the exit (or negative) static 
bubble. The B.T. generator then 
drives an energy field through 
the static bubbles to stabalize 
travel through the area of 
compressed space. 
































TECHNOLOGY 


Lexcorp 

Lexcqrp Security Glard/Bodyguard 


Dex: 4 

Str: 

3 

Body: 

3 

Int: 3 

Will: 

3 

Mind: 

3 

Infl: 3 

Aura: 

3 

Spirit: 

4 

Initiative: 12 


Hero Points: 

5 


•Skills: Gadgetry: 2, Martial Artist: 4, Military 
Science: 4, Vehicles: 3, Weaponry: 5 
•Advantages: Connections: Lexcorp (Low) 
•Motivation: Mercenary 
•Occupation: Soldiers, Bodyguards 
•Wealth: 4 
•Equipment: 

ARMORED VEST [ Bomv: 5] 

Laser Pistol LAV: 5, EV: 6, Ammo: 10, Range: 6, 
R#: 3] 


Lexcorp Scientist/Technician 


Dex: 

2 

Str: 

2 Body: 

2 

Int: 

6-13 

Will: 

6 Mind: 

4 

Infl: 

2 

Aura: 

2 Spirit: 

2 

Initiative: 10- 

17 

Hero Points: 

5 


•Skills: Gadgetry: 6-13; Science: 6-13 
•Advantages: Connection: Lexcorp (Low); Genius 
(sometime); Scholar (scientific specialty) 

•Motivation: Mercenary 
•Occupation: Scientists 
•Wealth: 7 


Team Luthor Agent 


Dex: 5 

Str: 

4 

Body: 

4 

Int: 3 

Will: 

4 

Mind: 

4 

Infl: 3 

Aura: 

3 

Spirit: 

4 

Initiative: 11 


Hero Points: 

15 


•Skills: Military Science: 4, Weaponry: 5 
•Advantages: Connection: Lexcorp (High) 
•Drawbacks: Miscellaneous: Team Luthor agents 
may act only upon the direct orders of a senior 
Lexcorp executive, usually Mr. Luthor himself. 
•Motivation: Mercenary 
•Occupation: Lexcorp employees 
•Wealth: 6 
•Equipment: 

TEAM LUTHOR BATTLESUIT [Dex: 7, Str: 11, 
Body: 12, Energy Blast: 10, Flight: 7, Sealed 
Systems: 14, X-Ray Vision: 11, Telescopic 
Vision: 11] 

The Luthor battlesuit boosts the strength of its user 
by more than 1,000 times, allowing most users to 


bench press several tons. In addition, the armor is 
capable of repelling a direct hit from a large caliber 
artillery shell. It also grants its wearers enhanced 
senses and allows them to fire energy blasts. 


Lexcorp Facilities 


In the United States, Lexcorp maintains facilities 
in Los Angeles, Denver, Houston, New Orleans, 
Chicago, Gotham City, Boston, and of course. 
Metropolis. Lexcorp’s foreign holdings include 
facilities in Australia, Venezuela, Argentina, Brazil, 
Germany, Switzerland, France, South Africa, Saudi 
Arabia, Japan, Singapore, and Hong Kong. 

The typical Lexcorp facility is a large reinforced 
skyscraper (Body of the exterior walls is 15; B#dy of 
the interior walls is 1 3) and boasts a Laboratory rated 
at 16 APs (20 APs for the Metropolis facility), and a 
vehicle hangar. The typical facility is staffed by 20- 
200 security personnel; 40-400 scientists and 
technicians, and between one hundred and two 
thousand support personnel. As a whole, Lexcorp has 
a Wealth rating of 30. Individual facilities have 
Wealth Ratings of 24 (25 for the Metropolis facility). 


Lexcorp Gadgets 


LEXWING AIRCRAFT [Str: 8, Body: 10, Flight: 
13, Radar Sense: 20, R#: 2] 

The Lexwing is a sleek, personal jet transport. It is 
favored by executives and wealthy celebrities. 
PROTOTYPE BATTLESUIT [Dex: 7, Str: 10, 
Body: 10, Energy Blast: 10, Flight: 7, Sealed 
Systems: 14, X-Ray Vision: 11, Telescopic Vision: 
11, R#: 4] 

The battlesuit worn by Team Luthor went through a 
flawed prototype version before it was perfected. 
This version of the suit permanently reduces its 
wearer’s Int to 1 if it is worn for an hour or more at 
a time. 

POWER BROADCAST SATELLITE [Enchantment: 
8, Flight: 6, Body: 7] 

Luthor built a special broadcast satellite that 
allowed him to interfere with the powers and 
abilities of certain meta-humans. Generally, the 
satellite boosted the power Luthor selected and 
prevented the meta-human from deactivating the 
power. When used to target Superman’s Heat 
Vision, for instance, the satellite forced the Man of 
Steel to randomly blast characters and objects in his 
flight path. 








KLAASH [Dex: 12, Str: 20, Body: 15, Invisibility: 
12, Flight: 13] 

Klaash was a robot Lutbor built as part of an 
attempt to discredit Superman. Klaash was 
powered by the Power Broadcast Satellite and was 
Invisible to everyone save Superman. 


Using Lexcorp in Adventures 


In many ways, Lexcorp is the evil flipside of 
STAR Labs. Like STAR, Lexcorp can be used to 
introduce dozens of plot devices into a campaign 
(sinister robots, amazing weapons, etc), though most 
Lexcorp devices are even easier to incorporate into 
some stories because the devices were probably 
created with evil intent in the first place. 


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


Background/Roster Book: Superman: The Man of 
Steel Sourcebook 


Appearances in DC Comics 


Action Comics #595, 599-600, 646-649, 656-657, 
660-664, 668, 677-673, 676-678, 680-681, 684-686; 
Adventures of Superman #424-425, 432-434, 441, 
445-447 , 450-454, 456 , 462, 467-468, 473, 476-478 , 
497, 499; Black Orchid (1) #1-3; Booster Gold #22; 
Doom Patrol (2) #10; Doom Patrol Annual #1; 
Invasion! #2-3; Justice League America #69; Justice 
League Quarterly #1 Lex Luthor: The Unauthorized 
Biography; The Man of Steel #2, 4-5; Star man #28; 
Superman (2) #1-2, 4, 10, 13, 19-21, 27-28, 33, 40, 
42, 44, 47-51, 53-55, 65-67, 69, 77; Superman 
Special (2) #1; Superman: The Legacy of Superman 
#1; Superman: The Man of Steel #2-3, 6, 9, 19-20; 
Swamp Thing (2) #79; Valor #1-3; Who's Who ‘97 
#11; World of Metropolis #1-3; World’s Finest #1-3 






























































































TECHNOLOGY 


Project Cadmus 


Dr. Thomas Thompkins 


Dex: 3 

Str: 

3 

Body: 

3 

Int: 8 

Will: 

6 

Mind: 

6 

Infl: 5 

Aura: 

5 

Spirit: 

4 

Initiative: 16 


Hero Points: 

35 


•Skills: Charisma: 6, Gadgetry: 8, Scientist: 8 
•Advantages: Connections: Project Cadmus (High); 

Genius; Scholar (genetics) 

•Motivation: Upholding the Good 
•Occupation: Scientist 
•Wealth: 9 


Patrick MacGuire 


Dex: 4 

Str: 

4 

Body: 

4 

]m: 6 

Will: 

6 

Mind: 

6 

Infl: 4 

Aura: 

4 

Spirit: 

6 

Initiative: 16 


Hero Points: 

35 


•Skills: Gadgetry: 4, Martial Artist: 5, Scientist: 6 
•Advantages: Connections: Project Cadmus (High); 

Scholar (engineering) 

•Motivation: Upholding the Good 
•Occupation: Engineer 
•Wealth: 7 


John Gabrielli 


Dex: 2 

Str: 

3 

Body: 

3 

Int: 5 

Will: 

4 

Mind: 

5 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 11 


Hero Points: 

35 


•Skills: Charisma (Persuasion): 6 

•Advantages: Connections: Cadmus Project (High); 

Scholar (business) 

•Motivation: Upholding the Good 
•Occupation: Businessman 
•Wealth: 8 


Doctor Anthony Rodrigues 


Dex: 3 

Str: 

2 

Body: 

3 

Int: 9 

Will: 

6 

Mind: 

6 

Infl: 4 

Aura: 

4 

Spirit: 

4 

Initiative: 16 


Hero Points: 

35 


•Skills: Gadgetry: 8, Scientist: 9 
•Advantages: Connections: Cadmus Project (High); 
Genius; Scholar (polysyllabic words, physics) 

•Motivation: Upholding the Good 
•Occupation: Scientist 
•Wealth: 8 


Dr. Walter Johnson 


Dex: 3 Str: 

3 

Body: 

3 

Int: 8 Will: 

6 

Mind: 

6 

Infl: 4 Aura: 

4 

Spirit: 

4 

Initiative: 15 

Hero Points: 

30 

•Skills: Gadgetry: 7, Scientist: 

8 


•Advantages: Connections: Cadmus Project 

Genius; Scholar (biochemistry) 
•Motivation: Upholding the Good 


•Occupation: Scientist 
•Wealth: 8 




Dr. Dabney Donovan 



Dex: 3 Str: 

3 

Body: 

3 

Int: 9 Will: 

7 

Mind: 

6 

Infl: 4 Aura: 

3 

Spirit: 

4 

Initiative: 16 

Hero Points: 

35 

•Skills: Gadgetry: 9, Scientist: 10 
•Advantages: Scholar (genetics) 


•Motivation: Power Lust 



•Occupation: Scientist 
•Wealth: 8 




Typical "Hairy" 




Dex: 7 Str: 

6 

Body: 

6 

Lnt: 10 Will: 

9 

Mind: 

9 

Infl: 5 Aura: 

4 

Spirit: 

5 

Initiative: 22 

Hero Points: 

25 

•Skills: Gadgetry: 9, Scientist: 

9, Vehicles: 9 

•Motivation: Upholding the Good 


•Wealth: 0 




DllBBILEX 




Dex: 6 Str: 

6 

Body: 

6 

Int: 12 Will: 

12 

Mind: 

10 

Infl: 7 Aura: 

7 

Spirit: 

7 

Initiative: 25 

Hero Points: 

70 


•Powers: *linked 

Mind Blast: 12*, Mind Probe: 12*, Remote 
Sensing: 12*, Telekinesis: 12*, Telepathy: 12* 
•Skills: Gadgetry: 12, Scientist: 12 
•Advantages: Area Knowledge (Cadmus Project); 
Connections: Superman (Low), Newsboy Legion 
(Low), Cadmus Project (High); Genius; Scholar 
(genetics) 

•Drawbacks: Strange Appearance 
•Motivation: Responsibility of Power 
•Occupation: Scientist 
•Wealth: 9 










Payback 


Dex: 8 

Str: 

8 

Body: 

10 

Int: 8 

Will: 

8 

Mind: 

11 

Infl: 5 

Aura: 

2 

Spirit: 

9 

Initiative: 21 


Hero Points: 

50 


•Powers: * linked 
Mind Blast: 12*, Skin Armor: 3 


•Drawbacks: Strange Appearance; Miscellaneous: 
Treat Payback as though he is a giant gadget with 
an R# of 4. If at any time he rolls a 4 or less, his 
own powers consumes him and he is killed. 

•Motivation: Nihilist 


The Guardian 


Dex: 9 

Str: 

5 

Body: 

6 

Int: 7 

Will: 

6 

Mind: 

5 

Infl: 6 

Aura: 

5 

Spirit: 

6 

Initiative: 26 


Hero Points: 

50 


•Skills: * Linked 

Acrobatics: 9*, Detective: 7, Martial Artist: 9*, 
Thief: 9*, Vehicles: 9*, Weaponry: 9* 
•Advantages: Area Knowledge (Cadmus Project, 
Suicide Slum); Connections: Cadmus Project 
(High), Newsboy Legion (High), Metropolis Police 
(Low), Superman (Low); Intensive Training; 
Lightning Reflexes 
•Drawbacks: Secret Identity 
•Alter Ego: James Harper 
•Motivation: Upholding the Good 
•Occupation: Cadmus Project Security Chief 
•Wealth: 6 
•Equipment: 

Shield [BODY: 14, EV: 6, Energy Blast: 12| 

The Guardian can use his shield to perform Block 
maneuvers (see the Rules Manual , page 23), or he 
can use it as a makeshift club (EV: 6). The shield 
features a built in energy blaster that must be 
recharged (by plugging it into special equipment 
for twenty full minutes) after each use. 


The Newsboy Legion 


For complete details on the Newsboy Legion, see 
Heroes, Newsboy Legion in Who's Who #1. 


Cloning 


Working together, the Project Cadmus scientists 
have almost perfected a practical cloning process. 
Constructing a viable clone body is a Beyond the 
Limit action (OV/RV of 15/15) that takes 
approximately three months and requires a Scholar 
field in the area of genetics to even attempt. 


Using Project Cadmus Adventures 


The cloning process that the Cadmus scientists 
have developed might make an interesting addition to 
any number of adventures. Perhaps the player heroes 
might be forced to hunt down or interact with clones 
of themselves. 


Appearances in the 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: Adventure Comics Presents Dial “H” For 
Hero #484-485; DC Comics Presents #44 (mention); The 
A lew Adventures of Superboy #49; A lew Gods (!) #] 2, 14, 
17-18; Superman Family #191-194; Superman s Girl 
Friend, Lois Lane#ill; Superman's Pal, Jimmy Olsen 
#J33-139, 142-144, 146, 148 

Current: Action Comics #648-649, 678, 684-686; 
Adventures of Superman #448-449, 480, 485, 498-499; 















GEOGRAPHY 


Arkham Asylum 


Typical Arkham Guard 


•ex: 3 

Str: 

3 

Body: 

3 

Int: 2 

Will: 

2 

Mind: 

2 

Infl: 2 

Aura: 

2 

Spirit: 

4 

Initiative: 7 


Hero Points: 

0 


•Skills: Weaponry: 3 

•Advantages: Connections: Gotham City PD (Low) 

•Motivation: Mercenary 

•Occupation: Security Guard 

•Wealth: 5 

•Equipment: 

.38 Pistol [EV: 5, Ammo: 6, Range: 5, B#dy: 6, 
R#:2] 


Arkham Maximum Security Guard 


Dex: 3 

Str: 

4 

B#dy: 

4 

Int: 3 

Will: 

3 

Mind: 

3 

Infl: 2 

Aura: 

2 

Spirit: 

4 

Initiative: 10 


Hero Points: 

5 


•Skills: Martial Artist: 4, Military Science: 4, 
Weaponry: 4 

•Advantages:Area Knowledge (Arkham Asylum); 

Connections: Gotham City PD (Low) 

•Motivation: Mercenary 
•Occupation: Security Guard 
•Wealth: 6 
•Equipment: 

ARMOR [B*dy: 7] 

Stun Baton [EV: 6, Body: 6] 


Typical Arkham Doctor 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 5 

Will: 

5 

Mind: 

4 

Infl: 3 

Aura: 

2 

Spirit: 

3 

Initiative: 10 


Hero Points: 

0 


•Skills: Medicine: 5 
•Advantages: Scholar (Psychology) 
•Occupation: Psychologist 
•Wealth: 7 


Professor Milo 


Dex: 3 

Str: 

3 

Body: 

3 

Int: 9 

Will: 

7 

Mind: 

4 

Infl: 6 

Aura: 

6 

Spirit: 

5 

Initiative: 18 


Hero Points: 

35 


•Skills: Medicine: 8, Gadgetry: 6, Science: 8 
•Advantages: Connections: Underworld (Low); 

Scholar (Chemistry) 

•Alter Ego: Unknown 
•Motivation: Psychopathic 
•Occupation: Criminal Scientist 
•Wealth: 8 


Background Update 


Arkham Asylum was recently destroyed (blown 
up) by Bane, one of the newest Batman foes. 


Arkham’s Statistics 


Arkham’s outer walls had a Body rated at 15 
APs. The Asylum’s Security System was rated at 11 
APs and its Laboratories were rated at 9 APs. 


Psychological Instability 


Most of Arkham’s inmates suffered from the 
Psychological Instability Drawback. Whenever a 
character with this Drawback rolls a natural “2” 
while performing any Dice Action, he #r she 
immediately breaks down and suffers consequences 
relative to the Instability’s severity. Minor and 
Serious Instabilities frequently result in irrational and 
unpredictable behavior from the affected individual, 
while Catastrophic Instabilities most frequently result 
in psychotic or violent behavior. See page 21 of the 
Character Handbook for more information. 


Straight Jackets 


Straight jackets were a staple of the asylum. The 
typical jacket has a Body of 11. Slipping out of a 
straight jacket requires an Extreme Thief (Escape 
Artist) Action Check (OV/RV of 8/8). 


Inmates 


In addition to Professor Milo and the Black 
Mask, Arkham was also home to the Joker, Two- 
Face, Tweedledee and Tweedledum, Croc, the 
Scarecrow, the Mad Hatter, Maxie Zeus, and 
Clayface, among other menaces. 













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


Batman Sourcebook; Atlas of the DC Universe; 
Magic Sourcebook, Deadly Fusion 


Appearances in DC Comics 


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

Pre-Crisis; Earth-Two: Wonder Woman (!) #305-308; 
World's Finest Comics #247 

Pre-Crisis; Earth-One: Action Comics #560; Batman 
#258, 260, 286, 294, 31J, 326-327, 346, 373, 387, 400; 
Batman and the Outsiders #14; The Brave and The Bold 
#143 (mention); Crisis On Infinite Earths #12; DC Comics 


Presents #30, 72; DC Super-Stars #14; Detective Comics 
#477, 486, 491, 496, 503, 507, 563; Green Lantern (2) 
#117; The Joker #1-2, 7-9; Justice League of America 
#126, 175; The Saga of Swamp Thing #30; Superman 
Family #197 (mention); Who's Who *85 #1; World's Finest 
Comics #254 (mention), 276 

Current: Ambush Bug Nothing Special #1; Animal Man 
#7, 10, 20, 22-24; Arkham Asylum; Batman #403-404, 408, 
415, 426, 433, 451, 470, 471 (mention), 481-482, 491; 
Batman Annual #11, 13-14; Batman: Legends of the Dark 
Knight #38; Batman: Run, Riddler, Run #2; Batman: 
Shadow of the Bat #1-4; Captain Atom (3) #33; The Demon 
(3) #8-9, 11; Detective Comics #568, 592 (behind the 
scenes), 593, 604, 625 , 628, 635-637; Detective Comics 
Annual #5; Doctor Fate (!) #1-3; (2) 19-20, 22; Infinity, 
Inc . #32; Infinity, Inc. Special #1; Invasion! #3; Legends of 
the Dark Knight #28, 30; Millennium #2-3; The New Titans 
#69; Plastic Man (3) #1; Robin II #1, 4; Sandman (2) #2, 


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Doctor Fate 


Dex: 

7 

Sir: 

4 

Body: 

4/9 

Int: 

7/10 

Will: 

6/11 

Mind: 

7/10 

Infl: 

7/13 

Aura: 

7/16 

Spirit: 

7/16 

Initiative: 

21/30 

Hero Pojnts: 

100 


Note: Numbers to the left of the slash arc Inza Cramer’s normal 
statistics. Those to the right of the slash are Inza’s statistics when 
she is wearing the Mystic Helmet. 

•Skills: Occultist: 7 

•Advantages: lnsta-Change; Iron Nerves 
•Drawbacks: Married; Secret Identity 
•Alter Ego: Inza Cramer Nelson 
•Motivation: Upholding the Good 
•Occupation: Sorcerer 
•Wealth: 6 
•Equipment: 

MYSTIC HELMET [Body: 9, Int: If , Will: 11, MinD: 
10, Infl: 13, Auila: 16, Spirit: 16, Awareness: 7, Flight: 
10, Invulnerability: 15, Magic Sense: 10, Sorcery: 28) 
Fate’s Mystical Helmet is the source of all her powers. 
When she chooses to become Dr. Fate and dons the 
helmet, Inza Cramer’s personality undergoes a slight 
shift. 


Powers and Abilities 


Doctor Fate is a remarkably potent sorcerer and one of 
the most powerful beings on the planet Earth. Her affinity 
for magic allows her to: fly, travel between dimensions, 
conjure matter from thin air, transmute elements and 
compounds, project powerful bolts of force, and perform 
countless other feats. For the most part, her abilities are 
limited only by her imagination. 


Doctor Fate’s Sorcery 


Powers Doctor Fate frequently mimics with her 
Sorcery Power include: Dimension Travel, Energy Blast, 
Force Manipulation, Force Field, Force Shield, Magic Blast 
and Transmutation. Due to Inza Cramer’s unique 
psychological profile, Fate finds it easier to mimic Powers 
that create rather than those that destroy. For this reason, 
treat her as though she has a Spirit of only 13 whenever she 
is resisting Mystical Bashing Damage caused by using 
Sorcery to mimic a Power that inflicts damage. If she 
conjures a 20 AP Energy Blast, for instance, she takes 8 
points of Mystical Bashing Damage, though she suffers 
only 6 points of Bashing Damage if she conjures 20 APs of 
Transmutation. 


Doctor Fate Variants 


The Fate entity is supposed to be formed from a 
hybrid of Inza Cramer Nelson and her husband Kent. For 
some unknown reason, Kent is no longer able to become a 


part of the Fate entity. Should he regain this ability, 
increase Fate’s Sorcery to 30 APs. When Kent and Inza 
cooperated to form Fate, Fate appeared as a man when 
summoned into being by Kent and as a woman when 
summoned by Inza. 

During the Golden Age, when Fate was formed only 
by Kent Nelson and dominated by the personality of Nabu, 
he had the following statistics: 


Doctor Fate I 


Dex: 

7 

Str: 

1 1 

Body: 

10 

Int: 

9/13 

Will: 

6/18 

Mind: 

7/14 

Infl: 

7/16 

Aura: 

8/22 

Spirit: 

8/22 

Initiative: 23/36 


Hero Points: 

150 


•Powers: * mystic linked 


Invulnerability: 15*, Telekinesis: 11* 

•Skills: Medicine: 5, Occultist: 16, Scientist: 7 
•Advantages: Connections: Earth’s Mystical Community 
(High), Infinity Inc. (High), Justice League of America 
(High), Justice Society of America (High), Lords of 
Order (High); lnsta-Change; Iron Nerves; Scholar 
(archaeology) 

•Drawbacks: Married; Secret Identity 
•Alter Ego: Kent Nelson/Nabu 
•Motivation: Seeking Justice 
•Occupation: Archeologisl/Sorcerer 
•Wealth: 6 
•Equipment: 

Helmet of Nabu [B*0Y: 10, I NT: 13, Will: 18, Minb: 14, 
1 nfl: 16, Aura: 22, Spirit: 22, Awareness: 12, Magic 
Sense: 12, Sorcery: 40] 

While Nelson was wearing this version of the helmet, he 
was possessed by the spirit of Nabu. Anyone with a 
Spirit of less than 6 who dons this version of the helmet 
is instantly driven mad. 


The Magic Tower 


Doctor Fate maintains a mystic tower in Salem, 
Massachusetts as a base of operations. The tower features 
no doors or windows, but allows Fate and his invited guests 
to pass through its walls and enter at will. The tower is 
much larger on the inside than it is on the outside, and its 
interior layout changes at Fate’s whim. Somewhere within 
it, Fate maintains an occult workshop rated at 16 APs. 

Recently, Fate created a gateway between the 
Nelsons’ brownstone in New York City and the tower. This 
gate allows the Nelsons to travel between the tower and the 
brownstone instantaneously. 


Personality/Role-playing 


In the role of Doctor Fate, Inza Cramer is 
compassionate, well-mannered, and kind-hearted. Unique 
among the members of Earth’s mystical community, Inza 
has decided to ignore events on the cosmological level 
whenever possible. Instead, she prefers to use her powers to 














aid her friends and neighbors in New York City in an 
almost maternal capacity. For a time, Inza’s benevolence 
was corrupted by a Lord of Chaos who took up residence in 
the Fate helmet, but the interloper has since been defeated 
and exorcised. 

In sharp contrast to the modern version, the Golden 
Age Doctor Fate was a gruff and determined avenger 
thanks to the influence of Nabu. 


Cflashback), 663; All-Star Squadron #67; The Books of Magic #1; 
Doctor Fate (!) #1-4; (2)20-41; Doctor Fate AnnuaI #1; Green 
Lantern Corps Quarterly #1; Infinity, Inc . #25. 30, 38 (flashback), 
48, 49 (flashback); Infinity-, Inc . Annual #2 (flashback); Justice 
League #1-2, 4-6; Justice League Annual #1; Justice League 
International #7, Last Days of the Justice Society Special #1; 
Legends #4-6, Secret Origins (3) #24, 31, 50; Swamp Thing (2) 
#49-50; War of the Gods #1-2; The Weird #1-4; Young All-Stars 
#3, 9, 27; Young All-Stars Annual #1 


Using Doctor Fate in Adventures 


Due to her renowned benevolence, the latest Doctor 
Fate is an ideal choice if you are looking for a powerful 
character to protect the player heroes and introduce them to 
mystical adventures. Fate is so powerful that she can 
plausibly show up in a pinch to lend some much needed 
assistance. 

The new Doctor Fate might also find a way to 
demonstrate to the player heroes the importance of 
remembering that their adventures should positively impact 
the lives of others. 


Subplots 


Dr. Fate II- Eric and/or Linda Strauss: Adventures of Superman 
#470; Blasters Special #1; Blue Beetle (6) #20; The Books of 
Magic #2; Booster Gold #22; Cosmic Odyssey #1-2 (behind the 
scenes), 3-4; Doctor Fate (I) #1-4; (2) 1-24; Doctor Fate Annual 
#1; Doom Patrol (2) #29; Firestorm, the Nuclear Man #67-68; 
Flash (2) #8; Invasion! #2-3; Justice League America #31-32, 40; 
Justice League Europe #7-8; Justice League International #10; 
Millennium #1, 3, 5-7; Mister Miracle (2) #17; The Spectre (2) 
#11, 23; Who's Who '88 #1 

Dr. Fate III- as Inza Nelson (Pre-Crisis): Adventure Comics 
#465; All-Star Comics #3, 5-9, 15, 66, 70-71; All-Star Squadron 
#23, 28, 47; America vs. the Justice Society #1-3; DC Comics 
Presents #23; DC Special Series #10; First Issue Special #9; The 
Flash (1) #306-313; Infinity*, Inc. #21; Justice League of America 
#193; More Fun Comics #55-57, 60-64, 66-72, 75-77, 86-87, 89; 
Showcase #55-56 


Doctor Fate is involved in a bizarre and lengthy 
Romance Subplot with her husband Kent, and she is often 
involved in Friends Subplots centered around the residents 
of the New York neighborhood she protects. Early in her 
career, she was involved in a Power Complications Subplot 
when she was temporarily possessed/influenced by a Lord 
of Chaos. 


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


Background/Roster Book (card included), Justice League 
Sourcebook, Magic Sourcebook, The World at War 
Sourcebook 


Appearances in DC Comics 


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

Dr. Fate I- Kent Nelson (Pre-Crisis): Action Comics #516; 
Adventure Comics #461-463, 465-466; All-Star Comics #3-12, 14- 
21, 58-63, 66-74; All-Star Squadron #1-5, 15, 19-21, 23-24, 27-28, 
30-32, 47-51, 53-54, 57-60; All-Star Squadron Annual #2-3; 
America vs. the Justice Society #1-4; Amethyst #13; The Brave and 
the Bold #156; Captain Carrot and His Amazing Zoo Crew #15; 
Crisis on Infinite Earths #5, 9-11; DC Comics Presents #23; DC 
Special #29; DC Special Series #10; First Issue Special #9, The 
Flash (1) #170, 236-237, 305-313; Infinity, Inc. #1-2, 19, 21-22, 
25, 27; Infinity, Inc. Annual #1; Justice League of America #21-22, 
29-30. 37-38,46-47, 64-65, 73-74, 82-83, 100-102, 107-108, 147- 
148, 159-160, 166, 171-172, 183-185, 193, 195, 207-209, 231-232, 
244; More Fun Comics #55-98; Showcase #55-56; Swamp Thing 
(2) #46; Who's Who 85 #6; Wonder Woman (1) #242, 291; 
World's Finest Comics #208. (Current): Action Comics #650 


Dr. Fate III- Inza Nelson (Current): Action Comics #670, 675; 
Adventures of Superman #488-489; Animal Man #40; Armageddon 
2001 #2; Challengers of the Unknown (2) #3; Doctor Fate (1) #2 
(mention); (2) 20-41; Doctor Fate Annual #1; legends #4; Mister 
E #1-2, 4; Superman (2) #66; Superman: The Man of Steel #10, 
20; SwampThing (2) #49; War of the Gods #1-4; Who’s Who VI 
#9; Wonder Woman (2) #61-62 



Helmet of Nabu 









PERNATURAL 


Hell’s 

Hierarchy 


Remiel and Duma 


Dex: 

8 

Str: 

6 

Body: 

12 

Int: 

12 

Will: 

16 

Mind: 

13 

Infl: 

16 

Aura: 

19 

Spirit: 

16 

Initiative: 36 


Hero Points: 

200 


•Powers: *Mystic Link 


Awareness: 12, Dimension Travel: 12, Flight: 12*, 
Invulnerability: 17*, Magic Sense: 10, Magic Blast: 
16, Sorcery: 23 
•Skills: Occultist: 12 
•Motivation: Responsibility of Power 
•Occupation: Rulers of Hell 

For all practical purposes, the game stats for Remiel 
and Duma are identical, though their personalities 
differ slightly. 


Lucifer Morningstar 


Dex: 

6 

Str: 

8 

B#dy: 

16 

Int: 

18 

Will: 

21 

Mind: 

20 

Infl: 

20 

Aura: 

26 

Spirit: 

22 

Initiative: 44 


Hero Points: 

350 


•Powers: *Mystic Link 

Awareness: 18, Dimension Travel: 15, 

Invulnerability: 25*, Magic Sense: 18, 
Regeneration: 10*, Sorcery: 40 
•Skills: Occultist: 1 8 

•Advantages: Area Knowledge (Hell); Connection: 

Hell’s Hierarchy (High) 

•Motivation: Power Lust 
•Occupation: Former Ruler of Hell 
Before Morpheus cut off his wings, Lucifer had the 
Flight Power rated at 12 APs. 


Belial, Father of Lies 


Dex: 

8 

Str: 

12 

Body: 

14 

Int: 

12 

Will: 

16 

Mind: 

13 

Infl: 

12 

Aura: 

16 

Spirit: 

12 

Initiative: 37 


Hero Points: 

100 


•Powers: *Mystic Link 


Awareness: 13, Claws: 12, Detect (lie): 25, Flame 
Project*: 14, Invulnerability: 16*, Magic Blast: 16, 
Regeneration: 10*, Sorcery: 20 
•Skills: Occultist: 16 

•Advantages: Area Knowledge (Hell); 


Connection:Hell’s Hierarchy (High) 
•Drawbacks: Strange Appearance 
•Motivation: Power Lust 
•Occupation: Demon Lord 


Beelzebub, Lord of the Flies 


Dex: 

11 

Str: 

4 

Body: 

13 

Int: 

12 

Will: 

16 

Mind: 

13 

Infl: 

15 

Aura: 

17 

Spirit: 

15 

Initiative: 38 


Hero Points: 

130 


•Powers: *Mystic Link 

Animal Control: 18*, Animal Summoning: 18, 
Awareness: 12, Flight: 16*, Invulnerability: 15*, 
Regeneration: 8*, Sorcery: 25, Speak With 
Animals: 18 

•Limitation: Miscellaneous: Animal Powers work 
only on insects. 

•Skills: Occultist: 16 

•Advantages: Area Knowledge (Hell); Connection: 

Hell’s Hierarchy (High) 

•Drawbacks: Strange Appearance 
•Motivation: Power Lust 
•Occupation: Demon Lord 


Agony and Ecstasy 


Dex: 

11 

Str: 

18 

Body: 

18 

Int: 

8 

Will: 

14 

Mind: 

13 

Infl: 

14 

Aura: 

14 

Spirit: 

13 

Initiative: 32 


Hero Points: 

110 


•Powers: * Mystic Link 

Flame Project: 16*, Magic Blast: 13, Mystic 
Freeze: 16, Sorcery: 20 
•Advantages: Scholar (Torture) 

•Drawbacks: Catastrophic Irrational Attraction to 
tormenting the damned; Strange Appearance 
•Motivation: Nihilist 
•Occupation: Torturers 


Abaddon the Destroyer 


Dex: 

8 

Str: 

20 

Body: 

17 

Int: 

6 

Will: 

15 

Mind: 

15 

Infl: 

12 

Aura: 

12 

Spirit: 

17 

Initiative: 

26 


Hero Points: 

180 


•Powers: *Mystic Link 

Claws: 16*, Flight: 9, Invulnerability: 25*, 
Regeneration: 8*, Sorcery: 20 
•Advantages: Area Knowledge (Hell) 

•Motivation: Nihilist 
•Occupation: Demon Lord 









Nergal 


Drx: 

8 

Str: 

8 

Body: 

14 

Int: 

12 

Will: 

15 

Mind: 

16 

Infl: 

25 

Aura: 

28 

Spirit: 

15 

Initiative: 35 


Hero Points: 

180 


•Powers: * Mystic Link 

Awareness: 12, Claws: 9*, Personality Transfer: 
9*, Regeneration: 8*, Sorcery: 21 
•Skills: Occultist: 14 

•Advantages: Area Knowledge (Hell); Connections: 
Hell’s Hierarchy (High) 

•Motivation: Nihilist 
•Occupation: Demon Lord 


Mnemoth 


Dex: 

13 

Str: 

9 

Body: 

12 

Int: 

8 

Will: 

6 

Mind: 

7 

Infl: 

10 

Aura: 

12 

Spirit: 

10 

Initiative: 31 


Hero Points: 

54 


•Powers: *Mystic Link 


Aura of Fear: 9, Emotion Control: 10*, Flight: 1 I*, 
Personality Transfer: 16*, Telepathy: 10*, 
Vampirism: 16 

•Limitations: Miscellaneous: Mnemoth can only use 
Vampirism on subjects he possesses with 
Personality Transfer. 

•Advantages: Connections: Hell’s Hierarchy (Low) 
•Motivation: Nihilist 
•Occupation: Minor Demon 


Typical Lesser Demon 


Dex: 6 

Str: 

8 

Body: 

8 

Int: 4 

Will: 

4 

Mind: 

4 

Infl: 8 

Aura: 

8 

Spirit: 

8 

Initiative: 18 


Hero Points: 

30 


•Powers: *Mystic Link 


Claws: 6*, Invulnerability: 12*, Regeneration: 5* 

•Motivation: Nihilist 
•Occupation: Demon 

More than 1,000,000 of these creatures live in Hell. 


Hell and Its Defenses 


Hell is a separate plane that lies at a Travel 
Distance of 10 from the Earth Dimension. Most of 
Hell is surrounded by an enormous and impenetrable 
iron wall (Body: 60). Although there are a number of 
secret entrances that bypass the wall, most visitors 
enter through the enormous front gates (Body: 55) 
which are always well-guarded. The power to open 
and close these gates rests in a simple iron key that is 
now in the possession of the angels Remiel and Duma. 


For a while, the Demon Etrigan owned the 
Crown of Horns, one of Hell’s many lost treasures. 
The Crown had the following statistics: 

Crown of Horns [Power Reserve: 10, Sorcery: 25, 
Body: 16J 

The Crown’s Power Reserve is usable to augment 
any of the wearer’s abilities and anyone wearing 
the Crown is immune to the Mystical Bashing 
Damage that results from using its Sorcery Power. 


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


Magic Sourcebook (Nergal & Mnemoth) 


Appearances in DC Comics 


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

Hell’s Hierarchy: Who’s Who ‘91 #1 1 (overall entry') 
Abaddon: The Demon (3) #5-7 

Agony and Ecstasy: Hell blazer #12, 61; Sandman (2) #4; 
Swamp Thing (2) #96-97, 125 

Asteroth: Action Comics Weekly #638-641; The Demon 
(3) #1-2, 30-33 

Azazel: Sandman (2) #4, 24, 26-27 

Beelzebub: The Demon (3) #2, 5-7; Sandman (2) #4; 

Swamp Thing (2) #96-98 

Belial: Arak, Son of Thunder #2; The Demon (3) #2-7, 19 
Lucifer Morningstar: The Books of Magic #1; The Demon 
(3) #2, 5-7, 19; Sandman (2) #4, 22-23 
Merlin (pre-Crisis): Adventure Comics #268, 395, 462; 
All-Star Comics #64-65; Batman #36; The Brave and The 
Bold #109, 137; The Demon (!) #1-2, 4-7; Justice League 
of America #2; Showcase #6 (descendant); Super Friends 
#20; Supergirl (1) #1 (behind the scenes); World’s Finest 
Comics #162, 265 

Merlin (current): Action Comics Weekly #638-641; The 
Books of Magic #1; The Demon (2) #1-4; (3) 1, 4-7, 11, 19- 
20; Hell blazer Annual #1; Secret Origins (3) #12 
(flashback: descendant); Superman (2) #55; Swamp Thing 
(2) #87 

Morax: The Demon (3) #1-3, 7, 30 

Nergal (pre-Crisis): Arak, Son of Thunder #43; More Fun 
Comics #67 

Nergal (current): Hellblazer #6, 8, 10-12, 60; Swamp 
Thing (2) #96-98 

Satan (pre-Crisis): Adventure Comics #491-492; Batman 
Family #1; The Brave and The Bold #108; DC Special 
Series #8; House of Secrets #150; Kid Eternity (!) #15; 
Phantom Stranger (2) #10; Shazam! #35; Superman (1) 
#419 World's Finest Comics #254, 269, 278 
Satan (current): Doom Patrol (2) #47-48; Hellblazer #12 
(voice), 42, 44-45, 50, 59-61: The Spectre Annual #1; 
Suicide Squad #36, 52 


The Crown of Horns 










PERNATURAL 


Klarion The 
Witch-Boy 


Dbx: 4 

Str: 

2 

Body: 

3 

Int: 5 

Will: 

8 

Min*: 

8 

Infl: 6 

Aura: 

7 

Spirit: 

8 

Initiative: 

15 

Hero Points: 

80 


•Powers: * mystic link 
Invulnerability: 12*, Sorcery: 14 
•Skills: Occultist: 11 
•Advantages: Iron Nerves; Luck 
•Drawbacks: Age (young) 
•Motivation: Thrill Seeker 
•Occupation: Warlock 


i Powers and Abilities 


Klarion has learned a tremendous number of 
magical spells, allowing him to mystically 
accomplish nearly any effect through the use of 
mystic words and gestures (Sorcery, Occultist). Some 
of the Powers he commonly mimics with his Sorcery 
include: Chameleon, Control, Dimension Travel, 
Flight, Telekinesis, and Telepoitation. 


Teekl the Cat 


Instrumental to his escape from imprisonment in 
his home dimension was Klarion's familiar, Teekl. 
She normally appears as a tabby cat, but can assume 
the form of a rather attractive feline humanoid at will. 
Teekl is Klarion's constant companion, although she 
is easily distracted by yummy tidbits (like people). 


Teekl 


Df.x: 9 

Str: 

1/4 

Body: 

2/5 

Int: 3 

Will: 

5 

Mind: 

5 

Infl: 3 

Aura: 

10 

Spirit: 

12 

Initiative: 

15 

Hero Points: 

30 


•Powers: * mystic link 


Analytical Smell/Tracking Scent: 7, Claws: 4/7, 
Invulnerability: 10*, Shrinking: 5/0, Telepathy: 2* 
•Advantages: Miscellaneous: Teekl can take the 
form of a humanoid "cat-woman” at will. In this 
form, she gains the Attribute and Power APs listed 
to the right of the slash, as well as the Attractive 
Advantage; Teekl can allow her "master” (Klarion) 
to use her Spirit instead of his own to determine 
the amount of Mystical Bashing Damage suffered 


from the use of the Sorcery Power. 

•Drawbacks: Serious Irrational Attraction to eating 
•Motivation: Thrill Seeker 
•Occupation: Familiar 


Klarion's "Gang" 


Recently, Klarion assembled a "gang" of magical 
beings to hunt down and gain revenge on Etrigan. 
Although Klarion successfully found Etrigan, the 
timely intervention of Lobo and Glenda Mark 
prevented him from killing the Demon. 


Tenzin Wyatt 


Dex: 2 

Str: 

2 Body: 

2 

Int: 3 

Will: 

3 Mind: 

1 

Infl: 3 

Aura: 

4 Spirit: 

3 

Initiative: 

8 

Hero Points: 

10 


•Powers: Dimension Travel: 10 
•Skills: Occultist: 4 


•Limitations: Dimension Travel can only be used to 
Summon and Banish the demon Rage (see below). 
•Drawbacks: Catastrophic Irrational Attraction to 
destroying the Demon Etrigan; Catastrophic 
Psychological Instability (catatonia): Only mention 
of the Demon will break Wyatt out of his catatonic 
state, but then the only action he will take is to grin 
insanely and summon forth Rage. 

•Motivation: Psychopathic 
•Occupation: Catatonic 
•Wealth: 0 
•Equipment: 

Strait-Jacket [Body: 11] 


Rage 


Dex: 8 

Str: 

10 Body: 

9 

Int: 1 

Will: 

7 Mind: 

6 

Infl: 5 

Aura: 

2 Spirit: 

7 

Initiative: 

16 

Hero Points: 

20 


•Powers: Analytical Smell/Tracking Scent: 10, 
Claws: 8, Jumping: 4, Running: 6 
•Advantages: Lightning Reflexes 
•Drawbacks: Catastrophic Rage; Strange 
Appearance 
•Motivation: Nihilist 
•Occupation: Behemoth 


C’TH THE UNDYING - deceased 


Dex: 3 

Str: 

4 

Body: 

5 

Int: 6 

Will: 

7 

Mind: 

6 

Infl: 5 

Aura: 

8 

Spirit: 

7 

Initiative: 

12 

Hero Points: 

25 














•Powers: *mystic link 
Invulnerability: 9* 

•Skills: Occultist: 8 

•Drawbacks: Age (old); Strange Appearance 
•Motivation: Power Lust 
•Occupation: Serpent King 
•Equipment: 

Crystal Femur [Bo»y: 4, Spirit: 7, Magic Blast: 10, 
Power Reserve: 5, Spirit Drain: 9] The bone’s 
Power Reserve can be used to enhance any of its 
user's Mystical Powers, including Sorcery. 


Personality/Role-playing 


Klarion acts in all ways like a child who is bored 
constantly. He likes nothing more than getting people 
to do what he wants them to, which is usually 
something awful. Klarion’s ’’play" is often deadly, as 
it amuses him to see grownups do ridiculous things 
such as shooting each other or jumping off cliffs. 

Beyond his horrible and playful facade, Klarion 
is also motivated by unknown and mysterious urges. 
Sometimes he will want to simply play with toys or 
watch T.V., while other times he decides to revel in 
the misery he can cause using his magic. 

Klarion’s only "friend" is his familiar Teekl, 
although he also seems to like Jason Blood, whom he 
calls "uncle Jason," and his group of companions 
(Harry, Glenda, and Randu) which are referred to by 
Klarion as "cousins." Unfortunately, Klarion tires of 
friends easily, so he has tried to kill all of them on 
more than one occasion, especially Blood (whom he 
knows to be the Demon: Klarion knows the rhymes 


that will change Blood into the Demon and back 
again; see The Demon's entry in Who's Who #2 ). 


Using Klarion in Adventures 


When he's not banished in another dimension, 
Klarion can usually be found causing trouble in and 
around Gotham City (home to Jason Blood). A 
possible adventure might involve Randu sensing 
Klarion's arrival, and the subsequent efforts of Blood 
and his companions to stop the Witch-Boy’s rampage 
without resorting to summoning the Demon. Also, 
although mystical exploits aren't normally his 
department. Batman might become involved in such 
an adventure, as he would in any that involve the 
welf are of Gotham. 


Subplots 


Klarion truly despises Etrigan for banishing him 
in the Beyond Region, and will do anything to see 
him destroyed painfully (Enemies Subplot). 


Appearances in DC Comics 


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

Pre-Crisis: The Demon (1) #7, 14-15; Who's Who 
( 87 (1) #25; Wonder Woman (1) #280, 282 

Current:7 he Demon (3) #3-15, 17; Demon Annual 
#1; War of the Gods #1; Who's Who VI #12 


r .- 3 


Crystal Femur 











Physical Forms 


Lords of Order 
and Chaos 


Typical Lord of Order 


Dex: 

Str: 

- 

Body: 

- 

Int: 16 

Will: 

16 

Mind: 

16 

Infl: 16 

Aura: 

20 

Spirit: 

20 

Initiative: 32 


Hero Points: 

100 


•Powers: Awareness: 12, Dimension Travel: 14, 
Magic Sense: 12, Sorcery: 35 
•Skills: Occultist: 15 

•Drawbacks: Catastrophic Irrational Attraction to 
preserving order 

•Motivation: Responsibility of Power 
Note: Stats for a individual Lords of Order might 
vary from the listed totals by 1-10 APs. 


Typical Lord of Chaos 


Dex: 

Str: 

- 

B#dy: 

. 

Int: 14 

Will: 

16 

Mind: 

14 

Infl: 17 

Aura: 

20 

Spirit: 

20 

Initiative: 31 


Hero Points: 

90 


•Powers: Awareness: 12, Dimension Travel: 14, 
Magic Sense: 12, Sorcery: 35 
•Skills: Occultist: 13 

•Drawbacks: Catastrophic Irrational Attraction to 
preserving chaos. 

•Motivation: Nihilist 

Note: Stats for a individual Lords of Chaos might 
vary from the listed totals by 1-10 APs. 


Typhon, Lord of Chaos 


Dex: 

8 

Str: 

8 

Body: 

12 

Int: 

9 

Will: 

16 

Mind: 

17 

Infl: 

14 

Aura: 

17 

Spirit: 

16 

Initiative: 31 


Hero Points: 

90 


•Powers: ^Mystic Link 

Awareness: 10, Dimension Travel: 14, 
Invulnerability: 15% Magic Sense: 10, Sorcery: 30 
•Skills: Occultist: 12 

•Advantages: Connections: Lords of Chaos (High) 
•Drawbacks: Strange Appearance 
•Motivation: Nihilist 
•Occupation: Lord of Chaos 

Typhon personified himself in this form during 
his battle with Eric Stoner. 


Both the Lords of Order and the Lords of Chaos 
exist as abstract constructs; neither possess inherent 
physical forms. Whenever the Lords of Order or 
Chaos wish to appeal' on one of the physical planes, 
they use Sorcery to create Physical forms. 
Temporarily forfeiting 5 APs of Sorcery gives a lord 
28 APs to divide amongst his or her Physical 
Attributes (no more than 13 APs may be assigned to 
any single Attribute). If a physical form created by 
the lords in this fashion is “killed/’ (ie. its Current 
Body Condition is reduced below 0), the lord 
inhabiting the form does not die, but is incapable of 
creating a new physical form for the next 1-10 years. 
A lord inhabiting a physical form that is knocked 
unconscious is treated like any other unconscious 
character (he or she wakes up after making a 
successful Recovery Check, etc). 


Creating Earthly Agents 


Whenever possible, both the Lords of Order and 
the Lords of Chaos prefer to conduct their activities 
through intermediaries. Both groups have developed 
a number of magical spells that enable them to 
empower humans and other lesser beings. Generally, 
these spells mimic the Enchantment Power and allow 
the lords to bestow between 20 and 35 APs of 
increased Attributes and Powers upon a human 
subject. For a more detailed example of such a spel l, 
see Kestrel’s entry. 


Realms of Order and Chaos 


The Lords of Chaos and Order each inhabit a 
vast extra-dimensional realm adjacent to the Realm 
of the Just Dead. Both of these realms are located at a 
Travel Distance of 10 from the Earth Dimension. The 
Realm of Order is a plane of bright lights dominated 
by towering crystalline structures. The Realm of 
Chaos is a plane of darkness that echoes with the 
yammenng of its inhabitants. 


Personality/Role-playing 


Befitting their name, Lords of Order believe in 
pattern and structure. Most rarely speak, preferring to 
let their human thralls speak in their stead; after all, 
speaking is a disruption of ordered silence. Ironically, 













the lengths to which they willingly go to preserve the 
order often seem inscrutable or absurd. The Lord of 
Order who visited the Dreaming during the Season of 
Mists, for instance, manifested himself as a cardboard 
box, a form the lord considered perfect and ordered. 

Lords of Chaos, on the other hand, are wild and 
unpredictable. Their entire existence is a non- 
sequitur. The Lord of Chaos who visited the 
dreaming during the Season of Mists, for instance, 
chose to appear as a small child in clown makeup. 
Unlike their counterparts, the Lords of Chaos prefer 
to speak for themselves, though they rarely make 
sense to outsiders, who are easily astounded by their 
speech and actions. 


i ppearances in DC Comics 


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

Lords of Chaos (prc-Crisis): The Brave and The Bold 
#181; The Flash (1) #306-313; The New Adventures of 
Superhoy #25; The Phantom Stranger (2) #11; Showcase 
#75 


Lords of Chaos (current): Action Comics Weekly #610, 
632-634; Amethyst (1) #13, 16; (2) 1-3; Doctor Fate (1) 
#1-4; (2) 3-4 (behind the scenes), 5-6, 9-10, 18-22, 25 
(behind the scenes), 26-27, 33, 35-37, 41; Doom Patrol (2) 
#13-14; Hawk and Dove (2) #1-5; (3) 14-16; Justice 
League Europe #8; Kid Eternity (2) #3; Legion of Super- 
Heroes (4) #19; Phantom Stranger (3) #1-4; Power Girl 
#1-4; Sandman (2) #24, 26-27; Secret Origins (3) #43; 
Starman #43; Who's Who ‘88 #2 ; Who’s Who ‘91 #10 

Lords of Order (pre-Crisis): The Brave and The Bold 
#181; More Fun Comics #67; Showcase #75 

Lords of Order (current): Amethyst (J) #13; Doctor Fate 
(1) #1-2; (2) 1-6, 9-10, 19-2$, 25, 41; Hawk and Dove (3) 
#14-16; Invasion! #1; Justice League #5; Justice League 
America #32; Justice League Europe #8; Justice League 
International #7; Justice League Quarterly #2; Kid 
Eternity (2) #1-2 (behind the scenes), 3; Phantom Stranger 
(3) #2; Sandman (2) #24, 26-27; Secret Origins (3) #24, 
43, 48; The Spectre (2) #22-23 (behind the scenes); Who's 
Who ‘88#2; Who's Who ‘91 #10 


Magic Lands Lands of Logic 






The Man-Bat Serum 


Man-Bat 


Dex: 

10 

Sir: 

7 

Body: 

6 

Int: 

5 

Will: 

5 

Mind: 

5 

Infl: 

7 

Aura: 

3 

Spirit: 

7 

Initiative: 24 


Hero Points: 

45 


•Powers: Extended Hearing: 4, Flight: 6, Sonar: 1 2 
•Skills: Acrobatics: 8, Thief (Stealth): 7 
•Advantages: Lightning Reflexes 
•Drawbacks: Serious Irrational Attraction to 
protecting his daughter Elizabeth; Serious Physical 
Restriction: as Man-Bat, Langstrom cannot speak; 
Minor Psychological Instability; Strange 
Appearance 

•Alter Ego: Kirk Langstrom 
•Motivation: Psychopathic 


Powers and Abilities 


The Man-Bat serum boosts LangstronTs physical 
strength (as Man-Bat he can bench press two tons 
with little effort) and senses (he can hear a whisper at 
approximately two hundred yards). In addition, as 
Man-Bat, Langstrom can fly at an airspeed of nearly 
60 miles per hour and transceive sonar signals at a 
range of almost four miles. Man-Bat’s leathery hide 
provides him with limited protection against physical 
injury. 

In his human form, Langstrom is a poor hand-to- 
hand combatant but possesses a formidable scientific 
mind. His knowledge of chiroptera (the study of bats) 
is unrivaled. 


Kirk Langstrom Form 


As Kirk Langstrom, Man-Bat has the following 
statistics: 


Kirk Langstrom 


Dex: 2 

Str: 

2 

Body: 

2 

Int: 6 

Will: 

5 

Mind: 

3 

Infl: 3 

Aura: 

3 

Spirit: 

3 

Initiative: 11 


Hero Points: 

45 


•Skills: Gadgetry: 8, Science: 8 
•Advantages: Genius; Scholar (chiroptera) 
•Drawbacks: Minor Psychological Instability 
•Motivation: Psychopathic 
•Occupation: Zoologist 
•Wealth: 8 


In DC Heroes terms, Langstrom’s Man-Bat 
serum has the following statistics: 

MAN-BAT SERUM [Body: I, Shape Change: 17J 

Needless to say, the serum’s Shape Change 
Power is limited to transforming its user into a Man- 
Bat creature like Langstrom. Transformed users 
acquire all of Man-Bat’s Physical Attributes and 
Powers. 

Once a user has been transformed by the serum, 
the user remains transformed until he or she acquires 
an antidote known to both Langstrom and the Batman 
(Neutralize: 25 usable only on the Man-Bat serum). 
Langstrom (and others exposed to the serum) must 
take this antidote every single day to avoid returning 
to Man-Bat form. 


'Personality/Role-playing 


As Man-Bat, Kirk Langstrom becomes a 
dangerous and barely rational creature of the night. 
His only desires are to feed, to swarm with his fellow 
bats, and to ferociously protect his daughter Elizabeth 
f rom harm. 

In his human form, Langstrom is a quiet and 
unassuming scientist. 


Using Man-Bat in Adventures 


The Man-Bat is a wild card. The stories featuring 
him frequently take the Batman into a realm full of 
tenor. The Man-Bat’s strength and agility challenge 
heroes like the Batman in ways simple human foes 
cannot manage. Remember that the Man-Bat is not 
evil, just obsessive about his wife and daughter. 


\Subplots 


Kirk Langstrom is frequently entwined in Family 
Subplots revolving around his daughter and Power 
Complication Subplots centered around the 
peculiarities of his bat form. 


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


Batman Sourcebook, Batman Role-Playing Game 












Appearances in DC Comics 


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

Pre-Crisis: Batman #254, 341-342, 348, 361; 
Batman Family #11-20; Blue Devil Annual #1; The 


Brave and The Bold #119, 165; DC Comics Presents 
#35; Detective Comics #400, 402, 407, 416, 429, 
458-459, 481, 485, 492, 527; Man-Bat (1) #1-2; 
Who’s Who ‘86 #14 

Current: Action Comics #600; Secret Origins (3) 
#39; Who’s Who i 91 #12 






Subject emite initial sighting 

screech, or "ping 11 , to visualize 

terrain. 


Initial sighting screech hits 
terrain. Several "updating" 
screeches are emited to 
check for any movement. 


Sonar echo map returns to 
subject followed by update 
maps, time elapsed 1 sec. 




















Patchwork Man 

deceased 


Dex: 3 

Str: 

7 

Body: 

12 

Int: 1 

Will: 

8 

Mind: 

3 

Infl: 8 

Aura: 

2 

Spirit: 

9 

Initiative: 12 


Hero Points: 

55 


•Powers: Invulnerability: 16 

•Advantagesilron Nerves (see below); Luck (see 
below) 

•Drawbacks: Catastrophic Physical Restriction: 
Patchwork Man cannot speak and his long-term 
memory functions only sporadically. 

•Alter Ego: Gregori Arcane 
•Motivation: Unwanted Power 


Powers and Abilities 


The scientific process Anton Arcane used to 
create the Patchwork Man somehow boosted 
Gregori’s strength and endurance to superhuman 
levels. Shortly after he was created, Patchwork Man 
was capable of lifting a large motorcycle or small car 
over his head. As he aged, however, his reconstructed 
body began to deteriorate and his muscles atrophied. 
Toward the end of his life, Patchwork Man was 
barely able to pull himself along the ground. 

Due to the unique neural construction of his 
composite body, it was difficult to inflict telling 
damage upon the Patchwork Man. Most blows and 
gunshots would simply tear off a piece of useless 
flesh, allowing Gregori to lumber onward. His 
rudimentary nervous system was incapable of 
transmitting pain. 


Deterioration 


At the time he created the Patchwork Man, 
Anton Arcane had yet to perfect his revivification 
techniques. As a consequence, parts of the Patchwork 
Man’s body died and atrophied over time, gradually 
weakening the creature until he was nearly an invalid. 
The above statistics reflect the Patchwork Man 
shortly after he was created (around the time of 
SWAMP THING #2, first series). Thereafter, his 
Dex, Str, and Body decreased with time at a rate of 
roughly one point of Str and Body per year and one 
point of Dex every two years. Just before he died, 
Patchwork Man had a Dex of 1, a Str of 1, and a 
Body of 3. 


The Patchwork Man Experiment 


Duplicating the techniques Anton Arcane used to 
create the Patchwork Man requires a successful 
Medicine (Surgery) Action Check against an OV/RV 
of 16/16. Unless the surgeon performing the 
operation has spent his or her life studying 
revivification (or recovers Arcane’s notes on the 
subject or a similar text), treat the operation as a 
Difficult Action (ie. increase the OV/RV to 22/22). If 
the operation Action Check nets RAPs that equal or 
exceed its RV, the dead patient is revivified with no 
ill effects. If the Action Check nets RAPs greater 
than or equal to one-half its RV but less than the full 
RV, the patient is revivified, but his or her Int is 
lowered to 1 and he or she “deteriorates” as explained 
above. If the Action Check nets a number of RAPs 
less than one-half its RV, the patient is briefly 
revivified, but dies within an hour. In any case, 
revivified patients have their Strs increased to 7 and 
their Bodys increased to 1 2. 


The Legacy of the Arcanes 


The members of the Arcane family share an odd 
mystical property that leaves them with an unusual 
affinity for the occult. This property often manifests 
itself as a series of bizarre coincidences and unusual 
events. Because of the property, each of the Arcanes 
exudes a special mystical aura that can be detected 
through the use of the Magic Sense Power. 


Miraculous Survival 


Before he deteriorated into invalidity, the 
Patchwork Man repeatedly demonstrated a unique 
ability to survive seemingly fatal attacks, falls, and 
collisions. Whether this ability stemmed from his 
rigid construction or the strange mystical aura that 
protects the Arcanes is unknown. In game terms, the 
ability is reflected by a special form of the Luck 
Advantage. Whenever Patchwork Man is subjected to 
obviously fatal circumstances (falling off a mountain, 
finding himself at ground zero of an atomic 
explosion, etc.), roll one die. On any result but 0, 
Patchwork Man miraculously survives and resurfaces 
a few months later. 


Abby in Danger 


Even after his accident, Patchwork Man 
remained particularly attached to his daughter 













Abigail. Whenever he can see that Abigail is 
threatened, treat Patchwork Man as though he has the 
Iron Nerves Advantage and boost his Str to 8. 


Personality/Role-playing 


Not only was the Patchwork Man incapable of 
speech, bul the many years he spent imprisoned 
beneath Castle Arcane had rotted his brain to the 
point where he could barely think as well. His only 
real memories of his former life were centered 
around his daughter Abigail, his instinct to protect 
her, and his hatred of his brother Anton. 

Before his accident, Gregori was a kind and 
successful man. He was well-educated, sensitive, and 
deeply devoted to his family. 


Using Patchwork Man in Adventures 


Patchwork Man can be encountered in one of 
three fashions: the player heroes can stumble across 
him as he roams the European countryside, an 
encounter with Abigail Arcane can draw the player 
heroes into conflict with the Patchwork Man, or the 
player heroes might stumble across a villain using the 


Patchwork Man as a pawn in a criminal scheme. 


Subplots 


Patchwork Man was involved in two long- 
running Subplots—a Family Subplot centered around 
his attempts to protect his daughter Abigail and an 
Enemy Subplot centered around his hatred of his 
brother Anton. 


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: House of Secrets #140; Swamp Thing (1) 
#2-3; Who's Who ‘86 #17 

Current: Swamp Thing (2) #59, 83; Who T s Who 1 91 
#10 


epecimen holding 



Ancestral caetle 
of the 

Arcane Family 




























Zatanna 


Dex: 6 

Str: 

3 

Body: 

5 

Int: 9 

Will: 

5 

Mind: 

6 

Infl: 8 

Aura: 

14 

Spirit: 

13 

Initiative: 23 


Hero Points: 

75 


•Powers: * Mystic Link 


Air Control: 10*, Earth Control: 10*, Flame 
Control: 10*, Flame Project: 10*, Ice Control: 10*, 
Plant Control: 10*, Sorcery: 16, Water Control: 
10*, Weather Control: 10* 

•Skills: Occultist: 9 

•Limitations: Miscellaneous: Zatanna must speak all 
of her spells aloud and backwards. She cannot use 
any of her Powers if she is unable to fulfill this 
condition. 

•Advantages: Connections: Justice League of 
America (High), Earth’s Mystical Community 
(High), John Constantine (Low); Magical 
Background 

•Alter Ego: Zatanna Zatara 
•Motivation: Upholding the Good 
•Occupation: Stage magician. Adventurer 
•Wealth: 5 


Powers and Abilities 


As a member of the fabled homo magi, Zatanna 
has the power to directly manipulate powerful 
magicks. Although she is capable of just about any 
feat she can imagine, she is particularly adept at the 
manipulation of elemental forces. With minimal 
effort, she can easily raise 50 foot tidal waves, 
summon gail force winds, or extinguish raging fires. 

Although it is widely believed that there is 
something special about the genetic structure of the 
homo magi that allows them to wield the forces of 
magic, this assertion has been disputed by a number of 
knowledgeable sorcerers and magicians. Similarly, 
many occultists believe the “backward speech” 
limitation Zatanna shared with her father and many 
other members of the homo magi is psychologically 
self-imposed. Theoretically, there is nothing preventing 
Zatanna from using her powers without speaking. 


iZatanna’s Powers 


The exact limits of Zatanna’s Powers have 
fluctuated wildly throughout her career. When she first 
began adventuring, she had only her Sorcery Power, 
and at that time, it was rated at only 14 APs. Later in 


her career (in JUSTICE LEAGUE OF AMERICA 
#191, first series), Zatanna overtaxed her Sorcery 
Power and lost it, gaining all her elemental control 
Powers in its stead. Later still, after her union with the 
Godhead, Zatanna regained her Sorcery Power and the 
Power’s rating increased to 16 APs. At present, she 
can use all her listed Powers at their full levels. 

Note that Zatanna cannot use any of her Powers 
without directly describing her actions in ’’backward 
speech.” To use Skin Armor to protect herself from 
some gunmen, for instance, she must say, "Tcetorp em 
morf eseht stellub!" (Protect me from these bullets!). 
Whether this strange restiiction is psychologically self- 
imposed or not remains a mystery. 

Powers Zatanna frequently mimics with Sorcery 
include: Energy Blast, Flight, Force Field, 
Invisibility, Sealed Systems, and Skin Armor. 


Homo Magi 


Zatanna is a member of the fabled homo magi , 
humans beings with the ability to manipulate magic 
like extra-dimensional sorcerers. Whether or not this 
ability stems from a genetic mutation is a topic of 
heated debate among occultists and magicians. In any 
case, there is clearly something special about the 
homo magi that is responsible for their unique gifts. 

In DC HEROES terms, homo magi have the 
Magical Background Advantage (Cost of 10 Hero 
Points). No true human character can acquire the 
Sorcery Power without first purchasing this 
Advantage. All characters with a Magical 
Background are inherently magical in nature and can 
be detected using the Magic Sense Power. 


Personality/Role-playing 


The thing that immediately strikes most people 
who meet Zatanna is her innocence, a direct result of 
the solitude in which she was raised. In fact, to this 
day, Zatanna has met with few people who are not 
members of Earth’s mystical community or 
superheros. She simply doesn’t know much about 
basic human customs and habits. Although her 
essential innocence was greatly diluted by the death 
of her father, as time marches on, her loss seems to 
impact her less and less. 

For a short while after she united with a mystical 
entity known as the “Godhead,” Zatanna seemed 
enlightened and at peace with the world. The effects 
of the union were only temporary, however, and 
Zatanna soon regained her old demeanor. 










Using Zatanna in Adventures 


Appearances in DC Comics 


As one of the few members of Earth’s mystical 
community that can be genuinely “nice,” Zatanna is 
somewhat unique. Consequently, she makes an ideal 
guide for inexperienced or non-magically oriented 
heroes who become involved in mystically-oriented 
Adventures. Relatively easy to find (she was once a 
member of the Justice League and still keeps in touch 
with many of her old comrades), she can take the 
player heroes to magical “hangouts” such as the 
Bewitched nightclub in San Francisco. 


Subplots 


Throughout her career, Zatanna has been involved 
in three on-going Subplots: a Romance Subplot with 
the infamous John Constantine, a Family Subplot 
concerning her relationship with her father, and a 
Power Complication Subplot surrounding her ever- 
changing assortment of abilities. 


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


Background/ Roster Book, Justice League 
Sourcebook, Magic Sourcebook 


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

Pre-Crisis: Action Comics #434, 546; Adventure Comics 
#413-415, 419, 421; All-Star Squadron #14-15, 53; The 
Atom #19; Blue Devil #4-5, 13; The Brave and The Bold 
#169; Crisis On Infinite Earths #4-5, 9-12; DC Comics 
Presents #18; DC Special Blue Ribbon Digest #5; 
Detective Comics #336, 355, 557; The Flash (1) #198 The 
Fury of Firestorm #4; Green Lantern (2) #42; Hawkman 
(1) #4; (2) 4; Infinity, Inc. #19; Justice League of America 
#51, 87, 100-102, 114, 161-168, 171-180, 182, 187-188, 
190-191, 194-195, 198-200, 202, 206-209, 217, 219-223, 
225-230, 233-239, 241-245; Justice League of America 
Annual #1-3; The New Teen Titans (1) #4-5; The Phantom 
Zone #2; The Saga of Swamp Thing #24; Super Friends #5 
(behind the scenes); Supergirl (1) #1-4, 7; (2) 20; 
Superman Family #214; Superman s Girl Friend, Lois 
Lane #132; Who's Who '87 (I) #26; Wonder Woman (1) 
#291-293, 300; World's Finest Comics #207-208 , 274-278, 
285-286. 288, 30$, 302 

Current: The Books of Magic #2; Hell blazer #63; Justice 
League of America #246-252, 255-257; Mister E #4; Secret 
Origins (3) #27; The Spectre (2) #7-8, 11, 23; Swamp 
Thing (2) #49-50, 128 (behind the scenes) War of the Gods 
#1-4; Who's Who 1 88 #4; Who's Who ( 91 #12; Wonder 
Woman (2) #61; Zatanna Special #1 



BEWITCHED 

































ALIENS 


Guardians of 
the Universe 


Typical Guardian 


Dex: 

4 

Str: 

2 

Body: 

15 

Int: 

17 

Will: 

30 

Mind: 

20 

Infl: 

12 

Aura: 

14 

Spirit: 

10 

Initiative: 33 


Hero Points: 

150 


•Powers: Flight: 40, Force Manipulation: 30, 
Invulnerability: 25, Regeneration: 10, Sealed 
Systems: 20, Spirit Travel: 45, Systemic Antidote: 
20, Telepathy: 50 

•Skills: Gadgetry: 18, Scientist: 20 

•Limitations: Miscellaneous: Force Manipulation is 
reduced by 1 AP for every week a Guardian 
remains separated from Oa. 

•Advantages: Genius; Scholar (the universe, 
metaphysics) 

•Drawbacks: Guilt (the Guardians still believe that 
they are responsible for releasing evil into the 
universe) 

•Major Representatives: Appa Ali Apsa (see 
below), Ganthet 

•Motivation: Responsibility of Power 

•Occupation: Mentors/Guides 

•Wealth: 30 


Appa Ali Apsa (deceased) 


Dex: 

4 

Str: 

2 

Body: 

16 

Int: 

18 

Will: 

35 

Mind: 

22 

Infl: 

14 

Aura: 

15 

Spirit: 

12 

Initiative: 36 


Hero Points: 

165 


•Powers: Flight: 40, Force Manipulation: 35, 
Invulnerability: 25, Regeneration: 10, Sealed 
Systems: 20, Spirit Travel: 45, Systemic Antidote: 
20, Telepathy: 50 

•Skills: Gadgetry: 18, Scientist: 20 
•Advantages: Area Knowledge (Oa); Genius; 
Scholar (alien races) 

•Drawbacks: Serious Psychological Instability 
•Motivation: Psychopath 
•Occupation: Mentor 
•Wealth: 30 

•Note: For a time, Appa forsook his Guardian 
heritage, though the later regained it. During this 
era, he had no Powers and his Body was only 5. 
Appa Ali Apsa (a.k.a. "The Old Timer") was 


responsible for creating the Mosiac, a society on 
the planet Oa which consists of cities that he stole 
from various planets. 


Typical Manhunter 


Dex: 8 

Str: 

II 

Boby: 

7 

Int: 9 

Will: 

9 

Mind: 

9 

Infl: 6 

Aura: 

6 

Spirit: 

10 

Initiative: 27 


Hero Points: 

75 


•Powers: Bomb: 10, Chameleon: 12, Skin Armor: 5 
•Skills: Detective: 9, Gadgetry: 11, Martial Aitist: 8, 
Scientist: 10, Weaponry: 8 

•Limitations: Miscellaneous: Bomb Power 
represents a self destruct mechanism—when a 
Manhunter’s Current Body Condition reaches 0, 
the Bomb Power activates and detonates the 
android. 

•Advantages: Iron Nerves; Lightning Reflexes; 
Omni-Connection 

•Drawbacks: Catastrophic Irrational Attraction to 
destroying the Guardians of the Universe and their 
works; Exile 

•Motivation: Power Lust 
•Occupation: Androids 
•Equipment: 

Power Baton [Energy Blast: 13, Body: 71 


Typical Controller 


Dex: 

6 

Str: 

4 

Body: 

14 

Int: 

15 

Will: 

25 

Mind: 

20 

Infl: 

10 

Aura: 

13 

Spirit: 

10 

Initiative: 31 


Hero Points: 

100 


•Powers: Comprehend Languages: 14, Energy 
Absorption: 15, Invulnerability: 24, Matter 
Manipulation: 25, Omni-Power: 12, Regeneration: 
12, Telepathy: 25 

•Skills: Gadgetry: 15, Scientist: 15 
•Advantages: Connections: Guardians of the 
Universe (Low), Legion of Super-Heroes (Low, 
30th century only), Darkstars (High); Genius; 
Omni-Connection 
•Drawbacks: Guilt 
•Motivation: Responsibility of Power 
•Occupation: Sentinels 
•Wealth: 20 


Powers and Abilities 


The Guardians’ most formidable ability is their 
highly developed intellect. The brain of the average 









Using the Guardians in Adventures 


Guardian is capable of processing roughly 100,000 
times as much information as that of the average 
human. Over the years, the Guardians learned to use 
their formidable brains as energy storehouses, 
allowing them to siphon off some of the energy that 
collects on Oa and redirect it for their own purposes. 
With this energy, the Guardians can form solid 
constructs of pure force similar to those conjured by 
the members of the Green Lantern Corps, though the 
typical Guardian is much more powerful than even 
the most formidable Green Lanterns. The Guardians 
have also evolved a technique that allows them to 
‘Teed” off their own internal energies, meaning they 
needn't eat or rest. 


The Central Power Battery on Oa 


Perhaps the Guardians' most impressive 
achievement is the enormous Central Power Battery 
on Oa. It provides the energy that powers the rings of 
all the Green Lanterns scattered across the cosmos. 
Use the following stats for the battery: 

CENTRAL BATTERY [Energy Absorption: 65, 
Body: 65] 


Personality/Role-playing 


More than anything, the Guardians love their 
privacy. While on Oa, they did everything in their 
power to seal off this planet from the rest of the 
universe. These protective measures were undertaken 
just as much for the good of the many peoples of the 
cosmos as they were for the Guardians’ own good. 
Oan technology was quite advanced and produced 
many weapons and devices that less advanced races 
were not prepared to encounter. 

One result of the Guardians’ isolation instinct is 
their policy of choosing outsiders and intermediaries 
to do their work for them. The Guardians themselves 
only take a direct hand in universal affairs when 
absolutely necessary, and such occasions are few and 
far between. 


In line with their policy of finding outsiders to 
carry out their missions for them, the Guardians 
might select the player heroes and ask them for 
assistance in some affair of great cosmic importance. 
Once such mission might consist of protecting the 
chosen progenitors of the immortal race (see Heroes, 
New Guardians for details) from a threat. 


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


Background/Roster Book , The Atlas of the DC 
Universe (Appa Ali Apsa only) 


Appearances in DC Comics 


Pre-Crisis: Action Comics #443; All-Star Squadron Annual #l: 
The Brave and The Bold #155, 173-174: Crisis On Infinite Earths 
#2, 5, 7-10; DC Comics Presents #60; DC Special Series #1. 6; 
DC Super-Stars #14; The Flash (!) #168, 221-222 , 237-238, 241, 
319, 323-324; The Fury of Firestorm Annual #2 (behind the 
scenes); Green Lantern (2) #1, 7, 9. 23, 30-31 . 34, 37, 40, 44, 46, 
50 (behind the scenes), 51-52, 55-56, 58-59, 63-64, 67-68, 70, 72, 
76-81, 87, 90-91, 96-97, 102, 107, Ill, 116, 129-127, 130-132, 
148-155, 159-172, 177-179, 181-183, 185, 187, 193-195, 197-198; 
Justice League of America #80-81, 98 (behind the scenes), 128- 
129, 140-141; Legion of Super-Heroes (2) #267, 295; Metal Men 
#54; Omega Men #26 (behind the scenes). 30; Showcase #23 
(behind the scenes); Superman (1) #247, 257; Superman Annual 
(1) #10; Tales of the Green Lantern Corps #1-3; Tales of the 
Green Lantern Corps Annual #1; Who’s Who '85 #9; World’s 
Finest Comics #198-199, 259 (behind the scenes) 

Current: Adventures of Superman #436; Blue Beetle (6) #21 
(behind the scenes); Firestorm, the Nuclear Man #67; Flash (2) 
#8; Green Lantern (2) #199-201 , 203-205; (3) 1 (behind the 
scenes), 2-9, 13-14, 16-19, 33-35, 36 (behind the scenes); Green 
Lnntern Annual (1) #3; Green Lantern Corps #207-208. 220, 222- 
224; Green Lantern Corps Annual #2; Green Lantern Corps 
Quarterly #1-2. 4; Green Lantern; Emerald Dawn #4-6; Green 
Lantern: Emerald Dawn 11 # 1, 4, 6; Green Lantern: Gantltet's 
Tale ; Green Lantern: Mosaic #10; Green Lantern Special #1-2; 
Guy Gardner #1 Guy Gardner Reborn #3; History of the DC 
Universe #1-2; Infinity, Inc. #46; Justice League America #64; 
Justice League International #10; Manhunter (2) #22; Millennium 
#1-8; New Guardians #12; Secret Origins (3) #18, 22-23; Teen 
Titans Spotlight #18; Who’s Who ‘87 (2) #3; Who's Who '91 #11 



Central Power Battery 


Size Comparison 












0OG* oB 


■-W-* 


**//*<?/ 


MAYFAIR GAMES INC. 


r * indicates a trademark of DC Comics, All chara 
ter names, renditions, associated slogans, and inc 
cia are trademarks of DC Comics © 1993 f 
Rights Resejved. Used under license, 

MADE IN US 

©1993 Mayfair Games Inc. All Rights Reserve 


0 29877 02495 


ISBN D-1237b3-77-S 


493 MFG2642495